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Might And Magic 6: The Mandate Of Heaven for the PC


Written by Jeff Koenen

====================
TABLE OF CONTENTS
====================
I. Introduction <INTN>
II. Controls <CTRL>
III. Character Classes <CLSS>
IV. Skills <SKLL>
V. Magic Spells <SPLL>
VI. Walkthrough <WTHR>
VII. Endgame <NDGM>
VIII. Main Line Quests <MLQU>
IX. Promotion Quests <PRQU>
X. Secondary Quests <SCQU>
XI. Temples and Dungeons <TMPS>
XII. The Obelisk Quest <OBLK>
XIII. Monsters <NMES>
XIV. Teachers <TCHR>
XV. Guilds <GLDS>
XVI. Items and Relics <STFF>
XVII. Potion List (Alchemy) <BOOM>
XVIII. Boat and Stagecoach Schedule <TRVL>
XIX. Shrines and Circuses <SHRN>
XX. Resetting Areas <RSTG>
XXI. Closing Arguments <BSHT>

====================
I. INTRODUCTION <INTN>
====================
INTRODUCTION
Hello and welcome to my Might and Magic VI: The Mandate of Heaven
walkthrough
and guide. This is a full walkthrough and guide together featuring
every list
I could think of. This is my first attempt at tackling a full RPG
and it took
me just over 2 months and almost 5,000 lines to complete this
monster.

This series is the first of the Might and Magic series to use real-
time mode
as well as free-roam. I wasn't a big fan of free-roam right away but
it grew
on me when I finally got into the game after a few days but I don't
think any
of the recent M&M games are as good as the Xeen games (IV and V).
However,
to me this is one of the best RPG series ever made. I've played and
beat every
game from 3 through 7 and think the replay value on all of them are
excellent.
And also, this game gives you a rare treat as it lets you continue
playing and
improving your stats after you beat it.

I thank you for looking and/or using my guide to help you through
this game.
I look forward to writing a guide to M&M 7 and maybe 8 next year (if
I get
through 8, I was into 8 one other time and my computer crashed and
I've yet to
play it again).

VERSIONS
unknown dates... version .20: Have completed the controls, character
classes,
the overworld map, skills, and magic spells sections.

9/3/2008-9/29/2008 version .75: Played through the game once and


completed
sections IX through XX. The only sections left are the walkthrough
and any new
items and relics that I might find.

10/7/2008-11/4/2008 version 1.0: Played through the game again and


wrote the
entire Walkthrough. Also added some relics and a couple other minor
changes.
Wrote the introduction and closing sections. Added page beacons.

====================
II. CONTROLS <CTRL>
====================
A. Keyboard Controls
Escape: Access Game Options / Exit window
Tab: Cycles Character Selection
Q: Access quest sub-screen
A: Attack, Shoot arrows, Pass on turn
Z: Quick reference
C: Cast new spell
S: Cast readied spell, if no spell is selected, this key functions as
"A"
R: Rest
T: Time / Calender
Spacebar: Search Body, chest, crate, or object. Activate objects
N: Autonotes
M: Map Book
X: Jump
Arrows: Movement
Shift + Arrow: Run (or walk if Always run is selected)
Ctrl + Side Arrows: Sidestep (Strafe)
Page Down Key: Look Up
End Key: Center Viewpoint
Delete Key: Look Down
---The following three buttons can only be used if the fly spell is
activated.
Page Up Key: Fly Up
Home Key: Land (Fall)
Insert Key: Fly Down

Enter: Enter turn based mode or real time mode


+ and -: Zoom in/out in the automap.
1-4: Select / View character 1-4
5-6: Select / Speak with NPC 1-2
F4: Full Screen / Windows toggle

======================
III. CHARACTER CLASSES <CLSS>
======================
In this sequel, there will be no choices on what race your characters
are, but
there are 6 classes of characters to choose from. Three classes are
basically
crucial to have to get through the game successfully and three are
there to
choose as an extra. Then again, why not throw in another Sorcerer or
Knight in
the fourth spot. I've read another combo I'd like to try a full game
on and
that would be 3 Sorcerers and a Cleric. It would be tough to start
out with
because of the mages being lousy fighters but when you think of it,
what
monsters in the world could stop three 75th level sorcerers and a
75th level
cleric. It seems to be worth a try. Obviously you can choose to
make your
party out of any combo of classes but I put the three most likely
classes in
the crucial category.

A. Crucial Classes
1. Knights: Here are the melee experts. They can use any type of
weapon, wear
any kind of armor, and have a shield or a 2nd weapon in his other
hand as he
advances through promotions and obtained skills and skill levels.
Knights
start out with the most hit points and gain the most hit points as
they advance
through levels. The down side to them is that they never have spell
points and
cannot learn any type of magic like every other class can.
Nevertheless,
having one in your party is crucial as the loads of hit points can
possibly get
you out of a dungeon when the rest of the party is wounded or
unconscious. As
the adventure procedes, the Knight could possibly be promoted to
Cavalier
status and even further to Champion status which means tons more hit
points.

2. Clerics: These premature priests are best used to cast healing


spells and
defensive spells. They are able to learn the light and dark magics
well. With
all the talk of magic, don't think that magic is all they are used
for. They
can be trained well with the mace, staff and bow, so concentrate on
skill
points to the mace as well as his magic and you could end up with
another
pretty good melee fighter in the group. They can also wear any armor
except
plate and can carry a shield. The promotions available are to Priest
and
eventually to High Priest which will net a lot of spell points and a
few more
hit points.

3. Sorcerers (Mages): Mages are made for only one use. Lots and lots
of magic,
and offensive magic at that. Through the adventure, they will learn
and master
the elemental magics of earth, air, fire, and water and later on,
light and
dark magic. After reaching the higher levels, their spells will be
able to
take out lots of monsters from afar with very powerful spells.
However, long
range is what you want, as they are terrible melee fighters and can't
carry any
weapon other than a dagger or staff. They also can't wear any armor
other than
Leather and can't carry a shield. Mages can be promoted to Wizards
and then
promoted again to Archmages where many more spell points and hit
points are
earned.

B. Choose another Class


4. Paladins: This is a combonation of a Knight and a Cleric. However
when you
start combining the classes, the strong hold on one class slips.
Basically,
the paladin is not as good as a knight or a cleric but can run both
roles at
once. They can learn any type of weapon or armor skill and they
begin with
Spirit Magic and Sword skills. They can eventually learn Mind and
Body magic
but they will never learn to use light and dark or any of the
elements.
Paladins who prove themselves worthy can find themselves promoted to
Crusader
and then to Hero but only for the highest deed.
5. Archers: Like the Paladin, the Archer is a cross of a Knight this
time with
a Mage. Again, they aren't as good as the originals but can function
well as
both at once. They can learn any type of weapon (especially the bow)
and can
use almost any armor except plate armor and shield. Their starting
skills are
the Bow (duh!!!) and Air Magic. They will eventually learn to use
the other
elements but they also will never learn light or dark magic. The
promotion
levels are to Battle Mages and eventually to Warrior Mages.

6. Druids: Yellow and Blue make Green. Clerics and Mages make
Druids. They
have the lowest rate of hit points and are bad fighters. They can go
no
further than using a dagger, staff, or bow and their armor is limited
to
Leather and a Shield. However they have a unique ability to cast
spells out of
all seven main groups of spells but we must exclude light and dark
magic again.
They start out the adventure with the Learning Skill. A good Druid
can be
promoted to a Great Druid and further on to an Arch Druid.

C. THE PRIMARY STATISTICS


1. Might- Might is the statistic that rates your strength. It is the
biggest
stat for Knights and Paladins. It is useful for moving heavy
objects, pulling
objects from other objects, or even opening certain doors but mainly
it affects
the damage your character does when you hit a monster in hand-to-hand
combat.

2. Intellect- Intellect is for Sorcerers, Archers and Druids who cast


elemental
magic. If your character casts clerical spells or no spells, don't
even bother
giving much to them. It determines the spell points.

3. Personality- Personality is for Clerics, Paladins and Druids who


cast
clerical spells. If your character casts elemental spells or no
spells, don't
even bother giving much to them. It determines the spell points.

4. Endurance- Endurance is probably the most important stat. Not


only does it
help determine hit points the character has but the higher their
endurance is,
the further into negative hit points they can go without dying.

5. Accuracy- Accuracy is thought of as the prime statistic for


Archers.
However, anybody who shoots a bow, aims a spell, or wants to hit an
enemy with
a weapon had better have a decent accuracy number.

6. Speed- Speed helps determine who goes first in battle. All


characters and
monsters have a speed rating. The higher numbers go first in time-
based
battles.

7. Luck- Luck can be distributed between all the classes because it


improves
your chances of surviving hostile spells or avoiding traps.

====================
IV. SKILLS <SKLL>
====================
A. Weaponry Skills
1. Staff: Knights, Clerics, Sorcerers, Paladins, Archers, Druids
Not much more than a pole that can be used to whack enemies over the
head or to
block enemies as they try to whack you over the head.
Expert: Increase character's armor class.
Master: Occasionally stun opponents

2. Sword: Knights, Paladins, Archers,


It covers almost any blades longer than a knife.
Expert: Quicker attack
Master: You can wield a one-handed sword in one hand and another
weapon in the
other.

3. Dagger: Knights, Sorcerers, Paladins, Archers, Druids


Shorter than swords, the dagger increases attack speeds but decreases
damage
from the sword. Sometimes, however, the speed will allow you two
attacks on a
slower opponent.
Expert: can use a dagger in one hand with another weapon in the
other.
Master: Chance of killing a surprised opponent with a single blow.

4. Axe: Knights, Paladins, Archers,


They slow your attacks but dole out great damage when they hit.
Expert: Gain more attack speed.
Master: Can deliver tremendous damage.

5. Spear: Knights, Paladins, Archers,


The same thing as a staff, just with a point or fork attacked to the
end of it.
They come in one-handed or two-handed but the two-handeds are better.
Expert: Increase armor class.
Master: Boost damage caused.

6. Bow: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


Possibly the most useful skill in the game. They are used
to.....fire arrows.
Expert: Speed increase
Master: Fire two arrows per shot.

7. Mace: Knights, Clerics, Paladins, Archers,


A melee weapon used to beat things over the head with. This skill
covers any
of these types of weapons.
Expert: Do extra damage.
Master: Occasionally stun opponents

8. Ancient Weapons: Knights, Paladins, Archers, Sorcerers, Clerics,


Druids
Blasters are the most powerful weapons in the game and you can fire
off many
rounds in one turn depending on your skill level.

B. Armor Skills
1. Leather Armor: Knights, Clerics, Sorcerers, Paladins, Archers,
Druids
The lightest armor available and it provides the smallest amount of
protection.
However it slows a character down less.

2. Chain Armor: Knights, Clerics, Paladins, Archers,


Provides more protection than leather but creates more drag on the
character.

3. Plate Armor: Knights, Paladins,


The most protective armor available. It is really heavy as it covers
the whole
body and slows the character down considerably.

4. Shield: Knights, Clerics, Paladins, Druids


Carrying a shield increases a character's armor class. Expert and
master
rankings increase the armor class more.

C. Magic Skills
1. Fire Magic: Sorcerers, Archers, Druids
Burn Baby Burn! This is a good element that ranges from lighting up
a dungeon
with torch light to throwing a huge fireball that engulfs a single
enemy.

2. Air Magic: Sorcerers, Archers, Druids


Everybody knows it's Windy! This element ranges from the very useful
Wizard
Eye to making meteors fall from the sky with Starburst. And of
course, there
is the ever useful FLY.

3. Water Magic: Sorcerers, Archers, Druids


Have you ever seen the rain?! Next to air, the most useful non-
attack spells
are in the water category. This one contains, Water Walk, Town
Portal, and
Lloyd's Beacon. But if it's offense you want, there's Acid Burst and
Ice
Blast.

4. Earth Magic: Sorcerers, Archers, Druids


I feel the Earth move under my feet! Earth doesn't offer the best
spells in
the game but it ranges from Stun to halving your enemy's hit points
with Mass
Distortion.
5. Spirit Magic: Clerics, Paladins, Druids
You are my soul and my highest inspiration! Totally useless category
until you
get to the expensive spells with Raise Dead, Shared Life, and
Resurrection.

6. Body Magic: Clerics, Paladins, Druids


Heal the world! Here is the Curing and healing category. You can
cure
weakness, wounds, poison, and disease and then heal the whole party
with the
Power Cure. Then take some offense to your enemies who did this to
you with a
Flying Fist.

7. Mind Magic: Clerics, Paladins, Druids


I'm crazy for you! Decent category of magic. However there is no
offense
other than Psychic Shock but it does have you moving far away things
with
Telekinesis.

8. Light Magic: Clerics, Sorcerers


It's gonna be a bright, bright, sunshiny day! Here is where the
magic turns
powerful. Many of these are protection and survival spells ranging
from Create
Food to Divine Intervention where the spell just heals your whole
party of
everything...for a price. Light does have its share of offense with
Prismatic
Light and Sunray though.

9. Dark Magic: Clerics, Sorcerers


I've got a black magic woman. Aaaaaah, I can smell the mana in the
room. No
wait that's because I just.... nevermind. Here is the power in the
game that
we've all been waiting for. It includes shooting sharp shards of
metal at a
group of enemies, a spell that CAN kill any enemy in one hit, a spell
that
subtracts 30 HP from all monsters in front of you and adds 30 HP to
your
characters, the most powerful poison in the game, and the drunken
power spell
known as Armageddon. There is also a spell that is so secret, that
no one
knows anything about it or what it does.

D. Miscellaneous Skills
1. Identify Item: Knights, Clerics, Sorcerers, Paladins, Archers,
Druids
Identify the shaded items in your stock. It lets you know the item,
description, and price.
Expert: Identify more special items.
Master: Identify all items.

2. Merchant: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


It allows the seller / buyer to sell or buy at a better price.
Expert: Get a better discount.
Master: Get the best discount.

3. Repair: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


A character can fix a broken item depending on the quality.
Expert: Ability to fix better quality equipment.
Master: Fix any broken item.

4. Bodybuilding: Knights, Clerics, Sorcerers, Paladins, Archers,


Druids
Pump your character up and add lots of hit points
Expert: Add more hit points.
Master: Add tons of hit points.

5. Meditation: Clerics, Sorcerers, Paladins, Archers, Druids


Ommmm. The ability to think clearer will reward you with more Spell
Points
Expert: Add more spell points
Master: Add tons of spell points

6. Perception: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


It sharpens the senses and allows you to notice traps. It doesn't
disarm the
trap but if the trap goes off, the character may avoid being hit by
it.
Expert: Increase the odds of avoiding the trap.
Master: Almost always avoid a trap.

7. Diplomacy: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


This allows your character to fit in with the NPCs no matter if they
are from
nobleman to Goblin.
Expert: Fit in with better or worse crowds.
Master: Fit in with anyone from Saintly to Notorious. (Not enemies
though)

8. Disarm Trap: Knights, Clerics, Sorcerers, Paladins, Archers,


Druids
The most useful skill there is. Treasure makes Enroth go round and
if you
can't collect it because of those stupid traps blowing up in your
face, then
you might as well quit.
Expert: Disarm higher leveled traps.
Master: Disarm almost all traps.

9. Learning: Knights, Clerics, Sorcerers, Paladins, Archers, Druids


This skill adds to the experience that you recieve from enemies and
quests. It
is a noticable difference.
Expert: Double the experience bonus.
Master: Triple the experience bonus.

====================
V. MAGIC SPELLS <SPLL>
====================
A. Fire Magic
1. Torch Light 1 SP
Use this to light up caves and hallways inside dungeons and temples.
Despite
what the handbook for M&M6 says, it can be used outdoors to partially
light up
the area around you. It lasts 1 hour per skill point in Fire Magic
Expert: Light is brighter
Master: Light is even brighter and it lasts longer.

2. Flame Arrow 2 SP
Fire a single flaming arrow at an enemy. It is an inaccurate spell
and the
chances of hitting are the same as with a regular arrow. It does 1-8
points of
damage if it hits.
Expert: only costs 1 SP and can be used again more quickly.
Master: Costs 0 SP and have best recovery time.

3. Protection/Fire 3 SP
It increases the resistance to fire spells on all characters. 1
point
resistance and 1 hour per point of skill level in fire
Expert: Double the resistance
Master: Triple the resistance

4. Fire Bolt 4 SP
Shoot a fire burst at a single target causing 1-4 points of damage
per point in
fire skill level.
Expert: Fast recovery
Master: Faster recovery

5. Haste 5 SP
Reduces by 25 seconds, the time it takes to recover from casting a
spell or
using a weapon for one character. Whoever is effected will become
weak for six
hours after the spell wears off. It lasts for 4 minutes plus 1
minute for
every skill point.
Expert: Reduce the recovery time.
Master: Spell affects the entire party.

6. Fireball 8 SP
Target a monster and fire and the fireball will hit and explode,
injuring any
creature around the blast, even you. All within a 10 foot radius
will recieve
1-6 points of damage times the character' skill points.
Expert: Fast recovery time.
Master: Faster still.

7. Ring of Fire 10 SP
Form a 5 foot ring around your party that spreads outwards, injuring
anything
close to the party, even behind walls. It causes 6 points of damage
plus 1 for
every skill rank.
Expert: Create a 10 foot ring
Master: Fast Recovery

8. Fire Blast 15 SP
Throw 3 fire blasts in front of the party. If any of them hit a
creature it is
4 points of damage plus 1-3 points per skill level.
Expert: Recover faster and fire 5 fire blasts
Master: Throw 7 fire blasts

9. Meteor Shower 20 SP
You can summon 8 flaming rocks from the sky in a 10 foot radius
around the
target. Make sure not to be close to the target or you might get
rained on as
well. Each rock damages for 8 damage plus 1 for every skill point.
It only
works outdoors as one could probably figure out.
Expert: Fast recovery and 12 rocks fall.
Master: Faster recovery and 16 rocks fall.

10. Inferno 25 SP
Burn all monsters in sight of the party. It proves a good way to
empty out a
room full of monsters. It can only be used indoors. It causes 12
points of
damage plus 1 for every skill point.
Expert: Quick recovery
Master: Almost no recovery needed

11. Incinerate 30 SP
Target a single target and inflict a powerful fire spell. It will
happen
immediately with no misses and causes 15 points of damage plus 1-15
for every
skill point.
Expert: Fast recovery
Master: Faster recovery

B. Air Magic
1. Wizard Eye 1 SP
Reveals a map of the surrounding area and the enemies that have
noticed you.
It lasts 1 hour per point in Air Magic.
Expert: Locates new things on the map.
Master: Can see chests and items on the map.

2. Static Charge 2 SP
Jolt a single monster with 1 point of damage plus 1-5 points per
skill rank.
It is a weak spell but it never misses.
Expert: Faster recovery
Master: Fire for 0 SP

3. Protection/Elec 3 SP
Increase all the characters' resistance to electricity. It lasts 1
hour per
skill point.
Expert: Double the resistance
Master: Triple the resistance

4. Sparks 4 SP
Shoot three balls of lightning into the room that bounce around until
they hit
something. It is best used in rooms with lots of weak monsters. It
does 2
points of damage plus 1 for every skill point.
Expert: Recover faster and shoot five bolts.
Master: Recover even faster and shoot seven bolts.
5. Feather Fall 5 SP
Cast to prevent damage to the party due to falling. It lasts for 5
minutes per
skill point.
Expert: 10 minutes per skill rank.
Master: 1 hour per sklill rank.

6. Shield 8 SP
Slow down shooting attacks against the caster or castee such as
arrows and cut
the damage done in half. It lasts 5 minutes per skill rank.
Expert: Lasts 15 minutes per skill rank.
Master: Affects the entire party.

7. Lightning Bolt 10 SP
Throw a lightning bolt from the caster's hand to a single target. It
always
hits and does 1-8 damage per skill rank. It is one of the most
effective
spells for its worth and cost.
Expert: Fast recovery
Master: Faster recovery

8. Jump 15 SP
Vaults the entire party into the air and forward landing them safely
a good
distance away.
Expert: Fast recovery
Master: Faster recovery

9. Implosion 20 SP
Destroy the air around a single target. The inrush of the
surrounding air
causes a thunderclap causing 10 points of damage plus 1-10 per skill
point.
Expert: Fast recovery
Master: Faster still.

10. Fly 25 SP
Give the party flying abilities. It gives 5 minutes per skill rank.
It can
only be used outdoors and will continue to drain SP while in use.
Expert: 10 minutes per skill rank.
Master: 1 hour per skill rank and it doesn't drain spell points.

11. Starburst 30 SP
Kind of like meteor shower, you call upon the stars to fall upon a
group of
enemies. Don't get caught in the blast which will be a 20 foot
radius. Each
star's damage is 20 points plus 1 per every skill point. It only
works
outdoors, obviously.
Expert: Call upon 12 stars
Master: Call upon 16 stars

C. Water Magic
1. Awaken 1 SP
Cast an alarm awakening any sleeping characters that have been asleep
a certain
amount of time. It removes 3 minutes per skill point.
Expert: Remove an hour per skill point.
Master: Remove a day per skill point.

2. Cold Beam 2 SP
Target a single monster with a small blast of extreme cold for a
moment. It's
weak but true. It hits for 2-6 points
Expert: Recover faster
Master: Cast without a SP cost.

3. Protection/Cold 3 SP
Increase the party's resistance to cold. 1 point of resistance per
skill point
and lasts for 1 hour per.
Expert: Double the resistance
Master: Triple the resistance

4. Poison Spray 4 SP
Fire 1 shot of poison in front of you. It doesn't do much damage but
it burns
almost all monsters. Damage is 2 HP plus 1-2 per skill rank.
Expert: Fire 3 shots
Master: Fire 5 shots

5. Water Walk 5 SP
Walk along the surface of water without swimming or taking damage by
drowning.
It gives 5 minutes per skill point. It also drains magic at anytime
it is in
use even when a master of water magic.
Expert: 10 minutes per skill point
Master: 1 hour per skill point.

6. Ice Bolt 8 SP
Fire an ice bolt at a single enemy causing 1-7 points per skill rank.
It
always hits.
Expert: Fast recovery
Master: Faster still

7. Enchant Item 10 SP
Attempt to make an ordinary item magical. The chance for success
depends on
the skill level.
Expert: Make better magic items.
Master: Be able to enchant weapons

8. Acid Burst 15 SP
Target a single monster with a acid blast that causes 1-9 points of
damage per
skill rank.
Expert: Fast recovery
Master: Faster recovery

9. Town Portal 25 SP
Transport the party to the last town that they visited. It only
works outdoors
and the chance of success is depending on the skill rank. The town
has to be a
main town like Blackshire or Free Haven, not such as Bootleg Bay's
town or
Kriegspire.
Expert: It works indoors.
Master: Choose the town.

10. Ice Blast 25 SP


Shoot a ball of ice at a single target. When the ball hits, it
explodes into
shards and damages all creatures aound it. The shards bounce around
the room
until they melt or strike something and do 12 points of damage plus
1-2 per
skill rank.
Expert: Fast recovery
Master: Faster still

11. Lloyd's Beacon 30 SP


You can place a marker at a place you want to return to later in the
game.
They wear off after a certain amount of time that depends on your
rank in water
magic. It wears off after 1 hour per skill point.
Expert: Set up to three beacons that last 1 day per skill rank
Master: Set up to five beacons that last 1 week per skill rank.

D. Earth Magic
1. Stun 1 SP
This spell does not injure enemies, it just knocks them backward with
magical
force. It also makes them go through recovery time. This way you
can escape
or attack a few more times.
Expert: Better effect
Master: Best effect

2. Magic Arrow 2 SP
Fire a single arrow with magical aura on it. It has the chances of
hitting as
a regular arrow. It will do 2 points of damage with an extra 1-6 for
every
skill point if it hits anything.
Expert: Costs 1 SP
Master: Costs 0 SP

3. Protection/Magic 3 SP
Increase the party's resistance to magical attacks. It lasts 1 hour
and adds
1 point of resistance per skill point.
Expert: Doubles resistance
Master: Triples resistance

4. Deadly Swarm 4 SP
Summon a swarm of flying insects to attack a single enemy. It never
misses and
does some damage at 5 points plus 1-3 for every skill point.
Expert: Fast recovery
Master: Faster still

5. Stone Skin 5 SP
Increase the armor class of a single character by 5 for 4 minutes
plus 5
minutes per point of skill.
Expert: 15 minutes per skill point
Master: Affects the entire party

6. Blades 8 SP
Shoot a blade wheel at a single target for 1-5 damage per point in
Earth Magic.
It's accuracy also depends on the skill points.
Expert: Fast recovery
Master: Faster still

7. Stone To Flesh 10 SP
Remove the STONED condition from a single character if they have been
stoned
for less than 3 minutes per skill point. You don't even have to
worry about
being arrested.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

8. Rock Blast 15 SP
Throw a magical stone into the air and it will bounce around and
explode when
it hits something. It damages for 1-8 points per skill point
everything within
a radius of 20 feet, even your party.
Expert: Fast recovery
Master: Faster still

9. Turn To Stone 20 SP
Temporarily turn a creature to stone for 5 minutes per every skill
point.
However they are invincible while they are a statue.
Expert: 10 minutes per skill point
Master: 20 minutes per skill point

10. Death Blossom 25 SP


Like rock blast, you send a stone very high in the air and it causes
damage to
everything within 40 feet of it when it lands and explodes. Damage
is 20
points plus 1 per skill point and it can only be used outdoors.
Expert: Exploding radius is 60 feet
Master: Exploding radius is 80 feet

11. Mass Distortion 30 SP


Increase the weight of a single target enormously for a split second,
causing
massive internal damage. It damages for 25% of the monster's hit
points plus
another 2% per skill point.
Expert: Fast recovery
Master: Faster still

E. Spirit Magic
1. Spirit Arrow 1 SP
Shoot an arrow of pure energy. It does decent damage of 1-6 if it
hits.
Expert: Fast recovery
Master: Costs 0 SP

2. Bless 2 SP
Increase one character's chances of hitting a monster in hand to hand
combat or
shooting range. It lasts for 4 minutes plus 5 minutes for every
skill point.
Expert: 15 minutes per skill point.
Master: Affects entire party.

3. Healing Touch 3 SP
Heal a single character for 3-7 HP per skill point.
Expert: Heal 5-11 HP
Master: Heal 7-13 HP

4. Lucky Day 4 SP
Temporarily increase a character's luck stat by 10 plus 2 for every
skill
point. It also lasts 1 hour per skill point.
Expert: Add 3 points of luck per skill point
Master: Affect entire party

5. Remove Curse 10 SP
Remove the CURSED condition from a character if they have been cursed
less than
3 minutes per skill point of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

6. Guardian Angel 8 SP
Set up a contract with the higher powers over the land to bring your
characters
back to life if they die and put them at the last temple visited and
leave them
with 1 HP. The cost is half of the gold that the party was carrying
at the
time of death.
Expert: Revived with half HP
Master: Revived with full HP

7. Heroism 10 SP
Increase the damage that one character does during a successful
attack by 5.
It lasts for 4 minutes plus 5 minutes per skill point.
Expert: Get 15 minutes per skill point
Master: Affects entire party

8. Turn Undead 15 SP
Force all of the undead monsters on the screen to flee until the
spell runs
out. It lasts for 3 minutes plus 3 more minutes per skill point.
Expert: Fast recovery
Master: Faster still

9. Raise Dead 20 SP
Remove the DEAD condition from one character if they have been dead
less than
3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point
10. Shared Life 25 SP
Combine the hit points of the entire party and distribute them
evenly. Also
add 1 HP per skill point
Expert: Add 2 HP per skill point
Master: Add 3 HP per skill point

11. Resurrection 20 SP
Remove the ERADICATED condition from one character if they have been
eradicated
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

F. Mind Magic
1. Meditation 1 SP
Temporarily increase a single character's personality and intellect
stats by 10
each plus an extra 2 per skill point for an hour.
Expert: Add 3 points per skill point
Master: Affects entire party

2. Remove Fear 1 SP
Remove the FEAR condition from one character if they have been
fearful less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

3. Mind Blast 3 SP
Fire a bolt of mental force at a single target that causes damage to
its
nervous system. Damage is 5 points plus 1-2 points per skill point.
Expert: Fast recovery
Master: Faster recovery

4. Precision 4 SP
Temporarily increase a single character's accuracy stat by 10 plus 2
per skill
points for an hour each skill point.
Expert: Add 3 per skill point
Master: Affects entire party

5. Cure Paralysis 5 SP
Remove the PARALYZED condition from one character if they have been
paralyzed
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

6. Charm 8 SP
Take a single hostile target and calm them so they don't want to
attack you
anymore. The spell lasts for 3 minutes per skill point. Be a nice
guy because
if they get attacked, they become hostile again.
Expert: Double the duration
Master: Quadruple the duration

7. Mass Fear 10 SP
Cause all creatures in sight of the spellcaster to flee in fear for 3
minutes
per skill point. A creature taking damage from you will cause the
spell to be
broken. It also doesn't work on the undead.
Expert: Fast recovery
Master: Faster recovery

8. Feeblemind 15 SP
Remove the ability for a target to cast spells until the spell wears
off which
is 5 minutes per skill point.
Expert: Fast recovery
Master: Faster recovery

9. Cure Insanity 20 SP
Remove the INSANE condition from one character if they have been
insane less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

10. Psychic Shock 25 SP


Target a single creature with mind-damaging magic for 12 points of
damage plus
1-12 per skill point.
Expert: Fast recovery
Master: Faster recovery

11. Telekinesis 30 SP
Avoid traps by moving objects with the mind like switches, chests,
and doors
from a distance. The distance and strength depends on the skill
rank.
Expert: Double Strength
Master: Triple Strength

G. Body Magic
1. Cure Weakness 1 SP
Remove the WEAK condition from one character if they have been
weakened less
than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

2. First Aid 2 SP
Heal 5 HP on the chosen character, hands down
Expert: Heal 7 HP
Master: Heal 10 HP

3. Protection/Poison 3 SP
Increase the party's resistance to poisonous attacks. It lasts 1
hour and adds
1 point of resistance per skill point.
Expert: Doubles resistance
Master: Triples resistance

4. Harm 4 SP
Hit a single enemy with unmissable magic damage. Damage is 8 points
plus 2
points per skill point.
Expert: Fast recovery
Master: Faster recovery

5. Cure Wounds 5 SP
Heal 5 HP on a single target plus 1-2 points per skill point.
Expert: Fast recovery
Master: Faster recovery

6. Cure Poison 8 SP
Remove the POISONED condition from one character if they have been
poisoned
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

7. Speed 10 SP
Temporarily increase a single character's speed stat by 10 points
plus 2 points
per skill point.
Expert: Add 3 points per skill point
Master: Affect the entire party

8. Cure Disease 15 SP
Remove the DISEASED condition from one character if they have been
diseased
less than 3 minutes times the skill points of the caster.
Expert: Less than 1 hour per skill point
Master: Less than 1 day per skill point

9. Power 20 SP
Temporarily increase a single character's endurance stat by 10 points
plus 2
points per skill point.
Expert: Increase endurance and might by 3 points per skill point and
Master: Increase endurance and might to affect the entire party

10. Flying Fist 25 SP


The best spell for a cleric to have short of light and dark magic.
Its cost is
worth the 30 base points plus the 1-5 per skill point to throw it.
Expert: Fast recovery
Master: Faster recovery

11. Power Cure 30 SP


Restore HP to all party members. It restores 10 points plus 2 for
every skill
point.
Expert: Fast recovery
Master: Faster recovery

H. Light Magic
1. Create Food 20 SP
Make food from nothing but the spell only works if you have no food
in stock or
less than the spell would make. Create one day's worth plus light
magic skill
number/10.
Expert: Double the skill effect
Master: Triple the skill effect

2. Golden Touch 25 SP
Convert one item in a character's stock into gold. The gold you get
will be
worth about 40% of its actual worth. The skill in Light Magic gets
you a
better chance of success because if the spell fails, the item will
become
broken.
Expert: Get 60% of the item's value.
Master: Get 80% of the item's value.

3. Dispel Magic 30 SP
Remove any extras that the monsters in front of you might have casted
such as
defense spells.
Expert: Fast recovery
Master: Faster recovery

4. Slow 35 SP
Take a single monster and halve its speed and double its recovery
time. The
spell lasts for 1 minute per point of skill.
Expert: Fast recovery
Master: Faster recovery

5. Destroy Undead 40 SP
Now this is more like it. Call from the power of the gods to undo
the evil
magic that extends their unnatural lives. it does 16 points of
damage plus
1-16 for every skill point.
Expert: Fast recovery
Master: Faster recovery

6. Day of The Gods 45 SP


Simultaneously casts Power, Meditation, Speed, Lucky Day, and
Precision on all
of the characters plus the Guardian Angel spells. The spell lasts
for 1 day
and its effect is to cast all of those spells at twice the
character's Light
Magic skill to the parties' stats.
Expert: Cast the 6 spells at 3 times the skill points.
Master: Cast the 6 spells at 4 times the skill points.

7. Prismatic Light 50 SP
This spell focuses light as bright as the sun on all monsters in
sight causing
25 damage plus 1 point per skill point.
Expert: Fast recovery
Master: Faster recovery

8. Hour of Power 55 SP
Simultaneously casts Haste, Heroism, Shield, Stoneskin, and Bless on
all your
characters, adding twice the spellcaster's Light Magic skill number
to their
stats.
Expert: Cast the spells at 3 times the Light Magic skill.
Master: Cast the spells at 4 times the Light Magic skill.

9. Paralyze 60 SP
Paralyze a monster for 1 minute for every skill point. The up side
is that
they can be attacked at will without worry of being slapped back.
Heheheh!!!
Expert: Fast recovery
Master: Faster recovery

10. Sunray 130 SP


Destructive, need I say more. Prismatic Light was fake, this is
real. Gather
up the light of the sun and concentrate it on one poor little itsy
bitsy
monster. It hits for 20 damage plus 1-20 per skill point. However,
since this
one is for real, it can only be used outside and during the day.
Expert: Fast recovery
Master: Faster recovery

11. Divine Intervention 70 SP


Call upon the Gods to heal your entire party of all damage, missing
spell
points, and all abnormal conditions. This is only usable at dawn or
dusk and
can only be used once a day. Oh yeah, it ummm.....ages the caster 10
years.
Expert: It can be casted twice a day.
Master: It can be casted 3 times a day.

I. Dark Magic
1. Reanimate 20 SP
After killing a monster or NPC, you can bring it back to life with
this spell
and it will fight on your side. It depends on the number of HP it
had and your
skill level. It won't heal anyone in the party.
Experts: Reanimate bigger monsters.
Masters: Reanimate the best monsters.

2. Toxic Cloud 25 SP
Create a poisonous cloud and sends it in front of the party. Any
monster that
happens to run into it will be downed 25 points of damage plus 1-10
points per
skill point.
Expert: Fast recovery
Master: Faster recovery

3. Mass Curse 40 SP
Curse all monsters in sight of the spellcaster for 1 minute per skill
point.
Expert: 2 minutes per skill point.
Master: 4 minutes per skill point.

4. Shrapmetal 50 SP
Fire 3 shots of hot jagged metal pieces that will hit any monster
that gets in
the way inflicting 6 points of damage plus 1-6 per skill point.
Expert: Fire 5 shots per cast.
Master: Fire 7 shots per cast.

5. Shrinking Ray 60 SP
Shrink even the biggest monsters down to a more managable size. They
shrink to
half of the original size and half of the damage dealt out. It lasts
for 5
minutes per skill point.
Expert: Reduces a monster by 2/3
Master: Reduce a monster by 3/4

6. Day Of Protection 70 SP
Simultaneously casts protections from fire, cold, magic, electricity,
and
poison plus feather fall and wizard eye. The stats added equal 2
times the
caster's skill rank and it lasts for 1 day.
Expert: add 3 times the spellcaster's skill rank.
Master: add 4 times the spellcaster's skill rank.

7. Finger Of Death 80 SP
The only spell that can kill any enemy instantly by stripping the
soul from its
body. The chance for success is 3% for every skill point.
Expert: Chances upped to 4 % per skill point.
Master: Chances upped to 5 % per skill point.

8. Moon Ray 90 SP
The only spell that harms monsters in sight and helps the party at
the same
time. This spell causes 1-4 points of damage and restores the same
number of
HP to your party members. It only works outdoors and during the
nighttime.
Expert: Fast recovery
Master: Faster recovery

9. Dragon Breath 100 SP


Takes over the spellcaster's body and causes him or her to breathe a
toxic
vapors toward a single enemy but it damages all enemies within a 10
foot
radius. It is the best damaging spell you can get.
Expert: Fast recovery
Master: Faster recovery

10. Armageddon 150 SP


The drunken power spell. This spell causes 50 points of damage to
every living
thing on the map including NPCs and party members. It can only be
cast once a
day and only outdoors. NOTE: I just found this out, but this spell
doesn't
work against the undead.
Expert: Able to use the spell twice a day.
Master: Able to use the spell 3 times a day. (as if you'd need to)

11. Dark Containment 200 SP


A spell that is wrapped in total mystery. It exists in only one
place in the
world and since it hasn't been found by anyone, no one knows what it
is except
that it is a myth.
====================
VI. WALKTHROUGH <WTHR>
====================
Welcome to the main walkthrough of Might and Magic VI: The Mandate
of Heaven.
The dungeons and areas can be done in whatever order you wish but I
have
arranged them to how I feel are the easiest to hardest. This
walkthrough will
not have any extra-curricular activities like killing all of the
dragons in
Dragonsand. I will leave that fun part to you. This is basically
what you
need to do to beat the game. I will give you the dungeon paths to
chests that
are important and to quest items. But I will take you through all of
the
dungeons (even the optionals) and will solve all of the quests.
SOME TIPS BEFORE WE START:
-I will not point out when to train because only you will know when
you can do
that but I must say that Castle Ironfist's Training Grounds can train
you well
beyond 100 which should be more than enough. I will also not mention
what
skills to train on because everybody has their preferences but I
recommend a
quick expertise on bowmanship and disarm trap quickly. The list of
teachers
and where to find them can be found in section XV. Also I recommend
training
in the Water and Air Magics to mastery. Remember, Air Magic can be
trained at
a skill level of 4 as long as you are an Archmage.
-Pick up horseshoes from all the stables and every time the area
resets. Each
one will give one character 2 skill points. It doesn't sound like
much but the
points are perfect for when you are just a couple points from that
next number.
-Always try to clean out the outside area or dungeon. That is how
you rack up
the most experience. Also try to buy the Learning skill ASAP as that
will add
to your experience.
-Try to get the Fly, Water Walk, and Town Portal spells quicky and,
although it
is expensive, Lloyd's Beacon. These will probably be the most used
spells in
the game. Also try to master the Water and Air Magic skills too
although you
need to be Archmage to master Air Magic.
-Always equip the new and improved weapons for most damage dealt
possible. Use
the books to learn magic spells.
-Try to learn the Bow skill with everybody as soon as you can get to
the
Duelist's Edge in Mist or Silver Cove.
-I will also mention buildings without exact locations when I am in
towns. If
I say on top of the Buccaneer's Guild, then I'll assume you know
where it is.
If you don't know, just look for it.

WALKTHROUGH FOR MIGHT AND MAGIC VI


PRELUDE
First off to gain a little experience and gain some gold, I will
take you to a
potentially deadly area almost right off the bat. First go into the
town of
New Sorpigal and turn right into the inn. Talk to Potbello about the
letter to
get a little gold and experience and then receive the Candelabra
quest. Now go
kill some of the goblins around the town by standing behind a wall
and hitting
them while far enough away that they can't hit you. You need 2000
gold, so
search the 3 crates on the east side of the river for items and gold.
Go back
and sell these until you get the right amount of gold. Now go search
the town
for a person called the Gate Master. When you find him/her, hire for
2000 gold
and beg or threat if they don't like you. If you don't find a Gate
Master,
then save the game and reload and the NPCs will be different. While
you're
wandeing the town you can go into two northeast houses for the Spider
Queen and
Angela quests and then into Town Hall for the Goblinwatch and Sharry
quests.
Once you have the Gate Master, go to the south wall of the bank and
click the
blank wall and by magic, you receive a Fly scroll. I believe the
makers of the
game wanted one to be able to start this way. Now find the north
point of the
Buccaneer's Guild nearby and use the scroll to fly to the northern
roof. Make
sure you save the game. Hit ENTER to enter turn-based mode, wait a
couple secs
and click on the wall to the south and you will arrive at the Shrine
of the
Gods. Oh, did I mention it's surrounded by about 30-40 dragons that
will
almost instantly kill you if you are hit at this level? Quickly exit
turn mode
and run into the temple and go against the left wall so you won't be
hit. If
you get hit, then reload the game and try again. Use the Shrine to
upgrade all
of your characters' statistics by 20. Now turn to face the northwest
wall and
click on it to be taken to a secret dungeon.
---5 quests received, 1 quest completed---

NEW WORLD COMPUTING (NWC) DUNGEON


This is basically a dungeon designed to start you off well. There
are basic
items, weapons, and armor everywhere. There's also some gold laying
around the
many rooms. Don't collect anything until you've found the gold room.
From the
start, go through the eastern door and then go into the first door on
the right
and continue straight through two more doors. In the big room, go to
the door
on the left and you will see a chest. Click on this chest and you
will get 500
gold. Click on it until you get over 10,000 gold. Now basically
roam the
whole dungeon and collect the items lying around. Click on any white
boxes you
see for items. Some of them will give you endless items such as the
bottle box
and the cloak box. Do be careful because there are a couple goblins
in the
area on the east side. Also be careful not to hit any of the NPCs
walking
around or they will all attack you and killing them causes your
reputation to
drop. When you are done with this dungeon, have the Gate Master cast
Town
Portal and go to Mist.

OUTSIDE (Mist, Free Haven, New Sorpigal)


Once in Mist, go to the temple and heal and if you still have the
300+ stats,
you will now have full hit points for those stats. Go to the house
north of
the inn and buy a Duelist's Edge Guild membership for 50 gold. Now
go to the
Guild in northern Mist and buy the bow skill for everybody that
doesn't have it
and any other skill that you want. Also visit the Town Hall for the
Silver
Helm Outpost quest. Also make sure to buy as many Guild memberships
as you
can, especially the elemental and clerical spell guilds. Go to one
of these
guilds and learn the Learning skill for all characters. Now run
around this
island and kill all of the Followers of Baa and Bounty Hunters for
experience.
Talk to the person in the southern lighthouse so he activates the
teleports on
the islands. Now make sure your reputation isn't in the red. If it
is, then
donate at the temple until it's at least Average. Now enter Lord
Newton's
castle and receive his council quest (find the Hourglass of Time) and
Sorcerer
promotion quest (drink from the Fountain of Magic). Now go to the
Buccaneer's
Guild at night and buy the Disarm Trap skill for somebody and any
other skill
you see that you need now. The only other thing is to see if the
Water Guild
has the Water Walk spell.
Use the Gate Master to take you to Free Haven. Grab the 4
horseshoes from the
two stables and buy any bows you need in the southwest corner of
town. Just
explore the town and buy any Guild Memberships you might find and get
the three
quests: Find the lost artifact, rescue Sherell from the cannibals,
and retrieve
Ethric's Skull. Now go south to the water and cast Water Walk if you
found it.
If not, then use X to jump over the narrowest part of the river and
skirt the
side to avoid the Mages. Run up the hill to Castle Temper and
receive the
counsil quest (kill the devils in Devil Outpost in Kreigspire) and
the Knight
promotion quest (Seek the nomination from another Cavalier). This
one is easy.
Go back to the Free Haven town and follow the north road through
another small
village and to an inn. Enter and talk to Chadwick Blackpoole and he
will
nominate you for Cavalier. Now go back to Castle Temper and complete
the
quest. WELL DONE CAVALIERS!!! Now collect the Champions quest
(defeat the
Warlord). Now you can go back to Free Haven and train to level 5 or
6.
Now take your Gate Master and return to New Sorpigal and dismiss
her. You are
at least at level 5 and that should be enough to take out this area.
I do
recommend putting your bow skill to at least 4 right now so you can
be expert
when we go to Castle Ironfist. Anyway, now that you have a party
full of bows,
take out the goblin camp to the northeast and the mage party to the
southeast
for some gold and experience and some crates full of goodies. Don't
worry
about the islands yet. Now go to the keep south of New Sorpigal and
kill the
goblins around it and take the crate behind it. Now enter the keep
and you can
go through the first REAL dungeon.
---4 quests received, 2 council quests received, 3 promotion quests
received,
1 promotion quest completed---

GOBLINWATCH (New Sorpigal)


First, head down the righthand path and open the door. Kill the rat
and go to
the next door. Kill the 8 goblins inside and open the 12 doors in
the wall.
You will find 3 chests inside, so get your disarmer to open them and
take the
loot. You should find the Goblinwatch Code scroll. This is what the
Town Hall
wants from you, so you could leave right now and complete the quest.
When you
do this, click on evil cults to get another quest (chime of harmony).
If you
don't wish to continue in this fort, skip the next two paragraphs.
From the entrance, go in the door straight ahead. Take the right
path and
kill the goblins, rats, and bloodsuckers. Hit the switch to open two
paths.
Take the left side and kill a half-dozen goblins inside for a chest.
The other
path has nothing but rats. Go back out to the hallway and enter the
other door
and kill three goblins. Now enter the letters N-I-L-B-O-G in that
order to
open all of the doors. Go down the hallway and kill rats and
bloodsuckers.
There's a hole near the southern wall. Fall down and run to the end
of the
hall to fight a room full of mixed enemies. When they're dead,
collect the
chest treasures but watch out for the 2nd chest from the left that
will drop
3 Goblin Shamans into the room. Now follow the green path to a door,
open it
and go straight until you find another door. You're back at the
entrance room.
You may take this time to go rest or sell/identify/fix items.
When you come back, go back down and take the righthand path going
down a
ramp. There are goblins on the left and rats on the right. There's
usually
treasure on the tables. Keep going and there are more mixed enemies
in the
rooms beside the tables. Go to the end of the hallway and you will
have two
caves going off in opposite directions. These caves have quite a few
enemies
along the way. At the end of the west cave is a chest guarded by
rats and at
the end of the east cave is another chest guarded by bloodsuckers.
That's it,
exit and go take care of business in town.

ABANDONED TEMPLE OF BAA


Kill the bats and grab the treasure lying around and go down the
stairs. Go
into the righthand room and kill the cobras and take the Candelabra
from the
chest inside. Go across the hall and kill the cobras in this room
and the
spiders in the following rooms for items lying around. Now continue
down the
hall and into the cave. Kill all the bats and spiders until you get
to sparks
flying across the room from a chest. This chest usually has lots of
gold in
it but it's trapped too so beware. Continue killing bats until you
get to a
room with a mix of three classes of enemies. Go to the north and you
will meet
Angela (two quests down, one to go). Go north of this room and
follow the path
until you come to a room with hanging cages. Click on them all to
get items
but stand to the side to collect the two middle cages or a trap may
nail you.
Go back to the big room again and continue down the cave. This time
spiders
are more plentiful. When you come to a fork in the path, go left for
spiders
and nothing more. So go right and fight through the cobras and
spiders in the
room with the slope going down. Keep going down the same path and
fight boat-
loads of enemies and there's a chest at the end with some gold and
items in it.
Now go back and go down the slope that the cobras came from. Go
right for a
nest of cobras and eggs with a chest. Go left for the spider nest,
including
cobras, spiders, and the Queen Spider. Kill her to collect her heart
and go to
the back of the nest for a door with a chest behind it. Now go above
that door
and click on the portal stone to get back to the beginning of the
dungeon. Go
back to town and take care of business.

OUTSIDE (New Sorpigal, Ironfist)


Get the experience and rewards from the three Abandoned Temple
quests and sell
the cobra eggs to the guy in the house behind the inn. You can
probably now go
out to the eastern island and fight the mages and goblins and maybe
learn Water
Magic expertise. When you are done, hitch a stagecoach or boat to
Ironfist
area. If neither are there, then walk west along the north water
line and you
will appear near the town.
Go to the house near the stables that the road leads up to and get
another
quest (find Andrew's Harp) and a membership to the Berserker's Fury
Guild. Now
you can train to expert bow if you want and join the Mind guild. Go
up the
hill to the Castle Town and explore here for more guild memberships
and experts
but go to the main castle when you're done and give the letter to
Regeant
Humphrey and then receive his counsil quest (Find Lord Kilburn's
Shield) and
the Paladin promotion quest (save damsel in distress). Talk to him
again to be
told who you might save. Now talk to Nicolai Ironfist about boredom
and he'll
come with you (but will run away the first time you rest). He will
be known as
"kidnapped" and you will not have access to the castle until you
rescue him,
but we must wait until April to do that and since I don't know when
it will be
April for you, go into Blackshire in April, Mire of the Damned in
August, or
Bootleg Bay in October and go to the circus and search the biggest
tent and he
will rejoin you and you can take him back to his castle. But let's
take care
of some quests in this area first. Take the trail southwest of the
castle and
kill the Followers of Baa and Lizardmen that get in the way until you
come to a
large temple. Enter the Temple of Baa.
---3 quests completed, 2 quest received, 1 council quest received, 1
promotion
quest received---

TEMPLE OF BAA (Ironfist)


Enter the main room and click on the doors in this order: north,
east, west,
south, and they will open. The four cave paths in this room are full
of Baa
Priests, spiders, and skeletons and they offer some small resistances
and some
small treasures and some scrolls in Skull Piles if you have a couple
levels of
Perception. When you are ready, click on the chest with your
disarmer and grab
the loot and a key. HOWEVER, when you close the chest, you will be
attacked
from all sides by Acolytes and skeletons. It's best to run back to
the room
that you started in and let everything get caught down the step and
pick them
off one by one when they appear from behind the walls. Meanwhile,
you'll be a
step up where they can't go. When you are able to clear out this big
room, go
south and to the end of the hall where you can find a hidden STORE
ROOM KEY in
the statue. Go open the door that opens nearby to the east and
skeletons and
acolytes will appear and come after you and they will every time you
open one
of the four doors in this area. In the chest in here is the
BATHHOUSE KEY. Go
across the big room north now and open the door on the right. This
chest has a
different STORE ROOM KEY. Take it back south again and open the
western door.
In this door is the SECRET DOOR KEY. Keep this for later. As for
the other
northern room, use the key you found in the center chest to open it
and that
chest has the TREASURE ROOM KEY which we will also save for later.
Now take the east path but watch out for the Fireball trap. Wind
around the
path and kill the priests and enter the main temple room. There are
a few
Acolytes, Clerics, and Priests at the altar so take extreme care
getting close.
As soon as you approach the altar, go behind it and you will hear a
GONG and
"OH MY GOD", it called every skeleton in this game, the rest of the
M&M series,
and every other role playing game ever created, together into the
same room and
their mission is your death. There is an escape though. Remember
the secret
door key? Click it on the wall behind the altar and wahlah, an
escape route.
Turn left and go as far as you can and click on the wall on the west
end of the
path overlooking the temple. The secret door key will open the wall
and you
can collect the Chime of Harmony along with another TREASURE ROOM
KEY. Go back
and go down the other path to a mirrored ledge and another treasure
room at the
end with bags of money inside. On your way back down this corridor,
look for
the torch with no description on what it is and click it for a free
5000 gold.
Now the best way to get out of here is to lure the nearby skeletons
to the wall
below the ledge and then jump over them and run for the door. Or you
can pick
some of them off with arrows. The good thing here is that they put
so many
enemies in this room that the game doesn't have enough speed to move
them all
so some of them may sit there and let you attack them. Either way,
you are
done in here. Return to the town and take care of business.

SHADOW GUILD (Ironfist)


From the lower town, take the path that goes northwest and fight
your way
through the Followers of Baa and Lizardmen and you will come to a
door in the
hillside. Let's go rescue Sharry in the Shadow Guild.
Take the first left and open the door and kill the thieves burglars
and
robbers. Hit the switch on the right as you enter the room and go
back down
the hall past where the wall just opened and kill the thugs. The two
rooms on
the right haven't got much except more thief classes and some gold
and a Scroll
from the King of Thieves which is worthless. Open the door on the
far left in
the hall and be prepared to get attacked by thugs to brigands. After
they are
dead, enter the room and cross it. The chest doesn't have much so
enter the
hallway on the other side and kill some more thieves. Head south in
this hall
and the room on the right has thieves but a couple nice goodies in
the barrels
and the fire. The room on the left has another switch in the wall
along with
loads of barrels, bags, and treasure bags. Head up the hall and kill
some more
higher thugs. Open the room on the right for a mixture of thieves
and thugs
but this is an important room which has a chest that has lots of
treasure and
a GUILD KEY. Take this key to the locked door in the east hall and
open it.
Jump over the square in front of the door or a trap will blast you.
You will
meet Sharry in here. You are done with this dungeon so go back to
Ironfist
town for anything you need to do.

OUTSIDE (Ironfist, New Sorpigal)


Now take the quickest way you can back to New Sorpigal through horse
or boat
or just plain walking and go to Town Hall to complete the two quests.
Here is
where you can train to expert in any magics if you need to and then
head back
to Ironfist. I want to go to Free Haven now so wait until Tuesday or
Saturday
for the stagecoach. While we're waiting, we might as well go do the
Dragoon's
Caverns now, all it is is thug classes and a couple armored fighters.
Head
south on the road from Ironfist and then south again and turn left
and you will
find the cave in the hillside surrounded by lizardmen. Enter.
---2 quests completed---

DRAGOON'S CAVERNS (Ironfist)


When you enter, don't worry about the overlook with thugs, but keep
going and
kill the thugs in the hall. Open the door to the left and go down
the long
corridor. Don't worry about the first two doors but go to the end
and there
are thugs inside. If they are moving, you can hit them through the
door if you
move to the right side of the door and can see them, but they can't
hit you.
Enter the room and click on the north wall to open a secret room.
Hit the
switches to open a door somewhere in the temple. Now go back to the
first hall
and enter the other door. Watch out for more thugs you can hit
through the
left side of the door. Now enter the door that is already open (good
switches)
and proceed to ride the elevator down but there are more thugs at the
bottom.
Go through the door on the west side and the first door has 3 thugs
and a chest
inside. The second door (north) has an Armored Fighter inside. He
can be
tough but he's the only enemy inside the room. Hit the switch and go
back to
the first door and a new hall will have opened up. There's some
sacks and a
chest in here. The Shadow Guild orders scroll is useless but the
treasure is
nice. Go back and continue down the hall to the door at the end.
Here is what
the overlook looks at so be prepared for a few thugs in here. Go
across the
bridge and enter the hallway on the other side. Go right when you
can and you
will kill more thugs and eventually come to an elevator again. Keep
going and
you will find a room that splits. To the right is another chest. Go
left to
continue. Go into the big hall and go past the door on the left.
Kill the
thugs and go back to that door and kill the thugs inside. There are
two chests
in here with mediocre stuff in them. Now go to the big doors and run
back and
forth along the door to activate the enemies. Hit them through the
crack in
the middle of the doors to avoid fighting the Veteran because he'll
probably
kill you at this level. Once he's dead, you can open the doors and
there are
six chests inside. But 5 of them are not chests but warps to
somewhere else in
the dungeon. Click on the 2nd chest from the left to get the HARP
and some
other stuff. There's a bit more enemies and experience in this
dungeon but you
can leave now. I wouldn't recommend facing the oozes yet anyway
because they
can only be killed by magic and you'd run out of SP too fast. So
let's get out
of here and you can come back later when you're more experienced and
clean the
rest of it out. Take the Harp back to Andrew by the stables and take
care of
any other needs.
---1 quest completed---

OUTSIDE (Ironfist, Free Haven, Blackshire, Bootleg Bay)


Now wait for a Tuesday or Saturday and take a stagecoach to Free
Haven. With
a cache of gold built up, I usually go look for Fly, Town Portal,
Jump, and (if
I can afford it) Lloyd's Beacon from the guilds in western Free
Haven. Since I
was able to buy all of these in this visit, barely, I will assume you
at least
have Fly, TP, and Jump. Also, by now it is April for me so walk the
western
road to the inn where you got the nomination and head west to
Blackshire. Cast
Fly and raise up a little and head along the north side of the road
to the
circus and if it's April, the giant tent will have Prince Nicolai
inside. Talk
to him and he will join you. While you are here, watch out for the
air beasts
and fly west to the town of Blackshire. Fly to the mountainside and
kill the
werewolves by shooting while flying. Don't fly too high though
because at this
level, the spell won't last very long and you don't want to fall from
the
highest point in the sky. Skirt the mountains going east and you
will come to
a treasure chest surrounded by more werewolves. When you can get at
the chest,
save the game and open it. The trap may hurt you even at expert
level but
inside is Lord Kilburn's Shield. Now go enter town and rest or heal
if you
need to. In here, you can get the memberships to the light and dark
guilds
along with the Smuggler's Guild, along with 3 quests: (place 5
statuettes, stop
the werewolf curse in town, and find Emmanuel in Temple of the
Snake).
Now trying to use stagecoaches or boats, we need to go back to
Ironfist. Go
back to Free Haven and fly to the southeast corner and walk out of
the area on
a diagonal and you can go straight to the northwest corner of
Ironfist area. So
10 days later, you can go return Prince Nicolai to his castle and
then get your
experience and council approval from Regeant Humphrey. Now see if
the boat is
going to Bootleg Bay. If it's not, walk due north along the east
side to get
there in 5 days. If you use the boat, cast fly or water walk and go
south to
get back to the mainland and go to the far eastern shore and kill the
cannibals
and lizardmen. Don't worry about this temple but walk east and touch
the black
screen on the obelisk and you will get a clue that will be copied in
your Auto
Notes. Now go along the shore east and kill everything you encounter
until you
find a fountain. Drink from it to restore hit points and... oh
yeah... that's
the Fountain of Magic. You have completed a quest for the Lord in
Mist. Keep
going east and you will go into a town. Do what you need to do but
stop in the
temple in the eastern part of town. Talk to the acolyte in the right
door and
he will give you a quest (destroy the evil crystal). Go further east
and kill
more cannibals and lizards and enter the temple you come to
---4 quests received, 1 quest complete, 1 council quest complete, 1
obelisk---

TEMPLE OF THE FIST (Bootleg Bay)


This temple is small and don't enter the room with the skull pile.
Take the
left path for lots of rats and a couple items and a switch in a
secret area in
the northwest room. If you have an expert in perception, you can
pull a scroll
out of the skull pile but don't enter the room itself. Now take the
right path
and you will come to a door. Inside are three Monks. Kill them and
take the
treasure from the cabinet. Continue up the hallway and you will
encounter more
monks and another cabinet with a useless scroll inside. Go up the
incline and
you will come to the final room with about 8-10 monks inside. After
they are
dead, touch the crystal to destroy it and you are done here already.
Head back
to the town's temple to collect your reward.
---1 quest completed---

OUTSIDE (Bootleg Bay)


You can kill all of the cannibals around the area and get a couple
chests and
some human bones that you can sell later (but it will lower your
reputation).
Take fly or water walk and you can go to the different islands and
kill lizards
and cannibals and discover two dungeons on the island. There's also
an island
that has one of the pedestals in the statuette quest so place it
there on a
small north island. Now go east of that island and enter the Temple
of Tsantsa
on the northeast island.
---1 statuette placed---

TEMPLE OF TSANTSA (Bootleg Bay)


This temple has lots of passages and can get confusing but all it
has are
cannibals and cobras inside. Go up the stairs and you will see some
cannibals
but they won't see you, so pick them off one by one. Head to the
right and you
will come to a room with cannibals and cobras. Take the right path
for more
cannibals in the two rooms and a secret room in the back with lots of
gold. Go
back to the hallway and walk across the next room on top of the
swirling part
of the floor or the room will hurt you. Take the first left and kill
again and
flip the switch inside. These halls are filled with cannibals so I'm
not going
to mention to kill them. Continue around the outside path and you
will come to
another room to the left that has both enemies in it. There's
another switch
in here. Keep going the same way again and you can kill some
cannibals across
a pit. The next room on the left has more enemies and another switch
inside.
Continue on in the same hallway and another room on the left will
have snakes
and another switch inside. This will release some cannibals behind
you so kill
them and keep going down the hall. Enter the door on the far end and
kill
cannibals inside. Go through the next door and more enemies will
appear in
either room on the side. Keep going straight and you'll make a full
lap around
the temple. Now go down some of the paths that you missed and
there's another
switch in the room south of the middle. Go around the rooms in the
southwest
and you'll find a CELL KEY in one of the chests. Go around the
outside rooms
to the west for more chests and in the northeasternmost room is the
final
switch which opens the two big doors to the central room.
There are loads of snakes in here along with lots more cannibals.
Lure them
out a few at a time until they are almost gone and then enter the
room and kill
the rest. Go to the north end of the room and down the stairs to
kill more
canibals. Go right for a chest and a lot of cobras. Go left for an
empty
chest and a door to the north. Enter the door and go down to the
cell and open
it with the key and you will meet Sherell and she will accompany you
back to
Free Haven. That's it in this temple. The best thing to do now is
since Free
Haven was the last big town you visited, use Town Portal to warp
there. Or you
can exit the temple and walk.

OUTSIDE (Free Haven, Mist)


Take Sherell back to her house in east FH for your reward. Now wait
for
Monday or Thursday and take the boat to Mist. Train if you need to
skip days.
When you get there, go up to the castle and get your promotion to
Wizard and
then your quest to become Archmage (Carlogan's Estate). Now let's go
into the
portal that was opened earlier. Kill all of the Followers of Baa and
Catpurses
on the islands that are connected by bridges. There's a chest on
each island
that has enemies on it. There's nothing extremely important but
experience and
treasure. Also at the end of the islands, you can collect another
Obelisk
clue. Enter the portal nearby the obelisk to return to Mist. Now go
to the
building in the southeast of town. This is the Silver Helm Outpost.
---1 quest completed, 1 promotion quest completed, 1 promotion quest
received,
1 obelisk---

SILVER HELM OUTPOST (Mist)


The room on the right has some guards inside but nothing more. Turn
the corner
and kill the swordsmen and monks inside the main room. Starting with
the left
door and going clockwise, the rooms are as follows:
1. The temple with monks inside. There's a book in one of the pews
but that's
it.
2. Many swordsmen await with a monk inside. Go through the door and
go south
through another where a Master Monk awaits. Kill him and hit the
switch in the
wall. Save the game and open the chest. Sometimes the trap goes off
and maybe
not. Here is the scroll that ends your Mist quest here. One more
quest to
finish though. Go back out and into the new room that opened.
There's more
swordsmen in here. There's two loaded chests in here and it includes
a key to
Gharik's Lab. We'll save that for later. You can exit through the
temple room
now.
3. The southeast room has 5 stat barrels and some food bags.
4. Some guards including Captains await. And when you think you're
done, some
monks are in the 2nd room guarding a couple barrels and more food
bags.
5. A bunch of swordsmen in their sleeping quarters.
6. Some guards and swordsmen on a straw floor.
7. Most important path: There are some guards in the room on the
right. Enter
the first door to release a prisoner and get a hint about a hidden
door nearby.
Go to the wall at the end and open that hidden door. Watch out for
some Capts.
and Lieutinants on the right and hit the switch in their room. Come
out and
run up the incline of platforms that appeared. Do this three times
and you'll
be on an elevator. At the top, do not touch the murals. Go right
for a secret
door with two chests inside. Go left and you will find Melody
Silver, a Damsel
in distress. You're done here, just exit the temple. Oops, the
secret door
closed. Open it again and some swordsmen and guards will appear in
the hallway
at the entrance. Kill and exit.

OUTSIDE (Mist, Ironfist)


Go to the Town Hall and turn in the Enemies List Scroll for your
experience
and quest fofilled. NOTE: I just trained and with the help of
horseshoes, got
a sorcerer up to Master of Water so I can choose my towns in town
portal. So I
will probably be jumping towns pretty quickly.
Go to Monday, Wednesday, or Friday and sail to Ironfist. Set a
beacon in Mist
if you have it and can't Town Portal on a master level. Go up to the
castle
and return Melody Silver to Humphrey. WELL DONE CRUSADERS!!! Now
get your
Heros quest (slay a named dragon). Now set a beacon here if you've
bought it
because we'll need to come back later. Now I hate to say it but it
looks like
Carlogan's Estate is next. I'm not very fond of this dungeon, but it
has to be
done for the Archmage promotion. Go to the southwest corner of the
Ironfist
area and kill the Baa Followers, lizardmen, and for some reason
bloodsuckers.
Enter the manor.
---1 quest completed, 1 promotion quest completed, 1 promotion quest
received--

CARLOGAN'S ESTATE (Ironfist)


I will make it known again that I dispise this dungeon. It always
seems like
I can't hit anything in this dungeon with arrows and every spector
knocks you
cold in one hit.
Open the first door. Both directions have ghosts behind the doors
but the
left room has a door that won't budge. Kill the ghosts inside anyway
and then
go right and kill the ghosts in here. Go north and kill more ghosts.
Inside
the next door are more damned ghosts and it seems like 80% are
spectors. Kill
them and head right where more spirits are in the hallway. Wind
around and go
to the end of the hallway. Inside are more ghosts and a mediocre
treasure
chest. Go back in the hallway and take the first turn north for more
ghosts
and a coffin with a heavy trap on it. Go back and down the south
path that is
next in the hallway for... suprise... skeletons not ghosts, but
there's nothing
much in this room. Go back more and take the next north path for a
large
mixture of skeletons and ghosts with three coffins inside but there
aren't any
traps on them. Go back to the final north path that we passed and
follow it.
In the first door are skeletons and trash piles with nothing in them.
Continue
down the next hall and you will overlook a huge room with lots of
skeletons and
ghosts inside. Go back out and let the ghosts come up to you in the
hall.
Leave the skeletons be for now and walk carefully over the narrow
ledge to
another door and enter it.
There are skeletons in the next hallway but let them come to you
first or you
will never collect their loot. Once you enter the hallway, you'll go
forward
to the end of the hall through teleport. Watch out, in the second
fissure are
three ghosts. Go through the hallway. In the path on the left are
more ghosts
and usually a pile of gold on the floor. Continue and you will come
to another
room full of skeletons and ghosts below you. Once again, lure the
ghosts out
and kill them in the long hallway. On the other side is a room with
skeletons
and a trapped chest. Go west through two doors to kill more ghosts
and press
the switch in this room. Now you need to backtrack all the way to
the start of
the dungeon.
Enter the room on the left that had the door that wouldn't open but
it's open
now. Go alllll the way around the winding hallway killing ghosts.
At the end
are some skeletons. Remember this well, we'll jump down it later.
Go south
through the door and kill more ghosts and skeletons. I wish I had
telekinesis
by now, I'd hit that switch in the first fissure. Go down the one
that has no
bones in it and click the wall for a secret door that has treasure on
the floor
and a chest in it. Go south and open the door to the east and take
the left
path and kill some ghosts and hit the switch in the room. Continue
into a room
with skeletons that we've been in already. Remember this room too.
Take the
door on the left and kill some ghosts and skeletons in the hall and
you will
end up back near the start. Go back down the winding hallway to
where the
empty well was and jump down it. The best thing to do is enter turn
based,
open the door and have a sorcerer jump you out of the well and kill
the ghosts
as they emerge from the well. Go along this corridor killing more
ghosts and
skeletons and hit the switch on the north path. Follow this path to
where it
splits. Head south to get to the other big skeleton room but the
chest doesn't
have much. Head north to come out at the water well.
You may want to rest up in this almost empty dungeon. Head back to
the empty
well room and go south and into the first fissure and press the final
switch.
Go forward in this hallway until you come to the skelton room from
before. Aha,
there's a new doorway there. Save the game and head down it to the
door. Once
you open the door, if you run, you will be teleported to the back of
the room.
There are skeletons inside along with Carlogan (a Power Lich). He's
pretty
tough on an early level but hopefully you can take him. Once you run
back,
some ghost will appear too. But when everything is dead, carefully
open the
trapped chest and get the Crystal of Terrax.

OUTSIDE (Mist, Silver Cove, Frozen Highlands, Kreigspire, Mire of the


Damned)
No matter if you've mastered water yet, Town Portal will take you to
Mist if
that's the last town you visited. So leave the dungeon and go there.
Go up to
the castle and give Newton the Crystal and WELL DONE ARCHMAGES!!!
Now if you
have expertise in Air Magic, go to south Mist and find the Air Master
and train
your archmage(s). Get to Silver Cove by boat on Monday or Thursday
from Mist.
BIG NOTE: I WILL, FROM HERE ON OUT, ASSUME YOU HAVE TOWN PORTAL, FLY
AND
LLOYD'S BEACON ON A MASTER LEVEL, SO GET THOSE SPELLS IF YOU DON'T
HAVE THEM
FROM THE FREE HAVEN GUILDS!!!
Once in Silver Cove, head up to Lady Fleise's castle but be careful
not to let
the gargoyle's come too close right now. Get the council quest from
her (fix
the stable prices) and promotion quest (pray in the circle of stones
on Mar 20,
June 21, Sept 23, or Dec 21). All you have to do is go north of
Silver Cove on
an island on one of these equinox days and she will contact you. You
can do
this quest at your leisure and then get her other promotion quest
(Pray at the
Temple of the Moon during a full moon at midnight). As for her
counsil quest,
visit the stables at: Silver Cove, White Cap, Kreigspire, Blackshire,
Free
Haven(x2), Darkmoor, Ironfist, and New Sorpigal, and talk about Price
Fixing
and then return to her for big experience and her approval on the
counsil.
Also while you are in town, there's a house near the castle with a
quest to
deface the altar in the monolith.
Now take flight and head west until you get to the Frozen Highlands.
Fly over
to the village to the west near Castle Stone. Talk to him to get his
counsil
quest (capture the Prince of Thieves) and promotion quest (restore
Free Haven
temple). Now cast a beacon here if you want but cast Town Portal and
go to
White Cap so you don't get Harpyfied. Take up flight and fly to the
castle due
west of White Cap. Watch out for the archers inside the gates but
talk to Eric
Stromgard to get his counsil quest (stop winter) and promotion quest
(retrieve
dragon tower keys). Now fly over the castle and touch the Obelisk
clue behind
it.
Now head west from this area into Kreigspire. Cast Fly and head to
the south
to the snowy mountians. Fly to the top and fly along them west until
you come
to a house on the mountain. Talk to the Hermit on the Mountain and
he will
stop the winter. Now fly south into the town of Kreigspire. This is
a good
chance to fix the stable prices. You can find a quest in the eastern
house
(find the jeweled egg which I can't do in my version of this game).
You can
fly to the northwest area and find one of the pedestals to set the
statue on,
that's 2. There's also an obelisk to the southeast of the pedestal.
Teleport
back to White Cap and go talk to Stromgard to get his counsil
approval. You
may want to set a beacon here but either way, warp to Free Haven and
head
southwest so that you enter Mire Of The Damned on the west side.
If you went far west enough, you can fly straight south into
Darkmoor town.
Kill the skeletons and ghosts around the area. There is a door on
the outside
of town to the north that leads to the inn. Talk to Smithers inside
and get
a quest from him (Kill Snergle) and another quest on the raised
walkways from
Terry Ros (destroy the book of Lichs). The other thing to do is fix
the stable
price here in the south part of town. Now, set a beacon here and you
can go to
the southern part of the island and kill some harpys and place the
third statue
on a pedestal here. Now fly to the northeastern side of the Mire.
Be careful
not to get cursed by the Harpy Witches. You will find a cave in the
hillside
near the water and guarded by ghosts. Enter Snergle's Iron Mines.
---2 promotion quests completed, 3 council quests received, 4
promotion quests
received, 4 quests received, 2 obelisks, 2 council quests completed,
2 statuettes placed---

SNERGLE'S IRON MINES (Mire of the Damned)


Know that the water on the left gives Spell Points and the water on
the right
gives Hit Points, but only so many times. In the hallway to the
right are lots
of Ooze enemies that can only be killed with magic. Fireball works
wonders to
hit many at a time. Go left to the big room and walk around to wake
the dwarfs
up inside and hit them through the middle of the closed door. lol
After they
are dead, open the door and kill any that are left and go right and
up the
stairs. Have a sorcerer with high intellect open the door. Search
the shelves
for free spell books and go back out and continue up the hallway.
Inside the
door are some Dwarf Lords and oozes. Go south from there and fight
soem dwarf
warriors. There are treasures lying around here and there too.
Continue down
this path and at the end are some more high ranked dwarves. Inside
is a pile
of gold and a chest with a CELL KEY inside. Go back to the beginning
of the
cavern and kill the dwarves and devil spawn that were dumb enough to
appear in
the big room.
Go down the oozing hallway and the first left has many oozes inside.
There
are food sacks lining the room. Go north and in the next room are
gold sacks
and another door. This door leads to a room full of dwarves and
devil spawns
and even a couple oozes. Inside are two long cabinets full of gold
and some
item sacks. Go back to the main hall and to down the path with many
paths
leading away from it. All four rooms have dwarves inside. You can
find three
openable cabinets. Now go to the double doors and activate all the
dwarves
inside and hit them through the doors again. Inside, go to the
secret path to
the east. There are 3 devil spawns in here and four chests. Inside
are lousy
items if you ask me including an Orders From Snergle scroll. Go back
a room
and go to the north and go around the winding path and you'll run
into some
oozes. Kill them and continue. At the end of the hallway, when you
run up to
the door, it'll open on it's own and dwarves and devils will attack.
Go in the
first room on the right and open the cell door with the key and a
dwarf locked
up inside will give you Snergle's Room Key. This is all you need.
If you get
into the far room where all the enemies are, the cabinet inside as
far as I
know is EMPTY..... yeah thanks. *cough* *jerks* *cough* You are done
in here.

INTERMISSION
Either use the beacon you created in Ironfist or exit this dungeon
and go east
into Ironfist. Snergle's Cavern is right there on the far west side.
Enter so
we can put an end to this ***hole.

SNERGLE'S CAVERNS (Ironfist)


Trust me, set a beacon NOW!!! You WILL need it later. Around the
corner are
some lower dwarves. Make your way through the tunnels and save the
game every
time you come to a gold vain so you can reload it if you have a cave-
in. After
three of them, you'll run into some dwarf lords. Keep going and you
come to a
room with a few dozen bats and a lad of dwarves. The dwarves are
below the
ledge however and can be hit from above without causing damage to
you. When
everything is dead, check the waterfall for an item and the crystals
to see if
they become gems. Go west and kill all the bats in the three
corridors. Click
the bones to become more resistant to poison. Now go back to the
crystal room
and go north. Ugh, more dwarves. Go to the end and go south and
check the gem
vein. Go back and go east to check two more gem veins. Continue
north and
kill some bats and check the gold vein behind them. Go further and
murdet some
more dwarves but don't drink the black liquid in the barrels. Go to
the
elevator and go up.
There are loads more dwarves and bats in here. Go back down the
elevator
after they have seen you and pick them off with arrows from below
while in turn
based mode. When they're all dead, you'll probably have a few more
bats in the
room but go in and check the crystals and push the white switch to
open a door
to the west. There's bats and some treasures on the floor. Go north
when you
are ready and kill the bats in the area and check the veins. Now go
to the
locked door and go turn-based. Open the door and dwarves will appear
all over
the place. Use your beacon to go back to the start and you are out
of a BIG
mess. Go through the cavern again and fight your way through them.
The room
has loads so the battle will probably take a long time. Make sure to
take
Snergle's body when you're done so you can grab SNERGLE'S AXE. Take
the items
in the chest and hit the switch on the chair to open another door in
this room.
There are a few bats here and some bones that give you +5 Might and
the other
set warp you back to the entrance. Take Snergle's Axe back to the
Darkmoor inn
and show it to Smithers. Quest complete, dungeons complete.
---1 quest completed---

OUTSIDE (Free Haven, Frozen Highlands)


Warp to Free Haven and go to the house northwest of the Alchemy
store and talk
to the carpenter inside and hire him. Now go further northwest to
where the
burned temple is and enter the house on the west of this road. Hire
the stone
cutter and take them both into the temple. Quest complete. If you
can warp
there, use your White Cap warp or beacon to go back to Castle Stone
and get
your PRIEST STATUS. Now get your next promotion quest from him (put
Sacred
Chalice in rebuilt temple). If you need to walk, then wait until
after the
next dungeon to go there so you can complete both quests at once.
Enter the
Free Haven sewers from the northern house behind the Mind Guild.
---1 promotion quest completed, 1 promotion quest received---

FREE HAVEN SEWERS (Free Haven)


Kill the rats in the area and notice the locked door. Go down the
west path
and kill more rats. When you come to a row of small sewer grates,
click on the
first one to find a key. Go back and grab the loads of treasure in
that locked
door. Now go back to the sewer grates and go south and take the
first right
turn. Kill the priests and continue. Get as far to the west as you
can. Only
rats get in the way until you come to a T in the path. Kill the
priests and go
north. Kill some more rats and priests in the area and go west
again. Go
north to the room that darkens. Go to the back and click on the
weird wall to
open a secret room. Take the chest and click on the bed. Hello,
Prince of
Thieves. Take him back to Lord Stone for his council approval.
---1 Council quest completed---

OUTSIDE (Bootleg Bay)


Warp to Free Haven and go east to Bootleg Bay. From the Temple of
the Fist,
fly directly northeast to come to the Temple of the Sun and enter.

TEMPLE OF THE SUN (Bootleg Bay)


Right in front of you are a bunch of Monks, so be prepared to be
shot at right
away. The best thing to do will be to dive into one of the alcoves
near the
beginning and let them come and get you. When they all settle
themselves into
coves, run out and kill them around a corner. Go to the northeast
corner and
go through the door. Kill the Master Monk and click on the cabinet
to receive
the Sacred Chalice. Click again for more items and take the chest.
You can be
done in here or you can click in the corner opposite the door you
opened and
fight a Minotaur King... That's up to you. You can best defeat him
by leading
him into the main room and standing in the doorway so his Finger of
Death hits
the wall in front of you and pelt him with arrows from your two
righthand
party members. The riches are in his room however. There are 8
chests, item
bags and some stat barrels inside. Exit the temple when you're done.

OUTSIDE (Free Haven, Frozen Highlands)


Warp back to Free Haven and visit the newly built temple and the
Chalice will
be placed. Go back to Castle Stone to be promoted. GOOD JOB HIGH
PRIESTS!!!
Now warp straight to White Cap and fly south to the Icewind Keep. Be
careful
because it's surrounded by archers and there's a chest there you can
rob them
of. Enter the keep.
---1 promotion quest completed---

ICEWIND KEEP (Frozen Highlands)


The first two rooms have ogres and guards off to the side but
nothing in the
rooms. As you run by the big locked door, loads of enemies will
appear behind
it. But there's a hole in the door so you can just stand outside and
kill them
all and they can't do anything about it. When everything is dead or
runs away,
go down the left side of the hallway. The first door has ogres
around beds
that have gold in them. Take the south door in here for a small
treasure room.
The second door on the left side has a load more ogres around more
beds with
gold and items hidden within. The final door has a couple ogres
inside and two
doors leading to items and the switch to open the door in the front.
Enter the
area and collect all the bodies and kill anything that remained
alive. Go to
the north and... DOH!!!, another locked gate. Go back to the main
hall and go
right this time.
This side is pretty much a mirror image of the other side except the
enemies
are guards, not ogres. Check the beds in the first room and go south
for a
small treasure room. The second room has nothing but search the beds
and in
the last room are two doors with items and a switch behind. Now both
big doors
are open. Go back and through the second door and an army of ogres
and guards
will appear in the final room. The best thing to do is to go shut
the door and
kill them through the door again. However you manage to do it,
there's a
cabinet and a switch in the small throne. Go down the secret passage
to the
east and there are four chests in here. One of them has a Dragon
Riders scroll
and the DRAGON TOWER KEYS inside. Take these and warp back to White
Cap.
OUTSIDE (Frozen Highlands, All Towns, Silver Cove)
Fly to Castle Stromgard and get the promotion to Battle Mage, then a
promotion
quest (fix the dragon towers). This quest is easy. Just use Town
Portal to go
to the six main towns and have the person with the keys push the
button on the
tower so it won't shoot fireballs at you when you fly anymore. Then
come back
here to get Warrior Mage status. Now, go to Silver Cove and fly
directly west
until you go over a hill and see a dungeon. Kill the gargoyles
around it if
you wish and enter the Monolith
---2 promotion quests completed, 1 promotion quest received---

THE MONOLITH (Silver Cove)


In the first room, check the trees for gold.
In the second room, kill some druids and check the trees again. Hit
the rock
near the door to open it and go on.
In the third room, kill more druids and touch the tree to open a
secret ledge.
Collect 5000 gold from the tree in here. Touch the rock near the
door to open
it again.
In the fourth room, kill a half-dozen druids and collect from the
trees again.
Hit the rock to open the door.
In the fifth room, there are rock beasts and spirits. Touch the
tree to move
on, no gold in here.
In the sixth room, there are water beasts, spirits, and elementals.
They will
follow you out of the water if you run. Kill them and touch the
fountain to
move on.
In the seventh room, there are no enemies, just a cursing monolith.
In the eighth room, there are lots of druids and cursing monoliths.
In the ninth room, there is a mixture of druids and Earth monsters.
Touch the
monoliths to open the door.
In the tenth room, no enemies, touch the monolith to continue.
In the eleventh and final room, there is a large mixture of druids
and Earth
Monsters. In here, touch the pool to open the way forward. Take the
two
chests and touch the altar to defile it. Run down the hall and touch
the
flowers at the end and you're back at the beginning.

OUTSIDE (Silver Cove, Free Haven)


Go back to Silver Cove and talk to the Monolith Quest lady for 3000
gold. Go
back to Free Haven so we can take care of some quests here. Head to
the south
and then west when you get to the edge. You will come upon some
archers and
mages who are standing in front of a temple that looks like it has
glasses.
Enter this keep.
---1 quest completed---

DRAGOON'S KEEP (Free Haven)


This place doesn't have magical enemies. It has rats and a lot of
those
armored warriors from the first Dragoon dungeon. Go into the door on
the right
and clean out the big room of armored fighters. Go north from this
room into
a long hallway with a couple fighters in it. There are six paths
leading off
from this hall and then a door at the end. All of them have armored
fighters
and an empty cabinet. Totally useless rooms. The end room, however,
has stuff
lying around and a door that leads to lots more fighters and some
rats. Behind
them are two chests and a switch. Push the switch, take the treasure
and head
back up to the large room.
Go west in this room and kill the soldiers and rats in the west
hallway. There
are two doors leading off this hall along with two locked ones at the
end but
one is open now thanks to that switch. The first door in the hall
has lots of
fighters and rats followed by more rats in the basement. There's
another
switch down here that makes more fighters appear in the room you just
came
from. The second door leads to loads more fighters and rats guarding
a hidden
door with a chest behind it. Now go to the open door at the end of
the hall
and kill the guards at the bottom of the stairs and hit the switch to
open the
door at the bottom. Kill more fighters and rats in the hall and push
the
switch to open all 3 doors and release the enemies inside. You need
to hit the
three switches inside the rooms. But the back one will lock you in
when you
enter. Kill some rats that it dumps on you and it will eventually
open and let
some more fighters in. Kill them and go to the final locked door
that should
be open now. There are about a dozen more fighters in here guarding
some gold
bags and the chest containing Mordred, the dagger artifact. That's
it. Go
back to Free Haven.

OUTSIDE (Free Haven)


Take care of any business you need to in Free Haven including
training and
selling and getting your experience from the artifact quest and
remember that
it's the best dagger in the game. Now go south to the river and
follow it to
the west. Kill the archers and enter the dungeon at the end.
---1 quest completed---
TOMB OF ETHRIC THE MAD (Free Haven)
Start by taking the elevator on the left. Open the door and go into
the hall.
The two close rooms have skeletons and there are items or disease in
the niches
in the walls. The northern room has more skeletons and a button in
the wall.
Hit it and go back to the entrance room. Now go up the righthand
elevator.
Once again, the first two rooms have skeletons and items or disease
in the
niches and the final room has more skeletons and a button on the
wall. Press
it and go back to the entrance room again. Now take the middle
elevator and be
careful as you enter the fireball room.
The room on the left has some specters and some gold in a niche.
The door on
the right has two rooms with diseased niches and one in the far room
has an
item inside. Go back to the fireball room and take the left path on
the north
side. There are quite a few skeletons in this path but some nice
items in the
niches. Now take the door in the fireball room. Take the right path
and the
room on the right has three lichs and a button inside. Hit this
button to open
a room. The other room on this path has Ethric inside along with a
lot of his
friends. Be careful, Ethric will attack you directly unlike the
other Lichs
who only use magic. Now it also gets annoying as every other turn,
they dispel
your magic. Kill them all and take ETHRIC'S SKULL and the treasures
of the 3
coffin chests.
Go back and take the left path and kill the ghosts and take the 1000
gold from
the niches and the coffin chest. Go further north for a room full of
Greater
and Power Lichs and 4 coffin chests full of treasures. That's all,
head back
to Free Haven.

OUTSIDE (Free Haven)


Go back and complete the skull quest near the temple. Take care of
anything
you need to do while here. There's one more temple to clean out in
Free Haven
area. Go to the small town to the northwest and kill all of the
archers in the
hills to the north and you'll find a temple in these mountains.
Enter it.
---1 quest completed---

TEMPLE OF THE MOON (Free Haven)


Before you enter, make sure at least someone has a Stone to Flesh
spell and/or
scroll. We first encounter medusas in here. As soon as you enter,
you'll have
cobras bearing down on you. After they're dead, move into the room
and kill
the druids. This one can be confusing. The best thing to do is to
clear out
the six altar rooms and then solve the puzzle. Read the plaque above
the big
door to get the clue however. "Life first, accuracy then might,
endurance then
speed, and finally luck." This will mean something later. Go down
the left
hallway and kill the druids and cobras inside. The first door has
some cobras
and medusas inside and items lying all over near the altar of LUCK.
The second
door has some druids and the altar of SPEED. The last room has
medusas and
druids inside guarding the altar of ACCURACY. Go back to the main
room and
take the righthand hallway.
Kill the cobras in the hallway. The first room has cobras and
druids inside
with the altar of ENDURANCE. The second room has more cobras and
druids and
the altar of LIFE. The third room has nothing but cobras and one
medusa with
the altar of MIGHT behind them. Once everything is dead, touch the
altars in
this order: Life (east), Accuracy (southwest), Might (southeast),
Endurance
(northeast), Speed (west), and Luck (northwest). This will unlock
the big
doors in the main room. Kill two medusas and head to the second
door. Run
around behind it to wake everything up inside and kill them through
the crack
in the door. Afterward, open them up and kill whatever's left.
Inside is the
Temple of the Moon. If you've already done the circle of stone quest
for
Loretta in Silver Cove, come back to this altar at a full moon and
touch it and
she will promote you to the highest druid level. You're done in
here.
---1 promotion quest completed---

OUTSIDE (Mire of the Damned)


After taking care of business in Free Haven, head to the Mire of the
Damned on
the west side and enter the cave to the north of Castle Darkmoor.

DRAGON'S LAIR (Mire of the Damned)


This is pretty straight forward. There's only one room and guess
what's in
it? Nope, not a medusa. Nope, it's not a gargoyle either. Give up?
Lots of
human bones and oh yeah, a RED DRAGON named Longfang Witherhide. He
has about
900 Hit Points but you should be at a high enough level to take him
out by now.
Take his DRAGON CLAW and the bones lying around if you want to sell
them.

OUTSIDE (Ironfist, Blackshire)


Use your beacon to go back to Castle Ironfist (or walk east for 5
days) and
you will be promoted to Heroes by Wilbur Humphrey. Now warp to
Blackshire and
cast Fly. Fly directly east to the island with the air monsters on
it and a
temple. Kill the tornados and enter the temple.
---1 promotion quest completed---

TEMPLE OF THE SNAKE (Blackshire)


Wind your way to the first medusa room. There's about a half-dozen
or so.
Try not to hit the NPCs in here or they will lower your reputation
and start
attacking you, forcing you to kill them. Don't worry about the
chest. All it
has are bottles and herbs inside. Go down the ramp into the hall and
wait for
the ice bolt to shoot. Run to the first door and enter for two
chests. Now
run down the hall some more after the ice goes by and... OH CRAP!!! A
GOLD
DRAGON!!! Run to the next room quickly and take these chests. Now
you go to
the bottom of the ramps and a teleporter will take you back to the
top again.
Damn... that means only one thing. You will have to fight the dragon
somehow.
The best way to do it if you don't want to take the damage is to
stand in one
of the closest doorways that injure you and shoot arrows at it for
about an
hour and it will finally die. But to each his own, do it however you
think
won't kill you.
When he's dead, jump down into his room and push the switch to open
a passage
to the back hall. There's a couple medusas in that hall, so kill
them and go
left and take the elevator up and back to the start of the dungeon.
Now go
back down and go up the hall. Both round rooms on the left have
medusas to
gorgons and the room at the end has a few too. When you enter this
room, if
the creatures in the middle aren't activated yet, run down the hall
and let
them know you're there. Then run back to the northeast room and wait
for them
to come out one at a time and lure them away from the others and kill
them.
When everything evil in that room is dead (yes there are about 50 of
them in
there so it should take a while), go in the room and click on the
hanging cage
to release Emmanuel Cravitz. Now before you leave, go back to the
northeast
room and click on the wall. A passage will open leading the Q's
room. Q has
16,000 hit points, so good luck... lol. Okay, the best way to kill
him and
avoid his Finger of Death every turn is to let him step into a side
alcove and
stand where you can see him but where he'll cast his spells into a
wall. Just
sit there and hit him until he's dead because he'll never move. One
other
thing, SAVE THE GAME BEFORE YOU OPEN THE CHESTS!!! The chests are
very very
very heavily trapped and can kill an entire party in one opening.
The right
chest is full of big wands and the left chest has the books or Stone
to Flesh,
Town Portal, and Lloyd's Beacon inside. You are done in here now.

OUTSIDE (Blackshire)
Go back to the house to the east of the temple and get your reward
for Cravitz
and take care of selling, training, etc. Now you can head south of
town to the
Wolves Lair.
---1 quest completed---

LAIR OF THE WOLF (Blackshire)


The beginning is not very long. There are oozes, swordsmen, and of
course
werewolves in the round rooms at the beginning (I have no idea what
swordsmen
and werewolves are doing hanging around together). Each of the skull
piles has
a spell scroll inside but you need at least a Perception expert to
collect them
for using or selling. Some of them are good and some should be sold
at first
chance. When you reach the altar in the southern circle, go right
(west) and
kill more enemies until you reach the end of the path. Here you will
meet the
Ghost of Balthasar who will give you the Pearl of Purity but you have
to find
it. Go to the eastern room that is identical to this one and click
where the
ghost would be and you will collect the pearl. Take the Pearl and
touch the
altar with it. Quest complete: Blackshire is saved. You can now
leave or go
back to the ghost who will tell you to return the Pearl of Purity to
Humphrey
in Ironfist and give you an additional quest to bring him the Pearl
of
Putrescence which is held by the werewolf leader.
If you wish to continue in here, go down the hall behind the altar.
The left
path leads to a few treasure boxes and a couple wolf traps that let
loose more
wolves in the previous rooms. The right path is the way to go. Once
up the
stairs, there are swordsmen on the left and when you enter that room,
a wall
will lower and release some wolves. Go up the ramp to the south and
there's a
room with some more higher wolves inside. The rooms to the south
don't contain
much but the furthest east has a secret passage to two chests full of
treasure,
but it will call more werewolves to the previous room if you go too
far. Go
north from that werewolf room and you'll run into a couple more.
Ignore the
howl and go up the stairs and you'll run into a lair of swordsmen
behind a
false wall. There are three chests full of weapons and armor here.
Head up
the stairs and you'll be teleported to another area in the temple.
There are
swordsmen at the top. To go south is the big risk. In that hall,
there is a
temple section off to the left (east) and it is jam-packed full of
werewolves
of all kinds. Let them loose as few at a time as you can, kill them
and let
one or two more go because if you set them all loose, you will have a
BIG
problem. In this temple area is the Werewolf Leader who will give
you the
PEARL OF PUTRESCENCE.
In the room south of where you came in the temple area are some
werewolves and
a chest full of gold and decent items. The stairs lead to a teleport
to a
slime room. No need to go there yet. Go back and cross the, now
hopefully
empty, werewolf temple room. There are doors in two directions that
have
wolves and swordsmen behind them. Go south for another chest filled
with
swordsmen... I mean gold and items. Go north and kill the enemies
and go down
the stairs to teleport to another part of the temple. At the bottom
are oozes.
Kill them and open a hidden door in the southeast corner of the room.
Run down
the hallway and open a hidden door to the north once you turn. Take
the items
and press the switch. Go to the end of the hall and kill the slimes
behind the
false wall. Continue down the hall and you will come out where those
two big
chests were earlier. Now you can fight your way out and back to the
round
rooms and go visit the ghost to give him the Pearl. You are finally
done in
here.
---1 quest received, 2 quests completed---

OUTSIDE (BLACKSHIRE, SWEET WATER, DRAGONSAND, NEW SORPIGAL)


When done messing around in Blackshire, go out of the area in the
northwest
corner to get to Sweet Water. Fly north and a little west until you
come to an
oblong lake. Touch the Obelisk for its letters. (#5) There's a
trapped chest
on the other side of the lake loaded with gold. Now fly to the
northeast
corner and don't worry about the Devils if you see them. Now fly
west and you
should see the pedestal off to the left if on the northern border.
Place the
4th statuette and warp to New Sorpigal.
Now use the building roof warp to go to Dragonsand (make sure to
turn-base it
first) and fly to the southwest to the small village. The final
pedestal is by
the water in this village. Now warp back to Blackshire and claim
your rewards
in the chest outside the large eastern house. Now warp to New
Sorpigal and fly
to the north island from the town and land inside the volcano. Click
on the
obelisk (#6) and grab two horseshoes. Now fly east to the blackened
island and
enter the dungeon you find there. It's time to tackle Gharik's Forge
---2 obelisks, 2 statuettes placed, 1 quest completed---

GHARIK'S FORGE (New Sorpigal)


This dungeon is a pain in the butt. It's not so hard as it is
annoying. You
can barely move without being put insane by a warlock. In the
fireball room at
the start, there are some Fire Monsters. You need to spiral around
the outside
of the room a couple of times and eventually a door will lead you
away from it.
In the next fire room, open a hidden door to the right and flip the
switch
inside to extend the bridge. There are a couple more fire monsters
in here but
we aren't nearly at the hard part yet. Go to the end of the hall and
flip the
switch to open the wall door. Kill some fore fire monsters and go
straight to
the round room. Here's the first look at the magic users. Sorcerers
and
Magicians aren't too bad, but the Warlocks are tough and cast
insanity almost
every turn and there's not much you can do to prevent it. When you
collect the
treasure chest inside, go east from the previous room. Keep going
until you
come to the big fire room with many fire monsters inside. Kill them
with ice
and arrows. The door you passed has a lot of magic users but nothing
else to
offer.
This big room is a puzzle room. There are four ledges on top and
four on the
bottom and each one of them has a lever. You need to hit the levers
that open
the door on the top right and move the bridge to the top right. Hit
them in
this order: Top northwest, Bottom northeast, Bottom southeast, Bottom
northwest
and Top northeast. The last switch opens up a treasure room in the
previous
hallway. After collecting, go across the bridge and in the room to
the north
are some crystals and more magicians and warlocks and a trapped
chest. Go to
the next door in the hallway and kill three magic users inside. Go
west and in
the square room is a secret door leading to two chests on the west
wall. Go
east and you'll kill a sorcerer and go down an elevator. Enter
Gharik's Lab
with the Key you got in the Silver Helm Outpost.
Here is the hard part. This next room is full of warlocks and
magicians and
some fire monsters to go with them. However you decide to kill them,
go to the
west when you can. The large lava path has treasures at the end but
the fire
monsters are plentiful there and it's difficult to attain. In the
west room is
some warlocks. Take the spiral ramp to the top and enter the door.
Cross the
fire room with more fire monsters inside and kill the sorcerer in the
hall.
Then kill the four warlocks inside the final room and open the chest
for the
HOURGLASS OF TIME and lots of other treasures. Search the bookcase
for spell
books and then get out of this hellhole by warping to Mist.

OUTSIDE (Mist, Silver Cove)


Go straight to the castle to get your credit and support from Lord
Newton.
That leaves only 1 council quest to go, 1 expose the traitor quest,
and 1
promotion quest that we can go do right now. Warp to Silver Cove.
Now fly to
the west until you cross the bridge. Now head northwest to come to a
large
keep surrounded by Gargoyles. Enter the Warlord's Fortress.
---1 council quest completed---

WARLORD'S FORTRESS (Silver Cove)


The enemies in here are on opposite ends of the spectrum from
eachother. The
thugs are quite easy and the knights (especially cuisinarts) are
exceptionally
hard. Also, though the knight can't cast magic, these knights can.
That's
why this is the last promotion quest to do.
Down the winding stairway are a few thugs in a side room. At the
bottom is a
door that won't open. I don't know if it can be opened but click on
the wall
to the left to open a secret door. There are 5 doors that will
teleport you
around this maze. It's a small maze but it's a good place to lead
enemies into
and play "hit and run" by hitting them and clicking on a door before
they can
hit you back. You need to make your way to the northeast door in
this maze.
There are some thugs in here and some item bags and barrels. Go up
the stairs
and you'll run into some Armored Fighters. They aren't too bad to
kill anymore
but can still cause some damage. The room on the right has some
fighters and
thugs inside and four treasure chests (two of which have nothing
inside). Now
touch the western wall and open a secret passage with 6 more chests
inside. Go
back into the hall and up the stairs and the next door on the right
has thugs,
fighters, and your first glimpse of a Death Knight. There are four
more chests
in here, three of which have nothing in them. The big square room to
the north
is almost suicidal to run into. There are thugs and many Knights
inside. Lure
them out one at a time if you can.
Once everything is dead in the square room, the doors to the left
are double
locked. We need 2 keys to open it, so let's go find them. Go north
and cast
Ring of Fire to activate everything and kill them through the door.
When all
is dead, take the contents of 3 cabinets, including a Warlord Key #1.
Open the
door to the north for a trapped chest. Inside are the DISCHARGE
PAPERS. This
is what you need to get the promotion, so you could quit now. But
why, when
these Knights carry so much gold and can be killed through doors.
Go north of the double locked doors, up the stairs. Watch out in
this hall,
most of the doors are shut, but one room is wide open and full of
Fighters and
Knights. Now there are 7 doors in this hallway and here is what's
behind each
of them.
1. Knights and two chests and two cabinets. One is in a secret
passage to the
north.
2. Armored Fighters and Thugs and one chest.
3. Thugs guarding 2 empty chests.
4. Takes you back to the beginning of the dungeon.
5. Armored Fighters guarding 2 chests.
-In the northern hall.
6. At the end of the hall- Lots of Knights with nothing but a couple
items
lying around.
-In the far northern hall.
7. Knights, Armored Fighters, and Thugs guarding 3 cabinets and a
small cabinet
with warlord KEY #2 inside.
Take these keys back to the double locked doors and go inside for
lots of stat
barrels, gold bags and item bags along with some gold lying around.
It's not
much for what you had to go through but you got lots of experience
and gold off
of enemies. You are done here, warp to Free Haven.

OUTSIDE (Free Haven, Kreigspire)


After taking care of anything in town, head south to Castle Temper
to complete
your final promotion quest. Now you have one more Counsil quest to
complete.
Warp to Kreigspire if you can and if not, warp to Blackshire and walk
north for
five days. Go around the left side of the volcano until you come to
a cave in
the mountain side. Save the game, turn on turned-based mode and
enter
---1 promotion quest completed---

DEMON LAIR (Kreigspire)


There are tons of Devils all over this room. Don't use fire spells
but Water
works well. The point is to kill the Devil of Baa and take the
scroll he drops
back to Castle Temper. The Devil of Baa is in the center of the room
so he
will actually be one of the ones to attack first. You can kill
everything if
you want, but all you need is that scroll.

OUTSIDE (Free Haven, Ironfist, Kreigspire)


Set a beacon in Kreigspire and warp back to Free Haven. Go back to
Castle
Temper and give Osric the scroll from the demons. This is your final
council
quest and now you can go get into the council to see the oracle. So
just walk
into that big building in south Free Haven that we've ignored so far.
Now that
all the representatives have thumbs up you can go see
the............... what
the??? I thought I did a quest for Humphrey.... Wait a minute.......
Lord
Kilburn's Shield..... WHAT'S GOING ON HERE!?!?!?! We'll see about
this! Go to
Castle Ironfist and raise some hell. Of course, Humphrey thinks he
knows
everybody and tries to defend Silvertongue on why he's turning you
down. Now
you must go, with that cloak he gave you, to Kreigspire and enter the
Superior
Temple of Baa to find a cure for him. (I know a better cure called a
sword in
the gullet) So it's a good thing that you have a beacon set up
there. Warp
to the Demon Lair and if you want to upgrade to Master Bowmanship,
fly into the
volcano and land on top of Castle Kreigspire. Ignore the enemies and
enter the
door on top in the middle. Fly east until you come to a large
building on the
south side of the mountains guarded by some Minotaurs and Earth
Monsters.
---1 Council quest completed, 1 council quest received---

***NOTE***: It should be known from here on out, the dungeons are


long and
could take a long time to cover everything. I usually cover every
room of a
temple and what's inside it. From here on out, I will only cover
what needs to
be done in a dungeon or temple. Remember that straying from my path
can net
you experience and probably more gold and items, but this walkthrough
is a lot
longer than I thought it would be.

SUPERIOR TEMPLE OF BAA (Kreigspire)


Kill the priests in the first room. This room splits with 7 paths.
You can't
take the path through the 2nd door on the left. Take the first path
on the
right. Guess what? Magic users again. Oh joy. Time to go INSANE
with fun.
There's also a couple of acolytes in here. The second door on the
right leads
to Druids and Priests in the maze of halls. Going right is almost
suicide. So
go straight and you'll come to a long room full of Druids and Baa
Priests.
There are various treasures in here. Go back to the main room and
take the
path to the west. Go south and west and click on the north wall to
reveal a
treasure room. Continue west to another rectangular room. Kill the
priests
and magic users inside and you will get a HIGH CLERIC'S KEY. There
are also 2
chests in the room.
Go back out and go south on the first path you can and kill the one
Druid
inside. But once you go to the other side, four more Great Druids
will pop out
of nowhere. Kill them and proceed to the east and immediately south.
Go west
at the end and kill the acolytes in the hallway. Go to the far east
door and
kill everything in the room. The Priest inside is holding the HIGH
SORCERER
KEY. Take these two keys back to the room that had the single druid
inside and
the chest on the table. Use the two keys to open the chest. The
items include
a LETTER FROM ZENOFEX. Aha.... so Silvertongue IS a traitor. You
can leave
this temple now.

OUTSIDE (Ironfist, Free Haven)


Go back to Castle Ironfist and show the letter to Humphrey. He'll
tell you to
take it to the counsil to get rid of the traitor. Warp to Free Haven
and do
it. He will tell you that he will overthrow the Ironfists and become
king and
that he won't forget you. (But that's okay, we'll just kill him in an
upcoming
dungeon. Now enter the oracle's chamber and touch the panel at the
entrance.
Go down the hall and touch the panel in the middle to open the way.
Go down
the stairs and click on the dark void to talk to the ocacle. It
seems we have
to find four crystals scattered throughout the land. So go back
above.
Now that you've exposed the traitor, your status will automatically
become
SAINTLY. Next time you look and it's Wednesday, warp to Silver Cove
and sail
to the Eel Infested Waters and Fly south to the inn and you will find
the Light
Magic Master Trainer in the back of the inn. This is the best time
to do this
because it may be the last time that you are SAINTLY. It's also best
to set a
beacon on the north island as this is one of the castles with a
crystal inside.
In Free Haven, go to a house in southern Free Haven in the main part
of town
and sell all of the gongs you may have collected in the Baa Temple.
Now this
part is deciding which of the four places to go. The easiest one to
me is the
hardest one to get to. Let's go ahead and take care of the obelisk
quest
first.
---1 council quest completed, 4 oracle quests received---

THE OBELISK QUEST (Paradise Valley, Hermit's Isle, Blackshire,


Dragonsand, Free
Haven, Mire of the Damned, Silver Cove, Ironfist, Eel Infested
Waters)
We've alrady gotten the obelisks in Sweet Water, Kreigspire, Frozen
Highlands,
Bootleg Bay, Misty Islands, and New Sorpigal.
Warp to Silver Cove and fly north to the northern boat and inn and
turn left
and kill the gargoyles surrounding the obelisk.
If it's Wednesday, take the boat to North Island. Cast Fly and fly
south to
the southern isles. Watch out for the sea monsters. Fly to the inn
and then
west and you'll come to the obelisk.
Warp to Free Haven and go to the Tomb of Ethric the Mad and head a
little
south for the Obelisk.
Warp to Blackshire and fly south into the desert area and go as far
to the
east as possible and you'll find it surrounded by Lizards.
Go back to Blackshire and head west along the road into Paradise
Valley. Turn
left once you get there and you'll see a gang of Hydras guarding the
obelisk.
Now fly down the southwestern road into Hermit's Isle. Quickly cast
Fly to
avoid the Hydra shots and go east into the desert area. The obelisk
is on a
small oasis in the middle of the desert. Next to it is the FOUNTAIN
OF YOUTH
if you have any unnatural aging. Cast a beacon in this area when you
are safe.
Beacon back to Castle Ironfist and step on the western portal to
teleport to
the inside of a mountain with lots of weak enemies inside. The
obelisk is
nearby.
Head west to the Mire of the Damned and fly down the eastern side of
the
mountains and you'll see the top of the obelisk sticking up on the
other side.
Warp to New Sorpigal and use the Dragonsand portal and go northeast
to find
the final obelisk.
There was a reason that I saved Dragonsand for last. Go to the
northern
border and fly west along it avoiding the Wyrms shots until you see a
place
with lots of rocks in the sand. See the biggest rock? Click on that
rock to
set off a trap. The best thing to do is use Telekinesis to set the
trap off.
Then you open the chest for 250,000 gold, three artifacts and the
books for the
most powerful spells of Light and Dark magic.
---9 obelisks---

OUTSIDE (Hermit's Isle)


Warp back to Hermit's Isle via Beacon and fly to the southwest.
You'll come
to an island and see a big temple there. Fly above to where you
think the
front door is and put it in turn-based mode. Descend while
everything fires at
you. Quickly run to the door and enter the temple before anything
can hit you.

SUPREME TEMPLE OF BAA (Hermit's Isle)


You aren't going to believe this but this temple can be done in 30
seconds.
Take the south path to the window overlooking the middle room. Cast
Feather
Fall and push X to jump and jump up on the window ledge. Oops, no
ledge and
now you're falling. Turn it to turn-based mode and you will land on
a small
ledge near the bottom. Turn around and you will see lots of devils
and Priests
of Baa here. Run around them to the table behind it and grab the
MEMORY
CRYSTAL ALPHA. Slicker Silvertongue is one of the Priests here if
you want to
take some damage and kill him for fun. Otherwise, warp back to Free
Haven.
NOTE: I had no idea that I would be writing this when I started this
walkthru.
I accidentally found this out just trying to jump on the window ledge
to look
into the room. So I deleted the directions I was typing and used
these. That
definitely helped make it shorter.

OUTSIDE (Free Haven, Kreigspire)


Go back to the counsil and enter the oracle again. Take any of the
four paths
from the center of the room and place the Alpha Crystal in the space
at the
end. Now head to Kreigspire through beacons or five days of travel
from
Blackshire. Fly into the middle of the volcano where Castle
Kreigspire awaits.
Use some meteor showers to kill the minotaurs and Earth Monsters or
land in
front of the door and enter.
---1 oracle quest completed---

CASTLE KREIGSPIRE (Kreigspire)


Immediately upon entering you can hear the crystals noises. Open
the door in
front of you and kill the two minotaurs inside. There's another one
in the top
corner along with a chest. Expect to take some bad damage in here as
you might
expect with axes being swung. But watch out for the Fingers of Death
shot by
the Minotaur Kings. Go east and then north as far as you can. I
don't know
how to open the door to the left and a glitch in the game won't let
me open the
door down the hall on the right but inside the big door somewhere is
the JEWEL
EGG to complete the Kreigspire town quest.
Go back to the corridor that leads further east and kill the
minotaurs to the
left through the window and the ones in the next room over. This is
a good
room to fight from when stuff is out in the hallway. Go toward the
circular
rooms to the east but DON'T ENTER THEM. Go north along the path
around the
round rooms and kill the minotaurs to the east through another set of
windows.
Go all the way to the top of the ramp and stay atop these rooms. If
you fall
in, lots of enemies will materialize in each room. Go around the top
ledges to
the top right room and go into the middle. Find a switch in the
middle column
and push it. Now backtrack out of these rooms without falling off
and go back
to the hallway before them. There will be a passage off to the south
that a
door will open in. Follow this path and don't open the door to the
right yet.
Go up the north path to a cage room and take a SCROLL from one of the
cages. I
don't know if you can do anything with this scroll or not but it's an
Ironfist
that wrote it. Go back and down into the room to the south to grab
the MEMORY
CRYSTAL EPSILON and the chest in the corner. Step on the black void
to be
teleported back up to the top. If you want a long Minotaur fight, go
back to
that door I told you to skip and fight Lurch, the King of Kings
Minotaur with
2000 hit points. Otherwise, you have finished the important part of
this
castle. Go back to Free Haven.
---1 quest completed (egg)---

OUTSIDE (Free Haven, Eel Infested Waters)


Again go to the oracle and place the crystal in one of the empty
corridors for
another 100,000 experience. That's two pretty quickly. The next one
can be
just as fast. Take your beacon to the Eel Infested Waters or take
the boat
from Silver Cove on a Wednesday. The castle on the hill is your
target.
---1 oracle quest completed---

CASTLE ALAMOS (Eel Infested Waters)


This castle is full of Magic Users, Magyars, and Air Monsters. This
is a path
straight to the Crystal and nothing else. Go right first and kill
the two
magic users in the hallway on the left. Go south along this path
until you get
to another east/west hallway. Head east until you come to a south
path (and
set off about 100 enemies along the way). Take this path. There are
tons of
magic users and air elementals along the way. Once you get into the
theater-
like room, turn right and go through the door to the west. Quickly
turn right
and take the elevator up. Heal any insanities and injuries incurred
while
running here if you ran. Be careful because bad guys can glitch the
game and
appear on the elevator sometimes. Walk through the door that looks
like leads
to nothing, but there is a narrow beam there to stand on. Look to
the right
and you'll see a doorway at the end of the beam. When you enter the
doorway
type "JBARD" when prompted. It's the password gained through the
trees in this
castle. At the end of the hall is MEMORY CRYSTAL BETA. Now you can
warp back
to Free Haven once more.
OUTSIDE (Free Haven, Mire of the Damned)
Go back to the ocacle and place the third Crystal at the end of a
corridor for
another 100,000 exp. One to go and it will probably take as long as
the other
three put together. Head south of Free Haven for Mire of the Damned
on the
west side. Cast Fly and fly up to the castle on top of the mountain.
Enter.
--- 1 oracle quest completed---

CASTLE DARKMOOR (Mire of the Damned)


This is probably the 2nd hardest dungeon in the game to me other
than the Tomb
of VARN. The ogres aren't too bad. The lichs are a pain. But the
Maddening
Eyes are enough to drive you mad. This place still confuses me so
I'll try my
best to get you through this alive.
Go to the end of the path and kill the ogres and Lich in this area.
Head
south and kill more ogres in the surrounding rooms. Go to the south
room and
go up the ramp to the west and turn right. Kill the lichs and the
eyes and
touch the sign at the end of the corridor. It will open a level
below it. Hit
the lever and go back to the south again. Now go to the southeast
room and go
up the ramp here. There is a room with about a million ogres and
lots of eyes.
See the big blue cube hanging from the ceiling. You need to touch
that cube to
make it glow red. Then a door to the north of this room will open.
That is
the way to go.
There are some eyes along the way but you will come to a large fort
in the
middle of the room. Enter and go to the left. Watch out for Lichs
and Eyes.
You should see an opening above you. Cast JUMP and enter that
opening. Go
down the ramp to the west and follow this corridor west. There will
be lichs
on your right along the way. Cross this room with the lichs and
follow that
hallway to the end. Run up the narrow ramp to reach another sign.
Click on it
and then pull the switch to activate another cube. Now go back to
the lich
room and go east again and back up the ramp. Turn 180 degrees and go
down the
path next to the ramp and use the Telekinesis spell on the Blue Cube
in the
large room. "The way is open." Go back down the ramp and to the far
west end
of the hallway.
In the big rectangular room, kill the lichs and go down the stairs
to the
north. Enter the big square room and go along the eastern wall. If
you step
into the center, lichs and ogres will appear. Kill the ogres and
eyes in the
side rooms to the north so they don't bother you later. Go west and
you will
see a huge room full of lichs and eyes. If you stand in the doorway,
they
can't see you. There is a kind of Force Field that prevents them
from shooting
you or seeing you. You can shoot the close ones without worry. Once
you step
into the room, they will attack. Run along the northern wall and
enter the
alcove and in the northwest corner is the MEMORY CRYSTAL DELTA.
In addition to the Crystal, now turn around and run to the blue cube
and click
on the plaque on the wall. Now click the now red cube and you will
be taken by
teleportation to the room with the Book of Lichs. Destroy the book
by clicking
on it. Now you can rob the dead in this room. They give you nice
items but
they will lower your reputation a lot. Take the items lying around
and the
chest in here and click on the red to teleport back to the main part
of the
castle. Kill the eye and follow the path to a door that leads to the
room with
tons of ogres inside. Try to exit the castle the way you came in so
you can go
report that the Book of Lichs was destroyed.

OUTSIDE (Mire of the Damned, Free Haven, New Sorpigal, Dragonsand)


Fly down to the two of Darkmoor and report to Terry Ros that the
spellbook was
destroyed for 5000 gold and some exp. Now warp back to Free Haven
and enter
the oracle again. Place the remaining Crystal in the final spot and
go talk to
the Oracle again. Dang it!!! I'm tired of running errands. Some
all-powerful
oracle. Your next mission is to go deep into the Tomb of Varn to
find the
Control Cube. Go back to New Sorpigal and use the Dragonsand warp to
get there
and find the pyramid to the northwest. Enter at the top.
---1 quest completed, 1 oracle quest completed, 1 oracle quest
received---

TOMB OF VARN (Dragonsand)


I hope you have a weekend handy. This is without a doubt the
hardest temple
in the game. It has very powerful enemies and is gigantically
enourmously
hugely big. The main puzzle is to find the 6 code scrolls (and you
have to
find them too or it won't prompt you for a password). They are
scattered all
over the tomb. And the last three are almost suicide to get. What
you need to
do is set a beacon before the radiation room so you don't get caught
in a
corner and can warp back when you want.
There are genies on both sides of the first hallway. After they are
finished,
head east. There are a couple more genies and some Defenders of Varn
at the
end. Kill them and go down the ramp. There are lots of genies and a
couple
Sentinels in here. Kill the sentinel for the BACK DOOR KEY. Now
turn right
and enter the main room of the pyramid. It is huge. Here is where
you should
cast a Beacon. There are very few enemies in this room and they are
hiding out
in the corners on the higher levels. They are also on the ledge to
the far
right of where you enter. Go that way to start. Pick off the four
defenders
above you with arrows. Now enter the door below it. Kill the
guardians inside
and go to the west door. Kill the genies and press the switch to
reveal a
chest. Take the gold, CRYSTAL SKULL, FLAME DOOR KEY, and CAPTAIN'S
CODE SCROLL
and exit this room through the secret door to the east that will lead
you back
to the main room.
Go back to where you entered the main room and head to the red door
to the
north. Activate the enemies behind it and kill them through the
center of the
door. Open the door and be prepared for an onslaught of more
guardians. Pull
out the Crystal Skull and hold it on the screen when you enter this
room or you
will take radiation damage. To cure radiation, bathe in any of the
pools that
you see in this entire temple. Make sure you empty out this room of
enemies
because it'll come into play a little later. Fall down the hole on
the right
side of the room. When you hit the bottom, run down the hall,
ignoring the
monsters until you get to a room with four paths. Take the path that
has red
walls. Stay on the path and when you hit a tee go north. The path
will go off
diagonally. Take this path into a room full of enemies. Go behind
the wall
where the enemies are and turn-base it. Use telekinesis to spring
the trap on
the chest and then to open it. Collect the gold, the WATER TEMPLE
KEY and the
FIRST MATE'S CODE SCROLL. Now is a good time to Beacon out of here.
Back in the main room, go to the northeast corner of the pyramid.
Take the
path jutting off to the left and follow the inclined path to a locked
door.
Open the Water Temple and enter. Kill the guardians that are stuck
in the path
going down. Go down this incline and kill the Guardian at the
bottom. Take
the chest at the bottom that has a BIBLIOTHECA CHEST KEY and the
NAVIGATOR CODE
SCROLL and another crystal skull. Now go back to the first room you
went in go
up above this door to the high ledge and walk off backwards and land
on
the ledge above the door.
Go inside and kill more guardians. Go around the corner where a
lamp lays on
the ground and kill three genies around the corner. Now the best way
to do
this is to just RUN past all the enemies and hope you live. If you
die, keep
trying. Go east into a genie room and turn immediately right and run
down a
hall full of genies and guardians. Follow the hall and you'll enter
a library.
Run to the other side of the tables and turn-base mode it. Now use
the key to
open this chest and collect the DOCTOR'S CODE SCROLL and the VARN
CHEST KEY.
Now click on the two pictures on the far north and far south side of
this chest
and you will receive the hidden COMMUNICATIONS OFFICER CODE SCROLL
and the
ENGINEER CODE SCROLL. Take your beacon out of this room and back to
the main
room again.
We're almost done. Go forward into the radiation room and stand in
the pools
one at a time and type the codes in that are on the scrolls. Just
make sure
that you do the Captain's code last.
Engineer Code- YTTOCS
Communications Code- ARUHU
Doctor Code- YOCCM
Navigator Code- ULUS
First Mate Code- KCOPS
Captain Code- KRIK
Fall down the hole that is made when the waters part. Open the
northwest door
and destroy 2 Patrol Units inside. There is an Enforcer Unit and
another
Patroler inside. Find the chest and use the Varn Chest Key on it to
get lots
of gold, some nice items, and most importantly, THE CONTROL CUBE.
You are at
long last, done with this dungeon.

OUTSIDE (Ironfist, Free Haven) (Archibald Quest)


Take care of any business like training before we go to the oracle
because the
next dungeon is inside the oracle. Warp back to Free Haven when
you're done
and enter the oracle. Talk to him and he will open the Control
Center. Don't
enter yet, get to Castle Ironfist and talk to Prince Nicolai about
the Third
Eye. He will tell you to find it. Go outside and west of the castle
and
search the well over there and you'll find it. Take it back to the
Prince and
he will give you the bell. Go upstairs to the library in the castle
and the
bell will release Archibald. He will give you the RITUAL OF THE VOID
and then
depart. Now you can train a boatload more levels and Ironfist is a
good place
to do it. Go back to Free Haven and enter the Control Center.
---1 oracle quest completed, 1 quest received and completed---

CONTROL CENTER (Free Haven)


Take the first left and destroy three Patrol units inside. Click
the panel on
the wall with each character and you will learn the BLASTER SKILL.
Go back up
and enter the first room on the right. Destroy a Patrol and Enforcer
in this
room and grab a blaster from the chest. Go back to the hall and go
to the big
room ahead. Destroy more Patrols and go south through a door. Go
right and
you will enter a room with Patrols and a Terminator Unit. They can
eradicate
you in one hit if you're not careful. In here, click on the floormat
before
the door and it will open. Open the chest for one of the four
BLASTER RIFLES
in the dungeon. Go back out and down the hall by the three rooms and
go right.
Go to the first door on the left. There are lots of units in here
but the far
chest has another BLASTER RIFLE. Now head as far north as you can
in this
hallway. There will be a triangle room on the right. Go to the room
north of
that and destroy the Enforcers and Terminator inside. Go to the
switch to the
left and open the door with it. Use telekinesis to get to the chests
in the
corner and get the third BLASTER RIFLE. The fourth one is near
suicide to get
so I just settle with three rifles and a blaster. I'm not actually
sure where
it is. I just leave now.

OUTSIDE (New Sorpigal, Blackshire, Paradise Valley, Sweet Water)


Make sure to give your Blaster skill a 4 and go to the northeast
area of New
Sorpigal and train to Expert. Now warp to Blackshire. You can head
west to
Paradise Valley and get the Blaster Master as well as the Dark Magic
Master but
you need to nuke a town with Armageddon before you can train in Dark
Magic.
This is in the small town of Paradise Valley to the southwest. It
has Titans
crawling all over it. Or you can head northwest of Blackshire and go
straight
into Sweet Water. Once you reach Sweet Water, head north and a
little west.
Climb the mountain and dodge the demons and enter the HIVE.

THE HIVE (Sweet Water)


At first, open the door and go to the next door. Activate the
enemies behind
it and kill them through the middle of the door. After dead, open
the door and
you'll see two blue squares on the floor. This is a safe pad and
they are all
over this dungeon. The dungeon will do a Flush about every game hour
and if
you aren't on one of the pads, your entire party will be injured a
little. The
best way to attack the main room here is to run up to the edge and
shoot an
arrow at a devil, go back to the safe spot and let him come to you.
Kill them
one at a time. Once you finally clear this room or come close. Dive
into the
hole in the room to the southeast from up above and any remaining
demons and
devils won't follow. Open the first door and take the path back up
to the top.
Now go down and go to the 2nd door on the left. Be prepared for a
dozen more
devils and demons. After you clear it out, go in and press the
switch and take
the chest items. Now go back up to the top.
Now dive down into the front lefthand hole in the main room. Follow
it and
there's a chest on the right. Once you turn the corner and head
north, there
will be a room to the left that has a safe spot and a barrel that has
ENDLESS
HIT POINTS. Just keep clicking on it for 20 HP each time. Now go
back to the
first door you passed and kill the devils inside and press the
switch. Now go
to the 2nd door and kill the demons and press the switch to
deactivate the
Flushing System. (It doesn't work, however). It will teleport you
back up to
the top though.
Now fall down the northern righthand hole. Ignore the two paths to
the sides
and go all the way around to a room to the north. Open the chest for
treasure
and the HIVE SANCTUM KEY. Now follow it to the end and exit the door
back into
the main room. Now fall down the northwestern hole. Be careful,
because you
will be attacked in this corridor. In the first alcove to the right,
press the
switch. Proceed to the big room and kill the demons and devils
inside. There
is a chest with some nice items inside. Now take the next path and
you'll be
back out in the main room again. Now go down the hole in the middle
of the
room. If it's not open yet, it opened for me when I ran down the
hallway from
the top ledge near the entrance. I don't know why though. The room
at the end
has lots of devils and higher demons inside. Go into the left side
of the room
and kill a couple more devils. The south path takes you back to the
main room
and the west path takes you to some more devils guarding one more
switch.
Go back to the other side of the room where the many enemies were
and go into
the locked door with the Hive Sanctum Key. Go to the end of the path
and hit
the switch to be taken down the elevator. Inside this door is the
REACTOR.
You can only destroy it with the Blasters. It has about 1300 HP, so
enter the
room, fire a few shots, and retreat before it can shoot you. It's
pretty easy
but I have no idea how much damage those shots do. I am extremely
careful not
to find out. When the Reactor is destroyed, you will be elevated to
the top of
the dungeon where the DEMON QUEEN awaits. All of her minions are
called too.
So run into the small room that she's in and let her minions roam the
other
room. If one comes in, kill it and then focus all of your power on
her. She
has 1300 HP too. Her fire bolts shouldn't hurt too badly. When she
is dead,
the character that killed her will brag about it for a while. Grab
the body.
Now, remember the Ritual of the Void Scroll. Save the game and
enter the
black void to the east of the queen. I do recommend dropping the
scroll and
watching the better ending. But with the scroll you can enter the
void and
CONGRATULATIONS!!! You have just beaten Might and Magic VI: The
Mandate of
Heaven!!!

=======================
VII. ENDGAME (SPOILERS) <NDGM>
=======================
Ending #1: (The better ending) (exit The Hive's back door without the
"Ritual
Of The Void" scroll.
Once you exit, it shows the Devil's Tower in Sweet Water village
from many
different angles. Suddenly it starts to blow up and crumble and then
it zooms
off to show a picture of the world. Then suddenly the entire world
pulls a
"Death Star Explosion" and the shockwave ring is so powerful that it
destroys
the planet's moon and all that is left are a bunch of asteroids
hurtling
through space. Then it gives you a congratulations scroll. lol
The scroll says, "The destruction of the alien reactor has resulted
in the
death of every devil in the Kingdom. Unfortunately, the strange
technologies
used to build the reactor caused a chain reaction that has consumed
the world.
Perhaps this reaction would have been prevented had you escaped the
hive with
the Ritual of the Void as the Oracle suggested."

Ending #2: (exit The Hive's back door with the "Ritual Of The Void"
scroll.
Once you exit, it shows the Devil's Tower in Sweet Water village
from many
different angles. Suddenly it starts to blow up and crumble and then
a huge
globe appears over the top of Sweet Water and contains the explosions
within
it. Then it shows the inside of Castle Ironfist where your
characters are
given a celebration for saving the Kingdom. Then they kneel before
Prince
Nicolai and are Knighted by him and he says "Thank you for saving the
Kingdom
Then it backs off the screen and shows a crystal ball with a dark
figure
(Archibald) sitting over it and he says in his evil voice, "Yes
heroes, thank
you. Thank you for saving MY Kingdom." Then he laughs as it fades
away. Then
it gives you a congratulations scroll.
The scroll says "CONGRATULATIONS!" Then it lists your characters,
levels, and
promotions. "Your valiant efforts and heroic deeds have saved the
Kingdom from
the scourge of devils and fanatic conspirators. With the fall of
their alien
masters, the priests of the Temple of Baa scattered to the wind,
leaving their
followers to wonder at their absence, and the rest of Enroth to
rejoice for the
restoration of peace and order." Then it tells you how long it took
to save
Enroth and then gives you a score. Hit any key and it will give you
a window
from the development team. It says that it has saved a copy of that
scroll to
your MM6 directory.

======================
VIII. MAIN LINE QUESTS <MLQU>
======================
A. The 7 High Council Quests: Yes there are only six members but
there are 7
quests total because you must do an extra for Humphrey in Castle
Ironfist.
1. Castle Ironfist: Regent Wilber Humphrey
Find Lord Kilburn's Shield in a chest near the town of Blackshire and
return.

2. Castle Temper: Lord Osric Temper


Kill all the demons in Devil Outpost in Kreigspire
3. Mist: Lord Albert Newton
Find the Hourglass Of Time in Gharik's Forge in the New Sorpigal
area.

4. Silver Cove: Loretta Fleise


Convince the 9 stables in the kingdom to charge 48 gold per pound per
mile of
material they transport, and report back.

5. Castle Stone: Lord Stone


Capture the Prince of Thieves in the Free Haven sewers and return
with him to
Castle Stone.

6. Castle Stromgard: Lord Stromgard


Find a way to end the endless winter. Visit the Hermit in
Kreigspire.

7. High Counsil in Free Haven, Castle Ironfist, Superior Temple Of


Baa
Go to the Superior Temple Of Baa to find a cure or an explanation for
Representative Silvertongue's refusal to admit you to the oracle.

B. The Oracle Quests: After you get the approval of the 6... I mean 5
reps, you
will have access to the Oracle and get the final quests of the game
from it.
1. Retrieve the Alpha Crystal from the Supreme Temple of Baa on
Hermit's Isle.

2. Retrieve the Beta Crystal from the Castle Los Alamos.

3. Retrieve the Delta Crystal from the Castle Darkmoor.

4. Retrieve the Epsilon Crystal from the Castle Kreigspire.

5. Retrieve the Control Cube from the Tomb of VARN in Dragonsand.

6. Get the Blaster skill and Blasters.

7. Free Archibald and retreive the Ritual of the Void Scroll

8. Destroy the reactor in The Hive near Sweet Water.

====================
IX. PROMOTION QUESTS <PRQU>
====================
The promotion quests are quests given to you by the 6 Lords. They
can range
from easy like the Knight to Cavalier quest to hard like the Crusader
to Hero
quest. Each class has two promotion quests and they earn lots of
experience,
so you might as well do the promotions for the classes you don't have
as well.
They also allow you to receive more hit and spell points and train to
master in
some skills.

1. The Knight Promotions


Knight to Cavalier: Lord Osric Temper
Talk to Chadwick Blackpoole in a tavern in Rockham, west of Free
Haven and get
a Cavalier nomination scroll and return to Lord Temper.
Cavalier to Champion: Lord Osric Temper
Clear out the Warlord's Castle in the Silver Cove area and find the
Discharge
Papers scroll and return to Lord Temper

2. The Cleric Promotions


Cleric to Priest: Lord Anthony Stone
Hire a Stonecutter and Carpenter and take them to repair the
destroyed healing
temple in Free Haven and return to Lord Stone.
Priest to High Priest: Lord Anthony Stone
Retrieve the Sacred Chalice from the monks in the Temple Of The Sun
on the
islands of Bootleg Bay and return to Lord Stone.

3. The Sorcerer Promotions


Sorcerer to Wizard: Lord Albert Newton in Mist
Find the Fountian of Magic and drink from it and return to Lord
Newton.
Wizard to Arch Mage: Lord Albert Newton in Mist
Find the artifact, Crystal of Terrax, in Calogen's Estate in the
Ironfist area
and return to Lord Newton

4. The Archer Promotions


Archer to Battle Mage: Lord Cedric Stromgard
Retrieve a set of keys from the Icewind Keep in the Frozen Highlands
and return
to Lord Stromgard
Battle Mage to Warrior Mage: Lord Cedric Stromgard
Use the keys that you found in the first promotion quest to change
all of the
Dragon Towers in the land to shoot only at big objects and return to
Lord
Stromgard.

5. The Paladin Promotions


Paladin to Crusader: Regent Wilbur Humphrey in Ironfist
Rescue a damsel in distress from the Silver Helm Outpost on the
island of Mist
and return with her to Humphrey.
Crusader to Hero: Wilbur Humphrey in Ironfist
Slay Longfang Witherhide, the dragon, in his cave behind Castle
Darkmoor and
return to Humphrey with his claw.

6. The Druid Promotions


Druid to Great Druid: Lady Loretta Fleise in Silver Cove
Pray at the center of the Druid Circle of Stones north of Silver Cove
during an
equinox or Solstice. (March 20, June 21, September 23, December 21st)
Great Druid to Arch Druid: Lady Loretta Fleise in Silver Cove
Clean out the Temple of the Moon west of Free Haven and pray at the
Altar of
the Moon at midnight at any full moon.

====================
X. SECONDARY QUESTS <SCQU>
====================
As far as I have found, there are 25 side quests other than counsil
and
promotion quests. None of these need to be done however, doing them
will pile
up the experience points and reward gold. The places that I classify
them are
where you receive the quest, and if there's another area listed,
that's where
the quest takes place.

NEW SORPIGAL
1. Show Sulman's letter to Andover Potbello in New Sorpigal
Given when you start the game.

2. Find the Combination Scroll to the vault door in Goblinwatch


Given by the New Sorpigal Town Hall

3. Retrieve the candelabra from the Abandoned Temple.


Given by Andover Potbello in the New Sorpigal inn.

4. Kill the Queen of the Spiders in the Abandoned Temple in New


Sorpigal and
return with her heart.
Given by Buford Allman in first house on the northeast path.

5. Collect Cobra Eggs from the Abandoned Temple of Baa for 300 gold
each.
Given by Hejaz Mawsil in the first house on the SE trail.

6. Save Angela from the Abandoned Temple of Baa.


Given by Violet Dawson in northeast house.

NEW SORPIGAL AND IRONFIST


7. Bring Sulman's letter to Regent Wilbur Humphrey at Castle
Ironfist.
Given after you show the letter to Potbello.
Self explanatory

8. Rescue Sharry from the Shadow Guild Hideout west of Castle


Ironfist
Given by Frank Fairchild in the New Sorpigal Town Hall

9. Retrieve the Chime of Harmony from the Temple of Baa in the


Ironfist area.
Given by the New Sorpigal Town Hall after completing Goblinwatch
quest.

IRONFIST
10. Find Prince Nicolai and return with him to Castle Ironfist.

11. Retrieve Andrew's Harp from Dragoon's Caverns in southern


Ironfist area.
Given by Andrew Besper near the Ironfist stables.

MIST
12. Storm the Silver Helm Outpost near Mist and return with evidence
if their
corruption.
Given by the Mist City Hall
12.5 Use the teleporter to go kill all of the Followers of Baa.
Given by Kathleen Mester in the southern lighthouse.
NOTE: This quest doesn't appear on the quest list and you don't get
rewarded
by Kathleen for completing it but you must take the quest to get the
teleporter
turned on. So for this reason I call this quest #12.5.

FREE HAVEN
13. Retrieve Ethric's Skull from his tomb west of Free Haven.
Given by Gabriel Cartman in northwest Free Haven.

14. Find the lost artifact from inside Dragoon's Keep near Castle
Temper.
Given by Zoltan Phelps in a house near the training grounds.

FREE HAVEN AND BOOTLEG BAY


15. Rescue Sherell from the cannibals on the islands east of Free
Haven.
Given by Carlo Tormini in the northeast corner near the Discount
Goods store in
Free Haven.

BOOTLEG BAY
16. Destroy the Wicked Crystal inside the Temple of the Fist.
Given by Winston Schezar in Bootleg Bay town in the temple.

17. Unward the doors in the Hall of the Fire Lord so the Fire Lord
can awaken.
Given by the Fire Lord on the wall in the first room of the temple.

MIRE OF THE DAMNED


18. Destroy the Book of Liches inside Castle Darkmoor.
Given by Terry Ros in Darkmoor town up the corridor by the stables at
the top
of the stairs.

MIRE OF THE DAMNED AND IRONFIST


19. Find the key in Snergle's Iron Mines in Darkmoor and go to
Snergle's cavern
and kill Snergle and collect his axe.
Given by Avinril Smythers in the Darkmoor inn.

SILVER COVE
20. Deface the altar in the Monolith west of Silver Cove.
Given by Eleanor Vanderbilt in eastern house of Silver Cove.

KREIGSPIRE
21. Retrieve the jeweled egg from Castle Kreigspire.
Given by Emil Lime in eastern Kreigspire Town.

BLACKSHIRE
22. Rescue Emmanuel from the Temple of the Snake on Star Island.
Given by Joanne Cravitz in southern Blackshire.

23. Destroy the altar in the Lair of the Wolf to free the town of
Blackshire
from the werewolf curse.
Given by Maria Trepan in the middle house in town.

24. Retrieve the Pearl Putrescence from the werewolf leader


Given by the ghost in the Werewolf's lair.

BLACKSHIRE, SWEET WATER, KREIGSPRIRE,


DRAGONSAND, MIRE OF THE DAMNED, BOOTLEG BAY
25. Place the 5 statuettes found in Blackshire on the 5 pedestals
hidden in the
five other areas above.
Given by Twillen the Gate Master in eastern Blackshire.

=========================
XI. TEMPLES AND DUNGEONS <TMPS>
=========================
1. Goblinwatch- located in the southwest corner of New Sorpigal area.
Enemies within:
-Bloodsucker -Goblin -Common Rat
-Brainsucker -Goblin Shaman -Large Rat
-Soulsucker -Goblin King -Giant Rat
Important items within:
-Goblinwatch Code Scroll (quest item)- In a chest down the right path
behind a
safe on the wall.
-Not sure if it was random but I found 2 Champion Swords last time.

2. Abandoned Temple Of Baa- located to the west of New Sorpigal, up


the hill.
Enemies within:
-Spider -Bat -Cobra
-Large Spider -Giant Bat -Queen Cobra
-Giant Spider -Vampire Bat -King Cobra
-Spider Queen
Important items within:
-Candelabra (quest item)- On your first right in the dungeon.
-Angela Dawson (quest item...I mean person)- In the caverns, shes in
the north
passage in the first big room after the sparks.
-Queen Spider's Heart (quest item)- She's in the room furthest to the
east.

3. Temple of Baa (Ironfist)-Southwest of the town of Ironfist.


Enemies within:
-Skeleton -Acolyte of Baa -Spider
-Skeleton Knight -Cleric of Baa -Large Spider
-Skeleton Lord -Priest of Baa -Giant Spider
Important items within:
-Treasure Room Key- In the top left room (not cave) from the main
room.
-Secret Door Key- In the bottom right room (not cave) from the main
room.
-Chime of Harmony- In the lefthand treasure room from the main temple
area.

4. Shadow Guild- Due east of Castle Ironfist


Enemies within:
-Thief -Thug
-Burglar -Ruffian
-Rogue -Brigand
Important items within:
-Letter to the Prince of Thieves- In a chest in the northeast room.
-Sharry Carnegie- She's in the 2nd room on the left when you enter
but you must
get the key in the southwest room first. Watch out, the door is
trapped.

5. Temple Of The Fist (Bootleg Bay)-On the western border sitting on


the shore.
Enemies within:
-Rat -Novice Monk
-Large Rat -Initiate Monk
-Giant Rat -Master Monk
Important items within:
-Letter from Temple Of Baa- In the 2nd tall cabinet you come to.
-Evil Crystal- In the Master Monk room on the altar. Just touch it
to destroy
it.

6. Dragoon's Caverns (Ironfist)- Head due south from the town.


Enemies within:
-Thug -Fighter -Ooze
-Ruffain -Soldier -Acidic Ooze
-Brigand -Veteran -Corrosive Ooze
Important items within:
-Orders from the Shadow Guild scroll- It's hidden inside a secret
room where
the long hole is in the wall.
-Harp- It's in the Veteran's room in the 2nd chest from the left.

7. Temple Of Tsantsa (Bootleg)- On the island with the small village


and ship.
Enemies within:
-Cannibal (1) -Cannibal (2) -Cobra
-Head Hunter (1) -Head Hunter (2) -Queen Cobra
-Witch Doctor (1) -Witch Doctor (2) -King Cobra
Important items within:
-Sherell Ivanaveh is downstairs in the locked cell from the centeral
room.

8. Corlagon's Estate- In the southwest corner of the Ironfist area


Enemies within:
-Ghost -Skeleton -Power Lich (Corlagon)
-Evil Spirit -Skeleton Knight
-Specter -Skeleton Lord
Important items within:
-Crystal of Terrax- In the chest in the room with the Power Lich.

9. Silver Helm Outpost- In the southeast corner of the city Mist.


Enemies within:
-Guard -Novice Monk -Swordsman
-Lieutenant -Initiate Monk -Expert Swordsman
-Captain -Master Monk -Master Swordsman
Important items within:
-Oliver Wendell- He's a prisoner down the first corridor on the right
from the
main room of the temple. He's in the first door.
-Enemies List Scroll- In a chest down the second corridor on the left
from the
main room of the temple, guarded by a Master Monk.
-Key to Gharik's Lab- In a chest behind the secret passage in the
room where
you found the Enemies List Scroll.
10.Snergle's Iron Mines- In the northeast corner of the Mire near the
circus.
Enemies within:
-Ooze -Dwarf -Devil Spawn
-Acidic Ooze -Dwarf Warrior -Devil Worker
-Corrosive Ooze -Dwarf Lord
Important items within:
-Key to Snergle Chambers- In the first room (the locked door) in the
far east
corridor of the dungeon.

11. Snergle's Caverns- In the northwest corner of Ironfist area.


Enemies within:
-Dwarf -Bat
-Dwarf Warrior -Giant Bat
-Dwarf Lord -Vampire Bat
-Snergle
Important items within:
-Letter to Snergle- In the chest in Snergle's chamber
-Snergle's Axe (quest item)- Kill Snergle and search his remains for
it. It's
the best axe in the game.

12. Temple Of The Sun (Bootleg)- On the island with the healing
Temple of Baa.
Enemies within:
-Novice Monk -Minotaur King
-Initiate Monk
-Master Monk
Important items within:
-Sacred Chalice (quest item)- In the cabinet down the lefthand
corridor from
the main room.

13. Free Haven Sewers- There are several entrance points in town.
Enemies within:
-Rat -Acolyte of Baa -Thief
-Large Rat -Cleric of Baa -Burglar
-Giant Rat -Priest of Baa -Rogue
Important items within:
-Cell Key- Search the sewer grates to the west of the locked door.
-Prince of Thieves- In the far northwest room behind a secret
passage.

14. Icewind Keep- Located due south of White Cap.


Enemies within:
-Ogre -Guard
-Ogre Raider -Lieutenant
-Ogre Chieftain -Captain
Important items within:
-Letter from the Dragon Riders, Dragon Tower Keys- In the secret room
off the
throne room to the far north

15. The Monolith- Located due west of Silver Cove.


Enemies within:
-Druid -Rock Beast -Water Beast
-Great Druid -Earth Spirit -Water Spirit
-Grand Druid -Earth Elemental -Water Elemental
Important items within:
-Evil Altar- In the furthest room. Just touch it to destroy it.
16. Temple Of The Moon- Located in the far northwest of the Free
Haven area.
Enemies within:
-Cobra -Druid -Medusa
-King Cobra -Great Druid -Medusa Enchantress
-Queen Cobra -Grand Druid -Gorgon
Important items within:
-Altar of Life- In the eastern room.
-Altar of Accuracy- In southwestern room.
-Altar of Might- In southeastern room.
-Altar of Endurance- In the northeastern room.
-Altar of Speed- In the western room.
-Altar of Luck- In northwestern room in the middle of the monoliths.
-Altar of the Moon- In the northernmost room.

17. Dragoon's Keep- Located in the far southwest of the Free Haven
area.
Enemies within:
-Common Rat -Fighter
-Large Rat -Soldier
-Giant Rat -Veteran
Important items within:
-Mordred (artifact)(quest item)- In the locked door in the middle
north room.

18. Temple Of The Snake- Located due east of Blackshire on an island.


Enemies within:
-Medusa -Gold Dragon
-Medusa Enchantress
-Gorgon -Q
Important items within:
-Emmanuel Cravitz- He's in a cage in the main Medusa room.
-Horn of Ros- Kill Q in his hidden room accessed in the northeast
room.

19. Tomb Of Ethric The Mad- West of Free Haven by the end of the
river.
Enemies within:
-Skeleton -Ghost -Lich
-Skeleton Knight -Evil Spirit -Greater Lich
-Skeleton Lord -Specter -Power Lich
-Ethric
Important items within:
-Ethric's Skull- How else do you get someone's skull? Kill them and
take it.

20. Warlord's Fortress- In the northwest of Silver Cove area


Enemies within:
-Thug -Fighter -Death Knight
-Ruffian -Soldier -Doom Knight
-Brigand -Veteran -Cuisinart
Important items within:
-Discharge Papers (quest scroll)- In the room north of the big square
room.

21. Demon Lair- Northwest of Castle Kreigspire


Enemies within:
-Devil Spawn
-Devil Worker
-Devil Warrior
-Devil of Baa
Important items within:
-Devil Plans Scroll- Kill the Devil of Baa inside the cavern to
collect it.

22. Dragon's Lair- North of Darkmoor Town


Enemies within:
-Longfang Witherhide
Important items within:
-Dragon Claw- Only one way to get it and that is to kill him. Good
luck.

23. Lair Of The Wolf- South of the town of Blackshire


Enemies within:
-Ooze -Wolfman -Swordsman
-Acidic Ooze -Werewolf -Expert Swordsman
-Corrosive Ooze -Greater Werewolf -Master Swordsman
Important items within:
-Ghost of Balthasar- down the western passage from the altar room at
the end.
-Pearl of Purity- down the eastern passage from the altar room at the
end but
only after you talk to the Ghost of Balthasar.
-Pearl of Putrescence- The Werewolf leader has it. He's in the
temple-like
area that is FILLED with wolves.

24. Gharik's Forge- On a northeast island in the New Sorpigal area.


Enemies within:
-Fire Beast -Sorcerer
-Fire Spirit -Magician
-Fire Elemental -Warlock
Important items within:
-Hourglass of Time- In Gharik's Lab which is the furthest room in the
dungeon.

25. Superior Temple Of Baa- Due east of Castle Kreigspire.


Enemies within:
-Acolyte of Baa -Sorcerer -Druid
-Cleric of Baa -Magician -Great Druid
-Priest of Baa -Warlock -Grand Druid
Important items within:
-High Cleric's Key- I may be wrong about this. But I believe you
follow the
directions on the tablet in the southeast room from where you enter.
Run the
trap spiral, talk to the four Baa heads in the southwestern room and
then the
Big Baa face in the huge eastern room and he gives you 50,000 exp
and, I think,
the key.
-Letter from Zenofex- It's in the locked chest on the table in a room
southwest
of the entrance room.

26. Supreme Temple Of Baa- Located on Hermit's Isle.


Enemies within:
-Devil Spawn -Acolyte of Baa -Fire Beast -Slicker
Silvertongue
-Devil Worker -Cleric of Baa -Fire Spirit
-Devil Warrior -Priest of Baa -Fire Elemental
Important items within:
-Crystal Alpha- Located in the northern room on the bottom floor of
the temple.
It's north of the bridge room.

27. Castle Kreigspire- Located northwest of Kreigspire town inside


the volcano.
Enemies within:
-Minotaur -Flame Drake -Agar's Pet
-Minotaur Mage -Frost Drake -Agar's Monster
-Minotaur King -Energy Drake -Agar's Abomination
-Lurch
Important items within:
-Crystal Epsilon- It's in the barred door going south near the
beginning. It's
in a southern square room.

28. Castle Alamos- On the North Island in the Eel Infested Waters.
Enemies within:
-Sorcerer -Magyar -Dust Devil
-Magician -Magyar Soldier -Twister
-Warlock -Magyar Matron -Air Elemental
Important items within:
-Tree Clue #1-"The third is the first of twenty-six, A through Z,
you'll have
to mix."
-Tree Clue #2-"Fifth is twice the second, Five letters in all I
reckon."
-Tree Clue #3-"Second is next to third, so pretty like a bird."
-Tree Clue #4-"First is half the fourth plus one, hurry or you'll be
done."
-Tree Clue #5-"Fourth is eight from the end, Archibald really is your
friend."
-Crystal Beta- It's in a far south room, to the east of the ampi-
theater-like
area. You have to jump onto the cages and walk to the door and give
the
passward that the trees hint you to.

29. Castle Darkmoor- Located in the Mire of the Damned in the


northwest. It's
on a hill and you must Fly or Jump to reach it.
Enemies within:
-Ogre -Flying Eye -Lich
-Ogre Raider -Terrible Eye -Greater Lich
-Ogre Chieftain -Maddening Eye -Power Lich
-Lich King
Important items within:
-Crystal Delta- It's in the northeast corner of the northernmost room
of the
castle. It's in the room with the force field at the entrance and
the Lich
King is in the room.
-Book of Lichs- It's in the hidden room from the room above. Read
the sign on
the east wall and click on the red box above you to be teleported to
that room.

30. Tomb Of VARN- Located in the middle of Dragonsand. (Anybody have


a free
weekend for this one?)
Enemies within:
-Genie -Defender of VARN -Patrol Unit
-Djinn -Sentinal of VARN -Enforcer Unit
-Efreet -Guardian of VARN
Important items within:
-Back Door Key- It's on one of the genies in the first room you
enter.
-Fire Door Key- It's in the room on the far left when you enter the
HUGE room.
It's in the hidden chest. Take the scroll too.
-Water Temple Key- Down the well in the radiation room. It's in the
southwest
passage in the orange walled hallways. It's in a chest in the
room full of
enemies. Take the scroll too.
-Bibliotheca Chest Key- At the bottom of the Water Temple. Take the
scroll.
-VARN Chest Key- In the library to the west of the Radiation room.
Take the
scroll too.
-Two extra scrolls- Click on the two pictures in the corners near the
above
chest to have them appear.
-Control cube- Down the Well of VARN behind the Patrol Units.

31. Control Center- The entrance is in the Oracle's Chamber. Talk to


the
oracle after giving him the Control Cube and you can access it.
Enemies within:
-Patrol Unit
-Enforcer Unit
-Terminator Unit
Important items within:
-Blaster Skill- On the wall in the first room on the left when
entering. Just
click on the plaque on the wall.
-Blasters:-In the chest in the first room on the right.
-In a chest in the small southern rooms, west room.
-In a chest to the west of the above listed rooms. Has a
rifle.
-In four chests in the room southwest of the huge room.
Has a rifle.
-In the northeastern-most room north of the huge room.
It's a rifle.

32. The Hive- Located in northern Sweet Water


Enemies within:
-Devil Captain -Devil Spawn -The Reactor
-Devil Master -Devil Worker
-Devil King -Devil Warrior
-Devil Queen
NOTE: About every 60 game minutes, the dungeon will do a Flushing
Sequence. So
when you see the note that says (Warning: Flushing Sequence
Activated), get to
one of those blue tile spaces for protection very quickly or your
party will
lose some Hit Points when it Flushes.
Important items within:
-Flush system deactivator- It's an orange switch in the southwest
room.
-High Sanctum Key- It's in a small corridor down the northeast hole
of the main
room.
-There aren't any really important items in here besides treasure.
This is
pretty much a "destroy the dungeon" quest and after you finish, you
win the
game so it would be pointless to put any important items inside.
-You also can't get back in once you've beaten it.

B. OPTIONAL DUNGEONS- These are dungeons that no quest makes you


enter. You
enter them for the treasure and fighting experience alone.
1. Hall Of The Fire Lord (Bootleg Bay)- On the eastern border of the
main land.
Enemies within:
-Goblin -Ogre
-Goblin Shaman -Ogre Raider
-Goblin King -Ogre Chieftain
Important items within:
-There's nothing extremely important in here. You'll find gold,
amber, and
some other items in here but it's mainly for the experience of the
quest.
-There is an item found on the Fallen Defender called a Chest Key but
I have no
idea where the chest is that it opens.

2. Silver Helm Stronghold- Lies on the hill just west of Silver Cove.
Enemies within:
-Swordsman -Fighter -Sorcerer
-Expert Swordsman -Soldier -Magician
-Master Swordsman -Veteran -Warlock (Gerrard Blackames)
Important items within:
-Ghost of John Silver- South and first left from the main room at the
end of
the weird hallway. If you've saved his kidnapped niece, he'll
show you a
hidden passage to the treasure room.
-Ankh- Kill the warlock in the southernmost room and search his body
for it.
I've never found a use for this item or a quest to return it but
it's marked
as a quest item.

3. Shadow Guild (Frozen Highlands)- South of Castle Stone town.


Enemies within:
-Thief -Catpurse
-Burglar -Assassin
-Rogue -Bounty Hunter
Important items within:
-I don't know because something in the game won't allow doors to open
inside of
this dungeon. If I ever get an updated version, I'll change this.

4. Agar's Laboratory- Located in the frozen area in northeast


Kreigspire.
Enemies within:
-Agar's Pet -Flying Eye -Agar (Power Lich)
-Agar's Monster -Terrible Eye
-Agar's Abomination -Maddening Eye
Important items within:
-Athena- This ring relic is in a chest in the back room opposite the
EXIT.

5. Caves Of The Dragonriders- Located due north of Castle Kreigspire


in the
snow area.
Enemies within:
-Wyrm -Death Knight
-Giant Wyrm -Doom Knight
-Great Wyrm -Cuisinart
Important items within:
-No idea... Cuisinarts and Dragons are my two worst dungeon enemies,
so I've
never been able to make it very far in here.

6. NWC Dungeon- Entrance located inside the Tower of the Gods on the
southeast
wall. Click it to enter.
Enemies within:
-Goblin Shaman (1)
-Goblin King (1)
-Any NPC that you might accidentally hit.
Important items within:
-Nothing really important, this is a good dungeon to start with
despite the
fact that it's in the middle of Dragonsand. See the beginning of the
walkthrough to find out how to get there.

=======================
XII. THE OBELISK QUEST <OBLK>
=======================
This is a quest in the game that deserves it's own section. Nobody
gives you
this quest but it's a very useful one to figure out. Have you come
to a small
tower-like structure that reads a bunch of Mumbo Jumbo letters and
lines? Each
one means nothing. However, if you find the 15 obelisks, they will
spell out
a message that is a clue to finding a great treasure. They are
always outdoors
and there is only one in each of the 15 areas. And by the way, to
any of you
who say, I'll just read the clue on this page and go to the location,
think
again... You must click on all 15 obelisk screens to activate the
treasure.

A. Locations
1. Sweet Water- It's located due south of the ruined village of Sweet
Water on
the west side of the lake.
2. Paradise Valley- It's located to the northeast of the Paradise
Valley town
over the mountains and guarded by Hydras.
3. Hermit's Isle- It's in the northeastern area to the north of a
small pond.
4. Kreigspire- It's in the snowy area in the northwest just sitting
in the
middle of nowhere.
5. Blackshire- It's in the sand area to the far east surrounded by
lizards.
6. Dragonsand- It's in the northeast area against the wall surrounded
by
dragons.
7. Frozen Highlands- Directly behind Castle Stromgard.
8. Free Haven- Due south of the tomb of Ethric the Mad on the other
side of the
mountain.
9. Mire of the Damned- It's in the middle top of the area in a sort
of mountain
maze. I just use Fly to get it.
10. Silver Cove- It's on the north island with the inn to the west of
the inn.
11. Bootleg Bay- In the southeastern area to the west of the Hall of
the Fire
Lord.
12. Ironfist- Head due west from the lower town and you will come to
an arena-
like area in between some mountains with loads of enemies inside.
The
obelisk is in the middle.
13. Eel Infested Waters- It's on a small southwestern island guarded
by Water
Monsters and Agar's Creations.
14. Mist- Just step in the transporter and follow the islands around
to the end
and the obilisk is near the transporter to take you back to town.
15. New Sorpigal- Use Fly to fly north of town to the volcano, Mount
Sorpigal.
Fly into the crater to find two horseshoes and the obelisk.

B. Messages
1. I t o t e c t h o t h e s a i p
2. n h r h _ a h e r h e a t v d i
3. _ e t e c p e _ _ e r s o e d e
4. t _ h a a t _ l t _ _ e n _ l c
5. h d _ s c a w e h S f d e w e e
6. e r b t h i e a e u u , _ o ' d
7. _ a y , e n i s _ n n _ a n s .
8. l g _ _ _ _ g t S _ c l n ; _ _
9. a o f l o ' h . h b t i d _ p _
10. n n a i f n t _ i e i f _ t u _
11. d _ r e _ e _ H p f o t y h z _
12. _ t _ s t a o i _ o n _ o i z _
13. o o n _ h t f d o r s t u s l _
14. f _ o t e h _ _ f e _ h _ _ e _
15. _ n r h _ _ t f _ _ c e h r _ _

C. THE ANSWER AND TREASURE


Once you turn it sideways it reads, "In the land of the dragon to
north by far
northeast, lies the cache of the captain 'neath the weight of the
least. Hid
for the Ship of the Sun before her functions ceased, lift the stone
and you
have won; this riddle's puzzle pieced."
Go to Dragonsand and look for a lot of rocks spaced out near the
northern
border. Be careful of the Lizards, Dragons, or Wyrms that may be
shooting at
you. You will see a bunch of small rocks and one big rock in the
middle of
them. This big rock conceals the treasure. It is heavily trapped so
I suggest
using Telekinesis on the rock while standing way back. Use
Telekinesis to open
and gather the treasure as well so you can have the minimal amount of
firepower
attacking you at once.
Inside the chest is 250,000 gold that is automatically given to you
and the
spell books: Divine Intervention and Dark Containment, as well as the
Artifacts: Igraine, Morgan, and Guinevere.

====================
XIII. MONSTERS <NMES>
====================
Here is the entire list on monsters. As with a lot of RPGs, each
species comes
in a set of 3: one common, one upgraded usually with magic, and one
powerful.

AGAR'S CREATIONS- These flying mutated birds are found on the islands
of the
Eel Infested Waters and inside Agar's Lab and Castle Kreigspire.
They aren't
hard to kill but they do cast electrical spells and the abomination
can cause
paralysis.
-Agars Pet Brown 55 HP
-Agars Monster Green 67 HP
-Agars Abomination Red 79 HP

AIR MONSTERS- These tornados are found near the Temple of the Snake
and the
desert area of Blackshire. They also inhabit Castle Alamos. They
have high
immunities to Air Magic and cast Lightning Bolt at high levels.
-Dust Devil White 73 HP
-Twister Purple 114 HP
-Air Elemental Blue 207 HP

ARMORED FIGHTERS- They reside in the two Dragoon dungeons, the Silver
Helm
Stronghold and the Warlord's Fortress. The Vets have a lot of HP
and ability
to break items but overall, they aren't too bad. The Fighters and
Soldiers
usually won't survive a big room with a couple of decent archers.
-Fighter Orange 61 HP
-Soldier Dark 129 HP
-Veteran Bright 227 HP

ARCHERS- They are found outside in the Frozen Highlands and Free
Haven. They
are one of the annoying enemies that can shoot a couple times in a
party's
turn. They don't cause much damage with the arrows or Fire Arrows
but the
Fire Archer can shoot Fireballs that damage the entire party.
-Archer Blue 35 HP
-Master Archer Red 93 HP
-Fire Archer Green 171 HP

BAA FOLLOWERS- They are outside in the Ironfist area and in the
Arena. They
are also found on the Misty Islands. They are pushovers. The
Mystics will
shoot electric balls at you however.
-Follower of Baa Red 9 HP
-Mystic of Baa Orange 17 HP
-Fanatic of Baa Blue 25 HP

BAA PRIESTS- They are found inside the 3 Temples of Baa as well as
hanging out
in the Free Haven Sewers. They cast lost of clerical spells
including Flying
Fist from the priests. However they have low hit points.
-Acolyte of Baa Green 30 HP
-Cleric of Baa Blue 67 HP
-Priest of Baa Red 137 HP

BATS- They hang out in the Abandoned Temple of Baa and Snergle's
Caverns. They
are weak but due to their fluttering, they can be hard to aim at
and hit.
-Bat Brown 9 HP
-Giant Bat Blue 21 HP
-Vampire Bat Red 35 HP

BLOODSUCKERS- They are in the Goblinwatch Keep as well as near


Carlogan's
Estate in Ironfist. They are pretty easy but can cause disease.
-Bloodsucker Purple 6 HP
-Brainsucker Green 13 HP
-Soul Sucker Red 30 HP

BOUNTY HUNTERS- These female thieves are on the Misty Islands and the
Shadow
Guild in the Frozen Highlands. They are easy to beat and cast no
spells.
-Catpurse Green 9 HP
-Bounty Hunter Red 17 HP
-Assassin Blue 25 HP

CANNIBALS- They keep to the Bootleg Bay area and the Tsantsa Temple.
Type 1
are the human cannibals and type 2 are the ogre cannibals. The
human witch
doctors will throw Deadly Swarm and the ogre witch doctors will
throw a Fire
Blast at you. Also, the ogres cannibals and head hunters are the
same when
you look at their pictures.
-Cannibal (1) Brown 21 HP
-Head Hunter (1) Green 30 HP
-Witch Doctor (1) Red 40 HP
-Cannibal (2) Brown 21 HP
-Head Hunter (2) Brown 30 HP
-Witch Doctor (2) Red tint 40 HP
COBRAS- They are in the Abandoned Temple, the Tsantsa Temple, and the
Temple of
the Moon. They cause poisoning but have low hit points.
-Cobra Blue 17 HP
-King Cobra Green 40 HP
-Queen Cobra Red 61 HP

DEMON DEVILS- They keep to Kreigspire and their Demon Lair but a few
are found
in Snergle's Iron Mines and in the Supreme Temple of Baa on
Hermit's Isle.
They cast and are immune to Fire Magic. They're tough but not as
tough as
their devil counterpart.
-Devil Spawn Gray 100 HP
-Devil Worker Green 280 HP
-Devil Warrior Red 540 HP

DEVILS- They fly and roam the broken Village of Sweet Water and are
the main
set of enemies in the game inside the Hive. They are pretty tough
in or out,
as the Devil Master will cast Meteor Shower but at least he can't
cast it
inside. The King can steal all of your Spell Points in one hit
too. Then
they all cast other various Fire Spells.
-Devil Captain Purple 180 HP
-Devil Master Green 400 HP
-Devil King Red 700 HP

DRAKES- Drakes are weak dragons that look more fearsome than they
are. They
are found in the frozen area of Kreigspire as well as in the castle
itself.
They breathe weaker spells than dragons and are much weaker in HP.
Don't be
fooled though, they can cause their share of damage.
-Flame Drake Red 129 HP
-Frost Drake Blue 162 HP
-Energy Drake Yellow 198 HP

DRAGONS- Dragons are heavily armored and boast loads of hit points.
They are
found in Dragonsand and in the sandy part of Paradise Valley.
There's also a
gold one in the Temple of the Snake. They fire the element of
their color
and are also immune to the same element. The gold ones rarely do
but are
able to KO a character in one hit. However, they give you some of
the best
items in the game including artifacts and relics.
-Red Dragon Red 880 HP
-Blue Dragon Blue 1080 HP
-Gold Dragon Gold 1300 HP

DRUIDS- They are annoying. They keep to the west Silver Cove area
and inside
the Monolith, Temple of the Moon, and the Superior Temple of Baa.
As bad as
the class is ranked, they are pretty tough to take on a bunch at a
time at a
low level. The use nothing but elemental spells.
-Druid Green 40 HP
-Great Druid Red 73 HP
-Grand Druid Blue 162 HP

DWARVES- They are found in the two Snergle dungeons. They are tough
like a
dwarf usually is and a lot of them can cause lots of damage with
their axes.
It's best to take them on one or couple at a time.
-Dwarf Green 40 HP
-Dwarf Warrior Blue 100 HP
-Dwarf Lord Red 180 HP

EARTH MONSTERS- These rock monsters roam around Kreigspire and are
found in the
Monolith. These guys are pretty tough and cast high Earth Magic.
-Rock Beast Brown 137 HP
-Earth Spirit Blue 180 HP
-Earth Elemental Black 280 HP

EELS- They roam the Eel Infested Waters and the waters of Hermit's
Isle. They
aren't very tough but you need to use Fly to kill them all and
dodge their
electical spells. They are also fought purely for experience
because their
bodies sink to the bottom of the water and cannot be recovered for
items.
-Sea Serpent Yellow 162 HP
-Sea Monster Blue 237 HP
-Sea Terror Red 374 HP

EVIL EYES- They are some of the worst dungeon creatures in the game.
They are
found in Castle Darkmoor and Agar's Lab. They are one of the
hardest
creatures to fight in the game. They usually hang out in packs and
cast many
different spells. The flyer can put you to sleep with fire. The
terrible
can Dispel Magic and cause Fear. The mad eye can cause Insanity
and Dispel
Magic.
-Flying Eye Gray 180 HP
-Terrible Eye Purple 280 HP
-Maddening Eye Green 400 HP

FIRE MONSTERS- These fireball monsters are in Gharik's Forge and the
Supreme
Temple of Baa. Luckily, Ice spells and arrows will kill them
quickly.
-Fire Beast Red 55 HP
-Fire Spirit Green 145 HP
-Fire Elemental Blue 269 HP

GARGOYLES- These flying monsters patrol the Silver Cove area. They
are tough
skinned and the marble one can cause paralysis. The Diamond one
can not be
hurt through weapons. Only spells or a higher force can take them
down.
-Stone Gargoyle Gray 73 HP
-Marble Gargoyle Green 114 HP
-Diamond Gargoyle White 207 HP

GENIES- They are found inside the Tomb of Varn Pyramid. One of my
three wishes
would be to avoid these magic-drunken monsters.
-Genie Blue 207 HP
-Djinn Purple 325 HP
-Efreet Red 467 HP

GHOSTS- They roam the Mire of the Damned as well as the dungeons of
Carlogan's
Estate and Ethric's Tomb. The ghosts and evil spirits aren't too
bad but if
you don't kill a Specter quickly, they can do a knock out blow.
-Ghost Green eye 35 HP
-Evil Spirit Blue eye 55 HP
-Specter Red eye 93 HP

GOBLINS- They are in the New Sorpigal area as well as Goblinwatch,


Hall of the
Fire Lord, and the NWC dungeon. They are quite easy but the two
higher ones
will throw the Fire Bolt at you every now and then.
-Goblin Green 13 HP
-Goblin Shaman Blue 21 HP
-Goblin King Red 40 HP

GUARDIANS- They are found inside the Tomb of Varn Pyramid. They are
remarkably
tough and can deal high damage with their various magic. They also
boast a
high number of hit points.
-Defender of VARN Blue 227 HP
-Sentinal of VARN Purple 467 HP
-Guardian of VARN Red 617 HP

HARPYS- They roam the mountains of Mire of the Damned and Frozen
Highlands.
They have got to be the most annoying enemies in the game. The
Harpys and
Hags aren't so bad but the Harpy Witch can cast Mass Curse so all
you have to
do is fly too close to a group and your entire party is cursed.
-Harpy Green 61 HP
-Harpy Hag Red 79 HP
-Harpy Witch Blue 93 HP

HYRDAS- These 5 headed monsters are found in Paradise Valley and


Hermit's Isle.
They aren't as bad as they were in the Xeen games but the small
ones shoot
fire and the colossal ones shoot energy. The venomous ones don't
shoot but
they can poison you.
-Hydra Red 337 HP
-Venomous Hydra Blue 467 HP
-Colossal Hydra Green 617 HP

KNIGHTS- The Cuisinarts have got to be the hardest hand-to-hand


dungeon enemies
to beat in the game. They have heavy armor and a big heavy sword
that causes
much damage. They are found in the Warlord's Fortress and are the
only ones
who could be called Dragon Riders.
-Death Knight Blue 280 HP
-Doom Knight Red 540 HP
-Cuisinart Gold 864 HP

LICHES- These undead sorcerers are found in Ethric's Tomb and are the
main
enemy in Castle Darkmoor. They have a wide range of magical skills
but, like
other sorcerers, don't have a lot of HP. The Greater ones cast
Dispel Magic
if you come within two rooms of them so be prepared to fight in the
dark and
without Wizard Eye or resistance spells.
-Lich Blue 100 HP
-Greater Lich Green 180 HP
-Power Lich Red 280 HP

LIZARDS- These have half the power as a dragons and weaker in HP.
They roam
Dragonsand and the sandy areas of Blackshire. They shoot balls of
their
element and are immune to fire, air, and earth magics in that
order.
-Fire Lizard Orange 280 HP
-Lightning Lizard Blue 400 HP
-Thunder Lizard Purple 540 HP

LIZARDS ARCHERS- They shoot arrows at you in the areas of Ironfist


and Bootleg
Bay. They are very annoying but weak but a big party will almost
endlessly
fire arrows, fire arrows, and electric balls at you.
-Lizard Man Orange 13 HP
-Lizard Archer Red 25 HP
-Lizard Wizard Blue 45 HP

MAGES- The weaker ones are found in the New Sorpigal area and the
more powerful
ones are in the Free Haven area. They use various fire spells but
the red
ones have the fewest HPs of any monster in the game.
-Apprentice Mage Red 6 HP
-Journeyman Mage Green 21 HP
-Mage Blue 40 HP

MAGIC USERS- These annoying magic users are found in Gharik's Forge,
the
Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos.
They cast
electrical magic but the Warlocks are a pain because they cast
Insanity on
someone virtually every turn.
-Sorcerer Brown 137 HP
-Magician Red 227 HP
-Warlock Purple 400 HP

MAGYARS- These soldiers patrol the Frozen Highlands area and Castle
Alamos.
They aren't too bad to fight but the Matrons throw electric spells
at you.
-Magyar Brown 61 HP
-Magyar Soldier Blue 137 HP
-Magyar Matron Green 247 HP

MEDUSAS- They keep to their keep of the Temple of the Snake but are
inside the
Temple of the Moon too. They have high hit points for how early
you should
face them and their spells can turn you to stone.
-Medusa Orange 227 HP
-Enchantress Blue 280 HP
-Gorgon Red 337 HP

MINOTAURS- Half man and half bull and they roam the Kreigspire desert
area and
are quite plentiful inside Castle Kreigspire. They are tough-
skinned and can
take a lot of hits before dying. The Kings cast Finger of Death so
steer
clear of them when possible.
-Minotaur Blue 269 HP
-Minotaur Mage Yellow 525 HP
-Minotaur King Red 861 HP

MONKS- They reside inside the Temples of the Fist and Sun. They are
low in HP
but cast a rather high skill of electrical magic.
-Novice Monk Brown 30 HP
-Initiate Monk Blue 73 HP
-Master Monk Red 153 HP

OGRES- They are found in the Hall of the Fire Lord, Icewind Keep, and
Castle
Darkmoor. They carry swords and shoot no magic. The Chieftains
are pretty
tough to hit.
-Ogre Brown 67 HP
-Ogre Raider Blue 100 HP
-Ogre Chieftain Red 162 HP

OOZE- It's a puddle of ooze. They are immune to direct attacks so


use magic or
a weapon that hits for magical damage. They are found in Dragoon's
Caverns,
Snergle's Iron Mines, and Lair of the Wolf.
-Ooze Green 50 HP
-Acidic Ooze Red 86 HP
-Corrosive Ooze Yellow 137 HP

PATROL MACHINES- They guard and patrol the Central Control dungeon.
The first
two can hurt you pretty bad but they are nothing compared to the
Terminator
Units who can Eradicate anyone. Luckily, they can be fooled into
corners and
hit around walls.
-Patrol Unit Silver 400 HP
-Enforcer Unit Blue 700 HP
-Terminator Unit Brown 1068 HP

RATS- They are inside the Goblinwatch Keep, Temple of the Fist,
Dragoon's Keep,
and the Free Haven Sewers. Why not just step on them? Ok, shoot
or stab
a couple of times and it will die.
-Common Rat Purple 6 HP
-Large Rat Green 13 HP
-Giant Rat Black 21 HP

SILVER HELM GUARDS- They are found in the Silver Helm Outpost and
Icewind Keep.
Another annoying enemy, they are a HP drainer, meaning they aren't
too easy
and they aren't too hard, they're right in the middle and can
usually grab a
few HP before they die.
-Guard Blue 45 HP
-Lieutenant Green 93 HP
-Captain Red 207 HP

SKELETONS- They are everywhere in the Mire of the Damned. They are
also in the
Temple of Baa, Carlogan's Estate, and Ethric's Tomb. They are
pretty easy to
kill but the Lords are tough and can curse you.
-Skeleton White 21 HP
-Skeleton Knight Yellow 40 HP
-Skeleton Lord Brown 61 HP

SPIDERS- They are in the Abandoned Temple and the Temple of Baa.
They cause
poisoning and travel in packs of... a crapload. They have low HP
but the
sheer numbers of them could cause problems.
-Spider Brown 17 HP
-Giant Spider Blue 30 HP
-Huge Spider Red 50 HP

SWORDSMEN- They are inside the two Silver Helm dungeons and the Lair
of the
Wolf for some reason. Like the Silver Helm Guards, these are HP
drainers.
They aren't hard but not easy and they're usually a dozen or so in
a room
when you find them.
-Swordsman Brown 40 HP
-Expert Swordsman Blue 69 HP
-Master Swordsman Red 129 HP

THIEVES- The Shadow Guild Thieves are found in the Shadow Guilds and
the Free
Haven Sewer System. They aren't very hard but I've heard that if
you see a
character look weird when they're hit, they've stolen something
from you.
-Thief Green 30 HP
-Burglar Purple 50 HP
-Rogue Red 86 HP

THUGS- They are in the Ironfist's Shadow Guild, Dragoon's Caverns,


and the
Warlord's Fortress. They aren't very tough for what you might
think of a
thug but you face them early so they may be a problem once in a
while.
-Thug Green 30 HP
-Ruffian Blue 61 HP
-Brigand Red 114 HP

TITANS- These giants are by far the toughest enemy in the game. The
supremes
can kill you in one hit and the weaker ones still have loads of HP.
They are
found in Paradise Valley and in Hermit's Isle. (Just think in
M&M7, there's
an indoor dungeon that's full of them.) However, when killed, they
give some
of the best and most expensive items, including relics and
artifacts. Just
watch out for the Supreme Titans' one hit kill.
-Titan Light Blue 617 HP
-Noble Titan Black/Yellow 787 HP
-Supreme Titan Black/Blue 1187 HP

WATER MONSTERS- These monsters look like Poseidons. They are found
in the Eel
Infested Waters and inside the Monolith. They wave their pitchfork
and cast
Water Magic and are immune to the same. They aren't as tough as
they look.
-Water Beast Green 61 HP
-Water Spirit Purple 129 HP
-Water Elemental Red 237 HP

WEREWOLVES- They keep to the Blackshire area and inside the Lair of
the Wolf.
They could be tougher but the Werewolf can disease you and the
Greater
Werewolf can knock you out in one hit.
-Wolfman Orange 100 HP
-Werewolf Blue 180 HP
-Greater Werewolf Red 280 HP

WYRMS- These dragon-worms are almost as powerful as dragons but less


HP and
they can't fly. They are located in Dragonsand, and they are the
Dragons in
the Cave of the Dragonriders. They also breathe poison instead of
fire, ice,
or earth magic. They have been known for some very good items and
a couple
relics and artifacts here and there.
-Wyrm Green 400 HP
-Giant Wyrm Blue 540 HP
-Great Wyrm Red 700 HP

EXTRAS- This section is for the unique monsters that are the bosses
of some
dungeons. Usually, they can be classified as the strongest type of a
species
but for creatures like the Lich King in Castle Darkmoor, he's even
stronger
than the Power Lich. These monsters are found only once in the game.
Instead
of a color, I will put the class of monster that it is or if I mark
it with a
"+" sign, that means that it is stronger than that class.

-Agar Power Lich+ 320 HP Agar's Lab


-Carlogan Power Lich 280 HP Carlogan's Estate
-Devil of Baa Devil Warrior 540 HP Demon Lair
-Demon Queen Devil 1300 HP The Hive
-Ethric Power Lich 280 HP Tomb of Ethric the
Mad
-Fallen Defender Defender/VARN 227 HP Hall of the Fire Lord
-Gerrard Blackames Warlock 400 HP Silver Helm
Stronghold
-Lich King Power Lich+ 600 HP Castle Darkmoor
-Lfang Witherhide Red Dragon 880 HP Dragon's Lair
-Lurch Minotaur K+ 2000 HP Castle Kreigspire
-Q not sure 16000 HP Temple of the Snake
-Reactor Machine 1300 HP The Hive
-Slicker S-tongue Priest of Baa 137 HP Supreme Temple of Baa
-Snergle Dwarf Lord 180 HP Snergle's Caverns
-Spider Queen Huge Spider+ 50 HP Abandoned Temple of
Baa
-Werewolf Leader Gr Werewolf+ 420 HP Lair of the Wolf

==================
XIV. TEACHERS <TCHR>
==================
Teachers- Those who, for a fee, will train you to Expert and Master
in their
special skills. All skills have two Expert trainers and one Master
Trainer
somewhere in the land of Enroth. To become expert in any skill you
must have a
rank of 4 and to become master, each set of skills has its own
qualifications.

A. Weaponry Skills
1. Axe
Expert: Ironfist: Stephen Biggs is in the house sharing the training
grounds.
2000 gold
Darkmoor: Connie Lettering is in a big western door on the
main road
through town. 2000 gold
Master: Darkmoor: Avinril Smythers is in the inn in the back of
Darkmoor town.
He will do it for free after completing his quest.

2. Bow
Expert: Ironfist: Helen Teal is in the house near the inn. 2000 gold
Stromgard: Jed Morrison is in the lefthand house as you enter
Stromgard
Castle area. Left door. 2000 gold
Master: Kreigspire: Desmond Weller is on the top walkway on Castle
Kreigspire
in the middle door. FREE but needs rank 8 and BATTLE
MAGE status.

3. Dagger
Expert: Free Haven: Logan Dasher is in the west door of the duplex
near the
elemental guilds. 2000 gold
Ironfist: Terrance Smith is in the house in the back of the
inn.
2000 gold
Master: Castle Stone: Jules Miles is in the lefthand door on Castle
Stone.
5000 gold, rank 8, 40 speed needed.

4. Mace
Expert: Darkmoor: Jack Crow is in a door on the back side of the
Smoke and
Mirrors shop. 2000 gold
Stromgard: Dickson Parks is in the lefthand house as you
enter the
Stromgard Castle area. Right door. 2000 gold
Master: Blackshire: Errol Ostermann is in southeast blackshire across
from the
Light Guild. 5000 gold, rank 8 and 40 might needed.

5. Spear
Expert: Mist: Gonzalo Ramirez is in the house directly south of the
Buccaneers'
Guild. 2000 gold
Silver Cove: Sigriv is in the house directly south of the
training
grounds. 2000 gold
Master: Darkmoor: Burton Rutherford is in a door down the corridor
that is
behind the armory. 5000 gold, rank 8, and Cavalier
status needed.

6. Staff
Expert: New Sorpigal: Dorf is in southern New Sorpigal area. 2000
gold
Mist: Calvin Black is across the street from the tavern.
2000 gold
Master: Silver Cove: Jasper Rice is behind the bar on an island in
northern
Silver Cove area. 5000 gold, rank 8 needed.

7. Sword
Expert: Ironfist: Aaron Strongman is in the house in the castle area
that
shares the weapon store. 2000 gold
Free Haven: Michael Ogilvy is in the east door of the duplex
near the
elemental guilds. 2000 gold
Master: Blackshire: Guy Hampton is in southern Blackshire near the
fountain.
FREE, rank 8 and Cavalier status needed.

8 Ancient Weapons
Expert: New Sorpigal: Igor is in the far east of New Sorpigal area.
2000 gold
Los Alamos: Pat Skylark is in Los Alamos Town behind the
Tavern.
2000 gold
Master: Paradise Valley: Rexella is in the southeast corner of town.
5000 gold

B. Armor Skills
1. Chain Armor
Expert: Ironfist: Rich Hamburg is in the square of houses south of
town. South
house. 1000 gold
Bootleg Bay: Preston Harper is in the house next to the
weapons store.
1000 gold
Master: Darkmoor: David Feather is in a house around the side of the
weapons
store. It's FREE but takes a rank 10 and Crusader
promotion.

2. Leather Armor
Expert: Mist: Arthur O'Leery is in the house that is beneath the
Buccaneers
Guild. South door. 1000 gold
Ironfist: Newt Headrow is in the square of houses south of
town. West
house. 1000 gold
Master: Castle Stone: Arlen Sailor is in the righthand door of the
castle.
3000 gold, rank 10 needed.

3. Plate Armor
Expert: Ironfist: Benito Tellman is in the square of houses south of
town. East
house. 1000 gold
Free Haven: Woodrow Albright is in a northwest house of the
main part
of town. 1000 gold
Master: Castle Temper: Forrest Suthers is in the middle on the roof
of Castle
Temper. FREE and no rank needed but must achieve HERO
status.

4. Shield
Expert: Ironfist: Edgar Carpenter is in the square of houses south of
town.
North house. 2000 gold
Free Haven: Takao is in the middle house of the northernmost
trail.
2000 gold
Master: Blackshire: Bronwyn Meck is in a house north of the fountain
in south
Blackshire. 5000 gold, rank 10 needed.

C. Magic Skills
1. Fire Magic
Expert: New Sorpigal: Isao Magistrus is in the first house on the
northwest
road. 1000 gold
Free Haven: Jack Van Imp is in a house in the far east. 1000
gold
Master: Mist: Jezebel is in the southern row of houses in the
eastmost house.
4000 gold and rank 12 needed.

2. Air Magic
Expert: New Sorpigal: Cheryl Duncan is above the New Sorpigal bank.
1000 gold
Free Haven: Zodahn Delphi is in the duplex in west Free
Haven.
1000 gold
Master: Mist: Caao Salem is in the southern row of houses in the
middle house.
4000 gold and Arch Mage status needed.

3. Water Magic
Expert: New Sorpigal: Douglas Hill is in a house on the island east
of New
Sorpigal with all the goblins and mages on it. 1000 gold
Free Haven: Hitomi Mirumoto is in the house furthest to the
east of
Free Haven. 1000 gold
Master: Mist: Harper Collins is in the southern row of houses in the
westmost
house. 4000 gold and rank 12 needed.

4. Earth Magic
Expert: New Sorpigal: Taro is in the house in the northwest corner of
the main
part of town. 1000 gold
Free Haven: Li Tizare is in the duplex in west Free Haven.
1000 gold
Master: Silver Cove: Revee Botania is in the house two houses south
of the
armory. 4000 gold and rank 12 needed.

5. Spirit Magic
Expert: New Sorpigal: Enoch Highridge is in the house in the
southwest corner
of the town. 1000 gold
Free Haven: Michele Blackshire is in the east duplex door
near the
water guild. 1000 gold
Master: Ironfist: Bishop Iquisitono is in the corner house behind the
castle.
FREE of money and rank but must be High Priests.

6. Body Magic
Expert: New Sorpigal: Abdulai Hahgreb is the first house on the left
when you
enter through the main gate. 1000 gold.
Free Haven: Tim O'Hoolihan is in the west duplex door near
the water
guild. 1000 gold
Master: Silver Cove: Gilbert Hammer is in the right house of the
duplex in the
northeast corner. 4000 gold and rank 12 needed.

7. Mind Magic
Expert: New Sorpigal: Virgil Holiday is the second house on the
southwestern
road. 1000 gold
Free Haven: Mynasia is across from the duplex near the water
guild.
1000 gold
Master: Silver Cove: Thane Roper is in the left house of the duplex
in the
northeast corner. 4000 gold and rank 12 needed.

8. Light Magic
Expert: Silver Cove: Tina Sheltan is in the northern door of the
duplex to the
far east of town. 2000 gold
Kreigspire: Nicholas Roth is in southeast Kreigspire Town.
2000 gold
Master: Eel Infested Waters: Ki Lo Nee is in the back of the tavern
on the
southern island. FREE but need SAINTLY status.

9. Dark Magic
Expert: Blackshire: Ambrose Brusse is in northeast Blackshire. 2000
gold
White Cap: Morton Holovin is in southwest White Cap. 2000
gold
Master: Paradise Valley: Su Lang Manchu is in the southwestern house
of town.
FREE but need NOTORIOUS status.

D. Miscellaneous Skills
1. Bodybuilding
Expert: New Sorpigal: Erik Salzburg is in the furthest house to the
east. The
southern house. 500 gold
Ironfist: Olaf Berring is in a house behind the castle. 500
gold
Master: Free Haven: Jason Traveler is in the village of Rockham west
of Free
Haven. 2500 gold, rank 7 and 30 endurance needed.

2. Diplomacy
Expert: Ironfist: Walter Hargreaves is in the southeast tower on the
castle
roof. 500 gold.
Free Haven: Sylvester Moor is in a house near the training
grounds that
you enter from the back. 500 gold
Master: Castle Stromgard: Jacques Kohl is in the middle door on the
roof of the
castle. 2500 gold and 200 Fame needed. (Although it
says rank 7
I can train at level 4 so in updated versions you may
need rank 7.)

3. Disarm Trap
Expert: Ironfist: Tyler Tailor is in the second house after the gate.
500 gold
Free Haven: Ivan Magyar is in the northeast house in the
south-facing
door. 500 gold
Master: Castle Stone: Gabe Lester is in the house across from Castle
Stone.
2500 gold, rank 7, 30 accuracy needed.

4. Identify Item
Expert: New Sorpigal: Sheila Loompus is above the New Sorpigal inn.
500 gold
Ironfist: Leon Lazaru is in the first house after the gate.
500 gold
Master: Free Haven: Hans Gifford is in the southeast corner house
near the
council. 2500 gold, rank 7 and 30 intellect needed.

5. Learning
Expert: New Sorpigal: Donald Retzer is above the Guild of the Body.
2000 gold
Ironfist: Elton Astrogate is in the southwest tower on the
castle roof.
2000 gold
Master: Silver Cove: John Tuck is in a house near the Berserkers'
Fury guild.
5000 gold, rank 7, and 30 intellect needed.

6. Meditation
Expert: New Sorpigal: Victor Hosen is in the furthest house to the
east. The
northern house. 500 gold
Silver Cove: Clyde Dagget is in a southern house across from
the guild
of the self. 500 gold
Master: Mist: Norio Ariganaka is in the southern row of houses in the
house
facing east. 2500 gold, rank 7, 30 personality needed.

7. Merchant
Expert: Free Haven: Livia Farrel is in a house south of the training
grounds.
2000 gold
Darkmoor: Casey Ludwig is in a door in the northeast part of
town.
2000 gold
Master: Silver Cove: Will Ottoman is in the southernmost house
closest to the
castle. 4000 gold, rank 7, and 30 personality is needed.

8. Perception
Expert: New Sorpigal: Tara D'Cathay is above the New Sorpigal inn.
500 gold
Bootleg Bay: Shoshi Pertoniki is in the house to the furthest
east of
Bootleg Bay town. 500 gold
Master: Darkmoor: Macro Caligula is in a door down a corridor that
you enter
near the stables. 2500 gold, rank 7 and 30 Luck needed.

9. Repair
Expert: Mist: Bernard Jacobs is in the house across the street from
the Duelist
Edge Guild. 500 gold
Silver Cove: Cyrus Montebleu is two houses to the east of the
Armory
500 gold
Master: Castle Stone: Ryan Treacle is in the southeastern house of
Castle Town.
2500 gold, rank 7, 30 accuracy needed.

====================
XV. GUILDS <GLDS>
====================
1. NEW SORPIGAL
Blade's End- Weapons and small armor skills
-Membership available in the second house on the southeast trail.
Skills available: Sword, Axe, Spear, Staff, Leather

Buccaneers Guild
-Membership available in the first house on the southeast trail.
Skills available: Merchant, Identify, Perception, Disarm Trap, Dagger

Initiate Guild of the Self- Contains just basic clerical spells


-Membership available in the northeasternmost house.
Skills available: Spirit Magic, Mind Magic, Body Magic

Initiate Guild of the Elements- Contains just basic elemental spells


-Membership available in first house on the northeast path.
Skills available: Fire Magic, Air Magic, Water Magic, Earth Magic

2. MIST
Duelist' Edge
-Membership available in house directly south of the Buccaneers
Guild.
Skills available: Mace, Chain, Shield, Body Building, Bow,

Buccaneers Guild
-Membership available in the house with the Duelist's Edge in Mist.
Skills available: Merchant, Identify, Perception, Disarm Trap,
Dagger, Dipl.

Initiate Guild of Fire- Contains middle range spells up to Ring Of


Fire.
Membership available in the southern row of houses for 50 gold.
Skills available: Fire Magic, Learning

Initiate Guild of Air- Contains middle range spells up to Lightning


Bolt.
Membership available in the southern row of houses for 50 gold.
Skills available: Air Magic, Learning

Initiate Guild of Water- Contains middle range spells up to Enchant


Item.
Membership available in the southern row of houses for 50 gold.
Skills available: Water Magic, Learning

3. IRONFIST
-Initiate Guild of the Body- Contains middle range spells.
Membership available in the house to the west of the castle.
Skills available: Body Magic, Meditation

-Initiate Guild of the Mind- Contains middle range spells.


Membership available in the house near the inn.
Skills available: Mind Magic, Meditation

-Initiate Guild of the Spirit- Contains middle range spells.


Membership available behind castle Ironfist.
Skills available: Spirit Magic, Meditation

4. SILVER COVE
Berserkers' Fury
-Membership available in the house directly to the east of the guild.
Skills available: Chain, Bow, Shield, Repair Item, Plate

Initiate Guild of Earth- Contains middle range spells up.


-Membership available in furthest houses to the east. Third house
down.
Skills available: Earth Magic

Initiate Guild of Light- Contains middle range Light spells.


-Membership available in furthest houses to the east. Northernmost
house.
Skills available: Light Magic

Protection Services
-Membership available in a house in the southwest corner of town.
Skills available: Diplomacy

Adept Guild of the Self- Contains middle range clerical spells.


-Membership available in furthest houses to the east. Southernmost
house.
Skills available: Spirit Magic, Mind Magic, Body Magic

5. FREE HAVEN
Adept Guild of Water- It contains the highest spells.
-Membership available in first house on the right coming from the
council.
Skills available: Water Magic, Learning

Adept Guild of Air- It contains the highest spells.


-Membership available in first house on the left coming from the
council.
Skills available: Air Magic, Learning

Adept Guild of Fire- It contains the highest spells.


-Membership available in second house on the left coming from the
council.
Skills available: Fire Magic, Learning

Adept Guild of Earth- It contains the highest spells.


-Membership available in second house on the right coming from the
council.
Skills available: Earth Magic, Learning

Adept Guild of Body- It contains the highest spells.


-Membership available in far southwest house of Free Haven.
Skills available: Body Magic, Meditation

Adept Guild of Spirit- It contains the highest spells.


-Membership available south of the guilds in a house.
Skills available: Spirit Magic, Meditation

Adept Guild of Mind- It contains the highest spells.


-Membership available
Skills available: Spirit Magic, Meditation

Duelists' Edge
-Membership available across from the northern Discount Goods store.
Skills available: Mace, Chain, Body Building, Shield,

6. WHITE CAP
Blade's End- Weapons and small armor skills
-Membership available in south White Cap
Skills available: Sword, Axe, Spear, Staff, Leather

Initiate Guld of Dark- Contains middle range Dark spells.


-Membership available in northwest White Cap
Skills available: Dark Magic

Adept Guild of the Elements- Contains the best spells.


-Membership available in northwest White Cap
Skills available: Fire Magic, Water Magic, Air Magic, Earth Magic

7. CASTLE STONE TOWN


Protection Services
-Membership available in the southeast corner of Stone Castle Town.
Skills available: Merchant, Perception, Disarm Trap, Dagger, Identify
Item

8. BLACKSHIRE
Adept Guild of Light: Contains the best spells short of Divine
Intervention.
Membership available in northeast Blackshire.
Skills available: Light Magic

Adept Guild of Dark: Contains the best spells short of Dark


Containment.
Membership available in northeast Blackshire.
Skills available: Dark Magic

=========================
XVI. ITEMS AND ARTIFACTS <STFF>
=========================
A. Items- This section includes weapons, armor, accessories, and
anything else
that isn't a relic. Remember that these are basic models. If
there's anything
added such as "of health", "of might", etc., then the value increases
and your
stats get added bonuses.
WEAPONS
1. Axes
-Hand Axe Attack 0 Damage 4d2 Value 30
-Battle Axe Attack 2 Damage 4d2 +2 Value 100
-Poleax Attack 0 Damage 3d7 Value 250
-War Axe Attack 5 Damage 4d2 +5 Value 250
-Heavy Poleax Attack 3 Damage 3d7 +3 Value 450
-Dwarven Axe Attack 8 Damage 4d2 +8 Value 400
-Snergle's Axe Attack 9 Damage 4d2 +9 Value 0 (can't
be sold)
-Supreme Axe Attack 11 Damage 4d2 +11 Value 550
-Grand Poleax Attack 9 Damage 3d7 +9 Value 900
-Conan (Grand Poleax) Attack 10 Damage 3d7 +10 Value 20000

2. Bows
-Crossbow Attack 0 Damage 4d2 Value 50
-Accurate Crossbow Attack 3 Damage 4d2 +3 Value 200
-True Crossbow Attack 7 Damage 4d2 +7 Value 400

-Longbow Attack 0 Damage 5d2 Value 100


-Elvin Bow Attack 2 Damage 5d2 +2 Value 200
-Precision Bow Attack 4 Damage 5d2 +4 Value 300
-Magic Bow Attack 6 Damage 5d2 +6 Value 400
-Stellar Bow Attack 8 Damage 5d2 +8 Value 500
-Artemis (Longbow) Attack 12 Damage 5d2 +12 Value 30000

3. Clubs- The only weapon that doesn't take a skill to use. (Also
the weakest)
-Club Attack 0 Damage 1d3 Value 1
-Spiked Club Attack 3 Damage 1d3 +3 Value 40
-Killer Club Attack 5 Damage 1d3 +5 Value 100

4. Daggers
-Dagger Attack 0 Damage 2d2 Value 8
-Long Dagger Attack 0 Damage 2d3 Value 15
-Blood Dagger Attack 2 Damage 2d2 +2 Value 100
-Shadow Dagger Attack 3 Damage 2d2 +3 Value 150
-Piercing Dagger Attack 4 Damage 2d3 +4 Value 200
-Mage Dagger Attack 5 Damage 2d2 +5 Value 250
-Jeweled Dagger Attack 6 Damage 2d2 +6 Value 300
-Divine Dagger Attack 7 Damage 2d3 +7 Value 350
-Mordred Attack 8 Damage 2d3 +8 Value 20000

5. Maces and Hammers


-Mace Attack 0 Damage 2d4 Value 50
-Wicked Mace Attack 2 Damage 2d4 +2 Value 150
-Thunder Mace Attack 5 Damage 2d4 +5 Value 300
-Wonder Mace Attack 8 Damage 2d4 +8 Value 450
-Death Mace Attack 11 Damage 2d4 +11 Value 600
-Ares (Death Mace) Attack 14 Damage 2d4 +14 Value 30000

-Hammer Attack 0 Damage 2d5 Value 120


-Dark Hammer Attack 3 Damage 2d5 +3 Value 300
-Holy Hammer Attack 9 Damage 2d5 +9 Value 600

6. Spears, Halberds, and Tridents


-Spear Attack 0 Damage 1d9 Value 15
-Stout Spear Attack 1 Damage 1d9 +1 Value 50
-Serpent Spear Attack 5 Damage 1d9 +5 Value 250
-Savage Spear Attack 9 Damage 1d9 +9 Value 450
-Sacred Spear Attack 13 Damage 1d9 +13 Value 650

-Trident Attack 0 Damage 2d6 Value 100


-Ornate Trident Attack 6 Damage 2d6 Value 400
-Titanic Trident Attack 12 Damage 2d6 +12 Value 700

-Halberd Attack 0 Damage 3d6 Value 200


-Massive Halberd Attack 4 Damage 3d6 +4 Value 400
-Elite Halberd Attack 10 Damage 3d6 +10 Value 700

7. Staffs
-Staff Attack 0 Damage 2d4 Value 40
-Emerald Staff Attack 3 Damage 2d4 +3 Value 250
-Power Staff Attack 7 Damage 2d4 +7 Value 500

8. Swords
-Cutlass Attack 0 Damage 2d4 Value 40
-Longsword Attack 0 Damage 3d3 Value 50
-Broadsword Attack 0 Damage 3d4 Value 100
-Warrior Sword Attack 3 Damage 3d3 +3 Value 200
-Pirate Cutless Attack 5 Damage 2d4 +5 Value 290
-Steel Broadsword Attack 4 Damage 3d4 +4 Value 300
-Crusader Sword Attack 6 Damage 3d3 +6 Value 350
-Two Handed Sword Attack 0 Damage 4d5 Value 400
-Great Sword Attack 2 Damage 4d5 +2 Value 500
-Champion Sword Attack 9 Damage 3d3 +9 Value 500
-Master Cutless Attack 11 Damage 2d4 +11 Value 590
-Mighty Broadsword Attack 10 Damage 3d4 +10 Value 600
-Lionheart Sword Attack 12 Damage 3d3 +12 Value 650
-Heroic Sword Attack 8 Damage 4d5 +8 Value 800
-Excaliber (Broadsword) Attack 12 Damage 3d4 +12 Value 20000
-Hades (Lionheart) Attack 15 Damage 3d3 +15 Value 30000

9. Ancient Weapons
-Blaster Attack 8 Damage 3d5 +8 Value 0
-Blaster Rifle Attack 12 Damage 5d5 +12 Value 0

ARMOR
1. Leather Armor
-Leather Armor Armor +4 Value 150
-Studded Leather Armor Armor +6 Value 250
-Enchanted Leather Armor +10 Value 450
-Dragon Leather Armor +16 Value 750
-Imperial Leather Armor +24 Value 1150

2. Chain Armor
-Chain Mail Armor +8 Value 400
-Steel Chain Mail Armor +12 Value 600
-Noble Chain Mail Armor +18 Value 900
-Royal Chain Mail Armor +26 Value 1300
-Majestic Chain Mail Armor +36 Value 1800

3. Plate Armor
-Plate Armor Armor +20 Value 1000
-Steel Plate Armor Armor +28 Value 1400
-Golden Plate Armor Armor +54 Value 2700

4. Shields
-Wooden Shield Armor +4 Value 100
-Bronze Shield Armor +6 Value 200
-Kite Shield (large) Armor +6 Value 200
-Tower Shield (large) Armor +7 Value 300
-Steel Shield Armor +8 Value 300
-Castle Shield (large) Armor +9 Value 400
-Lord Kilburn's Shield Armor +9 Value 0 (Quest item)
-Spirit Shield Armor +12 Value 450
-Celestial Shield (lge) Armor +13 Value 500
-Astral Shield Armor +18 Value 750
-Olympian Shield (lge) Armor +19 Value 800

5. Boots
-Leather Boots Armor +2 Value 50
-Steel Boots Armor +6 Value 250
-Armored Boots Armor +8 Value 450
-Sterling Boots Armor +10 Value 650
-Ultimate Boots Armor +12 Value 850
-Lucius (Ultimate) Armor +14 Value 20000
6. Gauntlets
-Gauntlets Armor +3 Value 100
-Knight Gauntlets Armor +6 Value 250
-Paladin Gauntlets Armor +8 Value 450
-Cavalier Gauntlets Armor +10 Value 650
-Ultimate Gauntlets Armor +12 Value 850

7. Helmets, Crowns, and Hats


-Helm Armor +2 Value 60
-Steel Helm Armor +6 Value 260
-Guardian Helm Armor +8 Value 460
-Defender Helm Armor +10 Value 660
-Angelic Helm Armor +12 Value 860

-Crown Value 250


-Regal Crown Value 450
-Almighty Crown Value 650
-Odin (Almighty Crown) Value 30000

-Cloth Hat Value 20


-Fancy Hat Value 100
-Wizards Cap Value 200

ACCESSORIES
1. Amulets
-Turquoise Amulet Value 500
-Gothic Amulet Value 750
-Claw Amulet Value 1000
-Ancient Amulet Value 1250
-Ruby Star Amulet Value 1500
-Morgan (Ruby Star) Value 20000
-Hera (Ruby Star) Value 30000

2. Belts
-Leather Belt Value 40
-Mercenary Belt Value 100
-Vanguard Belt Value 225
-Warlord Belt Value 450
-Sovereign Belt Value 600

3. Cloaks
-Leather Cloak Armor +1 Value 50
-Phantom Cloak Armor +3 Value 150
-Cloak Of Baa Armor +5 Value 0 (quest item)
-Elven Cloak Armor +5 Value 250
-Cardinal Cloak Armor +7 Value 450
-Doomsday Cloak Armor +9 Value 750

4. Rings
-Fine Ring Value 100
-Sparkling Ring Value 300
-Lunar Ring Value 500
-Witch Ring Value 700
-Blessed Ring Value 900
-Valuable Ring Value 1100
-Precious Ring Value 1300
-Etherial Ring Value 1500
-Exquisite Ring Value 1700
-Scarab Ring Value 2000
-Aphrodite (Lunar) Value 20000
-Guinevere (Lunar) Value 20000
-Igraine (Scarab) Value 20000
-Athena (Scarab) Value 30000

OTHER
1. Potions
-Red Potion +10 Hit Points
-Blue Potion +10 Spell Points
-Yellow Potion +10 to all 7 primary statistics temporarily
-Green Potion +10 to all resistances temporarily
-Orange Potion +10 to Armor Class temporarily
-Purple Potion Cures poison one time
-White Potion Third Generation potion (see potion list
below)
-Black Potion Fourth Generation potion (see potion list
below)

2. Herbs
-Widoweeps Berries Makes Red Potions
-Phirna Root Makes Blue Potions
-Poppysnaps Makes Yellow Potions

3. Gems
-Moonstone Value 1000
-Topaz Value 1200
-Amethyst Value 1400
-Emerald Value 1600
-Purple Topaz Value 1800
-Sunstone Value 2000
-Ruby Value 2200
-Emerald Value 2500
-Sapphire Value 3000
-Diamond Value 4000

B. Artifacts- This section includes the rare Artifacts and relics in


the game.
Some are found as quest items and others for well hidden chests and
areas.
Most of them will increase your stats and hit bonuses tremendously.
I will try
to put where I found them but for all I know, some of them may be
random.
1. Mordred- The best dagger in the game. It has special vampiric
powers and is
a part of the "Find the missing artifact" quest. It is in a chest in
the final
room of Dragoon's Keep.

2. Igraine- This Scarab Ring gives you 25 spell points and gives a
huge boost
to your clerical spell power. You get it for completing the 5
Statues quest.
You also get it for completing the Obelisk Quest.

3. Guinevere- This Lunar Ring gives you 30 spell points and gives a
huge boost
to Light and Dark magical powers. It is in the hidden chest for
finishing the
Obelisk Quest.
4. Morgan- This Ruby Star Amulet has an unknown origin but turns
unknown people
into legends in their own time. It gives you 20 spell points and a
huge boost
in the Elemental magics. It is in the hidden chest for finishing the
Obelisk
Quest.

5. Athena- This Scarab Ring improves the wearers intellect immensely


but at a
cost of physical might. It gives you 100 intellect and -40 might.
It is
in a chest in the back room of Agar's Laboratory.

6. Excalibur- This broadsword is located in the stone on the Los


Alamos island.
I'm not sure how much might you need to pull this but it's a lot.
The best
way is to set a beacon near it and go to the NWC dungeon and click on
the white
square that gives 250 to the main statistics and go back and pull it
out. It
gives the wielder 30 might.

7. Artemis- This longbow fires bolts magically charged with


electricity. Be
careful though, this bow draws elemental magic to itself and do more
damage
when they hit the shooter. It does 20 electrical damage but takes
away 10 from
the resistances. I found it on a Great Wyrm to the east of the
Shrine of the
Gods in Dragonsand.

8. Ares- This is a Death Mace and is the most powerful mace in the
game. It's
a relic and gives its wielder +25 Fire Resistance as well as doing an
extra 30
points of Fire Damage to an enemy. I found it on a Gold Dragon in
Dragonsand
near the two chests around the Shrine of the Gods.

9. Hades- This is a Lionheart sword that is rumored to be delivered


from the
Netherworld at a wish of a prolific mass murderer. It allows you to
be able to
disarm the toughest traps and if you can't, escape the damage they
cause. It
gives the wielder 20 poison damage to what it hits, +20 luck,
thievery, and
negative regeneration. I found it in a chest in the northwest room
of The
Hive.

10. Odin- This is an Almighty Crown gives the wearer lots of


elemental
resistance but a flaw slows the character down tremendously. It
gives +50 to
all resistances but takes away 40 Speed. I found it on a Gold Dragon
on the
hill behind the Obelisk in Dragonsand.
11. Hera- This Ruby Star Amulet is sometimes referred to as the
Amulet of the
Fool. It increases the vitality, magical energy, and luck of the
wearer at the
expense of personality. It gives someone 50 HP, 50 SP, and +50 Luck
and takes
away 50 Personality. I found it on a Red Dragon in the western
desert of
Paradise Valley.

12. Lucius- These Ultimate boots' origin is unknown but they seem to
turn up in
unusual places. They grant the wearer superhuman quickness and grace
of
motion. They give 30 Speed. I found them in the chest in Castle
Kreigspire
in the same room as the Epsilon Crystal.

13. Conan- This grand poleax has an enchantment that destroys demons
and
devils. I found it in the two chests west of the Shrine of the Gods
surrounded
by dragons.

14. Aphrodite- This Lunar Ring increases the Personality dramatically


but has
a bad luck curse placed on it. It gives the wearer +100 Personality
but -40
Luck. I found it on a Wyrm in western Dragonsand.

----I killed everything in Dragonsand, Hermit's Isle, Sweet Water,


and Paradise
Valley and this was all I was able to find. I know from other web
sites that
there are 30 artifacts and relics in all. I think they are pretty
random
wherever they are found (except the obelisk quest relics).

============================
XVII. POTION LIST (ALCHEMY) <BOOM>
============================
Aaaaaaaah potions. "You are here to learn the subtle science and
exact art of
potion-making. I don't expect you will really understand the beauty
if the
softly simmering cauldron with its shimmering fumes, the delicate
power of
liquids that creep through human veins, bewitching the mind,
ensnaring the
senses... I can teach you how to bottle fame, brew glory, and even
stopper
death -- if you aren't as big a bunch of dunderheads as I usually
have to
teach." --- The Great Professor Severus Snape

A. Basic Potions: These can be made by simply using the three flowers
you find
over an empty bottle. Just move the plant over the bottle and click
the right
mouse button.
Name Color Mix Effect
1. Cure Wounds Red Widoweeps Berries +10 Hit Points
2. Magic Blue Phirna Root +10 Spell Points
3. Energy Yellow Poppysnaps +10 Primary Stats
(temp)

B. Compound Potions: These are potions formed by mixing the three


basics
together. Move a potion over another potion and click the right
mouse button.
Name Color Mix Effect
4. Cure Poison Purple Magic+Cure Wounds Cures Poison (duh!!!)
5. Protection Orange Energy+Cure Wounds +10 Armor Class
6. Resistance Green Magic+Energy +10 Resistances
(temp)

C. White Potions: These are mixed by combining basic and compound


potions or
compound and compound potions together. Not all of the combos will
work. If
you mix the wrong potions together, the potion will explode causing
the person
that did it to take damage.
Name Color Mix Effect
7. Heroism White Cure Wounds+Protection Activate Heroism for
6 hrs.
8. Bless White Magic+Cure Poison Activate Bless for 6
hrs.
9. Stone Skin White Magic+Protection Activate Stone Skin
for 6 hrs.
10. Super Rstnce White Magic+Resistance +20 Resistances
(temp)
11. Extrm Energy White Energy+Protection +20 Primary Stats
(temp)
12. Haste White Energy+Resistance Activate Haste for 6
hrs.
13. Restoration White Cure Poison+Resistance Cures all (except
stone/dead)
14. Super Prot. White Resistance+Protection +20 Armor Class

D. Black Potions: These are mixed by combining basic or compound


potions with
white potions. There are only 11 black potions so if you are
experimenting,
most of them will blow up. Blowing up a white or black potion will
kill the
character that did it.
Name Color Mix Effect
15. E. Might Black Cure Wounds+Heroism +15 might, -5
Intellect (perm)
16. E. Speed Black Cure Wounds+Haste +15 Speed, -5
Prsnlty (perm)
17. E. Intellect Black Magic+Stone Skin +15 Intellect, -5
might (perm)
18. E. Prsnlty Black Magic+Restoration +15 Prsnlty, -5
Speed (perm)
19. E. Accuracy Black Energy+Bless +15 Accuracy, -5
Luck (perm)
20. E. Endurance Black Energy+Super Prot. +15 Endurance, -1
Primary (perm)
21. E. Luck Black Cure Poison+Super Rstnc +15 Luck, -5
Accuracy
22. Divine Power Black Cure Poison+Ext. Energy +20 Levels, +1 Age
(temp)
23. Divine Magic Black Resistance+Super Rstnce +100 SP, +1 Age
(temp)
24. Rejuvination Black Resistance+Ext. Energy Removing magical
aging.
25. Divine Cure Black Protection+Restoration CURES EVERYTHING

===================================
XVIII. BOAT AND STAGECOACH SCHEDULE <TRVL>
===================================
A. STAGECOACHES
New Sorpigal Stagecoach
-Sunday: CLOSED
-Monday: Castle Ironfist in 2 days
-Tuesday: CLOSED
-Wednesday: Castle Ironfist in 2 days
-Thursday: CLOSED
-Friday: Castle Ironfist in 2 days
-Saturday: CLOSED

Ironfist Stagecoach
-Sunday: Arena in 1 day.
-Monday: New Sorpigal in 2 days
-Tuesday: Free Haven in 4 days
-Wednesday: New Sorpigal in 2 days
-Thursday: CLOSED
-Friday: New Sorpigal in 2 days
-Saturday: Free Haven in 4 days

Silver Cove Stagecoach


-Sunday: CLOSED
-Monday: Free Haven in 4 days
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: Free Haven in 4 days
-Saturday: CLOSED

Free Haven East Stagecoach


-Sunday: CLOSED
-Monday: Blackshire in 3 days
-Tuesday: Kreigspire in 3 days
-Wednesday: White Cap in 3 days
-Thursday: Blackshire in 3 days
-Friday: Kreigspire in 3 days
-Saturday: White Cap in 3 days

Free Haven West Stagecoach


-Sunday: CLOSED
-Monday: Silver Cove in 4 days
-Tuesday: Castle Ironfist in 4 days
-Wednesday: Darkmoor in 5 days
-Thursday: Silver Cove in 4 days
-Friday: Castle Ironfist in 4 days
-Saturday: Darkmoor in 5 days

Darkmoor Stagecoach
-Sunday: CLOSED
-Monday: Free Haven in 5 days
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: Free Haven in 5 days
-Saturday: CLOSED

White Cap Stagecoach


-Sunday: CLOSED
-Monday: Free Haven in 3 days
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: Free Haven in 3 days
-Friday: CLOSED
-Saturday: CLOSED

Blackshire Stagecoach
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: Free Haven in 3 days
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: Free Haven in 3 days
-Saturday: CLOSED

Kreigspire Stagecoach
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: CLOSED
-Wednesday: Free Haven in 3 days
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: Free Haven in 3 days

B. BOATS
New Sorpigal Boat
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: Mist in 3 days
-Wednesday: CLOSED
-Thursday: Mist in 3 days
-Friday: CLOSED
-Saturday: Mist in 3 days

Ironfist North Boat


-Sunday: CLOSED
-Monday: Mist in 2 days
-Tuesday: New Sorpigal in 2 days, Bootleg Bay East in 3 days
-Wednesday: Mist in 2 days
-Thursday: New Sorpigal in 2 days
-Friday: Mist in 2 days, Bootleg Bay East in 3 days
-Saturday: New Sorpigal in 2 days

Ironfist South Boat- This boat will be CLOSED until you complete the
"Expose
the Traitor" quest.
-Sunday: Hermit's Isle in 21 days
-Monday: Hermit's Isle in 21 days
-Tuesday: Hermit's Isle in 21 days
-Wednesday: Hermit's Isle in 21 days
-Thursday: Hermit's Isle in 21 days
-Friday: Hermit's Isle in 21 days
-Saturday: Hermit's Isle in 21 days

Bootleg Bay East Boat


-Sunday: CLOSED
-Monday: Bootleg Bay West in 1 day
-Tuesday: CLOSED
-Wednesday: Bootleg Bay West in 1 day
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: CLOSED

Bootleg Bay West Boat


-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: Castle Ironfist in 4 days
-Wednesday: CLOSED
-Thursday: Castle Ironfist in 4 days
-Friday: CLOSED
-Saturday: CLOSED

Mist Boat
-Sunday: CLOSED
-Monday: Castle Ironfist in 2 days; Silver Cove in 3 days
-Tuesday: Bootleg Bay east in 2 days
-Wednesday: Castle Ironfist in 2 days
-Thursday: Silver Cove in 3 days; Bootleg Bay East in 2 days
-Friday: Castle Ironfist in 2 days
-Saturday: Bootleg Bay East in 2 days

Silver Cove City Boat


-Sunday: CLOSED
-Monday: Mist in 3 days
-Tuesday: Free Haven in 3 days
-Wednesday: North Island in 1 day (Los Alamos)
-Thursday: Mist in 3 days
-Friday: Free Haven in 3 days
-Saturday: Mist in 3 days

Silver Cove North


-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: South Island in 2 days (Eel Infested Waters)
-Friday: CLOSED
-Saturday: CLOSED

Los Alamos North Boat


-Sunday: CLOSED
-Monday: Silver Cove in 2 days
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: CLOSED

Los Alamos South Boat (How do these boats make ANY money?)
-Sunday: CLOSED
-Monday: CLOSED
-Tuesday: CLOSED
-Wednesday: CLOSED
-Thursday: CLOSED
-Friday: CLOSED
-Saturday: North Island in 1 day (Los Alamos)

Free Haven Boat


-Sunday: CLOSED
-Monday: Mist in 4 days
-Tuesday: Silver Cove in 3 days
-Wednesday: Castle Ironfist in 5 days
-Thursday: Mist in 4 days, Silver Cove in 3 days
-Friday: CLOSED
-Saturday: CLOSED

=========================
XIX. SHRINES AND CIRCUSES <SHRN>
=========================
A. Shrines- Ever come upon a small open building sitting in the
middle of
nowhere or just outside of town or on top of a mountain? Did you
touch it? If
you received a statistics upgrade, then you beat the 1:12 odds. Each
shrine
will increase a different statistic (the seven primaries and five
resistances)
but each one only in a certain month. Remember that you can only use
each
shrine once. Here are the 12 locations and months you can use them.
I just
found this out but apparently, you must see the seer first and then
journey to
the shrine to collect the reward. He is west of Castle Ironfist in
the weird
looking house on the hill.

January: Month of Might: Shrine located on the Northwest island in


Bootleg Bay.
February: Month of Intellect: Shrine located north of the city of
Mist.
March: Month of Personality: Shrine located north of the city of
Silver Cove.
April: Month of Endurance: Shrine located inside the gates of
Stromgard.
May: Month of Accuracy: Shrine located west of the city of Free
Haven.
June: Month of Speed: Shrine located in the Mire of the Damned
mountains.
July: Month of Luck: Shrine located on eastern island in New Sorpigal
area.
August: Month of Fire: Shrine located next to Castle Kreigspire.
September: Month of Electricity: Shrine located west of Castle
Ironfist.
October: Month of Cold: Shrine located northeast of Castle
Kreigspire.
November: Month of Poison: Shrine located on island south of Los
Alamos.
December: Month of Magic: Shrine located northwest of the town of
Blackshire.

B. Circuses- Yay, the circus is in town. But only for three months
of the year
and in three different locations. There are things that you can do
here but
I mainly mention it because the "Rescue Prince Nicolai" quest will
take you to
the circus.

-Locations
April: Northeast of the town of Blackshire.
August: In the northeast corner of the Mire of the Damned area.
December: On the eastern side of the main Bootleg Bay area.

=====================
XX. RESETING AREAS <RSTG>
=====================
Have you ever beaconed back to an old spot where everything was dead
and you're
suddenly assaulted. "Where the **** did they come from? I killed
them
already!" That's because once you enter an area, a countdown starts
on the
game. You can't see it anywhere but once every 6 months, 1 year, or
2 years,
the areas will reset, the enemies will reappear and treasure chests
and barrels
will refill. It's a good way to make a little extra experience by
taking out
weaker enemies that reappear. I'm not sure of all the times per area
or
dungeon, but everything will reset eventually.

New Sorpigal- 6 months


Mist- 2 years
Eel Infested Waters- 2 years
Ironfist- 2 years
Bootleg Bay- 6 months
Silver Cove- 2 years
Mire of the Damned- 1 day (or so it seems) but it's actually 6
months.
Free Haven- 2 years
Frozen Highlands- 2 years
Dragonsand- 1 year
Blackshire- 2 years
Kreigspire- 1 year?
Hermit's Isle- 2 years
Paradise Valley- 1 year (I trained and guess what was waiting outside
for me.)
Sweet Water- 6 months
The Hive in Sweet Water- 7 days
NPC Dungeon in Dragonsand- 6 months
Other dungeons- I'm not sure how long it takes to reset a dungeon. I
know it's
at least 2 years but I think you have to beat the game before they'll
reset.
When I beat the game, it reset the dungeons that I'd beaten in the
previous
two years but not the others, so I threw myself in jail for two years
(good old
Armageddon, I love thee) and the rest had reset.

=======================
XXI. CLOSING ARGUMENTS <BSHT>
=======================
CLOSING
There you have it. The walkthrough was a lot longer than I was
expecting it
to be and by the end of this Closing Arguments section, it will be
nearing
4,900 lines on Notepad. I did enjoy writing this and look forward to
writing
the guides to M&M 7 and 8 next year. Maybe I'll get started on 7
before then.
I may also include M&M 3 too because I have that on SNES. But the
Xeen games,
which to me are the best in the series, don't work anymore on any
computer I
try it on. So I regret that I will probably never play those games
again.

THREATS
This is my 3rd faq/walkthrough and I put a lot more work into this
one than I
did into my first two Don't steal my work. GOT IT!?! Doing so
would be a
"BIG MISTAKE"! I just recharged my Spell Points and you'd be
surprised how far
I can make an Ice Bolt can go. Or maybe Dragon Breath or Shrapmetal
would do
the trick. And if you try to hide, I'll just cast Armageddon. If
for some
reason you like this faq and for some reason want it on your website,
ask for
permission first. Also if you get permission, give me my credit for
it AND
post it on there AS IS. Don't change any portion of this faq. Okay,
that was
the most pointless paragraph I've written so far because, who's going
to want
this on their site. But it is necessary.

Other Gamefaqs submissions:


-Super Baseball Simulator 1.000 (SNES)
-Legend of Zelda: Four Swords (GC)

Coming Soon:
-Might and Magic VII: For Blood and Honor
-Might and Magic VIII: Day of the Destroyer
-Might and Magic III: Isles of Terra
-Something to do with Mario
-Something to do with Mega Man
-Something to do with Zelda

This FAQ is only for use at www.gamefaqs.com.

Copyright 2008 by Jeff Koenen All rights reserved


E-Mail: JKonan204@yahoo.com

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