01234567890123456789012345678901234567890123456789012345678901234567890123456789 Mazes of Fate FAQ/Walkthrough By: graymalkin2 Version 1.00 Copyright 2007, Sean Eaton REVISION HISTORY 1.00 Completed the walkthrough all the way to the end of the game. Added to all equipment/spells/monsters lists and added a few more helpful hints. 0.96 Fixed boneheaded move in which I left out the xxxX markings past #31. Added this revision history section. 0.95 Added to the guide all the way to the castle. added addtional sections, such as the magic spells and monsters section. Changed varius mistakes all over the guide. 0.40 First writing. Lots of boo-boos, still a ways to go to complete. ++++++++++++++++++++++ +++++Introduction+++++ XXX0 ++++++++++++++++++++++ One important thing. I have played this game as all of the major character types. However, the mage and the rogue I played before I wrote this guide. The current walkthrough is based on a run through the game as a fighter with a zero and both eloquence and bargain. As such, your experience with the game may lead you to areas and events not listed in this guide at this time. The completed version of this guide will include those experiences. +++++++++++++++++++++++++++ +++++Table of Contents+++++ XXX1 +++++++++++++++++++++++++++ Just like any good long guide, the group of letters next to each heading can be copy/paste into your search feature to quickly skip ahead to that section. I Table of Contents XXX1 II Guide Conventions XXX2 III So You Lost Your Manual XXX3 IV Helpful Hints on How To Play XXX4 V Getting Started/Character Choices XXX5 A. Pre-made Characters VS Custom Character XXX6 B. Skills and What They Mean XXX7 C. Leveling Up XXX8 VI Walkthrough of the Game XXX9 A. City of Sumur XXX10 1- Old Lady's Cellar XXX11 2- Getting out of Town/Frajon's House/Crypt XXX12 3- Sumur Sub-Quests XXX13 B. Kingdom Of Karsh XXX14 1- Village of Falden XXX15 1- Aminos Subquest XXX16 2- Village of Tur XXX17 1- Scribe Subquest XXX18 2- Marriage Subquest XXX19 3- Collector Subquest XXX20 3- Forsaken Temple XXX21 1- Temple of Dreams XXX22 4- El Paso XXX23 1- Underground Cave Subquest XXX24 C. Kingdom of Karsh - East XXX25 1- Town of Tanud XXX26 1- Stand Keep XXX27 2- City of Zasterul XXX28 1- Pota Subquest XXX29 2- Mage's House Subquest XXX30 3- Underground XXX31 1- Altreph's Subquest XXX32 4- Underground Temple XXX33 5- Underground Temple II XXX34 1- Keep Your Time XXX35 2- Cherish Your Space XXX36 3- Pursue Your Dreams XXX37 4- Sharpen Your Mind XXX38 6- Underground Temple III XXX39 7- Darkfort XXX40 8- Hidden City of Rulme XXX41 1- Suriben's Subquest XXX42 9- Forest Pass XXX43 D. Kingdom of Karsh - West XXX44 1- Port of Felur XXX45 1- Shipmaster's Subquest XXX46 2- Port of Zarki XXX47 3- Port of Lorerma XXX48 1- Spirit of The Mountain XXX49 4- City of Rashtel XXX50 5- Ubar Na Kur XXX51 6- Dubuerk's Fortress XXX52 7- Greks Revisited XXX53 8- The Tower XXX54 9- City of Rashtel Revisited XXX55 10- Port of Unbeb XXX56 1- Cursed Hat Subquest XXX57 11- Castle XXX58 1- Shadow Lodge Dungeon XXX59 2- Passeto XXX60 3- Castle XXX61 4- Castle Upper Level XXX62 5- Castle Lower Level XXX63 6- Castle Dungeons XXX64 7- Castle Final Level XXX65 VII Items, Magic, and Monsters, Oh My! YYY1 A. Potions, Plants and Normal Items YYY2 B. Special Items YYY3 C. Equipment YYY4 D. Spells/Magic YYY5 E. Monsters YYY6 F. NPCs (non-player characters) YYY7 G. Optional Party Members YYY8 VIII Where to Shop YYY9 IX Fun Stuff! YYY10 A. Glitches B. Omissions C. Bugs X Thank You YYY11 XI Legal YYY12 +++++++++++++++++++++++++++++ +++++ Guide Conventions +++++ XXX2 +++++++++++++++++++++++++++++ This guide is NOT designed as a step-by-step 'solution' on how to play the game. It is written as a guide, it does contain the answers to the puzzles and where you need to go next, but is hopefully written in such a way that you will play the game without it and only use it as a reference if you get lost or need help. Most Sub-Quests are optional events (similar to side quests), some however must be done to gain access to others. +++++++++++++++++++++++++++++++++++ +++++ So You Lost Your Manual +++++ XXX3 +++++++++++++++++++++++++++++++++++ Hey, it happens. Sometimes instruction manuals get lost, or you buy the game used from a friend or store and don't get a manual. Don't worry, that's what this section is for. Below is a basic rundown of how to play the game using a GBA (any version) Control – Function The A Button – In dungeons, brings up the action menu and confirms selection, in towns and on the world map, it enters a know location. The B Button – In dungeons, brings up item list, selects onscreen items, cancels action commands. The + Pad - Controls movement in dungeons and on town/world maps, selects responses in dialogues with NPCs. Start Button – Opens the main menu/pauses the action. Select Button- Opens the automap in dungeons. L+R Buttons - Strafe in the dungeons, switch characters in the menus. ++++++++++++++++++++++++++++++++++++++++ +++++ Helpful Hints on How to Play +++++ XXX4 ++++++++++++++++++++++++++++++++++++++++ Here's some helpful information on ways to get things done while playing MoF ******POSSIBLE SPOILERS INSIDE******* - Become intimately familiar with the automap feature early on in the game. It constantly updates itself as you play, and often will reveal switches that cannot be seen on the mini-map displayed while traveling in the dungeons. If you cannot open a door/gate, check to see if you missed something on the automap. - Unlike a FPS game, camping in Mazes is often a really good idea. It can be done anywhere in a dungeon (press start to bring up the menu), and won't be interrupted unless and enemy spots you. Camping also allows you to sleep off poison attacks (if you are strong enough). Also, you won't need an awakening potion when a character gets sleepy if you camp for a while. - You are allowed to carry a limited number of items in you inventory, and a maximum of 32 of any given item. If you need to carry more than 32 of an item, you can, the game just allocates another inventory slot to the same item. You have a maximum of 56 inventory slots. - You can engage and retreat from any battle by running away. You do not have to do anything special to do this you just cannot be in the battle menu. If you are backed into a corner or otherwise unable to move, you must duke it out with the enemy. Good luck. - After you successfully travel through some dungeons for the first time, you can skip trudging back through them by selecting 'Pass through the known way' from the opening menu. You can also slug your way back through if you want. - Some party members, such a Ludren, will leave your group when certain events take place. You can find them in the same place you found them the first time, and they will still be at the level they were at when they left your group. - Ranged weapons, such as bows and slings are offensively weak in that they cause very little damage, but have the added bonuses of hitting enemies that are several paces away, and can hit all enemy party members simultaneously. - Magic and Health points recover over time, even while you are exploring. - When you leave a dungeon and enter the world map(or town map) your party will instantly recover all HP and MP. - Keep tabs on your recovery meter (green orb on player status display) it must be full for you to perform an action. Some actions take more time to recover from. - Save often. I cannot stress this enough. It should be common practice for any seasoned RPGer, but it still needs to be said. Note that in MoF you can save pretty darn close to anywhere (never during cut scenes/dialogs, some other select instances). - Enemies NEVER regenerate. Once you have cleared a dungeon of all enemies, you will never run into an enemy in that dungeon again. - Unlike most RPG games, how you interact with NPCs and the choices you make during dialogue sequences can have a profound effect on how the game is played. Answer a question in the wrong way, and you might lose the opportunity to take on a side quest, gain some experience, or acquire an item/spell/ability. Choose your options carefully. - Every once and a while, one of your party members will drop his/her weapon during battle. This can be comical (like if you are fighting Infernal Rats) or a complete disaster (during a Boss fight where you forgot to bring potions). After the battle, you can pick your weapon back up, but don't forget to re- equip it. - You can press start to enter the character status screen during battle. While on the screen you can heal your party using potions, equip other items, etc. without taking damage from the enemy. So, you can completely heal your party in the middle of battle without taking any damage, the only drawback is your recovery meter will be empty when you return to the battle screen. +++++++++++++++++++++++++++++++++++++++++++++++ +++++ Getting Started - Character Choices +++++ XXX5 +++++++++++++++++++++++++++++++++++++++++++++++ When you first start a game of MoF, you start off by choosing one of three pre- made characters (the typical Warrior/Fighter, Rogue and Mage/Magic User) or can make their own character. First, Lets start with the pre-made characters. ----Dumar - The Warrior/Fighter---- Dumar has the usual strengths and weaknesses usually applied to a warrior class character; He has high strength and endurance, passable dexterity and dismal Wisdom. He has great skill in 1-handed weaponry and Parry. If brute force is how you like to play, Dumar is your man. Starting Stats - Strength - 39 Endurance - 29 Dexterity - 19 Wisdom - 13 Bonus to skills - +1 1-Handed Weaponry - proficiency with single-handed weapons +1 Parry - Character's defense value when not attacking +1 Small Weapon - proficiency with small weapons +1 Evasion - defensive value Skills Not available (initially) All Magic Skills Bargain Search Lock Picking Starting Equipment/Items Bracers - armor Dagger - small weapon Soft boots - armor +2 Minor Black potion - healing potion +3 Nagora - poison attack item ----Katja - The Rogue---- Katja is a great thief-type character. She has high wisdom (just as high as Naveral) and dexterity, but very low Strength and Endurance. Her bonus skills are targeted at non-combat and non-magic skills. A good character to use to find all the nooks and crannies in the dungeons, Katja is not a great fighter. Starting Stats Strength - 13 Endurance - 13 Dexterity - 34 Wisdom - 40 Bonus skills +1 Small Weaponry - Proficiency in small weapons, such as knives +1 Search - Find hidden passageways, locate hidden levers +1 Eloquence - Higher levels open up new dialogue choices with NPCs +1 Ranged Weapon - proficiency with bows, slings Skills Not available (initially) All Magic Skills 2-H Weapons Resist Poison Starting Equipment/Items Dagger - small weapon Sandals - armor +2 Minor Black potion - healing potion +3 Nagora - poison attack item ---- Naveral - The Mage ---- Naveral is designed for magic use. His strength and endurance is higher than Katja, so he is better able to defend himself in a fight, and his bonus skills lean heavily towards the use of magic. If you prefer to blast your opponents into another world rather than slice them apart, then Naveral is a good choice. Starting Stats Strength - 20 Endurance - 22 Dexterity - 18 Wisdom - 40 Bonus skills +1 Akhina - One of the magic schools available in the game +1 Meditation - Rate which you recover/regain mana points (MP) +1 Mana Training - determines the number of mana points(MP) +1 Small Weapon - Proficiency in small weapons, such as knives Skills Not available (initially) Evasion Parry Celerity Search Lock Picking Starting Equipment/Items Dagger - small weapon Standard Cloak - armor Sandals - armor +2 Minor Black potion - healing potion +3 Nagora - poison attack item Starting Spells Shock - attack spell Any of the three pre-made characters are balanced enough to successfully complete the game, it really boils down to personal preference. You can also name them whatever you like after you choose one. However, more experienced or daring players may want to give the custom character choice a try. ---- Custom Character ---- You start out making your custom character by choosing a portrait, which are the three pictures of Dumar, Katja and Naveral. Some other choices would have been nice, but no matter. After you choose your picture, you get to assign attribute points. A custom character has default settings as follows: Strength - 20 Strength determines how hard you hit with melee weapons (not bows, slings, or magic) Endurance - 20 Endurance determines how many hit points(HP) you start out with and how well you handle attacks Dexterity - 20 Dexterity determines how fast you are, and helps with lock picking, and other rogue skills Wisdom - 20 Wisdom is essential for rogue and magic-users because it appears to affect all of their skills You are also given 20 'extra' points that you can assign to the different attributes. NOTE - you can add or remove points from each of the four attributes to make them equal less than 20. You can then re-apply them however you wish. The lowest any attribute can be set at is 10. Notice that custom characters have access to 100 total attribute points, and that the pre-made characters also equal 100 total points. After you have finished distributing all of the points, you then get to name your character. After you have named your character, you get to assign 4 skill points. Since your character is at level 1, the maximum number of skill points you can apply to a skill is limited to 1. After you have assigned your skill points, you're done! You have successfully created your own character. However, as you go through your character status screens, you will notice the only disadvantage to not using a pre-made character. You default starting equipment is just a dagger. No armor whatsoever. Oh well. +++++++++++++++++++++++++++++++++++ ++++ Skills and What They Mean ++++ XXX7 +++++++++++++++++++++++++++++++++++ Skills are broken up into four categories, Combat, Physical, Magic, and Rogue skills. Below is a brief explanation of each skill. ---- Combat Skills ---- Small Weapon - Character's proficiency with a small weapon (daggers, knives). The higher the number, the more accurate your character is. 1-Handed Weapon - Character's proficiency with a 1-handed weapon (swords, staff, axes) The higher the number, the more accurate. 2-Handed Weapon - Same as 1-handed, but only applies to 2-H weapons (sword,axe) Ranged Weapon - Same as 1-handed, but only applies to ranged weapons(bow,sling) Evasion - Affects character's defense when not over-encumbered. I have yet to see what makes a character over-encumbered, so this basically makes the character resist damage better. Parry - Affects character's basic defense value when not attacking. When your character is in the middle of an attack move, he/she is more vulnerable. ---- Physical Skills ---- Fast Healing - The higher this number is, the faster your character will regain lost hit points(HP). This appears to also affect regen when camping. Resist Poison - The higher the number is, the less damage you will take from each hit of poison. This does not affect the likelihood of getting poisoned or how often the poison attacks the character, just how many HP you lose each time. Stamina - Increases the number of additional hit points you gain when you level up. Does not appear to be cumulative. Celerity - Increases the speed in which you readiness orb/recovery meter fills up after an attack. The higher this number is, the more actions your character can get in between enemy actions. ---- Magic Skills ---- Meditation - This determines how fast you regain your mana points(MP) after casting a spell. The higher the number, the quicker you get them back. Mana Training - This, along with Wisdom, determines how many mana points(MP) your character has. Akhina - A school of magic related to energy, matter, and time. The higher the number, the more powerful spells become available to the user. You must have a 1 or higher here to have access to any spells from this school. Daim - A school of magic related to the soul, knowledge and life itself. Some of the spells in this class overlap into other classes, but most are unique to this class. The higher the number, the more powerful spells become available to the user. You must have a 1 or higher here to have access to any spells from this school. El - A school of magic related to life forms, space and stability. Some of the spells in this class overlap into other classes, but most are unique to this class. The higher the number, the more powerful spells become available to the user. You must have a 1 or higher here to have access to any spells from this school. ---- Rogue Skills ---- Lock Picking - How effective you are to opening locks and doors. You must have the lock pick item in your inventory to find this useful. The higher the number, the less effort is needed to open a lock, and the less likely you are to break your lock picks. Search - The higher the number, the more likely your character is to point out (via in game word balloons) traps, hidden doors and illusionary walls. Bargain - The higher this is, the cheaper you can buy items/equipment for, and the better trade-in prices you will get. Useful early on, not so much later in the game. Eloquence - This skill may appear at first to do nothing, but it has a very big impact on the game. High eloquence opens up side quests that you might otherwise miss, allows you to change the dynamic between your group and NPCs, and helps get more experience and better rewards on tasks. +++++++++++++++++++++++++++++++++++++++ +++++ Leveling up your Characters +++++ XXX8 +++++++++++++++++++++++++++++++++++++++ As you adventure, you will get the chance to level-up your characters. When you get the chance to do this is determined by experience. Each monster you defeat in battle(and live through) will gain you experience. Exp can also be gained by completing side quests and sometimes from completing major storyline tasks. Please note that any character who is unconscious at the end of a battle will not gain experience from that battle. You can check the character status screen to see how much experience (XPs) each character needs to gain a level, and how close they are to attaining that level. ---- Distributing Points ---- Each time a character levels up, that character's basic attributes don't change, but HP and MP go up slightly, along with combat(attack power), might (attack strength) and defense stats. The real benefit of going up a level is in the three skill points you get. These skill points can be distributed however you see fit, so long as not one skill goes above the Max number indicated in the upper right corner of the screen. Note - In towns and on the world map, there is no indication that anyone has leveled up. You will have to check the character status screen and look for any party member who has 'skills' flashing on and off. If you are in a dungeon, party members with skill points to assign will have a flashing yellow start on their portrait. +++++++++++++++++++++++++++++++++ +++++ Main Game Walkthrough +++++ XXX9 +++++++++++++++++++++++++++++++++ Starting Town: City of Sumur XXX10 --------------------------- ---- Old Lady's Cellar ---- XXX11 --------------------------- Welcome! After you have picked/designed your character, the game starts you off in Big Tuna's tavern, talking with Big Tuna (the owner). Feel free to chat it up with Tuna, none of your choices here will have a negative effect on the game. He mentions something about a temple that was unearthed a few weeks ago, and how everybody's having bad dreams and such since then. He tells you it's known as the forsaken temple. He'll also offer up the games first mini-quest, dealing with rats in aunt tuna's cellar. He'll suggest you talk to the Master Warrior and then points out his location on the map. Go talk to the Master Warrior. Turns out he's weak and needs you to go kill some rats in aunt tuna's cellar. He'll point out the old lady's house on your map. Go see the old lady. This is where your dialogue decisions affect the outcome. You are given a few choices here: A- Tell her that the master warrior sent you and that you are there to help. B- Tell her to call the guards, that's what they get paid for. C- Tell her you don't have time for this stuff. D- Ask about a reward. If you picked A She says thank you and you automatically enter the dungeon. Happy fighting. While you are in the cellar, you can choose to take the money and the ring, or leave both. If you take either, you are given a chance to tell the old lady, if you just kill the rats, she will give you the ring for your troubles. If you take the ring, be sure to tell her you took it, otherwise she'll call you a thief. If you picked B She says there aren't enough guards, then the dialogue goes back to the list above. If you picked C She insults you, and you leave, only to return again. If you picked D She says she's an old lady and doesn't have anything, you can then choose to haggle with her, leave or apologize and fight the rats (go up to 'if you picked A'). If you haggle, she tells you to keep her savings in the cellar, and then you get thrust into the cellar. After defeating the rats and leaving the dungeon, the old lady will thank you and you gain 10XP. ===Dungeon Old Lady's Cellar Pretty easy in here. There are two enormous rats to kill, an open chest with her life savings in it (7 gold) and a hidden area containing the 'old lady's ring' item. If you take the money and/or the ring, it will change the dialogue with the old lady when you leave. The old lady's house will no longer be available to you after you complete the task. After defeating the old lady's rats, go back and talk to Tuna. He'll thank you, and open up the rest of the tavern for you to explore. There are lots of things to do now. You can talk to the adventurers calling themselves the 'Party of the Rising Sun' in the back and talk your way into some extra coin and find out some information on the buried temple, the Goatmen, and Netherlings. Just don't tell them you find them unacceptable. You can spend some serious crowns getting the drunkard at the table to spill the password for the Thieves Guild. The notes on the wall offer up chances to do a side jobs and provide you with access to the next part of the quest. You can also revisit with the Master Warrior, who will now offer to train you on some skills. You can talk with the Bard, ask him to sing a song and he will tell you about his friend Draul, who has disappeared. Turns out he's being held for ransom, and the Butler might have something to do with it. ----------------------------- ---- Getting out of Town ---- XXX12 ----------------------------- By now I'm sure you have noticed that you cannot leave town, since the Captain has placed guards at the exit. So, you'll have to talk to the Captain in order to leave. Like everybody else, the Captain has things he wants you to do for him before you can leave. So, let's go talk to him. If you read the posters on the wall in the tavern, you will have an opportunity to do a couple of things here. But the one that is most important is to ask him if you can help in any way. This will open up Frajon's quest, which must be completed to continue. He'll give you background on Frajon, and where his house is. Be sure to ask what's in it for you, since there is payment for solving this quest. If you have read the note in the tavern, you can get 7 crowns, but only 4 if you did not read the note. Frajon's House Leave the Barracks and make your way to Frajon's House. Only thing to do here is pick up Frajon's Note and the Crypt Key. You can take the note to the Captain, he'll just take the note and send you to the Crypt to find Frajon. ===Dungeon Crypt This is the first 'Real' Dungeon of the game. You'll need to unlock the door using the crypt key, then you can start to explore. In the first room, you'll find an Enormous Rat and a Dagger in one of the Niches. The second room contains another Enormous Rat, along with a Bracer, a wooden shield, and Deathbed (which you will need later - do NOT sell). To the left of where you first came in you can search the wall and find a hidden button that will open a hidden area in this room (check your map to see it). The hidden area contains a huge number of awesome items this early in the game: Longsword Red potion Black minor potion Blue minor potion Blue Potion Green Major Potion Black Major Potion And two chests containing even more treasure, but are locked. If you have lockpicks you can open it, otherwise, leave them for later. You can return without any issues later in the game. The third room contains another Enormous Rat, along with another Deathbed. The switch on the left will open the door that leads back to the entrance. The switch on the right opens the door to where Frajon's body is, and a battle with a Corpse. Now that you have found Frajon's body, go back and talk with the Captain. He'll give you your 4 or 7 crowns, and you'll gain 30XP. The Captain will now allow you to leave the city. If you talk to him again, he'll give you a Sub-Quest to find some lost cargo, and tell you to start looking at the Thieves Guild. Now that you can leave Sumur whenever you please, it is a good time to try and get all that you can out of Sumur. You can try several Sub-Quests, which are listed and detailed below. ------------------------------ ------ Sumur Sub-Quests ------ XXX13 ------------------------------ *NOTE - You can do all three Shadow Brotherhood quests at the same time, and save yourself a LOT of backtracking. ---- Finding Draul - Sub-Quest ---- You'll first learn about this quest from the Bard in the Tavern, who tells you about his missing friend Draul. He'll also direct you to the Lord's House to talk with Draul's Father. Start by going and talking to the Butler. You need to talk with the lord, but the butler is resisting. You'll be given three choices: A- Say you'll come again another day. B- Insist on seeing him C- Mention you need to talk to him about his kidnapped son. If you picked 'A', you exit the dialogue and find yourself back outside. It does not matter what day you come back, you'll never get any farther. If you picked 'B' You'll get thrown out into the streets, same as 'A' If you picked 'C' The butler will tell you to tell him what you know. This brings up additional dialogue choices: A- Tell him nothing, just that you will save his son, and for that you need to talk to him, not some butler. B- Tell the butler you don't have time for him and try to bust past him. C- Tell the butler that you want to find his son. If you picked 'A' The butler will advise you to keep quiet and go away, which you can respond yes or no. Yes boots you back outside. No will have the butler ask you to go to the old house so you can 'talk'. If you say yes, he'll point out the old house on your map (Skip down to the Old House Dungeon), if no, then he'll just boot you back outside. If you picked 'B', you get booted back outside. If you picked 'C', it is the same outcome as if you picked 'A' ===Dungeon Old House This dungeon is much easier if you have two party members, but you can beat it alone. It is very simple and laid out rather nice, with a couple of Scoundrel enemies to beat (total of 3), an Ibrinum laying on the floor, and two old pouches containing 80 crowns. There are no hidden areas in the dungeon. If you choose not to beat the enemies in the Old House and run away, you can tell the Captain at the Barracks and he will 'take care of it' closing off the Old House dungeon forever. The next time you talk to the Captain, you will gain 30XP! (you still gain the experience if you cleared out the dungeon and talked to the Captain). After you beat dungeon, head back to the lord's house to 'talk' to that Butler. You will be greeted by the Lord himself since the Butler has run off. If you tell him about the Butler being in on the kidnapping and the Lord will tell you about Mardred and the Thieves Guild. He will then assume you will continue to find his son. Time to check out the Thieves Guild if you haven't already done so. You can get the password for the front door from the Drunkard in the tavern if you don't already know it, or go back and the Lord that they would not let you in, and he'll tell you the password. When you enter, Hakina, the Thief leader, will not talk to you about much of anything until you join the guild (yet another Sub-Quest) or pay her 100 crowns. You can however talk to Mardred and he will tell you the Shadow Brotherhood took Draul, and Hakina will tell you about the Thieves Cave, and tell you to look there. *NOTE - It would NOT be wise to visit Tur and load up on some heavier armor and weapons before proceeding to the cave. Due to the cargo being stolen, both smithies have raised prices through the roof. =====Dungeon Thieves Cave This is your first really big dungeon. Inside you will find 10 Thief monsters, 3 stones at the entrance (take them, you will need them later), and several chests which contain more treasure. There is one secret area that you can access by stepping on a plate (check your automap). Notice when you step off of the plate, the passageway closes back up. Use one of your stones from inventory to keep the plate down. On the wall opposite the chest hidden by the plate wall there is a button that will allow you to access the lower level. On the lower level you will find 3 Infernal Rats, two searchable dead bodies (one has a staff) and two locked chests, which contain more treasure. As you fight your way through the cave, your character will occasionally mention about how many thieves are still alive inside. He/She will also tell you when they are all dead. After a complete search of the level, you will find no Draul, so make you way back to Sumur to the Thieves Guild. Hakina will tell you it is strange that you did not find Draul in the cave, and tells you to find another hideout, and she will reward you. Also, if you did not pay to join the Guild earlier, she will now ask if you want to. Say yes, as she will now teach you some skills because you are a member. You can then tell her that you have defeated the brotherhood in their cave, and she'll give you 50 crowns and 40XP for your work. Time to find out where else the Brotherhood might be hiding Draul. So, go visit Tuna. Buy a drink, ask him about the brotherhood, pay him 10 crowns (extortion!), and he'll tell you to talk to the 'Party of the Rising Sun' about the hidden Shadow Brotherhood Campsite. The PotRS are the adventurers just to the left of tuna. They will point out the campsite on your map. =====Dungeon Thieves Campsite Another dungeon, this time in a high grass setting. Same thief enemies as before, but this time there's only 8 of them. There is a bag of 40 crowns hidden in one of the dead ends. Not much else here, except the Draul tied to a stake! After you find him and free him, report back to Sumur. Visit the Lord's House and he will thank you for finding Draul. You can ask for a reward if you like. He will give you an Amber for your troubles. You can also visit the Thieves Guild and tell Hakina that you have slain the rest of the Shadow Brotherhood. She will give you 100 crowns, 80XP and teach you a skill for free! ---- Stolen Cargo - Sub-Quest ---- After finding Frajon's dead body and getting the Captain to open the exit of Sumur, You get the chance to ask if you can help out in any way. The Captain will tell you about some lost cargo, that he believes the Thieves Guild had something to do with the theft. NOTE- Whether you accept the mission or not it will get added to your Quest log and you cannot talk with the Captain until you find the cargo. NOTE- SUB-QUESTS IN TUR MUST BE DONE BEFORE YOU FIND THE CARGO OR THEY WILL NOT BE AVAILABLE/CHANGE. When you check with the Thieves Guild Leader Hakina, She informs you that she believes the Shadow Brotherhood is behind the stolen cargo. She then points out the Thieves Cave on your world map. *NOTE - It would NOT be wise to visit Tur and load up on some heavier armor and weapons before proceeding to the cave. Due to the cargo being stolen, both smithies have raised prices through the roof. =====Dungeon Thieves Cave This is your first really big dungeon. Inside you will find 10 Thief monsters, 3 stones at the entrance (take them, you will need them later), and several chests which contain more treasure. There is one secret area that you can access by stepping on a plate (check your automap). Notice when you step off of the plate, the passageway closes back up. Use one of your stones from inventory to keep the plate down. On the wall opposite the chest hidden by the plate wall there is a button that will allow you to access the lower level. On the lower level you will find 3 Infernal Rats, two searchable dead bodies (one has a staff) and two locked chests, which contain more treasure. As you fight your way through the cave, your character will occasionally mention about how many thieves are still alive inside. He/She will also tell you when they are all dead. After a complete search of the level, you will find no Stolen Cargo. Once they are all dead, make you way back to Sumur to the Thieves Guild. Hakina will tell you it is strange that you did not find the stolen cargo in the cave, and tells you to find another hideout, and she will reward you. Also, if you did not pay to join the Guild earlier, she will now ask if you want to. Say yes, as she will now teach you some skills because you are a member. You can then tell her that you have defeated the brotherhood in their cave, and she'll give you 50 crowns and 40XP for your work. Time to find out where else the Brotherhood might be hiding the stolen cargo. So, go visit Tuna. Buy a drink, ask him about the brotherhood, pay him 10 crowns (extortion!), and he'll tell you to talk to the 'Party of the Rising Sun' about the hidden Shadow Brotherhood Campsite. The PotRS is sitting to the left of Tuna. They will point out the campsite on your map. =====Dungeon Thieves Campsite Another dungeon, this time in a high grass setting. Same thief enemies as before, but this time there's only 8 of them. There is a bag of 40 crowns hidden in one of the dead ends. Not much else here, except the Stolen Cargo! After you find it, report back to Sumur. Inform the Captain that you have found the cargo. He will reward you with 25 Crowns and 120XP. If you did not complete the marriage quest in Tur, you can go tell the smithies that you found the cargo and they will stop bickering between each other. If you did complete the marriage quest, the Armorsmith will ask about the cargo and will give you 25XP for proving it was not Merock's fault. You can also visit the Thieves Guild and tell Hakina that you have slain the rest of the Shadow Brotherhood. She will give you 100 crowns, 80XP and teach you a skill for free! ---- Shadow Brotherhood - Sub-Quest ---- At some point during your adventures you had to have visited the Thieves Guild in Sumur. This bunch is lead by a mohawked young lady named Hakina, who wants you to help take out her enemies, the Shadow Brotherhood. Turns out that the Shadow Brotherhood is responsible for quite a few of the problems in Sumur, and all the Sub-Quests here involve them. While talking to Hakina, all of her conversations circle back to taking out the Brotherhood. Wanna join the Guild? Take out the brotherhood (or pay a steep 100 crowns). Wanna know what happened to Draul? Ask the Brotherhood. Wanna find the stolen cargo? The Brotherhood is behind it. Any one you pick will send you to the Thieves Cave, which she will add to your world map. *NOTE - It would be wise NOT to visit Tur and load up on some heavier armor and weapons before proceeding to the cave. Due to the cargo being stolen, both smithies have raised prices through the roof. =====Dungeon Thieves Cave This is your first really big dungeon. Inside you will find 10 Thief monsters, 3 stones at the entrance (take them, you will need them later), and several chests which contain more treasure. There is one secret area that you can access by stepping on a plate (check your automap). Notice when you step off of the plate, the passageway closes back up. Use one of your stones from inventory to keep the plate down. On the wall opposite the chest hidden by the plate wall there is a button that will allow you to access the lower level. On the lower level you will find 3 Infernal Rats, two searchable dead bodies (one has a staff) and two locked chests, which contain more treasure. As you fight your way through the cave, your character will occasionally mention about how many thieves are still alive inside. He/She will also tell you when they are all dead. Once they are, make you way back to Sumur to the Thieves Guild. Talk to Hakina. You can tell her that you have defeated the brotherhood in their cave, and she'll give you 50 crowns and 40XP for your work, and ask you if you want to join the Guild. Say yes, and she will now teach you a skill for 100 crowns. ----- Party of the Rising Sun - Sub-Quest ----- Not really a sub-quest, just a funny little side quest type thing. In Tuna's Tavern you can speak with some adventurers who call themselves the Party of the Rising Sun. These goofballs at first are good for background information, and are essential to the Shadow Brotherhood Sub-Quests. But, if you say the right things, they will pay YOU a few crowns to tell everyone you meet just how great they are. Later in the game, at the hidden city you tell someone about the PotRS, but it doesn't seem to have any effect at all outside of making the guy laugh. However, when you go back to talk to the PotRS after telling the guy, they will thank you, which you can either insult them, or just leave. Neither action seems to have an effect. I do know that if you tell them that their bribe is unacceptable, they will always call you 'Mr. Unacceptable' every time you talk to them. -------------------------- ---- Kingdom of Karsh ---- XXX14 -------------------------- After you leave Sumur, You have a huge number of places to check out, including The Village of Tur, The El Paso Passage, The Tower, The Village of Falden, The Forest Pass, The Forsaken Temple, and if you are doing Sumur Sub-Quests, The Thieves Cave. The Tower - Is currently not available to you yet, but it plays a big part later in the story. El Paso - This area is closed off, since it is too dangerous for you right now. Forest Pass - This area is closed off, since it is too dangerous for you right now. --------------------------- ---- Village of Falden ---- XXX15 --------------------------- This small village is just north of El Paso, and offers up a Sub-Quest if you are strong enough for Aminos, and has an Herbalist who will sell you supplies. ----- Aminos - Sub-Quest ----- XXX16 Once you have progress to a certain part of the game (i.e. beat the Forsaken Temple), you can visit Aminos who will ask you to clear out a cave north of town that is filled with Myrmecoleos monsters. Aminos will point out the cave location on your map. ===== Dungeon Myrmecoleos Cave This is a small cave. There are only three Myrmecoleos monsters in it, but they are very strong enemies. Once you clear them out, go back to Aminos for your reward. Aminos gives you 50XP, 50 crowns, and will teach you some skills if you don't already know them. ------------------------ ---- Village of Tur ---- XXX17 ------------------------ Tur is located just above Sumur, and has several problems, just like Sumur. You'll notice that the Scribe is having some issues (see Sub-Quest), and both the Armorsmith and the Weaponsmith are at each other's throats. Also, there is a Sub-Quest regarding their children. An Alchemist and a General Store can also be found here. ---- Scribe - Sub-Quest ---- XXX18 When you first talk to the scribe, he's in a bad mood. If you ask him why, he'll tell you that his Magic Quill has been stolen. This opens up the Scribe's Sub-Quest. It is imperative that you tell him you will find it, and not ask for a reward (he'll just throw you out). Now, you can try asking around, but no one seems to care. So, head back to Sumur and talk with Hakina in the Thieves Guild. If Mardred is in your group, She'll sell it to you for a measly 20 crowns. Pay up, then go back to the Scribe. You'll have a couple of different choices on how to deal with giving him back his quill, most end with him throwing you out. Best course of action is to just give him the quill (you get 10XP) and then ask for a reward. He'll give you 10 crowns, which you can either take or argue with him that it cost you 20 crowns to get the damned thing. If you argue and tell him it cost you 20 crowns, you'll get all 20 crowns back. ----- Marriage Sub-Quest ----- XXX19 You'll notice wandering around Tur that you have a chance to talk to the Weaponsmith's Daughter Nalda and the Armorsmith's Son Packo. You can only do this quest if you have not told the smithies that you have found the stolen cargo. Also, if you want weapons/armor tutorials, you must speak to the smithies before the kids leave to go to their 'usual place'. These two kids serve an important purpose later in the game, and will be easier to deal with later in the game if you complete this Sub-Quest. Lets get down to what you should do. Before talking to either of the Smithies, go talk to Nalda. She'll fill you in on what's going on, mentioning that both of the smithies are upset with the other because they believe the other is responsible for stealing it. So, ask her how you can help. She'll give you a letter to give to Packo. Go give it to Packo, who will give you a letter to take to Nalda (see where this is going?). Wander back over to Nalda and give her the letter. She'll now give you a ring to give Packo. Now, you could end the quest and keep the ring (it has no effects, provides no defense, and you can't sell it. So, might as well give it to Packo. He'll tell you to tell her to meet her at the usual place at dawn. Go talk to her again. She'll say thanks, and you'll gain 70XP! HOWEVER, you're still not done with this quest. If you visit the Weaponsmith, he'll ask you if you have seen his daughter (or you can skip the whole thing and just buy some weapons). Same thing with the Armorsmith. Glacko will just be stubborn, regardless of what you tell him. Merock will be much more forgiving, and ask where they went. He'll go get them, and both Nalda and Packo will be happy, because they are getting married. Both will thank you. NOTE - This Sub-quest is not available if you find the stolen cargo from the stolen cargo quest first, or if you tell the smithies you found the cargo first. Also, not completing this quest first will cost you money later when you try to enter the Forsaken Temple. ----- Collector Sub-Quest ----- XXX20 After you return from the Forsaken Temple with a Small Statuette, talk with the Collector in the Tur General Store. Ask him about the statue and he'll give you some back story on them. Turns out he's not willing to buy them individually, and wants the whole set of nine. NOTE - You can only complete this quest well into the game, and if you never find a small statuette, this quest will never become available. Here's where to find them: 1- Hidden not-so-well in the Forsaken Temple on the first floor. You'll find it in a room in the upper-right corner. 2- Hidden in the El Paso Underground inside the first jail cell. (look for a hidden button inside the cell. 3- Inside Stand Keep. Hidden behind a false wall where the rightmost vertical path meets the first horizontal path (search two spaces above the intersection for the hidden button) on the ground level. 4- In the Underworld, you will find this statuette by searching the cave walls to the right of the entrance and below where you found Altreph. 5- On the final level of the Underground Temple, you will find this statuette by pressing two hidden buttons in a hallway just above the room where you find Jarius. 6- Inside Darkfort II, hidden behind a wall that is in the room with all of the pits and switches. 7- Hidden in the back of a room in Ubar Na Kur. The room is to the west of the temple cellar entrance. 8- Found inside Dubuerk's Fortress on the second level. Hidden in a small passage off of the west wall of the second room from the left in the middle of the map. Press the hidden button on the west wall to open the passage. 9- In the southwest corner of the middle ring of Tower I. The hidden button is on the outer wall in the southwest corner. After you have all nine statuettes visit the Collector in Tur. Tell him you have all nine statuettes, and he'll offer you the Golem Set. The Golem set is an enchanted set of bracers, boots, a helmet and armor. You can opt to keep the statuettes if you like, but they have no use outside of trading to the collector. The Golem set also offers up additional stat bonuses. ------------------------- ---- Forsaken Temple ---- XXX21 ------------------------- Now that you've explored around the map, time to visit the Forsaken Temple. The temple is guarded, and you can't get through. Time to go talk to the Captain back in Sumur. Again. Tell the Captain you want to enter the Temple. He'll ask why. Tell him you believe it is the source of all the nightmares, otherwise he'll just throw you out. Now go back to the temple entrance. Now that you can get past the guards, you have other issues. The doors to the temple are locked, and cannot be lock picked. So, copy the inscriptions and find someone to translate them. A quick visit to the Scribe in Tur points you to the Hermit north of town. If you have not completed the Scribe Sub-Quest, you will have to do so before he will help you find the Hermit. The Hermit will translate the inscriptions, and ask you to complete a small quest for him. He wants you to kill off the Shadow Brotherhood, who have been bothering the animals around his area. If you have not found the Thieves Campsite from the Sumur Sub-Quests, he will point them out to you. If you have already beaten them, just tell his so, and he will thank you. Now check the translated inscriptions in your inventory. Looks like you need a couple of things you don't have to enter the Temple: Poem Never Before Read - this is easy, you can get it from the Bard in Sumur. Drop of Ancient Water - This ones a little harder. Visit the Alchemist in Tur and ask him about making you ancestral water. He'll do it, but he needs Deathbed to do it, plus 20 crowns or another Deathbed for his efforts. Tear Shed for Love - Remember Nalda? She was crying tears because she's getting married. Go see her after you have the ancient water and she'll add a tear. If you screwed up and forgot to do her little sub-quest first, she'll need you to get her a bottle of wine for her wedding first (general store in Sumur has some). Now that you have everything you need to enter the temple, lets go back to the front gate. Follow the instructions from the inscriptions and enter the temple. You will notice that the doors slammed closed behind you, and you are now stuck in here. =====Dungeon Forsaken Temple XXX22 * Forsaken Temple I * In the first room, you'll fight some(2-3) Infernal Rats. Explore the level using you automap. Most of the enemies are low-level guys, like the rats. There is nothing too tricky about this floor. Make special note of the pool filled with evil though, it will be important later. I will warn you about the Clay soldiers they are no pushovers. If you find yourself in trouble, don't forget you can run away and camp for a while. One of the Ruby Keys you need is in the large room in the upper left corner of the map. The lever to open the door leading to the stairs that go down is in the 3x5 room in the middle-left top of the map screen. You will find your first small statuette in one of the rooms in the middle-right top of the map. Once you feel you have explored the area fully, head down the stairs. * Forsaken Temple II * You should be greeted by a corpse first thing down here. In the upper middle of the map, you will find Calus (he is not an enemy!). So up and speak to him. He will tell you of the Shade, a creature of Darkness, that has taken up residence on the third level. He will also tell you that you must speak the word 'Javel' in front of the front door in order to leave. Before you leave, Calus tells you of his brother, Cedrias. Cedrias can only be reached by going through the third level, but Calus warns you not to enter the graveyard, hinting that the graveyard is where you will find the Shade. Now that you have the password to leave the temple, do so. As you walk out you will be greeted by Ludren, a guard from Sumur, who wants to join your party. Considering the difficult task ahead, it would be wise to let him join. Don't forget to outfit him with equipment before re-entering the temple. Continue to explore the second level until you've seen all you can without taking the stairs down to the third level. * Forsaken Temple III * This floor is dominated by the cemetery/graveyard in the center of the map. Follow Calus' advice and do not open it up for now. As you search the perimeter of the level you will fight dozens of corpses. The funny looking blue globe thing in the upper-right corner of the map is a teleporter, and will take you to a room with some goodies and no enemies. As you wander around the level, you will find three stairs that lead up (one, in the lower right corner, is found by going through an illusionary wall). The stairs in the lower-middle of the map takes you to a battle with Bieid, a huge two-headed dog. This can be a really tough battle. After you beat him, it appears as if there is nothing to do here, but in the right corner there is an illusionary wall that hides a Minor Ring of Magic, a Minor Blue Potion, and a Khopesh. The one hidden behind the illusionary wall takes you to yet another Bieid. This one is protecting an Enchanted Helmet, a Bracer, and Leather Armor. The third stairwell takes you to the second half of the second floor. * Forsaken Temple II (revisited) * Now this is where you have to be careful. Directly south of the stairwell a couple of squares is where a shadeling lay dead beside a ruby key. You need that key, but Do NOT pick it up yet. Explore the remains of the level first. Starting in the upper right corner, where there are two puzzles for you to figure out. Reading the signs on the wall, the first one you run across says BBWBBW. That stands for Black-Black-White-Black-Black-White. In the next room you will see the floor is made up of black and white plates. You must step on them in the correct order. Follow the x's below S is the start. 000 XXX 00X 0XX S Now that you have beaten that puzzle, go to the left and try the rock puzzle. Grab all 10 stones out of the cubby, then place 3 stones in the top shelf (northern most shelf on map) 1 stone in the middle shelf, then 6 in the bottom shelf. Notice that the switch in here opens up a wall back over by the other puzzle. Now that the puzzles are out of the way, you can continue to explore. So lets head back to where we saw that dead shadeling. Save your game, then grab the ruby key. As you walk away, a cut scene will take place, and the fat armored statue looking thing behind the dead shadeling will turn into a fat armored monster and chase after you! RUN AWAY. You cannot defeat this monster right now. Don't be afraid to lock some gates/doors behind you while you are at it. Continue exploring the rest of the map. In the lower left area of the map, you will face yet another Bieid, and will run across a pit that drops you back in temple III. In the bottom-center of the map, you will find Cedrias. Cedrias will send you to temple III to get a special key. Really, there is only one place left to look, in the cemetery. * Forsaken Temple III (revisited) * Enter the cemetery and start cleaning it out. There are quite a few enemies in here. You will notice that there is an open door leading to the upper-right section of the cemetery. This is not an accident. Once inside the door, you will be locked in, and will have to fight a Dark Minon. This will be you first real boss battle, so be prepared. After you kill him, collect the key and use the button to open the door. Now make your way over to one of the locked doors in the upper-left of the map. Use your new silver key to unlock one of the doors, and fight your way through the last few enemies in here. In the middle of the room, you will notice a locked door with two open-mouthed monkey heads on each side of the door. Place each ruby key in each head, and the door will open. Inside the room you will find Cedrias' Key. Journey back to Cedrias on the second floor and talk to him again. He will give you Cedrias' Token and a message for Ade Matre. For your efforts you are given 120XP and instructions on how to get rid of the nightmares. Now it is time to leave the temple. On your way out, don't forget to use the token on the tainted pool to cure the nightmares. With the dungeon behind you, go visit the Captain in Sumur again. Tell him that you have cleaned the temple and the nightmares are gone and he will give you an audience with the Baron. The Baron will reward you with 100 crowns, and tell you to find out the fate of some guards he sent the Tanud who never returned. The Baron will point out the location of Tanud on your map. Before Heading to Tanud, you might want to do Aminos' Sub-Quest in Falden, as you are now strong enough to attempt it. ----------------- ---- El Paso ---- XXX23 ----------------- El Paso really isn't a place, it's more like three (well, four) dungeon levels built into one long path through the mountains. Each section contains a smattering of cool things to find and do. ===== Dungeon El Paso W When you first enter El Paso, you start on the West section. Here you will have to find your way through what is easily the largest single dungeon level in the game. You will have to fight many Brut and Elite Bruts along with a few Living Rocks to reach the exit, which is at the upper-middle part of the right side of the map. That exit leads you to El Paso Central, not to the Kingdom of Karsh. Two other things to find in the West section are the Magic Shop Note, which you will find in a dead end just south of the exit to Central, and Matro. Matro is at a dead end in the lower-middle left section of the map. He will tell you about the secret entrance to the lower level of El Paso, and that there are some prisoners trapped there. You will find the hidden entrance by searching the walls in the lower-right corner of the map. Look for a piece of wall with a large plate-shaped rock that looks out-of-place in the middle of one of the wall sections. At this point you can continue through to El Paso Central, or you can enter the underground and explore (see Sub-Quest). ===== Dungeon El Paso C This section of El Paso is much smaller than the West section, and has the same enemies within. There are also a couple of Red potions (all types) scattered over this level. Also a Small Pearl, which is good to trade for cash. In the lower right section of the map you will find a niche with a purple flag next to it with a potion bottle on it. This, I assume, is the entrance to the Hidden Magic Shop. Here's the problem, there is no way to access it. The note says to donate a precious gem, which I have tried them all, and then if you press the button (hidden in the hallway to the left) the gem disappears, and nothing else happens. If you find a way to do so (without cheating) please let me know. One thing of note in the section is that right in the middle of the map, just below the biggest room, there is a hidden button that will open up the wall, streamlining your later trips through Central. ====== Dungeon El Paso E This section of El Paso is about the same size as Central, except it has an extra hidden entrance to the El Paso Underground where the prisoners are. Same enemies are found in here. There are a couple of potions lying around if you want to look for them. At the dead end in the upper right corner of the map, you'll find a hidden button that will grant you access to a room holding a major blue potion and some scale armor! To find the hidden second entrance to the El Paso Underground, go over to the dead end just above the right-most obstacle on the map. At the end of that path is an illusionary wall. Now, you can either leave El Paso and visit Tanud and Zasterul, or take the Underground Sub-Quest. NOTE - Now that you have fought all the way through El Paso, you can bypass trekking back through it by selecting 'Pass through the known way' during the opening dialogue. ---- El Paso Underground - Sub-Quest ----- XXX24 As you travel through El Paso W, you'll run across a little kid hiding behind a rock, whose name is Matro. Matro will fill you in on why he is hiding, and tell you about the secret hidden underground level in El Paso, and how to find it. You will find the hidden entrance by searching the walls in the lower- right corner of the map. Look for a piece of wall with a large plate-shaped rock that looks out-of-place in the middle of one of the wall sections in El Paso W. There is also a second entrance in El Paso E at one of the dead ends. You will need to use both to fully explore the Underground. If you decide not to enter the underground, you can visit the Baron in Sumur and tell him that you cleared the road and found no guards. He will then give you 80 Crowns for your efforts. Since the Guards never made it to Tanud, no one in that town will have anything to say about the guards. ===== Dungeon El Paso Underground Starting from the first entrance you found, Explore the underground. This will be your first un-in with the Goatmen enemies, and there will be lots of them. There is a plate that you must step on to open the first door. There is an illusionary wall 4 steps to the right from the second cell from the top (about the middle of the map) that leads to a hidden room with an Enchanted Amber in it (the only enchanted amber in the whole game). To the right of the middle cell, there is a closed door. When you open it and enter the room, the door will close behind you, and you will find yourself in your second-ever boss battle! This fight is against Captain Braxis of the Goatmen. He's tough, REALLY tough if you are playing as Katja or Naveral. If you are playing a Dumar, Braxis actually remembers you from the Battle of Heart, and hates your guts! Braxis will leave you 40 Crowns, a red potion, and Braxis' Machete (a unique item) before running away. He promises you'll meet again though. With Braxis defeated, you can now continue to explore the underground. Near the middle-left of the map you will find a maintenance room and a storage room. Accessing these rooms appears impossible at first, but its really rather easy once you know what to do. To access the storage room, you only need to put an item in the niche next to the sign that says 'Access Storage Room'. Any item will do. Then stroll over into the storage room, kill the Tough Goatman in there, then place an item in the niche next to the sign that reads 'Access Maintenance Room'. Stroll back over to the Maintenance room, and kill the two Tough Goatmen that are inside. *ALTERNATIVE METHOD* Flip the switch outside the maintenance room. This will allow you access to the Maintenance room. You can then gain access to the storage room by stepping on the plate in the maintenance room. With the key you found in the maintenance room, you can open the door to the adjacent hallway. After you find the next silver key to unlock the door to the jail control room, you must figure out the lever puzzle. Remember back in the maintenance room there was a sign that read 'More Up Than Down'? Do you remember another sign that said 'Symmetric'? Well, that is the answer to this puzzle. Starting with the switch on the left, position the switches in this order: Up - Down - Up - Down - Up You will notice on your map that now all the cells are open. To leave, don't forget to step on the plate in the Jail lever room to unlock the door. Make your way back to the cells and search them, starting at the top. The first cell has a hidden button that will uncover the second small statuette in the game. The second and third cells are empty. The fifth cell has a Goatman in it, and the fourth cell has prisoners in it. Enter the cell with the prisoners and you will be greeted by Kareth, the warrior. If you ask him about the guards, he'll tell you that they are among the prisoners. He'll fill you in on some back story regarding the Goatmen, and how he got trapped. (I assume there is a way to get him to join the party, but I have not figured it out yet.) Now that you have some real information on the guards, you can visit the Baron in Sumur and he will give you 200 crowns for your efforts, along with 150XP. --------------------------------- ---- Kingdom of Karsh - East ---- XXX25 --------------------------------- After you exit from El Paso (finally!) You will find yourself in the East section of Karsh. Having a quick look around you will see that you have two possible places to visit, The City of Zasterul and the Town of Tanud. Tanud is where the Baron told you he had sent his Guards, so you should start there. ----------------------- ---- Town of Tanud ---- XXX26 ----------------------- This sad little town has very little in it, consisting of a General Store, a Tavern (The Petitioner), a Healer and a Main House. The General Store has nothing special unless you want an Elegant Hat. Buying a drink from the Barkeep in the tavern will help you find the Healer's house. A visit to the Healer will bring up some background information on the town. Just don't call him a Rebel, if you do, you cannot access him again. Turns out, the town is preparing a ritual to help please the Gods, who they believe are upset that the town helped the Rebels. Find out more about this from Master Vatarius as the main house. After you show him the Token and ask about Ade Matre, his assistant Naigur will tell you to visit the Stand Keep. He will then add the Keep to your map. They will then kick you out of town. NOTE - You will never gain access to the town again. Take care of whatever business you have here before talking to Master Vatarius. ==== Dungeon Stand Keep XXX27 * Stand Keep * Welcome to Stand Keep. This is a pretty good-sized dungeon, with three small towers and a dungeon for you to explore. You will run into a few familiar faces in here, including Goatmen and Tough Goatmen. The large room in the middle of the map contains 4 Goatmen, who must all be defeated before you can use the 'Big Button' behind Naigur to open the doors. Speak to Naigur, and you'll have a chance to make him talk or kill him. If you talk to him, he'll tell you that Captain Braxis paid him to have the townspeople of Tanud perform a ritual that will turn them all into Goatmen! After he tells you this, you can still kill him if you like. Whether you kill him or not, you cannot re-enter Tanud to save the town. Continue searching through the rooms in the Keep, killing everything you see along the way. There is a lot of great treasure in this dungeon. In one small room just up and to the left of the center room you will find the body of a dead rebel. He will be carrying a Note, along with an Orange Egg. Reading the note will explain what to do with the Orange Egg, but for now, just keep exploring the Keep. You can find the third Small Statuette hidden behind a false wall where the rightmost vertical path meets the first horizontal path (search two spaces above the intersection for the hidden button). The pressure plate right next to the 'Big Button' will open the door to the room with the stairwell leading downstairs. If you want, you can visit the Keep's three towers for XP and treasure, but you don't have to (there are some neat things up there though, including a Bow of Accuracy). * Keep Dungeons * After you have explored the upper towers, you can make you way to the Dungeons. There are a lot of monsters down here, along with quite a bit of treasure. If you don't have a bronze key to access the last locked door, you can find one in the Keep towers. Now that you have found the Rebel's Note and the Orange Egg, make your way to Zasterul. -------------------------- ---- City of Zasterul ---- XXX28 -------------------------- Zasterul is one of the bigger cities in the game. There is a lot to do here, and a few Sub-Quests as well. The Armorsmith and Weaponsmith have good equipment for sale. The market has a Gem shop and a General store as well. The guide's house will fill you in on the story of the Goatmen. Entering the tavern will open up the opportunity to do a Sub-Quest, and buying a few rounds will prompt Lanira, the barkeep to tell you about the Slayers, and where to find their Den on your map. A small chat with Pota will open up his Sub-Quest. If you don't want to start a fight, buy him a drink. While visiting the market, you will see a guy who looks very downtrodden. If you talk to him, he will open up the Mage's House Sub-Quest. A visit to the Diviner's post can tell you your future and if you've been to the Stand Keep, he wants something you might have found inside - the Orange Egg. He can tell you the meaning of the symbol you carry and open the next section of the game. If you don't have the Egg, he wants 500 crowns to tell you. Either way, Combad will tell you how to reach the Underworld, and then an old building that might hold some answers. Before leaving, you might want to complete some of the Sub-Quests here in town, since once you get to XXXXXX you cannot come back out the same way. ---- Pota - Sub-Quest ---- XXX29 Talking to the big jerk in the Tavern in Zasterul will open up a chance to go into the basement and kill this guy. ==== Dungeon - Tavern Cellar Pota is no pushover. He's actually as strong as Braxis, and he doesn't use a weapon! After you defeat him, he leaves you with an Amulet of Older, Major Red potion, and 250 crowns. A quick search of the Cellar before leaving will net you some potions and a little more gold. Leave the same way you came in. ---- Mage's House - Sub-Quest ---- XXX30 When you visit the Market in Zasterul, you will see a guy who looks pretty down. Turns out his name is Zalut, and he's accidentally killed several of his mates. He won't say much more, and actually disappears when you leave the market. When you return, a guy named Bledren is in his place. You can ask him about the token if you like, and he has very little information on Zalut. Instead, go ask the Barkeep, Lanira. She'll point you to the Guide. The Guide will tell you that Zalut found 500 crowns inside the Mage's House, and a creature killed all of his friends. The guide will offer to show you where the house is if you split the 500 crowns with him. You have to agree, otherwise you can't finish this quest. The Guide will point out the Mage's House on your map. ==== Dungeon - Mage's House This is a small little dungeon filled with traps, illusionary walls and secrets. Watch you step in here. There is only one enemy, the Giant Lizard, who once defeated will give you an opal. Now, once you were attacked, the passage behind you closed up. You must now work your way out of the house. Along the way you can find some cool rings and such, so look around. Now, I have never seen a reason to revisit the Guide past this point in the game. So, you don't need to split the winnings with him. Just tell him that he sent Zalut and his friends into a trap. The Guide will say you have offended the Gods, blah, blah, blah. Just keep the cash (after all it was a hard battle). -------------------- ---- Underworld ---- XXX31 -------------------- Welcome to the Underworld Dungeon. In here you will find a new enemy, the Fungoid which has the ability to poison your party members. Also, in here you can find Altreph, who has a sub-quest opportunity for you if you wish to take part. ==== Dungeon - Underworld This is pretty simple, all you have to do is flip levers to advance. If you are working on the Collector's sub-quest, don't miss the statuette just east of the entrance down the hidden hallway. NOTE= All of the hidden buttons to enter hidden areas in the underworld appear as brown circles in the lower middle- right of a wall section. You will find lots of treasure in here, including lots of bags of crowns, and even a Ruby. As you explore, you may find yourself in the hidden area in the middle of the map, and have trapped yourself in the room and cannot exit because a pit has appeared in your way. You can jump in the pit (you will take some damage and have to kill 2 Fungoids) to explore it, or you can just flip the lever back up to close the pit. In the lower left corner of the map, you will find the entrance to Dark Fort, which at this time in inaccessible to you. You will also find some doors that have a red circle with a line across it. To open this door, you must find a switch that has the same symbol adjacent to it. In the upper left corner of the map is the entrance to the Underground Temple, AKA The Temple of Hope. This is where your quest continues. ----- Altreph's Statue - Sub-Quest ----- XXX32 Just inside the underworld you will run into a funny-looking fellow with a request to make of you. He wants you to deliver a statue to his brother, who lives in Lorerma. If you are willing to do this, he will reward you by teaching you some magic skills. The Magic skill you learn appears to be random. My first play through he taught me Daim magic, my second time, El magic. Note - Instead of returning the statue to Altreph's Brother, you can sell the statue to the Collector in Tur for 500 crowns. When you finally reach Lorerma, you will find Krio's House, where Altreph's brother lives. Note that her looks exactly like Altreph. You can either give him the statue or lie and say you don't have it. If you lie, you lose 1 wisdom point. Each time you go back to Krio, he'll curse you again, and you will lose another wisdom point. It is possible to end up with a wisdom of 10, at which point Krio will insult you for being too dumb to curse. The same thing happens if you sold the statue to the Collector in Tur. If you give Krio the statue, you gain 500XP, and 2500 crowns! ---------------------------- ---- Underground Temple ---- XXX33 ---------------------------- Welcome to the Underground Temple. The real name is the Temple of Hope, as you will see when you search the main room. This temple, much like the Forsaken one, is full of monsters … initially. After you reach a certain point in the dungeon you will realize that it is in fact inhabited by ghosts. ==== Dungeon - Underground Temple You will notice when you first enter the dungeon that there are two locked doors, one with a blue lock next to it, and one with a red lock next to it. You can try the key you found inside this exact room, but it will not open either. You will find special keys later in the temple that will unlock these doors. For now you will have the pull both levers adjacent the east door to open the door. After you open the east door, you will be attacked by the first new enemy in the Temple, a Kesal. After you fight your way through this room, you will notice two stairways that both lead down. Before exploring any further, go down either one. You should run into a ghost of a priest named Verk, who will fill you in on some back story. You will also find Miarn's Store down here, run by Miarn, who is also a ghost, and he has some great stuff for sale. Wait- a dungeon with a store in it? This should be a clue that things are not what they seem in this Temple. Head back up stairs and start to wander around. You will find that the rusty key you picked up when you first came in can be used to open several locked doors in here. You will find the UG Blue key in a room just to the left of the bottom-middle of the map. This special key will fit in the Red lock in the first room of the Temple. You will need to use the rusty key to unlock the room with the UG Blue key in it. In the upper-right corner of the map you will find a room with three skeletons hanging on the wall. Search the middle skeleton to find the Red UG key. This key will open up the blue lock in the first room of the temple. Note that if you found the illusionary wall in the south hallway area, you have no need for this key. The large room in the center of the first floor has a number of pressure plates lining the top and bottom of the room. This is a puzzle to open up hidden areas of the map that you need to uncover in order to continue. If you depress all three plates on the north side of the room starting from west to east (you will need to drop items to keep the plates depressed), a hidden passage will open on the south side of the room, which leads to a stairway to the lower level, which has some treasure lying around and inside a locked chest. If you depress the southern plates from east to west, a passage will open in the north wall. This passage also leads downstairs to some treasure and another locked chest. The wall section in the middle of the east wall is also an illusionary wall that you can go through. Search well in this area, as there is a Flanged Mace to be found at the end of one of the hallways. As you make your way to the upper-right corner of the map, you will be locked in an empty room that has an open-mouthed face in the middle of the north wall. In his mouth is the Sword of the Initiate. Go ahead and take it if you want. Now that you have the sword, you can leave by finding the hidden button in the upper-left corner of the room. There is another hidden button in the next area. As you wander around killing Kesals, you will eventually run into a guy named Igmuld, who's hanging out in the lower-middle right side of the map. He'll ask you to stop killing the Kesals, since he now knows you mean them no harm. After you talk with Igmuld, you will be free to explore the first floor of the Temple without being attacked. In the bottom middle of the map you will run into Ocampa, who wants you to take a strange flask to Daruk, the chef to mix it with garlic. So, here is the start of another errand run. There are a few different ways to do this, depending on which NPC you run into first. Abcas, the old guy in the lower-middle part of the map, will ask you to find an old piece of parchment before he will help you. If you speak to Miarn after talking with Abcas, Miarn will inform you that Abcas likes old stuff in general, not just old parchments, Miarn even suggests finding him an old book. You'll also run into Borgen, who runs the library, and Daruk the Chef. Daruk's place is near the upper-middle of the map, and Borgen's place is close to Daruk's. Both live in the section of the map that is unlocked by the UG Blue key. Daruk is almost impossible to comprehend, but if you spoke with Ocampa first, you'll get the correct dialogues to pick to get the Heated Flask. Take the Flask back to Ocampa and she'll give you an Old Pendant for your troubles. Now go visit Abcas again. You can give him the old pendant, which he will accept and will then tell you that you need to travel to the lower levels to find the Ade Matre. He also tells you that Borgen knows how to get there. If you spoke with Borgen earlier you know that he is looking for a missing history book. Ask Abcas, and he will give you the book to return to Borgen. Ask Borgen about the lower floors (after you give him back the History book) and he'll send you back to Abcas to have him read a passage out of the History book. Yes, this is a convoluted mess. Turns out you need a potion from Ocampa and then need to pull certain levers to gain access to the testing grounds. If you let Abcas keep the history book, he gives you back the old pendant to give back to Ocampa to pay for the potion you need to unlock the lower level. Give Ocampa the old pendant, and she'll give you the Oniric Potion. With potion in hand, make your way to the lower-right corner of the map, just below Igmuld. Here you will find a statue and three levers. Now, if you screw this up, you'll all lose half of your hit points. What you need to do is flip the eastern-most switch, then the middle switch, then place the potion in the mouth of the statue. This will open up a hidden passage that leads downstairs. ==== Dungeon - Underground Temple II - The Tests XXX34 This part of the dungeon is totally different than the upper floor. Here you will run into a powerful and dangerous new enemy (Dream Demon), and will have to complete four rather complex tests, some of which will take several tries to complete. It is preferred that you have access to a map of this level, as it will make half of these tests MUCH easier. The Lobby - After making your way down the long corridor, you will find yourself in a large room with four small rooms laid out symmetrically. Each of those four rooms is the entrance to one of the four tests you must complete to reach the next level of the Temple. Before you start one of the tests, make sure you take all of the potions out of the niches that line the lobby walls, and save your game. You can start with any of the tests you like, I just fid it easier to do them in this order. Test #1 - Keep Your Time XXX35 This is a timed event. The goal is to find the key hidden inside the maze and get back out before time runs out. You will find a new enemy in here, the Temporal Rat, who is only here to slow you down. What you are looking for is an item called the initiate key. You will find it at the end of one of the passages. You must find the key and return with it in under 100 seconds. When you have the key, you can place it into one of the slots in the main lobby. Test #2 - Cherish Your Space XXX36 This is also a timed event, only in a different way. You can only make 100 steps. This includes going in and coming back out. If you make a wrong turn, you will be met by a Dark Minion. If you do not find the Key and make it back in under 100 steps, you must try again, but there is no other penalty. When you have the key, you can place it into one of the slots in the main lobby. Test #3 - Pursue Your Dreams XXX37 This is the most combat-intensive of the tests. Like the first test, it introduces a new enemy, the Dream Demon. Dream Demons are the toughest enemies you have had to fight yet. They fire projectiles that put you party members to sleep. When you are asleep, you cannot defend or move. This entire section is made up of small rooms that are connected by illusionary passages. You need to carefully fight your way through the Dream Demons until you find the key. When you have the key, you can place it into one of the slots in the main lobby. Test #4 - Sharpen Your Mind XXX38 This is a test of memory. In this section you will find three statues, Xeir, Xaer, and Xiar. Each statue has something it wants you to tell one of the other statues. You must listen carefully to what they say, and then choose the correct dialogue to repeat to the other statue. They will not repeat what they say. If you make the wrong choice, they will take 1/4 of your HP. Start this by talking with Xaer. Xaer - Xiar - What's the weather like in Lorerma Xiar - Xeir - What's the weather like in Lorerma Xeir - Xiar - Unpredictable, never too hot, sometimes cold Xiar - Xaer - The weather of the island reminds me of the cousins of the sister of our brother in law Xaer - Xeir - Were Paddy, Ruddy and Cuddy the names of the cousins? Xeir - Xiar - Do you remember Paturu and Mutem? Xiar - Xeir - of course I remember Mupelton and Tembromil Xeir - Xaer - That he is right, has a good memory and a hard heart. Xaer gives you the initiate key, and you have finished this test! Place the key in the last slot in the lobby and the stairway to the lower level will open. ==== Dungeon - Underground Temple III XXX39 Welcome to the final level of the Underground Temple (NOTE - Large sections of this map are inaccessible). As soon as you enter the level, you will be greeted by a new enemy, the Kaartie. You will notice that you appear to need two more initiate keys to open the doors to the left and right of the fist room. You can find the first one by taking the path to the left where the two plates are. The other key is protected by a Dream Demon in a room that is just to the left of the middle of the map. After you have opened these two doors you will need two more Initiate Keys to enter the large room on the right-middle of the map. In the lower-middle section of the level you will find a door that when you open it apparently goes nowhere. If you wall through the wall, you will find a huge section of the level that has several Kaarties and a Dream Demon protecting another Initiate Key. Also, just above the large room you need the two keys for is a smaller room that has the other key. The hallway that is just outside this small room has two hidden buttons that you must press to find a small statuette. Now that you have the two keys, unlock the door, enter the room and save you game. Ahead of you is Jarius, who has been trapped. You can try talking to him, but he's trapped an unable to speak. Exploring the rest of the room, you find an altar tainted with evil. NOTE - As soon as you meet Kaartora you cannot leave the Underground the way you came in. There is now an army of Goatmen camped outside the entrance, waiting to kill you. Go ahead and use your token on the altar. Up comes dialogue with Kaartora, who doesn't seem right. No matter what you say to her, the ending is always the same. She takes Cedrias' Key and leaves you to fend for yourself against a bunch (four) of Dream Demons. You can run away if you like or you can fight it out (not recommended). After you fight off or run away from the Dream Demon trap, go back and speak with Jarius, who has now been released. Turns out that Jarius is the first Ade Matre and the leader of the rebellion. Give him Cedrias' message, he'll ask if you have the key (which Kaartora took), and then send you on a mission to stop Kaartora. Be sure to read all of the background dialogue with Jarius, this is the first real explanation of what is happening in Karsh and the reason humans are fighting the Goatmen. As part of your conversation, Jarius will point out the City of Rashtel on your map. Do as Jarius says and go visit Igmuld for help on catching Kaartora. Igmuld will show you how to get to Rulme, a hidden City on the other side of Darkfort. Igmuld will give you a wand that will allow you access to Darkfort. ------------------ ---- Darkfort ---- XXX40 ------------------ As you leave the Temple, a dialogue will open up with Ludren (if he is still a part of your group). No matter what you say, Ludren will leave your group as soon as you get back to the world map. Also, you will now find the Underground is full of Tough Goatmen enemies. Make your way through them to the entrance to Darkfort, which is directly below the entrance to the Temple. ==== Dungeon - Darkfort I This dungeon introduces you to a new obstacle - the fire-breathing statues. Be careful, as you must time your moves right to avoid getting burned. Don't forget you can find a safe cubby-hole and camp for a while to recover HP. If you feel you need better equipment or run out of supplies, remember you can still visit Miarn's store in the Temple to re-supply. You will of course run into new enemies in here (Cerclo, Zeraii). Since the front door is locked by two locks, you will need to find the two keys to enter. Turns out they are behind the closed gates just to the left and right of the entrance. To unlock them, you will have to carefully work your way down the hallways to the right and left to find the levers to open the gates. After you open the door you will be greeted by another Cerclo. Now, once again you will be in a room with a locked door and two hallways. If you take the hallway to the east, you will be attacked by three Zeraii. Then prompted with a sign that says 'I Always Lie'. All this means is do exactly the opposite of whatever each additional sign says. Fight your way through the passages, killing Zeraii and going the opposite of what each sign says. If you travel the wrong direction, you will be hit with a fireball. There is a hidden room in one of the hallways that you are not supposed to go down, inside you will find a Tiger Claw. Once you reach the end of the path, you will be in a room with six switches lined up in a row. Starting from the north, pull the 2nd and 5th switches. Then follow the path you just opened up to get the key. Note that just to the right of this room there is another hallway with a fireball- shooting statue at the end of it. Hidden at the end of this is another key. Be careful, since this statue fires a twice the rate the normal ones do. Now that you have both keys, head back to the locked door. Now that you have both keys, you can unlock the door. In here you will find yet another double locked door, but also some equipment. Now that you need two more keys, head down the west path. It appears to be a dead end, but actually has a number of illusionary walls. Take the north path up to the room with the fireball statues. Using the strafe feature (L and R buttons) work your way to the end of the room. Here you will find a switch, a black potion, and a Cerclo. Flip the switch and it will open the door hidden behind the west illusionary wall. Kill the Zeraii that you find in here, then make your way across the room and flip the switch. This will open the door hidden behind the southern illusionary wall. Make your way through that door to the next room. In this room, each switch opens the door opposite from itself. You can only have one door open at a time. For now, start by pressing the switch directly in front of you. This will lead you to another intersection of illusionary walls. The south wall hides a closed door. The west wall hides a switch that opens a door you cannot yet see (flip it anyways). The east wall hides one of the keys you need. You will have to run to get it, as there is another fireball statue in here. After you have the key, head back to the room with the four switches. Back in here, find the switch that opens the west door. Here you will find another illusionary intersection. Follow the two hallways that lead south and west to flip the switches at the end of each. Once again, these will open doors you cannot yet see. The west hallway has a hidden area along the west wall that hides some potions and an extra Sword of the Initiate, if you missed it earlier. After you have flipped the switches, head back to the room with the four switches. Back in here again, find the switch that opens the east door. Once again, another illusionary wall intersection. Each one hides a teleporter. Ride each teleporter until you find all three levers that open the southern doors. Make your way through the southern doors kill the Zeraii, then grab the key. Now make your way back to the double-locked door. Use they keys to unlock the door. Fight your way through this section until you reach the teleporter to Darkfort II. ==== Dungeon - Darkfort II Welcome to Darkfort II. Couple of things you'll notice is that there are four locks on a pillar in the middle of the room, and there is an incessant banging noise coming from somewhere. Turns out you need to find the illusionary walls (again) and make your way past fireball statues to teleporters that take you to rooms find the keys. Each wall in here (N,S,W,E) has a hidden hallway. You can choose whichever you want to start with, but I like to start with the south one. South Teleporter - This takes you to a room with 5 Zeraii hiding in it. Kill them, then take the teleporter to the next area. The next area is a long hallway filled with Kaarties and Cerclos. Fight your way through them until you find the key, then backtrack your way back to the room with the four locks. West Teleporter - This will take you to a room filled with pits and switches. The goal is to reach the other side of the room without falling into pits (if you fall into a pit, you will land in the dungeons - see below). You must depress the first two switches you come across first. Then you can walk across and flip the lever to open the exit. On your way across, you will find a hidden button on the north wall that opens a passage on the south wall. This passage has a small statuette in it, along with a bog full of crowns. Now move the pits until there is a clear path along the south wall. Pick up the statuette, and leave via the teleporter. Now you will find yourself in another long hallway, fighting off Kaarties and Cerclos. Make your way to the end to pick up the key, then head back to the room with the four locks. ==== Dungeon - Darkfort Dungeons If you fall into one of the pits in the room the west teleporter dumps you I, you'll have to fight your way out of here. There are several niches and dead bodies down here, but they have all been picked clean. All there is down here are a bunch of Kaarties to kill. Ride the teleporter to get back up to Darkfort II. East Teleporter - This takes you to a room that has four switches and a sign that says 'Nothing Should Be Reflected'. If you look in the next room, you will see a mirror on one of the walls. You will notice that each button you press changes the layout of the room with the mirror. You must find which button covers the mirror. Press the north button to cover the mirror. Leave this room via the teleporter. Fight your way through this hallway until you find the key, then return to the room with the four locks. North Teleporter - This is the hardest of all the rooms to figure out. As soon as you take a step, your character will mention that the room is enchanted, and you will find yourself facing the wrong way. Every time you take a step, you will be repositioned. The following directions on how to leave must be done one step at a time, and you will need to check your compass after each step. WEST - SOUTH - EAST - SOUTH - SOUTH - EAST - EAST - SOUTH - SOUTH - SOUTH The niche to the west of the room contains a blue potion and a small bag of crowns, which might or might not be worth the effort for you. Take the teleporter to leave this room. Once again, fight your way down this hallway to get the key. Then back to the room with the four locks. Now that you have all four keys, unlock all the locks, and the door in the middle of the map will open. Take the south teleporter to reach to door. Before entering the middle room, be sure to save your game, rest up, and prepared for a boss battle. BOSS BATTLE - Kaartora can be tough, depending on who is in your party. After you defeat her, you will get back Cedrias' key, a huge bag of crowns, a ring of persuasion and a Major red potion. Be sure to mop up in here, as Kaartora has an escort of two Kaarties and a Zeraii. There are also some potions on the wall in you need them. Congratulations, you have finished the Underground and are now ready to enter The Hidden City of Rulme. ------------------------------ ---- Hidden City of Rulme ---- XXX41 ------------------------------ When you leave Darkfort, you will find yourself in the city of Rulme. Rulme is a rebel town, and has a few neat things to offer, along with a General store. The general store prices are steep, but hey, this is an illegal settlement. House of Gurel - Here you will meet Gurel. He is a possible party member who is good with ranged weapons, and knows several Daim spells. House of Teuris - Here you'll meet Teuris, who is the leader of Rulme. Teuris offers to help you on your quest if you tell him that you are going to remove the Stone of Redemption from the tower. He'll offer this in two ways - one is money(500 crowns), the other is to offer help when you reach Rashtel. If you ask for help in Rashtel, he'll tell you to talk with Kolop. You can also tell Teuris about the events taking place in Tanud as well. He'll ask you to stop by there and see if you can prevent them from performing the ritual. When you travel to Tanud, you will see you are too late, and that the townsfolk are being transformed into Goatmen. When you tell Teuris this, he is not surprised, and tells you he just wanted you to see with your own eyes what the rebels are fighting to prevent. House of Suriben - Here you will meet Suriben, who is a priest of Ael. He will fill you in on some back story, then will teach you Daim magic if you give him a valuable item from your inventory (i.e. a Pearl) He also has a Sub-Quest for you if you wish to take it. House of Sarina - Home of Sarina, who is a magic-user you can recruit for your party, but only if your eloquence skill is high enough. Note - As soon as you leave Rulme, Ludren makes good on his pledge to leave the group (if you did not replace him with Gurel or Sarina first). Now, you can replace him with either character here in town, or you can trek back to the Forsaken Temple and pick him up again if you like. Note that if you go get him again and then return to Rulme for any reason, he'll leave again and you'll have to go pick him back up at the Forsaken Temple again. This little glitch in the game gets really funny later on near the final act. ------- Suriben's Sub-Quest ------ XXX42 The first time you meet Suriben, he'll offer to teach you Daim magic if you give him something valuable. If you take him up on the offer, then speak with him later on, he will offer you a chance to find a ring one of his friends was carrying when they were attacked by brigands. The ring, called the Ring of Dreams, Suriben fears has fallen into the hands of the Brigands. He wishes for you to retrieve it. If you take him up on the quest, he will point out the Bandit Caves on your map. A quick visit to the bandit caves reveals Emark, a mean bandit leader who has very little patience for visitors. You can choose to pay him for the ring, or you can take it by force. If you take it by force, you will have to fight your way through the cave. ==== Dungeon - Bandit Cave This dungeon consists of Emark and a few Rogues. Emark is kinda tough, especially if you have two new characters in your group. Once beaten, feel free to explore the rest of his cave, but be wary of the Rogue monsters. Emark himself has quite a stash of crowns, a major red potion, and his own special Bracers (Emark's Bracers). Check the opened chest guarded by on of the Rogues to find the ring. Now that you have the ring, return to Suriben and talk to him. If you tell him you got the ring, he will let you keep it. ----------------------- ----- Forest Pass ----- XXX43 ----------------------- Since your quest requires you to go to Rashtel next, the Forest Pass is now open to you. Keep in mind you can stop at any of the towns you have already been to and load up on new equipment if you changed party members. ==== Dungeon - Forest Pass Welcome to Forest Pass. Here you will of course run into new enemies, and have to solve some puzzles in order to make your way out. Forest Pass is one of the larger maps, but it is only the one screen, unlike El Paso. There are of course there are several potions lying about in here as well. There is really very little to find here, and the route through the forest is pretty linear. One thing important to note is that hidden buttons and switches in this dungeon are actually rogue tree branches that stick out of the walls. The first one of these that you run across is in the lower-middle of the map, and allows access to a large room that holds a yellow potion (which is believe is the first one in the game). You will find another switch north of this room, and the last switch is to the right of the exit. Flipping these three switches open up a quicker and more direct route through the map. --------------------------------- ---- Kingdom of Karsh - West ---- XXX44 --------------------------------- Once you leave Forest Pass, you will find yourself on the world map, free to explore the western areas of the Kingdom. There is much to see and do here, and this is one of the places where the game gets a little non-linear, so have a look. City of Rashtel - This is where you can continue the main quest. It is the city just to the left of the exit from Forest Pass. Castle - You cannot enter here yet, since the guards require you to be a resident or have official business to enter. Port of Unbeb - A small fishing town just north of the Castle, Unbeb has several stores for you to visit, along with a tavern and a resident's home. Turns out there is not much happening here now, so you should come back later to see if anything's changed. Port of Felur - Another port town, Felur has a general store, a tavern and actual ships that you can take to visit other towns on the islands. The islands offer up many sub-quests and other special items and such, but are not essential to the game. ----------------------- ---- Port of Felur ---- XXX45 ----------------------- This little town has a lot of little things going on in it. You can visit the General Store and pick up some equipment, or visit the tavern and talk to the barkeep, Adrinho. There is also a port here, which actually contains a ship (Unbeb does not) that you can ride to the islands if you have a permit. So, you need a permit. There are quite a few ways to get one here. If your Eloquence is high enough, you can purchase one from Guimo for a very steep price (1000 crowns, or haggle down to 500). If you speak with Adrinho, he'll tell you to talk to the Shipmaster's Guild to get one, or for 200 crowns he'll help you out by telling you to talk to Guimo (see above). You can also speak with Marins in the Shipmaster's guild, and they will send you on a sub-quest to deal with Pete (in Zarki) in exchange for a travel permit. Once you have a permit you are free to visit Zarki and Lorerma as many times as you like (there is a fee for travel though). --------- Shipmaster's Guild Sub-Quest ---------- XXX46 NOTE - If you have obtained a full travel permit already from Guimo, you can still complete this sub quest Once you get to Felur, you'll find you need a travel permit to reach the islands. No problem, except how to get one. You have several options, one of which is helping out the Shipmaster's guild by defeating a bully named Pete in Zarki. Turns out Pete has been taxing the trade routes, and has soundly defeated the mercenaries the guild sent the first time. Take these guys up on their offer, and you will be given a temporary travel permit, and instructions on where to find Pete. If you have already prepped for the upcoming confrontation, go visit the shipmaster. You have to give the shipmaster your limited travel permit in order to leave Felur. When you get to Zarki, ask the shipmaster there where you can find the thug (Pete) he will then point out Pete's place on the map. Go speak to Pete. You can insult him if you'd like. You will have to kill him to win. ==== Pete's Dungeon You will find Pete waiting for you in the center of this dungeon. Kill him (he can be tough depending on who is in your group). Pete will leave you some crowns, an amulet, and potions when he dies. Leave the same way you came in. Go back to the Shipmaster in Zarki and tell him you need to get back to Felur. Go visit the Shipmaster's Guild, they will make you an honorary member, then give you a full travel permit! Now you can come and go from the islands as you please. ----------------------- ---- Port of Zarki ---- XXX47 ----------------------- Zarki is best described as a magic town. There is a General store (one that sells the Dust of Life), A magic school, and a magic lodge called Arcane Knowledge. Here is where you will find the djinn Pete if you took on the shipmaster's guide sub-quest. NOTE - A lot of the dialogue in Zarki revolves around Uruam, who you will find during the main quest in Ubar Na Kur. This section of the guide is written as if you have progressed far enough in the main quest to have met Uruam. In the Arcane Knowledge lodge, you will meet Isticuam. You can ask to be a member of the lodge, but he'll just throw you out. You can also ask him about learning the unpetrify spell, but he will just tell you to visit the Magic School. Magic School - Here you will find Khara, a student at the school, along with Master Yalom. Khara will talk with you about Uruam if you become a member of the school. You can join the school by paying the inscription fee (a measly 10,000 crowns). This will gain you access to some magic spells. Now, when talking with master Yalom, you must be careful what you ask. If you ask if you can be a member (advanced student) and he tests you, if you fail, and have not paid the inscription fee, you will not be able to join the school. If you do pay the 10,000 crowns, Master Yalom will start teaching you magic (depending on your level, you might just get gibberish) you can now speak with Khara, who will tell you about Uruam, and send you back to the Arcane Knowledge lodge to speak with them. Now when you speak with Isticuam, you can tell him you need to unpetrify Uruam. Isticuam will ask if any of your party is proficient in El. If not, he'll kick you out. ------------------------- ---- Port of Lorerma ---- XXX48 ------------------------- There are quite a few things to do here. You can visit Strange Artifacts and the Weaponsmith to purchase/sell stuff. You can speak with Hurtha and go on a small sub-quest, or finish up an earlier sub-quest (Altreph's Sub-Quest) by visiting Krio's house. If you visit Hurtha, she will teach you a skill for 500 crowns (some player might need to complete the Spirit of the Mountain sub-quest first). She will also tell you that they are having troubled times in Lorerma, and send you to see the Shaman. ----- Spirit of the Mountain - Sub Quest ----- XXX49 When you speak with Hurtha in Lorerma, she'll fill you in on the Shaman, who lives outside of Lorerma on the other end of the island. Go visit the Shaman, who will fill you in on what you need to do. The Shaman will give you an offering to take to the shrine at the top of the mountain, and will point out on your map how to get there. You can ask for a reward if you like. ==== Dungeon - Spirit of the Mountain This is a small map, but it is full of Mountain Bruts and has a constant Indiana Jones-style rolling boulder type thing going on, so watch your step. You can camp in the small nooks if you take on too much damage. In the middle nook on the south edge of the map, there is a hidden button on the eastern wall. I have no idea what this button does, as it does not seem to affect anything. Once you reach the top, place the offering in the niche. This will turn off the boulders and you can now leave and visit the Shaman again. He will be pleased that you calmed the mountain, and will offer you a choice of a Dust of Life or a Ring of Stone. You can ask for both if you like. ------------------------- ---- City of Rashtel ---- XXX50 ------------------------- Ah Rashtel. This is one of the largest cities in the game. Here you will find several stores, including an oddities store, an inn, a library and the Duke's house. Be sure to check the smithies and Curious Things for new items. The Inn has a few people to talk to, and you'll find your informant, Kolop, in the general store. You can attempt to walk right up to the tower and enter it, but the entrance is guarded. So, go visit Kolop in the general store. Kolop will send you to Beldever, the librarian. The bard at the Inn will also suggest this (be careful when talking to the Bard, if you mention the rebellion he will no longer talk to you). When you talk with Beldever, he'll send you to the Inn to talk with Leronius. Depending on what you say to Leronius, you might catch the drift that he wants you to kill some Goatmen in their hideout just northwest of town. He'll point out their hideout on your map, and says he'll tell you more after you 'report' to them. Equip your group, then head for the hideout. ==== Dungeon - Goatmen Hideout In here you will find the latest and most powerful Goatmen enemy yet, the Elite Goatmen. The goal here is to kill everyone, so be sure to explore the entire map. There are several chests with potions and crowns in here as well. Near the middle-left of the map, you will run across a set of plates. One will have a human bone on it, and when you step on the other, a hidden passage will open. There are several stones laying around the level that you can use to keep the second plate down. In the secret passage you will find some potions and some money. At the end of the second passage from the east, you will find a hidden button on the eastern wall. This will open up a hidden room with a couple of items, including Dekron's Flail (a unique item) and a yellow potion. After you have killed all of the Goatmen, return to Leronius in Rashtel. Pleased that you have killed the Goatmen, You'll gain 100 XP from Leronius (lame!) and he'll tell you to go see the Duke. A quick conversation with the Duke leads you back to Beldever. Beldever will send you to see the Greks, who helped build the tower. Beldever will then point out the Gray Swamp and the Greks on your world map. ==== Dungeon - Gray Swamp As usual, you'll meet new enemies in here, and will find some free stuff. There are three hidden rooms in the swamp, all are found behind illusionary walls. The one hidden off of the upper of the two large areas in the middle of the map contains a ring of healing. The one off of the lower area has enchanted soft boots. The passage hidden in the upper-left of the map contains a silver hand axe. After fighting you way through the gray swamp, you will find yourself by the Greks settlement. When you talk to the Greks, they ask if you are bringing back the Infinite Crystal. When you ask about it, they'll offend the human race (great bunch of guys these fellas). When you do finally ask them for help, they refuse to do so until you return to them the infinite crystal. Great. Now you have to find the crystal, only you don't have any clue where to start. Best thing to do is head back to Rashtel and talk with the librarian. He's a bit difficult to deal with, but he is very smart and knows a lot about the tower. Beldever tells you that Uruam, a mage, was asking for the crystal. Also, Beldever tells you that Uruam was making his way to Ubar Na Kur. He tells you to ask the Oracle in Ubar Na Kur when you get there. ----------------------- ----- Ubar Na Kur ----- XXX51 ----------------------- Technically a dungeon, Ubar Na Kur used to be a huge underground city. It is broken up into two parts, Uptown and downtown. You start off in uptown. There are a few new enemies in here as well. Of special note, the Fkar Gar Zad can cause your party members to drop their weapons of they attack while he is spinning. ==== Dungeon Ubar Na Kur Uptown As you explore, you will run across an open door flanked by two female mermaid statues. Inside the room you will find a Fkar Gar Zad, and another door. Kill the monster, open the door, and check the northwest wall in the new room for a hidden switch. This will lead to a stairwell that goes down. This will drop you in the UNK cellar, where you will find lots of enemies, and some treasure. Also in uptown, you will run across a statue of a man and his dog. You can talk to this statue, and ask him about a great many things, most of which he won't know. He does inform you that Uruam and the Oracle can both be found downtown. If you are collecting the small statuettes for the Collector in Tur, you will find a statue hidden in the room to the west of the room with the mermaids at the front door. There is a hidden button on the west wall at the ed of the room. The northern-most room has a hidden button in the southwestern corner that leads to a room with… nothing in it. The northeast room has a niche with a set of plate mail armor on it. A good find if you still have a warrior in your group. Continue to explore uptown, checking behind the many locked doors until you are ready to make your way to downtown. You will find the rooms to be full of treasure and monsters. ==== Dungeon Ubar Na Kur Downtown There are two entrances to downtown from uptown, and it does not matter which one you take. Continue exploring this map just as you did with Uptown. About the middle of the map, you will be thrown into a dialogue with an unknown hooded being that warns you not to continue on your current path. After this is over, continue to explore the level. You will find a room to the far west of where the dialogue occurred that has a hidden button in the southwest corner. In the northern-most room second from the right you will find a glowing blue plate on one of the walls. This will open up a hidden room with a dagger inside. In the middle of the map, just to the east of the large open area, you will find a small pool of water, which is the Oracle. Ask whatever you please, but the important information is that Uruam is somewhere in uptown, has been petrified, and that you will need the dust of life or the unpetrify spell to help him. She also tells you that you will need to cross water to find either. She also tells you that the infinite crystal is locked up somewhere in the desert. In the west room in the middle, you will find the petrified Uruam. Since you have neither the Dust of Life or the Unpetrify spell, it is time to leave Ubar Na Kur and find something to use on Uruam. Now, you have a few options here on how to acquire the Dust of Life. If you have 3000 crowns just laying around, you can visit the Alchemy Emporium in Tur and the alchemist will make it for you. Or you can get it from the General Store in Zarki for a whopping 6000 crowns. Another, cheaper alternative is to complete the Spirit of The Mountain sub-quest in Lorerma (see above section on Lorerma). Whichever way you choose to get it, come back to Uruam with the Dust of Life. After using the dust of life, Uruam will come to life and a dialogue will open. He'll tell you about Dubuerk and how he has the infinite crystal. Uruam will point out where you can find Dubuerk's Fortress in the desert. Turns out Uruam has some teleport dust, and can transport you directly there, or you can have him replace one of the members of your party. Uruam, as you would expect, is a dedicated magic-user. NOTE - if you still have Ludren in you party, and replace him with Uruam, Ludren will NOT be waiting at the Forsaken Temple anymore. He cannot re-join our group. If you decide not to talk Uruam with you, he will not be available to join your group later. ---------------------------- ---- Dubuerk's Fortress ---- XXX52 ---------------------------- ==== Dungeon - Dubuerk's Fortress You start out just inside the front door of the fortress. In here, you will meet a few new enemies, some of which are pretty tough, since they have attacks that can cause negative status effects. You will also find a large number of amulets in here if you look around enough. * Dubuerk's Fortress I * Make your way through the map until you find a full-length mirror at the end of a hallway. Pass through the mirror and you will find a black plate on the floor. Place something on it to keep it open, this will open the north just to the north of the entrance (alternate method - you can skip the door by passing through the illusionary north wall in the room with the four pillars). Explore until you reach the room with a plate that is already depressed. Remove the stone, enter the next room, and place the stone on the plate found inside. Travel through the door that you just opened. Continue exploring until you find a sign that says 'Between two torches'. Along the south wall in the passage ahead, between two torches you will find a hidden button. The room directly behind you opens up, and has many treasures inside. There is another hidden room accessible through an illusionary wall 4 steps to the west from the sign that says 'Near the Spider web'. Continue working your way through the level, using plates and hidden buttons to unlock doors. When you run into a sign that reads 'Three Doors For Adventurer', you are presented with four doors. The three along the one wall all contain switches that will open the next. You can only open them in a specific order. Behind the fourth door you are presented with a long hallway. At the end of the hallway on the south wall there is a hidden button. Press it and fight your way through the rooms leading east until you find the stairs to the second floor. * Dubuerk's Fortress II * Make you way around the map counterclockwise. You will notice there is a 'Room One' that you cannot access right now. Keep exploring, and you will find a plate at the end of a passage that will open the door to 'Room One'. In the room where almost all the wall sections have torches, the one section without a torch is an illusionary wall. If you are collecting the small statuettes for the Collector's sub-quest, you will find one hidden in a small passage off of the west wall of the second room from the left in the middle of the map. Press the hidden button on the west wall to open the passage. When you are finished exploring the level, you will find the real Dubuerk in the large room in the center of the map. If you have a high enough eloquence skill, you can actually attack Dubuerk during one of his monologues and catch him off guard. Defeat him, and you will receive 300XP, some crowns, a potion, and a Staff of Greater Magic. Don't forget to explore the area behind Dubuerk to find the Infinite Crystal. Once you have the crystal, you can leave and return to the Greks. ------------------------- ---- Greks Revisited ---- XXX53 ------------------------- Now that you have the Infinite Crystal, travel back through the Gray Swamp and visit the Greks. Speak with them and they will open an entrance to the tower near Sumur. You will also receive 200XP for your troubles. Slog your way back through the Gray Swamp (for the last time! Yay!) and make your way to the Tower near Sumur. ------------------- ---- The Tower ---- XXX54 ------------------- Welcome to seven floors of hell. Luckily, each floor here is smaller than the one before. Still, this trek through the tower will take quite some time. ==== Dungeon Tower I Like every dungeon so far, you will meet new enemies in here, including the Wraith, which has a high tendency of poisoning your party members. The outermost ring of this map has a lot of Wraiths waiting for you. There are also four hidden areas, none of which contain any items. The two small rooms accessible from the outer ring both have some recovery items in them, if you need them. Progress your way into the next ring of the map (we'll call it the middle ring). Here you will find more rooms with recovery items, guarded by Wraiths. The two short hallways on the east and west inner walls of the ring have illusionary walls hiding rooms with even more Wraiths and recovery items. One of the outer walls on the south-west corner of this ring has a hidden button that leads to the final small statuette if you are collecting them. The White Key, which you need to unlock the door to the inner ring, can be found in the niche in the north room off of the middle ring. Use the White Key to enter the inner ring. The door just to the left of where you enter the ring has the White Key you need to unlock the door along the north passage of this ring. The rooms on the east and west walls have recovery items and Wraiths in them. Use the white key on the lock to enter the room with a teleporter in it. Take the teleporter, then take the stairs up to the next floor. ==== Dungeon - Tower II Follow the teleporters until you find yourself in a long hallway with an open door at the end. Go thru the doorway, then flip the switch on the left to turn off the teleporter on the right. You will now see a lock the was hiding behind the teleporter. Now go back to the other side of the open doorway. Head north thru the door (opens via the pressure plate). Watch out for the projectile attacks from the Lesser Dream Demons, as they will put your party to sleep. Follow the path, flipping switches until you come across a door in a square room with a column of walls in the middle. On the center column, you will find a hidden button opposite the closed door. This will open up the door, giving you access to the outer ring of the map. While exploring the outer ring, you will find many awakening potions, along with a few Wraiths. The doors in the northwest and southeast corners of the map both are 'traps' where the door closes behind you and you must work your way out to the outer ring again. Both areas also have hidden buttons that connect to the middle section of the map. The northeast door on the outer ring leads to a room with a niche holding the key you need. You'll notice that the pit is right in the way. There is an illusionary wall along the north wall in this room that hides a switch. Flip the switch, the pit will move and you can retrieve the key. With key in hand, you will notice you cannot leave the room. Go back and flip the switch again, then fall into the pit. Kill the Wraith, and search the west wall for a button to activate the teleporter. Go thru the teleporter to find yourself in the middle ring of Tower I. Make your way back upstairs, then use your new key on the lock, and enter the unlocked door. You will find the switch to open the door to the stairs on the north side of the column. Take the stairs to Tower III ==== Dungeon Tower III If you need recovery items, make you way around the outer ring of this map, and check the rooms as you come to them. The southern door leads you to a teleporter that will take you to the first of four teleporter chambers. Each chamber has two teleporters in it. If you make the wrong choice, you will find yourself standing in the outer ring again. You will need to use items to hold down the plates to keep the teleporters active. The fourth teleporter will drop you in the inner ring of the map. There are two hidden buttons (one on the outer west wall, another on the outer east wall) that lead to hidden rooms. Both contain Dream Demons and recovery items. There are two teleporters here. The south one leads back to the outer ring, the north one leads to Mentakor. Speak with Mentakor. Mentakor is here to defend the stone. If you tell him that you are here to make sure Harlac does not get the stone, he will help you by giving you Dreamspheres for every member in your party. It is important that you equip these before venturing up to the fourth floor. Take the teleporter behind you to the next area, then take the stairs to Tower IV. ==== Dungeon - Tower IV If you did not equip the Dreamspheres, your party will lose HP at an alarming rate. You will also notice a change in the screen graphics to indicate the effects of the magical barriers here in the tower. This level is filled with items and enemies. There are no hidden areas, and no puzzles. Just keep flipping switches until you find the stairs to Tower V. ==== Dungeon - Tower V This level consists of two puzzles, and the creature and item filled outer ring. Explore the outer ring until you find a small hallway with two levers and two gates. Either way will be a trap, and you only need to complete one to make it to the next floor. RIGHT DOOR Enter the one on the right, then search for a hidden button. Keep searching the walls in here until you find the hidden buttons. Eventually you will open up the entire room, and be attacked by two Greater Dream Demons. Defeat the Demons, then press the hidden buttons on the east and west walls from the closed door. One will open the door, the other will open the gate leading to the stairway up to Tower VI. LEFT DOOR Enter the door and kill the two Dream Demons. Now, along the west wall, flip the two northern-most switches. This will open up a wall behind you. Kill the Dream Demon hiding in there, then read the sign. Now, go back and flip all three switches on the west wall (even the ones you have already flipped). Then come back and flip the switch next to the sign. Both the closed door and the gate leading to the stairway are now open. ==== Dungeon - Tower VI Make your way around the outer ring, killing Dream Demons. When you enter the open doorway on the south wall, the door will lock behind you, leaving you to find a way out. There are two hallways in this room, one on the right and one on the left. The one on the right has a switch at the end of it that will open up a passage to get out of the room and back into the outer ring. The hallway on the left leads to a switch that opens the gate to Tower VII. ==== Dungeon - Tower VII There are no enemies on this floor. The two niches along the south wall contain a Staff of Greater Magic and a Bracers of Agility. The niche in the middle of the map contains the Stone of Redemption. Once you grab the Stone of Redemption and try to leave, you will be greeted by Jarius' Ghost. Jarius tells you that you must now confront Harlac and defeat him. Jarius will tell you to speak with the Duke in Rashtel for help in getting to Harlac. You'll then gain 500XP and Jarius will transport you out of the Tower. ------------------------------------- ----- City of Rashtel Revisited ----- XXX55 ------------------------------------- * NOTE * Now that you have finished the Tower, the Hat Sub-Quest is available in the Port of Unbeb. Jarius told you to speak with the Duke in Rashtel, so go visit him. Tell the Duke what happened, and he'll give you a Castle Authorization Form to enter the castle. Now travel to the castle. ------------------------- ----- Port of Unbeb ----- XXX56 ------------------------- This little town is available to you much earlier in the game, however there is very little to do there other than shop. You can talk to Javro, the tavern keeper, and unless you have completed the Tower, he'll just tell you nothing is going on right now, and to come back later when something might be going on. If you talk with him then, you'll start the Hat Sub-Quest. ----- Cursed Hat - Sub-Quest ----- XXX57 You start this quest by talking with Javro. He'll mention that Farna got a very important package in the mail, so go talk with her. Note that you must have a high Eloquence skill in order to attempt this sub-quest. Otherwise, when you talk with Farna, that will be the end of the quest. ------------------ ----- Castle ----- XXX58 ------------------ Show your form to the guards, and they will let you enter the castle. In here you will find an Armorsmith, and a Weaponsmith, both of which carry new items, and a general store with a wide selection, both including new, never-before seen items. If you try and walk right into the castle, you'll be met by the guards, and cannot get in. So, a trip to the Tavern is in order. There are quite a few things to do in the tavern. You'll notice that there is a wanted poster hanging on the left. Examine it. You'll see that Ludren has a bounty on his head for 10,000 crowns. Funny thing is, you might have Ludren in you party. Speak with Jupe, the bartender. He'll tell you of the city's issues, and mention that one of the castle guards has gone mad, then refer you to the guy sitting at the table. The guy at the table, Hunter, will tell you to speak with Delrus, a guard he knows. Remember you must ask Delrus about shoes. Don't forget to ask how to find Delrus. The Hunter will point out the Hole on your map. Visit the hole and speak with Delrus. Delrus will fill you in on where you can find Ludren, who has been taken prisoner by the Shadow Brotherhood, and is hiding him in the Shadow Lodge at the castle. Delrus will point this out on your map. Go to the Shadow Lodge and speak with the Lodge Leader. You can offer money, or just fight for Ludren. Since it could cost you as much as 7,000 crowns to free Ludren, you might just want to fight. If you choose to fight, You will be transported to the basement. ==== Dungeon - Shadow Lodge XXX59 You'll start off facing three Thugs. Take out these guys and make your way up to the Lodge Leader. Once they are all defeated, the Lodge leader will leave you a bag of crowns, a major red potion, and a Claymore of Dawn. Be sure to check all of the niches in the level before leaving, as you can never return to this dungeon once you leave. One unique item can be found in here as well, the Lockpicking bracers, which give +2 to lockpicking when equipped. You can also search the northeast corner and find a hidden button unlocking a hidden area with loads of crowns in it. As soon as you leave, you will find Ludren tied to a chair. Talk with him. This could be hilarious if you already have Ludren in you party. Ludren will apologize for being such an idiot, And you can accept his apology or just shun him. Ludren will show you the Passeto on the map, which is the hidden entrance to the castle. If you accepted Ludren's apology, he can now re-join your group if you wish. You'll gain 500XP for your troubles. Now, entering the Passeto leads to the castle and your final battle with Harlac. You can exit the castle and Passeto at any time to attempt side quests or visit old areas you have fought through. If you wanted to complete a quest or just goof off trying to discover new things, fell free to do it now. ==== Dungeon - Passeto XXX60 Keep in mind that this is a secret passage. As such, most of the map is behind hidden buttons. There is one on the north wall when you first enter. Once you open the door using the lever, you will meet your first Shadow Knight. These guys can be tough, so be careful. The first reasonably long corridor has a hidden button on the east wall near the middle of the hallway. Inside the hidden room is another button on the north wall that leads to… an empty chest. Take the stairs to the north to leave Passeto and enter the Castle. ==== Dungeon - Castle XXX61 Once you leave Passeto, you will find yourself in a hidden hallway just inside first floor of the castle. You'll run into some familiar enemies in here, the Elite Goatmen. You will find an amulet of War in a locked chest in the northeast room. You will fidn the small castle key that you need to unlock the north door in one of the rooms on the west side of the map.Once you unlock the door, you can fight your way through the Shadow Knights to take the stairs up to the upper level of the castle, or down to the lower level of the castle. ==== Dungeon Castle Upper Level XXX62 You'll start at the top of this map. The enemies in here are the same old Elite Goatmen and a new one, the Tortured Soul. Make your way around the outer hallway until you come across the room in the lower left corner (ingore the locked door for now). The south door cannot be opened yet either. In the middle of the north wall is an illusionary wall leading to another room with a swtch and a chest full of lockpicks and a bracer. flip the switch, and a pit will appear in the previous room. Go fall into the pit. You'll find a hidden button in the NE corner of this room, which will open the way to another room with two switches. The first switch merely opens the door to the main floor, while the other opens up yet another pit in the room you just fel into. Fall into this pit as well. In this new room you will find a small castle ke, which you need for the locked door on the upper level. You will find a hidden button on the east wall. Enter the next room and take the stairs back up. Make your way back up to the upper level of the castle. Use the small castle key to unlock the north door. Once you enter the door you used the lever to operate, the door will lock behind you. Both to the right and left are samll open areas that have a lot of enemies in them. proceed with caution. The two gates on the east wing cannot be opened, so don't worry about entering them. The large room on the west side however, has a chest in it with the Dagger of Dexterity (a unique item). Now, you will notice you ned another key to access the room in the middle of this level, so lets travel into the basement to find it. ==== Dungeon Castle Lower Level XXX63 You'll run into no new enemies down here, so no surprises. In the large room in the northeast corner you'll find a chest which contains enchanted plate mail. The closed door at the end of the hallway you start out in leads to an area that is filled with baddies, including Shadow Knights. The door closes and locks behind you as well, so be prepared to fight many enemies without rest. You will run across a lever near the middle of the map that you cannot get to open the door. Your character will mention that you need to find a different way in. So, travel to the crypt area of this map, and search the area for an illusionary wall. Travel through the walls and you will find a room with a teleporter at the sourthern of it. along one of the columns on the west side you will find a hidden button that will turn off the teleporter and reveal a niche with a key in it. Grab the key and make your way back up to the upper level (notice the key will not work in the lock found on this level. Back on the upper level, use the kay to unlock the door to the middle of the map. Wander inside, collect all of the items on the outer niches, then grab the big castle key and prepare to battle . . . Captain Braxis! Yep he's back. This time you actually get to kill him. After you defeat him, he'll leave you a pile of good stuff, including The Armor fo Darkness (a unique item), and a pile of crowns. With Braxis dead, head back down to the lower level. Use the big castle key on the locked door. Step on the plate to the west to open the passage to the east. The niches in this next room have some treasure if you want it. Press the head button to open the next passage. If you venture into the east room, the door will close behind you. use the switch on the east wall to open it back up. The north passage leads to a teleporter. The teleporter will dump you in a room with four teleporters, four plates, and three stones. Place the stones on the west, south and east plates, then take the only working teleporter. The telporter dumps you in a new area of the lower level. Use the switch to open the door to the east, and raid the niches for treasure and another small castle key. Leave the room with the niches and unlock the locked door. The door will lock behind you, and you will find yourself battling a Shadow General. This guy is no pushover, so hit him with everything you've got. Once he's dead, you'll get soem crowns, a potion and a Ring of Daim. After you have beaten the General, grab the big castle key and make your way to the stairs down to the dungeon. ==== Dungeon - Castle Dungeons XXX64 Make your way north until you reach the room with the three locks. Notice that your big castle key will open them. If you choose the north lock, you will not get to explore the rest of the level, and can proceed to the stairs leading to Harlac's chamber and the final battle (ONCE YOU GO DOWN THE STAIRS YOU CANNOT RETURN AND MUST COMPLETE THE GAME). Note that the only reasons for going in the west and east doors is to gain EXP fighting the monsters inside the rooms. there are no more items or treasure to be found in either room. Make your way through them and then go throught the north door. You can pick up recovery items in the niches before the stairs if you need them. Proceed down the stairs when you are ready. ****** NOTE ****** ONCE YOU GO DOWN THE STAIRS YOU CANNOT RETURN. DO NOT SAVE OVER YOUR GAME AFTER YOU GO DOWN THE STAIRS. DO ANY SIDE QUESTS/OTHER STUFF BEFORE GOING DOWN. ==== Dungeon - Castle Final Level XXX65 Nothing to see in here really. You can wander around the room a little before you confront Harlac if you like. The niches in here all contain healing items if you need them. When you are ready, step into Harlac's image to talk with him. If you choose, you can attack Harlac right away, or you can listen to him talk about how the two of you are similar. If you wish, you can give Harlac the Stone of Redemption. If you do, you'll end the game, and get to see one of the two possible endings without having to battle Harlac. If you choose to battle Harlac, prepare for a big battle. You'll see Harlac turn into a cool looking monster, and then attack. Harlac has only one life bar, so go at it. Hack away at him until you deplete his 250 HP, and your group gains 466 EXP. Then revel in fear, as it turns out that was just his LEFT ARM! Once again, attack! Knock another 250 HP off of him and gain another 466 EXP. Now, you must fight armless Harlac! Now, since he has no arms, Harlac's attacks rarely land, but he seems to become much harder to hit. Once you hav depleted his 250 HP, the battle ends, and the game's end cutscenes begin. Note, you cannot save your game after you win. ******** END OF WALKTHROUGH ********* ++++++++++++++++++++++++++++++++++++++++++++ +++++ Items, Magic and Monsters Oh My! +++++ YYY1 ++++++++++++++++++++++++++++++++++++++++++++ Here's a listing of all the items and such in the game that I have found. Stuff is most surely missing, since I have not played through the whole game yet as all three characters. Some items appear only if you play as a certain character. ----------------------------------- ---- Potions, Plants and Items ---- YYY2 ----------------------------------- ----- Potions ----- Black Potions - Black potions restore both hit points (HP) and mana points (MP) Name HP MP Quickness Minor 10 05 50% Regular 20 10 50% Major 40 20 50% Blue Potions - Blue potions restore mana points (MP) Name MP Quickness Minor 5-10 50% Regular 10-20 50% Major 20-40 50% Red Potions - Red potions restore hit points (HP) Name HP Quickness Minor 5-10 50% Regular 20-40 50% Major 40-80 50% Green Potions - Green potions cure poison status Name Chances Quickness Minor May work 50% Regular Often 50% Major Always 50% Yellow Potion - Yellow potions increase dexterity for a limited period of time Name Duration Regular 1 minute Major 5 minutes Awakening Potion - Wakes up a single ally ---- Plants ---- Akura - Restores 10-20 HP Quickness 50% Markia - Restores 10-20 MP Quickness 50% Ibrinum - Restores 10-20 MP and HP Quickness 50% Nagora - Can be used to make a toxic attack Quickness 50% ---- Normal Items ---- Lockpick - standard lockpicking tool. Sometimes breaks. Quality Lockpick - an upgraded lockpicking tool. Breaks less often, and requires less attempts to open chests. Wine Bottle - A bottle of bad wine Opal - an opal gemstone that is worth a lot of crowns to some merchants Amber - an amber gemstone that is worth a lot of crowns to some merchants Tools - A set of tools. Basically these are unbreakable lockpicks. Quality Lockpick - professional/upgraded version of the standard lockpicks Pearl - a valuable stone that is worth a lot of crowns to some merchants Shock Gem - Electrical attack item, does 5-15 hp damage Diamond - a valuable stone that is worth a lot of crowns to some merchants Small Diamond - A valuable stone worth a lot of crowns to some merchants Ruby - A valuable stone that is worth a lot of crowns to some merchants Small Ruby - A valuable stone that is worth a lot of crowns to some merchants Wand of Minor Healing - a small wand that cures 10 HP. One time use only. Dust of Life - Available for sale from the General store in Zarki, this cures petrification. Aqua Philastera - Magical herb that I don't know what to do with, can be used to attack during battle. Magic Dust - Unknown use can be bought in Tur. Magical Component - Unknown Use. Can be bought in Tur. ------------------------------- ---- Other Inventory Items ---- YYY3 ------------------------------- These are important to the story/can't be purchased items found under the 'Other Items' tab in the character status menu Cedrias Token - This token has a special symbol carved in it. Cedrias Message - A Message from Cedrias to the Ade Matre. Magic Shop Note - A note from Ivan explaining how to get into his shop. (doesn't work) Altreph's Statue - Given to you by Altreph, to give to his brother in Lorerma. Enchanted Amber - A normal amber stone that has been enchanted. Dead Rebel's Note - Tells you what to give Combad in payment for information. Deathbed - A special plant you can use as payment to an NPC. Bronze Key - Used to open locked chests in the Dungeons Rusted Key - Used to open a door in the Dungeon UG Red Key - a special key used to unlock a door in the underground temple. Cedrias Key - Opens the door to the tower. You will also need help from the Greks to get inside. Found inside the Forsaken Temple. Limited Travel Permit - allows you to travel across the sea to Zarki to deal with Pete the bully. Given to you by the Shipmen's guild. ONE TIME USE ONLY. Travel Permit - can be purchased from Guimo or is a reward for helping the Shipmen's guild by killing Pete. Allows unlimited travel to all ports. Small Statuette - There are 9 of these hidden in the game. If you collect them all, you can visit the general store in Tur and trade them in for a set of Golem armor. Stone of Redemption - Very important part of the game. Use this to access the last boss. Castle Authorization - Needed to enter the castle. You can get this from the Duke in Rashtel after you have collected the Stone of Redemption. Crypt Key - Found in Frajon's House, this is the only way to unlock the Crypt Dungeon. Frajon's Note - Found in Frajon's House, you can give this to the Captain, and he will send you to the crypt. Magic Quill - Seems the Scribe in Tur has lost this, better ask Hakina where you might find it. Nalda's Letter - Given to you to give to Packo in Tur. Packo's Letter - Given to you to give to Nalda in Tur. Inscriptions - Taken from the doors to enter the Forsaken Temple, take these to the scribe in Tur for help translating them. Translated Inscriptions - Given to you by the Hermit, they explain what needs to be done to enter the Forsaken Temple. Ancestral Water - Made by the Alchemist, you need this to enter the Forsaken Temple. Tear of Love - Made from Nalda's Tears. Needed item to enter the Forsaken Temple. Poem - Written by the Bard in Sumur, this helps you get into the Forsaken Temple. Strange Flask - Given to you by Ocampa, you need to take this to Daruk for mixing. Heated Flask - After giving the Strange Flask to Daruk, he gives you this to give to Ocampa. History Book - Borgen in the Underground Temple is looking for this. Oniric Potion - You need this to reach the tests inside the Underground Temple. Place it inside the statue's mouth then pull the middle and east levers. Initiate Key - There are four of these in the underground Temple II that are used to unlock the third floor. There are four more to be found in underground Temple III. Darkfort Wand - Special wand given to you by Igmuld that allows access to Darkfort. Dark Key - Special keys used to open doors to enter Darkfort. ------------------- ---- Equipment ---- YYY4 ------------------- ---- Rings ---- Name - Diamond Ring Description - Ring has a diamond stone Effects - none, just worth a pile of crowns Location - Felur, get it from Adrinho the barkeep after killing the Goatmen. Name - Minor Ring of Magic Description - Adds 5 points to your MP Effects - +1 Defense, +5 MP Location - Name - Nalda's Ring Description - You should give this to Packo Effects - None Location - Nalda, Village of Tur Name - Ring Description - Just a standard ring Effects - none Location - Dubuerk's Fortress Name - Ring of Akhina Description - This ring raises your knowledge of Akhina by 2 Effects - +1 Defense, +2 Akhina, may grant access to additional spells Location - Name - Ring of Daim Description - This ring raises your knowledge of Daim by 2 Effects - +1 Defense, +2 Daim, may grant access to additional spells Name - Ring of Dreams Description - the ring has an AeL symbol on it Effects - +8 Defense Location - Name - Ring of Healing Description - This ring cures the user Effects - Defense +1, healing rate increased Location - Name - Ring of Persuasion Description - This ring will raise the bearer's Eloquence by 1 Effects - +1 to eloquence Location - Kaartora in Darkfort II Name - Ring of Stone Description - Raises you strength by 1 Effects - +1 Strength Location - Name - Old Lady's Ring Description - You feel protected by this ring Effects - Defense bonus 4 Location - Hidden area in the old lady's cellar (city of Sumur) ---- Amulets ---- Name - Amulet Description - An Amulet without any ornaments Effects - Nothing Location - Underground Name - Amulet of Agility Description - +1 Endurance Effects - +1 Endurance Location - Alchemy Emporium Name - Amulet of Arcane Arts Description - gives +4 mana points Effects - +4 MP Location - Strange Artifacts(Lorerma), Name - Amulet of Archmagic Description - Gives +6 mana points Effects - +6 MP Location - Name - Amulet of Endurance Description - Gives +2 of endurance Effects - +2 Endurance Location - Curious Things(Rashtel), Name - Amulet of Dexterity Description - Gives +2 of dexterity Effects - +2 dexterity Location - Curious Things(Rashtel), Name - Amulet of Fast Move Description - gives +1 to dexterity Effects - +1 Dexterity Location - Curious Things(Rashtel), Name - Amulet of Giants Description - Gives +1 to strength Effects - +1 Strength Location - Name - Amulet of Healing Description - Gives 2 skill levels in fast healing Effects - +2 Fast healing skill Location - Name - Amulet of Older Description - gives +1 wisdom Effects - +1 Wisdom Location - Alchemy Emporium Name - Amulet of Strength Description - Gives +2 Strength Effects - +2 Strength Location - Curious Things(Rashtel), Name - Amulet of War Description - Enhances your fighting ability Effects - +3 base combat, +1 defense Location - Castle Name - Amulet of Wisdom Description - Gives +2 to wisdom Effects - +2 wisdom Location - Alchemy Emporium Name - Dreamsphere Description - irradiates a magical protection Effects - protects you group from the magic used on the upper levels of the tower Location - given to you when in the tower. Name - Dropedia's Amulet Description - Gives +3 to Endurance Effects - +3 Endurance Location - Alchemy Emporium Name - Colossus's Amulet Description - Gives +3 to strength Effects - +3 Strength Location - Curious Things(Rashtel), Name - Merchant's Amulet Description - raise bearer's bargaining skill by 1 Effect - +1 Bargain Skill Location - Strange Artifacts(Lorerma), Name - Minor Arcane Arts Description - gives +2 mana points Effects - +2 MP Location - Name - Old Pendant Description - This is a really old pendant Effects - none Location - Ocampa in the Underground Temple ---- Armor - Bracers ---- Name Defense Boost Other Effects ---------------------------------------------------------------------------- Bracer 3 None Enchanted Bracer 6 None Bracers of The Dancer 2 +2 Celerity Skill Bracers of Agility 3 +3 Dexterity Bracers of Strength 1 +3 Strength Bracers of Kelethius 12 Belonged to Katja's Father Lockpicking Bracers 1 +2 Lockpicking skill Emark's Bracers 3 +2 Strength Golem Bracers 12 +2 Celerity ---- Armor - Footwear ---- Name Defense Boost Other Effects ---------------------------------------------------------------------------- Sandals 1 None Light Boots 1 +1 Dexterity Soft Boots 2 None Hard Boots 3 None Enchanted Hard Boots 6 None Enchanted Soft Boots 4 None Boots of Truth 2 +1 Search Skill Golem Boots 8 +2 Dexterity ---- Armor - Armor ---- Name Defense Boost Other Effects ---------------------------------------------------------------------------- Shirt 3 None Padded Shirt 6 None Leather Armor 15 None Enchanted Leather 20 None Assassin Leather 20 Light weight (no encumberment) Wind Armor 20 Light weight (no encumberment) Scale Armor 20 None Banded Mail 35 None Enchanted Banded 40 None Chain Mail 30 None Enchanted Chain 35 None Enchanted Scale 25 None Plate Mail 40 None Enchanted Plate 50 None Golem Armor 60 +1 Fast Healing, +2 Wisdom Armor of Darkness 60 +25 Base combat, -10 Wisdom ---- Armor - Shields ---- Name Defense Boost Other Effects ---------------------------------------------------------------------------- Wooden Shield 9 None Small Shield 12 None Shield 15 None Enchanted Shield 17 +5 Defense Enchanted Grand Shield 20 None Black Kite Shield 23 None Sharp Shield 17 +4 Combat, +7 Might Feather Shield 15 Light weight (no encumberment) Golden Shield 22 +1 Parry skill ---- Armor - Headgear ---- Name Defense Boost Other Effects ---------------------------------------------------------------------------- Hat 1 None Elegant Hat 1 +1 Eloquence Mage Hat 3 +1 Meditation Archmage Hat 5 +3 Meditation Small Helmet 3 None Leather Helmet 1 None Great Helmet 5 None Enchanted Helmet 5 None Casque of Meditation 1 +4 Meditation skill Enchanted Great Helm 10 None Brute Helmet 14 -1 Wisdom Barbarian Helmet 10 +1 Strength Helm of Inspiration 10 +2 Wisdom Golem Helmet 14 +2 Search ---- Armor - Cloaks ---- Name Defense boost Other Effects ----------------------------------------------------------------------------- Cloak 5 None Mage Robe 10 +5 MP Cloak of Protection 10 None Cloak of Wisdom 15 None ---- Weapons - Small Weapons ---- Name Base Combat Base Might Def Bonus Quickness ------------------------------------------------------------------------------ Hand Axe 9 40 62% Silver Hand Axe 9 40 62% Quality Hand Axe 10 50 1 62% Enchanted Hand Axe 12 50 1 66% Knife 15 75% Quality Knife 2 20 70% Silver Knife 4 23 75% Enchanted Knife 6 30 2 77% Dagger 2 20 69% Quality Dagger 4 30 2 74% Silver Dagger 6 30 2 69% Enchanted Dagger 8 40 4 72% Tiger Claw 2 30 1 74% Silver Hammer 8 40 61% Silver/Black Hammer 8 50 64% Quality Hammer 9 50 61% Enchanted Hammer 11 50 65% Stilleto 11 50 56% Khopesh 8 40 3 Dagger of Accuracy 20 22 2 Dagger of Dexterity 3 22 2 FAST ---- Weapons - 1-Handed ---- Name Base Combat Base Might Def Bonus Quickness ------------------------------------------------------------------------------ Machete 5 40 2 50% Quality Machete 6 50 3 52% Enchanted Machete 8 50 3 55% Braxis' Machete 6 55 43% Scimitar 5 50 4 58% Quality Scimitar 6 60 5 58% Silver Scimitar 8 60 4 58% Enchanted Scimitar 8 60 5 62% Short Sword 12 30 4 63% Quality Short Sword 11 40 4 63% Silver Short Sword 12 50 6 63% Rusted Longsword 40 4 54% Longsword 8 50 4 56% Quality Longsword 9 60 5 56% Silver Longsword 8 50 4 56% Goat Axe 10 56 2 62% Battle Axe 10 40 1 52% Quality Battle Axe 3 60 52% Silver Battle Axe 12 50 3 52% Enchanted Battle Axe 14 60 3 57% Club 8 20 2 65% Enchanted Club 11 30 3 69% Morning Star 3 60 49% Quality Morning Star 4 70 49% Silver Morning Star 5 60 49% Enchanted Morning Star 8 90 54% Mattock 7 40 52% Quality Mattock 1 50 52% Enchanted Mattock 3 50 57% Mace 8 40 5 64% Silver Mace 8 40 64% Quality Mace 9 50 64% Enchanted Mace 11 50 68% Giant Mace 8 102 49% War Hammer 8 40 61% Claymore of Dawn* 11 90 3 Flanged Mace 1 20 70% Sword of the Initiate 10 60 3 56% Dekron's Flail 10 121 * +2 parry when equipped ---- Weapons - 2-Handed ---- Name Base Combat Base Might Def Bonus Quickness ------------------------------------------------------------------------------ Dual Machetes 8 50 5 2-H Mattock 3 80 29% Quality 2-H Mattock 5 90 29% Silver 2-H Mattock 3 80 29% Enchanted 2-H Mattock 7 90 36% 2-H Sword 6 80 2 35% Quality 2-H Sword 8 80 3 35% Silver 2-H Sword 8 90 2 35% Enchanted 2-H Sword 14 50 6 67% 2-H Axe 5 80 41% Silver 2-H Axe 6 90 3 41% Quality 2-H Axe 7 80 41% Enchanted 2-H Axe 10 90 1 47% Hammer of Ages 12 112 5 Heavy Flamberge* 10 90 3 * -1 Dexterity when equipped ---- Weapons - Staffs ---- Name Base Combat Base Might Def Bonus Quickness ------------------------------------------------------------------------------ Staff 2 20 2 62% Quality Staff 5 30 8 62% Enchanted Staff 17 40 7 66% Staff of Greater Magic 10 30 7 Staff of Glory 13 30 7 74% ---- Weapons - Ranged ---- Name Base Combat Base Might Def Bonus Quickness ------------------------------------------------------------------------------ Sling 30 56% Quality Sling 1 40 56% Enchanted Sling 3 40 61% Bow 2 30 64% Quality Bow 3 40 64% Enchanted Bow 5 40 68% Composite Bow 3 40 60% Quality Composite Bow 4 50 60% Enchanted Composite Bow 6 50 64% Forest Bow* 2 30 64% Crossbow 7 40 47% Quality Crossbow 8 50 47% Enchanted Crossbow 10 50 52% Heavy Crossbow 10 70 21% Quality Heavy Crossbow 11 80 21% Enchanted Heavy Crossbow 13 80 29% Bow of Accuracy** 25 20 64% * Increases your HP recovery rate when equipped ** Raises users accuracy when equipped ------------------------ ---- Spells / Magic ---- YYY5 ------------------------ This section has been broken down by schools of magic. You can get the Daim Skill from Altreph in the Underground, or from Suriben in Rulme. The LVL column is what skill level you need for that spell, not the level your character is at. School = El Name Type Cost(MP) Effect LVL ---------------------------------------------------------------------------- Weaken Basic 3 Lowers Strength of Target 1 Strength Basic 8 Raises Strength of Target 3 Slow Basic 12 Slows Target Enemy 5 Quickness Basic 10 Increases Target Quickness 7 Endurance Intermediate 10 Increases Target Endurance 9 Mass Strength Intermediate 25 Increases Party Strength 13 Sacrifice Intermediate 0 Lose HP to Increase MP 15 Invisibility Intermediate 40 Makes the Party Invisible 19 Mass Slow Intermediate 36 Slows all enemies in range 23 Mass Weaken Advanced 20 Lowers Strength of all enemies 11 Mass Quickness Advanced 30 Raises party quickness 17 Mass Endurance Advanced 30 Raises party endurance 21 Paralyze Advanced 40 Paralyzes target creature 25 ---------------------------------------------------------------------------- School = Daim Name Type Cost(MP) Effect LVL ---------------------------------------------------------------------------- Heal Basic 3 Cures target 1 Shield of Life Basic 6 Reduces Damage from attacks 3 Holy Light Basic 8 Holy light that damages enemies 5 Cure Poison Basic 12 Cures all poison effects 7 Restore Basic 30 Heals all conditions on target 19 Bless Intermediate 14 Raises combat + Defense 9 Awakening Intermediate 12 Wakes sleeping characters 11 Divine Warrior Intermediate 24 Raises combat + Might of caster 13 Divine Sight Intermediate 20 Raises party search skills 15 Punishment Intermediate 35 Damages all close opponents 25 Life Drain Advanced 35 Drains life from opponent 17 Shields of Life Advanced 35 Reduces damage from attacks 21 Mass Heal Advanced 50 Heals entire party 23 Major Bless Advanced 40 Greatly improves Combat/Defense 27 ---------------------------------------------------------------------------- School = Akhina Name Type Cost(MP) Effect LVL ---------------------------------------------------------------------------- Shock Basic 3 Short range electrical attack 1 Armor Basic 6 Increases target defense Magic Weapon Basic 10 Improves weapon's might Fire Wall Basic 25 Wall of Fire 11 Fireball Intermediate 8 Explosive fireball Lightning Bolt Intermediate 13 Electrical attack (whole party) ------------------ ---- Monsters ---- YYY6 ------------------ On your journey you will inevitably run into these. Kill them well. Also note that enemies will often drop items after they die, so be sure to check the ground after a battle to see if they left anything (bows are often overlooked since they blend into the ground so well). Name First Appear HP EXP Other ---------------------------------------------------------------------------- Enormous Rat Old Lady Cellar 2 7 Scoundrel Old House 5 10 Corpse Crypt 20 7 Boss Thief Thieves Cave 7 5 Infernal Rat Thieves Cave 5 3 Clay Soldier Forsaken Temple 25 12 Shadeling Forsaken Temple 15 15 Bieid Forsaken Temple 40 15 Dark Minion Forsaken Temple 40 23 Boss Myrmercdeos Myrmercdeos Cave 33 15 Optional Brut El Paso 40 26 Elite Brut El Paso 60 33 Living Rock El Paso 35 15 Does not move Goatmen El Paso Underground 25 15 Tough Goatmen El Paso Underground 40 26 Capt Braxis El Paso Underground 120 Boss Pota Tavern Cellar 60 66 Optional Giant Lizard Mages House 200 40 Optional Fungoid Underworld 45 40 Can poison party Kesal Underground Temple I 56 50 Projectiles Temporal Rat Underground Temple II 30 50 Dream Demon Underground Temple II 120 116 Projectile: Sleep Kaartie Underground Temple III 45 66 Cerclo Darkfort I 70 60 Zeraii Darkfort I 60 70 Kaartora Darkfort II 145 110 Boss Emark Bandit Cave 150 83 Optional Boss Rogue Bandit Cave 48 66 Optional Red Barran Forest Pass 55 60 Projectile: Stones Green Barran Forest Pass 60 60 Projectile: Stones Pete Pete's Dungeon (Zarki) 85 160 Optional Boss Mountain Brut Spirit of The Mountain 75 176 Elite Goatmen Goatmen Hideout 100 116 Slither Gray Swamp 55 96 Can poison party Hur Manai Gray Swamp 95 126 Chaosium Ubar Na Kur 70 110 Fkar Gar Zad Ubar Na Kur 90 140 Drop weapon Green Djinn Dubuerk's Fortress 75 176 Pseudo Dubuerk Dubuerk's Fortress 50 210 Neg. Status effects Blue Djinn Dubuerk's Fortress 75 156 Dubuerk Dubuerk's Fortress 165 300 Neg. Status effects Wraith Tower 120 133 Can poison party Lesser Drm Demn Tower II 40 40 Projectile: Sleep Greater Drm Demn Tower V 150 166 Projectile: Sleep Thug Shadow Lodge 100 166 Optional Lodge Leader Shadow Lodge 150 250 Optional Boss Shadow Knight Passeto 140 166 Tortured soul Castle Upper Level 80 150 Capt Braxis (2) Castle Upper Level 190 400 Boss Shadow General Castle Lower Level 200 333 Boss Harlac Castle Final Level 250 466 Boss 1-Armed Harlac Castle Final Level 250 466 Boss Armless Harlac Castle Final Level 250 466 Boss ----------------------------------------------------------------------------- -------------------------------------- ---- NPCs (non-player characters) ---- YYY7 -------------------------------------- Abcas - Lives in the Underground Temple. Wants you to find an old parchment before he will help you. Also has the book Borgen wants returned. Adrinho - Barkeep in Felur. Will ask you to deal with some Goatmen, and give you a diamond ring for your troubles. Also has lots of background information. Will also help you gain a permit to cross to the islands. Alchemist - Runs the Alchemy Emporium in Tur. Talks a little bit about the Tower. Provides you with ancestral water to enter the Forsaken Temple, if you have enough Deathbed on you. He'll also later be willing to make you some Dust of Life, at the steep price of 3000 crowns! Altreph - Found just inside the Underworld, Altreph wants you to give his brother Krio a statue (called Altreph's Statue). Bard - First found in Big Tuna's Tavern, he will help you out by giving you a poem to read at the gates to the forsaken temple. He also opens up the quest to help find Draul, who has been kidnapped. Later you run into him in Rashtel to swap stories. Baron - Big cheese in the city of Sumur. He gives you a reward after you clean out the Forsaken Temple. Will send you on a mission to find the guards he sent to Tanud. Beldever - The librarian in Rashtel. He plays an important role in gaining access to the tower in the city, and knows quite a bit about it, if you can get him to talk. Bledren - Found in the Zasterul Market after you've talked to Zalut. Big Tuna - Barkeep at Big Tuna Tavern in the city of Sumur. Gives you a min- quest to help his aunt(Old Lady). Shows you where the Master Warrior lives. Also can show you where the Thieves Guild is in Sumur, and where to find Mardred. Borgen - Lives in the Underground Temple. He is a librarian, and asks you about a book you need to return to him. Calus - One of the defenders in the Forsaken Temple (Temple of Dreams). He will tell you how to leave the Temple, and where to find his brother Cedrias. Captain - Found at the Barracks in the city of Sumur, He will not let you leave the town until you help him find out about Frajon's fate in the crypt. He is also in command of the guards at the exit to Sumur. He will send you on a Sub- Quest to find some stolen cargo. Captain Braxis - One of the Goatmen leadership. You must fight him in the Underground caves in order to free the prisoners. Seems to know Dumar from an earlier battle. Cedrias - Brother of Calus. One of the Defenders in the Forsaken Temple (Temple of Dreams). Collector - Runs the General Store in Tur. Is very interested in the small statuettes, and will trade for them if you have all nine. Daruk - Lives in the Underground Temple. Ocampa wants you to have him mix one of her potions. He is very difficult to understand. Draul - Kidnapped son of the Lord in Sumur. He is good friends with the Bard, which is how you find out about his disappearance. Drunkard - Found in Big Tuna's Tavern, this 'professional thief' will let slip the password for the thieves guild if you buy him enough rounds. For those of you too lazy to do it, the password is NADRA. Emark - Bandit caves leader. Found just west of Tanud, He has the ring Suriben lost. Farna - Woman in Unbeb who has a unique problem with a gift she got in the mail. Frajon - Crypt keeper in Sumur. You can find a key in his house to enter the Crypt. The Captain wants you to find out what happened to him before you can leave town. Goatman (Zasterul Tavern) - Just a Goatman hanging out in the tavern. So far only good for some terrible conversation. Greks - Otherworldly beings who helped build the tower. They will help you enter the tower, but they need you to retrieve something first. They live to the east of the Gray Swamp. Guide - A Goatman in Zasterul who helps you uncover the Mage's House sub-quest and fills you in on the Goatmen back story. Also plays a role in the Guimo - Shipbuilder who will sell you a Travel Permit. Hakina - Leader of the thieves guild in Sumur. Will let you join the guild if you accomplish a task for her first. All she wants is for you to wipe out the Shadow Brotherhood. She also has information on the stolen cargo, where Draul is, and points out the Thieves Cave on your map. Once you become a member of the Guild, She can teach you a skill for 100 crowns (choices are search, lock picking, resist poison, bargain) Healer - Has a shop in Tanud that offers pretty standard fare, but is the first place you can purchase Major potions. Hermit - Lives north of Tur. Can translate old inscriptions. Find out where he lives from the Scribe. Hurtha - Lives in Lorerma. Will teach you some skills if you calm the Spirit on the Mountain. For 500 crowns she'll teach you one of the following: Fast healing, resist poison, celerity, or stamina. Igmuld - Lives in the Underground Temple, talk to him to have the Kesals stop attacking you. Isticuam - Headmaster of the Arcade Knowledge Lodge in Zarki. May possibly teach you how to unpetrify someone. Ivan - Owner of the Hidden Magic Shop in El Paso C. Can't seem to access this place. Javro - Runs the tavern in Unbeb Says there's not much going on until late in the game, then talks about a cursed hat. Karcos - Barkeep of The Petitioner, the tavern in Tanud. Buy a drink and he'll point out where the healer lives in Tanud. Khara - Student at the Magic School in Zarki. Kolop - Runs the General Store in Rashtel. Teuris suggests talking to him about a way to get into the tower in Rashtel. Krio - Altreph's identical brother who lives in Lorerma. He wants the statue Altreph gave you. Lanira - Barkeep for the tavern in Zasterul. Shows you where the Slayers' Den is, provides lots of info on the Goatmen. Leronius - Found in the Inn at Rashtel, Lord - Found in Sumur, his son is missing. Help him find his son as a sub quest and he will reward you. He can also tell you the location of the thieves guild and about Mardred. Also will tell you the password if you can't find it elsewhere. Marins - Spokesman for the Shipmen's Guild. Will offer you a travel permit if you help him out by killing Pete. Master Vatarius - Leader of the Town of Tanud. Master Warrior - Old fighter who lives in Sumur. Knows a lot about fighting and about the Old Lady's rat problem. Offers up advice on how to fight. For 50 crowns he'll teach you a skill (choices are Parry, 2-H weapon or Ranged Weapon) Master Yalom - Head teacher at the school of magic in Zarki. Can test you to see if you can become a student at the school. He will only test you once. Matro - Found in El Paso West, this little boy will fill you in on the entrance to the lower-level of El Paso, and that there are prisoners hidden there. Merock - Weaponsmith in Tur. Has a daughter named Nalda. Miarn - Cursed shop owner in the Underground Temple. Has a nice selection of stuff available for sale. Naigur - Religious zealot who has the town of Tanud all wrapped up in performing a ritual to appease the Gods. Shows you where to find the Stand Keep if you ask about Ade Matre. Nalda - The Weaponsmith's daughter in Tur. She wants so badly to be married to Packo, Glacko's Son. Gives you a letter to give to Packo, and a ring too. Also provides you with the Tear of Love, which you need to enter the Forsaken Temple. Ocampa - Lives in the Underground Temple. She asks you to take a strange flask to Daruk the Chef to make a potion. Old Lady - She is Big Tuna's Aunt. Has an enormous rat problem in her cellar, and just might give you a special ring if you help her out. Packo - Son of Glacko. Lives in Tur, and wants to get married to Nalda. Party of The Rising Sun - Found in Big Tuna's Tavern, these guys are pretty crappy adventurers. When you meet them early in the game they have seen more than you, and provide you with great back story. Pete - Guy in Zarki who has been bullying the shipmen's guild and cutting into profits. You'll need to kill him in order to get a Travel Permit from the shipmen's guild. Pota - Found in the Zasterul Tavern, this guy wants to fight you in the cellar if you don't buy him a drink. Sub-Quest. Scribe - Mean old man who lives in Tur. His Magic Quill has been stolen. Shadow Brotherhood - not really a character, more like a guild that plays an important role early in the game. Shaman - Gives you an offering basket to take to the Spirit of the Mountain. Be sure to see him when you are done. Shipmaster (any) - All these guys want is to see a valid travel permit. They can provide a little bit of background information about the destinations. The one in Zarki will point out where to find Pete. Slayers - Found in the Slayer's Den in Zasterul. These guys will put a curse or a minor ill prayer on someone for money. So far only choice for a curse is Captain Braxis. Suriben - A priest in the City of Rulme, will teach you the magic of Daim if you give him something valuable. Teuris - Leader of the city of Rulme. Tells you a great deal about the war and what troubles the Kingdom is facing. The Baron - Found in the City of Sumur, he is recruiting warriors to explore the Ancient temple. Uribor - Runs the General Store in the City of Rulme. Verk - Cursed priest in the Underground Temple. Tells you background on AeL and the Temple of Hope. Zalut - Found in the Market in Zasterul, He helps you access the Mage's House sub-quest. ------------------------------------- ------- Optional Party Members ------ YYY8 ------------------------------------- **Mardred - Thief - City of Sumur** Found in Sumur at the Thieves Guild, Mardred is the first person you are allowed to recruit for your party. Mardred is easy to get to join, he only has to be asked once you gain entry to the thieves guild (you do not have to be a member). Mardred is a good rogue-type character, and has access to El spells. Mardred's Basic Stats - Default Level 1 Strength - 21 Endurance - 20 Dexterity - 30 Wisdom - 29 HP - 11 Mp - 14 Combat - 7 Might - 20 Defense - 12 Mardred's Basic Starting skills - Small Weapon - 1 Fast Healing - 0 Meditation - 0 Lock Picking - 1 1-H Weapon - 1 Resist Poison -0 Mana Train - 0 Search - 1 2-H Weapon - 0 Stamina - 0 El - 0 Ranged Weapon -0 Celerity - 1 Evasion - 0 Parry - 0 Mardred's Basic Equipment/Spells - Padded Shirt, Sandals, Quality Knife **Ludren - Warrior - Forsaken Temple** Found waiting for you outside of the Forsaken Temple the first time you leave, Ludren is a guard from the city of Sumur. Ludren is easy to get to join, since he is all for it. He will later leave your party when you exit the Hidden City of Rulme. You can always pick him back up by traveling back to the Forsaken Temple. Ludren's Basic Stats - Default Level 3 Strength - 34 Endurance - 29 Dexterity - 20 Wisdom - 17 HP - 19 MP - 11 Combat - 22 Might - 58 Defense - 26 Ludren's Basic Starting skills - Small Weapon - 1 Fast Healing - 1 Meditation - 0 Lock Picking - 0 1-H Weapon - 1 Resist Poison -1 Mana Train - 0 Search - 0 2-H Weapon - 1 Stamina - 0 Ranged Weapon -0 Celerity - 0 Evasion - 1 Parry - 1 Ludren's Basic Equipment/Spells - Leather Armor, Longsword **Uruam - Wizard - Ubar Na Kur** Found petrified by Dubuerk inside Ubar Na Kur, Uruam is willing to join your party after you unpetrify him. Uruam's Basic Stats - Default Level 16 Strength - 18 Endurance - 23 Dexterity - 19 Wisdom - 35 HP - 46 MP - 105 Combat - 10 Might - 34 Defense - 18 Uruam's Basic Starting skills - Small Weapon - 6 Fast Healing - 0 Meditation - 8 Lock Picking - 0 1-H Weapon - 0 Resist Poison -0 Mana Train - 8 Search - 0 2-H Weapon - 0 Stamina - 0 Akhina - 10 Ranged Weapon -0 Celerity - 0 El - 16 Evasion - 0 Daim - 0 Parry - 0 Uruam's Basic Equipment/Spells - Mage Robe, Minor Ring of Magic, Enchanted Staff Spells - Shock, Armor, Magic Weapon, Weaken, Strength, Slow, Quickness, Fireball, Lightning Bolt, Endurance, Mass Strength, Sacrifice, Mass Weaken **Gurel - Bowman - Hidden City of Rulme** Found hanging out in his house in Rulme, Gurel wants to see the world and become an adventurer. He is a middle-of-the road character, has some skill with ranged weapons and knows Daim spells. Gurel's Basic Stats - Default Level 11 Strength - 23 Endurance - 22 Dexterity - 34 Wisdom - 21 HP - 36 MP - 31 Combat - 69 Might - 40 Defense - 59 Gurel's Basic Starting skills - Small Weapon - 1 Fast Healing - 2 Meditation - 4 Lock Picking - 1 1-H Weapon - 1 Resist Poison -0 Mana Train - 0 Search - 1 2-H Weapon - 0 Stamina - 2 Daim - 8 Ranged Weapon-12 Celerity - 1 Evasion - 6 Parry - 0 Gurel's Basic Equipment/Spells - Banded Mail, Crossbow, Hard Boots Spells - Heal, Shield of Life, Holy Light, Cure Poison **Sarina - Mage - Hidden City of Rulme** Found hanging out in her house in Rulme, Sarina wants to see the world and become an adventurer. She is a middle-of-the road character, has some skill with small weapons and knows many spells. Sarina's Basic Stats - Default Level XX Strength - 00 Endurance - 00 Dexterity - 00 Wisdom - 00 HP - 00 MP - 00 Combat - 00 Might - 00 Defense - 00 Sarina's Basic Starting skills - Small Weapon - 0 Fast Healing - 0 Meditation - 0 Lock Picking - 0 1-H Weapon - 0 Resist Poison -0 Mana Train - 0 Search - 0 2-H Weapon - 0 Stamina - 0 Ranged Weapon- 0 Celerity - 0 Evasion - 0 Parry - 0 Sarina's Basic Equipment/Spells - Equipment list - Spells - +++++++++++++++++++++++++ +++++ Where to Shop +++++ YYY9 +++++++++++++++++++++++++ This section lists all of the stores in the game, where to find them, and what they offer for sale. Base cost and Base resale charts are based off having Bargain=0 under rogue skills. Some stores are vital to continuing a quest, and are indicated as such. Some stores feature randomized inventory content as well (any item with an x(qty) next to it may not be available the next time you go in). You cannot sell any item you have equipped unless you remove it first. Items can be sold at any store, but I only listed resale items for those sold at that store. ---- Alchemy Emporium - Tur ---- Location - Village of Tur Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - YES Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Akura 28 10 Markia 42 15 Ibrinum 56 20 Nagora 70 25 Magic Dust 1 1 Black Potion Minor 168 60 Blue Potion Minor 56 20 Red Potion Minor 35 12 Green Potion Minor 70 25 Green Potion 140 50 Red Potion 100 36 Black Potion 224 80 Blue Potion 84 30 Magical Component 196 70 Blue Potion Major** 210 75 Green Potion Major** 280 100 Black Potion Major** 910 325 Red Potion Major** 280 100 Small Ruby*** Varies Varies Amulet of _________*** Varies Varies Dust of Life* 3000 ----------------------------------------------------------------- * This is only available when you reach the point in the game where you need the Dust of Life, and you must ask for it through dialogue. ** Show up later in the game, after finding the Underground. *** Random items that show up later in the game. ---- Curious Things ---- Location - City of Rashtel Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Enchanted Soft Boots 47 Silver Short Sword 283 Amulet of Fast Move 252 Shock Gem 94 Cloak 26 Mage Robe 84 Hat 15 Elegant Hat 336 Cloak of Protection 131 Mage Hat 472 Archmage Hat 997 Random Jewel* Varies Varies Random Amulet* Varies Varies ------------------------------------------------------------------ * Random items. ---- Gem Trader - Zasterul ---- Location - City of Zasterul Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Amber 52 30 Diamond 2100 Opal 210 Ruby 1942 Small Diamond 892 Small Ruby 630 Sapphire 1152 Pearl 945 ------------------------------------------------------------------ ---- General Store - Castle ---- Location - Castle Owner - N/A Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 116 Quality Lockpicks 290 Akura 29 Markia 43 Ibrinum 58 Nagora 72 Black Potion Minor 174 Blue Potion Minor 58 Red potion Minor 36 Green Potion Minor 72 Green Potion 145 Red Potion 104 Black Potion 232 Blue Potion 87 Blue Potion Major 217 Green Potion Major 290 Black Potion Major 942 Red Potion Major 290 Wand of Minor Healing 253 Cloak 36 Mage Robe 116 Hat 21 Elegant Hat 464 Cloak of Protection 181 Mage Hat 652 Archmage Hat 1377 ------------------------------------------------------------------ ---- General Store - Felur ---- Location - Port of Felur Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - YES - Later in the game Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 88 48 Quality Lockpick 220 120 Akura 22 12 Markia 33 18 Ibrinum 44 24 Nagora 55 30 Black Potion Minor 132 72 Blue Potion Minor 44 24 Red Potion Minor 27 15 Green Potion Minor 55 30 Green Potion 110 60 Red Potion 79 43 Black Potion 176 96 Blue Potion 66 36 Cloak 27 Mage Robe 88 Hat 16 Elegant Hat 352 Blue Potion Major* Green Potion Major* Red Potion Major* Cloak of Protection* Mage Hat* Archmage Hat* ------------------------------------------------------------------ * These items show up later in the game ---- General Store - Sumur ---- Location - City of Sumur Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - KINDA - Later in the game Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 96 32 Akura 24 8 Markia 36 12 Ibrinum 48 16 Nagora 60 20 Black Potion, Minor 144 48 Blue Potion, Minor 48 16 Red Potion, Minor 30 10 Green Potion, Minor 60 20 Wine Bottle 36 12 Green Potion* 120 40 Red Potion* 86 28 Black Potion* 192 64 Blue Potion* 72 24 Cloak* 30 Mage Robe* 96 Hat* 18 Elegant Hat* 384 ------------------------------------------------------------------ * These items show up later in the game ---- General Store - Tanud ---- Location - Town of Tanud Owner - N/A Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 84 48 Akura 21 12 Markia 31 18 Ibrinum 42 24 Nagora 52 30 Black Potion Minor 126 72 Blue Potion Minor 42 24 Red potion Minor 26 15 Green Potion Minor 52 30 Green Potion 105 60 Red Potion 75 43 Black Potion 168 96 Blue Potion 63 36 Cloak 26 15 Mage Robe 84 48 Hat 15 9 Elegant Hat 336 192 ------------------------------------------------------------------ ---- General Store - Tur ---- Location - Village of Tur Owner - The Collector Sub Quest involvement - YES - Small Statuettes - Altreph's Quest Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 96 32 Akura 24 8 Markia 36 12 Ibrinum 48 16 Nagora 60 20 Black Potion Minor 144 48 Blue Potion Minor 48 16 Red potion Minor 30 10 Green Potion Minor 60 20 Green Potion* 120 40 Red Potion* 86 28 Black Potion* 192 64 Blue Potion* 72 24 ------------------------------------------------------------------ * These show up much later in the game ---- General Store - Unbeb ---- Location - Port of Unbeb Owner - N/A Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 96 32 Quality Lockpicks 240 80 Akura 24 8 Markia 36 12 Ibrinum 48 16 Nagora 60 20 Black Potion Minor 144 48 Blue Potion Minor 48 16 Red potion Minor 30 10 Green Potion Minor 60 20 Green Potion 120 40 Red Potion 86 28 Black Potion 192 64 Blue Potion 72 24 ------------------------------------------------------------------ ---- General Store - Zarki ---- Location - Port of Zarki Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 120 40 Quality Lockpicks 300 100 Akura 30 10 Markia 45 15 Ibrinum 60 20 Nagora 75 25 Aqua Philastera 750 250 Black Potion Minor 180 60 Blue Potion Minor 60 20 Red potion Minor 37 12 Green Potion Minor 75 25 Green Potion 150 50 Red Potion 108 36 Black Potion 240 80 Blue Potion 90 30 Green Potion Major* 100 Red Potion Major* 100 Black Potion Major* 325 Blue Potion Major* 75 Dust of Life 6000 2000 ------------------------------------------------------------------ * These become available later in the game ---- General Store - Zasterul ---- Location - City of Zasterul Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - KINDA - Quest dependant Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 84 48 Akura 21 12 Markia 31 18 Ibrinum 42 24 Nagora 52 30 Black Potion Minor 126 72 Blue Potion Minor 42 24 Red potion Minor 26 15 Green Potion Minor 52 30 Green Potion 105 60 Red Potion 75 43 Black Potion 168 96 Blue Potion 63 36 Green Potion Major* 120 Red Potion Major* 120 Black Potion Major* 390 Blue Potion Major* 90 ------------------------------------------------------------------ * Appear later in the game ---- General Store - Rashtel ---- Location - City of Rashtel Owner - Kolop Sub Quest involvement - NO Main Quest involvement - YES Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 84 48 Quality Lockpick 210 120 Akura 21 12 Markia 31 18 Ibrinum 42 24 Nagora 52 30 Black Potion Minor 126 72 Blue Potion Minor 42 24 Red potion Minor 26 15 Green Potion Minor 52 30 Green Potion 105 60 Red Potion 75 43 Black Potion 168 96 Blue Potion 63 36 Green Potion Major* Red Potion Major* Black Potion Major* Blue Potion Major* ------------------------------------------------------------------ * These become available later in the game ---- General Store - Rulme ---- Location - Hidden City of Rulme Owner - Uribor Sub Quest involvement - YES - PotRS Sub-Quest Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Lockpick 108 32 Akura 27 8 Markia 40 12 Ibrinum 54 Nagora 67 20 Black Potion Minor 162 48 Blue Potion Minor 54 16 Red Potion Minor 33 10 Green Potion Minor 67 20 Green Potion 135 40 Red Potion 97 28 Black Potion 216 64 Blue Potion 81 24 ------------------------------------------------------------------ ---- Healer - Tanud ---- Location - Town of Tanud Owner - Healer Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Akura 21 12 Markia 31 18 Ibrinum 42 24 Black Potion Minor 126 72 Blue Potion Minor 42 24 Red potion Minor 26 15 Green Potion Minor 52 30 Green Potion 105 60 Red Potion 75 43 Black Potion 168 96 Blue Potion 63 36 Green Potion Major 210 120 Red Potion Major 210 120 Black Potion Major 682 390 Blue Potion Major 157 90 ------------------------------------------------------------------ ---- Herbalist - Falden ---- Location - Village of Falden Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Akura 22 12 Markia 33 18 Ibrinum 44 24 Nagora 55 30 ------------------------------------------------------------------ ---- Miarn's Store - Underground Temple ---- Location - Underground Temple II Owner - Miarn Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Akura 21 6 Tools 52 Lockpick 84 Red Potion 75 24 Blue Potion 63 20 Black Potion 168 54 Battle Axe 89 2-H Axe 189 Silver Hand Axe 115 Quality Hand Axe 173 Goat Axe 173 Composite Bow 168 Forest Bow 204 Quality Bow 299 96 Club 5 1 Enchanted Club 84 Heavy Crossbow 294 Quality Crossbow 472 Quality Heavy Crossbow 882 Knife 10 Quality Knife 31 Quality Dagger 84 Silver Knife 94 Morning Star 99 Silver Morning Star 283 Quality Morning Star 299 War Hammer 47 Mattock 63 2-H Mattock 126 Quality Hammer 141 Silver Mace 147 Quality Mattock 189 Sling 15 Quality Sling 47 Staff 21 Quality Staff 63 20 Short Sword 68 Longsword 105 2-H Sword 189 61 Scimitar 94 Quality Short Sword 204 Silver Scimitar 252 Quality Machete 262 ------------------------------------------------------------------- ---- Weaponsmith - Castle ---- Location - Castle Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Quality Hand Axe 198 Goat Axe 198 Quality Battle Axe 306 Silver Battle Axe 360 Enchanted Hand Axe 396 Quality 2-H Axe 456 Silver 2-H Axe 612 Enchanted Battle Axe 612 Enchanted 2-H Axe 1296 Quality Bow 342 Quality Composite Bow 576 Enchanted Bow 684 Enchanted Composite Bow 1152 Bow of Accuracy 1152 Enchanted Club 96 Quality Crossbow 540 Quality Heavy Crossbow 1008 Enchanted Crossbow 1080 Enchanted Heavy Crossbow 2016 Enchanted Knife 120 Tiger Claw 150 Enchanted Dagger 180 Stilleto 180 Khopesh 240 Dagger of Accuracy 624 Silver Morning Star 324 Quality Morning Star 342 Enchanted Morning Star 1020 Quality Mattock 216 Quality Mace 252 Silver 2-H Mattock 288 Enchanted Hammer 324 Silver Black Hammer 396 Sling 17 Quality 2-H Mattock 432 Enchanted Mattock 432 Enchanted Mace 504 Enchanted 2-H Mattock 864 Giant Mace 1020 Sling 18 Quality Sling 54 Enchanted Sling 180 Staff 24 Quality Staff 72 Staff of Glory 684 Quality Machete 300 Quality Scimitar 324 Silver Short Sword 324 Quality Longsword 360 Enchanted Machete 360 Silver Longsword 408 Dual Machetes 420 Quality 2-H Sword 456 Enchanted Short Sword 504 Heavy Flamberge 540 Enchanted Scimitar 600 Silver 2-H Sword 612 ------------------------------------------------------------------ ---- Weaponsmith - Lorerma ---- Location - Port of Lorerma Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Quality Hand Axe 189 Goat Axe 189 Quality Battle Axe 293 Silver Battle Axe 345 Enchanted Hand Axe 379 Quality 2-H Axe 437 Quality Bow 327 Quality Composite Bow 552 Enchanted Bow 655 Enchanted Composite Bow 1104 Enchanted Club 92 Quality Crossbow 517 Quality Heavy Crossbow 966 Enchanted Crossbow 1035 Silver Knife 103 Silver Dagger 109 Enchanted Knife 115 Tiger Claw 143 Enchanted Dagger 172 Stilleto 172 Khopesh 230 Silver Morning Star 310 Quality Morning Star 327 Quality Hammer 155 Silver Mace 161 Quality Mattock 207 Quality Mace 241 Silver 2-H Mattock 276 Enchanted Hammer 310 Silver Black Hammer 379 Sling 17 Quality Sling 51 Staff 23 Quality Staff 69 Quality Short Sword 224 Silver Scimitar 276 Quality Machete 287 Quality Scimitar 310 Silver Short Sword 310 Quality Longsword 345 Enchanted Machete 345 Silver Longsword 391 Dual Machetes 402 ------------------------------------------------------------------ ---- Weaponsmith - Rashtel ---- Location - City of Rashtel Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Silver Hand Axe 132 Quality Hand Axe 198 Goat Axe 198 Quality Battle Axe 306 Silver Battle Axe 360 Forest Bow 234 Quality Bow 342 Quality Composite Bow 576 Enchanted Bow 684 Club 6 Enchanted Club 96 Heavy Crossbow 336 Quality Crossbow 540 Quality Heavy Crossbow 1008 Enchanted Crossbow 1080 Quality Knife 36 Quality Dagger 96 Silver Knife 108 Silver Dagger 114 Enchanted Knife 120 Tiger Claw 150 Morning Star 114 Silver Morning Star 324 Quality Morning Star 342 Mattock 72 2-H Mattock 144 Quality Hammer 162 Silver Mace 168 Quality Mattock 216 Quality Mace 252 Silver 2-H Mattock 288 Sling 18 Quality Sling 54 Staff 24 Quality Staff 72 2-H Sword 216 Scimitar 108 Quality Short Sword 234 Silver Scimitar 288 Quality Machete 300 Quality Scimitar 324 Silver Short Sword 324 Quality Longsword 360 Silver 2-H Axe* Silver 2-H Sword* Silver Hammer* ------------------------------------------------------------------ * Appear later in the game ---- Weaponsmith - Tur ---- Location - Village of Tur Owner - Merock Sub Quest involvement - YES Main Quest involvement - NO Randomized inventory - KINDA - Depending on Sub-Quest status? Items for sale Base Cost Base Resale ------------------------------------------------------------------ Hand Axe 110 (66) Battle Axe 170 (102) 2-H Axe 360 (216) 72 Bow 190 (114) Composite Bow 320 (192) Club 10 (6) Crossbow 300 (180) Heavy Crossbow 560 (336) Dagger 50 (30) 15(10) Knife 20 (12) 4 Morning Star 190 (114) Mace 140 (84) War Hammer 90 (54) Mattock 120 (72) 2-H Mattock 240 (144) Sling 30 (18) Staff 40 (24) 8 Machete 80 (48) 16 Short Sword 130 (78) Longsword 200 (120) Rusted Longsword 110 (66) 22 2-H Sword 360 (216) Silver Dagger* 190 (114) Quality Longsword* 600 (360) ----------------------------------------------------------------- * Appear to be random items, maybe dependant on stolen cargo? NOTE - Numbers in Parenthesis are post Stolen Cargo recovery ---- Weaponsmith - Unbeb ---- Location - Port of Unbeb Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Silver Hand Axe 132 Quality Hand Axe 198 Goat Axe 198 Quality Battle Axe 306 Silver Battle Axe 360 Forest Bow 234 Quality Bow 342 Quality Composite Bow 576 Enchanted Bow 684 Club 6 Enchanted Club 96 Heavy Crossbow 336 Quality Crossbow 540 Quality Heavy Crossbow 1008 Enchanted Crossbow 1080 Quality Knife 36 Silver Knife 108 Quality Dagger 96 Silver Dagger 114 Enchanted Knife 120 Tiger Claw 150 Morning Star 114 Silver Morning Star 324 Quality Morning Star 342 Quality Hammer 162 Silver Mace 168 Quality Mattock 216 Quality Mace 252 Mattock 72 2-H Mattock 144 Silver 2-H Mattock 288 Sling 18 Quality Sling 54 Staff 24 Quality Staff 72 2-H Sword 216 Scimitar 108 Quality Short Sword 234 Silver Scimitar 288 Quality Machete 300 Quality Scimitar 324 Silver Short Sword 324 Quality Longsword 360 ------------------------------------------------------------------ ---- Weaponsmith - Zasterul ---- Location - City of Zasterul Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Battle Axe 102 2-H Axe 216 120 Silver Hand Axe 132 Quality Hand Axe 198 Goat Axe 198 Composite Bow 192 107 Forest Bow 234 Quality Bow 342 Club 6 Enchanted Club 96 Heavy Crossbow 336 Quality Crossbow 540 Quality Heavy Crossbow 1008 Knife 12 6 Quality Knife 36 20 Quality Dagger 96 Silver Knife 108 Morning Star 114 Silver Morning Star 324 Quality Morning Star 342 War Hammer 54 Mattock 72 2-H Mattock 144 Quality Hammer 162 Silver Mace 168 Quality Mattock 216 Sling 18 Quality Sling 54 Staff 24 13 Quality Staff 72 Short Sword 78 Longsword 120 2-H Sword 216 Scimitar 108 60 Quality Short Sword 234 Silver Scimitar 288 Quality Machete 300 ------------------------------------------------------------------ ---- Strange Artifacts - Lorerma ---- Location - Port of Lorerma Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Boots of Truth 747 Bracers of the Dancer 402 Cloak of Wisdom 747 Mage Hat 517 Elegant Hat 368 Merchant's Amulet 402 Brute Helmet 402 Amulet of the Archmage 1081 Silver Black Hammer 379 Hammer of Ages 3105 Random Amulet** varies Random Jewel** varies ------------------------------------------------------------------ ** Different items each time you enter ---- Armorsmith - Tur ---- Location - Village of Tur Owner - Gacko Sub Quest involvement - YES - Marriage Sub-Quest, Stolen Cargo Main Quest involvement - NO Randomized inventory - KINDA - Sub-Quest dependant Items for sale Base Cost Base Resale ------------------------------------------------------------------ Sandals 12 (6) 2 Soft Boots 28 (14) Hard Boots 69 (34) Enchanted Soft Boots 108 (54) Bracer 36 (18) 6 Enchanted Bracer 240 (120) Leather Armor 156 (78) 26 Scale Armor 600 (300) Banded Mail 2040 (1020) Chain Mail 1320 (660) Great Helmet 144 (72) Small Helmet 72 (36) Leather Helmet 24 (12) Shirt 24 (12) 4 Padded Shirt 48 (24) 8 Small Shield 168 (84) Shield 360 (180) Wooden Shield 108 (54) Enchanted Leather Armor* (540) Plate Mail* (1920) ----------------------------------------------------------------- * Appear to be random items, maybe dependant on stolen cargo? NOTE - Numbers in Parenthesis are post Stolen Cargo recovery ---- Armorsmith - Castle ---- Location - Castle Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Enchanted Hard Boots 125 Light Boots 302 Bracer 16 Enchanted Bracer 108 Assassin Leather Armor 486 Wind Armor 1339 Banded Mail 918 Chain Mail 594 Enchanted Scale Armor 1080 Enchanted Chain Mail 1296 Casque of Mediation 129 Enchanted Great Helmet 270 Brute Helmet 378 Barbarian Helmet 594 Helmet of Inspiration 594 Enchanted Shield 378 Enchanted Grand Shield 486 Black Kite Shield 540 Sharp Shield 594 Feather Shield 637 Golden Shield 648 Enchanted Plate Mail 3240 ------------------------------------------------------------------ ---- Armorsmith - Zasterul ---- Location - City of Zasterul Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Sandals 5 3 Soft Boots 12 7 Hard Boots 31 Enchanted Soft Boots 48 28 Enchanter Hard Boots 125 Bracer 16 9 Enchanted Bracer 108 63 Leather Armor 70 40 Enchanted Leather Armor 486 Assassin Leather Armor 486 Scale Armor 270 Banded Mail 918 Chain Mail 594 Enchanted Scale Armor 1080 Enchanted Chain Mail 1296 Great Helmet 64 Small Helmet 32 18 Leather Helmet 10 Enchanted Helmet 129 Casque of Meditation 129 Enchanted Great Helmet 270 Small Shield 75 Shield 162 Wooden Shield 48 Enchanted Shield 378 Enchanted Grand Shield 486 ------------------------------------------------------------------ ---- Armorsmith - Rashtel ---- Location - City of Rashtel Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - YES Items for sale Base Cost Base Resale ------------------------------------------------------------------ Hard Boots 31 Enchanted Soft Boots 48 Enchanted Hard Boots 125 Light Boots 302 Bracer 16 Enchanted Bracer 108 Bracers of the Dancer 378 Leather Armor 15 Enchanted Leather Armor 486 Assassin Leather Armor 486 Wind Armor 1339 Banded Mail 918 Chain Mail 594 Enchanted Scale Armor 1080 Enchanted Chain Mail 1296 Leather Helmet 10 Enchanted Helmet 129 Casque of Mediation 129 Enchanted Great Helmet 270 Small Shield 75 Shield 162 Wooden Shield 48 Enchanted Shield 378 Enchanted Grand Shield 486 Enchanted Banded Mail* Enchanted Plate Mail* ----------------------------------------------------------------- * These items show up later in the game ---- Armorsmith - Unbeb ---- Location - Port of Unbeb Owner - Unknown/not displayed Sub Quest involvement - NO Main Quest involvement - NO Randomized inventory - NO Items for sale Base Cost Base Resale ------------------------------------------------------------------ Hard Boots 34 Enchanted Soft Boots 54 Enchanted Hard Boots 139 Light Boots 336 Bracer 18 Enchanted Bracer 120 Leather Armor 78 Enchanted Leather Armor 540 Assassin Leather Armor 540 Wind Armor 1488 Banded Mail 1020 Chain Mail 660 Enchanted Scale Armor 1200 Enchanted Chain Mail 1440 Leather Helmet 12 Enchanted Helmet 144 Casque of Meditation 144 Enchanted Great Helmet 300 Small Shield 84 Shield 180 Wooden Shield 54 Enchanted Shield 420 Enchanted Grand Shield 540 ---------------------------------------------------------------------------- ++++++++++++++++++++ ++++ Fun Stuff! ++++ YYY10 ++++++++++++++++++++ As great as this game is, there are quite a few mistakes, bugs and errors in the game. None of these actually prevent you from playing the game, they just give it 'character'. Examples below: - There is no way to enter the Hidden Magic shop in El Paso. - Some item descriptions are so long, they didn't have room to display the item stats. - Travel from Lorerma to Zarki is listed as being 5 crowns, but actually costs 15 - Many items you can equip are bugged. For example, the Elegant hat gives +1 to Wisdom when you wear it. If you un-equip it, then re-equip it, you will permanently gain +1 to you stats. - The save/load game status screens display how many times you have saved/loaded each file. If you saved or loaded a title for more than 255 times, the counter resets back to zero. - Myrmelions, Myrmecdeos, Myrmecoleos. Same creature, different spellings. Same thing goes for the spelling of 'maintenance' in the El Paso Underground. - In El Paso, if you tell Matro that you have freed the prisoners, he will say thanks and 'leave' However, his graphic will still be on the screen, but you will not be able to talk to him. +++++++++++++++++++ ++++ Thank You ++++ YYY11 +++++++++++++++++++ Special Thanks go out to Sabarasa Entertainment for putting out this game. Thanks and credit to Artificial Raven for his fantastic maps of the dungeons. Find them here - www.freewebs.com/artificial_raven/other/mazes_of_fate_maps.html +++++++++++++++ ++++ Legal ++++ YYY12 +++++++++++++++ This FAQ/Document is copyright 2007 Sean Eaton. No part of this guide can be used without my permission. Unacceptable use includes, but is not limited to, Using it in your own guide (in whole or in part), linking to it, posting it on your website, or removing this copyright information. The only site currently authorized to post this guide is www.gamefaqs.com Mazes of Fate is Copyright 2006 Graffiti Entertainment, LLC. +++++++++++++++++++++++ End of GUIDE +++++++++++++++++++++++ Hope you liked it!