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Guide and Walkthrough by Relle

Version: 1.11 | Updated: 12/29/2004
FAQ of the Month Winner: July 2004 | Highest Rated Guide

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          /_/   \_\\_/   |_____||_| \_\|_| \_| \___/ |_|  |_| |____/

by Relle


Winner of the July 2004 FOTM contest!

Table of Contents

1.  Introduction
2.  Latest Updates
3.  Basics
4.  Party Building
  4a. Races
  4b. Classes
  4c. Skills
  4d. Useful Skills
  4e. Special Skills
  4f. Special Abilities
  4g. Character Traits
5.  Walkthrough
  5a. Upper Avernum
     5a-1. Fort Emergence
     5a-2. Ghikra
     5a-3. Portal Fortress
     5a-4. New Cotra
     5a-5. New Formello
     5a-6. Treasure Hunt
  5b. Krizsan Province
     5b-1. Kriszan
     5b-2. Inn of Blades
     5b-3. Silvar, Colchis and Delan
     5b-4. Guhkbar's Pit
     5b-5. Delis and Pergies
     5b-6. Agate Tower
     5b-7. Slime Pit
  5c. Upper Avernum - The Return
     5c-1. Fort Emergence
     5c-2. Tower of the Magi
     5c-3. New Formello Investigation
     5c-4. Erika's Tower
  5d. Isle of Bigail
     5d-1. Farport
     5d-2. Port Townsend
     5d-3. Shayder
     5d-4. Bavner and Kuper
     5d-5. Spiral Crypt
     5d-6. Northpoint and Southpoint Lighthouse
     5d-7. Giant Intelligent Friendly Talking Spiders
     5d-8. Kneece
     5d-9. Filth Factory
  5e. Theft of the Orb of Thralni
     5e-1. Fort Emergence
     5e-2. Cult of the Sacred Item
  5f. Karnold Province
     5f-1. Southern Karnold Tour
     5f-2. Sharimik
     5f-3. Northern Karnold Tour
     5f-4. Tomb of Vahkohs
     5f-5. Softport
     5f-6. Troglodyte Altar
     5f-7. Troglodyte Castle
  5g. Midori Province
     5g-1. Lorelei
     5g-2. Giant's Forge
     5g-3. Cavern of Giants
     5g-4. Concealed Tunnel
  5h. The Grand Midori Tour
     5h-1. The Bunker
     5h-2. Southeastern Midori
     5h-3. Fading Tower
     5h-4. Malloc, Dorngas and Calloc
     5h-5. Marish and the Chasm of Screams
     5h-6. Lair of Sulfas
     5h-7. Lair of Khoth
     5h-8. Lair of Athron
     5h-9. Moon
  5i. Monoroe Province
     5i-1. Spineridge and Mernia
     5i-2. Gale
     5i-3. Tevrono
     5i-4. Remote Aerie
     5i-5. Golem Spires
     5i-6. The Golem Factory
  5j. The Guilty Ones
  5k. Northern Valorim Tour
     5k-1. Erox
     5k-2. Defiled Crypt
     5k-3. Draigoth Ruins
     5k-4. The Rest of Valorim
     5k-5. Guarded Tunnel
     5k-6. Blackcrag Fortress
  5l. Disaster at the Tower of the Magi
  5m. Footracer Province
     5m-1. The Ruins
     5m-2. Keep of Tinraya
     5m-3. Crumbling Factory
     5m-4. Great Walls
  5n. Endgame
     5n-1. Vahnatai Lands
     5n-2. Rentar-Ihrno's Keep
6.  Items and Equipment
  6a. Items
  6b. Weapons
  6c. Armor
  6d. Jewelry
  6e. Potions and Curatives
  6f. Special/Quest Items
  6g. Rare Items
  6h. Xian Items
  6i. Rare Item Locations
     6i-1. Weapons
     6i-2. Armor
     6i-3. Jewelry
     6i-4. Mind Crystals
  6j. The Legendary Items
     6j-1. Recipe for Knowledge Brew
     6j-2. Black Halberd
     6j-3. Pachtar's Plate
     6j-4. Fury Crossbow
     6j-5. Ring of Endless Magery
7.  Magic
  7a. Spell List
     7a-1. Mage Spells
     7a-2. Priest Spells
  7b. Level 3 Spells
     7b-1. Mage Spells
     7b-2. Priest Spells
8.  Quests
  8a. Main Quests
  8b. Side Quests
     8b-1. Upper Avernum
     8b-2. Krizsan Province
     8b-3. Isle of Bigail
     8b-4. Karnold Province
     8b-5. Midori Province
     8b-6. Monoroe Province
     8b-7. Northern Valorim
9.  Caches
  9a. Krizsan Province
  9b. Isle of Bigail
  9c. Karnold Province
  9d. Midori Province
  9e. Monoroe Province
  9f. Northern Valorim
  9g. Footracer Province
10.  Recruitable NPCs
  10a. Hsska the Slith Priest
  10b. Falko the Archer
  10c. Carol the Mage
  10d. Miranda the Warrior
11.  Character Editor
  11a. Item List
  11b. Special Item List
12.  Revision History
13.  Acknowledgements
14.  Copyright Info

 1.  Introduction

The Avernum trilogy is a remake of the Exile trilogy of games, which is in
itself a major throwback to old-style gameplay.  The monsters are tough, the
gold is scarce, and the world is big.  There are no cutscenes to watch, nor
fancy FMV or impressive voicework.  Just a game.  A game, I might add, that is
one of the better hidden gems on the PC and Mac.  Before modern RPGs with their
complex polygons and pages of text to sort through (Morrowind, I'm looking at
you...) Avernum came along.  This title has all the advantages of modern games,
such as a huge world to explore, quests to undergo and many, many monsters to
kill.  So, if I've managed to tickle your fancy, read on and prepare to save
the world.

 2.  Latest Updates

1.02 - I AM WINNER!!!  This guide has just won the July 2004 Gamefaqs FAQ of
the Month contest!  Hoo-rah!

1.10 - I wrote up the rare item locations, just to really make things complete.

 3.  Basics

 * Just in case anyone finds my directions confusing, 'north' means the top
   part of the automap, 'south' is the bottom part, and 'east' and 'west' are
   right and left respectively.  You should always keep the automap up when
   you're not managing inventory.

 * Confused about the controls?  Press the Tab key to see what each button does.

 * Your lead character can attack enemies outside of battle, so make sure your
   strongest person is up front.

 * Make sure you always have some food.  You can't rest in the wild without it.

 * When creating a mage or priest, give them five levels of mage spells or six
   levels of priest spells respectively.  This will allow them to start with
   as much magic as possible.

 * Hidden passages are everywhere.  Search carefully.

 * Remember you can move diagonally through trees or other obstacles.

 * Buy arrows in bulk.  It's a horrible feeling to run out in the middle of a

 * Give magic scrolls and wands to your fighters and thieves to have a big
   fireball-tossing party.

 * Save before training your party, just in case you change your mind after.

 * Explore everywhere.  This should be a no-brainer.  There is much more to
   the game than what I will explore in this guide, simply because showing you
   every last mundane event would take forever and a day.

 * Save often.  This should also be a no-brainer.

 * If you find the game is too hard or too easy, you can adjust the difficulty
   on-the-fly in the options menu.

 * Don't dawdle too much.  The more time passes, the worse shape Valorim will
   be in.  Some towns may even vanish entirely.  Eliminating the monster plagues
   will help keep the surface intact.

 * Horses can help you get places in a hurry.  They're available for sale in
   various locations across Valorim.

 * Crossbow bolts do more damage, but arrows are more plentiful.  Choose wisely.

 * Very useful tip: If you sell items to Levy in Fort Emergence, he will sell
   you that same item an unlimited amount of times.  Very useful for rare items
   like Mind Crystals, but bear in mind many rare items are also very expensive.
   Technically this is cheating, so consult your morals before doing this.

 *** Abbreviations ***

 HP:  Health/Hit Points
 SP:  Spell Points
 STR:  Strength
 DEX:  Dexterity
 INT:  Intelligence
 END:  Endurance
 MEL:  Melee Weapons
 POL:  Pole Weapons
 BOW:  Bows
 THR:  Thrown Missiles
 HRD:  Hardiness
 DEF:  Defense
 ASS:  Assassination
 MAG:  Mage spells
 PRI:  Priest spells
 ARC:  Arcane Lore
 POT:  Potion Making
 TUS:  Tool Use
 NLO:  Nature Lore
 AID:  First Aid
 LCK:  Luck
 BAR:  Barter
 HRB:  Find Herbs
 ANT:  Anatomy
 BLD:  Blademaster
 GYM:  Gymnastics
 PAT:  Pathfinder
 MGR:  Magery
 RES:  Resistance
 CUR:  Dread Curse
 VAH:  Vahnatai Lore
 PAR:  Parry
 MC:  Mind Crystal

 4.  Party Building

 4a. Races

 *** Human ***

Humans have no special advantages, but also no XP penalty.  Something to
consider is the surface world has long been paranoid around otherwise outlandish
races such as the Nephilim and Slithzerikai.  Having a party of all humans will
help you out in certain situations with the more 'specist' people of Valorim,
but it will also bar you from some events in the game.  Some surface Nephilim,
for example, will only help you if you have a Nephilim in your party.  While
the lack of a XP penalty is tempting, I would recommend you take a human for a
designated healing character or any other class that won't see a lot of direct

 *** Nephilim ***

These folk are a race of cat-people (unfortunately, there are no anime-style
catgirls...a shame).  They get a bonus when using ranged weapons, so if you're
making up a long-distance fighter, you'll want yourself a Nephilim.  They also
get a bonus to their dexterity and action points (AP) which allow them to move
more during combat.  They do carry with them a 10% XP penalty, so bear that in

 *** Slithzerikai ***

Wow, that's a mouthful.  The Slith are a race of lizard-people, and not only
are they resistant to fire damage, they also get a bonus on their to-hit stat
when using a pole weapon (halberds, spears, etc.)  That bonus starts at +15%
to-hit at level 1, and increases by 5% every eight levels, except for the first
bonus, which is gained after seven levels.  Here's the general chart:

Level 1:  +15%
Level 8:  +20%
Level 16:  +25%
Level 24:  +30%
Level 32:  +35%
Level 40:  +40%

And so on.  However, the use of pole weapons prevents you from using some
shields, so it's something of a trade-off.  Another thing to consider is the
paranoia surrounding the Slith.  You'll be thrust into combat more often if
a Slith is in your party, but more enemies means more XP, which a Slith
character will need.

 4b. Classes

 *** Soldier ***

Soldiers received excellent military training on the surface, the best the
Empire had to offer.  They're very good with all sorts of weapons.

 Base Skills       Default Stat
Strength:          4
Dexterity:         4
Intelligence:      2
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     4
Pole Weapons:      3
Bows:              1
Thrown Missiles:   0
Hardiness:         2
Defense:           2
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       1
Potion Making:     0

 Useful Skills     Default Stat

Tool Use:          2
Nature Lore:       2
First Aid:         2
Luck:              0

Unused Skill Points:  8
Default Character Traits:  Elite Warrior

 *** Berserker ***

Berserkers are wild swordsmen from the remote areas of the Empire.  Their
wildness tends to get them dumped into Avernum.  They're extremely hardy and
their sword skill is unmatched.

 Base Skills       Default Stat
Strength:          4
Dexterity:         4
Intelligence:      2
Endurance:         6

 Weaponry Skills   Default Stat

Melee Weapons:     5
Pole Weapons:      0
Bows:              1
Thrown Missiles:   1
Hardiness:         2
Defense:           2
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       1
Potion Making:     0

 Useful Skills     Default Stat

Tool Use:          2
Nature Lore:       2
First Aid:         1
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Cleric ***

A Cleric is a priest in one of the faiths disapproved by the Empire.  They
have excellent healing and protective skills, although they often end up having
to use them in Avernum.

 Base Skills       Default Stat
Strength:          2
Dexterity:         2
Intelligence:      5
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     3
Pole Weapons:      0
Bows:              0
Thrown Missiles:   1
Hardiness:         0
Defense:           2
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     4
Arcane Lore:       6
Potion Making:     4

 Useful Skills     Default Stat

Tool Use:          1
Nature Lore:       1
First Aid:         3
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Sorcerer ***

Sorcerers are practitioners of the wizardly arts.  Their spells are powerful,
both on offensive and defensive.  Alas, because of their dangerous research
and eccentricities, they tend to be sent down into Avernum.

 Base Skills       Default Stat
Strength:          2
Dexterity:         2
Intelligence:      6
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     1
Pole Weapons:      0
Bows:              0
Thrown Missiles:   0
Hardiness:         0
Defense:           0
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       5
Priest Spells:     0
Arcane Lore:       7
Potion Making:     2

 Useful Skills     Default Stat

Tool Use:          1
Nature Lore:       1
First Aid:         1
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Rogue ***

Rogues are nimble, good with swords, and able to handle locks and traps.  They
also tend to walk off with things they don't own.  Unsurprisingly, the Empire
loves to send them to Avernum.

 Base Skills       Default Stat
Strength:          3
Dexterity:         4
Intelligence:      2
Endurance:         6

 Weaponry Skills   Default Stat

Melee Weapons:     3
Pole Weapons:      0
Bows:              3
Thrown Missiles:   0
Hardiness:         2
Defense:           2
Assassination:     2

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       1
Potion Making:     0

 Useful Skills     Default Stat

Tool Use:          6
Nature Lore:       2
First Aid:         0
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Archer ***

Archers were either hunters or trained members of the Empire army, highly
skilled with missile weapons.  In the Empire army, a dishonorable discharge
tends to mean exile to Avernum.

 Base Skills       Default Stat
Strength:          2
Dexterity:         5
Intelligence:      2
Endurance:         6

 Weaponry Skills   Default Stat

Melee Weapons:     2
Pole Weapons:      1
Bows:              6
Thrown Missiles:   1
Hardiness:         2
Defense:           2
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       1
Potion Making:     0

 Useful Skills     Default Stat

Tool Use:          4
Nature Lore:       1
First Aid:         0
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Rebel ***

Some people dare to rebel against the Empire.  They have to be good at
everything if they want to survive, though they don't have the freedom to excel
at one thing.  A rebel tends to have some skill with weapons, traps, and lore.

 Base Skills       Default Stat
Strength:          4
Dexterity:         4
Intelligence:      2
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     2
Pole Weapons:      2
Bows:              2
Thrown Missiles:   2
Hardiness:         2
Defense:           2
Assassination:     1

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       3
Potion Making:     2

 Useful Skills     Default Stat

Tool Use:          4
Nature Lore:       1
First Aid:         2
Luck:              1

Unused Skill Points:  8
Default Character Traits:  None

 *** Hedge Wizard ***

Hedge wizards tend to live in remote villages of the Empire, where they help
the locals with their magical skills.  This sort of character is good at magery,
has a little bit of training in Priest spells, and has had a bit of practice
making potions.

 Base Skills       Default Stat
Strength:          2
Dexterity:         2
Intelligence:      5
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     1
Pole Weapons:      0
Bows:              0
Thrown Missiles:   1
Hardiness:         1
Defense:           0
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       3
Priest Spells:     3
Arcane Lore:       5
Potion Making:     5

 Useful Skills     Default Stat

Tool Use:          2
Nature Lore:       1
First Aid:         1
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Shaman ***

Shamans are the priests of the back hills.  A shaman isn't quite as good at
spells as a cleric, but makes up for it with weaponry and knowledge of herbs.
Shamans are hardy folk, but their wildness tends to make them run afoul of the

 Base Skills       Default Stat
Strength:          3
Dexterity:         3
Intelligence:      4
Endurance:         5

 Weaponry Skills   Default Stat

Melee Weapons:     3
Pole Weapons:      1
Bows:              0
Thrown Missiles:   0
Hardiness:         0
Defense:           0
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     3
Arcane Lore:       5
Potion Making:     5

 Useful Skills     Default Stat

Tool Use:          2
Nature Lore:       1
First Aid:         1
Luck:              0

Unused Skill Points:  8
Default Character Traits:  None

 *** Custom ***

Skilled Avernum players can make their own custom characters.  Custom characters
start with 65 skill points you can allocate to make your ideal adventurers.

 Base Skills       Default Stat
Strength:          2
Dexterity:         2
Intelligence:      2
Endurance:         3

 Weaponry Skills   Default Stat

Melee Weapons:     0
Pole Weapons:      0
Bows:              0
Thrown Missiles:   0
Hardiness:         0
Defense:           0
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       1
Potion Making:     0

 Useful Skills     Default Stat

Tool Use:          1
Nature Lore:       0
First Aid:         0
Luck:              0

Unused Skill Points:  65
Default Character Traits:  None

 4c. Skills

 *** Base Skills ***

Strength - This enhances your maximum carrying capacity and provides damage
bonuses to melee attacks depending on how much of this stat you have.  Fighters
should have at least five to start, while magic-users can get away with 2-3.

Dexterity - The more of this you have, the faster your turn will come up in
combat.  Think of it as your 'speed' or 'agility' stat.  It can also give a
to-hit bonus for your weapons.  Plus, a high dexterity means it'll be harder
for enemies to land an attack on you.  Every class benefits from a little of
this skill.

Intelligence - Magic-users should focus on this skill.  More intelligence means
more spell points, resistance to various negative magical effects, and can
improve the effectiveness of your spells.  Magic-users should get as much of
this as possible.  Fighters should start with 2-3 to save on skill points, and
improve it gradually over the course of the game so they're not charmed as

Endurance - This controls your health points as well as some useful skills like
poison resistance.  Every class should get at least some endurance.  Make sure
each party member has at least 4 to start out, and put as many skill points
into this as you can.

 *** Weaponry Skills ***

Melee/Pole/Bow/Thrown Weapons - These are all the same thing, but for different
classes of weaponry.  Each level of a skill with a particular weapon improves
your chance to-hit by 5%.  Therefore, six points of melee weapons would give
you a +30% to-hit for swords, daggers, etc.

Hardiness - A decent skill, each level of hardiness has a chance of reducing
enemy weapon damage by 1.  While the damage reduction is useless later in the
game, this skill will also reduce your encumberance, so make sure whoever is
wearing heavy armor has a few extra points.

Defense - This skill is a must.  Each level of it reduces the enemy's chance
of hitting you with weapons by 5%.  Every class type benefits from this skill,
so pick up a couple levels to start, then put points into it as you go.  Unlike
Hardiness, it retains its effectiveness throughout the game.

Assassination - This skill should only be given to fighters, and not at first.
This potentially powerful skill lets you deal extra damage to enemies of a
lower level, so you shouldn't even bother with it till you're at level 5 or
so.  The more points you have, the better your chances of doing extra damage.

 *** Magical Skills ***

Mage/Priest Spells - Obviously these should only be given to designated magic
users.  You can create a warrior/mage hybrid, but it will seriously tax your
skill points.  The greater your mage/priest spell level, the more and better
spells you can cast.  The higher this skill at creation, the more spells you
can cast at the beginning of the game.  Eventually you should get one (mage or
priest) up to level 18+ so you can cast the best spells of the game.

Arcane Lore (INT/2) - Cheap and useful.  You can get a few free levels with a
high intelligence stat.  This skill is actually pooled amongst your party
members when called into use, meaning if your party members have 2, 4, 5 and
8 lore separately, the game will check against a total lore skill of 19.
With that in mind, spread this skill around your whole party rather than have
one member hog it all.

Potion Making (INT/4) - Very useful when you get recipes for the better potions.
Pick one party member at the start to learn this, because it does no good to
have several people able to make potions.

 *** Useful Skills ***

Tool Use (DEX/2) - For thieves only.  Obviously your other party members will
get a few points due to the base value (Dex/2) but like potion making, it does
no good to have multiple people carrying around lockpicks since the game will
only let one person pick locks at a time, and obviously you want the character
with the highest tool use to pick locks and disarm traps.  Choose your thief
and pump up this skill for him/her over the course of the game.

Nature Lore (INT/4) - A high nature lore will let you avoid encounters with
monsters outdoors, which can be useful.  It will also influence certain other
events in the game, so make sure one or more characters get a few points of
this skill.

First Aid (INT/4) - While first aid kits are at first cheap, eventually you'll
have the ability to make potions and cast some uber healing spells.  You can
heal a lot of HP with a high first aid skill and the more powerful kits, but
if you're going to improve this skill, only do so with one party member.

Luck - I cannot stress how useful this skill is.  While it may not seem like
much at first, a high luck can prevent you from dying after a mortal blow
numerous times.  It can also influence many events in the game, so make sure
to get a few points in this for each character.  The only downside is the
high cost.

 4d. Useful Skills

The useful skills are actually more like your vital stats rather than the
tool use, etc. skills in the last section.  These can only be increased by
putting points into your regular skills.

Health (END/2 * level) - Your HP.  The base value is roughly 1/2 your endurance
times your level.

Spell Energy (3*(INT + MAG + PRI)) - Your spell points, or MP for you RPG buffs.

Poison Resistance (END + LCK + HRD/2) - How well you resist poisoning.  Each
level improves your resistance by 5%.

Magic Resistance (LCK + MAG/2) - Like poison resistance, this helps protect you
from enemy magical spells.  Each level gives you an additional 5%.

Willpower (INT + MAG/2 + PRI/2 + LCK) - This is a companion to magic resistance,
giving you 5% per level to resist charming, terror and other mental effects.

Resist Elements (DEX/4 + HRD/2 + LCK) - This gives you the ability to resist
such things as fire and ice magic and other forms of these deadly elements.
Each level increases your resistance by 5%.

Item Lore (INT/2 + MAG/2 + ARC) - Very often in this game you'll run across
items that are unidentified and therefore unusable.  To identify them you'll
either have to pay for that privilege in the nearest town, or increase this
skill to automatically identify items.

Rune Reading (INT/2 + PRI/2 + ARC) - Like item lore, rune reading helps you
identify magic in spellbooks around the game.  You'll need a lot of this skill
if you want to unlock the secrets behind the more powerful magics in the game.

 4e. Special Skills

Special skills are only available from particular teachers and mind crystals.
They can't be learned normally, and some can only be improved by paying a
teacher willing to grant you the skill.  More often than not, these special
skills will require a boatload of gold to learn.  Included with the description
is a list of where you can learn the particular skill.

Anatomy - This will improve your first aid skill and let you do extra damage
against humanoid creatures like...well, humans.

Barter (Lorelei) - Almost essential.  The more of this skill you have, the
better prices you'll get when selling items to merchants.  You can learn this
from Carson in Lorelei, and improve it in regular training halls after buying
at least one level.

Blademaster (Northwest Valorim) - This is a combination of melee and pole
weapons skill, with some additional bonuses thrown in.  Every level of this
improves your chance to-hit with melee weapons, along with the damage you do.
To get this skill, you must seek out a drake lord in the far northwest corner
of Valorim.  It requires the Orb of Thralni, and you'll have to defeat two
other drake lords to reach the third, who will give your party one point in
this skill for 10,000 coins.  You can train normally in this skill, though it's
quite costly.  Not nearly as much as the drake lord's lesson, though.

Dread Curse - A negative skill.  This can only be bestowed on you by special
circumstances, most of them bad.  The Dread Curse will make you a little bit
worse at everything, from spells to fighting.  You can have it removed by Ahonar
in Shayder.

Find Herbs - While wandering around, this skill will occasionally find you some
herbs for potion-making.

Gymnastics - Gymnastics acts as a combination of Defense and Dexterity.  More
of this skill makes you harder to hit and lets you act faster in combat.

Magery (Erika's Tower) - This skill quite simply improves the effectiveness of
every spell you have.  Erika will train you in this skill once your reputation
is high enough.  It can't be improved in regular training halls.

Parry - A nice skill, this will sometimes let you avoid a melee blow entirely.

Pathfinder (Shayder) - This is an innate and automatic version of the Safe
Travel spell.  It will help you cross swamps and other hazardous terrain with
less or no negative effects.  Meena in Shayder will teach you, but you must
find some graymold salve for Jed first.  You can train this skill at any regular
training hall once you've bought at least one level from Meena.

Resistance - An all-in-one magic repellant.  Unfortunately, it can't be trained
normally.  Every level of this skill permanently increases all your resistances
(fire, ice, magic, mental and acid) by 5%.  Ivanova in Golddale will give you
two points of this skill once you complete her quest.

Vahnatai Lore (Ghikra) - Companion to item and arcane lore, this skill lets you
decipher various Vahnatai spellbooks and writing around the game.  It is taught
by one of the Crystal Souls in Ghikra.

 4f. Special Abilities

Special abilities are used through the Use Ability button.  The common ones
allow you to change your name or character graphic/sprite, or let you delete
a character.  Others are more rare, and some can only be used sparingly.

Call Spirit - Summons a ghost-type monster to help you.  The higher your level,
the stronger the monster.  Usable only once per day.

Delete this Character - Self-explanatory.  Be very sure you want to do this,

Divine Aid - The user becomes very powerful.  Various stats are temporarily
increased.  Usable only once per day.

Go Berserk - Causes the same effect as War Blessing level 2.  Blesses and makes
the person who uses it harder to hit.  Usable only once per day.

Make a Potion - Only characters with some Potion Making skill can use this.
You'll be given a list of potions whose recipes you've learned.

Natural Curing - Cures status afflictions like poison and disease on the user.
Usable only once per day.

Regenerate - Heals the user.  The higher your level, the more HP will be healed.
Usable only once per day.

Restore Energy - Recharges the user's spell energy.  The higher your level, the
more SP will be restored.

Ritual of Sanctification - This will purify evil altars, but at the cost of
half your HP.  Usable only once per day.

Summon Beast - Allows you to summon a monster to your aid.  The higher your
level, the better the monster.  Usable only once per day.

Use First Aid - You must have some First Aid skill, and at least one kit.  This
will allow you to perform non-magical healing on someone.

 4g. Character Traits

Here you'll find the game's traits, which can give your characters a certain
advantage in exchange for a XP penalty, and in some cases, a bonus.  You can 
have, at maximum, two traits, but you can also opt to have none in order to
save on the XP penalties.

Great Renown (-10% XP) - This gives you a bonus to your reputation, which can
be useful in certain instances.  However, there are various methods in which to
increase your reputation through quests and such, so you won't need this trait
after very long.

Nimble Fingers (-15% XP) - For thieves only.  If you have a specially-designated
thief character, he/she should have this trait.

Beastmaster (-15% XP) - This gives you a special ability to summon a monster
once per day.  The higher your level, the better the monster.  I never saw a
real use for this, though at higher levels the monsters are good for a meat

Strong Will (-15% XP) - Helps you resist charming and the like.  Useful if
you have a fighter-type character with low willpower.

Good Education (-15% XP) - This helps you when reading spellbooks and such, so
in other words, it gives you a bonus to your rune reading skill.  Considering
the other traits available, you'd be better off just putting a few skill points
into arcane lore.

Toughness (-20% XP) - Very useful.  This will reduce damage from non-magical
attacks and provide additional resistance against poison and disease.  The XP
penalty is a bit high, however.  Give it to your magic-users, since they'll
need the protection.  Fighting characters won't need it as much.

Fast on Feat (-20% XP) - Also a useful trait, your default action points will
be 5 instead of 4, which means you can have two melee or missile attacks
without moving.  Only give this trait to one person because of the penalty,

Natural Mage (-25% XP) - For mages and priests only, naturally.  This should
be given to your mages immediately, since without it, they won't be able to
wear heavy armor.  It also gives a bonus to all your spells, and this bonus
will increase as you gain levels.  Not only that, but it will give you the
special ability Restore Energy, which will allow you to regain some spell
points once per day.

Elite Warrior (-30% XP) - Like natural mage, this is for your fighters.  It
gives them bonuses for their to-hit and damage and increases with your level,
but you should skip it.  Avernum 3 has a cap for the amount of damage you can
do, and all this will do is let you reach that cap sooner.  In other words,
this trait won't help you late in the game, but the XP penalty will always be
there.  You do gain the special ability, Battle Rage, but it's not that

Divinely Touched (-40% XP) - This skill is a little bit of everything.  While
the XP penalty is prohibitive, you gain small versions of the benefits from
all the above-mentioned traits.  You'll also get the special abilities Call
Spirit, Regenerate, and Divine Aid.  If you pick this skill, make sure you
pass on the second trait.

Cursed at Birth (+20% XP) - While the bonus to your XP is tempting, this
trait could cause certain penalties to various actions and get you killed.
Only take it if you happen to have a particularly high XP penalty and want
to level up faster.

Sickness Prone (+20% XP) - Basically, this is the anti-Toughness trait.  You'll
be more susceptible to poison and disease, which isn't too bad considering all
the proper potions and spells to cure such things.

Sluggish (+30% XP) - This is something horrible.  You receive a penalty to your
AP and your dexterity.  Not something you want in this game.

Brittle Bones (+30% XP) - This isn't so bad for magic-users, since they should
avoid physical combat altogether.  Combined with Natural Mage, you'll have a 5%
bonus to your XP, but you'll have to stay far away from the front lines.

Completely Inept (+40% XP) - Never take this.  It will render a character
essentially useless.  Of all the disadvantageous traits, only brittle bones
and sickness prone are acceptable as compensation for the positive traits.

 5.  Walkthrough

A word on party creation before we begin.  There are many options for your
party, and none are 'wrong.'  There is no party you cannot beat the game with,
fortunately.  If you're feeling particularly daring, you can even leave behind
one or two members, or even go through the game as a singleton for a real
challenge.  For the purposes of this guide, however, I will assume you're
taking the standard four-member party.  With that said, let's begin.

 5a. Upper Avernum

 5a-1. Fort Emergence

Quests:  Go see Anaximander
         Go Up To the Surface
         Find Lost Papers
         Kill Bandit Leader

You'll begin in Fort Emergence.  Note your equipment.  It sucks.  Your first
quest is merely to meet with Anaximander (nice name, buddy!)  Explore around
the fort first.  South of your guest quarters is a room where you can store
characters to be retrieved later.  South of that is a room with a locked door.
Bash it down and move your party inside, then close the door by examining it.
Take the energy potion from the dresser and keep going.  West of that room is
the training hall, which you can use once you gain a level to improve your

Wandering around is Thereza, who will give you a quest we'll deal with later.
Commander Johnson in the big dining room in the southwest will give you a
quest to slay the bandits, which we'll also get to later.  Northeast of the
dining room is a storeroom with marginally better equipment, but there's not
enough there to outfit your entire party.  You'll have to go adventuring for
better stuff.  Go see Anaximander, who is on the northwest end.  Also make sure
to speak to the nearby Levy and get 25 coins for your allowance.  The north
exit leads to the surface, but don't go there yet.  Instead head south, into
Upper Avernum.  We've got some adventuring to do!

First thing's first, let's clear out those bandits and goblins.  Wandering
around will be a gang of bandits that could prove tough due to their numbers,
but a good amount of magic and melee might will take them down.  They'll
also likely provide a good deal of spare cash and equipment.

The goblin cave is a little ways east off the main road, around the totems
with skulls on them.  Homely.  You'll have to fight off a group of goblins to
get to the cave proper, but they're not so tough.

Once inside, explore everywhere.  Goblins litter the entire dungeon, and
there's two floors to boot.  Make sure you've gone everywhere on the first
floor before going down to the second via the stairs on the west end of the
dungeon.  Definitely make sure to take out the goblin chief on the east end.
He's protected by several goblins and two skeletons, so watch out.  In the
northwest corner (only accessible by boat) you'll find spiders and a set of
crafted chain mail, which is some good magical armor.

The second level is pretty much a straight 'kill everything that moves' run.
There's a worg in the upper right corner that's rather strong, so don't take
it lightly.  In the northwest corner of the second level are stairs leading
up into the bandit lair.  The northeastern part of the map has the bandit
leader, who has a mage backing him up.  He's not too tough, even with his
little magic-user, so just ventilate his body a little with your array of
sharp objects.  Before you leave, go back to the wolf pit.  There is a secret
passage in the northeast corner of the map that leads to a staircase up to the
bandit lair's treasure.  Make sure you grab it before leaving.  The exit back
to Upper Avernum is a gate in the northwestern part of the map.  Through the
gate and to the south is the exit proper.  You'll be stopped by a group of
bandits once on the world map, but they're small potatoes.  Fort Emergence is
to the south, so head back.  There's a pool of water along the road on the way.
Go up and examine it to get 100 XP.  Now go back to the fort.

At this point you should be at levels 3-5, if you killed every enemy you saw.
With the basic dungeons out of the way, let's move on to more interesting
quests.  Follow the road north to Ghikra.

 5a-2. Ghikra

Quests:  Return Koriba's Statue
         Info on Slimes for Rentar-Ihrno

Your first and only Vahnatai town.  Northeast you'll find Koriba, whose statue
was taken by bandits.  Sound familiar?  If you explored the wolf pens fully,
you should have that statue already.  In exchange, you'll get a soul crystal,
but you can't use it yet.  Also here is a weapons dealer.  If you can afford
it, buy a waveblade, or even the fine waveblade.  It's very strong.

Rentar-Ihrno is to the northwest, and she is someone you should speak with.
She'll let you see the Crystal Souls, if you ask.  They're south, and you should
definitely talk with Glantris-Bok.  He'll teach you the special ability Vahnatai
Lore, and while it's expensive, it's very much worth it.  You can buy up to
five levels of Lore for each member of your party.  You can't train this skill
like your other stats, so you should definitely come back here on occasion to
buy another level.  Aside from the statue and Lore, there's nothing here for
you yet, so leave and move on.

 5a-3. Portal Fortress

Quests:  Find Denise's Amulet
         Get Research Books

Go back to Fort Emergence and train if you need it, then follow the road to the
west to eventually reach this new fort/city.  South of the entrance but outside
the city walls you'll find a large shield, but it's cursed.  In this fort you
will find information on the game and its major inhabitants, along with
something interesting: an energizing chamber in the northeast building which
will infuse one equippable item with 10% cold resistance.  I wouldn't recommend
using it now, though.  Your current equipment is crap compared to later weapons
and armor.  The big building south of that has a lot of equipment, but you'll
be attacked if you take anything.  Before you leave, talk to Walner to get a
quest to find research books for him.

In the northwest building you'll find Carol, who will teach you First Aid for
150 gold per level, no skill points required.  You'll also find Denise, who
has a quest for you.  Take it up, even though you can't go down to the Tower
of the Magi yet.  Leave when you're ready.

 5a-4. New Cotra

Quests:  Find Hmurrr's Cows
         Kill Ice Pudding

This city is north of Portal Fortress.  Miles' Alchemy Shop has some nice
potions for sale.  The ironworks next door is an especially nice shop that
will not only sell you some good equipment, but will also buy your old crap.
Gointz, who waits in the inn, can be convinced to sell his boat for 500 coins.
If you don't have enough, come back later.  Assuming you do have the money,
the boat is behind the foodstuffs shop.  Talk to Hmurrr inside to get a quick
quest, then speak to the mayor, who also runs the inn and will hand you a quest.
Nance has a treasure she'll part with, but you must first go to the surface.
Remember to come back here once you've gone there and go to her house for a
Mind Crystal.

 5a-5. New Formello

Quests:  Help Out Sliths

Make sure you leave in your boat (if you got it) and go back ashore somewhere
you can find the boat again easily.  It'll stay put, don't worry.  Northwest
of New Cotra is a Nephil bandit encampment, which is a tough battle.  You're
vastly outnumbered and against a Nephil mage, so make sure you save beforehand.
The reward is all the nice swag the Nephils drop, which may include a pair of
drakeskin boots and lots of steel equipment.  Give steel small shields to your
magic-users and either sell or keep the rest.

Go north until you're in the next area.  West of the road is a secret passage
leading to a massive insect infestation.  Don't challenge this unless you're
confident in your abilities.  It will result in a lot of XP, but it might also
kill you.  If you decide to be bold, kill off the grown chitrachs first, as
they're more powerful than the larvae.

In any case, New Formello is north of New Cotra, in the very northwest corner
of Upper Avernum.  The mall in the northwest may not be complete, but there's
a smith there who will sell you some equipment.  In the southwest there's an
infestation of bugs that includes null bugs, who are quite strong.  The loot
for this is on a body that has iron studded armor and a wooden small shield.

Now that that's over, talk to Ahsoth in the northeast building.  He's a Slith.
He wants heat.  Find Commander Ace (she's the one with the green-ish sprite)
and talk to her.  Remember that bug infestation I told you about?  If you
managed to destroy it, great.  If not, that's what you gotta do to help the
Sliths.  It's especially tough because eventually you'll have to fight null
bugs, who are very strong, even on the lower difficulty levels.  Being at
levels 6+ is highly recommended.

After many (many) battles, advance into the source of infestation to find...
a body and an amber shield.  Return to New Formello and talk to Ace, then
Ahsoth and Hsska in that order.  Hsska is one of the four recruitable NPCs
you'll find in this game.  These characters are powerful warriors and mages
who are almost definitely stronger than your created characters.  You have the
option of deleting a character in your party and taking Hsska along, or using
your personally crafted party.  Save before you do anything, though.

 5a-6. Treasure Hunt

We're going to Erika's Tower, though not quite inside yet.  The Tower is east
of New Formello, in the northeast part of Upper Avernum.  You haven't done crap
as adventurers yet, so Erika won't see you.  Instead, go west of there.  There's
a bunch of totems near the sign pointing to the tower.  In here you'll find an
encampment of ogres.  They're even stronger than the chitraches, and they have
incredible magic to back them up, not to mention a good number of Slith.  I
would actually recommend you not take them on yet, as they'll more than likely
wipe you out.  However, if you insist (or if you leveled up a bit) use haste on
your priest and have him/her cast war blessing on your fighters, then haste
them as well.  Make sure to rest and save after every battle, even if you don't
need it.

Whether or not you win, go back and grab your boat (if you bought it, otherwise
skip ahead a section).  Take it up river, past several bridges until you find a
swamped shore to the west.  Follow the tunnel (cast Safe Travel if you have it)
until you reach some junk with an item buried there.  It is the Radiant Slith
Spear, a very powerful polearm.  Take it and fight the rather strong Shambler
that appears.  Trust me, it's powerful.  Use War Blessing on your fighters and
cure whatever poison it causes.

Assuming you haven't been wiped out, go back to your boat and take it all the
way south, all the way down to Portal Fortress.  North of that fort is a small
shore with a Blessed Buckler, a great shield for anyone who can use it.  There
aren't a lot of shores, so it's not hard to find.  With that out of the way,
you're done in Upper Avernum for now.  Leave your boat where you can find it,
then Go back to Fort Emergence and take the northern exit to the surface.

 5b. Krizsan Province

 5b-1. Krizsan

Quests:  Destroy the Slimes
         Find Dominique
         Find Fellows' Ring

Congratulations, you made it to the surface!  Valorim continent!  Okay, that's
not a massive accomplishment, but still.  Southeast of where you emerge will be
Krizsan.  If you can't find it, just follow the nearest road till you find a
sign and follow its directions.  Along the way you may encounter some nasty
slime monsters.  Don't worry, you'll see a lot more of them soon.

Kriszan is huge.  Look around.  There's lots to see.  The archer in the
northwest tower, Falko, is another recruitable NPC.  You can't get him yet,
though.  Benedict will sell you armor and give you a quest to find Dominique.
Fellows, in the tiny shop east of the docks, will ask you to find his ring.
If you already have a gold ring this quest is easy, but if not, there's one in
a secret room on the west end of the city.  You can only get in through a
secret passage along the outside wall.

Captain Agrod in city hall will give you an unofficial quest to get unicorn
horns, which you can then sell to him for spare cash.  In the same building is
your first job dispatcher.  Jobs have both an objective and a time limit in
days.  You shouldn't take on a job till you get to know Valorim a little
better, but if you feel confident and need the money, have at it.  Also in city
hall is Mayor Arbuckle, who gives you the official mission to destroy the slime
infestation.  So, let's have at it.  But first, we'll explore the province.

 5b-2. Inn of Blades

Quests:  Get Metal Lumps

You'll find this just along the road leading north from Krizsan.  Inside the
actual inn you'll find Arion, who will teach you several mage spells up to
level 2.  He's the guy in the yellow robe.  He'll also give you a quest for
you to recover some metal lumps of his.  Record the directions he gives, then
find the metal and return them to him for a reward.  You can check the spellbook
in his room if you need to learn the spell again later for whatever reason.

 5b-3. Silvar, Colchis and Delan

Silvar is slightly east and north of Krizsan.  It's hard to miss.  We're going
here first because you need some upgraded magic.  There's a temple on the east
end of town with a priest who will teach you up to level 2 for several priest
spells.  If you can't afford everything, buy level 2 for healing, curing, war
blessing, smite and unshackle mind.  Those are the most useful spells for right
now.  There's an Empire dervish in the inn who will try and provoke you, but
don't challenge him to a fight.  He'll wipe out your entire party.  Merry, the
shopkeeper, will have magic and fine lockpicks for sale, the former of which
are very helpful with locked doors.  Aside from this, there's nothing of great
importance in this town.  Your next stop is Colchis.

Colchis is slightly south and east of Silvar.  Just follow the road.  The
entire town has been overrun with slimes, and we're going to practice killing
them here before the real thing.  The mauve (purple) slimes are especially
nasty, as they can use magic.  None of them are that strong, though, and
shouldn't require more than a couple hits to kill.  In the southeast corner
there's a secret room next to a destroyed stable with a friendly ghost.  No,
it's not Casper, it's my aunt Claire!  Er...no.  It's a ghost.  Talk to it
and it'll tell you about two gifts: one behind a pillar and one under an anvil.
The pillar is just north of the secret room, but the necklace within triggers
an ambush of slimes!  The anvil is in the destroyed weapon shop (just check
all the buildings for it) and contains a Wyrmskin Helmet.  Once you get both,
leave town.  We're heading west this time.

Delan is west of Krizsan, so find your way back there and follow the road.
This particular city is on the front lines of the slime invasion.  Along the
outside west wall you'll be ambushed by four mauve slimes, so do the world a
favor and take them out.  The wandering monk in here has an unofficial quest
to find a wizard who travels between Delan and Krizsan.  There's also a fletcher
here who sells ash bows and crossbows, which are a step up from the cavewood
equipment.  In the inn (hehe) Feral will sell you horses for 500 gold.  Horses
are useful in that you take less time getting from here to there.  You don't
move any faster, but days don't pass as quickly while riding horses.  Game
mechanics, you know.  Aside from that, there's nothing else here, so take your
horses (if you bought them) and leave.

 5b-4. Guhkbar's Pit

Quests:  Free Illyee

We're going to take a little detour for treasure and XP.  North and slightly
west of Delan is a cave set on the south side of a tall hill.  Inside, leave
your horses (if you got them) and go through the tunnel to the west.  Examine
the pool of water and choose to wait to get...a quest!  Ha!  Now you're bound
by the Code of Adventurers to help a fairy in trouble!  Er...right.  Anyway,
there's a secret passage to the west.  Go through until you reach a high ledge.
While ordinarily you wouldn't take such risks, you're bound by the Code...uh,
just jump off.  South is a batch of healing herbs and north is Illyee in the
cage.  You can either kill Guhkbar or do this the sneaky way.  The latter is
accomplished by going around to the east side of the little wall south of
the prison and hugging the east wall until you reach Guhkbar's lair.  The key
is in the south chest.  The top two are trapped, and only the right one has
anything of worth.  Alternatively, you can fight Guhkbar and then just free
Illyee at your leisure.  The reward is better, but if you can't beat Guhkbar,
then remember that your life is worth more...almost.

 5b-5. Delis and Pergies

Quests:  Return Paolo's Package

The town I speak of is southwest of Delan, but first we're going to make a
pit stop.  Go to Delan and follow the coast to the southwest.  Eventually
you'll come across some Empire soldiers.  Now, I know they're technically
your enemy and all, but help them out.  You wouldn't want to be cowards, now
would you?  They're just slimes, after all.  You should be quite intimate with
how to kill them by now.  Once the battle's won, head west from there to get
to Delis.  This town's not only in bad shape, it's under attack by slimes.
They're even in the streets, in broad daylight even!  Glydden is waiting in
the inn and if you tell her you saved one of her patrols, your reputation will
increase.  This isn't an official quest, just something you can do to help
yourself later on.  Make a note of the locked room in the inn.  We'll come back
here in a minute.

Pergies is almost directly north of Delis.  It's also beset by slimes, and
you'll find a few just lying around.  Paulo's at the inn, and will give you a
quest that'll require you to return to Delis.  Do so, and go back to the locked
room.  If your tool use is high enough (doubtful) you can get in the front way,
but there's a secret passage that'll let you access the room from outside the
inn.  However, there's a magic barrier blocking your path.  You either need a
piercing crystal or the Dispel Barriers spell at level 2, both of which you are
unlikely to have at this juncture.  Make a note of this room and how to get in,
then leave until you're able to take the package.  Bear in mind taking these
herbs will make the entire town angry at you and attempt to attack you, but
there's nothing in Delis besides the brief reputation boost.  Move on...

 5b-6. Agate Tower

Alright, time to deal a blow to the slime plague.  The tower is southeast from
Delis.  Go back there and go south once you pass the swamps, then go east along
the coast.  You should see a road and some soldiers.  You'll have to fight two
groups before you can enter the tower.

Once inside, don't go too far south or you'll be trapped.  Instead, go west and
take out the archers with arrows or spells.  Go around and to the south to meet
some slimes in a pit.  Kill them as well and go south to an apprentice mage and
soldiers.  Groovy.  You should find a shield ring when the dust settles.  Go
north via the right door for more enemies, then continue north in that room to
find a trap door leading down.

From here, wander around a bit.  Goblins litter this area, so perform some
much-needed slaughter.  Along a corridor you'll find a door to the church.
Praying at the alter causes some imps to appear, which are good for some XP
and not much else.  Along the east door, there's a tunnel leading to a Guard
Worm.  This little beast has a breath weapon that will paralyze you, so take
it out with magic and fast!  Go back to the hall leading to the church and
walk further east.  There's a building there with a few troops and some slimes
around it.  In the northeast room there's a desk.  Check it out to learn the
location of the slime pit.  Interesting.

Now go south within the building.  There are locked rooms with nice equipment
east, and south you'll find a boat!  Score!  Take it south and west until you
find a slime spawning pool on a shore to the west.  Destroy it with physical
attacks and use magic to take down the regular slimes around it.  The field
surrounding it will put your party members to sleep, but you can wake them up
with Unshackle Mind if you have it.  Once the pool is destroyed, go through the
door to the west.  You'll be inside a building again.  Go west, then south.
There's Bojar, running like a coward.  He'll spawn some slimes to stall you,
so slay them swiftly.

The secret passage is in the south wall, but Bojar is protected by two magic
barriers.  You can pass through them, but they will damage you.  Bojar has
some direct-damage spells, but most of the time he'll summon creatures as a
shield.  Cut a swath of destruction through them and take the wizard down.
He will drop a Robe of Magery, so make sure to pick it up and stick it on your
mage.  East is Bojar's room and a source of information.

Go back to the room with the giant spiders and go northeast from there while
still in the building.  Past the cobwebs is a secret passage leading to a room
and a book.  The book contains Forcecage level 3, but you need to know Forcecage
at level 1 at the least before you can use this book.  It will stay there,
though, so remember this place and come back once you learn the spell.

Now then, go back east to where you found the slime pool.  North are some
stairs going up to the main floor of the tower.  Climb.  See that lever?  Pull
it to disable the pitfall traps on this level.  Go east, then north through the
rooms, killing the enemies you come across.  When you get to the supposed trap
doors, keep going and leave the tower.

 5b-7. Slime Pit

If you haven't yet, return now to Fort Emergence to train.  Once you're ready,
the slime pit is southeast of Colchis.  Just follow the (broken) road till you
see an opening in the mountains to the south.  Go up there, battling slimes
until you reach the source.

Leave your horses at the entrance if you have them.  Go forward to be ambushed
by slimes.  Wipe them out, then continue west.  You'll see a pedastal.  Examine
it for lots of fun buttons to push!  Whee!  Each button corresponds to a gate
protecting a slime pool.  Each button must be pressed and the slime pool
destroyed to eliminate the plague.  Start with the topmost button.  The stairs
leading to the lower level are in the northeast most corner of the map.  Wade
through the slimes and climb down.

South are some slimes, but west through the open gate is your goal.  Destroy
the slime pool with physical attacks and the Bolt of Fire spell, then climb
back upstairs and go back to the pedastal.  Click the next button down, and
take the rightmost tunnel east, then south at the first opportunity.  Down
here you'll be assaulted by mauve slimes from across a gap.  Use spells and
missiles to take them down.  Follow the path south, then around to the north.
At the end you'll find another slime pool waiting to be destroyed.  Blow it up
and return to the pedastal.

Press the middle button and go for the staircase.  It's almost directly south
of the pedastal, through some tunnels.  Find your way through and climb down.
The slime pool is north, through any one of the three passages.  However, once
you reach it, the bodies behind you will rise as slime zombies!  These guys
aren't too tough to kill, but they have strong attacks.  Destroy the pool as
per normal, and use Repel Undead on the zombies.  If you survive, head back to
the pedastal.

The next two sets of stairs down are in similar locations, but behind separate
paths.  Press the next button down and head to the very southwest corner of the
map via tunnels on the far west side.  The stairs you want are west, past the
swamp.  Downstairs, take the boat.  You'll have to sail through several islands
with slimes waiting, a slime gauntlet, if you will.  What you want to do is
land on a nearby island and take them out with spells.  If you're low on magic,
just use Bolt of Fire or arrows to kill the mauve slime, since it's the only
one with long-range attacks.  The slime pool is at the end of the long river,
and falls the same as the rest.  Return to the pedastal.

The last slime pool.  The final staircase down is to the southwest again, but
accessed by the tunnels to the east of the swamp.  Just keep heading south and
west to find it.  Down here, you'll go through another gauntlet composed
entirely of mauve slimes.  After several long and crueling battles, you'll
find a pillar that says...hey!  Okay, someone's going to die for that one!

Okay, calm down, there's still a slime pool around here.  Hug the east wall
and go south, and eventually the game will alert you to the presence of a
secret door.  Go through and follow the tunnel to the final slime pool.  Once
it's dead, head around the tunnel in the northeast corner and walk past the
rune in the floor.  Check it out.  It's the Alien Slime.

This creature has hundreds of HP, high attack power, and it will spawn slimes.
It's still quite susceptible to being skewered with pointy weapons, so have 
at it!  Have your warriors blessed and hasted, while your mages hang back and
take down the smaller slimes as your fighters beat on their master.  After
(several) rounds, the Alien Slime will fall, but you're not done yet.  Check
along the north wall of this chamber for a secret passage leading to a rune.
Examine it, and you're finished.  Congratulations, you've defeated the first
plague on the surface!  Exit the cavern and make the trek all the way back to
Krizsan.  Speak with the mayor to get your reward, then talk to Falko with only
three characters in your party to recruit him if you want.  With your reward
(and possibly a new party member) return to Fort Emergence.

 5c. Upper Avernum - The Return

 5c-1. Fort Emergence

Quests:  Investigate New Formello Murders

First off, talk to Anaximander.  You won't get a reward (the mayor took care of
that, you greedy bastard) but there's more to do.  See Levy nearby for a reward
in the form of an invulnerability elixer, then talk to Berra in the magician's
offices in the southeast corner of the fort.  Present him with the evidence of
the rune, then talk to Anaximander again.  He'll give you a quest and ask you
to visit Erika.  Remember that we can now access the Tower of the Magi since we
ended that plague.  Let's go there first.

 5c-2. Tower of the Magi

Quests:  Read Vahnatai Notes
         Recover Lab Notes

This place is big.  Really big.  Speak with Vidrain as you leave the portal
room.  Mahdavi is wandering around slightly south and has a quest for you.
Now go north and west, then stop in the courtyard and go north.  You should now
be in the entry hall.  East from here are the shops, most notably the potions
shop, which will not only sell you the recipes to some powerful potions, but
will also sell you said powerful potions.  Next door is a 'sage' who will
identify your items and give you some advice...for a price.  If you have the
money, save your game and read what she has to say, then load your save to get
the info for free!  Hah!

Anyway, east of that is the church.  The priest here will teach you three new
spells that you should get immediately.  Mass Healing and Move Mountains should
be the first on your list.  You're done in this general area, so go back and
walk north through the corridor between the entry hall and the shops.  Follow
this path till you're going south.  About halfway down you'll see a door.  This
is creature storage and has nothing but monsters.  Starting from the square one
east from the door to creature storage, walk south eight steps.  Now take one
step west through a secret door into a library.  X the mage is here, but he
won't do anything for you yet, so just remember this location and leave.

Continue south until the hallway takes you west.  Enter the first door you see
for a merchant who will buy your stuff.  Nine steps west of that room and one
step north is a secret room.  It contains a spell book that'll teach you very
powerful magic, but odds are you won't be able to get at it yet, let alone
learn it.  Continue west to see some stairs.  We'll be taking a side trip on
our little tour now.  Go up those stairs and go west.  Through the double doors
is the wizard's chambers.  The second door on the south wall is Solberg's.  Go
in and talk to him.  He'll teach you Ice Lances at level 3.  Linda's office
can't be accessed, so don't bother.  While you're here, go into Denise's room
and examine the dresser to get her amulet.

Go back to the main hallway and continue west.  The westmost room in this hall
has a desk which contains the Xian Tome.  Now follow the hallway west, then
north until you reach another room.  Here you can rest for free, so take
advantage of it if you want.  Keep walking through this corridor till you
reach the entry hall again, then leave the hall and go west.  Carrie is in one
of the classrooms here, specifically the one with the big pentagram.  Her lab
notes were stolen by a...monster?  Well, the only monsters here are in the
creature storage.  Go there to recover the notes, then bring them back to
Carrie for your reward.  The cloak she speaks of is in the storeroom to the
east of the wizard's chambers.

This is about all you can do here, so go back to the portal and warp back
to Portal Fortress.  We're going to solve a murder now.

 5c-3. New Formello Investigation

The murders didn't actually occur in New Formello, but in a cave north of the
town.  Go there and traverse the darkness.  Very soon you'll run into some
chitraches, but they should be no trouble by now.  Once you find the bodies,
search for a secret passage directly north of the body.  Follow it to a chamber
with stalagmites.  It's difficult to see, but there's no hidden passages this
time, so just stumble your way through.

Further inside, you'll be ambushed by chitraches again.  There will be null
bugs with them, who are still annoying to fight due to their magic nullifying
fields.  Continue on and make sure you're fully healed, because you're about
to walk through some unavoidable fireball traps.  You'll be damaged for around
20 points depending on your resistance to fire.  Heal up when needed, then keep
going to the final chitrach ambush.

After a lengthy battle (don't forget the null bug behind you) inspect the
skeleton.  You'll find a key, which is what we came for.  Answers will come
later.  We have one last stop to make: Erika's Tower.

 5c-4. Erika's Tower

Erika's Tower is in the very northeast corner of Upper Avernum, but in case
you forgot, consider this a refresher.  Erika is straight ahead.  Don't go
exploring yet, her tower has a lot of traps and monsters, and you're likely
not ready for them yet.  Get every book in the room.  I say this because one
of them holds the Haste spell at level 3, but there's no way to tell just by
looking at the item screen.  Just take them all and use them till you find the
right book, then toss the rest.

Speak with Erika and she'll talk at length about the events of the first two
Avernum games.  After she's done talking, keep at her.  She will teach you the
next level of mage spells, including your two new favorite spells, Far Sight
and Lightning Spray.  Make sure to ask her about the Vahnatai research and the
boon she has for you.  Follow her directions to find the amulet, then return to
her and accept the boon.  You won't see the results from this for quite some
time, but it's best to do it now.

Before going elsewhere, head back through the west hall and go into the fifth
door (one door past the one with the amulet).  In here is a maze of pillars.
From the entrance go northwest, west, north, west, north, west twice, southwest
twice, south, then west twice to find an item on a pillar.  Warning!  Taking
said item (a Diamond Dagger) will cause a Ur-basilisk to appear!  This creature
can not only turn you to stone from a distance, it's very hard to kill.  If
you have Capture Soul at level 2 or 3, this is a prime opportunity to confine
one of the game's more deadly monsters for your own purposes.  Otherwise, use
your newfound magic to kill it before it stones you.

Now then, go through the east door and into the third room along this hallway.
Empty, right?  Along the south wall is a secret passage to a hidden room.  In
here are some cursed gloves and a couple research tomes for Walner.  There's
also some drakeskin gloves behind the magical barriers, but they're guarded
by quickfire, which is very damaging.  If you have Dispel Barrier or a piercing
crystal, save first and try to snatch them.  It's best to go into combat mode
and haste your party before doing it.  Otherwise...

The Vahnatai research notes are in Erika's room, which is only accessible from
the back of the tower.  Leave and re-enter from the north side.  There are
cave slimes around here, so step lightly.  There's a secret passage leading
back outside in the westmost indentation of the tunnel.  Once outside, check
along the south wall for a secret passage into the back room.  The Vahnatai
research is in the cabinet, and the spellbook here teaches Safe Travel level 3.

Now then, go and inform Mahdavi of what you've learned, then return to Fort
Emergence and report to Anaximander.  Now return to the surface.  It's time
to stop another plague.

 5d. Isle of Bigail

Quests:  Bring Dryad Something Beautiful

But first, let's explore!  From the entrance to the surface, east is a unicorn
cave that I skipped because it's unimportant.  East of that is a narrow pass
through the mountain range.  Go through here, then head west.  Around a section
of mountains you'll find Ernest's hut.  Here there are teleportation portals
that'll send you to the far reaches of Valorim, but I don't recommend using
them yet.  For one thing, they're expensive, and three out of the five portals
send you to places that will be beyond your ability as adventurers.  You can
also talk to Ernest to find out about a book in his little library that will
teach you Dispel Barrier level 3.  However, if you take it, the first time you
use one of his portals, you'll be sent to a drake lair filled with lava and...
well, drakes.  I'd actually recommend you take it, by the time you need one
of Ernest's portals you'll be strong enough to take on the drakes.

Now then, go northwest from Ernest's to find a grove with a dryad.  She wants
something beautiful.  You have nothing, but we'll find it eventually.  Now
we're off to the Isle of Bigail.  Go north to the coast and follow it along
to the east.  Eventually you'll run into Farport.

 5d-1. Farport

Quests:  Kill Roaches for Nell

There's not much here.  There is a weaponsmith, but he doesn't sell anything
great.  The mage here will identify items and give you a quest for when you
get to Shayder.  Vok at the dock (heh) will sell you tickets to Port Townsend
and Sharimik.  You want the former.  Buy a ticket and take the boat on the

 5d-2. Port Townsend

There's not much here either.  That's okay, this town is unimportant in the
grand scheme of things.  Before you leave, however, talk with Father Rice in
the temple.  Ask him of the Anama's beliefs, then say Yes.  This will affect
events later.  Leave town.

 5d-3. Shayder

Quests:  Eliminate the Cockroach Infestation
         Graymold Salve for Jed
         Deliver Package to Lorelei
         Find Grunders's Ring

We're going here first, then I'll take you on a tour of the island.  Shayder
is one of the major cities of Valorim, and houses the headquarters of the
Anama.  Just follow the road northwest from Port Townsend to find it.

Walk around.  It's a nice place...or it would be if it weren't for the disease.
Nell's house is in the southeast corner of town, just as she said.  Next door
to the east is Sara, who will sell you the same magic Erika was providing.  A
man named Boyle who's wandering around tossed a wand into the sewers.  Hmmm.

The Bazaar has some decent armor, but the weapons are crap.  If you see a
beggar wandering around, give him some coins to get a clue about Judith.  Make
sure to visit the mayor and get your prerequisite quest for ending the roach
plague on the island.  Just east of the north entrance to Shayder is the
hospital, and inside you'll find Jed.  He'll give you a quest to find some
Graymold Salve, which you won't have now, but will eventually.

West from the hospital is the Anama temple.  The priest here will sell you
spells (same as the ones in the Tower of the Magi) and remove a Dread Curse,
if you have it.  There's a room on the ground floor of this place that has a
book that will teach you Curing at level 3, so find and read it.  In another
room you'll find Father Lockhart, who will also tell you of Anama beliefs,
and whom you should also answer with Yes.  The reason for this is you can,
in fact, join the Anama after speaking with more of their priests.  The point?
The Anama can teach you very high-level priest spells.  The drawback?  You
cannot use mage spells ever again, unless you go to the priest and tell him
you want to leave.  As a final note, Grunders, the job dispatcher, will give
you a quest to find his ring, but only if you're Anama members, or if you
have fake Anama rings.

Now then.  In the northeast corner of town there is a little locked room.  In
this room is a trapdoor leading down to the sewers.  We're going there now.
Wander around down here and get acquainted with the cockroaches if by some
miracle you haven't seen them yet.  They're stronger than the slimes, with
more HP and slightly better attacks.  Plus, the big ones can cause disease.
Go south till you reach a dead-end, then go west across two bridges.  Here
you should find some cracked walls.  Use Move Mountains to blast open a room
with a body.  On this body is a spellbook with Bolt of Fire level 3.  Score!
Now leave.

 5d-4. Bavner and Kuper

Quests:  Retrieve Charm for Nephil
         Visit Point Contemplation
         Find Mundt

We're going on a tour of the island at this point, and we might even find a
few clues.  Stop by Townsend and return to Farport to get your reward from Nell
if you cleared out her house.  Head east along the road, past Townsend and to
Bavner, but don't go in yet.  Walk a little east till you spot a lone Nephil.
Talk to him for a quest you'll be completing in Bavner.  Enter the town.

There's not much here, but what is here is important.  The house at the south
end is actually a training hall, which you could likely use by now.  The Anama
priest here will give you a quest and teach you more about the Anama.  Judith
will be here if you couldn't find her in Shayder.  Ask her about an ancient
artifact.  1000 coins?!  Crazy bitch.  Pay her to learn where the Fury Crossbow
is.  Rather than that fortune teller's worthless advice, you have to pay Judith
to learn the location, otherwise the dungeon won't appear on the world map.
If you don't have the money, just keep in mind that Judith will be either here
or in Shayder depending on the day.

Anyway.  The innkeeper with the necklace is in the northwest building.  Threaten
him and he will fork it over if your reputation is high enough (and if you've
been completing quests, it will be).  Return it to the Nephil for a blessed bow,
then head to the next town.

Go along the road to Kuper, but go slightly northwest of it first.  There's an
opening in these mountains and a passage that'll lead to a mysterious stone
circle.  Pray here to learn a certain spell at level 3 depending on how many
you've visited.  If this is your first, it'll be Curing.  If you already know
it at level 3, pray anyway, the circles teach you magic depending on how many
you've visited.  Now go to Kuper.

We're not staying, only visiting.  By that I mean we'll be returning later.
Talk with Mother Melamed for more Anama beliefs and a quest, though it requires
some real digging through the dialogue options...anyway, he's in Lorelei and
that's a long ways away now.  Leave, for now.

 5d-5. Spiral Crypt

North of Kuper, past the mountains and slightly west you'll find Vanvor, who
will sell you lots of very nice scrolls, including the essential Dispel Barrier.
North of him is the entrance to the Spiral Crypt.  Find your way through the
forest and enter.

Examine the paintings.  Very...cryptic.  Sorry.  Anyway, follow the crypt south
to find the Riddle Ghast.  The answer is 'Fangs.'  This particular ghast is
very strong, so don't challenge him yet.  Move west.  There's a cracked wall
in this hallway you can break down.  The hidden room behind contains some iron
plate mail guarded by a couple undead.  Now simply follow the crypt around till
you reach the entrance again.  Return to the room with the Riddle Ghast, who is
now missing.  Behind where he used to stand is a secret room with a lever.  Pull
it and go back to the entrance.  Another room has opened up now, so pull the
lever in there and go back to the room with the coffins.  A wall has opened
here, allowing you further access to the crypt and...another lever.  Pull it.
Take a Dexterity Charm from the southwestern coffin and go back to the entrance.
You can now leave, but would you really leave this crypt haunted so it can snare
more innocent passerby's?  Of course not, you're bound by the Code!

Now then, go back to the easternmost room of the crypt.  Remember that secret
room past the cracked wall?  Go back there and head straight north to pop
through a secret door.  Be prepared.  The quickghasts here are tougher than
Gorvifal himself due to their high attack power and their ability to paralyze
you.  Repel Spirit is your friend.  The best thing to do here is to cast War
Blessing outside of battle so the quickghasts can only move one space at a
time.  Beat on them first, then take out Gorvifal and the rest of his entourage.

The treasure is rather varied.  A Prismatic Torc is lying around, and a secret
room along the north wall of the narrow passage contains a spellbook with
Divine Retribution level 3.  There are also Humanskin Gloves in the chest.
Once you're done cleaning up, leave.  Fenris Port is along the road leading to
the next section.  You may have passed this place on your way to the crypt.
It's not hard to find.  It's also a very tiny town.  The weaponsmith has arrows
you can stock up on, and the mage here can identify items and sell you potion
recipes.  Other than that there's nothing here.  On to the next area!

 5d-6. Northpoint and Southpoint Lighthouse

Quests:  Find Curing Potion
         Find Elspeth's Crystal

Go along the road to the north.  You may encounter some Anama priests who are
after a healing potion.  I can't see why you wouldn't have at least one to
sell.  Along the north shore of the island is the lighthouse.  Let's visit,
shall we?

There's not much here, but there is something.  Undead.  Lots of it.  Don't
get trigger (sword?) happy, though, they're not hostile.  Along the left side
of the outside of the lighthouse is a secret room with a Horrid Specter that
will attack you after you speak with it.  Don't attack it while it's technically
friendly, or you'll take a hit to your reputation (oh no, the big bad scary
adventurers attacked a poor, helpless undead abomination!)  Anyway, the specter
will drop a mind crystal, which you should save for later.  The rest of the
lighthouse is fairly nondescript, though you can speak with Nekaros, who set up
this whole operation.  That's pretty much it, so now go to the Southpoint

This place is on the far southern area of the island.  It's also the last stop
on our tour.  After this, we start on the plague.  However, you might run across
a town on the way.  This is Hectar, and it's got nothing.  The only thing in
this town is the final Anama priest, but he won't talk with you about his faith,
since his is a little shaky.  Meena also passes through this town depending on
the day, so if you have some extra money and haven't maxed out your Pathfinder
(assuming you can buy it from her) get some extra levels.

As for the lighthouse, just follow the road all the way south.  You might be
ambushed by some ogres, but they're not so tough.  You'll pass Point
Contemplation, but we'll visit a little later.  Elspeth is in the southern
lighthouse and will give you a quest to find her crystal (the mind crystal we
just got) and will sell the incredibly useful piercing crystals...although
they're quite expensive.  Return her mind crystal for a free one, and go to
Point Contemplation.

This place is overrun by roaches, but you just need to explore a bit to fulfill
the requirements of the quest.  There's a pilgrim's cloak in a secret room in
the north part of the lighthouse.  Use Far Sight to spot the one room you can't
enter via door, and that's where it is.  Once done mopping up, return to Bavner
to complete the quest.  We're going spider hunting.

 5d-7. Giant Intelligent Friendly Talking Spiders

Quests:  Help Some Spiders

No, we're not going to a party.  On the same map screen as Bavner is the spider
cave.  It's deep in the woods, built into a hillside, to the north and a little
west of Bavner.  Use your automap to maneuver through the trees.

In here...be afraid.  Be very afraid.  Walk around a bit.  There's a dark altar
that'll spawn four imps and a demon if you get close to it, and various items
strewn around everywhere, but mostly spiders.  To the northwest you'll find a
spider blocking your path to their chief.  Talk to him, then advance to the
chief.  Friendly roaches, you say?  Yuck.  Take up his quest, and leave.

The stone circle he speaks of is just northwest of the spider cave, on the same
minimap screen.  It's easy to find.  Go there and wipe out the roaches, then
return and learn the location of the friendly roaches.  Just as the spider
said, they're due north.

The stairs leading to the roaches aren't hard to spot.  Climb down and explore.
You want to find Filth Spreader, who is pretty much indistinguishable from the
other roaches, so just talk to all of them till you find him.  Ask him about
the Filth Factory to be able to enter the source of the plague here.  Now we
just need one more thing.  Leave and return to Kuper.

 5d-8. Kneece

This place is another ruined town.  It's crawling with lizards of varying
species, including a fully-fledged drake to the south.  The building in the
middle of town is your destination, however.  You'll need the piercing crystal
you got from Elspeth to get inside.  Make your way to the center and speak
with Purgatos.  Keep talking till you can ask about the Filth Factory.  Since
you know where it is, he'll give you the Phoenix Egg, which we'll use later.
Now that we have the method of this plague's destruction, we're going to use it.

Go back to the docks to get back to Kuper.  Walk back to Shayder and prepare.
If you want to join the Anama, now's the time.  Bear in mind you can join, take
all the magic they have to offer, then leave and retain the information, but
you will lose every mage spell you know.  Now then, leave Shayder and go north.
Roaches may be able to survive a nuclear explosion, but they won't survive you.

 5d-9. Filth Factory

Roach beach is north of Shayder, and isn't hard to spot.  You'll fight through
two groups of roaches until you reach the Filth Factory.  Go inside.

Walk in and go north first.  Follow the tunnels around the north end of the
factory.  When you get to the large room in the northeast, take the southern
door on the west wall to a portal.  Fair warning: you can only send one person
through.  That person must be able to destroy some undead and roaches, and
get through a locked door.  Choose your party member and go through.

You'll find the control room (eventually).  Press the top-right button, then
save.  What you need to do is get past a certain point before the factory
starts itself up again.  Take as few steps as necessary to get back to the
portal, then go south.  In this room, go south and west down the hall.  Follow
the hallway to where the lasers would be, and get across this room to the door
in the southeast.  If you can make it past before the lasers reactivate, good.
If not, reload and try again.  Go down the trapdoor to the lower level.

Follow the hall all the way south.  Go in the room to the west.  Here, pull the
lever to seal off the pipes.  Go back and enter the northern room on the west
wall, and pull the middle lever.  Return to the room with the slime to find an
opening leading to a portal.  Hop in.

Go along to the west.  There's a passage south that was opened by the recent
explosion.  Follow it into the inner Filth Factory.  Go around west via the
north tunnels and circle around into the inner-inner circle.  Follow the filth
around counter-clockwise till you reach a broken laser thingy.  Pick up the
scales here, then find the absolute center of the factory.  You'll know it by
the mass of swamp tiles.  This is where you use the Phoenix Egg. Toss it in.

Run.  Let me repeat myself:  RUN!  The egg will release quickfire that will
spread very quickly.  Retrace your steps till you reach a gray brick floor that
will seem very out of place in this trash.  Go in here and up the stairs to the
main floor.  Kill the one remaining roach here and step out into the light.
Congratulations, the roaches are dead.  Return to Shayder and get your reward
from the mayor, then make your way back to Fort Emergence.  We've still got a
lot to do.

 5e. Theft of the Orb of Thralni

 5e-1. Fort Emergence

Quests:  Recover Orb of Thralni

If you got the withered scales, show them to Berra, then speak with Anaximander.
He'll inform you the Orb of Thralni has been stolen!  Speak with Levy to learn
your next destination:  Portal Fortress and Seles.  At this point you can also
visit Erika's Tower and, if your reputation is high enough (if you've been
completing quests, it will be) you can learn Magery for the hefty price of 5600
coins per level.  It's expensive, but even one level can make all your spells
more effective.  Anyway, go to Portal Fortress.

 5e-2. Cult of the Sacred Items

Speak with Seles in Portal Fortress.  She'll direct the teleporter to send you
after the thieves.  As the Adventurer's Code states, we must pursue them.

After going through the portal, you'll be surrounded.  Fight your way out.
Exit to the south.  Look around.  Patrols of rogues wander around here, but if
your reputation is high enough, they'll run away without a fight.  Not all of
them will, though.  There's a secret tunnel in the west wall to get you past
the barrier of trees.  Continue on until you reach the dock.

Here, slaughter the various enemies.  Go in the building for information on who
you're fighting.  Nutty buggers, ain't they?  Steal a boat and take it around
the rocks north, to the tower on the small island.  You can either land and
enter via the front door, or sail in and use their docks to do a little sneak
attack.  Let's sneak in, shall we?

Kill the two soldiers at the docks and head in.  Check around, there's some
funny info to read.  North from the docks is the mundane item storage, where
you'll find a horn.  It won't be useful till much, much later in the game, but
take it anyway so you don't have to go hunting around for one when you need it.

Your goal is west, but you can only get through the doors in the courtyard with
a stone key found in the two rooms south.  Once you get a key, go through the
doors and head south through the Purification Walk.  What you need to do is go
to each of the pools along the way and touch the water.  After the third pool,
the Hall of the Sacred Item is open and waiting for you.  Take the other items
in the chest (leave the plate mail and the metal bars, they're both cursed)
then take the orb.  Your quest is complete, but you're still trapped down here.
Make your way to the northwest corner of the tower to find a portal.  Try to
use it, and you'll be ambushed!  Wipe out these damn thieves and reactivate the
portal with the control panel below.  You'll be warped back to the Bandit's
Lair.  You're done here, but you now have a new and powerful tool that we'll
be using soon.  Stop by the Tower of the Magi and talk to Solberg to learn
Lightning Spray level 3, your reward for destroying the Filth Factory.  Return
to Fort Emergence.  It's time to tackle the third plague.

 5f. Karnold Province

 5f-1. Southern Karnold Tour

Quests:  Hunt Ogres Near Bolton
         Libras Courier Job
         Destroy Undead for Storm Port
         Remove Ogre From Dryad Grove

There's one thing you should do immediately with your new flying device.  East
of the exit to the surface is an island with a stone circle that can only be
reached via flight.  Get over there and learn your new spell.

At this point it's faster to warp to Sharimik than walk or ride.  If you stole
Ernest's book, you'll be thrust into a drake cave the first time you use the
teleporters.  I'd recommend it, actually, because the exit to the cave leads
you into southeast Valorim, which is more or less our goal.  If you don't want
to, either follow the road near Kriszan east till you reach Bolton, or skip
ahead to the section on Sharimik.

The drake cave is full of lava, so either the Pathfinder skill or Safe Travel
spell is a must.  The drakes are strong, have breath weapons and like to cast
Fireblast on your party.  You start on the west end.  The exit is east.  There's
not much else to say except haste, bless, kill everything and don't die.

Assuming you popped out of the drake cave, head southwest.  You'll find a Nephil
settlement buried in the mountains that's being beset by goblins and bears.
Help them out to gain access to their homes and buy some good potion-making
items like graymold, which is used to make graymold salve.  Southwest from there
you'll find a stone circle with a talking skull being guarded by ogres.  This
is a Xian item, so pick it up.  Go south from here and take the ferry across the
river to get to Bolton.

This town only has one quest for you.  On the way to Bolton, you may have passed
some ogres that needed slaying.  The weaponsmith will give you the quest to kill
them.  Do so and go east across the river.  Libras has a courier quest, and
north of the town you'll find a mountain passage.  At the top is a Perfect
Flower, which will complete your quest for the dryad.  The problem?  It's
guarded by a few dozen gremlins.  These guys love to confuse and charm you, but
a good level 3 Lightning Spray will wipe them out quickly.  Almost directly
east of the entrance to this mountain pass is the dryad's grove, which we'll
get to in a minute.

As for Storm Port, you'll be given a quest by the mayor to wipe out some undead
in a tower to the north.  We'll get to that later, but you should go north from
here anyway.  Take the rock bridge across the river and go east to a mountain
range.  Here there's a raised section of the mountain you can reach with your
Orb of Thralni.  In this short mountain pass is a secret tunnel through the
east wall that'll lead to a third stone circle.  With this done, go back to the
dryad's grove I pointed out a paragraph ago.

Here, talk to Esselarea.  She'll give you a quest to rid her grove of an ogre,
but you can only send one character inside to do it.  Send in your best fighter.
This quest won't require magic.  Go north and talk to the gremlin.  Not very
helpful, huh?  Unfortunately, I can only be as helpful, because this place is
very maze-like.  It would be hard to guide you without giving exact directions,
which are unnecessary.  Use your automap and make your way south.  When you
find the next gremlin, you're in the right place.

Talk to him and when he starts saying numbers, choose "1234. 3456.", then
"7890." and finally, "5678."  Alternatively, you can skip the stupid gremlin
and just go down the path with the gravel at the beginning.  Find your way
north, then around to the northwest corner of the map.  You should come across
a field of bushes, some with red flowers.  Don't step on the red flowers.  If
you do, you'll start back at the beginning.  The ogre is just past here, so
don't despair.  This guy is stronger than your typical ogre, but not so tough
that you can't kill him unaided by your party.  Once you beat him, take your
loot and make your way all the way back to the portal and rejoin your party.

At this point, use the Jewel of Return to go back to Fort Emergence, then use
Ernest's portal to get to Sharimik.

 5f-2. Sharimik

Quests:  Get Ring for Ginny
         Hunt Down Zang
         Destroy Altar for Corie

Sharimik's one of the larger cities in the game.  Spragins in the south part
of town will identify items and sell you two new spells: Forcecage and your
next direct-damage spell, Fireblast.  You can buy some steel arrows from the
fletcher, magic lockpicks from the general store, and train in the hall between
them.  Starcap the trainer will give you a quest to find Zang, who is far to the
northwest.  Ginny, in the food store, has a quest to find her ring.  Talk to
Sloan (an archer wandering around outside) to learn of its location.  Retrieve
it and return it to Ginny for the reward.

Ellyn in the temple will heal you and teach you two new priest spells.  Mayor
Knight in City Hall gives you your next quest, but before you can actually
receive it, you must get approval from Corie and Levin.  The latter is in City
Hall and requires 1000 coins for...processing fees.  If your reputation is
high enough, you can threaten him into doing it for free.

Corie isn't as easy.  You must first learn the Ritual of Sanctification, then
destroy a troglo altar.  Talk to her and get the mission, then go to the store-
room in the northwest corner of town.  Once you enter the westernmost room,
shock!  Troglodytes!  Kill them!  You get no reward for this, but there's a
locked storeroom here containing the Xian shrub.  Come back when you learn
Unlock Doors level 3.

 5f-3. Northern Karnold Tour

Quests:  Kill King Vothkaro
         Meet Empress Prazac
         Steal Book for Ivanova
         Slay Slith Chief
         Clean Out Ursagi Cave

Leave Sharimik and follow the road east.  All the way east is Angel's Rest.
Shahpur will give you a quest to meet the Empress, which we'll do much later.
North along the road is Aminro.  The mayor here will give you a quest to kill
the Troglo king, Vothkaro.  We'll also get to that later.

Go back to Sharimik and follow the road south across the bridge, then east.
You'll pass Gidrik, whose only notable feature is a guy at the inn who will
sell you some horses.  Keep on following the road south, then east and you'll
hit Golddale.  Here, Ivanova will give you a quest to get Ernest's book, one
you should have, or at least know how to get.  Don't hand it over yet, though.
The mayor will give you a quest to kill the Slith chief in the nearby mines,
which we'll do now.

The mines are east of Golddale, in a huge valley filled with Ursagi.  You'll
have to go around to the south, then head back north to reach it.  The mine
is the westernmost one, or the mine that doesn't give out gold or silver ore.
Explore around.  The Slith here aren't tough in terms of HP, but they can hit
very hard, and their mages know such spells as Lightning Spray and Forcecage.
The Slith chief is in the northwest corner of the map, and he's protected by
quite a few fellow Sliths.  War Blessing will help a lot here, as will some
tough armor and a few castings of Lightning Spray, not to mention Mass Healing.
He'll drop a Crystal Charm upon defeat, which should immediately be given to
your priest.

Once you've felled the Slith chief, leave the mines return to Golddale.  Speak
with the mayor for your reward, and to take on another quest.  Now head back to
the valley.  On the other end of the valley from the mines is the Ursagi lair,
and in this lair is a spellbook that will teach Call Beast level 3.  By this
time you should be quite familiar with the Ursagi, though the spellbook is
guarded by an Icy Drake that is no picnic.  Fortunately, being icy, this drake
has no immunity to fire that normal drakes and dragons have.  Kill it, and kill
as many Ursagi as possible to finish off the appropriate quest.  To escape the
lair, go to the northwest corner of the map to find a back exit hidden by
shrubbery.  Go back in the main entrance if you left horses there.

Once you get the spell, leave and return to Golddale for your reward.  Now go
back to Storm Port and head north until you spot a tower in the middle of a
thick forest.  This is your next destination.

 5f-4. Tomb of Vahkohs

This is where you'll solve the quest for Storm Port.  First go to the southwest
corner of the tomb and pull both levers once, then go to the northwest corner
and pull the west lever once, and the east lever twice.  Go through a secret
passage just east of the two levers, then go around to the west and through a
locked door to the room full of dead guys.  In one of these coffins is a
Thinking Cap, a nice helmet for wizards.  Now go down the passage you haven't
visited yet to end up in Vahkohs' chamber.  Talk to him and accept his little

Now the undead who were previously just getting in your way will attack you.
What you need to do is make your way back to the entrance, where Vahkohs will
be waiting for you.  The specters and quickghasts are a real pain, but they
fall quickly to steel and spell.  Vahkohs is a stronger-than-normal vampire,
and will take quite a pounding before he dies, but he will die...sort of.  Once
you take him down, you still have work to do.

When Vahkohs is dead, make your way back to the chamber where you first met him.
Along the west wall will be a secret door.  Here you'll find chests to the north
with treasure, spellbooks to the south with the level 3 Terror spell (the south
book is cursed, don't read it) and another secret passage leading west.  Get
what you want and go through two such passages till you find stairs going down
and quickfire behind a barrier.  Use Dispel Barrier or a piercing crystal to
knock down the first one, but don't take out the second barrier!  It's a fire
barrier, and you can walk through it with some damage, but if you dispel it,
the quickfire contained within will spill out, and it'll be quite hard getting
back through this passage.

Now then, go through the quickfire and through one more secret passage to find
yourself outside.  Here there will be two demons, and a crystal.  This crystal
is your goal.  Smash it, then deal with the demons back there.  They're quite
resistant to magic, but not physical attacks.  Once the crystal is destroyed
and the demons are gone, you're done.  Return to Storm Port and get your reward.
With all this out of the way, we're finally going to get back to the actual
plot.  Well, first we have to go to Softport.

 5f-5. Softport

Quests:  Find Zik

Technically this is in the Midori province, but we're only stopping here to
get the Ritual of Sanctification.  We'll return to this province (and Lorelei)
later to finish off the plague.  To get to Softport, go to Sharimik, then
follow the road to the north.  You'll run up against Softport eventually.

Talk to Nydia in the temple to learn where to get the Ritual.  North of there
is the mayor, who will give you the quest to find a killer named Zik.  As for
the Ritual, you must go north, deep into the Midori province.  Well, not that
deep.  Just go north across the bridge and around the mountain range here until
you get to the north side, then go up the path leading south.  You'll end up at
a little hermit home.  Go inside and talk to the anti-social screwball, then
tell him you're going to use the Ritual against the troglos to learn it.  Make
sure to pick up the Xian rock from the chest in his house before leaving.  Or
not, it's not that important.  I just felt like pointing it out.

Before returning to Sharimik, go east from Softport to find a house in the
middle of the mountains.  This is the House on the Hill, a home away from home
that also contains the Unlock Doors level 3 spell.  Dispel Barriers or a
piercing crystal is required to get it, though.  Rest up and return to Sharimik.
We're going altar-hunting.

 5f-6. Troglodyte Altar

This hidden altar is far east of Sharimik.  Go past Angel's Rest till you spot
a road in the mountains with troglos guarding them.  This is the spot.  If your
reputation is high enough, they'll run away in terror.  Otherwise, fight past
the lone group and enter the dungeon.

Head in.  You won't be attacked at first, but this floor is filled with troglos
and it won't take long for them to find you.  Right near the entrance along the
north wall is a secret passage leading to a hidden storeroom with some good
loot.  There's a pair of living statues along the east wall who are resistant
to all forms of magic, but not physical attacks.

Up the stairs is the altar.  It's right out in the open, guarded by a miniature
army of goons.  Take them out, and DO NOT kneel in front of the altar.  It will
give you a Dread Curse, a negative special skill that can only be removed by
a powerful healer.  You have to use the Ritual.  Using it will cause various
demonic enemies to appear.  Unless you know Repel Spirit at level 3 (which you
likely won't) then your best bet is Lightning Spray and Smite, combined with
hasting and blessings all around.  The Vile Imps are actually the worst of the
bunch, since they're immune to many forms of magical attack, while the demons
are just resistant.

Once the altar is purified and the demons gone, there's still more to do.  Go
south and into the building.  East is another altar, through a secret passage
and guarded by two Living Statues.  DO NOT kneel in front of this altar!  It
will kill your entire party straight-out.  Instead, purify it.  A Haakai will
appear, the strongest demon-type monster in the game.  Fortunately, there's
only one of them, so gang up and pound it into dust.  After the battle, search
the west wall for a secret passage and another demon.  Kill it and search the
chest for some loot, including the very nice Shadow Leather armor.

Once you loot everything you want, go back to Sharimik and talk to Corie, then
the mayor to get your next quest.  You need to go to the troglos' castle, which
is northeast of Aminro.

 5f-7. Troglodyte Castle

Quests:  Slay Elhioc

Inside, go north.  You'll be stopped.  Say you have the papers and agree to be
blindfolded.  You'll be taken to a cell and left there.  Wait until your cell
door is opened, then get out and explore.  You'll be thrown back in before you
reach the end of the hall.  Read the troglo history, then wait some more.  Again
you'll be summoned by the king, but this time he really will speak with you.
Tell him you read the scroll, but don't attack him.  Talk with him until he
gives you a quest, then return to your cell.  Get the new message on the table
and read it carefully.  When you're done, go through the secret door on the
west wall and down the trap door.  Time to kill.

Follow the instructions Vothkaro gave you and go north first.  You'll have to
fight past many troglos, but eventually you'll reach the northeasternmost area
of the map.  From here, go west till you reach a control panel and some runes.
Examine it, then press the first button from the top once.  Press the next
button down twice, then the next button three times, then the next button once,
then the next one four times, and leave the last one alone.  Now leave the
control panel and walk across the runes.

Elhioc is in the north room.  He's guarded by about a half-dozen troglos, but
they're easily dispatched.  Elhioc is another story, as he has a lot of HP and
some good magic.  Use Radiant Shield if you have it to provide some protection
for your party.  Elhioc falls the same as most monsters, so just beat him up
good.  Once he's dead, check his room for some herbs and a secret passage
along the north wall for a room containing a book to teach you Control Foes
level 3.  If you haven't learned the spell at all, just remember this place,
as you can return later.

Now, retrace your steps to the same staircase you used to enter this level.
Climb back up to solve one quest and be handed another.  Now you can either
leave the castle, or go assassinate Vothkaro.  Killing him now will have no
negative consequences, since you've already gotten the quest to take down the
barrier separating the troglos and giants.  I'd recommend it at this point,
as there's a lot of XP in killing him and clearing out the castle.  Plus
there's the nice treasure horde in the northeast corner of the castle.  Once
you're done killing things, leave via either the main entrance or the secret
passage and return to Sharimik.

 5g. Midori Province

 5g-1. Lorelei

Quests:  Recover Soldiers' Possessions
         Free Empire Soldiers

To get here, follow the road north from Sharimik till you reach Softport, then
take the road northeast till you find an Empire checkpoint.  If you have the
package from Irvine in Shayder, you cannot go this way, or you will be attacked.
The easiest way inside the city is to just warp back to Fort Emergence and use
Ernest's teleporters to get there.

This place has just as much good stuff as Sharimik and more.  To the southwest
there's another Avernite wandering around the park.  Speak with her about the
Bunker and Captain Johnson.  This will be useful later.  North of the park is
a shop where you can buy three sets of horses for 600 coins each.  North of
there is Kendra's shop and the place you have to deliver the package for Irvine.
If you do, ask to join the Thieves' Guild and go through the secret passage.
The man here can sell you some excellent things, including some fake (but
convincing) Anama rings for 2500 coins.  Naturally, if you joined the Anama,
these are unnecessary.

Assuming you bought the rings, you can now enter various Anama establishments,
including the temple here.  The priest is not only Mundt (speaking with him
meets the requirements for an earlier quest) but he will sell a total of eight
bottles of Knowledge Brew for a hefty sum.  Lyle, of Internal Affairs, will
sell you Hawke's Manse for the incredible price of 8000 coins!  While this
sounds outrageous, Hawke's Manse has quite a bit of good stuff for you.  If you
don't have the money now, save up.

The nearby weaponsmith will sell you some good stuff and teach you the Barter
skill for 440 coins per level.  Once you buy one level, you can go next door
and improve it in the training hall for only 10 coins, provided you have the
proper skill points.  Nearby, in the very southeast corner of the city, is an
empty house with the sun symbol of Avernum.  There's a secret passage along the
south wall that'll lead you to an Avernite spy, who will fill you in on several
pieces of information.

Carlos, in the university, will sell you alchemic recipes.  The weaponsmith
nearby (yes, a second one) has some good stuff.  Bruskrud, who greeted you at
the gate, has a quest to recover some of her soldiers' possessions and free
some soldiers (different ones), which we'll find later.

Hawke's Manse is in the northwest corner of town, in case you bought it.  Some
highlights of the Manse include the library, which contains books to teach you
Slow, Capture Soul and Lightning Spray at level 3, all of which you probably
know by now.  There's also a room to leave spare party members, and a room to
rest for free.  Wander around the Manse for a while.  Marjorie, the caretaker,
will give you messages (pop-up messages, not regular dialogue) about rats in
the storeroom, the ghost of Hawke wandering the halls, etc.  It's best to wait
a long while, then leave the Manse after each pop-up and return.  Once the
fourth pop-up appears (the one talking about Hawke walking the halls again) go
to the southeast statue room.  Speak with Hawke's ghost to learn the location
of the Alien Blade, a very powerful two-handed sword.  Besides the perks, like
a free storeroom and sleeping area, this is about all you can get out of this
Manse.  Leave.

This is about all you can do in Lorelei right now, so leave town.

 5g-2. Giant's Forge

I'm going to keep this brief in order to finish off this plague in the interest
of time.  Game time, that is.  East of Lorelei is an abandoned farm, where some
Empire soldiers are being attacked by giants.  Help them out to get 200 XP and
a boost to your reputation.  South of there is Dellston, but there's nothing of
great importance in this small town.  Go south till you hit the mountains, then
follow it east till you reach a wall.  The giant lair is in here.  You'll have
to bust through a defensive team to get inside.  Once past the wall, go south
till you spot a dungeon.  Head inside.

When you first enter you'll be assaulted from across a pit by giants.  Take
them down with missiles and spells, then go south.  Ignore the intercections
and go south till you reach the edge of the map.  You should see a moldy
boulder and stalagtite.  Assuming you have Move Mountains level 3 (which you
should, from the third stone circle) cast it, and go through this passage into
the giant's treasure room.  It's guarded by two Demons and two Black Shades, the
latter of which are invisible and can't be targeted by missiles or spells.  To
kill them, you must use melee attacks, which can be tough.  However, when they
cast spells, they reveal their position, and they don't move around very much.
One is on the raised platform near the pedastal, and the other is on the north
shore, past the lava.  Safe Travel is recommended if you don't have Pathfinder.

Your reward for all this is a pike by the name of Giantslayer, which will do
extra damage to giants, naturally.  Equip it on whoever's got the most pole
weapons skill.  On a side note, if you don't have Move Mountains 3, you can
reach the treasure room by going through the lava around the west side of the
map.  There's some additional loot in this cavern, but most of it is past long
rivers of lava, and not really worth the effort.  Leave the way you came in.

 5g-3. Cavern of Giants

What I didn't tell you was that there's a passage to the lower level of this
dungeon in the Forge, but it's in this dungeon that we'll find the soldiers
for Bruskrud's quest.  To get here, go outside the guarded wall on the world
map, then follow the mountains east and south.  You'll find another guarded
wall, which you should of course attack.  Once through, the dungeon is just to
the west.

Right at the start you'll be welcomed by a committee of giants.  I think you
know the proper etiquette in this situation.  SLAY THEM ALL!!!

Er, right.  Search around.  There's a box with an Empire soldier's personal
effects in the middle of the map, where the giant's beds are located.  Go to
the southeast corner to find a concealed escape tunnel for later use.  Now head
to the southern part of the map to find a barrier protecting a prison.  Dispel
it and unlock the doors to find...well, a prisoner.  Tell him about the escape
route to free him.  There's another box of soldier's possessions at the west
end of the map, and one more in the northwest corner, inside the Deathrock clan
building.  You'll also find another prisoner there.  Go east from that building
to find another prisoner slightly to the south, along with more personal
belongings northeast of said prisoner.  In the northeast corner of the map, past
some lava, is a trapdoor leading down.  On the lower level, step on the northern
rune, then the western rune, then take the southern path to some great treasure.
Among the items is the Polished Plate Mail, a very strong suit of armor that
boosts combat statistics and protects you from petrification.  Now go back to
the top level.  Return to the west (past the lava) and very soon you'll see a
giant staircase heading down.  Take it to arrive in the shaman caves of the
lower level.

Your goal here is south and a bit east of where you enter.  The rest of the
cave holds a good deal of treasure, but also danger.  Go along the west side of
the map to find a small cave with some Nagas.  Kill them (cold magic works best)
then press the rune in the northwest corner of their lair to open up a small
room with the treasure.  The key you need is in one of the chests.  Now go east,
back to where you started, and go south a bit, then east and north when south
is no longer an option.  You should be outside a stone building.  The key you
just picked up opens the door here.

Inside, you'll see a control panel.  Examine it and push the buttons in this
order:  Owa, Leguv, Taful (the button above Owa) and Mung (the button above
Leguv).  The porticullus will open, and you'll have to fight a Demon and two
Black Shades.  The Barrier Tunnel map is inside one of the chests.  The rest of
the items you'll find is the Xian pouch and some cursed equipment.  With the
map in hand, leave the caves entirely and return to Lorelei.  Speak with
Bruskrud to get your reward for the soldier's effects you picked up (you need
to speak to her four times, one for each item) and the soldiers you've freed.
Train up if you've got the skill points, then rest, save, and leave.

 5g-4. Concealed Tunnel

As you can see from the map, this tunnel is on the east side of the mountains,
which will require some hiking.  Get around the mountains either by walking or
through one of the few passages leading to the other side.  Walk along the east
end of the mountains till you spot a dungeon.  Just like the other plagues, it
wouldn't have appeared on the world map without all the running around we just
did.  Go inside.  It's time to put this plague to rest.

Just for reference, vertical mirrors are the 'thin' mirrors, while horizontal
are the 'wide' mirrors.  You'll have to manage lasers and said mirrors and
basically cause a mess to get the teleporter here working again.  First, go to
the southeast corner of the map to find a mirror.  Push it along to the first
intersection, then shove it north.  Place it directly west of the southmost
laser source, against the wall.  Now go to the other mirror in this room and
shove it north, into the path of the laser there.  Push it along against the
laser till the beam bounces off the two mirrors and hits one of the laser
sources, destroying it.  Now push the southmost mirror north until it breaks
the other source.

At one point while pushing the mirrors, you more than likely sent a beam
southward to power up another laser and open the porticullis that contains six
more mirrors.  If not, position the northmost mirror two spaces east from the
northmost laser cannon.  Once the mirrors are unlocked, push them all out of
that room and to someplace that's easily accessible.  Make sure to get the other
two mirrors you used before as well.

Now then, using a vertical mirror, shove it into the intersection of lasers
that's located in the first room of this tunnel.  This will destroy one of the
laser sources.  Push that same mirror north of the unmovable mirror so the laser
goes back and hits the wall.  Now take another vertical mirror and push it
through the open porticullis and block the beam in your way.  Now push that same
mirror west against the beam until it's rendered harmless.

Take a horizontal mirror and push it through the porticullis, then east when you
reach the second intersection.  Here, shove it north against the laser source to
be able to reach the chest.  Use that same mirror (come at it from the north and
push it south to have it end up west.  Confusing, ain't it?) Take it north and
use it to block the laser being fired from the east.  The four chests it's
protecting contain some nice coinage and items.

Now then, as for the teleporter, it's actually very simple and doesn't require
the treasure-hunting we just did.  Take note of the small gap east of the
teleporter.  On the east side of said gap, move a horizontal mirror and place
it east of the power crystal that's waiting near the teleporter.  To find the
right position, go into the above-mentioned gap to be able to see both the power
crystal and the mirror, then move it as needed.  To get the beam to the crystal,
move a vertical mirror against the laser source we first used to bust up a
couple other sources (the one in the middle of the automap).  If positioned
correctly, the laser will bounce off the two mirrors and hit the power crystal,
thus enabling use of the teleporter.

You'll be sent to another part of the map.  To get through this, just push the
southmost mirror north once, then west till it diverts the first laser.  Now
push it one square south and go back to get the other mirror.  Push that one
directly north to divert the other laser, then just walk west and down the

Here's where things get interesting.  To bring down the barriers that prevent
the troglos and giants from wasting their energy fighting each other, you'll
first have to defeat the ever-annoying Doomguard.  This powerful enemy is much
akin to the Viscous Goo, which splits when you hit it.  Just like the goo, the
Doomguard will split into two whenever you damage it.  It's also immune to all
forms of attack magic, it has a very high attack power, and its HP is much
greater than the aformentioned goo, which means it will split into many, many
pieces before you get rid of them all.

My advice?  Haste.  Bless.  Heal at every opportunity.  Don't waste your SP
casting attack spells, they won't affect the Doomguard at all.  Only let your
fighters attack the Doomguard.  It will split when anything damages it, and for
every split, you want to take off a decent chunk of HP.  Trust me when I say
this one monster is one of the most powerful in the game, even on easy
difficulty.  Fortunately, it drops a Magery mind crystal upon death.

Assuming you manage to kill it and survive, check out the crystal in the midst
of all those lasers.  Before you examine it, haste your party.  Now smash the
crystal.  You'll suddenly be surrounded on both sides by troglos and giants,
and the ungrateful bastards won't even thank you for bringing down the barrier.
Check where the crystal used to be to get some shards, then go into combat mode
and just run back to the entrance of this passage.  Don't try fighting all the
monsters, they won't follow you.  To get past the lasers in the upper level,
just go into the small room and pull the lever to disable all the lasers.  Go
back through the teleporter and leave the dungeon.

Congratulations, you've ended three of the five plagues!  Next up, we tour the
Midori province for fun and profit!

 5h. The Grand Midori Tour

 5h-1. The Bunker

Before you do anything, return to Fort Emergence and get your reward from Levy,
then show the crystal shards to Berra.  Report in with Anaximander, then go to
the Tower of the Magi.  Remember where I told you to find X?  Well, he'll teach
you Fireblast at level 3 now.  Train up any skill points you've learned, buy
spells and/or some Magery from Erika.  Go to Ghikra and speak with Rentar-Irhno
who will tell you nothing, but do it just the same.  Return to Fort Emergence
and speak with Commander Johnson, who is usually hanging around the mess hall.
Ask him about the Bunker, then go to New Cotra.

Follow Johnson's instructions to enter the Bunker.  Speak with the people
there, but especially with Ostoth.  He will have the Bunker create a single
weapon to combat whoever is creating the plagues on the surface.  They'll only
create one weapon and one weapon only, so you have to be sure who's responsible
before making the request.  Don't tell him to do anything yet, though.  Yes, I
know who's responsible (and so do you if you've played Exile 3) but I'd prefer
not to give anything away.  The Bunker will always be ready to create a weapon
for you, so just leave for now.  We'll come back later, after the golem plague.

Before you continue on, finish up any stray quests, like giving the Perfect
Flower to the dryad and so on, then go to Lorelei.  Either walk or use Ernest's
teleporter, but if you do the latter, be sure to get some horses.  This may
take a while.

 5h-2. Southeastern Midori

Quests:  Liberate Dryad Grove
         Find Hidden Poubslo Giants
         Bring Fine Meal

You should be starting from Lorelei.  Go east from there.  Slightly south you
should see the ruined area where you helped some farmers.  Go east from here,
and you'll spot a dryad on the world map.  Speak with her and agree to help
her out.  The stone circle is visible from where the dryad stands.  Just get
through the trees and attack the giants.  They're nothing special, and certainly
nothing to worry about after that Doomguard.  South of the circle is Poubslo.
This town has a quest for you to kill some giant spies.  Daltry in the southeast
corner will hand you the quest.  The giants are in the northeast part of town,
in a very small secret passage.  To get there, check along the outside of the
town's walls, along the north side.

There's also a quest to take some sacks of fine meal to an enclave south of
Lorelei, but you only get 25 coins per sack, which is a paltry amount at this
point.  Still, if you happen to find some, take them there.

From the dryad's stone circle, go east till you hit the mountains.  Follow them
north, then go south when they split.  You'll find the Isolated Inn.  Enter.

Cozy, isn't it?  Like a mausoleum.  You can only rest in one room here.  Save
before doing so.  As soon as you sleep, the undead will rise and come after
you.  There's a few vampires, fetid zombies, skeletal warriors, all the tough
stuff.  Lightning Spray and Repel Spirits helps here, along with the standard
hasting and blessing.  What's the point of all this, you ask?  Well, in the
southwest corner of the map, you'll find a large rock.  Here you'll find a
Warrior's Ring that you wouldn't have spotted without resting here first.

Leave the inn (don't forget your horses) and go around to the eastern side of
the mountains.  From here, head south.  Eventually you'll spot a tower in the
middle of the woods.  This is our next destination.

 5h-3. Fading Tower

Enter the tower.  Here you'll find six pools of water.  The northwesternmost
pool will restore your HP, while the southeasternmost will restore your SP.
The northeasternmost pool will give each member of your party a point in the
Gymnastics special skill, but only once!  Drink from it again and you'll be
covered in acid.

Go south.  You'll be in a swamp room with some shamblers.  They were strong
before, but now they're just an annoyance.  To the west you'll find two
Rakshasa.  These powerful monsters are completely immune to your magic, and
they have plenty of spells of their own!  East are two Gazers, who are the
easier of the two, so go that way first.  Kill them off with arrows and fire
magic, then go north.  Dispel the barriers, then check for a secret passage
along the east wall.  Go east through the trees to find a small room.  In here
is a spellshard.  Return to the tower.

Now go south from the Gazer room to find a long hallway.  Go all the way west
in here.  Through the north door are the Rakshasi.  Yes, I know I said they
were tough, but that's all the more reason you want one in your soul crystal!
Besides, if you came at them from the east you would've had to cross the bridge
to get to them, which could've been messy.  The best way to fight them is to
get up close and beat the hell out of them as fast as you can.  Otherwise
they'll start summoning up a storm of monsters to block your path.

Once you finish off the Rakshasi, go back to the long hallway and to the south
door at the east end.  In this room you'll encounter a menage of imps, but at
this point they shouldn't be too much of a challenge.  Take them out, then
check the west wall for a secret passage.  Here there will be some spine worms,
who are still quite strong with their missile weapons.  Take them out, then
dispel the barriers and continue on.  Some quickfire will be released from a
secret room.  Yikes!  Follow the passageways and cast Move Mountains on the
cracked walls for later.  Keep going until you spot a green rune on the floor.
Stepping on it will make the quickfire vanish.  Continue through the hallway
until you come across a small room with a wheel.  Turn it to make the gates to
the south open, but don't leave.  Heal, restore your SP, and save.  Then enter
the room to the east.

Here you'll find the master of the tower: a Haakai.  The perfect candidate for
your soul crystal, isn't he?  Use Haste straight out, because you can't just
rush his throne and beat him to death.  He's got invisible barriers blocking
your path, except for one spot on the far east side of the room.  Because he's
a Haakai, most magic won't work on him, so you'll have to bypass his shield and
strike from up close.  Alternatively, if you have an archer in the party, bless
and haste him/her/it and just fire away while keeping the rest of your party

Assuming the Haakai dies (and assuming you live) check the southeast wall for a
secret passage.  There's another tiny treasure room here, this one with the rare
Bloodthirst Spear and a couple potions.  Now then, go back to the room with the
southern exit from the tower.  Go south in there till you get a message about
how the tower will eventually disappear, but don't exit now!  Your horses are
still waiting.  Go back to the northern entrance/exit and leave that way.  The
tower will vanish from the world map, and we can move on to bigger and better

 5h-4. Malloc, Dorngas and Calloc

Quests:  Hunt Goblins for Malloc
         Kill Vampire By Sea
         Kill Ogres in Swamp
         Eliminate Calloc Raiders

I'd list these towns separately, but there's nothing except some quests to be
had/finished in them.  So then!  First return to Lorelei.  Sell off any unneeded
swag, train up if you want, then follow the road west to Softport.  From there,
go north, then east at the first intersection to reach Malloc.  For the most
part, this town is like the rest of the small fry villages in Valorim, but the
Nephil here will give you a quest to kill off some goblins.  They're wandering
around outside Malloc, and require some Nature Lore skill to catch and kill.
There's 3-4 groups of goblins, though I forget how many exactly.  It's at least
three, though.  Just check in with Mrrr each time you kill a group.  Eventually
he'll fork over some XP and a suit of Field Plate Mail.  Another noteworthy
attraction is the spell-teaching stone circle near Malloc, to the northwest.

Dorngas is another quest location, though it's here that you'll solve a quest.
Zik is in this town, and is waiting in one of the inn's room.  Dorngas can be
found by following the road from Malloc north, then around to the west.  Ignore
the intersection leading north and continue west until you reach the town.  Zik
will attack you when you identify him, but he's not too tough considering he's
outnumbered and outgunned.  Once he's dead, leave.

Almost directly south of Dorngas is a cache with a resistance elixir.  To the
east is a hut with a man named Vlosto who will train you in bow weapons skill
if you're not already proficient.  Southwest of Dorngas will be an encampment
of ogres in a swampy area.  Rather than attack them, talk to them and agree to
help to receive a quest.  West of there (past the small mountain) is the town
of Calloc.

You can do two things here.  There's a quest to kill some raiders that live to
the northeast of Calloc.  The mayor (who is also the innkeeper) will give you
this quest.  Also at the inn is Miranda, another recruitable NPC.  She'll join
if your reputation is high enough, somewhere in the 50+ range.  There are other
requirements, but as of this writing, they are unknown.  If she won't join you
now, wait till you have access to the Footracer province, then return.

There's also a room full of Empire deserters in the northwest corner of town,
in the middle of some trees.  Outside Calloc, go northeast to find the Nephil,
but don't attack them.  Instead, listen to what they have to say, then go to
the small valley southeast of Calloc and kill the Ursagi there.  Now, along the
coast to the west of Calloc is the vampire you want, in between a mountain and
the sea.  He'll give you a quest to kill the same ogres in the swamp I mentioned
earlier.  Killing either the ogres or the vampire completes either quest.  The
vampire will give you a point in Finding Herbs, while the ogres will teach you
Anatomy.  It's your choice who you bump off.  Personally, I slayed the undead.

 5h-5. Marish and the Chasm of Screams

Quests:  Clear Out Odd Dungeon
         Dispose of Marish Brigands

Go southwest from Calloc.  On the south tip of the peninsula here is Marish,
a small town.  If you want to be technical, Marish is part of the Isle of
Bigail region, but the quest you get here is one we're about to solve in the
above-titled Chasm of Screams.  Talk to Mayor Yale to receive the quest.

The Chasm of Screams is north of Marish, through the woods.  Be careful going
through the trees.  There's a monster group of Wights that may also contain
Dark Wyrms.  I won't go into details, but let me just say that even one Dark
Wyrm has the potential to wipe out your entire party.  I'm not kidding.  Just
avoid it as best you can and enter the Chasm.

Leave your horses at the entrance.  The path through the Chasm is very
straightforward.  You really only have one path around the edge of a gaping
pit.  However, there are undead like Ruby Skeletons and shades on the other
side, and some are within attack range.  Use Repel Spirit and arrows to deal
with them.

In the southeast corner of the map are some ice lizards and bodies with some
good treasure.  The southwest corner has some ice puddings, but no treasure.
Go around to the northwest end, where ice drakes and lizards wait.  By this
time they're no real danger.  The true threat lies beyond, in the form of three
Nagas.  Two are on either side of the entrance to their lair, but the third is
way up several flights of stairs, and hard to get at for melee combat.  Use
arrows and magic instead, and let your melee fighters work on the two on the
ground floor.

Once the Nagas are down, save your game.  You'll want to go to the north end
of the room, where a pair of Ur-basilisks wait in between some magic barriers.
Use spells and arrows while you dispel the barriers, and hope no one gets
turned to stone.  Past all the barriers is the invisible Black Shade, along
with a Guardian.  Beat them down and take the treasure.  Don't bother with
the plate mail, it's cursed.  The real draw is the Resistance Ring.  From here,
go east through the narrow passage.  Once you pop out near the pit, head
around south and west to another narrow passage.  There's a secret door along
the south wall here, so do a little searching to find it.  You'll find yourself
in the center of the automap, with three pedastals.  The north one will teach
you Dispel Barrier at level 3, while the west summons some Vile Imps.  Don't
examine that one, but the southmost pedastal.  It will summon two Efreets, but
one drops a Divine Aid mind crystal.

With the treasure in hand, leave the Chasm and report back to the mayor in
Marish.  He'll give you another quest, but I recommend not taking it.  It will
cause a -2 hit to your reputation, and is not particularly profitable.  If you
end up taking it and don't mind the penalty, the rebels are along the west
coast, northwest from Marish.  They're not particularly strong.  Kill them if
you want.  Either way, we're done here.  Return to Calloc, just because it's
closest to where we're going next.

 5h-6. Lair of Sulfas

Quests:  Kill Creatures for Sulfas

Let's go see us a dragon!  Khoth and Athron's lairs are right next to each
other, but on opposite sides of the same mountain.  Since Athron's lair is on
the west side of the mountain and therefore closest to Calloc, we'll visit her
first.  Yes, her.

But before we do that, we need to see Sulfas.  Her lair is only accessible by
first visiting Athron or Khoth's lair and going down the stairs in either one.
Go to Athron's lair and take the only path possible, since thick barriers block
any other route.  Sulfas is in the center of the map, past a pool of lava.
Dragons sure know how to live, huh?  Speak with Sulfas.  She'll give you an
easy quest.

Just as Sulfas directed you, go to the northeast corner of the cave.  The things
you need to kill are past some barriers.  Those things are Alien Beasts, the
last and final plague.  Yes, I know there's five plagues and we only finished
three of them.  The golems are fourth, these things are fifth.  Personally, I
would consider a plague of Dark Wyrms to be much, much worse.  Alien Beasts are
purely physical fighters, and tough ones at that.  They can damage for an
excess of 100 points in any given hit, even more if your armor is lacking.
Plus they have a great deal of HP to whittle down before they fall.  Oh yes,
there's five of them.  Bless whoever's going to go up against them in melee
combat, and hit the beasts with direct-damage spells to burn away their high
HP.  The spoils include Nimble Gloves and a Battle Frenzy mind crystal, both
worthy prizes.

Return and talk to Sulfas.  She'll tell you about a sword she can make to fight
these things, but first she needs to know how, and requires the proper
materials.  For the former, we'll need to see Khoth.  You appeared in Sulfas'
lair at the southwest side of the map.  For Khoth, go to the southeast.

 5h-7. Lair of Khoth

Go south till you reach the actual entrance.  Unlike Athron, Khoth will let you
in.  Search around.  On one of the bookshelves is the spell Divine Retribution
at level 1.  Khoth is in the northwest corner of the map.  Speak with him.  He
will teach Forcecage along with the three Arcane spells, the three strongest
mage spells in the game.  Unfortunately, they're quite expensive.  Ask him about
the ritual, then search his bookshelves.  One of them says your knowledge of
magic improves, but I couldn't figure out what it does.  There's no visible stat
increase, so I guess it's just a red herring.  One bookshelf will teach Control
Foes at level 1, while the southmost shelf contains the ritual you need.  Save
before you go checking out the shelves, since some can cause adverse effects.

Once you have the ritual, return to Sulfas' lair.  Go around to the southwest
corner to return to Athron's lair.  Along the way, you may notice a room closed
off by barriers.  This is Sulfas' auxiliary treasure room, and contains several
excellent and rare items.  The downside?  It's guarded by Gorgons.  These very
annoying monsters love to cast Forcecage on your party, but otherwise they're
not terribly strong.  Save before attempting to take any treasure, because
opening the first chest will cause monsters to appear.  Among these are a pair
of Ur-Basilisks and Gazers, and a Mung Demon.  The first two sets are still
weak against a well-placed Fireblast spell, while the demon can just be stabbed
to death.  Take the treasure, then go back to Athron's lair.

 5h-8. Lair of Athron

This place is small, but is full of potential dangers.  Now that you've spoken
to Sulfas about the blade, the thick barriers will open.  However, don't go
through the front door!  There's a secret passage east of that which will lead
directly to Athron.  It requires Dispel Barrier at level 2 or above, and Move
Mountains at level 3.  If you don't have the means to get rid of the blockades,
you'll have to go through the main entrance.

You'll encounter Athron's brood through this route.  Whatever you do, don't
attack them, at all!  Just keep your party healed and blessed/shielded, and
make your way to the teleporter at the east end of this large room.  If you
end up attacking even one, Athron will become hostile.

Either way, once you reach Athron, speak to her (at length) and she will direct
you to the center chest, where the special metal lies.  Go back the way you
came, to Sulfas' lair.  Speak with Sulfas one more time to get the Beastslayer,
a weapon you should hold onto till we get to Footracer province.  With this
sword in your possession, you're done here.  Leave the caves and return to
Malloc, since again, it's the closest town to our next destination.

 5h-9. Moon

Quests:  Find Grimoire of Thren
         Hunt the Unicorns

No, not the moon, a town called Moon.  From Malloc, just follow the road north.
You'll hit the town soon enough after crossing a bridge.

Talk to the innkeeper to learn about Zang.  He's in one of the buildings in the
southeast corner of town.  While he's also the solution to a quest you got a
while ago, he'll sell XP (yes, XP) for 5000 coins.  The higher your level, the
less XP you'll get per lesson.  You'll have to fight and kill him to complete
Starcap's quest, but be warned: he's of the Mad Monk variety, a brand of melee
fighter that's quite strong.  Bless and haste your party to make short work of

In the northeast end of town you'll find the library.  This place requires
4000 coins to gain access, but also teaches several level 2 spells, along with
Cloud of Blades (which you likely don't have).  The librarian will give you a
quest to find a book in Blackcrag Fortress, which we'll acquire sometime later.

On a final note, east of Moon is a town called Bremerton.  Technically this town
is part of Monoroe province, but it's near Moon, so screw it.  There's nothing
special about the town itself, but there's a collection of farmers near it that
will hire you to slay some unicorns nearby.  Considering unicorns are monsters
that were weak even back in Krizsan, you'd do best to help them and pick up
some swag.

Now then, go and do what needs doing.  Return to Sharimik to get your reward 
from Starcap, sell off any excess swag, train up, finish any residual quests
you may have, then return to either Lorelei or Moon.  It's time to tackle the

 5i. Monoroe Province

 5i-1. Spineridge and Mernia

Quests:  Writing Supplies for Spineridge

This is sort of the long way around, come to think of it.  You can get to our
next destination via two routes:  the first involves taking the east road from
Moon and following it along east, then south when it curves.  Once the road
splits into an upside-down T, go east until you reach Spineridge.  The other
route is to follow the road from Lorelei to the northeast, and then east when
you get to the same upside-down T.  Either way, Spineridge is first on the list
of tourist stops before we go to Gale and take on the golems properly.

Two things of note in Spineridge, and they're both the same person.  Alzon in
the northeast corner of town will give you a quest to find writing supplies,
and is also an unlimited item reseller, like Levy.  Other than that (and the
fletcher who will sell blessed arrows and bolts) there's nothing in the town
worth noting.

Outside, however, there is a stone circle.  North of the town there will be a
secret passage leading into the mountains with (if you've been following the
walkthrough so far) the final stone circle.  It will teach you Divine Host at
level 3, not the greatest spell, but still worthwhile.  With that out of the
way, follow the road east to Mernia.  Here, enter and go east to the waterfront.
There will be an ambush by some golems, quite possibly the first you've seen
thus far.  So then, here's a quick rundown on them:

Golem of Blades are the green, pure warrior-types, and also the easiest golems
to deal with.  Fire Golems are immune to fire and have a like breath weapon.
The same goes for the Ice Golems, but with their respective element.  Jewel
Golems fire a beam of energy, but are otherwise easy prey.  Demon Golems, which
you won't find in this ambush, are the top dogs.  Like real demons, they're
immune to many forms of magic, can use spells of their own, and are generally a
nuisance to fight.

Anyway, the best way to deal with the golems is your trusty Lightning Spray,
since it will be able to damage most types of golems.  Regular stab-age is also
quite effective.  Once the golems are dead, look around.  Sydow is a priest
wandering around town and will teach you some high-level priest spells,
including Divine Restoration, which you should buy if you can.  It will be very
useful soon.  Besides that, there isn't anything of note in this town besides
Corie, who gives you information on what's going on.  Leave Mernia and follow
the north road till you hit Gale.

 5i-2. Gale

Quests:  Find Heroic Brew Recipe

Gale is one of the largest cities in Valorim, if not the largest.  It's also
beset by one of the more deadly plagues you'll have to stop.  It's also closed
to visitors.

In order to gain entrance, go to the northeast corner on the outside walls.
There, talk to Pasi to enter the trapdoor and end up within Gale itself.  Asp,
the weaponsmith, will sell you some of his special weapons if you bring him
enough Skribbane herb.  Otherwise, he just sells steel stuff.  To get the herb,
just go see Langley at the inn until she tells you about Alba.  Talk to said
Alba to buy some Skribbane.  You need ten herbs to buy Asp's special weapons.

Dharas is the nearby armorsmith, and sells Crystal Shields.  Buy them for
whoever can equip a shield and keep them equipped.  Call them added insurance
in case you run up against a Basilisk.  The priest in the temple here will sell
you the highest tier of priest spells, and heal your party if need be.

If you haven't recruited her already, Carol is wandering around outside.  If
your reputation is 50 or greater, she'll join you.  Mrrurr, in the sailor's
inn, will sell you his boat to the Isle of Maddok if you give him 100 coins.
Buy it if you can, it will be useful eventually.    Velnas is near the temple
(next to the alchemist) and will sell you the higher-level mage spells.  The
aforementioned alchemist gives a quest to find an alchemic recipe.  In the same
shopping district is the fletcher, who will sell Arrows of Light and Bolts of
Life.  Buy up whichever kind of ammo you need, it will be very useful later
against the Demon Golems.

Now then, let's get into Gale's library.  It's locked, so we'll need the key.
You'll need to talk to Nantier (the alchemist) and ask him why he can't get
into the library.  Then, search along the northwest wall outside the temple
for a secret passage.  Follow it to an herb house.  Talk with the Herb Seller
here, and buy the library key from her for a whopping 5000 coins!  You won't
be able to get her to lower the price, unfortunately.

The library is in the southwest corner of town, but not accessible through
normal means.  You must enter the area between the walls of the town and check
along the south end for a secret door.  Here, just use your key to enter the
library.  You can learn Move Mountains at level 3 here, as well as discover the
location of the Lair of Drakos.

Once you've done everything there is to do, leave Gale the same way you came in.
Let's go exploring.

 5i-3. Tevrono

Quests:  Deliver Message to Baziron
         Eliminate the Golems
         Destroy Golem Scouts

This is your next stop, and a rather important one.  If you spoke with the
people at Gale's city hall, you'll notice no one really wants your help.
Ungrateful sons of...!  Well, to get to Tevrono, leave Gale and just follow the
road all the way north.  You'll have to cross a bridge and fight some golems to
do it (you have the option of not fighting, but do it anyway, you need the
experience dealing with golems).  There will also be a golem party along the
road you must fight, unless you want to wander around in the forest.  One last
golem party has Tevrono under siege, and as adventurers bound under the Code,
you must intervene and save them.  Here you'll face off against your first
Demon Golem.  The best way to deal with them is physical attacks, or fire-based
magic.  Demon golems will also occasionally drop a Golem Diadrem, which you
should grab and hold onto for now.  They will be useful later.

One thing of note is that there's an Empire encampment in the woods southwest
of Tevrono.  The soldiers here will give you a quest to deliver a message to
Balziron, which you should take before entering Tevrono, just to save time.

Once inside Tevrono, check along the outer walls.  There are still golems here,
including one of the Demon variety.  Inside, Tenuta the weaponsmith will sell
you some of the better weapons in the game, all steel.  In the northeast corner,
you'll find General Baziron.  Talk to him for a main quest and a side quest,
the latter of which you should complete soon just because it's easy and the
reward is nice.

Once you get your quests and have dealt with the golems, leave town.  We're
going to find the mage Baziron mentioned.

 5i-4. Remote Aerie

Quests:  Destroy Golems for Delakros

This is southeast of Tevrono, through the woods.  You'll need the Orb of Thralni
to reach it.  Once there, help yourself to the alchemic herbs growing outside.
Also take some apples, you'll need them soon.  Inside, you'll find some dressers
in the west end of the house, but don't open them!  Just looking in one will
give you a point in Dread Curse, which is not something you want.

Zalifar, the wizard of these parts, wants you to stop a drake south of Greendale
from attacking him.  This isn't an official quest, just something he wants you
to do before he'll help you.  Selfish bastard.  Anyway, to get to Greendale,
return to the main road and follow it south till it splits off to the west.
Follow it to Greendale, but don't go in.  The town is overrun by golems and
there's not much treasure to be had.  Instead, hop over the river with the Orb
of Thralni and check around the mountains here for a passage.  This is Delakros'

You need to have at least ten food items to satisfy his hunger (temporarily)
and be able to speak with him, otherwise he'll send you away.  You could kill
him, but don't, since you're bound by the Adventurer's Code to help those in
need...or something.  Anyway, just talk to the drake and get his assurance that
he won't attack Zalifar if you promise to wipe out the golems.  Easy.

Return to Zalifar's Aerie and speak with him to learn the location of the Golem
Factory, along with some information on the Golem Spires, which we must destroy
to fully eliminate this scourge from Valorim.

 5i-5. Golem Spires

The first is northwest from Tevrono, as Zalifar said.  It's also buried in the
woods, so you'll have to navigate through quite a few trees to reach it.  This
spire is guarded by barriers on all sides, and Golem of Blades within.  You
must destroy the Power Crystal in the center, which is no mean feat.  It's
immune to all forms of magic except physical attacks and the spell Cloud of
Blades.  It also fires a beam of magic that's quite damaging unless you have a
high resistance.  Get your melee fighters in there and keep them blessed and
hasted, then continuously pound on the crystal till it shatters.  Once it's
down, leave the spire.

The next one is northwest of the last spire, in the mountains.  You'll need the
Orb of Thralni to reach it.  This spire is guarded by Ice Golems, and should be
dealt with the same as the last spire.  When the Power Crystal is dead, leave.

The final spire we can deal with right now is almost directly east of the last
one, but in the woods.  It's a ways east of the actual Golem Factory, for
reference.  I bet you're getting tired of all these forest areas, aren't you?
Well, bear with it, you've got a job to do.  This particular spire is guarded
by Fire Golems, but it is decimated the same as the rest.  Do so, then make
your way west of this spire to reach the Golem Factory.

 5i-6. The Golem Factory

You'll have to fight through a couple golem parties before reaching the actual
Factory.  By this point you should be able to deal with them quite well.  Enter
the Factory.  It's time to put a stop to the madness.

You'll be greeted by a small army of golems of various types.  Don't think this
is the last of them.  Like the other monster factories, there are golems in
several locations, and they will even spawn in some places until you're able to
destroy the crystals powering the golems.  Don't try it now, you'll just hurt
yourself.  Not only that, but the factory will be intermittently filled with
lasers you won't be able to disable quite yet.  Proceed cautiously, and haste
your party, then go through the factory in combat mode to avoid having to walk
through the lasers every other step.

First off, you want to go to the southwest corner of the factory.  There you'll
find a small staircase up onto the higher ledge, where you will blissfully be
safe from the lasers.  From there, you want to move to the northeast quadrant
of the factory, which was previously inaccessible.  In this quadrant, go to the
southwest corner to find stairs leading down.  Take them to arrive on the lower

On this floor, there's more golems and more spawning crystals.  In the
southwest corner, beyond some rocks, is a Golem Diadrem you should nab.  Your
goal on this floor is to get to the northwest corner of the room and tamper
with the control panel there.  Bear in mind the crystals on the far west and
east sides of the map are breakable, so feel free to do a little smashy-smashy.

Either way, go to the northwest corner first.  You'll have to fight four Jewel
Golems and one Demon Golem first.  Examine the control panel and press the
button, then make your way to the northeast corner of the map, either via the
regular path or through the lava in the middle (smash the crystal there on the
way if you go that route).  Once again you'll have to fight some golem defenders
to press the button on the control panel.  When they're dead, inspect the north
cabinet to find the Blue Crystal Key, a special item we'll use later.  For now,
return to the main floor of the Golem Factory.

Now your goal is the northwest quadrant.  In the center of this quadrant are
the stairs leading to the upper level.  Make your way over there and use your
new key to unlock the door.  Climb the stairs.

On the upper level, you need to make your way to the very southeastern corner
of the map.  You'll need to work your way past many, many lasers, along with
many, many golems.  There's no easy way there, just straight through all the
hazards and monsters.  Don't pull any levers along the way, they'll just make a
golem appear.

When you reach the control panel, all you need to do is switch Grid Alpha and
Grid Beta to Off, along with Shielding First and Shielding Second to Off.  Make
sure they're all on Off, since Shielding Second goes from On to High to Off.
You can now smash the spawning crystals you find, so have at it!  Also, there's
a Magery mind crystal along the middle part of the western end of the map, and
a Resistance mind crystal in the northeast corner.  Don't go looking for them
yet, however.  The lasers are quite damaging and they'll be turned off soon

Either way, your goal now is the lower level of the Golem Factory.  Return there
and leave through the north exit.  You'll pop out right nearby the fourth and
final Golem Spire.  It's protected by Jewel Golems, but it also has the final
Power Crystal, so destroy it!  When that's done, go all the way back to the
Upper Golem Factory.  From there, go south along the westernmost tunnel till
you get past the first laser beam.  Nearby is a staircase leading up.  This is
the entrance to the Golem Control Spire, and your final destination.  Head up.

Here, go around to the south side of the map via the west path.  You'll find
some Pants of Power behind a few magic barriers.  Further on will be an old
golem creation room, but it's out of order for now.  However, if you step on
the runes blocking the next room (you have to, so just do it) golems will spawn
and attack you.  Take them out and continue on.  When you reach the south middle
room, go north to the center of the map.  Here you'll find the source of the
golem plague.

Unfortunately, it's not a giant golem.  Okay, maybe that's a good thing, but
wouldn't it be cool to fight a massive golem like in Final Fantasy 2/4?
Anyway, in here you'll have to destroy the Mind Crystal, but you'll be beset
by constantly-spawning golems.  Let one of your fighters handle the golems,
since they won't be able to touch the Mind Crystal, and even if they do, the
damage they'll deal will likely be in the teens.  Instead, use Lightning Spray
and keep someone next to the Mind Crystal so it will use physical attacks more
often than its powerful spells.  Keep plugging away with Lightning Spray and
take out the golems as they come to stop this accursed plague once and for all!

Assuming you win (I'm optimistic that way) congratulations!  You've stopped
four of the five monster plagues of Valorim!  At this point you can return to
the Upper Golem Factory and explore without the threat of lasers or golems.
When you're done, leave the Factory entirely and get your rewards from General
Baziron and Delakros.  After all that, return to Gale and leave your horses
behind, then use the Jewel of Return to warp back to Avernum.  Trust me, we'll
be using those horses again soon.

 5j. The Guilty Ones

Go see Berra, then Anaximander and Levy for information and rewards.  Yes, the
Vahnatai are the ones behind this, as you may have guessed from all the items
of theirs in the Golem Factory.  Once you're done speaking with the proper
authorities, go to Ghikra.

Quiet in there, ain't it?  See those magic barriers near the east entrance?
Dispel them and go down that passage.  The runes on the floor that would have
stopped you before are now clear.  Proceed down the passage and take out the
two Efreet that appear, then send one of your party through the portal at the
end.  Just send your best fighter.  Once through, you'll learn the shocking
truth all over again, then be beset by two final foes.  Kill them however you
like, then speak with the shade.  It will give you a final message from the
Vahnatai.  Hear it, then leave Ghikra and go to New Cotra.

Here, enter the Bunker.  Remember when I brought you here last time?  Well, you
now know who is behind the plagues, so speak with Ostoth and have him create a
weapon to fight the Vahnatai.  Like he says, it will take a while, but there's
a lot to do in the meantime.  Return to Fort Emergence.  Speak with Anaximander
once more.  Train up, then head out.  It's time to explore the northern end of

 5k. Northern Valorim Tour

 5k-1. Erox

This is a small town.  Not much here, except what we came for.  However, like
the Isolated Inn, this town holds a secret.  Check the inn.  The guy there will
give you food, wine and a room to rest in.  Politely decline.  The building to
the east contains a spellbook that will teach Summon Aid level 3, but it also
contains a surprise.  Don't go there either.  Well.  What to do, what to do?

You can't avoid a fight in this town if you want the spell.  So, if you're low
on HP or SP, rest in the room provided.  Otherwise, enter the east building to
trigger an ambush of Rakshasi.  Sleeping will result in the same ambush, which
is why I advise resting.  You want to be in tip-top shape against Rakshasi,
especially considering your magic-users are all but useless in this fight.  The
one thing they can do is hit the Rakshasa's summoned monsters with spells, and
provide positive buffs for your fighters.

Whether you triggered the ambush through the eastern building or the inn, get
the spell when you're done killing the Rakshasi, then check along the southern
end of town.  There's a suit of Mithril Chain Mail among some rocks there.
With that in hand, leave.  The group of soldiers who greeted you so nicely
before on the road will now attack you, along with a last gasp of Rakshasi.

This is about all there is to the northwest end of Valorim, except a couple
caches and a drake lord who will teach you a point of Blademaster for 10,000
coins.  That drake is in the north end of this area, in a small mountain pass
only accessible via the Orb of Thralni.  There's also the Remote Cavern, which
is covered in another section, and the Defiled Crypt, which we'll go to next.

 5k-2. Defiled Crypt

Quests:  Clear Undead Out of Crypt

This is south and slightly east of the Remote Cavern, if you know where it is.
Otherwise, just go north from Calloc and search the western side of the mountain
range.  In here you'll find some Vahnatai, and even if you've made an enemy of
their race, these two won't attack you (seeing as they're basically trapped
here for now).  Speak with Bohen-Ihrno to gain a quest, then dispel the magic
barriers and head into the crypt.

In the northwest corner of the map you'll meet up with the first undead
Vahnatai, which are just as susceptible to Repel Spirit as regular undead.
There's a Blademaster Charm in one of the crystal boxes, and the crypt key in a
cabinet, both of which you should take.

Now then, the actual crypt is past an open porticullis and down some stairs.
In this small maze, you'll trigger various bad effects, like a cloud of ice,
blades, or spawn some monsters by stepping in various spots.  From the entrance,
go down the third passage from the right, then go east at the first opportunity.
Check the east wall for a secret passage.  Use Move Mountains and Dispel Barrier
to reach a spellbook containing Radiant Shield at level 3.  When you leave, go
all the way west (don't go through any passages leading north or south) and step
on the rune you see along the west wall.  From there, find the third passage
from the left.  Go south till you see a tunnel heading east, then follow it to
the north, then go east when you can.  Go slightly south when you hit the east
wall, then step on the rune that's just to the southeast.

Okay.  From the rune, go back west till you're in the 'middle' of this area
(check your automap).  From there, go south till you trigger an ice field.  Go
south, then take the leftmost passage down to avoid a blade field.  Walk east
till you spot a tunnel going south, then take it around to the east to find the
exit.  Finally.

Just inside the crypt you'll be attacked by more undead Vahnatai.  Take care of
them and explore a bit.  There's a secret passage in the north part of the crypt
that contains a rune you should step on.  That will unlock the room in the
southeast corner of the map, which has the artifacts the Vahnatai were looking
for.  Check the eastern Crystal Soul to gain a bit of the Vahnatai Lore skill,
but don't examine the western one.  It only causes negative effects.

With the crypt explored, return to Bohen-Ihrno to complete his quest.  He'll
give you a point in Vahnatai Lore and leave.  You should as well.

 5k-3. Draigoth Ruins

This place is along the road north from Moon.  It's easy to find, seeing as
it's the only place besides Blackcrag Fortress that's north from Moon.  There's
not much here.  The Alien Beasts have gotten to this town, and hard.  In the
southeast corner, past a cracked wall, you'll find some guarding a pair of
augmented gloves.  In the northeast corner there's an Elder Aranea and a Repel
Spirit spellshard.  Finally, in the northwest corner there are some more Alien
Beasts protecting a Dexterity Bracelet.  Take what you want, kill what you can,
then leave this place.

 5k-4. The Rest of Valorim

From the Draigoth ruins, explore.  The last 'town' is Blackcrag Fortress, which
we'll get to later, but there's several special items, alchemic ingredients,
and even magic to be found in this final area of Valorim.  Use Far Sight (if
it's at level 3) to explore more fully and discover the secret passages in the
mountains.  The middle northern part of Valorim holds several alchemic caches,
including one of mandrake being guarded by some odd rogues.  The northeastern
end (north of Monoroe province) has a merchant selling the Xian Vest, one more
cache, and the reason I told you to get a horn.

Remember way back when?  Way, way back when?  I hope you still have that horn.
If you don't, go get one.  The cave on a tiny island in the northeastern corner
of Valorim holds a tome.  The tome summons a guardian.  The guardian issues a
challenge.  Accept the challenge and be thrust into two large battles, and I
mean HUGE!  You'll very likely be outnumbered six or seven to one in the first
fight.  Fortunately, they're all undead, which means Repel Spirit once again
earns its keep.  Bless, haste, and Repel Spirit their asses until they fall.

You'll have to re-enter the cave for the second challenge.  Here, you'll fight
a Lich, some Mung Demons and some Golems.  No, not the plague golems, just
normal golems, which are basically fire-immune tanks.  Get rid of the Mung
Demons first off, since their beams will drain your magic-users' SP.  Then deal
with the Lich and the Golems.  The latter aren't too tough as long as you bless
and whack at them with your best fighters.  Arcane Blow does the most damage
here, but Lightning Spray is an SP-efficient alternative.  The Lich is just an
undead wizard, so hit it with weapons and Repel Spirit to take it out easily.

Once you've fought the second battle, return to the cave.  This time you'll be
able to study the tome and learn Divine Restoration, level 3.  Score!

 5k-5. Guarded Tunnel

Blackcrag Fortress is closed to the general public (though you can enter and be
rudely turned away, just for fun).  So, you'll have to get through via different
means.  Just to the east of the fortress is a tunnel in the mountains.  It's
also north of one of the Empire checkpoints (which you can't get past, don't
even try).

However, before you go in, take a moment.  There are two ways of doing this
dungeon.  If you took Irvine's quest in Shayder and joined the Thieves' Guild
in Lorelei, you can buy a free pass from Gregory through this tunnel.  On the
other hand, if you didn't do this quest, you'll have to battle your way through
the tunnel and fight for your right to enter Blackcrag Fortress.

Either way, you'll have some challenges ahead.  Assuming you didn't buy a pass,
just fight the rogues and find the lever in a secret room at the inn, then pull
it.  From there, just go through the singular path around to the west (can't go
north, sorry) and skip to the next paragraph.  If you did buy passage through
the tunnel, you can safely speak to Velasquez and buy stuff, and easily pull the
lever without a big rumble.  You can also check the storerooms to the east for
some good equipment, but they're guarded by basilisks and taking the items will
make people mad at you.

When you reach the bridge, if you didn't pull the lever, there's a secret
passage to the south, but you need Move Mountains level 3 to get through.  If
you did pull the lever, just walk across the bridge.  Further on are some Spine
Beasts, but they're small potatoes.  Continue on, until you run into...

Shit.  A Doomguard.  Haste.  Bless.  Don't use attack magic, just keep yourself
healthy and alive, and kill it as fast as possible.  Fortunately, you're much
stronger than when you faced your first Doomguard, so you should be slightly
better off.  However, the easy way through this is to just kill the main
Doomguard.  Once it falls, the porticullis will open and you can continue
through to Blackcrag.

 5k-6. Blackcrag Fortress

Quests:  Find Golem Torc

You'll pop out in a storeroom.  Check the crates and barrels, they hold some
nice stuff.  Speak with the whimpering little man to learn the Empress wants to
see you.  But first, explore...cautiously.  There's an alchemist that'll teach
you recipes, and the nearby magical guy Petrie will instruct you in the highest
tier of mage spells and give you a quest to find some Golem Diadrems, which are
sometimes dropped by Demon Golems.  I hope you held onto them.  Nearby, Shane
will identify items and sell you some really nice stuff.  Ask him about the
Grimoire of Thren, then go speak to the alchemist to get the book.  South is
the main dining hall.  Look along the southeast wall.  See where the stone
suddenly turns white?  That's a secret passage, that is.

Follow it south and be ambushed.  Kill them off (careful of the Dervishes,
they're very strong) and check along the west wall for a secret door.  Go north
and enter the library to the west to learn Cloud of Blades level 3 from one of
the books.  South is a storeroom, and along the west wall you'll find a secret
tunnel leading to Winn, who will sell you weapons and augment a non-magical
item for 5000 coins.

Eventually, though, talk to Vladimir just outside the throne room.  Request to
see the Empress, then enter.  Speak with her, and agree to take on her quest.
Your job now is to return to Fort Emergence with all haste.  Leave the fort the
same way you came in, then go far enough south so the Jewel of Return will work.
Deliver the message to Anaximander, then return to Empress Prazac with the
reply.  You now have access to Footracer Province, the final area of the game.

Skip past the next section if you want to go straight for Footracer.  Otherwise,
read on.

 5l. Disaster at the Tower of the Magi

At or around day 160, you'll receive a little pop-up message that something is
wrong.  When this happens, return to Upper Avernum immediately!  While nothing
major will happen for a few days, if you don't solve this crisis, the game will
end.  Badly.

So then, go to Fort Emergence and speak with Anaximander.  A problem at the
Tower of the Magi, you say?  Heavens to Betsy!  Do not, and I repeat, do not
proceed any further without having Repel Spirit at level 3.  You will face more
demons than I care to mention, and if you don't have this spell, you'll have a
very hard time of it.

Assuming you have the spell (or you're suicidal) go to Portal Fortress.  Take
the portal down to the Tower.  You'll pop out in a small room rather than the
regular area.  Go south into the library and speak to Solberg at the south end.
It's certainly hit the fan, hasn't it?

Your first task is to find Linda.  She is waiting where X used to be, in the
library in the southeast corner of the map.  Make your way over there, but be
careful of the various demonic enemies that will attack you on the way.  On the
way, inspect the rooms to find the ghost of Conruc and learn more about what
happened and how to stop it.  When you reach the library, speak to Linda.  Don't
kill her, however tempting it may be.  Speak to her to learn how to get to the
portal without having to assault the main route, which is covered with Haakai.

When done with Linda, you need to get to the church.  The only way of stopping
the demons, the Blessed Athame, is there.  If you've forgotten where, it's in
the northeast corner of the map.  There's a broken section of the wall along the
main hallway that will lead straight to it.  Taking the Athame from the altar
will result in a demon ambush, so be prepared.

A few things of note.  In the very northeast corner of the map there's a secret
door with a spirit who will teach you Divine Host at level 2.  In the northwest
corner of the map, there are some Boots of Speed in a secret room that you
should take before going any further, just because Boots of Speed are awesome.

Now then, with the Blessed Athame you can either assault the main route to the
portal and beat back the many Haakai and other demons, or you can take the
easier way.  The main route is just the normal way of getting to the portal
that used to lead to and from the Tower, and by this time I will assume you
know the route.

The alternate (and easier way) is to find the stairs leading up along the south
end of the Tower, or the route that leads to Solberg's room, if that helps.  You
may pass a room that gives you the option to rest.  Don't.  Trust me.  From
Solberg's room, go north to find Linda's chambers.  Read Linda's journal, but
be warned that it will summon a Haakai the first time you read it.  Check it
again to learn how to access the secret passage to the portal room.  Basically,
this is to help you if you chose to kill Linda straight away.

Either way, take the door to the east and go north to examine the swords, but
before you do, prepare.  You'll have to fight the demons guarding the portal,
so ready yourself.  Heal and restore SP, perhaps even bless and haste to save
time, then head in.  Take out the Mung Demons first, since they can sap your SP
and weaken you from afar.

Whether you entered through the secret passage or battled your way past the
Haakai, this is your goal.  Despite the spirit's tempting offer, don't enter the
portal to the realm of demons to be tortured and eventually killed.  Instead,
destroy the portal with the Blessed Athame.  Things will happen, and suddenly!

You'll be back in Portal Fortress.  The portal to the Tower will be gone.
Return to Fort Emergence and speak with Anaximander, then Levy for a Crystal
Shield.  Solberg is down in the greenhouse, and X is in the guest quarters,
two rooms down from your room.  Well, congratulations.  You've saved the Tower
and perhaps all of Avernum, though a heavy price has been paid...

 5m. Footracer Province

Of course, if you're nowhere near day 160, you can still finish the game without
the above quest.  Personally, I prefer to end the game as soon as possible,
since hearing about all the death in the Tower is depressing.  Anyway, before
you enter Footracer, take a moment.  Do you have all the level 3 spells you
want/need?  Do you have any outstanding quests you could finish?  Are you fully
trained, and have you ingested all your Knowledge Brews?  Do you have all the
legendary items?  Are you prepared?

Assuming the answer to that last question is yes, we'll be heading in via the
gate west of the Draigoth ruins.  Make sure you're prepared.

 5m-1. The Ruins

Because the entire province is destroyed, I'll just be highlighting some of the
items you can find around here.  Just north of where you enter is Wyvern Pass.
In here, there's a Mage's Bracelet in the building just west of where you enter
if you come in from the south side.  There's also a bunch of items in the center
of town, and of course, the entire place is flush with Alien Beasts.

Dellskeep is southwest of Wyvern Pass.  In the southeast corner of town, you'll
find an Intelligence Bracelet, and a bunch of items in the building at the north
end of town.  Northwest of Dellskeep is a bridge guarded by Alien Beasts.  Kill
them, then go southwest past the Keep of Tinraya for now.  Kill another Alien
Beast group on the bridge south, then go east to hit the Ovidpur ruins.

In this town, the west building holds a number of scrolls and an Arcane Blow
spellshard, while the east building has a bunch of nice items guarded by several
Alien Beasts.  Fight past them to pick up a suit of Blessed Plate Mail, among
other things.  The final ruined town, Manara, is to the south, just west of the
southern entrance to Footracer.  In here, the prizes are in the center of town,
but they're guarded.  Not by Alien Beasts, oh no, but by Dark Wyrms.  Evil.
Beat them down and take your loot, then explore the ruins for some herbs.

Now then, go back and enter the Keep of Tinraya.  The solution to the final
plague lies within.

 5m-2. Keep of Tinraya

This whole place is infested with Alien Beasts, so expect combat at every corner
and more.  A few things of note.  There's a room in the northeast corner of
town you can rest in, but it will cause more Alien Beasts to be spawned.  You
can find a Justice Lance at the western end of the city, in a room that requires
Move Mountains to access.  A Robe of the Magi will be in a cabinet in the
southeast corner.  In the northeast corner there will be a lever that controls
a porticullis blocking a storeroom that contains quite a bit of good supplies.

However, your primary target is in the southeast, in a building protected by a
Guardian Beast.  That little guy spits acid and, like all the other Alien Beast
creatures, has more power and HP than it knows what to do with.  It still dies
the same as the rest, so cure the acid and beat them down, then take the trap
door to the lower level.

Here, you'll find...more Alien Beasts.  Kill them, then use Far Sight and check
along the west wall for a secret passage.  Follow it to a boat.  Steal said boat
and row it upstream.  You'll be assaulted by golems, of all things.  Row up to
the island they're on and kill them, then land on the next bridge you come
across.  Here, go west, then north when you can.  The doors here will require
either high Tool Use or Unlock Doors at level 3.  However, you can only enter
the building if you have the key from the Formello murder cave.  You still have
it, don't you?  Good.

Go inside.  You'll have to fight more beasts.  In the northwest corner of the
map, you'll find a few crystals.  One of them will teach your party Vahnatai
Lore.  Your goal is south.  There's only one way there, so find it and head
down when you're ready.  There will, of course, be more Alien Beasts, along
with a new type, Null Beasts.  Just like Null Bugs, these critters can sap your
SP with a special beam weapon in addition to rending you limb from limb.  In
any case, when you're done playing with the little monsters, go south.

You'll end up in a cell.  Wait till a spirit speaks to you and a portal is
revealed.  You can only send one person through, so choose wisely.  They will
have to fight past some Alien Beasts and various Vahnatai.  Now then, just
follow the path provided for you.  There's only one route you can take till
you reach the control panel that will open all the doors on this level.  Set
all the buttons to Kaik, and don't press the other two buttons!  They'll alert
the Vahnatai and disable the control panel.  Once the doors are opened, go to
the room with the crystal.  Press the RIGHT button to free your group.  The
left one just unleashes more Alien Beasts.  Before you move on, check around the
south end of this area (south of the doors leading to the large room in the
southwest) for a twisted gold key, which you'll need.

Now, go back to the large room in the southwest corner of the map.  Assuming
you fingered the Vahnatai as the culprits at the Bunker, you'll have to battle
a few Vahnatai guards.  Otherwise, you'll have to avoid killing the crystal
souls.  I say 'avoid' because it would be bad if they were destroyed.  Not 'the
game will end' bad, but just bad enough that you should hurry on past them.

Anyway, the Vahnatai are tough customers, and slightly more powerful than the
Alien Beasts overall.  Your goal is north, through the doorway that trapped you
before.  Now, go north until you spot a ladder upward.  This will take you
inside that building you couldn't get into earlier.

This bit is annoying.  The path ahead is blocked by magic barriers.  There are
four dens of Alien Beasts, also blocked by magic barriers.  Casting Dispel
Barrier will pretty much unleash a massive ambush on your party.  Fortunately,
many of the creatures are just Whelps, hardly a threat.  When they're all dead,
go into the breeding rooms and destroy the mechanisms for a total of 800XP.
When you're done, go down the nearby trapdoor and follow the linear path out
into the world.

 5m-3. Crumbling Factory

Go north past the lava and out into a new area of the Footracer province.  You
will be greeted by an assortment of past plagues: roaches, golems and more
Alien Beasts, in that order.  You'll have to fight them one after the other, so
make sure you're well-rested before going past the gate.

There's not much to see in this new area.  Something to note is if you visited
four or more stone circles back in the main part of Valorim, you must go to the
Great Circle up north.  The game won't let you proceed without going there
first.  It's easy to find, seeing as it's the only other place in this area.
The altar here must be destroyed.  Don't bother refusing, you'll do it anyway.
Before you approach it, bear in mind you have two options.  The proceeding
encounter will result in either getting into a huge fight with a bunch of
demons, or giving up all your items.  Those items, ironically enough, can just
be dropped on the ground, then you can destroy the altar and pick up your stuff
without needing to surrender anything or fight the demons.  However, that's an
affront to the Adventurer's Code!  Refuse to surrender your hard-won booty and
blast those demons back to Hell!  Take out the Mung Demons first, then focus
your efforts on those damned Haakai!  Win one for Anaximander...or something!

Either way, the Crumbling Factory is, again, one of two only possible
destinations in this area.  Enter it.  It's not very complicated, just annoying.
Go along the north end and past some barriers to find a few Vahnatai that will
drop a key you'll need to get past this place.  Go east to find the exit, but
before you go, wander around the southeast corner of the map.  Here there will
be a Resistance mind crystal and a Crystal Imbued Shield, both of which are
well worth the time to uncover.  You'll have to use a nearby control panel to
disengage the lasers, then fight past some Vahnatai undead, then use Move
Mountains to get past cracked walls and boulders.  There's also an Energy Pulse
mind crystal, but those things are worthless.

Anyway, once you've gotten all you want out of this place, leave via the eastern

 5m-4. Great Walls

This final area of Valorim is to the northeast.  You must fight past some Alien
Beasts to get there, no matter what route you take.  Make sure to rest
beforehand, as it will be an awesome battle.  Once you're done, go east to the
Great Walls.

If you took on Erika's boon way, way back when, this part will be easy.  The
amulet will blast the hell out of the walls, giving you a straight path to the
other side.  Otherwise, you'll have to fight your way to the extreme north or
south end of each wall and make your way down the east stairs to the next one.
Basically, you'll have to battle through a whole assload of Vahnatai either way.
It's a very straightforward kill-fest, so just hack your way through.

A few things of note.  Along the north and south ends of each wall are treasure
and a lot of Ur-basilisks.  At the second wall, the north end will have two
crystals.  The east one teaches you Magery.  Don't examine the west one.  Just
don't.  At the south part of the third wall will be a Wretched Demon, past a
secret passage.  It's not that tough if you run up and smack it down quickly,
and it guards a suit of Polished Plate Mail in another secret passage along the
east wall, so it's worth the trouble of killing.

Once you've made it past the third wall, exit to the east.  You've reached the
final area of the game.

 5n. Endgame

 5n-1. Vahnatai Lands

You're in enemy territory, and the Vahnatai are the toughest opponents you've
faced so far.  Their magic is on par with the highest demons, and their warriors
can hit as hard as the Alien Beasts.  Plus, they're highly resistant to your
spells.  Tread carefully.

Follow the road.  There's a Vahnatai crypt to the southeast of the Great Walls,
but it's incredibly annoying without much reward.  You can't use any light
sources in it and it is, of course, pitch black with enemies in all directions,
so feel free to go in and explore if you want.  However, your destination right
now is to the east.  Follow the read from the Great Walls till it starts to
curve downward.  From there, go east and along the south side of some cave walls
till you're ambushed by Vahnatai.  Kill them and head east, then north across a
bridge.  You'll find a house here, the home of Bon-Ihrno.

Look around here.  Don't rest.  Trust me.  Bon-Ihrno has prepared some supplies
in the form of potions and alchemic ingredients.  When you're ready, speak with
him.  If you've been exploring Valorim properly, this guy has been appearing to
you in the form of a spirit in various places.  Speak with him to learn vital
information for the end of the game.  When you're done, leave and feel free to
explore before going to the final dungeon.  There's a pool that will restore
some health and SP south of Bon-Ihrno's home, across the river.  Far to the
southwest is a Vahnatai dock with an elixir in a pile of sacks.  When you're
ready, go back to the road and just follow it all the way to...

 5n-2. Rentar-Ihrno's Keep

This is it.  I mean it this time.  This is the final area of the game, and it's
well worth the wait.  Beat your way through the entrance, but don't go too far
east.  In the center of the map is Rentar-Ihrno, master mage of the Vahnatai,
creator of the plagues, and the final opponent.  I bet you're just itching to
get in there and show her what-for, huh?


You can't defeat her like the other enemies in the game.  This will require
finesse.  Explore the dungeon, but don't enter the center room.  Don't go down
any stairs yet, either.  In the southwest corner of the dungeon there's a secret
passage that will lead to a room with two runes on the floor.  Put pants (yes,
regular pants) on the west rune, then step on the east rune.  You'll be sent to
the Generic Dungeon.  If you don't have pants, for whatever reason, or you just
want to get on with the Keep, skip the next paragraph.

Just proceed through this dungeon, beating on the rather simple enemies.  Your
first opponent will be some Cave Rats, then Skeletons, then some cute little
kitty-cats.  There's a body nearby you should search, and north of that are
some not-so-cute...bats.  Just past those is...an interchangable, uninteresting
town!  Talk to everyone, and explore.  Speak to Jeff, he is a fount of wisdom
and grumbling.  Pull the lever in the secret door to access the portal and
return to the keep when you're done exploring.

Right near the Generic Dungeon entrance (to the east, in fact) is a stairway
leading down.  Descend.  Here you'll find an Undead Researcher (looks like a
lich), along with several Vahnavoi.  Both fall quickly enough to Repel Spirit.
On this level are two control panels with a button to press.  You must press
the button at each control panel once and only once.  When this is done, return
to the upper level.

Now then, your next destination should be the southeast corner of the map.  In
one of the rooms will be six crystals lined up in a row.  Check them to learn
about the Keep.  It doesn't matter the order in which you examine them, the last
one will always tell you what you want to know.  To get to the lower level, find
a seemingly inconspicuous and tiny room, then check the east wall for a secret
passage.  Here, kill the monsters (don't dispel the barriers) and check to the
east for a stairway leading down.  You'll meet up with your old friends, the
Rakshasi.  Ugh.  There are three control panels here, and just like before you
want to press each of them once.  That's two beams down, and two to go.  Return
to the upper level.

Make your way to the northeast corner of the map.  On the way you'll pass
Rentar-Ihrno's chambers, which you should enter because it's here you'll find
the sword Demonslayer.  Don't know how she got it, but it's Avernum property,
so reclaim it.  Find the large room filled with lava that's north of the center
of the map.  You should spot a control panel in the southeast corner there.
What you want to do is go to the room south of that control panel and examine
the panel in that room to raise a porticullis that's just east of the north end
of the map.  Do so, then climb down the trap door it was guarding.

If you see an Alien Slime, you're in the right place.  There's quite a few of
them, plus there's some Dark Wyrms nearby.  The Alien Slime was a tough cookie
at the beginning of the game, but at this point you should be hitting them for
nearly 200 damage a pop.  The Dark Wyrms require the same strategy as before:
get in close and hope they don't abuse their breath weapon.  There are two
control panels here.  Press the buttons, then go back up.

The final trap door going down is very easy to find.  It's in the extreme north
east corner of the map.  No porticullis-raising required.  The guardians of the
last three control panels are some Naga and Efreets.  At this point you should
be well-equipped to deal with them.  Press the control panel behind the curtain
first, otherwise you might cause a laser to be directed in there, which will
block your path.

With the lasers properly sabotaged, return to the top level, and make your way
to the center of the map.  It's time to end this.

Like I said, you can't defeat Rentar-Ihrno normally, so don't even try.  If you
took on Erika's amulet, she will appear now and battle Rentar-Ihrno, distracting
her from you.  If not, you'll have to do this the hard way.  You can't kill
Rentar-Ihrno through magic and melee combat, or I should say, you really don't
want to.  Her protective spells absorb pretty much everything you could possibly
hit her with, so don't bother.  Instead, fight your way to the control panel on
the dais.  It'll be tough, since the battle will turn into a veritable orgy of
summoned monsters very quickly.  Try to keep your party together, and take out
as many Vahnatai mages along the way to cut down on the uninvited guests.  If
Erika isn't there to help you, you'll be teleported away from the control panel
a few times before you can actually reach it.  On the other hand, if Erika is
there, you'll have no trouble getting there.

When you reach the control panel, something will happen if Erika is there.
AND YOU WILL BE SAD!  Instead, first press 'Load the Slime Components,' then
'Refocus Beams,' and finally, 'Begin Process.'  That's it, you've won!  Somewhat
anticlimactic, but who cares?  Peace has been won, for everyone!  Enjoy the
ending, and congratulations!  

 6.  Items and Equipment

 6a. Items

 Name                   Weight       Base Value       Use
 Amber                  0.5 lbs.     80 coins         N/A
 Apples                 0.6 lbs.     3 coins          Food, required to rest
 Aranea Fangs           0.2 lbs.     5 coins          N/A
 Bag of Sugar           0.3 lbs.     100 coins        N/A
 Basket                 3 lbs.       2 coins          N/A
 Bar of Iron            15 lbs.      50 coins         N/A
 Bar of Lead            15 lbs.      80 coins         N/A
 Bar of Silver          12 lbs.      250 coins        N/A
 Bar of Tin             10 lbs.      30 coins         N/A
 Bar of Uranium         2 lbs.       Cursed           Causes Disease
 Beautiful Fur          5 lbs.       250 coins        N/A
 Bolt of Cloth          17 lbs.      20 coins         N/A
 Bones                  7 lbs.       0 coins          N/A
 Book                   3 lbs.       6 coins          Use to read
 Bottle of Ale          1.5 lbs.     4 coins          Use to become inebriated
 Bottle of Wine         1.5 lbs.     7 coins          Use to become inebriated
 Bowl                   2 lbs.       1 coin           N/A
 Bread                  1 lbs.       4 coins          Food, required to rest
 Bucket                 4 lbs.       5 coins          N/A
 Bucket of Water        20 lbs.      5 coins          Use to drink
 Cake                   0.6 lbs.     3 coins          Food, required to rest
 Candle                 0.5 lbs.     2 coins          Illuminates dark areas
 Carved Stone Spiral    0.8 lbs.     25 coins         N/A
 Cheap Wine             10 lbs.      10 coins         Use to become inebriated
 Clay Pot               5 lbs.       2 coins          N/A
 Cloak Clasp            1 lbs.       40 coins         N/A
 Crystal                1 lbs.       5 coins          N/A
 Deli Sandwich          1.5 lbs.     8 coins          Food, required to rest
 Dice                   0.2 lbs.     1 coin           Use to play
 Dried Meat             0.8 lbs.     8 coins          Food, required to rest
 Deli Sandwich          1.5 lbs.     8 coins          Food, required to rest
 Earrings               0.2 lbs.     30 coins         N/A
 Emerald                0.5 lbs.     200 coins        N/A
 Empire Records         1 lbs.       5 coins          Quest item
 Energetic Herbs        0.3 lbs.     20 coins         Used for potions
 Fine Clothes           7 lbs.       40 coins         N/A
 Fine Crystal           1 lbs.       100 coins        N/A
 Fine Lockpick          0.5 lbs.     15 coins         +4 levels of Tool Use
 Fine Meal              5 lbs.       25 coins         N/A
 Fish                   1 lbs.       3 coins          Food, required to rest
 Flagon                 2 lbs.       10 coins         N/A
 Gold Bracelet          0.8 lbs.     300 coins        N/A
 Gold Necklace          0.8 lbs.     300 coins        N/A
 Gold Ore               20 lbs.      80 coins         N/A
 Gold Ring              0.2 lbs.     200 coins        N/A
 Golden Goblet          4 lbs.       200 coins        N/A
 Graymold               0.3 lbs.     40 coins         Used for potions
 Greens                 0.6 lbs.     3 coins          Food, required to rest
 Gremlin Wine           2 lbs.       120 coins        Inebriates, blesses user
                                                      Increases magic resistance
 Healing Herbs          0.3 lbs.     10 coins         Used for potions
 Historical Scroll      0.5 lbs.     30 coins         N/A
 Horn                   5 lbs.       10 coins         N/A
 Hourglass              2 lbs.       10 coins         N/A
 Incense                1 lbs.       25 coins         N/A
 Iron Bar               15 lbs.      50 coins         N/A
 Jeweled Ring           0.2 lbs.     400 coins        N/A
 Jug                    3 lbs.       3 coins          N/A
 Jug of Cheap Wine      10 lbs.      30 coins         Use to become inebriated
 Lamp                   2.5 lbs.     10 coins         Illuminates dark areas
 Lizard Haunch          2 lbs.       0 coins          Food, required to rest
 Lockpicks              0.5 lbs.     5 coins          +0 levels of Tool Use
 Lovely Stone Spiral    1.2 lbs.     100 coins        N/A
 Magic Lockpick         0.5 lbs.     50 coins         +8 levels of Tool Use
 Mandrake               0.3 lbs.     80 coins         Used for potions
 Map of Bigail          1 lbs.       50 coins         Use to Read
 Map of Footracer       1 lbs.       20 coins         Use to Read
 Map of Karnold         1 lbs.       50 coins         Use to Read
 Map of Krizsan         1 lbs.       10 coins         Use to Read
 Map of Midori          1 lbs.       50 coins         Use to Read
 Map of Monoroe         1 lbs.       50 coins         Use to Read
 Map of Upper Avernum   1 lbs.       10 coins         Use to Read
 Meat on Spit           0.6 lbs.     3 coins          Food, required to rest
 Mortar and Pestle      6 lbs.       5 coins          N/A
 Mug                    3 lbs.       2 coins          N/A
 Mushrooms              1 lbs.       3 coins          Food, required to rest
 Mushroom Merlot '91    2   lbs.     100 coins        Use to become inebriated
 Needle                 1 lbs.       1 coin           N/A
 Nice Fur               5 lbs.       60 coins         N/A
 Ore                    25 lbs.      30 coins         N/A
 Papyrus Sheet          0.5 lbs.     10 coins         N/A
 Pears                  0.6 lbs.     3 coins          Food, required to rest
 Pen and Ink            1 lbs.       1 coin           N/A
 Perfect Flower         0.6 lbs.     20 coins         Give to Dryad
 Piercing Crystal       0.5 lbs.     500 coins        Casts Dispel Barrier
 Pillow                 6 lbs.       2 coins          N/A
 Pincers                4 lbs.       3 coins          N/A
 Pitcher                4 lbs.       1 coin           N/A
 Plank                  10 lbs.      2 coins          N/A
 Plate                  2 lbs.       1 coin           N/A
 Poor Fur               5 lbs.       15 coins         N/A
 Pot                    20 lbs.      3 coins          N/A
 Potted Plant           8 lbs.       5 coins          N/A
 Recall Crystal         0.5 lbs.     250 coins        Return to Fort Emergence
 Research Tome          6 lbs.       50 coins         Sell to Walner
 Rod of Arcana          6 lbs.       900 coins        Casts Arcane Summon
 Rod of Beast Call      14 lbs.      420 coins        Casts Call Beast
 Rod of Illusions       10 lbs.      600 coins        Casts Create Illusions
 Rod of Major Call      10 lbs.      750 coins        Casts Summon Aid
 Rope                   3 lbs.       1 coin           N/A
 Ruby                   0.5 lbs.     300 coins        N/A
 Sack of Fine Meal      50 lbs.      25 coins         N/A
 Sack of Meal           50 lbs.      20 coins         N/A
 Savory Herbs           3 lbs.       60 coins         Used for potions
 Saw                    3 lbs.       4 coins          N/A
 Scalpel                0.3 lbs.     15 coins         N/A
 Scroll - Arcane Blow   1 lbs.       200 coins        Casts Arcane Blow
 Scroll - Bitter Loss   1 lbs.       Cursed           Makes user very ill
                                                      +10 skill points
                                                      Changes XP
 Scroll - Bolt of Fire  1 lbs.       60 coins         Casts Bolt of Fire
 Scroll - Control Foes  1 lbs.       150 coins        Casts Control Foes
 Scroll - Divine Host   1 lbs.       60 coins         Casts Divine Host
 Scroll - Dispel Barr.  1 lbs.       140 coins        Casts Dispel Barrier
 Scroll - Far Sight     1 lbs.       60 coins         Casts Far Sight
 Scroll - Fireblast     1 lbs.       200 coins        Casts Fireblast
 Scroll - Forcecage     1 lbs.       400 coins        Casts Forcecage
 Scroll - Ice Lances    1 lbs.       80 coins         Casts Ice Lances
 Scroll - Lightning     1 lbs.       160 coins        Casts Lightning Spray
 Scroll - Repel Spirit  1 lbs.       150 coins        Casts Repel Spirit
 Scroll - Spray Acid    1 lbs.       150 coins        Casts Spray Acid
 Scroll - Summon Aid    1 lbs.       140 coins        Casts Summon Aid
 Scroll - Summon Shade  1 lbs.       100 coins        Casts Summon Shade
 Scroll - Withering     1 lbs.       Cursed           Change one random stat
 Searing Crystal        0.5 lbs.     Cursed           Change one random stat
 Silver Bracelet        0.8 lbs.     150 coins        N/A
 Silver Drinking Cup    4 lbs.       50 coins         N/A
 Silver Necklace        0.2 lbs.     150 coins        N/A
 Silver Ore             20 lbs.      40 coins         N/A
 Silver Ring            0.2          90 coins         N/A
 Skribbane Herb         0.3 lbs.     25 coins         Unusual effect...
 Skull                  4 lbs.       0 coins          N/A
 Spearhead              2 lbs.       10 coins         N/A
 Spiritual Herbs        0.3 lbs.     20 coins         Used for Potions
 Spoon                  0.5 lbs.     1 coin           N/A
 Steak                  0.8 lbs.     8 coins          Food, required to rest
 Stoneshatter Crystal   1 lbs.       70 coins         Casts Move Mountains
 Stone Blocks           5 lbs.       2 coins          N/A
 Teacup                 1 lbs.       6 coins          N/A
 Teapot                 3 lbs.       2 coins          N/A
 Toadstools             0.3 lbs.     20 coins         Used for potions
 Thread                 1 lbs.       3 coins          N/A
 Tongs                  4 lbs.       3 coins          N/A
 Torch                  1 lbs.       5 coins          Illuminates dark areas
 Trash                  Varies       0 coins          N/A
 Trowel                 2 lbs.       1 coin           N/A
 Unshackling Crystal    0.5 lbs.     300 coins        Cures mental effects
 Unicorn Horn           1.5 lbs.     1 coin           Sell to Agrod
 Wand of Absorbtion     5 lbs.       Cursed           Changes XP when used
 Wand of Acid           4 lbs.       440 coins        Casts Spray Acid
 Wand of Bolts          7 lbs.       350 coins        Casts Bolt of Fire
 Wand of Fire           5 lbs.       600 coins        Casts Fireblast
 Wand of Forcecage      5 lbs.       550 coins        Casts Forcecage Spray
 Wand of Ice            6 lbs.       420 coins        Casts Ice Lances
 Wand of Lightning      5 lbs.       450 coins        Casts Lightning Spray
 Wand of Slowing        5 lbs.       250 coins        Casts Slow
 Weird Meat             1 lbs.       0 coins          Food, required to rest
 Whip                   3 lbs.       5 coins          N/A

 6b. Weapons

 Name                   Weight       Base Value       Use
 Acid Arrows            1 lbs.       200 coins        +20% attack bonus
                                                      +8 acid damage
 Acid Bolts             1 lbs.       200 coins        +20% attack bonus
                                                      +8 acid damage
 Arrows of Life         1 lbs.       20 coins         +20% attack bonus
                                                      +40 damage to demons
 Ash Bow                10 lbs.      65 coins         2-8 damage
 Ash Crossbow           15 lbs.      150 coins        2-10 damage
 Blessed Arrows         1 lbs.       20 coins         +20% attack bonus
 Blessed Bolts          1 lbs.       40 coins         +20% attack bonus
 Blessed Bow            10 lbs.      500 coins        4-20 damage
 Blessed Crossbow       15 lbs.      1500 coins       4-24 damage
 Blessed Dagger         4 lbs.       120 coins        5-20 damage
 Blessed Greatsword     20 lbs.      4000 coins       5-40 damage
 Blessed Halberd        20 lbs.      4000 coins       4-32 damage
 Blessed Javelin        4.5 lbs.     60 coins         5-30 damage
 Blessed Longsword      12 lbs.      900 coins        5-30 damage
 Blessed Pike           15 lbs.      900 coins        5-35 damage
 Blessed Short Sword    8 lbs.       500 coins        5-25 damage
 Blessed Spear          10 lbs.      350 coins        5-30 damage
 Bolts of Life          1 lbs.       40 coins         +20% attack bonus
                                                      +40 damage to undead
 Bronze Greatsword      20 lbs.      160 coins        1-7 damage
 Bronze Halberd         20 lbs.      150 coins        1-7 damage
 Bronze Longsword       12 lbs.      40 coins         1-5 damage
 Cavewood Bow           10 lbs.      30 coins         1-4 damage
 Cavewood Crossbow      15 lbs.      70 coins         1-5 damage
 Ceremonial Dagger      1 lbs.       100 coins        4-20 damage
 Cursed Arrows          1 lbs.       Cursed           -15% attack bonus
 Cursed Bolts           1 lbs.       Cursed           -15% attack bonus
 Cursed Bow             10 lbs.      Cursed           1-3 damage
 Cursed Crossbow        15 lbs.      Cursed           1-3 damage
 Cursed Dagger          4 lbs.       Cursed           1-3 damage
 Cursed Greatsword      20 lbs.      Cursed           1-6 damage
 Curesd Halberd         20 lbs.      Cursed           1-7 damage
 Cursed Javelin         4.5 lbs.     Cursed           1-5 damage
 Cursed Longsword       12 lbs.      Cursed           1-5 damage
 Cursed Pike            15 lbs.      Cursed           1-6 damage
 Cursed Razordisk       1 lbs.       Cursed           1-4 damage, -10% attack
 Cursed Short Sword     8 lbs.       Cursed           1-4 damage
 Cursed Spear           10 lbs.      Cursed           1-5 damage
 Cursed Waveblade       12 lbs.      Cursed           1-6 damage
 Fine Razordisk         1 lbs.       40 coins         5-30 damage
 Fine Slith Spear       15 lbs.      350 coins        4-24 damage
 Fine Waveblade         12 lbs.      400 coins        3-21 damage
 Hammer                 9 lbs.       8 coins          1-3 damage
 Icy Longsword          12 lbs.      1100 coins       4-24 + 8 acid damage
 Iron Arrows            1 lbs.       2 coins          +5% attack bonus
 Iron Bolts             1 lbs.       4 coins          +5% attack bonus
 Iron Dagger            4 lbs.       10 coins         2-6 damage
 Iron Greatsword        20 lbs.      320 coins        2-14 damage
 Iron Halberd           20 lbs.      300 coins        2-14 damage
 Iron Javelin           4.5 lbs.     6 coins          2-10 damage
 Iron Pike              15 lbs.      80 coins         2-12 damage
 Iron Short Sword       8 lbs.       40 coins         2-8 damage
 Iron Longsword         12 lbs.      80 coins         2-10 damage
 Iron Spear             10 lbs.      30 coins         2-10 damage
 Kitchen Knife          1 lbs.       4 coins          1-2 damage
 Razordisk              1 lbs.       12 coins         3-18 damage
 Rock                   3 lbs.       0 coins          1-3 damage
 Rough Diamond          0.5 lbs.     400 coins        1-8 damage
 Shielding Spike        4 lbs.       2000 coins       5-25 damage
                                                      +10% protection from
                                                      all damage
 Slith Spear            15 lbs.      70 coins         2-12 damage
 Staff                  7 lbs.       4 coins          1-5 damage
 Steel Arrows           1 lbs.       5 coins          +10% attack bonus
 Steel Bolts            1 lbs.       10 coins         +10% attack bonus
 Steel Dagger           4 lbs.       30 coins         3-9 damage
 Steel Greatsword       20 lbs.      1000 coins       3-21 damage
 Steel Halberd          20 lbs.      1000 coins       3-21 damage
 Steel Javelin          4.5 lbs.     15 coins         3-15 damage
 Steel Longsword        12 lbs.      240 coins        3-15 damage
 Steel Pike             15 lbs.      240 coins        3-18 damage
 Steel Short Sword      8 lbs.       120 coins        3-12 damage
 Steel Spear            10 lbs.      90 coins         3-15 damage
 Stick                  1 lbs.       1 coin           1-3 damage
 Stone Arrows           1 lbs.       1 coin           +0% bonus/penalty
 Stone Bolts            1 lbs.       2 coins          +0% bonus/penalty
 Stone Dagger           4 lbs.       5 coins          1-3 damage
 Stone Javelin          4 lbs.       3 coins          1-5 damage
 Stone Longsword        8 lbs.       20 coins         1-4 damage
 Stone Pike             15 lbs.      40 coins         1-6 damage
 Stone Short Sword      8 lbs.       20 coins         1-4 damage
 Stone Spear            10 lbs.      15 coins         1-5 damage
 Thirsting Blade        12 lbs.      4000 coins       5-35 damage
                                                      +1 Life Drain
                                                      +1 Combat Statistics
 Waveblade              12 lbs.      100 coins        1-6 damage
 Yew Bow                10 lbs.      150 coins        3-12 damage
 Yew Crossbow           15 lbs.      350 coins        3-15 damage

 6c. Armor

 Name                   Weight       Base Value       Use
 Amber Shield           10 lbs.      250 coins        Prevents 1-6 + 2 damage
                                                      -5% attack penalty
                                                      +1 to Luck
 Blessed Buckler        5 lbs.       150 coins        Prevents 1-6 + 2 damage
 Blessed Cloak          5 lbs.       150 coins        Prevents 1-1 + 2 damage
 Blessed Large Shield   18 lbs.      300 coins        Prevents 1-16 + 4 damage
                                                      -10% attack penalty
 Blessed Plate Mail     30 lbs.      10000 coins      Prevents 1-48 + 5 damage
                                                      -25% attack penalty
 Blessed Robe           7 lbs.       300 coins        Prevents 1-4 + 2 damage
 Blessed Sandles        2 lbs.       80 coins         Prevents 1-1 + 2 damage
 Blessed Small Shield   10 lbs.      300 coins        Prevents 1-10 + 3 damage
                                                      -5% attack penalty
 Blessed Steel Helmet   7 lbs.       400 coins        Prevents 1-6 + 2 damage
                                                      -5% attack penalty
 Blessed Studded Armor  30 lbs.      800 coins        Prevents 1-10 + 4 damage
                                                      -15% attack penalty
 Boots                  4 lbs.       15 coins         Prevents 1-2 damage
 Boots of Speed         4 lbs.       1500 coins       Prevents 1-2 + 2 damage
                                                      +1 Action Points
                                                      -5% attack penalty
 Bronze Helmet          7 lbs.       25 coins         Prevents 1-4 - 1 damage
                                                      -5% attack penalty
 Bronze Plate Mail      70 lbs.      600 coins        Prevents 1-40 - 2 damage
                                                      -25% attack penalty
 Cloak                  5 lbs.       7 coins          Prevents 1-1 damage
 Crafted Chain Mail     45 lbs.      900 coins        Prevents 1-18 damage
                                                      -15% attack penalty
 Crystal Shield         10 lbs.      700 coins        Prevents 1-6 + 3 damage
                                                      -5% attack penalty
                                                      Prot. from Petrification
 Cursed Boots           4 lbs.       Cursed           Prevents 1-2 - 2 damage
 Cursed Bronze Helmet   7 lbs.       Cursed           Prevents 1-4 - 2 damage
                                                      -5% attack penalty
 Cursed Buckler         5 lbs.       Cursed           Prevents 1-4 - 2 damage
 Cursed Chain Mail      45 lbs.      Cursed           Prevents 1-20 - 4 damage
                                                      -20% attack penalty
 Cursed Cloak           5 lbs.       Cursed           Prevents 1-2 - 2 damage
 Cursed Gloves          2 lbs.       Cursed           Prevents 1-1 - 2 damage
 Cursed Large Shield    18 lbs.      Cursed           Prevents 1-8 - 4 damage
                                                      -10% attack penalty
 Cursed Leather Armor   15 lbs.      Cursed           Prevents 1-4 - 3 damage
                                                      -10% attack penalty
 Cursed Leather Helmet  4 lbs.       Cursed           Prevents 1-2 - 2 damage
 Cursed Plate Mail      70 lbs.      Cursed           Prevents 1-30 - 6 damage
                                                      -25% attack penalty
 Cursed Robe            7 lbs.       Cursed           Prevents 1-1 - 2 damage
 Cursed Small Shield    10 lbs.      Cursed           Prevents 1-6 - 2 damage
                                                      -5% attack penalty
 Cursed Studded Armor   30 lbs.      Cursed           Prevents 1-8 - 3 damage
                                                      -15% attack penalty
 Dragonskin Cloak       5 lbs.       500 coins        Prevents 1-6 damage
                                                      +20% fire resistance
 Drakeskin Armor        15 lbs.      400 coins        Prevents 1-6 + 3 damage
                                                      -10% attack penalty
 Drakeskin Boots        4 lbs.       150 coins        Prevents 1-2 + 2 damage
 Drakeskin Gloves       2 lbs.       80 coins         Prevents 1-1 + 2 damage
                                                      +10% fire resistance
 Drakeskin Sandles      2 lbs.       Cursed           Prevents 1-1 - 2 damage
 Dress                  6 lbs.       7 coins          Prevents 1-1 damage
 Field Plate Mail       140 lbs.     2500 coins       Prevents 1-50 damage
                                                      -25% attack penalty
                                                      -1 to MEL, POL
                                                      +2 to Resistance
 Fine Leather Armor     15 lbs.      100 coins        Prevents 1-6 + 2 damage
                                                      -10% attack penalty
 Fine Leather Helmet    4 lbs.       35 coins         Prevents 1-2 + 1 damage
 Gloves                 2 lbs.       8 coins          Prevents 1-1 damage
 Golem Diadem           2 lbs.       1500 coins       Prevents 1-1 damage
                                                      +20% resistance to
                                                      fire and ice
 Green Tunic            2 lbs.       5 coins          Prevents 1-2 damage
 Humanskin Gloves       2 lbs.       1000 coins       Prevents 1-2 + 4 damage
                                                      +1 to ASS, +2 to humanoid
 Iron Buckler           5 lbs.       20 coins         Prevents 1-4 damage
 Iron Chain Mail        45 lbs.      600 coins        Prevents 1-20 damage
                                                      -20% attack penalty
 Iron Helmet            7 lbs.       50 coins         Prevents 1-4 damage
                                                      -5% attack penalty
 Iron Large Shield      18 lbs.      180 coins        Prevents 1-12 damage
                                                      -10% attack penalty
 Iron Plate Mail        70 lbs.      1500 coins       Prevents 1-40  damage
                                                      -25% attack penalty
 Iron Small Shield      10 lbs.      40 coins         Prevents 1-8 damage
                                                      -15% attack penalty
 Iron Studded Armor     30 lbs.      150 coins        Prevents 1-10 damage
                                                      -15% attack penalty
 Leather Armor          15 lbs.      50 coins         Prevents 1-6 + 1 damage
 Leather Helmet         4 lbs.       15 coins         Prevents 1-2 damage
 Mithril Chain Mail     45 lbs.      5000 coins       Prevents 1-24 + 4 damage
                                                      -10% attack penalty
 Nimble Gloves          2 lbs.       400 coins        Prevents 1-1 + 1 damage
                                                      +4 to Tool Use
 Pants                  4 lbs.       4 coins          Prevents 1-1 damage
 Pants of Power         4 lbs.       400 coins        +10% resistance
 Pants of Sorrow        4 lbs.       Cursed           Prevents 1-4 damage
 Poor Chain Mail        45 lbs.      220 coins        Prevents 1-20 - 2 damage
                                                      -20% attack penalty
 Poor Leather Armor     15 lbs.      20 coins         Prevents 1-6 damage
                                                      -10% attack penalty
 Poor Leather Helmet    4 lbs.       8 coins          Prevents 1-2 - 1 damage
 Poor Studded Armor     30 lbs.      60 coins         Prevents 1-10 - 1 damage
                                                      -15% attack penalty
 Red Tunic              2 lbs.       5 coins          Prevents 1-2 damage
 Robe                   7 lbs.       10 coins         Prevents 1-3 damage
 Robe of the Magi       7 lbs.       2500 coins       Prevents 1-10 damage
                                                      +3 to INT, MAG
                                                      +10% mental resistance
 Sandals                2 lbs.       8 coins          Prevents 1-1 damage
 Shirt                  2 lbs.       5 coins          Prevents 1-2 damage
 Steel Buckler          5 lbs.       50 coins         Prevents 1-4 + 1 damage
 Steel Chain Mail       45 lbs.      2000 coins       Prevents 1-20 + 2 damage
                                                      -20% attack penalty
 Steel Helmet           7 lbs.       150 coins        Prevents 1-4 + 1 damage
                                                      -5% attack penalty
 Steel Large Shield     18 lbs.      250 coins        Prevents 1-12 + 2 damage
                                                      -10% attack penalty
 Steel Small Shield     10 lbs.      100 coins        Prevents 1-8 + 1 damage
                                                      -5% attack penalty
 Steel Studded Armor    30 lbs.      350 coins        Prevents 1-10 + 2 damage
                                                      -15% attack penalty
 Torc                   2 lbs.       100 coins        Prevents 1-2 damage
 Tremor Boots           20 lbs.      500 coins        Prevents 1-5 damage
                                                      +15% Encumberance
                                                      +1 to STR, +2 to HRD
 Troglo Cap             4 lbs.       500 coins        Prevents 1-2 damage
                                                      +3 to STR, -3 to INT
                                                      -20% mental resistance
 Vahnatai Cloak         4 lbs.       15 coins         Prevents 1-4 damage
 White Tunic            2 lbs.       5 coins          Prevents 1-2 damage
 Wildnerness Boots      4 lbs.       200 coins        Prevents 1-2 + 1 damage
                                                      +2 to Nature Lore
 Wooden Buckler         5 lbs.       10 coins         Prevents 1-4 - 1 damage
 Wooden Large Shield    18 lbs.      50 coins         Prevents 1-12 - 2 damage
                                                      -10% attack penalty
 Wooden Small Shield    10 lbs.      20 coins         Prevents 1-8 - 1 damage
                                                      -5% attack penalty
 Wyrmskin Boots         4 lbs.       1200 coins       Prevents 1-2 + 2 damage
                                                      +1 to Assassination
                                                      +10% illness resistance
 Wyrmskin Helmet        4 lbs.       100 coins        Prevents 1-2 + 2 damage
                                                      +10% illness resistance

 6d.  Jewelry

 Archer's Ring          0.2 lbs.     700 coins        +30% missile to-hit
                                                      +6 missile damage
 Armor Ring             0.2 lbs.     700 coins        +10% protection from
                                                      all damage
 Assassin's Band        0.2 lbs.     1500 coins       +2 to Anatomy, Blademaster
 Basic Charm            0.5 lbs.     1500 coins       +40% acid resistance
 Charm                  0.5 lbs.     400 coins        N/A
 Chill Charm            0.5 lbs.     1500 coins       +20% fire resistance
 Clumsy Ring            0.2 lbs.     Cursed           -20% to-hit
 Crystal Charm          0.5 lbs.     2000 coins       Immunity to petrification
 Dexterity Bracelet     0.5 lbs.     2000 coins       +2 to Dexterity
 Dexterity Charm        0.5 lbs.     500 coins        +1 to Dexterity
 Fire Orb Charm         0.5 lbs.     600 coins        +10% fire resistance
 Firewalker Band        0.2 lbs.     1300 coins       +40% resistance to magic
                                                      and elements
 Fletcher's Ring        0.2 lbs.     300 coins        +15% missile to-hit
                                                      +3 missile damage
 Freedom Charm          0.5 lbs.     2500 coins       +50% mental resistance
 Harm Charm             0.5 lbs.     Cursed           -50% all damage
 Health Charm           0.5 lbs.     2000 coins       +20% illness resistance
                                                      +10% protection to all
                                                      types of damage
 Intelligence Bracelet  0.5 lbs.     2000 coins       +2 to Intelligence
 Knowledge Charm        0.5 lbs.     1800 coins       +5 to Rune Reading, POT
 Lucky Bracelet         0.5 lbs.     1500 coins       +2 to Luck
 Lucky Charm            1 lbs.       250 coins        +1 to Luck
 Mage's Bracelet        0.5 lbs.     3000 coins       +2 to Mage Spells
                                                      +1 to Magery
 Magnetic Ring          0.2 lbs.     Cursed           +50% chance to be hit
 Monkey Bracelet        0.5 lbs.     Cursed           -3 to STR, INT
 Mung Bracelet          0.5 lbs.     500 coins        +120% illness resistance
                                                      -20% resistance to
                                                      fire and ice
 Nimble Band            0.2 lbs.     1400 coins       +1 action points
 Priest's Bracelet      0.5 lbs.     3000 coins       +2 to Mage Spells
                                                      +1 to Magery
 Quicksilver Ring       0.2 lbs.     Cursed           +4 to Luck, +1 to DEX
 Ring of Explosure      0.2 lbs.     Cursed           -30% resistance to magic
                                                      and elements
 Ring of Grief          0.2 lbs.     Cursed           -4 to STR, DEX and INT
 Ring of Health         0.2 lbs.     600 coins        +30% illness resistance
                                                      +10% acid resistance
 Ring of Idiocy         0.2 lbs.     Cursed           -3 to INT, magic stats
                                                      -30% mental resistance
 Ring of Pure Focus     0.2 lbs.     Cursed           +1 to STR, DEX, END
 Ring of Resistance     0.2 lbs.     600 coins        +10% resistance
 Ring of Skill          0.2 lbs.     400 coins        +10% melee to-hit
 Ring of Vulnerability  0.2 lbs.     Cursed           -2 to Dexterity
 Shield Ring            0.2 lbs.     300 coins        +10% melee protection
 Shielding Charm        0.5 lbs.     1500 coins       +10% melee protection
                                                      +10% less chance to be hit
 Sticky Charm           0.5 lbs.     Cursed           -4 to Dexterity
 Strength Bracelet      0.5 lbs.     2000 coins       +2 to Strength
 War Charm              0.5 lbs.     2500 coins       +2 to BLD, GYM
 Warmth Charm           0.5 lbs.     1500 coins       +20% cold resistance
 Warrior's Bracelet     0.5 lbs.     3000 coins       +2 to pole, melee weapons
                                                      +2 to melee damage
 Warrior's Ring         0.2 lbs.     1000 coins       +20% melee chance to-hit
                                                      +2 melee damage

 6e. Potions and Curatives

 Name                   Weight       Base Value       Use
 Balm of Life           0.5 lbs.     100 coins        Necessary for Return Life
 Bless Elixir           0.5 lbs.     160 coins        +50% healing
                                                      +20% spell points
                                                      Cures poison and disease
 Curing Elixir          0.5 lbs.     70 coins         +60% levels of curing
 Curing Potion          0.5 lbs.     30 coins         +25% levels of curing
 Draining Brew          0.5 lbs.     Cursed           -5 skill points
 Energy Elixir          0.5 lbs.     140 coins        +50% spell points
 Energy Potion          0.5 lbs.     60 coins         +20% spell points
 Fine First Aid Kit     2.5 lbs.     15 coins         +8 levels of First Aid
 First Aid Kit          2.5 lbs.     5 coins          +4 levels of First Aid
 Graymold Salve         0.5 lbs.     100 coins        +200% levels of curing
 Haste Elixir           0.5 lbs.     120 coins        Hastens user
 Haste Potion           0.5 lbs.     50 coins         Hastens user
 Healing Elixir         0.5 lbs.     90 coins         +75% points of healing
 Healing Potion         0.5 lbs.     40 coins         +25% points of healing
 Heroic Brew            0.5 lbs.     500 coins        Gives divine protection
 Invulnerability Elixir 0.5 lbs.     350 coins        Grants invulnerability
 Invulnerability Potion 0.5 lbs.     150 coins        Grants invulnerability
 Knowledge Brew         0.5 lbs.     1000 coins       +3 skill points
 Poison Elixir          0.5 lbs.     30 coins         Makes user very ill
 Poison Potion          0.5 lbs.     20 coins         Makes user very ill
 Protection Brew        0.5 lbs.     500 coins        +100% curing, increases
                                                      resistance and grants
 Resistance Elixir      0.5 lbs.     450 coins        Increases resistances
                                                      Cures Terror, Enfeeble
 Resistance Potion      0.5 lbs.     100 coins        Increases resistances
 Restoration Brew       0.5 lbs.     450 coins        +100% healing and curing
                                                      Cures Dumbfounding and
 Rogue's Elixir         0.5 lbs.     90 coins         Gives Nimble Fingers
 Searing Balm           0.5 lbs.     Cursed           Makes user very ill
                                                      -5 skill points
 Strength Elixir        0.5 lbs.     120 coins         Blesses, hastes, and
                                                      grants temporary
 Strength Potion        0.5 lbs.     50 coins         Blesses, hastes, and
                                                      grants temporary

 6f.  Special/Quest Items

 Name                   Weight       Base Value       Use
 Anama Rings            N/A          N/A              Proof of Anama membership
 Anaximander Note       1 lbs.       1 coin           Use to Read
 Bandit Map             1 lbs.       1 coin           Use to Read
 Barrier Tunnel Map     1 lbs.       1 coin           Use to Read
 Black Halberd Map      1 lbs.       10 coins         Use to Read
 Blessed Athame         N/A          N/A              Use to destroy the portal
 Blue Crystal Key       N/A          N/A              Access the fourth Spire
 Board Game             5 lbs.       15 coins         Use to Play
 Crystal Shards         N/A          N/A              Show to Berra
 Crystal Statue         N/A          N/A              Quest item
 Damp Paper             1 lbs.       5 coins          Use to Read
 Drawing of Rune        N/A          N/A              Show to Berra
 Egg of the Phoenix     N/A          N/A              Quest item
 Electrum Key           N/A          N/A              Use to enter Gale library
 Embroidered Favor      N/A          N/A              Return to Bruskrud
 Erika's Amulet         N/A          N/A              Quest item
 Giant's Key            N/A          N/A              Use to free Illyee
 Good Luck Charm        N/A          N/A              Return to Bruskrud
 Guardian Key           N/A          N/A              Quest item
 Hot Crystal Shards     N/A          N/A              Show to Berra
 Key to Hawke's Manse   N/A          N/A              The key to Hawke's Manse
 Lab Notes              3 lbs.       5 coins          Return to Carrie
 Large Iron Key         N/A          N/A              Quest item
 Locket with Painting   N/A          N/A              Return to Bruskrud
 Love Letter            N/A          N/A              Return to Bruskrud
 Metal Lumps            N/A          N/A              Quest Item
 Reward Slip            N/A          N/A              Take this to Blackcrag
 Soul Crystal           N/A          N/A              Capture monsters
 Spell Tome             5 lbs.       1250 coins       Use to learn a spell
 Stone Key              N/A          N/A              Quest item
 Suspicious Package     N/A          N/A              Quest item
 Thought Crystal        N/A          N/A              Quest item
 Troglo History         1 lbs.       1 coin           Use to Read
 Twisted Gold Key       N/A          N/A              Quest item
 Twisted Steel Key      N/A          N/A              Quest item
 Vahnatai Crypt Key     N/A          N/A              Use in the Defiled Crypt
 Vothkaro Message       1 lbs.       1 coin           Use to Read
 Withered Scales        N/A          N/A              Show to Berra

 6f. Rare Items

 Name                   Weight       Base Value       Use
 Alien Blade            25 lbs.      6000 coins       4-28 + 20 poison damage
 Archer's Cloak         5 lbs.       500 coins        Prevents 1-4 damage
                                                      +1 to DEX, +3 to missile
                                                      damage, +15 missile to-hit
 Assassin's Dagger      4 lbs.       400 coins        +4 to ASS, +2 to ANT
 Beastslayer            25 lbs.      4000 coins       4-28 damage
                                                      +30 damage to Alien Beasts
                                                      +2 to Parry
 Black Halberd          20 lbs.      10000 coins      6-48 damage
                                                      +1 to STR, DEX, +2 to PAR
                                                      +30% magic resistance
 Bloodthirst Spear      25 lbs.      Cursed           5-30 damage
                                                      +7 damage to alien beasts
 Chieftain Charm        0.5 lbs.     500 coins        +1 to STR, DEX and MEL
                                                      -1 to INT
 Crystal Imbued Shield  10 lbs.      4000 coins       Prevents 1-8 + 3 damage
                                                      -5% attack penalty
                                                      +2 Parry, +1 Resistance
                                                      Prot. from Petrification
 Dagger of Hate         4 lbs.       Cursed           7-35 damage
                                                      +2 ASS, -1 INT
                                                      +20% resistance
 Demonslayer            20 lbs.      6000 coins       4-28 damage
                                                      +40 damage to demons
 Diamond Dagger         4 lbs.       1000 coins       6-30 damage
 Dryad's Blessed Charm  0.5 lbs.     3000 coins       +50% mental resistance
                                                      +30% magic resistance
                                                      +2 to magic statistics
 Flaming Sword          12 lbs.      1100 coins       4-24 + 8 fire damage
 Fungal Armor           15 lbs.      500 coins        Prevents 1-4 + 3 damage
                                                      -10% attack penalty
                                                      +20% mental resistance
                                                      Prot. from Petrification
 Fungoid Spine          4 lbs.       Cursed           5-20 + 2 acid damage
                                                      +20% acid resistance
 Fury Crossbow          25 lbs.      15000 coins      7-42 damage
                                                      +10% missile to-hit
                                                      +1 Action Points
                                                      +20% resistance
 Gauntlets of Might     2 lbs.       2000 coins       Prevents 1-2 + 2 damage
                                                      +4 to STR, melee damage
 Ghoulbane              10 lbs.      700 coins        5-30 damage
                                                      +25 damage to undead
 Giantslayer            15 lbs.      1400 coins       5-35 damage
                                                      +30 damage to giants
 Giant's Shield         32 lbs.      200 coins        Prevents 1-16 damage
                                                      -25% attack penalty
 Icy Chain Mail         45 lbs.      7000 coins       Prevents 1-26 + 4 damage
                                                      -20% attack penalty
                                                      +30% fire resistance
 Iridium Pants          10 lbs.      200 coins        Prevents 1-6 damage
                                                      -15% attack penalty
                                                      +10% acid resistance
 Jade Halberd           20 lbs.      4000 coins       +6 to HRD, +2 to DEF
 Jewel of Return        0.5 lbs.     N/A              Return to Fort Emergence
 Justice Lance          20 lbs.      900 coins        5-35 damage
                                                      +1 to INT, +2 to PRI
                                                      +3 damage to undead
 Mauling Leather        30 lbs.      1400 coins       Prevents 1-10 + 4 damage
                                                      +3 to melee damage
 MC - Battle Frenzy     1 lbs.       1000 coins       Grants Battle Frenzy
 MC - Beastcall         1 lbs.       1000 coins       Grants Beastcall
 MC - Curing            1 lbs.       1000 coins       Grants Curing
 MC - Divine Aid        1 lbs.       1000 coins       Grants Divine Aid
 MC - Energy Pulse      1 lbs.       1000 coins       Dumbfounds user
 MC - Gymnastics        1 lbs.       1000 coins       Grants Gymnastics
 MC - Magery            1 lbs.       1000 coins       Grants Magery
 MC - Pathfinder        1 lbs.       1000 coins       Grants Pathfinder
 MC - Regenerate        1 lbs.       1000 coins       Grants Regenerate
 MC - Resistance        1 lbs.       1000 coins       Grants Resistance
 MC - Restore Energy    1 lbs.       1000 coins       Grants Restore Energy
 MC - Spiritcall        1 lbs.       1000 coins       Grants Spiritcall
 Mithril Blade          20 lbs.      5000 coins       4-28 damage
                                                      +1 Action Points
                                                      +2 to Strength, Parry
                                                      +10 damage to undead
 Mithril Woven Robe     7 lbs.       4000 coins       Prevents 1-14 damage
                                                      +20% less chance to be hit
                                                      Prot. from Petrification
                                                      +10% magic resistance
 Naturewalker's Torc    2 lbs.       5000 coins       Prevents 1-3 damage
                                                      +1 to HRB
                                                      +4 to PAT and NLO
                                                      +20% resistance
 Nimble Boots           4 lbs.       1000 coins       Prevents 1-2 + 2 damage
                                                      -5% attack penalty
                                                      +3 to Dexterity
 Obsidian Spear         10 lbs.      1000 coins       6-42 damage
                                                      +40% magic resistance
 Orb of Thralni         0.5 lbs.     5000 coins       Use to fly
 Pachtar's Plate Mail   70 lbs.      20000 coins      Prevents 1-60 + 7 damage
                                                      +1 Action Points
                                                      +20% resistance
 Piercing the Lost Por. 5 lbs.       1000 coins       Teaches Dispel Barrier
 Pilgrim's Cloak        4 lbs.       2000 coins       Prevents 1-1 damage
                                                      +2 to Pathfinder
                                                      +20% mental resistance
 Pirate's Blade         4 lbs.       1000 coins       5-25 damage
                                                      +2 to ASS, Life Drain
 Polished Plate Mail    70 lbs.      7000 coins       Prevents 1-50 + 3 damage
                                                      -25% attack penalty
                                                      +20% mental resistance
                                                      +2 to combat statistics
                                                      Prot. from Petrification
 Prismatic Mail         70 lbs.      4000 coins       Prevents 1-16 damage
                                                      -25% attack penalty
                                                      +20% resistance to fire,
                                                      cold and magic
 Prismatic Torc         2 lbs.       600 coins        +10% resistance to fire,
                                                      ice, illness and acid
 Pyrrhic Gauntlets      1 lbs.       Cursed           Prevents 1-6 + 2 damage
 Radiant Robe           7 lbs.       500 coins        +30% melee protection
                                                      +20% magic resistance
                                                      +20% acid resistance
 Radiant Slith Spear    60 lbs.      5000 coins       6-36 damage
                                                      +1 to Pole Weapons
                                                      +10% fire resistance
 Red Scale Armor        15 lbs.      4000 coins       Prevents 1-15 + 5 damage
                                                      -10% attack penalty
                                                      +30% fire resistance
                                                      +1 to melee damage
 Rentar Charm           0.2 lbs.     250 coins        +1 to melee damage
 Ring of Bone           0.2 lbs.     Cursed           +2 to MGR, ARC, POT
                                                      +20% mental resistance
 Ring of Endless Magery 0.2 lbs.     5000 coins       +80% spell points
                                                      +2 to Magery
                                                      +10% damage protection
 Robe of Magery         7 lbs.       700 coins        Prevents 1-3 + 2 damage
                                                      +1 to Intelligence
                                                      +10% less chance to be hit
 Rogue's Leather        15 lbs.      700 coins        Prevents 1-10 + 3 damage
                                                      -5% attack penalty
                                                      +4 to Tool Use
 Ruby Helmet            7 lbs.       2000 coins       Prevents 1-5 + 3 damage
                                                      -5% attack penalty
                                                      +20% fire resistance
                                                      Prot. from Petrification
 Serendipity Knife      2.5 lbs.     2000 coins       4-20 damage, +6 to LCK
 Shadow Leather         15 lbs.      500 coins        Prevents 1-10 + 3 damage
                                                      +1 Dexterity and Defense
 Shard of Release       1 lbs.       4000 coins       Cures Mind Control on
                                                      your entire party
 Spellshard             1 lbs.       2000 coins       Usable once per day
 Spider Silk Shirt      2 lbs.       1000 coins       Prevents 1-4 + 4 damage
                                                      +1 to Defense
                                                      +10% fire resistance
                                                      +5% less chance to be hit
 Spidersilk Tunic       2 lbs.       300 coins        Prevents 1-2 damage
                                                      +1 to Defense
                                                      +10% fire resistance
 Thinking Cap           1 lbs.       400 coins        Prevents 1-1 damage
                                                      +1 to Intelligence
 Ursagi Skin Armor      15 lbs.      400 coins        Prevents 1-6 + 3 damage
                                                      -10% attack penalty
                                                      +1 to HRD, NLO, -1 to INT
 Wyrmslayer             12 lbs.      2500 coins       5-30 damage
                                                      +25% damage to reptiles
                                                      +20% fire resistance

 6h. Xian Items

These are items created by X and sent to the surface (most of them, at least)
with the first Avernite spy team.  Unfortunately, most of that team died.  The
items live on, however.  Not all of them are useful.  Most of them only serve
to take up space.  However, they're very unusual and unique items, so I thought
they deserved their own space.

Xian Ale - This is found among the loot held by the ogre who's taken over the
dryad's grove.  It will make your entire party inebriated (drunk) and once in
a while, bless everyone as well, negating the negative effects.

Xian Chain Mail - This is behind a cracked wall in the southeastern corner of
the Upper Golem Factory.  You'll need Move Mountains to reach it.  It's strong,
but it comes with several unmentioned negative stat effects.  Either store it
somewhere or sell it, but don't try wearing it.

Xian Coins - The reward for completing the quest Find Mundt.  They'll give you
a few coins every now and then.

Xian Pouch - In the Sacred Booty room in the Cavern of Giants, where you find
the Barrier Tunnel map.  It will leak hazardous effects, mostly disease, slow,
and paralysis.

Xian Rock - Found in the Hermit's Hut in Midori province.  This is the same
hermit who teaches the Ritual of Sanctification.  If used as a missile weapon,
this rock automatically returns to the wielder.  It will also occasionally
spawn regular rocks in your inventory.

Xian Shrub - Found in the Sharimik storerooms.  It requires Unlock Doors at
level 3 or a very high tool use.  It will basically cause plants to replicate
in your inventory.

Xian Slacks - This is in one of the giant villages in the Midori province,
west of Dellston.  The slacks give a great bonus to luck, but a penalty to
your base stats.

Xian Skull - Found in an ogre circle in southeast Valorim.  Makes random
messages pop up from time to time.

Xian Tome - Found in the southwestern most room in the Tower of the Magi, in a
desk.  This merely cycles through all the regular books of the game.  A fun
diversion, especially the Tearing of the Bodice.  Yum.

Xian Vest - In the very northeastern corner of Valorim is a man who will sell
you this for 5000 coins.  You can kill him instead, but just pay him if you
can.  The vest has high resistance, but some serious stat penalties.  Not worth
the money, or the merchant's life.

 6i. Rare Item Locations

 6i-1. Weapons

Assassin's Dagger - Found in the Giant's Cavern, in the Cave of Sacred Booty.

Beastslayer - Made by Sulfas.  Must have the ritual from Khoth and the special
metal from Athron.

Black Halberd - Found on the lower level of the Remote Cavern.

Blessed Bow - A reward for the quest, 'Retrieve Charm for Nephil.'  Can also be
found on the lower level of the Remove Cavern in northwest Valorim.

Blessed Crossbow - Found on a body in the Golem Factory, and in the Wyvern Pass
Ruins in the Footracer province.

Blessed Greatsword - Can be bought from Asp in Gale if you give him ten
skribbane herbs.

Blessed Longsword - Can be found either in the Anama treasure room in Shayder,
or bought from Randall in Lorelei.

Blessed Pike - Can be bought from Grunders in Shayder, or from Asp in Gale once
you give him ten skribbane herbs.

Blessed Short Sword - In the wolf pit, below the goblin and bandit lairs.  You
need Move Mountains or a stoneshatter crystal to get to it.

Blessed Spear - In Sulfas' Auxiliary Treasure Room.

Bloodthirst Spear - Found in the Fading Tower in the Midori province.

Dagger of Hate - This is cursed.  It's found in the Giant's Temple within the
Giant's Cavern (who'da thunk it?).

Demonslayer - In the Keep of Rentar-Ihrno, deep in the Vahnatai lands.

Diamond Dagger - Erika's Tower, in the pillar room.  Guarded by an Ur-basilisk.

Flaming Sword - Can be bought from Asp in Gale if you give him ten skribbane

Fungoid Spine - Dropped by the Experimental Fungus in Erika's Tower.

Fury Crossbow - Found in the lower level of the Pit of the Wyrm.  You have to
have bought the location from Judith on Bigail Isle before you can enter.  The
Pit is in Monoroe province, southwest of Greendale.

Ghoulbane - In the troglo castle's treasure room, in the northeast corner of
the map.

Giantslayer - In the Giant's Forge, past some lava.

Jade Halberd - Found in a cave north of Khoth's Lair in northwest Valorim.
You must fight some Dark Wyrms for it.

Justice Lance - Found in the Keep of Tinraya in the Footracer province.

Mithril Blade - Give some Metal Lumps (special item) to Carmine in Lennus and
give him 1000 coins.  Some time later (20-30 days) the sword will be complete.

Obsidian Spear - In the home of the GIFTS, there's an altar.  Performing the
Ritual of Sanctification will cause a Haakai to appear.  Kill it, and it will
drop the spear.

Radiant Slith Spear - Found in northern Upper Avernum, on the west bank of the
north end of the river.  Requires a boat to reach.

Serendipity Knife - Found in the northeast corner of Upper Avernum, by Erika's
Tower.  You'll have to fight through some groups of ogres, wolves and Sliths.

Shielding Spike - Can be bought from Asp in Gale if you give him ten skribbane

Thirsting Blade - Under the Keep of Tinraya in the Footracer Province.

 6i-2. Armor

Amber Shield - In the Chitrach Lair of Upper Avernum, south of New Formello.

Archer's Cloak - In a pile of sacks in the Tower of the Magi.  You must complete
Carrie's quest before you can find it.

Blessed Buckler - On a beach north of Portal Fortress.  Requires a boat.

Blessed Robe - In the lower level of the Giant's Cavern.

Blessed Small Shield - In the Cavern of Giants, along the southwest shore.
Requires a boat.

Blessed Studded Armor - In the troglodyte treasury in the troglo castle.

Boots of Speed - Not that rare, but some of the best boots you'll find.  They
are dropped by the Master in the Monastery of Madness, in the Golem Control
Spire, and are a reward from Petrie in Blackcrag Fortress for each Golem
Diadem (dropped sometimes by Demon Golems) you bring him.

Crafted Chain Mail - In the northwest corner of the goblin lair in Upper
Avernum.  You'll need a boat to get it.

Crystal Imbued Shield - Waiting on a body in the Crumbling Factory in Footracer

Drakeskin Armor - Brantford, in the Tower of the Magi, sells this.

Drakeskin Gloves - In the southeast part of Erika's Tower, behind a barrier with
quickfire.  To get them out, use Dispel Barrier or a piercing crystal, pick them
up, then run back to the secret passage.

Field Plate Mail - Finish the quest, Hunt Goblins for Malloc.  Mrrr will give
you this armor as a reward.

Fungal Armor - Found in the Slime Pit.

Gauntlets of Might - In a stone circle on one of the Lost Isles in southern
Karnold.  You'll have to fight some basilisks to get them.

Giant's Shield - This is cursed.  It's in the Troglodyte Altar.

Icy Chain Mail - North of Bolton there's a Drake Lord behind a secret passage
in a small mountain range.  He'll offer you a job to get rid of some drakes
for him.  Accept and win the battle to receive this armor.

Iridium Pants - In the Cult of the Sacred Item, the same room as the Orb of

Mauling Leather - In the concealed tunnel, northwest corner of the map, blocked
by laser beams.

Mithril Chain Mail - Found in three places, so maybe it's not so rare, but it's
strong and worth mentioning.  It's in the Anama treasury in the Anama temple of
Shayder, in Erox of northwest Valorim, and finally in the Manara ruins in
Footracer province.

Mithril Woven Robe - In northeast Valorim there's a raised mountain pass that
requires the Orb of Thralni to reach.

Naturewalker's Torc - Around Valorim there are caches of items that look like
patches of light soil.  This torc is in the last cache you open.  The order you
open the caches doesn't matter, it will always be in the last one.

Nimble Boots - A reward from Levy for wiping out the golem plague.

Pachtar's Plate - On a body within the Inner Lair of Drakos, on the Isle of

Pants of Power - Found with the Spidersilk Tunic in the Wolf Pit, and also
in the Golem Control Spire of the Golem Factory.

Pants of Sorrow - In the Cave of Sacred Booty, where you find the Barrier
Tunnel map.

Pilgrim's Cloak - In Point Contemplation, within a secret room.

Polished Plate Mail - In the northeast part of the lower level of the Giant's
Caverns.  You can also find this after wiping out the Church of Divine Lucre.

Prismatic Mail - On a body in the lower level of the Golem Factory.

Prismatic Torc - In the center of the Spiral Crypt, on the Isle of Bigail.

Pyrrhic Gauntlets - In the Golem Control Spire of the Golem Factory.

Radiant Robe - Found in the Slime Pit, behind a magically locked door.  This
requires either Unlock Doors level 3 or an extremely high Tool Use.

Red Scale Armor - In the Pit of the Wyrm, and in the lower level of the Lair
of Drakos.

Robe of Magery - Bojar in the Agate Tower drops this upon his death.

Rogue's Leather - In the Tower of Zkal, first floor, southeast corner of
the map.

Ruby Helmet - In the Vila Ruins on the Isle of Maddok in the Monoroe province.
You have to have learned about them from the Empire deserter in northwestern
Valorim before you can pick it up.

Shadow Leather - In the secret room of the Troglodyte Altar.  Guarded by a

Spidersilk Tunic - In the Wolf Pit of Upper Avernum.  You need Move Mountains
level 3 to get it.

Thinking Cap - In the north crypt room in the Tomb of Vahkos, inside a coffin.

Ursagi Skin Armor - When you fight Ursagi, they may drop this when killed.

Wyrmskin Boots - On the southern tip of the Isle of Maddok you'll find some
Nagas.  Kill them for these boots.

 6i-3. Jewelry

Archer's Ring - In the Filth Factory on the Isle of Bigail.  Require Move
Mountains to reach.

Armor Ring - Dropped by Vahkohs upon his death, and also as a reward for
completing the quest, 'Kill King Vothkaro.'

Assassin's Band - In the Drake Cave of Karnold province, and dropped by the
Roiling Mass in the Monastery of Madness.

Assassination Charm - In the lower level of the Pit of the Wyrm.

Barter Charm - In the Lair of Drakos of the Isle of Bigail.

Basic Charm - Found under an anvil in the Colchis ruins after speaking to the
ghost who tells you about it.

Blademaster Charm - In the Defiled Crypt of northwest Valorim, in the northwest
part of the map.

Chieftain Charm - You can get this in the Wolfrider's Warren in Krizsan
province.  You also get this from the innkeeper in Bavner for the quest,
Retrieve Charm for Nephil, but you have to surrender it to complete the quest.

Chill Charm - You get this from Levy after solving the troglo/giant plague.
It's also dropped by a Haakai in the Remote Cavern's lower level.

Clumsy Ring - Cursed.  On a body in the Lair of Ursagi.

Crystal Charm - In Ahonar's bedroom in the Anama temple of Shayder.  It's also
dropped by the Slith chief in the Golddale mines.

Dexterity Charm - In the Spiral Crypt, inside a coffin, and in the Monastery
of Madness.

Dryad's Blessed Charm - After giving the Perfect Flower to the sad Dryad, follow
her directions to get this charm.  It's in a rock in the southwest part of
Midori province.  You can't get this item without learning about it first.

Firewalker Band - The reward for ending the roach plague, gotten from Mayor
Berthany in Shayder.

Freedom Charm - On an island with a ruin in the northwest part of Karnold
province.  You'll need the Orb of Thralni to reach it.

Gymnastics Charm - On a body in the Lair of Ursagi.

Hardiness Charm - In a dresser in Golddale.

Harm Charm - Found in the Cave of Sacred Booty, in the lower level of the
Cavern of Giants.

Intelligence Bracelet - The mage with the Empire deserters in Calloc will
drop this upon death.

Intelligence Charm - You'll find this in the ruins of Dellskeep.

Mage's Bracelet - A reward for the quest, Return Paolo's Package.  Also found
in the Vahnatai Crypt.

Magery Charm - Found in the Chasm of Screams, on a body in the southeast part
of the map.

Monkey Bracelet - In the lower level of the Cavern of Giants.

Nature Lore Charm - In the goblin lair of Upper Avernum.  Requires a boat.

Nimble Band - In Erika's Tower of Upper Avernum.

Potion Making Charm - In the Execa ruins on the Isle of Maddok.

Priest's Bracelet - In the Torria ruins on the Isle of Maddok, and in the Lair
of Drakos on the Isle of Bigail.

Quicksilver Ring - Cursed.  Dropped by Rakshasi in Erox.

Rentar Charm - After completing the slime plague, talk to Rentar-Ihrno.

Resistance Charm - On a body in the Drake Lair of the Remote Cavern.  You'll
find it on your way out.

Resistance Ring - In the troglodyte altar, and in the northwest corner of the
Giant's Forge.

Ring of Endless Magery - You must defeat the lich within the Tower of Zkal
for this powerful ring.

Ring of Grief - Outside, in west Upper Avernum.  You'll have to beat a shade
for it.

Ring of Idiocy - Cursed, and in Erika's Tower.

Ring of Pure Focus - Cursed.  Dropped by a monk in the Monastery of Madness.

Ring of Skill - The reward from Levy for completing the roach plague.  Also
dropped by Vothkaro in the troglo castle.

Shielding Charm - Dropped by the invading ogre in the Dryad's Grove.

Sticky Charm - Cursed.  Also in the Chasm of Screams, near the center of the
map.  You must examine the pedastal there, and the summoned Vile Imps will drop
this charm.

Strength Bracelet - In western Upper Avernum, within a Nephil village you'll
have to raid.

Strength Charm - In the Cult of the Sacred Items.

Warrior's Bracelet - In the Auxiliary Treasure Room in the Sulfas' lair.

Warrior's Ring - Outside the Isolated Inn of Midori province after resting.

 6i-4. Mind Crystals

Battle Frenzy - In Sulfas' Lair.

Call Beast - In New Cotra as a reward for telling Nance all about the surface.
You'll find it in her home.

Curing - Voltok in Squiggus sells this crystal.

Divine Aid - You must examine a pedastal in the Chasm of Screams.  Doing so
will summon an Efreet, which will drop this upon its death.

Gymnastics - Sometimes dropped by Vahnavoi in the Defiled Crypt, and by the
Crystal Soul in the Golem Control Spire.

Magery - On a body in the Cave of Sacred Booty in the lower level of the Cavern
of Giants, and in the Upper Golem Factory.  Sometimes dropped by Doomguards.

Pathfinder - Dropped by the Crystal Soul in the Golem Control Spire.

Regenerate - In the Concealed Tunnel, blocked by some lasers.

Resistance - In the Upper Golem Factory, and the Crumbling Factory in the
Footracer province.

Restore Energy - Found in the Golem Factory, but requires Move Mountains at
level 3 to reach.  Also found in the Keep of Rentar-Ihrno.

Spirit Call - In the Northpoint Lighthouse, in a secret room and guarded by a
Horrid Specter.  This is a quest item, however.  Sell it to Levy in Fort
Emergence so you can buy two (or more) of them, then give one to Elspeth to
complete her quest.

 6j. The Legendary Items

The legendary items can be acquired at any time, providing you have the skill
and the means of reaching them.  It's best to wait till after you've completed
the third plague, only because at that point you will likely have the power and
equipment necessary to survive the very powerful monsters that guard each item.
Also note that the items can be found in any order you choose, but I'm listing
them in the order I think is easiest to hardest.  If you want a particular item,
just skip to that section.

 6j-1. Recipe for Knowledge Brew

While getting the recipe itself isn't a daunting task, finding the dungeon is a
bit of a hassle.  You must first go to Lorelei and speak with Winterhouse, the
innkeeper of the Caring Cubbyhole and ask him about rumors he's heard.  He'll
direct you to Randall, who will pass you off to Lyle, who will tell you about
Foxfire.  Foxfire is a wandering minstrel who will move between Bengaro and
Malloc depending on the day.  In Bengaro she'll be outside, and in Malloc she
will be waiting at the inn.  You'll have to pay her 500 coins for the key to
the Monastery of Madness, not to mention its location.  With both in hand, go
to Storm Port in Karnold province.

Take the boat there to Gebra, then leave town and go to the nearby dock.  On
the new island, go south to another dock, then walk southeast.  On the south-
easternmost point of the island is the Monastery of Madness.  Head in.

The path splits soon after you enter, but it doesn't matter which way you go,
you'll be ambushed by Mad Monks either way.  The best way to deal with them is
Lightning Spray along with a healthy dose of melee combat.  Don't take these
nuts too lightly, though.  They can attack up to twice per round and deal an
upwards of 100 damage.

Assuming you survive the onslaught, look around.  The first room along the west
entry hall contains a bookshelf that will give your party a point of Gymnastics,
and the southwest room has a secret passage leading to a spot outside the tower
with a rune you should step on.  There's Mad Monks in odd spots around the
first floor, along with some hilarious signs and rooms.  Check out everything,
and when you reach the anvil room, step on the rune there.  In the northwest-
most room, check along the north wall for another secret passage and the final
rune.  Once you step on it, go to the pool in the courtyard to find some blessed
plate mail, a fantastic suit of armor no matter how you slice it.  When you're
done enjoying the first floor, traverse either staircase up to the second.

The top level has less signs but more monks, along with Unshackle Minds at
level 3 a Shard of Release, the recipe we're after, and a good deal of treasure.
When you enter the top floor, circle around clockwise till you reach the
southeast corner.  You'll find a cracked wall, and behind it are a few Vengeful
Shades and a tome that will teach you Unshackle Minds.  Continue along, beating
up Mad Monks and the two boss monks, one of which is flanked by a pair of
Gorgons.  That boss is incredibly tough, so blessings and haste all around is

Past all the kung-fu movie rejects is the library where you'll finally learn
the recipe for Knowledge Brew.  Assuming you have the Potion Making skill for
it, cook up as much as you can.  Save before each attempt in case you fail so
you don't waste too many ingredients.  Even if you have the required POT skill,
it's best to bump it up to 20 or more, so you have a higher rate of success.
Hey, what do you care?  You're cooking up free skill points!  Woo-hoo!

One thing before you leave: north of the library is a dueling room.  Only one
person can enter, and they'll have to face three Mad Monks by their lonesome.
Bless and haste whoever's going in.  Once you win, you can return and bring
the rest of your party in.  Knock down the cracked wall for the disclaimers,
and make sure to take the Boots of Speed that one of the monks will drop.  They
may not have the greatest defense, but they give +1 to your action points when
equipped, making them my favorite general-use boots.

Once you've cleared out the Monastery, check out.  On the way back to Storm
Port, you'll be ambushed by one last gasp of Mad Monks.  You can avoid this by
using the Jewel of Return, but why bother?  Fiesty Slap of Pain!

 6j-2. Black Halberd

This is the best halberd and arguably the best weapon in the game.  The Mithril
Blade's bonus to AP makes it a contender as well.  Anyway, what you need to do
is find Masok in Angel's Rest, which is east of Sharimik, just along the road.
Masok will be waiting at the inn, and will sell you the map to the cave for a
whopping 2000 coins.  Just like the recipe for Knowledge Brew, there is no way
to reach this dungeon without it, because without paying Masok, it won't appear
on the world map.

Once you have the map in hand, go to Calloc.  From there, go far, far north,
sticking to the west side of the mountain range till you spot a passage leading
into a smaller mountain on your left.  This is the Remote Cavern, the holding
place of the Black Halberd.

In here, check along the north wall.  See the patch of white mushrooms?  Stand
there, then walk south.  Keep on walking, straight through the stalagmites and
to the next section.  Here, follow the path till you find a bunch of crates.
What you need to do is get a crate back to the beginning and place it on the
rune.  Without giving a step-by-step guide (that comes later) save often, and
especially while you're shoving it across the pits.  At that part, try shoving
the crate into the walls to get it to go where you want.  Don't be discouraged
if you lose a crate or two, and perservere until you've got one on the rune.
Once it's on there, check inside.  Take the passage stone and use it to unlock
the door to the south.

Check the Black Halberd map.  Notice how this section is flipped on its side.
Well, here's how you get through it.  From the light-colored square at the
beginning, go two squares south, two east, two south, one east, two south
through the pillar, four steps west and two north into the pillar to be
teleported to the next area.

Here, there are seven runes and seven lights.  You need to have six lit.  To do
this easily, step on the second rune from the right.  Or, if you need a quick


7 6 5 4 3 X 1

...where the L's are the lights and the numbers are the runes, step on the one
marked as X.  Now, go to the southeast, through the secret door in between the
stalagmites.  In this narrow passage, go north and check along the west wall
for a secret passage.  Use Far Sight if needed.  When you find it, step on the
stalagmite to be able to continue north.  Check the west wall farther north for
the next section.  Here, there are three trapdoors leading down.  Two are fakes.
You want the one in the middle.  See the Black Halberd map for details.

The first level of this dungeon was composed of puzzles.  The second level is
nothing but combat with the masters of this place, the Rakshasi.  If you've
never dealt with them before now (I doubt it, but still) they're immune to all
magic and love to summon monsters to trip you up.  Bless, haste and shield your
party for best results.  The only spell worth using against them is Cloud of
Blades, if you have it.  Since it's technically a physical attack, it will harm

In any case, check around the rooms.  There will be Gazers and some Spawned
Fungus, as well as a few Basilisks.  To the west you'll find a teleporter which
you shouldn't use quite yet, and to the east, the long battle to the Black
Halberd.  You'll have to fight through many Rakshasi, a Haakai, lizards and
more fungus, but it's worth it.  Check the bookshelves for Repel Spirit level 3,
focus on using melee against the Rakshasi, and just blast your way north and
west.  When you reach the bedrooms, there will be four more Rakshasi waiting
for you, and one more in the northwest room.  In that room, there is a secret
passage along the west wall leading to the Black Halberd.  Before you can take
it, however, you must fight through an ambush of Mutant Lizards and Spawned
Fungus.  They're nothing after all the Rakshasa, though.

The final room contains three chests, the middle of which has the weapon we
came for.  Take it and the rest of your hard-won plunder, then go back to the
portal I told you about.  Take it to arrive in a small cave with a few Drakes.
Beat them up (careful of the lava) and drop down the high ledge to the east.
Follow the path you end up on to exit the cave.

 6j-3. Pachtar's Plate

The location of the Lair of Drakos can be found in the Gale library.  You'll
have to buy the key from the Herb Seller for a whopping 5000 coins, and she'll
only sell it after you've asked Nantier about the key.  Once you have the key,
go through the back entrance to the library (accessible via a secret room from
the south wall) and check the shelves for the location.  Now, go to the Isle
of Bigail and enter Kuper, then take the boat to Kneece.  Leave Kneece and
explore the island.  The Lair of Drakos is on the northeast tip, past a couple
fights with some easily-defeated Fire Lizards.  Enter!

You can't get into this place normally.  There are runes at every entrance
that will force you back.  Enter via the west end and go south along the outer
wall, then use Far Sight to spot a secret passage leading into the building.
You'll have to circle around clockwise, and just like outside, you can't pass
any of the runes on the floor.  There will be one point where there are three
runes surrounded by lava and pillars.  At that point, hug the east wall and
walk through the pillar blocking your way.

Further on, four Efreets will appear to attack you, but they're small potatoes.
Even further you'll have to beat down a couple of Ice Drakes with spells and
missile weapons.  Past those (and a cloud of blades) are some Flame Hydras and
a whole bunch of magical barriers you'll have to dispel.  Pull the lever to get
past the pillars and be assaulted by a horde of Gorgons!  Joy, Forcecage-ing!
Fireblast their asses and try not to let their Forcecage-whoring get to you.

When these jokers are done for, notice the cracked spot along the north wall.
Use Move Mountains to find a room full of cracked boulders and stalagmites.
Blast them away, then check along the north wall for a secret passage.  Here,
go to the east wall and check for another secret door.  DON'T ENTER THE PORTAL!
Instead, go south and take the trapdoor down to the lower level.

Here, go south till you see a path going west.  Follow it to a lava-filled
chamber and battle an Efreet Pasha.  It will drop a Warmth Charm upon death.
In a secret room just past him is a Reaminated Lizard, who drops some Red Scale
Armor and guards a spellbook that'll teach you Arcane Shield at level 3.  Joy!

Now then, go back to the intersection and head south.  If you have equipment
that protects from petrification, equip it now, because you're heading into
Basilisk country.  Use spells and missiles to kill them quickly so you won't
have to run around and catch them.  Make sure to restore anyone that's been
turned to stone, then continue.

Make your way through the stalagmite maze here, and when the Skeletal Warriors
appear, take them out with weaponry and Repel Spirit.  When it's safe, go north.
You'll encounter the master of this place, Drakos.  Unfortunately, you'll also
be teleported into a pit of lava.  If you have a high Pathfinder skill, this
will only be an inconvenience.  Anyway, Drakos is off to the right, while a
lesser Drake Consort will be to the left.  The latter isn't much stronger than
a regular drake, despite its appearance.  Drakos isn't that difficult either
compared to other monsters in the game, but she still has a wide range of magic
at her disposal.  Consider her a wizard-type with more HP than normal.  A good
beating will work just the same as with most monsters, so have at her.

When the battle is over, search around the room for a bunch of gems and a Return
Life spellshard.  In the northwest corner of the map is your prize: Pachtar's
Plate, the strongest armor in the game.  Take it from Pachtar's body and leave.
Use the portal I warned you about earlier to expedite your escape.

 6j-4. Fury Crossbow

Before going after this item, you must buy the location of the Pit of the Wyrm
from Judith, who wanders between Shayder and Bavner on the Isle of Bigail.
Once that's done, the Pit of the Wyrm is in Monoroe province, northwest of Gale
and southwest of Greendale, on the west side of the mountain range.  As the
name may suggest, it's home to many, many Dark Wyrms, which are quite likely
the most powerful regular monster in the game.  Make sure you come in to this

Once inside, there's a Light spellshard in the building in the northwest corner
of the map.  To the east, you'll have to fight through a throng of mutant
giants.  They're stronger and tougher than regular giants, but have all the
same weaknesses (everything!)  Further on are Abyssal Slimes, which are just
the same as Doomguards in that they split when damaged.  Fortunately, they have
much less HP and will die off faster than a Doomguard.  They still hit very
hard, so don't underestimate them.

Anyway, your goal should be to reach the south side of the map.  There's a
secret passage there (use Far Sight if needed) which you should take.  You'll
have to fall down a long drop that will take off over 100 HP, so make sure to
heal up both before and after.  Follow the passage to a strange temple.  Further
in you'll be ambushed by several Abyssal Slimes.  While one isn't too much of a
problem, this many can be a handful.  Haste, bless everyone, and cast your
strongest spells while slamming them with your best weapons.  You'll also have
to deal with a Spectral Overpriest in the next room, but it's not as tough as
all those damned slimes.

Your reward for all this is the spell Mass Curing level 3, which you'll find on
a bookshelf, and some Red Scale Armor.  After you're done collecting, enter the
teleporter in the previous room.  You'll appear on another high ledge (yech)
with even more Abyssal Slimes below (yarg!)  Fortunately, with these closed
quarters, the slimes won't be able to divide as much.  What you want to do is
find the stairs heading down, which are in the southeastern corner of the little
maze you're now in.  There will be several slimes blocking your path, but since
they can't split as often, they won't be much trouble.

On the lower level, you'll run into more Abyssal Slimes, but these have the
benefit of open space.  Deal with them as before, and continue along the path.
Past more slimes, you'll run into your first Dark Wyrms of the dungeon.  These
guys are bastards.  Their dark breath will snap off over 100 HP at a shot, and
they can use it twice in a round.  Oh yes, did I mention they're immune to
Arcane Blow?  Haste, bless, and cast Radiant Shield to protect yourself from
their breath, then send your fighters to get close to them in order to keep
them from using their breath weapon too often.  They're extremely powerful, but
with perserverence you will succeed.

Now then, assuming you survive, continue on.  Just past the stairs, some Spine
Beasts will ambush you from behind, but they're nothing compared to Dark Wyrms.
There are more of said Wyrms further on, then another bout with some slimes.
Past those slimes will be your toughest battle yet.

Picture this: a horde of Dark Wyrms and Unholy Wyrms (the Dark's nastier cousin)
and they're all gunning for you.  So then.  Haste.  Bless.  Shield.  Use Capture
Soul to take a Dark and/or Unholy Wyrm, then Simulacrum to unleash it on your
enemies.  Divine Restoration is nice, because it will give you bonus HP that
will very likely keep you alive a round or two longer.  Fight hard, you're
almost to the end.

Again assuming you're still alive, head to the center of the map.  The slimes
here are of the mung variety, not too dangerous.  Search the bodies for some
decent swag, then inspect the southeast walls for a secret passage.  Again, use
Far Sight if needed.  Follow the tunnel all the way to a crypt.  The door at
the end is what you came for.  The room there contains a lever, which you
should pull.  Return to the center of the map (with all the bodies).  South of
there is a building to the west.  The lever you pulled opened a wall on the
west end of it.

Inside, go through the first chamber by stepping on the sort of three-leaf
clover pattern tiles.  Don't step on the starburst tiles, or the fire in the
middle of the room will damage you.  In the following room is the treasure you
seek: the Fury Crossbow.  Take it.  Also pull the lever here to escape the 
crypt.  Unfortunately, the tiles have changed in the previous room, so you'll
have to suffer some damage on your way out.  Not only that, but Spine Beasts
and even more Dark Wyrms have surrounded this place!  There's only two Wyrms,
so you should be able to handle them.

Once all the monsters are dead, head back to the center of the map.  On the way
you'll spot a staircase heading up.  It's a shortcut back to the upper level,
so climb away and leave this place.  Congratulations, you now have the most
powerful crossbow in the game.

 6j-5. Ring of Endless Magery

Just like every other legendary item, you must first learn the location from
someone before it will appear on the world map.  In this case, you must find a
wizard who travels between Krizsan and Delan.  In Krizsan he'll be in a small
building along the east side of the city, and in Delan you'll find him in one
of the inn's rooms.  Buy the location of the ring for 2500 coins.  The Tower of
Zkal is on the Isle of Maddok.  To get there, go to Gale.  If you haven't
already, speak with Mrurr in the area of the docks and buy his boat to reach the
island.  The Tower of Zkal is on the southern end of the island, on the west
side.  Stop by Torria if you haven't previously and pick up Smite level 3 from
the ruined building in the northeast corner of the map.

As for the tower itself, before you go in, make sure you have a ton of Energy
Elixirs.  I'm not kidding, load yourself down with elixirs, because this tower
will constantly sap your SP.  It's also full of undead, so it's best if each
spellcaster in your party knows how to cast Repel Spirit at level 3.  It's best
if you go and buy a bunch of crystals that serve as replacements for various
mage spells, like stoneshatter and piercing crystals.  Scrolls are also useful.

The first thing to keep in mind is that the first floor of the tower is a damned
maze designed to drain your SP and weaken you for the undead guardians.  Use
Far Sight and Move Mountains on occasion, because there will be cracked walls
protecting shortcuts.  So, first head to the northeast corner of the map.
There's a tiny secret room with a lever that will open the porticullis to the
east.  Past that, search the southeast wall for a secret passage.  Follow it
till you get to a small garden.  Along the north wall is another secret passage.
From there, head to the northwest corner of the map, but watch the undead
spawning platforms.  West of the northern spawner, along the south wall, will be
another secret passage.  This one leads to a portal.  Hop in.

Don't take the south portal, it leads back where you started.  Don't take the
other portal either, because it only sends you back to the beginning.  Instead,
clear out the undead and dispel that little barrier blocking a tiny corridor,
along which there is a secret door leading to another room with more undead and
another teleporter.  If you want the spell Summon Aid at level 3, use the
following instructions.  Otherwise, skip to the next paragraph.  Step through
the teleporter here.  You'll be dumped in a room with a bunch of Skeletal
Warriors, but that's okay, they're not that tough.  When they're dead, examine
the northeast statue.  Move it, then leave the room.  You'll be faced with a
number of intersections.  Pass the first two, then go north and west, then check
along a two-square wall to the south for yet another secret passage.  Go through
the portal here, then make your way back north to the room with the statue,
except you'll end up near a pedastal that will teach you Summon Aid at level 3. 
It won't do it at first, though.  You'll be drained the first two times you make
the attempt, but at the third try you'll have the spell.  Now you will,
unfortunately, have to make your way all the way back to the teleporter that
takes you to the statue room to proceed.

Whether or not you went for the spell, there's a secret door along the north
wall near the teleporter to the statue room.  In here you'll find the real
teleporter.  From where you end up, check the north wall for a secret passage.
Fight past some undead to reach a trapdoor to the lower level.  Finally!

Now then, you'll want to make your way past the undead to the south end of this
area.  From here, use Far Sight and check along the tiny tunnels for a secret
passage leading to a teleporter.  Go through.  In the room you end up, watch
the patch of mushrooms on the ground.  Enter the northeast portal.  Go through
the same portal again.  Now take a journey into the southeast portal, then the
northeast portal once more.  Ah, now we're getting somewhere.

There are lasers barring your path, and these won't let you walk through with
just minor burns like the ones in the golem factory.  The best way to pass is
to go into combat mode and haste your party.  There's a 'safe' room along the
east wall, no secret doors required.  In here, save.  Now break down the cracked
wall here by whatever means.  There are basilisks here, and they basically get
a free shot at stoning you, which is why you saved.  If you don't survive,
reload.  Anyway, kill the two lizards and note the mirrors.  Position the
horizontal mirror in front of one of the lasers, then use the vertical one to
break the others.  Stepping on the runes triggers the lasers.  Remember to save
before you try anything, just in case the mirror ends up out of reach.  The
lasers will go down after several turns, but it's still damaging.

Now then, go north.  To the east will be some Hraithes, which you should kill.
North from them is another laser puzzle.  Unfortunately, you need to blow them
up as well.  Go back and retrieve the mirrors from the previous laser room and
use them to cause more reflective destruction.  Remember that you can move the
mirrors diagonally and shove them against solid objects to make them move in
odd ways, often to your advantage.  Note the power sources near the lasers.
You can move through them diagonally to reach the lever in the back of the room,
so don't go nuts with the laser killing, just blow up enough to reach that
lever.  It will open the closed porticullis and allow you to battle the tower's

Zkal is little more than a souped-up Lich with more HP and spells.  The only
snag in this little operation is he's got barriers set up protecting the stairs
leading to him, so you won't have an easy time of reaching him for melee combat.
Still, you can use Repel Spirit and do quite a bit of damage from afar.  Don't
bother with other magic, he's incredibly resistant, and it'll just waste your
precious SP.  Haste and dispel the barriers as soon as possible, all the while
taking care of Zkal's little underlings, and keep pounding him with Repel
Spirit.  It's entirely possible you'll kill him off with that one spell and
never even get a chance to delve into melee with him.  All in all, a very
underwhelming boss for such an annoying and difficult dungeon.

Now then, time for treasure!  The spellbook where Zkal was will teach Spray Acid
at level 3.  The lever opens his treasure room, which you passed on the way in.
You'll find a good lot of swag, along with the true prize: the Ring of Endless
Magery.  This powerful ring will boost Magery and protect from damage, and will
even restore a good portion of SP once per day!  With the ring in hand, make
your way back to the upper level and use the portal I told you about earlier to
be warped out of the tower and back to civilization.

 7.  Magic

Magic is somewhat essential in Avernum.  You can only go so far before you have
to rely on the arcane energies available to you.  Whether it's to bust up an
ambush or light up your path, magic can be a great help to you.  The spells
are listed by name and the required level of mage spells you'll need to cast it.
The level 2 version of spells are available from various teachers around the
game.  Just ask the local wizard in each town to see if he can instruct you.
The level 3 versions, however, are all hidden away in dungeons, locked behind
doors, or otherwise not in plain sight.  You'll have to hunt high and low for
those...or read my lists.

 7a. Spell List

 7a-1. Mage Spells

Bolt of Fire (1) - You start with this spell.  It casts a fireball at a single

Light (1) - You start with this spell.  It will illuminate dark areas.

Call Beast (2) - You start with this spell if you have at least two levels of
mage spell skill.  It summons a single monster to your aid.

Spray Acid (2) - You start with this spell if you have at least two levels of
mage spell skill.  This will drench an enemy in acid, causing damage over time.
It's useful against enemy wizards and other monsters who are resistant or
immune to direct-damage spells.

Haste (3) - You start with this spell if you have at least three levels of
mage spell skill.  This will speed up a single character, letting them act
faster and move farther in battle.  At level 3, this will haste your entire

Slow (3) - You start with this spell if you have at least three levels of
mage spell skill.  The anti-haste.  Slow down your enemies.  More often than
not, though, it'll be cast on you.

Ice Lances (5) - You start with this spell if you have at least five levels of
mage spell skill.  A much better combat spell than Bolt of Fire, you can target
multiple enemies with this.

Unlock Doors (5) - You start with this spell if you have at least five levels of
mage spell skill.  If you run up against a lock you can't pick, cast this spell
to open stubborn or otherwise magically locked doors.

Create Illusions (6) - If you've seen Naruto, think of this spell as a bunshin
jutsu.  Otherwise, this creates a horde of monsters that are nothing more than
illusions.  They can hurt the enemy, but disappear after taking a single hit.

Far Sight (6) - A very useful spell, it will reveal unexplored portions of your
map.  With this, you can more easily check around for hidden passages.

Lightning Spray (8) - A further improvement on direct damage spells, this is
the best magic you'll get in terms of SP cost versus damage dealt.

Capture Soul (9) - An intriguing magic.  Once you have a soul crystal, you can
use this spell to capture up to four monsters within it and then use Simulacrum
at a later time to make a copy of that monster to fight for you.

Simulacrum (9) - The companion spell to Capture Soul.  This will duplicate a
monster trapped in your soul crystal.

Dispel Barrier (9) - Probably the most useful spell in the game.  There are
many magical barriers that will damage or flat-out block your path.  This spell
gets rid of them.

Summon Aid (9) - Another summoning spell.  This version will bring forth several
monsters at once.

Forcecage (11) - Flat-out stops an enemy from doing anything for a few turns.
However, while an enemy can't attack you, you can't hurt it.

Fireblast (13) - Another direct-damage spell, the SP cost is high, but the
power of this spell is incredible, even at low levels.

Arcane Summon (16) - Now we get into the most powerful trio of magic.  This
summoning spell brings out a single ultra-powerful creature.  However, by the
time you get this spell you'll likely have a similar monster in your soul

Arcane Shield (17) - While this bestows a lot of positive buffs to a single
character, it only protects one person.  There are better priest spells for
this purpose.

Arcane Blow (18) - The most powerful direct-damage spell, it's also the most
expensive, both in terms of gold required to learn it and spell points needed
to cast it.  It's only useful when you learn it at level 3, because at that
point it's able to cause an upwards of 200 damage.  Until then, Fireblast or
Lightning Spray is the better choice.

 7a-2. Priest Spells

Healing (1) - You start with this spell if you have at least one level of
priest spell skill.  Your basic healing magic, it will restore some HP to
one person.

Curing (1) - You start with this spell if you have at least one level of
priest spell skill.  This will remove such negative status effects as poison
at the first level, then acid and disease at higher levels.

War Blessing (1) - You start with this spell if you have at least one level of
priest spell skill.  This will increase the chance to-hit for a person, and
provide some physical protection.

Terror (1) - You start with this spell if you have at least one level of
priest spell skill.  This spell will make an enemy run away from you.
Considering it will only work on weak enemies, you won't use this unless the
rest of your party is dead and your priest is surrounded.

Repel Spirit (3) - You start with this spell if you have at least three levels
of priest spell skill.  This will do a lot of damage to undead.  Very useful
early on.

Smite (4) - You start with this spell if you have at least four levels of
priest spell skill.  While it says it fires ice bolts, it will damage enemies
who are otherwise immune to ice.  At higher levels, you'll be able to target
multiple enemies.

Summon Shade (5) - You start with this spell if you have at least five levels
of priest spell skill.  It will summon a ghost monster to fight for you.

Safe Travel (5) - You start with this spell if you have at least five levels
of priest spell skill.  Swamps poisoning you?  Lava boiling you alive?  Cast
this spell and you'll be able to walk across hazardous terrain safely.

Unshackle Mind (6) - You start with this spell if you have at least six levels
of priest spell skill.  On occasion your party will be assaulted by various
negative mental buffs like confusion or fear.  This spell will cure them.

Move Mountains (6) - While you won't actually move mountains, this spell will
destroy weakened walls and rocks blocking your path.  It's often the only way
to enter a secret room.

Mass Healing (6) - Just like the name suggests, this will let you heal your
entire party at once.  Once you get it, you'll wonder how you ever survived
without it.

Mass Curing (6) - Yep, you guessed it, this will cure your entire party.  It
helps a lot when traversing swamps.

Radiant Shield (8) - A defensive spell, it will buff your entire party with
magic resistance.  At higher levels it will grant more buffs.

Divine Fire (10) - The best direct-damage priest spell in terms of damage
versus SP cost.

Control Foes (10) - Occasionally enemies will confuse or charm you.  This spell
lets you charm them.  Fun.

Cloud of Blades (11) - An indirect damage spell, this will create a field of
blades around an enemy.  Be careful, though, because those blades can hurt you
as well.

Return Life (12) - Party member got slaughtered?  No problem!  You'll need the
Balm of Life item to cast this spell.  At higher levels it can even return a
dusted party member.

Divine Retribution (16) - This spell will do incredible damage to multiple
enemies, but it can't hurt undead.  Like Arcane Blow, it's only useful when it
reaches level 3, otherwise it's a waste of SP.

Divine Restoration (17) - The most powerful healing magic.  While it only
targets one person, it can cure every negative status effect and heal them past
their normal maximum HP.

Divine Host (18) - The requisite summoning spell.  This will call forth a good
number of powerful ghost-type monsters to be meat shields for you.

 7b. Level 3 Spells

The level 3 spells are quite well-hidden, some more than others.  A level 3
spell will be much more effective overall than levels 1 or 2.  Keep in mind
you must know a given spell at levels 1 or 2 before you can learn it at level 3.
In other words, you can't go from not knowing a spell at all to knowing it at
its highest level.

 7b-1. Mage Spells

Bolt of Fire - In the Shayder sewers, behind a closed-off room.  Requires
the Move Mountains spell to access.

Light - Inspect the bookshelves in the library to find a strange scroll.  Talk
to Walner and ask him about it to learn how to decode it.

Call Beast - In the Lair of the Ursagi, dropped by an Icy Drake.

Spray Acid - In the lower level of the Tower of Zkal.

Haste - In a regular book right next to Erika in her tower.  Just take every
book in the room and check for the right one.

Slow - Complete Arion's quest in the Inn of Blades.  The spellbook is in a
dresser in his room if you need to learn it again.  You can also learn it from
a book in Hawke's Manse.

Ice Lances - Finish off the slime plague, then talk to Solberg to learn this.

Unlock Doors - In the House on the Hill, in the mountains east of Softport.
It's behind barriers and requires some method of dispelling them, either by
spell or crystal.

Create Illusions - In the house across from the inn in Erox.  When you check
the spellbook, some Raksashi will appear and attack you.

Far Sight - In Sharimik's library.  You must first complete Starcap's quest by
finding Zang.  Afterwards he'll tell you about the location of the spell.

Lightning Spray - Get this from Solberg for wiping out the roach plague.  Can
also be learned from a book in Hawke's Manse.

Capture Soul - Found in Ghikra.  You must use the boat from New Cotra to sail
into Ghikra through the west entrance via the lake.  You require the Dispel
Barrier spell or a piercing crystal.  You can also learn it from a book in 
Hawke's Manse.

Simulacrum - It's in Ghikra, in the exact same place as Capture Soul.

Dispel Barrier - Acquired from a book in Ernest's house.  Talk to him first to
learn about the book's whereabouts, then take it.  Warning!  Stealing this book
will cause Ernest to send you into a drake's cave the next time you use one of
his teleporters.  This is a one-time event, however.

Summon Aid - You must check a pillar three times in the in the middle of the
first floor in the Tower of Zkal.  The first two times will drain your SP,
while the third will reveal the spell.

Forcecage - In the Agate Tower's lower level, in a secret room in the southwest

Fireblast - Learned from X for solving the troglo/giant plague.

Arcane Summon - Khoth will teach you this spell, but only once you've gained
access to the Footracer province.

Arcane Shield - At the northern end of the Lair of Drakos.  It's guarded by a
Reanimated Lizard.

Arcane Blow - X will teach you this for finishing off the golem plague.

 7b-2. Priest Spells

Healing - You must first finish the quest, Destroy Undead for Stormport.  After
killing Vahkohs, talk to the mayor in Storm Port, then Dana.  She'll reveal the
location of the book.

Curing - On the first floor of the Anama temple in Shayder.  Also available
from the first stone circle you visit.

War Blessing - Learned from the second stone circle visited.

Terror - In the Tomb of Vahkos, there's a tomb in the treasure room that teaches
this spell.

Repel Spirit - On the east end of the Remote Cavern, this spell is waiting on a
bookshelf there.

Smite - In the Torria ruins.  You'll find it in the northeast building, behind
some barriers.  You'll need Dispel Barrier or a piercing crystal.

Summon Shade - Near the center of the map in the Chasm of Screams, this spell
waits on a pedastal.

Safe Travel - In the back room of Erika's Tower.  Only accessible through the
rear entrance of the tower.  Also in the room where you find the Vahnatai

Unshackle Mind - This one is in a book on the upper level of the Monastery of

Move Mountains - You'll find this on a bookshelf in the Gale library, or from
the third stone circle you visit.

Mass Healing - In the northeast corner of the lower level of the Giant's

Mass Curing - In the southeast corner of the Pit of the Wyrm's upper level.

Radiant Shield - The Defiled Crypt, in northwest Valorim.  You'll need to
knock down some cracked walls with Move Mountains or a stoneshatter crystal.

Divine Fire - In Squiggus, there's a large room that's only accessible via a
secret door along the north side.  Inside there's a chest.  Searching it will
cause some gremlins and other monsters to spawn, but once they're all dead,
search the box again for the spell.  You can also learn it from the Anama
library in Shayder, or from the fourth stone circle you visit.

Control Foes - In the lower level below the troglo castle, in the northwest
corner of the map.

Cloud of Blades - This one is in Blackcrag Fortress itself, at the northernmost
point of Valorim.

Return Life - Learned in the Lorelei Library, but you must first finish off
the troblo/giant plague.

Divine Retribution - In a secret room in the center of the Spiral Crypt.

Divine Restoration - You can either learn this from the Anama library in Shayder
or, if you have a horn, take it far to the northeast of Valorim.  There's a
small piece of land jutting out.  Take the horn there to fight two huge battles.
After you've won, you'll learn this spell.

Divine Host - You can learn this from the fifth and last stone circle you visit.
You'll also learn it from the Moon library if you complete Cerulian's quest.

 8.  Quests

 8a. Main Quests

 1 - Go see Anaximander
 Where to Get:  Fort Emergence
 How to Complete:  Simple.  Talk to Anaximander in Fort Emergence.
 Reward:  Nothing.

 2 - Go Up To the Surface
 Where to Get:  Anaximander in Fort Emergence
 How to Complete:  Go to the surface and take the quest to destroy the slimes,
                   then report back to Anaximander about it.
 Reward:  Nothing

 3 - Destroy the Slimes
 Where to Get:  Mayor Arbuckle in Krizsan
 How to Complete:  Follow the walkthrough to find the slime pit and destroy it.
                   Return to Arbuckle for your reward.
 Reward:  500 XP and 1500 coins.  +4 to your reputation.

 4 - Investigate New Formello Murders
 Where to Get:  Anaximander in Fort Emergence
 How to Complete:  The murder cave is north of New Formello.  Go through to the
                   end to find a key.  Report back to Anaximander.
 Reward:  Nothing.

 5 - Eliminate the Cockroach Infestation
 Where to Get:  Mayor Bernathy in Shayder
 How to Complete:  Follow the walkthrough to find the Filth Factory and destroy
                   it.  Return to Bernathy for the reward.
 Reward:  300 XP.  +4 to your reputation.  Fireband Ring.

 6 - Destroy Troglo/Giant Barrier
 Where to Get:  Solve the quest 'Slay Elhioc'
 How to Complete:  Get the map that leads to the Concealed Tunnel from the
                   giants.  Power the teleporter, then either kill the Doomguard
                   or just smash the crystal to bring down the barrier.
 Reward:  Nothing

 7 - Eliminate the Golems
 Where to Get:  General Baziron in Tevrono
 How to Complete:  Destroy the four Golem Control Spires, then assault the
                   Golem Factory and smash the crystal controlling it all.
 Reward:  300 XP and 300 coins.  +4 to your reputation and you can now ask
          Baziron about training.  He will tell you about Tenuta, who will teach
          you the Parry skill for 5600 coins per point per person.

 8 - Deliver Prazac's Message
 Where to Get:  Empress Prazac in Blackcrag Fortress
 How to Complete:  Take the message to Anaximander in Fort Emergence.
 Reward:  The quest 'Deliver Message to Prazac'

 9 - Deliver Message to Prazac
 Where to Get:  Anaximander upon completion of the quest 'Deliver Prazac's
 How to Complete:  Take the message to Empress Prazac in Blackcrag Fortress.
 Reward:  250 XP.  +1 to your reputation.  You now have permission to enter
          Footracer province.

 8b. Side Quests

 8b-1. Upper Avernum

 1 - Find Lost Papers
 Where to Get:  Thereza in Fort Emergence
 How to Complete:  Northwest of the fort there's an area covered in stalagmites.
                   There's a secret passage leading to the body with the papers.
 Reward:  200 XP.  +2 to your reputation.

 2 - Kill Bandit Leader
 Where to Get:  Commander Johnson in Fort Emergence
 How to Complete:  Kill the bandit leader in the bandit lair to the north.
 Reward:  150 XP and 100 gold.  +1 to your reputation.

 3 - Return Koriba's Statue
 Where to Get:  Koriba in Ghikra
 How to Complete:  The statue is in the bandit's lair.  There's a hidden
                   staircase in the wolf pens that leads up to it.
 Reward:  Soul Crystal

 4 - Info on Slimes for Rentar-Ihrno
 Where to Get:  Rentar-Ihrno in Ghikra
 How to Complete:  Find the rune in the Slime Pit.
 Reward:  250 XP and Rentar's Charm.

 5 - Find Denise's Amulet
 Where to Get:  Denise in Portal Fortress
 How to Complete:  Her amulet is behind the dresser in her room, in the Tower
                   of the Magi.
 Reward:  200 XP and a Forcecage scroll.

 6 - Get Research Books
 Where to Get:  Walner in Portal Fortress
 How to Complete:  Just find research books anywhere and bring them back to him.
 Reward:  20 XP and 40 coins per book.

 6 - Find Hmurrr's Cows
 Where to Get:  New Cotra
 How to Complete:  The cows are wandering around the forest north of Portal
                   Fortress, across the river.
 Reward:  200 XP and some food.

 7 - Kill Ice Pudding
 Where to Get:  Crisper in New Cotra
 How to Complete:  The ice pudding is in a small tunnel north of Portal
                   Fortress.  Just search along the west walls to find it.
 Reward:  200 XP and 300 coins.  +1 to your reputation.

 8 - Help Out Sliths
 Where to Get:  Ahsoth in New Formello
 How to Complete:  First talk to Commander Ace.  He's wandering around, so it
                   might be hard to find him.  He will tell you to destroy the
                   chitrachs south of the city.  Do so (I warn you, it's tough)
                   and return to Ace.
 Reward:  300 XP.  +3 to your reputation.  Talk to Hsska with three or fewer
          party members to have him join you.

 9 - Read Vahnatai Notes
 Where to Get: Mahdavi in the Tower of the Magi
 How to Complete:  Ask Erika about the notes once you can enter her tower.  The
                   notes are in a back room only accessible through the rear
 Reward:  200 XP.  +2 to Vahnatai Lore.

 10 - Recover Lab Notes
 Where to Get:  Carrie in the Tower of the Magi
 How to Complete:  The wight with the notes is in the creature lab.  Kill it.
 Reward:  200 XP and the location of some magical armor.

 11 - Recover Orb of Thralni
 Where to Get:  Anaximander in Fort Emergence, after the roach plague is ended.
 How to Complete:  Talk with Seles to go to where the thieves teleported.  Go
                   to their tower and recover the orb.
 Reward:  500 XP and the Orb of Thralni

 8b-2. Krizsan Province

 1 - Find Dominique
 Where to Get:  Benedict in Krizsan
 How to Complete:  Dominique is in New Formello.  Talk to her, then return to
                   Benedict to get your reward.
 Reward:  200 XP.  +1 to your reputation.  One healing and haste potion, and
          some knowledge brew.

 2 - Find Fellows' Ring
 Where to Get:  Fellows in Krizsan
 How to Complete:  Give him any gold ring.
 Reward:  100 XP and a lucky charm.

 3 - Get Metal Lumps
 Where to Get:  Arion in the Inn of Blades
 How to Complete:  The trees in the diamond shape are north and slightly east
                   of the Inn.  The metal lumps are on a hill due north.
 Reward:  200 XP.  +1 to your reputation.  Slow spell level 3.

 4 - Free Illyee
 Where to Get:  Guhkbar's Pit
 How to Complete:  Either slay Guhkbar or free Illyee with the key.
 Reward:  250 XP either way.  200 coins if you kill Guhkbar yourself.

 5 - Return Paolo's Package
 Where to Get:  Paulo in Pergies
 How to Complete:  Enter the locked room in the Delis inn by way of the secret
                   passage.  You'll need Dispel Barriers or a piercing crystal.
                   Warning: if you take the package, you'll make the entire
                   town angry at you!
 Reward:  200 XP and a Mage's Bracelet.

 6 - Bring Dryad Something Beautiful
 Where to Get:  Northwest of Ernest's Hut is the dryad's grove
 How to Complete:  There's a Perfect Flower in a mountain pass in Karnold
                   Province, north of Libras.
 Reward:  250 XP and the location of the Dryad's Blessed Charm.

 7 - Kill Roaches for Nell
 Where to Get:  Nell in Farport
 How to Complete:  Her house is in the southeast corner of town.  Just kill all
                   the roaches, then return to her for the reward.
 Reward:  200 XP.  +1 to Arcane Lore.

 8 - Deliver Note to Northern Hut
 Where to Get:  The Hermit's Hut on the south side of the mountain range,
                northeast of the Inn of Blades.
 How to Complete:  Take it to the Hermit Hut on the north side of the mountains.
 Reward:  40 coins.

 9 - Deliver Note to Southern Hut
 Where to Get:  The north Hermit Hut upon completion of quest 8.
 How to Complete:  Take the note back to the southern hut.
 Reward:  50 coins

 10 - Deliver Note to Northern Hut (part 2)
 Where to Get:  The south Hermit Hut upon completion of quest 9
 How to Complete:  Take it to the Hermit Hut on the north side of the mountains.
 Reward:  60 coins.

 11 - Deliver Note to Southern Hut (part 2)
 Where to Get:  The north Hermit Hut upon completion of quest 10.
 How to Complete:  Take the note back to the southern hut.
 Reward:  70 coins

 12 - Deliver Note to Northern Hut (part 3)
 Where to Get:  The south Hermit Hut upon completion of quest 11
 How to Complete:  Take it to the Hermit Hut on the north side of the mountains.
 Reward:  80 coins.

 13 - Deliver Note to Southern Hut (part 3)
 Where to Get:  The north Hermit Hut upon completion of quest 12.
 How to Complete:  Take the note back to the southern hut.
 Reward:  90 coins

 14 - Deliver Note to Northern Hut (part 4)
 Where to Get:  The south Hermit Hut upon completion of quest 13
 How to Complete:  Take it to the Hermit Hut on the north side of the mountains.
 Reward:  100 coins.

 15 - Deliver Note to Southern Hut (part 4)
 Where to Get:  The north Hermit Hut upon completion of quest 14.
 How to Complete:  Take the note back to the southern hut.
 Reward:  100 XP and 110 coins.

 8b-3. Isle of Bigail

 1 - Graymold Salve for Jed
 Where to Get:  Jed in Shayder
 How to Complete:  Any graymold salve will do.  If you have potion-making at
                   level 5 and the proper recipe and ingredients, you can make
                   your own.
 Reward:  250 XP.  +2 to your reputation.  You can now find Meena in the Anama
                   temple and have her train you in Pathfinder.

 2 - Deliver Package to Lorelei
 Where to Get:  Irvine in Shayder
 How to Complete:  First buy booze from the innkeeper to get an 'in' with
                   Irvine.  The package is south in a tiny room.  To deliver
                   it to Lorelei without incident, use a secret crossing west
                   of Lorelei to take you past the checkpoint.  An easier
                   method is to use Ernest's teleporter.
 Reward:  250 XP and 1000 coins.  You can also now join the Thieves' Guild.

 3 - Find Grunders's Ring
 Where to Get:  Grunders in Shayder.  Must have Anama rings, real or otherwise.
 How to Complete:  The ring is along the north ledge in the sewers, and requires
                   a boat and a point or two in Luck to find.
 Reward:  200 XP and 500 coins.  +1 to your reputation.

 4 - Retrieve Charm for Nephil
 Where to Get:  Nephil east of Bavner
 How to Complete:  The innkeeper is in the northwest building in Bavner.
 Reward:  200 XP and a blessed bow.

 5 - Visit Point Contemplation
 Where to Get:  Mother Loomis in Bavner
 How to Complete:  Point Contemplation is south of Shayder.  Look around inside.
 Reward:  250 XP.  +2 to your reputation.

 6 - Find Mundt
 Where to Get:  Mother Melamed in Kuper
 How to Complete:  Mundt is in Lorelei.
 Reward:  200 XP.  +1 to your reputation and the Xian coin.

 7 - Find Curing Potion
 Where to Get:  Anama priests wandering the road on the north end of Bigail
 How to Complete:  Just sell them any healing potion
 Reward:  200 XP and 50 coins.  +1 to your reputation.

 8 - Find Elspeth's Crystal
 Where to Get:  Elspeth in the Southpoint Lighthouse
 How to Complete:  The crystal is guarded by a horrid specter in the northpoint
                   lighthouse, in a secret room along the west outside wall.
 Reward:  250 XP.  +1 to your reputation and several useful crystals.

 9 - Help Some Spiders
 Where to Get:  The chief spider in the GIFTS cave
 How to Complete:  Go to the stone circle due northwest of the spider cave.
 Reward:  The location of the friendly roaches.

 10 - Clear Out Odd Dungeon
 Where to Get:  Mayor Yale in Marish
 How to Complete:  Wipe out the undead in the Chasm of Screams, north of Marish.
 Reward:  +1 to your reputation and a blessed steel helmet.

 11 - Dispose of Marish Brigands
 Where to Get:  Mayor Yale in Marish, upon completion of quest 10.
 How to Complete:  There's a band of rebels along the west coast, hiding behind
                   the mountains northwest of Marish.  You'll have to kill them.
 Reward:  -2 to your reputation and a Flaming Sword

 8b-4. Karnold Province

 1 - Hunt Ogres Near Bolton
 Where to Get:  Voster in Bolton
 How to Complete:  The ogres are wandering around outside Bolton.  Kill them.
 Reward:  250 XP.  +2 to your reputation and an iron greatsword

 2 - Libras Courier Job
 Where to Get:  Mervin in Libras
 How to Complete:  Just buy some Fine Clothes from Mervin or other merchants
                   and sell them in Squiggus to the north.  Then buy Savory
                   Herbs and take them back to Mervin.  Simple.
 Reward:  100 coins for each bundle of goods.

 3 - Destroy Undead for Stormport
 Where to Get:  Runkle in Stormport
 How to Complete:  Far north of Stormport, across the river, is a tower full
                   of undead.  Destroy them all.
 Reward:  250 XP.  +2 to your reputation.  Talk to Dana afterwards to learn
          the location of a spellbook that teaches Healing level 3.

 4 - Remove Ogre from Dryad Grove
 Where to Get:  The dryad's grove north of Libras
 How to Complete:  Send one character into the grove and solve the puzzles to
                   reach the ogre.  Kill it.
 Reward:  The loot the ogre has around him.

 5 - Kill King Vothkaro
 Where to Get:  Mayor Najib in Aminro
 How to Complete:  After completing quest 10, you can safely kill Vothkaro.
 Reward:  250 XP.  +2 to your reputation and an Armor Ring.

 5 - Get Ring for Ginny
 Where to Get:  Ginny in Sharimik
 How to Complete:  Talk to Sloan to learn the location of the ring, then get it.
 Reward:  200 XP.  +1 to your reputation and some food.

 6 - Hunt Down Zang
 Where to get:  Starcap, the trainer in Sharimik
 How to Complete:  Zang is in Moon.  You'll have to kill him.
 Reward:  250 XP.  +1 to your reputation, and Starcap will direct you to a book
          in city hall that teaches Far Sight level 3.

 7 - Destroy Altar for Corie
 Where to Get:  Corie in Sharimik
 How to Complete:  First get the Ritual of Santification from the hermit, then
                   purify the altar in the troglo hideout east of Sharimik.
 Reward:  Corie's permission for quest 8.

 8 - Sharimik Scroll Quest
 Where to Get:  Mayor Knight in Sharimik after completing quest 7.
 How to Complete:  Take the scroll to Vothkaro.  Finish quest 11, then take the
                   message back to Knight.
 Reward:  400 XP.  +2 to your reputation and 500 coins.  The door in the library
          that was locked is now open.  The book inside teaches Dispel Barrier.

 9 - Steal Book for Ivanova
 Where to Get:  Ivanova in Golddale
 How to Complete:  Steal the book Piercing the Lost Portals from Ernest's hut.
 Reward:  300 XP.  -1 to your reputation and +2 to Resistance for your party.

 10 - Slay Lizard Chief
 Where to Get:  Delenn in Golddale
 How to Complete:  Traverse the Golddale mines till you find the Slith chief.
 Reward:  300 XP and 1000 coins.  +2 to your reputation.

 11 - Clean Out Ursagi Cave
 Where to Get:  Delenn in Golddale, after completing quest 10
 How to Complete:  The Lair of Ursagi is in the northeast corner of the valley.
                   Go in and kill everything that moves.
 Reward:  300 XP.  +2 to your reputation and a Blessed Longsword.

 12 - Slay Elhioc
 Where to Get:  Vothkaro in the troglo castle
 How to Complete:  Go into the lower levels below the castle to find and kill
                   Elhioc.  He's waiting in the northwest corner of the map.
 Reward:  300 XP and the quest 'Destroy Troglo/Giant Barrier.'

 13 - Metal for Carmine
 Where to Get:  Carmine in Lennus
 How to Complete:  What you need is mithril, which will show up as metal lumps
                   on your special items screen.  The easiest way to get some
                   is to take the quest for Arion and use that metal.
 Reward:  Pay him 1000 coins and he will make the Mithril Sword, one of the
          best weapons in the game.  It will take 20-30 days to finish, so just
          do some adventuring and come back later.

 14 - Meet Empress Prazac
 Where to Get:  Shahpur in Angel's Rest
 How to Complete:  Simply speak with Empress Prazac in Blackcrag Fortress.
 Reward:  250 XP.  +2 to your reputation.

 8b-5. Midori Province

 1 - Find Zik
 Where to Get:  Mayor Scowcroft in Softport
 How to Complete:  Zik is in Dorngas, at the inn.  Kill him.
 Reward:  250 XP.  +2 to your reputation, 100 coins and a Reward Slip.

 2 - Recover Soldiers' Possessions
 Where to Get:  Commander Bruskrud in Lorelei
 How to Complete:  The soldiers in question died in the Cavern of Giants.  Their
                   personal effects are all on the first level, in chests.
                   There's four of them in total.
 Reward:  200 XP for the Love Letter, 100 XP for the Good Luck Charm,
          Embroidered Favor and Locket With Painting, plus 300 coins for each
          item, for a total of 1200 coins.

 3 - Free Empire Soldiers
 Where to Get:  Commander Bruskrud in Lorelei
 How to Complete:  The three soldiers are in prisons scattered along the top
                   level in the Cavern of Giants.  You must first secure the
                   escape route in the southeastern corner of the map, then
                   speak to each one to free them.
 Reward:  200 XP and 500 coins.

 4 - Find Son's Silver Ring
 Where to Get:  Mia in Malloc
 How to Complete:  The ring is on an island northeast of Malloc.  You'll need
                   the Orb of Thralni to reach it.
 Reward:  Nothing but good feelings.

 5 - Hunt Goblins for Malloc
 Where to Get:  Mrrr in Malloc
 How to Complete:  The goblins are wandering around outside Malloc.  You'll need
                   a fairly good Nature Lore to catch up to them.  There's 3-4
                   groups in total.
 Reward:  250 XP.  +1 to your reputation and a suit of Field Plate Mail.

 6 - Liberate Dryad Grove
 Where to Get:  A dryad outside, east of Lorelei
 How to Complete:  Go to the stone circle she mentions and kill the giants.
 Reward:  200 XP and an Invulnerability Elixir.

 7 - Find Hidden Poubslo Giants
 Where to Get:  Daltrey in Poubslo
 How to Complete:  The giants are in a secret passage you can enter via the
                   north side outside the town's walls.
 Reward:  250 XP.  +1 to your reputation and +1 to Anatomy.

 8 - Bring Fine Meal
 Where to Get:  An enclave south of Lorelei
 How to Complete:  Bring them sacks of fine meal.  Simple.  An easy way to do
                   this is to sell one to Levy, then buy it back as many times
                   as needed.
 Reward:  25 coins per sack

 9 - Kill Vampire By Sea
 Where to Get:  Some ogres east of Calloc and southwest of Dorngas
 How to Complete:  You have to kill the vampire southwest of Calloc, by the sea.
 Reward:  100 XP.  +1 to Anatomy for each member of your party.

 10 - Kill Ogres in Swamp
 Where to Get:  The vampire southwest of Calloc
 How to Complete:  Kill the ogres who gave you quest 6.
 Reward:  100 XP.  +1 to Find Herbs for each member of your party.

 11 - Eliminate Calloc Raiders
 Where to Get:  The mayor in Calloc
 How to Complete:  The Nephil are northeast of Calloc.  Don't attack them!
                   Instead, speak with them.  Now go to the small valley that's
                   east of Calloc.  Kill off the monsters there.
 Reward:  100 XP and 500 coins.  +1 to your reputation.

 12 - Kill Creatures for Sulfas
 Where to Get:  Sulfas, in her lair
 How to Complete:  Go where Sulfas tells you and kill the Alien Beasts.
 Reward:  Quest 13.

 13 - Get Things From Dragons
 Where to Get:  Sulfas upon completion of quest 12
 How to Complete:  See Khoth and check his shelves for the ritual, then see
                   Athron for the Metal Lumps.  Speak with Sulfas again to
                   finish the quest.
 Reward:  The Beastslayer.

 14 - Find Grimoire of Thren
 Where to Get:  Cerulian in Moon
 How to Complete:  The book she wants is in Blackcrag Fortress.  Speak to Shane,
                   then Howar the alchemist, and he'll give you the book.
 Reward:  250 XP.  If you demand payment first, you'll receive a Knowledge
          Charm.  Either way, you can now examine the pedastal in the library
          and learn Divine Host level 3.  It requires some Vahnatai Lore.

 8b-6. Monoroe Province

 1 - Hunt the Unicorns
 Where to Get:  Some farmers near Bremerton
 How to Complete:  There's six packs of unicorns.  You must be on horseback to
                   catch them.  Use the Look command to spot them in the forest.
 Reward:  200 XP, a Spidersilk Shirt and some cake.

 2 - Writing Supplies for Spineridge
 Where to Get:  Alzon in Spineridge
 How to Complete:  Just bring her pens and paper.
 Reward:  5 XP and 20 coins per item.

 3 - Find Heroic Brew Recipe
 Where to Get:  Nantier in Gale
 How to Complete:  Speak to Nantier to learn about the key to the Gale library.
                   Go to the herb seller and buy it off her for 5000 coins.
                   The recipe is in the library.
 Reward:  250 XP and a collection of potions.

 4 - Deliver Message to Baziron
 Where to Get:  An Empire encampment southwest of Tevrono
 How to Complete;  Just take the message to General Baziron in Tevrono.
 Reward:  250 XP and 300 coins.  +1 to your reputation.

 5 - Destroy Golem Scouts
 Where to Get:  General Baziron in Tevrono
 How to Complete:  The golems are within view of the bridge, on the other side
                   of the river.  Use the Orb of Thralni to reach them easily.
 Reward:  250 XP.  +1 to your reputation.

 6 - Destroy Golems for Delakros
 Where to Get:  Delakros, in his lair south of Greendale
 How to Complete:  Eliminate the golem plague.
 Reward:  You can now take Delakros' treasure.

 8b-7. Northern Valorim

 1 - Clear Undead Out of Crypt
 Where to Get:  Bohen-Ihrno in the Defiled Crypt, north of Calloc
 How to Complete:  Discover the Crystal Souls, then report back for your reward.
 Reward:  +1 to Vahnatai Lore skill.

 2 - Find Golem Torc
 Where to Get:  Petrie in Blackcrag Fortress
 How to Complete:  She wants a Golem Diadrem.  They're sometimes dropped by
                   Demon Golems.
 Reward:  250 XP and a pair of Boots of Speed.

 9.  Caches

All caches are patches of light brown soil scattered across Valorim.  Some are
easy to spot thanks to the green, green grass everywhere, but not always as
simple to uncover.  Some are hidden in some rather remote spots, and others
require the Orb of Thralni to reach.  It is highly recommended to refrain from
using this guide if you haven't yet acquired the Orb of Thralni, as in many
places it will be assumed you have it.  All caches contain some coins, but
while many contain alchemic ingredients, some will hide more valuable prizes.

 9a. Krizsan Province

 Caches in Area:  11
 Total Caches:  11

 1 - From where you exit Fort Emergence, go around the mountains and head
     northeast.  This cache is by the river.
 Item(s) Found:  Healing Herbs

 2 - Almost directly east of Krizsan.  It's hard to miss.
 Item(s) Found:  Wand of Bolts

 3 - North from the bridge near #2, in between some trees.
 Item(s) Found:  Silver Ring

 4 - From the Slime Pit, walk north for a long ways until you pass between
     two mountains.  Here, go north and you'll spot the cache soon.
 Item(s) Found:  Shield Ring

 5 - North of #4, on a raised section of land in the mountains.  Requires the
     Orb of Thralni.
 Item(s) Found:  Spiritual Herbs

 6 - From Delan, go north and a little east.  This cache is just west of the
     ford used to cross the river.
 Item(s) Found:  Toadstools

 7 - Northwest from #6, past the river and in the mountains.  Requires the Orb
     of Thralni.
 Item(s) Found:  Energetic Herbs

 8 - Northwest from Pergies, on the west side of the mountain range.
 Item(s) Found:  Graymold

 9 - In the same mountain range, but in a passage farther north.
 Item(s) Found:  Magic Lockpicks

 10 - North of the Fort Emergence exit point, past the mountains and on a tiny
      island sticking out of the continent.
 Item(s) Found:  Toadstools

 11 - Slightly south and moderately east of #10, amidst some mountains.
 Item(s) Found:  Mandrake

 9b. Isle of Bigail

 Caches in Area:  6
 Total Caches:  17

 1 - Almost directly south of Shayder, in the forest.
 Item(s) Found:  Healing Herbs

 2 - Southeast of #1, and directly east from the Southpoint Lighthouse.
 Item(s) Found:  Graymold

 3 - Northeast of Bavner, or west of Kuper, whichever is easiest.
 Item(s) Found:  Energetic Herbs

 4 - Along the road between Kuper and Fenris, on an island to the east.
     Requires the Orb of Thralni.
 Item(s) Found:  Energetic Herbs

 5 - Southwest from Northpoint Lighthouse, in the midst of some trees.
 Item(s) Found:  Emerald

 6 - Northeast from Marish.  Just follow the coastline to find it.
 Item(s) Found:  Energetic Herbs

 9c. Karnold Province

 Caches in Area:  12
 Total Caches:  29

 1 - From the ferry northeast of Bolton, go slightly north and west.  The cache
     will be in plain sight.
 Item(s) Found:  Healing Herbs

 2 - North and slightly west of #1, beyond some mountains.  You can get there
     from the west side of the river.
 Item(s) Found:  Mandrake

 3 - Take the ferry from Libras, then take the south ferry to another island.
     The cache is on the west side.
 Item(s) Found:  Energetic Herbs

 4 - North of Libras, in a tiny mountain pass, on the way to the Perfect Flower.
 Item(s) Found:  Spiritual Herbs

 5 - In the Valley of Ursagi, at the north end in a mountain pass.
 Item(s) Found:  Healing Herbs

 6 - Take the ferry in Storm Port, then the one in Gorst to end up in Gebra.
     On that island is the cache, at the south end.
 Item(s) Found:  Spiritual Herbs

 7 - Far north of Storm Port, on an island to the east.  You'll need the Orb
     of Thralni to reach the islands.
 Item(s) Found:  Energetic Herbs

 8 - Northeast of Squiggus and Lennus, along the coast.
 Item(s) Found:  Mandrake

 9 - West of Squiggus and Lennus you'll find a river.  Follow it south till you
     hit a mountain.  Get to the other end of the river via the ford and the
     cache will be slightly north of where it ends in the mountains.
 Item(s) Found:  Toadstools

 10 - Almost directly east of Gidrik, by the river.
 Item(s) Found:  Scroll of Divine Host

 11 - North of #10, on the other side of the lake.  Follow the river along the
      northern shore to spot it.
 Item(s) Found:  Graymold

 12 - North and a little east of Sharimik, in some trees.
 Item(s) Found:  Blessed Bolts

 9d. Midori Province

 Caches in Area:  17
 Total Caches:  46

 1 - Directly south of Lorelei in plain sight.
 Item(s) Found:  Healing Herbs

 2 - East and slightly north of Lorelei, deep in the forest.
 Item(s) Found:  Spiritual Herbs

 3 - East of Softport, in the mountains near the Anama compound.
 Item(s) Found:  Graymold

 4 - Just north of Softport, across the bridge.
 Item(s) Found:  Wand of Ice

 5 - South of the Giant's Forge, in a mountain pass.
 Item(s) Found:  Healing Herbs

 6 - Southeast from the Isolated Inn, on the east side of the mountain range.
 Item(s) Found:  Energetic Herbs

 7 - South from #6, past the bridge and against the east side of the mountains.
 Item(s) Found:  Spiritual Herbs

 8 - West of Appleton, along the lake shore.
 Item(s) Found:  Healing Herbs

 9 - Just northeast of Toras' house, which is north of Malloc, near the road.
 Item(s) Found:  Shield Ring

 10 - Almost directly south of Dorngas, on a tiny rise.
 Item(s) Found:  Resistance Elixir

 11 - South of #9, along the coast in the midst of some trees.
 Item(s) Found:  Mandrake

 12 - Right northeast of Calloc, amidst a bunch of trees.

 13 - South from Calloc, along the shore.
 Item(s) Found:  Toadstools

 14- West of Calloc, on a tiny island.  Requires the Orb of Thralni.
 Item(s) Found:  Summon Aid scroll

 15 - West of Moon, on the north shore where the river splits.
 Item(s) Found:  Healing Herbs

 16 - East of Moon, in the woods.
 Item(s) Found:  Toadstools

 17 - Moon again, this time east and slightly north, along the south shore of
      the river.
 Item(s) Found:  Mandrake

 9e. Monoroe Province

 Caches in Area:  8
 Total Caches:  54

 1 - On the Isle of Maddok, along the northwest coast.
 Item(s) Found:  Toadstools

 2 - In the middle of the Isle of Maddok.
 Item(s) Found:  Wyrmskin Helmet

 3 - Again, the Isle of Maddok, along the southeast shore.
 Item(s) Found:  Toadstools

 4 - Follow the shore from Gale to the north.  You'll stumble upon this cache.
 Item(s) Found:  Graymold

 5 - Far north of #4, on an island.
 Item(s) Found:  Energetic Herbs

 6 - West of #5, though the forests and on the other side of some mountains.
 Item(s) Found:  Arrows of Light

 7 - South of #6, past a river, is one more river and a sliver of land with
     some monsters on it.  Here is where you find the cache.
 Item(s) Found:  Spiritual Herbs

 8 - Follow the road from Gale north till you cross the bridge.  From there,
     walk along the north side of the river till you reach the mountains.  The
     cache is along the north passage into the mountains.
 Item(s) Found:  Spiritual Herbs

 9f. Northern Valorim

 Caches in Area:  12
 Total Caches:  66

 1 - From the Draigoth ruins, go southwest till you hit the river.  The cache
     is along the north shore.
 Item(s) Found:  Healing Herbs

 2 - This is west of #1, but on the other side of the river, near the mountains.
 Item(s) Found:  Mandrake

 3 - From the walls of Blackcrag Fortress, go east.  The cache is nearby.
 Item(s) Found:  Energetic Herbs

 4 - Northeast from Draigoth ruins, along the northwest edge of the mountains.
 Item(s) Found:  Graymold

 5 - West from Draigoth ruins, across the river and along a narrow passage
     leading into the mountains.
 Item(s) Found:  Sticky Charm

 6 - From #4, head northeast through the valley, ultimately going east till you
     reach the easternmost corner of this valley.  The cache is around here.
 Item(s) Found:  Toadstools

 7 - This is in the very northeastern corner of Valorim.  Go north from Monoroe
     province and stick to the eastern shore.  You'll come across it eventually.
 Item(s) Found:  Mandrake

 8 - Along the walls bordering Footracer province (the outside edge).
 Item(s) Found:  Bliss Elixir

 9 - Northwest from Wainscotting, along the shore.
 Item(s) Found:  Energetic Herbs

 10 - North from Wainscotting, west of some swampland on an island.  Requires
      the Orb of Thralni.
 Item(s) Found:  Invulnerability Elixir

 11 - From #10, follow the mainland shore north to find this cache in a patch
      of trees.
 Item(s) Found:  Graymold

 12 - In the northwestern tip of Valorim, near the wall protecting Footracer
      province.  Just go north from Erox till you find the wall.
 Item(s) Found:  Wand of Fire

 9g. Footracer Province

 Caches in Area:  3
 Total Caches:  69

 1 - Northeast of the Keep of Tinraya.
 Item(s) Found:  Toadstools

 2 - Northeast of #1, past the bridge and along the mountains.
 Item(s) Found:  Bolts of Life

 3 - Follow the road south from the Keep of Tinraya.  This cache is among some
     swampland near where the road ends.
 Item(s) Found:  Mandrake

 10.  Recruitable NPCs

There are four recruitable NPCs in this game.  Each one will be a huge boon in
terms of power and abilities, but they can also make the game too easy due to
their sheer strength.  They will almost always start out at a higher level than
your party, and will always have amazing skills.  To recruit any NPC, you must
have an empty slot in your party, meaning you must delete or otherwise remove
one of your initially created party members.  This can be done by either finding
a special room where you can store your party members (one is in Fort Emergence)
or delete them by clicking on Use Ability, then Delete this Character.

All recruitable NPCs have a variable character trait.  If they're recruited into
the first character slot, they'll have the Elite Warrior trait, and if they're
brought into the fourth character slot, they'll have the Natural Mage trait.

 10a. Hsska the Slith Priest

Hsska can be found in New Formello.  He is a priest by nature, though he starts
with very little in the way of magic depending on when you get him.  His level
varies depending on your party's, but his minimum level is 9 and the strongest
he'll be is level 37.  His stats don't change, though.  To recruit him, take on
Ahsoth's quest.  Upon completion, talk to Hsska to get him to join.

 Base Skills       Default Stat
Strength:          8
Dexterity:         5
Intelligence:      13
Endurance:         11

 Weaponry Skills   Default Stat

Melee Weapons:     5
Pole Weapons:      8
Bows:              0
Thrown Missiles:   1
Hardiness:         4
Defense:           3
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     12
Arcane Lore:       14
Potion Making:     9

 Useful Skills     Default Stat

Tool Use:          2
Nature Lore:       3
First Aid:         10
Luck:              7

 Special Skills    Default Stat

Find Herbs         1
Parry              3

Unused Skill Points:  8
Default Character Traits:  Depends (see above)

 10b. Falko the Archer

Falko is an archer, and can be located standing guard on the northwest tower
in Krizsan.  He won't join you until after you put an end to the slime plague.
He is primarily an archer, and makes an excellent thief due to his amazing
dexterity.  He has no character traits, though.  His level will be 13 at a
minimum, and 37 at max depending on your party's levels.

 Base Skills       Default Stat
Strength:          6
Dexterity:         19
Intelligence:      5
Endurance:         14

 Weaponry Skills   Default Stat

Melee Weapons:     9
Pole Weapons:      3
Bows:              18
Thrown Missiles:   11
Hardiness:         3
Defense:           3
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       2
Potion Making:     1

 Useful Skills     Default Stat

Tool Use:          11
Nature Lore:       6
First Aid:         4
Luck:              3

 Special Skills    Default Stat

Barter             2
Anatomy            3

Unused Skill Points:  8
Default Character Traits:  Depends (see above)

 10c. Carol the Mage

Carol lives in Gale, and may require a little work to get.  Not content with
merely solving one quest, your reputation as a whole must be at least 50 before
she'll deign to join you on your adventures.  The sooner you can get her, the
better, because while she won't know all the level 3 magic you've undoubtedly
uncovered thus far, she starts with level 2 in Dispel Barrier!  If you stole
the book that teaches level 3 from Ernest, you're in business!  Getting her to
join is easy.  Just pick the second dialogue option three times.  She'll have
a minimum level of 22, and a max of 37, like the rest.

 Base Skills       Default Stat
Strength:          5
Dexterity:         10
Intelligence:      18
Endurance:         11

 Weaponry Skills   Default Stat

Melee Weapons:     3
Pole Weapons:      0
Bows:              0
Thrown Missiles:   8
Hardiness:         0
Defense:           0
Assassination:     0

 Magical Skills    Default Stat

Mage Spells:       21
Priest Spells:     0
Arcane Lore:       22
Potion Making:     17

 Useful Skills     Default Stat

Tool Use:          5
Nature Lore:       16
First Aid:         11
Luck:              0

 Special Skills    Default Stat

Gymnastics         2
Pathfinder         3
Magery             4
Resistance         4

Unused Skill Points:  8
Default Character Traits:  Depends (see above)

 10d. Miranda the Warrior

Miranda waits in Calloc, and is the strongest of the four recruitable NPCs in
terms of pure power.  As you can see from her stats, she is a powerhouse, and
has the Elite Warrior trait to help her hit the game's damage cap with every
attack she makes.  Just like Carol, Miranda will join if your reputation is
high enough (I'm not sure of the exact number, but assume it's at least as high
as Carol's) or if you have gained access to the Footracer province.  It's 
entirely possible you'll recruit her before Carol, but I wrote them in as I
got them.  Miranda will have a minimum level of 30 and a maximum of 37 depending
on the average level of your party.

 Base Skills       Default Stat
Strength:          17
Dexterity:         15
Intelligence:      7
Endurance:         13

 Weaponry Skills   Default Stat

Melee Weapons:     14
Pole Weapons:      8
Bows:              3
Thrown Missiles:   12
Hardiness:         4
Defense:           7
Assassination:     10

 Magical Skills    Default Stat

Mage Spells:       0
Priest Spells:     0
Arcane Lore:       3
Potion Making:     8

 Useful Skills     Default Stat

Tool Use:          18
Nature Lore:       10
First Aid:         6
Luck:              0

 Special Skills    Default Stat

Gymnastics         2
Pathfinder         3
Magery             4
Resistance         4

Unused Skill Points:  8
Default Character Traits:  Depends (see above)

 11.  Character Editor

This section is primarily to list the items you can give yourself with the
editor.  The other functions are self-explanatory, but there's literally
hundreds of regular items and lots of special items.  While the "Add..."
functions will give you some nice stuff, it doesn't let you choose every item
in the game.  "Give an Item" in the Advanced Features list does, however.  So,
without further ado, here's the bigass lists.

 11a. Item List

 1 - Copper Coins
 2 - Silver Coins
 3 - Gold Coins
 4 - Bread
 5 - Mushrooms
 6 - Greens
 7 - Steak
 8 - Dried Meat
 9 - Weird Meat
 10 - Lizard Haunch
 11 - Fish
 12 - Deli Sandwich
 13 - White Tunic
 14 - Red Tunic
 15 - Green Tunic
 16 - Cloak
 17 - Cloak
 18 - Pants
 19 - Pants
 20 - Shirt
 21 - Shirt
 22 - Robe
 23 - Dress
 24 - Cursed Leather Armor
 25 - Poor Leather Armor
 26 - Leather Armor
 27 - Fine Leather Armor
 28 - Drakeskin Armor
 29 - Cursed Studded Armor
 30 - Poor Studded Armor
 31 - Iron Studded Armor
 32 - Steel Studded Armor
 33 - Blessed Studded Armor
 34 - Cursed Chain Mail
 35 - Poor Chain Mail
 36 - Iron Chain Mail
 37 - Steel Chain Mail
 38 - Mithril Chain Mail
 39 - Cursed Plate Mail
 40 - Bronze Plate Mail
 41 - Iron Plate Mail
 42 - Steel Plate Mail
 43 - Blessed Plate Mail
 44 - Cursed Dagger
 45 - Stone Dagger
 46 - Iron Dagger
 47 - Steel Dagger
 48 - Blessed Dagger
 49 - Cursed Short Sword
 50 - Stone Short Sword
 51 - Iron Short Sword
 52 - Steel Short Sword
 53 - Blessed Short Sword
 54 - Cursed Longsword
 55 - Bronze Longsword
 56 - Iron Longsword
 57 - Steel Longsword
 58 - Blessed Longsword
 59 - Cursed Greatsword
 60 - Bronze Greatsword
 61 - Iron Greatsword
 62 - Steel Greatsword
 63 - Blessed Greatsword
 64 - Cursed Spear
 65 - Stone Spear
 66 - Iron Spear
 67 - Steel Spear
 68 - Blessed Spear
 69 - Cursed Pike
 70 - Stone Pike
 71 - Iron Pike
 72 - Steel Pike
 73 - Blessed Pike
 74 - Cursed Halberd
 75 - Bronze Halberd
 76 - Iron Halberd
 77 - Steel Halberd
 78 - Blessed Halberd
 79 - Stick
 80 - Ceremonial Dagger
 81 - Kitchen Knife
 82 - Staff
 83 - Hammer
 84 - Cursed Javelin
 85 - Stone Javelin
 86 - Iron Javelin
 87 - Steel Javelin
 88 - Blessed Javelin
 89 - Cursed Bow
 90 - Cavewood Bow
 91 - Ash Bow
 92 - Yew Bow
 93 - Blessed Bow
 94 - Cursed Crossbow
 95 - Cavewood Crossbow
 96 - Ash Crossbow
 97 - Yew Crossbow
 98 - Blessed Crossbow
 99 - Cursed Arrows
 100 - Stone Arrows
 101 - Iron Arrows
 102 - Steel Arrows
 103 - Blessed Arrows
 104 - Cursed Bolts
 105 - Stone Bolts
 106 - Iron Bolts
 107 - Steel Bolts
 108 - Blessed Bolts
 109 - Rock
 110 - Drakeskin Sandals
 111 - Sandals
 112 - Blessed Sandals
 113 - Cursed Boots
 114 - Boots
 115 - Drakeskin Boots
 116 - Cursed Cloak
 117 - Blessed Cloak
 118 - Cursed Robe
 119 - Blessed Robe
 120 - Cursed Buckler
 121 - Wooden Buckler
 122 - Iron Buckler
 123 - Steel Buckler
 124 - Blessed Buckler
 125 - Cursed Small Shield
 126 - Wooden Small Shield
 127 - Iron Small Shield
 128 - Steel Small Shield
 129 - Blessed Small Shield
 130 - Cursed Large Shield
 131 - Wooden Large Shield
 132 - Iron Large Shield
 133 - Steel Large Shield
 134 - Blessed Large Shield
 135 - Cursed Leather Helmet
 136 - Poor Leather Helmet
 137 - Leather Helmet
 138 - Fine Leather Helmet
 139 - Wyrmskin Helmet
 140 - Cursed Bronze Helmet
 141 - Bronze Helmet
 142 - Iron Helmet
 143 - Steel Helmet
 144 - Blessed Steel Helmet
 145 - Cursed Gloves
 146 - Gloves
 147 - Drakeskin Gloves
 148 - Sack of Meal
 149 - Bowl
 150 - Bowl
 151 - Pitcher
 152 - Pot
 153 - Pot
 154 - Bolt of Cloth
 155 - Bolt of Cloth
 156 - Bolt of Cloth
 157 - Cloak Clasp
 158 - Pincers
 159 - Tongs
 160 - Spearhead
 161 - Bucket
 162 - Bucket of Water
 163 - Flagon
 164 - Horn
 165 - Jug
 166 - Jug of Cheap Wine
 167 - Golden Goblet
 168 - Plate
 169 - Plate
 170 - Candle
 171 - Torch
 172 - Lamp
 173 - Spoon
 174 - Lockpicks
 175 - Fine Lockpicks
 176 - Magic Lockpicks
 177 - First Aid Kit
 178 - Fine First Aid Kit
 179 - Poor Fur
 180 - Nice Fur
 181 - Beautiful Skin
 182 - Pillow
 183 - Silver Drinking Cup
 184 - Mortar and Pestle
 185 - Papyrus Sheet
 186 - Dice
 187 - Scalpel
 188 - Needle
 189 - Thread
 190 - Trowel
 191 - Skull
 192 - Bones
 193 - Whip
 194 - Pen and Ink
 195 - Earrings
 196 - Trash
 197 - Trash
 198 - Trash
 199 - Bar of Tin
 200 - Bar of Lead
 201 - Bar of Iron
 202 - Bar of Silver
 203 - Amber
 204 - Emerald
 205 - Ruby
 206 - Silver Ring
 207 - Gold Ring
 208 - Jeweled Ring
 209 - Silver Bracelet
 210 - Gold Bracelet
 211 - Silver Necklace
 212 - Gold Necklace
 213 - Torc
 214 - Healing Herbs
 215 - Spiritual Herbs
 216 - Energetic Herbs
 217 - Graymold
 218 - Toadstools
 219 - Mandrake
 220 - Healing Potion
 221 - Curing Potion
 222 - Strength Potion
 223 - Energy Potion
 224 - Poison Potion
 225 - Haste Potion
 226 - Invulnerability Potion
 227 - Resistance Potion
 228 - Healing Elixir
 229 - Curing Elixir
 230 - Strength Elixir
 231 - Energy Elixir
 232 - Poison Elixir
 233 - Haste Elixir
 234 - Invulnerability Elixir
 235 - Resistance Elixir
 236 - Knowledge Brew
 237 - Restoration Brew
 238 - Protection Brew
 239 - Heroic Brew
 240 - Graymold Salve
 241 - Balm of Life
 242 - Searing Balm
 243 - Draining Brew
 244 - Scroll - Bolt of Fire
 245 - Scroll - Call Beast
 246 - Scroll - Arcane Blow
 247 - Scroll - Slow
 248 - Scroll - Ice Lances
 249 - Scroll - Create Illusions
 250 - Scroll - Far Sight
 251 - Scroll - Lightning Spray
 252 - Scroll - Dispel Barrier
 253 - Scroll - Summon Aid
 254 - Scroll - Fireblast
 255 - Scroll - Repel Spirit
 256 - Scroll - Summon Shade
 257 - Scroll - Control Foes
 258 - Scroll - Spray Acid
 259 - Scroll - Force Cage
 260 - Scroll - Spray Acid
 261 - Scroll - Divine Host
 262 - Scroll - Bitter Loss
 263 - Scroll - Withering
 264 - Ring of Vulnerability
 265 - Ring of Idiocy
 266 - Clumsy Ring
 267 - Ring of Exposure
 268 - Ring of Grief
 269 - Magnetic Ring
 270 - Shield Ring
 271 - Ring of Health
 272 - Ring of Skill
 273 - Resistance Ring
 274 - Assassin's Band
 275 - Fletcher's Ring
 276 - Armor Ring
 277 - Nimble Band
 278 - Warrior's Ring
 279 - Firewalker Band
 280 - Quicksilver Ring
 281 - Archer's Ring
 282 - Wand of Bolts
 283 - Wand of Ice
 284 - Wand of Slowing
 285 - Wand of Lightning
 286 - Wand of Fire
 287 - Wand of Acid
 288 - Wand of Forcecage
 289 - Wand of Absorption
 290 - Rod of Arcana
 291 - Rod of Beast Call
 292 - Rod of Major Call
 293 - Rod of Illusions
 294 - Strength Bracelet
 295 - Dexterity Bracelet
 296 - Intelligence Bracelet
 297 - Mage's Bracelet
 298 - Priest's Bracelet
 299 - Warrior's Bracelet
 300 - Lucky Bracelet
 301 - Monkey Bracelet
 302 - Chill Charm
 303 - Warmth Charm
 304 - Health Charm
 305 - Shielding Charm
 306 - Basic Charm
 307 - War Charm
 308 - Freedom Charm
 309 - Crystal Charm
 310 - Knowledge Charm
 311 - Sticky Charm
 312 - Harm Charm
 313 - Mind Crystal - Beastcall
 314 - Mind Crystal - Spiritcall
 315 - Mind Crystal - Regenerate
 316 - Mind Crystal - Curing
 317 - Mind Crystal - Battle Frenzy
 318 - Mind Crystal - Divine Aid
 319 - Mind Crystal - Restore Energy
 320 - Thirsting Blade
 321 - Crystal Imbued Shield
 322 - Mind Crystal - Gymnastics
 323 - Mind Crystal - Pathfinder
 324 - Mind Crystal - Magery
 325 - Mind Crystal - Resistance
 326 - Mind Crystal - Energy Pulse
 327 - Empire Records
 328 - Mushroom Merlot
 329 - Shard of Release
 330 - Mithril Woven Robe
 331 - Archer's Cloak
 332 - Dragonskin Cloak
 333 - Pants of Power
 334 - Pants of Sorrow
 335 - Robe of the Magi
 336 - Radiant Robe
 337 - Rogue's Leather
 338 - Mauling Leather
 339 - Shadow Leather
 340 - Icy Chain Mail
 341 - Polished Plate Mail
 342 - Assassin's Dagger
 343 - Diamond Dagger
 344 - Flaming Sword
 345 - Icy Longsword
 346 - Demonslayer
 347 - Ghoulbane
 348 - Giantslayer
 349 - Jade Halberd
 350 - Obsidian Spear
 351 - Alien Blade
 352 - Acid Arrows
 353 - Bolts of Life
 354 - Arrows of Light
 355 - Acid Bolts
 356 - Boots of Speed
 357 - Nimble Boots
 358 - Bloodthirst Spear
 359 - Crystal Shield
 360 - Serendipity Knife
 361 - Nimble Gloves
 362 - Gauntlets of Might
 363 - Piercing Crystal
 364 - Unshackling Crystal
 365 - Recall Crystal
 366 - Searing Crystal
 367 - Shielding Spike
 368 - Spidersilk Shirt
 369 - Stoneshatter Crystal
 370 - Slith Spear
 371 - Fine Slith Spear
 372 - Bag of Sugar
 373 - Aranea Fangs
 374 - Ore
 375 - Historical Scroll
 376 - Fine Meal
 377 - Cheap Wine
 378 - Orb of Thralni
 379 - Cursed Waveblade
 380 - Waveblade
 381 - Fine Waveblade
 382 - Cursed Razordisk
 383 - Razordisk
 384 - Fine Razordisk
 385 - Vahnatai Cloak
 386 - Crystal
 387 - Fine Crystal
 388 - Gold Ore
 389 - Rough Diamond
 390 - Silver Ore
 391 - Dagger of Hate
 392 - Fury Crossbow
 393 - Ring of Pure Focus
 394 - Fungoid Spine
 395 - Rope
 396 - Bar of Uranium
 397 - Pyrrhic Gauntlets
 398 - Justice Lance
 399 - Thinking Cap
 400 - Anaximander Note
 401 - Bandit Map
 402 - Map of Krizsan Province
 403 - Map of Upper Avernum
 404 - Map of Bigaile
 405 - Map of Karnold
 406 - Map of Midori
 407 - Map of Monoroe
 408 - Black Halberd Map
 409 - Spell Tome
 410 - Book
 411 - Book
 412 - Research Tome
 413 - Curing Potion
 414 - Xian Skull
 415 - Xian Coins
 416 - Xian Vest
 417 - Xian Slacks
 418 - Xian Rock
 419 - Xian Ale
 420 - Xian Shrub
 421 - Xian Tome
 422 - Xian Chainmail
 423 - Xian Pouch
 424 - Spellshard
 425 - Charm
 426 - Ring of Endless Magery
 427 - Bliss Elixir
 428 - Rogue's Elixir
 429 - Amber Shield
 430 - Wyrmslayer gsword
 431 - Rentar Charm
 432 - Spidersilk Tunic
 433 - Radiant Slith Spear
 434 - Lucky Charm
 435 - Wilderness Boots
 436 - Fire Orb Charm
 437 - Piercing the Lost Portals
 438 - Robe of Magery
 439 - Chieftain Charm
 440 - Fungal Armor
 441 - Lab Notes
 442 - Pirate's Blade
 443 - Map of Footracer
 444 - Red Scale Armor
 445 - Pears
 446 - Apples
 447 - Cake
 448 - Meat on Spit
 449 - Crafted Chain Mail
 450 - Basket
 451 - Clay Pot
 452 - Teapot
 453 - Mug
 454 - Teacup
 455 - Boardgame
 456 - Potted Plant
 457 - Hourglass
 458 - Carved Stone Spiral
 459 - Lovely Stone Spiral
 460 - Saw
 461 - Plank
 462 - Stone Blocks
 463 - Bottle of Ale
 464 - Bottle of Wine
 465 - Unicorn Horn
 466 - Perfect Flower
 467 - Humanskin Gloves
 468 - Incense
 469 - Skribbane Herb
 470 - Pilgrim's Cloak
 471 - Gremlin Wine
 472 - Mung Bracelet
 473 - Prismatic Torc
 474 - Savory Herbs
 475 - Fine Clothes
 476 - Iridium Pants
 477 - Troglo Cap
 478 - Mithril Blade
 479 - Giant's Shield
 480 - Ursagi Skin Armor
 481 - Sack of Fine Meal
 482 - Tremor Boots
 483 - Damp Paper
 484 - Beastslayer
 485 - Barrier Tunnel Map
 486 - Troglo History
 487 - Vothkaro Message
 488 - Dryad's Blessed Charm
 489 - Field Plate Mail
 490 - Jewel of Return
 491 - Ring of Bone
 492 - Golem Diadem
 493 - Wyrmskin Boots
 494 - Naturewalker's Torc
 495 - Prismatic Mail
 496 - Ruby Helmet
 497 - Passage Stone
 498 - Black Halberd
 499 - Pachtar's Plate Mail

 11b. Special Item List

 1 - N/A
 2 - N/A
 3 - N/A
 4 - N/A
 5 - N/A
 6 - N/A
 7 - N/A
 8 - N/A
 9 - N/A
 10 - N/A
 11 - Twisted Steel Key
 12 - Giant's Key
 13 - Stone Key
 14 - Lost Papers
 15 - Reward Slip
 16 - Key to Hawke's Manse
 17 - Silver Key
 18 - Large Iron Key
 19 - Vahnatai Crypt Key
 20 - Electrum Key
 21 - Twisted Gold Key
 22 - Stolen Package
 23 - Dirty Anama Ring
 24 - Scroll From Prazac
 25 - Scroll From Anaximander
 26 - Soul Crystal
 27 - Drawing of Rune
 28 - Withered Scales
 29 - Crystal Shards
 30 - Hot Crystal Shards
 31 - Silver Runed Amulet
 32 - Crystal Statue
 33 - Cooling Amulets
 34 - Thought Crystal
 35 - Book on Teleportation
 36 - Blessed Athame
 37 - Erika's Amulet
 38 - Metal Lumps
 39 - Egg of the Phoenix
 40 - Anama Rings
 41 - Suspicious Package
 42 - Scroll of Passage
 43 - Sharimik Ring
 44 - Troglodyte Message
 45 - Silver Ring
 46 - Love Letter
 47 - Good Luck Charm
 48 - Embroidered Favor
 49 - Locket With Painting
 50 - General Baziron Message
 51 - N/A
 52 - Blue Crystal Key
 53 - Guardian Key
 54 - Key
 55 - Grimoire of Thren

 12.  Revision History

0.01 - Just started.  I'm really crap with the version numbers.  I always try
to get to 1.00 when the actual walkthough is done, but I have a feeling I
won't manage it this time.

0.02 - Began the walkthrough.  Added lots and lots of items and other things.
Put in a Basics section and a section for the character editor.  Also noticed
an error in the layout and fixed it.

0.03 - Continued the walkthrough.  Wrote up the Magic section.  Moved the
abbreviations to the Basics section.  Added the first special skill.  I'm still
trying to decide where to put the mercenary list.  I counted and I have 94
items written up.  Only 400+ to go...

0.04 - Added so much stuff.  Found the first recruitable NPC (I'm calling them
that now) so I put that section in.

0.05 - I redid the ASCII art myself.  I can't help but think osrevad would do
a better job.  Anyway, as for the walkthrough, I finally got up to the surface
world.  More of everything added, of course, and I switched the magic and item

0.06 - Added some quests I missed.  Got the first rare item.  More updates have
been done, but primarily lots of quests.  The next update will contain a
walkthrough to finish off the slime plague.

0.20 - Finished the slime plague!

0.21 - Got through Upper Avernum part deux and up to the Isle of Bigail.  Lots
of random additions in all categories.  Finished up a bunch of quests, wrote
out items, magic, everything.  Only 85% of the game to go...

0.22 - Made it halfway around Bigail, stopped at the Northpoint Lighthouse.
Additions in nearly every section, especially items.  I figure by the time I
finish with the roaches I'll be at version 0.3...maybe.

0.23 - No updates to the walkthrough.  Instead, I completed the item list.
Goddamn 500+ items...at least it's done.

0.30 - Finished the roach plague and started in on the Orb of Thralni quest.
The troglo and hill giant 'plague' is gonna be fun, since that's when you get
into the really big cities and tough dungeons.

0.31 - I wrote up through some smaller towns in Karnold, along with the
respective quests.

0.32 - I changed the section headers on the Karnold province so I could cover
most of the smaller towns without giving them each their own headers when most
only have one quest apiece.

0.35 - Okay, I got through all the troglo stuff.  Also, more magic and Xian
items added to the mix.  This FAQ is, as of this version, 200kb large, which
is a huge accomplishment in itself.

0.40 - No work done on the walkthrough itself, but I completed the magic
section!  Yes, all level 3 spells have been added!  Go me!

0.50 - The troglo/giant plague is done!  Next up is the much-lauded tour of
Midori.  Oh yes, and I have new ASCII art, which I'll be using for all my
Avernum FAQs.

0.51 - Added the Special Abilities section.  Also added something to the Basics.
Something I may get e-mails about, but still...

0.55 - Started in on Midori.  Also added the final recruitable NPC, making that
section complete.

0.57 - Continued the walkthrough up to and including the Chasm of Screams, and
next up we'll be visiting the dragon lairs.  I also added a whole new section,
one that will guide you to each and every cache in the game.  Other additions
include some quests and their rewards, along with a revamp of the item section.
In keeping with my item FAQ, I put all the rings and bracelets and whatnot in
a jewelry section and left special/quest items in their own section.  It
required a lot of copy/pasting, but it was worth the effort.

0.60 - Hurray, I finished the Midori tour!  I also gave directions to the next
town, Spineridge, but didn't write any details on the town itself.  Sorry, I'll
get to it next time.

0.61 - Wrote up Spineridge and Mernia, but I stopped before Gale.  I decided to
go for a couple of the legendary items, so the Black Halberd and recipe for
Knowledge Brew are now written up.

0.62 - Okay, I have the halberd and I'm back on the path to the golems.  Gale's
all written up, so next up is some random Monoroe sightseeing.

0.65 - The walkthrough is written up to the actual Golem Factory.

0.75 - Whoo-hoo!  The golem plague is done for!  Next up: northern Valorim.
Also added a Revisions section and moved all but the latest updates down there.
Removed the section on Fenris Port from the walkthrough, since it's a town of
literally no importance.  The details for Fenris are now at the end of the
Spiral Crypt section.

0.78 - Northern Valorim is complete.  Fury Crossbow walkthrough coming up next.

0.80 - Fury Crossbow walkthrough complete.  Pachtar's Plate is next, followed
by Blackcrag Fortress.

0.83 - Finished the walkthrough for Pachtar's Plate.  Moved the legendary item
walkthroughs to the Items section.  Also got the last Xian item.  Joy.

0.85 - Blah.  Minor fixes.

0.90 - Ring of Endless Magery gotten.  Blackcrag covered.  Next stop: Footracer.

0.92 - Completed the Disaster at the Tower of the Magi, and I'm up to the Keep
of Tinraya.  Woot!

0.95 - Completed the Footracer province.  I've reached the endgame.  Also
fixed up the table of contents and the walkthrough so the smaller towns don't
have their own section headers.  They'll have to learn to share, it seems.

1.00 - IT.  IS.  DONE!!!  The walkthrough is now complete!  All that's left is
minor revisions that will undoubtedly occur in the days and months to come.
I'd just like to say this has been a work of great enjoyment, despite the
horribly long lists and the great length of the game itself.  Avernum 3 remains
one of my favorite PC games, and I hope at some point to extend my writing to
the first two games of the trilogy.  Until that day, keep on adventuring, and
don't let the Rakshasi get you down!

1.01 - Like I said, minor revisions.

 13.  Acknowledgements

Thanks to you, the reader and gamer, for taking the time to read my faq.

Thanks to Polymerase Chain Reactionary for notifying me about a couple spelling

Thanks so much to Jeff Vogel of Spiderweb Software (http://www.spidweb.com)
for preserving old-school gameplay in this and other fantastic titles.

And finally, thanks to CJayC and Gamefaqs for hosting this guide.

 14.  Copyright Info

This file is Copyright (c)2002-2005 to its respective author, namely myself.
All rights reserved.

This file may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission.  Use of this guide on any web site
other than those listed below, or as a part of any public display is strictly
prohibited, and a violation of copyright.

Sites allowed to use this FAQ:


If you find this FAQ on www.cheatcc.com, it has been stolen by the webmaster
there and is being used in violation of intellectual copyright laws and more
importantly, against my wishes.  Simply, www.cheatcc.com and its respective
webmaster does not have my permission to use this FAQ on his website.

To contact me for permission to use my FAQ on your website, e-mail me here:

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