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 Might and Magic X Legacy

 
   
 
 
Might and Magic X Legacy

******************************************************************************
**                 Might and Magic X Legacy Walkthrough                     **
**                 Version 1.0                                              **
**                 April 9, 2014                                            **
**                                                                          **
**                 Copyright   2014 by r.c. bohn. All rights reserved.      **
******************************************************************************

******************************************************************************
                          Table of Contents
******************************************************************************
Introduction to the Walkthrough

List of Quests
       Main Quests
       Side Quests
       On-going Quests
       Promotion Quests

Walkthrough

Locations: Towns
      Sorpigal-by-the-Sea
      Seahaven
      Karthal Harbour District
      Karthal Slums
      The Crag
Locations: Agyn Peninsula Wilderness
      Tiyra Bay
      Ashen Hills
      Shadow Woods
      Yon-Chall Forest
      Halloth Grove
      Navea Plains
      Navea Delta
      Dubra Scrubland
      Desolate Wilds
      Vantyr Range
      The Eye
      Menthil Coast
      Wyslin Jungle
      Minho Marshes
      Irisus Sea
      Savage Sea

List of Trainers and Locations

Relics

Crystal Shrines

Barrels

Obelisks

Dragon Statues

Statues of Asha

List of Locations: Dungeons

My Favorite Party of Adventurers

******************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=  Introduction to the Walkthrough   = 
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This cannot be a linear walkthrough - do this, now do that - because the game
is not linear. After the first few quests in the first town, you will have the
freedom to explore just about wherever you want. But within limits. The limits
being whether you've progressed in the Main Quests far enough and whether you
have a party capable of dealing with the enemies you might encounter.
Depending on your party make-up and their current level, you may decide to do
things differently than I've outlined here. Also very likely, other than the
main quests, you will acquire and complete many of the other quests in a
different order than is outlined in this Guide.

The game is organized into 4 Acts. However, the transition between the Acts is
imperceptible except for a brief onscreen message and it really makes no
difference in the game. Any quest you have initiated will still be available
regardless of which Act you have attained.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Party make-up **
-=-=-=-=-=-=-=-=-=-=-=-=-=
There is a myriad of possible combinations to creating a M&M party and I would
advise seeking information online if you need help deciding. I played with a
party of Human Freemage (Dark Magic, Air Magic, Prime Magic and Water Magic),
a Dwarf Runepriest (Fire Magic and Earth Magic), a human Crusader (Light Magic
and Air Magic) and an Elf Blade Dancer. This party was fun to play, and with
careful choices at level-up time and the right spell combinations, they became
quite powerful.

A bit of advice for new players is to spend your Skill points wisely. That
should go without saying, but in this game, it is not as easy as it sounds.
Many of the skills sound enticing and useful, but you can't get them all to a
level where they really benefit your party and make the game enjoyable. You
want each of your characters to become Grandmaster in their chosen skills, but
you have a limited number of points overall. An estimate is you will attain
about 111 skill points by the end of the game (assuming you reach level 32 or
so). Getting to the Grandmaster level in 3 of your skills is a good goal, but
this will take 75 of your total points. You will also want to reach Master
level in some skills which takes another 15 points for each master skill. So
the advice is to focus where you spend points that most benefits your
character and play style.

It is wasteful to go throwing points into skills you won't really use or your
character is not very good at. For example, in my party, the Blade Dancer
could learn Earth Magic to the Expert level, but I had a Runepriest who could
get to Grandmaster level in Earth Magic. So I chose not to put any points into
Earth Magic for the Blade Dancer since I wouldn't use it much for him and he
wouldn't be very effective anyway. The Blade Dancer is a melee specialist, not
a mage. So I put points into the skills the Blade Dancer would use such as
Sword, Dual Wield and Dodge.

See the section called My Favorite Party for the full details on the party
make-up and stats for the party I used in most of my playthroughs.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Types of Quests **
-=-=-=-=-=-=-=-=-=-=-=-=-=
There are four types of quest in this game. Main Quests, Side Quests, Ongoing
Quests, and Promotion Quests. The promotion quests are actually classified as
side quests in the game, but I've separated them for the walkthrough.
Obviously the Main Quests are required to complete the game. The Side Quests
are more or less optional, but highly recommended for your party to gain
experience and obtain gold and valuable items. That's the point of playing a
RPG like this anyway, isn't it? The Ongoing Quests are those that persist in
the quest log - for example, a quest to obtain particular items that are
scattered throughout the realm and taken much of your gaming time to complete.
The Promotion quests are to take one or more of your characters to the highest
level of their class.

Each class of character can be promoted to a higher level via a Promotion
Quest. Although any party can visit some of the areas involved in certain
promotion quests, you only obtain full benefits from that area if you have
been given the quest because you have a party member of that particular class.
Know that there are some promotion quests that will not get started and there
are some areas of the game that are inaccessible if you don't have a party
member that can be promoted.

In this Walkthrough Guide, I've numbered the quests using a bracket such as
[1] or [30] and I've listed the subheadings for each quest as something like
[1.2] or [30.3]. This numbering scheme is mine and is just a way to keep track
of the quests for the Guide. The numbering system does not appear in the game.
The numbering system also does not imply the order you will receive the quests
or the order in which you should complete the quests.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Maps and Directions **
-=-=-=-=-=-=-=-=-=-=-=-=-=
You have three types of map to help you find your way in the game - a Minimap
shown in the right hand corner of your screen, a larger map called the Area
Map that shows more of the immediate surrounds or dungeon level, and a World
Map showing your relative location in the entire game world. In this game,
your party moves one step, or one tile, at a time. Each step in represented by
a square on the Area Map or Minimap. Most people would designate on the map,
that up is north, down is south, east is to the right and west is to the left
and this Guide will follow that convention. The Area Map shows the coordinate
numbers for each tile where your arrow cursor resides. In this Guide, this
tile will be designated with a {} containing the coordinate numbers displayed
on your Area Map. Something like {13,4} or {43,52}. So, for example, the Guide
may say a treasure chest is located at {13,4} and you will know exactly where
to find it. Be aware that those location coordinates are area or dungeon
specific. Location {13,4} in one area or dungeon is not the same as location
{13,4} in a different dungeon.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
** Dungeons and secret doors **
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Many of the dungeons of the land contain Secret Doors (really secret walls
more than Secret Doors). Secret Doors require two things, the ability to spot
the door and a character with a sufficient attribute to open the door. To spot
a Secret Door in a wall, you need a companion character (Rosalie or Spike)
that has this ability, or you need to cast a spell (Whispering Shadows from
the Dark Magic school) that will reveal the door. To spot a Secret Door, you
must be facing the wall where the door is located. With the proper spell or
someone who can spot Secret Doors, a yellow icon (a graphic of some sort) will
appear on the wall. Pressing the spacebar with allow you to attempt to open
the Secret Door. Each Secret Door requires that the opener has a specific
attribute such as might, magic, or perception. If the opener fails to open the
door, he or she takes damage. You can try more than once to see if you will be
successful on a second or third try. Repeated failures result in repeated
damage to your character. The icons are: a gazelle like animal = might; a
circle enclosing two smaller circles and a larger circle with extensions =
magic; and two gear-like icons = perception. 

If the door seems impossible to open, then you need to level up and increase
the appropriate attribute for that particular door. Many times you cannot
complete a dungeon or other location unless you can open Secret Doors.
Therefore, it is highly advisable that you have characters in your party which
a high attribute number for Might, Magic or Perception. The might and magic
are probably attributes that every player will increase for a particular
character, but don't neglect the perception attribute. As an example, my
Freemage and Rune Priests both had high magic, my Blade Dancer and Crusader
both had high might and the Blade Dancer had high perception. The Freemage had
the spell Whispering Shadows. So I was able to locate and subsequently open
every Secret Door.

Keep in mind that there are magic spells that will temporarily increase a
skill attribute. For example, the Eagle Eye spell will increase perception for
a short time. Therefore, if a Secret Door requires perception and your
character with high perception doesn't seem to be able to open it, cast Eagle
Eye and try the door again. Often this small boost will allow you to open the
door and pillage the treasures you might find.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Puzzles and Riddles **
-=-=-=-=-=-=-=-=-=-=-=-=-=
During the game, you will come across many puzzles to solve in order to open a
chest or gain entrance to a dungeon room, or something. Some of the puzzles
are Riddles where you need to type in the answer and some of the puzzles are
where you have to step on floor tiles in the correct sequence or pull levers
in the correct sequence. This Guide has provided the solution for each of
these puzzles. In the text of the Guide, the solution is set off from the rest
of the text as so:
o------------------------------o
|Solution:
| Text or map of solution.
o------------------------------o
Hopefully, that will give you a chance to solve the puzzle yourself before you
read the spoiler for the clue.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Save your Game **
-=-=-=-=-=-=-=-=-=-=-=-=-=
Save and save often. Save your game before entering any room or opening any
door. Save before going to another level of an area. You will often be
ambushed. You will often be unable to deal with the ambushers until you have
leveled-up. So having saved games is crucial to your enjoyment. Save and save
often.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Keys **
-=-=-=-=-=-=-=-=-=-=-=-=-=
In dungeons and buildings you often need a key to open a door. You typically
find keys in chests or after killing an enemy. The keys are named things like
Golden Key or Iron Key. Keys only work in the dungeon you are in and typically
just on the current level. They are not for other dungeons. Other dungeons
will have keys with the same name, but they only work in the dungeon where you
find them.

-=-=-=-=-=-=-=-=-=-=-=-=-=
** Acts of the Game **
-=-=-=-=-=-=-=-=-=-=-=-=-=
The game is divided into 4 Acts. However, this has little significance as any
quest you have gotten in one Act will still be available throughout the game.

Act I
Completed when you save the Governor in Castle Portmeyron.
Act II
Defeating Montbard ends Act II.
Act III
This Act ends when you have entered the Tomb of a Thousand Terrors.
Act IV
This Act ends when you have defeated Erebos.


*******************************************************************************
**                          LIST OF QUESTS                                   **
*******************************************************************************

The following is a list of the quests in the game and a short description of
each. All of the Main Quests are listed here because every player will
experience those. Not every Side Quest is listed because, so far, the Author
of this Guide has not played every possible race and class combination. Some
Quests can only be obtained if you have at least one of an appropriate
character race - human, orc, dwarf or elf - in your party. Moreover, each
character race has 3 class selections available, each of which could possibly
have an associated quest. Some quest descriptions that follow are from this
author's direct experience with the game while a few others have been gleaned
from online sources and are thus much less detailed.

In this Guide, the quests have been numbered like this [1], with additional
objectives listed as [1.1], etc. This numbering scheme is that of the Author
to the Guide and is not used in the game. The numbers also do not signify the
order that you will obtain or undertake the quests. The scheme is used simply
to help identify each quest in the Guide.

=-=-=-=-=-=-=-=-=-=-=-=
=     Main Quests     =
=-=-=-=-=-=-=-=-=-=-=-=

[1] Looking for Work
     - You get this quest when you talk to Dunstan at the docks of Sorpigal.
       You are to find Captain Maximus, of the Sorpigal Town Garrison.
  [1.1] Meet Maximus at the Town's Garrison
     - The quest is completed by talking to Maximus the first time.

[2] Spiders in the Well
     - This quest is given by Maximus in the Sorpigal Town Garrison. This is a
       classic RPG dungeon crawl to eliminate the rats from the basement - or
       the spiders from the cave in this case.
     - Maximus will join you as a companion, but just for this quest.
  [2.1] Descend into the Spider's Lair
  [2.2] Find and kill the Spider Queen
     - Killing the spider completes the quest and Maximus leaves your party.

[3] Darkness in the Lighthouse
     - This quest is given by Maximus in the Town Garrison, Sorpigal, after
       you finish the quest [2] Spiders in the Well.
  [3.1] Investigate the Nagas at the Lighthouse (Tirya Bay)
  [3.2] Eliminate Mamushi
  [3.3] Find a way to restore the light
  [3.4] Report to Maximus (Sorpigal-by-the-Sea)
     - This will complete the quest.

[4] The Highwaymen
     - This quest is given by Rosalie in the Chapel of Elrath, Sorpigal, and
       she will join you for the quest.
  [4.1] Travel to the Den of Thieves (Shadow Woods)
  [4.2] Eliminate the leader of the bandits
     - This is Luke who is also part of the quest [37] Lost Lambs.
  [4.3] Retrieve the mysterious book
     - The quest is completed when you retrieve the book and Rosalie leaves
       the party.

[5] The Rocky Road to Portmeyron
     - This quest is given by Maximus in the Town Garrison of Sorpigal. You
       receive the quest only after you have completed the quests [2] Spiders
       in the Well and [3] Darkness in the Lighthouse.
  [5.1] Travel to Castle Portmeyron (Ashen Hills)
  [5.2] Find the Governor
     - You need to fight your way through the Castle to find Governor Morgan.
     - Saving the Governor completes the quest.

[6] Morgan's Eyes and Ears
     - This quest is given by Governor Morgan in Castle Portmeyron. You save
       him during the quest [5] The Rocky Road to Portmeyron.
  [6.1] Discover who is leading the Brigands
     - You receive a Letter during the quest [5] Rocky Road to Portmeyron and
       you are tasked by Morgan with finding who wrote the letter. You will
       discover the name of the brigand when you show the letter to Lord
       Kilburn and this will complete the quest. You will then get the quest
       to find Kilburn after you have finished the quest [7] Elemental
       Disturbance. Kilburn is found in the Observatory in the Yon-Chall
       Forest {60,66}.

[7] Elemental Disturbance
     - This quest is given by Governor Morgan when you save him during the
       quest [5] The Rocky Road to Portmeyron.
     - Here you are to investigate what is happening in the Elemental Forge.
  [7.1] Go to Portmeyron's rooftop (Castle Portmeyron, Level 3)
  [7.2] Talk to Lev
     - You need to do this to get transportation to the Elemental Forge.
  [7.3] Discover what the Elves have been doing
  [7.4] Find the Shard of Earth
  [7.5] Restore the altar of Sylanna (Elemental Forge)
  [7.6] Report to Jon Morgan
     - This will complete the quest.

[8] The Search for Kilburn
     - This quest is given by Governor Morgan in Portmeyron after you have
       completed the quest [7] Elemental Disturbance.
  [8.1] Find the Observatory (Yon-Chall Forest)
     - The Observatory is at location {60,66}.
  [8.2] Show the letter to Kilburn
     - This will end the quest.

[9] The Hunt for Montbard
     - This quest is given by Lord Kilburn when you show him the Letter you
       obtained during the quest where you saved Governor Morgan.
  [9.1] Find the cave in Yon-Chall Forest (Yon-Chall Forest)
  [9.2] Find and defeat Montbard
  [9.3] Report to Jon Morgan (Ashen Hills)
     - When you now report to Morgan, he gives you another quest, [10]
       Morgan's Informant.
     - Lev will also appear (at least his head does) and you can get him to
       take you to the Elemental Forge without going to the top of Castle
       Portmeyron.
     - Defeating Montbard and finishing the quest [9] The Hunt for Montbard
       ends Act II.

[10] Morgan's Informant
     - This quest is given by Governor Jon Morgan in Castle Portmeyron after
       you defeat Montbard.
  [10.1] Find the Karthal Sewers. (Navea Delta)
  [10.2] Meet with Zouleika.
     - Once you've met with her, the quest updates to the following.
  [10.3] Find the way to Falagar's Mansion.
  [10.4] Find Falagar.
     - You learn his whereabouts after talking with Ripley in Falagar's
       Mansion.
  [10.5] Try to learn more about Falagar's situation.
     - This quest ends when you talk to Dunstan in Karthal who tells you that
       Falagar is being held prisoner.

[11] The Great Escape
     - This quest is received from Dunstan when you defeat Ripley in level 1
       of Falagar's Mansion, and then exit the Mansion to the city of Karthal.
     - There are two parts to this quest; to find Hamza in Karthal and then to
       find Falagar.
  [11.1] Find Hamza. (Karthal)
     - To find Hamza, go to the Lock Kit Inn in Karthal and speak to Haifa.
       Tell her Jon Morgan sent you. Then go to the Cosmic Circle in Karthal
       and repeat to Brenda the phrase that Haifa gave you; you will be taken
       to Hamza automatically.
     - After you talk to Hamza, you get the following two log entries, both of
       which are a new Side Quests as well.
  [11.2] Finish "Sewer Key"
  [11.3] Finish "Partners in Crime"
     - Finishing these two quests will give you information on how to find and
       rescue Falagar.
  [11.4] Return to Hamza. (Karthal)

[12] Liberation
     - You will get this quest from Hamza when you finish the quest [11] The
       Great Escape.
     - Here Hamza will create a diversion while you sneak into the Black Guard
       Headquarter.
  [12.1] Infiltrate the Black Guard Headquarters. (Karthal)
  [12.2] Free Falagar.
  [12.3] Escape through the Sewers.
  [12.4] Report to Jon Morgan. (Ashen Hills)

[13] Dunstan
     - You are given this quest after you rescue Falagar in the quest [12]
       Liberation.
     - Falagar tells you that Dunstan is behind all the nefarious things in
       the realm, so you need to find Dunstan.
  [13.1] Find information about Dunstan. (Karthal).
     - Talk to Arkel in the Lock Kit Inn of Karthal and he tells you that
       Dunstan and Shiva used to travel together. So now you are to find Shiva.
  [13.2] Find Shiva. (Wyslin Jungle)
     - After you talk to her the quest completes.

[14] Descent into Terror
     - You get this quest from Shiva in the Wyslin Jungle when you talk with
       her during the quest [13] Dunstan.
  [14.1] Find the Tomb of a Thousand Terrors. (Vantyr range)
     - The quest ends when you enter the Tomb.

[15] Out of the Darkness
     - This quest is given to you by the Mysterious Elf when you enter the
       Tomb of a Thousand Terrors.
  [15.1] Find a way out of the Tomb
  [15.2] Report to Jon Morgan (Ashen Hills)
     - After you escape the Tomb and report to Morgan, the quest ends.

[16] The Battle of Karthal
     - You receive this quest from Jon Morgan in Castle Portmeyron when you
       report to him after the quest [15] Out of the Darkness.
  [16.1] Enlist Crag Hack's help (The Crag)
  [16.2] Embark on the Revenge for the final battle (The Crag)
     - Crag Hack tells you to take his ship, the Revenge, to Karthal.
     - You need to fight your way through a portion of the city of Karthal and
       find the area called the Vigil.
  [16.3] Defeat the Black Dragon
  [16.4] Defeat Salvin
     - You will enter the Vigil and continue fighting.
  [16.5] Rescue Ann
  [16.6] Defeat Markus Wolf

[17] Master of Assassins
     - You get this quest during the quest [16] The Battle of Karthal when you
       see a cutscene involving Crag Hack.
  [17.1] Find Crag Hack in Ker-Thal
     - You will enter the ancient city of Ker-Thal and try to find Crag Hack
       (spoiler: he's dead).
  [17.2] Kill Erebos
     - Fight your way through Ker-Thal and defeat the ultimate bad guy,
       Erebos.
     - You will get the end game cutscenes at this point.
     - This will end the Main Quests of the game. You can continue playing,
       however, if you have unfinished quests, etc.

-=-=-=-=-=-=-=-=-=-=-=-=
=     Side Quests      =
-=-=-=-=-=-=-=-=-=-=-=-=

[18] Smuggler's Cove
     - This quest is given by Zale who is standing at {24,9} in Sorpigal.
  [18.1] Find the secret cove
     - This is located in the Spider Lair which you access via the well of
       Sorpigal during the quest [2] Spiders in the Well.
  [18.2] Find the Coffer
  [18.3] Bring the Coffer back to Zale
     - This completes the quest.

[19] Flowers for Fallen Heroes
     - You get this quest from Orlene in Orlene's House, Sorpigal
     - Orlene's Flowers will appear in the Quest Tokens section of your log.
  [19.1] Lay Orlene's flowers on the Shrine (Ashen Hills)
     - The shrine is located at {108,43}. Placing the flowers on the shrine
       completes the quest

[20] Sword of the Bounty Hunter
     - This quest is given by Hamato after you save him in the quest [3]
       Darkness in the Lighthouse. You are to retrieve his sword called San
       Tenga Mugen.
  [20.1] Locate the secret hideout of the Cult of the Wrecker
     - The cult is in Skull Rock in the Desolate Wilds.
  [20.2] Retrieve San Tenga Mugen
     - This is a two-handed sword.
  [20.3] Return San Tenga Mugen to Hamato (Tirya Bay)
     - When you return the sword, Hamato decides it is best left with you, so
       you get to keep it.

[21] Pirate Truce
     - This quest is given by Governor Morgan in Portmeyron after you have
       completed the quest [7] Elemental Disturbance.
  [21.1] Travel to The Crag (Desolate Wilds)
  [21.2] Deliver the letter to the Pirate King
     - Simply talk with Crag Hack and the quest ends.

[22] The Curse
     - This quest is given by Ciele in Fort of The Crag.
     - Crag Hack, the Pirate King, is ill and she believes it is a dark magic
       curse; she needs you to find Kaspar in Karthal.
  [22.1] Find Kaspar in Karthal (Karthal)
     - He is in the Hospice of the Slums section of Karthal.
     - When you find him, he will join your party for the trek to The Crag.
       You must have an empty companion slot.
  [22.2] Bring Kaspar to Ciele (The Crag)
     - Kaspar will examine Crag and then declare that he needs some
       ingredients to effect a cure; he needs Widowsweep berries (Dubra
       Scrubland), Elven Toadstool from Halloth Grove, sulfur and mercury
       which can be bought from Karthal or Seahaven; Crystal Spider's Heart
       (Lost City, level 3)
     - Kaspar leaves the group after this quest update and remains behind in
       the Fort in The Crag.
     - Locations of the necessary ingredients:
  [22.3] Find Widowsweep Berries
     - Shadow Woods {89,25} near the eastern entrance to Karthal
  [22.4] Find Mercury (Karthal)
     - See Munthir the Peddler standing in the market area of Karthal
       Harbour District {17,16}.
  [22.5] Find Sulfur (Seahaven)
     - See Torsten in the Runes and Crafts shop {29,16}.
  [22.6] Find an Elven Toadstool (Halloth Grove)
     - At location {52,46}.
  [22.7] Find a Crystal Spider's Heart (Yon-Chall Forest)
     - Obtained by killing the Crystal Spider in the Lost City level 3.
  [22.8] Bring the ingredients to Kaspar in the Crag (The Crag)
     - Kaspar has some interesting things to say when you return with the
       ingredients; he says the illness is worse than he thought and
       people will start forgetting that Crag Hack ever existed. He thinks a
       Nethermancer is behind all of this.
     - This completes the quest.

[23] Fallen Star
     - This quest is given by Irnel, in the Silver Blades weapon shop {3,11},
       Seahaven.
  [23.1] Find the meteor in the Desolate Wilds (Desolate Wilds)
  [23.2] Bring back the Starsilver to Irnel (Seahaven)
  [23.3] Wait one week
     - You are to find a meteorite in the Desolate Wilds {45,19} which
       contains the precious metal Starsilver. After you find the Starsilver,
       bring it back to Irnel and she will forge a powerful weapon, the
       Starsilver Blade.
  [23.4] Talk to Irnel in Seahaven (Seahaven)
     - Creating the sword takes Irnel 1 week; you will get an onscreen message
       when the sword is ready.

[24] Haart has its Reasons
     - This quest is given by Heame standing on the street in Seahaven.
  [24.1] Spy on Lord Haart (Seahaven)
     - Go to Haart's Mansion during the day and talk to the butler and to
       Haart.
     - Go to the Mansion a night time and discover Haart is gone.
  [24.2] Discover where Lord Haart has gone (Seahaven)
     - Go to the front gate and talk to the guard.
  [24.2] Find Lord Haart in Yon-Chall Forest (Yon-Chall Forest)
     - You will locate Haart at {99,86} in the Yon-Chall Forest. The narrator
       will chime in that Haart has met his lover, Lirdan, an Elf. Tell Haart
       the truth that you were hired. He tells you his story. Now quit that
       conversation and talk to Lirdan. Her story is very touching. They both
       are very convincing. How sweet.
  [24.3] Decide what you want to tell to Heame (Seahaven)
     - Go back to Heame in Seahaven. You have a choice to tell him the whole
       truth or the truth... mostly. Choose the  mostly' option and you will
       unlock Haart as the Grandmaster Sword trainer.

[25] Receding Horizons
     - This quest is given by Edwin in the Astronomer's Lab - Seahaven.
     - He will join your party; you must have an empty companion slot.
  [25.1] Escort Edwin to the Watchtower (Menthil Coast)
     - The Watchtower is at location {7,66}; Edwin will leave the party after
       you find the Watchtower and the quest ends.
     - Note: you can't get to the Menthil Coast region until you have the
       ability to use the Teleporters.
     - Note: having Edwin in your party gives you a 10% experience increase
       when you defeat enemies; not a bad idea to get him early and delay his
       quest to gain more experience than you would normally.

[26] The Last Wish
     - This quest is given by Montbard just before he dies at your hands; he
       wants you to find his lost daughter.
  [26.1] Find information about Montbard's daughter (Lost City, Level 2)
     - You fulfill this part of the quest by obtaining the book "Excerpt from
       Montbard's Journals" which is located in Montbard's throne room {20,1}.
  [26.2] Find Montbard's daughter
     - Turns out that this is Rosalie in the Chapel in Sorpigal; talk to her
       and ask about her story; you will then get the conversation option
       Quest: The Last Wish; you will show her the diary from Montbard; she
       thanks you and the quest ends.

[27] The Sewer Key
     - This quest is given by Hamza during the quest [11] The Great Escape.
  [27.1] Find Theron. (Karthal)
     - Theron is in the tavern Rickard's Taverne de la Licorne {17,23} in the
       Karthal Slums.
     - You must finish both this quest and the quest [28] Partners in Crime to
       continue the quest [11] The Great Escape
  [27.2] Obtain the Sewer Key.
     - You will steal the Sewer Key from Theron after you have a drink with
       him.

[28] Partners in Crime
     - This quest is given by Hamza in Karthal during the quest [11] The Great
       Escape.
     - You must finish both this quest and the quest [27] The Sewer Key to
       continue the quest [11] The Great Escape.
  [28.1] Contact the Blackfang. (Karthal)
     - The Gang is in their hideout in the Karthal slums. After you talk with
       Ajit, you get these updates.
  [28.2] Locate the wreck of the Sun Hind. (Desolate Wilds)
     - Talk to Sailor and you will get a password: "swordfish"
  [28.3] Find the Blackfang's chest.
     - The chest is in Skull Rock.
  [28.4] Find the Skull Rock. (Desolate Wilds)
  [28.5] Retrieve the Blackfang's chest.
  [28.6] Report to Ajit. (Karthal)
     - This ends the quest.

[29] Arcane Discipline Grandmaster
     - You can get this quest from Mizuki who is at {20,33} of the Desolate
       Wilds.
     - Each time you wait for her specified period of time, she asks you to
       come back later.
  [29.1] Wait one day.
  [29.2] Talk to Mizuki. (Desolate Wilds)
  [29.3] Wait one week.
  [29.4] Talk to Mizuki. (Desolate Wilds)
  [29.5] Wait one month.
  [29.6] Talk to Mizuki. (Desolate Wilds)

[30] Bow Grandmaster
     - This quest is given by Yumiko standing at {23,25} in the Desolate
       Wilds, but she first needs you to find her bow.
  [30.1] Defeat Iemanja, the Mermaid Queen (Desolate Wilds)
     - Iemanja is a Mermaid in Skull Rock.
  [30.2] Retrieve Yumiko's bow.
     - Defeat Iemanja in Skull Rock for the bow.
  [30.3] Return to Yumiko. (Desolate Wilds)
     - Return the bow and she will promote any character to Grandmaster in bow
       if they have sufficient points in the skill.

[31] The Curse of Volos
     - This quest is given to you by The Wanderer standing along the road
       {40,31} in the Desolate Wilds.
     - She gives you Half of a Pendant and asks you to deliver it to someone
       in the nearby Fortress of Crows.
  [31.1] Deliver the pendant.
     - You will talk with both Melanthe and later, Kasia concerning this
       pendant.
  [31.2] Find and defeat Melanthe.
     - After the defeat of Melanthe, you will talk with Kasia again and
       complete the quest.

[32] Crossbow Grandmaster
     - This quest given by Anold in the Vantyr Range {133,73}.
     - We wants you to find and shoot 5 archery targets near his abode.
     - The targets are all located near his house and are plainly visible.
     - He will then train you to grandmaster if you have any character with
       sufficient skill point. Simple as that.
  [32.1] Find and shoot all 5 targets. (0 of 5) (Vantyr Range)
  [32.2] Talk to Arnod. (Vantyr Range)
     - This ends the quest.

[33] Warfare Grandmaster
     - This quest is given by Sandor in his tent {43,15} in the Desolate
       Wilds.
     - Even if you have no one capable of this upgrade, doing the quest is
       good for some experience.
     - When you agree to take the quest, you have to fight several waves of
       orc creatures.
     - You will be placed outside of the tent; as soon as you take a step,
       enemies will attack.
     - Each time you defeat a group, you will be placed back in the original
       tile just outside of Sandor's tent and the have to fight another group.
  [33.1] Defeat Sandor's troops. (0 of 6)
     - Here you fight a mixture of orc troops.
  [33.2] Defeat Sandor's troops. (0 of 5)
     - Here you fight a mixture of orc troops.
  [33.3] Defeat Sandor's troops. (0 of 2)
     - Here you fight 2 cyclopses.
  [33.4] Talk to Sandor.
     - This ends the quest.

[34] Water Magic Grandmaster
     - This quest is given by Kei standing on the corner{ 17,13} in The Crag.
     - She says in order for her to train you, you have to walk 100 steps on
       her sacred waters. This means to just walk in the water at the edges of
       the town (or anywhere for that matter).
  [34.1] Walk 100 steps on water.
     - When you have walked on 100 water tiles, you will get an update to the
       quest to go back and see Kei.
  [34.2] Talk to Kei. (The Crag)
     - She will now teach Grandmaster Water Magic if you have someone capable.

[35] The Cult of Meow
     - You get this quest only if you have purchased the DLC using Ubi points.
  [35.1] Ask Tamina to take you to the Supreme Temple of Meow. (Karthal)
     - First talk to Tamina who is standing along the docks {6,2} in the
       southwest corner of the Karthal Slums.
     - She talks about how she and her sister are investigating a secret cult
       called the "Cult of Meow".
     - She asks you to go to the cult's Supreme Temple and destroy the cult.
     - She will travel with you, but not in your companion slot; she will
       remain standing outside of the Temple and return you to Karthal if you
       ask her to.
  [35.2] Rescue Farah.
     - This is Tamina's sister who was captured by the Cult.
  [35.3] Defeat Kilrah.
     - This is the leader of the Cult of Meow.
  [35.4] Talk to Tamina.
     - This ends the quest.

[56] In Limbo
     - You get this quest after you have completed all of the Main Quests and
       then talked to Madame Cassandra in Tamal's Inn. When you first meet
       Cassandra and ask her to tell your fortune, she tells you to return at
       the end. When you return to her after you have finished all of the Main
       Quests, she will give you the  Other Eye of Goros' which is used to
       gain entry to the dungeon Limbo. Limbo is found at location {53,59} in
       the Yon-Chall Forest. See the description in the Walkthrough for more
       details.
  [56.1] Defeat all Ubimancers. (0 of 6)
  [56.2] Talk to Daze.

-=-=-=-=-=-=-=-=-=-=-=-=
=   On-going Quests    =
-=-=-=-=-=-=-=-=-=-=-=-= 

[36] Ashes to Ashes
     - You start the game with this quest active. You are to bring the ashes
       of the dead Owen to the city of Karthal. You will have Owen's Ashes in
       your Quest Tokens inventory.
  [36.1] Bring Owen's ashes to the chapel in Karthal (Karthal)
     - This will end the quest.

[37] Lost Lambs
     - This quest is given by Eileen in Eileen's House, Sorpigal.
     - You are to find three outlaws, Luke, Ripley and Kirk, and then decide
       what to do with them.
       [Note: when you find each of these guys, you are given the choice of
       killing them or letting them go. There are no in game consequences of
       letting them go other than you don't receive the item/s they carry.
       The only difference between killing them or letting them live is the
       end-game synopsis where the Narrator lets you in on the real
       consequences and what became of the Outlaws. Kirk and Luke turn over a
       new leaf, while Ripley kills his own mother, Eileen.]
  [37.1] Find Luke (Shadow Woods)
     - He's in the Den of Thieves in the Shadow Woods and he is also part of
       the quest [4] The Highwaymen.
  [37.2] Find Ripley (Karthal)
     - He's in Falagar's Mansion level 1.
  [37.3] Find Kirk (The Crag)
     - He's standing in the streets of The Crag.
  [37.4] Report to Eileen
     - It turns out that all of them are Eileen's sons. When you kill them all
       and return to her, she tries to justify why she wanted them dead.
     - Thus ends this sad quest.

[38] Jassad's Bestiary
     - You get this quest by talking to Jassad in the Goblin Watchtower, the
       Inn of Sorpigal.
  [38.1] Register 10 creatures in the Bestiary
     - After you find the first batch of creatures, you can continue to find
       more; you receive an onscreen message when you have fulfilled the quest
       objective and the quest will update to finding even more creatures; you
       should return to Jassad each time you receive the onscreen message to
       get your reward.
  [38.2] Return to Jassad (Sorpigal-by-the-Sea)
  [38.3] Register 20 creatures in the Bestiary
  [38.4] Return to Jassad (Sorpigal-by-the-Sea)
  [38.5] Register 30 creatures in the Bestiary
  [38.6] Return to Jassad (Sorpigal-by-the-Sea)
  [38.7] Register 40 creatures in the Bestiary
  [38.8] Return to Jassad (Sorpigal-by-the-Sea)
  [38.9] Register 50 creatures in the Bestiary
  [38.10] Return to Jassad (Sorpigal-by-the-Sea)
     - Finding 50 completes the quest.
       [Note: You have to wait for the onscreen update of the quest before you
       can return to Jassad. It's puzzling how the game keeps count of the
       creatures you register'. You will likely have more than 10 before you
       get the first message that you have registered 10 creatures. You will
       think you have killed 15 or 20, but the game has it's own accounting
       system that is a mystery to me.]
     - After you finish the quest, you will receive a Relic as your reward and
       Jassad now tells you that he is really Jassad Attqua and you can call
       him Jatt. A lot of good that does since you are done with the quest
       will not likely ever visit him again. The Relic you receive is
       Janbiyah, a dagger.

[39] The Secret of the Obelisks
     - This quest is obtained when you first interact with an obelisk (it
       doesn't matter which obelisk you find first). There are 8 obelisks
       scattered throughout the game, only 7 of which are involved in this
       quest. When you interact with an obelisk, you get a clue - actually a
       fragment of a series of clues. The Clues appear in the Quest Tokens
       inventory, cleverly called Clues. As you find each obelisk, the clues
       will update. When you find all of the obelisks and figure out the clue,
       you will find a treasure revealed at the appropriate location. To get
       the treasure, you must have found ALL of the necessary obelisks. You
       can't make a guess or the treasure will not be there.
  [39.1-7] Find the next Obelisk.
     - After you have found the 7 necessary for the quest you get this update:
  [39.8] Follow the clues and claim your prize!
     - The treasure is the Relic sword Dragon Flame Tongue and is at
       coordinates {129,53}.   You cannot find the treasure before you have
       found all 7 obelisks.

[Note: In a new update of the game, once you have found an obelisk, the message
it gives changes. Each obelisk is named for the region it is found and when you
interact with it, the dialog box says  1. Travel'. When you click on Travel,
you are given a text entry box to type in a location. If you type in a known
obelisk location, you will be instantly teleported there. If you type in an
incorrect choice, the message says "That Obelisk needs to be activated before
you can travel there."  If you type in any other text, the messages says "(The
magical stone doesn't react to this word...)". This Guide will call the
obelisk name Travel Word.]

Here are the locations of the known obelisks and the Travel Word for
teleportation.

  1. Desolate Wilds, southwest {22,19}
  2. Desolate Wilds, south {52,19}; Travel Word for teleportation - volos
  3. Ashen Hills, west of Castle Portmeyron {92,60}; Travel Word for
     teleportation - navea
  4. Ashen Hills, southeast of Castle Portmeyron {127,50}; Travel Word for
     teleportation - landro
  5. Dubra Scrubland, south {92,22}; Travel Word for teleportation - dubra
  6. Minho Marsh, {32,56}; Travel Word for teleportation - minho
  7. Wyslin Jungle, {22, 83}; Travel Word for teleportation -  wyslin
  8. Vantyr Range {117, 88} near Changbo; Travel Word for teleportation - vantyr

[40] Forge of Heroes
     - This quest is given by the Earth Elemental after his defeat in the
       quest [7] Elemental Disturbance. You are to find the other elemental
       Shards and return them to the Forge. Obtaining the other Shards can be
       difficult, but the rewards are substantial. Having some of the Shards
       is essential to completing the game. You can't just go out and find
       them all right away. You will play a significant portion of the game
       before you have collected them all.
     - Finding some of the Shards early is a must because when they are
       returned to the Forge, you get Blessings that allow you to access parts
       of the world you could not previously. For example, the Shard of Water
       gives you Shalassa's Blessing which allows you to walk on shallow
       water, the Shard of Earth (the first one you receive) allows you to
       walk in certain forested areas, and the Shard of Air allows you to use
       the Teleporters scattered throughout the land.
  [40.1] Find the Shard of Water and bring it back to the Forge (The Eye)
     - Found on level 4 of the Lost City.
  [40.2] Find the Shard of Air and bring it back to the Forge (The Eye)
     - Found on level 2 of Skull Rock.
  [40.3] Find the Shard of Light and bring it back to the Forge (The Eye)
     - Found on level 2 of Falagar's Mansion.
  [40.4] Find the Shard of Fire and bring it back to the Forge (The Eye)
     - Found on level 3 of the Lost City.
  [40.5] Find the Shard of Darkness and bring it back to the Forge (The Eye)
     - Found on level 2 of the Karthal Jail.

[41] The Forbidden Saga
     - This quest is given by Umberto in Seahaven, Church of Elrath.
     - You are to find 9 books which are scattered throughout the realm; you
       won't complete this quest until Act IV of the game
     - Note: you will find lots of books in this game. For those that are
       required for this quest, you will receive an onscreen message that the
       quest has updated. The other books you find are simply placed in you
       Lore inventory and are for your reading enjoyment.
  [41.1] Find all volumes of the Forbidden Saga (# of 9).
     - # will update as you find each book.
     - You find these books scattered about the world; what follows is the
       name of each book and its location.
   * - The book "Portal to a Distant Star" is in a secret room at {11,6}, Den
       of Thieves.
   * - The book "Clouds" can be found in a Dangerous Cave near Sorpigal. You
       must defeat the Shadow Dragon inside the cave.
   * - The book "Mystery of the Hidden Shrine" is in level 1 of Castle
       Portmeyron. You can only enter the part of the Castle with the book by
       taking a door from the Lost City.
   * - The book "A Passage through the Isles" is in level 1 of the Cursed
       Ruins, not far from Portmeyron Castle.
   * - The book "Decree of Destiny" can be found on level 3 of the Vigil
       during the quest "The Master of Assassins".
   * - The book "Darkside" is located on level 2 of the Karthal Sewers.
       You will get to this level of the Sewers after completing the quest
       "Liberation".
   * - The book "Night of the Destroyer" can be found on level 1 of the Tower
       of Enigma hidden in a Riddle Chest. The password is: Age.
   * - The book "The Divine Right" is on the Wrecked Ship in the Irisus Sea,
       just north of Seahaven. You need the ability to walk on water (Blessing
       of Shalassa) in order to get to the Ship.
   * - The book "For Kin and Glory" is in the Black Guard Headquarters, which
       you enter in the quest "Liberation". You have to find the Golden Key on
       the first floor   it lies under the one of beds. After that open the
       door at the end of the level in order to get to the floor with the
       book.
   - After you have found all 9 books, return to Umberto in Seahaven. Your
       reward for completing this quest is Suncross. Suncross is a Relic Wand.

[42] Peninsula Incognita
     - This quest is given by Kilburn in the Observatory.
     - He asks you a series of questions about history and geography; you can
       search through the entire game for the answers, or read this Guide.
  [42.1] Answer all of Lord Kilburn's questions
     - He asks you 8 questions about the land and history the answers in order
       are:
   * 1. tirya bay
   * 2. navea
   * 3. the eye
   * 4. menthil
   * 5. irisus
   * 6. malyn
   * 7. shadow woods
   * 8. wyslin jungle 
     - You will get a Relic as a reward - the White Wolf Shield.

[43] The Naga Tea
     - This quest is given by Meleager in his house in Karthal {4,23}.
     - You are to find 5 types of tea.
     - You will likely find samples of tea before you ever meet Meleager. Take
       or buy them as needed. They will be stored in the Quest Tokens
       inventory.
  [43.1] Find a sample of the Urago tea
     - Get Urago tea from Manami {21,19} in Karthal Harbour District.
  [43.2] Find a sample of the Heijin tea
     - Obtain this tea from Erika in the Minho Marshes.
  [43.3] Find a sample of the Ohlae tea
     - Buy Ohlae tea from Idas, Itinerant Merchant, Ashen Hills near Sorpigal.
  [43.4] Find a sample of the Higan tea
     - You get this tea from Tamal in Tamal's Inn located in the Navea Delta
       near the north entrance to Karthal.
  [43.5] Find a sample of the Akari tea
     - Get Akari Tea from Hamato after you finished the quest [3] Darkness in
       the Lighthouse.
  [43.6] Bring the five teas to Meleager (Karthal)
     - You will receive some potions as your reward and the quest ends.

-=-=-=-=-=-=-=-=-=-=-=-=
=   Promotion Quests   =
-=-=-=-=-=-=-=-=-=-=-=-=

[44] Paladin Promotion
     - This quest is given by Governor Morgan after you save him in Castle
       Portmeyron.
  [44.1] Investigate the Cursed Ruins. (Ashen Hills)
  [44.2] Locate the Stone Disc.
  [44.3] Bring back the stone disc to the Ghost in the Cursed Ruins. (Ashen
         Hills)
  [44.4] Find clues about the missing relic. (0 of 4)
     - The Cursed Ruins is a high-level dungeon and even though you might
       receive the quest early in the game, you likely will not do this quest
       for quite a while until your party is ready. To fully complete the
       quest you need to have a Crusader in your party who can be promoted to
       Paladin.
     - The full quest also requires an item called the Shantiri Stone Disc.
       This stone must be created by finding its 3 pieces - Stone Disc
       Fragment 1, 2 and 3. You find the Stone Disc Fragments 1 and 3 in your
       exploration. Stone Disc Fragment 1 is found in level 1 of the Den of
       Thieves and Stone Disc Fragment 3 is found in level 2 of the Lost City.
       You can buy Stone Disc Fragment 2 for 1000 gold from the Blackfang
       Smuggler in the Blackfang Hideout in the Slums of Karthal. Once you
       have all three fragments, the entire disc is automatically reassembled
       as the Shantiri Stone Disc.
     - See the Walkthrough for further details.

[45] Blade Master Promotion
     - This quest is given by Gathalel in the Yon-Chall Forest {83,89}.
     - You are to retrieve an item, the Talasyl, from the Sacred Grove and
       return it to Gathalel.
  [45.1] Find the Sacred Grove. (Halloth Grove)
  [45.2] Retrieve the Talasyl
  [45.3] Return to Gathalel. (Yon-Chall Forest)
     - You now get any Blade Dancers promoted to Blade Master.
     - See the Walkthrough for further details.

[46] Runelord Promotion
     - You get this quest from Eldgrim, in Eldgrim's House {27,2} of Seahaven.
     - He says he will gladly promote you to Runelord if you prove yourself
       worthy. You will have to travel to Sudgerd to look into some curse on
       an ancient Library. You need to restore Arkath's Sacred Fire.
  [46.1] Enter Sudgerd. (Vantyr range).
     - In order to get to the Vantyr Range and Sudgerd, you first need to
       complete the Shard of Air portion of the quest [40] Forge of Heroes.
       This will allow you to use the teleporters in the game.
  [46.2] Ignite the Sacred Fire.
     - You need to defeat the enemies within Sudgerd and interact with the
       altar to light the fire.
     - You now can call yourselves Runelords.
     - See the Walkthrough for further details.

[47] Archmage Promotion
     - You can get the Archmage Promotion quest from Zouleika in The Crag.
       This quest will only be available after you have rescued Falagar from
       theKarthal Jail during the quest [11] The Great Escape. After that
       quest, the archmage Falagar and his daughter Zouleika will reside in
       the Big House on the eastern side of The Crag. Speak to Zouleika and
       she says she will grant you the promotion if you do something for her.
       She asks you to find the spell scrolls known as "Kaamla Asiya", a
       powerful healing spell. She believes the scroll for this spell is held
       by the Wizard Hakim who is hiding in the Tower of Enigma found just
       north of Karthal. [Note: she says the Tower has "puzzles and
       conendrums". That should be conundrums.]
  [47.1] Solve the riddles of the Tower of Enigma (Navea Delta)
  [47.2] Find the Kaamla Asiya scrolls.
  [47.3] Bring the scrolls to Zouleika. (The Crag)
     - You are hereby promoted to Archmage.
     - See the Walkthrough for further details.

[48] Warden Promotion
     - You get this quest from Monshan standing in wilderness {90,45} near
       Karthal, if you have a Ranger in your party.
     - You are to find some poachers and free the animals they captured.
  [48.1] Locate the poachers' camp. (Yon-Chall Forest)
  [48.2] Eliminate the poachers. (0 of 4)
  [48.3] Free the animals.
  [48.4] Report to Monshan. (Shadow Woods)

Warden Promotion Quest Walkthrough
Monshan {90,45} is standing near Tamal's Inn, just outside of the north exit
of Karthal. If you have a Ranger in your party, Monshan will give you the
quest [48] Warden Promotion. For this quest, she is chasing a band of poachers
and she wants you to eliminate them for her. The poachers are found in the
Yon-Chall Forest at location {59,72}. This is a pretty nasty fight with
Blackfang foes. Once you have removed the poachers, you have to free all the
animals. One of them is Spike, a friendly dog who will join your party. You
don't have to take Spike with you to complete the quest, but he can spot
Secret Doors for you. And he doesn't eat much.  Once you are done, return to
Monshan to become Warden.

[49] Blood Caller Promotion
     - You get his quest from Airini in the Healing Lodge, The Crag, if you
       have a Shaman in your party.
  [49.1] Find Owl Cave. (Menthil Coast)
     - The cave is located at {21,5}.
  [49.2] Rest within Owl Cave.
     - You need to initiate resting, and then defeat a demon.

Blood Caller Promotion Quest Walkthrough
This quest is given by Airini in the Healing Lodge, The Crag, if you have a
Shaman in your party. She will ask you to go to Owl Cave and spend a night.
Since you can only get to this cave by using Teleporters, you need the
Blessing of Ylath that you receive from returning the Shard of Air to the
Elemental Forge in the quest Forge of Heroes. To reach the Owl Cave, use the
Teleporter just east of The Crag, and then take the nearby Teleporter at your
arrival destination. Meander through the forest until you find the Cave.

The Cave is a single room dungeon. There is a book on a pedestal to take. For
those parties not on the Blood Caller Promotion quest, there is nothing to do
here. For those on the quest, interact with the the fireplace. The message box
asks if you want to rest here. Say yes. You will be transported to what's
seems to be the same entrance area of the Cave, but everything is colored in
surreal ghostly white outline. Cool. There will now be a tunnel at the north
end of the area. Go through the tunnel and meet the Dweller on the Threshold,
a half-demon creature. You will have to fight the demon. He throws some
powerful fireballs at you and can wipe out a party fast. Buff up.

Upon the demon's defeat, any Shamans in the party are promoted to Blood
Caller. The room the demon was in has nothing of interest. What a shame. In
fact, the floor tiles don't even show up on your map. Does this place even
exist, I wonder? Well, there's nothing to do here except exit back to the real
world. 

[Note: the following promotion quests were not completed by the Author of this
Guide. The information comes from online sources and was not validated.]

[50] Druid Elder Promotion
     - You get this quest from Tieru, who lives near The Crag. The Druid Tieru
       worships a demon named Ergal. He is surprised, how the demon can stay
       on this plane without the book Blood Moon Eclipse. He believes that
       certain book has an answer to his question, but the last copy is in
       possession of the warlock named Malik. He asks you to find Malik and
       take the book. He doesn't tell you where Malik is, but he can be found
       in the Karthal Slums, but certain conversation choices are available
       only after the promotion quest is active.
     - Find Malik's house and talk with him. He will teach you Master Fire
       Magic. Once you mention the promotion quest, he will flee, but leave
       the book behind. Return the book to Tieru and he will promote you to
       Druid Elder.

[51] Marauder Promotion
     - This quest is given to you by Ulagan standing on the docks in The Crag.
       You have to prove yourself worthy. Ulagan asks you to go to Mayneri's
       hut and steal a pendant from the chest. Since you will need to use
       Teleporters, you need the Blessing of Ylath that you receive from
       returning the Shard of Air to the Elemental Forge in the quest [40]
       Forge of Heroes.
     - Exit The Crag and go to the east to find the Teleporter. Follow the
       paths until you find a hut with chest sitting outside. The chest is
       trapped, but someone with high perception can disarm it. The pendant
       is inside. If you are unable to open the chest, you will have to fight
       with the shaman and his two minions. Return with the pendant to Ulagan
       and he will promote you to Marauder.

[52] Windsword Promotion
     - If you have a Mercenary in your party you can get this quest from
       Myranda in Seahaven. You are told that in order to become Windsword
       you have to go to the Temple of Ylath and swear an oath to the god.
     - The Temple of Ylath is in northwestern mountains, near the Crag. In
       order to get there, take the teleporter near The Crag into the Menthil
       Range. Make your way along the path, fight any enemies and eventually
       you will come across the Temple. You will need the Blessing of Ylath
       in order to use the Teleporters, so you must have completed the Shard
       of Air quest first.
     - When you enter the Temple, you will be in a large outdoor area and the
       minimap shows that there are a lot of teleporters near you. You will
       have to use the teleporters in the correct sequence to be allowed to
       continue forward toward the temple.

o----------------------------------------------------------------------------o
|Solution:
|  Each teleporter sends you backwards 2 tiles. You start at tile  's'.
|  Follow the open tiles ([ ])on the left side of the area to the teleporter
|  at 'a'. This will teleport you to tile b'. Move to the east to
|  teleporter 'c' which will send you to 'd'. Take 1 step forward to tile to
|  'e'. Now just follow the open tiles on the right side of the area to
|  reach the bridge. [t]= teleporter tile.
|
|    [ ] [ ] [ ] [ ] [a] [t] [ ] [ ] [ ] [ ] [t]
|    [ ] [t] [t] [t] [ ] [ ] [t] [t] [t] [ ] [ ]
|    [ ] [ ] [t] [t] [b] [ ] [ ] [ ] [c] [t] [ ]
|    [t] [ ] [t] [t] [t] [t] [t] [t] [e] [ ] [ ]
|    [t] [ ] [ ] [ ] [ ] [ ] [t] [t] [d] [t] [t]
|    [ ] [ ] [ ] [ ] [ ] [s] [ ] [ ] [ ] [ ] [ ]
o----------------------------------------------------------------------------o

     - Now cross the bridge and fight the enemies that you encounter. You can
       see your ultimate nemesis up in the temple. This is Koreke, the Boss
       Harpy Queen. Pluck her feathers. After she is disposed of, go up onto
       the temple area. There is a ground area to dig for treasure, but when
       you do you will be attacked from all sides. If you are here for the
       promotion quest go to the statue and swear the oath by selecting the
       dialog option for Wind. If you are not here for the promotion quest,
       pulling the lever does nothing. You might also want to explore the
       surrounding area to find a few goodies and potions.

[53] Pathfinder Promotion
     - If you have a Scout in your party, the promotion quest to raise her to
       Pathfinder is given by Erling in the Dwarf Hall. Dwarf Hall is located
       in the Vantyr Range east of Seahaven. You can only get into the Vantyr
       Range if you have the Blessing of Ylath so you can use Teleporters. On
       the way to the Hall you'll have to fight your way through several fire
       elemental encounters.
     - Ask Erling about the promotion and he tasks you with escorting his
       buddy Geisli "Golden-Fleece" Ulfsson to Seahaven. Now talk to Geisli and
       agree to escort him to Seahaven. Geisli will join your party. You must
       have an open companion slot. 
     - On the way toward Seahaven, you will be ambushed by some Griffins, and
       then a bit later by some Air Elementals. Make your way to Seahaven. As
       soon as you enter the city, Geisli thanks you and departs. You are now
       a Pathfinder.

[54] Warmonger Promotion
     - Sandor, who lives at (43, 15) in the Desolated Wilds, can promote you
       to Warmonger if you have a Barbarian in your party. For this quest, you
       are to enter the Pao Kai Nest and defeat the monster there, a nasty
       Dragon. In order to get to the Nest you need the Blessing of Ylath which
       allows you to use the Teleporters in the game. You get this Blessing by
       finding and returning the Shard of Air in the quest "Forge of Heroes".
       Any party can find the Nest, but you will not be allowed to enter unless
       you have an Orc in the party.

Warmonger Promotion Quest Walkthrough

** Pao Kai Nest - Level 1 **
You begin the area at {7,14}. Follow the path for a short distance and be
accosted by some orc enemies. In fact, this dungeon is teeming with Elite
level foes. But you're an elite level foe yourself, aren't you? Take them on. 

From the small area where you defeated the orcs, follow the path to the east
and fight some more dungeon denizens. There is a chest at {15,12}. Th path
beyond the chest is a dead end, so go back a bit and follow the path to the
west. Going north then west from the T-intersection you will fight more orcs,
and find a ground area to dig up for treasure. You will be ambushed when you
dig up the treasure. The small room at the northern end of the path has
nothing of interest. Go back to the T-intersection and head toward the south.

Going south at the T-intersection leads to a battle with a large number of
orcs. The large cavernous area you just cleared of orcs has nothing of
interest. Proceed east from the cavern. And then, of course, fight another
horde of orcs. After them, you will find the stairs to level 2 of the Nest.

** Pao Kai Nest - Level 2 **
Level 2 of the Pao Kai Nest is much the same as level 1. Follow the paths and
eliminate any opposition. Going north from the entry area you will fight some
orcs and then be met by a Crusher. The room that the Crusher came from has a
ground area to dig {0,6} where you will get the Rusty Key. 

Going north from Crusher's room, you are again confronted with a horde of orcs
including more Crushers. What's with this horde nonsense. Crush them. Explore
the area where the horde came from. You will find a small chest at {1,12}.
Proceeding east from this location will bring you to the Blind Shaman. If you
are not here for the Warmonger Promotion, he says you cannot enter because you
are not chosen. If you are here for the promotion quest, once you talk to the
Blind Shaman, the gate to Pao-Kai will open and you will have to fight a
dragon.

[55] Shield Guard Promotion
     - This quest is given by Hedwig in Seahaven, who tasks you with finding a
       lost caravan.
     - You'll find a caravan in the mountains north of Portmeyron castle. Just
       use the Teleporter behind the castle. The caravan is destroyed and there
       is no sign of dwarves.
     - Near this place you can find a cave with a Cyclops who throws stones at
       you. Defeat him and the dwarves will thank you. Hedwig will promote you
       after that.


******************************************************************************
**                             WALKTHROUGH                                  **
******************************************************************************

** Sorpigal-by-the-Sea - The Beginning **

After the Introduction, you will start your adventure standing on the lovely
docks of Sorpigal-by-the-Sea {31,19}. (Hereafter called just Sorpigal in this
Guide). You will already have one quest entered into your quest log - [36]
Ashes to Ashes. You also have a lore book in the Lore section - "The Raider's
Code". Read the descriptions in the log to gain some insight into the game.

** Exploring Sorpigal **

It is highly advantageous to spend some time exploring the town of Sorpigal
before you embark on any quests. If you immediately turn around from the
starting position, you will meet Sir Christian {31,19}. He is the captain of
the nearby ship and he will eventually take you to other locations. However,
in the beginning of the game, you will not be allowed to travel elsewhere. You
can ask him about some gossip. He will tell you about Duchess Irina and her
contacts with the Lotus Empire (which means nothing to you at the present
time.)

As you walk forward, you are met by Dunstan {28,19} who says he is a retired
Raider. Dunstan is an NPC who will pop up several times during the game. You
will encounter him in such places as here in Sorpigal and then outside
Falagar's Mansion in another city. You tell Dunstan that you want to go to
Karthal, but he tells you that rebels have taken over the city and it is
sealed off from travelers. You cannot go there yet.

Tell Dunstan that you are looking for work. He will direct you to Captain
Maximus at the Sorpigal Town Garrison and this will start the quest [1]
Looking for Work. You can then let Dunstan show you around town - or not. He
will join your party temporarily if you say yes. If you have the Hints turned
on, you will get a message that you can have a maximum of two NPCs join the
party. Dunstan will show up as a face on the left side of your Quick Action
panel. As you get near town locations during your tour of Sorpigal, Dunstan
will chime in with a description of that location. He will leave when you try
to enter the Town Garrison.

Do not be too hasty to jump into your adventures. Take some time to explore
the town, make some new aquaintances and find a few chests and barrels to
open. You may even find someone who will accompany you on your travels. The
places you can visit are listed in the Town Locations section of this guide
(Locations: Towns: Sorpigal).

Talk to the City Guard {24,20} to learn a bit of background on the city and
about missing persons. While in Sorpigal, be sure to talk to the following
people to get your first set of quests: [1] Looking for Work given by Dunstan
at the docks, [2] Spiders in the Well given by Maximus in the Garrison, [18]
Smuggler's Cove given by Zale standing in the street, [37] Lost Lambs given by
Eileen in her home, [19] Flowers for Fallen Heroes given by Orlene in her
home, Jassad's Bestiary given by Jassad in the Inn and [4] The Highwaymen
given by Rosalie in the Chapel.

Your first major quest to undertake must be the [2] Spiders in the Well. You
cannot leave Sorpigal until you have completed that assignment. So, once your
party has sufficiently explored the town and bought a few supplies and
potions, find Maximus in the Town Garrison to end the quest  [1] Looking for
Work and agree to help him rid the Town Well of spiders for the quest [2]
Spiders in the Well. Maximus will join you temporarily for this quest. Also,
go to the Chapel and talk with Rosalie to get her quest. She too will join you
and she can spot Secret Doors for you.

** Sorpigal - Main Quest [2] Spiders in the Well **

Locate the Well in Sorpigal {15,8} and descend into the Spider's Lair. The
Lair is a straightforward dungeon crawl. The goal here is to eradicate the
Spider Queen and also to find Smuggler's Cove and a Secret Door which reveals
a lost Sorpigal citizen. You begin at location {2,15} in this single level
dungeon. Just follow the passage and engage the Spiders along the way. Open
any barrels and chests. Eventually your party will reach the Spider Queen
{14,11}.

** Fighting the Spider Queen **

Obviously, you must fight her and win the day. Fighting the Spider Queen can
be tough for a new party. Equip the magic users with their most powerful
spells. The only likely and spells you will have at this stage will be fire
bolt, ice bolt or sparks. Have magic users hurl spell after spell at the
Queen. Obviously have any melee attackers melee. Don't forget to use mana
potions and antidotes when a party member gets hurt or poisoned. Have a earth
magic user or the ranger cast the regeneration spell if your health plummets
too low.

When the Spider Queen is defeated, Maximus will leave the party and return to
the Garrison. Continue to explore the Spider's Lair for more Spiders to kill
and loot to plunder.

From the Spider Queen's location, there are two passages - one to the east and
one to the south. The east passage leads to a chest at {18,18} and a chest at
{23,14}. The southern passage leads to the Smuggler's Cove {17,2) and a chest
which contains the Smuggler's Coffer {15,0} required for the quest [18]
Smuggler's Cove. Opening the chest with the Coffer initiates an ambush by some
Spiders. The Coffer will not appear in the chest, you will acquire it
automatically when you open the chest. This will be true of all quest items or
keys you acquire. That won't actually be visible in the chest, they just
appear automatically in your Quest Tokens inventory.

Continue to explore other passages for loot and Spider battles. Find the chest
at {6,5}. There is a Secret Door on the west wall at location {6,5}. If you
have Rosalie from the Chapel in your party, she will detect the Secret Door.
Then use a character with high might to break through the wall. In the room,
you will fight a Spider and then find a chest to open. In the same room you
will also find a dead person, one of the missing citizens, apparently, that
was mentioned by the City Guard. When you interact with the dead person, you
will get a Quest Token -  Ripped page of a journal'. Hmm. Interesting. [Note:
There does not seem to be any further use for the Quest Token "Ripped page of
a journal". It will remain in your inventory for the entire game.]

A nearby staircase leads to the surface in the southwest corner of Sorpigal. A
new entrance for the Spider Lair will appear as a door in the Abandoned House
of Sorpigal {1,3}. On the Area Map, the Abandoned House will now be called
Entrance - Spider Lair.

[Note: You have just encountered your first Secret Door. Many of the dungeons
and buildings of the game have Secret Doors. You need an NPC character capable
of detecting these doors (such as Rosalie) or you need a spell such as
Whispering Shadows to find them. Opening a Secret Door also requires a
character with a sufficient attribute skill such as Might, Magic, or
Perception. Each door requires one of these attributes. You are given a clue
as to which attribute is required by the yellow graphic that is displayed when
you detect the Secret Door. A yellow leaping antelope-like animal signifies
Might, two gear icons signify Perception and a circular icon with smaller
circles inside signifies Magic. If you choose a character with the wrong
attribute, or one with insufficient level of that attribute, that character
will receive damage. You can try multiple times to open the door and, with
some, luck, you might be successful. Come prepared to detect Secret Doors for
every dungeon you enter. At times, you cannot proceed through the dungeon
without opening some Secret Door.]

Once you have finished the Spider Lair, return to Sorpigal to rest and
replenish. Stock up on your supplies if you are low. Go to the Garrison and
talk to Maximus to get your next Main Quest - [3] Darkness in the Lighthouse.
You now can venture out of the city into the countryside of Agyn Peninsula.
Leave Sorpigal via the only exit available at this time {12,1}. You will first
be in the Tirya Bay section of the Peninsula. As you explore this area, you
will likely see the Lighthouse in the distance. You definitely want to gain
some experience before you go to the Lighthouse.

** Exploration of the Agyn Peninsula - Tirya Bay and Ashen Hills **

You begin the Agyn Peninsula at {129,35} in the Tirya Bay area of the
Peninsula. If you have Hints turned on, you will get a message that the game
is an open game and you can explore where you want. But you will reach areas
way before you are capable of handling the inhabitants. If this becomes so,
return to a previous area and gain experience to level up and become more
powerful. This will happen a lot in the game. You will reach areas you cannot
handle and therefore, you have to go do something else and level up first. A
lot of walking about in this game. This also makes it difficult to write a
step-by-step Guide because every player's experience will be slightly
different.

Anyway, to get to the area near the Lighthouse, follow the path from Sorpigal
until you reach the coastline {135,32}. Here, you can see a Wrecked Ship in
the water, but if you attempt to walk into the water you will get a message
that you need the Blessing of Shalassa to pass. The Blessing of Shalassa
allows you to walk on shallow water. You won't get that Blessing until much
later in the game. So continue exploring toward the west, which takes you to
the Lighthouse.

In your exploration, you will come across a number of locations to interact
with; ground areas to dig up, fountains and barrels for bonuses, and chests
for loot. Keep your eyes open, watch the minimap and Area Map and step on
every tile. You never know what you will find or what will pop out to attempt
to eat you.

In addition to the Spiders and Wolves you have to fight, you will come across
structures such as the Dangerous Cave at {115,41}. You will find that the
enemy within is WAY to powerful for your pitiful party at this time. Come back
later. There are a number of these types of dungeons throughout the game, so
be on the lookout for them and remember their location so you can return when
you are more powerful.

If you do decide to venture into this cave, know that it is the lair of a
Cyclops. Poke it in the eyes. Well, eye, anyway. Loot the chests if you've
managed to defeat it.

Venture up into the Ashen Hills area and to location {119,55} where you will
find the wagon of the Itinerant Merchant. Shihab, inside, is a trainer for
Expert Earth Magic, Expert Fire Magic and Expert Prime Magic. Idas is the
merchant and will sell you supplies and trade for other items. You will come
here often in the beginning of the game. Idas will sell some Ohlae Tea for 200
gold. Buy it because this is part of a quest called [43] The Naga Tea where
you are to collect 5 different types of tea. You won't actually get the quest
for a while, but you can obtain the different teas at various locations.
Unfortunately, you can't sit and have some tea and scones with the friendly
fellows in the merchant wagon.

Continue exploring the Ashen Hills section of the Peninsula. To the west of
the Merchant wagon, at location {108,43}, you will find the altar for
placement of the Flowers given to you by Orlene if you got the quest [19]
Flowers for Fallen Heroes. Place them on the shrine to finish the quest.

Not too far from the shrine for the flowers are some ominous-looking ruins
guarded by ominous-looking ghostly beasts outside. The ghosts are much too
tough for your party at this time. Try it and see. Now reload your saved game.
You will come back here later.

There is a chest at location {96,60}. When you approach the chest, you don't
get an onscreen message to  open' as most chests will do. Press your spacebar
anyway, and you will get a text box on screen where you have to type in the
answer to a riddle. This is a Riddle Chest and the only way to open it is to
supply the correct answer. There are a number of these chests throughout the
game, each with a different riddle.

o-------------------------------------------o
|Solution:
|  The answer to this riddle is: water.
o-------------------------------------------o

Near the Riddle Chest is an Obelisk at {92,60}. Interacting with the Obelisk
will give you a clue which shows up as Clues in your Quest Tokens inventory.
This starts the Ongoing Quest [39] The Secret of the Obelisks. Here you are to
find all of the obelisks in the Peninsula, and when you put all the clues
together, you get the directions to find some treasure. [Note: In a new
iteration of the game, the obelisks now have a name. After you get the clue,
interact with the obelisk again and you will find that the message it gives
has changed. Each obelisk is named for the region where it is found and when
you interact with it, the dialog box says  1. Travel'. When you click on
Travel, you are given a text entry box to type in a location. If you type in a
known obelisk location, you will be instantly teleported there. If you type in
a name of an as yet undiscovered obelisk, the message says "That Obelisk needs
to be activated before you can travel there."  If you type in any other text,
the messages says "(The magical stone doesn't react to this word...)"

The current Obelisk at {92,60} have the name  navea'. When you find another
obelisk and type in the name  navea', you will be instantly teleported back to
this spot - to the obelisk with that name.

Go back to the Itinerant Merchant wagon and replenish and sell stuff if you
need to. Then continue your exploration.

** Continue Exploring the Ashen Hills area **

When you attempt to cross the bridge at {122,56} near the Merchant, you will
be ambushed by Moonsilk Spiders, from in front and behind. If you've been
leveling up as you should, you should be able to handle these beasties without
much trouble. Explore the area beyond the bridge to fight more Spiders and
Wolves. At location {142,53} you will find a Dangerous Cave. Do not venture
into this cave yet as you will not venture out alive. If you think your party
is ready (the suggestion is that your party members be near level 20), here is
what you will find in this dungeon. The Cave contains the Shadow Dragon. When
you defeat the Dragon, you will find the book "Clouds" which is part of the
ongoing quest [41] Forbidden Saga, and you will find a chest which contains
the Relic,  Demonkiss', a crossbow. Definitely come back here when you have
leveled-up sufficiently.

Continue exploring and you will find an Obelisk at location {127,50} and its
Travel Word is  landro'. Near the obelisk is a Shrine at location {132,48}.
The Shrine features a large glowing crystal and a bunch of serpent or dragon
heads emanating from the base. This is a Dragon Shrine, and you can pray here,
on the appropriate day. For example, the notification you get from this
particular shrine says "... on the Day of Elrath..." So if you pray here on
that day, you will activate that shrine. You will find a number of these
shrines in your travels and if you pray at all of them, you will receive a
Relic as your reward. These Shrines are part of an undocumented quest - i.e.,
no quest will be listed in your Quest Log. However, once you have found all of
the Shrines and prayed at them on the appropriate day, you will receive a
Relic as a reward. See the Dragon Shrines section of the Guide for more
information.

** Explore around Castle Portmeyron **

After you have thoroughly explored this area, go back across the bridge and
turn right (north). You will see a castle - Castle Portmeyron - just a short
distance away. You can fight some soldiers called Militia lurking about the
castle, but you will not be able to enter the castle until the appropriate
time. You must first finish the Lighthouse quest ([3] Darkness in the
Lighthouse).

** My First Relic **

A good location to explore at this point is the Mysterious Crypt at {126,64}
which is just to the east of Castle Portmeyron. You need to fight the Wolves
and Spiders outside, but there are no enemies to fight in the crypt. Instead,
you can obtain a pair of Relic level boots, the Holy Sandals, if you solve the
puzzle within the Crypt. Once inside, you solve the puzzle by stepping on the
floor pressure plates in the proper sequence. There are a number of these
Mysterious Crypts in the game, none of which has any monsters to fight, but
all of which require that you solve some type of puzzle to gain the reward.

o------------------------------------------------o
|Solution:
|  Facing the locked door, step on the plates
|  in the following order: Left, Forward, Right,
|  Left, Forward, Forward.
o------------------------------------------------o

Explore the area around the Castle. Behind the castle (to the north) is a
strange, glowing twisty thing {119,70}. This is a Teleporter which will
teleport you instantly to some other location. You can't use it yet. To use
any outside Teleporter in the game, you need to obtain the Blessing of Ylath
which you will not get for quite a while. You will come back here later.

Northwest of Castle Portmeyron is a bridge that leads to the town of Seahaven
and other locations. There is a guard at the bridge who tells you that the
road to Seahaven is closed at the moment. You will come back here later.

** Explore the area around The Lighthouse **

Go back to the southern end of this area and locate the Lighthouse in the
Tiyra Bay area. Explore the area around the Lighthouse to gain some more XP.
On the southern side of the Lighthouse, you will encounter your first Naga
(the Kenshi version). Whip his hide. Get it? Naga hide.

On the eastern side of the Lighthouse is a washed-out bridge. If you try to
cross, you will get the message that you need Shalassa's Blessing to pass
through here. When you finally do get Shalassa's Blessing, you will be able to
walk on shallow water. You won't get the Blessing for quite a while in the
game. You will come back to this location.

At location {102,29} just north of the Lighthouse you can enter the region
known as the Shadow Woods. An important dungeon in the Shadow Woods is the Den
of Thieves for the quest [4] The Highwaymen. As you approach the Den, you will
fight an archer. Near the door to the Den, Rosalie (if she is in your party)
will inform you that this is the place you are looking for and it likely
contains the book she wants. You might want to come back a bit later to the
Den. You will need all the experience and levels you can get before you tackle
places like the Lighthouse and the Den of Thieves.

Otherwise, continue to explore the Shadow Woods and fight some more Wolves and
open chests. You know, the usual role-playing game stuff.

** The Lighthouse - Main Quest: Darkness in the Lighthouse **

If you think you are ready, head back to the Lighthouse. Here you will attempt
the quest [3] Darkness in the Lighthouse. You got this quest from Maximus
after you finished the quest [2] Spider in the Well for him. Be sure you have
enough rations, and health and mana potions and at least one magic user with
the regeneration spell before you enter the Lighthouse. If not, continue to
level up by fighting nearby easier enemies and returning to town to replenish
and buy what you think you need. You probably should be at level 4 or 5 to be
successful in the Lighthouse.

** Lighthouse - Level 1 **

The ultimate goal in the Lighthouse is to get to level 4 and meet the Boss
Naga, Mamushi, who is waiting to serve you tea and crumpets. Not. You begin
your journey through the Lighthouse on level 1 at location {6,0}.

The first level of the Lighthouse is straightforward. The goal for this level
and each subsequent level, is to defeat the Nagas and Coral Priestesses and
then proceed through the passages to find the way up to the next level. From
your starting location in level 1, take two steps and open the door. You will
be in a large room with two enemies, a Kenshi and a Coral Priestess. Pick off
the Kenshi with ranged attacks. The Coral Priestess has her own ranged attack,
so you may want to close the distance for melee.

If you proceed straight ahead of the entrance, you come to a door {6,2} with
the Notification  Spirit gate to Light room'. You'll come back to this door
later. The passage to the right (east) of where you entered will lead to a
corridor with a chest {11,11}. You'll be ambushed by Kenshi when you open the
chest.

Go back into the main room and to the entrance to the level. The passage to
the left (west) of the entrance will lead to a chest {3,4}. After you open
this chest, go north and then turn west. There is a door at {1,6} which you
cannot open at this time. Proceed south down the hallway. You will be ambushed
by some Kenshi. After they're gone, you will find a small chest {1,1} at the
end of the hall.

Turn east from the small chest and head towards the door. A pressure plate in
front of the door will open the door and in the little room you will find a
captive Naga named Hamato {4,1}. Hamato says he is a bounty hunter and he is
happy you freed him from captivity. This will update the quest [3] Darkness in
the Lighthouse. He tells you that the leader of the cult here in the
Lighthouse is one Mamushi. Hamato won't join you but he has some gossip. He
will then wait outside for you. [Note: You won't actually see him outside. He
will  appear' when you exit or re-enter the Lighthouse. This will be the case
for many characters you meet in the game. After you have defeated the Boss,
Mamushi, later, Hamato will then be a permanent resident of the Lighthouse.]

When you turn around and leave Hamato, the pressure plate in front of his door
will open the door down the hall and expose several enemies. The door they
came through leads to the stairs to level 2 of the Lighthouse.

But before you go meet those guys, attempt to locate and open the Secret Door
right next to where you find Hamato {3,1}. This door requires perception to
open successfully. If you can't open it now, come back later when you have
increased your perception attribute. Be sure to routinely increase perception
in at least one of your characters when you level up. Another way to increase
your perception, at least temporarily, is to have a character cast the spell
Eagle Eye which will increase perception for all party members by +7.

After you have freed Hamato and perhaps opened the Secret Door, head north
along the corridor, fight the enemies, and then go to the stairway that leads
to the second level of the Lighthouse {1,9}. Ascend to level 2 where you begin
at {6,8}.

** Lighthouse - Level 2 **

On the second level of the Lighthouse, you will see an enemy straight ahead,
but you can't reach it yet. Instead, go to your left (east) from the entrance.
Loot the chest and then go through the doorway in the wall. Fight some enemies
and then proceed to the catwalk outside. Take a moment to savor the beautiful
view of Tiyra Bay of Agyn Peninsula.

Turn left (north) of the view and follow the catwalk toward the north end of
the building. Here you will encounter a Kenshi to fight. Continue around the
corner and the catwalk ends. Go back the other way toward the south end of the
catwalk. When you around the corner at the south end, you will see an
activated teleporter disc on the floor {9,1}. Step onto the teleporter and you
will be teleported to the other side of the southern end of the Lighthouse.
Defeat any enemies, go around the corner and then go all the way to the end of
the catwalk and fight the Coral Priestesses that at are lurking around the
corner. After they are dispatched, go back to {1,6} and re-enter the interior
of the Lighthouse. Kill the remaining Kenshi, check out the barrel, and then
go up the stairs {6,4} to the third level.

** Lighthouse -  Level 3 **

On arrival at the third level, you will be in a small foyer {6,5} with two
doors that lead to ledges on the outside. There is a Secret Door at {5,5}
which requires a might check to open.

When you open one of the room doors, you will be confronted with some enemies
to defeat and you will also be attacked from behind by enemies that came
through the opposite door. Once you defeat them all, walk around the ledge. If
you go to the northern end of the level, you will see an inactive teleporter
{6,9}. Step onto the teleporter and read the notification which says "the path
to the Light room will open, when two plates have been walked on". These
plates are found at the southern end of the right and left side of the ledge
{3,6} and {9,3}. When you step on one of those plates, it will glow blue to
indicate it is active. Each time you step on a plate, one or more Coral
Priestess(es) will appear to attack you.

Once you have activated both plates, go back to the teleporter, eliminating
any enemies along the way. Be prepared for a tough battle before you use the
teleporter. At the teleporter destination, you will meet Mamushi, who is quite
formidable for your woefully low-level party. Buff up. Now step onto the
activated teleporter pedestal and the party will be teleported to the fourth
level.

** Lighthouse -  Level 4 - Fighting with Mamushi **

Mamushi is the Naga Boss on the 4th level of the Lighthouse. He/she/it will be
at the opposite end of the level from where you enter. This is a really tough
battle for beginning parties. You may wish to wait until you have leveled up
some more before you attempt to quash Mamushi. [Note: Here, as in most
dungeons, you can leave the dungeon and come back later to finish it once you
have leveled-up or restocked your supplies.]

Anyway, if you decide to fight, first and foremost, immediately step forward
toward Mamushi onto the shining tile. Mamushi will step toward you and whack
you and push you back a tile. Immediately step forward toward Mamushi again.
The point here is to get 2 tiles away from the edge of the level. As you saw,
Mamushi will push you backwards and if you haven't stepped forward (if you are
at the edge of the building), you will be knocked over the edge and die a
horrible death. He can also knock you sideways 1 tile. So get away from the
edge of the building and stay away from the edge. Trust me on this.

Some tactics for defeating Mamushi are to have your magic users heave fire
spells. Try to keep launching these spells at Mamushi and also hit him hard
with heavy melee attacks. Use health and mana potions and the regeneration
spell liberally. And keep away from the edge of the building.

** Let there be light in the Lighthouse **

Once Mamushi is defeated, you can pat yourself on the back. But you must now
find a way to light up the top of the Lighthouse again. There are two
teleporters on this level, but neither is activated until you solve the
puzzle. You need to step on the pressure plates in front of the statues in the
correct sequence to achieve this. If a statue is activated properly, it will
light up and become sparkly. To help you decide the proper sequence, there is
a message stone in the southwest corner of level 4. It reads: "Malassa rules
in the shadows, and Elrath rules in the sky. Before light will shine, respect
to the Dragons must be paid. To the North Arkath rules the mountains of Fire.
To the West Sylanna protects the Earth. To the South Shalassa's Sea lies. And
to the East Ylath's Winds rise. A day dawns on burning forests. At noon a
tempest rages on the sea. At dusk the stormy winds spread the fire. Under the
stars water shall nourish the earth. Only by walking the right path, shall
Elrath's light illuminate us all."

Cryptic certainly, and probably not very helpful. That's why you're reading a
walkthrough guide if you are stuck.

o----------------------------------------------------------------------------o
|Solution:
|  Stand at the teleporter on the south (bottom) end of the area and turn to
|  face north. Walk straight forward 3 tiles and then step on the pressure
|  plate of the statue to your left {5,7}. This will be the statue thaT
|  stands north-west of the entry teleporter. The statue will light up and
|  grow angel wings. Turn around and head south to the pressure plate {5,5},
|  2 tiles from your present position. This will be the statue south-west of
|  the entry teleporter. Take one step east and then two steps north. Turn to
|  your right and step on the plate {7,7}. This will be the statue north-east
|  of the entry teleporter. Turn around to head south and take two steps to
|  the last plate {7,5} to activate it. This will be the statue south-east of
|  the entry. So the order is: 1 northwest, 2 south-west, 3 north-east,
|  4 south-east.
o----------------------------------------------------------------------------o

When you have solved the puzzle, both teleporters light up. One teleporter
takes you to level 3 and the other takes you to level 1. Go to level 1 and the
previously inaccessible door is now open. The small room has a teleporter that
takes you back to the 4th level. (Why you would want to go back there, I don't
know.) When you exit the lighthouse, you will be contacted by Hamato, the Naga
you saved on level 1.

** Talk to Hamato and get some quests **

When you exit the Lighthouse, you will meet Hamato again who has some gossip,
can train in Dual Wield Master and is part of two new quests. When you choose
the Naga tea choice, you will get Akari Tea in your Quest Tokens inventory.
This quest, called [43] The Naga Tea, itself does not appear in your quest log
at this time. You will find several characters in the game who will give you
tea and you will get the actual quest from someone in the city of Karthal.
From Hamato, you can also get the quest [20] Sword of the Bounty Hunter, where
you are to find a sword for Hamato and return it to him. You won't be finding
this sword until much later.

Return to Sorpigal if you need to replenish potions and especially to increase
your skill training levels. To complete the Darkness in the Lighthouse quest,
you need to report back to Maximus in the Garrison of Sorpigal. Before he
gives you the next main quest, Maximus will tell you to first fulfill the
quest for Rosalie by paying a visit to the Den of Thieves. So let's go do
that.

** Den of Thieves - Main Quest: The Highwaymen **

The quest [4] The Highwaymen was given to you by Rosalie who is found in the
Chapel of Elrath in Sorpigal. Rosalie asks you to eliminate a brigand and find
a book for her. This book just happens to be in the Den of Thieves where you
are supposed to find an outlaw for the quest [37] Lost Lambs given to you by
Eileen in Sorpigal. This is the same brigand that Rosalie wants you to find.
So, one brigand with two stones, or something like that. Agree to this quest
and Rosalie joins you in your adventure. Rosalie will be able to identify
Secret Doors for you. Good girl. Thank you Rosalie.

So get Rosalie and head on over to the Den of Thieves which should now be
marked on your World Map. You will find the Den of Thieves in the Shadow Woods
of Agyn Peninsula, just northwest of the Lighthouse. As you wind through the
twisty paths of the Woods, you will have to fight roving bands of Wolves to
get to the Den. 

Once you reach the Den, remove any hostiles outside, and then enter. The goal
in the Den is to find Luke, one of the highwaymen outlaws to locate for the
two quests [4] The Highwaymen and [37] Lost Lambs. In addition to eliminating
some bad guys, Rosalie, from the Chapel in Sorpigal is seeking a special book
that may be in the Den.

** Den of Thieves -  Level 1 **

On the first level of the Den, you start at {7,13}. In the room in front of
you there are three doors. The door at the south end of the room {7,10} is
locked and you need to find a key. Opening the door to the right (west) {3,11}
of the entrance leads to a storage room full of inaccessible barrels and
shelves and a chest to open {2,12}.

Go back to the entrance and then go through the door {10,11} to the left
(east) of the entrance. This begins an encounter with a Brigand. After you
defeat the Brigand, enter the room he came from and open the chest at {12,13}
for items. You will also receive the Rusty Key. [Note: Keys are never seen in
chests; they just magically appear in your inventory. How do they do that, I
wonder?]

Anyway, this key will open the locked door in the first room you entered. Go
back to that door {7,10} and open it with the Rusty Key. You will encounter a
Militia. Defeat him and venture into the room. As you approach the far wall
toward the T-intersection, you will get a message onscreen telling you about
finding Secret Doors (if you have Hints turned on). You will also be
immediately accosted by 2 Brigands.

After you've sent the Brigands on their way, turn to the right (going west) to
find the Secret Door at location {4,6}. If you have the spell or have someone
who can detect Secret Doors like Rosalie in your party, open it using someone
with high magic. Pull the lever {4,8} found inside. The lever opens a door at
location {4,2} and the room past that door contains a chest {1,2} to loot.
Around the corner from the chest room is a locked door {5,1} for which you
need to find the key. We will come back here later.

Backtrack a bit and go through the door {3,6} at the end of the passage.
Defeat the enemies in the room and loot the chest {1,7}. You will find the
Stone Disc Fragment 1 which is used in a later quest, [44] Paladin Promotion.
The Fragment will appear in the Quest Tokens inventory.

Go back to the center of the area {7,6} and then continue going east along the
hallway. At location {10,6} in the hallway, there is a Secret Door. Have
someone with high perception open the Door and then loot the chest {10,8}.
From the Secret Room, turn east and open the door at {11,6}. In the room, you
won't find any enemies, but you will find a book "Portal to a Distant Star."

Exit the book room and take the hallway south. Open the door at the end
{11,1}. Fight the Brigands and then open the chest. You will get the Iron Key.
This key will open the locked door at the other end of the southern part of
level 1 (location {5,1}).

Go back toward location {5,1}. Along the way you will be accosted by some
Brigands. After that, open the door at {5,1} with the Iron Key. There is a
notification book on a pedestal for you to read (you can't take it), a chest
to open, and a Secret Door at location {7,2}. Have someone with high might
open the Secret Door and reveal the stairs to level 2. Go up.

** Den of Thieves -  Level 2 **

You arrive at level 2 of the Den at location {6,6}. There is a door to your
right just a step in front of you. Open the door and fight the enemies within.
A barrel holds a dark blue liquid (magic). Go back out to the corridor and
proceed north. You will see a soldier through a hole in the wall but you can't
reach him yet as the passage is blocked by stones. That happens to be Luke,
the Highwayman you are looking for. A chest is right next to the stone
blockage. There are two doors in short corridors before the stone blockage.

The door to your left (west) {5,9} leads to a small room with a chest {3,8}.
The door to the east {7,9} leads to an encounter and a small room that ends in
a cavern-like passage. When you enter the cavern area, Rosalie chimes in with
an ominous message about tunnels existing below the Agyn Peninsula. What to
make of that, I wonder?

Anyway, follow the passage and fight enemies along the way. There is a door at
{17,8} which is opened by the lever at {17,11}. Empty the chest found within.
Open the door you see at {18,17} to find the Bronze Key within a chest
{18,17}. Continue within the cavern and fight any enemies. At the end of the
cavern area is a locked door {10,15}, the key for which is the Bronze Key that
you conveniently just found.

** Fight and Defeat Luke the Highwayman **

Behind the locked door you will find Luke. He will have some words with you.
You can choose to let him go, or attack. Defeat him and watch him slowly sink
into the floor. Cool. What are consequences of letting him go, you ask? Well,
at the end of the game, you get a cutscene that shows a synopsis of your
accomplishments during that playthrough. The description will change depending
on whether or not you killed the outlaws in the quest [37] Lost Lambs.

After defeating Luke, you will get an update to both the quest [4] The
Highwaymen and the quest [37] Lost Lambs. Enter Luke's room and take the book
for Rosalie. She says she is puzzled by the contents of the book. Thus the
mystery deepens. The Highwaymen quest will end and Rosalie will leave your
party and return to Sorpigal. A small alcove near where you found the book has
a ladder to level 1 of the Den.

Continue to explore the Den if you haven't finished. Otherwise return to town,
go to the Garrison and get your next main quest from Maximus - [5] The Rocky
Road to Portmeyron. Now might be a good time to go to Castle Portmeyron, ya
think?

** Castle Portmeyron - Main Quest: The Rocky Road to Portmeyron **

This quest is given by Maximus in the Garrison of Sorpigal. Make sure after
the last quest in the 
Den of Thieves, that you actually go see Maximus to get this quest. If he
hasn't started the quest, you cannot enter the Castle and you will have to
trudge back to Sorpigal. (This hint given from experience.)

Maximus was happy you successfully re-lit the Lighthouse so he now has this
new quest for you. You are to go to Castle Portmeyron in the Ashen Hills and
meet the Governor of the Peninsula. Castle Portmeyron {118,62} is located
northwest of Sorpigal. Eliminate any enemies loitering outside of the castle
if you haven't already. You should also see some dead soldiers lying about
near the door that you didn't kill. Who did then, I wonder? Now enter the
castle.

** Castle Portmeyron - Level 1 **

Your goal in Castle Portmeyron is to eliminate all of the Brigands and their
cronies and then find and eliminate Iven, the Boss of the brigands who is
found on level 3. You will then get to save Governor Morgan.

When you first enter the Castle, you are greeted by the Militia Captain. He
tells you to report to Iven and blah blah, but then realizes you aren't the
reinforcements he was expecting. The battle is joined.

The room the now-deceased captain previously occupied has two doors - one to
the east and one to the west. A passage to the north is blocked. Right in
front of you is a book on a pedestal. The book warns you about certain rooms
that have been sealed, especially in the east and north wings.

The door to the west {5,3} is locked at the moment, so take the one to the
east {7,3}. Fight some Militia and Brigands and proceed to the east. You will
come to two doors - one leading south {11,2} and one continuing east {12,3}.
The door leading east is opened by a lever {10,1} found in the room through
the door leading south. So go south first. In the room with the lever there is
also a Secret Door {11,0}. Have a character with high magic open the door and
find a chest to loot.

Pull the lever at {10,1} and then go back to the corridor and be immediately
accosted by some Brigands and Militia that were lurking behind the door you
opened with the lever. Accost them back. The room has nothing of interest, but
you will see a hole in the north wall {14,4}. The hole looks too small for
your party to fit through, but simply walk into the hole and you will pass
into the next room. A barrel in this room contains a Moonsilk Spider.

Exit the room through the door {13,7} and fight some Elite versions of the
Brigands and Militia. Loot the nearby chest {11,5}. Proceed north along the
corridor until you reach another door {9,14}. You will fight several enemies
on the other side of the door. In the room you now enter, there are two doors
({5,14} and {7,12}) neither of which can be opened at the present time. Loot
the chest {6,15}.

Go back to the area where you first entered the level {6,0}. The door to the
west {5,3}, which was inaccessible earlier, is now open. Go through the open
doorway.

Just down the hallway is a door at {2,2}. Of course, through this door is a
room full of enemies. Eliminate them. Sample the contents of the barrel then
exit the room and continue in a northerly direction along the hallway. Find
and open a chest {2,8} and then continue. Fight the enemies that appear and
then continue until you will reach another door {1,14}.

The center of the room you just entered is blocked by debris and junk, but
there is a lever {2,12} to pull on one wall. When you pull the lever, you will
see a doorway open on the other side of the debris. You need to get to that
door, but you can't from your present location.

Now you need to trudge all the way back to the room with the hole {14,4} on
the eastern side of the level. On the way you will be entertained by a Rogue
Mage who slings fireballs and has fire resistance. What fun. When you reach
the room with a hole, there will be a bunch of enemies to fight through the
hole. Is this the Hole-in-the-Wall gang? After the battle, go through the hole
and continue along the corridors until you reach the room at the northern end
of the level. Go through the open door {6,14} to enter the room that was
blocked by debris and junk. Pull the lever {4,12} on the south wall to open
the nearby door at {7,12}.

Fight some more enemies and another Rogue Mage and then enter the room they
came from. Search the room to find 3 chests to open. A sign on the wall from
Captain Gwendal says to bring these chests to the Keep. Well, they're yours
now. This room also has the stairs {6,10} to level 2 of the castle. Go up.

** Castle Portmeyron - Level 2 **

When you ascend to level 2 of the Castle, you will be at location {6,10}.
There will be a door straight ahead {6,12} which cannot be opened yet. To the
right (east) there are two doors at {8,10} and a chest at {8,8}. Neither of
the doors to the east can be opened yet, so proceed to the west. There is a
chest at {3,10}. After opening the chest, proceed along the hallway to the
south and then west.

There is a Secret Door at location {1,8}. Use a might-inclined party member to
open the door. The room you expose through the hole of the Secret Door is a
dining room and is heavily defended. Another Hole-in-the-Wall gang who's
dinner you interrupted. After they so kindly vacate the room, open the chest
{0,2} that contains the Bronze Key. The door {2,1} within the room cannot be
opened at this time. So go back out to the hallway and proceed north.

About halfway down the hall, you will be ambushed by 4 enemies, two in front
and two behind you. The ones behind you came from the room you just left and
it was empty. Where did they come from, I wonder? Well, anyway, if you survive
this, continue north to the end of the hallway. Here you will find a lever
{0,15} on the north-facing wall. Pull it. That lever opened a small room at
{8,10}. We will go back there in a minute.

From the lever, continue east along the hallway until you reach a room with
some enemies, including a mage. The room they occupied has two doors at {6,13}
and {7,14} that cannot be opened yet, so go back to the entry to level 2
{6,10}.

The lever you pulled just previously at {0,15} opened a door at location
{8,10}. Go to this small alcove and you will find a dead soldier and another
lever to pull {8,11}. Pulling this lever causes the adjacent door to open
{8,10}, and then some enemies spill out of the open room. After they are gone,
go through the now open door at {8,10}. You will immediately come to a T-
intersection with hallways heading north and south (you're at location
{10,10}).

[Note: You will also find that the doors at {6,12/6,13} and {7,14} are now
open. You can go back there now or wait until later. There are no enemies to
fight, but there is a chest at {9,15}. If you go to get that chest now, return
to the present point {10,10} to continue.]

If you head north from the T-intersection at location {10,10}, you will reach
a door {12,15} that is opened with the Bronze Key you found earlier. The room
you enter contains a chest {13,12} and a book,  The War of Bitter Ashes". Now
head back out to the hallway and proceed south.

Continue heading south from the T-intersection {10,10} and you will see a door
on your left (east) {12,8}. Through this door are two militia and a mage. Once
they have been dispatched, search the room. The room seems to be somebody's
bedroom. There is a dead guy lying on a bed. Crack the chest {15,10} for loot.
Since this is a bedroom, why not take some time to rest? But not in the same
bed as the dead guy. Ewww.

In this bedroom, you will find a door {14,6} you can't open yet. You will find
the lever to open this door if you follow the passage south from the room. So
leave the room and move south. You will reach a blockage in the passage and
the lever is on the west wall {11,4}. Go back to the room with the bed and
dead soldier. Go through the now open doorway and down the hallway. You will
come to another door {15,3}. When you open it, there are several enemies to
fight on the other side.

Walk into the room and go through the door {13,0} on the west wall of the
room. Follow the passage to another door {10,2}. This opens into a large room
with several enemies hiding amongst the boxes and barrels. Dispatch these guys
and look around the room. It is full of debris and bags and such, but nothing
to find. There is a door on the west wall that gives no message when you try
to activate it. This usually means the door cannot be opened or will be opened
from the other side. There is a portcullis (metal bar door) on the north wall.
It's actually a series of three portcullises. There are three levers on the
north wall just to the right of the portcullis. You know what to do here. To
open the portcullises, operate the levers in a certain way. The short passage
beyond the portcullises will lead to the stairs to the third level.

o--------------------------------------------------o
|Solution:
|  left lever x2, right lever x2, center lever x1.
o--------------------------------------------------o

[Note: You can almost always leave a dungeon to visit a town and rest and
replenish and sell off your excess inventory. It could be a long trek, but
sometimes necessary. If you do decide to leave this dungeon and go to the
Merchant or Sorpigal, simply make the long return trek back to the point where
you decided to leave for some respite. Enemies do not respawn in this game.]

** Castle Portmeyron - Level 3 **

You arrive on level 3 of the castle at location {6,6}. You can proceed from
the current position to the west or east. Both directions lead to other
passages. Move to the west until you reach a passage at {6,9}. You will be
attacked by a Militia and ambushed from the side by even more brigands and
militia. Attack back.

Continue around the corner toward the east and then go along the east passage
{8,8} until you come to a T-intersection. On going south from the intersection
you will find two doors {12,7} and {10,4}. The door at {10,4} requires a key
to open. Behind the door at {12,7} there are 5 enemies for you to deal with.
After their demise, search the chest in the room to find the Golden Key. This
key does not open the door at {10,4}, instead it opens the door at {12,2}.

So go back to the beginning of the T-intersection at {11,8} and proceed north.
In this direction you will find a locked door at {12,10}, and then some longer
passages that lead to doors at {9,12} and {4,12}. Open the door at {9,12} and
you will be greeted by a Mage happily slinging firebolts at you and 3 Militia
to back him up. The library-type room they occupied has a chest {10,15} where
you find the Silver Key. This key will be used a bit later to gain entrance to
Iven {10,4}, the Boss of the Den.
 
Leave the library room and proceed to the west. At location {6,9} there is a
grate on the floor. If you walk across the grate and you will be back at the
area where the entrance to level 2 is found.

For now, continue west in the hallway to reach the door at {4,12}. The room
beyond is empty except for a door {4,14} on the western wall. Opening this
door leads to a battle with a mage and other enemies. After you kill them,
proceed down the hallway to find a barrel and another door {1,14}. Open the
door and continue along this hallway to encounter another mage and other
enemies. Continue a bit further south and you will come to a room that has a
book to take ("Houses of Wizardry"). There is a lever on the eastern wall at
{2,6} and a door at {1,5}. Pulling the lever opens the nearby door.

Go through this door and you will shortly come to two doors; one to the east
at {3,3} and one to the south {2,2}, neither of which can be opened yet.

** Meet and defeat Iven **

Go all the way back to the eastern side of the level. Make your way to the
door at {10,4}. You will be ambushed by some mages along the way. This door is
opened by the Silver Key you obtained earlier. In this room you will find
Iven, the Boss character of the Den. He will have a few words with you and
then attack. He hits hard and will soon be joined by four of his minions. I
found it best to back out of the room and around the corner so I had to fight
only Iven at first and then the minions later. Do whatever works for you.

With Iven's demise, you will find a Letter in your Quest Tokens inventory. Now
enter the room where Iven was hiding. The room is empty when you search it,
but there is a door at {12,2} and an opening at {9,3}. Open the door at {12,2}
with the Golden Key. This room has some nice views of the countryside through
the windows. A room with a view. Oh, and there's a chest along one wall just
ripe for plundering.

** Saving Governor Morgan **

Go back to the previous room to the opening at {9,3} which leads to a large
room where you will find Jon Morgan, the Governor. Talk with Gov Jon and
complete the quest [5] The Rocky Road to Portmeyron. He says you should talk
with him in a more comfortable area of the castle. So you will automatically
follow him to the throne room and continue your conversation. You will also
get the Castle Portmeyron Key.

[Note: The author of this Guide has not discovered what this key opens.
Perhaps it is just a quest flag item to allow you back into the Castle. Or
maybe it's like getting the Key to the City for some celebrity. The Key will
remain in your inventory for the remainder of the game.]

It turns out that you not only saved the Governor, but his daughter too. He is
officially Baron consort of Bayworth and the new Governor of the Agyn
Peninsula. He is understandably concerned about the situation on the
Peninsula. Mention the Letter that you found earlier and the Governor becomes
even more concerned. He will give you the quest [6] Morgan's Eyes and Ears.
Your task with this quest is to continue to explore the Peninsula and inform
Morgan of the things you discover.

Your conversation will suddenly be interrupted by Lev, a scout and Griffin
rider. He tells the Gov that Elves apparently have taken over the Elemental
Forge. This will begin the quest [7] Elemental Disturbance, where your are to
go to the Forge and investigate.

After the conversation, you will be returned to the room where you met the
Governor and the door at {3,3/4,3} is now open. The door at {2,2} is the
entrance to the throne room. Saving the butt of Governor Morgan completes Act
I of the game.

** Talk to the Governor again **

Go right back to Governor Morgan. If you have a Crusader in your party, you
can get the quest for promotion of Crusader to Paladin ([44] Paladin
Promotion). A good thing if you want to have a Paly in your party. The
Governor also trains in Sword Master if you have someone ready for that.

If you get the Paladin Promotion quest, you will get a map update putting the
Cursed Ruins on the map where you are to be tested for this promotion quest.
Be forewarned that the Cursed Ruins is a tough dungeon and you won't likely
get into them at the present time. Also, the Paladin Promotion quest requires
another item that you need to take to the Cursed Ruins. See that portion of
the Guide for further information. A party without a Crusader can still enter
the Ruins, but the promotion quest won't be realized. Kind of ruins it,
doesn't it.

While you are here at the Governor's room, you can also speak with Gwendal, a
Praetorian Guard, who will train in Shield Master. Also talk with Ann Morgan,
the Governor's cute daughter. She's only 9, so don't get any ideas. She has a
bunch of gossip for you and she begins to give you a quest about going to see
the Circus, but her father intervenes and tells her to stop bothering you and
you don't get any quest. Darn. I would have liked to have seen the elephants
and eaten some cotton candy.

You may wish to go back to Sorpigal or the Itinerant Merchant to replenish and
level up, etc. Also the Paladin Promotion quest at the Cursed Ruins is likely
out of your league at the moment. So, let's see what's up with the Elves and
Elementals. In order to continue this quest line, you need to find Lev, the
Griffin Rider on level 3 of Castle Portmeyron. When you are in Castle
Portmeyron, take a look at your area map. There will be an area in the
northeast corner of level 3 of Castle Portmeyron where you will find Lev and
take a ride on a Griffin. So proceed to the now open door at {12,10} of level
3.

** Act II **

Act II starts after you saved Governor Morgan in Castle Portmeyron. The
completion of each of the 4 Acts is shown on your inventory screen, in the
upper right quadrant. A wolf's head will appear in the circle designating
completion of Act I. The completion of Act I doesn't change the status of any
ongoing quests. Any and all quests you have at this point can still be
completed.

** Investigate the Elemental Forge **

Apparently, there has been a disturbance in the Force, or at least at the
Forge, the Elemental Forge, to be exact. In order to get to the Forge, you
must have Lev take you there by Griffin. Go to the north-eastern area of level
3 and the door at {12,10} will now be open. Enter the room and open the door
at {14,13}. The quest [7] Elemental Disturbance will be updated, informing you
to talk to Lev.

The room with Lev sports a beautiful Griffin, and Lev, of course. Talk to him.
You can listen to his gossip, and then tell him you are ready to go to the
Elemental Forge. You will get to fly there by Griffin. Unfortunately, you
don't really see this happen.

** Elemental Forge - Main Quest: [7] Elemental Disturbance **

You will visit the Elemental Forge on a number of occasions, doing various
parts of a quest called [40] Forge of Heroes which you will get after you
complete the quest [7] Elemental Disturbance. You will only complete a portion
of the Forge of Heroes quest at this time. The Forge of Heroes quest requires
that you find items called Shards. You will only find one Shard in the Forge
during this, your first visit. The other Shards are in dungeons that you will
visit later. The Guide will direct you back to the Forge at the appropriate
time in the game.

** Elemental Forge - Level 4 **

The goal of this visit to the Elemental Forge is to find out what the Elves
are doing here (you will talk to a particular Mysterious Elf to satisfy this
portion of the quest). Another goal will be to find an item called the Shard
of Earth and to use that to gain access to the Earth Magic Room where you will
battle a creature to get the Blessing of Sylanna.

You will arrive with Lev at location {3,20} which is actually level 4 of the
Forge. Arriving here safely will update the quest Elemental Disturbance. Lev
will tell you that he will wait at that location for when you are ready to
return to Portmeyron. Take a look around the landing platform and then head on
in toward the Forge. You can explore the surrounding area and admire the
beautiful scenery, but there is nothing to be found. Just beyond the landing
area there is an activated teleporter at {2,15}. Step on it and be teleported
to level 3 of the Elemental Forge.

** Elemental Forge - Level 3 **

You start level 3 at location {1,21}. Take a few steps forward (to the south)
and you will be greeted by your first adversary, some Assassins. Continue
along the hallway. There are several short side passages that lead nowhere. A
door at {1,11} requires at key. You will be ambushed again by an Assassin and
a Stalker as you proceed down the hallway. There is a book  The Myths of
Creation' at location {0,7}.

The teleporter to Level 2 is found at {2,7}, but you may wish to continue
exploring level 3 before venturing down. Continue east from the teleporter and
then go south. You will come to a small room containing a chest {4,3}. The
chest contains the Golden Key that you need for the door at {1,11}. You will
be ambushed by Assassins and a Stalker when you try to leave the room after
opening the chest. After you properly remove these guys from existence, go
back out into the hallway and proceed north. You will find a door at {5,11}
that can't be opened yet. There is another door at {7,11} that you can't even
interact with. Continue north and then go around the corners to return to the
locked door at {1,11}

Open the door at {1,11} with the Golden Key. The tiny room contains two
pressure plates {3,10 and 3,12} that will light up when you step on them. This
will open the other door {4,11} in the immediate area. It will also allow you
to open the door at {7,11}. You will be confronted by two Assassins when you
open that door, followed by some more enemies behind you.

Walk out the open door onto a walkway outside of the building. Some Elite Air
Elemental enemies will appear at some distance on the right side (south) of
your location and some Light Elementals will be at some distance along the
left side. This guys can be tough so you might want to avoid them at this time
and come back later. Behind each set of elementals is a teleporter than you
cannot access yet anyway. The Walkthrough Guide will return you here later in
the game.

[Note: Just for your edification, if you do venture outside and go to the
left, you will fight some Light Elementals. Upon their defeat, there is a door
at {18,13} that requires the Shard of Light to be opened. If you go to the
right, you will meet up with some very tough Air Elementals who will likely
plant your sorry behinds in the ground. Eventually you will be able to defeat
them and discover that the door just beyond them requires the Shard of Air to
open. You won't get either of these two Shards for quite a while, so continue
your exploration of the Forge. You will come back to this area later in the
game.]

** Elemental Forge - Level 2 **

Instead of messing around with the tough Elementals, find the teleporter {2,5}
to level 2 of the Forge. You arrive on level 2 at location {6,14}. As soon as
you step forward, two Elite Assassins materialize out of the thin air.
Dematerialize them.

There are 3 Secret Doors on level 2 of the Forge. Two of them are right here
near the teleporter. Have someone with a high magic attribute open the Secret
Door at {7,15}. You will enter a room where you will find Berenice {3,17}. She
thanks you for finding her and you can garner some gossip from her. She talks
about the disappearance of the Shantiri people and how it might be due to Void
magic. She is a trainer for Grandmaster Magical Focus. This requires no quest
because you saved here lovely hide by finding her.

There is another Secret Door at {5,12}. Use somebody with the perception
attribute to open this door. Remember that you can cast the spell Eagle Eye to
temporarily boost your perception skill. Behind the door you will find a chest
to loot.

Go back out to the hallway, and continue south. You will see a large group of
baddies who will attack. After their demise, continue down the hallway where
the assassins came from. You will come to a large fire red, lava looking door
at {9,5} that requires a key to open. It turns out that the key to open this
elemental door of fire is a Shard of Fire which you won't be getting for a
while in the game. You will find a number of this type of door in the Forge.
Each requires a Shard of a particular element. You will find these Shards as
you progress in the game. The only Shard you will find soon at this time in
the Forge will be the Shard of Earth.

At bit further down the hall is a double door {9,1} that says Agyn Peninsula
that leads to the, ah, Agyn Peninsula. If you go out the door, you will be at
location {60,47} but won't be able to move because of a washed-out bridge and
a message telling you that you will need Shalassa's Blessing to cross. The
Guide will guide you how to get Shalassa's Blessing later. For now, go back
inside the Forge.

From the elemental fire door, head down the hallway to the east. You will
enter an area that has a number of directions you could go. First take the
hallway to your right (south) that leads to a room with a small chest {12,1}.

Back out in the main area you will see what appears to be a magical blue door
at {15,8} which requires at key. This is an elemental water door that requires
the Shard of Water which you will get at a later time in the game. There is a
Secret Door at {16,7} which requires might to open. This door hides a chest to
loot.

The normal door at {16,5} exposes two chakram throwing Stalkers. Close on them
fast and chuck their chakrams. You will be attacked from behind as well by 4
Elite Assassins. When you defeat these guys, you will get the Shard of Earth
which is a Key to an elemental earth door on Level 1 of the Forge. The room
you just opened contains the teleporter for Level 1 of the Forge. How
convenient.

You might have figured out yourself at this point that the elemental Shard you
just found will open a door of the same element. So far you have found a Fire
elemental door and a Water elemental door, neither of which could be opened
because you don't have the Shards yet. You do have the Shard of Earth, so
let's find that door.

** Elemental Forge - Level 1 **

Take the teleporter {16,2} to level 1. You will arrive on level 1 at location
{17,3}. The small room you are in contains nothing. Venture out of the room
and some enemies will appear. Make them disappear. Ahead of you, to the west,
you can see through the door into an area with green flora. Let's come back to
this area momentarily.

First go to the north is a room with pretty purple lights. In the purple room
there will be a door that can't be opened yet {14,15}. This room also has two
other doors; one at {16,11} that can't be opened and one at {12,11} that opens
into a bookcase-filled library. In the northwest corner of the library room
there is a pressure plate {9,13} that glows blue when stepped on. One
consequence of stepping on this plate is to spawn some tough enemies outside
the room; the other is to open the door at {16,11}. Go through the door at
{16,11} and search the room. You will find the book  Treasures of the
Shantiri.'

** Earth Magic Room **

Now head to the room with the glowing green plants {14,7}. This green area
happens to be the Earth elemental location. Enter the area and you will
immediately encounter a Mysterious Elf who speaks to you. After a few words
about some King named Veniel, you discover what the Elves have been doing. He
then departs and the Elemental Disturbance entry in the log will be updated to
say  Restore the Altar of Sylanna (Elemental Forge).'

At {12,5} there is an open doorway to a room containing a chest {12,2}. Loot
ad libitum. You will be attacked ad libitum. Retaliate ad libitum.

Head towards the west end of the green room to the Earth elemental door {8,7}.
With the Shard of Earth in your possession, the door will open. Venture into
the room. Shortly, you will be attacked by an Earth Elemental. After his
departure, you can explore the room, but there is nothing here but a door and
a pile of vines at {3,7} straight ahead from the entry door.

** Fight with Gralkor the Cruel **

Walk up to the pile of vines. When you interact with the vines you will summon
Gralkor the Cruel and Lord of the Earth, the Boss of this part of the Forge.
You will engage him in combat. You don't actually kill Gralkor, but when you
best him in battle, he will acknowledge your courage and stop the fight. He
has some words for you. Follow the conversation points and you will get a
quest, [40] Forge of Heroes. In this quest, you are tasked with finding the
other elemental Shards which have been stolen, so you can cleanse the altars
of the other elementals and receive the blessings of the Dragons.

After the defeat of Gralkor, you will receive the Blessing of Sylanna where
each party member's resistance to earth magic is increased by 5 and you will
be allowed to pass through densely forested areas where you could not venture
previously. The various Blessings you will receive during the game are shown
on the inventory screen in the upper right quadrant. An icon in a circle will
be shown for the Blessing of Sylanna, with a description supplied when you
hover your mouse over the icon.

After defeating Gralkor, you can search the area, but there is nothing to be
found. There is a door at {2,16} that you will be allowed to pass through now.
This leads to a room with a barrel and a chest {3,18} with lots of good loot.
You can see a pulsing purple door, but you cannot reach it because that part
of the room is blocked by boxes and such. You will gain access to that part of
the room at a later time.

** Return to Castle Portmeyron **

There is nothing much more you can do here in the Forge at the present time
because you don't have the keys - the Shards- to open other doors. So work you
way back to level 4 of the Forge and get Lev to return you to Portmeyron. You
will be deposited right outside the front door to the Castle. You don't have
to enter the Castle as Governor Morgan will greet you at the door. Talk to the
Governor to complete this portion of the Elemental Disturbance quest. He tells
you that the city of Karthal remains closed, but he has an inside man who
might be able to help you gain access to the city. He also talks about the
brigands who invaded his Castle and the indecipherable Letter you received
when you ousted them. He knows someone - Lord Wilfred of Kilburn - who can
help with reading the letter. You will now receive the quest [8] The Search
for Kilburn. 

Kilburn is to help you figure out who wrote the mysterious letter you possess.
You will find him at the Shantiri Observatory to the west of Seahaven.
Governor Morgan will also give you the quest [21] Pirate Truce. Here you are
to deliver a letter to Crag Hack, the Pirate King who is in the pirate
stronghold port called The Crag far to the west.

Gaining these latter two quests will allow you to venture beyond the areas
you've already explored and find new locations of the Agyn Peninsula. Who
could ask for more? So why don't we try to find the quaint town of Seahaven
first.

** First visit to Seahaven **

Exit Castle Portmeyron and rest and replenish if needed. Use the Itinerant
Merchant to unload unwanted loot and use him and a visit to Sorpigal to stock
up on potions, and maybe advance your characters in some skills if they have
leveled-up sufficiently. For example, right here in Castle Portmeyron,
Governor Morgan trains to master level sword and Gwendal trains to master
level shield. The Itinerant Merchant will train you in several magic skills.

Once you are ready, enter the Ashen Hills area and go to the northwest of the
Castle Portmeyron where you find the road to Seahaven {108,67}. The bridge on
the road was blocked earlier in the game and is now open. Proceed across the
bridge and enter the Navea Plains {105,67}.

At this point in the game, this Walkthrough Guide recommends that you enter
Seahaven where you can increase your character's skills and acquire some new
quests. Proceed north from the Navea Plains signpost and go to Seahaven. Spend
a good bit of time in Seahaven to visit its fine selection of shops and
acquire some more quests. See the Seahaven Location section of the Walkthrough
Guide for detailed locations within the town.

** Explore Seahaven **

The sites and excitement of Seahaven are described in the Seahaven Locations
section. Here the Walkthrough Guide will only list the more notable locations.

The Moon Doe Inn {13,13} is your place to rest and resupply. The proprietor is
gorgeous Selena who can train you in Expert Dark Magic. Romuald in the Inn
will hire himself as a Negotiator - he can get better prices for you at a
merchant. The Seahaven Town Garrison {17,5} boasts Arsene who can train in
Expert Two-handed Weapons and Tristan who trains in Expert Shield, Expert
Spear, and Expert Medium Armor. Arthur, who is standing at {10,14}, offers
coach travel to Karthal (when you gain access to that city; you can only
travel by coach to Sorpigal now). Eldgrim in his house at {27,2} will offer
the Runelord Promotion quest if you have a party member so inclined for that
honor. In a nearby house, Geilir will train you in Master Fire Magic if you
have a burning desire for that.

The Astronomer's lab is found at location {4,9}. Edwin, the astronomer here
will give you the quest [25] Receding Horizons. He seems to be an Ancient
Astronaut theorist of sorts. He wants you to escort him to the old Watchtower
in the mountains of the Menthil Coast. You can decline his invitation now
since it will be a while until you get to the Menthil mountains. However, if
he joins your party, he gives a 10% experience increase after defeating
enemies. Not a bad companion to have around since you have to defeat a lot of
enemies. I took him along for the ride for most of the game.

The Silver Blades is the weapon shop of Seahaven where you can trade, buy
weapons and have things repaired. Irnel is the weaponsmith found here. She
will give you the quest [23] Fallen Star. Here you are to find some Starsilver
ore in the Desolate Wilds area of the Peninsula. Irnel will make you a
fabulous one-handed sword out of the Starsilver. If you've got a swordsman in
your party, finding this ore should be a priority during your adventures.

In the Church of Elrath, you will meet Umberto, who is a trainer for Master
Light Magic. He has a quest for you, [41] The Forbidden Saga, where you are to
collect rare and ancient books for him. There are 9 of these you are to find
somewhere in the Peninsula. See the quest descriptions for a list of these
books and their location.

While walking around Seahaven, you will find Heame, an Inquisitor, standing at
location {11,19}. He thinks Lord Haart, of the Haart Mansion {12,25}, is
hiding some dark secret or something. He wants you to spy on Lord Haart and
thus gives you the quest [24] Haart has its Reasons. Let's see what's up here.
Go to the Haart Mansion {12,25}. You will be met by Alfred, Lord Haart's
butler. The first time you arrive here, if you come at night, Alfred tells you
that Lord Haart is out and you should come back during the daytime. If you
come during the day, Alfred has some gossip for you and you will be able to
speak to Haart and get some gossip from him.

** Finding Lord Haart - Side Quest: Haart has its Reasons **

After you get the quest from Heame, go to the Haart Mansion at night time and
you will discover that Haart is gone. The quest [24] Haart has its Reasons
updates to say you should now discover where Lord Haart has gone. Perhaps the
guard at the front gate {20,8} has seen Haart. So go talk to the guard. The
guard tells you that Haart left the city and went west into the Yon-Chall
Forest.

If you wish to pursue this quest now, the description follows:
Exit Seahaven and travel west then north in the Navea Plains to reach the Yon-
Chall Forest. You will likely come upon Huarea's tent {90,72} just to the west
of Seahaven. You can talk to him if you want, and even recruit him. But then
continue north from his tent. As you look towards the woods in any direction,
you will see areas that are glowing bright green. These are thick areas of the
forest that would be impassable if you didn't have the Blessing of Sylanna.
Because you have that Blessing, you can simply walk right up to these bright
areas and they will disappear to allow you to continue.

Since we are looking for Lord Haart at the moment, take the path into the
Forest at location {87,82}. If you want to reach Haart directly, follow these
directions. From your entrance into the Forest, go east and then turn north.
At the end of this path, turn east. Walk 4 steps and turn south. You will be
attacked by some Wolves. After the Wolf encounter, walk south and then turn
east. At location {96,83} you will get an onscreen update for the quest [24]
Haart has its Reasons. Continue along the path and you will shortly see Haart
in the distance. He is at location {99,86} and is talking with someone. Walk
up to them. The Narrator will chime in that Haart has met his lover, Lirdan,
an Elf.

Haart begins to speak to you and recognizes you and asks why you are here. You
can lie to him or tell him the truth. [IMHO, Haart and his lover are good guys
and the Inquisitor who sent you here is a fanatic. Who would you side with,
really? Lovers, or Fanatics?] My party is fanatic about being lovers, so they
chose to tell Haart the truth that they were hired by the Inquisitor. He is
relieved and he and Lirdan will now tell you their story. Now quit that
conversation and talk to Lirdan. She can fill you in on some backstory and her
own story is very touching. They both are very convincing.

** Return to Seahaven **

Go back to Seahaven to talk to Heame and finish this quest. On your way out of
the Forest from Haart's location, explore any unexplored paths. Finally make
you way south and east back to Seahaven.

Locate Heame who is still standing in his corner of the town. Now you have to
decide what you want to tell Heame about Lord Haart. When you talk to Heame
{11,19}, you will have a choice to tell him the "whole truth" or "the truth...
mostly". If you choose mostly (and you should), you won't get any reward from
Heame, but your party members will feel good about themselves. Choosing "the
mostly" option will also unlock Haart as the Grandmaster Sword trainer.

** Explore the Navea Plains and Yon-Chall Forest **

After you have seen as much of Seahaven as you can stand, rest and resupply,
then exit the city and continue your exploration of the surrounding
countryside. Head west and north from Seahaven, back to the area of the Plains
where you entered the Forest to find Haart {86,82}.

Go to the bright green forest barrier at location {83,85} and continue through
the barrier. Follow the main path and explore any side paths for chests or
whatever. You will reach a point at {79,94} where you can't continue because
you don't yet have the ability to walk on water. Just to the east of that
location you will see a Elf standing in a clearing {82,93}. This is Gathalel
who offers the quest [45] Blade Master Promotion if you have a Blade Dancer in
your party. For this quest you are to go to the dungeon called Sacred Grove
which is in Halloth Grove and obtain the item called the Talasyl. Obviously,
if you have a Blade Dancer in your party, you will want to do this quest. It
might be awhile until you are strong enough to find the Sacred Grove and
continue this quest.

For now, explore any remaining side paths and then head south to return to the
Navea Plains. Continue south in the Plains to reach location {83,87} where
another glowing green barrier will be dissipated. Continue west into the Yon-
Chall Forest. You will shortly find a Dangerous Cave at {79,79}. As most of
these types of cave, the monster within is very tough. Try this cave now and
with any luck you might win the day. This cave boasts Martyaxwar, a formidable
Manticore beast indeed. It has the ability to regenerate its Health, so unless
you are very, very powerful and can deal lots of damage quickly, you won't get
very far in whittling it down to kill it. You may want to come back later.

Head back out to the Navea Plains and then head south for a bit. When you come
to location {84,70} and dissipate the green barrier, you will immediately be
met by a couple of Manticores. Defeat them and continue. There is only a
barrel back here among the main path and side path. Go back out to the Navea
Plains.

Dissipate the barrier at {84,67} and you will be greeted by a Minotaur. There
is nothing in the short path beyond the Minotaur.

** Finding Lord Kilburn - Main Quest: The Search for Kilburn **

The next entrance into the Yon-Chall Forest is a ways to the west through the
Navea Plains. So proceed that way and eliminate any foes you encounter. You
will come upon a house at {68,59} which belongs to Drengi. He is a dwarf who
happens to be able to train you in Grandmaster Axe. He will train you for
gold, but gives you no quest.

The entrance to the Yon-Chall Forest is just to the west and north of Drengi's
house and is guarded by a pack of Earth Elementals. After you plant them in
the earth, dissipate the barrier and just ahead you will see the Shantiri
Observatory. Walk forward and you will enter the Observatory automatically and
begin a conversation with Lord Kilburn.

** Talking to Lord Kilburn - Quests [8] The Search for Kilburn; [6] Morgan's
Eyes and Ears **

Show Kilburn the Letter you got from Castle Portmeyron and he tells you he
knows who wrote it - one Lord Montbard. On further reading of the letter, he
deduces that the brigand band you are searching for is in the Lost City. The
Narrator chimes in at this point to inform you that the mastermind behind the
brigand attacks is this Lord Montbard character and that you should go find
him and have a chat. This information will end the quest [6] Morgan's Eyes and
Ears and end the quest [8] The Search for Kilburn.

Now you are given the quest [9] The Hunt for Montbard. Kilburn believes that
Montbard is hiding in some caves in the Yon-Chall Forest (he's actually in the
Lost City, but you get there through some caves), so that is where you must go
to find him.

Kilburn also gives you the quest [42] Peninsula Incognita, where he asks you a
bunch of questions about the land. Answer his questions to the best of your
ability. If you answer any incorrectly, he will tell you to come back when you
are more familiar with the geography. You will discover the answers during
your journeys. For those of you who are impatient, the solution to this quest
is given in the Quest section of the Walkthrough Guide.

** Further exploration of the Yon-Chall Forest **

From the Observatory and Kilburn, you can go east or north within the Forest.
If you want to find the Lost City quickly, go east from the Observatory. You
will be attacked right away by a Minotaur and then some Wolves. Continue east,
then north, then east, then north, etc. Continue in this pattern without
deviation and you will reach the entrance cave leading to the Lost City. Of
course, you will be attacked by creatures such as Earth Elementals and Shadow
Panthers along the way. Eventually you will reach a tunnel at {79,83} that
leads to the Lost City. 

You can also, of course, explore the side paths of the Forest. Here is the
description of what you might encounter. At location {74,86} is a chest to
open, but opening it will spawn a Militia Captain and his minions. At {72,84}
is a shallow water area that you cannot enter until you have the Blessing of
Shalassa. At location {69,79} is an altar you can pray to on the Day of
Sylanna. At location {68,72} you will find Caranthir. He will train in
Grandmaster Earth Magic when you eventually have someone ready for that. At
location {65,73} you will encounter some Blackfang Thugs and Marauders. These
guys are quite tough and you may need to come back here later.

There is a Riddle Chest at location {77,69}. The riddle is "This engulfing
thing is strange indeed. The greater it grows, the less you see."

o------------------------o
|Solution:
|  darkness
o------------------------o

After you've poked around in the Forest, now might be a good time to go back
to the cave entrance that leads to the Lost City {79,81}. Let's go in there
and see what all the fuss is about.

** Lost City - Main Quest: The Hunt for Montbard **

The main goal in the Lost City is to find the nefarious Montbard and kill him.
In your travels through the City, you will also find the Shard of Water on
level 4 and potentially the Shard of Fire and the Crystal Heart on level 3.
Level 3 is the most difficult portion of the City, so this Guide will have you
return there later in the game.

The entrance to the underground passages to reach the Lost City are found at
location {79,81}. Walk into the cave and you will be greeted shortly by some
ghouls. After you make some Ghoulish goulash, continue a bit more and the
quest [9] The Hunt for Montbard will update that you have found the entrance
to the Lost City {75,75}. The next task is to find and defeat Montbard. So
let's enter the City and find him.

** Lost City - Level 1 **

You begin the Lost City in a dark cavern area at location {4,11}. It's very
difficult to see in here and you will realize you should have bought the
spells Torchlight for your fire magic user or Light Orb for your light magic
user. Otherwise you will have to rely on your minimap. Start walking south.
Within two steps you reach a T-intersection.

Turn to your left (east), fight some monsters and loot the chest at {10,31}.
Go back to the T-intersection and follow the path to the west. There is a
barrel to sample. Near the T-intersection are two passages leading south. Both
end up at the same point. So pick one and head south and then continue to
follow the passage and eliminate any opposition. It is fairly linear from this
point.

You will soon reach a bridge and be accosted by two Militia. When you defeat
them you get an Iron Key. Cross the bridge and arrive at a door {18,5} which
is opened by the Iron Key. How convenient. You are now out of the cavern and
in the actual Lost City. It is still very dark and hard to get any landmarks
for navigation. Bring any flashlights?

You can proceed either to your left (north) or to the right (south). The area
to the south has a chest {19,1}. The area to the north has nothing. There are
two passages leading to the east and they both lead to a door {22,3} or
{22,7}. Both doors open into the same area containing some enemies to fight.
So fight them already.

The large room you enter has no chests but there is a door on the north wall
at {24,7}, a door on the south wall at {25,3} and a passage that continues to
the east at {26,5}. You cannot interact with the southern door {25,3} at this
time. Both the door to the north and the eastern passage wind up at the same
point. Open the door at {24,7} first and loot the chest {25,9} you find in the
room and get the Rusty Key. The next small bedroom has nothing. Leave this
small room through the south and encounter some enemies that will attack you
from both sides. Just to the east you will see the stairs to level 2 at
{31,7}, but we will come back here in a bit.

After the demise of the ambushers, go to the door at {28,4} which is opened
with the Rusty Key. Go through the door and be prepared to fight because
around the corner to your right (west) there are a number of bad guys just
waiting for you. The room you entered contains a chest {30,1}. Continue west
from the room and you can now open the door at {25,2/25,3}. After all the dust
has settled, go back to location {29,7} where there is a Secret Door. Have a
might character open the door.

Now go back to the stairs at {31,2} that lead to Level 2 of the Lost City. Go
up.

** Lost City - Level 2 **

You begin level 2 of the Lost City at location {0,18}. It is still dark and
very difficult to make out any detail of the area. If you have the Torchlight
or Light Orb spells, now is a good time to use them. Follow the passage from
your current location and you soon will meet a welcoming party of archers and
militia and rogues. Send them your greetings. The room they were in has
several passages.

There is a locked door at {7,15} that requires a key. There is a passage
leading to the north and one leading to the south. The north passage leads to
a Secret Door at location {6,19} facing west. Have a high level magic user
open this door to find a chest. Just beyond the chest is an armory room with
swords and armor and such. Unfortunately, you can't take any of it. There is a
chest at {11,17} where you will get the Silver Key. You will also be attacked
after you open the chest. The key does not open the door at {7,15}.

Go back to the entry room. You can prove to yourself that the Silver Key you
just obtained does not open the door at {7,15}. So take the passage from the
southern end of this room. This leads to a short cavern-like passage and then
an encounter with a Ghost. Continue along the hallway after the ghost
encounter. There is a Secret Door at location {4,5} which requires high might
to open. Clean out the chest you expose.

The path south from this location will eventually lead you to the stairs to
Level 3 of the Lost City. There is a door at location {4,2} that requires a
key to open. You don't have the key yet. Looking west from this door, you see
a tunnel area and if you approach the opening you will be attacked by a couple
of Ravenous Ghouls. Since Montbard, the guy you are looking for is on Level 2,
let's come back to this area later and go find Montbard first.

Go back to location {4,5} and enter the room to the east. Here you will find
another Secret Door on the west wall at {6,6}. Have someone with high
perception open this one. Raid the chest you find.

From this room move east until you come to a T-intersection. Go south from the
intersection and find a door at {9,2}. Behind the door is a small room with a
chest {11,1}. Go back to the intersection and proceed north to the door at
{9,5}. Here you will enter a room where 2 Ghosts will materialize right out of
the walls. Other than the Ghosts, the room has no items. Go back to the
corridor and head north until you reach a door at {10,8}. When you go through
this door you will be ambushed from three sides. Yowzaa!

Use your best tactics and abilities here. After you mop up the floor with
these guys (you did, didn't you?), find the chest at {13,11} and get the
Bronze Key. If you continue west along the path and you will reach a door that
says "Enter Seahaven". Hmm. If you go through the Seahaven door, you will
appear at location {3,5} in Seahaven, which is an area in the south-west
corner of the city. You will be surrounded by broken boards and boxes, as if
this is a construction site. If you do actually enter the city to replenish or
whatev, go to location {0,1}. It will look as if you are blocked, but this is
actually a ramp that leads into the city at {0,8}. If you do visit Seahaven,
return to this exact spot to continue the Lost City.

** Still looking for Montbard **

But let's return to the task at hand, which is to find Montbard. You should
now have the key required to get to Montbard. So go back to the locked door at
{7,15}. You will be attacked along the way. Once at the door {7,15} you might
want to rest and then save your game here. Did I mention to save your game
here?

When you open the door at {7,15} with the Bronze Key, there will be a number
of enemies in the room ahead of you, but you will also be ambushed from four
other sides behind you. Yowzaa, again! If you find this encounter too much of
a challenge, reload your game and maybe go do something else until you are
stronger.

Try this tactic. As soon as you open the door, a Mage will throw a firebolt at
you. Back up one step from the door. Turn north toward the lone Mage. Walk
toward this Mage and beat him down. You will take a bit of damage from the
Bowmen, but you should have Regeneration or other healing magic by now. Once
the Mage is dead, turn around and face the onslaught. You will be in a hallway
where they can come at you only one or two at a time. The Sleep spell is great
here if you have it. Cast it on the Elite Captains as they stand in front of
you and they can't attack. Be sure to attack another enemy so you don't wake
them up. Eventually you should be able to best them. Whew! That was fun,
wasn't it? 

Enter the room where the mob came from, check out the barrel and then proceed
to the door at {18,14}. This door is opened by the Silver Key and in the room
you will find your quarry, Lord Montbard. He throws some insults at you and
then, hopefully for you, he wishes he hadn't. Beat him to a pulp.

After his fall, Montbard begins blathering about how he is trying to save the
Peninsula from Demons and Faceless. He actually thinks your party is demon-
spawn. You begin to realize he is insane. And he slowly fades away . . . But
with his dying breath he gives you the quest [26] The Last Wish, where you are
to find his daughter.

Montbard's throne room has a book pedestal that gives you the book "Excerpt
from Montbard's Journals". Interesting bit of reading, it is. Taking this book
updates the quest [26] The Last Wish because you have now found some
information concerning Montbard's daughter. You still have to find his
daughter, somewhere . . .

o-----------------------------------------------------o
|Solution:
|  His daughter is Rosalie in the Chapel of Sorpigal.
o-----------------------------------------------------o

In addition to the door you entered from, there are three other doors in
Montbard's throne room. The door to the north of the throne at {22,17} opens
into Montbard's treasure room where there are three chests ripe for
plundering. The door northwest of the throne at {19,18} reveals a small cavern
containing two chests. In the small chest {13,17} you get the Stone Disc
Fragment 3 and in the larger chest {14,17} you get the Golden Key and some
items. The door at {22,11} reveals some dark tunnels heading east and leading
to the stairs to Level 4 of the Lost City {27,12}.

At this point you may wish to go to Seahaven via the door on level 2 and
replenish and revitalize your party. Otherwise, continue or return to this
point.

** Lost City - Level 4: Finding the Shard of Water **

I would suggest at this point to skip Level 3 of the Lost City and go right to
Level 4. Level 3 contains lots of tough enemies to fight such as Undead, but
level 4 has the Shard of Water. The Shard is necessary to get the Blessing of
Shalassa and allow you to walk in watery areas, which is very useful at this
point in the game. So from Montbard's throne room, go to location {28,12} of
level 2 and take the stairs to Level 4.

You start Level 4 at {23,23}. In a few steps you will come to an ancient
looking part of the city with rocks blocking some nearby stairs. There is a
door at {22,24} which does not open yet. You will be able to see some enemies
through the openings of a building. Reduce their number to zero. The room they
occupied contains a chest {19,16}. This is a Riddle Chest. The clue is
"History is told, forgotten, and can be told again. What is put on parchment
never remains unchanged. Always truth can be washed away and rewritten, But
the spectre of past words seldom completely fades."

o---------------------------------------------------------------------------o
|Solution:
|  The answer is palimpsest. No, I didn't know what that was either. I had
|  to look it up online.
o---------------------------------------------------------------------------o

Leave that room and continue to the west. You will come upon a hole in the
wall and through that hole are stairs {13,14} that lead to level 1 of
Portmeyron in the Ashen Hills. Pretty convenient, no? Yes.

** Temporary return to Castle Portmeyron **

This Guide would recommend that you go to Castle Portmeyron to report to
Governor Morgan about the demise of Montbard. Then use the respite to go to
Sorpigal or Seahaven to replenish and sell off excess inventory. Take the exit
at {13,14}. You will appear at {13,14} of level 1 of Castle Portmeyron. Right
next to you will be a book stand with the book "Mystery of the Hidden Shrine".
This is one of the books required for the quest [41] The Forbidden Saga.
Continue south from the book and enter a room with a dead soldier. There is a
small chest on the west wall at {13,11}. There is a hole in the wall closed by
a door at {14,10}. A lever right next to the hole {13,10}, opens that door. Go
through the hole and door and you will be back in the parts of level 1 where
you explored previously. The exit door to Agyn Peninsula is at {6,0}.

After you have had a chance to rest and get recuperated, return to level 1 of
Castle Portmeyron. Take a moment to talk to Governor Morgan and report the
demise of Lord Montbard. Doing so will end the quest [9] The Hunt for Montbard
and it will also complete Act II of the game. In further conversation with
Governor Morgan, he will task you with infiltrating Karthal and discover what
happened to his informant. This starts the quest [10] Morgan's Informant.

Let's finish up level 4 of the Lost City before we embark on that latest quest
given by Morgan. So re-enter Castle Portmeyron, head to the northeast corner
of level 1 and take the entrance back into the Lost City.

** Act III of the game has begun here, but this is transparent to you as there
is no significance in terms of the quests. **

** Continue Lost City - Level 4 **

If you didn't need to visit Portmeyron, continue here with level 4 of the Lost
City. Down the stairs and along the walkway, at {16,8}, there is a barrel to
sample. At the intersection {15,10} go east up the stairs and enter a large
room. At the far end of the room you will meet the Dwarf Sorli {20,11}. He is
the trainer for Grandmaster Heavy Armour. There is a Secret Door right next to
Sorli at {19,11} which requires perception to open. There is a chest to loot
behind the door.

From Sorli's location, go east through a doorway at {21,10} toward a large
statue. You will be attacked by some unfriendly Ghosts. Unfriend them from
your social media. Just to the south of the Ghost encounter, there is a Secret
Door at {24,9} which needs might to open.

Now head north to a room that contains an altar of some type. Unfortunately,
you cannot interact with it. Just to the north of the altar is a Secret Door
at {24,15} which requires magic to open. A nearby door {23,14} leads you back
into the main cavern where you started.

Go back to Sorli's room and out the door to the west. Go down the stairs and
continue west through the doorway at {15,10}. As you follow the path, you will
see a room full of Skeletal Bowmen to fight. Enter the room and slay the
Skeletons within. If you continue through the room you will come to a door at
{5,16} which cannot be opened yet. There is a Secret Door at {8,16}; open with
a magic character and loot the chest. Go back out south and leave the room.

Once you are back in the main cavern, walk a few steps south and then turn
west and go down the stairs. You will come to a 4-way intersection at {4,8}.
Open the door to the west at {2,8} to experience an empty room. Except there
is a Secret Door at {0,7} which requires perception to open. Open the door to
reveal a barrel. Go back to the 4-way intersection and turn to the north.

The door at {4,9} opens into an empty room with a door on its west wall at
{2,12}. Going through this door leads to an encounter with a number of Undead.
After their demise, you will be in a large room with tall bookshelves. At the
far end of the room is a chest {4,15}. You will receive a Golden Key from the
chest. (You might notice that if you have been following this guide exactly,
you now have two Golden Keys. Only one of them works in this dungeon).

There is a door at {4,16} right next to the chest, that leads further to the
west. In the hallway leading east there is a Secret Door at {8,16} that hides
a chest. Continue south from this location and you will come back to areas you
have already visited. Go through the open doorway at {9,12} and continue to
follow the walkway to the south and then west until you reach the 4 way
intersection again at {4,8}.

Turn south and enter a room with 2 Skeletal Spearmen to entertain you. After
you send them home for the evening, you will see a door at {2,4} that leads to
Level 3 of the Lost City.

Unless you have a real desire to die an untimely death on Level 3, let's
continue with Level 4.

** Continuing Lost City - Level 4 **

Go back to the room with Sorli {18,8}, and head up the stairs to the south at
{20,7}. Of course you will be greeted by a bunch of Undead at the top of the
stairs. The room they were in appears to be a large dining room. At the east
end of the dining room is a set of stairs. As you approach the stairs you are
likely to be ambushed by some Ghosts. At the top of the stairs is a room with
three statues, but none of them does anything. Continue through the doorway
into an area with a door at {30,13}. You need a key to open this door. If
you've been following along, this is the Golden Key which you have in your
possession.

Using the Golden Key, open the door at {30,13}. Your welcoming committee will
consist of Ghosts and Skeletons and Ghouls, Oh my! Shoo them away. Enter the
area they came from and proceed down the hallway. At location {30,16} there is
a sarcophagus to open and another one at {30,19}. The last one contains some
good loot and the Shard of Water that you are searching for. This will update
the quest [40] Forge of Heroes.

We still haven't finished Level 3 of the Lost City. In this Walkthrough Guide,
we will come back to the Lost City later at the section of the Guide called
"Lost City - Level 3". For now, let's make use of the Shard of Water.

** Take the Shard of Water to the Elemental Forge **

The Shard of Water is needed in the Elemental Forge to get Shalassa's
Blessing. So go back to Castle Portmeyron to see Lev who will fly you back to
the Forge. Conveniently, there is a passage to Portmeyron right here on Level
4 of the Lost City at location {13,14}. Take it.

** Back at Portmeyron and Lev **

If you haven't yet taken the Portmeyron exit from the Lost City, here is the
description. You will arrive in an unexplored area of Castle Portmeyron at
location {13,14} on Level 1. At {14,14} there is a book "Mystery of the Hidden
Shrine" which is one of the books required for the quest [41] The Forbidden
Saga. At little further along, you will find a chest at {13,11}. There is a
lever at {13,10}. Pull it. It opens the door that's blocking the hole in the
wall at {14,10}. Now you are in the areas of Level 1 you previously explored.
Go to the Entrance at {6,0}.

Rest and replenish in nearby Sorpigal or Seahaven if you wish, and then come
back here to talk to Lev to take you to the Elemental Forge. Be aware that if
you have the pack horse in your party, it cannot go to the Forge by griffin.
You have to release it first. It goes back to where you bought it. If you go
back to get you horse later, you won't have to pay again. Also be aware that
you can't release the pack horse if it has items in its inventory.

** Elemental Forge - Level 2 - Main Quest: Forge of Heroes **
** Shard of Water and the Blessing of Shalassa **

Once back in the Elemental Forge, go to level 2. The door that requires the
Shard of Water is found at location {15,8}. Open the door and enter. You will
be attacked by 2 Water Elementals. 

After the battle, enter the room and enjoy the interesting architecture. This
large room has a door at {18,17} which requires a key to open - actually you
will be able to open the door after you defeat the Boss of the area. In the
center of the room {15,13} there are three pedestals, each of which has a
lever. To the right and left of the pedestals is a water sluice on each side.
(Note: A sluice is a water channel). Pulling the levers makes both sluices
move. You need to manipulate the levers to get the sluices in the correct
position over the large pool at the north end of the room and to change the
color of the flowing water.

o----------------------------------------------------------------------------o
|Solution:
|  The 3 levers have the following functions: the left one alters the flow,
|  the front one rotates the structure and the right one changes the element.
|  Pull the levers in the following sequence: 3x front, 4x R, 2x L
o----------------------------------------------------------------------------o

Once the sluices are in the correct position, the pedestals will lower and you
can walk forward to the large pool and interact with it. This will make
Acwalandar appear, the Boss elemental of this area. She casts Ice Storm. A
lot. Defeating her will grant your party the Blessing of Shalassa. This will
allow you to walk through shallow water.

The door {18,17} in this room will now be open. Venturing through this door
will bring you to an area that has a large red barrier {9,19} which requires a
key to open (the key will be the Shard of Fire which you don't have yet). In
the corner of the area is a chest and a barrel {10,18} to loot.

** Using the Blessing of Shalassa - walk on water **

Let's try out our newly acquired water-walking ability. Go to location {9,1}
of the Forge and the doors there lead to the Agyn Peninsula. Once outside, you
will be at location {60,47}. You can now walk across that gap in the bridge.
Later you will be able to return to the Forge by this means instead of having
to fly here using Lev's griffin. Cool.

When you exit the Forge, you will be quite close to the outskirts of Karthal
and to the sewer entrance that leads inside of Karthal - a necessary location
for the quest [10] Morgan's Informant. If you haven't already gotten this
quest, you will need to return to Governor Morgan in Castle Portmeyron and
talk with him. You can walk to Portmeyron from here, or go back into the Forge
and to Level 4 and have Lev fly you back to the Castle.

** Water walking for fun and profit **

My party decided they wanted to try out their water walking ability to greater
advantage. They used Lev's griffin to get back to Castle Portmeyron, sold off
some junk to the Itinerant Merchant outside of Portmeyron and then spent a few
relaxing hours in Seahaven. We then hired the coach to take us to Sorpigal. We
remembered from the beginning that there was a wrecked ship just outside of
Sorpigal, but we couldn't reach it because we couldn't walk on water. Well,
now we can. So let's see what's on that ship.

Leave Sorpigal via the south entrance and proceed south to the sea coast. Wade
out into the water toward the Wrecked Ship {139,21}. The occupants of the Ship
are Elite Pearl Priestesses and an Elite Naga Warlord. Once they are
dispatched, you will find the book "The History of Hammer Fall" and a chest
containing the Relic, Rocklin, a mace. You can explore more of the water along
the coast here, but there is nothing more to be found.

The party then decided to try water-walking at a few other locations.
Unfortunately, they quickly discovered that they weren't of sufficiently high
enough level to deal with the foes they encountered. Here's is what my party
tried. There is another location, near the Lighthouse, where you can cross
over a collapsed bridge using your water walking ability. Here you will
briefly enter the Dubra Scrubland. Some of the enemies you encounter here
include Blackfang dudes who are quite formidable. You may wish to come back to
this area later. So, my party decided to continue the main quest [10] Morgan's
Informant.

** Getting to the Karthal Sewers - Main Quest: [10] Morgan's Informant **

At this point in the game, my party chose to go back to Morgan to finish the
Montbard quest ([9] The Hunt for Montbard) and get the new quest [10] Morgan's
Informant. To further this quest, you need to find the entrance to the sewers
of Karthal. Getting to the sewers from Portmeyron entails traveling through
the Navea Plains to find the outskirts of Karthal. You will then find the
sewer and the contact person you are looking for. Or else you can return to
the Elemental Forge via Lev and his griffin and then exit to the Agyn
Peninsula at a point not too far from the sewer entrance.

To get to the Karthal Sewers from the Elemental Forge, leave the Forge via the
exit for Agyn Peninsula. You will briefly be in a region called The Eye. The
Eye is the large lake in the center of the Agyn Peninsula and the Elemental
Forge is on an island in the center of The Eye. Follow the path from the Forge
and you will soon seen Karthal in the distance. There are groups of enemies
surrounding the entrance to Karthal and they may be beyond your abilities at
the moment. Instead of trying to fight them, let's find the entrance to the
Karthal Sewers.

Walk south toward the outskirts of Karthal, but stay away from the enemies you
can see. You will enter the Navea Delta area and you will see some buildings
to the east of Karthal - the city itself lies is to your southwest. Head
toward the buildings to the southeast. You will need to defeat some Black
Guards and a Wizard closer to the buildings. After their demise, visit the pig
farm at {64,37}. Iorgas inside has some gossip for you.

To the south of Iorgas' farm is a Chapel of Elrath {66,27}. Orna, the
priestess inside can train you in Grandmaster Light. The lovely Eleanor
provides the standard chapel services of restoration, cure and resurrection.
And wild, passionate sex. Wait, no, that's not right.

** Karthal Sewers - Main Quest: Morgan's Informant **

Just to the east of the Chapel is the entrance to the Sewers that we are
seeking. It is guarded by a single Spider. But it is an Elite Giant Spider.
Just beyond the Spider at {71,32} is the entrance to the Karthal Sewers.

** Karthal Sewers - Level 1 **

You begin the Karthal Sewers at location {8,2}. As soon as you enter you will
realize you should have brought Torchlight or Light Orb spells. Anyway, take a
few steps and you will be greeted by your contact person, Zouleika {6,2}. It
turns out she is a wizard and the daughter of Ambassador Falagar, the
informant person you are looking for. Your quest log for [10] Morgan's
Informant will update - you are now to find Falagar. Zouleika tells you to
follow the sewers to reach Ambassador Falagar's Mansion.

Proceed a few steps into the sewer and you will come to a fork in the road.
Take it. (Ok, old joke.) But anyway, take the right hand (north) passage at
location {4,4}. You will come to a 4-way intersection. There is a portcullis
to the south at {5,7} which you can't open yet. Going north, there is a door
at {4,9} which you can't open yet. So go west from the intersection and you
enter a small room that has 3 portcullises and a chest {1,3}. Opening the
chest results in an ambush by 2 tough Spiders. None of the portcullises can be
opened.

Go back into the passages, head south and then turn west. You will be set upon
by a couple of Spiders. Continue on into a small room that has a lever on the
north wall at {3,2}. Pull the lever. This has opened the door at {4,9}. Go
back to that door and continue through it. You will come to a T-intersection.
Turn right (east) and the short hallway ends in a closed portcullis.

There is a Secret Door on the north wall at {6,10}. Have a party member with
high magic open this door. You will be promptly greeted by a couple of
floating squid-looking things called Facehuggers. I'm pretty sure they aren't
here for a little cuddle time. The room they were guarding contains a chest.
You can see across a chasm to the other side of this room, but you can't get
there at this time. So go back into the passages and continue west.

You soon are met by some more spiders. Ugh. Soon afterward, they are joined by
their buddy, a Facehugger. How sweet. After this, continue north along the
passage. You will soon reach a T-intersection at {3,15}. Going east from the
intersection leads to a small room with nothing of interest. It's actually the
other side of the room with the chasm. Go back to the intersection and go to
the west and then north and approach the room. A couple of Facehuggers and
some Spiders await you.

The room these creatures were in has a door at {4,19} which can't be opened
yet and the entrance to Level 1 of Falagar's Mansion at {1,20}. Take this one
now.

** Falagar's Mansion - Level 1 **

Taking the stairs you just found, you arrive at location {3,9} of level 1 of
Falagar's Mansion. An update to the quest [10] Morgan's Informant will appear
in your log. The initially stated goal of Falagar's Mansion is to find
Falagar. However, you won't find him just yet. Instead, you will find Ripley,
one of the Lost Lambs you are looking for in the quest of the same name.
Ripley knows where Falagar is. So let's go find Ripley.

Proceed into the mansion. There is a lever at {4,7}. Pulling this lever opens
a door further along at {6,3}. Moving down the hallway from the lever you will
find two doors, one at {3,6} and one at {3,3}, neither of which can be opened
yet. When you look east through the open doorway, you can see a solitary
figure standing at the far end of the room. Head to the east towards the man
and you will be met by several Black Guards. After they are gone, enter the
room they came from. You are now in a large foyer with several doors and
hallways leading to other areas of the mansion. At the far end from where you
are standing, you can still see the lone soldier waiting near a door. Go visit
him.

** Meet Ripley - Quest: Lost Lambs **

The guy at the far end is none other than Ripley, one of the Outlaws you are
looking for in the quest [37] Lost Lambs. Ask him where Falagar might be and
you will get an update to the quest [10] Morgan's Informant. He tells you the
Ambassador has been taken prisoner. Ripley also suggests that you let him,
Ripley, go. Really? Ask him about the quest [37] Lost Lambs. He tells you that
Eileen, the person who sent you on this quest to kill him and his two brothers
is his own mother. So you are given the choice to kill him or let him go. I
say kill him.

[Note: In my first couple of playthroughs, my party had chosen to kill him and
Luke, the other Outlaw. If you choose to let the three of them go, there is no
significance to the game other than a change in the final synopsis cutscene
you view when you have finished the game. In one playthrough, I let the three
outlaws live. If you let Ripley go, he simply walks into the wall, literally,
and disappears.]

** Continued exploration of Falagar's Mansion - Level 1 **

After Ripley's demise, you will note that the door behind him exits to the
Harbour District of Karthal. While we do need to go to Karthal, why don't we
first explore the rest of this level of the mansion?

Moving north from where you killed Ripley, the room you approach sports
several Black Guards. After they are removed from guard duty, search the room.
There is a Secret Door at {8,8} that requires magic to open. A book pedestal
at {12,9} will give you the book "The Eighth City". There is a lever on the
wall at {12,7}. Pulling this lever opens the door at {3,3} which is near the
entrance from the Sewers.

Proceed south from the room you are in, cross the main hallway and enter the
room to the south of where you killed Ripley. The room you enter has a Secret
Door at {9,0} that requires perception to open. There is also a lever at
{12,0} that along with 2 other levers, opens the door at {3,6}. Don't pull it
yet.

Go back out to the main hallway and move west down the main hall. Go through
the open door at {6,3} (this door was opened by the lever at {4,7} when you
first entered the level) and fight the Black Guard and Wizard. The room they
were in has a chest {5,0}. Go back to the main hallway. Across the hall from
the previous room, at location {6,5}, is a door that requires a key to open.

Now proceed west to the end of the hall. To your left (south) is a door {3,3}
that was opened by the lever at {12,7}. The room you enter has a chest to loot
at {1,0}. Note that when you pull the lever at {12,7} to open the door at
{3,3}, the door at {6,3} will close. Confusing much?

To open the door at {3,6} you need to manipulate three levers. Have all three
levers, {12,7} and {12,0} and {4,7} in the down position. If you do the lever
at {4,7} last, you will see the door swing open. (You might need to run back
to the other levers and make sure they are in the down position.) Enter the
room and around the corner expect to be ambushed by two Black Guards and a
Wizard. The room they emerged from contains a chest that holds the Golden Key.

Now go to the door at {6,5} and open it with the Golden Key. You will be
ambushed by 2 Dark Wizards. Opening this door will expose the stairs to level
2 of the Mansion.

You may wish, at this point, to enter Karthal and replenish before you tackle
level 2 of Falagar's Mansion. The Guide will have you do just that and then
come back to the mansion for further adventures there.

** Explore Karthal - get more quests and mop up others  **

Go to the door at {11,4} which leads to the Harbour District of Karthal. You
will immediately be met by Dunstan, the guy you met a long time ago in
Sorpigal. Talking with him will complete the quest [10] Morgan's Informant. He
will inform you that the lockdown of Karthal has been lifted by "Duke Markus".
Apparently Markus has taken over the city and is having everyone arrested,
including Falagar. He suggests that in order to rescue Falagar, you need to
find Hamza. This will begin the quest [11] The Great Escape.

You are now free to explore the fine city of Karthal. See the Locations of
Karthal section of this Guide for details. While exploring Karthal, be sure to
replenish your potions, level up and train your characters and get any new
quests started or completed.

Be sure to visit the following: In Karthal Chapel you will meet Evangeline and
be able to complete the quest [36] Ashes to Ashes. Other than that, the Chapel
has the usual chapel services. You will find Meleager at {4,23} he will give
you the quest [43] The Naga Tea.

** Beginning the Main Quest - The Great Escape **

When you left Falagar's Mansion, you were tasked with finding Falagar. In
order to find Falagar, you must first find Hamza. You will gain information
about Hamza at the local tavern in Karthal, the Lock Kit {19,6}. In the
tavern, speak to Haifa and tell her that 'Jon Morgan sent you'. Haifa has
information about Hamza and gives this clue "the course of destiny cannot be
turned once set in motion". She also reveals to you that you must go to the
Cosmic Circle shop in Karthal and speak to Brenda.

So go see Brenda in the Cosmic Circle {19,19}. One conversation choice with
her will be about the "The course of destiny ..." . When you pick this choice,
Brenda will ask if you want to see her  special merchandise' (No, no, not
that. Get your mind out of the gutter).

When you choose "special merchandise" and then "continue", you will be whisked
away to meet Hamza. He's suspicious of you, but he will talk. You can get some
interesting backstory from him, but then choose conversation point 1. Quest:
The Great Escape. This will update that quest in your log. He tells you that
the Blackguards are holding Falagar hostage at their Headquarters and he is
willing to help. But naturally, first you must do a few things for him. He
suggests you need two things to break into the Headquarters - the Key and some
Information.

You will now get two quests: [27] The Sewer Key and [28] Partners in Crime.
The Key is in the hands of somebody named Theron right here in Karthal, so we
can complete that one right away. The Information you need on the Black Guard
Headquarters you will get from the Blackfang gang. As you will see, you will
be able to advance the Great Escape quest by talking with the Blackfang gang,
but they will need you to do something for them that entails leaving the city.
After you get these two quests from Hamza, the location of his hideout will
appear on your map (location is {14,31} at the northern end of the city).

** Karthal: Quest for the Sewer Key ** 

To get the Sewer Key, you need to find Theron, a Black Guard captain. He is in
the tavern called Rickard's Taverne de la Licorne {17,23} in the Karthal
Slums. The entrance to the Karthal Slums is at {29,11} at the western end of
the city. [Note: The Karthal Slums is somewhat of a confusing maze to navigate
and it is difficult and tedious to give written directions. Just walk about
and take stairs and ramps and you will eventually find things.]

Find Rickard's tavern and enter. Click on Theron. He wants to have a drink and
begin a beautiful friendship with you. Getting the key from him entails
getting him drunk and stealing the key. Have the party member with the highest
vitality drink with Theron. When he passes out, you will pick his pocket and
get the Sewer Key. This will update your quest log for the [11] The Great
Escape and it will finish the quest [27] The Sewer Key.

Your next task for the [11] The Great Escape is to get some information from
the Blackfang organization. These guys hang out in their Hideout at {3,23} of
the Karthal Slums. Talk to Ajit in the Hideout and ask about Quest: Partners
in Crime. He agrees to help you but you must first do something for him. A
ship named the Sun Hind disappeared south-west of here and he wants you to
find it and bring him the chest from the ship. The quest [28] Partners in
Crime will update with this new itinerary. 

In the Hideout, you can also buy the Stone Disc Fragment 2 from the Blackfang
Smuggler. If you have Stone Disc Fragment 1 and 3, the fragments will be re-
assembled into the Shantiri Stone Disc which apparently is a relic stolen from
the Cursed Ruins. This disc will be used in the Cursed Ruins for the quest
[44] Paladin Promotion when you get a chance to go there and do that.

** Return to Falagar's Mansion **

After you have seen the sites of Karthal and its Slums, return to Falagar's
Mansion {28,12} in Karthal Harbour District and explore the remaining level,
level 2. In this adventure, we will get the Shard of Light.

** Falagar's Mansion - Level 2 - get the Shard of Light **

From level 1 of the Mansion, take the stairs at {6,5}. You will arrive on
level 2 of the Mansion at {7,7}. You are in a large atrium type area with a
number of doors leading out. As soon as you take one step into the area, you
will be ambushed by enemy troops and creatures including Wolf Hounds and
Guards. After you clear them out, begin your exploration of the area. Straight
south, at location {7,4}, is a door that can't be opened yet. 

Go down the hallway on the west side of the area and you will come to a door
at {3,6}. When you open that door it will alert a couple of Mages, Wolf Hounds
and Guardsmen to your presence. The room is a library of sorts and in it you
will find a book, "On the Nature of the Spirit World."

Exit the room and take two steps to the east and then turn south into a short
hallway. This hallway ends at two doors, {4,3} and {5,3}, neither of which can
be opened. There is a Secret Door on the south wall at {4,3} requiring might
to open. This reveals a lever on the south wall at {4,2}. Pulling the lever
sets in motion an ambush by several Dark Wizards. The lever also opened the
door at {4,3}. Through that door is a small wizard's room which has a chest
{2,3} and a barrel to open.

From the room you just looted, head north along the hallway and enter a room
with a nice cozy fireplace. Right next to the fireplace, on the south-facing
wall at {5,9} is a lever. When you try to pull the lever, you get the message
"You don't have a cog wheel to fix the mechanism". What does that mean? Well,
let's find out. Proceed east through the room and loot the chest at {9,11}.
Continue to the end of the room and open the small chest at {13,11}. Move
south out of the room in the large hallway where you will be met by some Dark
Wizards. After sweeping these guys under the rug, go all the way down the
hallway to the south. There is a door at {10,3} that can't be opened yet.
Sitting near the statue at {12,2} is a small chest that contains a Golden Cog.
I bet this fixes the lever that needed a cog. 

Go back through the fireplace room and to the lever that needs a cog at {5,9}.
With the Cog, the lever successfully moves and opens the door at {5,3}. In
fact, the lever opens all three of the previously locked doors and they all
open into the same room. So pick a door, any door, and go into the room. The
room appears to be some type of storage area and you will find lots of shelves
with goodies - that you can't take. Darn. But on one of the shelves on the
south wall there is a small golden chest {8.2} that's just begging to be
opened. This chest contains the Shard of Light. Oh, and it also releases
enemies that come at from all three opened doors. You were prepared for that,
weren't you? I counted 6 Blackguards, 2 Wolf Hounds and a Mage. The Sleep
spell on the Guards and/or Wolves can work wonders here. Nighty night.

After you dispose of this horde, that should wrap things up for Falagar's
Mansion. While we are still in Karthal, though, you can tie up a few loose
ends, increase you skill levels and rest and replenish.

** Leaving Karthal and doing other stuff **

Since continuing the Great Escape quest entails leaving the city of Karthal,
let's do so and undertake a few other quests and pursue some other adventures.
There are a number of ways to leave Karthal, but since we are at Falagar's
Mansion, which is not far from an entrance to the Sewers of Karthal at
{12,26}, let's go that way. The Guide will take your party there to see what's
been happenin' in the Sewers since we last visited.

** Karthal Sewers - Level 1 **

From the Karthal Harbour District entrance to the Sewers, you will be at
location {13,14} of the Sewers. Passages will lead to the west and to the
north. Straight north of your location is the stairway {13,20} to level 2 of
the Sewers. We will come back here in a moment. The western passage leads to a
large room with a couple of Facehuggers and Spiders. You know what to do with
them. After this happy encounter, you come into a large room with some
portcullises to the east. Go through the open portcullis and find the small
chest at {10,18}. There are parts of this room you can't reach. There is a
lever at {9,21} that opens the door at {4,20}. Through that door is the
portion of the Sewers that you have already explored in your travels to get to
Falagar's Mansion.

Let's explore level 2 of the sewers. Go back south, east, then north to the
stairway to level 2 at {13,20}. Enter level 2.

** Karthal Sewers - Level 2 **

You will be in level 2 of the Sewers at location {1,0}. Did you bring your
light spells? Walk forward and you will notice that just around the corner are
some Facehuggers waiting for you. Lovely creatures. Be careful here.

If you walk into the passage toward the Facehuggers, you will be ambushed by
Spiders that pop right out of the ground and thus you will face Facehuggers
and Spiders at the same time. A quick way for your party to die. I found the
way to avoid this is to not step on the center tile of the area as doing so
will trigger the Spiders. To get rid of the Facehuggers alone, move one tile
west {0,1} and then one tile north {0,2}. The Facehuggers will see you and
come to you and the Spiders won't spawn. Now you can deal with the Facehuggers
in a fair fight. However, after you think you are done with them, Erysichthon
will appear. Erysichthon is a champion level Facehugger. Wow. Just wow.

Leave the small room by going east. There is no way to avoid the center tile,
so you will trigger the Spider ambush now. Squish them like the bugs they are.

The large room where the Facehuggers came from has a barrel to open. At the
north end of the room is a door at {3,5} behind which you will find a Naga
named tomato soup, ah - no, its Tamotsu. You can speak with him. He thinks the
Blackfang have sent you to kill him, but nothing happens concerning this
thread. He can offer training in Grandmaster Medium Armour. In the room with
Tamotsu, there is a portcullis which cannot be opened from here.

Leave Tamotsu to his musings and continue out of the area to the south-east
corner of the large room. Head east into the passage and note the snake
symbols painted on the pillars of the hallway. I wonder what they signify? At
location {8,0} in the hallway there is a Secret Door that requires might to
open and a chest to loot. After you open the chest, continue east and then go
around the corner. There is a door at {10,2} that cannot be opened yet. (This
door will be opened later using the Sewer Key. While you may have that key in
your possession, the game isn't ready yet). Proceed a bit further along the
hallway and you will come to a large room with a chest at {9,7}. On the north
end of this room at {11,8} is the entrance to the Karthal Slums.

Unless you have a pressing need to re-enter the Karthal Slums, go back to the
south-west end of level 2 and go down the stairs to level 1 of the Sewers.
Exit the Sewers into the Navea Delta area.

** Agyn Peninsula - Navea Delta **

You come out of the Sewers at {71,31} in the Navea Delta. This is where you
entered the Sewers at the beginning of this quest line. You will be near the
Church of Elrath {66,27} where you can avail yourself of their services if you
require.

Since you should be much more powerful now than the first time you visited
this area, you might want to eliminate some of the wandering creatures and
other fauna here in the outskirts of Karthal. Head to the north from the
Chapel. You will be heading toward Karthal. There is a group of Wolves, Black
Guard and Dark Wizards on the path to Karthal. Defeating them will free up the
entrance to the Harbour District of Karthal at {75,36} if you need to rest and
recuperate a bit.

Not too far to the west of Karthal is a tower called Enigma {74,48}. This is
the location for the Archmage Promotion quest to take your Freemage to
Archmage. Unless you are here for that purpose, let's bypass that building for
now.

In your exploration of this area, across the bridge near Enigma, you will
encounter a band of enemies that include Fluffy, a giant Wolf. Isn't he cute?
Nice doggy. He's the Boss creature of this area I guess and he is Large.
Truly. Read his description. It says he is Large. Well, cut him and his
buddies down to size.

The large house at {85,47} is an Inn and the home to Tamal and some others.
Here you can rest and re-supply your party. He will give you Higan Tea for the
quest [43] The Naga Tea. Hedwig in the Inn will take about. . . seafood.
Madame Cassandra is a fortune teller and will give you some guidance. When you
ask for your fortune to be told, she says it is not the time and to come back
when your journey is over. Hmm. For guidance, she gives you clues where to
find trainers and such.

[Note: come back to Madame Cassandra after you have completed the main quest
of the game. Ask her to tell you your fortune and this unlocks a dungeon call
Limbo. Be sure you remember to visit the dungeon Limbo. It is a real trip.]

Just to the east of Tamal's Inn you will find the elf Monshan {90,45}. She has
nothing but gossip for you, except if you have a Ranger in the party and need
the quest [48] Warden Promotion. See the section of the Guide for Promotion
quests for further details.

Just to the north of the Inn is a group of 3 Black Guards and 2 Dark Wizards.
Go introduce yourself. After the high-fives and such, go up to the large
building at {91,50}. At this point you cannot enter, there is no name given on
screen and it does not show up on the World Map. The author of this Guide
doesn't know what it is.

Just to the north of this building is a barrel. When you try to open it, you
will be ambushed by some Black Guards and Brigands. Make short work of them.

Northwest of the large building is a small bridge {82,54} that connects the
Navea Delta to the Navea Plains region. You likely have already explored much
of the Plains area, so go back across the bridge, re-enter the Navea Delta and
head back to Tamal's Inn.

** Exploring the Shadow Woods **

Just to the south of the Inn is a path leading into the Shadow Woods. Of
notable interest to your party is the Mysterious Crypt at {93,42}. The crypt
contains a nice Relic that you obtain by solving the puzzle. The Crypt is a
large room with pillars in the center and pressure plates scattered throughout
the room. The solution to the puzzle requires that you step on the plates in
the correct sequence to move some of the central pillars and reveal the
treasure chest. You need to step on two plate combinations and there are 14
combinations in the puzzle. One could spend all day trying the exponential
number of combinations. After you try a few hundred combinations and tear your
hair out, look at the solution that follows. Your reward will be the Relic,
Will and Resolve which are bracers (+22 evade, +24 prime dmg to attacker,
sleep immunity).

o----------------------------------------------------------------------------o
|Solution:
|  This works (10,2 + 11,3), (5,2 + 11,7), (11,3 + 5,2), (6,3 + 5,7),
|  5,7 + 6,6), (6,6 + 9,8), (6,3 + 8,6), (6,3 + 8,4), (6,3 + 7,4),
|  (6,6 + 7,4), (9,8 + 8,4), (11,7 + 7,4), (9,5 + 8,4), (9,5 + 7,4).
|  You may find that some pillars are still standing and the chest has not
|  been revealed. The logic to this puzzle is to step on two plates, one
|  vertical and one horizontal to a pillar and the pillar will drop. If you
|  make a mistake the puzzle does not reset. If you think you have activated
|  the wrong plate just step on it again to deactivate it. Frustrating
|  puzzle, even when you think you know the solution.
o----------------------------------------------------------------------------o

A short ways to the south of the Mysterious Crypt is an odd looking wooden
building {91,38}. When you interact with the door, a female elf, Wysthal, says
"No, you won't catch me!" and then disappears. You then cannot interact with
the door again. What's going on here?? It turns out she is the trainer for
Grandmaster Dodge. I guess she is dodging you. [Note: She will appear in some
other forest two other times. On the last encounter, she will train you to be
Grandmaster Dodge. See the Location: Navea Delta: Wysthal section of the Guide
for the other locations for Wysthal.]

** Still exploring parts of the Agyn Peninsula **

Continue to explore and you will eventually come to the Navea Delta and an
entrance to the Harbour District of Karthal {83,32}. Rest and replenish if
needed and then go back to the country-side and continue your exploration.

To the south and east of the entrance to Karthal, there is a Dangerous Cave at
{91,27}. Brave it if you think you can handle the denizen within; otherwise
come back here later. Know that this cave is the lair of Amarok, a large Wolf,
who is not happy with your intrusion. If you manage to defeat him, loot the
chest a bit farther back in his lair. Your reward will be a visit from the
Society for the Prevention of Cruelty to Animals. No wait, that didn't happen.

A short walk south of the entrance to Karthal you will enter the Dubra
Scrubland. Atlas resides in the tent along the shoreline. He trains in
Grandmaster Endurance. Continue south and east from Atlas, and you will come
to a Wrecked Ship on the shore. You will have to fight some tough Nagas and
Priestesses to get to the ship.

The Wrecked Ship has a lot of barrels to open, most with liquid, some with
Spiders. There is a chest at the north end of the deck {3,13}. You will find
the Relic, Smuggler's Jacket in the chest. The Smuggler's Jacket has an armor
of 10, adds 6 to the dual wielding skill, adds 6 to dodge, 22 to evade at
level 4. Not too shabby.

You have probably reached a point, as my party has, as to what to do next. I
would suggest you trek back to Karthal and rest and replenish. Then level up
your characters and determine if you can do some promotion quests or find some
trainer to bring a skill to a higher level. My party needed to get to the
Pirate town called The Crag. So that is where we are going next.

** Finding the Crag **

You cannot take a ship or coach to the Crag until you discover it. So you are
going to have to hike. Go to Karthal and take the northern exit from the
Harbour District area of the city. Walk in a general west and south direction.
From the Navea Delta outside of Karthal, you will enter the Halloth Grove at
location {56,39}. As soon as you enter the Grove, go south. You will shortly
leave the Grove and enter the Desolate Wilds at {57,31}. Keep going east and
south through the Wilds. You will pass Huang at {52,27}. Stop and chat or keep
going south. Turn west the first chance you get and continue a ways.

If you have a hankering for puzzles, stop at the Mysterious Crypt at {47,29}
in the Desolate Wilds. In this crypt, you need to walk on the proper floor
tiles to disarm them. Any incorrect tile stepped on sends you to your death -
untimely or timely. Good luck. Your reward will be the Ancestor's Mask (+6
endurance, +10 vitality, +24 fire dmg to attacker).

o----------------------------------------------------------------------------o
|Solution:
|  Walk this way: N, W, N, N, E, N, E, N, N, W, W, W, N, W, N, N, E, E, E
|  You need to exit along the same path, but in the reverse direction.
|  Just simply follow the highlighted tiles on the mini-map.
o----------------------------------------------------------------------------o

** Continue westerly toward The Crag **

Continue in a westerly direction on your trek to The Crag. Oh, and speaking of
wandering, at location {40,31} you will meet a ghostly apparition called The
Wanderer. If you accept, she gives you a quest - [31] The Curse of Volos -
where you are to go into the nearby ruins called the Fortress of Crows {37,34}
and give an item to "her". When you ask, who is "her", the Wanderer then
abruptly vanishes, leaving you with a Half of a Pendant in your Quest Tokens
inventory. Sounds like a mystery to solve. You can attempt to do so now, or
come back later.

My party decided they just had to get to the Crag, so they continued on. Note
that nearby to where you met The Wanderer, there is a location at {43,26}
where you can climb up a rock and have a nice view overlooking this region of
the Peninsula. Take in the sights, but then continue on your way.

Just west of that overlook is a location called Skull Rock. You will have
quite a lot of business to take care of in this location, but we will come
back to that later. My party was still anxious to get to The Crag, so we
continued in a westerly direction. We stopped for a short break at {27,30} to
puzzle through the riddle of the Riddle Chest. "Completely round is fairly
rare. Bright and shiny when I'm there. When I'm not, they call me new. But I'm
old. Older than you."

o------------------------------o
|Solution:
|  moon
o------------------------------o

** Found The Crag **

Finally, after much walking about and fighting some ugly battles, my party of
adventurers reached the Crag. As is typical of the towns in this game, there
is quite a bit to do in The Crag. Most of the detail is found in the
Locations: The Crag section of this Guide. Only major quests and town
locations will be mentioned below.

** Exploring the Crag **

When you enter the town of The Crag, your quest log for the quest [21] Pirate
Truce will automatically update. To remind you, Governor Morgan asked you to
find The Crag and then to deliver a letter to the Pirate King. He's on the
other side of town, so explore the city, get to know the inhabitants and
you'll eventually get to the King.

You will chance upon Kirk who is standing in the street at {3,6}. He is the
last Lamb to find for the quest [37] Lost Lambs. Kill him to update the quest
and eventually report to Eileen in Sorpigal for completion.

Kei, at location {17,13}, will give you the quest [34] Water Magic
Grandmaster. Here you simply have to walk 100 steps on Shalassa's waters. You
can do that right here and now. Even though you might not have anyone
deserving of this honor, you can still do the quest. On the docks near where
Kei is standing there is a plank that allows you to enter the water {15,17}.
So walk the plank, as the pirates say. You don't actually need to count 100
steps. Just walk on all the blue tiles you can and find some loot to boot. You
won't get all 100 steps at this location. There is another entrance to the
water at {11,9}. You may need to re-enter the water back at the first location
and walk a bit more over the same tiles, but you will eventually get the
update to the quest. Report back to Kei when finished walking.

** Finding the Pirate King - Quest: Pirate Truce **

You will eventually find the Fort at {14,29} where you can talk to Ciele, the
Pirate King's girlfriend. and get the quest [22] The Curse. Ciele tells you
that Crag Hack, the Pirate King, is ill and you, of course, offer to help.
That's what adventurers do. For this quest, you are to find Kaspar in Karthal
and bring him back to The Crag to help heal Crag Hack.

Next, talk to Crag Hack himself and get some tantalizing gossip. You will show
him the letter that Governor Morgan gave you to wrap up the quest [21] Pirate
Truce. 

** Doing some Promotion Quests **

That, more or less, takes care of things in The Crag for the time being. Now
you need to go do some of the quests you got. The Author of this Guide found
that it was very beneficial to be aggressive about leveling up your party and
doing promotion quests. As you would expect, your party members become
immensely more adept when they reach Grandmaster level in their chosen skills.
To get training to Grandmaster level, a character must be promoted in his or
her chosen profession.

** Blade Master Promotion Quest **

My party happened to have a Blade Dancer who wanted to become a Blade Master
very badly. Therefore, we decided to undertake the Blade Dancer to Blade
Master Promotion Quest. We had met the Elf, Gathalel, earlier in the Yon-Chall
Forest {82,93} and he said that in order to become a Blade Master, we had to
find the Sacred Grove and retrieve an item called the Talasyl. From The Crag,
we took the boat to Seahaven, and then traveled overland to the west and then
south into the Halloth Grove. From there we took the winding passages to
eventually reach the Sacred Grove at location {49,38}. We entered the Sacred
Grove and prepared ourselves for this adventure.

** Sacred Grove - Level 1 **

You enter the Sacred Grove at location {4,0}. There are no enemies to fight on
this level (at this time). It's hard to see the paths in the Grove because of
all of the foliage. A Torchlight spell helps some. Follow the path south, then
east until you reach a green door {11,2}. The door is locked and cannot be
opened yet. Backtrack a bit and then take the path north. Take a couple of
steps and then turn west. Follow the path to the end and find a stash at
{4,4}. Backtrack a bit and you can turn north at location {4,6}. Follow this
path northerly and you will reach another green door at {1,11}. This cannot be
opened at this time.

Go north from the door and you will be able to turn to the east at location
{2,13}. You will see a hole in the rocks in front of you. Go through that hole
and in 3 steps you will see a waterfall off to your right. You can turn north
at location {6,3} and find the stairs {6 15} to level 2 of the Grove.

Unless you are in a hurry to see level 2, let's hold off with that and go to
the waterfall. Go a couple of steps east and then turn south toward the falls.
Wade into the little pond there and walk right into the falls. A grave at
{11,9} behind the waterfall has a Silver Key.

Go back to the pond and turn north for a few steps and then turn east. Follow
the path until you come to a T-intersection. Going north and then west from
the intersection leads you to a grave to loot. Go back to the intersection and
as you are looking south, you see a hole in the rock wall.

Go through the hole and follow the path. This will bring you back more or less
close to where you started. Now go back to the entrance to level 2 {6,15}.

** Sacred Grove - Level 2 **

You start level 2 of the Sacred Grove at {18,0}. The goal here is to find the
object called the Talasyl for the promotion to Blade Master. Walk a few steps
into the area and you will see a bird, seemingly trapped by some tree roots
{19,3}. You can't interact with the bird, so we will just use it as a
landmark. Navigating this area is as difficult as level 1 because the paths
are not clearly visible.

For now, head to the east past the bird. Follow the path as it turns this way
and that, but eventually you will be walking toward the north. There is a
chest at {25,10}. Continue to try and head in a northward direction. Soon you
will enter a brighter area and there is another small chest at {20,21}. From
this area you can head to the west and you will end up in a large cavern area
with glowing red rocks. At the far end of this area is a green barrier door
{7,24} which cannot be opened at this time.

Leave this area through the southern end and you will come to a large
cavernous area with a glowing green tree on the western side. There is
somebody standing next to the tree. If you are not yet ready for a big battle,
don't walk up to the guy at the tree. He wants to eat you for lunch. Look
around a bit and find a ground area to dig for treasure at {14,11}.

When you feel ready, approach the guy under the tree and he will start a
conversation right away. This is Zaahid, a Wizard who just happens to be
guarding the Talasyl you are looking for. You are going to have to pry it out
of his cold, dead hands.

Speaking of cold. And dead. As soon as you defeat Zaahid, the room will be
filled with Zombies. Make then dead, again. Then pick up the Talasyl from the
glowing tree. You can exit the area in three directions, north, east or south.
Exiting to the south brings you to a room where you will find a chest at
location {4,2}. Opening that chest starts a confrontation with some ghoulish
creatures.

Exit this area along the eastern passage. When you get to the entrance area,
you will find it is filled with Ghouls and things. Continue to scour the whole
level and eliminate any creatures you find. The green barrier door at {7,24}
is gone and you can access the barrel. After you've gotten rid of the vermin,
go back to the stairs to level 1 {18,0}.

** Scared Grove - Level 1 again **

Level 1 has also been over-run by Facehuggers and Ghouls. Systematically
eliminate them all. The green barrier door at {1,11} is gone, so loot the
chest. The barrier door at {11,2} is also gone, so go ahead and check out the
chest at {15,2}. This chest requires the Silver Key which you should have
gotten earlier under the waterfall. When all is done, leave the Grove via the
exit.

** Back to Yon-Chall for the Blade Master promotion **

Now all that is needed for the Blade Master promotion quest is to return the
Talasyl to Gathalel in the Yon-Chall Forest {82,93} northwest of Seahaven.
Done and done. Since my newly appointed Blade Master has also increased his
Sword skill to the maximum, the party decided to go to Lord Haart in Seahaven
and get trained in Grandmaster Sword. Sweet.

** Paladin Promotion Quest - preparations **

My party also had a Crusader who was ready for the promotion to Paladin.
Governor Morgan in Portmeyron gives you this quest where you are tasked with
you trying to appease the Ghosts that are haunting the Cursed Ruins. You can
visit the Ruins whether or not you have a Crusader in your party, but you
won't get the promotion in that case. The Ruins are northwest of Sorpigal and
almost directly west of Castle Portmeyron. [Note: you will want to come to the
Ruins with the completed Shantiri Stone Disc if you intend on doing the
Promotion quest. If you have been following along with this Guide, this item
should be in your possession. See the description of the quest [44] Paladin
Promotion for information on where to find all 3 disc fragments.]

** Cursed Ruins - Quest: Paladin Promotion **

The cursed Ruins are found in the Ashen Hills section of the Agyn Peninsula
near Sorpigal. The outside entrance to the Ruins is guarded by 2 Spectres. If
you can't handle these ghosts, then you won't be able to handle the creatures
inside of the Ruins. If that is the case, come back later. If you feel you are
ready, then follow along:

** Cursed Ruins - Level 1 **

You start the dungeon at location {13,6}. You are in a long wide open hallway
with 6 doors leading off to the sides. You goal in the Ruins is to reach level
2 where you can attempt to appease the Ghost that haunts this dungeon.

The closest door {12,7} to your starting location is open and leads to a
hallway heading north. Step into the hallway and be greeted by some Ghouls.
Move north through the hall. There is a Secret Door at {13,9} which requires
perception to open. Keep moving north and then to the west. There is a Secret
Door at on the west wall at location {9,13}. Use a character with high might
for this door. A bit further along is a small room with some Ghouls and
Spearmen waiting for you. Don't keep them waiting too long. In the area you
fought the undead things, you will find a Secret Door at location {8,10}. A
high magic is needed to open the door.

From this room, both the north and south directions lead to a door. Move north
first and then west to go to the door at {4,13} to enter a room with a small
chest at {1,13}. You get the Bronze Key upon opening that chest.

Go back out to the hallway and move south to the door at {6,8}. The large area
you enter has lots of enemies to deal with. Deal with them. The area you've
just entered turns out to be the large hallway where you first started entered
the Ruins.

From the door you just went through, turn right (north) and go to the adjacent
door {3,7}. The small room you enter has a barrel to open. Go back to the
large hallway and to the next adjacent door at {2,6}. This door requires a key
to open. The next door at {3,5} is opened with the Bronze key. The room you
enter looks as if it has been ransacked. There is a small chest at {3,1} which
contains the Iron Key. When you open the chest, you will immediately be
attacked by Ephie, a ghostly miniBoss ghost.

Go back out into the large hallway and go to the door at {9,5}. This door
leads to a large room that contains the book " A Passage through the Isles",
part of the [41] Forbidden Saga quest. Grabbing that book starts an encounter
with a couple of Ghouls and their ghostly girlfriends.

Take the Iron Key to the door at {2,6} and go through it. This leads to the
stairs to Level 2 of the Ruins. Go up one level. In the Ruins, not your
characters.

** Cursed Ruins - Level 2 **

You arrive in level 2 at {1,6}. Immediately to your right at {3,5} is a door
you can't open. If you look down the long hallway, you can see some Ghouls and
Skeletal Spearmen trying to play hide-and-seek. You know what to do. 

Now go to the passage in the north center of the large hallway {6,8} and enter
the room. Straight across from the entrance is a Friendly Ghost who will start
a conversation. You can't understand her speech, so choose choice 1 of the
conversation points, Hopefully, you have the Shantiri Stone Disc, because that
is required in order for you to understand her. She points towards the stone
altar statue nearby and you realize the altar requires a disc-shaped object -
the Shantiri Stone Disc to be exact. Talking with the Ghost will update the
quest, [44] Paladin Promotion. You won't actually get to place the object in
the altar. Instead, you are now to find clues about the missing relic (0 of
4). These clues are found within the rooms of this level. [Note: If you
notice, in the conversation window, you can choose to fight the Ghost, but
then you can't complete the quest. Duh.]

There are two doors in the room with the talkative Ghost, but you can't open
them yet. Go back out into the main hallway. Go to the end of the hallway and
loot the two barrels. Open the door to the south at {9,5} and enter the
seemingly empty room. Lying on the floor at {8,2} is one of the clues you are
looking for. You will get a Blood-stained page (page 4) in your Quest Tokens
inventory. 

Open the door {8,1} in that room where you just found the page and proceed
down the hallway to find another door at {4,2}. Opening that door will invite
some Ghosts to attack from in front and behind. After you defeat them, move
forward into the room. Straight ahead is an opening in the wall. When you
approach the opening, Leander, the ghoul Boss of this place comes a-calling.
Dig up the grave that Leander popped out of for some loot. In the corner of
the room at {1,3}, you will find another of the blood-stained pages (#3). When
you leave the room by the adjacent door {3,4/3,5}, you activate a pressure
plate on the floor.

Go back into the large entry area and at the far end, at location {9,7} is a
Secret Door which requires high magic to open. Behind the door there is a
pressure plate for you to step on and activate.

The pressure plates opened one of the doors in the room with the Friendly
Ghost who you talked to earlier. Go back to that room and enter the now opened
door. Fight the Ghouls and Ghosts and Spearmen. After they are dispatched,
explore the room. At the foot of the bed {1,13} you find Bloodstained page
(page 1) of the clues to the missing relic you are looking for. There is also
a book to take; "Dragon of Karthal: A Popular Folk Tale."

Also within this room is a Secret Door at location {2,13} which requires
perception to open. There is a pressure plate in the alcove. With the three
pressure plates activated, the door at {8,11} opens and you find the last of
the Bloodstained pages (#2) at {10,10}. If you have all four, return to the
forlorn Ghost. Before you leave this room, open the Secret Door at {10,13}
(might) and loot the chest.

When talking with the forlorn Ghost, you will have the conversation choice to
show her the Stone Disc. You've just made the Ghost un-forlorn and you have
completed the Paladin Promotion quest. The Ghost will disapparate and the
Shantiri Disc will magically be placed in the hands of the altar. Good job all
around. [Note: the Bloodstained pages will remain in your Tokens inventory.]

My party decided to take their newly appointed Paladin to Lord Haart in
Seahaven and have her Sword skill raised to Grandmaster. Additionally, she
wanted to be a Grandmaster in Light Magic, so we took her to Orna, the the
Church of Elrath, Navea Delta, just southwest of Karthal. And we did just
that.

** Getting a good sword **

Now that my party has a Blade Master and a Paladin, both of whom are
Grandmaster in Sword, they need some decent swords, not the sharpened
toothpicks that have been using. So we decided to pursue the [23] Fallen Start
quest. We got this quest from Irnel in Seahaven, the proprietor of the Silver
Blades weapon shop. In this quest, you are to find a meteor in the Desolate
Wilds which contains the precious metal Starsilver. After you find the
Starsilver, you need to bring it back to Irnel and she will forge a powerful
weapon, the Starsilver Blade. This is a one-handed Relic sword that starts out
at 22-24 damage and 50% crit. When the sword is raised to level 4, it does
29-33 damage, 50% crit dam and an additional damage of 9 in fire, water,
earth, air, light and dark. Simply awesome. Gotta have it.

If you feel liking walking, you could take your party west and south from
Seahaven, through the Navea Plains, into and through the Halloth Grove and
finally into the Desolate Wilds (at {37,44}). You will need to remove some of
the fauna of the Wilds once you get there. There is a Teleporter at {34,44}.
Unless you have the Blessing of Ylath, you cannot use it yet. Continue to work
you way through the Wilds.

You will find a Dangerous Cave at {24,47}. It's dangerous so don't go in the
cave. Well, if you think you are capable, give it a try. The owner of this
cave is one Tuco, a demon orc or something. Cork the orc. Clean out his chest
and take the book nearby. He won't be reading much anymore, anyway.

Not far from the Dangerous Cave is the entrance to The Crag. Rest and
replenish if you need to.
Now make your way south and slightly east through the Wilds. You will find a
Meteorite at location {45,19}. You will get a chunk of Starsilver in you
Tokens inventory. Now you need to take this back to Seahaven to have Irnel
make it into a sword. The quickest way to get back to Seahaven is to use the
Spirit Beacon your primordial mage set. What, you didn't do that? Well, then
go to The Crag to the north and take a boat to Seahaven.

** Constructing the Starsilver Blade **

By whatever means you use, go to Seahaven and see Irnel and she will turn the
Meteorite into the Starsilver Blade. This will take a week, she says, so go do
something in the meantime. Or rest a bunch of times. You will get an onscreen
message when the Blade is complete.

** Exploring the Irisus Sea while waiting for the Starsilver Blade **

To kill time, not to speak of killing nasty creatures, my party decided to
revisit the Yon-Chall Forest north of Seahaven to clean up any loose ends up
there. One end that is loose is the watery area at the northern most tip of
the Forest near Gathalel. Here you can enter the shallow water of the Irisus
Sea and fight the Water Elementals guarding the area. Mop them up.

Continue exploring the coastline to find what you can find. At the western end
of the water area you are currently in, you can enter the Minho Marshes. Right
on the coast is the house of Erika who is the trainer for Grandmaster Fire
Magic. Since my party has a fire-throwing Rune Priest waiting for his
promotion to Runelord, we'll be back here for sure.

If you go to the east of where you entered the Irisus Sea, you will eventually
see a Wrecked Ship {100,91} and some Air Elementals nearby. They will attack.
Blow them away. Visit the interior of the Wrecked Ship.

The Wrecked Ship itself is heavily guarded by both Air and Water Elementals.
Elementary, my dear party. At the north end of the deck at {3,13} you will
find the book "The Divine Right" which is part of the [41] Forbidden Saga
quest. At the opposite end of the deck {2,0} is a chest. The chest contains a
Relic, the Shield of the Sun.

To the west of the Wrecked Ship, you can enter the Vantyr Range. When you
enter the area you will see a chest sitting in the center of a clearing
{108,96}. Looks too good to be true. It is. When you walk up to the chest to
open it, you are savagely attacked by an assortment of Elite Elementals. You
better have a high level party for this. Or else run away screaming like a
little girl.

For the time being, my fairly high level party became little girls and ran
away. We will return here someday when we man up. You can continue exploring
the Range, but know that you will eventually find Teleporters that you can't
use because you don't have the Blessing of Ylath.

So why don't we go get that Blessing? We have the Shard of Light that we just
obtained a while back in Falagar's Mansion and there is another Shard - the
Shard of Air - in the Lost City on Level 3 which, if you are following this
guide, has yet to be completed. In our present location, we are actually not
too far from the Lost City, so let's go back to the Lost City and get that
Shard. Then we can take our two Shards to the Elemental Forge. 

** Return to the Lost City to get the Shard of Air **

Make your way back to Seahaven and rest and replenish as usual. Then leave
Seahaven and go back to the Lost City. Remember, there is an entrance to the
Lost City from Seahaven in the southwest corner of the city, so you don't have
to walk a long ways to get there. The assumption here is that you are
following the Guide and have found that connection between Seahaven and the
Lost City. You may choose, to walk, though, so you can perhaps fight more
battles and level up some more. Your choice.

From Seahaven, you arrive on level 2 of the City (or get to level 2 if you
arrived from some other location). Make your way towards the stairs for level
3 which are in the southwest corner of the map at {0,0}. Just before you get
to the stairs, there is a locked door at {4,2} which is opened by the Golden
Key. In the small room is a small chest with a small amount of loot. Well, the
loot is not that bad, really. Now go west to reach the stairs of level 3.

You will come to a cave-like opening and be immediately attacked by some
Ghouls. Go past the now dead Ghouls and take the stairs.

** Lost City - Level 3: Getting the Shard of Fire **

You arrive on level 3 at {24,20}. Near where you enter is a barrel, that when
opened, will spawn a bunch of Ghouls. After they depart, walk a bit further
and you will see a chest at {19,20}. Empty it. Continue west down the hallway.
At location {11,16} you will find a door that you cannot interact with, so
continue going westerly along the hall. There is a Secret Door at {11,18} that
requires might to open. There is a chest to loot.

Keep going in a westerly direction and you will come to an area where there is
a pressure plate at {5,19}. Stepping on the plate summons 4 Spectres. The
plate also opens the door at {11,16}. So after the Spectres, go back to that
door and enter. This opens a room with a large number of creatures to battle.
After these guys are gone, search the room. The room is full of stone benches
and you will find a chest at {10,14}. Now proceed to the east to an open
doorway that leads to a large chamber. Buff up your party before you enter the
chamber.

When you enter the chamber you get a cutscene showing a large spider creature
ominously descending from the ceiling. This is the dreaded Crystal Spider, the
Boss beast of this level. It spits crystal shards from afar, so you will need
to close the distance. The shards can kill your party is one or two hits. It
can cast the spell Blink, which teleports it to another location. (Why don't
we have that spell??) It casts a Shell spell that allows it to resist much of
your magical or melee attempts. It can also cast a Crystal Cage around your
party that you need to break through before you can continue hitting the
Spider. One version of the crystal cage is an explosive version, that if you
don't destroy it before three turns, it will explode. What fun. And, again,
why don't we have those spells?? Anyway, kill the Crystal Spider. Good luck
with that.

o----------------------------------------------------------------------------o
|Solution:
|  Here is a viable battle tactic that I found online (I don't know the
|  original source for this), but it works quite well.
|
|  The Crystal Spider has to be one of the hardest foes that your party will
|  have to face. When you are ready to face the spider, buff up your party
|  with spells. Then head inside and be awed by the ominous cutscene. Then
|  take one step toward the Spider and it will launch some crystal shards at
|  you. Take the brunt of the attack and then move one step left into the
|  lair. Strangely enough, the crystal spider does not come after you. So
|  take your time to heal up and then proceed from the where you are standing
|  on left side of the room and walk towards the Crystal Spider.
|
|  Walk all the way to the tile with the chest on it. Turn and face the Spider
|  and it will attack with melee. The Spider's melee attacks are relatively
|  weak compared to its ranged attack. Use your Celestial Armour spell and
|  healing spells liberally.
|
|  Hack at the Spider with your best offensive spells and melee attacks. As
|  you are hacking away, the Spider will blink and phase to another part of
|  the room. Use the same tactics as before. Stay out of its ranged line of
|  sight, heal and buff, then walk toward it again and hit it some more. It
|  will use its Blink maneuver often. Keep moving one step away from its line
|  of sight and go toward the Spider to hit it with melee.
|
|  There may come a time when the Spider blinks to an area behind a bench.
|  This is a good position for you because the Spider cannot do ranged attacks
|  from here. Again, go close to the Spider and attack it. Here the Spider
|  will start blinking to adjacent tiles around you. So just turn around and
|  keep hacking at it until it is defeated.
|
|  During all of this falderal, the Crystal Spider will cast a crystal cage
|  that encases your party. You just need to blast the cage with magic blasts
|  and hit it until the cage shatters. There is an explosive version of the
|  crystal cage. With this one, you need to destroy it within three turns as
|  otherwise the cage will start exploding.
|
|  When you escape from any of the two versions of the cage, then repeat your
|  tactic to move forward close to the Spider and hit it hard.
o----------------------------------------------------------------------------o

With some luck on your side and good management of your party and spells, the
Crystal Spider will be annihilated. When it dies, you will get its heart, the
Crystal Spider's Heart, which you need for the quest [22] The Curse.

After you defeat the Spider, there are two chests in the room. A small chest
that contains the 
Shard of Fire and a large chest with a lot of high level loot.

** Continue exploring Lost City - Level 3 **

Head back into the hallway from the Spider lair. Now move west along the hall
until you reach the room with the now-glowing pressure plate. Continue along
the hallways past the plate. You will reach a door at {6,14} which opens to
the west. Open that door and you will be accosted by the usual assortment of
denizens of this level. Re-sort them. The room they came from has a book to
take.

Leave this room and head south along the hallway. At the end of this walk, you
will find the door to level 2 of the Karthal Sewers {5,5}. Backstep a few
steps and head to the east. There is a Secret Door at location {11,9} which
requires perception to open. You will find a chest to open.

The door you come upon at {12,11} opens into the Spider lair area which you
have already visited. Go back to the hallway and continue east and south. You
will come to a door at {16,8}. Going through this door starts a battle with
Skeletal Spearmen. Skeletalize them. Loot the chest in the corner. 

Continuing easterly from the Skeletons leads you to a door at {19,5}. This
leads to a huge cavernous area with the door {21,0} to level 4 just down the
steps. If you've already finished level 4, head back down the hallway in a
westerly direction. Find the exit and leave. You might want to go to level 2
and take the exit to Seahaven.

** Use your newly acquired Shard at the Elemental Forge **

I might suggest going back to the Elemental forge at this time and use the
Shard or Shards you have. Go back to level one of the Lost City and exit to
the outside world. You can walk to the Forge from here with some trekking, but
the quickest way to the forge is via Griffin from Castle Portmeyron near
Sorpigal. You can go to Seahaven and walk a short distance or you can go to
Karthal and get transportation to Sorpigal or Seahaven. Your choice.

My party decided to walk and clean up some loose ends in the Yon-Chall Forest
right outside of the Lost City. For instance, at location {59,72} you can find
a dog, Spike, who will accompany you and spot Secret Doors for you. What's not
to like here? There is a pretty nasty fight with some Blackfang dudes to get
to Spike if you can handle it. If you can handle them, free the animals from
their cages and Spike will be waiting for you. [Note: The Blackfang thugs at
this location are part of the [48] Warden Promotion quest to take your Ranger
to his/her highest level. In this quest, you simply are to eliminate the
poachers (thugs) at his location and free the animals. Having Spike join your
party is not necessary for the promotion.]

Another location to visit on your way to the Forge is the Mysterious Crypt
found at {53,53} of the Eye. A landmark for finding the Crypt is the tower
with Lord Kilburn. Walk a short distance to the south from Kilburn and when
you see the stone wall, turn west. The small room of this crypt contains three
teleporter discs on the floor. You have to step on them in the proper
sequence. Your reward for doing so: Titan Leggings (+22 Armor, +10 Might, 22
prime dmg to attacker, 100% paralysis immunity).

o----------------------------------------------------------------------------o
|Solution:
|  The solution to this puzzle is fairly straightforward. Step to the center
|  of the room (you will be facing west). Each time you step on a teleporter,
|  you are sent back to the starting position. Step on the teleporters in
|  this order: Right, Right, Left, Left, Left, Forward, Right. Your final
|  teleport will be to the treasure room that has a small chest and a barrel.
|  Use the teleporter in that room to return to the entrance.
o----------------------------------------------------------------------------o

Well, if you've seen enough of the indigenous fauna of the Yon-Chall Forest,
let's go use the Shards we possess. However you decide to get there, make your
way back to the Forge, enter and go to the appropriate level and door for the
Shard/s you have. At this point in the game my party had the Shard of Light
and Shard of Fire. Let's continue the walkthrough at that point. The Fire
elemental door is on level 2 at location {9,5}, so let's start from there.

** Elemental Forge - Level 2 - Shard of Fire **

Open the door with the Shard of Fire. You will be in a lava-filled room and
you can see some Fire Elementals in the distance. There is a stone path you
can walk on. Just as you enter the room, you will see four short pillars that
are levers you can use to create a path across the lava. You have to pull
these levers in the proper sequence to create a path. One pillar is right next
to you at {7,5}, but don't pull it yet. There are 6 levers, 5 of which have to
be pulled in the correct sequence. One lever resets the path so you can start
over.

Let's first get rid of the Fire Elementals guarding area. Step forward and
then begin walking north and the two Fire Elemental creatures will start to
approach. Get rid of these guys, but be careful. These guys will explode for
considerably damage to your party if you kill them within melee range. Try to
get them with ranged attacks or buff up with regeneration or something just
before they die and explode.

Don't pull any levers yet. When they are dissipated, walk back along the path
to the southern end of the level and then proceed west to fight the other 2
Fire Elementals. Once all of the existing Elementals are gone, you can now
pull the levers to create a bridge. Go back to the entrance of the level. Now
pull the levers in the proper sequence.

o----------------------------------------------------------------------------o
|Solution:
|  Here is the proper sequence. You are standing at E. The lever right at
|  the entrance (L-reset) will reset everything, so don't pull it unless you
|  mess up. Go north and then west to lever L1 and pull it. Go back toward
|  the entrance and pull L2. Go back to the entrance and pull the lever L3
|  just to the left of the entrance. Then go 1 step south and 1 step west to
|  lever L4 and pull it. Go west to lever L5 and pull it. Walk a bit to the
|  south from lever L5 and at location {3,1} you will notice that you can
|  walk on a path heading north into the lava pool. Follow this path and when
|  you step on the stone at location {4,5} you will notice one of the
|  previously moved path stones moves back. That's exactly what we want.
|
|
|               N
|     L#5                 L#1
|
|       #6 walk north
|          L#3
|         L#4             L#2
|                   L-reset
|                  E
|
|  Now go all the way back to lever L1 (don't pull it), turn to your left
|  (south) and follow the short path to the south. You will be stopped at a
|  larger stone that you can interact with. So interact with it. This summons
|  Pyrannaste.
o----------------------------------------------------------------------------o

** Fight Pyrannaste **

Pyrannaste, is the nasty Boss of this area. He spits a goodly amount of fire
at you and can kill you quickly. So close in fast and use your best tactics
and buffs. He's a tad bit resistant to fire I bet, so use something else. When
you defeat him, he twirls into the lava and you will be granted the Blessing
of Arkath which gives you +5 Fire Resistance and an increased awareness of
hostile beings around you. Nifty.

Wander north from where you defeated Pyrannaste and the red glowing barrier
will dissipate and
you can walk to a room where you can collect some more loot from barrels and
chests. You might recall this room had a large red barrier when you visited
here before. That barrier is gone and you can re-enter the main section of
level 2 from this point.

** Elemental Forge - Shard of Light **

Since my party has the Shard of Light, we will try to tackle that activity at
this time. Go to level 3 of the Forge. On level 3, go to location {7,11}, the
door to the outside walkway. The door here requires the Golden Key to open,
but you may have opened it already. Walk out of the open door onto a walkway
outside of the building. If this is your first time using this door, you will
be ambushed by assassins in front and behind. Clear them away.

When you venture outside, you will see the path continues to the north and
south. If you follow the path, some Elite Air Elemental enemies will appear on
the right side (south) of your location and some regular Light Elementals will
be along the left side. The first time you were here, these guys were probably
too tough, but you should be able to handle the regular Elementals now. The
elite guys to the south can blow your pants off, so maybe come back later.

So head north, then east to confront the Light Elementals. Upon their defeat,
there is a door at {18,13} that is opened if you have the Shard of Light.

** Light Magic Room: Blessing of Elrath **

You enter a huge room with angel statues all over the place and glowing yellow
floor tiles. In the center of the area, you will see a lower part of the floor
which 9 pressure plates. Three of the plates are already glowing blue. You
need to light all 9 plates for some pillars to drop and expose the upper level
to reach the Boss.

o----------------------------------------------------------------------------o
|Solution:
|  Step down into the lowered area with the 9 pressure plates. When all 9
|  are lit, some pillars will form a stairway path to the upper level where
|  you find the Boss. Go to the yellow plate at the two statues {16,16} and
|  descend the stairs into the pit. Starting with the center plate, follow
|  this pattern.
|
|               x    7     6
|
|               3    4/8   5
|
|               2    1     x
|        stairs
|
|  Or in words for the graphically challenged, start from the middle plate
|  near the stairs and then go, Left, Up, Right, Right, Up, Left, & Down
o----------------------------------------------------------------------------o

When you've solved the puzzle, leave the pit and ascend the new set of stairs
that just appeared {12,16}. Interact with the golden spring-like disc and you
will summon Risellin, the Light Boss. Show her who's boss. When you are
successful, you will get the Blessing of Elrath. This gives you a +5 against
light magic and the permanent gift of Clairvoyance. Outstanding.

At the north end of the platform is a glowing yellow door that will open at
your touch. In the room down the hall, partake of the fine sample of goods
that Risellin left you. Even more outstanding.

You might want to take the opportunity now to go to some city and rest and
replenish. Karthal is not far from here. So go back to level 2 of the Forge
and exit via the doors to the Agyn Peninsula.

** Furthering the quest [11] The Great Escape **

After some resting, my party decided to try and work on the quest to find
Falagar ([11] The Great Escape). We have already accomplished one task, to
find the Sewer Key. The next task is to get information about the Black Guard
for the Blackfang gang. The Blackfangs want us to locate the shipwreck of the
Sun Hind which is in the Desolate Wilds near The Crag. So let's do that. From
Karthal, go to the pirate town of The Crag via ship. If you have not visited
The Crag, you will have to walk there.

Once in The Crag, leave the town and enter the Desolate Wilds. In your
wanderings to find the Sun Hind, you may chance across Mizuki standing at
{20,33}. She will give you the quest [29] Arcane Discipline Grandmaster. At
first she says she is not ready to train you, but to come back tomorrow. You
will get an onscreen message when one day is up and your quest log will
update. When you come back after one day, she says she is still not ready to
train you and to come back in a week. And then a month . . .  Sheesh! [Note:
In all my playthroughs, I interacted with Mizuki so late in the game that
there was never enough game time left to wait one month without resorting to
resting. What a stupid quest. I didn't level any character to Arcane
Grandmaster, anyway.]

Just a few steps from Mizuki, you can enter the Savage Seas region. Here there
are some Air Elementals to contend with. So contend with them. Continue your
exploration of the region. Go to the south and you will meet Yumiko standing
on the rocky beach. She gives you the quest Bow Grandmaster. She tells you
that she cannot train you because her bow was stolen. (Now how can a
grandmaster in Bow have her bow stolen, I ask?) Anyway, you will need to find
her bow. She tells you the culprit is Iemanja who hides in the dungeon Skull
Rock. We will get to Skull Rock presently.

You can enter the Savage Sea near Yumiko and fight some savage sea creatures.
After the Mermaids or whatever have been sunk, from Yumiko's location, walk
through the Desolate Wilds to the north, east and then south a bit. You will
come to the location of Skull Rock {31,26}.

** Skull Rock - quests **

Skull Rock is part of several quests. You will find the Shard of Air for the
quest [40] Forge of Heroes, the Sword for the quest [20] Sword of the Bounty
Hunter, Yumiko's Bow for the quest [30] Bow Grandmaster and the Chest for the
Blackfang gang in the quest [28] Partners in Crime, all in one convenient
location. Whew!

** Find the Sun Hind - Quest: Partners in Crime **

One thing you want to do before you go to Skull Rock is find the wreck of the
Sun Hind, the ship that supposedly contains the Blackfang chest for the quest
[28] Partners in Crime. The ship is a short distance south of Skull Rock at
location {40,10}. Once aboard the wreck, you will have to fight your way
through a couple of enemies. Open the chest at the north end of the wreck. Now
turn east from the chest and go talk to Sailor who is standing at {7,9}. He
apparently is the sole survivor of the attack on the ship. Ask him what
happened and he tells you the ship's treasures where taken to Skull Rock. He
also tells you he heard them say you needed a "swordfish" to enter their base.
Sounds like a clue to me. You don't get to rescue poor Sailor. You leave him
standing amidst the wreckage, forever, I guess.

After talking to Sailor, the quest [28] Partners in Crime is updated with two
new objectives: Find the Skull Rock. (Desolate Wilds) and Retrieve the
Blackfang's chest. So return to or go to Skull Rock at {31,26}.

** Skull Rock - Level 1 **

Defeat the Kensei outside the door to the Rock and then enter. The goals for
Skull Rock are multitude: find a chest, find a bow, find a Shard and find a
sword. Not too much to ask, is it?

You begin Skull Rock at location {6,0}. The area inside resembles an ore mine.
Walk through the beginning area and fight some Nagas and Priestesses. You will
then enter a large underground ship port. There is a section of the port on
the other side of the waterway and you need to lower a drawbridge to cross.
There are two drawbridges visible, one at {6,9} and one at {14,10}. Go to the
east from the main docks and you will find a Lever {14,6}. This will lower the
drawbridge at {14,10}. Before you venture across the drawbridge, let's go get
a key you will need soon.

Walk south from the lever into a chamber area with a bunch of Nagas and such
to fight. After their defeat, walk to the west and in a small alcove there is
a ground area to dig. Here you will get the Golden Key. The Key opens a chest
at {1,15} on the other side of the drawbridge. To the east is a stairway to
Level 2 of the Rock {15,2}. We will come back here presently. Go back to the
drawbridge (pull the lever if you haven't) and venture across. You will have
to fight some Nagas and Priestesses. There is a chest to open at {11,13}. 

Continue west along the docks. Fight some more enemies and then proceed to the
far end of the dock to find a chest at {1,15}. This chest requires the Golden
Key to open. Opening that chest lowers the central drawbridge and also spawns
a large number of Nagas and Priestesses. Reduce their numbers.

Now go back across the drawbridge and to the stairs to level 2. To go up the
stairs, you need a password. Hopefully, you recall talking to Sailor at the
wreck of the Sun Hind and remember he told you the password was...

o------------------------------o
|Solution:
|  swordfish
o------------------------------o

** Skull Rock - Level 2 **

You begin level 2 at {0,5}. There be lots of Nagas to challenge you right
away. Take a few steps and the battle is joined. The creatures you just fought
came from the north, so after their defeat, head that way. A small alcove
holds a chest {1,13} to loot. From the alcove, head east and then turn north
to head into a small room with wood plank walls. There is a chest here at
{7,15} that is the Blackfang's Chest which will appear in your Token
inventory. You will get an update to the quest [28] Partner's in Crime.
Opening the chest will also spawn some Naga to fight.

Go back toward the entrance and then head south. Fight some more Naga. Then
continue east, south and east into a small passage that leads to a room with a
chest {14,6}. Here you will find San Tenga Mugen, the Sword of the Bounty
Hunter for the quest of the same name. As is typical, you will be attacked by
a bunch of Naga. This sword shows up in the Quest Token inventory, it cannot
be used. Yet.

Head back out to the main chamber and then move north. You will come to two
small foot bridges and see some ominous looking Mermaids in the distance.
They're not happy to see you either. Draw them across the bridge to the east
and put up some defensive buffs. They're quite susceptible to fire spells. The
cute one with red hair and red tail is Iemanja, the Boss mermaid. Killing her
nets you Yumiko's Bow which is needed for the quest [30] Bow Grandmaster. 

Just past where you defeated the mermaids lie a small chest {14,11} and a
large chest {14,10}. The large chest contains some good loot. The small chest
has the Shard of Air. Whoopie!

** Wrapping up a couple of quests **

We're finished here at Skull Rock. Now would be a good time to wrap up the
quest [11] The Great Escape. Actually, we have 3 quests to wrap up: 1.
Partners in Crime for the Great Escape quest; 2. Return the sword to Hamato
for the Sword of the Bounty Hunter quest; and 3. Return the bow to Yumiko for
the Bow Grandmaster quest.

** Bow Grandmaster quest **

Yumiko {23,25} is near our current location, so let's do that first. Yumiko
is, of course, delighted you found her errant bow and she will gladly sing the
Song of the Bow to promote any and all to Bow Grandmaster if they are capable.

** Sword of the Bounty Hunter quest **

Hamato, who wants the Sword of the Bounty Hunter is in the Lighthouse near
Sorpigal. So make you way back to that location. How you get there the Guide
will leave to your imagination and inventiveness. My party had cleverly left a
Spirit Beacon outside of Seahaven, zipped back there, restocked some stuff and
then walked south to the Lighthouse. Otherwise, walk back to The Crag and take
the bus.

It turns out that Hamato thinks he is over-the-hill and he gives you San Tenga
Mugen, which is the 2-handed sword you found for him. Unfortunately, nobody in
my party was capable of handling such a magnificent sword. Too bad. Maybe your
party has the capability.

** Wrapping up the [11] Great Escape quest **

To continue and ultimately finish the quest [11] The Great Escape, you need to
first finish the quest [28] Partners in Crime. Since my party found the chest
that the Blackfang gang was looking for, we next decided to go back to the
Karthal Slums and see Ajit at the Blackfang's Hideout. Ajit is thrilled you
have the chest and he promises to deliver the information you needed to Hamza.
This will end the quest [28] Partners in Crime and update the quest [11] The
Great Escape. For the latter quest, we need to return to Hamza who is in the
Harbour District of Karthal.

Hamza's Hideout {14,31} should be marked on your Area Map of the Harbour
District. Hike over to that location and have a chat with him. This will
complete the quest [11] The Great Escape. Hamza will give you a new quest [12]
Liberation. Here Hamza will create a diversion so that you can sneak into the
Black Guard Headquarters and rescue Falagar.

Now you need to go to the Karthal Slums and to the Karthal Jail (which is
labeled Black Guard Captain on the Area Map). If you visited here earlier, the
Captain outside of the jail would not speak to you. Go talk to him this time
and start up a conversation. It makes no difference what you say because,
suddenly, someone reports to the Captain that a fire has broken out in the
barracks. The Captain and his men take off to find the perpetrators.
Meanwhile, you can just saunter unmolested into the jail through the unguarded
door.

** Karthal Jail - Level 2: Main Quest: Liberation **

Your goal here is to liberate Falagar from the Black Guard. You will have to
fight some tough battles as you make your way through the Jail and get to
Falagar, who is on level 1. So let's get started.

You start at location {8,15} of level 2 of the Karthal Jail. You are in a
large room with several doors leading off to the sides. The door just to your
right (west) {7,14} is unlocked. When you open it, you are immediately
attacked by Black Guards. In the room, you will find a small chest at {4,14}
hidden under the bed. The chest contains the Golden Key. There is a Secret
Door at {3,13} which requires perception to open. You find a barrel here.

The door across the large hall at {9,14} cannot be opened yet. The door at
{9,11} opens into a barracks room with no enemies. There is a small chest
{13,9} to open in this room, and there is a door at {14,10}. Opening this door
introduces you to a couple of Dark Wizards. You will also be ambushed by Black
Guards. Enter the room the Wizards came from and you will find a small chest
at {13,15}. There is a lever at {10,14} that opens the adjacent door. This
leads to the main hallway.

Go back out into the main hallway and go to the door at {7,11}. The room you
enter contains a chest with some loot. Back out in the main hallway, there is
a door at {7,8} which cannot be opened yet and there is a door at {8,7} which
requires a key. The door is opened with the Golden Key you found earlier, but
you might want to finish level 2 before you venture up the stairs at {8,7}.

The door across the hall at {9,8} leads into a large room that seems empty
except for a small glowing pedestal at the far end. When you walk towards that
pedestal, you will be ambushed by 3 Elite Dark Wizards. Hope you brought some
firepower, and buffs, with you. After you get rid of the Wizards, find the
small chest at {14,1} near the glowing pedestal. This chest contains the Iron
Key.

When you return to the main hallway, you will find it teaming with enemies.
Take one step into the hallway and the door behind you locks and you will see
the door at {7,8} open. You are stuck fighting all those enemies out in the
open hall. Yikes. You might find it best to step behind the pillar near you so
they can come at you from only 2 directions. The Sleep spell works wonders
here to incapacitate the Black Guards while you whittle away at the Wizards.

** Black Guard Headquarters **

After they are dispatched, use the Golden Key to open the door at {8,7}. The
stairs here lead to the Black Guard Headquarters. Let's pay them a not so
friendly visit. You will arrive in a large hallway with doors leading off to
the sides. Go to the east and follow the short hallway to a door at {12,7}.
This door opens into a small room with a hallway leading south. At {15,6}
there is a Secret Door which requires perception. Loot the chest you find.

When you walk down the hallway to the south, you will be ambushed by 4 dark
Wizards. Deal with them the best you can. At the southern end of the hallway
is a room that contains a chest {15,3}. Go back to the hallway and turn down
the hallway to the west. You will come to a large, but cozy looking room with
a fireplace and couches. No time to lounge around though. Open the small chest
at {6,1}. You will receive a Golden Key. Proceed west down the hallway and
enter the small room to the south. You will find the book "For Kin and Glory",
which is part of the quest [41] Forbidden Saga. The room also has a Secret
Door which requires might to open. 

Proceed north up the hallway and enjoy an ambush by a bunch of Guards. The
lovely room you come to at he north end of the hall has nothing of interest.
There is a door at {5,8} opened by the lever right next to it. This puts you
back in the main hall of the level. 

Walk north and open the door at {10,11}. This opens into the dining hall of
the Headquarters. While you think you can enter for a bite to eat perhaps,
instead, you are greeted by a large number of enemies. I don't think you were
invited to dinner. After you've dispatched these unfriendly hosts, open the
small chest at {16,15} to find the Bronze Cog. There is a Secret Door at
{12,10} which requires magic to open. There is a lever that opens the entry
door. This lever requires the Bronze Cog to operate.

Go back into the main hall. Now open the door at {6,14} where you will be
graciously greeted by a large number of Wizards and Guards. Don't bother with
any chit-chat, just hit them. The large room you enter has a chest at {3,13},
but nothing else.

Go back out in the main hall. Open the door at {8,15} which requires the
Golden Key. Loot the small chest you find. That should finish up this level,
so go back down the stairs to level 2.

** Karthal Jail - Level 2, again **

Go to the west and go through the now open door at {7,8} and walk down the
long hallway. You will come to a large room with a barrel at the southwestern
end. There is a Secret Door at {3,2} that requires magic to open. This leads
to a small room with a glowing brazier and a chest {2,4}. There is a locked
door at {5,1} which requires the Iron Key you found earlier. Go through that
door. You will find the stairway to Level 1 of the Karthal Jail.

** Karthal Jail - Level 1, again **

From level 2 of the Jail, you arrive at location {7,4} of Level 1. Walk
forward a few steps to a T-intersection. Along the hallway to the west of the
intersection is a locked portcullis {4,1}. To the east of the intersection you
will come to 2 doors. The door at {10,2} is opened by the Sewer Key that you
got a long time ago. This door leads to the entrance to Level 2 of the Karthal
Sewers. You don't need to go into the Sewers at this time. You will come back
to this location after you have rescued Falagar. Let's go find him.

Before you venture further, open the door at {11,2} which reveals a room where
you will have to fight a Minotaur. These guys hit hard, so hit him back
harder. There is nothing to be gained in the room of the Minotaur except the
sheer excitement and joy of bashing his head in before he bashed you.

Be sure you pull the lever at {10,2}. This opens the portcullis you saw at
{4,1}. Go back to that portcullis and go through the opening. Immediately turn
left (west). You will enter a small jail cell where there is a chest to open
{2,3}. From this cell, continue north up the hallway. You will enter another
cell area, but this time there are some bad buys waiting just around the
corner. And, of course, some waiting inside the walls, apparently, since they
pop out to ambush your party. The ambush includes a Minotaur. Now where did he
come from? 

After they are defeated (you did defeat them didn't you?), look behind the
cell bars in the corner to find a ground area to dig for treasure {3,9}. The
portcullis you came through will be locked, so take the only available exit
from the cell. Proceed down the hallway to the east. You will come to a room
that has a locked portcullis, an open doorway, and two levers. The lever at
{6,8} is already pulled down and does not operate anything. The short hallway
leads to a wooden door. We'll come back to that door in a minute.

The lever at {8,8} opens the portcullis right next to it. Walking through the
now open portcullis starts a battle with some denizens of this Jail. After
they're gone, continue to the east, open the barrel and then locate the Secret
Door at {14,7} which requires might to open. 

Going north from the secret room brings you to two jail cells each of which
has a Minotaur. You see some levers on the wall, thinking you will open each
cell, one at a time. No such luck. When you walk up closer, both cells open
and you are attacked by both Minotaurs. Oh, the life of an adventurer. The
northern-most cell has a area on the floor to dig for treasure. The other cell
has nothing.

** Meet the Butcher and rescue Falagar **

Return to the main area and go through the open doorway at {7,8}. The closed
door in front of you hides a Minotaur behind it. This one is the dreaded
Butcher. Carve his hide into little Minotaur bits. When the Butcher falls, you
get the Iron Key. Search the small chest in Butch's room and get the Shard of
Darkness. The locked door in the room is opened with the Iron Key that the
Butcher so kindly gave you.

Go through that door and open the portcullis with the lever - both at {4,2}.
You will be in a larger jail cell with someone standing behind the bars, most
likely Falagar, the guy you are looking to rescue. When you attempt to open
the door to the bars, you get the message "This door seems to be barred. Who
wants to try prying it open? Someone with high Might will break down the cell
door. Approach Falagar and he will join your party. [Note: you must have an
empty companion slot in order for Falagar to join you.]

After Falagar has joined you, you can talk to him. Click on his portrait and
chat away. One nice feature that Falagar can provide is to cast a powerful
spell, once a day, that will grant you a number of nice buffs.

With Falagar in tow, make your way back to the Karthal Sewers (door at {10,2}
of this level). When you reach the Sewers, Falagar has some interesting things
to say. One of which is that the man seemingly behind everything is Dunstan.
Yeah, that Dunstan. Your "buddy" that you met in Sorpigal and Karthal. Who
would've thunk?

You will be interrupted by Zouleika, Falagar's daughter. The two of them will
depart for The Crag. The only thing left to do now for this particular quest
is to report all of this to Governor Jon Morgan in Castle Portmeyron near
Sorpigal.

** Explore this part of the Karthal Sewers **

Since you are in an unexplored portion of the Karthal Sewers, let's finish
this area. You are at location {15,12}. If you go forward, then south, there
is a locked door at {19,11}. Go back the other way and you will come to 2
closed portcullises. Continue a bit until you can't go any farther. There is a
lever to pull at {21,11}. This opens the door at {19,11}. Go back to that door
and go through it to the south and meet up with some sewer denizens. Move west
into the room the creatures came from. There is a book ("Darkside") to take at
{14,2} which is part of the [41] Forbidden Saga quest.

North of the book pedestal is a lever {14,7} that opens the door at {11,2}.
Through this door you enter parts of the sewers you have explored before. If
you go down the hallway to the east of the book pedestal and across the moat,
you will reach a portcullis {19,3} opened by the lever right next to it. This
door opens into a room that has the stairs to level 3 of the Lost City. Since,
if you are following this Guide, there is no need to go to the Lost City.
Instead, go find the exit from the sewers into the Karthal Slums.

From your present location, it is a short trip to the entrance to the Karthal
Slums. Go there. Sell stuff, replenish, whatever it is you do in a city, and
then head out to Castle Portmeyron to talk with Jon Morgan. Since my party
still had a Spirit Beacon outside of Seahaven, we zipped there by magic and
then walked the short distance to Castle Portmeyron.

** Talk to Jon Morgan and complete the quest for finding and rescuing Falagar
**

Jon fills you in with the backstory to the current crisis and the quest [12]
Liberation is ended. You now get the quest [13] Dunstan. Here you are to find
information about Dunstan.

But as usual, once you have finished portions of the Main Quest line, there is
other unfinished business to attend to. My party now has in its possession the
Shard of Air and the Shard of Darkness. We held a party council meeting and
all decided to go back to the Elemental Forge and complete these adventures.
You, of course, can get to the Forge from right here at Castle Portmeyron
using Lev's griffin transport service.

** Elemental Forge - Shard of Air - Quest: Forge of Heroes **

Since my party recently obtained the Shard of Air and Shard of Darkness, we've
decided to go back to the Elemental Forge and complete that portion of the
[40] Forge of Heroes. Return to the Forge the best way you know how. (By
griffin from Portmeyron or walking south then west from Seahaven.) My party
also had a promotion quest - Runelord promotion - which requires getting to a
location called the Vantyr Range. You cannot navigate through the Vantyr Range
without the Blessing of Ylath. To get this blessing, you use the Shard of Air
in the Elemental Forge.

** Elemental Forge - Level 3: Air Magic Room **

Once you reach the Forge, go to level 3. Make your way to the door at {7,11}
and go outside onto the catwalk. Turn to your right (south) and then start to
walk east. There are some very tough Air Elementals at the end of the path.
Throw up some buffs now such as Liquid Membrane and Regeneration. Blow away
the two Air Elementals the best you know how. The door at {18,8} is opened if
you have the Shard of Air.

The large room you enter is littered with teleport pads. In the center of the
platform you are standing on, there are 4 pressure plates. You need to step on
the plates in the proper sequence. Each time you step on a plate, some of the
teleporters floating in front of you change position until they form a
stairway (Stairway to Heaven? Good song).

o----------------------------------------------------------------------------o
|Solution:
|  If you stand right in the center and face the abyss (facing west), there
|  is a plate in front (F) of you, one to the right R and left (L), and one
|  in back (B) of you. You are at c.  
|
|                F
|            L   c    R
|                B
|  c = your party
|
|  step on the plates in this order
|     3x F front
|     2x R right
|     1x L left
|     4x B back
o----------------------------------------------------------------------------o

After you have created the stairway, and without stepping on any plates, move
to the tile at {17,2} and start climbing. At the top of the stairs, interact
with the pulsating light thingy and away we go. You now have to fight
Shalwend, the Boss airhead. Defeating him will grant your party the Blessing
of Ylath where you can now step on unsafe footings (i.e., use teleporters).
And you get +5 Air Magic Resistance. And you can now use the Teleporters that
exist at various locations in the Agyn Peninsula.

Before you leave, take a moment to enjoy the beauty of this location. Walk out
onto the edge platforms that extend beyond the main room and be awesomely awed
by the awesome cosmic scene. Awesome.

To exit the area, walk to the edge at {8,1} and step through the opening. You
will be teleported into space (beam me up, Scotty). Walk down the floating
platforms and open the barrel and chest. Good stuff. Now take the teleporter
and you will be zipped back to level 3 of the Forge.

** Elemental Forge - Shard of Darkness - Dark Magic Room **

Since my party also had the Shard of Darkness in their grubby little hands, we
decided to use that Shard here in the Elemental Forge. The door to the area
where you use the Shard of Darkness is on level 1 of the Forge. So go there.
The door is at {14,15} - the glowing purple area of level 1. Open the door.

When you enter the area, you are immediately confronted with 2 Shadow
Elementals. After you have dispatched them, take one step into the room. You
won't see anything in front of you, but your minimap shows there is a
teleporter tile at {14,17}. 

The whole area is a teleporter puzzle. You need to step on the teleporters in
the correct sequence to reach the Boss' level. If you step on an incorrect
teleporter, you will be teleported just outside of the area and you will have
to start all over again.

o----------------------------------------------------------------------------o
|Solution:                         |
|  1. Step on the first teleporter at the entrance to the level.
|  2. At your destination, you will be facing north with 4 teleporters
|     surrounding your party. Turn left (west) and move 2 steps to the next
|     teleporter.
|  3. At the new destination, take 1 step west and 4 steps south to the next
|     teleporter.
|  4. At this new destination, take 1 step north, 2 steps west and 4 steps
|     south to the next teleporter. As you are moving south you will see the
|     entrance door in the distance.
|  5. The last teleporter took you right back to where you began with 4
|     teleporters surrounding your party. You will be facing south.
|  6. Turn and face east and step on that teleporter.
|  7. At the new destination, move 1 step east, 1 step south and take the
|     teleporter to the east.
|  8. At the new destination, move 2 steps south and 2 steps east and take
|     that teleporter.
|  9. At your arrival point, you will see a teleporter to the west. (If you
|     step on it you won't be teleported since you have solved the puzzle.)
o----------------------------------------------------------------------------o

At your final destination from the teleporters, move 2 steps north and then 1
step east and you will reach a shimmering, glowing purple altar thing.
Interact with the purple thing and you will be confronted by Sinshan, the Boss
of the Darkness area. Hit him with your best shot.

With his defeat, you will get the Blessing of Malassa, which grants you +5
resistance to Dark magic, and the ability to spot secrets without having to
resort to magic or a companion. Outstanding.

Now you can explore the entire Darkness area since the teleporters no longer
function. At the extreme western side of the area is a purple door {4,21} that
leads to a barrel and a chest with a trove of good treasure. Take it.

Well that was fun. Next on the agenda for my party was to get the Freemage
promoted to Archmage.

** Freemage Promotion to Archmage **

If you have a Freemage in your party, you will certainly want them promoted to
Archmage. You get the Promotion quest from Zouleika after you save her father,
Falagar, in the quest [11] The Great Escape. For the Archmage promotion, you
are to go to the Tower of Enigma and get some scrolls.

The Tower of Enigma is just north of Karthal, so it is easy to get to. Go to
the entrance door and enter. The Tower of Enigma, as the name suggests, is
full of puzzles to solve. 

** Tower of Enigma - Level 1 **

The goal for you in this Tower is to find the magic scrolls for Zouleika. They
are found on level 3. There are no enemies to fight, just lots of puzzles to
solve. Some are puzzling, but solvable.

You start at location {7,17} in the Tower. Walk up the stairs to reach a T-
intersection. Go to the east and read the notification book at {13,13}. It
says - 0. Go south from that book along the hallway and find a Secret Door at
location {12,5} that requires magic to open. The chest inside is a Riddle
Chest. Solve the riddle.

o------------------------------o
|Solution:
|  cloud
o------------------------------o

Continue south and reach another book at {12,2}. This one says - 4. Go west
then north from the last book. You will come to a library-like room and there
is a book on a pedestal {10,10}. When you interact with the book you get a
Riddle to solve. Your reward will be Night of the Destroyer one of the books
for the [41] Forbidden Saga quest.

o------------------------------o
|Solution:
|  age
o------------------------------o

This same room has a magical barrier at {8,10}. When you interact with the
barrier you are to enter the proper code. The code you need is given by the
notification books you have been finding. So we need to find some more. Leave
this room and head to the west. There is a Secret Door at {5,3} that requires
perception and opens into a room with a Riddle Chest. Solve the riddle.


o------------------------------o
|Solution:
|  nothing
o------------------------------o

Leave the chest and continue to the west. You will come to a notification book
that says - 5. Head north from this book to find others. At location {3,9}
there is a Secret Door that requires might to open. You find a Riddle Chest
behind the Secret Door.

o------------------------------o
|Solution:
|  death
o------------------------------o

Continue north to find the last notification book at {3,14} which says the
number 1. Now go back to the room with the magical barrier door {8,10}. So we
have four numbers  - 1, 5, 4 and 0. Enter these in the proper order to open
the door. In front of you are the stairs to level 2.

o------------------------------o
|Solution:
|  0451
o------------------------------o

** Tower of Enigma - Level 2 **

You arrive on level 2 at location {8,10}. Down the hall to the north is a door
at {9,13}. This opens into a cozy looking room with nothing of interest.
Continue along the hallway. There is a Secret Door at {11,14} which requires
magic to open. There is a chest at the end of the hall.

Back out in the main hallway, continue east and then south to a door {14,12}.
The room beyond the door is filled with pressure plates, some already lit. You
need to light up all the pressure plates to open the exit door.

o------------------------------------o
|Solution:
|  step on the plates in this order:
|  2,3,2,5,4,7,8,9,8
|
|  MAP
|           E
|        7  8  9
|        4  5  6
|        1  2  3
|           S
|  E= Exit
|  S= Entrance
o------------------------------------o

The door you opened leads to a large room with an interesting and artistic
floor tile pattern. Here some of the floor tiles are traps and some of them
are safe to step on. You need to find the path to the exit door. As you step
on a tile, some of them will briefly glow red (if you have clairvoyance).
These are the traps. If you step on a trap tile, the whole party will die an
unceremonious death. Do you remember how to reload a saved game?

o------------------------------------o
|Solution:
|    T S S S T
|    S S T S S Ex
|    S T T T T
|    S S T T S
|    T S S S S
|    - - En - -
|
|  T = trap tile
|  S = safe tile
|  En = Entrance
|  Ex = Exit
|
|  or as you see it on the minimap
|        En
|    T T S S T
|    T T T S S
|    T T T T S
|  ExS S T S S
|    T S S S T
o------------------------------------o

Continue on. In the next room you will have to dance with a teleporter. Yes.
Really. As you step on a floor tile, the teleporter will move from location to
location. There are also two floor tiles with pressure plates to step on as
well. [Note: I'm not sure what the pressure plates accomplish. Perhaps they
make it possible to  catch' the dancing teleporter]. Before you use the
teleporter, however, open the Secret Door at {8,5} using perception. There you
need to solve the riddle of the Riddle Chest you find.

o------------------------------o
|Solution:
|  coin
o------------------------------o

Now try and catch the teleporter. Just move about until it happens to be on an
adjacent tile and then step on it. You will be teleported to the stairs to
level 3.

** Tower of Enigma - Level 3 **

You start level 3 in a small room at {3,8}. Hallways lead off to the east and
south. Both passages eventually end up at the same location. We will follow
the east passage first. There is a Secret Door at {6,7} requiring perception
to open. You will find a book behind the wall. Follow the hallway again. You
will come to a room with a small chest sitting on the dresser with the glowing
blue ball {4,13}. The chest contains a Relic, the Staff of the Lyre. Continue
up the stairs where you will come to what appears to be a wizard's room. 

At location {10,10} of the wizard's room is a table with a genie's lamp on it.
You can talk to the lamp. Rubbing the lamp releases its occupant, the Djinn,
Nur. Nur is a trainer for Grandmaster Prime Magic. In Nur's room there is a
Secret Door at {8,7} that requires magic to open. Behind the door is a Riddle
Chest.

o------------------------------o
|Solution:
|  mushroom
o------------------------------o

Leave Nur's room via the eastern doorway. At location {13,8} there is a Secret
Door. Open the door with a might-inclined character and down the hallway is a
chest that contains a Flute. The flute is a real enigma because you get no
message whatsoever about its function of where it might be used. [Note: this
Flute is used in Sudgerd to open a particular passage].

Continue down the hallway to the south and you will come to a room with a
statue in the center. When you interact with the statue you get a riddle:
"Strong or weak, they all soon learn, That I dwell within the hearts of men,
In darkness I rule but retreat from light, I don't need hands to grasp you
tight."

Your reward from the statue will be the Scrolls that Zouleika is looking for.

o------------------------------o
|Solution:
|  fear
o------------------------------o

[Note: I found it curious that in the Tower of Enigma, if you are here for the
Archmage Promotion and are trying to increase your Prime magic skills, you
find the trainer for Grandmaster Prime. But to get the Grandmaster level, you
have to be promoted first. So for the Freemage, she has to complete all 3
levels of the Tower of Engima, go all the way back to the Crag to get the
promotion and then come all the way back to level 3 of Enigma to get
Grandmaster Prime. And then go down all 3 levels of Engima to get back to the
outside. Seems like the game is saying "take a hike". Just sayin'].

** Doing some skill upgrade activities **

With the Scrolls in hand, head back to The Crag and show them to Zouleika. She
is overjoyed that you found the scrolls and promptly promotes you to Archmage.
You can now raise you mage's magic skills to Grandmaster level. The trainers
are at the following locations: Air Magic - Shiva in the Wyslin Jungle; Dark
Magic - Luna in Halloth Grove; and Primordial Magic - Nur in the Tower of
Enigma. You likely have also been increasing the Magical Focus skill of your
mage. The trainer for Grandmaster in this skill is Berenice found on level 2
of the Elemental Forge.

** Starting the Runelord Promotion quest - and exploring the Vantyr Range **

My party had a Rune Priest who was itching to become a Runelord. You get this
quest from Eldgrim, in Eldgrim's House {27,2} of Seahaven. He tells you that
he will gladly promote you to Runelord if you prove yourself worthy. You will
have to travel to Sudgerd to look into some curse on an ancient Library. In
Sudgerd, you will need to restore Arkath's Sacred Fire. Sounds like a plan.
Sudgerd is in the Vantyr Range of mountains and you can't access those
mountains until you recover the Shard of Air and get the Blessing of Ylath in
the Elemental Forge.

Since my group has done those things, we felt ready to tackle the Vantyr
Range. An easy way to get to the Vantyr Range is to take the Teleporter that
is found near Castle Portmeyron. You can only use the teleporter if you have
the Blessing of Ylath.

So we got ourselves prepared and then made our way to Castle Portmeyron. The
Teleporter is just behind the Castle at {119,71}. When you step on the
Teleporter, you are whisked away to location {123,70} of the Vantyr Range. You
now need to explore this area, and, for the Runelord Promotion quest, to find
the dungeon of Sudgerd.

** Exploring the Vantyr Range **

Make your way north, then east from the starting point. As you are traveling
east, you will see a building in front of you. This is the home of Arnod.
Arnod is a dwarf who will give you a quest for training in Grandmaster
Crossbow ([32] Crossbow Grandmaster). He wants you to shoot 5 targets that are
placed near his home. This is an easy quest to complete, but in your travels
you will come upon some Teleporters. This Guide would suggest you NOT take
those yet and finish Arnod's quest. The Teleporters will take you to other
locations in the Vantyr Range which we will want to do a bit later.

** Doing the easy quest Crossbow Grandmaster **

One of the targets for you to find is at {122,75} not too far to the east from
Arnod. You need to be facing east to shoot at the target. Just use you bows
and crossbows and fire at the target. You can even use long range spells like
Fire Bolt. You will hear the battle music playing, but no enemies will appear.
With a few shots ,the target is destroyed and your quest log will update.
Let's find the other 4 targets.

The 5 target locations are {122,75}; {128,69}; {132,66}; {143,61}; {142,58}.
After you shoot the last one, return to Arnod and get promoted.

** Teleporting about the Vantyr Range **

Now continue to explore the Vantyr Range by using the Teleporters. There are
several Teleporters in the Vantyr area, each taking you to a different
location within the Range. Each one will teleport you back to the one you just
used. The Teleporter just north of Arnod's house {128,80} takes you to the
Teleporter at {131,80}. Within a few steps you will need to fight a Griffin. A
few steps further north and west, you will be met by Helioran, a Boss griffin.
Tar and feather him.

Continue exploring to the east and north. At {134,87} you will see a destroyed
merchant wagon and just beyond that are 3 Cyclopses waiting to beat you to
death. Beyond the Cyclopses you will find a Dangerous Cave at {132,92}. [Note:
In my games, I could not enter that location. Ever. And I could not find any
quest to enter that location.]

In the far south of this area at {141,78} is a Mysterious Crypt. You have to
step on the pressure plates in the correct sequence to open the portcullis to
the treasure. All plates must be activated.

o----------------------------------------------------------------------------o
|Solution:
|  walk this way
|  N4, E2, N5, W4, S2, W2, N6, E8, S6, W6, S3, E2, S2, W6, N9, E12, S9, W6,
|  N to chest
o----------------------------------------------------------------------------o

The reward for this crypt is the Relic: Jade Coif, a helmet (+6 Arcane
Discipline, +10 Spirit, +24 water dmg to attacker). Not too shabby. Exit the
crypt and show the world your new coif.

** Still exploring the Vantyr Range **

Walk north to the broken merchant cart where you fought the Cyclopses. The
nearby Teleporter at {136,90} will take you to {136,92} of the Range. You will
soon be attacked by several Elemental beasts. To the southwest of the
Teleporter you will find the entrance to Sudgerd {142,87}. The description of
that adventure follows below after a few more stops in the Range. To the
northwest of the Teleporter you will find the entrance to the Tomb of a
Thousand Terrors. Unless you've progressed far enough in the game to have the
quest to enter the tomb, the door will be locked. We will come back to the
Tomb at a later time.

At location {123,102} you will find a Riddle Chest. Solve the riddle to
acquire the loot.

o------------------------------o
|Solution:
|  compass
o------------------------------o

Take the Teleporter at {136, 92} and return to Arnod's house. The Teleporter
northwest of Arnod's house {123,83} teleports you to {123,86}. In this area
are some fire elementals to fight. At location {116,99} you find the Dwarf
Hall. Erling and Geisli both live here and offer gossip. Erling will give you
the Pathfinder Promotion quest if you have a Scout in your party. At {113,87}
you see a cool looking fountain thing and Changbo standing next to it. He is
the trainer for Grandmaster Dual Wield. He will train you with no fuss, well,
except for 5000 gold. Also visit the Obelisk {117,88} near Changbo.

The Teleporter at {119,83} takes you to {115,83}. Proceed east, then south
from this location, fight some Earth Elementals and visit Vilma in her house
at {111,80}. She will hire out herself to you as a Bodyguard. Moving south and
then west from Vilma will bring you right to Seahaven. How convenient. 

** Sudgerd: Quest: Runelord Promotion **

My party was happy with their exploration of the Vantyr Range, so they decided
to go to Sudgerd and commence the Runelord Promotion quest. If you have
explored most of the Vantyr Range thoroughly, it is easy to find your way
around. The Teleporters are clearly marked on the Area Map and the ones that
teleport back and forth are adjacent to each other on the map. So take the
appropriate teleporters to get to the north west end of Vantyr Range. Sudgerd
lies to the extreme south {142,87}.

** Sudgerd - Level 1: Runelord Promotion Quest **

Your goal for Sudgerd, if you are here for the Runelord Promotion quest, is to
find the braziers and relight the Sacred Fire of Arkath. Sudgerd is a two
level dungeon, and is populated by some pretty tough foes.

You begin Sudgerd on level 1 at location {7,1}. From the entrance door, you
can venture north, east or west. To the west is a small room with a chest
{4,3}. Opening the chest results in an ambush by a fearsome Shadow Elemental,
Facehugger and Shadow Lurker. Clear them out and leave the room. Back in the
entry area, you will see a passage to the north that leads to a huge cavernous
room. We'll go east first since it leads eventually to the same huge cavernous
room. So continue east through the entry room and into the passage through the
hole in the wall. As you round the corner to go north, you will be ambushed
again by 2 Shadow Lurkers. The Liquid Membrane spell is your friend here. 

Continue north along the passage and fight some more denizens of this dungeon.
At location {15,12} is a small pyramid-shaped marker with blue glowing runes
surrounded by some colored crystals. When you interact with this marker you
get the message that the crystals seem to react to sound... Hmm. [Note: you
need a flute to activate these crystals. The flute is obtained in the Tower of
Enigma.]. If you have the flute, you will get the message "do you want to play
a tune". Then you get to choose one of 4 musical notes - C, D#, F, or G. You
need to play 6 notes in the proper sequence. This will open a passage just to
the north of the crystal where you will find a chest to open.


o----------------------------------------------------------------------------o
|Solution:
|  4,1,2,3,2,4 which corresponds to G, C, D#, F, D#, G
o----------------------------------------------------------------------------o

At location {12,13} there is a lever; pulling that lever doesn't seem to do
anything yet. Venture west into the large cavernous room. There is a door at
{7,13} that can't be opened yet. On the west side of the huge room are 2
passages. The northern-most passage leads to a confrontation with some beasts.
Go fight the beasts and the enter the small room. There is a Secret Door at
location {2,11} that requires magic to open. You find a chest to loot.

Go back out to the huge room and go to the south passage at {5,6}. You will
find a lever at {2,5}. Pull it. Now go back to the lever at {12,13} and pull
it if you didn't before. Pulling both levers conjures a horde of enemies in
the huge room. Using the 2 levers also opened the door at {7,13} which leads
to the stairs to level 2. After defeating the horde, ascend to level 2.

** Sudgerd - Level 2 **

You arrive at location {7,0} of level 2. You are in a massive room. There is
an open passageway to the east at {8,2} which leads to a battle with some
creatures. The room they were in has a small chest at {13,1}. Directly across
the massive room is a door at {6,1} which cannot be opened. Ever. It is just
decorative, apparently. A nearby lever at {6,3} drops a red elemental barrier
which blocks your progress. Pull the lever again to raise the barrier. When
you step beyond where that barrier was located, it will automatically drop and
you will be trapped by the barrier and ambushed by a number of enemies. Good
luck with that.

When you finally defeat all of them, explore the immediate area. You are in a
massive room with large pillars. You are blocked from going south because of
the red barrier. There is nothing to the east. To the west is a door that
cannot be opened. Ever. The red barrier will be removed once you have fought
the main Boss in the next large area. So continue on to find him/it.

To the north you can see into another massive room. Just before you get to the
entry to the massive room, there are 2 smaller rooms on either side. The room
to the east has a barrel. The small room to the west leads to a battle with
some Fire Elementals and others that come out of an adjacent room. The side
room leads to the west side of the massive room.

Before venturing into the massive room, go over to the eastern side. On the
eastern side of the massive room there is a passage leading east and then
south. You will have to fight a number of Fire Elementals to proceed south.
There is a chest waiting for you at {14,14}. 

Now come back to the massive room. You can walk up the path in the center of
the room or go to the west and walk to the north. Whichever direction you
choose, you need to approach the north central region of the massive room. You
will be ambushed by the Eye of Madness, the Boss of this area. Poke him in the
eye. What madness.

Now interact with the large altar structure in the center of the north end of
the room {7,22}. Doing so will ignite the two braziers on either side and thus
you will have re-ignited the Sacred Fire of Arkath and completed the Runelord
Promotion quest. Bask in your glory. 

** Become Grandmaster at Fire Magic **

Because of my party's recent sojourn through the Vantyr Range and gaining the
Rune Priest promotion to Runelord in Sudgerd, they decided to get the
Grandmaster Fire Magic skill for the Runelord. The trainer for Grandmaster
Fire Magic is Erika who is found at {43,64} in the Minho Marshes. To quickly
get to the Minho Marshes, take the Teleporter {34,45} east of The Crag into
the Menthil Coast and then take the adjacent Teleporter at {34,49} to reach
the Minho Marshes. Walk a short distance north to find Erika.

** Exploring more of the Minho Marshes **

While you are in Minho, why not take the opportunity to explore further (or
for the first time if you haven't been here). You should be powerful enough to
deal with the creatures you find. At location {36,64} in the Minho Marshes,
you will find the house of Nahla. She is an Alchemist/Apothecary who sells
potions if you allow her to join you. Near Nahla's house, at location {32,56}
is an Obelisk for the quest [39] The Secret of the Obelisks.

** Exploring the Desolate Wilds **

In hoping around the countryside, leveling up their skills and whatever, my
party realized that when they were in the Desolate Wilds, they were given a
quest by a mysterious Ghost called The Wanderer. She had given us a  Half of a
Pendant' to take into the nearby dungeon, the Fortress of Crows. So they
decided to seek out the Fortress of Crows and fulfill their promise to the
Wanderer to deliver the Half of a Pendant to someone inside the Fortress. We
made our way to the Desolate Wilds and to the Fortress of Crows.

** Fortress of Crows - Quest: The Curse of Volos **

This quest was given to you by The Wanderer {40,31} found standing in the
Desolate Wilds, not far from the Fortress. When you agree to take the quest,
she gives you a Half of a Pendant and asks you to deliver it to someone in the
Fortress of Crows.

You meet Melanthe {2,2} right after you enter the Fortress. You will talk for
bit with Melanthe and she gives you the history of the Fortress. Seems that
there was some jealously between lovers and a curse was placed on the city,
Volos. You show her the pendant given to you by the ghostly Wanderer. She
accuses you of being treasure hunters and asks you to leave. She offers you
treasure if you leave. You can accept her deal or not. If you accept, the
quest ends. (Now what self-respecting adventurer would do that, really?)

Instead, tell Melanthe that you promised to deliver the pendant. She gives you
a dire warning about the Fortress, and then disappears in a cloud of Purple
Haze. (Sorry, no Jimmy Hendrix music). Go through the doorway where she was
standing.

** Fortress of Crows - Level 1 **

You will be in a long hallway with a number of doors and passages leading away
from it. There is a door at {4,5} right where you enter the hallway, but you
cannot open it yet. Farther down the hall is a passage leading to the south
{9,5}. Follow the south passage to a long, narrow hallway that ends at a door
{17,1}. The door opens into another large hallway. Just to the north is a door
{18,3} that opens into a much larger area. You can vaguely see a figure
standing far to the north or your position. Take one step through the door and
turn to the east. You will find a Notification stone {18,4} that reads, "A".
This looks like a clue and you will have to find several of these stones to
obtain the rest of the clues.

Take a few steps toward the figure in the distance and then turn west and then
south to find a notification stone {16,3} that says - "L". Be on the lookout
for these notification stones. There are 7 of them and they spell out a code
you need later to open a door. Just before the notification is a door {16,5}
that opens into the east end of the long hallway where you started.

Walk down the long hallway to the west. At {13,5} is a short passage to the
north that leads to a chest {14,8}. Go back out into the long hallway and walk
a little further west and see another short passage {11,5} leading north. This
one leads to a small room that allows you to look to the west to see a chest.
You can't get to the chest from this room because of a single-tile pit in the
floor that you can't walk over. We will likely get to that chest later.

Go back into the long hallway and walk east. Go into the smoke-filled area
where you saw the figure. This area has a lot of intersecting passages that
all end up at the same point, where the figure is standing. Explore the area
to find a ground spot to dig and a notification stone at {16,16} that reads -
"B". There is another notification stone at {20,12} that reads - T. And yet
others that reads Y, A, E and R. You have to look carefully for some of these
stones. Remember that you have to be facing an object to interact with it. It
is easy to walk by a stone and not get the message.

Now step up to the figure and you will find a beautiful, but Sad Ghost. She
speaks with you. You find this is Kasia, a priestess of Asha, who was
mentioned by Melanthe who you met at the entrance to the area. Melanthe told
you that Kasia is the one who killed everyone and cursed the city. Kasia asks
you whether you believe or not what Melanthe told you. You get 3 conversation
choices here: you believe Kasia is 1. Innocent, 2. A monster or 3. You don't
know what to believe. [Note: It actually doesn't matter which choice you pick
as Kasia will tell you her version of the story regardless.]

Kasia says that Melanthe is the real instigator behind the troubles. It was
Melanthe who stole Kasia's beloved Rodas and who then murdered everyone and
cursed the city. Kasia then thanks you for listening and you show her the Half
of a Pendant. It turns out she has the other Half and gives it to you. This
quest [31] The Curse of Volos is updated for you to now find and defeat
Melanthe.

As soon as you step away from Kasia, she will disapparate and you will be
attacked by a horde of Undead. After they are dispatched, look for a
notification stone at {16,9} that reads - R. Near the notification stone is a
door {16,11} that requires a code to open. If you haven't found them all,
search the area for the other notification stones. The locations of the stones
are: {16,16}, {24,14}, {20,12}, {16,9}, {23,5}, {16,3}, and {18,4}. You should
find 7 stones with the following letters - L, B, T, R, E, Y, A. This is an
anagram puzzle. Re-arrange the letters to spell a word.

o------------------------------o
|Solution:
|  betrayal
o------------------------------o

Go through the open door. You will be in a large room with lots of levers.
Before you pull any levers, go to the southwest end of the room and move
south. You will come to the room with a chest {6,8} that you saw earlier. Open
the chest.

Go back to the large room. There is one open door at the north end of the room
that leads to a chest. Go ahead and open this chest now and then we will pull
some levers. The remaining 5 doors in the large room are locked. There is a
lever next to 4 of the doors. There is a 5th lever that will be revealed as we
open some doors. You obviously have to pull the levers in the correct sequence
to proceed.

o----------------------------------------------------------------------------o
|Solution:                         |
|  When you pull lever L1 this opens the door at D4 and some Spectres will
|  attack. There is nothing in the short passage they came from. Pulling the
|  lever at L2 opens both the doors D2 and D5. Fight the ghouls and skeletons
|  that come out of D2. There is nothing behind door D2, but there is a barrel
|  behind D5. Pulling L3 closes D2 and D5. Now go to all the levers and have
|  levers L1, L3 and L4 pulled down and L2 up. This will open the door at D1
|  and reveal another lever, L5. Pulling this lever opens the door D6.
|
|  Map; L = lever; D = door
|
|                North
|          Chest
|
|           D3   L2   D2
|       D4
|       L3
|       D5            L1
|       L4            D1 L5
|    D6                     Entrance
o----------------------------------------------------------------------------o

Go through the open door at D6 {9,12) and you will soon be accosted by some
Undead. Enter the room they came from and proceed to the south down the long
narrow hallway. The door you come to {4,6} opens into the hallway where you
began in this level. Turn around and go back. There is a door at {3,14} that
requires a key. Another door at {1,11} opens into a small room with the stairs
leading to level 2 of the Fortress. 

** Fortress of Crows - Level 2 **

You start level 2 in a room at {2,11}. There are two closed portcullises along
the west wall and a locked door at {3,9}. A Secret Door at {3,7} requires
might to open and reveals a chest to loot. At the south end of the room is an
open portcullis. Enter the small area behind the open portcullis and find the
lever at {1,5}. Pulling the lever causes the solid wall at {3,5} to magically
disappear. If you step into the opening revealed by the disappearing wall,
that wall will re-materialize behind you, but the wall in front of you will
magically disappear. Step forward and the same thing happens. And again. On
the last step forward, the wall in front of you does not disappear, but the
wall behind you moves back a space. You appear to be trapped. Take 2 steps to
the west and the wall at {7,5} disappears and some undead Spectres appear.

After you defeat them, step forward (east) and the wall in front will
disappear. And the cycle repeats itself. Finally, the disappearing wall will
reveal a chest. Opening the chest begins a confrontation with some Spectres.
After you defeat them, turn around and step toward the empty chest. You will
walk right through it and the wall in front of you will disappear.

There is an interesting little phenomenon in the game here.
You can temporarily avoid the last confrontation with the Spectres. When you
approach the chest and you get the message to open it, don't. Cancel the
process with the ESC key. Instead, turn around and you will see a ground area
to dig where you will get a Silver Key. The chest will no longer be there.
Walk past where the chest was and the wall in front of you will disappear and
another chest is revealed, which is opened by the Silver Key. After opening
that chest, the wall behind it disappears and you can enter the next room. I
found that the loot obtained by this latter method to be better than opening
the original chest. Go figure.

When you enter the narrow room beyond the chest and disappearing wall, two
Spectres attack. After you defeat the Spectres, you will notice that the
disappearing wall has re-appeared and you can only move to the east. Luckily,
no other walls seem to disappear here. There is a door at {18,5} which opens
into a large room. When you take a step into the room, you will see some
Undead waiting for you at the other end of the room. The center of the room
seems to have a bunch of pressure plates, so you might want to avoid those for
now. Taking another step into the room sets off the confrontation. 

After you defeat the band of Undead, survey your surroundings. In the center
of the room there are 8 bronze colored pressure plates surrounding a green
colored plate. At the northern end of the room is a passage {20,10} leading to
the west. There is a locked door at {20,11}. 

Before we step on any of the pressure plates, let's first scout out the
passage leading west. There is a Secret Door at {17,10} which requires magic
to open and reveals a chest. Continue to the west and you will come to a jail
cell type room with some Skeletal Spearmen in the cells who seem to be
patiently awaiting your arrival. There are, in fact, a lot more undead further
along. Take a step in the jail room and they all begin their attack. Back up
to the corridor for protection. Don't stand in the middle of the room and get
yourself surrounded.

When you defeat this horde, explore the room they came from. In the jail cell
area there is a small chest {14,12} nearly buried in the straw bedding. The
chest contains a Golden Key. The iron barred door at {11,9} can't be opened.
Go down the hallway to the west and there is a Secret Door at {8,9} protecting
a chest. 

The door at the end of the hallway opens right near the entrance to this
level. Now backtrack back to the room with all the pressure plates. As usual
with this kind of puzzle, you need to step on the pressure plates in the
correct sequence. This particular one really tries your patience. The solution
follows.

o----------------------------------------------------------------------------o
|Solution:                         |
|   #1 Start at the south end of the grid at location 1 {22,6}.
|   #2 Walk 1 step N to light the blue tile {22,7}.
|   #3 Walk 1 step north to light the green tile {22,8}.
|   #4 Walk on several outer tiles so that only the green tile is lit.
|   #5 Walk back onto the tile at {22,7} to light it blue, walk north over
|     the green tile (it will turn off) and walk onto the next tile north
|     {22,9}.
|   #6 Without getting off of the grid, move 1 tile east {23,9}.
|   #7 Move 1 tile south {23,8}.
|   #8 Move 1 tile west {22,8}; this is the green tile and it will light again.
|   #9 Move 1 tile west {21,8}.
|  #10 Move 1 tile north {21,9}.
|  #11 Now move 1 tile OFF of the grid. Walk around outside of the grid to
|      the tile {21,6} of the unlit tile at {21,7} and move north 1 tile
|      onto {21,7}.
|  #12 Now move OFF of the grid again, walk outside of the grid to the tile
|      at {23,6} which is just south of the last unlit tile. Step on the
|      unlit tile {23,7} and the door will open. Bask in the glory of your
|      cleverness for a while, but then go through the open door.
|
|  This is the graphical solution to the puzzle. ^ = start point; X = unlit
|  tile; O = lit tile. G=green tile, N=north, W=west, E=east, S=south
|                               N
|         1        2       3        4        5        6
|
|       X X X    X X X   X X X    X X X    X O X    X O O
|  W    X G X    X X X   X O X    X O X    X X X    X X X      E
|       X X X    X O X   X O X    X X X    X O X    X O X
|         ^                                  ^
|
|         7        8        9        10       11       12
|       X O O    X O O    X O O    O O O    O O O    O O O
|       X X O    X O O    O O O    O O O    O O O    O O O
|       X O X    X O X    X O X    X O X    O O X    O O O
|                                           ^            ^
|                                 S
o----------------------------------------------------------------------------o

The now open door leads to a chest. All that work for just a chest. Oh, well.
Onward.

** Fortress of Crows - Level 1 again **

Go back down to level 1. Go to the locked door at {3,14} and open it with the
Golden Key. Walk forward to the teleporter. The teleporter takes you to the
northwest corner of the level. You are at teleporter {1,24}. There are two
nearby teleporters. There will be a series of teleportations to reach the
final goal. Before you take any more teleporters, open the Secret door at
{4,22} which requires magic to open.

The teleporter at {1,22} takes you to {11,21}. The teleporter at {6,23} take
you to {9,24}. The last two teleportations where essentially to the same
point, near a teleporter at {11,24}. Take that one to {7,20}. The small room
you land in has 3 other teleporters. The one to the south {5,16} takes you to
{7,16}. Just north of the destination, the teleporter at {1,15} takes you to a
chest to open. Go back the way you came. When you reach the room with 4
teleporters, take the one on the northeast corner {9,20} which takes you to a
barrel. You may find now that the teleporters begin teleporting somewhat
randomly. Just try to get back to the room with the 4 teleporters.

In the room with 4 teleporters, take the one in the southeast corner {9,19}.
You land on a teleporter at {3,20}. Go around the corner to the west and see
the teleporter which, on the Area Map, has a door icon instead of the
teleporter icon. When you step on this teleporter, you get the message to
enter the Fortress of Crows, level 2. Hit the space bar to enter.

** Fortress of Crows - Level 2 **

You will arrive in the north east corner of level 2. Head to the south to the
teleporter at {22,24}. That takes you to {9,24}. Take the teleporter {9,28}.
You will land at {5,26}. Turn to the east and move that way. This area will
have 2 other teleporters. Take the one to the north {8,28}. You will arrive at
{5,28}.

[Note: IMHO, this is getting tedious guys. I love puzzles as most of us RPG
types do. But to essentially step on random teleporters to be teleported
randomly loses its fun factor rapidly. Well, let's press on.]

Take a look at your Area Map. The teleporter regions shown at the top of the
map is beginning to spell out a word. If you take all of the teleporters and
step on every tile, the word will be  "SANDRO". Seems significant, no? Well,
no, not really. But interesting none-the-less. As you are flitting about,
check out the Secret Room in the N of SANDRO which requires perception to
open.

After much teleporting about, you will finally reach the teleporter at {1,19}.
Around the corner from this teleporter is a large room.

Walk into the room. There is a Secret Door at {5,18}. On the east side of the
room is a door that leads to a large cavernous area. Head into the large area
and head to the south and west. Fight some undead and then open the chest at
{2,13}. Move to the north and then west to repeat the process with more
undead. 

Continue moving and fighting undead until you reach the door at {23,21}. This
leads to level 1 of the Fortress. You will arrive in the northeastern corner
of level 1 at {25,20}. Just in front of you is a statue for some prayer and
meditation. Then go through the door at {23,21}. Take a few steps into the
room and a bevy of undead come through the walls. Literally. Take them out.

Walk through the rooms until you reach a door at {16,22}. You really should
buff your party before you open this door. The door leads to a confrontation
with Melanthe. You immediately accuse her of being a liar and murderer and you
aim to put a stop to her lying and murderous ways. She transforms herself into
a real beauty. End her evil reign of evil terror here and now.

After her demise, begin walking out of the area. You will be met by the
ghostly visages of Kasia and Rodas. These were the lovers that Melanthe spoke
of at the beginning of the dungeon. They thank you profusely for saving all of
ghost-kind. They then disappear slowly into the ethereal realm, or wherever
ghosts go.

An onscreen message says that the two halves of the pendant have been made
whole. You do, indeed, get an unidentified necklace which turns out to be the
Relic, Lovers' Pendant. However, the two halves of the pendant you started
with are still in you Quest Tokens inventory. I thought two halves make a
whole.

Go back toward the east of this area and when you get near the door to level
2, the disappearing wall thing will happen again just to the south. Go through
the opening created by the now gone wall and you will be back in the already
explored areas of level 1. Leave through the door back to the Agyn Peninsula,
another job well done.

** Tomb of a Thousand Terrors - Quests [14] Descent into Terror and [15] Out
of the Darkness **

My party rested and replenished and upgraded their skills using the various
trainers they discovered in their travels. They then decided to tackle the
Tomb of a Thousand Terrors. Can't really be 1000, can there? Let's go see.

The Tomb is located in the Vantyr Range. Make your way to the Teleporter near
Castle Portmeyron and get yourself into the Range. Take whatever Teleporters
necessary to find the Tomb which is located in the northeastern region of the
Range.

When you enter the Tomb, you are greeted by the Mysterious Elf, the one you
met in the Elemental Forge a long time ago. He asks if you are afraid of the
dark . . . the door closes behind you and you are seemingly trapped within the
Tomb. Your goal is to find a way out. The quest [14] Descent into Terror is
ended and a new quest begins - [15] Out of the Darkness. Entering the Tomb
also ends Act III of the game.

** Tomb of a Thousand Terrors - Level 1 **

You start the Tomb at location {19,9}. It is very dark, so light spells are
necessary. Level 1 is small, but consists of a myriad of winding cavern
passages. From here on, this Guide won't give a step by step walkthrough of
level 1 because it would become confusing and tedious. Just walk around
through all the passages, fight any creatures that attack and loot any chests
or barrels you find. 

One notable location is {10,3} where you can pass through a doorway into a
dungeon like area. Walk into the dungeon and you will be attacked by
creatures. Fight them off and then move west and then north. At location {0,9}
you will find the stairs to level 2 of the Tomb. Go there after you have
explored the rest of the area.

** Tomb of a Thousand Terrors - Level 2 **

On level 2, you have no choice but to walk forward. Within 1 step you will
come to a teleporter. The teleporter zips you to a nearby tile where you face
a Shadow Watcher and his buddies. Hit them and watch them die. Enter the room
they came from and find a purple glowing statue thing. This is actually a
teleporter and whisks you away to another location {14,13}. Walk south through
the open doorway. You will reach another teleporter which takes you to {9,10}.
Walk north from that location. The small room where you arrive has a
teleporter statue, but before you take it, walk north a few more steps. Some
beasties will attack.

You will be at a T-intersection with walkways leading east and west. To the
east you see some waving giant grass-like plants. Go that way. In the room
with the plants, walk around the plants and find a Secret Door at {11,17} that
requires might to open. You will find a barrel.

Now take the passage that leads north at {13,20} out of the plant room. You
will reach a small room that has three small pyramidal blocks with purples
runes inscribed on them. Read the messages the blocks present. The block on
the left says "As life withers and closes, as the first sign of rage grows.
The middle block says "Peace ends while battles start again". Finally, the
right block says "A circle is drawn, where shadow is born". Hmm. Cryptic. From
the rune room, you can go east or west. If you go east you will be attacked by
Tomb creatures. Dispatch them.

Continue east a few steps and then take the passage to the south. Walk all the
way to the end of the passage you are in. At location {19,9} you will find a
small chest. Near the chest, at {15,10} is a teleporter that takes you to
{18,6} where you find a barrel to open. Take the teleporter to return to your
previous location.

Walk north from the last teleporter destination and open the Secret Door at
{17,15}. Sample the contents of the barrel. Now take the east passage at
{17,14}. Within a few steps you can turn south along the passage. As you
follow this passage, you will be ambushed by a large number of Tomb denizens.
At the end of the southern walkway you will find the door to level 3 {24,7}.
You may wish to continue to explore level 2 at this point and return here
later.

Turn around from the door to level 3 and proceed to the north. Turn east at
the first opportunity and follow the passages. In the hallway at {20,19} is a
Secret Door which needs magic to open and reveals a barrel. Continue to follow
the passages to the north and then west and you will return to the room with
three blocks with purples runes.

** Further exploration of Tomb of a Thousand Terrors - level 2 **

If you explore the passage to the west from your present location in the rune
room, you will find a closed portcullis {10,23} which a chest behind it. You
will open that portcullis in a bit. Walk to the west from the portcullis and 2
Shadow Watchers pop out of the floor. Floor them. In the center of the room is
a strange thing with eyeballs which is actually a lever. Pull it. You are
presented with a Riddle - "What is its name?" Supplying the correct answer
opens the portcullis to gain access to the chest.

o------------------------------o
|Solution:
|  erebos
o------------------------------o

Continuing west and then south from the purple lever thingy, and you will come
to a teleporter at {5,16}. This takes you back to location {13,7}. Take the
same teleporter at {13,7} again and arrive at {9,10}. Walk north and take the
teleporter at {8,13}. You will realize by now that sometimes the teleporters
take you to a random location. This dungeon should have been called the Tomb
of a Thousand Teleporters.

You likely will have explored all of level 2 by now. If you missed them
earlier, don't forget to find the two additional Secret Doors before we go to
level 3. There is a Secret Door at {11,17} which requires might to open and
reveals a barrel. There is a Secret Door at {17,15} that needs perception to
open and reveals a barrel. Barrels of fun.

You now should be ready to venture to level 3, so hike over to the door to
level 3 at {24,7} in the southeast corner.

** Tomb of a Thousand Terrors - Level 3 **

You begin level 3 at {3,18}. You commence through level 3 a lot like level 2,
where you will zip around using teleporters. Take the first three teleporters
as you come to them as you have no other choice. After the 4th teleporter,
make your way southerly along the path. At the southern end of the passage you
will be attacked by Tomb creatures. After they are gone, open the Secret Door
at {3,7} which requires might and leads to a barrel and a ground tile to dig
up. Then continue along the passage to the east.

You will enter a small room that has a barrel. Head out by the southeastern
doorway. You will come to a T-intersection with a portcullis directly in front
of you {11,5}. Open the portcullis and loot the chest. Beyond the T-
intersection, in either direction, you will be in an area of passages with
lots of portcullises, some with chests behind them and some with teleporters.
Walk around the area and get your bearings. At location {15,7} you will be
attacked on all 4 sides by creatures. After your have removed them from
existence, find the following locations in this area. To minimize the
descriptional confusion, the Guide is going to walk you around and find
locations, but not use any of the teleporters yet. 

At {13,3} there is a portcullis that leads to a teleporter. Hold off using
this, we will come back later. The portcullis at {15,4} also leads to a
teleporter. The portcullis at {19,7} leads to a teleporter. At location
{20,12} there is a portcullis you cannot open yet. Right near this portcullis
is a Secret Door {19,12} which need perception to open. You find a chest here.
The portcullis at {15,11} opens to reveal a teleporter as does the portcullis
at {11,11}. The portcullis at {11,9} cannot be opened yet, but it shows a
chest within. 

Now, let's go systematically use the teleporters. Since you should be near the
northern end of the area, go north to the portcullis at {11,11} and then the
teleporter at {11,13}. Don't step on the teleporter yet. Just to the left of
the teleporter, notice there is a pressure plate off to one side. What you
will shortly realize is that you need to teleport about the area and step on
and activate all of the pressure plates. When you are done, the teleporters
will disappear. You don't need to use every teleporter, and some of the
pressure plates are already activated. Following are the essential teleporters
to use:

Go to the middle of the area in the north, go through the portcullis at
{15,11} and then step on the teleporter at {15,13}. You will be taken to
{18,1}. Step forward onto the pressure plate to activate it and move 1 step to
the left (west) and 1 step north to teleporter {17,3}. You will be taken to
{9,13}. Move west across the plate and take teleporter (11,13}. You arrive at
{16,14}. Step on the plate and all of the teleporters disappear. You can now
access the nearby chest, but you also initiate an ambush. Notice that on the
minimap, a bunch of red dots appear indicating you will have to contend with
some Tomb creatures.

When they're gone, explore the whole area again to open any chest or find
Secret Doors. The previously locked portcullises will now be openable. Opening
the chest at {13,9} spawns an ambush. What a surprise. There is a Secret Door
at {20,3} which needs magic to open and there is a chest to loot.

Now head over to the stairs to level 4 at location {21,12} and head on up. 

** Tomb of a Thousand Terrors - Level 4 **

You start level 4 at {9,10} and you can move west, east or north. Even though
many of the paths seem to end up at the same spot, you will find there are
gaps in the walkway that prevent you from going in certain directions. Here
again, it would be tedious to give a written set of directions. Only the most
salient will be mentioned here. 

There is a teleporter at {9,18}. This teleporter takes you to {16,12}. Open
the nearby small chest and then use the teleporter at {18,11}. This one takes
you to {13,18}. There is a yellow-colored tile that will glow white when you
step on it. You should surmise from this that you need to find and step on all
of the yellow tiles. Use the teleporters to return to the central area. 

Retrace some of your original steps as activating each of the yellow tiles
will restore some of the broken walkway within the level. Find the small
chests and barrels that were inaccessible before.

Now go to the teleporter at {9,8} which takes you to {1,5}. Step on the nearby
yellow tile. In the distance you can see some walkway sections being restored.
Now go back to the central area. You will be attacked by a Shadow Dragon.
After you have dragged it to its demise, continue retracing you steps, looking
for restored sections of the walkway. 

At location {0,10} there are three small chests to open and another small
chest at {3,7}. There is a small chest at {7,1} and a newly exposed teleporter
at {8,2}. Up the path from this last teleporter is another one at {17,18}. The
last one leads to a yellow tile and an ambush. Head down the ramp to the next
teleporter at {17,1}. Retrace your steps again looking for newly opened
passages. You will be ambushed along the way. 

Eventually you will reach {17,6} and be confronted by the Eye of Terror. After
you have removed him from his reign of terror, search the small room. There is
a small chest at {18,7} which contains the Relic, the Evangelist, which is an
axe. At location {18,5} is a dead adventurer. You might be thinking, "There by
the grace of Asha go I". Picking the pockets of the adventurer, you find a
book - Dunstan's Last Adventure. So that's where Dunstan ended up. Read about
his last days. It's interesting. Really. He says that a false Dunstan is
lurking somewhere in the Tomb and it looks just like him. Dunstan also has an
item called a Dream Shard. I wonder what that is for?

[Note: The Dream Shard remains in your inventory for the rest of the game. The
Author of this Guide never found a use for the Shard.]

The small room with dead Dunstan also has a yellow tile to step on. Maybe
that's the last one in this Asha-forsaken place. We'll see. Make your way to
location {3,1} where there is a door that leads to level 5.

** Tomb of a Thousand Terrors - Level 5 **

On level 5 you are again confronted with teleporters to negotiate. You can
negotiate them, sort of at random since there aren't that many. When you reach
the final location you will meet Eruina, a Dark Elf. She says she is on your
side. Hmm. She tells you that you have a common enemy, Erebos, who is both the
Master of Assassins AND the Faceless you know as "Dunstan". She asks you to
follow her.

Next you will be in Eruina's abode and will continue your conversation with
her. Ask about the Quest: Out of the Darkness. She says she knows how to
escape the Tomb and you are to warn your own people of the impending threat of
Erebos. She further warns you that when you face Erebos, do NOT look into his
mask. Why, I wonder? She says you need to find a way to remove his mask. How,
I wonder? 

You can garner some gossip from Eruina and she will also train Master Dark
Magic. You find out that the Mysterious Elf you have met twice now is her
father, and he is under the spell of Erebos. 

Eruina is joined by two companions, Kastore and Yeshtar. Kastore has gossip
and can train Master Prime Magic. Yeshtar is the trainer for Grandmaster
Dagger. After you are done talking to the Ladies, you will be teleported back
into level 5. You don't need to use any more teleporters, thank Asha. Go west
up the ramp to the exit to the Agyn Peninsula.

** Report back to Governor Morgan in Castle Portmeyron **

You are now to report back to Jon Morgan in Castle Portmeyron, so make your
way back to the Castle. When you talk to Governor Morgan, you find that the
unspeakable has happened. The Black Guard has kidnapped his daughter, Ann. You
tell him about your adventures in the Tomb of a Thousand Teleporters, I mean a
Thousand Terrors. He tells you to enlist the aid of Crag Hack. It is Crag's
granddaughter who's been kidnapped after all.

Your new task from the Governor is to enlist Crag Hack in the quest [16] The
Battle of Karthal. So level up and rest and whatever, and then get ye olde
adventuring butts over to The Crag.

** Go to The Crag and enlist Crag Hack - Quest: The Battle of Karthal **

When you tell Crag Hack the whole story, he is incensed that they have
kidnapped his granddaughter. He is more than willing to help. He tells you to
take his Ship, the Revenge and sail to Karthal. Find Ameyro {13,15} on the
docks of The Crag and he will allow you to set sail on The Revenge. You will
need an empty companion slot for this as the Crag Hack himself goes with you. 

** Fight your way through Karthal **

In Karthal, you will immediately be met by Hamza and he has some words for
you. You can see the Harbour District burning in the background. Your new
tasks are to defeat the Black Dragon and to defeat Salvin.

You are immediately attacked by some Shades. You will need to pull the shades
on these guys. You will notice that the city has been reset, so the
coordinates on the map are reset as well. You begin your tour of the city from
{14,1}. Walk north and be attacked by more Black Guard minions. 

When you reach location {13,9}, there will be a cutscene of a Dragon flying by
and Hamza will chime in and say WTF. Crag Hack will also chime in and say
let's go kill a dragon. Sounds like a plan. A few more steps up the stairs and
the battle is joined with Taraleth, the Black Dragon. He's a tough guy, but,
hey, you're the saviors of the realm, aren't you? Kill the dragon, search the
courtyard for a couple of barrels and then continue.

You might want to buff your party right about now because just up the stairs
at {18,21} you will be attacked by a horde of Guards and Wizards from in front
and behind. After they are dispatched, walk into the courtyard area and you
will see another horde waiting for you on the stairs to the east. Dispatch
them, too.

Go up the stairs where all of those guys were waiting and you will meet
Salvin. He asks you why you are fighting. You get a number of response
choices. If you have a saved game, try them all. An interesting one is to
choose, "For a little girl". With this response, he seems to be having second
thoughts about being a bad guy and then kills himself. Other choices lead to a
battle with him. He's not that tough, so it's your choice how you want to end
this.

After Salvin departs, Crag Hack will leave to go after the Master of
Assassins. He tells you to go save his granddaughter. Continue on and you will
enter the Vigil section of Karthal.

** The Vigil - Level 1 - Quest: The Battle of Karthal **

Once you enter the Vigil, you are immediately confronted by Markus Wolf. He's
quite full of himself and tells you to back away. A cutscene ensues, and
Markus runs away like a little girl. The door locks behind you and you then
have to fight his minions.

From the foyer where you are standing, don't run after Markus right away.
Instead, enter the room to the left (east) of where you entered. The large
room has a small chest at {13,21} that contains a Golden Cog. You will be
ambushed by 4 Wizards. Now who would have predicted that? A little farther
along is a Secret Door at {15,21}. Break it down with might and raid the
chest. There is a passage to the west that leads to an inaccessible door. 

Go back out into the main foyer and enter the room to the west. You will be
attacked by Wolf Hounds and Wizards. After they depart, search the room. There
is a small chest at {2,20} which contains a Silver Cog. There is a Secret Door
at {3,23} which requires magic. A short hallway leads to an inaccessible door.
Go back to the main foyer. 

Go north from the foyer into the area where you saw Markus run. There is a
door at {8,19} and two levers on the adjacent walls. Each lever opens Ť of the
door, so pull them both. You can see Markus standing in the distance. (It's
interesting that my party decided to rest at that moment for 8 hours and
Markus was still standing there. Go figure.)

As you step in the large room, you can see minions scattered about. I bet they
are here to invite you to their poker game. Not. Step toward Markus and he
will speak. He threatens to kill Ann, the little girl. Spunky little Ann bites
Markus, kicks him in the . . . knee, and escapes. Markus runs away screaming -
again. 

The minions don't attack right away. They wait for you to make the first move.
So plan your tactics here. After they have all gone home for the evening,
explore the area. Starting from where you entered {8,17}, move to the east.
There is a door at {11,18} which cannot be opened. Go through the open door at
{13,16}. The large room you come to has a Secret Door at {15,15} which
requires perception. There is a portcullis at {15,10} which cannot be opened
yet. The other doors lead back to the main area where you fought all the
minions.

Going west from the entry point {8,17}, there is a door at {5,18} which cannot
be opened. Go through the open door at {3,16} to enter a room where some of
the minions came from. This is a library room with lots of bookshelves. There
is a closed portcullis at {1,10}. Two doors on the eastern side lead back to
the main area.

Open the door at {1,9}. WARNING. You see a chest at the other end of the room
on a raised portion of the floor. If you try to walk there, your whole party
will die. From what, I don't know. But they die. Reload. I assume we will make
it back to this room later.

[Note: The Author of this Guide never did find a way to access that small
chest in the room where you die simply trying to walk to the chest. What's up
with this??]

Back out in the main area there are two doors on the south wall which you can
open. Both doors open into the same large room, so take your pick. Stepping
into the large room results in a battle with a large number of minions.
Through the open doorway you can see the wuss, Markus, standing there. 

Now it seems he cannot run and hide any longer and he attacks. As soon as you
hit his sorry @$$ with anything, he faints. How disappointing. You are given
the choice to kill him or knock him out. You don't actually see this happen,
it just happens.

If you choose to kill him, Hamza chimes in that Irina Wolf would have offered
a reward for him alive. Little Ann adds her two cents.

If you choose to just knock him out, Ann Morgan chimes in that she would have
planted an axe in his skull. Sweet child. I would like six just like her. Then
Hamza joins the conversation and says Duchess Irina likely has a fate worse
then death for Markus. This last choice seems like a good one.

Either way, a final cutscene ensues with Crag Hack battling the Master of
Assassins.

o----------------------------------------------------------------------------o
|Spoiler:
|  Crag loses. But he has weakened the Assassin by shattering his mask.
o----------------------------------------------------------------------------o

This begins a new quest [17] Master of Assassins where you are to find Crag
Hack in a place called Ker-Thal. Before you leave, check out the two chests in
the Throne room. Now go back out and enter one of the side rooms. The
portcullises that were closed before are now open. They both lead to the Vigil
level 2.

** The Vigil - Level 2 **

You enter level 2 at location {1,1} or {15,1} depending on which set of stairs
you took. The Guide will continue from the point of using the stairs at {0,10}
and arriving at {1,1}. You can proceed either to the north or to the east.
Going up the hallway to the north, you will be ambushed by some Shades. After
they're gone, continue to a closed portcullis at {2,9}. There is a Secret Door
on the west wall at {2,9}. Break it open with might and loot the chest. Go
back to where you entered. Now take the eastern passage. You will find a door
at {8,3} which opens into a storage room inhibited by a lot of creatures. Take
no prisoners.

There are two rooms off to the sides of the storage room. The room to the west
has a chest {3,4}. After you open the chest, head to the north. You will see a
book on a pedestal in the distance. Take the book and then proceed to the
east. You will be attacked as you approach the next room. Wipe them out and
then continue east. You will see a door at {8,11} that opens into a room with
two portcullises. If you look through either portcullis, you will see a figure
standing in the distance. Opening either portcullis results in everybody and
their brother attacking you, including some Dark Prophets.

Go either to the west or east through a door that one of the Dark Prophets
came from. Both directions lead to the stairs to level 3. Both also have a
hallway that goes south where you will find a lever to open the portcullis.
Going through the portcullises takes you back to areas you've already
explored. Find and loot the chests at {11,10} and {15,9}. Also open the Secret
Door at {12,4} which requires magic to open.

Head back to the north end of the level and take one of the stairs to level 3.

** The Vigil - Level 3 **

My party used the northeastern door so we arrived on level 3 at {15,14}. You
will come to a door at {12,13}. Through the door is a large cavernous area.
There is a book pedestal which gives you the book "Decree of Destiny" which is
one of the books for the quest [41] The Forbidden Saga. For my party, this was
the last of those books to find and the quest update said to return to Umberto
in Seahaven. We'll do that later, obviously.

Proceed south from the book. There is a Secret Door at {11,10} that needs
might to open. The room contains a chest. Go back out to the hallway and
proceed to the west then north. The door at {4,10} exposes you to an encounter
with a bunch of enemies. The room they were in has a small chest at {2,11}. If
you leave this room to the south, you will enter a room with two barrels, a
portcullis you cannot open, and an open doorway to the east. Go through the
open doorway into a cave-like area. When you open the nearby barrel, you are
ambushed by one of those squid things.

** Meeting Lady Thea, Lord Jeno and Lord Myron **

Proceed south from where you fought the squid thing and you will be in a room
that has two doors, a portcullis and 4 levers. What to do here? First, open
the Secret Door at {6,1} which requires perception. You reveal a lever behind
the Secret Door. Pulling that lever opens the portcullis. Go through the open
portcullis and in the room you just accessed, you will find Lady Thea, Lord
Jeno and Lord Myron. Speak to gorgeous Lady Thea first.

Lady Thea, of course, wants to know who you are, and you ask her the same. She
is one of the Karthal City Council members that were arrested by Markus Wolf.
She tells you an interesting fact that the Vigil is not just a palace but is
also a seal or barrier that prevents the Faceless from entering the ruins. She
says you must stop Dunstan. Lady Thea will also trade with you and offer
supplies. Just what we needed. Lord Jeno will identify stuff. Lord Myron says
nothing. 

** Continue exploring The Vigil **

From Thea and her friends, go east until you reach either of the two doors at
{7,3} or {7,1}. Taking either door at {7,3} or {7,1} sets off an ambush from
all sides. In the room you enter through either door, you can go north into
the cave-like area. When you do, you are ambushed by a Faceless. It dies with
such pretty purple sparkles. In the northwest corner of the room the Faceless
was in, you will find the stairs to Ker-Thal. Wait a moment before you go
upstairs as there some more locations to explore.

From where you fought the Faceless, go to the east and enter the room where
there is a chest {15,6} that requires a Key to open. From the chest room, head
through the door to the south {14,4}. Through this door you will be ambushed
by a number of creatures, unless you fought them earlier if you came through
the door on the west wall. The room you enter has a door near you, but 4 other
doors that you can't reach because they are across a chasm. There is a small
chest at {13,3}. You will get a Golden Key from the chest that opens the chest
in the previous room at {15,6}. Open the door, or go through if it's open and
proceed north into a room. This room has a chest to open.

Go back to Thea if you need to sell some junk and buy supplies. Otherwise, go
back to the cave-like area where you met old Faceless just a few minutes ago.
Take the stairs to level 1 of Ker-Thal.

** Ker-Thal - Level 1 **

Ker-Thal is a dark and foreboding place, but it does have some pretty blue
walls. You start the level at {12,13}. A few steps in and you find Crag Hack's
lifeless body. The quest [17] Master of Assassins now updates to inform you
that your task is to kill Erebos.

From Crag's body, you can go east or west. The level is fairly
straightforward, so instead of giving step by step directions, this Guide will
only mention the most salient features. As usual in a dungeon, take all paths
and fight all enemies and expect to be ambushed on occasion. If you have made
it this far in the game, you should be able to handle any enemy you encounter.

If you take the path to the east of Crag's body, you will fight lots of
enemies and find a few barrels. At location {21,7} there is a Secret Door that
requires magic to open. You find a chest in the short passage beyond the door.

Return to Crag's body and go west. Traveling west, you will soon be met some
enemies. After that, you will find a chest south at {6,3}. Head to the north
and be ambushed by a number of beasts. Continue along the linear path. In the
northeast corner of the level is a Secret Door at {18,20} which requires might
to open. Loot the chest therein. Continue exploring. Eventually you will head
west and find the stairs to level 2 at {1,19}.

** Ker-Thal - Level 2 **

Level 2 is much like level 1. At least initially. The paths are
straightforward. Follow paths and find stuff as you have done before many
times already in this game. At location {11,31} to the east of the entrance is
a Secret Door that requires perception. You find a chest within. To the south
of where you entered the level, you will find a bridge at {4,32}. Half-way
across the bridge you will be ambushed. Once across the bridge, explore around
for some ground areas to dig for treasure and a couple of barrels.

Heading to the south of the level, you will come to some ruins and, of course,
have to deal with some of the Ker-Thal denizens.

Before you enter the structure and fight the enemies waiting at the door, head
to the west and look for the chest at {6,7}. Expect the usual ambush after
opening the chest. Now proceed towards the ruins and enjoy the welcoming
committee.

Enter the ruins and proceed east and then north. Find a small chest at
{17,10}. Now you will be in an area much as you experienced earlier where the
pathways may be broken up and you can't continue in a certain direction. When
you step on the tile at location {20,18} you will be ambushed from all
directions, so get prepared.

Now continue the exploration of the area. There are no tiles in this area that
cause reconstruction of the walkways like you saw on the previous levels. So
just take the path in the directions allowed and loot any chests or barrels
you find. Head towards the eastern side of the level. You will eventually come
to {28,18} where you enter a stone-walled passage. Follow the path and you
will round the corner to see a bunch of enemies waiting for you. Beyond those
guys you will find the entrance to level 3.

** Ker-Thal - Level 3 **

A few steps in and you will have a cutscene where you get to meet Erebos. You
can have a few words with him. He actually has a lot to say. You find out that
he has been toying with you all along. The cad! He then disapparates and you
need to go find him. Follow the hallways. At location {19,23} you find a Torn
Page, but the contents don't help you much.

Enter Erebos' lair and follow the paths. He will appear on occasion and hurl
some poison at you. Fun. As you walk along the path, he will appear at
intervals close enough for melee fighting. Be aware that he can regenerate his
health, so you have to hit him hard and hit him fast. The real problem is,
when you wear his health down enough, he will heal himself and then disappear,
only to return at some other location. [Note: Erebos can be defeated during
these early battles with him. In one playthrough, this Author discovered that,
by luck, during one battle, he got several back-to-back Criticals with magic
spells and with melee characters and Erebos died. When this happens, the end-
game cutscene begins and you don't have to finish the Ker-Thal dungeon. You
will appear, instead, in the Karthal Harbour District.]

Following the path to the west and then north you will come to a large room in
the northwest corner where you fight a Faceless. After its demise, you will
find another Torn Page at {14,22}. This Page was written by a ship's commander
who attacked Ker-Thal at some time in the past. He talks about a item called
the Solar Sigil. Proceed further to the west and you will find a Piece of the
Solar Sigil at {6,23}. Appears this might be an item to help you in the battle
with the Faceless and Erebos. Looks like there are 4 pieces to find.

When you leave that room and return to the walkways, Erebos will attack again,
with his health fully restored. After you get rid of him this time, follow the
walkway to the southwest. Here you will find another room, filled with enemies
to fight, of course. After their demise, Erebos attacks again and then
disappears. Annoying much? In the room you will find another Piece of the
Solar Sigil {0,10}.

Leave this room through the exit to the east. As before, Erebos will ambush
you. Make your way to the south and then west of the level. In the extreme
southwest corner of the level, and after battles with creatures and Erebos,
you will find yet another Piece of the Solar Sigil {at 4,1}. Now go back out
to the walkways and repeat the whole thing again. And you thought this would
be a walk in the park. 

Move along the walkway to the southeast corner of the area. Fight through the
enemies and enter the room. You will find another Page at {24,5}. At {30,3}
you will find the last of the Piece of the Solar Sigil. If you have all 4
pieces, they will be re-assembled into the Solar Sigil.

Now make you way toward the center of the area. You will continue to get
annoying attacks from Erebos and his minions. You will be in almost continuous
attack mode so you won't get a chance to rest your party. On one occasion,
though, there will be a break in the battle music, so take this chance to rest
- not to mention saving the game. Make your way to the south central part of
the area. It might be best to try to keep your buffs up such as liquid
membrane and Celestial Armor. At one point you will be ambushed on all four
sides by the Elite Faceless and perhaps Erebos again. The Faceless will attack
from range and will try to Feeblemind your party members on almost every shot.

In the south central part of the area is a glowing-yellow pedestal. When you
interact with the pedestal, it accepts the Solar Sigil, but you also need to
supply a password. So go ahead, supply a password.


o------------------------------o
|Solution:
|  Michael
o------------------------------o

The onscreen messages say that the ancient battleship has come to life and
Erebos gets zapped by some Holy Light. Done and done. The endgame cutscene
ensues. 

******************************************************************************
** Keep playing the game, or things to do after you've saved the world **

When you have eradicated the Evil that was Dunstan/Erebos/Master of Assassins,
you can continue to play the game and finished any unfinished business. You
will be plopped back in Karthal Harbour District with the city restored to its
former glory.
******************************************************************************

** Go to Limbo **

One thing you might want to do is to go to the dungeon Limbo. Earlier in the
game, when you visited the Inn run by Tamal {85,47}, you met the fortune
teller Madame Cassandra who could tell your fortune and give you guidance.
When you asked about your fortune, she told you that it is not time to tell
you, and to come back later. After you have beaten Erebos and essentially
completed the game, go back a talk to Cassandra. Now ask about your fortune.
She will give you an item - The Other Eye of Goros - and tell you that your
future shall take you to a place both wonderful and strange. You will get the
onscreen message that the dungeon of Limbo has been marked on your world map.
Let's go see what's going on in Limbo.

Limbo is in the forest almost straight north of the Elemental Forge. So make
you way to that location. The entrance is just a statue head sticking out of
the ground at {53,59} in the Yon-Chall Forest. When you interact with the
head, you put the Other Eye of Goros into the statue. You will now be allowed
to enter. The goal for the dungeon Limbo appears to just be entertainment
value and an inside joke perpetrated by the game's developers. The denizens of
Limbo are named for the developers and their appearance ranges from the normal
to the fantastic. Approach the dungeon with a sense of humor and enjoy the
ambiance.

** Limbo - Level 1 **

You start at location {14,2} and standing right in front of you is Melvin.
When you speak to him you get the quest [56] In Limbo. He has some interesting
things to say about the dungeon. He also mentions some nasty creatures called
Ubimancers. The quest you were given is to defeat all Ubimancers (total of 6).
Let's get started.

Limbo is a totally different kind of dungeon than you have seen. The graphics
are very modernistic and sparse giving it an space-ship kind of look. Move
forward to a knight statue and open the door to the east. The room seems empty
except for a floating table and chairs and a red telephone on the table. ET
phone home? Leave the room and head west down the hall. Open the door at
{9,5}. This room appears to be a dining hall. There is a chest in one corner
{7,0}. Take in the view from the windows. A cosmic cloud scene. Cool.

Leave the room and continue moving west. You will come to 2 doors. The door at
{4,5} can be opened and you will meet a Naga named Stephan. He is in the
Limbic Entertainment room and has a few words for you. Also in the room is a
human named Rene. Both actually have something cryptic to say, but offer
nothing else. On the wall at {2,3} is a wall plaque that reads 6945472381. I
bet this is used somewhere, ya think?

Open the door {4,5} across the hall and you will have to fight Paul, a Jaguar
beast. Upon his death you get the Key Card Alpha and the quest [56] In Limbo
is updated. Seems Paul was one of the Ubimancers you needed to kill. In the
room where you fought Paul, there are several creatures to interact with. Here
you will find a mermaid creature named Larissa; Thomas, who has a question
mark for a head and Lore, all of whom have something cryptic to say.

The door in the north part of the room opens to initiate a fight with a
boomerang throwing beast, Julien, upon whose death your total Ubimancers
killed will increase to 2. The room contains Karsten, Spike, Stefan, Marcus,
Angi, Johannes, and Moni. Their cryptic messages all point to the notion that
they are avatars for the Developers of the game. Cool. There is a chest in
this room to open {5,14}. There are two doors in the area, other than the one
you entered. The red door on the east side of the room opens into the corridor
in the center of the area. Take the north door first.

When you go through the door to the north of the room, you can talk with
Anselm. He, like the others, just says some cryptic phrase. There is a chest
to open in this room {6,19}. Open the door on the west side of Anselm's room
and you will meet lovely Leslie, a priestess, out in the hall. Leslie doesn't
like you. Killing Leslie nets you the Key Card Gamma and updates the In Limbo
quest.

Just to the north from Leslie is a door {8,20} that is opened by Key Card
Gamma. You will be attacked by a chakram wielding dark elf, Helene. She's
another Ubimancer for your total and you get Key Card Delta from her. The
large room Helene was in has Marta and Balearic Fox. These two add to your
collection of nonsense phrases from the inhabitants of this strange place. The
far corner of this room has two chests, one gives you loot and the other gives
you Key Card Beta. 

Go back out into the hallway from the last room and move to the east. The red
door at {12,18} is opened with Key Card Beta. You will fight a Dark Wizard,
Erwan. He's another Ubimancer. In this room is Caro, The Sinner, Denis, Kutsi,
Lirion (an archery target), and Achim. Nothing here. Move along.

The red door on the eastern wall {15,20} requires a code to open. Enter the
proper code to access the room. The creatures here are Patrick and Christian.
Patrick says there is no place like 127.0.0.1.


o----------------------------------------------------------------------------o
|Solution:                         |
|  6945472381 obtained from the wall plaque at location {2,3}.
o----------------------------------------------------------------------------o

The red door at {15,18} gives you the number - 147 but won't open. The door at
{15,18} facing south is opened with Key Card Delta. Proceed south from that
door.

The first door to your west at {15,16} gives you the number - 59; you can see
a floating blob with the letter U on it, but otherwise you can't enter yet.
Turn west at the first hallway and go to the door at {12,15}. This door also
needs a code for access. We will get that code momentarily.

Proceed to the west to another red door {9,15} which gives the number - 253.
Head south from this door to another door at {9,12} which is opened with Key
Card Alpha. The room beyond you have already visited. Continue down the long
hallway to the south and then turn east. When you reach the Knight statue,
turn north. Through the door at {15,9} you can see a Naga; the door needs a
key to open. The door at {15,13} gives the number - 248.

Ok, so now we have a series of numbers - 59, 248, 253, and 147 and we have
what seems to be a code - 127.0.0.1 - given by one of the creatures we talked
to earlier. All the other creatures had nothing but gibberish to say. While
127.0.0.1 might seem to be gibberish to you, computer geeks and geekettes
would know what 127.0.0.1 is. For those Muggles among us, this number refers
to a loopback address; a non-routable IP address that is defined as referring
to the "local" computer. In other words, 127.0.0.1 is any computer you happen
to be sitting in front of right now. It seems to be a good bet that this
number will work as an entry code.

Go back to the door at {12,15} which required a code to enter. Trying the
numbers we have, you will find that 127.0.0.1 unlocks the door. Enter the room
and look about. There is a chest at the south end of the room and 8 levers
along the east and west walls. Open the chest and get the number - 162. 

We now have 6 numbers and there are five doors with a code number, and 1 chest
that are still locked. And there is 1 door that requires a key. Pulling the
levers correctly in 6 combinations will open each of the five doors and the
chest. The chest will contain the Key Card to unlock the door that requires a
key. So go ahead and pull, or not pull, the 8 levers in six different
combinations. The solution follows:

o----------------------------------------------------------------------------o
|Solution:
|    L4    L8
|    L3    L7
|    L2    L6
|    L1    L5
|       y
|
|  y= you
|  L=lever
|
|  The numbers given on the doors is the alphanumeric equivalent of a binary
|  code number, each of which corresponds to which lever is moved down (0) or
|  left up (1). Stand at the chest and face north. Lever 1 (L1) is in the SW
|  corner and L8 is in the northeast corner. L1 corresponds to the first digit
|  of the binary number and L8 corresponds to the last. For example, the
|  number 248 given on the door at {15,13} is 11111000 in binary. This means
|  levers L6, L7 and L8 should all be down while the rest are up. L6,7 and 8
|  are the last 3 levers and the last 3 digits in the binary number are 0,
|  which means down.
|
|  Let's start with the chest in the lever room. To open the chest, use the
|  number 101000010 (162 in binary) where levers L1, L3 and L7 are up and the
|  rest are down. You will get the Key Card Epsilon. This Card opens the door
|  at {15,9}.
|
|  To open the door at {9,15}, use the number 11111101 (253). L7 down and the
|    rest up.
|  To open the door at {15,13}, use the number 11111000 (248). L6, 7 and 8
|    down.
|  To open the door at {15,18}, use the number 10010011 (147). L2,3,5,6 down.
|  To open the door at {15,16}, use the number 00111011 (59). L1,2 and 6 down.
o----------------------------------------------------------------------------o

When you get the final key card Epsilon, open the door with the Naga and
defeat him. This is the last of the Ubimancers you need to fight. You will
meet Daze in the room. He thanks you for removing the Ubimancers. A chest in
the room gives you a lot of high level loot. Big deal. By this time the game
is essentially done and there is little use for more loot. Oh, well.

In the room {15,16} is a floating blob with the letter U inscribed on it. This
thing, called Alien Technology, has a ton of hit points and it reflects 20% of
damage back. If you have the patience, hit it again and again and again, ad
infinitum. After what seems like hours whittling away its hit points, the damn
thing will finally sloooowwwly sink into the floor and you get a couple of
potions for your effort. What?

Interesting little diversion. Some of the Limbo characters also gave hints
that there might be a sequel to the game. I, for one, hope so.

** Meow Dungeon - Quest: The Cult of Meow **

You can spend some of your hard earned Ubi points and unlock the Dungeon of
Meow. To access the Dungeon, first talk to Tamina who is standing along the
docks {6,2} in the southwest corner of the Karthal Slums. She talks about how
she and her sister are investigating a secret cult called the "Cult of Meow".
She asks you to go to the cult's Supreme Temple and destroy the cult. This
starts the quest [35] The Cult of Meow. Tamina will travel with you, but not
in your companion slot; she will remain standing outside of the Temple and
return you to Karthal if you ask her to.

You start at location {0,5} standing next to Tamina. She does not accompany
you into the Temple. Walk a few steps east and you will be attacked by Shadow
Panthers. Just beyond the panthers is a pressure plate {6,5}, that when
stepped on, the entire wall in front of you moves exposing a doorway. If you
step south from the pressure plate, your progressed is blocked by a stone wall
and a sphinx-like statue {6,3}, although you can see some Rakshasa enemies
around the corner. This Guide will use the sphinx-like statue as a landmark
for the description of this area.

Adjacent to the first pressure plate at {6,5} is a second plate at {7,6}. This
plate will lower the low barrier just to the west at {5,7}. You can step on
the plate at {7,6} repeatedly and repeatedly raise and lower the barrier at
{5,7}. Why you would want to do that I don't know. But you can. It seems that
this will be the theme of this dungeon, that activating pressure plates will
raise and lower or otherwise move walls to allow you access to other areas. 

If you walk past the low barrier at {5,7} and go around the corner, you will
be attacked by 2 Rakshasa. The tile you are standing on as you begin to fight
the Rakshasa is also a pressure plate {4,9} that moves the sphinx-like statue
{6,3} you saw a bit earlier. The path to the east where you met the 2 Rakshasa
soon ends. So go back to the first set of pressure plates and the sphinx
statue. 

Go through the open doorway at {7,7}. You will be in a large room full of
Rakshasa statues that block your progress. The Guide will call this the statue
room. There is a pressure plate at {10,6} that when stepped on, moves a statue
in the south end of the room.

Go back to the sphinx {6,3} and just past it to the south is a lever on the
wall {7,1}. Pulling this lever moves the wall right next to you and exposes
you to the enemies behind it. Defeat them. There is nothing of interest, yet,
in the small area where the enemies were located. Notice that the wall moved
by the lever also blocks you from exiting the area to the starting location.
If you pull the lever again, the wall will move back to its original position.
For now, leave the wall in the  open' position as we will return here
presently.

Now go east through the open doorway at {8,2}. You will be in the room with
all the Rakshasa statues (the statue room). There is a Secret Door at {12,1}
that requires magic to open. Loot the chest. Now find the pressure plate at
{11,5}. Stepping on this plate will open a wall in the area that you exposed
by pulling the lever at {7,1} - but only if the low barrier at {5,7} is in the
up position. So go back to that lever, pull it to close the wall next to you
and walk west past the sphinx. Step on the pressure plate at {7,6} to raise
the low barrier. Now go back to the lever and pull it to reveal the opening in
the wall in the west side of the small area.

With the western wall of this area moved, go through the opening that is
exposed at {4,3}. Just through the opening you can see an activated teleporter
and in the room with the teleporter, you will find Farah, the sister you are
to rescue. Talk with her. She is wary of your presence, but as you explain who
you are, she hesitantly begins to believe you. According to the quest log, you
have just rescued her, but she doesn't leave.

When you step on the teleporter, you are whisked away to location {1,7} and
immediately have to fight a Manticore. There is a pressure plate at {2,9}
within the small room, half buried in the sand. Step on the plate. The plate
has moved a statue back in the statue room. So use the teleporter and arrive
back in the area with Farah. Go to the lever at {7,1} and pull it, go past the
sphinx, go through the doorway at {8,7} into the statue room and at {11,7} a
statue was moved to allow you to progress. You will find a chest at {13,9} to
loot.

Go back into the statue room and step on the pressure plate at {11,5} again.
Now this plate will move all 6 of the sphinx statues right in front of you and
allow you to proceed to the east. Within a few steps you will come to a T-
intersection with a locked door at {15,5} immediately in front of you. Go to
the north from the locked door.

You will soon be attacked by a bunch of Rakshasa. Go north to the area where
the Rakshasa came from. You will find a chest at {18,9}. Go back to the locked
door and move to the south. You will again be attacked by some Cultist
enemies. In the small room they came from is a chest {18,1} where you will get
the Bronze Key.

Go back to the locked door at {15,5} and open it with the Bronze Key. In front
of you is a teleporter. This teleporter sends you to {24,5}. The area you
arrive in has a couple of Manticores to contend with. Beyond the Manticores,
the passages to your south or north both lead to a large room with Kilrah, the
Boss Rakshasa. Pay him a visit. He calls you "misbegotten brats" of all
things. You can't let an insult like that go unchallenged.

Defeat Kilrah and loot his chest. Then return to Tamina who is still patiently
waiting at the entrance to the Temple. Talk with her and end the quest. She
will then return you to Karthal.

** We're done here **

If you have followed this Guide diligently, you have been just about
everywhere and done just about everything. Play the game again with a
different party make-up to experience those areas or quests that you couldn't
get to the first time.

** End of Walkthrough **


***********************************************
         Locations in the Game
**********************************************

-=-=-=-=-=-=-=-=-=-=-=
=   Locations: Towns    =
-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=
Sorpigal-by-the-Sea
=-=-=-=-=-=-=-=-=-=-=
The areas in the town of Sorpigal-by-the-Sea that are important for your party
are listed below. You can find any barrels or chests on your own.

** Docks
     - Dunstan; will join you (temporarily) and will direct you to Captain
Maximus for the quest [1] Looking for Work.
** Sir Christian {31,19} - He will take you by ship to other towns when they
become available.
** Sorpigal Town Garrison {19,21}
     - The location of Maximus and origin of several important Main Quests.
** Goblin Watchtower 
     - This is the Inn of Sorpigal.
             - Here your party can rest for a price, get supplies and recruit
a chef.
             - Oscar the Innkeeper will train in Expert Dagger.
     - Jassad
          - He gives the quest [38] Jassad's Bestiary where beasts you slay
are recorded in your log.
     - Kengi - a goblin cook in the Inn; you can hire him as your chef.
          - He makes a viable companion early. Every time you rest, you will
get the well-rested notation if you have Kengi in your party.
     [Note: REST is mandatory for the raiders every so often. With the chef,
the heroes will be well-rested every time. This will give bonuses to their
main attributes temporarily.]

** Caldwell's Weapons shop {14,19}
     - Caldwell is the Weaponsmith. This shop will trade and repair weapons.
          - He gives training for Warfare Expert.
** Fine Dwarven Armor {18,26}
     - Thurmond in this shop will trade and repair armor.
          - You can get training in Heavy Armour Expert.
** Arcane Library
     - Faris is found here. He gives training for Arcane Discipline Expert.
          - The arcane library is the place to learn spells. The three
essential spells to pick up early on are regeneration, sparks and fireball.
Also, certain expert level of spells can be found here.
** Training Center {22,8}
     - Aldin and Enora are found here.
     - Training in Air Magic Expert, Bow Expert and Crossbow Expert (Aldin)
and Expert Sword, Mace and Axe (Enora).
** Chapel of Elrath
     - This chapel of the Church of Elrath is headed by Lisandre. The chapel
offers restoration (restores powers), resurrection, curing and training of
Expert Light Magic.
     - Rosalie; She gives the quest [4] The Highwaymen. She will join for this
quest. She is also part of the quest [26] The Last Wish.
** The Horse Haven
     - Felipe offers a pack horse to buy for 2000. The pack horse takes up one
of your hireling slots. The horse will double your inventory carrying
capacity.
     - Arthur here will rent a coach to Seahaven or Karthal at the appropriate
time in the game.
** Eileen's House {10,28}
     - Home of Eileen; she gives the quest [37] Lost Lambs.
** Johara's Charms and Talismans
     - She sells potions, charms, talismans, rings, staffs, spell scrolls.
     - Training for Expert Magical Focus.
     - She will identify equipment.
** Orlene's house
     - She gives the quest [19] Flowers for Fallen Heroes.
** Abandoned House {1,3}
     - This will be empty at first; it will later be an exit from the Spider
Well through a Secret Door.
** Entrance - Spider Lair {15,8}
     - Here you can fulfill the quest [2] Spiders in the Well and find the
smuggler's cove and coffer for the quest [18] Smuggler's Cove.

-= People in the streets of Sorpigal =-
** City Guard at main entrance
     - He will tell you that they are investigating the disappearance of some
citizens and therefore nobody is allowed to leave town.
** City Guard {12,1} at exit to Agyn Peninsula
     - He won't let you leave until you have finished a couple of quests for
Maximus.
** Aiolos is a scout for hire and is standing next to the Inn {15,15}
** Isaak {8,26} - he tells jokes. No joke.
** Zale - {24,9} he is Harbourmaster of Sorpigal and "mayor".
     - Gives the quest [18] Smuggler's cove.
** Catarina - {7,2} near Arcane Library- has gossip.
** Estevo - {11,5} has gossip.

=-=-=-=-=-=-=
Seahaven
=-=-=-=-=-=-=
** The Moon Doe Inn {13,13}
     - Selena train Dark Magic Expert.
     - Romuald he will hire himself as a Negotiator - will get better prices
at merchant.
** Galen {15,14}; gives gossip.
** Seahaven Town Garrison {17,5}
     - Arsene gives gossip; trains in Two-handed Weapons.
     - Tristan trains in Expert Shield, Spear Expert, Medium Armor Expert.
** Bear {7,4}
     - Bear trains Endurance Expert, Dodge Expert.
** Astronomer's lab {4,9}
     - Edwin gives the quest [25] Receding Horizons.
     - He wants you to escort him; he will join the party until you reach the
goal.
     - He gives 10% experience increase from killing enemies.
** Silver Blades smith {3,11}
     - Irnel gives the quest [23] Fallen Star.
     - The shop sells and repairs weapons.
** Arthur standing at {10,14}
     - Offers coach to Karthal and coach to Sorpigal.
** Heame is an Inquisitor standing at {11,19}
     - Gives the quest [24] Haart has its Reasons.
** Haart Mansion {12,25}
     - Alfred, Lord Haart's butler; gives information.
     - Lord Haart (only found here during the daytime)
          - He is part of the quest [24] Haart has its Reasons.
          - He will eventually become trainer for Grandmaster Sword.
** The Church of Elrath {17,20}
     - Umberto trains Light Magic Master.
     - He gives the quest [41] The Forbidden Saga.
** Church Library {20,20}
     - Luce sells spells and will train in Master Magical Focus.
**Sana
     - This is a genie lamp on a bench at {22,16}.
** Danae; offers gossip.
** Runes and Crafts {29,16}
     - Torsten will trade and identify equipment. Crossbow Master training;
potions.
** Stenar {28,11}; gossip.
** Stavros {31,7}; gossip.
** Gregor's Armour {31,4}
     - Gregor will buy items and sell armour.
** Geilir's House {24,6}
     - Geilir will give Fire Master training.
** Eldgrim's House {27,2}
     - Eldgrim will offer Spear Master training.
     - He will give the quest [46] Runelord Promotion.
** Windsword Garrison
     - Myranda will give the quest [52] Windsword Promotion.
** Naga Bank 
     - Bao is the proprietor; offers training Mace Master
** Seahaven Dojo
     - Yayoi ; Expert Arcane Discipline; Expert Mysticism
     - Tochiro Sword Expert; Medium Armour Expert; Dual Wield Expert
     - Shizuka Water Magic Expert; Air Magic Expert; Prime Magic Expert

=-=-=-=-=-=-=-=-=-=-=-=-=
Karthal Harbour District
=-=-=-=-=-=-=-=-=-=-=-=-=
You first get into Karthal by passing through Falagar's Mansion during the
quest [10] Morgan's Informant.

** Karim's House {26,17}
     - Karim is an appraiser for hire; he will appraise magical items for 120
gold and 6%.
** Main gate of Harbour District {31,23}
** Kyros {26,31} standing in street
     - Gossip about the city.
** Karthal's Chapel {22,26}
     - Evangeline; she will complete the quest [36] Ashes to Ashes.
     - Offers typical chapel services.
** Great Library of Karthal {17,29}
     - Training in Prime Magic Master.
     - Sells spells.
** Manami {21,19}
     - He is part of the quest [43] The Naga Tea; you get Urago Tea from her.
** Entrance to Karthal Sewers {12,26}
** The Cosmic Circle {19,19}
     - Brenda; she will trade items and potions, and identify items.
     - She is part of the quest [11] The Great Escape - she will lead you to
Hamza.
** Munthir the Peddler {17,16}
     - He will eventually sell Mercury for the quest [22] The Curse.
** The Deathmatch {21,16]
     - John sells weapons repair.
     - Gives training in Bow Master.
** Praetorian Garrison {21,14}
     - Iason; training Spear Grandmaster.
** Karthal Stables {15,9}
     - Here you find Arthur to hire a coach to Seahaven or Sorpigal.
** Harbour Master {14,0}
     - Here you can hire a ship to The Crag or Sorpigal.
** The Lock Kit {19,6}
     - Arkel is the proprietor of the Inn of Karthal.
     - Haifa
          - She is part of the quest [11] The Great Escape and has information
about Hamza.
     - Ryu gives training Water Magic Expert.
** Guilio {23,3}; gossip.
** Exit to Agyn Peninsula {29,5}
** Lelia {11,24}; gossip.
** Elegant Armour {7,26}
     - Lihua training Heavy Armour Master.
     - Trade and repair armor.
** Black Guard {2,27}; gossip.
** Meleager's House {4,23}
     - Meleager will give the quest [43] The Naga Tea.
** Entrance to Slums of Karthal {0,16}
** Hamza's Hideout {14,31}
     - This location will only appear after you have met Hamza during the
quest [11] The Great Escape.
** The Vigil {31,23}
     - This area cannot be accessed at first; you will gain entrance during
the quest [16] The Battle of Karthal.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Slums of Karthal (Karthal Slums)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The entrance to the Slums from the Harbour District is at {29,11}. The Slums
of Karthal are a confusing array of stairs and platforms that can be difficult
to travel through. Written directions would be a nightmare to decipher - go
right, go left, go up, go down. Well, you get the picture. Use your map to
find you way around this area.

** Black Guard's Training Center {27,16}
     - Brogan gives training in Axe Expert, Warfare Expert.
     - Lowell - training in Crossbow Expert, Mysticism Expert and Light Magic
Expert.
     - Grimbold - training in Dark Magic Expert, Earth Magic Expert, Fire
Magic Expert.
** Kadmus {25,22} standing in street; gossip.
** Tamina {6,2}
     - Gives training in Dual Wield Expert.
     - She will also direct you to the Supreme Temple of Meow if you spend
some of your Ubi points and get the Meow dungeon.
     - You will get the quest [35] The Cult of Meow.
** Arcane Library {2,9}
     - Ahlam gives training Dark Magic Master.
     - Haji is a Scholar for hire.
** Entrance to Karthal sewers {0,20}
** Blackfang Hideout {3,23}
     - Blackfang Thief gives training in Dodge Expert.
     - Ajit gives training Mysticism Master; also part of the the quest [28]
Partners in Crime.
     - Blackfang Smuggler will trade and sell high level warding items; spirit
beacon scrolls; elixir of potency; sells the Relic, the Blackfang Gauntlet.
     - Ask him about something exotic and you can buy the Stone Disc Fragment
2 for 1000. If you have fragments 1 and 3, the disc is reassembled as the
Shantiri Stone Disc. The Disc is required for the quest [44] Paladin
Promotion. If you ask him again, you can buy another disc Fragment 2 for 1000.
Is this a bug or not?
** Hospice {9,19} 
     - Kaspar cures conditions.
     - He will be part of the quest [22] The Curse and will join your party
temporarily. You will be able to hire him permanently after the quest.
** Sayid {7,26} 
     - Sayid gives training Fire Magic Master.
** Rickard's Taverne de la Licorne {17,23}
     - Rickard, the proprietor offers rest and supplies.
     - Theron - he is part of the quest [27] The Sewer Key.
     - Zakaral gives training Warfare Master.
** Black Guard Captain {29,29}
     - He won't let you pass at first meeting.
     - This area is part of the quest [12] Liberation.

=-=-=-=-=-=-
The Crag
=-=-=-=-=-=-
** Tao's House {30,1}
     - He offers training in Mace Grandmaster.
     - Note: notice how he plays air guitar nicely with his what, toilet
plunger?
** Zhin's House {27,11}
     - She is a treasure hunter for hire for 100 gold now and 7%; she can find
more gold and more enchanted items.
** Anacaona's House {27,22}; offers gossip.
** Healing Lodge {25,28}
     - Airini she will give the quest [49] Blood Caller Promotion if you have
a Shaman in the party; otherwise she won't talk.
     - Bojekio - a healer that can cure Condition.
     - Offers training in Earth Magic Master.
** House of Mojo {21,20}
     - Yahima trade; spells, identify, potions.
     - Gives training in Arcane Discipline Master.
** Fort {14,29}
     - Ciele captain of the ship Shalinar and Crag Hack's girlfriend.
     - She give you the quest [22] The Curse, where you are to find a cure for
Crag Hack, the pirate King.
     - She offers training in Water Magic Master.
     - Crag Hack
     - Talking with him about the Truce will finish the quest [21] Pirate
Truce.
**Davy standing at {23,15}; offers gossip.
**Kei standing on the corner{ 17,13}
     - She gives the quest [34] Water Magic Grandmaster.
     - In order for her to train you, you have to walk 100 steps on her
 sacred waters'. This means to just walk in the water at the edges of the
town. When you have walked on all of the tiles, you will get an update to the
quest to go back and see Kei. She will now teach Water Magic Grandmaster if
you have someone capable.
** Ameyro is an orc standing on the docks {13,15}
     - He guards Captain Hack's ship The Revenge.
     - You can only board this ship after you are given the quest [16] The
Battle of Karthal.
** Toothrot Tavern {18,10}
     - Grim Roger offers rest and supplies.
     - Bart Brimstone
     - He is a Tinker you can hire; he will repair equipment for 75 gold and
9%.
     - Urayoan; you get a choice to wake him or leave him alone; if you try to
wake him, Grim Roger gives you a warning. The Author of this Guide never found
a purpose for Urayoan.
**Ulagan standing on docks {15,10}
     - He gives you gossip and is part of the quest [51] Marauder Promotion.
     - You will find a chest in the Menthil Coast area where you obtain a
pendant - Mayneri's Pendant. Mayneri will say some things about Ulagan and his
wedding night.
* Sir Christian {10,11}
     - As usual, he will take you by ship to Karthal or Sorpigal.
** Training Center {13,3}
     - Guaora offers training in Spear Expert, Magical Focus Expert, Endurance
Expert and Air Magic Master
     - Mabo offers training in Bow Expert, Mace Expert, Dagger Expert.
     - Inamoca gives training in Axe Master, Shield Expert, 2-handed Weapons
Expert.
** Second-hand Weapons weapon shop {7,4}
     - Largo will trade and repair weapons.
     - Offers training in Dagger Master.
**Kirk standing in street at {3,6}
     - He is the last one to find for the quest, [37] Lost Lambs.
     - Kill him (or not) to update the quest and then report to Eileen in
Sorpigal.
** Everyman's Armour armour shop {25,5}
     - Every will trade and repair.
     - Offers training in Dodge Master.
     - Bones  - hire him to disarm traps 125 gold + 3%.
** Yuisa standing at {26,8}; offers gossip.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=  Locations: Agyn Peninsula    =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=
 Tirya Bay
=-=-=-=-=-=-=-=
This is the area outside of Sorpigal. You can fight mostly Spider and Wolf
enemies near Sorpigal to gain some experience. There are several crystals to
interact with to temporarily boost some attribute.
** Lighthouse
     - Several quests take place here such as [3] Darkness for the Lighthouse.
** Wrecked Ship {139,21}
     - You can only access this ship after you get the Blessing of Shalassa
which will allow you to walk on shallow water.
     - Once in the Wrecked Ship you will have to fight Elite Pearl Priestess,
elite Naga Warlord.
     - You will find the book "The History of Hammer Fall" and the Relic
Rocklin, a mace.

=-=-=-=-=-=-=-=
Ashen Hills
=-=-=-=-=-=-=-=
** Itinerant Merchant {119,55}
     - Shihab - is a trainer for Expert Earth Magic, Expert Fire Magic, and
Expert Prime Magic.
     - Idas - merchant; gives a quest item for the quest [43] The Naga Tea.
** Dangerous Cave {115,41}
     - This cave contains the Cyclops. Poke it in the eyes. Well eye, anyway.
** Dangerous Cave {142,53}
     - This small cave sports a cool looking blue and black dragon - the
Shadow Dragon. It will likely make you black and blue.
     - The Cave contains the book "Clouds" - part of the quest [41] Forbidden
Saga and a chest which contains the Relic, Demonkiss, a crossbow.
** Obelisk {127,50}
     - Interacting with this object starts the The Secret of the Obelisks.
     - You will get a text clue that will be in your Quest Token inventory.
** Mysterious Crypt Agyn Peninsula, Ashen Hills {126,64}
     - This one room crypt has 3 floor tiles that you must step on to rotate
the pillars.
     - Solution: Facing the locked door to the west, press the plates in the
following order:  Left, Forward, Right, Left, Forward, Forward.
     - Reward: Holy Sandals Relic (+22 evade, +10 magic, weakness immunity).
** Dragon Shrine - Fountain with large yellow stone {132,48}
     - The shrine gives this message "the blazing champion of Truth, honour
and Justice. On the day of elrath you shall come here and pray. This shrine is
part of an undocumented quest to find and pray at all of these types of
shrine. You will get a Relic as a reward. See the section on Dragon Shrines of
this Guide.
** Shrine for Orlene's flowers {108,43}
     - This is the location to place the flowers for Orlene's quest [19]
Flowers for Fallen Heroes.
** Riddle chest - {96,60}
- This chest gives no message, but when you space bar to open it, you get a
Riddle question to answer. The answer is "water".
** Obelisk {92,60}
     - There is an Obelisk that give a clue for the quest, [39] The Secret of
the Obelisks.
** Road to Seahaven {107,67}
     - There is a sentinel at the road who won't let you pass until you have
completed sufficient tasks in Agyn Peninsula.
** Strange device/ Teleporter {119,70}
     - You can only use the teleporters throughout the land once you have
found and returned the Shard of Air and gotten the Blessing of Ylath.

-=-=-=-=-=-=-=-=
Shadow Woods
-=-=-=-=-=-=-=-=
This area lies west of Sorpigal and west of Ashen Hills and just north of the
Lighthouse in Tiyra Bay.
** Den of Thieves {100,41}
     - Bandit hideout for the quest [4] The Highwaymen for Rosalie.
** Dangerous Cave {91,27}
     - Here you find Amarok, a large wolf.

-=-=-=-=-=-=-=-=
Navea Plains
-=-=-=-=-=-=-=-=
** Huarea {90,72}
     - This orc's tent is found in the Navea Plains, just west of Seahaven.
     - He is a Victualer - you can hire him to help you find food; 75 gold now
and 3% of the take.
** Drengi {68,59}
     - Drengi found here; gives training in Axe Grandmaster.

-=-=-=-=-=-=-=-=
Navea Delta
-=-=-=-=-=-=-=-=
** Iorgas house {64,37}
     - Iorgas is a farmer with gossip.
** Church of Elrath {66,27}
     - Orna offers training in Light Grandmaster.
     - Eleanor provides church services, restoration, cure, resurrection
** Entrance to Karthal Sewers {71,32}
     - During the quest [10] Morgan's Informant, when you enter the sewers and
you will be met by Zouleika. She is a wizard and the daughter of Falagar. She
will give you some gossip and update the quest [10] Morgan's Informant.
** Tower of Enigma {74,48}
     - This dungeon is part of the quest [47] Archmage Promotion.
** Tamal {85,47}
     - Tamal Inn for resting, supplies.
     - You will find some Higan Tea here for the quest [43] The Naga Tea.
     - Hedwig offers gossip
     - Madame Cassandra fortune telling and guidance. When you ask about your
fortune, she says it is not time to tell you, but to come back later. After
you have beaten Erebos and essentially completed the game, go back to talk to
Cassandra. She will give you an item - The Other Eye of Goros - and tell you
that your future shall take you to a place both wonderful and strange. You
will get the message that the dungeon of Limbo has been marked on your world
map. The dungeon of Limbo is at {53,59} in the Forest straight north of the
Elemental Forge. It appears just as a head sticking out of the ground. Placing
the Eye in the head opens the dungeon of Limbo for exploration.
** Monshan standing in wilderness {90,45}
     - She has gossip for you and will offer the quest [48] Warden Promotion.
** Mysterious crypt {93,42}
     - This crypt contains the Relic  Will and Resolve', but you need to solve
the puzzle.
** Wysthal {91,38}
     - This odd looking building is the temporary abode of Wysthal. When you
interact with the door she says "No you won't catch me" and then disappears.
     - It turns out that she is a Grandmaster of Dodge and she is dodging you.
If you find her two more times, she'll teach you Grandmaster Dodge. It seems
she likes to hide in each of the three forests. The building will be the same
odd looking building each time. The following are the locations to find
Wysthal:
          - {79,87} in the Yon-Chall Forest
          - {91,38} in the Shadow Woods; if this is your second meeting
Wysthal says "you found me again?! Well, time for me to go then!
          - The third location is at {15,68} in the Wyslin Jungle; to reach
this location, take the Teleporter near The Crag, and go through the Menthil
Coast area. After you find her the third time, she will train in Dodge
Grandmaster.

=-=-=-=-=-=-=-=-=-=-=-=-=
Dubra Scrubland
=-=-=-=-=-=-=-=-=-=-=-=-=
This area is accessible after you get Shalassa's Blessing; get here by
crossing the washed-out bridge next to the Lighthouse in Tiyra Bay
     - You will find Widowsweep Berries at {89,25}; used for the quest [22]
The Curse.
** Atlas {83,18} in tent
     - He gives training in Grandmaster Endurance.
** Altar {91,10}
**Asterion {89,1}; He is a  Minotaur miniboss found in the rocky gorge area
just north of the Wrecked ship at {98,7}.
** Obelisk {92,22} a short distance from where you find Asterion.
** Wrecked ship {98,7}
     - Full of barrels some with liquid some with spiders.

-=-=-=-=-=-=-=-=-=-=-=-=
Yon-Chall Forest
-=-=-=-=-=-=-=-=-=-=-=-=
** Lord Haart {99,86}
     - This is where you find Lord Haart and his girlfriend Lirdan during the
quest [24] Haart has its Reasons.
** Observatory and Lord Kilburn {60,66}
     - Lord Kilburn is the goal for the quest [8] The Search for Kilburn.
     - Kilburn will tell you about Lord Montbard who is the author of the
letter you posses and this will complete the quest [6] Morgan's Eyes and Ears.
     - He gives you the location of the Lost City on your map.
     - Lord Kilburn also gives the quest [42] Peninsula Incognita.
**Spike {59,72}
     - Spike is a dog you can save from some poachers and then recruit as a
companion.
     - Saving the caged animals, including Spike, in this location is part of
the quest [48] Warden Promotion.
** Dangerous Cave at {79,79}
     - As most of these types of cave, the monster within is very tough.
     - This cave boasts Martyaxwar, a formidable beast. It has the ability to
regenerate its Health, so unless you are very, very powerful and can deal lots
of damage quickly, you won't get very far in whittling it down to kill it.
** Gathalel {83,93}
     - He gives the quest [45] Blade Master Promotion.
** Limbo {54,69}
     - This is a dungeon but you only see a stone head sticking out of the
ground at this location. When you interact with the stone head, you get the
message that  there is a small hole in the left eye socket. It seems something
could be put here...'
     - It turns out that you have to complete Act 4, then go to the witch at
Tamal's tavern just north of Karthal. When you first talk to her she says to
come back "when you're done" - which means when you are done with the main
quest. When you do finally return to her, she will give you the  Other Eye of
Goros'. This will allow you entrance into Limbo. You need to stick the eye
back into the stone head.

-=-=-=-=-=-=-=-=-=-=-=-=
Halloth Grove
-=-=-=-=-=-=-=-=-=-=-=-=
** Luna {41,40}
     - She is a vampire standing in Halloth Grove and is a trainer for
Grandmaster for Dark Magic.
     - In order to attain Grandmaster, she wants to drink your blood; each
character will lose 1 vitality point as a consequence.
** Sacred Grove {49,38}
     - This dungeon location is where you fulfill the quest [45] Blade Master
Promotion.
** Toadstool {52,46}; item required for the quest [22] The Curse

-=-=-=-=-=-=-=-=-=-=-=-=
Vantyr Range
-=-=-=-=-=-=-=-=-=-=-=-=
You can only access the Vantyr Range after you have gained the ability to use
the Teleporters. This requires finding the Shard of Air and returning it to
the Elemental Forge.
** Chest {108,96}
     - You get ambushed by a bunch of tough elementals.
**Vilma in the building at {111,80}
     - You can hire her as a bodyguard; use her shield to protect you; wants
250 gold now and 8%.
** Arnod {133,73}
     - Arnod he give the quest [32] Crossbow Grandmaster.
     - You are to shoot 5 targets hidden around his refuge. Find them and
shoot them.
** Dwarf Hall {116,99}
     - Erling will give you the quest [53] Pathfinder Promotion if you have a
Scout in your party.
     - Geisli is Erling's buddy who you are to take to Seahaven for the quest
[53] Pathfinder Promotion.
** Changbo {112,87}
     - He will train in Grandmaster Dual Wield.
** Mysterious crypt {141,78}
     -Solve the puzzle and get the Relic  Jade Coif'
** Dangerous Cave {132,92}
     - Apparently this dungeon can't be entered ever.
** Tomb of a Thousand Terrors
     - Dungeon location for the quests [14] Descent into Terror and [15] Out
of the Darkness.
** Sudgerd {142,87}
     - Dungeon location for the quest [46] Runelord Promotion.
** Riddle Chest {123,102}
** Obelisk {117,88}

-=-=-=-=-=-=-=-=-=-=-=-=
Location: The Eye
-=-=-=-=-=-=-=-=-=-=-=-=
** Elemental Forge
     - This dungeon is the location for the quests [7] Elemental Disturbance
and [40] Forge of Heros.
** Mysterious Crypt {53,53}

o----------------------------------------------------------------------------o
|Solution:
|  Solution: There are three teleported discs on the floor. When you step on
|  one, you are instantly teleported to what seems to be your starting
|  position. If you look at the Area map, you are being teleported to
|  different, but identical locations. Step on them in this order to solve
|  the puzzle. Right, Right, Left, Left, Left, Forward, Right. You will be
|  teleported to another room that contains a chest with the Relic.
|
|  Reward: Titan Leggings (+22 Armor, +10 Might, 22 prime dmg to attacker,
|  100% paralysis immunity). There is also a barrel in this room.
|  Step on the teleporter disc to be teleported back to the entrance.
o----------------------------------------------------------------------------o

-=-=-=-=-=-=-=-=-=-=-=-=
Desolate Wilds
-=-=-=-=-=-=-=-=-=-=-=-=
**Huang {52,27}
     - He is a merchant you can hire - he will buy back any object from you
but he will want 25% of the gold you find.
** Obelisk {52,19}
**Yaksha {33,37}
     - He will train in Grandmaster 2-handed Weapons.
**Meteorite {45,19}
     - Item for the quest [23] Fallen Star given by Irnel in Seahaven.
     - When you open the meteorite, you get Starsilver.
** Sandor {43,15}
     - He gives the quest [33] Warfare Grandmaster.
          - Here you have to fight a large group of orcs.
     - Goinko and Kraal in Sandor's tent both only have gossip.
** Riddle Chest {27,30}
** Yumiko {23,15}
     - She offers the quest [30] Bow Grandmaster.
     - You need to retrieve her bow, Yumiko's Bow, which is in Skull Rock.
     - After you return the bow, if you have no character capable for the
training, the quest will end and she will take her bow.
** Skull Rock {31,36}
     - This dungeon is part of several quests: [28] Partners in Crime, [30]
Bow Grandmaster, [40] Forge of Heroes and [20] Sword of the Bounty Hunter.
** Dangerous Cave entrance {24,47}
     - This cave sports the orc monster Tuco; your reward is the Relic,
Mageslayer bow.
** Teleporter {34,45}
     - This teleporter takes you to the Menthil Coast {33,48}.

-=-=-=-=-=-=-=-=-=
Menthil Coast
-=-=-=-=-=-=-=-=-=
** Teleporter to the Desolate Wilds at location {33,48}
** Teleporter to Minho Marshes at {35,49}
** Carla {16,55}
     - Carla is a Grandmaster Sword trainer.
** Temple of Ylath {20,59}
     - This dungeon is part of the quest [52] Windsword Promotion.
     - Even without the promotion quest, you can still enter and fight the
inhabitants and loot some chests.
** Dangerous Cave {19,62}
     - This cave sports Manco, a demonic orc.
     - He can cast regeneration on himself, so beat him down quickly.
     - From the chests in the room you will find the Heart Piercer, a Relic
spear.
** Watchtower {7,66}
     - Edwin from Seahaven asked you to take him to the Watchtower in the
Menthil Coast in the quest [25] Receding Horizons.
     - When you find this tower, the quest ends and Edwin will leave the
party.
     - You cannot enter the tower.
** Pao Kai Nest {8,76}
     - This dungeon is guarded by an Orc Guard.
     - You can only enter the dungeon if you have an orc in your party.
     - The dungeon is part of the quest [54] Warmonger Promotion given by
Sandor {43,15} in the Desolate Wilds. If you have an orc in your party, you
will be allowed to enter and explore, but, of course, you can't complete the
quest unless you have a party member that can be promoted to Warmonger. If you
don't have an orc, the location is called Orc guard on the Area Map.
** Teleporter {9,74}
     - This teleporter takes you to the Wyslin Jungle; you will immediately be
in a battle with some of the local fauna.
** Dragon Shrine; pray on the day Ylda {10,71}

-=-=-=-=-=-=-=-=
Wyslin Jungle
-=-=-=-=-=-=-=-=
** Dangerous Cave {13,70}
     - This cave contains Sentenza a nasty looking jaguar thing.
     - From the chests in the room you will get the Relic, Vampire Armour.
** Shiva {25,76}
     - She trains in Grandmaster Air Magic.
     - She has information for you about Dunstan for the quest [13] Dunstan.
     - She will give you the quest [14] Descent into Terror and the map
location of the Tomb of a Thousand Terrors.
** Owl Cave {21,55}
     - This cave is part of the quest [49] Blood Caller Promotion. When you
visit prior to this quest, or if you never get the quest, you will still be
allowed to enter, but there will be nothing to find and no inhabitants.
** Obelisk {22,83}
** Chest at {35,52} 
     - Mayneri's Pendant found in this chest that is trapped and requires
perception to open.
     - This Pendant is part of the quest [51] Marauder Promotion.
     - After you walk a short distance from the chest, Mayneri will
materialize out of thin air and accuse you of stealing the pendant. He talks
about Ulagan wanting to give that pendant to Nahele. He says Ulagan might have
a nasty surprise during the wedding night . . . Mayneri then leaves.

-=-=-=-=-=-=-=-=-=
Minho Marshes
-=-=-=-=-=-=-=-=-=
You can only gain entrance to the Minho Marshes once you obtain the Blessing
of Ylath where you can use the Teleporters. To reach the Marshes, take the
Teleporter {34,45} east of The Crag into the Menthil Coast and then take the
Teleporter at {34,49} to reach the Minho Marshes.

** Erika
     - She is the trainer for Fire Magic Grandmaster.
     - She will give you Heijin Tea for the quest [43] The Naga Tea.
** Nahla {36,64}
     - You can hire her as an apothecary.
** Tieru
     - He will give you the quest [50] Druid Elder Promotion.
** Teleporter {39,50}

-=-=-=-=-=-=-=
Savage Sea
-=-=-=-=-=-=-=
** Sun Hind ship {40,10}
     - This wrecked ship is part of the quest [28] Partners in Crime.
     - For this quest, kill the enemies within and then talk to Sailor.
     - He tells you that Nagas took the chest you are seeking to Skull Rock
and that you need a  swordfish' to enter their base.
** Mizuki {20,33}
     - She is standing on a small island along the shore.
     - Sill give you the quest [29] Arcane Discipline Grandmaster but you need
to wait one day, then a week, then a month.

-=-=-=-=-=-=
Irisus Sea
-=-=-=-=-=-=
Wrecked ship {100,92}
     - Lots of water elementals here.
     - You get the Relic, Shield of the Sun.
     - You will find the book "The Divine Right" which is part of the quest
[41] Forbidden Saga.

******************************************************************************
                 List of Trainers and Locations
******************************************************************************

-= Shield =-
Expert
    Tristan, Seahaven Town Garrison, Seahaven
    Inamoca, Training Center, The Crag
Master
    Gwendal, Castle Portmeyron, Ashen Hills
Grandmaster
    Lord Kilburn, Yon-Chall Forest

-= Medium Armor =-
Expert
    Tristan, Seahaven Town Garrison, Seahaven
Master
    Gregor, Gregor's Armours, Seahaven
    Tochiro, Seahaven Dojo, Seahaven
Grandmaster
    Tamotsu, Karthal Sewers

-= Heavy Armor =-
Expert
    Thurmond, Fine Dwarven Armour, Sorpigal
Master
    Lihua, Elegant Armour, Karthal Harbour District
Grandmaster
    Sorli, Lost City level 4

-= Crossbow =-
Expert
    Lowell, Black Guard Training Center, Karthal Slums
    Aldin, Training Center, Sorpigal
Master
    Torsten, Runes and Crafts, Seahaven
Grandmaster
    Arnod, Vantyr Range

-= Axe =-
Expert
    Brogan, Black Guard Training Center, Karthal Slums
    Enora, Training Center, Sorpigal
Master
    Inamoca, Training Center, The Crag
Grandmaster
    Drengi, Navea Plains

-= Bow =-
Expert
    Aldin, Training Center, Sorpigal
    Mabo, Training Center, The Crag
Master
    John, The Deathmatch, Karthal Harbour District
Grandmaster
    Yumiko, Desolate Wilds

-= Dagger =-
Expert
    Oscar, Goblin Watchtower, Sorpigal
    Mabo, Training Center, The Crag
Master
    Largo, Largo's Second-hand Weapons, The Crag
Grandmaster
    Yeshtar, Tomb of a Thousand Terrors, level 5

-= Mace =-
Expert
    Enora, Training Center, Sorpigal
    Mabo, Training Center, The Crag
Master
    Bao, Naga Bank, Seahaven
Grandmaster
    Tao, Tao's House, The Crag

-= Sword =-
Expert
    Enora, Training Center, Sorpigal
    Tochiro, Seahaven Dojo, Seahaven
Master
    Jon Morgan, Castle Portmeyron, Ashen Hills
Grandmaster
    Lord Haart, Haart's Mansion, Seahaven

-= Spear =-
Expert
    Tristan, Seahaven Town Garrison, Seahaven
    Guaora, Training Center, The Crag
Master
    Eldgrim, Eldgrim's house, Seahaven
Grandmaster
    Iason, Praetorian Garrison, Karthal Harbour District

-= Endurance =-
Expert
    Bear, Seahaven
    Guaora, Training Center, The Crag
Master
    Maximus, Sorpigal Town Garrison, Sorpigal
Grandmaster
    Atlas, Dubra Scrubland

-= Dodge =-
Expert
    Bear, Seahaven
Master
    Every, Everyman's Armour, The Crag
Grandmaster
    Wysthal, Wyslin Jungle

-= Dual wield =-
Expert
    Tochiro, Seahaven Dojo, Seahaven
    Tamina, Karthal Slums
Master
    Hamato, Lighthouse, Tirya Bay
Grandmaster
    Changbo, Vantyr Range

-= Two-handed Sword =-
Expert
    Chao, Naga Bank, Seahaven
    Inamoca, Training Center, The Crag
Master
    Arsene, Seahaven Town Garrison, Seahaven
Grandmaster
    Yaksha, Desolate Wilds

-= Warfare =-
Expert
    Caldwell, Caldwell's Weapons, Sorpigal
    Brogan, Black Guard Training Center, Karthal Slums
Master
    Zakaral, Taverne, Karthal Slums
Grandmaster
    Sandor, Desolate Wilds

-= Arcane Discipline =-
Expert
    Faris, Arcane Library, Sorpigal
    Yayoi, Seahaven Dojo, Seahaven
Master
    Yahima, House of Mojo, The Crag
Grandmaster
    Mizuki, Desolate Wilds

-= Air Magic =-
Expert
    Aldin, Training Center, Sorpigal
    Shizuka, Seahaven Dojo, Seahaven
    Guaora, Training Center, The Crag
Master
    Guaora, Training Center, The Crag
Grandmaster
    Shiva, Wyslin Jungle

-= Dark Magic =-
Expert
    Selena, The Moon Doe, Seahaven
    Grimbold, Black Guard Training Center, Karthal Slums
Master
    Ahlam, Arcane Library, Karthal Slums
    Erunia,  Tomb of a Thousand Terrors, level 5
Grandmaster
    Luna, Halloth Grove

-= Earth Magic =-
Expert
    Shihab, Itinerant Merchant, Ashen Hills
    Grimbold, Black Guard Training Center, Karthal Slums
Master
    Bojekio, Healing Lodge, The Crag
Grandmaster
    Caranthir, Yon-Chall Forest

-= Fire Magic =-
Expert
    Shihab, Itinerant Merchant, Ashen Hills
    Grimbold, Black Guard Training Center, Karthal Slums
Master
    Geilir, Geilir's House, Seahaven
    Sayid, Karthal Slums
Grandmaster
    Erika, Minho Marshes

-= Light magic =-
Expert
    Lisandre, Chapel of Elrath, Sorpigal
    Lowell, Black Guard Training Center, Karthal Slums
Master
    Umberto, Church of Elrath, Seahaven
Grandmaster
    Orna, Navea Delta

-= Magical Focus =-
Expert
    Johara, Johara's Charms and Talismans, Sorpigal
    Guaora, Training Center, The Crag
Master
    Luce, Church Library, Seahaven
Grandmaster
    Berenice, Elemental Forge, secret room on second floor

-= Mysticism =-
Expert
    Yayoi, Seahaven Dojo, Seahaven
    Lowell, Black Guard Training Center, Karthal Slums
Master
    Ajit, Blackfang Hideout, Karthal Slums
Grandmaster
    Falagar, Big House, The Crag

-= Primordial (Prime) Magic =-
Expert
    Shihab, Itinerant Merchant, Ashen Hills
    Shizuka, Seahaven Dojo, Seahaven
Master
    Hypatia, Great Library of Karthal, Karthal Harbour District
    Kastore, Tomb of a Thousand Terrors, level 5
Grandmaster
    Nur, Tower of Enigma, Navea Delta

-= Water Magic =-
Expert
    Shizuka, Seahaven Dojo, Seahaven
    Ryu, The Lock Kit, Karthal Harbour District
Master
    Ciele, The Fort, The Crag
Grandmaster
    Kei, docks, The Crag

******************************************************************************
                              Relics
******************************************************************************

In Might and Magic X Legacy, the Relics are legendary weapons and armor pieces
that will provide your party with bonuses to armor, damage, elemental damage,
attributes, and will protect you against a host of conditions, as well as
causing some conditions to the enemies. The Relics will level up as the
character using or wielding the Relic levels up. When first obtained, a Relics
will be level 1, but as they level up to a maximum of 4, more powers and
attributes are unlocked.

Here is a list of most of the Relics in the game.

**Titan Leggings
These are boots that are found in the Mysterious Crypt in the Eye {53,53}. At
level 4, the Titan Leggings will provide 5 armor, +22 armor value, +10 might
and 100% paralysis protection

** Starsilver Blade
This sword is obtained from Irnel in Seahaven when you find and return the
meteorite during quest [23] Fallen Star. At level 4, the sword does 29-33
damage, 50% crit damage and an additional damage of 9 in fire, water, earth,
air, light and dark.

** Demon Kiss Crossbow
The Demon Kiss is a Relic crossbow which is found in a chest after you defeat
the Shadow Dragon in the Dangerous Cave in Ashen Hills. At level 4, the Demon
Kiss can produce 23-27 damage and can create 30% critical damage. It can also
an additional amount of 24 light damage. The Demon Kiss adds 22 ranged attack
value and has a 7% chance to inflict the condition "Agony".

** San Tenga Mugen
This is a two-handed sword that is obtained in the quest [20] Sword of the
Bounty Hunter. At level 4, the sword does 36 to 44 damage and can create 50%
critical damage. In addition, it can cause 24 water damage and has a 7% chance
to inflict the "chilled" condition. This will cause the melee / ranged attack
to decrease by 1 to a minimum of 1 until the end of the turn.

** Dragon Flame Tongue
This is a one-handed sword that is the reward for the completion of the quest
[39] The Secret of the Obelisks.  The sword can cause 29 to 33 damage and can
create 50% critical damage. It can also cause elemental fire damage of 24, and
19 damage to the group. It adds + 16 resistance of fire to the hero. This is
at level 4 experience level of this relic weapon.

** Vampire Armor
This armor is obtained by defeating creature in the Dangerous Cave at Wyslin
Jungle {13,70}. The Vampire Armor is a medium armor with a rating of 21,
causing -30 to attack, has a +16 light resistance and deals 24 dark damage to
the attack.

** Ancestor Mask
This helmet is found in the Dangerous Cave in the Desolate Wilds {47,29}. At
level 4, the Ancestor Mask adds 5 armor, adds 6 to endurance skill, adds 10 to
vitality and will cause 24 points of damage to attacker for each successful
melee attack.

** Mageslayer
This bow is obtained by defeating Tuco the Barbarian in the Dangerous Cave at
{24,47} near The Crag. At level 4, the Mageslayer can cause 21 to 31 damage.
It has a 10% chance of creating critical damage and adds 14 critical damage.
It has a 7% chance to cause mana surge.

** Black Fang Gauntlets
These gloves are found at the Blackfang Hideout in the Slums district in
Karthal. At level 4, the gauntlets have 5 armor, adds + 14 to melee attack
value, adds 6 to perception and has a 5% chance to poison on successful
attack. The poison reduces evade by 8 and deals 12 damage at the end of each
turn.

** White Wolf Shield is obtained by completing the Peninsula Incognita quest.
This large shield, at level 4, it has an armor of 18, adds 22 to armor value
and has a 7% chance of stunning and adds 1 to general block.

** Holy Sandals are found in the Mysterious Crypt near Castle Portmeyron. At
level 4, the sandals have an armor of 5, an evade value of 22, add 10 to magic
and protect 100% against magical weakness.

** Will and Resolve is a pair of gloves that can be found in the Mysterious
Crypt in Shadow Woods. At level 4, Will and Resolve has an armor of 5, adds 22
to evade value and protects 100% against magical sleep. It will also deal 24
prime damage to the attacker on each successful melee attack.

** Smuggler's Jacket is found in the Wrecked Ship in Dubra Scrubland. The
jacket has an armor of 10, adds 6 to the dual wielding skill, adds 6 to dodge,
22 to evade at level 4.

** Jade Coif is found in the Mysterious Crypt in the Vantyr Range. At level 4,
the coif adds 5 armor, adds 6 to arcane discipline, adds 10 to spirit and
causes 24 damage of water to the attacker for each successful melee attack.

** Staff of the Lyre is the staff that causes 26 to 28 damage, causes 46%
critical magical damage, adds 6 to magical focus skill and has a 7% chance of
inflicting "sleep". It will also add 1 to melee block.

** Suncross is the reward given for the quest [41] Forbidden Saga. At level 4,
the Suncross is a wand which can do 18 to 20 damage, add 30% magical critical
damage, add 5 magic, add 3 mysticism skill, deal 7 damage to the attacker for
each successful melee attack.

** Armor of the Legendary Hero is obtained by praying at all the dragon
shrines, on the right day. At level 4, the armor of the legendary hero is a
heavy armor which conveys 29 armor, reduces attack value by 60, adds 10 to
destiny, 22 to armor value and 6 to heavy armor skill.

** Heart Piercer is a spear which can be found in the Dangerous Cave in
Menthil Coast. This spear, at level 4, can cause 32 to 64 damage, has a 50%
chance of causing critical damage, adds 10 to perception, adds 6 to spear
skill and has a 7% chance to cause bleeding.(50% health lost to attack,
bleeding is repeated at end of turn)

** Evangelist is an axe found in the Tomb of a Thousand Terrors on level 4.
The Evangelist, at level 4, causes 24 to 40 damage, has a 30% chance to cause
critical damage, and adds 24 light elemental damage and 19 elemental damage to
the group. It also adds 16 dark resistance to the hero.

** Shield of the Sun in the wrecked ship in the Irisus Sea. The Shield of the
Sun, at level 4, is still a small shield. It can add 12 armor, and 22 evade,
100% curse protection and 16 dark resistance to the hero.

** Irnaran is a two-handed axe which is obtained in the Dangerous Cave in the
Yon-Chall Forest. At level 4, this two handed axe can cause 38 to 64 damage,
has a 30% chance to cause critical damage, adds 24 earth damage and has a 6%
chance to spread acid with each successful attack.

** Rocklin is a mace, which is obtained from the wrecked ship in Tirya Bay.
This mace, at level 4, has a 20% chance to create critical damage, causes 32
to 35 damage, adds 10 vitality, adds 6 to mace skill and causes an extra
attack.

** Vayaleth is a two-handed mace which is found in the Vigil. The Vayaleth
causes 50 to 56 damage, has a 20% chance of causing critical damage, adds 14
critical hit damage, and has a 7% chance to cause sunder armor on the target.

** Crag Hack's Helmet
This item is obtained automatically as part of the package when you download
the game.

** The Hacker
This item is obtained automatically as part of the package when you download
the game.

** Unbreakable
This item is obtained automatically as part of the package when you download
the game.

** Thunderstaff
This item is obtained automatically as part of the package when you download
the game.

** Lover's Pendant
This is obtained by completing the quest [31] The Curse of Volos in the
dungeon Fortress of Crows.

** Janbiyah
You receive this Dagger from Jassad after completing his quest [38] Jassad's
Bestiary.

******************************************************************************
                              Crystal Shrines
******************************************************************************

Crystal Shrines are scattered about the countryside. These shrines grant
temporary elemental resistance to a certain school of magic, depending on the
color of the shrine.

Pink      +10% Resistance All
Red       +20% Resistance Fire
Blue      +20% Resistance Water
Green    +20% Resistance Earth
Yellow  +20% Resistance Light
Purple   +20% Resistance Prime
Black    +20% Resistance Dark
White    +20% Resistance Air

******************************************************************************
                             Barrels
******************************************************************************

There are three types of barrels present in the game. You cannot discern the
contents of a barrel until you open it. One type of barrel contains some enemy
to defeat such as a spider. The other two types of barrel contain a liquid
that will permanently increase some attribute of the character member who
opened the barrel. Those barrels that contain a "Pulsing" liquid grant a 1%
resistance against a certain school of magic. Those barrels that contain a
normal colored liquid will grant a +1 stat bonus. The bonuses are permanent
and do not wear off, so choose wisely which party member will get the boost.

-= Pulsing Liquid Barrel =-
Color on liquid contents    School of Magic
Pulsing Red Liquid           +1% Resistance Fire
Pulsing Blue Liquid          +1% Resistance Water
Pulsing Purple Liquid       +1% Resistance Prime
Pulsing Yellow Liquid      +1% Resistance Light
Pulsing Green Liquid        +1% Resistance Earth
Pulsing Black Liquid         +1% Resistance Dark
Pulsing White Liquid         +1% Resistance Air

-= Normal Liquid Barrel =-
Color on liquid contents          Stat Boost
Dark Red Liquid                      +1 Might
Dark Blue Liquid                     +1 Magic
Purple Liquid                            +1 Destiny (Luck)
White Liquid                            +1 Perception

******************************************************************************
                                 Obelisks
******************************************************************************

Obelisks are part of the quest [39] The Secret of the Obelisks. Following is
the location of each of the known obelisks.
1. Desolate Wilds, southwest {22,19}
2. Desolate Wilds, south {52,19}
3. Ashen Hills, west of Castle Portmeyron {92,60}
4. Ashen Hills, southeast of Castle Portmeyron {127,50}
5. Dubra Scrubland, south {92,22}
6. Minho Marsh, {32,56}
7. Wyslin Jungle, {22, 83}
8. Vantyr Range {117, 88} near Changbo

******************************************************************************
                            Dragon Shrines
******************************************************************************

There are Statues, located throughout the land, are part of an undocumented
quest that if you pray to all the statues, and pray to each statue on the
correct day, you will receive a Relic as your reward. When you interact with
the statue, you get a message about which day it is necessary to pray at that
particular statue. You can check the day using the sun/moon icon on the bottom
right of your screen. If you are at the statue on the correct day, the message
will say "You kneel in front of the shrine and recite a prayer to ... (insert
the correct deity). You don't get any message or log entry or quest. It's up
to you to keep track of which Shrines you have visited.

Pray at the shrines on the following days:

Day of the week          Shrine                           Location
1. Malda             Shrine of Malassa              near Sudgerd {142,102}
2. Elda              Shrine of Elrath               North of Sorpigal {132,48}
3. Arda              Shrine of Arkath               Desolate Wilds {28,21}
4. Sylada            Shrine of Sylanna              Yon-Chall Forest {69,79}
5. Shalda            Shrine of Shalassa             beach near Karthal {91,10}
6. Ylda              Shrine of Ylath                near Pao Kai Nest {10,71}
7. Ashda             Shrine of Asha                 near Elemental Forge {66,48}

To advance a day, sleep 3 times (8 hours each time). The days are written in
correct order but you don't need to pray at a shrine in the order given with
one exception - Ashda must be the last. Reward: Heavy Armor Relic

******************************************************************************
                           Statues of Asha
******************************************************************************

There are three different statues in the world - the Maiden, the Mother and
the Crone. The Maiden and Mother statues grants a buff and the Crone statue
dispels any status ailments afflicted on party members.

Statue      Effect

Maiden    Increase all Stats, Melee and Ranged attack by 10
Mother    Increase Destiny by 10
Crone     Dispels all status ailments

******************************************************************************
                      List of Dungeon Locations
******************************************************************************
    Spider Lair
    Lighthouse
    Den of Thieves
    Castle Portmeyron
    Cursed Ruins
    The Lost City
    Elemental Forge
    Sacred Grove
    Karthal Sewers
    Skull Rock
    Tomb of a Thousand Terrors
    Sudgerd
    Tower of Engima
    Temple of Ylath
    Limbo
    Pao Kai Nest
    The Vigil
    Karthal Jail
    Fortress of Crows
    Meow Dungeon (unlocked with Ubi points; see Tamina in Karthal Slums)

******************************************************************************
                     My Favorite Party of Adventurers
******************************************************************************

     Elf Bladedancer
     Dwarf Rune Priest
     Human Freemage
     Human Crusader

===================================
** Elf Bladedancer ** "Drizzt"
===================================
"Drizzt" GM Sword; GM Dual Wield; GM Dodge
Starting Attributes:        Ending Attributes: Level 34
Health:       98                  239
Mana:         24                   91
Might:        10                   70
Magic:         5                    9
Perception:    7                   54*
Destiny:      12                   55
Vitality:     11                   57*
Spirit:        3                   11
* = enhanced with equipped item

Starting Skills:                   Ending Skills:
Dagger:            0                    0
Sword:             1                   25 (GM)
Dual Wield:        1                   25 (GM)
Dodge:             1                   25 (GM)
Warfare:           0                   15 (M)
Endurance:         0                    0
Bow:               1                    7 (E)
Medium Armor:      0                    0
Arcane Discipline: 0                    0
Earth Magic:       0                    0

Unused points: 6

Attribute and Skill Point distribution:
The Bladedancer can be promoted to the Blade Master. This character needs to
be adept at all of the attributes (with the possible exception of Magic). I
decided to make my Bladedancer a melee specialist and therefore, did not put
points into Magic. Since I eventually gave him the Warfare skill, he did need
a mana reserve, points were put into Spirit. He was also going to be the party
member with high perception so we could open Secret Doors that require this
attribute. So the 4 points at each level up were put into Might, Perception,
Destiny and Vitality. During the game, I often gave him the potion which
increased Spirit so he had some mana.

==================================
** Dwarf Runepriest ** "Bruenor"
==================================
"Bruenor"  GM Fire Magic, GM Magical Focus;  GM Earth Magic
Starting Attributes:        Ending Attributes:
Health:          78               234
Mana:            70               351
Might:            6                 6
Magic:           12                80
Perception:       6                 6
Destiny:          4                 4
Vitality:         8                41
Spirit:          12                52*
* = enhanced with equipped item

Starting Skills:                   Ending Skills:
Magical Focus:     1                   25 (GM)
Fire Magic:        1                   25 (GM)
Earth Magic:       1                   25 (GM)
Light Magic:       0                    0
Mace:              0                    0
Spear:             1                    1
Shield:            0                    0
Arcane Discipline: 0                    0
Mysticism:         0                   15 (M)
Air Magic:         0                    0
Primordial Magic:  0                    0
Medium Armor:      0                    0
Crossbow:          0                    7 (E)
Dodge:             0                    0 
Endurance:         0                    0

Unused points: 5

Attribute and Skill Point distribution:
The Runepriest of my party was to become a powerful mage Runelord, focusing on
Fire Magic and Earth Magic. A good attribute point distribution for a Mage
character is Magic 2, Vitality 1 and Spirit 1. This gives him/her good Magic
damage, a good pool of Mana, and some good health for when they got hit. Skill
points were initially distributed to Fire Magic and Magical Focus to get high
damage potential. Earth Magic was increased at a bit slower rate, but enough
to have the Regeneration spell viable.

==============================
** Freemage ** "Milamber"
==============================
"Milamber"  GM Magical Focus; GM Primordial Magic; E Dark Magic, M Water
Magic, M Air Magic
Starting Attributes:        Ending Attributes:
Health:        58                 211
Mana:          78                 276
Might:          4                   4
Magic:         16                 113
Perception:     4                   4
Destiny:        7                   7
Vitality:       6                  42
Spirit:        11                  56*
* = enhanced with equipped item

Starting Skills:                   Ending Skills:
Magical Focus:     1                    25 (GM)
Air Magic:         1                    25 (GM)
Dark Magic:        1                     7 (E)
Primordial Magic:  1                    25 (GM)
Arcane Discipline: 0                     0
Mysticism:         1                     7 (E)
Fire Magic:        0                     0
Water Magic:       1                    15 (M)
Earth Magic:       0                     0
Light Magic:       0                     0
Dagger:            0                     0
Crossbow:          0                     0
Dodge:             0                     0
Endurance:         0                     0
Unused points: 1

Attribute and Skill Point distribution:
The Freemage, who gets promoted to Archmage,  was to become a powerful mage
focusing on Primordial Magic and Magic Focus. A good attribute point
distribution for a Mage character is Magic 2, Vitality 1 and Spirit 1. This
gives him/her good Magic damage, a good pool of Mana, and some good health for
when they got hit. It can be difficult to make level up decisions for the
Freemage since they can GM in 3 magic Schools and reach Master level in the
others. Unfortunately, you cannot choose them all because you will not get
enough points to do so. You want to choose the magic schools that complement
the other magic users in your party. Since the Freemage is the only magic user
that can specialize in Dark Magic, that seems an obvious one to choose. For my
Freemage, I also chose Primordial Magic and Magic Focus to reach GM level. I
also chose Water Magic (to eventually reach Master level) just for the spell
called Liquid Membrane which is a very good defensive spell.

=============================
** Crusader ** "Katniss"
=============================
"Katniss" GM Light Magic; GM Sword; M Air Magic, M Warfare
crusader -> paladin 111 pts
Starting Attributes:        Ending Attributes:
Health:       85                   213
Mana:         48                   200
Might:        10                    60
Magic:         7                    40
Perception:    5                    11
Destiny:       9                    30
Vitality:     10                    44
Spirit:        7                    43
* = enhanced with equipped item

Starting Skills:                   Ending Skills:
Sword:             1                    25 (GM)
Heavy Armor:       0                     0
Arcane Discipline: 0                     0
Light Magic:       1                    25 (GM)
Shield:            0                    15 (M)
Warfare:           1                    15 (M)
Medium Armor:      1                     7 (E)
Endurance:         0                     0
Air Magic:         1                    15 (M)
Crossbow:          1                     1
Dodge:             0                     0
Magical Focus:     0                     0
Mysticism:         0                     0
Unused points: 2

Attribute and Skill point distribution
The Crusader, who can be promoted to Paladin, is a hybrid character that can
have both good Melee skills and good Magic, especially for buffing and
healing. Therefore, for my Crusader, I put points into Might, Magic, Vitality
and Spirit at each level up. I chose to have her GM in Sword and Light Magic.
I chose NOT to use Heavy Armor at all. Having her eventually reach expert
level in Medium Armor proved to be sufficient for the game. I also chose to
have her reach Master level in Air Magic so she had some offensive magic
capability.

 

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