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Thanks to Andrew Becker for providing some of the information in this solution.
Introduction
Like its predecessor, Might and Magic VII is a very loose game -- i.e., there is very little linearity.
Although there is some linarity to the game, and many more quests are dependant on previous
actions, this is still very much a game of visit everywhere and complete all of the individual quests.
Because of this freedom, the walkthrough will be in the style of a "tour" of the lands. Each major
grid location is listed (along with a screen capture of the map from the game), and all surface
locations noted.
For towns, each building is described, along with what and who can you can talk to, who to buy
skills from, and what quests are available. For the outlying areas, the dungeons are listed.
Dungeon maps are not given -- they would be too extensive to fit easily into a web page and the
automapping in the game is excellent. Also, every dungeon should be explored completely to get all
of the loot, but only puzzles and hidden locations are described. I also skip most of the fighting
because it isn't something that you can easily describe, nor does it matter in most places, except that
you have to survive it. I do list the creatures that you will encounter in a dungeon or grid location to
give you an idea of how difficult the location is.
Stores are listed with a "buy" and "sell". The "buy" value is multiplied by the items value to
determine the price you have to pay for it. The "sell" value is divided by the item's value to
determine the price you can sell it to the store for. Higher is always worse, and a "buy" or "sell" of 1
means that you are buying/selling an item at cost.
Every location has a "reset" timer. This starts when you first enter the area, and after it "goes off",
the entire grid square resets: monsters reappear and random treasure is replaced. Nonrandom
treasure (including most stat-gaining liquids) is not replaced. All dungeons have a reset of 2 years
(24 months), unless otherwise noted. Overland areas have reset times listed with their descriptions.
Artifacts are unique items that can be found. Some of artifacts are placed at specific locations;
others are randomly generated.
Some of you may notice the similarity to my Might and Magic VI solution. I figure if New World
Computing can put out a game based on basically the same engine, I can put out a solution with
basically the same format.
Table of Contents
Emerald Island
o Temple of the Moon
o Dragon's Cave
Harmondale
o Castle Harmondale
o White Cliff Caves
Barrow Downs
o Stone City
o The Barrows
o Haunted Mansion
o Nighon Tunnels
Erathia
o Sewers
o Bandit's Cave
o Castle Gryphonheart
o Fort Riverstride
o The Hidden Tomb
Tularean Forest
o Castle Navan
o Tularean Caves
o Clanker's Laboratory
Tatalia
o Dragon's Cave
Avlee
o Hall Under the Hill
o Titan Stronghold
o Temple of Baa
Bracada Desert
o School of Sorcery
o Red Dwarf Mines
Celeste
o Castle Lambent
o Walls of Mist
o Temple of Light
o Small House
Deyja
o Hall of the Pit
o Watchtower 6
o William Setag's Tower
The Pit
o Castle Gloaming
o Breeding Zone
o Temple of Dark
o Small House
Evenmorn Island
o Grand Temple of the Sun
o Grand Temple of the Moon
Mount Nighon
o Thunderfist Mountain
o The Maze
Eeofel
o Tunnels to Eeofel
o Dragon's Cave (East)
o Dragon's Cave (West)
o Colony Zod
Shoals
o The Lincoln
Tables
o Quests
o Skills
o Promotions
o Arbiter
o Obelisks
o Trading
o Items
o Potions
o Monsters
Emerald Island
Travel
By boat: 7 days to Harmondale (Every day, but only when the contest is won.)
Monsters
Locations
1. Inn
o Night: 1gp, Food: 6 for 1gp
o Teaches the Disarm Traps, Perception, and Stealing skills for 475gp each.
2. Weapon Store
o Buy: 1.5, Sell: 3.5
o Teaches the Axe, Bow, Staff, and Sword skills for 475gp each.
3. Carolyn Withers
o Sells membership to the Air and Fire Guilds for 50gp each.
4. Armor Store
o Buy: 1.5, Sell: 3.5
o Teaches the Leather and Shield skills for 475gp each.
5. Ailyssa the Bard (wandering)
o Sells a Lute for 500gp. This is needed to complete quest 5.
6. Lord Markham
o Get quest 7
Thomas the Judge
o Return items here to solves quests 1-6 and win the contest.
7. Roger Tellmar
o Sells membership to the Body and Spirit guilds for 50gp each.
8. Training Hall
o Maximum level: 5
o Teaches the Armsmaster and Bodybuilding skills for 475gp each.
9. Initiate Guild of Spirit
Fairly simple set of tunnels to explore. As you enter, when you get to the first open cavern with a
natural pillar in it, there is a chest hidden in the wall behind the pillar. There is another chest if you
take the left exit from this room, then the left exit from the next room and go all of the way to the
end of the tunnel. Both of these chests contain minor random treasure.
To the north, the cave stops being natural passageways and starts being constructed hallways. It
turns to a room with lots of bats and rats. Along the far side of the room, there is an altar with a pair
of fire bolts shooting across every few seconds.
The north exit follows a hallway to a guardroom with friendly guards. There are several cabinet
chests in this room, one of which contains a wealthy hat needed to complete quest 6.
The south exit leads to a library. The north side of the west wall is secret leading to a second librar
room where a piece of tile is on the floor. This tile is needed to complete quest 4.
Dragon's Cave
Red Dragon
Just one room, filled with scattered treasure, rats, and one large dragon. The dragon will attack the
rats first, which buys you valuable time to explore the cave.
Just inside the cave is a contestant's shield, which is what Lord Markham wants in order to
complete quest 7. There is also a longbow on the floor, needed to complete quest 3.
Harmondale
Travel
By coach: 2 days and 45gp to the Tularaean Forest (Tuesday, Thursday, Saturday)
Monsters
Locations
1. Castle Harmondale
o Get quest 8 when you first try to enter.
2. Town Hall
3. Temple
o Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
Tarin Withern
o Get quest 9.
4. Training Hall
o Maximum Level: 15
o Teaches the Armsmaster and Body Building skills for 450gp each.
5. Alchemist
o Buy: 2.0; Sell: 4.0
o Teaches the Alchemy and ID Monster skills for 450gp each.
6. Magic Shop
Prize: 600gp.
Davrik Peladium
o Get quest 11.
Butler
o Get quest 12 here when quest 8 is completed.
15. Stoneskin Pedestal
16. Armory
o Buy: 1.5; Sell: 3.5
o Teaches the Chain, Leather, and Shield skills for 450gp each.
17. Weapon Store
o Buy: 1.5; Sell: 3.5
o Teaches the Dagger, Mace, and Sword skills for 450gp each.
18. Mystic Bows
o Sells membership to the Fire Guild for 50gp.
Carla Trent
o Sells membership to the Air Guild for 50gp.
19. Adept Guild of Fire
o Sells spellbooks for expert Fire spells.
o Teaches the Fire Magic and Learning skills for 1350gp each.
20. Initiate Guild of Mind
o Sells spellbooks for basic Mind spells.
o Teaches the Meditation and Mind Magic skills for 900gp each.
21. Adept Guild of Body
Castle Harmondale
The first time you visit here, the castle is unrepaied and infested by goblins, bats, and rats. There is
nothing secret here now; just clear out the main entrance room and follow the corridors to the left
and right, killing all of the monsters.
Once you have gotten the dwarves to repair the castle, your Throne room will be open, and you can
meet with the Elvish and Human ambassadors.
Once you have selected an arbiter and completed the prooving quest for them, your castle will be
upgraded once again, opening up several new areas, including an upstairs. In the torture chamber
below, the southwest cell has a tunnel dug out of it that leads to a small cache of treasure. The
library in your castle also has a document describing cryptography that is useful in decoding the
message for quest 64.
At this time, four stores open up in your castle.
Armory
o Buy: 2.5; Sell: 4.5
o Teaches the Leather and Chain skills for 500gp each.
Weapon Shop
o Buy: 2.5; Sell: 4.5
o Teaches the Dagger and Sword skills for 500gp each.
Temple
o Teaches the Dodge, Merchant, and Unarmed skills for 500gp each.
Alchemist
o Buy: 4.0; Sell: 6.0
o Teaches the Alchemy and ID Monster skills for 500gp each.
Emerald Ooze
From the entrance area, head west, following the corridor ahead as it turns to the north, and then
heads east. It will eventually dead end at an ore vein, where you will find a pile of bones, a note,
and an Arcomage deck. You need to return with the deck to complete quest 10
Returning to the entrance, take the north passage. It will turn to the northeast and turn south where
there is a ledge. Opposite the ledge to the north is a secret door in the wall behind which are several
chests.
Barrow Downs
Travel
Monsters
Locations
1. Arvin Beneclowd
o You can buy Glass Bottles here for 2000gp. They can be sold to Infernon in Avlee
for 3000gp.
o You can sell Sand here for 3000gp. It can be bought from Calindra Goldensight in
Tatalia for 2000gp.
2. Inn
o Room: 32gp; Food: 18 days for 58gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 500gp each.
o Arcomage
Prize: 1800gp.
3. Barrow IX Entrance
4. Chest here teleports you to location 7.
5. Barrow X Entrance
6. Haunted Mansion
1
Obelisk #10
Contest of Might
Stone City
Chest containing the Golem Chest. This is one of the pieces needed for quest 24.
Stone City
Part of Stone City is an ordinary city, although it is on an indoor map instead of an overland map.
The second part is the caves under the city.
1. Feldin Urthsmite
Prize: 2000gp.
6. Training Hall
o Maximum Level: 100
o Teaches the Armsmaster and Body Building skills for 900gp each.
7. Temple
o Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
8. Passage that leads to the caves under Stone City.
9. Jasper Welman
o Teaches Expert in Earth Magic for 1000gp.
10. Jobber Thain
o Teaches Expert in Merchant for 2000gp.
The Barrows
Gogling, Gog
The barrows are a series of interconnected sections forming a complex maze. Each barrow has two
tunnels exiting from them. Each tunnel, except those leading outside, has a lever to flip that exit
between one of two possible destinations. You can always tell which barrow you're in by looking at
your automap.
Some of the barrows have a wall plaque between the two tunnels that describes the four exits by
listing the barrow numbers for all four combinations. The keys that are found in the barrows allows
you to open up some of these. (Unfortunately, there are three locks and only two keys.)
Barrow
Left Up
Left Down
Right Up
Right Down
11
15
11
13
14
12
10
Tomb
15
12
12
13
Tomb
11
10
14
Outside
10
Outside
11
13
12
14
13
11
Outside
15
13
14
15
12
15
14
Barrow I
The southwest wall of the west side room and the east wall of the east side room are secret walls
that have a room of items behind them.
Barrow II
Directly across from the entrance tunnels is a secret door that leads to a water-filled passage.
Another secret door leads to this same tunnel from the second crypt room just down the stairs from
the entrance. If you follow the tunnel all of the way down, it leads to a room with three chests. One
of these chests contains the Lantern of Light that is needed for quest 9.
Barrow III
There are no secret areas here.
Barrow IV
After going down the first tube tunnel, there will be a circular room with a central pillar. On the
west side of that pillar is a button that will open up a door on the east side of that pillar. Behind the
door is a pair of chests and some skeletons.
Barrow V
There are no secret areas here.
Barrow VI
Directly across from the entrance tunnels is a secret room. It can be opened from the secret door
here, or the secret walls in both side rooms. It contains a collection of items.
Barrow VII
The floor against the north wall will sink into the ground if the button on the north side of the
southern altar is pushed. If you jump down this newly formed shaft, you'll be in a corridor that leads
to a room. Stairs lead up and down to another room. At the peak of the stairs between these two
rooms, there is an altar. The top of the altar slides away to reveal a sliding lever. The lever opens the
wall opposite it allowing you to return to the barrow tunnels.
Barrow VIII
Go through the corridor to the first room. There is a secret door in the west side of the room
revealing gold and items. Heading out the south exit, the west wall of the corridor is another secret
door revealing a room of items. Finally, in the south wall of the last room is another secret door
hiding more items.
Barrow IX
A bookcase in the entrance area hides a tunnel leading down. The far wall in the room at the bottom
of this tunnel hides a chest that contains a barrow key. These barrow keys can be used on the
keyholes in barrows 7, 9, and 10 to unlock some of the map guides in the barrows.
Barrow X
The chest at the top of the stairs has a barrow key. The northwest wall is also a secret wall leading
to a corridor that ends in another secret door. Behind this door is a large crypt with a few gold
pieces.
Barrow XI
There are no secret areas here.
Barrow XII
From the starting room, head west. The two doors in this room are opposites -- clicking on the north
door opens the south door and vice versa.
Barrow XIII
In the southwest corner of the east room is a secret wall revealing some chests.
Barrow XIV
There are no secret areas here.
Barrow XV
Go through two doors. The odd colored square in the middle of the room is an elevator that raises
you up to the last room.
Tomb of Zorkar
Directly ahead is the coffin where you need to put Zorkar's remains to complete quest 50.
If you go down the passageway, you will get to a room with a pool in the middle and four side
rooms in the cardinal directions. The pool is the lost meditation point needed for quest 13.
Haunted Mansion
Ghast, Ghoul
Shade
From the starting room, head up the stairs and open the door. You will be in a library. Against the
west wall is a bookcase. The top-left book in this case is sticking out. If you push it in, it will open
the north wall of the library.
The lever against the north wall in the new passage is a trap. It will shoot a fire bolt at you if pulled.
Follow the corridor down the stairs and turn left. Clean out the chests on your right as you pass by.
The corridor leads to a pair of doors which open up into two bedrooms. If you continue out the
doors of the bedrooms, they lead back to the main entrance.
Return back the way you came and go all of the way around. You will reach two more doors that
open into two more bedrooms. The northern of these two bedrooms has an Angel Portrait on the
wall, which is one of the three paintings needed to complete quest 21. Exiting the bedrooms by their
main doors leads back to the main entrance.
Nighon Tunnels
Note that there a lot of friendly Dwarves and Warlocks in these tunnels. However, if you hurt one
(even accidentally), they will all come after you.
From the entrance from Stone City's caves, head down the ramp to your right. In the room below,
head north, turning west when you pass the campsite. As you head down this passage, you will get
to a room divided by a chasm. Jump in the chasm. To the south, the passage dead-ends. To the
north, it loops around to an area just north of where you entered the caverns.
Head south and west again, returning to the chasm you just jumped into. The eastern edge small
enough to jump over. Cross over the chasm and head down the corridor. This tunnel will generally
wind its way northeast. It ends at a ledge overlooking a lower level. Jump in.
At the end of the tunnel, it forks into two main passages. The southwest passage leads back to the
starting area (after jumping down a short ledge). The southeast passage leads deeper into the caves.
In the next cavern, the southeast branch dead-ends. The east branch leads to a room with a pool.
Head south, east, and then south. From this room, clean out the three rooms to the west, then return
here and head southwest. When the tunnel forks, the southeast passage leads to Thunderfist
Mountain in Mount Nighon. Take the northeast passage instead. It will eventually end in a pit. Jump
in.
In this water filled section, head due north. At the dead end is Zorkar's Axe and Zorkar's remains.
These are the remains that you need to return to the Barrow Downs to complete quest 50.
Head south and east, continuing down the water filled passage for a long distance until it narrows
and starts going uphill. After going through a pair of rooms, the passage will end back at the pool
room.
Erathia
Travel
By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30 complete)
Monsters
Locations
1. Norris
o Teaches Grandmaster in Unarmed for 8000gp to those with level 10 in both
Unarmed and Dodge.
2. Fountain gives +10 Accuracy
3. Heather Dreamwright
o Teaches Master in Spirit Magic for 4000gp.
4. Kenneth Wain
o Teaches Grandmaster in Dodge for 8000gp to those with level 10 in both Unarmed
and Dodge.
5. Bandit Caves
6. Fort Riverstride
7. Altar that gives +10 Luck permanently.
8. Contest of Luck
9. Dekian Forgewright
o Teaches Master in Plate for 3000gp.
10. Gareth the Fixer
o Teaches Grandmaster in Repair Item for 6000gp.
11. Sewers
12. Master Guild of Body
o Sells spellbooks for master Body spells.
o Teaches the Body Magic and Meditation skills for 2000gp each.
13. Paramount Guild of Spirit
o Sells spellbooks for all Spirit spells.
o Teaches the Meditation and Spirit Magic skills for 2500gp each.
14. Adept Guild of Mind
o Sells spellbooks for expert Mind spells.
o Teaches the Meditation and Mind Magic skills for 1500gp each.
15. Heroism Pedestal
16. Castle Gryphonheart
17. Payge Ravenhill
o Teaches Expert in Sword for 2000gp.
18. Cloud Agraynel
o Makes Items from ore.
19. Robert Sourbrow
o Makes Armor from ore.
20. Qillain Laraselle
o Makes Weapons from ore.
34. Inn
o Room: 14gp; Food: 12 days for 17gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 500gp each.
o Arcomage
Prize: 1200gp.
Bandit Caves
Thief
Robber
This is a rather small cave system. Follow the tunnel south, east, a bit north, and then west to reach
the large central hideout of the bandits. In the chest in this room is the Signet Ring needed to
complete quest 11.
Sewers
Thief, Robber
Enter from the entrance to the northwest of Erathia and pass through the first room, taking the
corridor north and then east. Follow it all the way to the east and kill all of the thieves and rats in
that room. Retreat to the corridor and follow it north emptying that room of hostiles. Then return
back the way you came and head up the stairs to the south.
This passage leads to a star room with exits in six directions. If you step in the center area where the
paths meet, it will set off an explosive magic trap. Head to the southwest exit from this room.
Follow the path around through two doors until you get to a ledge. A lever to your right will raise a
pathway across the room. Follow the path all of the way around to a room with three levers that
overlooks a room. Pull all three levers, waiting after you pull each one for the blocks of stone to
move into place before pulling the next lever. As you return to the star room, a shrapmetal will
shoot at you as you round the corner.
Return to the star room, take the southeast exit. This leads to another passage identical to the
previous one ending in another set of three levers. Pull all of these. The stone blocks should now be
lined up (more or less) across the room.
Return to the star room again and take the south exit. This leads to the sewer entrance under the
bridge. Instead of heading outside, jump off a ledge.
Follow the corridor to a room with a pair of chests. The western north exit from this room leads to
the area under the passages in the star room. The eastern north exit forks. To the east is the northeast
Sewer entrance and a passage that leads to the area below the path that you raised to cross the room
to the eastern set of levers. Heading up the stairs leads back to the star room.
Take the north exit. You will be in a room with walkways leading to three arches. Only the right
arch is a doorway and when you through it, you will be in the wrong ledge to cross the room. Jump
off the ledge into the room below.
Exit the room through the corridor south, then west, turning north at the end of the corridor. Click
on the wall at the dead end and you'll be teleported to the right arch. You should be able to walk
across the stone blocks to a room filled with chests, barrels, and items.
William Lasker also lives here:
Castle Gryphonheart
If you're just here to see Queen Catherine, you can enter safely, walking straight up the stairs and
either around the pillar, or just go directly ahead through two secret doors to the throne room.
Once you have completed quest 14, you can get quest 33 from her. If you are on quest 32, you can
inform the Queen of this and it will change to quest 35.
Otherwise...
Archer, Bowman
Head through the entrance and up the stairs, turning north. The first door on the right is a large
meeting hall. There are no other exits from this room so exit and head up the stairs, turning right at
the hallway. This hall goes to the corner tower room. Turn around, heading north, cleaning out the
two conscript's bedrooms on your right on the way by, reaching the other corner tower at the end of
the hallway. In this tower, there is the painting of Archibald Ironfist, one of the three portraits
needed to compelte quest 21.
Return back to the entrance area and head south. The first door on the left is a large mess hall.
Behind it is a corridor. South leads to a simple meeting room. North leads to another meeting room
on the left, behind which is a bedroom. In the bedroom here is a chest that contains Catherine's Key,
and the wall has the painting of Roland Ironfist, another one of the portraits needed for quest 21.
Back in the hallway, the north wall has a secret door in it. Behind it is a set of stairs leading to a
back door entrance to the castle requiring Catherine's Key to open.
Returning back through the mess hall to the corridor, continue south. The corridor that you enter is a
mirror of the one on the other side of the castle -- two corner tower rooms and two bedrooms. The
west bedroom is where Alice Hargreaves lives. You need to capture her to complete quest 67.
Fort Riverstride
Conscript, Guard
Swordman, Warrior
As you enter the building, you are warned not to procede any further. Ignore their warning and kill
the guards in the room and open the door across from you, heading down the stairs. At the bottom
of the stairs is a trap, causing fire bolts to shoot down the hallway. In that hallway, there are four
doors which lead to guard bedrooms containing random treasure. There are no other exits.
Return to the top of the stairs and head down the stairs just to the right of where you entered the
Fort. At the bottom of the stairs, there is a hallway. The two doors on the left lead to a view of the
bridge crossing itself. The two doors on the right lead to storerooms.
In the near storeroom, the west wall has a secret door on it leading to a set of stairs. At the bottom of
the stairs, is a long corridor with side rooms branching off on both sides. The first two rooms are
more bedrooms for guards.
The third room (this one is on the right) opens to a meeting room. The painting on the west wall can
be moved and reveals the plans to the Fort. These are the plans needed to solve quest 32.
Continuing down the corridor, the next two rooms are more bedrooms. The next door, on the right,
opens up to a small storeroom with four chests of random items.
Following this, on the left is a small jail. The two prison cells can be opened by pulling the levers,
but there is nothing inside. Across the hall is a room with crates. The last door in the corridor
contains a few stat gaining barrels.
The corridor ends in an exit that leads down into the river.
Lich King
To even get in this area, you need to solve the cipher that you received as part of quest 64. The
instructions for how the cipher works are described on a scroll in your castle, and the Scroll of
Waves that contains the keyword is in the School of Sorcery.
The keyword is the third word of the Scroll of Waves: pattern. Repeat that word over and over for
the entire length of the cipher message. Then take the cipher character and count it back one letter in
the alphabet for each position in the keyword the letter is. [Eg, 'P' is the 16th letter in the alphabet, so
you would count a cipher letter paired with 'p' back 16 letters.] Hence, the scroll decodes like this:
Y iupj xckox nmw henv ik eoiuyl pwzmjh usv vqwy xjvisfx nmw qeey zwga xjm
htlsi.
p atte rnpat ter npat te rnpatt ernpat ter npat ternpat ter npat tern pat
ternp
I have found the tomb of master kelwin and have deduced the code from his
notes.
Jn
Hiii
at
atte
It
Good
(Side note: it isn't too hard to break withouth the keyword, if you know the kind of code. Seeing that
"nmw" appears twice in the first line, if you guess that the word is the same word, it means that the
key word is either 5 or 7 letters long. Trying both "and" and "the" for that word and using that key
fragment everywhere else in the message. It becomes clear that "the" works very well with a
keylength of 7 and lets you determine what some of the other words are easily, and hence the key
itself.)
The tomb itself is fairly small. The stairs go down from the entrance to a room with a Lich and his
vampires. The sarcophagi in this room also act as chests containing random items. There are also
two side rooms to the north and south with more sarcophagi. In the north room, the coffin contains
the Shadow's Mask. Retrieving this item is enough to complete quest 64.
Tularean Forest
Travel
By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30 complete)
Monsters
Tree
Locations
1. Matric Weatherson
o Teaches Expert in Merchant for 2000gp.
2. Alchemist
o Buy: 3.0; Sell: 5.0
o Teaches the Alchemy and ID Monster skills for 500gp each.
3. Mortie Ottin
o Teaches Expert in Dagger for 2000gp.
Thom Lumbra
o Get quest 25.
4. Alton Black
o Teaches Expert in ID Monster for 500gp.
5. Magic Shop
o Buy: 2.0; Sell: 4.0
o Teaches the ID Item and Repair Item skills for 500gp each.
6. Ebednezer Sower
Prize: 1200gp.
Castle Navan
If you're just here to see King Parson, you can enter in peace through the main entrance, going
down the elevator, and turning left and heading to the end of the corridor. Once you have completed
quest 14, you can get quest 32 from the king. If you have received quest 33, you can inform the
king and it will change to quest 34.
Otherwise...
Its best to enter from the entrace in the Tularean Caves. From the entrance tunnel, follow it to a
secret door that leads to an elvish bedroom. From the bedroom, go up the spiral staircase that leads
out to the area just in front of the throne room. (The throne room is now locked.)
Open the two doors to the east to reveal two barracks rooms. Continue down the main corrdior, past
the lift, until it turns to the north. The two doors on the left are two more barracks. Both doors on
the right lead to a large library.
The floor in the northwest corner at the end of the hallway is a secret door that reveals stairs going
down to the elven treasury. Raiding this treasury is necessary to complete quest 68.
Return to the lift and take it up. Off of the main room here are two other large rooms. Each one
contains stat-gaining liquid barrels in them.
Tularean Caves
From the start, head down the stairs to your right. If you head all of the way down, you end up in
the area below the entrance at the base of all of the pillars. Go back up the stairs a short distance and
out into the large cavern.
This set of tunnels is mostly a collection area for various other rooms where you can fall down
from. The passage leads eastwards into a large, empty room; leads west then southwest into another
empty room, and directly west to a room with a few chests. When you have explored this area,
return to the main entrance and take the stairs upwards.
Follow the tunnel continuing north at the fork. The chest in this room has a scroll documenting the
invisible bridge. Proceding south from this room, the ledge has three stone blocks on it that try and
push you off the ledge into the room below. Should they be sucessful, a tunnel leads from that room
back up into this room. On the other side of that trapped area is a door that provides a back entrance
to Castle Navan.
Return all of the way back to the fork and take the west path, which quickly turns east and
overlooks a room. Jump down from this ledge into the room. The east door leads back to the
entrance. The west path leads to a chasm. This is where the invisible bridge is, so just walk across.
(Or if you're feeling paranoid, you can use a Jump spell to cross.)
Head up the stairs into a large room. Pull the lever on the far side of the room. Then return back
down the stairs and take the north exit. In this room, there are three arches (which were revealed
only when you pulled that lever) mounted against the far wall. The left and center arches lead to the
Castle Navan entrance in the caves. The right arch leads to the top of a cliff.
From the cliff, take the ramp down to the north and it will eventually turn around and lead to the
room at the base of the cliff where you started. There are a pair of chests here, including one on a
pillar that constantly moves up and down.
Exit this room and take the steeper ramp up. It leads to the prison cell where Loren Steel is being
held. He will join your party. This is whom you need to rescue to complete quest 33. You can exit
the caves by returning to the top of the cliff and hopping through the arch in the wall.
Clanker's Laboratory
From the entrance, turn to the left and head up the stairs, turning right into a room at the top.
Pushing the button on the south side of the room will open up a panel that conceals two chests.
Jump down the well in the middle of the room to a small storeroom and head up the stairs leading
out of this room back to the entrance. Drink from the pool. This will open up two more side rooms
upstairs (where you just jumped into the well) that contain three more chests each.
Back in the hallway, head west and follow the corridor around. The first door on the left is a
laboratory with lots of magical potions and reagents. The next two doors both lead to small
bedrooms with three chests each. The hallway ends at a library. In a nook at the south side of the
library is a book that is pushed out of the bookcase. If that book is slid into place, a secret door
opens.
The secret passage leads straight ahead to another lab room with potions and reagents. Just outside
that room, to the east, is a room that contains the magical defenses that must be destroyed to
complete quest 60. The passage west leads back to the entrance.
Tatalia
Travel
By ship: 6 days and 250gp to Evenmorn Island (Sunday, only when quest 30 complete)
Monsters
Locations
1. Docks
2. Inn
o Room: 40gp; Food: 20 days for 79gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 750gp each.
o Arcomage
Prize: 2000gp.
35. Stonehenge Monolith. This is one of the three henges you need to visit to complete quest 28.
36. Dragon's Cave
37. Isram Gallowswell
o Teaches Master in Shield for 3000gp.
38. Training Hall
o Maximum Level: 50
o Teaches the Armsmaster and Body Building skills for 1000gp each.
39. Armory
o Buy: 3.0; Sell: 5.0
o Teaches the Leather, Chain, and Shield skills for 750gp each.
40. Fountain that gives +20 AC.
41. Mercenary Guild
Niles Stantly
o Get quest 54.
o Get quest 74.
42. Weapon Shop
o Buy: 3.0; Sell: 5.0
43. Karn Stonecleaver
o Teaches Grandmaster in Axe for 8000gp.
44. Weldik Lotts
o Teaches Expert in Plate for 1000gp.
Dragon's Cave
Blue Dragon
Very simple. One blue dragon live here -- Wromthrax. Killing this dragon is what is required to
complete quest 17.
Straight ahead from the entrance is Lord Markham's chamber. This is where you can talk to him to
complete quest 19 and receive quest 22.
If you open the doors to the east or west, the guards will become hostile and Lord Markham will
lock the doors to his chamber. Through the east door, there is a button located on the side of the
desk that will open a secret wall to the north revealing several chests of treasure.
Through the west door, around the corner to the north, the vase that you are required to fetch for
quest 20 is sitting on the hearth above the fireplace.
Tidewater Caverns
The flooded entrance tunnel leads to an underground wooden building guarded by thieves. In side
that room, there is a stairway heading up. There is a secret room underneath the stairs. To open the
door, you have to be standing right against the wall, and because the door is trapped, use the
character with the disarm trap skill to open it. Inside is a chest of random items.
Heading up the stairs, you come out on the deck of a ship. Head straight and go down the stairs into
the hold and turn right. To the south is a secret door, behind which is a pair of chests. One of the
chests has the map to Evenmorn Island that you need to complete quest 30.
The hole in the hull here leads to a large chamber of thieves and another chest of random items.
Returning to the deck of the ship, if you just "overboard", you can find a secret passage in the
southeast wall of the cavern that leads back to the entrance area.
Mercenary Guild
Robber, Raider
Head through the first door and quickly clear the entrance room of archers. Head up the stairs and
all the way around to the left. In the south end of the west wall is a door that leads down to one of
the rooms filled with archers that can shoot you through ports that open into the main room. When
they are finished off, take a similar path through a door on the south end of the east wall.
Now that the snipers are dead, you can explore in peace. Stay on the 2nd floor and go through the
north door. It leads to a conference room containing a chest filled with nice items.
Back in the entrance room, take the west door. When opened, a dagger will shoot down the hallway
towards you. The door at the end of this short hallway opens into a storeroom. There is a chest
which contains (among other things) a letter detailing how you are a "sufficiently gullible" group of
adventurers that could be used to serve their purpose.
Return and go through the east door in the main entrance room. The floor on the other side of the
door is magically trapped. The right fork leads to a barracks. Behind the southeast bookcase is an
alcove containing several chests.
The door on the left leads to officer's quarters. The bookcase here also hides a room containing
several chests. In the center chest is the Heart of the Wood, which is needed to complete quest 46.
Wine Cellar
The first room looks like an ordinary wine cellar, divided by wine racks. There is an item (usually a
gem) hidden in a nook under the stairs and a chest of treasure in the east side of the room.
The northwest wine rack can be moved to reveal a stairway down that leads to a room with
vampires and crypts. To the south of this room is a barred cell that can be opened with the lever to
your right.
To the north is the main lair of the vampire. Against the east wall is an altar-like pedestal that can be
pushed. It opens a room on the west side of the room containing three chests.
Killing all of the vampires in this area completes quest 41.
Avlee
Travel
By coach: 3 days and 250gp to the Tularean Forest (Tuesday, Thursday, Saturday)
By ship: 3 days and 250gp to the Tularean Forest (Monday, Wednesday, Friday)
Monsters
Locations
1. Docks
2. Bank
3. Inn
o Room: 40gp; Food: 20 days for 79gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 750gp each.
o Arcomage
Prize: 2000gp.
4. Stables
5. Cassandra Holden
o Teaches Expert in Spear for 2000gp.
Kethric Otterton
Infernon
o You can buy Enrothian Wine here for 2000gp. It can be sold to Calindra Goldensight
in Tatalia for 3000gp.
o You can sell Glass Bottles here for 3000gp. They can be bought from Arvin
Beneclowd in Barrow Downs for 2000gp.
17. Rislyn Greenstorm
o Teaches Master in Air Magic for 4000gp.
18. Paramount Guild of Body
o Sells spellbooks for all Body spells.
o Teaches the Body Magic and Meditation skills for 2500gp each.
19. Paramount Guild of Mind
o Sells spellbooks for all Mind spells.
o Teaches the Meditation and Mind Magic skills for 2500gp each.
20. Fountain that gives +20 Water Resistance.
21. Jillian Mithrit
o Teaches Grandmaster in Staff for 8000gp.
22. Steagal Snick
o Get quest 23, the basic Archer promotion quest.
o Get quest 70, the evil Archer promotion quest.
23. Karla Ravenhair
o Teaches Expert in Water Magic for 1000gp.
Ashandra Snowtree
o Sells membership to the Body Guild for 50gp.
24. Myles Featherwind
o Teaches Master in Mind Magic for 4000gp.
Rawn Dervish
After going in the door and down the passage, you will come to a room with a large green hill in it.
This is the Hill. To find the entrance, walk around the hill clockwise one and one-quarter times. The
entrance should appear. The Faerie King will be waiting for you at the entrance allowing you to
complete quest 26, quest 27, and receive quest 29.
Behind the King is an elevator going down. Halfway down, you can jump off the elevator into a
room that contains a chest with the Faerie Ring -- a ring that increase the effect of all air magic
spells.
Jumping down the rest of the way, the passage leads to a forested room with dragonflys. One of the
dragonflys has the Faerie Key. The exit from this room leads through another forest and lake room.
The passage then leads to a finished stone room with a bridge crossing a small stream. The walls
where the stream flows into and out of this room are both secret doors that have treasure behind
them.
Continuing straight, the next room is dominated by a large tree. In the southwest corner of the room
is an exit that dead-ends. On the small segment of wall at the corner, there is a secret panel that
reveals a keyhole. If you use the Faerie key on the lock, the corridor raises into a stairway and a
door opens on the wall to the west. In the room revealed is a chest and several items.
Temple of Baa
From the entrance, head down the ramp to the west. When it straightens out into a corridor, go into
the first room on the right. The northeast corner of the room reveals a secret passage that leads to
the bedroom of some clerics. The exit of this room leads back into a corridor that you would arrive
at going down the east ramp.
Head south and go in the first room on the right. Again, the northwest corner of the room has a
secret passage that leads to a storeroom, and back out into the corridor you originally came down
on.
Proceding north down the corridor, you will end up in a small jail with three cells filled with devils.
The three buttons in the middle of the room control the doors.
When that room is empty, head back and cross to the east passage and go north. The door that is
directly ahead leads to a small store room that has a message from Xenofex (the head of the devils)
detailing their failed plan in Enroth. (This describes the events in Might and Magic VI.) Continue
down the passage north and you will reach the sanctum of the Baa order. The High Priest of Baa is
here (one of the Priests of the Moon), and on her corpse is the Cloak of Sheep. Killing her
completes quest 49.
Returning down the corridor, jump down into the core of the spiral ramp and finish off the last of
the priests and devils down there. Then take the lift back up to the entrance.
Titan's Stronghold
To the right of the stairs is a chest filled with good items. After its been raided, head up the stairs
and turn to the east. The corridor will turn north; go east at the next intersection and clean up the
side room. Continue north to another room with treasure guarded by dragons. When both rooms
have been emptied, return to the intersection and head west.
You will pass through a room with a large pillar in the middle of the room. Continue through this
room and turn north at the next intersection. On the right is a another guarded room of treasure.
Continue north and turn east at the intersection.
Head all of the way east until the hallway ends. Then go north, west, and north. Follow the corridor,
collecting treasure. You will eventually be at a four-way intersection, heading south. Turn to the
west and continue west at the next intersection.
At the intersection after that, the corridor continues west to a dead-end, and leads north to another
room of treasure guarded by dragons. When both areas have been explored and looted, head south.
The hallways in the next intersection lead to two more treasure rooms: the west passage leads to
dragons; the east passage leads only to a single chest which contains the Perfect Bow. This is the
item neeed to complete quest 48.
The corridor continues south and takes you back to the entrance area.
Bracada Desert
Travel
By ship: 1 day and 250gp to Evenmorn Island (Tuesday, Thursday, only when quest 30
complete)
Monsters
Locations
1. Teleporter to/from location 13.
2. Stables
3. Gayle
o Teaches Grandmaster in Air Magic for 8000gp.
4. Brighman the Frugal
o Teaches Grandmaster in Merchant for 8000gp.
5. Chest containing the Normal Golem Head. This is one of the pieces needed for quest 24. If
this head is used when making the golem, the golem will guard your castle when completed.
6. Teleporter to location 18. (Bug: Should probably teleport to/from 49.)
7. Teleporter to/from location 18.
8. Teleporter to/from location 20.
9. Teleporter to/from location 24.
10. Teleporter to/from location 27.
11. Teleporter to/from location 30.
12. Teleporter to location 32.
Prize: 1400gp.
Judge Fairweather
o He is here if you are on quest 36. Choosing him as the new arbiter will complete the
quest in the path of good.
22. Altar. You need to place the Angel Statue here as part of completing quest 25.
23. Contest of Luck
24. Teleporter to/from location 9.
25. Guild of Illumination
o Sells spellbooks for master Light spells.
o Teaches the Light Magic skill for 2000gp.
41. Teleporter to Celeste. Activated only when the new arbiter has been chosen.
42. Smiling Jack
o Teaches Expert in Dagger for 2000gp.
Will Rudyman
o Teaches Expert in Bow for 2000gp.
43. Gary Zimm
o Get quest 44 if you are on the path of good.
44. Ethan Lightsworn
o Teaches Expert in Light Magic for 2000gp.
Tessa Greensword
o Teaches Master in Meditation for 2500gp.
45. Leda Rowan
o Get quest 45, the good Knight promotion quest.
46. Brand the Maker
o Teaches Grandmaster in Plate for 7000gp.
47. Obelisk #5
48. Samuel Benson
o Teaches Master in ID Item for 2500gp.
49. Teleporter to location 6.
50. Alchemist
o Buy: 4.0; Sell: 6.0
o Teaches the Alchemy and ID Monster skills for 750gp each.
51. Magic Shop
o Buy: 3.0; Sell: 5.0
o Teaches the ID Item and Repair Item skills for 750gp each.
School of Sorcery
Inside the entrance, there is a locked door directly ahead and three rooms filled with bookcases. If
you talk to the wizard behind the desk in the right room, you can buy membership to the library
which lets you get spell scrolls off the bookcases. Through the door in the right room is where you
will find Thomas Grey.
Thomas Grey
o Get quest 24, the basic Sorcerer promotion quest.
o Get quest 47, the good Sorcerer promotion quest.
Looking behind the desk in the right room reveals a lever that opens the door to the main area of the
school. Down this hallway, head left. The first room on the left is a bedroom. There is a button by
the southwest bed that opens a secret room to the south containing a chest of items.
Back out in the hallway, continue north through a study room and head up the spiral stairs. In the
next room, pull the four levers on the south side of the room. This will seal you in this room, but
open the tunnel to the north. In that room, there is a chest containing Clanker's Amulet and two
levers that re-open the stairways so you can leave this area.
Head down the stairs to the east and enter the next study room. The bookcase on the south wall has
the Scroll of Waves that is needed to break to the cipher as part of quest 64. Exiting to the south,
there is another room on the east side containing the last wizards.
In the first room, there is a dwarf statue and an ore cart. All of the ore carts in these mines act like
chests -- they can have items inside them. The statue here can be revived by using the Elixer that
you got from the dwarf king when he gave you quest 14. Just click on the statue while carrying the
elixer and the dwarf will join your party as an NPC.
From this starting room, take the west exit. It leads to a room where the passage forks. There is
another dwarf statue in this room. The west exit from this room quickly leads to a dead end. The
north exit leads to another fork, both of which end rather quickly, although the north fork ends with
another dwarf statue.
Returning to the entrance room, take the east exit. It goes mostly straight, with almost no branching,
but leads only to an ore vein and a journal entry scroll.
Back in the starting room, take the northeast exit. When you get to the fork, go north. It quickly
ends, but there is a dwarf statue at the end of the passage. Continuing east, the passage will end in a
water-filled room with a dwarf statue in the pool.
Returning once more to the starting room, head north, and turn east at your first opportunity. When
the passage next forks, the east fork will dead end and the north fork will lead to a room with a
dwarf statue. Returning to the main passage heading north, you will arrive at the lift that leads to the
lower level. In this room is the last dwarf statue. Returning to the king with all seven dwarves will
complete the quest.
Taking the lift down, you will be in a room with several medusas. Clean out this room and the
neighboring room to the west and then head deeper in to the mine to the east.
All throughout the lower level of the mines are black Stone to Flesh potions to help against the
medusa's stoning ability. In the east room, the two exits to the north connect in a loop. At the top
end of that loop, a tunnel leads to a room with some more medusas. The empress medusa in this
room always has the Medusa's Mirror.
Heading further east, clear out the side passage to the north and continue east to a room with an
overturned minecar. The south exit from the room quickly dead-ends. The east exit continues to a
room containing the lift mechanism against the north wall. If you have the broken belt, you can
click on the mechanism to use it and complete quest 23.
Celeste
Travel
Monsters
Angel Lord
Magician
Greater Roc
Locations
1. Teleporter to the Bracada Desert.
2. Weapon Shop
o Buy: 4.0; Sell: 6.0
o Teaches the Axe, Bow, Dagger, Staff, and Sword skills for 1000gp each.
3. Armory
o Buy: 4.0; Sell: 6.0
o Teaches the Leather, Chain, Plate, and Shield skills for 1000gp each.
4. Training Hall
o Maximum Level: 200
o Teaches the Armsmaster and Body Building skills for 750gp each.
5. Bank
6. Inn
o Room: 90gp; Food: 30 days for 269gp.
o Teaches the Disarm Trap, Perception, and Stealing skills for 750gp each.
o Arcomage
Prize: 3000gp.
7. Walls of Mist
8. Alchemist
Castle Lambent
If you are here to see Gavin Mangus, you can enter safely by going straight north all of the way,
then turning left and entering the door on the right.
Gavin Mangus
o Teaches Grandmaster in Light Magic for 8000gp.
o Get quest 39.
Resurectra
o Appears only when quest 55 is complete.
o Teaches Grandmaster in Blaster.
o Get quest 56.
o Get quest 57.
Walls of Mist
The room you start out in is a large room with three arches set in the middle of the room and three
pillars with locks on them.
Go through the east archway. After it teleports you, head towards the building, through the
shimmering doorways and take the elevator down. Run down this tunnel until you reach a room that
has pools of water in the center. To the left and right are four fonts (total), each with a button
mounted on their rim. Push all four buttons to fill the fonts and the east-most pool will now be
empty. Jump into the hole formed and there will be a chest in the room at the bottom of that pool
that contains the East Pillar Key. Exit this room via the ramp that leads to a secret door and head
back up the elevator and through the archway.
Go through the center archway. Go down the spiral ramp from the center pillar and when you have
reached the ground head to the small raised platform in the southwest corner. When you step on it,
the platform will raise you up to a small room. In this room is a chest that contains the Center Pillar
Key. Return to the archway.
Go through the west archway. Run through the room and up the stairs to the left or right. At the end
of the corridor in both directions is a set of three buttons and a lever. When the buttons are in the
right combination, you can pull the lever to reveal a recessed area of the floor in the main room.
The combination is different each time (there are only eight possibilities) and it is also random
whether the set on the left side or on the right side is the one you need to set. Fortunately, you can
try all of the combinations while paused in turn-based combat mode. There is a chest in the recessed
floor that contains the West Pillar Key.
Back in the main room with the arches, go to the three pillars. You should be able to use the three
keys to unlock the three pillars. (The click zones seem to be very small -- it works best if you run up
to each pillar and pause the game while you try to get the key to work.) When all three pillars are
unlocked, the wall behind the pillars opens.
There is a chest in the new area that contains four empty soul jars, which are needed to complete
quest 63. Exiting the Halls through the door on the far side of the room completes quest 39
(assuming you haven't killed any creatures).
Temple of Light
The room in the front door is completely empty. Go to the northeast corner of the room and open
the secret wall that is there. Follow the corridor around and down the stairs to the real entrance to
the temple. Through this entrance is a large room with pools on the left and right.
There are two exits on the south, one of the west and one on the east, that both lead to another room
with a pool that overlooks the main entrance. The east room also has another stairway up that leads
to a ledge which overlooks the two pools room.
Return to the pool room. Behind the west pool is a scroll that talks about a vision of "the sun setting
in the west, the moon setting in the north, and the stars falling in the east." Note this and continue
out the north exit. (The door opens automatically as you get close.)
Head down the stairs and continue north. The room directly ahead is the main altar room for the
Temple of Light. The stairs to the east and west lead up to a ledge surrounding that room. Go up the
stairs. Along the ledge there is a small device that has squares showing icons of the sun, moon, and
stars, each of which could be slid down into a wooden holder. Follow the instructions on the scroll
and lower the sun icon on the west device, the moon on the north device, and the stars on the east
device. Then jump down and click on the altar. This will open a door to the north. That room has a
chest containing the Altar Piece needed for quest 40 or quest 62.
Return to the ledge around the altar room and head down the corridor that exits to the northwest. It
goes to a room with a pool, chest, and random items. Return and exit the altar room to the northeast.
It leads to a room divided by a small channel of water. It is possible to walk down the channel of
water downstream (to the north) to another room containing treasure.
You can also walk along the channel south (upstream). When it branches, take the east branch,
crossing over a room that you entered through, leading to another room of treasure. Return to the
branch and continue south. It will cross over the room overlooking the two pools room and then end
in a room that connects to the ledge overlooking the main entrance area.
Small House
In the main room, Robert the Wise is waiting for you. On his corpse is a blaster and the control cube
that you need to complete quest 75.
In the northeast area of the room is a corridor that leads to several balconys that overlook this room
and a chest filled with random treasure.
Deyja
Travel
By coach: 2 days and 125gp to the Tularean Forest (Tuesday, Thursday, Saturday)
Monsters
Hobgoblin
Locations
1. Must pay 1000gp necromancer tax or be ambushed by zombies.
2. Altar that gives +10 Earth, Mind, and Body Resistances permanently.
3. Stables
4. Heroism Pedestal
5. Wanda Foestryke
o Teaches Master in Body Building to those with 50 Endurance for 2500gp.
6. Leane Shadowrunner
o Teaches Master in Stealing for 2500gp.
7. Patwin Felburn
o Teaches Grandmaster in Mace for 8000gp.
8. Jasp the Nightcrawler
o Teaches Expert in Dark Magic for 2000gp.
9. Barbara Wiseman
o Teaches Expert in Meditation for 500gp.
10. Inn
o Room: 19gp; Food: 14 days for 27gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 500gp each.
o Arcomage
Prize: 1400gp.
Judge Sleen
o He is here if you are on quest 36. Choosing him as the new arbiter will complete the
quest in the path of evil.
11. Fountain that gives +2 Intellect permanently.
12. William Setag
o Get quest 67, the evil Paladin promotion quest.
o William Setag's Tower
13. Watchtower 6
14. Back entrance to Watchtower 6
15. Contest of Archery
16. Avalanche
o Teaches Grandmaster in Earth Magic for 8000gp.
17. Agatha Putnam
o Teaches Expert in Learning for 2000gp.
18. Obelisk #4
19. Petra Cleareye
o Teaches Grandmaster in Perception for 6000gp.
20. Malisha Karrand
o Sells membership to the Spirit Guild for 50gp.
21. Halain Nevermore
o Teaches Grandmaster in Chain for 7000gp.
There isn't much to the Hall -- it is basically a tunnel that leads from the surface of Deyja to The Pit.
The entrance area leads to a door, behind which is an elevator that will take you deeper
underground. The next room has a chasm spanned by a bridge. Across the bridge is a teleporter.
The teleporter takes you to another hall. At the end of the hall is a chest. If you are on quest 44, the
Season's Stole will be in the chest. The door at the end of the room takes you to The Pit, but will
only be open once you have selected an arbiter.
You can only get into this area when on quest 51.
Kill the guards in the main room and take the elevator up to the top of the tower. At the top, William
Setag (a Master of the Sword) will be there fighting some rats. On his corpse is a Tower Key that
can be used to open the north room. This will free Alice Hargreaves; a requirement for completing
quest 51.
The south room contains another Master of the Sword. On his corpse is the Villian's Blade. Across
the hall from the south room is a secret wall that reveals a chest filled with treasure.
Watchtower 6
Shade
Head through the entryway to the elevator down. Head down this corridor as well, passing by the
"backdoor" entrance to the Watchtower, and take the elevator up.
You will be on a central pillar, overlooking a large room with four side rooms in each cardinal
direction. There are necromancers attacking you from below, lichs attacking you from the four
alcoves, and shades flying around. If you have Grandmaster Water magic, its probably easiest to
jump down off the ledge, use the central pillar for cover while dealing with the shades and
necromancers, picking off the liches from a distance from cover, and Town Portaling home when
you get too hurt.
From the floor area, the north wall has a secret wall that leads to a long corridor that takes you back
to the bottom of the lift.
At the top of the elevator, there are two switches. The north switch lowers the elevator again. The
south switch toggles one of the walkways (seemingly at random) that lead between the central pillar
and the four side areas.
The north, east, and west side rooms merely contain a chest of treasure. The south side area also has
a lever in the southwest of the room that raises and lowers the counterweight. This the weight that
you need to lower to complete quest 52.
The Pit
Travel
Monsters
Prize: 3000gp.
5. Breeding Zone
6. Tolberti
o Get quest 75.
o Small House
7. Dark Shade
o Get quest 60.
8. Kastore
Castle Gloaming
If you are here to see the current king, you can enter safely by going straight across the bridge,
turning left, following the hall to a boat, getting in and clicking on the rudder twice, then taking the
stairs down. (You only need to use the rudder once to get out.)
Archibald Ironfist
o Teaches Grandmaster in Dark Magic for 8000gp.
o Get quest 59.
Otherwise...
From the front door, turn to the right and head up the stairway to the top of the lookout tower. When
all of the guards here have been killed, go down the tower and cross over to the other tower. When
both towers are cleared of hostiles, return to the entrance, cross the bridge, and into the next large
room.
From this room, head north. It leads to a room with a weird looking fountain in the middle. On the
north and south walls are narrow passages with stairs that lead up to a ledge above this room. To the
north and south from the top ledges are side rooms with treasure in them. At the end of the north
room is the tapestry that you need to complete quest 74.
To the east is a steep ramp down to a room with a chest. This chest contains the Soul Jars needed for
quest 42. Continuing down the corridor takes you to a bridge over a lava river, and to a ramp down
into a room with a dock. Both this room and the previous room are connected. The first room
contains a chest in the lava that contains some good items.
When the room is cleared, get in the boat and click on the rudder to sail it to the next location. From
these docks, you can head down a ramp to the throne room. The throne room is locked if you're
assaulting the castle. Return to the boat and click on the rudder again.
In this location, clear off the hostiles and exit the boat down the corridor. It leads back to the
entrance room. Exit the castle to the south.
Breeding Zone
Go down the first corridor to reach a bridge over a chasm. There is nothing on the other side of the
bridge, so jump over the edge to the waiting Behemoths. Head down the tunnel until you reach a
room with a pool. The south exit from this room leads back to the start of the tunnels.
Across, on the west side of the room, is a secret door. The floor just past the door is trapped with a
Shrapmetal spell. Turn south and then south at the next fork. Wind through the corridor to reach a
room. There is a button in this room that reveals an alcove in the room at the north end of the twisty
passage. Head towards that room -- a button there opens an (empty) alcove in the south room. The
spellbook of Divine Intervention that is needed for quest 47 will be in this chest.
Return to the trapped corridor and head north. Your progress north in the next room will be blocked
by three tall pillars. Head out the southeast exit and follow that corridor to a room with three
buttons. These buttons control the pillars. Push them all, return to the room with the pillars and head
north.
The next room has a chasm. You can create a brige across the span by drinking from the fonts in the
east and west of the room. Push the button on the wall across the bridge, then jump over the edge. If
you head west, you will follow a corridor that eventually leads back to the trapped hallway. Heading
east takes you to the exit to the Zone, but the exit will be blocked by a wall if the button is not
pushed. Using this exit completes quest 59.
Temple of Dark
Directly in from the front door is the altar area. A small button on the bottom of the back of the altar
will cause the altar to slide forward revealing a chest that contains the Dark Altar Piece; one of the
two pieces needed for quest 40 and quest 62.
The corridor to the east leads to another chapel room. The south exit leads to several balconys that
overlook the main entrance room. The north end of the room has two exits. To the east is a
bedroom. The entire south wall of the bedroom is fake, hiding two chests.
The west exit leads to a hallway loop. Heading north at the first opportunity, the hallway passes by a
barracks area on your right and curves around to a library to the south. Directly opposite the library
entrance is a secret door in the wall that reveals an area with three chests. The hallway continues
around past a workshop area and reconnects back with where you were. Continue west to another
chapel whose southern exit connects back with the main temple area.
On your way out, jump into the fountain. It is an illusionary pool hiding a tunnel. The tunnel leads
to four rooms containing vampries and items. The wall at the end of the tunnel is also a secret wall,
but it will dead-end after going through another door (to your left) and going down a steep stairway.
Small House
Toberti
In the main room, Toberti is waiting for you. On his corpse is a blaster and the control cube that you
need to complete quest 55.
In the northeast area of the room is a corridor that leads to several balconys that overlook this room
and a chest filled with random treasure.
Evenmorn Island
Travel
Monsters
Locations
1. Docks
2. Body Resistance Pedestal
3. Inn
o Room: 3gp; Food: 6 days for 2gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 500gp each.
o Arcomage
Prize: 600gp.
From the front door, turn right and head through the door and up the stairs. At the top of the stairs,
turn to the south and go to the end of the ledge. The wall is a secret door that hides a chest. The
chest contains the Eagle Statuette. This statuette needs to be placed on the altar in Tatalia as part of
completing quest 24.
Go down the other ledge and through the door. The floor will give way and you will fall into a jail
cell. There is a secret brick opposite the door that contains a telekinesis scroll which you can use to
flip the lever in the other room to open the jail door.
Go through the door opposite the jail door and continue west into a bedroom. The cabinets in this
room contain some good treasure. Now head through the door to the north into another bedroom.
The bookcase on the east wall hides a small side room. Push the button on the desk in this room.
This disables the pit trap that you fell into earlier. Then head out the secret door to the south, past
the jail, through the door which leads back to the room you started in.
Head up the stairs again and through the door. This time the floor will not fall away and you can
gain access to the library. The west bookcase is a secret wall. Behind it is a desk that contains
several very high level spellbooks.
Return to the entrance and go through the northern door. This is a chapel. One of the Priests of Dark
in this room has the Moon Cloak. The altar at the head of the chapel is the altar that you need to
purify to complete quest 43.
In the opening room, head through the door to the left. In that room is a chest that contains the
Knight statue. This statuette needs to be placed on the altar in Avlee as part of completing quest 24.
Explore the room to the right as well, but that chest merely contains random treasure.
Heading through the door to the north, the next room is a large square room with an altar in the
middle. This is the altar that you need to deface in order to complete quest 65. Next, head up the
stairs to the south, just west of the hallway you came in. They lead to the ledge above this room. In
the northeast section of the ledge is a door that leads to a room of treasure. Another door to the
south here leads to more treasure. Across the hall from the last door is a secret door in the wall. This
passage leads down a spiral stairway to a hidden treasure room.
Returning to the altar room, head out the north exit. At the beginning of the corridor is a fireball
trap. The hall leads to a chapel of monks and priests of the sun. One of the priests in this room has
the Sun Cloak on her body.
To the north of the altar in this room is a secret door. The next door can only be opened by pushing
in all six buttons on the side walls, and then pushing in the button in the middle of the room. The
revealed room contains some chests of treasure.
Mount Nighon
Travel
None. (Stone City and the Land of the Giants can be reached via the tunnels in Thunderfist
Mountain.)
Monsters
Locations
1. Thunderfist Mountain
2. Temple
o Teaches the Dodge, Merchant, and Unarmed skills for 1187gp each.
3. Fountain that gives +2 Skill Points permanently.
4. Evandor Thomas
o Teaches Grandmaster in Body Building to those with 50 Endurance for 6000gp.
5. Elmo the Pincher
o Teaches Expert in Stealing for 500gp.
6. Helga Whitesky
o Teaches Expert in Mind Magic for 1000gp.
Stewart Whitesky
o Teaches Expert in Meditation for 1000gp.
7. Armory
o Buy: 3.0; Sell: 5.0
o Teaches the Leather skill for 712gp.
8. Weapon Store
o Buy: 3.0; Sell: 5.0
o Teaches the Dagger and Staff skills for 712gp each.
9. Fountain that gives +2 Personality permanently.
10. Inn
o Room: 360gp; Food: 60 days for 2159gp.
o Teaches the Disarm Traps, Perception, and Stealing skills for 950gp each.
o Arcomage
Prize: 6000gp.
Thunderfist Mountain
In the first tunnel, take the passage to the right. It leads down to a fork. To the east is a bridge over a
volcano core. Ignore that for now and head west, then south at the first chance. In a side passage to
the north is a lava filled area, with a few items guarded by eyes on the far side of the lava. The
corridor you're in turns back to the north and intersects at a four-way crossing. Continuing straight
ahead will take you back to the entrance. Heading west will take you to an exit to Mount Nighon at
location 36.
Going east will take you back to the bridge. Cross over it this time. When the narrow tunnel joins a
large tunnel, follow the large tunnel south to a pair of rooms of minotaurs, and a dead-end. Return
north and continue east. Going all the way east will take you to an exit to Mount Nighon at location
1.
Shortly before the exit, there is a tunnel to the north. It will open into a large area. Go east and keep
going east at the next fork. This is a narrow passage that will lead down, past a room of warlocks, to
an exit to Mount Nighon at location 27.
Return back up the passage and continue straight west. The cavern will eventually end. To the north
is a tunnel that leads to the Tunnels to Eeofel. To the south, the tunnel leads back to where you first
entered these large tunnels. Head west at that point. At the next fork, the north and west tunnels
form a loop. The south tunnel crosses over the volcano core again and enters a contrusted room.
To the east is a library of books. At the back of the library is a chest that contains a case of Soul
Jars, needed for quest 61 (if you are on that quest). To the south is a pool filled with lava and
another library room further south. There are four bedrooms off the lava room with cabinets of
treasure. In the small hallway between the entrance room and the pool room, the west wall has a
secret door that leads to a large room of treasure.
To the north of the entrance room is an elevator that goes up. The corridor at the top of the lift leads
to an exit to Mount Nighon at location 20.
The Maze
Travel
None. (Stone City and Mount Nighon can be reached via the Tunnels to Eeofel and
Thunderfist Mountain.)
Monsters
Locations
1. Tunnels to Eeofel
2. Earth Resistance Pedestal
3. Lasiter the Slayer
o Teaches Grandmaster in Armsmaster for 8000gp.
4. Haste Pedestal
5. Body Resistance Pedestal
6. Mind Resistance Pedestal
7. Stoneskin Pedestal
8. Shield Pedestal
9. Air Resistance Pedestal
10. Heroism Pedestal
11. Immolation Pedestal
12. Water Resistance Pedestal
13. Shrine
o Will teleport you to the matching shrine in Harmondale.
14. Dragon's Cave (East)
15. Dragon's Cave (West)
16. Obelisk #11
17. Colony Zod
Tunnels to Eeofel
Heading down the starting corridor, enter the side passage to the west. The room has a pool and five
side coridors leading out of it, each filled with medusae and behemoths. When the area is secure,
return to the main corridor and continue north.
The tunnel continues for a considerable distance without any real branches, eventually arriving a
room with a stone formation in the center. Quickly explore the east and southeast rooms (which are
usually empty) and then head out the north tunnel. It will turn around until it is going south when it
enters a large room with two exits. Head east.
At the next fork, the north tunnel leads back to the room with the stone formation. The south and
west tunnels lead to rooms of monsters and items. When they are cleared, return and continue east.
Turn north at the first new tunnel and follow that to a set of rooms with behemoths and more
treasure. This tunnel ends here, so return south and go east, following the tunnel until the next fork.
Continue west to a pier-like walkway surrounded by water. Jump in the water and head north. It will
lead to a passage that connects back up at the previous room. Head out on the pier again and jump
in the water. This time, go south.
At the end of the tunnel, cast Jump to get out of the water, and head south along the tunnel to
another recessed tunnel. That tunnel leads to a raised walkway dividing the room into an east and
west halves. Continue all of the way along the walkway until it goes back into a tunnel. It will curve
around, leading back to the top of the last ledge you jumped down. Jump down again, head to the
raised walkway, and jump off the west side. A tunnel west leads back to the top of the ledge again.
Return to the walkway once more and jump off the east side. A tunnel on this side, leading north
leads to an exit to the Land of the Giants. When you first exit, you will be given a blaster by
Archibald Ironfist.
Simple cave. There is one tunnel that goes into the mountain with no forks through four caverns. In
the last cavern are two dragon eggs and a chest of treasure. The dragon eggs are needed for quest
71.
Just two rooms in this cave. There is a chest in the back room. The Mega-Dragon has the artifact
Hermes on his corpse.
Colony Zod
Follow the entrance tube to the first split. Take the right tube. It leads to a room with a chest that
contains a blaster. Return down the tube the other direction and follow it all of the way to a room.
Through the room is an elevator that will take you up to a prison area. Push the four buttons in the
first room of the prison area to unlock all of the cells.
The two cells on the right each contain a chest with a blaster in them. The last cell on the left has a
raised area in the back. There is a small square on the right edge of the raised area that will lift you
up to that level. From the upper level, you have access to the cage. In the cage is Roland Ironfist. He
will give you a Colony Zod key, and resucing him will open the tube to the center of the colony.
Exit the prison area by heading back down the lift. On the left is the new tunnel that was opened.
Follow it down to a room. The north side of the room has a lift to take you up one level. On this
level, the buttons in the rooms on the east and west need to be pushed in order to open the door to
the lift in the south room. The room in the west also contains a chest with a blaster.
The lift leads up to a door that is locked -- you need the Colony Zod key to open it. Inside are lots of
devils, including Xenofex, whom you need to kill to complete quest 56 and quest 76. The chest in
the room contains another blaster.
Shoals
Travel
Monsters
Locations
1. Heroism Pedestal
2. Day of the Gods Pedestal
3. Chest at Shipwreck
o The chest contains the temple in a bottle. If used, it will take your party to a dungeon
area that maps the offices of the New World Computing development team. The
peasants walking around there are named with the names of the developers. A
detailed description of that area is not included in this solution.
4. The Lincoln
The Lincoln
The first thing you have to do is restore power to the ship or most of the doors won't function. From
the bay that you entered from, head southeast and east down the corridor to a lift that leads to the
engineering core. The power can be restored by clicking on the southern console by the core. There
is also a lift on the east side of the room to the upper level of engineering.
Return back to the main cargo bay and enter the small room to the east. There are four consoles
there, each of which will raise a storage bay. The third bay has a chest in it containing three blaster
rifles. Head out the south of the bay and push the button against the wall. You will rise up into a
cargo moving room. The chest in this room contains another blaster rifle. The northeast corner of
the room is a raised area that will teleport you to another cargo room. Go there and return, then head
out the door to the south.
That corridor leads to a large central room. Once the droids in this room are cleared, start exploring
the exits on this level in counter-clockwise order. The next exit south is a lift that is at the upper
level of this room. The door after this is a small conference room. The only exit on the east side of
the large room leads to a hallway.
If you follow the hallway north, you will arrive in the cargo moving room that you teleported into
earlier. Head south down the corridor exploring the side rooms. All of them are bedrooms except the
second door on the left. It is a lift that goes up to the upper level of the main room, and also has
another lift that takes you up to a prison area. The small room on the left as you enter the prison
area has three buttons that unlock the doors to this area. All of the cells are sealed with an invisible
force field and are empty. Return back down the lift and exit onto the second floor of the large
room.
Head south to a small storeroom on the east wall at the south end of the room. The chest here
contains more blasters and blaster rifles. Cross over to the west side of this room. The northern west
exit is the lift back to the first floor. The southern west exit leads to a weapons storeroom.
Exit the large room to the south. Those doors lead to the main bridge. Off the east is a small
conference room. In the middle of the upper level of the bridge is a console with a black starfield in
it. This console contains the Oscilation Overthuster that you need to complete quest 57 and quest
77. Once removed, the walls will start sparking electricity continuously. It is easiest to exit by Town
Portaling back.
Tables
Quests
All of the quests that appear in the game. If the quest text doesn't contain the entire where of the
solution, then more detail is printed here. For the most part, the solution to the quests is listed in the
location description for where the quest should be solved.
1. Return a red potion to the judge on Emerald Island.
o Note: You start the game with this quest.
o Reward: If quests 1-6 are all completed, you win Castle Harmondale.
2. Return a seashell to the judge on Emerald Island.
o Note: You start the game with this quest.
o To complete: Sally sells seashells on the northeast end of the island. There is also a
seashell in the building on the northwest end of the island.
o Reward: If quests 1-6 are all completed, you win Castle Harmondale.
3. Return a longbow to the judge on Emerald Island.
o Note: You start the game with this quest.
o To complete: There is a longbow in the Dragon's Cave.
o Reward: If quests 1-6 are all completed, you win Castle Harmondale.
4. Return a floor tile to the judge on Emerald Island.
o Note: You start the game with this quest.
o To complete: The floor tile is located in the Temple of the Moon.
o Reward: If quests 1-6 are all completed, you win Castle Harmondale.
5. Return a musical instrument to the judge on Emerald Island.
o Note: You start the game with this quest.
14. Rescue the Dwarves from the Red Dwarf Mines and return to the Dwarf King in Stone City
in Barrow Downs.
o To complete: The king will give you a potion. Click on all of the statues in the mines
to use the potion on them, which will turn them alive again.
o Reward: 5000gp and your castle is repaired. This makes available quest 32 and quest
33.
15. Kill all of the troglodytes underneath Stone City and return to Spark Burnkindle in Stone
City.
o Reward: 2500gp.
16. Destroy all the undead in the Haunted House in the Barrow Downs and return to Frederick
Org in Erathia.
o Reward: Knights are promoted to Cavaliers.
17. Kill Wromthrax the Heartless in his cave in Tatalia, then talk to Sir Charles Quixote.
o Note: Sir Charles Quixote joins your party when you receive this quest.
o Reward: Paladins are promoted to Crusaders.
18. Win a game of Arcomage in all thirteen taverns, then return to Gina Barns in Erathia.
o Note: The taverns are located in Harmondale, Barrow Downs, Stone City, Erathia,
Tatalia, Deyja, Tularean Forest, Avlee, Bracada Desert, Evenmorn Island, Mount
Nighon, The Pit, Celeste.
o Reward: 100,000gp and the artifacts Elfbane, Mind's Eye, Elven Chainmail, and
Forge Gauntlets.
19. Take Sealed Letter to Lord Markham in Lord Markham's Manor in Tatalia for collector
Norbert Thrush.
o Reward: Quest 22.
20. Go to Lord Markham's Estate in Tatalia, steal the vase there, and return it to William Lasker
in the Erathian Sewers.
o Reward: Thieves are promoted to Rogues. 5000gp.
21. Retrieve the three paintings and return them to Ferdinand Visconti in Tatalia.
o To complete: One of the paintings is in the Haunted Mansion, the other two are in
Castle Gryphonheart.
o Reward: 50000gp.
31. Retrieve Haldor's Remains from the Maze in Nighon and return them to Mazim Dusk in
Highon.
o Reward: 35000gp.
32. Retrieve plans from Fort Riverstride and return them to Eldrich Parson in Castle Navan in
the Tularean Forest.
o Reward: 5000gp.
33. Rescue Loren Steel from the Tularean Caves in the Tularean Forest and return him to Queen
Catherine.
o Reward: 5000gp.
34. Return the Loren Imposter to Queen Catherine in Castle Gryphonheart in Erathia.
o Reward: 5000gp (paid by King Parson).
35. Give false Fort Riverstride plans to Eldrich Parson in Castle Navan in the Tularean Forest.
o Reward: 5000gp (paid by Queen Catherine).
36. Retrieve Gryphonheart's Trumpet from the battle in the Tularean Forest and return it to
whichever side you choose.
o Note: You receive this quest when you enter the Tularean Forest at least 50 days
following the resolution of quest 32 and quest 33.
o Reward: 5000gp if returned to Castle Gryphonheart or Castle Navan; nothing if
returned to the Arbiter (but see also quest 37).
37. Choose a judge to succeed Judge Grey as Arbiter in Harmondale.
o Note: You receive this quest 50 days after quest 36 has been resolved.
o To complete: Talk to either Judge Fairweather in the Bracada Desert or Judge Sleen
in Deyja and take them to the Arbiter's House in Harmondale.
o Reward: If you select Judge Fairweather, you will finish the game on the path of
good. You will receive quest 38.
o Reward: If you select Judge Sleen, you will finish the game on the path of evil. You
will receive quest 58.
o Note: When the new Arbiter ends the war, the winner is decided by how quests 32
through 36. If you completed both quest 32 and quest 33, and returned the Trumpet
to the old Arbiter, then a new kingdom of Harmondale will be formed with you in
charge. Otherwise, whichever side benefited most from your actions will win the war
and take control of Harmondale.
Good Path
1
Enter Celeste from the grand teleporter in the Bracada Desert, then talk to Gavin Mangus in
Castle Lambent in Celeste.
o Reward: Quest 39.
Complete the Walls of Mist without killing a single opponent and return to Gavin Mangus in
Castle Lambent in Celeste.
o Reward: Light Guild Membership, and your castle is upgraded.
Retrieve the Altar Piece from the Temple of Light in Celeste and the Temple of Dark in The
Pit and return them to Resurrectra in Castle Lambent in Celeste.
o Notes: Resurrectra isn't in Castle Lambent, but in her house in Celeste.
o Reward: None.
Investigate the Wine Cellar in Tatalia and return to Crag Hack in Castle Lambent in Celeste.
o Notes: Crag Hack isn't in Castle Lambent, but in his house in Celeste.
o Reward: 20000gp.
Retrieve the case of Soul Jars from Castle Gloaming in The Pit and return to Sir Caneghem
in Celeste.
o Reward: None.
Purify the Altar of Evil in the Temple of the Moon on Evenmorn Island then return to
Rebecca Devine in Celeste.
o Reward: 10000gp and Priests are promoted to Priests of the Light.
Retrieve the Season's Stole from the Hall of the Pit and return it to Gary Zimm in the
Bracada Desert.
o Reward: 7500gp.
Win five arena challenges then return to Leda Rowan in the Bracada Desert.
o Notes: You must win at Knight difficulty level.
o To complete: The lower your lever, the easier the Arena battles are. The best time to
get the wins is right at the start of the game when you have to kill a few goblins in
the arena, rather than when you're 50th level and you have to kill titans, dragons, and
behemoths.
o Reward: Cavaliers are promoted to Champions.
Calm the trees in the Tularean Forest by speaking to the Oldest Tree then return to Lysander
Sweet in the Bracada Desert.
o To complete: When you talk to the Oldest Tree, he will tell you that the people that
stole the Heart of the Wood are in the Mercenary Giuld in Tatalia.
o Reward: Hunters are promoted to Ranger Lords.
10 Find the book of Divine Intervention in the Breeding Zone in The Pit and return it to
Thomas Grey in the School of Sorcery.
o Reward: 10000gp, the Divine Intervention spellbook, Wizards are promoted to
Archmages, and the ability to buy spellbooks and scrolls of Divine Intervention in
guilds and magic shops.
11 Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and return it to Lawrence
Mark in Harmondale.
o Reward: The Perfect Bow and Warrior Mages are promoted to Master Archers.
12 Go to the Temple of Baa in Avlee and kill the High Priest of Baa, then return to
Bartholemew Hume in Harmondale.
o Reward: 7500gp and Initiates are promoted to Masters.
13 Retrieve the bones of the dwarf king from tunnels between Stone City and Nighon and place
them in their proper resting place in the Barrow Downs, then return to Anthony Green in
Tularean Forest.
o Reward: Great Druids are promoted to Arch Druids.
14 Rescue Alice Hargreaves from William's Tower in the Deyja Moors, then talk to Sir Charles
Quixote.
o Reward: Crusaders are promoted to Heroes.
15 Go to Watchtower 6 in the Deyja Moors, and move the weight from the top of the tower to
the bottom of the tower. Then return to William Lasker in the Erathian Sewers.
o Reward: 15000gp and Rogues are promoted to Spies.
16 Go to the Mercenary Guild and talk to Tatalia and talk to Niles Stantly within two weeks.
o Notes: You get this quest when you return to Harmondale 50 days after you complete
quest 37 if you took the fire wand from Mr. Malwick in Emerald Island.
o Notes: If you don't show up at the Guild, then goblins and mercenaries will attack
Harmondale and your castle.
o Reward: Quest 54.
17 Steal the Tapestry from your associate's Castle and return it to Niles Stantley in the
Mercenary Guild in Tatalia.
o Notes: Doing this will make everyone in Castle Lambent hostile towards your party.
o Notes: You have one month to complete this quest. Failure means goblins and
mercenaries will attack Harmondale and your castle.
o Reward: None
18 Assassinate Toberti in his house in The Pit and return his control cube to Rober the Wise in
Celeste.
o Reward: Blaster skill and enable quest 56.
19 Go to Colony Zod in the Land of the Giants and slay Xenofex, then return to Resurectra in
Castle Lambent in Celeste.
o Reward: Quest 57.
20 Go to the Lincoln in the sea west of Avlee and retrieve the Oscillation Overthruster and
return it to Resurectra in Celeste.
o Reward: You win the game.
Evil Path
1
Enter The Pit from the Hall of the Pit in the Deyja Moors, then talk to Archibald in Castle
Gloaming in The Pit.
o Reward: Quest 59.
Destroy the Magical Defenses inside Clanker's Laboratory and return to Dark Shade in The
Pit.
o Reward: None.
Retrieve the case of soul jars from the warlocks in Thunderfist Mountain and bring them to
Maximus in The Pit.
o Reward: None.
Retrieve the Altar Piece from the Temple of Light in Celeste and the Temple of Dark in The
Pit and return them to Kastore in The Pit.
o Reward: None.
Retrieve the lich jars from the Proving Grounds in Celeste and bring them back to Halfgild
Wynac in The Pit.
o Reward: 7500gp and all Wizards are promoted to Liches.
o Notes: Liches are completely immune to Mind and Body magic. If you lose the filled
soul jar, your health slowly deteriorates until you die.
Crack the code in the School of Sorcery in the Bracada Desert to reveal the location of the
Tomb of Ashwar Nog'Nogoth. Discover the tomb's location, enter it, and then return it to
Stephen Sand in The Pit.
o Reward: Initiates are promoted to Ninjas.
Deface the Altar of Good in the Temple of the Sun on Evenmorn Island, then return to
Daedalus Falk in the Deyja Moors.
o Reward: 10000gp and Priests are promoted to Priests of the Dark.
Go to the Celestial Court in Celeste and kill Lady Elenor Carmine. Return with proof to
Seknit Undershadow in the Deyja Moors.
o Notes: The proof required is Lady Carmine's Dagger which can be found on her
corpse.
o Reward: 15000gp and Rogues are promoted to Assassins.
10 Capture Alice Hargreaves from her residence in Castle Gryphonheart and return her to
William Setag's Tower in the Deyja Moors.
o Reward: 10000gp and Crusaders are promoted to Villians.
11 Raid the Elven Treasury at Castle Navan in the Tularean Forest and return to Frederick Org
in Erathia.
o Reward: Cavaliers are promoted to Black Knights.
12 Collect 10,000 gold worth of bounties from the Bounty Hunts in the town halls, then return
to Ebednezer Sower in the Tularean Forest.
o Reward: Hunters are promoted to Bounty Hunters.
13 Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and return it to Steagal Snick
in Avlee.
o Reward: The Perfect Bow and Warrior Mages are promoted to Snipers.
14 Retrieve the Dragon Egg from the Dragon's Cave in the Land of the Giants and return it to
Tor Anwyn in Mount Nighon.
Skills
Where skills can be learned: (Note that the table may miss some locations near the end of the game,
as the game doesn't offer to teach you skills you already know.)
Skill
Axe
Blaster
Bow
Dagger
Business
300
Emerald Island
475
Erathia
500
Celeste
1000
The Pit
1000
Celeste
Quest 55
Tolberti
The Pit
Quest 75
Emerald Island
475
Tularean Forest
500
Avlee
750
Celeste
1000
The Pit
1000
Harmondale
450
Castle Harmondale
500
Erathia
500
Mount Nighon
712
Celeste
1000
The Pit
1000
Stone City
300
Harmondale
450
Tularean Forest
500
Avlee
750
Emerald Island
475
Mount Nighon
712
Celeste
1000
The Pit
1000
Harmondale
450
Emerald Island
475
Castle Harmondale
500
Erathia
500
Celeste
1000
The Pit
1000
Harmondale
450
Stone City
450
Emerald Island
475
Castle Harmondale
500
Avlee
750
Weapon Store
Weapon Store
Weapon Store
Weapon Store
Spear
Weapon Store
Sword
Unarmed
Cost
Stone City
Mace
Staff
Location
Weapon Store
Weapon Store
Temple
Leather
Chain
Plate
Shield
Armory
Armory
Armory
Armory
Bracada Desert
750
Deyja
750
Erathia
750
Tatalia
750
Tularean Forest
750
Celeste
1000
The Pit
1000
Mount Nighon
1187
Harmondale
450
Emerald Island
475
Castle Harmondale
500
Erathia
500
Tularean Forest
500
Mount Nighon
712
Avlee
750
Tatalia
750
Celeste
1000
The Pit
1000
Stone City
300
Harmondale
450
Castle Harmondale
500
Erathia
500
Tularean Forest
500
Avlee
750
Tatalia
750
Celeste
1000
The Pit
1000
Stone City
300
Erathia
500
Avlee
750
Celeste
1000
The Pit
1000
Harmondale
450
Emerald Island
475
Tatalia
750
Celeste
1000
The Pit
1000
Dodge
Air
Earth
Fire
Water
Body
Mind
Harmondale
450
Stone City
450
Emerald Island
475
Castle Harmondale
500
Avlee
750
Bracada Desert
750
Deyja
750
Erathia
750
Tatalia
750
Tularean Forest
750
Celeste
1000
The Pit
1000
Mount Nighon
1187
Emerald Island
950
Harmondale
1350
Tularean Forest
2000
Celeste
2500
Harmondale
900
Stone City
1200
Tularean Forest
1500
The Pit
2500
Emerald Island
950
Harmondale
1350
Tularean Forest
2000
Mount Nighon
2375
Harmondale
900
Tularean Forest
1500
Bracada Desert
2000
Evenmorn Island
2500
Emerald Island
950
Harmondale
1350
Erathia
2000
Avlee
2500
Harmondale
900
Erathia
1500
Tatalia
2000
Avlee
2500
Temple
Spirit
Light
Dark
Alchemy
Armsmaster
Body Building
Emerald Island
950
Harmondale
1350
Dejya
2000
Erathia
2500
Guild of Illumination
Bracada Desert
2000
Guild of Enlightenment
Celeste
2500
Guild of Twilight
Deyja
2000
Guild of Night
The Pit
2500
Stone City
300
Harmondale
450
Emerald Island
475
Castle Harmondale
500
Erathia
500
Tularean Forest
500
Bracada Desert
750
Deyja
750
Celeste
1000
The Pit
1000
Harmondale
450
Stone City
450
Emerald Island
475
Erathia
500
Tularean Forest
500
Celeste
750
The Pit
750
Avlee
1000
Tatalia
1000
Mount Nighon
1187
Harmondale
450
Stone City
450
Emerald Island
475
Erathia
500
Tularean Forest
500
Celeste
750
The Pit
750
Avlee
1000
Tatalia
1000
Alchemist
Training Hall
Training Hall
Disarm Traps
ID Item
ID Monster
Learning
Mount Nighon
1187
Harmondale
450
Stone City
450
Emerald Island
475
Barrow Downs
500
Bracada Desert
500
Deyja
500
Erathia
500
Evenmorn Island
500
Tularean Forest
500
Avlee
750
Celeste
750
Tatalia
750
The Pit
750
Mount Nighon
950
Harmondale
450
Stone City
450
Emerald Island
475
Erathia
500
Tularean Forest
500
Mount Nighon
712
Bracada Desert
750
Deyja
750
Celeste
1000
The Pit
750
Stone City
300
Harmondale
450
Emerald Island
475
Castle Harmondale
500
Erathia
500
Tularean Forest
500
Bracada Desert
750
Deyja
750
Celeste
1000
The Pit
750
Harmondale
900
Harmondale
900
Emerald Island
950
Inn
Magic Store
Alchemist
Meditation
Merchant
Emerald Island
950
Stone City
1200
Harmondale
1350
Harmondale
1350
Tularean Forest
1500
Tularean Forest
1500
Tularean Forest
2000
Tularean Forest
2000
Bracada Desert
2000
Mount Nighon
2375
Celeste
2500
The Pit
2500
Evenmorn Island
2500
Harmondale
900
Emerald Island
950
Emerald Island
950
Harmondale
1350
Harmondale
1350
Erathia
1500
Erathia
2000
Tatalia
2000
Deyja
2000
Avlee
2500
Avlee
2500
Erathia
2500
Harmondale
450
Stone City
450
Emerald Island
475
Castle Harmondale
500
Avlee
750
Bracada Desert
750
Deyja
750
Erathia
750
Tatalia
750
Tularean Forest
750
Celeste
1000
The Pit
1000
Mount Nighon
1187
Temple
Perception
Repair Item
Stealing
Inn
Magic Store
Inn
Harmondale
450
Stone City
450
Emerald Island
475
Barrow Downs
500
Bracada Desert
500
Deyja
500
Erathia
500
Evenmorn Island
500
Tularean Forest
500
Avlee
750
Celeste
750
Tatalia
750
The Pit
750
Mount Nighon
950
Harmondale
450
Stone City
450
Emerald Island
475
Erathia
500
Tularean Forest
500
Mount Nighon
712
Bracada Desert
750
Deyja
750
Celeste
1000
The Pit
1000
Harmondale
450
Stone City
450
Emerald Island
475
Barrow Downs
500
Bracada Desert
500
Deyja
500
Erathia
500
Evenmorn Island
500
Tularean Forest
500
Avlee
750
Celeste
750
Tatalia
750
The Pit
750
Mount Nighon
950
Skill
Axe
2000
Wort
Goblinreaver
(Avlee)
2000
Master Trainer
(Location)
Dalin Keenedge
(Stone City)
Fee
(gp)
5000
Bow
Dagger
Smiling Jack
2000
(Bracada Desert)
Aznog Slasher
(Mount Nighon)
Mortie Ottin
2000
(Tularean Forest)
Staff
Aldrin Tamloc
(Stone City)
2000
Norbert Harvest
(Erathia)
2000
Unarmed
5000
5000
Cardrick the
Steady
(Harmondale)
8000
William Lasker
8000
(Erathian Sewers)
Tonken Fist
(Tatalia)
8000
Brother Rothham
(Tatalia)
5000
Patwin Felburn
(Deyja)
8000
Karin Greydown
2000 Claderin
(Tatalia)
Silverpoint
Cassandra Holden
2000 (Tularean Forest)
(Avlee)
5000
Seline Falconeye
(Stone City)
8000
5000
Jillian Mithrit
(Avlee)
8000
Tugar Slicer
(Deyja)
5000
Chadrick
Townsaver
(Harmondale)
8000
5000
Norris
8000
Tom
Withersmythe
(Harmondale)
2000
Garic Hawthorne
2000
(Mount Nighon)
Sword
Kastore
0
(Castle Gloaming)
Wil Rudyman
2000 Lanshee
(Bracada Desert)
Ravensight
Jaycin Suretraail
2000 (Mount Nighon)
(Tularean Forest)
Spear
Fee
(gp)
Karn Stonecleaver
8000
(Tatalia)
Resurectra
(Castle Lambent)
Blaster
Mace
Grandmaster
Trainer
(Location)
Elsie Penderton
(Bracada Desert)
Payge Ravenhill
(Erathia)
2000
Flynn Arin
(Tatalia)
2000
Kira Steeleye
(Harmondale)
Brawler
Puddle Stone
2000 (Evenmorn Island)
(Bracada Desert)
Leather
Chain
Douglass Iverson
1000
(Harmondale)
Rabida Nedlon
(Mount Nighon)
Mikel Deerhunter
1000
(Avlee)
Tricia Steelcoif
(Tatalia)
Gilad Bith
(Tularean Forest)
1000 Medwari
Dragontracker
1000 (Avlee)
(Erathia)
10 Dodge
3000
7000
3000
Halian Nevermore
7000
(Deyja)
3000
Plate
Critias Burnkindle
1000 Dekian
(Stone City)
Forgewright
Weldik Lotts
1000 (Erathia)
(Tatalia)
Shield
Randel Wolverton
Isram Gallowswell
1000
3000
(Erathia)
(Tatalia)
Dodge
Air
Earth
Fire
Water
Body
Sheldon Mist
(Harmondale)
2000
Spyder
2000
(Bracada Desert)
Kyra Stormeye
(Tatalia)
1000
Sethrik Windsong
1000
(Tularean Forest)
Johanson Kern
(Harmondale)
1000
Jasper Welman
(Stone City)
1000
Lisha Redding
(Tatalia)
1000
1000
Herald Whitecap
1000
(Tularean Forest)
Kenneth Wain
(Erathia)
8000
10
Unarmed
Rislyn Greenstorm
4000
(Avlee)
Gayle
(Bracada Desert)
8000
Lara Stonewright
(Tularean Forest)
4000
Avalanche
(Deyja)
8000
4000
Blayze
(Erathia)
8000
Torrent
(Harmondale)
8000
Tobern Rainshield
4000
(Mount Nighon)
Straton Hillsman
Brother Bombah
1000
(Harmondale)
(Tatalia)
Tristen
Hearthswarm
1000
Fedwin Smithson
7000
(Evenmorn Island)
Oberic Crane
5000
(Evenmorn Island)
Ashen Temper
Kindle
(Harmondale)
Treasurestone
1000
(Tularean Forest)
Karla Ravenhair
(Avlee)
7000
4000
Tempus
(Avlee)
8000
(Erathia)
Mind
Xavier Bremen
(Tatalia)
8000
Spirit
Bertram Stillwater
1000
(Harmondale)
Heather
Dreamwright
Solomon
Riverstone
1000 (Erathia)
(Tatalia)
4000
Benjamin the
Balanced
(Tularean Forest)
8000
Light
Ethan Lightsworn
Helena Morningstar
2000
5000
(Bracada Desert)
(Celeste)
Gavin Mangus
(Castle Lambent)
8000
Dark
Jasp the
Nightcrawler
(Deyja)
Alchemy
Bryce Watershed
500 Elzbert
(Bracada Desert)
Witherspoon
Edgar Willowbark
500 (Mount Nighon)
(Tularean Forest)
Armsmaster
Body
Building
2000
Trent Steele
(Tatalia)
2000
Edgar Botham
(Deyja)
2000
Trip Thorinson
(Stone City)
500
Kelli Hollyfield
500
(Bracada Desert)
Seth Darkenmore
(The Pit)
5000
Archibald Ironfist
8000
(Castle Gloaming)
Kastore
8000
(Castle Gloaming)
2500
Lucid Apple
(Avlee)
6000
Paula Brightspear
(Avlee)
5000
8000
Wanda Foestryke
(Deyja)
2500
50
Endr
Evandor Thomas
(Mount Nighon)
6000
50 Endr
2500
Silk Quicktongue
(Mount Nighon)
6000
2500
Payge Blueswan
(Tularean Forest)
6000
2500
6000
William Lasker
500
(Erathian Sewers)
Taran the Lifter
Disarm Trap (Tatalia)
Gretchin
Fiddlebown
500
(Tularean Forest)
ID Item
ID Monster
Fenton Krewlen
(Harmondale)
500
500
Samuel Benson
(Bracada Desert)
Alton Black
500
(Tularean Forest)
Jeni Swiftfoot
(Avlee)
Christie Nosewirt
500
(Mount Nighon)
Learning
Isaac Applebee
2000
(Bracada Desert)
Dorothy Senjac
(Mount Nighon)
Agatha Putnam
2000
(Deyja)
Meditation
Barbara Wiseman
500
(Deyja)
Tessa Greensward
(Bracada Desert)
Stuart Whitesky
500
(Mount Nighon
2500
Jobber Thain
(Stone City)
2000
Gregory Weider
(Harmondale)
500
Kethric Otterton
(Avlee)
500
Shane Thomas
(Harmondale)
500
Balan Gizmo
(Stone City)
500
Kaine
(Avlee)
6000
Merchant
Perception
Repair Item
Garet Dotes
(Tularean Forest)
2500
Petra Cleareye
(Deyja)
6000
Thomas More
(Tatalia)
2500
6000
Leane
500 Shadowrunner
(Deyja)
2500
Everil Nightwalker
6000
(Tatalia)
William Lasker
500
(Erathian Sewers)
Stealing
Peryn
Lightfingers
(Harmondale)
Promotions
This table is just a cross-reference to make it easier to find out who and where the various
promotion quests are being offered.
Class
Basic Promotion
(Location)
Quest
Good Promotion
(Location)
Quest
Evil Promotion
(Location)
Quest
Archer
Stegal Snick
(Avlee)
23
Lawrence Mark
(Harmondale)
48
Stegal Snick
(Avlee)
70
Cleric
Deadalus Falk
(Deyja)
30
Rebecca Devine
(Celeste)
43
Daedalus Falk
(Deyja)
65
Druid
Anthony Green
(Tularean Forest)
28
Anthony Green
(Tularean Forest)
50
Tor Anwyn
(Mount Nighon)
71
Knight
Frederick Org
(Erathia)
16
Leda Rowan
(Bracada Desert)
45
Frederick Org
(Erathia)
68
Monk
Bartholemew Hume
13
(Harmondale)
Bartholemew Hume
49
(Harmondale)
Stephen Sand
(The Pit)
64
Paladin
William Setag
(Deyja)
67
Ranger
Ebednezer Sower
(Tularean Forest)
26
Lysander Sweet
(Bracada Desert)
46
Ebednezer Sower
(Tularean Forest)
69
Sorcerer
Thomas Grey
(School of Sorcery)
24
Thomas Grey
(School of Sorcery)
47
Hafgild Wynac
(The Pit)
63
Thief
William Lasker
(Erathian Sewers)
20
William Lasker
(Erathian Sewers)
52
Seknit Undershadow
66
(Deyja)
Arbiter
The Arbiter will give you advice as to what you should do next in the game. These hints are listed
below.
If there is one piece of advise I could give you, it would be to fix your castle. I don't know
how you're going to find the gold and workers to do it, as only wealthy nobles and kings can
afford such large scale projects. I suppose it's the old chicken and egg question... you must
appear noble to gain wealth and respect, but you must have wealth and respect in order to
appear noble.
In any event, if you expect to be lords of Harmondale for more than a few months, you need
a way to prove you're not just lucky peasants. You must prove that you're fit to rule.
Once again, the Human kingdom of Erathia and the Elvish kingdom of Harmondale are
fighting. As the local judge, it has fallen to me to patch up their differences and bring the
two sides to the negotiating table. The two sides are so evenly matched that either could
prevail. [The judge leans closer to you, lowering his voice.] And I'll tell you something else
-- I don't much care anymore who wins. They are like children fighting over a toy. Niether
really wants Harmondale -- they just want to deny it to the other.
So, you're on your own. Whatever actions you take now in support of one side or another
could really make a difference. Just remember that they couldn't possibly care less what
happens to you or who rules in Harmondale. Protect yourselves and your people first. We
didn't have this conversation.
Good Path
First, you need to speak to Gavin Magnus in Celeste and complete his training. After you
have proven your ability and loyalty you will learn more about your role in the future of
Erathia.
Each of Gavin's advisors has a task for you. Talk to Resurectra, Sir Caneghem, and Crag
Hack for more information. Do not fail in these missions- in them rests the balance of the
future.
Robert the Wise has a regrettable, but necessary, mission for you to complete. For any of our
plans to continue, this mission must succeed. Prepare most carefully for the task, or you
invite certain failure.
The Kreegan, the Devils, and their leader Xenofex must be destroyed completely for the
plan to have any long-term benefit. You will find their 'hive' in the Land of the Giants.
To the west of Avlee lies the craft that Resurectra and her associates used to come to Erathia.
Visit the ship and retrieve the Oscillation Overthruster to insure our victory. Make sure to be
properly outfitted for the journey.
Bring the Oscillation Overthruster back to Resurectra immediately! Every moment wastes
valuable time!
Evil Path
Your first order of business is to talk to Lord Ironfist and complete his 'mission.' Once your
ability and loyalty are proven, you will be allowed to help in more interesting ways.
Each of the advisors or Lord Ironfist has a task for you, complete each one. Talk to Kastore,
Dark Shade, and Maaximus for more information. The completion of these takss is vital for
our future.
Tolberti has a mission of great importance. Everything we've staked so far rests on its
completion. Prepare well for his task or you will certainly fail.
Xenofex and the rest of the Kreegan must be put down; go to their 'hive' in the Land of the
Giants and put a stop to Xenofex and his minions once and for all.
You will need to visit the craft that brought Kastore and his men to Erathia to continue. Go
west of Avlee, and make sure to be properly outfitted.
Bring the Oscillation Overthruster back to Kastore with all possible speed! Every moment
you dally allows a chance for failure!
Obelisks
This is a list of all of the messages that you find on the Obelisks. Note that they spell out their
message when you read vertically down the column.
1. pohuwwba
2. ininhil_
3. redditoh
4. a_eetcoa
5. ts_rehmu
6. eut__i_n
7. srhtfnut
8. _vehlgpe
9. fi_eo_od
10. ivg_whn_
11. veoseo_l
12. e_laru_a
13. __dn_r_n
14. ___d___d
When read vertically, they reveal the following message:
Pirates five, one survive
Hide the gold under the sand
White flower, witching hour
Bloom upon a haunted land
The flower can be found in Evenmorn Island in the circle of stones and appears only from midnight
to 1am.
Trading
There are six different individuals scattered around the game that offer to buy and sell commodities.
Here is a list of where each one of them is located and how much they will pay.
Commodity
Seller
Location
Cost
Buyer
Location
Cost
Tularean
Forest
200 Rydric
Harmondale
237
Arrowheads
Rydric
Harmondale
Erathia
286
Griffin
Feathers
Pip Hillier
Erathia
Tularean
Forest
244
Enrothian
Wine
Infernon
Avlee
2000
Calindra
Goldensight
Tatalia
3000
Sand
Calindra
Goldensight
Tatalia
Barrow
Downs
3000
Glass Bottles
Arvin Beneclowd
Barrow
Downs
2000 Infernon
Avlee
3000
Items
All of the items in the game are listed here, along with their base stats and value. The value
determines the buy and sell price, although this is adjusted by the store's "markup" value, and your
Merchant skill.
Items are sorted by the skill that you need to use them with; weapons (Ancient, Axe, Bow, etc);
armor (leather, chain, plate, sheields); then all miscellaneous equipable items, and then all other
items.
Enchantments on an item add the value of the enchantment to the item. If there is an "X" in the
effect of an enchantment, then the value is "per X". Eg, an item "of Charm" has a listed value of
100. Its effect is "+X to Personality", so the value increases by 100gp per point of Personality that it
adds.
Item
Dmg/AC Value
Enchantments
Effect
Value
Blaster
3d5+8
100
Blaster Rifle
5d5+12
of Alchemy
+X to Alchemy skill
100
of Arms
+X to Armsmaster skill
100
+X to Body Resistance
100
Crude Axe
4d2+0
30
Battle Axe
4d2+2
100
of Body
Resistance
Dwarven Axe
4d2+5
250
of Charm
+X to Personality
100
Steel Axe
4d2+8
400
of Defense
+X to Armor Class
100
Minotaur Axe
4d2+11
550
of Disarming
+X to Disarm skill
100
of Dodging
+X to Dodge skill
100
of Earth
Resistance
+X to Earth Resistance
100
Poleaxe
3d7
225
450
Headsman's
Poleaxe
900
3d7+9
100
of the Fist
+X to Unarmed skill
100
of Health
+X to Hit Points
100
Crossbow
4d2+0
50
of Items
+X to ID Item skill
100
Heavy Crossbow
4d2+3
200
of Luck
+X to Luck
100
Ideal Crossbow
4d2+7
400
of Magic
+X to Spell Points
100
of Might
+X to Might
100
Crude Bow
5d2+0
100
Longbow
5d2+2
200
of Mind
Resistance
+X to Mind Resistance
100
Elven Longbow
5d2+4
300
of Monsters
+X to ID Monster skill
100
Composite Bow
5d2+6
400
of Precision
+X to Accuracy
100
Griffin Bow
5d2+8
500
of Speed
+X to Speed
100
of Stealing
+X to Stealing skill
100
Dagger
2d2+0
of Thought
+X to Intellect
100
Dwarven Dagger
2d2+2
100
of Vigor
+X to Endurance
100
150
250
of Water
Resistance
+X to Water Resistance
100
Mage Dagger
300
of Recovery
200
of Alarms
Immune to sleep
500
of Cold
500
of Fire
500
of Force
500
of Poison
500
Rogues'
500
of Sparks
500
Warriors'
500
Wizards'
500
2d2+6
Long Dagger
2d3+0
15
Erathian Long
Dagger
2d3+4
200
Exquisite Long
Dagger
2d3+7
350
Club
1d3+0
Spiked Club
1d3+3
40
Steel Club
1d3+5
100
Restrictions on who can use certain artifacts are listed in bold in the Abilities column.
Artifact Name Item Type Damg/AC Value
Abilities
Amuck
Poleaxe
3d7+11
30000
Ania Selving
Bow
4d2+9
30000
Charele
Spear
3d9+18
20000
Cloak of the
Sheep
Cloak
10
15000
Corsair
Cutlass
2d4+13
20000
Elfbane
2H Sword
4d6+12
15000
15000
Ethric's Staff
Staff
30000
Faerie Ring
Ring
2500
Of Air Magic
15000
2500
Of Spirit Magic
2d4+9
10
Ghost Ring
Ring
Ghoulsbane
Spear
1d9+15
20000
Gibbet
Halbard
3d6+12
20000
Glory Shield
Shield
24
30000
Grognar's
Cutlass
Cutlass
3d4+6
Elf
Slaying
Governor's
Armor
Chain Mail 36
20000
Hands of the
Master
Gauntlets
12
20000
30
30000
20
15000
15000
Hero's Belt
Belt
Iron Feather
2H Sword
4d5+10
20000
Justice
Mace
2d4+14
30000
Kelebrium
Shield
20
30000
2d2+4
1500
Dagger
Lady's Escort
Ring
Lieutenant's
Cutlass
Cutlass
Mash
Club
15000
3d5+10
1500
30000
1d3+15
5000
Immunity to petrification
Hammer
2d5+13
30000
Mind's Eye
Helm
10
15000
4d3+12
2500
+25 Might
Moon Cloak
Cloak
11
2500
Of Dark Magic
Old Nick
Dagger
2d2+8
30000
5d2+12
4000
Hat
30000
Puck
Longsword 3d3+14
20000
Ruler's Ring
Ring
20000
Scholar's Cap
Helm
30000
Seven League
Boots
Boots
15
20000
12
2000
Splitter
Axe
4d2+11
20000
Sun Cloak
Cloak
11
2500
Of Light Magic
14
30000
30000
Titan's Belt
Belt
Twilight
Cloak
13
30000
Ullyses
Bow
5d2+10
20000
2500
Villain's Blade
Sword
3d4+12
2000
Vampiric
Wallace
Broadsword 3d4+12
20000
Yoruba
Plate Armor 60
20000
Zorkarr's Axe
Poleaxe
2500
Of Earth Magic
Potions
3d7+13
Potions in Might and Magic VI are created by mixing two herbs or existing potions together. While
the simpler potions are very weak, and mostly useless in the game except at the very beginning; the
more potent potions are well worth mixing.
Potion
Color
Effect
Ingredients
Catalyst
Grey
Empty Bottle
Catalyst
Grey
Empty Bottle
Catalyst
Grey
Catalyst
Grey
Catalyst
Grey
Philosopher's
Stone
Empty Bottle
Poppysnaps
Empty Bottle
Fae Dust
Empty Bottle
Sulfur
Empty Bottle
Garnet
Empty Bottle
Vial of Devil
Ichor
Empty Bottle
Widoweeps
Berries
Empty Bottle
Cure Woulds
Red
Crushed Rose
Petals
Empty Bottle
Cure Woulds
Red
Vial of Troll
Blood
Empty Bottle
Cure Woulds
Red
Ruby
Empty Bottle
Cure Woulds
Red
Dragon's Eye
Empty Bottle
Phirna Root
Empty Bottle
Meteorite
Fragment
Empty Bottle
Harpy Feather
Empty Bottle
Moonstone
Empty Bottle
Awaken
Green
Cures Sleep.
Yellow
Blue
Cure Disease
Orange
Cures Disease.
Red
Yellow
Cure Poison
Purple
Cures Poison.
Red
Blue
Bless
Red/Green
Red
Green
Orange
Green
Green
Yellow/Green
Vial of Ooze
Endoplasm
Empty Bottle
Empty Bottle
Haste
Red/Orange
Red
Orange
Heroism
Red/Purple
Red
Purple
Preservation
Blue/Orange
Blue
Blue
Removes a curse.
Green
Purple
Orange
Purple
Remove Fear
Shield
Blue/Purple
Blue
Purple
Stoneskin
Yellow/Orange
Orange
Yellow
Water
Breathing
Yellow/Purple
Purple
Accuracy
Boost
White
Orange/Yellow
Blue/Purple
Body
Resistance
Orange/Yellow
Green/Blue
Orange
Yellow/Green
Green
Orange/Yellow
White
Cures paralysis.
Divine Cure
Heals 5*power HP
Red/Orange
Orange/Yellow
Restores 5*power SP
Yellow/Green
Green/Blue
Divine
Restoration
Red/Orange
Cures all conditions except
Red/Purple
death, stone, and erradication.
Blue/Purple
White
White
Green/Blue
Yellow/Green
Orange/Yellow
White
Red/Purple
Orange/Yellow
White
Purple
Blue/Purple
Red/Orange
Yellow/Green
Flaming
Potion
Green
Red/Orange
Purple
Orange/Yellow
Earth
Resistance
Endurance
Boost
White
Freezing
Potion
White
Blue/Purple
Red/Purple
Yellow/Green
Luck Boost
White
Red/Purple
Blue/Purple
Might Boost
White
Purple
Red/Purple
Mind
Resistance
White
Red/Purple
Green/Blue
Noxious
Potion
Orange
Green/Blue
White
Purple
Yellow/Green
Personality
Boost
White
Green
Green/Blue
Speed Boost
White
Orange
Red/Orange
Shocking
Potion
Orange
Red/Purple
White
Purple
Red/Orange
Blue/Purple
White
Green
Swift Potion
Purple
Green/Blue
White
Yellow/Green
Blue/Purple
Green
Accuracy Boost
Pure
Endurance
Black
Green
Endurance
Boost
Pure Intellect
Black
Intellect Boost
Pure Luck
Black
Orange/Yellow
Swift Potion
Pure Might
Black
Orange
Might Boost
Pure
Personality
Black
Purple
Personality
Boost
Pure Speed
Black
Purple
Speed Boost
Rejuvenation
Black
Red/Green
Divine
Restoration
Water
Resistance
Orange/Blue
Divine
Restoration
Yellow/Purple
Divine
Restoration
Flaming Potion
Cures petrification.
Cure Paralysis
Red/Purple
Monsters
This table of information about monsters was gleaned from an internal data structure in the game.
Any extra abilities that an attack can have are listed in bold in the attacks column. The attacks are
listed by the type of damage that they do: If a "-R" follows the attack type, it means that the attack
is a ranged attack. For spells, if an "E" follows the skill level, it means that the spell is cast at Expert
level of ability, "M" for Master, "G" for Grandmaster. "Imm" means "immune".
In the game, creatures always come in a set of about three types. This table is sorted by the
"common name" of the group. When it is unclear what the common name is, I used the name of the
weakest member of the group. Sometimes the abilities of a particular monster type will vary. That is
why there are some duplicate entries in the table. Many "named" creatures are also just ordinary
monster types with a special name.
Resistances
Name
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Air-R
(3D6+0)
Sparks (4E) 10
Im
Im Im Im
10 10
5
m
m m m
10
114 12 0
Air-R
(5D6+0)
Sparks
(8M)
Lightning
Bolt (8M)
Im
Im Im Im
15 15
5
m
m m m
15
Air
207 14 0
Elemental
Air-R
(8D6+0)
Sparks
(12G)
Im
Im Im Im
20
20 20
5
Lightning
m
m m m
Bolt (12G)
20
Tempest
Cyclone
Angel
73
10 0
15
Light Bolt
Phys
(8M)
Im
180 25 1200
20 20 20 20 30 15 30
10 20
(2D8+10) Dispel
m
Magic (8M)
Light Bolt
(12M)
Phys
Angel Lord 400 35 3000
Day of
(2D8+15)
Protection
(12M)
30 30 30 30 40 15 40
Im
10 20
m
Light Bolt
(16G)
Phys
Archangel 700 45 5600
Hour of
(2D8+20)
Power
(16G)
40 40 40 40 50 15 50
Im
10 20
m
35
Phys-R
(2D6+2)
14 171
Fire
(3D6+2)
Shield (4)
10 10 10 0
93
Phys-R
(3D6+3)
16 551
Fire
(4D6+3)
Lightning
Bolt (4E) 10 10 10 10 10 10 15 0
Shield (8E)
10
93
Phys-R
(3D6+3)
16 551
Fire
(4D6+3)
Lightning
Bolt (4E) 10 10 10 10 15 10 15 0
Shield (8E)
10
93
Phys-R
(3D6+3)
16 551
Fire
(4D6+3)
Lightning
Bolt (4E) 10 10 10 10 10 10 15 0
Shield (8E)
10
Bowman
93
Phys-R
(3D6+3)
16 551
Fire
(4D6+3)
Lightning
Bolt (4E) 10 10 10 10 15 10 15 0
Shield (8E)
10
Elite
Archer
Phys-R
(3D7+3)
171 22 1131
Fire
(4D7+3)
Lightning
Bolt (8M)
Shield
(12M)
15
Archer
Archer
Archer
Bowman
15 15 15 15 20 10 20 0
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Phys
(1D3+0)
Disease
Inferno Bat 35
Phys
(2D3+2)
10 171 Fire-R
(3D2+0)
Disease
Vampire
Bat
Phys
(1D3+2)
Disease
Name
Giant Bat
HP
9
21
A
C
XP
39
96
Attacks
Young
337 35 2475 Phys
Behemoth
(3D10+20
)
Spells
30 30 30 30 Im 0
m
30 15 15 20
Break
Armor
Phys
(4D10+30
Behemoth 540 50 4200 )
Break
Armor
40 40 40 40
Im
0
m
40 15 15 25
Phys
(5D10+40
Ancient
977 80 8075 )
Behemoth
Break
Armor
50 50 50 50
Im
0
m
50 15 15 30
Phys
(3D3+6)
10 10 10 10 15 10 15 0
10
Phys
(3D3+10)
20 20 20 20 25 10 25 0
20
Phys
(3D3+14)
227 30 1575
Break
Weapon
30 30 30 30 35 10 35 0
30
Conscript
61
Soldier
129 24 816
Fighter
Name
HP
18 336
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Devil
Worker
Phys-R
180 25 1200 (2D6+8)
Disease
Fireball
(6E)
Im
Im
20 20 20
25 20 20 20 20
m
m
Devil
Warrior
Fireball
Phys-R
(8E)
400 35 3000 (2D6+14) Meteor
Disease Shower
(8M)
Im
Im
30 30 30
25 30 30 30 30
m
m
Devil
Captain
Incinerate
Phys-R
(12M)
700 45 5600 (2D6+20) Meteor
Drain SP Shower
(12M)
Im
Im
40 40 40
25 40 40 40 40
m
m
Djinni
207 35 0
Water-R
(8D4+8)
Genie
325 45 0
Fire-R
(10D4+10 Fireball
)
(8M)
Sleep
Efreet
467 55 0
Acid Burst
Im
30 30
30 50 0
(8M)
m
Air-R
Lightning
(12D4+12 Bolt (0)
)
Im
30 30 30 50 0
m
50 Im 50 50 50 0
m
50 10 10 30
50 10 10 30
50 10 10 50
Fear
Green
Dragon
880 60 7200
Blue
Dragon
108
Water-R
80 9000
0
(14D8+0)
50 50
Im
Im
50 50 15
30 30 50
m
m
Red
Dragon
Fire-R
130 10 1100 (16D8+0)
0
0 0
Break
Armor
Red
Dragon
Fire-R
130 10 1100 (16D8+0)
0
0 0
Break
Armor
Im
Im
70 70 70 70 15
30 30 70
m
m
Mega
Dragon
Fire-R
130 10 1100 (16D8+0)
0
0 0
Break
Armor
Name
HP
A
C
XP
Air-R
(12D8+0)
Attacks
50
Spells
Im
Im
50 50 50 15
30 30 50
m
m
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
10 0
Dragonfly 6
24
Phys
(2D2+0)
Fire
13
Dragonfly
56
Phys
(3D2+1)
Fire Bolt
(2)
20 0
Queen
30
Dragonfly
12 144
Phys
(4D2+2)
Fire Bolt
(4)
30 0
Seeker
Droid
Earth-R
400 60 3000 (10D5+10
)
30 10 10 30
Im Im Im
25 25 20
m m m
Sentinel
Droid
Earth-R
700 80 5600 (12D5+15
)
40 20 20 40
Im Im Im
25 25 30
m m m
Assassin
Droid
Earth-R
108 10
9000 (20D5+20
0
0
)
60 30 30 60
Im Im Im
25 25 50
m m m
Dwarven
Soldier
40
200
Phys
(4D2+4)
10 20 20 30 30 0
10 0
30
Dwarven
Soldier
40
200
Phys
(4D2+4)
10 20 20 30 5
10 0
30
Dwarven
Phys
100 12 600
Lieutenant
(4D2+8)
20 30 30 40 30 0
20 0
40
Dwarven
Phys
100 12 600
Lieutenant
(4D2+8)
20 30 30 40 40 0
20 0
40
Dwarven
Phys
100 12 600
Lieutenant
(4D2+8)
20 30 30 40 5
20 0
40
Phys
Dwarven
(4D2+16)
Commande 180 20 1200
Break
r
Armor
30 40 40 50 5
30 0
50
Phys
Dwarven
(4D2+16)
Commande 180 20 1200
Break
r
Armor
30 40 40 50 40 0
30 0
50
Phys
Dwarven
(4D2+16)
Commande 180 20 1200
Break
r
Armor
30 40 40 50 50 0
30 0
50
Name
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Blades (6E)
Clay
Phys-R
Im Im Im Im
137 20 875
Stone Skin 10 10 10
5
Elemental
(10D3+0)
m m m m
(4E)
10
Phys-R
Stone
(15D3+0)
180 25 1200
Elemental
Break
Armor
Rock Blast
(8M)
Im Im Im Im
15 15 15
5
Stone Skin
m m m m
(8M)
15
Blades
Phys-R
Earth
(12G)
Im Im Im Im
280 30 2000 (25D3+0)
20 20 20
5
Elemental
Stone Skin
m m m m
KO
(12G)
20
Elven
Archer
45
12 231
Phys-R
(4D2+2)
10 10 10 10 5
Elven
Scout
121 14 759
Phys-R
(6D2+4)
15 15 15 15 10 5
10 0
10
Forester
121 14 759
Phys-R
(6D2+4)
15 15 15 15 10 5
10 0
10
Elven
Ranger
227 20 1575
Phys-R
(8D2+6)
20 20 20 20 15 5
15 0
15
Elven
Warrior
61
15 336
Phys
(2D4+4)
10 10 10 10 5
Defender
114 20 704
Phys
(3D4+6)
Elf
Phys
114 20 704
Spearman
(3D4+6)
Elven
Defender
15 15 15 15 10 5
10 0
10
114 20 704
Phys
(3D4+6)
Elven
Lancer
Name
180 28 1200
HP
A
C
XP
Phys
(4D4+8)
Attacks
20 20 20 20 15 5
Spells
15 0
15
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Im
Im
Im
30
15
10 15 30
m
m
m
Floating
Eye
Water-R
180 20 1200 (5D6+0)
Sleep
30 30
Gazer
Fire-R
280 30 2000 (6D6+0)
Fear
Im
Im
Im
40 30 40
15
10 15 40
m
m
m
Evil Eye
Air-R
400 40 3000 (7D6+0)
Insanity
40
Im
Im
Im
40 50
15
10 15 50
m
m
m
Evil Eye
Air-R
800 50 5000 (12D8+0)
Insanity
40
Im
Im
40 50 100 15
10 50 100
m
m
12 0
Fire-R
(2D8+0)
Fire Bolt
Im
Im Im Im
(6E)
10 10 10
5
m
m m m
Haste (4E)
10
145 15 0
Fire-R
(5D8+0)
Fireball
Im
Im Im Im
(8M)
15 15 15
5
m
m m m
Haste (8M)
15
Fire
269 18 0
Elemental
Fire-R
(8D8+0)
Incinerate
Im
Im Im Im
(12G)
20 20 20
5
m
m m m
Haste (12G)
20
Warden of
55
Fire
Guardian
of Flame
Stone
Gargoyle
73
Phys
(2D12+0)
18 416
Weaknes
s
20 20 20 40
Im Im Im
0
m m m
20
Marble
Gargoyle
Phys
114 22 704 (2D12+4)
Paralyze
30 30 30 50
Im Im Im
0
m m m
40
Obsidian
Gargoyle
Phys
207 26 1419 (2D12+8)
Paralyze
50 50 50 70
Im Im Im
0
m m m
Im
m
Name
HP
A
C
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Phys
171 (1D7+0)
Disease
Im
0
m
Im
0
m
Im
0
m
30 0
XP
Attacks
Spells
Ghast
35
Ghoul
55
Phys
14 299 (2D7+2)
Paralyze
Im
0
m
Im
0
m
Im
0
m
30 0
Revenant
79
20 459 Phys
Im 0
Im 0
Im 0
30 0
(3D7+4)
Paralyze
56
Phys
(1D9+0)
Phys-R
(4D2+0)
Hobgoblin 21
10 96
Phys
(1D9+2)
Phys-R
(4D2+1)
Goblin
Lord
40
Phys
(1D9+4)
14 200
Fire-R
(4D2+4)
10 10 10 10 10 0
10 0
10
Goblin
Lord
40
Phys
(1D9+4)
14 200
Phys-R
(4D2+4)
10 10 10 10 10 0
10 0
10
Gogling
25
119
Fire-R
Explodes
(1D10+2)
Im
10 10 10 10 5
m
10 0
10
Gog
45
10 231
Fire-R
Explodes
(1D10+6)
Im
15 15 15 15 5
m
15 0
15
Magog
86
14 504
Fire-R
Explodes
(2D10+8)
Im
20 20 20 20 5
m
20 0
20
Goblin
Name
13
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Bronze
Golem
Phys
(5D6+20)
Phys-R
114 40 704
(5D4+0)
Break
Armor
20 20 20
Im Im Im Im
30 0
m m m m
30
Brass
Golem
Phys
(7D6+25)
Phys-R
227 60 1575
Explodes
(5D4+4)
Break
Weapon
30 30 30
Im Im Im Im
30 0
m m m m
30
Brass
Golem
Phys
(7D6+25)
Phys-R
227 60 1575
Explodes
(5D4+4)
Break
Weapon
30 30 30
Im
Im Im
30
30 0
m
m m
30
Gold
Golem
Phys
(9D6+30)
Phys-R
400 80 3000
Explodes
(5D4+8)
Break
Item
40 40 40
Im Im Im Im
30 0
m m m m
50
40 40 40
Im
Im Im
50
30 0
m
m m
50
Warrior
Golem
400 80 0
Phys
(9D6+30)
Fire-R
Explodes
(5D4+8)
Break
Item
Griffin
67
15 375
Phys
(2D8+2)
30 0
Hunting
Griffin
121 22 759
Phys
(2D8+6)
30 0
10
Royal
Griffin
180 30 1200
Phys
(3D8+10)
10 10 10 10 10 10 10 30 0
15
Royal
Griffin
180 30 1200
Phys
(3D8+10)
10 10 10 10 15 10 10 30 0
15
Harpy
61
Phys
12 336 (2D7+2)
Drunk
Harpy Hag 79
Phys
14 459 (2D7+5)
Cursed
10
Harpy
Queen
Phys
16 551 (2D7+10)
Age
10 10 10 10 10 10 10 0
15
Name
93
HP
A
C
Attacks
Fire-R
(15D5+0)
20 20 20 20 10 10 10 5
20
Air-R
(20D5+0)
30 30 30 30 20 20 20 5
30
Chaos
Hydra
Earth-R
(20D5+0)
617 66 4875
Break
Armor
40 40 40 40 30 30 30 5
40
Lich
100 15 600
Fire-R
(3D8+6)
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
XP
Toxic Cloud
Im
20 20 20 20
0
(4E)
m
Im
0
m
30 20
Air-R
Shrapmetal
Im
25 25 25 25
0
(4D8+12) (8M)
m
Im
0
m
30 25
Dragon
Breath
Dark-R
(12M)
Lich King 280 25 2000 (5D8+20)
Pain
Insanity
Reflection
(12M)
30 30 30 30
Im
0
m
Lesser
Light
67
Elemental
Im
0
m
30 30
11 0
Light-R
(4D4+0)
Explodes
10 10 10 10
Im Im Im Im
5
m m m m
10
Light
121 14 0
Elemental
Light-R
(9D4+0)
Explodes
15 15 15 15
Im Im Im Im
5
m m m m
15
Greater
Light
258 19 0
Elemental
Light-R
Explodes
(14D4+0)
20 20 20 20
Im Im Im Im
5
m m m m
20
Name
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Medusa
Phys-R
227 20 1575 (4D4+8)
Paralyze
Im Im Im Im Im Im Im Im Im
0
m m m m m m m m m
Queen
Medusa
Phys-R
280 25 2000 (5D4+10)
Stone
Im Im Im Im Im Im Im Im Im
0
m m m m m m m m m
Empress
Medusa
Phys-R
337 30 2475 (6D4+12)
Stone
Im Im Im Im
0
m m m m
Empress
Medusa
Phys-R
337 30 2475 (6D4+12)
Stone
Im Im Im Im Im Im Im Im Im
0
m m m m m m m m m
Minotaur
269 30 1911
Phys
(3D7+25)
Im Im Im Im
0
m m m m
10 10 10 10 10 5
10 5
10
Phys
Minotaur
525 35 4071 (3D7+40)
Headsman
Insanity
20 20 20 20 20 10 20 10 10 20
Minotaur
Lord
Phys
861 40 7031 (3D7+60)
Kill
30 30 30 30 30 15 30 15 15 30
Monk
30
16 144
Initiate
73
Harm (6E)
Phys
19 416
Hammerhan 10 10 10 10 15 10 15 30 0
(2D8+12)
ds (6E)
Master
Phys
(2D8+4)
Fate (3)
Hammerhan 5
ds (3E)
10 5
10 30 0
Mind Blast 15 15 15 15 25 15 25 30 0
10
15
(9E)
(2D8+20) Hammerhan
ds (9E)
Name
HP
Acolyte of
40
the Moon
A
C
XP
Attacks
10 200
Phys-R
(2D4+0)
Spells
Fir Air
Toxic Cloud
5
(4)
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
5
Im
10
m
Cleric of
the Moon
Phys-R
100 15 600
(2D4+4)
Toxic Cloud
(7E)
10 10 10 10 10 0
Bless (7E)
10 0
Im
15
m
Cleric of
the Moon
Phys-R
100 15 600
(2D4+4)
Toxic Cloud
(7E)
10 10 10 10 10 0
Spirit Lash
(7E)
10 0
Im
15
m
Priest of
the Moon
Phys-R
180 25 1200
(2D4+8)
Shrapmetal
(10M)
15 15 15 15 15 0
Power Cure
(10G)
15 0
Im
20
m
Necromanc
Dark-R
137 14 875
er
(9D4+0)
Toxic Cloud
(4E)
20 20 20 20 15 5
Summon
Zombies
15 0
Im
10
m
Shrapmetal
Speaker for
Dark-R (8M)
227 18 1575
30 30 30 30 20 10 20 0
the Dead
(12D4+0) Summon
Zombies
Im
20
m
Queen of
the Dead
Emerald
Ooze
Sapphire
Ooze
Dragon
Breath
(10M)
Dark-R Pain
400 30 3000
(16D4+0) Reflection
(10M)
Summon
Zombies
40 40 40 40 25 15 25 0
Im
30
m
50
Water
(1D6+0)
264
Break
Weapon
Im Im Im
0
m m m
Im
m
86
Water
(3D6+0)
10 504
Break
Armor
Toxic Cloud
0
(1E)
Im Im Im
0
m m m
Im
m
Toxic Cloud 0
(2E)
Im Im Im 0
m m m
Im
m
Item
Name
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Peasant
11
Phys
(2D2+0)
Peasant
24
Phys
(2D2+0)
Peasant
39
Phys
(2D2+0)
Giant Rat
24
Phys
(1D8+0)
Disease
56
Phys
(1D8+2)
Air-R
(2D4+0)
Disease
96
Phys
(1D8+6)
Fire-R
(2D5+0)
Disease
Lightning
13
Rat
Fire Rat
21
Robber
30
12 144
Phys
(2D4+1)
10 10 10 0
Raider
61
14 336
Phys
(2D4+5)
10 10 10 10 15 10 15 0
10
Warrior
61
14 336
Phys
(2D4+5)
10 10 10 10 10 10 15 0
10
Bandit
114 16 704
Phys
(2D4+10)
15 15 15 15 20 10 20 0
15
A
C
Attacks
Name
HP
XP
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Power Cure
Earth-R
(15G)
Robert the
(5D5+0)
Im
Im Im
880 80 7200
Hour of
60 60 60 60
60 60
60
Wise
Erradicat
m
m m
Power
e
(15G)
Tolberti
Power Cure
Earth-R
(15G)
(5D5+0)
Im
Im Im
880 80 7200
Hour of
60 60 60 60
60 60
60
Erradicat
m
m m
Power
e
(15G)
Roc
Phys
153 20 999 (3D10+20
)
10 10 10 10 10 5
10 0
20
Greater
Roc
Phys
269 30 1911 (4D10+25
)
20 20 20 20 20 5
20 5
30
Phys
(5D10+30
Thunderbir
413 40 3111 )
d
Break
Armor
30
Im
30 30 30 5
m
30 10 10 40
Shade
35
Phys
25 171 (1D6+6)
Fear
Specter
55
Phys
30 299 (2D6+6)
Age
15 15
Im
Im
Im
15
15
0
m
m
m
30 15
93
Phys
35 551 (3D6+6)
KO
20 20
Im
Im
Im
20
20
0
m
m
m
30 20
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Ghost
Name
HP
A
C
XP
Attacks
Spells
10 10
Im
Im
Im
10
10
0
m
m
m
30 10
Giant
Shark
Water-R
162 30 1064 (1D20+25
)
Im
0
m
30
Piranha
Shark
Water-R
237 35 1656 (1D20+35
)
Im
0
m
40
Dragon
Shark
Water-R
(1D20+45
374 40 2784
)
Fear
Im
0
m
50
Skeleton
21
Phys
(3D4+0)
Im
0
m
Im
0
m
30 5
Skeleton
Lord
61
Phys
14 336 (3D4+4)
Cursed
Im
0
m
Im
0
m
30 5
40
Phys
10 200 (3D4+2)
Fear
Im
0
m
Im
0
m
30 5
Skeleton
Warrior
Sorcerer
96
Dispel
20 20 20 20 15 5
Magic (4E)
Summon
15 Im 5
m
10
Light Elem.
Wizard
Dispel
Magic (8M)
Light-R Hour of
Im
227 18 1575
30 30 30 30 20 10 20
5
(12D4+0) Power (8M)
m
Summon
Light Elem.
20
Wizard
Paralyze
(8M)
Light-R Hour of
Im
227 18 1575
30 30 30 30 20 10 20
5
(12D4+0) Power (8M)
m
Summon
Light Elem.
20
Hour of
Power
(12M)
Earth-R Day of
Im
Archmage 400 30 3000
40 40 40 40 25 15 25
5
(16D4+0) Protection
m
(12M)
Summon
Light Elem.
30
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Phys
(3D2+0)
Poison
Venemous
30
Spider
Phys
12 144 (3D2+3)
Poison
Acolyte of
40
the Sun
10 200
Phys-R
(2D4+0)
Light Bolt
(4)
Im
0
m
10
100 15 600
Phys-R
(2D4+4)
Mind Blast
(7E)
10 10 10 10 10 0
Bless (7E)
10
Im
0
m
15
Phys-R
(2D4+8)
Light Bolt
(10)
15 15 15 15 15 0
Power Cure
(10G)
15
Im
0
m
20
Phys-R
(2D4+8)
Light Bolt
(10)
15 15 15 15 20 0
Power Cure
(10G)
15
Im
0
m
20
Name
Giant
Spider
Cleric of
the Sun
Priest of
the Sun
Priest of
the Sun
HP
17
A
C
XP
10 75
180 25 1200
180 25 1200
Attacks
Spells
Initiate of
Phys
Bless (3)
280 45 2000
20 20 20 20 30 10 30 5
the Sword
(4D5+20) Heroism (3)
20
Champion
Bless (6E)
Phys
of the
540 65 4200
Heroism
(4D5+30)
Sword
(6E)
30 30 30 30 30 10 40 5
30
Champion
Bless (6E)
Phys
of the
540 65 4200
Heroism
(4D5+30)
Sword
(6E)
30 30 30 30 40 10 40 5
30
Bless (9M)
Master of
Phys
880 85 7200
Heroism
50 50 50 50 50 10 60 5
the Sword
(4D5+40)
(9M)
50
Bless (9M)
Master of
Phys
880 85 7200
Heroism
50 50 50 50 60 10 60 5
the Sword
(4D5+40)
(9M)
50
William
Setag
880 85 7200
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Phys
(3D7+4)
10 200
Phys
(3D7+4)
79
15 459
Phys
(3D7+6)
79
15 459
Phys
(3D7+6)
10 10 10 10 10 5
10 0
10
Sal
79
Sharktooth
15 459
Phys
(3D7+6)
10 10 10 10 10 5
10 0
10
Phys
(3D7+8)
Adventurer 129 20 816
Break
Weapon
Phys
(3D7+8)
Adventurer 129 20 816
Break
Weapon
15 15 15 15 15 5
15 0
15
Name
HP
A
C
Bless (9M)
Phys
Heroism
0
(4D5+40)
(9M)
XP
Attacks
Swordsma
40
n
10 200
Swordsma
40
n
Guard
Guard
Spells
Titan
Air-R
(2D20+60
617 60 4875 )
Break
Armor
Psychic
Shock (8M)
Im
Im
30
30 30
15 30 30 30 30
Sparks
m
m
(8M)
Storm
Titan
Air-R
(2D20+80
787 70 6375 )
Break
Weapon
Psychic
Shock
(12M)
Sparks
(12M)
50
Im
Im
50 50
15 50 30 30 50
m
m
Blood
Titan
Psychic
Air-R
Shock
118
(2D20+12
80 9975
(16G)
7
0)
Sparks
Kill
(16G)
80
Im
Im
80 80
15 80 30 30 80
m
m
Thief
30
Phys
10 144 (3D4+3)
Steal
Rogue
50
Phys
14 264 (3D4+6)
Steal
86
Phys
20 504 (3D4+12)
Steal
Master
Thief
Name
Tree
Tree
HP
A
C
XP
Attacks
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
50
Phys
(2D10+0)
264
Earth-R
(2D6+0)
20 20
Im Im
Im
10
5
m m
m
20
86
Phys
(4D10+0)
10 504
Earth-R
(4D6+0)
30 30
Im Im
Im
10
5
m m
m
30
Troglodyte
35
Drone
171
Phys
(2D4+0)
10 10 10 0
Troglodyte
61
Soldier
336
Phys
(2D4+2)
10 20 20 20 0
10
Troglodyte
93
Queen
Phys
14 551 (2D4+6)
Poison
15 30 30 30 0
15
Swamp
Troll
18 504
Im
5
m
10
Phys
(2D10+4)
Phys
(3D10+6)
10 20 20
Im
10 5
m
10 0
20
Phys
258 38 1824 (4D10+10
)
15 30 30
Im
15 5
m
15 0
30
86
HP
A
C
XP
Attacks
Phys
100 25 600 (3D8+15)
Disease
Spells
10 10
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
Im
Im
10
0
m
m
10
Im
0
m
30 10
Vampire
Phys
207 35 1419 (3D8+25)
Drain SP
10 20
Im
Im
20
0
m
m
Im
0
m
30 20
Elder
Vampire
Phys
374 45 2784 (3D8+35)
Drain SP
15 30
Im
Im
30
0
m
m
Im
0
m
30 30
Elder
Vampire
Phys
374 45 2784 (3D8+35)
Drain SP
15 30
Im
30 30 0
m
Im
0
m
30 30
Fire
Warlock
137 14 875
Fire-R
(9D4+0)
30 30 30 30 10 10 10 0
10 10
Water
Warlock
227 18 1575
Water
Warlock
227 18 1575
10 20
Air
Warlock
400 30 3000
Air-R
Lightning
50 50 50 50 30 10 30 0
(16D4+0) Bolt (12M)
10 30
Sprite
61
Im
Im Im Im
10
5
m
m m m
10
Sylph
129 13 816
15
20
10 336
Fireball
(6E)
Water
Water-R Ice Bolt
237 16 1656
Elemental
(6D12+0) (12G)
Name
HP
A
C
XP
Attacks
Spells
10 10
20 20
Im
Im Im Im
20
5
m
m m m
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y
61
Phys
15 336 (2D5+6)
Fear
10 10
Im
Im
10
0
m
m
Im
0
m
30 10
Wraith
93
Phys
20 551 (2D5+12)
Drain SP
20 20
Im
Im
20
0
m
m
Im
0
m
30 20
Barrow
Wight
Phys
145 25 936 (4D5+12)
Age
30 30
Im
Im
30
0
m
m
Im
0
m
30 30
Wyvern
93
Phys
14 551 (7D6+0)
Poison
10 10 10 10 10 5
10 5
10
Horned
Wyvern
Phys
162 28 1064 (9D6+0)
Poison
20 20 20 20 20 5
20 5
20
Ancient
Wyvern
30 30 30 30 30 5
30 5
30
Wight
Kill
Phys
171 (1D7+0)
Disease
Rotted
Corpse
35
Walking
Dead
55
Phys
14 299 (2D7+2)
Disease
79
Phys
20 459 (3D7+4)
Disease
Zombie
Name
HP
A
C
XP
Attacks
Im
0
m
Im
0
m
30 10
10 10 10 10
Im
0
m
Im
0
m
30 20
15 15 15 15
Im
0
m
Im
0
m
30 30
Spells
Fir Air
Wa
Mi Spi Bd
Ear
Lt Dk Phy
t
n r y