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Avernum 3 Walkthrough

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_ __ __ _____ ____ _ _ _ _ __ __ _____ / \\ \ / /| ____|| _ \ | \ | || | | || \/ | |___ / / _ \\ \ / / | _| | |_) || \| || | | || |\/| | /_ \ / ___ \\ V / | |___ | _ < | |\ || |_| || | | | ___) | /_/ \_\\_/ |_____||_| \_\|_| \_| \___/ |_| |_| |____/ FAQ/Walkthrough by Relle getrelle@yahoo.com Winner of the July 2004 FOTM contest! Table of Contents 1. 2. 3. 4. Introduction Latest Updates Basics Party Building 4a. Races 4b. Classes 4c. Skills 4d. Useful Skills 4e. Special Skills 4f. Special Abilities 4g. Character Traits 5. Walkthrough 5a. Upper Avernum 5a-1. Fort Emergence 5a-2. Ghikra 5a-3. Portal Fortress 5a-4. New Cotra 5a-5. New Formello 5a-6. Treasure Hunt 5b. Krizsan Province 5b-1. Kriszan 5b-2. Inn of Blades 5b-3. Silvar, Colchis and Delan 5b-4. Guhkbar's Pit 5b-5. Delis and Pergies 5b-6. Agate Tower 5b-7. Slime Pit 5c. Upper Avernum - The Return 5c-1. Fort Emergence 5c-2. Tower of the Magi 5c-3. New Formello Investigation 5c-4. Erika's Tower 5d. Isle of Bigail 5d-1. Farport 5d-2. Port Townsend 5d-3. Shayder 5d-4. Bavner and Kuper 5d-5. Spiral Crypt 5d-6. Northpoint and Southpoint Lighthouse 5d-7. Giant Intelligent Friendly Talking Spiders 5d-8. Kneece 5d-9. Filth Factory 5e. Theft of the Orb of Thralni 5e-1. Fort Emergence 5e-2. Cult of the Sacred Item 5f. Karnold Province 5f-1. Southern Karnold Tour 5f-2. Sharimik 5f-3. Northern Karnold Tour 5f-4. Tomb of Vahkohs 5f-5. Softport 5f-6. Troglodyte Altar 5f-7. Troglodyte Castle 5g. Midori Province 5g-1. Lorelei 5g-2. Giant's Forge 5g-3. Cavern of Giants 5g-4. Concealed Tunnel 5h. The Grand Midori Tour 5h-1. The Bunker 5h-2. Southeastern Midori 5h-3. Fading Tower 5h-4. Malloc, Dorngas and Calloc 5h-5. Marish and the Chasm of Screams 5h-6. Lair of Sulfas

5h-7. Lair of Khoth 5h-8. Lair of Athron 5h-9. Moon 5i. Monoroe Province 5i-1. Spineridge and Mernia 5i-2. Gale 5i-3. Tevrono 5i-4. Remote Aerie 5i-5. Golem Spires 5i-6. The Golem Factory 5j. The Guilty Ones 5k. Northern Valorim Tour 5k-1. Erox 5k-2. Defiled Crypt 5k-3. Draigoth Ruins 5k-4. The Rest of Valorim 5k-5. Guarded Tunnel 5k-6. Blackcrag Fortress 5l. Disaster at the Tower of the Magi 5m. Footracer Province 5m-1. The Ruins 5m-2. Keep of Tinraya 5m-3. Crumbling Factory 5m-4. Great Walls 5n. Endgame 5n-1. Vahnatai Lands 5n-2. Rentar-Ihrno's Keep 6. Items and Equipment 6a. Items 6b. Weapons 6c. Armor 6d. Jewelry 6e. Potions and Curatives 6f. Special/Quest Items 6g. Rare Items 6h. Xian Items 6i. The Legendary Items 6i-1. Recipe for Knowledge Brew 6i-2. Black Halberd 6i-3. Pachtar's Plate 6i-4. Fury Crossbow 6i-5. Ring of Endless Magery 7. Magic 7a. Spell List 7a-1. Mage Spells 7a-2. Priest Spells 7b. Level 3 Spells 7b-1. Mage Spells 7b-2. Priest Spells 8. Quests 8a. Main Quests 8b. Side Quests 8b-1. Upper Avernum 8b-2. Krizsan Province 8b-3. Isle of Bigail 8b-4. Karnold Province 8b-5. Midori Province 8b-6. Monoroe Province 8b-7. Northern Valorim 9. Caches 9a. Krizsan Province 9b. Isle of Bigail 9c. Karnold Province 9d. Midori Province 9e. Monoroe Province 9f. Northern Valorim 9g. Footracer Province 10. Recruitable NPCs 10a. Hsska the Slith Priest 10b. Falko the Archer 10c. Carol the Mage 10d. Miranda the Warrior 11. Character Editor 11a. Item List 11b. Special Item List 12. Revision History 13. Acknowledgements 14. Copyright Info =============================================================================== 1. Introduction =============================================================================== The Avernum trilogy is a remake of the Exile trilogy of games, which is in itself a major throwback to old-style gameplay. The monsters are tough, the gold is scarce, and the world is big. There are no cutscenes to watch, nor fancy FMV or impressive voicework. Just a game. A game, I might add, that is

one of the better hidden gems on the PC and Mac. Before modern RPGs with their complex polygons and pages of text to sort through (Morrowind, I'm looking at you...) Avernum came along. This title has all the advantages of modern games, such as a huge world to explore, quests to undergo and many, many monsters to kill. So, if I've managed to tickle your fancy, read on and prepare to save the world. =============================================================================== 2. Latest Updates =============================================================================== 1.02 - I AM WINNER!!! This guide has just won the July 2004 Gamefaqs FAQ of the Month contest! Hoo-rah! =============================================================================== 3. Basics =============================================================================== * Just in case anyone finds my directions confusing, 'north' means the top part of the automap, 'south' is the bottom part, and 'east' and 'west' are right and left respectively. You should always keep the automap up when you're not managing inventory. * Confused about the controls? Press the Tab key to see what each button does.

* Your lead character can attack enemies outside of battle, so make sure your strongest person is up front. * Make sure you always have some food. You can't rest in the wild without it.

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

* Remember you can move diagonally through trees or other obstacles. * Buy arrows in bulk. battle. It's a horrible feeling to run out in the middle of a

* Give magic scrolls and wands to your fighters and thieves to have a big fireball-tossing party. * Save before training your party, just in case you change your mind after. * Explore everywhere. This should be a no-brainer. There is much more to the game than what I will explore in this guide, simply because showing you every last mundane event would take forever and a day. * Save often. This should also be a no-brainer.

* If you find the game is too hard or too easy, you can adjust the difficulty on-the-fly in the options menu. * Don't dawdle too much. The more time passes, the worse shape Valorim will be in. Some towns may even vanish entirely. Eliminating the monster plagues will help keep the surface intact. * Horses can help you get places in a hurry. various locations across Valorim. They're available for sale in Choose wisely.

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

* Very useful tip: If you sell items to Levy in Fort Emergence, he will sell you that same item an unlimited amount of times. Very useful for rare items like Mind Crystals, but bear in mind many rare items are also very expensive. Technically this is cheating, so consult your morals before doing this. *** Abbreviations *** HP: Health/Hit Points SP: Spell Points STR: Strength DEX: Dexterity INT: Intelligence END: Endurance MEL: Melee Weapons POL: Pole Weapons BOW: Bows THR: Thrown Missiles HRD: Hardiness DEF: Defense ASS: Assassination MAG: Mage spells

PRI: Priest spells ARC: Arcane Lore POT: Potion Making TUS: Tool Use NLO: Nature Lore AID: First Aid LCK: Luck BAR: Barter HRB: Find Herbs ANT: Anatomy BLD: Blademaster GYM: Gymnastics PAT: Pathfinder MGR: Magery RES: Resistance CUR: Dread Curse VAH: Vahnatai Lore PAR: Parry MC: Mind Crystal =============================================================================== 4. Party Building =============================================================================== ------------------------------------------------------------------------------4a. Races ------------------------------------------------------------------------------*** Human *** Humans have no special advantages, but also no XP penalty. Something to consider is the surface world has long been paranoid around otherwise outlandish races such as the Nephilim and Slithzerikai. Having a party of all humans will help you out in certain situations with the more 'specist' people of Valorim, but it will also bar you from some events in the game. Some surface Nephilim, for example, will only help you if you have a Nephilim in your party. While the lack of a XP penalty is tempting, I would recommend you take a human for a designated healing character or any other class that won't see a lot of direct combat. *** Nephilim *** These folk are a race of cat-people (unfortunately, there are no anime-style catgirls...a shame). They get a bonus when using ranged weapons, so if you're making up a long-distance fighter, you'll want yourself a Nephilim. They also get a bonus to their dexterity and action points (AP) which allow them to move more during combat. They do carry with them a 10% XP penalty, so bear that in mind. *** Slithzerikai *** Wow, that's a mouthful. The Slith are a race of lizard-people, and not only are they resistant to fire damage, they also get a bonus on their to-hit stat when using a pole weapon (halberds, spears, etc.) That bonus starts at +15% to-hit at level 1, and increases by 5% every eight levels, except for the first bonus, which is gained after seven levels. Here's the general chart: Level Level Level Level Level Level 1: +15% 8: +20% 16: +25% 24: +30% 32: +35% 40: +40%

And so on. However, the use of pole weapons prevents you from using some shields, so it's something of a trade-off. Another thing to consider is the paranoia surrounding the Slith. You'll be thrust into combat more often if a Slith is in your party, but more enemies means more XP, which a Slith character will need. ------------------------------------------------------------------------------4b. Classes ------------------------------------------------------------------------------*** Soldier *** Soldiers received excellent military training on the surface, the best the Empire had to offer. They're very good with all sorts of weapons. -------------------------------Base Skills Default Stat -------------------------------Strength: 4 Dexterity: 4 Intelligence: 2 Endurance: 5

-------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 4 3 1 0 2 2 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 1 0

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 2 2 2 0 Elite Warrior

Unused Skill Points: 8 Default Character Traits: *** Berserker ***

Berserkers are wild swordsmen from the remote areas of the Empire. Their wildness tends to get them dumped into Avernum. They're extremely hardy and their sword skill is unmatched. -------------------------------Base Skills Default Stat -------------------------------Strength: 4 Dexterity: 4 Intelligence: 2 Endurance: 6 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 5 0 1 1 2 2 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 1 0

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 2 2 1 0 None

Unused Skill Points: 8 Default Character Traits: *** Cleric ***

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

-------------------------------Base Skills Default Stat -------------------------------Strength: 2 Dexterity: 2 Intelligence: 5 Endurance: 5 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 3 0 0 1 0 2 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 4 6 4

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 1 1 3 0 None

Unused Skill Points: 8 Default Character Traits: *** Sorcerer ***

Sorcerers are practitioners of the wizardly arts. Their spells are powerful, both on offensive and defensive. Alas, because of their dangerous research and eccentricities, they tend to be sent down into Avernum. -------------------------------Base Skills Default Stat -------------------------------Strength: 2 Dexterity: 2 Intelligence: 6 Endurance: 5 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 1 0 0 0 0 0 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 5 0 7 2

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 1 1 1 0 None

Unused Skill Points: 8 Default Character Traits:

*** Rogue *** Rogues are nimble, good with swords, and able to handle locks and traps. They also tend to walk off with things they don't own. Unsurprisingly, the Empire loves to send them to Avernum. -------------------------------Base Skills Default Stat -------------------------------Strength: 3 Dexterity: 4 Intelligence: 2 Endurance: 6 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 3 0 3 0 2 2 2

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 1 0

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 6 2 0 0 None

Unused Skill Points: 8 Default Character Traits: *** Archer ***

Archers were either hunters or trained members of the Empire army, highly skilled with missile weapons. In the Empire army, a dishonorable discharge tends to mean exile to Avernum. -------------------------------Base Skills Default Stat -------------------------------Strength: 2 Dexterity: 5 Intelligence: 2 Endurance: 6 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 2 1 6 1 2 2 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 1 0

-------------------------------Useful Skills Default Stat --------------------------------

Tool Use: Nature Lore: First Aid: Luck:

4 1 0 0 None

Unused Skill Points: 8 Default Character Traits: *** Rebel ***

Some people dare to rebel against the Empire. They have to be good at everything if they want to survive, though they don't have the freedom to excel at one thing. A rebel tends to have some skill with weapons, traps, and lore. -------------------------------Base Skills Default Stat -------------------------------Strength: 4 Dexterity: 4 Intelligence: 2 Endurance: 5 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 2 2 2 2 2 2 1

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 3 2

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 4 1 2 1 None

Unused Skill Points: 8 Default Character Traits: *** Hedge Wizard ***

Hedge wizards tend to live in remote villages of the Empire, where they help the locals with their magical skills. This sort of character is good at magery, has a little bit of training in Priest spells, and has had a bit of practice making potions. -------------------------------Base Skills Default Stat -------------------------------Strength: 2 Dexterity: 2 Intelligence: 5 Endurance: 5 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 1 0 0 1 1 0 0

-------------------------------Magical Skills Default Stat --------------------------------

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

3 3 5 5

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 2 1 1 0 None

Unused Skill Points: 8 Default Character Traits: *** Shaman ***

Shamans are the priests of the back hills. A shaman isn't quite as good at spells as a cleric, but makes up for it with weaponry and knowledge of herbs. Shamans are hardy folk, but their wildness tends to make them run afoul of the Empire. -------------------------------Base Skills Default Stat -------------------------------Strength: 3 Dexterity: 3 Intelligence: 4 Endurance: 5 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 3 1 0 0 0 0 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 3 5 5

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 2 1 1 0 None

Unused Skill Points: 8 Default Character Traits: *** Custom ***

Skilled Avernum players can make their own custom characters. Custom characters start with 65 skill points you can allocate to make your ideal adventurers. -------------------------------Base Skills Default Stat -------------------------------Strength: 2 Dexterity: 2 Intelligence: 2 Endurance: 3 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: 0 0 0

Thrown Missiles: Hardiness: Defense: Assassination:

0 0 0 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 1 0

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 1 0 0 0 None

Unused Skill Points: 65 Default Character Traits:

------------------------------------------------------------------------------4c. Skills ------------------------------------------------------------------------------*** Base Skills *** Strength - This enhances your maximum carrying capacity and provides damage bonuses to melee attacks depending on how much of this stat you have. Fighters should have at least five to start, while magic-users can get away with 2-3. Dexterity - The more of this you have, the faster your turn will come up in combat. Think of it as your 'speed' or 'agility' stat. It can also give a to-hit bonus for your weapons. Plus, a high dexterity means it'll be harder for enemies to land an attack on you. Every class benefits from a little of this skill. Intelligence - Magic-users should focus on this skill. More intelligence means more spell points, resistance to various negative magical effects, and can improve the effectiveness of your spells. Magic-users should get as much of this as possible. Fighters should start with 2-3 to save on skill points, and improve it gradually over the course of the game so they're not charmed as often. Endurance - This controls your health points as well as some useful skills like poison resistance. Every class should get at least some endurance. Make sure each party member has at least 4 to start out, and put as many skill points into this as you can. *** Weaponry Skills *** Melee/Pole/Bow/Thrown classes of weaponry. your chance to-hit by you a +30% to-hit for Weapons - These are all the same thing, but for different Each level of a skill with a particular weapon improves 5%. Therefore, six points of melee weapons would give swords, daggers, etc.

Hardiness - A decent skill, each level of hardiness has a chance of reducing enemy weapon damage by 1. While the damage reduction is useless later in the game, this skill will also reduce your encumberance, so make sure whoever is wearing heavy armor has a few extra points. Defense - This skill is a must. Each level of it reduces the enemy's chance of hitting you with weapons by 5%. Every class type benefits from this skill, so pick up a couple levels to start, then put points into it as you go. Unlike Hardiness, it retains its effectiveness throughout the game. Assassination - This skill should only be given to fighters, and not at first. This potentially powerful skill lets you deal extra damage to enemies of a lower level, so you shouldn't even bother with it till you're at level 5 or so. The more points you have, the better your chances of doing extra damage. *** Magical Skills *** Mage/Priest Spells - Obviously these should only be given to designated magic users. You can create a warrior/mage hybrid, but it will seriously tax your skill points. The greater your mage/priest spell level, the more and better spells you can cast. The higher this skill at creation, the more spells you can cast at the beginning of the game. Eventually you should get one (mage or priest) up to level 18+ so you can cast the best spells of the game. Arcane Lore (INT/2) - Cheap and useful. You can get a few free levels with a high intelligence stat. This skill is actually pooled amongst your party

members when called into use, meaning if your party members have 2, 4, 5 and 8 lore separately, the game will check against a total lore skill of 19. With that in mind, spread this skill around your whole party rather than have one member hog it all. Potion Making (INT/4) - Very useful when you get recipes for the better potions. Pick one party member at the start to learn this, because it does no good to have several people able to make potions. *** Useful Skills *** Tool Use (DEX/2) - For thieves only. Obviously your other party members will get a few points due to the base value (Dex/2) but like potion making, it does no good to have multiple people carrying around lockpicks since the game will only let one person pick locks at a time, and obviously you want the character with the highest tool use to pick locks and disarm traps. Choose your thief and pump up this skill for him/her over the course of the game. Nature Lore (INT/4) - A high nature lore will let you avoid encounters with monsters outdoors, which can be useful. It will also influence certain other events in the game, so make sure one or more characters get a few points of this skill. First Aid (INT/4) - While first aid kits are at first cheap, eventually you'll have the ability to make potions and cast some uber healing spells. You can heal a lot of HP with a high first aid skill and the more powerful kits, but if you're going to improve this skill, only do so with one party member. Luck - I cannot stress how useful this skill is. While it may not seem like much at first, a high luck can prevent you from dying after a mortal blow numerous times. It can also influence many events in the game, so make sure to get a few points in this for each character. The only downside is the high cost. ------------------------------------------------------------------------------4d. Useful Skills ------------------------------------------------------------------------------The useful skills are actually more like your vital stats rather than the tool use, etc. skills in the last section. These can only be increased by putting points into your regular skills. Health (END/2 * level) - Your HP. times your level. The base value is roughly 1/2 your endurance

Spell Energy (3*(INT + MAG + PRI)) - Your spell points, or MP for you RPG buffs. Poison Resistance (END + LCK + HRD/2) - How well you resist poisoning. level improves your resistance by 5%. Each

Magic Resistance (LCK + MAG/2) - Like poison resistance, this helps protect you from enemy magical spells. Each level gives you an additional 5%. Willpower (INT + MAG/2 + PRI/2 + LCK) - This is a companion to magic resistance, giving you 5% per level to resist charming, terror and other mental effects. Resist Elements (DEX/4 + HRD/2 + LCK) - This gives you the ability to resist such things as fire and ice magic and other forms of these deadly elements. Each level increases your resistance by 5%. Item Lore (INT/2 + MAG/2 + ARC) - Very often in this game you'll run across items that are unidentified and therefore unusable. To identify them you'll either have to pay for that privilege in the nearest town, or increase this skill to automatically identify items. Rune Reading (INT/2 + PRI/2 + ARC) - Like item lore, rune reading helps you identify magic in spellbooks around the game. You'll need a lot of this skill if you want to unlock the secrets behind the more powerful magics in the game. ------------------------------------------------------------------------------4e. Special Skills ------------------------------------------------------------------------------Special skills are only available from particular teachers and mind crystals. They can't be learned normally, and some can only be improved by paying a teacher willing to grant you the skill. More often than not, these special skills will require a boatload of gold to learn. Included with the description is a list of where you can learn the particular skill. Anatomy - This will improve your first aid skill and let you do extra damage against humanoid creatures like...well, humans. Barter (Lorelei) - Almost essential. The more of this skill you have, the better prices you'll get when selling items to merchants. You can learn this from Carson in Lorelei, and improve it in regular training halls after buying at least one level.

Blademaster (Northwest Valorim) - This is a combination of melee and pole weapons skill, with some additional bonuses thrown in. Every level of this improves your chance to-hit with melee weapons, along with the damage you do. To get this skill, you must seek out a drake lord in the far northwest corner of Valorim. It requires the Orb of Thralni, and you'll have to defeat two other drake lords to reach the third, who will give your party one point in this skill for 10,000 coins. You can train normally in this skill, though it's quite costly. Not nearly as much as the drake lord's lesson, though. Dread Curse - A negative skill. This can only be bestowed on you by special circumstances, most of them bad. The Dread Curse will make you a little bit worse at everything, from spells to fighting. You can have it removed by Ahonar in Shayder. Find Herbs - While wandering around, this skill will occasionally find you some herbs for potion-making. Gymnastics - Gymnastics acts as a combination of Defense and Dexterity. More of this skill makes you harder to hit and lets you act faster in combat. Magery (Erika's Tower) - This skill quite simply improves the effectiveness of every spell you have. Erika will train you in this skill once your reputation is high enough. It can't be improved in regular training halls. Parry - A nice skill, this will sometimes let you avoid a melee blow entirely. Pathfinder (Shayder) - This is an innate and automatic version of the Safe Travel spell. It will help you cross swamps and other hazardous terrain with less or no negative effects. Meena in Shayder will teach you, but you must find some graymold salve for Jed first. You can train this skill at any regular training hall once you've bought at least one level from Meena. Resistance - An all-in-one magic repellant. Unfortunately, it can't be trained normally. Every level of this skill permanently increases all your resistances (fire, ice, magic, mental and acid) by 5%. Ivanova in Golddale will give you two points of this skill once you complete her quest. Vahnatai Lore (Ghikra) - Companion to item and arcane lore, this skill lets you decipher various Vahnatai spellbooks and writing around the game. It is taught by one of the Crystal Souls in Ghikra. ------------------------------------------------------------------------------4f. Special Abilities ------------------------------------------------------------------------------Special abilities are used through the Use Ability button. The common ones allow you to change your name or character graphic/sprite, or let you delete a character. Others are more rare, and some can only be used sparingly. Call Spirit - Summons a ghost-type monster to help you. the stronger the monster. Usable only once per day. Delete this Character - Self-explanatory. because IT IS PERMANENT! The higher your level,

Be very sure you want to do this, Various stats are temporarily

Divine Aid - The user becomes very powerful. increased. Usable only once per day.

Go Berserk - Causes the same effect as War Blessing level 2. Blesses and makes the person who uses it harder to hit. Usable only once per day. Make a Potion - Only characters with some Potion Making skill can use this. You'll be given a list of potions whose recipes you've learned. Natural Curing - Cures status afflictions like poison and disease on the user. Usable only once per day. Regenerate - Heals the user. Usable only once per day. The higher your level, the more HP will be healed. The higher your level, the

Restore Energy - Recharges the user's spell energy. more SP will be restored.

Ritual of Sanctification - This will purify evil altars, but at the cost of half your HP. Usable only once per day. Summon Beast - Allows you to summon a monster to your aid. level, the better the monster. Usable only once per day. The higher your This

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

------------------------------------------------------------------------------4g. Character Traits ------------------------------------------------------------------------------Here you'll find the game's traits, which can give your characters a certain advantage in exchange for a XP penalty, and in some cases, a bonus. You can

have, at maximum, two traits, but you can also opt to have none in order to save on the XP penalties. Great Renown (-10% XP) - This gives you a bonus to your reputation, which can be useful in certain instances. However, there are various methods in which to increase your reputation through quests and such, so you won't need this trait after very long. Nimble Fingers (-15% XP) - For thieves only. If you have a specially-designated thief character, he/she should have this trait. Beastmaster (-15% XP) - This gives you a special ability to summon a monster once per day. The higher your level, the better the monster. I never saw a real use for this, though at higher levels the monsters are good for a meat shield. Strong Will (-15% XP) - Helps you resist charming and the like. you have a fighter-type character with low willpower. Useful if

Good Education (-15% XP) - This helps you when reading spellbooks and such, so in other words, it gives you a bonus to your rune reading skill. Considering the other traits available, you'd be better off just putting a few skill points into arcane lore. Toughness (-20% XP) - Very useful. This will reduce damage from non-magical attacks and provide additional resistance against poison and disease. The XP penalty is a bit high, however. Give it to your magic-users, since they'll need the protection. Fighting characters won't need it as much. Fast on Feat (-20% XP) - Also a useful trait, your default action points will be 5 instead of 4, which means you can have two melee or missile attacks without moving. Only give this trait to one person because of the penalty, though. Natural Mage (-25% XP) - For mages and priests only, naturally. This should be given to your mages immediately, since without it, they won't be able to wear heavy armor. It also gives a bonus to all your spells, and this bonus will increase as you gain levels. Not only that, but it will give you the special ability Restore Energy, which will allow you to regain some spell points once per day. Elite Warrior (-30% XP) - Like natural mage, this is for your fighters. It gives them bonuses for their to-hit and damage and increases with your level, but you should skip it. Avernum 3 has a cap for the amount of damage you can do, and all this will do is let you reach that cap sooner. In other words, this trait won't help you late in the game, but the XP penalty will always be there. You do gain the special ability, Battle Rage, but it's not that important. Divinely Touched (-40% XP) - This skill the XP penalty is prohibitive, you gain all the above-mentioned traits. You'll Spirit, Regenerate, and Divine Aid. If pass on the second trait. is a little bit of everything. While small versions of the benefits from also get the special abilities Call you pick this skill, make sure you

Cursed at Birth (+20% XP) - While the bonus to your XP is tempting, this trait could cause certain penalties to various actions and get you killed. Only take it if you happen to have a particularly high XP penalty and want to level up faster. Sickness Prone (+20% XP) - Basically, this is the anti-Toughness trait. You'll be more susceptible to poison and disease, which isn't too bad considering all the proper potions and spells to cure such things. Sluggish (+30% XP) - This is something horrible. You receive a penalty to your AP and your dexterity. Not something you want in this game. Brittle Bones (+30% XP) - This isn't so bad for magic-users, since they should avoid physical combat altogether. Combined with Natural Mage, you'll have a 5% bonus to your XP, but you'll have to stay far away from the front lines. Completely Inept (+40% XP) - Never take this. It will render a character essentially useless. Of all the disadvantageous traits, only brittle bones and sickness prone are acceptable as compensation for the positive traits. =============================================================================== 5. Walkthrough =============================================================================== A word on party creation before we begin. There are many options for your party, and none are 'wrong.' There is no party you cannot beat the game with, fortunately. If you're feeling particularly daring, you can even leave behind one or two members, or even go through the game as a singleton for a real challenge. For the purposes of this guide, however, I will assume you're taking the standard four-member party. With that said, let's begin. -------------------------------------------------------------------------------

5a. Upper Avernum ------------------------------------------------------------------------------------------------------------------------------------------------------------5a-1. Fort Emergence ------------------------------------------------------------------------------Quests: Go see Anaximander Go Up To the Surface Find Lost Papers Kill Bandit Leader

You'll begin in Fort Emergence. Note your equipment. It sucks. Your first quest is merely to meet with Anaximander (nice name, buddy!) Explore around the fort first. South of your guest quarters is a room where you can store characters to be retrieved later. South of that is a room with a locked door. Bash it down and move your party inside, then close the door by examining it. Take the energy potion from the dresser and keep going. West of that room is the training hall, which you can use once you gain a level to improve your characters. Wandering around is Thereza, who will give you a quest we'll deal with later. Commander Johnson in the big dining room in the southwest will give you a quest to slay the bandits, which we'll also get to later. Northeast of the dining room is a storeroom with marginally better equipment, but there's not enough there to outfit your entire party. You'll have to go adventuring for better stuff. Go see Anaximander, who is on the northwest end. Also make sure to speak to the nearby Levy and get 25 coins for your allowance. The north exit leads to the surface, but don't go there yet. Instead head south, into Upper Avernum. We've got some adventuring to do! First thing's first, let's clear out those bandits and goblins. Wandering around will be a gang of bandits that could prove tough due to their numbers, but a good amount of magic and melee might will take them down. They'll also likely provide a good deal of spare cash and equipment. The goblin cave is a little ways east off the main road, around the totems with skulls on them. Homely. You'll have to fight off a group of goblins to get to the cave proper, but they're not so tough. Once inside, explore everywhere. Goblins litter the entire dungeon, and there's two floors to boot. Make sure you've gone everywhere on the first floor before going down to the second via the stairs on the west end of the dungeon. Definitely make sure to take out the goblin chief on the east end. He's protected by several goblins and two skeletons, so watch out. In the northwest corner (only accessible by boat) you'll find spiders and a set of crafted chain mail, which is some good magical armor. The second level is pretty much a straight 'kill everything that moves' run. There's a worg in the upper right corner that's rather strong, so don't take it lightly. In the northwest corner of the second level are stairs leading up into the bandit lair. The northeastern part of the map has the bandit leader, who has a mage backing him up. He's not too tough, even with his little magic-user, so just ventilate his body a little with your array of sharp objects. Before you leave, go back to the wolf pit. There is a secret passage in the northeast corner of the map that leads to a staircase up to the bandit lair's treasure. Make sure you grab it before leaving. The exit back to Upper Avernum is a gate in the northwestern part of the map. Through the gate and to the south is the exit proper. You'll be stopped by a group of bandits once on the world map, but they're small potatoes. Fort Emergence is to the south, so head back. There's a pool of water along the road on the way. Go up and examine it to get 100 XP. Now go back to the fort. At this point you should be at levels 3-5, if you killed every enemy you saw. With the basic dungeons out of the way, let's move on to more interesting quests. Follow the road north to Ghikra. ------------------------------------------------------------------------------5a-2. Ghikra ------------------------------------------------------------------------------Quests: Return Koriba's Statue Info on Slimes for Rentar-Ihrno

Your first and only Vahnatai town. Northeast you'll find Koriba, whose statue was taken by bandits. Sound familiar? If you explored the wolf pens fully, you should have that statue already. In exchange, you'll get a soul crystal, but you can't use it yet. Also here is a weapons dealer. If you can afford it, buy a waveblade, or even the fine waveblade. It's very strong. Rentar-Ihrno is to the northwest, and she is someone you should speak with. She'll let you see the Crystal Souls, if you ask. They're south, and you should definitely talk with Glantris-Bok. He'll teach you the special ability Vahnatai Lore, and while it's expensive, it's very much worth it. You can buy up to five levels of Lore for each member of your party. You can't train this skill like your other stats, so you should definitely come back here on occasion to buy another level. Aside from the statue and Lore, there's nothing here for you yet, so leave and move on.

------------------------------------------------------------------------------5a-3. Portal Fortress ------------------------------------------------------------------------------Quests: Find Denise's Amulet Get Research Books

Go back to Fort Emergence and train if you need it, then follow the road to the west to eventually reach this new fort/city. South of the entrance but outside the city walls you'll find a large shield, but it's cursed. In this fort you will find information on the game and its major inhabitants, along with something interesting: an energizing chamber in the northeast building which will infuse one equippable item with 10% cold resistance. I wouldn't recommend using it now, though. Your current equipment is crap compared to later weapons and armor. The big building south of that has a lot of equipment, but you'll be attacked if you take anything. Before you leave, talk to Walner to get a quest to find research books for him. In the northwest building you'll find Carol, who will teach you First Aid for 150 gold per level, no skill points required. You'll also find Denise, who has a quest for you. Take it up, even though you can't go down to the Tower of the Magi yet. Leave when you're ready. ------------------------------------------------------------------------------5a-4. New Cotra ------------------------------------------------------------------------------Quests: Find Hmurrr's Cows Kill Ice Pudding

This city is north of Portal Fortress. Miles' Alchemy Shop has some nice potions for sale. The ironworks next door is an especially nice shop that will not only sell you some good equipment, but will also buy your old crap. Gointz, who waits in the inn, can be convinced to sell his boat for 500 coins. If you don't have enough, come back later. Assuming you do have the money, the boat is behind the foodstuffs shop. Talk to Hmurrr inside to get a quick quest, then speak to the mayor, who also runs the inn and will hand you a quest. Nance has a treasure she'll part with, but you must first go to the surface. Remember to come back here once you've gone there and go to her house for a Mind Crystal. ------------------------------------------------------------------------------5a-5. New Formello ------------------------------------------------------------------------------Quests: Help Out Sliths

Make sure you leave in your boat (if you got it) and go back ashore somewhere you can find the boat again easily. It'll stay put, don't worry. Northwest of New Cotra is a Nephil bandit encampment, which is a tough battle. You're vastly outnumbered and against a Nephil mage, so make sure you save beforehand. The reward is all the nice swag the Nephils drop, which may include a pair of drakeskin boots and lots of steel equipment. Give steel small shields to your magic-users and either sell or keep the rest. Go north until you're in the next area. West of the road is a secret passage leading to a massive insect infestation. Don't challenge this unless you're confident in your abilities. It will result in a lot of XP, but it might also kill you. If you decide to be bold, kill off the grown chitrachs first, as they're more powerful than the larvae. In any case, New Formello is north of New Cotra, in the very northwest corner of Upper Avernum. The mall in the northwest may not be complete, but there's a smith there who will sell you some equipment. In the southwest there's an infestation of bugs that includes null bugs, who are quite strong. The loot for this is on a body that has iron studded armor and a wooden small shield. Now that that's over, talk to Ahsoth in the northeast building. He's a Slith. He wants heat. Find Commander Ace (she's the one with the green-ish sprite) and talk to her. Remember that bug infestation I told you about? If you managed to destroy it, great. If not, that's what you gotta do to help the Sliths. It's especially tough because eventually you'll have to fight null bugs, who are very strong, even on the lower difficulty levels. Being at levels 6+ is highly recommended. After many (many) battles, advance into the source of infestation to find... a body and an amber shield. Return to New Formello and talk to Ace, then Ahsoth and Hsska in that order. Hsska is one of the four recruitable NPCs you'll find in this game. These characters are powerful warriors and mages who are almost definitely stronger than your created characters. You have the option of deleting a character in your party and taking Hsska along, or using your personally crafted party. Save before you do anything, though. ------------------------------------------------------------------------------5a-6. Treasure Hunt -------------------------------------------------------------------------------

We're going to Erika's Tower, though not quite inside yet. The Tower is east of New Formello, in the northeast part of Upper Avernum. You haven't done crap as adventurers yet, so Erika won't see you. Instead, go west of there. There's a bunch of totems near the sign pointing to the tower. In here you'll find an encampment of ogres. They're even stronger than the chitraches, and they have incredible magic to back them up, not to mention a good number of Slith. I would actually recommend you not take them on yet, as they'll more than likely wipe you out. However, if you insist (or if you leveled up a bit) use haste on your priest and have him/her cast war blessing on your fighters, then haste them as well. Make sure to rest and save after every battle, even if you don't need it. Whether or not you win, go back and grab your boat (if you bought it, otherwise skip ahead a section). Take it up river, past several bridges until you find a swamped shore to the west. Follow the tunnel (cast Safe Travel if you have it) until you reach some junk with an item buried there. It is the Radiant Slith Spear, a very powerful polearm. Take it and fight the rather strong Shambler that appears. Trust me, it's powerful. Use War Blessing on your fighters and cure whatever poison it causes. Assuming you haven't been wiped out, go back to your boat and take it all the way south, all the way down to Portal Fortress. North of that fort is a small shore with a Blessed Buckler, a great shield for anyone who can use it. There aren't a lot of shores, so it's not hard to find. With that out of the way, you're done in Upper Avernum for now. Leave your boat where you can find it, then Go back to Fort Emergence and take the northern exit to the surface. ------------------------------------------------------------------------------5b. Krizsan Province ------------------------------------------------------------------------------------------------------------------------------------------------------------5b-1. Krizsan ------------------------------------------------------------------------------Quests: Destroy the Slimes Find Dominique Find Fellows' Ring

Congratulations, you made it to the surface! Valorim continent! Okay, that's not a massive accomplishment, but still. Southeast of where you emerge will be Krizsan. If you can't find it, just follow the nearest road till you find a sign and follow its directions. Along the way you may encounter some nasty slime monsters. Don't worry, you'll see a lot more of them soon. Kriszan is huge. Look around. There's lots to see. The archer in the northwest tower, Falko, is another recruitable NPC. You can't get him yet, though. Benedict will sell you armor and give you a quest to find Dominique. Fellows, in the tiny shop east of the docks, will ask you to find his ring. If you already have a gold ring this quest is easy, but if not, there's one in a secret room on the west end of the city. You can only get in through a secret passage along the outside wall. Captain Agrod in city hall will give you an unofficial quest to get unicorn horns, which you can then sell to him for spare cash. In the same building is your first job dispatcher. Jobs have both an objective and a time limit in days. You shouldn't take on a job till you get to know Valorim a little better, but if you feel confident and need the money, have at it. Also in city hall is Mayor Arbuckle, who gives you the official mission to destroy the slime infestation. So, let's have at it. But first, we'll explore the province. ------------------------------------------------------------------------------5b-2. Inn of Blades ------------------------------------------------------------------------------Quests: Get Metal Lumps

You'll find this just along the road leading north from Krizsan. Inside the actual inn you'll find Arion, who will teach you several mage spells up to level 2. He's the guy in the yellow robe. He'll also give you a quest for you to recover some metal lumps of his. Record the directions he gives, then find the metal and return them to him for a reward. You can check the spellbook in his room if you need to learn the spell again later for whatever reason. ------------------------------------------------------------------------------5b-3. Silvar, Colchis and Delan ------------------------------------------------------------------------------Silvar is slightly east and north of Krizsan. It's hard to miss. We're going here first because you need some upgraded magic. There's a temple on the east end of town with a priest who will teach you up to level 2 for several priest spells. If you can't afford everything, buy level 2 for healing, curing, war blessing, smite and unshackle mind. Those are the most useful spells for right now. There's an Empire dervish in the inn who will try and provoke you, but don't challenge him to a fight. He'll wipe out your entire party. Merry, the shopkeeper, will have magic and fine lockpicks for sale, the former of which are very helpful with locked doors. Aside from this, there's nothing of great importance in this town. Your next stop is Colchis.

Colchis is slightly south and east of Silvar. Just follow the road. The entire town has been overrun with slimes, and we're going to practice killing them here before the real thing. The mauve (purple) slimes are especially nasty, as they can use magic. None of them are that strong, though, and shouldn't require more than a couple hits to kill. In the southeast corner there's a secret room next to a destroyed stable with a friendly ghost. No, it's not Casper, it's my aunt Claire! Er...no. It's a ghost. Talk to it and it'll tell you about two gifts: one behind a pillar and one under an anvil. The pillar is just north of the secret room, but the necklace within triggers an ambush of slimes! The anvil is in the destroyed weapon shop (just check all the buildings for it) and contains a Wyrmskin Helmet. Once you get both, leave town. We're heading west this time. Delan is west of Krizsan, so find your way back there and follow the road. This particular city is on the front lines of the slime invasion. Along the outside west wall you'll be ambushed by four mauve slimes, so do the world a favor and take them out. The wandering monk in here has an unofficial quest to find a wizard who travels between Delan and Krizsan. There's also a fletcher here who sells ash bows and crossbows, which are a step up from the cavewood equipment. In the inn (hehe) Feral will sell you horses for 500 gold. Horses are useful in that you take less time getting from here to there. You don't move any faster, but days don't pass as quickly while riding horses. Game mechanics, you know. Aside from that, there's nothing else here, so take your horses (if you bought them) and leave. ------------------------------------------------------------------------------5b-4. Guhkbar's Pit ------------------------------------------------------------------------------Quests: Free Illyee

We're going to take a little detour for treasure and XP. North and slightly west of Delan is a cave set on the south side of a tall hill. Inside, leave your horses (if you got them) and go through the tunnel to the west. Examine the pool of water and choose to wait to get...a quest! Ha! Now you're bound by the Code of Adventurers to help a fairy in trouble! Er...right. Anyway, there's a secret passage to the west. Go through until you reach a high ledge. While ordinarily you wouldn't take such risks, you're bound by the Code...uh, just jump off. South is a batch of healing herbs and north is Illyee in the cage. You can either kill Guhkbar or do this the sneaky way. The latter is accomplished by going around to the east side of the little wall south of the prison and hugging the east wall until you reach Guhkbar's lair. The key is in the south chest. The top two are trapped, and only the right one has anything of worth. Alternatively, you can fight Guhkbar and then just free Illyee at your leisure. The reward is better, but if you can't beat Guhkbar, then remember that your life is worth more...almost. ------------------------------------------------------------------------------5b-5. Delis and Pergies ------------------------------------------------------------------------------Quests: Return Paolo's Package

The town I speak of is southwest of Delan, but first we're going to make a pit stop. Go to Delan and follow the coast to the southwest. Eventually you'll come across some Empire soldiers. Now, I know they're technically your enemy and all, but help them out. You wouldn't want to be cowards, now would you? They're just slimes, after all. You should be quite intimate with how to kill them by now. Once the battle's won, head west from there to get to Delis. This town's not only in bad shape, it's under attack by slimes. They're even in the streets, in broad daylight even! Glydden is waiting in the inn and if you tell her you saved one of her patrols, your reputation will increase. This isn't an official quest, just something you can do to help yourself later on. Make a note of the locked room in the inn. We'll come back here in a minute. Pergies is almost directly north of Delis. It's also beset by slimes, and you'll find a few just lying around. Paulo's at the inn, and will give you a quest that'll require you to return to Delis. Do so, and go back to the locked room. If your tool use is high enough (doubtful) you can get in the front way, but there's a secret passage that'll let you access the room from outside the inn. However, there's a magic barrier blocking your path. You either need a piercing crystal or the Dispel Barriers spell at level 2, both of which you are unlikely to have at this juncture. Make a note of this room and how to get in, then leave until you're able to take the package. Bear in mind taking these herbs will make the entire town angry at you and attempt to attack you, but there's nothing in Delis besides the brief reputation boost. Move on... ------------------------------------------------------------------------------5b-6. Agate Tower ------------------------------------------------------------------------------Alright, time to deal a blow to the slime plague. The tower is southeast from Delis. Go back there and go south once you pass the swamps, then go east along the coast. You should see a road and some soldiers. You'll have to fight two groups before you can enter the tower.

Once inside, don't go too far south or you'll be trapped. Instead, go west and take out the archers with arrows or spells. Go around and to the south to meet some slimes in a pit. Kill them as well and go south to an apprentice mage and soldiers. Groovy. You should find a shield ring when the dust settles. Go north via the right door for more enemies, then continue north in that room to find a trap door leading down. From here, wander around a bit. Goblins litter this area, so perform some much-needed slaughter. Along a corridor you'll find a door to the church. Praying at the alter causes some imps to appear, which are good for some XP and not much else. Along the east door, there's a tunnel leading to a Guard Worm. This little beast has a breath weapon that will paralyze you, so take it out with magic and fast! Go back to the hall leading to the church and walk further east. There's a building there with a few troops and some slimes around it. In the northeast room there's a desk. Check it out to learn the location of the slime pit. Interesting. Now go south within the building. There are locked rooms with nice equipment east, and south you'll find a boat! Score! Take it south and west until you find a slime spawning pool on a shore to the west. Destroy it with physical attacks and use magic to take down the regular slimes around it. The field surrounding it will put your party members to sleep, but you can wake them up with Unshackle Mind if you have it. Once the pool is destroyed, go through the door to the west. You'll be inside a building again. Go west, then south. There's Bojar, running like a coward. He'll spawn some slimes to stall you, so slay them swiftly. The secret passage is in the south wall, but Bojar is protected by two magic barriers. You can pass through them, but they will damage you. Bojar has some direct-damage spells, but most of the time he'll summon creatures as a shield. Cut a swath of destruction through them and take the wizard down. He will drop a Robe of Magery, so make sure to pick it up and stick it on your mage. East is Bojar's room and a source of information. Go back to the room with the giant spiders and go northeast from there while still in the building. Past the cobwebs is a secret passage leading to a room and a book. The book contains Forcecage level 3, but you need to know Forcecage at level 1 at the least before you can use this book. It will stay there, though, so remember this place and come back once you learn the spell. Now then, go back east to where you found the slime pool. North are some stairs going up to the main floor of the tower. Climb. See that lever? Pull it to disable the pitfall traps on this level. Go east, then north through the rooms, killing the enemies you come across. When you get to the supposed trap doors, keep going and leave the tower. ------------------------------------------------------------------------------5b-7. Slime Pit ------------------------------------------------------------------------------If you haven't yet, return now to Fort Emergence to train. Once you're ready, the slime pit is southeast of Colchis. Just follow the (broken) road till you see an opening in the mountains to the south. Go up there, battling slimes until you reach the source. Leave your horses at the entrance if you have them. Go forward to be ambushed by slimes. Wipe them out, then continue west. You'll see a pedastal. Examine it for lots of fun buttons to push! Whee! Each button corresponds to a gate protecting a slime pool. Each button must be pressed and the slime pool destroyed to eliminate the plague. Start with the topmost button. The stairs leading to the lower level are in the northeast most corner of the map. Wade through the slimes and climb down. South are some slimes, but west through the open gate is your goal. Destroy the slime pool with physical attacks and the Bolt of Fire spell, then climb back upstairs and go back to the pedastal. Click the next button down, and take the rightmost tunnel east, then south at the first opportunity. Down here you'll be assaulted by mauve slimes from across a gap. Use spells and missiles to take them down. Follow the path south, then around to the north. At the end you'll find another slime pool waiting to be destroyed. Blow it up and return to the pedastal. Press the middle button and go for the staircase. It's almost directly south of the pedastal, through some tunnels. Find your way through and climb down. The slime pool is north, through any one of the three passages. However, once you reach it, the bodies behind you will rise as slime zombies! These guys aren't too tough to kill, but they have strong attacks. Destroy the pool as per normal, and use Repel Undead on the zombies. If you survive, head back to the pedastal. The next two sets of stairs down are in similar locations, but behind separate paths. Press the next button down and head to the very southwest corner of the map via tunnels on the far west side. The stairs you want are west, past the swamp. Downstairs, take the boat. You'll have to sail through several islands with slimes waiting, a slime gauntlet, if you will. What you want to do is land on a nearby island and take them out with spells. If you're low on magic, just use Bolt of Fire or arrows to kill the mauve slime, since it's the only one with long-range attacks. The slime pool is at the end of the long river,

and falls the same as the rest.

Return to the pedastal.

The last slime pool. The final staircase down is to the southwest again, but accessed by the tunnels to the east of the swamp. Just keep heading south and west to find it. Down here, you'll go through another gauntlet composed entirely of mauve slimes. After several long and crueling battles, you'll find a pillar that says...hey! Okay, someone's going to die for that one! Okay, calm down, there's still a slime pool around here. Hug the east wall and go south, and eventually the game will alert you to the presence of a secret door. Go through and follow the tunnel to the final slime pool. Once it's dead, head around the tunnel in the northeast corner and walk past the rune in the floor. Check it out. It's the Alien Slime. This creature has hundreds of HP, high attack power, and it will spawn slimes. It's still quite susceptible to being skewered with pointy weapons, so have at it! Have your warriors blessed and hasted, while your mages hang back and take down the smaller slimes as your fighters beat on their master. After (several) rounds, the Alien Slime will fall, but you're not done yet. Check along the north wall of this chamber for a secret passage leading to a rune. Examine it, and you're finished. Congratulations, you've defeated the first plague on the surface! Exit the cavern and make the trek all the way back to Krizsan. Speak with the mayor to get your reward, then talk to Falko with only three characters in your party to recruit him if you want. With your reward (and possibly a new party member) return to Fort Emergence. ------------------------------------------------------------------------------5c. Upper Avernum - The Return ------------------------------------------------------------------------------------------------------------------------------------------------------------5c-1. Fort Emergence ------------------------------------------------------------------------------Quests: Investigate New Formello Murders

First off, talk to Anaximander. You won't get a reward (the mayor took care of that, you greedy bastard) but there's more to do. See Levy nearby for a reward in the form of an invulnerability elixer, then talk to Berra in the magician's offices in the southeast corner of the fort. Present him with the evidence of the rune, then talk to Anaximander again. He'll give you a quest and ask you to visit Erika. Remember that we can now access the Tower of the Magi since we ended that plague. Let's go there first. ------------------------------------------------------------------------------5c-2. Tower of the Magi ------------------------------------------------------------------------------Quests: Read Vahnatai Notes Recover Lab Notes

This place is big. Really big. Speak with Vidrain as you leave the portal room. Mahdavi is wandering around slightly south and has a quest for you. Now go north and west, then stop in the courtyard and go north. You should now be in the entry hall. East from here are the shops, most notably the potions shop, which will not only sell you the recipes to some powerful potions, but will also sell you said powerful potions. Next door is a 'sage' who will identify your items and give you some advice...for a price. If you have the money, save your game and read what she has to say, then load your save to get the info for free! Hah! Anyway, east of that is the church. The priest here will teach you three new spells that you should get immediately. Mass Healing and Move Mountains should be the first on your list. You're done in this general area, so go back and walk north through the corridor between the entry hall and the shops. Follow this path till you're going south. About halfway down you'll see a door. This is creature storage and has nothing but monsters. Starting from the square one east from the door to creature storage, walk south eight steps. Now take one step west through a secret door into a library. X the mage is here, but he won't do anything for you yet, so just remember this location and leave. Continue south until the hallway takes you west. Enter the first door you see for a merchant who will buy your stuff. Nine steps west of that room and one step north is a secret room. It contains a spell book that'll teach you very powerful magic, but odds are you won't be able to get at it yet, let alone learn it. Continue west to see some stairs. We'll be taking a side trip on our little tour now. Go up those stairs and go west. Through the double doors is the wizard's chambers. The second door on the south wall is Solberg's. Go in and talk to him. He'll teach you Ice Lances at level 3. Linda's office can't be accessed, so don't bother. While you're here, go into Denise's room and examine the dresser to get her amulet. Go back to the main hallway and continue west. The westmost room in this hall has a desk which contains the Xian Tome. Now follow the hallway west, then north until you reach another room. Here you can rest for free, so take advantage of it if you want. Keep walking through this corridor till you reach the entry hall again, then leave the hall and go west. Carrie is in one of the classrooms here, specifically the one with the big pentagram. Her lab

notes were stolen by a...monster? Well, the only monsters here are in the creature storage. Go there to recover the notes, then bring them back to Carrie for your reward. The cloak she speaks of is in the storeroom to the east of the wizard's chambers. This is about all you can do here, so go back to the portal and warp back to Portal Fortress. We're going to solve a murder now. ------------------------------------------------------------------------------5c-3. New Formello Investigation ------------------------------------------------------------------------------The murders didn't actually occur in New Formello, but in a cave north of the town. Go there and traverse the darkness. Very soon you'll run into some chitraches, but they should be no trouble by now. Once you find the bodies, search for a secret passage directly north of the body. Follow it to a chamber with stalagmites. It's difficult to see, but there's no hidden passages this time, so just stumble your way through. Further inside, you'll be ambushed by chitraches again. There will be null bugs with them, who are still annoying to fight due to their magic nullifying fields. Continue on and make sure you're fully healed, because you're about to walk through some unavoidable fireball traps. You'll be damaged for around 20 points depending on your resistance to fire. Heal up when needed, then keep going to the final chitrach ambush. After a lengthy battle (don't forget the null bug behind you) inspect the skeleton. You'll find a key, which is what we came for. Answers will come later. We have one last stop to make: Erika's Tower. ------------------------------------------------------------------------------5c-4. Erika's Tower ------------------------------------------------------------------------------Erika's Tower is in the very northeast corner of Upper Avernum, but in case you forgot, consider this a refresher. Erika is straight ahead. Don't go exploring yet, her tower has a lot of traps and monsters, and you're likely not ready for them yet. Get every book in the room. I say this because one of them holds the Haste spell at level 3, but there's no way to tell just by looking at the item screen. Just take them all and use them till you find the right book, then toss the rest. Speak with Erika and she'll talk at length about the events of the first two Avernum games. After she's done talking, keep at her. She will teach you the next level of mage spells, including your two new favorite spells, Far Sight and Lightning Spray. Make sure to ask her about the Vahnatai research and the boon she has for you. Follow her directions to find the amulet, then return to her and accept the boon. You won't see the results from this for quite some time, but it's best to do it now. Before going elsewhere, head back through the west hall and go into the fifth door (one door past the one with the amulet). In here is a maze of pillars. From the entrance go northwest, west, north, west, north, west twice, southwest twice, south, then west twice to find an item on a pillar. Warning! Taking said item (a Diamond Dagger) will cause a Ur-basilisk to appear! This creature can not only turn you to stone from a distance, it's very hard to kill. If you have Capture Soul at level 2 or 3, this is a prime opportunity to confine one of the game's more deadly monsters for your own purposes. Otherwise, use your newfound magic to kill it before it stones you. Now then, go through the east door and into the third room along this hallway. Empty, right? Along the south wall is a secret passage to a hidden room. In here are some cursed gloves and a couple research tomes for Walner. There's also some drakeskin gloves behind the magical barriers, but they're guarded by quickfire, which is very damaging. If you have Dispel Barrier or a piercing crystal, save first and try to snatch them. It's best to go into combat mode and haste your party before doing it. Otherwise... The Vahnatai research notes are in Erika's room, which is only accessible from the back of the tower. Leave and re-enter from the north side. There are cave slimes around here, so step lightly. There's a secret passage leading back outside in the westmost indentation of the tunnel. Once outside, check along the south wall for a secret passage into the back room. The Vahnatai research is in the cabinet, and the spellbook here teaches Safe Travel level 3. Now then, go and inform Mahdavi of what you've learned, then return to Fort Emergence and report to Anaximander. Now return to the surface. It's time to stop another plague. ------------------------------------------------------------------------------5d. Isle of Bigail ------------------------------------------------------------------------------Quests: Bring Dryad Something Beautiful

But first, let's explore! From the entrance to the surface, east is a unicorn cave that I skipped because it's unimportant. East of that is a narrow pass through the mountain range. Go through here, then head west. Around a section

of mountains you'll find Ernest's hut. Here there are teleportation portals that'll send you to the far reaches of Valorim, but I don't recommend using them yet. For one thing, they're expensive, and three out of the five portals send you to places that will be beyond your ability as adventurers. You can also talk to Ernest to find out about a book in his little library that will teach you Dispel Barrier level 3. However, if you take it, the first time you use one of his portals, you'll be sent to a drake lair filled with lava and... well, drakes. I'd actually recommend you take it, by the time you need one of Ernest's portals you'll be strong enough to take on the drakes. Now then, go northwest from Ernest's to find a grove with a dryad. She wants something beautiful. You have nothing, but we'll find it eventually. Now we're off to the Isle of Bigail. Go north to the coast and follow it along to the east. Eventually you'll run into Farport. ------------------------------------------------------------------------------5d-1. Farport ------------------------------------------------------------------------------Quests: Kill Roaches for Nell

There's not much here. There is a weaponsmith, but he doesn't sell anything great. The mage here will identify items and give you a quest for when you get to Shayder. Vok at the dock (heh) will sell you tickets to Port Townsend and Sharimik. You want the former. Buy a ticket and take the boat on the left. ------------------------------------------------------------------------------5d-2. Port Townsend ------------------------------------------------------------------------------There's not much here either. That's okay, this town is unimportant in the grand scheme of things. Before you leave, however, talk with Father Rice in the temple. Ask him of the Anama's beliefs, then say Yes. This will affect events later. Leave town. ------------------------------------------------------------------------------5d-3. Shayder ------------------------------------------------------------------------------Quests: Eliminate the Cockroach Infestation Graymold Salve for Jed Deliver Package to Lorelei Find Grunders's Ring

We're going here first, then I'll take you on a tour of the island. Shayder is one of the major cities of Valorim, and houses the headquarters of the Anama. Just follow the road northwest from Port Townsend to find it. Walk around. It's a nice place...or it would be if it weren't for the disease. Nell's house is in the southeast corner of town, just as she said. Next door to the east is Sara, who will sell you the same magic Erika was providing. A man named Boyle who's wandering around tossed a wand into the sewers. Hmmm. The Bazaar has some decent armor, but the weapons are crap. If you see a beggar wandering around, give him some coins to get a clue about Judith. Make sure to visit the mayor and get your prerequisite quest for ending the roach plague on the island. Just east of the north entrance to Shayder is the hospital, and inside you'll find Jed. He'll give you a quest to find some Graymold Salve, which you won't have now, but will eventually. West from the hospital is the Anama temple. The priest here will sell you spells (same as the ones in the Tower of the Magi) and remove a Dread Curse, if you have it. There's a room on the ground floor of this place that has a book that will teach you Curing at level 3, so find and read it. In another room you'll find Father Lockhart, who will also tell you of Anama beliefs, and whom you should also answer with Yes. The reason for this is you can, in fact, join the Anama after speaking with more of their priests. The point? The Anama can teach you very high-level priest spells. The drawback? You cannot use mage spells ever again, unless you go to the priest and tell him you want to leave. As a final note, Grunders, the job dispatcher, will give you a quest to find his ring, but only if you're Anama members, or if you have fake Anama rings. Now then. In the northeast corner of town there is a little locked room. In this room is a trapdoor leading down to the sewers. We're going there now. Wander around down here and get acquainted with the cockroaches if by some miracle you haven't seen them yet. They're stronger than the slimes, with more HP and slightly better attacks. Plus, the big ones can cause disease. Go south till you reach a dead-end, then go west across two bridges. Here you should find some cracked walls. Use Move Mountains to blast open a room with a body. On this body is a spellbook with Bolt of Fire level 3. Score! Now leave. ------------------------------------------------------------------------------5d-4. Bavner and Kuper -------------------------------------------------------------------------------

Quests:

Retrieve Charm for Nephil Visit Point Contemplation Find Mundt

We're going on a tour of the island at this point, and we might even find a few clues. Stop by Townsend and return to Farport to get your reward from Nell if you cleared out her house. Head east along the road, past Townsend and to Bavner, but don't go in yet. Walk a little east till you spot a lone Nephil. Talk to him for a quest you'll be completing in Bavner. Enter the town. There's not much here, but what is here is important. The house at the south end is actually a training hall, which you could likely use by now. The Anama priest here will give you a quest and teach you more about the Anama. Judith will be here if you couldn't find her in Shayder. Ask her about an ancient artifact. 1000 coins?! Crazy bitch. Pay her to learn where the Fury Crossbow is. Rather than that fortune teller's worthless advice, you have to pay Judith to learn the location, otherwise the dungeon won't appear on the world map. If you don't have the money, just keep in mind that Judith will be either here or in Shayder depending on the day. Anyway. The innkeeper with the necklace is in the northwest building. Threaten him and he will fork it over if your reputation is high enough (and if you've been completing quests, it will be). Return it to the Nephil for a blessed bow, then head to the next town. Go along the road to Kuper, but go slightly northwest of it first. There's an opening in these mountains and a passage that'll lead to a mysterious stone circle. Pray here to learn a certain spell at level 3 depending on how many you've visited. If this is your first, it'll be Curing. If you already know it at level 3, pray anyway, the circles teach you magic depending on how many you've visited. Now go to Kuper. We're not staying, only visiting. By that I mean we'll be returning later. Talk with Mother Melamed for more Anama beliefs and a quest, though it requires some real digging through the dialogue options...anyway, he's in Lorelei and that's a long ways away now. Leave, for now. ------------------------------------------------------------------------------5d-5. Spiral Crypt ------------------------------------------------------------------------------North of Kuper, past the mountains and slightly west you'll find Vanvor, who will sell you lots of very nice scrolls, including the essential Dispel Barrier. North of him is the entrance to the Spiral Crypt. Find your way through the forest and enter. Examine the paintings. Very...cryptic. Sorry. Anyway, follow the crypt south to find the Riddle Ghast. The answer is 'Fangs.' This particular ghast is very strong, so don't challenge him yet. Move west. There's a cracked wall in this hallway you can break down. The hidden room behind contains some iron plate mail guarded by a couple undead. Now simply follow the crypt around till you reach the entrance again. Return to the room with the Riddle Ghast, who is now missing. Behind where he used to stand is a secret room with a lever. Pull it and go back to the entrance. Another room has opened up now, so pull the lever in there and go back to the room with the coffins. A wall has opened here, allowing you further access to the crypt and...another lever. Pull it. Take a Dexterity Charm from the southwestern coffin and go back to the entrance. You can now leave, but would you really leave this crypt haunted so it can snare more innocent passerby's? Of course not, you're bound by the Code! Now then, go back to the easternmost room of the crypt. Remember that secret room past the cracked wall? Go back there and head straight north to pop through a secret door. Be prepared. The quickghasts here are tougher than Gorvifal himself due to their high attack power and their ability to paralyze you. Repel Spirit is your friend. The best thing to do here is to cast War Blessing outside of battle so the quickghasts can only move one space at a time. Beat on them first, then take out Gorvifal and the rest of his entourage. The treasure is rather varied. A Prismatic Torc is lying around, and a secret room along the north wall of the narrow passage contains a spellbook with Divine Retribution level 3. There are also Humanskin Gloves in the chest. Once you're done cleaning up, leave. Fenris Port is along the road leading to the next section. You may have passed this place on your way to the crypt. It's not hard to find. It's also a very tiny town. The weaponsmith has arrows you can stock up on, and the mage here can identify items and sell you potion recipes. Other than that there's nothing here. On to the next area! ------------------------------------------------------------------------------5d-6. Northpoint and Southpoint Lighthouse ------------------------------------------------------------------------------Quests: Find Curing Potion Find Elspeth's Crystal

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

There's not much here, but there is something. Undead. Lots of it. Don't get trigger (sword?) happy, though, they're not hostile. Along the left side of the outside of the lighthouse is a secret room with a Horrid Specter that will attack you after you speak with it. Don't attack it while it's technically friendly, or you'll take a hit to your reputation (oh no, the big bad scary adventurers attacked a poor, helpless undead abomination!) Anyway, the specter will drop a mind crystal, which you should save for later. The rest of the lighthouse is fairly nondescript, though you can speak with Nekaros, who set up this whole operation. That's pretty much it, so now go to the Southpoint lighthouse. This place is on the far southern area of the island. It's also the last stop on our tour. After this, we start on the plague. However, you might run across a town on the way. This is Hectar, and it's got nothing. The only thing in this town is the final Anama priest, but he won't talk with you about his faith, since his is a little shaky. Meena also passes through this town depending on the day, so if you have some extra money and haven't maxed out your Pathfinder (assuming you can buy it from her) get some extra levels. As for the lighthouse, just follow the road all the way south. You might be ambushed by some ogres, but they're not so tough. You'll pass Point Contemplation, but we'll visit a little later. Elspeth is in the southern lighthouse and will give you a quest to find her crystal (the mind crystal we just got) and will sell the incredibly useful piercing crystals...although they're quite expensive. Return her mind crystal for a free one, and go to Point Contemplation. This place is overrun by roaches, but you just need to explore a bit to fulfill the requirements of the quest. There's a pilgrim's cloak in a secret room in the north part of the lighthouse. Use Far Sight to spot the one room you can't enter via door, and that's where it is. Once done mopping up, return to Bavner to complete the quest. We're going spider hunting. ------------------------------------------------------------------------------5d-7. Giant Intelligent Friendly Talking Spiders ------------------------------------------------------------------------------Quests: Help Some Spiders

No, we're not going to a party. On the same map screen as Bavner is the spider cave. It's deep in the woods, built into a hillside, to the north and a little west of Bavner. Use your automap to maneuver through the trees. In here...be afraid. Be very afraid. Walk around a bit. There's a dark altar that'll spawn four imps and a demon if you get close to it, and various items strewn around everywhere, but mostly spiders. To the northwest you'll find a spider blocking your path to their chief. Talk to him, then advance to the chief. Friendly roaches, you say? Yuck. Take up his quest, and leave. The stone circle he speaks of is just northwest of the spider cave, on the same minimap screen. It's easy to find. Go there and wipe out the roaches, then return and learn the location of the friendly roaches. Just as the spider said, they're due north. The stairs leading to the roaches aren't hard to spot. Climb down and explore. You want to find Filth Spreader, who is pretty much indistinguishable from the other roaches, so just talk to all of them till you find him. Ask him about the Filth Factory to be able to enter the source of the plague here. Now we just need one more thing. Leave and return to Kuper. ------------------------------------------------------------------------------5d-8. Kneece ------------------------------------------------------------------------------This place is another ruined town. It's crawling with lizards of varying species, including a fully-fledged drake to the south. The building in the middle of town is your destination, however. You'll need the piercing crystal you got from Elspeth to get inside. Make your way to the center and speak with Purgatos. Keep talking till you can ask about the Filth Factory. Since you know where it is, he'll give you the Phoenix Egg, which we'll use later. Now that we have the method of this plague's destruction, we're going to use it. Go back to the docks to get back to Kuper. Walk back to Shayder and prepare. If you want to join the Anama, now's the time. Bear in mind you can join, take all the magic they have to offer, then leave and retain the information, but you will lose every mage spell you know. Now then, leave Shayder and go north. Roaches may be able to survive a nuclear explosion, but they won't survive you. ------------------------------------------------------------------------------5d-9. Filth Factory ------------------------------------------------------------------------------Roach beach is north of Shayder, and isn't hard to spot. two groups of roaches until you reach the Filth Factory. You'll fight through Go inside.

Walk in and go north first. Follow the tunnels around the north end of the factory. When you get to the large room in the northeast, take the southern

door on the west wall to a portal. Fair warning: you can only send one person through. That person must be able to destroy some undead and roaches, and get through a locked door. Choose your party member and go through. You'll find the control room (eventually). Press the top-right button, then save. What you need to do is get past a certain point before the factory starts itself up again. Take as few steps as necessary to get back to the portal, then go south. In this room, go south and west down the hall. Follow the hallway to where the lasers would be, and get across this room to the door in the southeast. If you can make it past before the lasers reactivate, good. If not, reload and try again. Go down the trapdoor to the lower level. Follow the hall all the way south. Go in the room to the west. Here, pull the lever to seal off the pipes. Go back and enter the northern room on the west wall, and pull the middle lever. Return to the room with the slime to find an opening leading to a portal. Hop in. Go along to the west. There's a passage south that was opened by the recent explosion. Follow it into the inner Filth Factory. Go around west via the north tunnels and circle around into the inner-inner circle. Follow the filth around counter-clockwise till you reach a broken laser thingy. Pick up the scales here, then find the absolute center of the factory. You'll know it by the mass of swamp tiles. This is where you use the Phoenix Egg. Toss it in. Run. Let me repeat myself: RUN! The egg will release quickfire that will spread very quickly. Retrace your steps till you reach a gray brick floor that will seem very out of place in this trash. Go in here and up the stairs to the main floor. Kill the one remaining roach here and step out into the light. Congratulations, the roaches are dead. Return to Shayder and get your reward from the mayor, then make your way back to Fort Emergence. We've still got a lot to do. ------------------------------------------------------------------------------5e. Theft of the Orb of Thralni ------------------------------------------------------------------------------------------------------------------------------------------------------------5e-1. Fort Emergence ------------------------------------------------------------------------------Quests: Recover Orb of Thralni

If you got the withered scales, show them to Berra, then speak with Anaximander. He'll inform you the Orb of Thralni has been stolen! Speak with Levy to learn your next destination: Portal Fortress and Seles. At this point you can also visit Erika's Tower and, if your reputation is high enough (if you've been completing quests, it will be) you can learn Magery for the hefty price of 5600 coins per level. It's expensive, but even one level can make all your spells more effective. Anyway, go to Portal Fortress. ------------------------------------------------------------------------------5e-2. Cult of the Sacred Items ------------------------------------------------------------------------------Speak with Seles in Portal Fortress. She'll direct the teleporter to send you after the thieves. As the Adventurer's Code states, we must pursue them. After going through the portal, you'll be surrounded. Fight your way out. Exit to the south. Look around. Patrols of rogues wander around here, but if your reputation is high enough, they'll run away without a fight. Not all of them will, though. There's a secret tunnel in the west wall to get you past the barrier of trees. Continue on until you reach the dock. Here, slaughter the various enemies. Go in the building for information on who you're fighting. Nutty buggers, ain't they? Steal a boat and take it around the rocks north, to the tower on the small island. You can either land and enter via the front door, or sail in and use their docks to do a little sneak attack. Let's sneak in, shall we? Kill the two soldiers at the docks and head in. Check around, there's some funny info to read. North from the docks is the mundane item storage, where you'll find a horn. It won't be useful till much, much later in the game, but take it anyway so you don't have to go hunting around for one when you need it. Your goal is west, but you can only get through the doors in the courtyard with a stone key found in the two rooms south. Once you get a key, go through the doors and head south through the Purification Walk. What you need to do is go to each of the pools along the way and touch the water. After the third pool, the Hall of the Sacred Item is open and waiting for you. Take the other items in the chest (leave the plate mail and the metal bars, they're both cursed) then take the orb. Your quest is complete, but you're still trapped down here. Make your way to the northwest corner of the tower to find a portal. Try to use it, and you'll be ambushed! Wipe out these damn thieves and reactivate the portal with the control panel below. You'll be warped back to the Bandit's Lair. You're done here, but you now have a new and powerful tool that we'll be using soon. Stop by the Tower of the Magi and talk to Solberg to learn Lightning Spray level 3, your reward for destroying the Filth Factory. Return to Fort Emergence. It's time to tackle the third plague.

------------------------------------------------------------------------------5f. Karnold Province ------------------------------------------------------------------------------------------------------------------------------------------------------------5f-1. Southern Karnold Tour ------------------------------------------------------------------------------Quests: Hunt Ogres Near Bolton Libras Courier Job Destroy Undead for Storm Port Remove Ogre From Dryad Grove

There's one thing you should do immediately with your new flying device. East of the exit to the surface is an island with a stone circle that can only be reached via flight. Get over there and learn your new spell. At this point it's faster to warp to Sharimik than walk or ride. If you stole Ernest's book, you'll be thrust into a drake cave the first time you use the teleporters. I'd recommend it, actually, because the exit to the cave leads you into southeast Valorim, which is more or less our goal. If you don't want to, either follow the road near Kriszan east till you reach Bolton, or skip ahead to the section on Sharimik. The drake cave is full of lava, so either the Pathfinder skill or Safe Travel spell is a must. The drakes are strong, have breath weapons and like to cast Fireblast on your party. You start on the west end. The exit is east. There's not much else to say except haste, bless, kill everything and don't die. Assuming you popped out of the drake cave, head southwest. You'll find a Nephil settlement buried in the mountains that's being beset by goblins and bears. Help them out to gain access to their homes and buy some good potion-making items like graymold, which is used to make graymold salve. Southwest from there you'll find a stone circle with a talking skull being guarded by ogres. This is a Xian item, so pick it up. Go south from here and take the ferry across the river to get to Bolton. This town only has one quest for you. On the way to Bolton, you may have passed some ogres that needed slaying. The weaponsmith will give you the quest to kill them. Do so and go east across the river. Libras has a courier quest, and north of the town you'll find a mountain passage. At the top is a Perfect Flower, which will complete your quest for the dryad. The problem? It's guarded by a few dozen gremlins. These guys love to confuse and charm you, but a good level 3 Lightning Spray will wipe them out quickly. Almost directly east of the entrance to this mountain pass is the dryad's grove, which we'll get to in a minute. As for Storm Port, you'll be given a quest by the mayor to wipe out some undead in a tower to the north. We'll get to that later, but you should go north from here anyway. Take the rock bridge across the river and go east to a mountain range. Here there's a raised section of the mountain you can reach with your Orb of Thralni. In this short mountain pass is a secret tunnel through the east wall that'll lead to a third stone circle. With this done, go back to the dryad's grove I pointed out a paragraph ago. Here, talk to Esselarea. She'll give you a quest to rid her grove of an ogre, but you can only send one character inside to do it. Send in your best fighter. This quest won't require magic. Go north and talk to the gremlin. Not very helpful, huh? Unfortunately, I can only be as helpful, because this place is very maze-like. It would be hard to guide you without giving exact directions, which are unnecessary. Use your automap and make your way south. When you find the next gremlin, you're in the right place. Talk to him and when he starts saying numbers, choose "1234. 3456.", then "7890." and finally, "5678." Alternatively, you can skip the stupid gremlin and just go down the path with the gravel at the beginning. Find your way north, then around to the northwest corner of the map. You should come across a field of bushes, some with red flowers. Don't step on the red flowers. If you do, you'll start back at the beginning. The ogre is just past here, so don't despair. This guy is stronger than your typical ogre, but not so tough that you can't kill him unaided by your party. Once you beat him, take your loot and make your way all the way back to the portal and rejoin your party. At this point, use the Jewel of Return to go back to Fort Emergence, then use Ernest's portal to get to Sharimik. ------------------------------------------------------------------------------5f-2. Sharimik ------------------------------------------------------------------------------Quests: Get Ring for Ginny Hunt Down Zang Destroy Altar for Corie

Sharimik's one of the larger cities in the game. Spragins in the south part of town will identify items and sell you two new spells: Forcecage and your next direct-damage spell, Fireblast. You can buy some steel arrows from the

fletcher, magic lockpicks from the general store, and train in the hall between them. Starcap the trainer will give you a quest to find Zang, who is far to the northwest. Ginny, in the food store, has a quest to find her ring. Talk to Sloan (an archer wandering around outside) to learn of its location. Retrieve it and return it to Ginny for the reward. Ellyn in the temple will heal you and teach you two new priest spells. Mayor Knight in City Hall gives you your next quest, but before you can actually receive it, you must get approval from Corie and Levin. The latter is in City Hall and requires 1000 coins for...processing fees. If your reputation is high enough, you can threaten him into doing it for free. Corie isn't as easy. You must first learn the Ritual of Sanctification, then destroy a troglo altar. Talk to her and get the mission, then go to the storeroom in the northwest corner of town. Once you enter the westernmost room, shock! Troglodytes! Kill them! You get no reward for this, but there's a locked storeroom here containing the Xian shrub. Come back when you learn Unlock Doors level 3. ------------------------------------------------------------------------------5f-3. Northern Karnold Tour ------------------------------------------------------------------------------Quests: Kill King Vothkaro Meet Empress Prazac Steal Book for Ivanova Slay Slith Chief Clean Out Ursagi Cave

Leave Sharimik and follow the road east. All the way east is Angel's Rest. Shahpur will give you a quest to meet the Empress, which we'll do much later. North along the road is Aminro. The mayor here will give you a quest to kill the Troglo king, Vothkaro. We'll also get to that later. Go back to Sharimik and follow the road south across the bridge, then east. You'll pass Gidrik, whose only notable feature is a guy at the inn who will sell you some horses. Keep on following the road south, then east and you'll hit Golddale. Here, Ivanova will give you a quest to get Ernest's book, one you should have, or at least know how to get. Don't hand it over yet, though. The mayor will give you a quest to kill the Slith chief in the nearby mines, which we'll do now. The mines are east of Golddale, in a huge valley filled with Ursagi. You'll have to go around to the south, then head back north to reach it. The mine is the westernmost one, or the mine that doesn't give out gold or silver ore. Explore around. The Slith here aren't tough in terms of HP, but they can hit very hard, and their mages know such spells as Lightning Spray and Forcecage. The Slith chief is in the northwest corner of the map, and he's protected by quite a few fellow Sliths. War Blessing will help a lot here, as will some tough armor and a few castings of Lightning Spray, not to mention Mass Healing. He'll drop a Crystal Charm upon defeat, which should immediately be given to your priest. Once you've felled the Slith chief, leave the mines return to Golddale. Speak with the mayor for your reward, and to take on another quest. Now head back to the valley. On the other end of the valley from the mines is the Ursagi lair, and in this lair is a spellbook that will teach Call Beast level 3. By this time you should be quite familiar with the Ursagi, though the spellbook is guarded by an Icy Drake that is no picnic. Fortunately, being icy, this drake has no immunity to fire that normal drakes and dragons have. Kill it, and kill as many Ursagi as possible to finish off the appropriate quest. To escape the lair, go to the northwest corner of the map to find a back exit hidden by shrubbery. Go back in the main entrance if you left horses there. Once you get the spell, leave and return to Golddale for your reward. Now go back to Storm Port and head north until you spot a tower in the middle of a thick forest. This is your next destination. ------------------------------------------------------------------------------5f-4. Tomb of Vahkohs ------------------------------------------------------------------------------This is where you'll solve the quest for Storm Port. First go to the southwest corner of the tomb and pull both levers once, then go to the northwest corner and pull the west lever once, and the east lever twice. Go through a secret passage just east of the two levers, then go around to the west and through a locked door to the room full of dead guys. In one of these coffins is a Thinking Cap, a nice helmet for wizards. Now go down the passage you haven't visited yet to end up in Vahkohs' chamber. Talk to him and accept his little challenge. Now the undead who were previously just getting in your way will attack you. What you need to do is make your way back to the entrance, where Vahkohs will be waiting for you. The specters and quickghasts are a real pain, but they fall quickly to steel and spell. Vahkohs is a stronger-than-normal vampire, and will take quite a pounding before he dies, but he will die...sort of. Once you take him down, you still have work to do.

When Vahkohs is dead, make your way back to the chamber where you first met him. Along the west wall will be a secret door. Here you'll find chests to the north with treasure, spellbooks to the south with the level 3 Terror spell (the south book is cursed, don't read it) and another secret passage leading west. Get what you want and go through two such passages till you find stairs going down and quickfire behind a barrier. Use Dispel Barrier or a piercing crystal to knock down the first one, but don't take out the second barrier! It's a fire barrier, and you can walk through it with some damage, but if you dispel it, the quickfire contained within will spill out, and it'll be quite hard getting back through this passage. Now then, go through the quickfire and through one more secret passage to find yourself outside. Here there will be two demons, and a crystal. This crystal is your goal. Smash it, then deal with the demons back there. They're quite resistant to magic, but not physical attacks. Once the crystal is destroyed and the demons are gone, you're done. Return to Storm Port and get your reward. With all this out of the way, we're finally going to get back to the actual plot. Well, first we have to go to Softport. ------------------------------------------------------------------------------5f-5. Softport ------------------------------------------------------------------------------Quests: Find Zik

Technically this is in the Midori province, but we're only stopping here to get the Ritual of Sanctification. We'll return to this province (and Lorelei) later to finish off the plague. To get to Softport, go to Sharimik, then follow the road to the north. You'll run up against Softport eventually. Talk to Nydia in the temple to learn where to get the Ritual. North of there is the mayor, who will give you the quest to find a killer named Zik. As for the Ritual, you must go north, deep into the Midori province. Well, not that deep. Just go north across the bridge and around the mountain range here until you get to the north side, then go up the path leading south. You'll end up at a little hermit home. Go inside and talk to the anti-social screwball, then tell him you're going to use the Ritual against the troglos to learn it. Make sure to pick up the Xian rock from the chest in his house before leaving. Or not, it's not that important. I just felt like pointing it out. Before returning to Sharimik, go east from Softport to find a house in the middle of the mountains. This is the House on the Hill, a home away from home that also contains the Unlock Doors level 3 spell. Dispel Barriers or a piercing crystal is required to get it, though. Rest up and return to Sharimik. We're going altar-hunting. ------------------------------------------------------------------------------5f-6. Troglodyte Altar ------------------------------------------------------------------------------This hidden altar is far east of Sharimik. Go past Angel's Rest till you spot a road in the mountains with troglos guarding them. This is the spot. If your reputation is high enough, they'll run away in terror. Otherwise, fight past the lone group and enter the dungeon. Head in. You won't be attacked at first, but this floor is filled with troglos and it won't take long for them to find you. Right near the entrance along the north wall is a secret passage leading to a hidden storeroom with some good loot. There's a pair of living statues along the east wall who are resistant to all forms of magic, but not physical attacks. Up the stairs is the altar. It's right out in the open, guarded by a miniature army of goons. Take them out, and DO NOT kneel in front of the altar. It will give you a Dread Curse, a negative special skill that can only be removed by a powerful healer. You have to use the Ritual. Using it will cause various demonic enemies to appear. Unless you know Repel Spirit at level 3 (which you likely won't) then your best bet is Lightning Spray and Smite, combined with hasting and blessings all around. The Vile Imps are actually the worst of the bunch, since they're immune to many forms of magical attack, while the demons are just resistant. Once the altar is purified and the demons gone, there's still more to do. Go south and into the building. East is another altar, through a secret passage and guarded by two Living Statues. DO NOT kneel in front of this altar! It will kill your entire party straight-out. Instead, purify it. A Haakai will appear, the strongest demon-type monster in the game. Fortunately, there's only one of them, so gang up and pound it into dust. After the battle, search the west wall for a secret passage and another demon. Kill it and search the chest for some loot, including the very nice Shadow Leather armor. Once you loot everything you want, go back to Sharimik and talk to Corie, then the mayor to get your next quest. You need to go to the troglos' castle, which is northeast of Aminro. ------------------------------------------------------------------------------5f-7. Troglodyte Castle -------------------------------------------------------------------------------

Quests:

Slay Elhioc

Inside, go north. You'll be stopped. Say you have the papers and agree to be blindfolded. You'll be taken to a cell and left there. Wait until your cell door is opened, then get out and explore. You'll be thrown back in before you reach the end of the hall. Read the troglo history, then wait some more. Again you'll be summoned by the king, but this time he really will speak with you. Tell him you read the scroll, but don't attack him. Talk with him until he gives you a quest, then return to your cell. Get the new message on the table and read it carefully. When you're done, go through the secret door on the west wall and down the trap door. Time to kill. Follow the instructions Vothkaro gave you and go north first. You'll have to fight past many troglos, but eventually you'll reach the northeasternmost area of the map. From here, go west till you reach a control panel and some runes. Examine it, then press the first button from the top once. Press the next button down twice, then the next button three times, then the next button once, then the next one four times, and leave the last one alone. Now leave the control panel and walk across the runes. Elhioc is in the north room. He's guarded by about a half-dozen troglos, but they're easily dispatched. Elhioc is another story, as he has a lot of HP and some good magic. Use Radiant Shield if you have it to provide some protection for your party. Elhioc falls the same as most monsters, so just beat him up good. Once he's dead, check his room for some herbs and a secret passage along the north wall for a room containing a book to teach you Control Foes level 3. If you haven't learned the spell at all, just remember this place, as you can return later. Now, retrace your steps to the same staircase you used to enter this level. Climb back up to solve one quest and be handed another. Now you can either leave the castle, or go assassinate Vothkaro. Killing him now will have no negative consequences, since you've already gotten the quest to take down the barrier separating the troglos and giants. I'd recommend it at this point, as there's a lot of XP in killing him and clearing out the castle. Plus there's the nice treasure horde in the northeast corner of the castle. Once you're done killing things, leave via either the main entrance or the secret passage and return to Sharimik. ------------------------------------------------------------------------------5g. Midori Province ------------------------------------------------------------------------------------------------------------------------------------------------------------5g-1. Lorelei ------------------------------------------------------------------------------Quests: Recover Soldiers' Possessions Free Empire Soldiers

To get here, follow the road north from Sharimik till you reach Softport, then take the road northeast till you find an Empire checkpoint. If you have the package from Irvine in Shayder, you cannot go this way, or you will be attacked. The easiest way inside the city is to just warp back to Fort Emergence and use Ernest's teleporters to get there. This place has just as much good stuff as Sharimik and more. To the southwest there's another Avernite wandering around the park. Speak with her about the Bunker and Captain Johnson. This will be useful later. North of the park is a shop where you can buy three sets of horses for 600 coins each. North of there is Kendra's shop and the place you have to deliver the package for Irvine. If you do, ask to join the Thieves' Guild and go through the secret passage. The man here can sell you some excellent things, including some fake (but convincing) Anama rings for 2500 coins. Naturally, if you joined the Anama, these are unnecessary. Assuming you bought the rings, you can now enter various Anama establishments, including the temple here. The priest is not only Mundt (speaking with him meets the requirements for an earlier quest) but he will sell a total of eight bottles of Knowledge Brew for a hefty sum. Lyle, of Internal Affairs, will sell you Hawke's Manse for the incredible price of 8000 coins! While this sounds outrageous, Hawke's Manse has quite a bit of good stuff for you. If you don't have the money now, save up. The nearby weaponsmith will sell you some good stuff and teach you the Barter skill for 440 coins per level. Once you buy one level, you can go next door and improve it in the training hall for only 10 coins, provided you have the proper skill points. Nearby, in the very southeast corner of the city, is an empty house with the sun symbol of Avernum. There's a secret passage along the south wall that'll lead you to an Avernite spy, who will fill you in on several pieces of information. Carlos, in the university, will sell you alchemic recipes. The weaponsmith nearby (yes, a second one) has some good stuff. Bruskrud, who greeted you at the gate, has a quest to recover some of her soldiers' possessions and free some soldiers (different ones), which we'll find later. Hawke's Manse is in the northwest corner of town, in case you bought it. Some

highlights of the Manse include the library, which contains books to teach you Slow, Capture Soul and Lightning Spray at level 3, all of which you probably know by now. There's also a room to leave spare party members, and a room to rest for free. Wander around the Manse for a while. Marjorie, the caretaker, will give you messages (pop-up messages, not regular dialogue) about rats in the storeroom, the ghost of Hawke wandering the halls, etc. It's best to wait a long while, then leave the Manse after each pop-up and return. Once the fourth pop-up appears (the one talking about Hawke walking the halls again) go to the southeast statue room. Speak with Hawke's ghost to learn the location of the Alien Blade, a very powerful two-handed sword. Besides the perks, like a free storeroom and sleeping area, this is about all you can get out of this Manse. Leave. This is about all you can do in Lorelei right now, so leave town. ------------------------------------------------------------------------------5g-2. Giant's Forge ------------------------------------------------------------------------------I'm going to keep this brief in order to finish off this plague in the interest of time. Game time, that is. East of Lorelei is an abandoned farm, where some Empire soldiers are being attacked by giants. Help them out to get 200 XP and a boost to your reputation. South of there is Dellston, but there's nothing of great importance in this small town. Go south till you hit the mountains, then follow it east till you reach a wall. The giant lair is in here. You'll have to bust through a defensive team to get inside. Once past the wall, go south till you spot a dungeon. Head inside. When you first enter you'll be assaulted from across a pit by giants. Take them down with missiles and spells, then go south. Ignore the intercections and go south till you reach the edge of the map. You should see a moldy boulder and stalagtite. Assuming you have Move Mountains level 3 (which you should, from the third stone circle) cast it, and go through this passage into the giant's treasure room. It's guarded by two Demons and two Black Shades, the latter of which are invisible and can't be targeted by missiles or spells. To kill them, you must use melee attacks, which can be tough. However, when they cast spells, they reveal their position, and they don't move around very much. One is on the raised platform near the pedastal, and the other is on the north shore, past the lava. Safe Travel is recommended if you don't have Pathfinder. Your reward for all this is a pike by the name of Giantslayer, which will do extra damage to giants, naturally. Equip it on whoever's got the most pole weapons skill. On a side note, if you don't have Move Mountains 3, you can reach the treasure room by going through the lava around the west side of the map. There's some additional loot in this cavern, but most of it is past long rivers of lava, and not really worth the effort. Leave the way you came in. ------------------------------------------------------------------------------5g-3. Cavern of Giants ------------------------------------------------------------------------------What I didn't tell you was that there's a passage to the lower level of this dungeon in the Forge, but it's in this dungeon that we'll find the soldiers for Bruskrud's quest. To get here, go outside the guarded wall on the world map, then follow the mountains east and south. You'll find another guarded wall, which you should of course attack. Once through, the dungeon is just to the west. Right at the start you'll be welcomed by a committee of giants. know the proper etiquette in this situation. SLAY THEM ALL!!! I think you

Er, right. Search around. There's a box with an Empire soldier's personal effects in the middle of the map, where the giant's beds are located. Go to the southeast corner to find a concealed escape tunnel for later use. Now head to the southern part of the map to find a barrier protecting a prison. Dispel it and unlock the doors to find...well, a prisoner. Tell him about the escape route to free him. There's another box of soldier's possessions at the west end of the map, and one more in the northwest corner, inside the Deathrock clan building. You'll also find another prisoner there. Go east from that building to find another prisoner slightly to the south, along with more personal belongings northeast of said prisoner. In the northeast corner of the map, past some lava, is a trapdoor leading down. On the lower level, step on the northern rune, then the western rune, then take the southern path to some great treasure. Among the items is the Polished Plate Mail, a very strong suit of armor that boosts combat statistics and protects you from petrification. Now go back to the top level. Return to the west (past the lava) and very soon you'll see a giant staircase heading down. Take it to arrive in the shaman caves of the lower level. Your goal here is south and a bit east of where you enter. The rest of the cave holds a good deal of treasure, but also danger. Go along the west side of the map to find a small cave with some Nagas. Kill them (cold magic works best) then press the rune in the northwest corner of their lair to open up a small room with the treasure. The key you need is in one of the chests. Now go east, back to where you started, and go south a bit, then east and north when south is no longer an option. You should be outside a stone building. The key you just picked up opens the door here.

Inside, you'll see a control panel. Examine it and push the buttons in this order: Owa, Leguv, Taful (the button above Owa) and Mung (the button above Leguv). The porticullus will open, and you'll have to fight a Demon and two Black Shades. The Barrier Tunnel map is inside one of the chests. The rest of the items you'll find is the Xian pouch and some cursed equipment. With the map in hand, leave the caves entirely and return to Lorelei. Speak with Bruskrud to get your reward for the soldier's effects you picked up (you need to speak to her four times, one for each item) and the soldiers you've freed. Train up if you've got the skill points, then rest, save, and leave. ------------------------------------------------------------------------------5g-4. Concealed Tunnel ------------------------------------------------------------------------------As you can see from the map, this tunnel is on the east side of the mountains, which will require some hiking. Get around the mountains either by walking or through one of the few passages leading to the other side. Walk along the east end of the mountains till you spot a dungeon. Just like the other plagues, it wouldn't have appeared on the world map without all the running around we just did. Go inside. It's time to put this plague to rest. Just for reference, vertical mirrors are the 'thin' mirrors, while horizontal are the 'wide' mirrors. You'll have to manage lasers and said mirrors and basically cause a mess to get the teleporter here working again. First, go to the southeast corner of the map to find a mirror. Push it along to the first intersection, then shove it north. Place it directly west of the southmost laser source, against the wall. Now go to the other mirror in this room and shove it north, into the path of the laser there. Push it along against the laser till the beam bounces off the two mirrors and hits one of the laser sources, destroying it. Now push the southmost mirror north until it breaks the other source. At one point while pushing the mirrors, you more than likely sent a beam southward to power up another laser and open the porticullis that contains six more mirrors. If not, position the northmost mirror two spaces east from the northmost laser cannon. Once the mirrors are unlocked, push them all out of that room and to someplace that's easily accessible. Make sure to get the other two mirrors you used before as well. Now then, using a vertical mirror, shove it into the intersection of lasers that's located in the first room of this tunnel. This will destroy one of the laser sources. Push that same mirror north of the unmovable mirror so the laser goes back and hits the wall. Now take another vertical mirror and push it through the open porticullis and block the beam in your way. Now push that same mirror west against the beam until it's rendered harmless. Take a horizontal mirror and push it through the porticullis, then east when you reach the second intersection. Here, shove it north against the laser source to be able to reach the chest. Use that same mirror (come at it from the north and push it south to have it end up west. Confusing, ain't it?) Take it north and use it to block the laser being fired from the east. The four chests it's protecting contain some nice coinage and items. Now then, as for the teleporter, it's actually very simple and doesn't require the treasure-hunting we just did. Take note of the small gap east of the teleporter. On the east side of said gap, move a horizontal mirror and place it east of the power crystal that's waiting near the teleporter. To find the right position, go into the above-mentioned gap to be able to see both the power crystal and the mirror, then move it as needed. To get the beam to the crystal, move a vertical mirror against the laser source we first used to bust up a couple other sources (the one in the middle of the automap). If positioned correctly, the laser will bounce off the two mirrors and hit the power crystal, thus enabling use of the teleporter. You'll be sent to another part of the map. To get through this, just push the southmost mirror north once, then west till it diverts the first laser. Now push it one square south and go back to get the other mirror. Push that one directly north to divert the other laser, then just walk west and down the passage. Here's where things get interesting. To bring down the barriers that prevent the troglos and giants from wasting their energy fighting each other, you'll first have to defeat the ever-annoying Doomguard. This powerful enemy is much akin to the Viscous Goo, which splits when you hit it. Just like the goo, the Doomguard will split into two whenever you damage it. It's also immune to all forms of attack magic, it has a very high attack power, and its HP is much greater than the aformentioned goo, which means it will split into many, many pieces before you get rid of them all. My advice? Haste. Bless. Heal at every opportunity. Don't waste your SP casting attack spells, they won't affect the Doomguard at all. Only let your fighters attack the Doomguard. It will split when anything damages it, and for every split, you want to take off a decent chunk of HP. Trust me when I say this one monster is one of the most powerful in the game, even on easy difficulty. Fortunately, it drops a Magery mind crystal upon death. Assuming you manage to kill it and survive, check out the crystal in the midst of all those lasers. Before you examine it, haste your party. Now smash the

crystal. You'll suddenly be surrounded on both sides by troglos and giants, and the ungrateful bastards won't even thank you for bringing down the barrier. Check where the crystal used to be to get some shards, then go into combat mode and just run back to the entrance of this passage. Don't try fighting all the monsters, they won't follow you. To get past the lasers in the upper level, just go into the small room and pull the lever to disable all the lasers. Go back through the teleporter and leave the dungeon. Congratulations, you've ended three of the five plagues! Midori province for fun and profit! Next up, we tour the

------------------------------------------------------------------------------5h. The Grand Midori Tour ------------------------------------------------------------------------------------------------------------------------------------------------------------5h-1. The Bunker ------------------------------------------------------------------------------Before you do anything, return to Fort Emergence and get your reward from Levy, then show the crystal shards to Berra. Report in with Anaximander, then go to the Tower of the Magi. Remember where I told you to find X? Well, he'll teach you Fireblast at level 3 now. Train up any skill points you've learned, buy spells and/or some Magery from Erika. Go to Ghikra and speak with Rentar-Irhno who will tell you nothing, but do it just the same. Return to Fort Emergence and speak with Commander Johnson, who is usually hanging around the mess hall. Ask him about the Bunker, then go to New Cotra. Follow Johnson's instructions to enter the Bunker. Speak with the people there, but especially with Ostoth. He will have the Bunker create a single weapon to combat whoever is creating the plagues on the surface. They'll only create one weapon and one weapon only, so you have to be sure who's responsible before making the request. Don't tell him to do anything yet, though. Yes, I know who's responsible (and so do you if you've played Exile 3) but I'd prefer not to give anything away. The Bunker will always be ready to create a weapon for you, so just leave for now. We'll come back later, after the golem plague. Before you continue on, finish up any stray quests, like giving the Perfect Flower to the dryad and so on, then go to Lorelei. Either walk or use Ernest's teleporter, but if you do the latter, be sure to get some horses. This may take a while. ------------------------------------------------------------------------------5h-2. Southeastern Midori ------------------------------------------------------------------------------Quests: Liberate Dryad Grove Find Hidden Poubslo Giants Bring Fine Meal

You should be starting from Lorelei. Go east from there. Slightly south you should see the ruined area where you helped some farmers. Go east from here, and you'll spot a dryad on the world map. Speak with her and agree to help her out. The stone circle is visible from where the dryad stands. Just get through the trees and attack the giants. They're nothing special, and certainly nothing to worry about after that Doomguard. South of the circle is Poubslo. This town has a quest for you to kill some giant spies. Daltry in the southeast corner will hand you the quest. The giants are in the northeast part of town, in a very small secret passage. To get there, check along the outside of the town's walls, along the north side. There's also a quest to take some sacks of fine meal to an enclave south of Lorelei, but you only get 25 coins per sack, which is a paltry amount at this point. Still, if you happen to find some, take them there. From the dryad's stone circle, go east till you hit the mountains. Follow them north, then go south when they split. You'll find the Isolated Inn. Enter. Cozy, isn't it? Like a mausoleum. You can only rest in one room here. Save before doing so. As soon as you sleep, the undead will rise and come after you. There's a few vampires, fetid zombies, skeletal warriors, all the tough stuff. Lightning Spray and Repel Spirits helps here, along with the standard hasting and blessing. What's the point of all this, you ask? Well, in the southwest corner of the map, you'll find a large rock. Here you'll find a Warrior's Ring that you wouldn't have spotted without resting here first. Leave the inn (don't forget your horses) and go around to the eastern side of the mountains. From here, head south. Eventually you'll spot a tower in the middle of the woods. This is our next destination. ------------------------------------------------------------------------------5h-3. Fading Tower ------------------------------------------------------------------------------Enter the tower. Here you'll find six pools of water. The northwesternmost pool will restore your HP, while the southeasternmost will restore your SP. The northeasternmost pool will give each member of your party a point in the Gymnastics special skill, but only once! Drink from it again and you'll be

covered in acid. Go south. You'll be in a swamp room with some shamblers. They were strong before, but now they're just an annoyance. To the west you'll find two Rakshasa. These powerful monsters are completely immune to your magic, and they have plenty of spells of their own! East are two Gazers, who are the easier of the two, so go that way first. Kill them off with arrows and fire magic, then go north. Dispel the barriers, then check for a secret passage along the east wall. Go east through the trees to find a small room. In here is a spellshard. Return to the tower. Now go south from the Gazer room to find a long hallway. Go all the way west in here. Through the north door are the Rakshasi. Yes, I know I said they were tough, but that's all the more reason you want one in your soul crystal! Besides, if you came at them from the east you would've had to cross the bridge to get to them, which could've been messy. The best way to fight them is to get up close and beat the hell out of them as fast as you can. Otherwise they'll start summoning up a storm of monsters to block your path. Once you finish off the Rakshasi, go back to the long hallway and to the south door at the east end. In this room you'll encounter a menage of imps, but at this point they shouldn't be too much of a challenge. Take them out, then check the west wall for a secret passage. Here there will be some spine worms, who are still quite strong with their missile weapons. Take them out, then dispel the barriers and continue on. Some quickfire will be released from a secret room. Yikes! Follow the passageways and cast Move Mountains on the cracked walls for later. Keep going until you spot a green rune on the floor. Stepping on it will make the quickfire vanish. Continue through the hallway until you come across a small room with a wheel. Turn it to make the gates to the south open, but don't leave. Heal, restore your SP, and save. Then enter the room to the east. Here you'll find the master of the tower: a Haakai. The perfect candidate for your soul crystal, isn't he? Use Haste straight out, because you can't just rush his throne and beat him to death. He's got invisible barriers blocking your path, except for one spot on the far east side of the room. Because he's a Haakai, most magic won't work on him, so you'll have to bypass his shield and strike from up close. Alternatively, if you have an archer in the party, bless and haste him/her/it and just fire away while keeping the rest of your party alive. Assuming the Haakai dies (and assuming you live) check the southeast wall for a secret passage. There's another tiny treasure room here, this one with the rare Bloodthirst Spear and a couple potions. Now then, go back to the room with the southern exit from the tower. Go south in there till you get a message about how the tower will eventually disappear, but don't exit now! Your horses are still waiting. Go back to the northern entrance/exit and leave that way. The tower will vanish from the world map, and we can move on to bigger and better things. ------------------------------------------------------------------------------5h-4. Malloc, Dorngas and Calloc ------------------------------------------------------------------------------Quests: Hunt Goblins for Malloc Kill Vampire By Sea Kill Ogres in Swamp Eliminate Calloc Raiders

I'd list these towns separately, but there's nothing except some quests to be had/finished in them. So then! First return to Lorelei. Sell off any unneeded swag, train up if you want, then follow the road west to Softport. From there, go north, then east at the first intersection to reach Malloc. For the most part, this town is like the rest of the small fry villages in Valorim, but the Nephil here will give you a quest to kill off some goblins. They're wandering around outside Malloc, and require some Nature Lore skill to catch and kill. There's 3-4 groups of goblins, though I forget how many exactly. It's at least three, though. Just check in with Mrrr each time you kill a group. Eventually he'll fork over some XP and a suit of Field Plate Mail. Another noteworthy attraction is the spell-teaching stone circle near Malloc, to the northwest. Dorngas is another quest location, though it's here that you'll solve a quest. Zik is in this town, and is waiting in one of the inn's room. Dorngas can be found by following the road from Malloc north, then around to the west. Ignore the intersection leading north and continue west until you reach the town. Zik will attack you when you identify him, but he's not too tough considering he's outnumbered and outgunned. Once he's dead, leave. Almost directly south of Dorngas is a cache with a resistance elixir. To the east is a hut with a man named Vlosto who will train you in bow weapons skill if you're not already proficient. Southwest of Dorngas will be an encampment of ogres in a swampy area. Rather than attack them, talk to them and agree to help to receive a quest. West of there (past the small mountain) is the town of Calloc. You can do two things here. There's a quest to kill some raiders that live to the northeast of Calloc. The mayor (who is also the innkeeper) will give you this quest. Also at the inn is Miranda, another recruitable NPC. She'll join

if your reputation is high enough, somewhere in the 50+ range. There are other requirements, but as of this writing, they are unknown. If she won't join you now, wait till you have access to the Footracer province, then return. There's also a room full of Empire deserters in the northwest corner of town, in the middle of some trees. Outside Calloc, go northeast to find the Nephil, but don't attack them. Instead, listen to what they have to say, then go to the small valley southeast of Calloc and kill the Ursagi there. Now, along the coast to the west of Calloc is the vampire you want, in between a mountain and the sea. He'll give you a quest to kill the same ogres in the swamp I mentioned earlier. Killing either the ogres or the vampire completes either quest. The vampire will give you a point in Finding Herbs, while the ogres will teach you Anatomy. It's your choice who you bump off. Personally, I slayed the undead. ------------------------------------------------------------------------------5h-5. Marish and the Chasm of Screams ------------------------------------------------------------------------------Quests: Clear Out Odd Dungeon Dispose of Marish Brigands

Go southwest from Calloc. On the south tip of the peninsula here is Marish, a small town. If you want to be technical, Marish is part of the Isle of Bigail region, but the quest you get here is one we're about to solve in the above-titled Chasm of Screams. Talk to Mayor Yale to receive the quest. The Chasm of Screams is north of Marish, through the woods. Be careful going through the trees. There's a monster group of Wights that may also contain Dark Wyrms. I won't go into details, but let me just say that even one Dark Wyrm has the potential to wipe out your entire party. I'm not kidding. Just avoid it as best you can and enter the Chasm. Leave your horses at the entrance. The path through the Chasm is very straightforward. You really only have one path around the edge of a gaping pit. However, there are undead like Ruby Skeletons and shades on the other side, and some are within attack range. Use Repel Spirit and arrows to deal with them. In the southeast corner of the map are some ice lizards and bodies with some good treasure. The southwest corner has some ice puddings, but no treasure. Go around to the northwest end, where ice drakes and lizards wait. By this time they're no real danger. The true threat lies beyond, in the form of three Nagas. Two are on either side of the entrance to their lair, but the third is way up several flights of stairs, and hard to get at for melee combat. Use arrows and magic instead, and let your melee fighters work on the two on the ground floor. Once the Nagas are down, save your game. You'll want to go to the north end of the room, where a pair of Ur-basilisks wait in between some magic barriers. Use spells and arrows while you dispel the barriers, and hope no one gets turned to stone. Past all the barriers is the invisible Black Shade, along with a Guardian. Beat them down and take the treasure. Don't bother with the plate mail, it's cursed. The real draw is the Resistance Ring. From here, go east through the narrow passage. Once you pop out near the pit, head around south and west to another narrow passage. There's a secret door along the south wall here, so do a little searching to find it. You'll find yourself in the center of the automap, with three pedastals. The north one will teach you Dispel Barrier at level 3, while the west summons some Vile Imps. Don't examine that one, but the southmost pedastal. It will summon two Efreets, but one drops a Divine Aid mind crystal. With the treasure in hand, leave the Chasm and report back to the mayor in Marish. He'll give you another quest, but I recommend not taking it. It will cause a -2 hit to your reputation, and is not particularly profitable. If you end up taking it and don't mind the penalty, the rebels are along the west coast, northwest from Marish. They're not particularly strong. Kill them if you want. Either way, we're done here. Return to Calloc, just because it's closest to where we're going next. ------------------------------------------------------------------------------5h-6. Lair of Sulfas ------------------------------------------------------------------------------Quests: Kill Creatures for Sulfas

Let's go see us a dragon! Khoth and Athron's lairs are right next to each other, but on opposite sides of the same mountain. Since Athron's lair is on the west side of the mountain and therefore closest to Calloc, we'll visit her first. Yes, her. But before we do that, we need to see Sulfas. Her lair is only accessible by first visiting Athron or Khoth's lair and going down the stairs in either one. Go to Athron's lair and take the only path possible, since thick barriers block any other route. Sulfas is in the center of the map, past a pool of lava. Dragons sure know how to live, huh? Speak with Sulfas. She'll give you an easy quest. Just as Sulfas directed you, go to the northeast corner of the cave. The things

you need to kill are past some barriers. Those things are Alien Beasts, the last and final plague. Yes, I know there's five plagues and we only finished three of them. The golems are fourth, these things are fifth. Personally, I would consider a plague of Dark Wyrms to be much, much worse. Alien Beasts are purely physical fighters, and tough ones at that. They can damage for an excess of 100 points in any given hit, even more if your armor is lacking. Plus they have a great deal of HP to whittle down before they fall. Oh yes, there's five of them. Bless whoever's going to go up against them in melee combat, and hit the beasts with direct-damage spells to burn away their high HP. The spoils include Nimble Gloves and a Battle Frenzy mind crystal, both worthy prizes. Return and talk to Sulfas. She'll tell you about a sword she can make to fight these things, but first she needs to know how, and requires the proper materials. For the former, we'll need to see Khoth. You appeared in Sulfas' lair at the southwest side of the map. For Khoth, go to the southeast. ------------------------------------------------------------------------------5h-7. Lair of Khoth ------------------------------------------------------------------------------Go south till you reach the actual entrance. Unlike Athron, Khoth will let you in. Search around. On one of the bookshelves is the spell Divine Retribution at level 1. Khoth is in the northwest corner of the map. Speak with him. He will teach Forcecage along with the three Arcane spells, the three strongest mage spells in the game. Unfortunately, they're quite expensive. Ask him about the ritual, then search his bookshelves. One of them says your knowledge of magic improves, but I couldn't figure out what it does. There's no visible stat increase, so I guess it's just a red herring. One bookshelf will teach Control Foes at level 1, while the southmost shelf contains the ritual you need. Save before you go checking out the shelves, since some can cause adverse effects. Once you have the ritual, return to Sulfas' lair. Go around to the southwest corner to return to Athron's lair. Along the way, you may notice a room closed off by barriers. This is Sulfas' auxiliary treasure room, and contains several excellent and rare items. The downside? It's guarded by Gorgons. These very annoying monsters love to cast Forcecage on your party, but otherwise they're not terribly strong. Save before attempting to take any treasure, because opening the first chest will cause monsters to appear. Among these are a pair of Ur-Basilisks and Gazers, and a Mung Demon. The first two sets are still weak against a well-placed Fireblast spell, while the demon can just be stabbed to death. Take the treasure, then go back to Athron's lair. ------------------------------------------------------------------------------5h-8. Lair of Athron ------------------------------------------------------------------------------This place is small, but is full of potential dangers. Now that you've spoken to Sulfas about the blade, the thick barriers will open. However, don't go through the front door! There's a secret passage east of that which will lead directly to Athron. It requires Dispel Barrier at level 2 or above, and Move Mountains at level 3. If you don't have the means to get rid of the blockades, you'll have to go through the main entrance. You'll encounter Athron's brood through this route. Whatever you do, don't attack them, at all! Just keep your party healed and blessed/shielded, and make your way to the teleporter at the east end of this large room. If you end up attacking even one, Athron will become hostile. Either way, once you reach Athron, speak to her (at length) and she will direct you to the center chest, where the special metal lies. Go back the way you came, to Sulfas' lair. Speak with Sulfas one more time to get the Beastslayer, a weapon you should hold onto till we get to Footracer province. With this sword in your possession, you're done here. Leave the caves and return to Malloc, since again, it's the closest town to our next destination. ------------------------------------------------------------------------------5h-9. Moon ------------------------------------------------------------------------------Quests: Find Grimoire of Thren Hunt the Unicorns

No, not the moon, a town called Moon. From Malloc, just follow the road north. You'll hit the town soon enough after crossing a bridge. Talk to the innkeeper to learn about Zang. He's in one of the buildings in the southeast corner of town. While he's also the solution to a quest you got a while ago, he'll sell XP (yes, XP) for 5000 coins. The higher your level, the less XP you'll get per lesson. You'll have to fight and kill him to complete Starcap's quest, but be warned: he's of the Mad Monk variety, a brand of melee fighter that's quite strong. Bless and haste your party to make short work of him. In the northeast end of town you'll find the library. This place requires 4000 coins to gain access, but also teaches several level 2 spells, along with Cloud of Blades (which you likely don't have). The librarian will give you a quest to find a book in Blackcrag Fortress, which we'll acquire sometime later.

On a final note, east of Moon is a town called Bremerton. Technically this town is part of Monoroe province, but it's near Moon, so screw it. There's nothing special about the town itself, but there's a collection of farmers near it that will hire you to slay some unicorns nearby. Considering unicorns are monsters that were weak even back in Krizsan, you'd do best to help them and pick up some swag. Now then, go and do what needs doing. Return to Sharimik to get your reward from Starcap, sell off any excess swag, train up, finish any residual quests you may have, then return to either Lorelei or Moon. It's time to tackle the golems! ------------------------------------------------------------------------------5i. Monoroe Province ------------------------------------------------------------------------------------------------------------------------------------------------------------5i-1. Spineridge and Mernia ------------------------------------------------------------------------------Quests: Writing Supplies for Spineridge

This is sort of the long way around, come to think of it. You can get to our next destination via two routes: the first involves taking the east road from Moon and following it along east, then south when it curves. Once the road splits into an upside-down T, go east until you reach Spineridge. The other route is to follow the road from Lorelei to the northeast, and then east when you get to the same upside-down T. Either way, Spineridge is first on the list of tourist stops before we go to Gale and take on the golems properly. Two things of note in Spineridge, and they're both the same person. Alzon in the northeast corner of town will give you a quest to find writing supplies, and is also an unlimited item reseller, like Levy. Other than that (and the fletcher who will sell blessed arrows and bolts) there's nothing in the town worth noting. Outside, however, there is a stone circle. North of the town there will be a secret passage leading into the mountains with (if you've been following the walkthrough so far) the final stone circle. It will teach you Divine Host at level 3, not the greatest spell, but still worthwhile. With that out of the way, follow the road east to Mernia. Here, enter and go east to the waterfront. There will be an ambush by some golems, quite possibly the first you've seen thus far. So then, here's a quick rundown on them: Golem of Blades are the green, pure warrior-types, and also the easiest golems to deal with. Fire Golems are immune to fire and have a like breath weapon. The same goes for the Ice Golems, but with their respective element. Jewel Golems fire a beam of energy, but are otherwise easy prey. Demon Golems, which you won't find in this ambush, are the top dogs. Like real demons, they're immune to many forms of magic, can use spells of their own, and are generally a nuisance to fight. Anyway, the best way to deal with the golems is your trusty Lightning Spray, since it will be able to damage most types of golems. Regular stab-age is also quite effective. Once the golems are dead, look around. Sydow is a priest wandering around town and will teach you some high-level priest spells, including Divine Restoration, which you should buy if you can. It will be very useful soon. Besides that, there isn't anything of note in this town besides Corie, who gives you information on what's going on. Leave Mernia and follow the north road till you hit Gale. ------------------------------------------------------------------------------5i-2. Gale ------------------------------------------------------------------------------Quests: Find Heroic Brew Recipe

Gale is one of the largest cities in Valorim, if not the largest. It's also beset by one of the more deadly plagues you'll have to stop. It's also closed to visitors. In order to gain entrance, go to the northeast corner on the outside walls. There, talk to Pasi to enter the trapdoor and end up within Gale itself. Asp, the weaponsmith, will sell you some of his special weapons if you bring him enough Skribbane herb. Otherwise, he just sells steel stuff. To get the herb, just go see Langley at the inn until she tells you about Alba. Talk to said Alba to buy some Skribbane. You need ten herbs to buy Asp's special weapons. Dharas is the nearby armorsmith, and sells Crystal Shields. Buy them for whoever can equip a shield and keep them equipped. Call them added insurance in case you run up against a Basilisk. The priest in the temple here will sell you the highest tier of priest spells, and heal your party if need be. If you haven't recruited her already, Carol is wandering around outside. If your reputation is 50 or greater, she'll join you. Mrrurr, in the sailor's inn, will sell you his boat to the Isle of Maddok if you give him 100 coins. Buy it if you can, it will be useful eventually. Velnas is near the temple

(next to the alchemist) and will sell you the higher-level mage spells. The aforementioned alchemist gives a quest to find an alchemic recipe. In the same shopping district is the fletcher, who will sell Arrows of Light and Bolts of Life. Buy up whichever kind of ammo you need, it will be very useful later against the Demon Golems. Now then, let's get into Gale's library. It's locked, so we'll need the key. You'll need to talk to Nantier (the alchemist) and ask him why he can't get into the library. Then, search along the northwest wall outside the temple for a secret passage. Follow it to an herb house. Talk with the Herb Seller here, and buy the library key from her for a whopping 5000 coins! You won't be able to get her to lower the price, unfortunately. The library is in the southwest corner of town, but not accessible through normal means. You must enter the area between the walls of the town and check along the south end for a secret door. Here, just use your key to enter the library. You can learn Move Mountains at level 3 here, as well as discover the location of the Lair of Drakos. Once you've done everything there is to do, leave Gale the same way you came in. Let's go exploring. ------------------------------------------------------------------------------5i-3. Tevrono ------------------------------------------------------------------------------Quests: Deliver Message to Baziron Eliminate the Golems Destroy Golem Scouts

This is your next stop, and a rather important one. If you spoke with the people at Gale's city hall, you'll notice no one really wants your help. Ungrateful sons of...! Well, to get to Tevrono, leave Gale and just follow the road all the way north. You'll have to cross a bridge and fight some golems to do it (you have the option of not fighting, but do it anyway, you need the experience dealing with golems). There will also be a golem party along the road you must fight, unless you want to wander around in the forest. One last golem party has Tevrono under siege, and as adventurers bound under the Code, you must intervene and save them. Here you'll face off against your first Demon Golem. The best way to deal with them is physical attacks, or fire-based magic. Demon golems will also occasionally drop a Golem Diadrem, which you should grab and hold onto for now. They will be useful later. One thing of note is that there's an Empire encampment in the woods southwest of Tevrono. The soldiers here will give you a quest to deliver a message to Balziron, which you should take before entering Tevrono, just to save time. Once inside Tevrono, check along the outer walls. There are still golems here, including one of the Demon variety. Inside, Tenuta the weaponsmith will sell you some of the better weapons in the game, all steel. In the northeast corner, you'll find General Baziron. Talk to him for a main quest and a side quest, the latter of which you should complete soon just because it's easy and the reward is nice. Once you get your quests and have dealt with the golems, leave town. going to find the mage Baziron mentioned. We're

------------------------------------------------------------------------------5i-4. Remote Aerie ------------------------------------------------------------------------------Quests: Destroy Golems for Delakros

This is southeast of Tevrono, through the woods. You'll need the Orb of Thralni to reach it. Once there, help yourself to the alchemic herbs growing outside. Also take some apples, you'll need them soon. Inside, you'll find some dressers in the west end of the house, but don't open them! Just looking in one will give you a point in Dread Curse, which is not something you want. Zalifar, the wizard of these parts, wants you to stop a drake south of Greendale from attacking him. This isn't an official quest, just something he wants you to do before he'll help you. Selfish bastard. Anyway, to get to Greendale, return to the main road and follow it south till it splits off to the west. Follow it to Greendale, but don't go in. The town is overrun by golems and there's not much treasure to be had. Instead, hop over the river with the Orb of Thralni and check around the mountains here for a passage. This is Delakros' lair. You need to have at least ten food items to satisfy his hunger (temporarily) and be able to speak with him, otherwise he'll send you away. You could kill him, but don't, since you're bound by the Adventurer's Code to help those in need...or something. Anyway, just talk to the drake and get his assurance that he won't attack Zalifar if you promise to wipe out the golems. Easy. Return to Zalifar's Aerie and speak with him to learn the location of the Golem Factory, along with some information on the Golem Spires, which we must destroy to fully eliminate this scourge from Valorim.

------------------------------------------------------------------------------5i-5. Golem Spires ------------------------------------------------------------------------------The first is northwest from Tevrono, as Zalifar said. It's also buried in the woods, so you'll have to navigate through quite a few trees to reach it. This spire is guarded by barriers on all sides, and Golem of Blades within. You must destroy the Power Crystal in the center, which is no mean feat. It's immune to all forms of magic except physical attacks and the spell Cloud of Blades. It also fires a beam of magic that's quite damaging unless you have a high resistance. Get your melee fighters in there and keep them blessed and hasted, then continuously pound on the crystal till it shatters. Once it's down, leave the spire. The next one is northwest of the last spire, in the mountains. You'll need the Orb of Thralni to reach it. This spire is guarded by Ice Golems, and should be dealt with the same as the last spire. When the Power Crystal is dead, leave. The final spire we can deal with right now is almost directly east of the last one, but in the woods. It's a ways east of the actual Golem Factory, for reference. I bet you're getting tired of all these forest areas, aren't you? Well, bear with it, you've got a job to do. This particular spire is guarded by Fire Golems, but it is decimated the same as the rest. Do so, then make your way west of this spire to reach the Golem Factory. ------------------------------------------------------------------------------5i-6. The Golem Factory ------------------------------------------------------------------------------You'll have to fight through a couple golem parties before reaching the actual Factory. By this point you should be able to deal with them quite well. Enter the Factory. It's time to put a stop to the madness. You'll be greeted by a small army of golems of various types. Don't think this is the last of them. Like the other monster factories, there are golems in several locations, and they will even spawn in some places until you're able to destroy the crystals powering the golems. Don't try it now, you'll just hurt yourself. Not only that, but the factory will be intermittently filled with lasers you won't be able to disable quite yet. Proceed cautiously, and haste your party, then go through the factory in combat mode to avoid having to walk through the lasers every other step. First off, you want to go to the southwest corner of the factory. There you'll find a small staircase up onto the higher ledge, where you will blissfully be safe from the lasers. From there, you want to move to the northeast quadrant of the factory, which was previously inaccessible. In this quadrant, go to the southwest corner to find stairs leading down. Take them to arrive on the lower level. On this floor, there's more golems and more spawning crystals. In the southwest corner, beyond some rocks, is a Golem Diadrem you should nab. Your goal on this floor is to get to the northwest corner of the room and tamper with the control panel there. Bear in mind the crystals on the far west and east sides of the map are breakable, so feel free to do a little smashy-smashy. Either way, go to the northwest corner first. You'll have to fight four Jewel Golems and one Demon Golem first. Examine the control panel and press the button, then make your way to the northeast corner of the map, either via the regular path or through the lava in the middle (smash the crystal there on the way if you go that route). Once again you'll have to fight some golem defenders to press the button on the control panel. When they're dead, inspect the north cabinet to find the Blue Crystal Key, a special item we'll use later. For now, return to the main floor of the Golem Factory. Now your goal is the northwest quadrant. In the center of this quadrant are the stairs leading to the upper level. Make your way over there and use your new key to unlock the door. Climb the stairs. On the upper level, you need to make your way to the very southeastern corner of the map. You'll need to work your way past many, many lasers, along with many, many golems. There's no easy way there, just straight through all the hazards and monsters. Don't pull any levers along the way, they'll just make a golem appear. When you reach the control panel, all you need to do is switch Grid Alpha and Grid Beta to Off, along with Shielding First and Shielding Second to Off. Make sure they're all on Off, since Shielding Second goes from On to High to Off. You can now smash the spawning crystals you find, so have at it! Also, there's a Magery mind crystal along the middle part of the western end of the map, and a Resistance mind crystal in the northeast corner. Don't go looking for them yet, however. The lasers are quite damaging and they'll be turned off soon enough. Either way, your goal now is the lower level of the Golem Factory. Return there and leave through the north exit. You'll pop out right nearby the fourth and final Golem Spire. It's protected by Jewel Golems, but it also has the final Power Crystal, so destroy it! When that's done, go all the way back to the Upper Golem Factory. From there, go south along the westernmost tunnel till

you get past the first laser beam. Nearby is a staircase leading up. This is the entrance to the Golem Control Spire, and your final destination. Head up. Here, go around to the south side of the map via the west path. You'll find some Pants of Power behind a few magic barriers. Further on will be an old golem creation room, but it's out of order for now. However, if you step on the runes blocking the next room (you have to, so just do it) golems will spawn and attack you. Take them out and continue on. When you reach the south middle room, go north to the center of the map. Here you'll find the source of the golem plague. Unfortunately, it's not a giant golem. Okay, maybe that's a good thing, but wouldn't it be cool to fight a massive golem like in Final Fantasy 2/4? Anyway, in here you'll have to destroy the Mind Crystal, but you'll be beset by constantly-spawning golems. Let one of your fighters handle the golems, since they won't be able to touch the Mind Crystal, and even if they do, the damage they'll deal will likely be in the teens. Instead, use Lightning Spray and keep someone next to the Mind Crystal so it will use physical attacks more often than its powerful spells. Keep plugging away with Lightning Spray and take out the golems as they come to stop this accursed plague once and for all! Assuming you win (I'm optimistic that way) congratulations! You've stopped four of the five monster plagues of Valorim! At this point you can return to the Upper Golem Factory and explore without the threat of lasers or golems. When you're done, leave the Factory entirely and get your rewards from General Baziron and Delakros. After all that, return to Gale and leave your horses behind, then use the Jewel of Return to warp back to Avernum. Trust me, we'll be using those horses again soon. ------------------------------------------------------------------------------5j. The Guilty Ones ------------------------------------------------------------------------------Go see Berra, then Anaximander and Levy for information and rewards. Yes, the Vahnatai are the ones behind this, as you may have guessed from all the items of theirs in the Golem Factory. Once you're done speaking with the proper authorities, go to Ghikra. Quiet in there, ain't it? See those magic barriers near the east entrance? Dispel them and go down that passage. The runes on the floor that would have stopped you before are now clear. Proceed down the passage and take out the two Efreet that appear, then send one of your party through the portal at the end. Just send your best fighter. Once through, you'll learn the shocking truth all over again, then be beset by two final foes. Kill them however you like, then speak with the shade. It will give you a final message from the Vahnatai. Hear it, then leave Ghikra and go to New Cotra. Here, enter the Bunker. Remember when I brought you here last time? Well, you now know who is behind the plagues, so speak with Ostoth and have him create a weapon to fight the Vahnatai. Like he says, it will take a while, but there's a lot to do in the meantime. Return to Fort Emergence. Speak with Anaximander once more. Train up, then head out. It's time to explore the northern end of Valorim. ------------------------------------------------------------------------------5k. Northern Valorim Tour ------------------------------------------------------------------------------------------------------------------------------------------------------------5k-1. Erox ------------------------------------------------------------------------------This is a small town. Not much here, except what we came for. However, like the Isolated Inn, this town holds a secret. Check the inn. The guy there will give you food, wine and a room to rest in. Politely decline. The building to the east contains a spellbook that will teach Summon Aid level 3, but it also contains a surprise. Don't go there either. Well. What to do, what to do? You can't avoid a fight in this town if you want the spell. So, if you're low on HP or SP, rest in the room provided. Otherwise, enter the east building to trigger an ambush of Rakshasi. Sleeping will result in the same ambush, which is why I advise resting. You want to be in tip-top shape against Rakshasi, especially considering your magic-users are all but useless in this fight. The one thing they can do is hit the Rakshasa's summoned monsters with spells, and provide positive buffs for your fighters. Whether you triggered the ambush through the eastern building or the inn, get the spell when you're done killing the Rakshasi, then check along the southern end of town. There's a suit of Mithril Chain Mail among some rocks there. With that in hand, leave. The group of soldiers who greeted you so nicely before on the road will now attack you, along with a last gasp of Rakshasi. This is about all there is to the northwest end of Valorim, except a couple caches and a drake lord who will teach you a point of Blademaster for 10,000 coins. That drake is in the north end of this area, in a small mountain pass only accessible via the Orb of Thralni. There's also the Remote Cavern, which is covered in another section, and the Defiled Crypt, which we'll go to next.

------------------------------------------------------------------------------5k-2. Defiled Crypt ------------------------------------------------------------------------------Quests: Clear Undead Out of Crypt

This is south and slightly east of the Remote Cavern, if you know where it is. Otherwise, just go north from Calloc and search the western side of the mountain range. In here you'll find some Vahnatai, and even if you've made an enemy of their race, these two won't attack you (seeing as they're basically trapped here for now). Speak with Bohen-Ihrno to gain a quest, then dispel the magic barriers and head into the crypt. In the northwest corner of the map you'll meet up with the first undead Vahnatai, which are just as susceptible to Repel Spirit as regular undead. There's a Blademaster Charm in one of the crystal boxes, and the crypt key in a cabinet, both of which you should take. Now then, the actual crypt is past an open porticullis and down some stairs. In this small maze, you'll trigger various bad effects, like a cloud of ice, blades, or spawn some monsters by stepping in various spots. From the entrance, go down the third passage from the right, then go east at the first opportunity. Check the east wall for a secret passage. Use Move Mountains and Dispel Barrier to reach a spellbook containing Radiant Shield at level 3. When you leave, go all the way west (don't go through any passages leading north or south) and step on the rune you see along the west wall. From there, find the third passage from the left. Go south till you see a tunnel heading east, then follow it to the north, then go east when you can. Go slightly south when you hit the east wall, then step on the rune that's just to the southeast. Okay. From the rune, go back west till you're in the 'middle' of this area (check your automap). From there, go south till you trigger an ice field. Go south, then take the leftmost passage down to avoid a blade field. Walk east till you spot a tunnel going south, then take it around to the east to find the exit. Finally. Just inside the crypt you'll be attacked by more undead Vahnatai. Take care of them and explore a bit. There's a secret passage in the north part of the crypt that contains a rune you should step on. That will unlock the room in the southeast corner of the map, which has the artifacts the Vahnatai were looking for. Check the eastern Crystal Soul to gain a bit of the Vahnatai Lore skill, but don't examine the western one. It only causes negative effects. With the crypt explored, return to Bohen-Ihrno to complete his quest. give you a point in Vahnatai Lore and leave. You should as well. He'll

------------------------------------------------------------------------------5k-3. Draigoth Ruins ------------------------------------------------------------------------------This place is along the road north from Moon. It's easy to find, seeing as it's the only place besides Blackcrag Fortress that's north from Moon. There's not much here. The Alien Beasts have gotten to this town, and hard. In the southeast corner, past a cracked wall, you'll find some guarding a pair of augmented gloves. In the northeast corner there's an Elder Aranea and a Repel Spirit spellshard. Finally, in the northwest corner there are some more Alien Beasts protecting a Dexterity Bracelet. Take what you want, kill what you can, then leave this place. ------------------------------------------------------------------------------5k-4. The Rest of Valorim ------------------------------------------------------------------------------From the Draigoth ruins, explore. The last 'town' is Blackcrag Fortress, which we'll get to later, but there's several special items, alchemic ingredients, and even magic to be found in this final area of Valorim. Use Far Sight (if it's at level 3) to explore more fully and discover the secret passages in the mountains. The middle northern part of Valorim holds several alchemic caches, including one of mandrake being guarded by some odd rogues. The northeastern end (north of Monoroe province) has a merchant selling the Xian Vest, one more cache, and the reason I told you to get a horn. Remember way back when? Way, way back when? I hope you still have that horn. If you don't, go get one. The cave on a tiny island in the northeastern corner of Valorim holds a tome. The tome summons a guardian. The guardian issues a challenge. Accept the challenge and be thrust into two large battles, and I mean HUGE! You'll very likely be outnumbered six or seven to one in the first fight. Fortunately, they're all undead, which means Repel Spirit once again earns its keep. Bless, haste, and Repel Spirit their asses until they fall. You'll have to re-enter the cave for the second challenge. Here, you'll fight a Lich, some Mung Demons and some Golems. No, not the plague golems, just normal golems, which are basically fire-immune tanks. Get rid of the Mung Demons first off, since their beams will drain your magic-users' SP. Then deal with the Lich and the Golems. The latter aren't too tough as long as you bless and whack at them with your best fighters. Arcane Blow does the most damage here, but Lightning Spray is an SP-efficient alternative. The Lich is just an undead wizard, so hit it with weapons and Repel Spirit to take it out easily.

Once you've fought the second battle, return to the cave. This time you'll be able to study the tome and learn Divine Restoration, level 3. Score! ------------------------------------------------------------------------------5k-5. Guarded Tunnel ------------------------------------------------------------------------------Blackcrag Fortress is closed to the general public (though you can enter and be rudely turned away, just for fun). So, you'll have to get through via different means. Just to the east of the fortress is a tunnel in the mountains. It's also north of one of the Empire checkpoints (which you can't get past, don't even try). However, before you go in, take a moment. There are two ways of doing this dungeon. If you took Irvine's quest in Shayder and joined the Thieves' Guild in Lorelei, you can buy a free pass from Gregory through this tunnel. On the other hand, if you didn't do this quest, you'll have to battle your way through the tunnel and fight for your right to enter Blackcrag Fortress. Either way, you'll have some challenges ahead. Assuming you didn't buy a pass, just fight the rogues and find the lever in a secret room at the inn, then pull it. From there, just go through the singular path around to the west (can't go north, sorry) and skip to the next paragraph. If you did buy passage through the tunnel, you can safely speak to Velasquez and buy stuff, and easily pull the lever without a big rumble. You can also check the storerooms to the east for some good equipment, but they're guarded by basilisks and taking the items will make people mad at you. When you reach the bridge, if you didn't pull the lever, there's a secret passage to the south, but you need Move Mountains level 3 to get through. If you did pull the lever, just walk across the bridge. Further on are some Spine Beasts, but they're small potatoes. Continue on, until you run into... Shit. A Doomguard. Haste. Bless. Don't use attack magic, just keep yourself healthy and alive, and kill it as fast as possible. Fortunately, you're much stronger than when you faced your first Doomguard, so you should be slightly better off. However, the easy way through this is to just kill the main Doomguard. Once it falls, the porticullis will open and you can continue through to Blackcrag. ------------------------------------------------------------------------------5k-6. Blackcrag Fortress ------------------------------------------------------------------------------Quests: Find Golem Torc

You'll pop out in a storeroom. Check the crates and barrels, they hold some nice stuff. Speak with the whimpering little man to learn the Empress wants to see you. But first, explore...cautiously. There's an alchemist that'll teach you recipes, and the nearby magical guy Petrie will instruct you in the highest tier of mage spells and give you a quest to find some Golem Diadrems, which are sometimes dropped by Demon Golems. I hope you held onto them. Nearby, Shane will identify items and sell you some really nice stuff. Ask him about the Grimoire of Thren, then go speak to the alchemist to get the book. South is the main dining hall. Look along the southeast wall. See where the stone suddenly turns white? That's a secret passage, that is. Follow it south and be ambushed. Kill them off (careful of the Dervishes, they're very strong) and check along the west wall for a secret door. Go north and enter the library to the west to learn Cloud of Blades level 3 from one of the books. South is a storeroom, and along the west wall you'll find a secret tunnel leading to Winn, who will sell you weapons and augment a non-magical item for 5000 coins. Eventually, though, talk to Vladimir just outside the throne room. Request to see the Empress, then enter. Speak with her, and agree to take on her quest. Your job now is to return to Fort Emergence with all haste. Leave the fort the same way you came in, then go far enough south so the Jewel of Return will work. Deliver the message to Anaximander, then return to Empress Prazac with the reply. You now have access to Footracer Province, the final area of the game. Skip past the next section if you want to go straight for Footracer. read on. Otherwise,

------------------------------------------------------------------------------5l. Disaster at the Tower of the Magi ------------------------------------------------------------------------------At or around day 160, you'll receive a little pop-up message that something is wrong. When this happens, return to Upper Avernum immediately! While nothing major will happen for a few days, if you don't solve this crisis, the game will end. Badly. So then, go to Fort Emergence and speak with Anaximander. A problem at the Tower of the Magi, you say? Heavens to Betsy! Do not, and I repeat, do not proceed any further without having Repel Spirit at level 3. You will face more demons than I care to mention, and if you don't have this spell, you'll have a

very hard time of it. Assuming you have the spell (or you're suicidal) go to Portal Fortress. Take the portal down to the Tower. You'll pop out in a small room rather than the regular area. Go south into the library and speak to Solberg at the south end. It's certainly hit the fan, hasn't it? Your first task is to find Linda. She is waiting where X used to be, in the library in the southeast corner of the map. Make your way over there, but be careful of the various demonic enemies that will attack you on the way. On the way, inspect the rooms to find the ghost of Conruc and learn more about what happened and how to stop it. When you reach the library, speak to Linda. Don't kill her, however tempting it may be. Speak to her to learn how to get to the portal without having to assault the main route, which is covered with Haakai. When done with Linda, you need to get to the church. The only way of stopping the demons, the Blessed Athame, is there. If you've forgotten where, it's in the northeast corner of the map. There's a broken section of the wall along the main hallway that will lead straight to it. Taking the Athame from the altar will result in a demon ambush, so be prepared. A few things of note. In the very northeast corner of the map there's a secret door with a spirit who will teach you Divine Host at level 2. In the northwest corner of the map, there are some Boots of Speed in a secret room that you should take before going any further, just because Boots of Speed are awesome. Now then, with the Blessed Athame you can either assault the main route to the portal and beat back the many Haakai and other demons, or you can take the easier way. The main route is just the normal way of getting to the portal that used to lead to and from the Tower, and by this time I will assume you know the route. The alternate (and easier way) is to find the stairs leading up along the south end of the Tower, or the route that leads to Solberg's room, if that helps. You may pass a room that gives you the option to rest. Don't. Trust me. From Solberg's room, go north to find Linda's chambers. Read Linda's journal, but be warned that it will summon a Haakai the first time you read it. Check it again to learn how to access the secret passage to the portal room. Basically, this is to help you if you chose to kill Linda straight away. Either way, take the door to the east and go north to examine the swords, but before you do, prepare. You'll have to fight the demons guarding the portal, so ready yourself. Heal and restore SP, perhaps even bless and haste to save time, then head in. Take out the Mung Demons first, since they can sap your SP and weaken you from afar. Whether you entered through the secret passage or battled your way past the Haakai, this is your goal. Despite the spirit's tempting offer, don't enter the portal to the realm of demons to be tortured and eventually killed. Instead, destroy the portal with the Blessed Athame. Things will happen, and suddenly! You'll be back in Portal Fortress. The portal to the Tower will be gone. Return to Fort Emergence and speak with Anaximander, then Levy for a Crystal Shield. Solberg is down in the greenhouse, and X is in the guest quarters, two rooms down from your room. Well, congratulations. You've saved the Tower and perhaps all of Avernum, though a heavy price has been paid... ------------------------------------------------------------------------------5m. Footracer Province ------------------------------------------------------------------------------Of course, if you're nowhere near day 160, you can still finish the game without the above quest. Personally, I prefer to end the game as soon as possible, since hearing about all the death in the Tower is depressing. Anyway, before you enter Footracer, take a moment. Do you have all the level 3 spells you want/need? Do you have any outstanding quests you could finish? Are you fully trained, and have you ingested all your Knowledge Brews? Do you have all the legendary items? Are you prepared? Assuming the answer to that last question is yes, we'll be heading in via the gate west of the Draigoth ruins. Make sure you're prepared. ------------------------------------------------------------------------------5m-1. The Ruins ------------------------------------------------------------------------------Because the entire province is destroyed, I'll just be highlighting some of the items you can find around here. Just north of where you enter is Wyvern Pass. In here, there's a Mage's Bracelet in the building just west of where you enter if you come in from the south side. There's also a bunch of items in the center of town, and of course, the entire place is flush with Alien Beasts. Dellskeep is southwest of Wyvern Pass. In the southeast corner of town, you'll find an Intelligence Bracelet, and a bunch of items in the building at the north end of town. Northwest of Dellskeep is a bridge guarded by Alien Beasts. Kill them, then go southwest past the Keep of Tinraya for now. Kill another Alien Beast group on the bridge south, then go east to hit the Ovidpur ruins.

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

------------------------------------------------------------------------------5m-2. Keep of Tinraya ------------------------------------------------------------------------------This whole place is infested with Alien Beasts, so expect combat at every corner and more. A few things of note. There's a room in the northeast corner of town you can rest in, but it will cause more Alien Beasts to be spawned. You can find a Justice Lance at the western end of the city, in a room that requires Move Mountains to access. A Robe of the Magi will be in a cabinet in the southeast corner. In the northeast corner there will be a lever that controls a porticullis blocking a storeroom that contains quite a bit of good supplies. However, your primary target is in the southeast, in a building protected by a Guardian Beast. That little guy spits acid and, like all the other Alien Beast creatures, has more power and HP than it knows what to do with. It still dies the same as the rest, so cure the acid and beat them down, then take the trap door to the lower level. Here, you'll find...more Alien Beasts. Kill them, then use Far Sight and check along the west wall for a secret passage. Follow it to a boat. Steal said boat and row it upstream. You'll be assaulted by golems, of all things. Row up to the island they're on and kill them, then land on the next bridge you come across. Here, go west, then north when you can. The doors here will require either high Tool Use or Unlock Doors at level 3. However, you can only enter the building if you have the key from the Formello murder cave. You still have it, don't you? Good. Go inside. You'll have to fight more beasts. In the northwest corner of the map, you'll find a few crystals. One of them will teach your party Vahnatai Lore. Your goal is south. There's only one way there, so find it and head down when you're ready. There will, of course, be more Alien Beasts, along with a new type, Null Beasts. Just like Null Bugs, these critters can sap your SP with a special beam weapon in addition to rending you limb from limb. In any case, when you're done playing with the little monsters, go south. You'll end up in a cell. Wait till a spirit speaks to you and a portal is revealed. You can only send one person through, so choose wisely. They will have to fight past some Alien Beasts and various Vahnatai. Now then, just follow the path provided for you. There's only one route you can take till you reach the control panel that will open all the doors on this level. Set all the buttons to Kaik, and don't press the other two buttons! They'll alert the Vahnatai and disable the control panel. Once the doors are opened, go to the room with the crystal. Press the RIGHT button to free your group. The left one just unleashes more Alien Beasts. Before you move on, check around the south end of this area (south of the doors leading to the large room in the southwest) for a twisted gold key, which you'll need. Now, go back to the large room in the southwest corner of the map. Assuming you fingered the Vahnatai as the culprits at the Bunker, you'll have to battle a few Vahnatai guards. Otherwise, you'll have to avoid killing the crystal souls. I say 'avoid' because it would be bad if they were destroyed. Not 'the game will end' bad, but just bad enough that you should hurry on past them. Anyway, the Vahnatai are tough customers, and slightly more powerful than the Alien Beasts overall. Your goal is north, through the doorway that trapped you before. Now, go north until you spot a ladder upward. This will take you inside that building you couldn't get into earlier. This bit is annoying. The path ahead is blocked by magic barriers. There are four dens of Alien Beasts, also blocked by magic barriers. Casting Dispel Barrier will pretty much unleash a massive ambush on your party. Fortunately, many of the creatures are just Whelps, hardly a threat. When they're all dead, go into the breeding rooms and destroy the mechanisms for a total of 800XP. When you're done, go down the nearby trapdoor and follow the linear path out into the world. ------------------------------------------------------------------------------5m-3. Crumbling Factory ------------------------------------------------------------------------------Go north past the lava and out into a new area of the Footracer province. You will be greeted by an assortment of past plagues: roaches, golems and more Alien Beasts, in that order. You'll have to fight them one after the other, so make sure you're well-rested before going past the gate. There's not much to see in this new area. Something to note is if you visited four or more stone circles back in the main part of Valorim, you must go to the

Great Circle up north. The game won't let you proceed without going there first. It's easy to find, seeing as it's the only other place in this area. The altar here must be destroyed. Don't bother refusing, you'll do it anyway. Before you approach it, bear in mind you have two options. The proceeding encounter will result in either getting into a huge fight with a bunch of demons, or giving up all your items. Those items, ironically enough, can just be dropped on the ground, then you can destroy the altar and pick up your stuff without needing to surrender anything or fight the demons. However, that's an affront to the Adventurer's Code! Refuse to surrender your hard-won booty and blast those demons back to Hell! Take out the Mung Demons first, then focus your efforts on those damned Haakai! Win one for Anaximander...or something! Either way, the Crumbling Factory is, again, one of two only possible destinations in this area. Enter it. It's not very complicated, just annoying. Go along the north end and past some barriers to find a few Vahnatai that will drop a key you'll need to get past this place. Go east to find the exit, but before you go, wander around the southeast corner of the map. Here there will be a Resistance mind crystal and a Crystal Imbued Shield, both of which are well worth the time to uncover. You'll have to use a nearby control panel to disengage the lasers, then fight past some Vahnatai undead, then use Move Mountains to get past cracked walls and boulders. There's also an Energy Pulse mind crystal, but those things are worthless. Anyway, once you've gotten all you want out of this place, leave via the eastern exit. ------------------------------------------------------------------------------5m-4. Great Walls ------------------------------------------------------------------------------This final area of Valorim is to the northeast. You must fight past some Alien Beasts to get there, no matter what route you take. Make sure to rest beforehand, as it will be an awesome battle. Once you're done, go east to the Great Walls. If you took on Erika's boon way, way back when, this part will be easy. The amulet will blast the hell out of the walls, giving you a straight path to the other side. Otherwise, you'll have to fight your way to the extreme north or south end of each wall and make your way down the east stairs to the next one. Basically, you'll have to battle through a whole assload of Vahnatai either way. It's a very straightforward kill-fest, so just hack your way through. A few things of note. Along the north and south ends of each wall are treasure and a lot of Ur-basilisks. At the second wall, the north end will have two crystals. The east one teaches you Magery. Don't examine the west one. Just don't. At the south part of the third wall will be a Wretched Demon, past a secret passage. It's not that tough if you run up and smack it down quickly, and it guards a suit of Polished Plate Mail in another secret passage along the east wall, so it's worth the trouble of killing. Once you've made it past the third wall, exit to the east. final area of the game. You've reached the

------------------------------------------------------------------------------5n. Endgame ------------------------------------------------------------------------------------------------------------------------------------------------------------5n-1. Vahnatai Lands ------------------------------------------------------------------------------You're in enemy territory, and the Vahnatai are the toughest opponents you've faced so far. Their magic is on par with the highest demons, and their warriors can hit as hard as the Alien Beasts. Plus, they're highly resistant to your spells. Tread carefully. Follow the road. There's a Vahnatai crypt to the southeast of the Great Walls, but it's incredibly annoying without much reward. You can't use any light sources in it and it is, of course, pitch black with enemies in all directions, so feel free to go in and explore if you want. However, your destination right now is to the east. Follow the read from the Great Walls till it starts to curve downward. From there, go east and along the south side of some cave walls till you're ambushed by Vahnatai. Kill them and head east, then north across a bridge. You'll find a house here, the home of Bon-Ihrno. Look around here. Don't rest. Trust me. Bon-Ihrno has prepared some supplies in the form of potions and alchemic ingredients. When you're ready, speak with him. If you've been exploring Valorim properly, this guy has been appearing to you in the form of a spirit in various places. Speak with him to learn vital information for the end of the game. When you're done, leave and feel free to explore before going to the final dungeon. There's a pool that will restore some health and SP south of Bon-Ihrno's home, across the river. Far to the southwest is a Vahnatai dock with an elixir in a pile of sacks. When you're ready, go back to the road and just follow it all the way to... ------------------------------------------------------------------------------5n-2. Rentar-Ihrno's Keep -------------------------------------------------------------------------------

This is it. I mean it this time. This is the final area of the game, and it's well worth the wait. Beat your way through the entrance, but don't go too far east. In the center of the map is Rentar-Ihrno, master mage of the Vahnatai, creator of the plagues, and the final opponent. I bet you're just itching to get in there and show her what-for, huh? DON'T YOU DARE! You can't defeat her like the other enemies in the game. This will require finesse. Explore the dungeon, but don't enter the center room. Don't go down any stairs yet, either. In the southwest corner of the dungeon there's a secret passage that will lead to a room with two runes on the floor. Put pants (yes, regular pants) on the west rune, then step on the east rune. You'll be sent to the Generic Dungeon. If you don't have pants, for whatever reason, or you just want to get on with the Keep, skip the next paragraph. Just proceed through this dungeon, beating on the rather simple enemies. Your first opponent will be some Cave Rats, then Skeletons, then some cute little kitty-cats. There's a body nearby you should search, and north of that are some not-so-cute...bats. Just past those is...an interchangable, uninteresting town! Talk to everyone, and explore. Speak to Jeff, he is a fount of wisdom and grumbling. Pull the lever in the secret door to access the portal and return to the keep when you're done exploring. Right near the Generic Dungeon entrance (to the east, in fact) is a stairway leading down. Descend. Here you'll find an Undead Researcher (looks like a lich), along with several Vahnavoi. Both fall quickly enough to Repel Spirit. On this level are two control panels with a button to press. You must press the button at each control panel once and only once. When this is done, return to the upper level. Now then, your next destination should be the southeast corner of the map. In one of the rooms will be six crystals lined up in a row. Check them to learn about the Keep. It doesn't matter the order in which you examine them, the last one will always tell you what you want to know. To get to the lower level, find a seemingly inconspicuous and tiny room, then check the east wall for a secret passage. Here, kill the monsters (don't dispel the barriers) and check to the east for a stairway leading down. You'll meet up with your old friends, the Rakshasi. Ugh. There are three control panels here, and just like before you want to press each of them once. That's two beams down, and two to go. Return to the upper level. Make your way to the northeast corner of the map. On the way you'll pass Rentar-Ihrno's chambers, which you should enter because it's here you'll find the sword Demonslayer. Don't know how she got it, but it's Avernum property, so reclaim it. Find the large room filled with lava that's north of the center of the map. You should spot a control panel in the southeast corner there. What you want to do is go to the room south of that control panel and examine the panel in that room to raise a porticullis that's just east of the north end of the map. Do so, then climb down the trap door it was guarding. If you see an Alien Slime, you're in the right place. There's quite a few of them, plus there's some Dark Wyrms nearby. The Alien Slime was a tough cookie at the beginning of the game, but at this point you should be hitting them for nearly 200 damage a pop. The Dark Wyrms require the same strategy as before: get in close and hope they don't abuse their breath weapon. There are two control panels here. Press the buttons, then go back up. The final trap door going down is very easy to find. It's in the extreme north east corner of the map. No porticullis-raising required. The guardians of the last three control panels are some Naga and Efreets. At this point you should be well-equipped to deal with them. Press the control panel behind the curtain first, otherwise you might cause a laser to be directed in there, which will block your path. With the lasers properly sabotaged, return to the top level, and make your way to the center of the map. It's time to end this. Like I said, you can't defeat Rentar-Ihrno normally, so don't even try. If you took on Erika's amulet, she will appear now and battle Rentar-Ihrno, distracting her from you. If not, you'll have to do this the hard way. You can't kill Rentar-Ihrno through magic and melee combat, or I should say, you really don't want to. Her protective spells absorb pretty much everything you could possibly hit her with, so don't bother. Instead, fight your way to the control panel on the dais. It'll be tough, since the battle will turn into a veritable orgy of summoned monsters very quickly. Try to keep your party together, and take out as many Vahnatai mages along the way to cut down on the uninvited guests. If Erika isn't there to help you, you'll be teleported away from the control panel a few times before you can actually reach it. On the other hand, if Erika is there, you'll have no trouble getting there. When you reach the control panel, something will happen if Erika is there. Either way, DO NOT PRESS THE TOP LEFT BUTTON, OR THE BEAMS WILL BE DEACTIVATED AND YOU WILL BE SAD! Instead, first press 'Load the Slime Components,' then 'Refocus Beams,' and finally, 'Begin Process.' That's it, you've won! Somewhat anticlimactic, but who cares? Peace has been won, for everyone! Enjoy the ending, and congratulations!

=============================================================================== 6. Items and Equipment =============================================================================== ------------------------------------------------------------------------------6a. Items ------------------------------------------------------------------------------Name Weight Base Value Use ------------------------------------------------------------------------------Amber 0.5 lbs. 80 coins N/A Apples 0.6 lbs. 3 coins Food, required to rest Aranea Fangs 0.2 lbs. 5 coins N/A Bag of Sugar 0.3 lbs. 100 coins N/A Basket 3 lbs. 2 coins N/A Bar of Iron 15 lbs. 50 coins N/A Bar of Lead 15 lbs. 80 coins N/A Bar of Silver 12 lbs. 250 coins N/A Bar of Tin 10 lbs. 30 coins N/A Bar of Uranium 2 lbs. Cursed Causes Disease Beautiful Fur 5 lbs. 250 coins N/A Bolt of Cloth 17 lbs. 20 coins N/A Bones 7 lbs. 0 coins N/A Book 3 lbs. 6 coins Use to read Bottle of Ale 1.5 lbs. 4 coins Use to become inebriated Bottle of Wine 1.5 lbs. 7 coins Use to become inebriated Bowl 2 lbs. 1 coin N/A Bread 1 lbs. 4 coins Food, required to rest Bucket 4 lbs. 5 coins N/A Bucket of Water 20 lbs. 5 coins Use to drink Cake 0.6 lbs. 3 coins Food, required to rest Candle 0.5 lbs. 2 coins Illuminates dark areas Carved Stone Spiral 0.8 lbs. 25 coins N/A Cheap Wine 10 lbs. 10 coins Use to become inebriated Clay Pot 5 lbs. 2 coins N/A Cloak Clasp 1 lbs. 40 coins N/A Crystal 1 lbs. 5 coins N/A Deli Sandwich 1.5 lbs. 8 coins Food, required to rest Dice 0.2 lbs. 1 coin Use to play Dried Meat 0.8 lbs. 8 coins Food, required to rest Deli Sandwich 1.5 lbs. 8 coins Food, required to rest Earrings 0.2 lbs. 30 coins N/A Emerald 0.5 lbs. 200 coins N/A Empire Records 1 lbs. 5 coins Quest item Energetic Herbs 0.3 lbs. 20 coins Used for potions Fine Clothes 7 lbs. 40 coins N/A Fine Crystal 1 lbs. 100 coins N/A Fine Lockpick 0.5 lbs. 15 coins +4 levels of Tool Use Fine Meal 5 lbs. 25 coins N/A Fish 1 lbs. 3 coins Food, required to rest Flagon 2 lbs. 10 coins N/A Gold Bracelet 0.8 lbs. 300 coins N/A Gold Necklace 0.8 lbs. 300 coins N/A Gold Ore 20 lbs. 80 coins N/A Gold Ring 0.2 lbs. 200 coins N/A Golden Goblet 4 lbs. 200 coins N/A Graymold 0.3 lbs. 40 coins Used for potions Greens 0.6 lbs. 3 coins Food, required to rest Gremlin Wine 2 lbs. 120 coins Inebriates, blesses user Increases magic resistance Healing Herbs 0.3 lbs. 10 coins Used for potions Historical Scroll 0.5 lbs. 30 coins N/A Horn 5 lbs. 10 coins N/A Hourglass 2 lbs. 10 coins N/A Incense 1 lbs. 25 coins N/A Iron Bar 15 lbs. 50 coins N/A Jeweled Ring 0.2 lbs. 400 coins N/A Jug 3 lbs. 3 coins N/A Jug of Cheap Wine 10 lbs. 30 coins Use to become inebriated Lamp 2.5 lbs. 10 coins Illuminates dark areas Lizard Haunch 2 lbs. 0 coins Food, required to rest Lockpicks 0.5 lbs. 5 coins +0 levels of Tool Use Lovely Stone Spiral 1.2 lbs. 100 coins N/A Magic Lockpick 0.5 lbs. 50 coins +8 levels of Tool Use Mandrake 0.3 lbs. 80 coins Used for potions Map of Bigail 1 lbs. 50 coins Use to Read Map of Footracer 1 lbs. 20 coins Use to Read Map of Karnold 1 lbs. 50 coins Use to Read Map of Krizsan 1 lbs. 10 coins Use to Read Map of Midori 1 lbs. 50 coins Use to Read Map of Monoroe 1 lbs. 50 coins Use to Read Map of Upper Avernum 1 lbs. 10 coins Use to Read Meat on Spit 0.6 lbs. 3 coins Food, required to rest Mortar and Pestle 6 lbs. 5 coins N/A Mug 3 lbs. 2 coins N/A Mushrooms 1 lbs. 3 coins Food, required to rest

Mushroom Merlot '91 Needle Nice Fur Ore Papyrus Sheet Pears Pen and Ink Perfect Flower Piercing Crystal Pillow Pincers Pitcher Plank Plate Poor Fur Pot Potted Plant Recall Crystal Research Tome Rod of Arcana Rod of Beast Call Rod of Illusions Rod of Major Call Rope Ruby Sack of Fine Meal Sack of Meal Savory Herbs Saw Scalpel Scroll - Arcane Blow Scroll - Bitter Loss Scroll - Bolt of Fire Scroll - Control Foes Scroll - Divine Host Scroll - Dispel Barr. Scroll - Far Sight Scroll - Fireblast Scroll - Forcecage Scroll - Ice Lances Scroll - Lightning Scroll - Repel Spirit Scroll - Spray Acid Scroll - Summon Aid Scroll - Summon Shade Scroll - Withering Searing Crystal Silver Bracelet Silver Drinking Cup Silver Necklace Silver Ore Silver Ring Skribbane Herb Skull Spearhead Spiritual Herbs Spoon Steak Stoneshatter Crystal Stone Blocks Teacup Teapot Toadstools Thread Tongs Torch Trash Trowel Unshackling Crystal Unicorn Horn Wand of Absorbtion Wand of Acid Wand of Bolts Wand of Fire Wand of Forcecage Wand of Ice Wand of Lightning Wand of Slowing Weird Meat Whip

2 lbs. 1 lbs. 5 lbs. 25 lbs. 0.5 lbs. 0.6 lbs. 1 lbs. 0.6 lbs. 0.5 lbs. 6 lbs. 4 lbs. 4 lbs. 10 lbs. 2 lbs. 5 lbs. 20 lbs. 8 lbs. 0.5 lbs. 6 lbs. 6 lbs. 14 lbs. 10 lbs. 10 lbs. 3 lbs. 0.5 lbs. 50 lbs. 50 lbs. 3 lbs. 3 lbs. 0.3 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 0.5 lbs. 0.8 lbs. 4 lbs. 0.2 lbs. 20 lbs. 0.2 0.3 lbs. 4 lbs. 2 lbs. 0.3 lbs. 0.5 lbs. 0.8 lbs. 1 lbs. 5 lbs. 1 lbs. 3 lbs. 0.3 lbs. 1 lbs. 4 lbs. 1 lbs. Varies 2 lbs. 0.5 lbs. 1.5 lbs. 5 lbs. 4 lbs. 7 lbs. 5 lbs. 5 lbs. 6 lbs. 5 lbs. 5 lbs. 1 lbs. 3 lbs.

100 coins 1 coin 60 coins 30 coins 10 coins 3 coins 1 coin 20 coins 500 coins 2 coins 3 coins 1 coin 2 coins 1 coin 15 coins 3 coins 5 coins 250 coins 50 coins 900 coins 420 coins 600 coins 750 coins 1 coin 300 coins 25 coins 20 coins 60 coins 4 coins 15 coins 200 coins Cursed 60 coins 150 coins 60 coins 140 coins 60 coins 200 coins 400 coins 80 coins 160 coins 150 coins 150 coins 140 coins 100 coins Cursed Cursed 150 coins 50 coins 150 coins 40 coins 90 coins 25 coins 0 coins 10 coins 20 coins 1 coin 8 coins 70 coins 2 coins 6 coins 2 coins 20 coins 3 coins 3 coins 5 coins 0 coins 1 coin 300 coins 1 coin Cursed 440 coins 350 coins 600 coins 550 coins 420 coins 450 coins 250 coins 0 coins 5 coins

Use to become inebriated N/A N/A N/A N/A Food, required to rest N/A Give to Dryad Casts Dispel Barrier N/A N/A N/A N/A N/A N/A N/A N/A Return to Fort Emergence Sell to Walner Casts Arcane Summon Casts Call Beast Casts Create Illusions Casts Summon Aid N/A N/A N/A N/A Used for potions N/A N/A Casts Arcane Blow Makes user very ill +10 skill points Changes XP Casts Bolt of Fire Casts Control Foes Casts Divine Host Casts Dispel Barrier Casts Far Sight Casts Fireblast Casts Forcecage Casts Ice Lances Casts Lightning Spray Casts Repel Spirit Casts Spray Acid Casts Summon Aid Casts Summon Shade Change one random stat Change one random stat N/A N/A N/A N/A N/A Unusual effect... N/A N/A Used for Potions N/A Food, required to rest Casts Move Mountains N/A N/A N/A Used for potions N/A N/A Illuminates dark areas N/A N/A Cures mental effects Sell to Agrod Changes XP when used Casts Spray Acid Casts Bolt of Fire Casts Fireblast Casts Forcecage Spray Casts Ice Lances Casts Lightning Spray Casts Slow Food, required to rest N/A

------------------------------------------------------------------------------6b. Weapons ------------------------------------------------------------------------------Name Weight Base Value Use

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

Waveblade Yew Bow Yew Crossbow

12 lbs. 10 lbs. 15 lbs.

100 coins 150 coins 350 coins

+1 Combat Statistics 1-6 damage 3-12 damage 3-15 damage

------------------------------------------------------------------------------6c. Armor ------------------------------------------------------------------------------Name Weight Base Value Use ------------------------------------------------------------------------------Amber Shield 10 lbs. 250 coins Prevents 1-6 + 2 damage -5% attack penalty +1 to Luck Blessed Buckler 5 lbs. 150 coins Prevents 1-6 + 2 damage Blessed Cloak 5 lbs. 150 coins Prevents 1-1 + 2 damage Blessed Large Shield 18 lbs. 300 coins Prevents 1-16 + 4 damage -10% attack penalty Blessed Plate Mail 30 lbs. 10000 coins Prevents 1-48 + 5 damage -25% attack penalty Blessed Robe 7 lbs. 300 coins Prevents 1-4 + 2 damage Blessed Sandles 2 lbs. 80 coins Prevents 1-1 + 2 damage Blessed Small Shield 10 lbs. 300 coins Prevents 1-10 + 3 damage -5% attack penalty Blessed Steel Helmet 7 lbs. 400 coins Prevents 1-6 + 2 damage -5% attack penalty Blessed Studded Armor 30 lbs. 800 coins Prevents 1-10 + 4 damage -15% attack penalty Boots 4 lbs. 15 coins Prevents 1-2 damage Boots of Speed 4 lbs. 1500 coins Prevents 1-2 + 2 damage +1 Action Points -5% attack penalty Bronze Helmet 7 lbs. 25 coins Prevents 1-4 - 1 damage -5% attack penalty Bronze Plate Mail 70 lbs. 600 coins Prevents 1-40 - 2 damage -25% attack penalty Cloak 5 lbs. 7 coins Prevents 1-1 damage Crafted Chain Mail 45 lbs. 900 coins Prevents 1-18 damage -15% attack penalty Crystal Shield 10 lbs. 700 coins Prevents 1-6 + 3 damage -5% attack penalty Prot. from Petrification Cursed Boots 4 lbs. Cursed Prevents 1-2 - 2 damage Cursed Bronze Helmet 7 lbs. Cursed Prevents 1-4 - 2 damage -5% attack penalty Cursed Buckler 5 lbs. Cursed Prevents 1-4 - 2 damage Cursed Chain Mail 45 lbs. Cursed Prevents 1-20 - 4 damage -20% attack penalty Cursed Cloak 5 lbs. Cursed Prevents 1-2 - 2 damage Cursed Gloves 2 lbs. Cursed Prevents 1-1 - 2 damage Cursed Large Shield 18 lbs. Cursed Prevents 1-8 - 4 damage -10% attack penalty Cursed Leather Armor 15 lbs. Cursed Prevents 1-4 - 3 damage -10% attack penalty Cursed Leather Helmet 4 lbs. Cursed Prevents 1-2 - 2 damage Cursed Plate Mail 70 lbs. Cursed Prevents 1-30 - 6 damage -25% attack penalty Cursed Robe 7 lbs. Cursed Prevents 1-1 - 2 damage Cursed Small Shield 10 lbs. Cursed Prevents 1-6 - 2 damage -5% attack penalty Cursed Studded Armor 30 lbs. Cursed Prevents 1-8 - 3 damage -15% attack penalty Dragonskin Cloak 5 lbs. 500 coins Prevents 1-6 damage +20% fire resistance Drakeskin Armor 15 lbs. 400 coins Prevents 1-6 + 3 damage -10% attack penalty Drakeskin Boots 4 lbs. 150 coins Prevents 1-2 + 2 damage Drakeskin Gloves 2 lbs. 80 coins Prevents 1-1 + 2 damage +10% fire resistance Drakeskin Sandles 2 lbs. Cursed Prevents 1-1 - 2 damage Dress 6 lbs. 7 coins Prevents 1-1 damage Field Plate Mail 140 lbs. 2500 coins Prevents 1-50 damage -25% attack penalty -1 to MEL, POL +2 to Resistance Fine Leather Armor 15 lbs. 100 coins Prevents 1-6 + 2 damage -10% attack penalty Fine Leather Helmet 4 lbs. 35 coins Prevents 1-2 + 1 damage Gloves 2 lbs. 8 coins Prevents 1-1 damage Golem Diadem 2 lbs. 1500 coins Prevents 1-1 damage +20% resistance to fire and ice Green Tunic 2 lbs. 5 coins Prevents 1-2 damage Humanskin Gloves 2 lbs. 1000 coins Prevents 1-2 + 4 damage +1 to ASS, +2 to humanoid damage Iron Buckler 5 lbs. 20 coins Prevents 1-4 damage Iron Chain Mail 45 lbs. 600 coins Prevents 1-20 damage

Iron Helmet Iron Large Shield Iron Plate Mail Iron Small Shield Iron Studded Armor Leather Armor Leather Helmet Mithril Chain Mail Nimble Gloves Pants Pants of Power Pants of Sorrow Poor Chain Mail Poor Leather Armor Poor Leather Helmet Poor Studded Armor Red Tunic Robe Robe of the Magi Sandals Shirt Steel Buckler Steel Chain Mail Steel Helmet Steel Large Shield Steel Small Shield Steel Studded Armor Torc Tremor Boots Troglo Cap Vahnatai Cloak White Tunic Wildnerness Boots Wooden Buckler Wooden Large Shield Wooden Small Shield Wyrmskin Boots Wyrmskin Helmet

7 lbs. 18 lbs. 70 lbs. 10 lbs. 30 lbs. 15 lbs. 4 lbs. 45 lbs. 2 lbs. 4 lbs. 4 lbs. 4 lbs. 45 lbs. 15 lbs. 4 lbs. 30 lbs. 2 lbs. 7 lbs. 7 lbs. 2 lbs. 2 lbs. 5 lbs. 45 lbs. 7 lbs. 18 lbs. 10 lbs. 30 lbs. 2 lbs. 20 lbs. 4 lbs. 4 lbs. 2 lbs. 4 lbs. 5 lbs. 18 lbs. 10 lbs. 4 lbs. 4 lbs.

50 coins 180 coins 1500 coins 40 coins 150 coins 50 coins 15 coins 5000 coins 400 coins 4 coins 400 coins Cursed 220 coins 20 coins 8 coins 60 coins 5 coins 10 coins 2500 coins 8 coins 5 coins 50 coins 2000 coins 150 coins 250 coins 100 coins 350 coins 100 coins 500 coins 500 coins 15 coins 5 coins 200 coins 10 coins 50 coins 20 coins 1200 coins 100 coins

-20% attack penalty Prevents 1-4 damage -5% attack penalty Prevents 1-12 damage -10% attack penalty Prevents 1-40 damage -25% attack penalty Prevents 1-8 damage -15% attack penalty Prevents 1-10 damage -15% attack penalty Prevents 1-6 + 1 damage Prevents 1-2 damage Prevents 1-24 + 4 damage -10% attack penalty Prevents 1-1 + 1 damage +4 to Tool Use Prevents 1-1 damage +10% resistance Prevents 1-4 damage Prevents 1-20 - 2 damage -20% attack penalty Prevents 1-6 damage -10% attack penalty Prevents 1-2 - 1 damage Prevents 1-10 - 1 damage -15% attack penalty Prevents 1-2 damage Prevents 1-3 damage Prevents 1-10 damage +3 to INT, MAG +10% mental resistance Prevents 1-1 damage Prevents 1-2 damage Prevents 1-4 + 1 damage Prevents 1-20 + 2 damage -20% attack penalty Prevents 1-4 + 1 damage -5% attack penalty Prevents 1-12 + 2 damage -10% attack penalty Prevents 1-8 + 1 damage -5% attack penalty Prevents 1-10 + 2 damage -15% attack penalty Prevents 1-2 damage Prevents 1-5 damage +15% Encumberance +1 to STR, +2 to HRD Prevents 1-2 damage +3 to STR, -3 to INT -20% mental resistance Prevents 1-4 damage Prevents 1-2 damage Prevents 1-2 + 1 damage +2 to Nature Lore Prevents 1-4 - 1 damage Prevents 1-12 - 2 damage -10% attack penalty Prevents 1-8 - 1 damage -5% attack penalty Prevents 1-2 + 2 damage +1 to Assassination +10% illness resistance Prevents 1-2 + 2 damage +10% illness resistance

------------------------------------------------------------------------------6d. Jewelry ------------------------------------------------------------------------------Archer's Ring Armor Ring Assassin's Band Basic Charm Charm Chill Charm Clumsy Ring Crystal Charm Dexterity Bracelet Dexterity Charm Fire Orb Charm Firewalker Band Fletcher's Ring 0.2 lbs. 0.2 lbs. 0.2 0.5 0.5 0.5 0.2 0.5 0.5 0.5 0.5 0.2 lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. 700 coins 700 coins 1500 coins 1500 coins 400 coins 1500 coins Cursed 2000 coins 2000 coins 500 coins 600 coins 1300 coins 300 coins +30% missile to-hit +6 missile damage +10% protection from all damage +2 to Anatomy, Blademaster +40% acid resistance N/A +20% fire resistance -20% to-hit Immunity to petrification +2 to Dexterity +1 to Dexterity +10% fire resistance +40% resistance to magic and elements +15% missile to-hit +3 missile damage

0.2 lbs.

Freedom Charm Harm Charm Health Charm Intelligence Bracelet Knowledge Charm Lucky Bracelet Lucky Charm Mage's Bracelet Magnetic Ring Monkey Bracelet Mung Bracelet Nimble Band Priest's Bracelet Quicksilver Ring Ring of Explosure Ring of Grief Ring of Health Ring of Idiocy Ring of Pure Focus Ring of Resistance Ring of Skill Ring of Vulnerability Shield Ring Shielding Charm Sticky Charm Strength Bracelet War Charm Warmth Charm Warrior's Bracelet Warrior's Ring

0.5 lbs. 0.5 lbs. 0.5 lbs. 0.5 lbs. 0.5 lbs. 0.5 lbs. 1 lbs. 0.5 lbs. 0.2 lbs. 0.5 lbs. 0.5 lbs. 0.2 lbs. 0.5 lbs. 0.2 lbs. 0.2 lbs. 0.2 lbs. 0.2 lbs. 0.2 lbs. 0.2 0.2 0.2 0.2 0.2 0.5 0.5 0.5 0.5 0.5 0.5 lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs. lbs.

2500 coins Cursed 2000 coins 2000 coins 1800 coins 1500 coins 250 coins 3000 coins Cursed Cursed 500 coins 1400 coins 3000 coins Cursed Cursed Cursed 600 coins Cursed Cursed 600 coins 400 coins Cursed 300 coins 1500 coins Cursed 2000 coins 2500 coins 1500 coins 3000 coins 1000 coins

0.2 lbs.

+50% mental resistance -50% all damage +20% illness resistance +10% protection to all types of damage +2 to Intelligence +5 to Rune Reading, POT +2 to Luck +1 to Luck +2 to Mage Spells +1 to Magery +50% chance to be hit -3 to STR, INT +120% illness resistance -20% resistance to fire and ice +1 action points +2 to Mage Spells +1 to Magery +4 to Luck, +1 to DEX -30% resistance to magic and elements -4 to STR, DEX and INT +30% illness resistance +10% acid resistance -3 to INT, magic stats -30% mental resistance +1 to STR, DEX, END +10% resistance +10% melee to-hit -2 to Dexterity +10% melee protection +10% melee protection +10% less chance to be hit -4 to Dexterity +2 to Strength +2 to BLD, GYM +20% cold resistance +2 to pole, melee weapons +2 to melee damage +20% melee chance to-hit +2 melee damage

------------------------------------------------------------------------------6e. Potions and Curatives ------------------------------------------------------------------------------Name Weight Base Value Use ------------------------------------------------------------------------------Balm of Life 0.5 lbs. 100 coins Necessary for Return Life Bless Elixir 0.5 lbs. 160 coins +50% healing +20% spell points Cures poison and disease Curing Elixir 0.5 lbs. 70 coins +60% levels of curing Curing Potion 0.5 lbs. 30 coins +25% levels of curing Draining Brew 0.5 lbs. Cursed -5 skill points Energy Elixir 0.5 lbs. 140 coins +50% spell points Energy Potion 0.5 lbs. 60 coins +20% spell points Fine First Aid Kit 2.5 lbs. 15 coins +8 levels of First Aid First Aid Kit 2.5 lbs. 5 coins +4 levels of First Aid Graymold Salve 0.5 lbs. 100 coins +200% levels of curing Haste Elixir 0.5 lbs. 120 coins Hastens user Haste Potion 0.5 lbs. 50 coins Hastens user Healing Elixir 0.5 lbs. 90 coins +75% points of healing Healing Potion 0.5 lbs. 40 coins +25% points of healing Heroic Brew 0.5 lbs. 500 coins Gives divine protection Invulnerability Elixir 0.5 lbs. 350 coins Grants invulnerability Invulnerability Potion 0.5 lbs. 150 coins Grants invulnerability Knowledge Brew 0.5 lbs. 1000 coins +3 skill points Poison Elixir 0.5 lbs. 30 coins Makes user very ill Poison Potion 0.5 lbs. 20 coins Makes user very ill Protection Brew 0.5 lbs. 500 coins +100% curing, increases resistance and grants invulnerability Resistance Elixir 0.5 lbs. 450 coins Increases resistances Cures Terror, Enfeeble Resistance Potion 0.5 lbs. 100 coins Increases resistances Restoration Brew 0.5 lbs. 450 coins +100% healing and curing Cures Dumbfounding and Enfeeblement Rogue's Elixir 0.5 lbs. 90 coins Gives Nimble Fingers Searing Balm 0.5 lbs. Cursed Makes user very ill -5 skill points Strength Elixir 0.5 lbs. 120 coins Blesses, hastes, and grants temporary invincibility Strength Potion 0.5 lbs. 50 coins Blesses, hastes, and

grants temporary invincibility ------------------------------------------------------------------------------6f. Special/Quest Items ------------------------------------------------------------------------------Name Weight Base Value Use ------------------------------------------------------------------------------Anama Rings N/A N/A Proof of Anama membership Anaximander Note 1 lbs. 1 coin Use to Read Bandit Map 1 lbs. 1 coin Use to Read Barrier Tunnel Map 1 lbs. 1 coin Use to Read Black Halberd Map 1 lbs. 10 coins Use to Read Blessed Athame N/A N/A Use to destroy the portal Blue Crystal Key N/A N/A Access the fourth Spire Board Game 5 lbs. 15 coins Use to Play Crystal Shards N/A N/A Show to Berra Crystal Statue N/A N/A Quest item Damp Paper 1 lbs. 5 coins Use to Read Drawing of Rune N/A N/A Show to Berra Egg of the Phoenix N/A N/A Quest item Electrum Key N/A N/A Use to enter Gale library Embroidered Favor N/A N/A Return to Bruskrud Erika's Amulet N/A N/A Quest item Giant's Key N/A N/A Use to free Illyee Good Luck Charm N/A N/A Return to Bruskrud Guardian Key N/A N/A Quest item Hot Crystal Shards N/A N/A Show to Berra Key to Hawke's Manse N/A N/A The key to Hawke's Manse Lab Notes 3 lbs. 5 coins Return to Carrie Large Iron Key N/A N/A Quest item Locket with Painting N/A N/A Return to Bruskrud Love Letter N/A N/A Return to Bruskrud Metal Lumps N/A N/A Quest Item Reward Slip N/A N/A Take this to Blackcrag Soul Crystal N/A N/A Capture monsters Spell Tome 5 lbs. 1250 coins Use to learn a spell Stone Key N/A N/A Quest item Suspicious Package N/A N/A Quest item Thought Crystal N/A N/A Quest item Troglo History 1 lbs. 1 coin Use to Read Twisted Gold Key N/A N/A Quest item Twisted Steel Key N/A N/A Quest item Vahnatai Crypt Key N/A N/A Use in the Defiled Crypt Vothkaro Message 1 lbs. 1 coin Use to Read Withered Scales N/A N/A Show to Berra ------------------------------------------------------------------------------6f. Rare Items ------------------------------------------------------------------------------Name Weight Base Value Use ------------------------------------------------------------------------------Alien Blade 25 lbs. 6000 coins 4-28 + 20 poison damage Archer's Cloak 5 lbs. 500 coins Prevents 1-4 damage +1 to DEX, +3 to missile damage, +15 missile to-hit Assassin's Dagger 4 lbs. 400 coins +4 to ASS, +2 to ANT Beastslayer 25 lbs. 4000 coins 4-28 damage +30 damage to Alien Beasts +2 to Parry Black Halberd 20 lbs. 10000 coins 6-48 damage +1 to STR, DEX, +2 to PAR +30% magic resistance Bloodthirst Spear 25 lbs. Cursed 5-30 damage +7 damage to alien beasts Chieftain Charm 0.5 lbs. 500 coins +1 to STR, DEX and MEL -1 to INT Crystal Imbued Shield 10 lbs. 4000 coins Prevents 1-8 + 3 damage -5% attack penalty +2 Parry, +1 Resistance Prot. from Petrification Dagger of Hate 4 lbs. Cursed 7-35 damage +2 ASS, -1 INT +20% resistance Demonslayer 20 lbs. 6000 coins 4-28 damage +40 damage to demons Diamond Dagger 4 lbs. 1000 coins 6-30 damage Dryad's Blessed Charm 0.5 lbs. 3000 coins +50% mental resistance +30% magic resistance +2 to magic statistics Flaming Sword 12 lbs. 1100 coins 4-24 + 8 fire damage Fungal Armor 15 lbs. 500 coins Prevents 1-4 + 3 damage -10% attack penalty +20% mental resistance Prot. from Petrification Fungoid Spine 4 lbs. Cursed 5-20 + 2 acid damage

Fury Crossbow

25 lbs.

15000 coins

Gauntlets of Might Ghoulbane Giantslayer Giant's Shield Icy Chain Mail Iridium Pants Jade Halberd Jewel of Return Justice Lance Mauling Leather MC - Battle Frenzy MC - Beastcall MC - Curing MC - Divine Aid MC - Energy Pulse MC - Gymnastics MC - Magery MC - Pathfinder MC - Regenerate MC - Resistance MC - Restore Energy MC - Spiritcall Mithril Blade

2 lbs. 10 lbs. 15 lbs. 32 lbs. 45 lbs. 10 lbs. 20 lbs. 0.5 lbs. 20 lbs. 30 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. 20 lbs.

2000 coins 700 coins 1400 coins 200 coins 7000 coins 200 coins 4000 coins N/A 900 coins 1400 coins 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 5000 coins coins coins coins coins coins coins coins coins coins coins coins coins

Mithril Woven Robe

7 lbs.

4000 coins

Naturewalker's Torc

2 lbs.

5000 coins

Nimble Boots Obsidian Spear Orb of Thralni Pachtar's Plate Mail

4 lbs. 10 lbs. 0.5 lbs. 70 lbs.

1000 coins 1000 coins 5000 coins 20000 coins 1000 coins 2000 coins 1000 coins 7000 coins

Piercing the Lost Por. 5 lbs. Pilgrim's Cloak 4 lbs. Pirate's Blade Polished Plate Mail 4 lbs. 70 lbs.

Prismatic Mail

70 lbs.

4000 coins

Prismatic Torc Pyrrhic Gauntlets Radiant Robe Radiant Slith Spear Red Scale Armor

2 lbs. 1 lbs. 7 lbs. 60 lbs. 15 lbs.

600 coins Cursed 500 coins 5000 coins 4000 coins

Rentar Charm

0.2 lbs.

250 coins

+20% acid resistance 7-42 damage +10% missile to-hit +1 Action Points +20% resistance Prevents 1-2 + 2 damage +4 to STR, melee damage 5-30 damage +25 damage to undead 5-35 damage +30 damage to giants Prevents 1-16 damage -25% attack penalty Prevents 1-26 + 4 damage -20% attack penalty +30% fire resistance Prevents 1-6 damage -15% attack penalty +10% acid resistance +6 to HRD, +2 to DEF Return to Fort Emergence 5-35 damage +1 to INT, +2 to PRI +3 damage to undead Prevents 1-10 + 4 damage +3 to melee damage Grants Battle Frenzy Grants Beastcall Grants Curing Grants Divine Aid Dumbfounds user Grants Gymnastics Grants Magery Grants Pathfinder Grants Regenerate Grants Resistance Grants Restore Energy Grants Spiritcall 4-28 damage +1 Action Points +2 to Strength, Parry +10 damage to undead Prevents 1-14 damage +20% less chance to be hit Prot. from Petrification +10% magic resistance Prevents 1-3 damage +1 to HRB +4 to PAT and NLO +20% resistance Prevents 1-2 + 2 damage -5% attack penalty +3 to Dexterity 6-42 damage +40% magic resistance Use to fly Prevents 1-60 + 7 damage +1 Action Points +20% resistance Teaches Dispel Barrier Prevents 1-1 damage +2 to Pathfinder +20% mental resistance 5-25 damage +2 to ASS, Life Drain Prevents 1-50 + 3 damage -25% attack penalty +20% mental resistance +2 to combat statistics Prot. from Petrification Prevents 1-16 damage -25% attack penalty +20% resistance to fire, cold and magic +10% resistance to fire, ice, illness and acid Prevents 1-6 + 2 damage +30% melee protection +20% magic resistance +20% acid resistance 6-36 damage +1 to Pole Weapons +10% fire resistance Prevents 1-15 + 5 damage -10% attack penalty +30% fire resistance +1 to melee damage +1 to melee damage

Ring of Bone

0.2 lbs.

Cursed 5000 coins 700 coins 700 coins 2000 coins

Ring of Endless Magery 0.2 lbs. Robe of Magery Rogue's Leather Ruby Helmet 7 lbs. 15 lbs. 7 lbs.

Serendipity Knife Shadow Leather Shard of Release Spellshard Spider Silk Shirt

2.5 lbs. 15 lbs. 1 lbs. 1 lbs. 2 lbs.

2000 coins 500 coins 4000 coins 2000 coins 1000 coins

Spidersilk Tunic Thinking Cap Ursagi Skin Armor Wyrmslayer

2 lbs. 1 lbs. 15 lbs. 12 lbs.

300 coins 400 coins 400 coins 2500 coins

+2 to MGR, ARC, POT +20% mental resistance +80% spell points +2 to Magery +10% damage protection Prevents 1-3 + 2 damage +1 to Intelligence +10% less chance to be hit Prevents 1-10 + 3 damage -5% attack penalty +4 to Tool Use Prevents 1-5 + 3 damage -5% attack penalty +20% fire resistance Prot. from Petrification 4-20 damage, +6 to LCK Prevents 1-10 + 3 damage +1 Dexterity and Defense Cures Mind Control on your entire party Usable once per day Prevents 1-4 + 4 damage +1 to Defense +10% fire resistance +5% less chance to be hit Prevents 1-2 damage +1 to Defense +10% fire resistance Prevents 1-1 damage +1 to Intelligence Prevents 1-6 + 3 damage -10% attack penalty +1 to HRD, NLO, -1 to INT 5-30 damage +25% damage to reptiles +20% fire resistance

------------------------------------------------------------------------------6h. Xian Items ------------------------------------------------------------------------------These are items created by X and sent to the surface (most of them, at least) with the first Avernite spy team. Unfortunately, most of that team died. The items live on, however. Not all of them are useful. Most of them only serve to take up space. However, they're very unusual and unique items, so I thought they deserved their own space. Xian Ale - This is found among the loot held by the ogre who's taken over the dryad's grove. It will make your entire party inebriated (drunk) and once in a while, bless everyone as well, negating the negative effects. Xian Chain Mail - This is the Upper Golem Factory. but it comes with several somewhere or sell it, but behind a cracked wall in the southeastern corner of You'll need Move Mountains to reach it. It's strong, unmentioned negative stat effects. Either store it don't try wearing it. They'll give you

Xian Coins - The reward for completing the quest Find Mundt. a few coins every now and then.

Xian Pouch - In the Sacred Booty room in the Cavern of Giants, where you find the Barrier Tunnel map. It will leak hazardous effects, mostly disease, slow, and paralysis. Xian Rock - Found in the Hermit's Hut in Midori province. This is the same hermit who teaches the Ritual of Sanctification. If used as a missile weapon, this rock automatically returns to the wielder. It will also occasionally spawn regular rocks in your inventory. Xian Shrub - Found in the Sharimik storerooms. It requires Unlock Doors at level 3 or a very high tool use. It will basically cause plants to replicate in your inventory. Xian Slacks - This is in one of the giant villages in the Midori province, west of Dellston. The slacks give a great bonus to luck, but a penalty to your base stats. Xian Skull - Found in an ogre circle in southeast Valorim. messages pop up from time to time. Makes random

Xian Tome - Found in the southwestern most room in the Tower of the Magi, in a desk. This merely cycles through all the regular books of the game. A fun diversion, especially the Tearing of the Bodice. Yum. Xian Vest - In the very northeastern corner of Valorim is a man who will sell you this for 5000 coins. You can kill him instead, but just pay him if you can. The vest has high resistance, but some serious stat penalties. Not worth the money, or the merchant's life.

------------------------------------------------------------------------------6i. The Legendary Items ------------------------------------------------------------------------------The legendary items can be acquired at any time, providing you have the skill and the means of reaching them. It's best to wait till after you've completed the third plague, only because at that point you will likely have the power and equipment necessary to survive the very powerful monsters that guard each item. Also note that the items can be found in any order you choose, but I'm listing them in the order I think is easiest to hardest. If you want a particular item, just skip to that section. ------------------------------------------------------------------------------6i-1. Recipe for Knowledge Brew ------------------------------------------------------------------------------While getting the recipe itself isn't a daunting task, finding the dungeon is a bit of a hassle. You must first go to Lorelei and speak with Winterhouse, the innkeeper of the Caring Cubbyhole and ask him about rumors he's heard. He'll direct you to Randall, who will pass you off to Lyle, who will tell you about Foxfire. Foxfire is a wandering minstrel who will move between Bengaro and Malloc depending on the day. In Bengaro she'll be outside, and in Malloc she will be waiting at the inn. You'll have to pay her 500 coins for the key to the Monastery of Madness, not to mention its location. With both in hand, go to Storm Port in Karnold province. Take the boat there to Gebra, then leave town and go to the nearby dock. On the new island, go south to another dock, then walk southeast. On the southeasternmost point of the island is the Monastery of Madness. Head in. The path splits soon after you enter, but it doesn't matter which way you go, you'll be ambushed by Mad Monks either way. The best way to deal with them is Lightning Spray along with a healthy dose of melee combat. Don't take these nuts too lightly, though. They can attack up to twice per round and deal an upwards of 100 damage. Assuming you survive the onslaught, look around. The first room along the west entry hall contains a bookshelf that will give your party a point of Gymnastics, and the southwest room has a secret passage leading to a spot outside the tower with a rune you should step on. There's Mad Monks in odd spots around the first floor, along with some hilarious signs and rooms. Check out everything, and when you reach the anvil room, step on the rune there. In the northwestmost room, check along the north wall for another secret passage and the final rune. Once you step on it, go to the pool in the courtyard to find some blessed plate mail, a fantastic suit of armor no matter how you slice it. When you're done enjoying the first floor, traverse either staircase up to the second. The top level has less signs but more monks, along with Unshackle Minds at level 3 a Shard of Release, the recipe we're after, and a good deal of treasure. When you enter the top floor, circle around clockwise till you reach the southeast corner. You'll find a cracked wall, and behind it are a few Vengeful Shades and a tome that will teach you Unshackle Minds. Continue along, beating up Mad Monks and the two boss monks, one of which is flanked by a pair of Gorgons. That boss is incredibly tough, so blessings and haste all around is recommended. Past all the kung-fu movie rejects is the library where you'll finally learn the recipe for Knowledge Brew. Assuming you have the Potion Making skill for it, cook up as much as you can. Save before each attempt in case you fail so you don't waste too many ingredients. Even if you have the required POT skill, it's best to bump it up to 20 or more, so you have a higher rate of success. Hey, what do you care? You're cooking up free skill points! Woo-hoo! One thing before you leave: north of the library is a dueling room. Only one person can enter, and they'll have to face three Mad Monks by their lonesome. Bless and haste whoever's going in. Once you win, you can return and bring the rest of your party in. Knock down the cracked wall for the disclaimers, and make sure to take the Boots of Speed that one of the monks will drop. They may not have the greatest defense, but they give +1 to your action points when equipped, making them my favorite general-use boots. Once you've cleared out the Monastery, check out. On the way back to Storm Port, you'll be ambushed by one last gasp of Mad Monks. You can avoid this by using the Jewel of Return, but why bother? Fiesty Slap of Pain! ------------------------------------------------------------------------------6i-2. Black Halberd ------------------------------------------------------------------------------This is the best halberd and arguably the best weapon in the game. The Mithril Blade's bonus to AP makes it a contender as well. Anyway, what you need to do is find Masok in Angel's Rest, which is east of Sharimik, just along the road. Masok will be waiting at the inn, and will sell you the map to the cave for a whopping 2000 coins. Just like the recipe for Knowledge Brew, there is no way to reach this dungeon without it, because without paying Masok, it won't appear on the world map. Once you have the map in hand, go to Calloc. From there, go far, far north,

sticking to the west side of the mountain range till you spot a passage leading into a smaller mountain on your left. This is the Remote Cavern, the holding place of the Black Halberd. In here, check along the north wall. See the patch of white mushrooms? Stand there, then walk south. Keep on walking, straight through the stalagmites and to the next section. Here, follow the path till you find a bunch of crates. What you need to do is get a crate back to the beginning and place it on the rune. Without giving a step-by-step guide (that comes later) save often, and especially while you're shoving it across the pits. At that part, try shoving the crate into the walls to get it to go where you want. Don't be discouraged if you lose a crate or two, and perservere until you've got one on the rune. Once it's on there, check inside. Take the passage stone and use it to unlock the door to the south. Check the Black Halberd map. Notice how this section is flipped on its side. Well, here's how you get through it. From the light-colored square at the beginning, go two squares south, two east, two south, one east, two south through the pillar, four steps west and two north into the pillar to be teleported to the next area. Here, there are seven runes and seven lights. You need to have six lit. To do this easily, step on the second rune from the right. Or, if you need a quick diagram... L L L L L L L 7 6 5 4 3 X 1 ...where the L's are the lights and the numbers are the runes, step on the one marked as X. Now, go to the southeast, through the secret door in between the stalagmites. In this narrow passage, go north and check along the west wall for a secret passage. Use Far Sight if needed. When you find it, step on the stalagmite to be able to continue north. Check the west wall farther north for the next section. Here, there are three trapdoors leading down. Two are fakes. You want the one in the middle. See the Black Halberd map for details. The first level of this dungeon was composed of puzzles. The second level is nothing but combat with the masters of this place, the Rakshasi. If you've never dealt with them before now (I doubt it, but still) they're immune to all magic and love to summon monsters to trip you up. Bless, haste and shield your party for best results. The only spell worth using against them is Cloud of Blades, if you have it. Since it's technically a physical attack, it will harm them. In any case, check around the rooms. There will be Gazers and some Spawned Fungus, as well as a few Basilisks. To the west you'll find a teleporter which you shouldn't use quite yet, and to the east, the long battle to the Black Halberd. You'll have to fight through many Rakshasi, a Haakai, lizards and more fungus, but it's worth it. Check the bookshelves for Repel Spirit level 3, focus on using melee against the Rakshasi, and just blast your way north and west. When you reach the bedrooms, there will be four more Rakshasi waiting for you, and one more in the northwest room. In that room, there is a secret passage along the west wall leading to the Black Halberd. Before you can take it, however, you must fight through an ambush of Mutant Lizards and Spawned Fungus. They're nothing after all the Rakshasa, though. The final room contains three chests, the middle came for. Take it and the rest of your hard-won portal I told you about. Take it to arrive in a Beat them up (careful of the lava) and drop down Follow the path you end up on to exit the cave. of which has the weapon we plunder, then go back to the small cave with a few Drakes. the high ledge to the east.

------------------------------------------------------------------------------6i-3. Pachtar's Plate ------------------------------------------------------------------------------The location of the Lair of Drakos can be found in the Gale library. You'll have to buy the key from the Herb Seller for a whopping 5000 coins, and she'll only sell it after you've asked Nantier about the key. Once you have the key, go through the back entrance to the library (accessible via a secret room from the south wall) and check the shelves for the location. Now, go to the Isle of Bigail and enter Kuper, then take the boat to Kneece. Leave Kneece and explore the island. The Lair of Drakos is on the northeast tip, past a couple fights with some easily-defeated Fire Lizards. Enter! You can't get into this place normally. There are runes at every entrance that will force you back. Enter via the west end and go south along the outer wall, then use Far Sight to spot a secret passage leading into the building. You'll have to circle around clockwise, and just like outside, you can't pass any of the runes on the floor. There will be one point where there are three runes surrounded by lava and pillars. At that point, hug the east wall and walk through the pillar blocking your way. Further on, four Efreets will appear to attack you, but they're small potatoes. Even further you'll have to beat down a couple of Ice Drakes with spells and missile weapons. Past those (and a cloud of blades) are some Flame Hydras and a whole bunch of magical barriers you'll have to dispel. Pull the lever to get

past the pillars and be assaulted by a horde of Gorgons! Joy, Forcecage-ing! Fireblast their asses and try not to let their Forcecage-whoring get to you. When these jokers are done for, notice the cracked spot along the north wall. Use Move Mountains to find a room full of cracked boulders and stalagmites. Blast them away, then check along the north wall for a secret passage. Here, go to the east wall and check for another secret door. DON'T ENTER THE PORTAL! Instead, go south and take the trapdoor down to the lower level. Here, go south till you see a path going west. Follow it to a lava-filled chamber and battle an Efreet Pasha. It will drop a Warmth Charm upon death. In a secret room just past him is a Reaminated Lizard, who drops some Red Scale Armor and guards a spellbook that'll teach you Arcane Shield at level 3. Joy! Now then, go back to the intersection and head south. If you have equipment that protects from petrification, equip it now, because you're heading into Basilisk country. Use spells and missiles to kill them quickly so you won't have to run around and catch them. Make sure to restore anyone that's been turned to stone, then continue. Make your way through the stalagmite maze here, and when the Skeletal Warriors appear, take them out with weaponry and Repel Spirit. When it's safe, go north. You'll encounter the master of this place, Drakos. Unfortunately, you'll also be teleported into a pit of lava. If you have a high Pathfinder skill, this will only be an inconvenience. Anyway, Drakos is off to the right, while a lesser Drake Consort will be to the left. The latter isn't much stronger than a regular drake, despite its appearance. Drakos isn't that difficult either compared to other monsters in the game, but she still has a wide range of magic at her disposal. Consider her a wizard-type with more HP than normal. A good beating will work just the same as with most monsters, so have at her. When the battle is over, search around the room for a bunch of gems and a Return Life spellshard. In the northwest corner of the map is your prize: Pachtar's Plate, the strongest armor in the game. Take it from Pachtar's body and leave. Use the portal I warned you about earlier to expedite your escape. ------------------------------------------------------------------------------6i-4. Fury Crossbow ------------------------------------------------------------------------------Before going after this item, you must buy the location of the Pit of the Wyrm from Judith, who wanders between Shayder and Bavner on the Isle of Bigail. Once that's done, the Pit of the Wyrm is in Monoroe province, northwest of Gale and southwest of Greendale, on the west side of the mountain range. As the name may suggest, it's home to many, many Dark Wyrms, which are quite likely the most powerful regular monster in the game. Make sure you come in to this well-prepared. Once inside, there's a Light spellshard in the building in the northwest corner of the map. To the east, you'll have to fight through a throng of mutant giants. They're stronger and tougher than regular giants, but have all the same weaknesses (everything!) Further on are Abyssal Slimes, which are just the same as Doomguards in that they split when damaged. Fortunately, they have much less HP and will die off faster than a Doomguard. They still hit very hard, so don't underestimate them. Anyway, your goal should be to reach the south side of the map. There's a secret passage there (use Far Sight if needed) which you should take. You'll have to fall down a long drop that will take off over 100 HP, so make sure to heal up both before and after. Follow the passage to a strange temple. Further in you'll be ambushed by several Abyssal Slimes. While one isn't too much of a problem, this many can be a handful. Haste, bless everyone, and cast your strongest spells while slamming them with your best weapons. You'll also have to deal with a Spectral Overpriest in the next room, but it's not as tough as all those damned slimes. Your reward for all this is the spell Mass Curing level 3, which you'll find on a bookshelf, and some Red Scale Armor. After you're done collecting, enter the teleporter in the previous room. You'll appear on another high ledge (yech) with even more Abyssal Slimes below (yarg!) Fortunately, with these closed quarters, the slimes won't be able to divide as much. What you want to do is find the stairs heading down, which are in the southeastern corner of the little maze you're now in. There will be several slimes blocking your path, but since they can't split as often, they won't be much trouble. On the lower level, you'll run into more Abyssal Slimes, but these have the benefit of open space. Deal with them as before, and continue along the path. Past more slimes, you'll run into your first Dark Wyrms of the dungeon. These guys are bastards. Their dark breath will snap off over 100 HP at a shot, and they can use it twice in a round. Oh yes, did I mention they're immune to Arcane Blow? Haste, bless, and cast Radiant Shield to protect yourself from their breath, then send your fighters to get close to them in order to keep them from using their breath weapon too often. They're extremely powerful, but with perserverence you will succeed. Now then, assuming you survive, continue on. Just past the stairs, some Spine Beasts will ambush you from behind, but they're nothing compared to Dark Wyrms. There are more of said Wyrms further on, then another bout with some slimes.

Past those slimes will be your toughest battle yet. Picture this: a horde of Dark Wyrms and Unholy Wyrms (the Dark's nastier cousin) and they're all gunning for you. So then. Haste. Bless. Shield. Use Capture Soul to take a Dark and/or Unholy Wyrm, then Simulacrum to unleash it on your enemies. Divine Restoration is nice, because it will give you bonus HP that will very likely keep you alive a round or two longer. Fight hard, you're almost to the end. Again assuming you're still alive, head to the center of the map. The slimes here are of the mung variety, not too dangerous. Search the bodies for some decent swag, then inspect the southeast walls for a secret passage. Again, use Far Sight if needed. Follow the tunnel all the way to a crypt. The door at the end is what you came for. The room there contains a lever, which you should pull. Return to the center of the map (with all the bodies). South of there is a building to the west. The lever you pulled opened a wall on the west end of it. Inside, go through the first chamber by stepping on the sort of three-leaf clover pattern tiles. Don't step on the starburst tiles, or the fire in the middle of the room will damage you. In the following room is the treasure you seek: the Fury Crossbow. Take it. Also pull the lever here to escape the crypt. Unfortunately, the tiles have changed in the previous room, so you'll have to suffer some damage on your way out. Not only that, but Spine Beasts and even more Dark Wyrms have surrounded this place! There's only two Wyrms, so you should be able to handle them. Once all the monsters are dead, head back to the center of the map. On the way you'll spot a staircase heading up. It's a shortcut back to the upper level, so climb away and leave this place. Congratulations, you now have the most powerful crossbow in the game. ------------------------------------------------------------------------------6i-5. Ring of Endless Magery ------------------------------------------------------------------------------Just like every other legendary item, you must first learn the location from someone before it will appear on the world map. In this case, you must find a wizard who travels between Krizsan and Delan. In Krizsan he'll be in a small building along the east side of the city, and in Delan you'll find him in one of the inn's rooms. Buy the location of the ring for 2500 coins. The Tower of Zkal is on the Isle of Maddok. To get there, go to Gale. If you haven't already, speak with Mrurr in the area of the docks and buy his boat to reach the island. The Tower of Zkal is on the southern end of the island, on the west side. Stop by Torria if you haven't previously and pick up Smite level 3 from the ruined building in the northeast corner of the map. As for the tower itself, before you go in, make sure you have a ton of Energy Elixirs. I'm not kidding, load yourself down with elixirs, because this tower will constantly sap your SP. It's also full of undead, so it's best if each spellcaster in your party knows how to cast Repel Spirit at level 3. It's best if you go and buy a bunch of crystals that serve as replacements for various mage spells, like stoneshatter and piercing crystals. Scrolls are also useful. The first thing to keep in mind is that the first floor of the tower is a damned maze designed to drain your SP and weaken you for the undead guardians. Use Far Sight and Move Mountains on occasion, because there will be cracked walls protecting shortcuts. So, first head to the northeast corner of the map. There's a tiny secret room with a lever that will open the porticullis to the east. Past that, search the southeast wall for a secret passage. Follow it till you get to a small garden. Along the north wall is another secret passage. From there, head to the northwest corner of the map, but watch the undead spawning platforms. West of the northern spawner, along the south wall, will be another secret passage. This one leads to a portal. Hop in. Don't take the south portal, it leads back where you started. Don't take the other portal either, because it only sends you back to the beginning. Instead, clear out the undead and dispel that little barrier blocking a tiny corridor, along which there is a secret door leading to another room with more undead and another teleporter. If you want the spell Summon Aid at level 3, use the following instructions. Otherwise, skip to the next paragraph. Step through the teleporter here. You'll be dumped in a room with a bunch of Skeletal Warriors, but that's okay, they're not that tough. When they're dead, examine the northeast statue. Move it, then leave the room. You'll be faced with a number of intersections. Pass the first two, then go north and west, then check along a two-square wall to the south for yet another secret passage. Go through the portal here, then make your way back north to the room with the statue, except you'll end up near a pedastal that will teach you Summon Aid at level 3. It won't do it at first, though. You'll be drained the first two times you make the attempt, but at the third try you'll have the spell. Now you will, unfortunately, have to make your way all the way back to the teleporter that takes you to the statue room to proceed. Whether or not you went for the wall near the teleporter to the teleporter. From where you end Fight past some undead to reach spell, there's a secret door along the north statue room. In here you'll find the real up, check the north wall for a secret passage. a trapdoor to the lower level. Finally!

Now then, you'll want to make your way past the undead to the south end of this area. From here, use Far Sight and check along the tiny tunnels for a secret passage leading to a teleporter. Go through. In the room you end up, watch the patch of mushrooms on the ground. Enter the northeast portal. Go through the same portal again. Now take a journey into the southeast portal, then the northeast portal once more. Ah, now we're getting somewhere. There are lasers barring your path, and these won't let you walk through with just minor burns like the ones in the golem factory. The best way to pass is to go into combat mode and haste your party. There's a 'safe' room along the east wall, no secret doors required. In here, save. Now break down the cracked wall here by whatever means. There are basilisks here, and they basically get a free shot at stoning you, which is why you saved. If you don't survive, reload. Anyway, kill the two lizards and note the mirrors. Position the horizontal mirror in front of one of the lasers, then use the vertical one to break the others. Stepping on the runes triggers the lasers. Remember to save before you try anything, just in case the mirror ends up out of reach. The lasers will go down after several turns, but it's still damaging. Now then, go north. To the east will be some Hraithes, which you should kill. North from them is another laser puzzle. Unfortunately, you need to blow them up as well. Go back and retrieve the mirrors from the previous laser room and use them to cause more reflective destruction. Remember that you can move the mirrors diagonally and shove them against solid objects to make them move in odd ways, often to your advantage. Note the power sources near the lasers. You can move through them diagonally to reach the lever in the back of the room, so don't go nuts with the laser killing, just blow up enough to reach that lever. It will open the closed porticullis and allow you to battle the tower's master. Zkal is little more than a souped-up Lich with more HP and spells. The only snag in this little operation is he's got barriers set up protecting the stairs leading to him, so you won't have an easy time of reaching him for melee combat. Still, you can use Repel Spirit and do quite a bit of damage from afar. Don't bother with other magic, he's incredibly resistant, and it'll just waste your precious SP. Haste and dispel the barriers as soon as possible, all the while taking care of Zkal's little underlings, and keep pounding him with Repel Spirit. It's entirely possible you'll kill him off with that one spell and never even get a chance to delve into melee with him. All in all, a very underwhelming boss for such an annoying and difficult dungeon. Now then, time for treasure! The spellbook where Zkal was will teach Spray Acid at level 3. The lever opens his treasure room, which you passed on the way in. You'll find a good lot of swag, along with the true prize: the Ring of Endless Magery. This powerful ring will boost Magery and protect from damage, and will even restore a good portion of SP once per day! With the ring in hand, make your way back to the upper level and use the portal I told you about earlier to be warped out of the tower and back to civilization. =============================================================================== 7. Magic =============================================================================== Magic is somewhat essential in Avernum. You can only go so far before you have to rely on the arcane energies available to you. Whether it's to bust up an ambush or light up your path, magic can be a great help to you. The spells are listed by name and the required level of mage spells you'll need to cast it. The level 2 version of spells are available from various teachers around the game. Just ask the local wizard in each town to see if he can instruct you. The level 3 versions, however, are all hidden away in dungeons, locked behind doors, or otherwise not in plain sight. You'll have to hunt high and low for those...or read my lists. ------------------------------------------------------------------------------7a. Spell List ------------------------------------------------------------------------------------------------------------------------------------------------------------7a-1. Mage Spells ------------------------------------------------------------------------------Bolt of Fire (1) - You start with this spell. target. Light (1) - You start with this spell. It casts a fireball at a single

It will illuminate dark areas.

Call Beast (2) - You start with this spell if you have at least two levels of mage spell skill. It summons a single monster to your aid. Spray Acid (2) - You start with this spell if you have at least two levels of mage spell skill. This will drench an enemy in acid, causing damage over time. It's useful against enemy wizards and other monsters who are resistant or immune to direct-damage spells. Haste (3) - You start with this spell if you have at least three levels of mage spell skill. This will speed up a single character, letting them act faster and move farther in battle. At level 3, this will haste your entire

party. Slow (3) - You start with this spell if you have at least three levels of mage spell skill. The anti-haste. Slow down your enemies. More often than not, though, it'll be cast on you. Ice Lances (5) - You start with this spell if you have at least five levels of mage spell skill. A much better combat spell than Bolt of Fire, you can target multiple enemies with this. Unlock Doors (5) - You start with this spell if you have at least five levels of mage spell skill. If you run up against a lock you can't pick, cast this spell to open stubborn or otherwise magically locked doors. Create Illusions (6) - If you've seen Naruto, think of this spell as a bunshin jutsu. Otherwise, this creates a horde of monsters that are nothing more than illusions. They can hurt the enemy, but disappear after taking a single hit. Far Sight (6) - A very useful spell, it will reveal unexplored portions of your map. With this, you can more easily check around for hidden passages. Lightning Spray (8) - A further improvement on direct damage spells, this is the best magic you'll get in terms of SP cost versus damage dealt. Capture Soul (9) - An intriguing magic. Once you have a soul crystal, you can use this spell to capture up to four monsters within it and then use Simulacrum at a later time to make a copy of that monster to fight for you. Simulacrum (9) - The companion spell to Capture Soul. monster trapped in your soul crystal. This will duplicate a

Dispel Barrier (9) - Probably the most useful spell in the game. There are many magical barriers that will damage or flat-out block your path. This spell gets rid of them. Summon Aid (9) - Another summoning spell. monsters at once. This version will bring forth several

Forcecage (11) - Flat-out stops an enemy from doing anything for a few turns. However, while an enemy can't attack you, you can't hurt it. Fireblast (13) - Another direct-damage spell, the SP cost is high, but the power of this spell is incredible, even at low levels. Arcane Summon (16) - Now we get into the most powerful trio of magic. This summoning spell brings out a single ultra-powerful creature. However, by the time you get this spell you'll likely have a similar monster in your soul crystal. Arcane Shield (17) - While this bestows a lot of positive buffs to a single character, it only protects one person. There are better priest spells for this purpose. Arcane Blow (18) - The most powerful direct-damage spell, it's also the most expensive, both in terms of gold required to learn it and spell points needed to cast it. It's only useful when you learn it at level 3, because at that point it's able to cause an upwards of 200 damage. Until then, Fireblast or Lightning Spray is the better choice. ------------------------------------------------------------------------------7a-2. Priest Spells ------------------------------------------------------------------------------Healing (1) - You start with this spell if you have at least one level of priest spell skill. Your basic healing magic, it will restore some HP to one person. Curing (1) - You start with this spell if you have at least one level of priest spell skill. This will remove such negative status effects as poison at the first level, then acid and disease at higher levels. War Blessing (1) - You start with this spell if you have at least one level of priest spell skill. This will increase the chance to-hit for a person, and provide some physical protection. Terror (1) - You start with this spell if you have at least one level of priest spell skill. This spell will make an enemy run away from you. Considering it will only work on weak enemies, you won't use this unless the rest of your party is dead and your priest is surrounded. Repel Spirit (3) - You start with this spell if you have at least three levels of priest spell skill. This will do a lot of damage to undead. Very useful early on. Smite (4) - You start with this spell if you have at least four levels of priest spell skill. While it says it fires ice bolts, it will damage enemies who are otherwise immune to ice. At higher levels, you'll be able to target multiple enemies.

Summon Shade (5) - You start with this spell if you have at least five levels of priest spell skill. It will summon a ghost monster to fight for you. Safe Travel (5) - You start with this spell if you have at least five levels of priest spell skill. Swamps poisoning you? Lava boiling you alive? Cast this spell and you'll be able to walk across hazardous terrain safely. Unshackle Mind (6) - You start with this spell if you have at least six levels of priest spell skill. On occasion your party will be assaulted by various negative mental buffs like confusion or fear. This spell will cure them. Move Mountains (6) - While you won't actually move mountains, this spell will destroy weakened walls and rocks blocking your path. It's often the only way to enter a secret room. Mass Healing (6) - Just like the name suggests, this will let you heal your entire party at once. Once you get it, you'll wonder how you ever survived without it. Mass Curing (6) - Yep, you guessed it, this will cure your entire party. helps a lot when traversing swamps. It

Radiant Shield (8) - A defensive spell, it will buff your entire party with magic resistance. At higher levels it will grant more buffs. Divine Fire (10) - The best direct-damage priest spell in terms of damage versus SP cost. Control Foes (10) - Occasionally enemies will confuse or charm you. lets you charm them. Fun. This spell

Cloud of Blades (11) - An indirect damage spell, this will create a field of blades around an enemy. Be careful, though, because those blades can hurt you as well. Return Life (12) - Party member got slaughtered? No problem! You'll need the Balm of Life item to cast this spell. At higher levels it can even return a dusted party member. Divine Retribution (16) - This spell will do incredible damage to multiple enemies, but it can't hurt undead. Like Arcane Blow, it's only useful when it reaches level 3, otherwise it's a waste of SP. Divine Restoration (17) - The most powerful healing magic. While it only targets one person, it can cure every negative status effect and heal them past their normal maximum HP. Divine Host (18) - The requisite summoning spell. This will call forth a good number of powerful ghost-type monsters to be meat shields for you. ------------------------------------------------------------------------------7b. Level 3 Spells ------------------------------------------------------------------------------The level 3 spells are quite well-hidden, some more than others. A level 3 spell will be much more effective overall than levels 1 or 2. Keep in mind you must know a given spell at levels 1 or 2 before you can learn it at level 3. In other words, you can't go from not knowing a spell at all to knowing it at its highest level. ------------------------------------------------------------------------------7b-1. Mage Spells ------------------------------------------------------------------------------Bolt of Fire - In the Shayder sewers, behind a closed-off room. the Move Mountains spell to access. Requires Talk

Light - Inspect the bookshelves in the library to find a strange scroll. to Walner and ask him about it to learn how to decode it. Call Beast - In the Lair of the Ursagi, dropped by an Icy Drake. Spray Acid - In the lower level of the Tower of Zkal. Haste - In a regular book right next to Erika in her tower. book in the room and check for the right one.

Just take every

Slow - Complete Arion's quest in the Inn of Blades. The spellbook is in a dresser in his room if you need to learn it again. You can also learn it from a book in Hawke's Manse. Ice Lances - Finish off the slime plague, then talk to Solberg to learn this. Unlock Doors - In the House on the Hill, in the mountains east of Softport. It's behind barriers and requires some method of dispelling them, either by spell or crystal.

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

When you check

Far Sight - In Sharimik's library. You must first complete Starcap's quest by finding Zang. Afterwards he'll tell you about the location of the spell. Lightning Spray - Get this from Solberg for wiping out the roach plague. also be learned from a book in Hawke's Manse. Can

Capture Soul - Found in Ghikra. You must use the boat from New Cotra to sail into Ghikra through the west entrance via the lake. You require the Dispel Barrier spell or a piercing crystal. You can also learn it from a book in Hawke's Manse. Simulacrum - It's in Ghikra, in the exact same place as Capture Soul. Dispel Barrier - Acquired from a book in Ernest's house. Talk to him first to learn about the book's whereabouts, then take it. Warning! Stealing this book will cause Ernest to send you into a drake's cave the next time you use one of his teleporters. This is a one-time event, however. Summon Aid - You must check a pillar three times in the in the middle of the first floor in the Tower of Zkal. The first two times will drain your SP, while the third will reveal the spell. Forcecage - In the Agate Tower's lower level, in a secret room in the southwest corner. Fireblast - Learned from X for solving the troglo/giant plague. Arcane Summon - Khoth will teach you this spell, but only once you've gained access to the Footracer province. Arcane Shield - At the northern end of the Lair of Drakos. Reanimated Lizard. It's guarded by a

Arcane Blow - X will teach you this for finishing off the golem plague. ------------------------------------------------------------------------------7b-2. Priest Spells ------------------------------------------------------------------------------Healing - You must first finish the quest, Destroy Undead for Stormport. After killing Vahkohs, talk to the mayor in Storm Port, then Dana. She'll reveal the location of the book. Curing - On the first floor of the Anama temple in Shayder. from the first stone circle you visit. War Blessing - Learned from the second stone circle visited. Terror - In the Tomb of Vahkos, there's a tomb in the treasure room that teaches this spell. Repel Spirit - On the east end of the Remote Cavern, this spell is waiting on a bookshelf there. Smite - In the Torria ruins. You'll find it in the northeast building, behind some barriers. You'll need Dispel Barrier or a piercing crystal. Summon Shade - Near the center of the map in the Chasm of Screams, this spell waits on a pedastal. Safe Travel - In the back room of Erika's Tower. Only accessible through the rear entrance of the tower. Also in the room where you find the Vahnatai research. Unshackle Mind - This one is in a book on the upper level of the Monastery of Madness. Move Mountains - You'll find this on a bookshelf in the Gale library, or from the third stone circle you visit. Mass Healing - In the northeast corner of the lower level of the Giant's Caverns. Mass Curing - In the southeast corner of the Pit of the Wyrm's upper level. Radiant Shield - The Defiled Crypt, in northwest Valorim. You'll need to knock down some cracked walls with Move Mountains or a stoneshatter crystal. Divine Fire - In Squiggus, there's a large room that's only accessible via a secret door along the north side. Inside there's a chest. Searching it will cause some gremlins and other monsters to spawn, but once they're all dead, search the box again for the spell. You can also learn it from the Anama library in Shayder, or from the fourth stone circle you visit. Control Foes - In the lower level below the troglo castle, in the northwest Also available

corner of the map. Cloud of Blades - This one is in Blackcrag Fortress itself, at the northernmost point of Valorim. Return Life - Learned in the Lorelei Library, but you must first finish off the troblo/giant plague. Divine Retribution - In a secret room in the center of the Spiral Crypt. Divine Restoration - You can either learn this from the Anama library in Shayder or, if you have a horn, take it far to the northeast of Valorim. There's a small piece of land jutting out. Take the horn there to fight two huge battles. After you've won, you'll learn this spell. Divine Host - You can learn this from the fifth and last stone circle you visit. You'll also learn it from the Moon library if you complete Cerulian's quest. =============================================================================== 8. Quests =============================================================================== ------------------------------------------------------------------------------8a. Main Quests ------------------------------------------------------------------------------1 - Go see Anaximander Where to Get: Fort Emergence How to Complete: Simple. Talk to Anaximander in Fort Emergence. Reward: Nothing. 2 - Go Up To the Surface Where to Get: Anaximander in Fort Emergence How to Complete: Go to the surface and take the quest to destroy the slimes, then report back to Anaximander about it. Reward: Nothing 3 - Destroy the Slimes Where to Get: Mayor Arbuckle in Krizsan How to Complete: Follow the walkthrough to find the slime pit and destroy it. Return to Arbuckle for your reward. Reward: 500 XP and 1500 coins. +4 to your reputation. 4 - Investigate New Formello Murders Where to Get: Anaximander in Fort Emergence How to Complete: The murder cave is north of New Formello. Go through to the end to find a key. Report back to Anaximander. Reward: Nothing. 5 - Eliminate the Cockroach Infestation Where to Get: Mayor Bernathy in Shayder How to Complete: Follow the walkthrough to find the Filth Factory and destroy it. Return to Bernathy for the reward. Reward: 300 XP. +4 to your reputation. Fireband Ring. 6 - Destroy Troglo/Giant Barrier Where to Get: Solve the quest 'Slay Elhioc' How to Complete: Get the map that leads to the Concealed Tunnel from the giants. Power the teleporter, then either kill the Doomguard or just smash the crystal to bring down the barrier. Reward: Nothing 7 - Eliminate the Golems Where to Get: General Baziron in Tevrono How to Complete: Destroy the four Golem Control Spires, then assault the Golem Factory and smash the crystal controlling it all. Reward: 300 XP and 300 coins. +4 to your reputation and you can now ask Baziron about training. He will tell you about Tenuta, who will teach you the Parry skill for 5600 coins per point per person. 8 - Deliver Prazac's Message Where to Get: Empress Prazac in Blackcrag Fortress How to Complete: Take the message to Anaximander in Fort Emergence. Reward: The quest 'Deliver Message to Prazac' 9 - Deliver Message to Prazac Where to Get: Anaximander upon completion of the quest 'Deliver Prazac's Message' How to Complete: Take the message to Empress Prazac in Blackcrag Fortress. Reward: 250 XP. +1 to your reputation. You now have permission to enter Footracer province. ------------------------------------------------------------------------------8b. Side Quests -------------------------------------------------------------------------------------------------------------------------------------------------------------

8b-1. Upper Avernum ------------------------------------------------------------------------------1 - Find Lost Papers Where to Get: Thereza in Fort Emergence How to Complete: Northwest of the fort there's an area covered in stalagmites. There's a secret passage leading to the body with the papers. Reward: 200 XP. +2 to your reputation. 2 - Kill Bandit Leader Where to Get: Commander Johnson in Fort Emergence How to Complete: Kill the bandit leader in the bandit lair to the north. Reward: 150 XP and 100 gold. +1 to your reputation. 3 - Return Koriba's Statue Where to Get: Koriba in Ghikra How to Complete: The statue is in the bandit's lair. There's a hidden staircase in the wolf pens that leads up to it. Reward: Soul Crystal 4 - Info on Slimes for Rentar-Ihrno Where to Get: Rentar-Ihrno in Ghikra How to Complete: Find the rune in the Slime Pit. Reward: 250 XP and Rentar's Charm. 5 - Find Denise's Amulet Where to Get: Denise in Portal Fortress How to Complete: Her amulet is behind the dresser in her room, in the Tower of the Magi. Reward: 200 XP and a Forcecage scroll. 6 - Get Research Books Where to Get: Walner in Portal Fortress How to Complete: Just find research books anywhere and bring them back to him. Reward: 20 XP and 40 coins per book. 6 - Find Hmurrr's Cows Where to Get: New Cotra How to Complete: The cows are wandering around the forest north of Portal Fortress, across the river. Reward: 200 XP and some food. 7 - Kill Ice Pudding Where to Get: Crisper in New Cotra How to Complete: The ice pudding is in a small tunnel north of Portal Fortress. Just search along the west walls to find it. Reward: 200 XP and 300 coins. +1 to your reputation. 8 - Help Out Sliths Where to Get: Ahsoth in New Formello How to Complete: First talk to Commander Ace. He's wandering around, so it might be hard to find him. He will tell you to destroy the chitrachs south of the city. Do so (I warn you, it's tough) and return to Ace. Reward: 300 XP. +3 to your reputation. Talk to Hsska with three or fewer party members to have him join you. 9 - Read Vahnatai Notes Where to Get: Mahdavi in the Tower of the Magi How to Complete: Ask Erika about the notes once you can enter her tower. The notes are in a back room only accessible through the rear entrance. Reward: 200 XP. +2 to Vahnatai Lore. 10 - Recover Lab Notes Where to Get: Carrie in the Tower of the Magi How to Complete: The wight with the notes is in the creature lab. Reward: 200 XP and the location of some magical armor.

Kill it.

11 - Recover Orb of Thralni Where to Get: Anaximander in Fort Emergence, after the roach plague is ended. How to Complete: Talk with Seles to go to where the thieves teleported. Go to their tower and recover the orb. Reward: 500 XP and the Orb of Thralni ------------------------------------------------------------------------------8b-2. Krizsan Province ------------------------------------------------------------------------------1 - Find Dominique Where to Get: Benedict in Krizsan How to Complete: Dominique is in New Formello. Talk to her, then return to Benedict to get your reward. Reward: 200 XP. +1 to your reputation. One healing and haste potion, and some knowledge brew. 2 - Find Fellows' Ring Where to Get: Fellows in Krizsan

How to Complete: Give him any gold ring. Reward: 100 XP and a lucky charm. 3 - Get Metal Lumps Where to Get: Arion in the Inn of Blades How to Complete: The trees in the diamond shape are north and slightly east of the Inn. The metal lumps are on a hill due north. Reward: 200 XP. +1 to your reputation. Slow spell level 3. 4 - Free Illyee Where to Get: Guhkbar's Pit How to Complete: Either slay Guhkbar or free Illyee with the key. Reward: 250 XP either way. 200 coins if you kill Guhkbar yourself. 5 - Return Paolo's Package Where to Get: Paulo in Pergies How to Complete: Enter the locked room in the Delis inn by way of the secret passage. You'll need Dispel Barriers or a piercing crystal. Warning: if you take the package, you'll make the entire town angry at you! Reward: 200 XP and a Mage's Bracelet. 6 - Bring Dryad Something Beautiful Where to Get: Northwest of Ernest's Hut is the dryad's grove How to Complete: There's a Perfect Flower in a mountain pass in Karnold Province, north of Libras. Reward: 250 XP and the location of the Dryad's Blessed Charm. 7 - Kill Roaches for Nell Where to Get: Nell in Farport How to Complete: Her house is in the southeast corner of town. Just kill all the roaches, then return to her for the reward. Reward: 200 XP. +1 to Arcane Lore. 8 - Deliver Note to Northern Hut Where to Get: The Hermit's Hut on the south side of the mountain range, northeast of the Inn of Blades. How to Complete: Take it to the Hermit Hut on the north side of the mountains. Reward: 40 coins. 9 - Deliver Note to Southern Hut Where to Get: The north Hermit Hut upon completion of quest 8. How to Complete: Take the note back to the southern hut. Reward: 50 coins 10 - Deliver Note to Northern Hut (part 2) Where to Get: The south Hermit Hut upon completion of quest 9 How to Complete: Take it to the Hermit Hut on the north side of the mountains. Reward: 60 coins. 11 - Deliver Note to Southern Hut (part 2) Where to Get: The north Hermit Hut upon completion of quest 10. How to Complete: Take the note back to the southern hut. Reward: 70 coins 12 - Deliver Note to Northern Hut (part 3) Where to Get: The south Hermit Hut upon completion of quest 11 How to Complete: Take it to the Hermit Hut on the north side of the mountains. Reward: 80 coins. 13 - Deliver Note to Southern Hut (part 3) Where to Get: The north Hermit Hut upon completion of quest 12. How to Complete: Take the note back to the southern hut. Reward: 90 coins 14 - Deliver Note to Northern Hut (part 4) Where to Get: The south Hermit Hut upon completion of quest 13 How to Complete: Take it to the Hermit Hut on the north side of the mountains. Reward: 100 coins. 15 - Deliver Note to Southern Hut (part 4) Where to Get: The north Hermit Hut upon completion of quest 14. How to Complete: Take the note back to the southern hut. Reward: 100 XP and 110 coins. ------------------------------------------------------------------------------8b-3. Isle of Bigail ------------------------------------------------------------------------------1 - Graymold Salve for Jed Where to Get: Jed in Shayder How to Complete: Any graymold salve will do. If you have potion-making at level 5 and the proper recipe and ingredients, you can make your own. Reward: 250 XP. +2 to your reputation. You can now find Meena in the Anama temple and have her train you in Pathfinder. 2 - Deliver Package to Lorelei

Where to Get: Irvine in Shayder How to Complete: First buy booze from the innkeeper to get an 'in' with Irvine. The package is south in a tiny room. To deliver it to Lorelei without incident, use a secret crossing west of Lorelei to take you past the checkpoint. An easier method is to use Ernest's teleporter. Reward: 250 XP and 1000 coins. You can also now join the Thieves' Guild. 3 - Find Grunders's Ring Where to Get: Grunders in Shayder. Must have Anama rings, real or otherwise. How to Complete: The ring is along the north ledge in the sewers, and requires a boat and a point or two in Luck to find. Reward: 200 XP and 500 coins. +1 to your reputation. 4 - Retrieve Charm for Nephil Where to Get: Nephil east of Bavner How to Complete: The innkeeper is in the northwest building in Bavner. Reward: 200 XP and a blessed bow. 5 - Visit Point Contemplation Where to Get: Mother Loomis in Bavner How to Complete: Point Contemplation is south of Shayder. Reward: 250 XP. +2 to your reputation. 6 - Find Mundt Where to Get: Mother Melamed in Kuper How to Complete: Mundt is in Lorelei. Reward: 200 XP. +1 to your reputation and the Xian coin. 7 - Find Curing Potion Where to Get: Anama priests wandering the road on the north end of Bigail How to Complete: Just sell them any healing potion Reward: 200 XP and 50 coins. +1 to your reputation. 8 - Find Elspeth's Crystal Where to Get: Elspeth in the Southpoint Lighthouse How to Complete: The crystal is guarded by a horrid specter in the northpoint lighthouse, in a secret room along the west outside wall. Reward: 250 XP. +1 to your reputation and several useful crystals. 9 - Help Some Spiders Where to Get: The chief spider in the GIFTS cave How to Complete: Go to the stone circle due northwest of the spider cave. Reward: The location of the friendly roaches. 10 - Clear Out Odd Dungeon Where to Get: Mayor Yale in Marish How to Complete: Wipe out the undead in the Chasm of Screams, north of Marish. Reward: +1 to your reputation and a blessed steel helmet. 11 - Dispose of Marish Brigands Where to Get: Mayor Yale in Marish, upon completion of quest 10. How to Complete: There's a band of rebels along the west coast, hiding behind the mountains northwest of Marish. You'll have to kill them. Reward: -2 to your reputation and a Flaming Sword ------------------------------------------------------------------------------8b-4. Karnold Province ------------------------------------------------------------------------------1 - Hunt Ogres Near Bolton Where to Get: Voster in Bolton How to Complete: The ogres are wandering around outside Bolton. Reward: 250 XP. +2 to your reputation and an iron greatsword

Look around inside.

Kill them.

2 - Libras Courier Job Where to Get: Mervin in Libras How to Complete: Just buy some Fine Clothes from Mervin or other merchants and sell them in Squiggus to the north. Then buy Savory Herbs and take them back to Mervin. Simple. Reward: 100 coins for each bundle of goods. 3 - Destroy Undead for Stormport Where to Get: Runkle in Stormport How to Complete: Far north of Stormport, across the river, is a tower full of undead. Destroy them all. Reward: 250 XP. +2 to your reputation. Talk to Dana afterwards to learn the location of a spellbook that teaches Healing level 3. 4 - Remove Ogre from Dryad Grove Where to Get: The dryad's grove north of Libras How to Complete: Send one character into the grove and solve the puzzles to reach the ogre. Kill it. Reward: The loot the ogre has around him. 5 - Kill King Vothkaro Where to Get: Mayor Najib in Aminro How to Complete: After completing quest 10, you can safely kill Vothkaro.

Reward:

250 XP.

+2 to your reputation and an Armor Ring.

5 - Get Ring for Ginny Where to Get: Ginny in Sharimik How to Complete: Talk to Sloan to learn the location of the ring, then get it. Reward: 200 XP. +1 to your reputation and some food. 6 - Hunt Down Zang Where to get: Starcap, the trainer in Sharimik How to Complete: Zang is in Moon. You'll have to kill him. Reward: 250 XP. +1 to your reputation, and Starcap will direct you to a book in city hall that teaches Far Sight level 3. 7 - Destroy Altar for Corie Where to Get: Corie in Sharimik How to Complete: First get the Ritual of Santification from the hermit, then purify the altar in the troglo hideout east of Sharimik. Reward: Corie's permission for quest 8. 8 - Sharimik Scroll Quest Where to Get: Mayor Knight in Sharimik after completing quest 7. How to Complete: Take the scroll to Vothkaro. Finish quest 11, then take the message back to Knight. Reward: 400 XP. +2 to your reputation and 500 coins. The door in the library that was locked is now open. The book inside teaches Dispel Barrier. 9 - Steal Book for Ivanova Where to Get: Ivanova in Golddale How to Complete: Steal the book Piercing the Lost Portals from Ernest's hut. Reward: 300 XP. -1 to your reputation and +2 to Resistance for your party. 10 - Slay Lizard Chief Where to Get: Delenn in Golddale How to Complete: Traverse the Golddale mines till you find the Slith chief. Reward: 300 XP and 1000 coins. +2 to your reputation. 11 - Clean Out Ursagi Cave Where to Get: Delenn in Golddale, after completing quest 10 How to Complete: The Lair of Ursagi is in the northeast corner of the valley. Go in and kill everything that moves. Reward: 300 XP. +2 to your reputation and a Blessed Longsword. 12 - Slay Elhioc Where to Get: Vothkaro in the troglo castle How to Complete: Go into the lower levels below the castle to find and kill Elhioc. He's waiting in the northwest corner of the map. Reward: 300 XP and the quest 'Destroy Troglo/Giant Barrier.' 13 - Metal for Carmine Where to Get: Carmine in Lennus How to Complete: What you need is mithril, which will show up as metal lumps on your special items screen. The easiest way to get some is to take the quest for Arion and use that metal. Reward: Pay him 1000 coins and he will make the Mithril Sword, one of the best weapons in the game. It will take 20-30 days to finish, so just do some adventuring and come back later. 14 - Meet Empress Prazac Where to Get: Shahpur in Angel's Rest How to Complete: Simply speak with Empress Prazac in Blackcrag Fortress. Reward: 250 XP. +2 to your reputation. ------------------------------------------------------------------------------8b-5. Midori Province ------------------------------------------------------------------------------1 - Find Zik Where to Get: Mayor Scowcroft in Softport How to Complete: Zik is in Dorngas, at the inn. Kill him. Reward: 250 XP. +2 to your reputation, 100 coins and a Reward Slip. 2 - Recover Soldiers' Possessions Where to Get: Commander Bruskrud in Lorelei How to Complete: The soldiers in question died in the Cavern of Giants. Their personal effects are all on the first level, in chests. There's four of them in total. Reward: 200 XP for the Love Letter, 100 XP for the Good Luck Charm, Embroidered Favor and Locket With Painting, plus 300 coins for each item, for a total of 1200 coins. 3 - Free Empire Soldiers Where to Get: Commander Bruskrud in Lorelei How to Complete: The three soldiers are in prisons scattered along the top level in the Cavern of Giants. You must first secure the escape route in the southeastern corner of the map, then speak to each one to free them. Reward: 200 XP and 500 coins.

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

You'll need

5 - Hunt Goblins for Malloc Where to Get: Mrrr in Malloc How to Complete: The goblins are wandering around outside Malloc. You'll need a fairly good Nature Lore to catch up to them. There's 3-4 groups in total. Reward: 250 XP. +1 to your reputation and a suit of Field Plate Mail. 6 - Liberate Dryad Grove Where to Get: A dryad outside, east of Lorelei How to Complete: Go to the stone circle she mentions and kill the giants. Reward: 200 XP and an Invulnerability Elixir. 7 - Find Hidden Poubslo Giants Where to Get: Daltrey in Poubslo How to Complete: The giants are in a secret passage you can enter via the north side outside the town's walls. Reward: 250 XP. +1 to your reputation and +1 to Anatomy. 8 - Bring Fine Meal Where to Get: An enclave south of Lorelei How to Complete: Bring them sacks of fine meal. Simple. An easy way to do this is to sell one to Levy, then buy it back as many times as needed. Reward: 25 coins per sack 9 - Kill Vampire By Sea Where to Get: Some ogres east of Calloc and southwest of Dorngas How to Complete: You have to kill the vampire southwest of Calloc, by the sea. Reward: 100 XP. +1 to Anatomy for each member of your party. 10 - Kill Ogres in Swamp Where to Get: The vampire southwest of Calloc How to Complete: Kill the ogres who gave you quest 6. Reward: 100 XP. +1 to Find Herbs for each member of your party. 11 - Eliminate Calloc Raiders Where to Get: The mayor in Calloc How to Complete: The Nephil are northeast of Calloc. Don't attack them! Instead, speak with them. Now go to the small valley that's east of Calloc. Kill off the monsters there. Reward: 100 XP and 500 coins. +1 to your reputation. 12 - Kill Creatures for Sulfas Where to Get: Sulfas, in her lair How to Complete: Go where Sulfas tells you and kill the Alien Beasts. Reward: Quest 13. 13 - Get Things From Dragons Where to Get: Sulfas upon completion of quest 12 How to Complete: See Khoth and check his shelves for the ritual, then see Athron for the Metal Lumps. Speak with Sulfas again to finish the quest. Reward: The Beastslayer. 14 - Find Grimoire of Thren Where to Get: Cerulian in Moon How to Complete: The book she wants is in Blackcrag Fortress. Speak to Shane, then Howar the alchemist, and he'll give you the book. Reward: 250 XP. If you demand payment first, you'll receive a Knowledge Charm. Either way, you can now examine the pedastal in the library and learn Divine Host level 3. It requires some Vahnatai Lore. ------------------------------------------------------------------------------8b-6. Monoroe Province ------------------------------------------------------------------------------1 - Hunt the Unicorns Where to Get: Some farmers near Bremerton How to Complete: There's six packs of unicorns. You must be on horseback to catch them. Use the Look command to spot them in the forest. Reward: 200 XP, a Spidersilk Shirt and some cake. 2 - Writing Supplies for Spineridge Where to Get: Alzon in Spineridge How to Complete: Just bring her pens and paper. Reward: 5 XP and 20 coins per item. 3 - Find Heroic Brew Recipe Where to Get: Nantier in Gale How to Complete: Speak to Nantier to learn about the key to the Gale library. Go to the herb seller and buy it off her for 5000 coins. The recipe is in the library.

Reward:

250 XP and a collection of potions.

4 - Deliver Message to Baziron Where to Get: An Empire encampment southwest of Tevrono How to Complete; Just take the message to General Baziron in Tevrono. Reward: 250 XP and 300 coins. +1 to your reputation. 5 - Destroy Golem Scouts Where to Get: General Baziron in Tevrono How to Complete: The golems are within view of the bridge, on the other side of the river. Use the Orb of Thralni to reach them easily. Reward: 250 XP. +1 to your reputation. 6 - Destroy Golems for Delakros Where to Get: Delakros, in his lair south of Greendale How to Complete: Eliminate the golem plague. Reward: You can now take Delakros' treasure. ------------------------------------------------------------------------------8b-7. Northern Valorim ------------------------------------------------------------------------------1 - Clear Undead Out of Crypt Where to Get: Bohen-Ihrno in the Defiled Crypt, north of Calloc How to Complete: Discover the Crystal Souls, then report back for your reward. Reward: +1 to Vahnatai Lore skill. 2 - Find Golem Torc Where to Get: Petrie in Blackcrag Fortress How to Complete: She wants a Golem Diadrem. They're sometimes dropped by Demon Golems. Reward: 250 XP and a pair of Boots of Speed. =============================================================================== 9. Caches =============================================================================== All caches are patches of light brown soil scattered across Valorim. Some are easy to spot thanks to the green, green grass everywhere, but not always as simple to uncover. Some are hidden in some rather remote spots, and others require the Orb of Thralni to reach. It is highly recommended to refrain from using this guide if you haven't yet acquired the Orb of Thralni, as in many places it will be assumed you have it. All caches contain some coins, but while many contain alchemic ingredients, some will hide more valuable prizes. ------------------------------------------------------------------------------9a. Krizsan Province ------------------------------------------------------------------------------Caches in Area: 11 Total Caches: 11 1 - From where you exit Fort Emergence, go around the mountains and head northeast. This cache is by the river. Item(s) Found: Healing Herbs 2 - Almost directly east of Krizsan. Item(s) Found: Wand of Bolts It's hard to miss.

3 - North from the bridge near #2, in between some trees. Item(s) Found: Silver Ring 4 - From the Slime Pit, walk north for a long ways until you pass between two mountains. Here, go north and you'll spot the cache soon. Item(s) Found: Shield Ring 5 - North of #4, on a raised section of land in the mountains. Orb of Thralni. Item(s) Found: Spiritual Herbs 6 - From Delan, go north and a little east. ford used to cross the river. Item(s) Found: Toadstools Requires the

This cache is just west of the

7 - Northwest from #6, past the river and in the mountains. of Thralni. Item(s) Found: Energetic Herbs

Requires the Orb

8 - Northwest from Pergies, on the west side of the mountain range. Item(s) Found: Graymold 9 - In the same mountain range, but in a passage farther north. Item(s) Found: Magic Lockpicks 10 - North of the Fort Emergence exit point, past the mountains and on a tiny island sticking out of the continent. Item(s) Found: Toadstools

11 - Slightly south and moderately east of #10, amidst some mountains. Item(s) Found: Mandrake ------------------------------------------------------------------------------9b. Isle of Bigail ------------------------------------------------------------------------------Caches in Area: 6 Total Caches: 17 1 - Almost directly south of Shayder, in the forest. Item(s) Found: Healing Herbs 2 - Southeast of #1, and directly east from the Southpoint Lighthouse. Item(s) Found: Graymold 3 - Northeast of Bavner, or west of Kuper, whichever is easiest. Item(s) Found: Energetic Herbs 4 - Along the road between Kuper and Fenris, on an island to the east. Requires the Orb of Thralni. Item(s) Found: Energetic Herbs 5 - Southwest from Northpoint Lighthouse, in the midst of some trees. Item(s) Found: Emerald 6 - Northeast from Marish. Just follow the coastline to find it. Item(s) Found: Energetic Herbs ------------------------------------------------------------------------------9c. Karnold Province ------------------------------------------------------------------------------Caches in Area: 12 Total Caches: 29 1 - From the ferry northeast of Bolton, go slightly north and west. will be in plain sight. Item(s) Found: Healing Herbs 2 - North and slightly west of #1, beyond some mountains. from the west side of the river. Item(s) Found: Mandrake The cache

You can get there

3 - Take the ferry from Libras, then take the south ferry to another island. The cache is on the west side. Item(s) Found: Energetic Herbs 4 - North of Libras, in a tiny mountain pass, on the way to the Perfect Flower. Item(s) Found: Spiritual Herbs 5 - In the Valley of Ursagi, at the north end in a mountain pass. Item(s) Found: Healing Herbs 6 - Take the ferry in Storm Port, then the one in Gorst to end up in Gebra. On that island is the cache, at the south end. Item(s) Found: Spiritual Herbs 7 - Far north of Storm Port, on an island to the east. of Thralni to reach the islands. Item(s) Found: Energetic Herbs 8 - Northeast of Squiggus and Lennus, along the coast. Item(s) Found: Mandrake 9 - West of Squiggus and Lennus you'll find a river. Follow it south till you hit a mountain. Get to the other end of the river via the ford and the cache will be slightly north of where it ends in the mountains. Item(s) Found: Toadstools 10 - Almost directly east of Gidrik, by the river. Item(s) Found: Scroll of Divine Host 11 - North of #10, on the other side of the lake. northern shore to spot it. Item(s) Found: Graymold Follow the river along the You'll need the Orb

12 - North and a little east of Sharimik, in some trees. Item(s) Found: Blessed Bolts ------------------------------------------------------------------------------9d. Midori Province ------------------------------------------------------------------------------Caches in Area: 17 Total Caches: 46

1 - Directly south of Lorelei in plain sight. Item(s) Found: Healing Herbs 2 - East and slightly north of Lorelei, deep in the forest. Item(s) Found: Spiritual Herbs 3 - East of Softport, in the mountains near the Anama compound. Item(s) Found: Graymold 4 - Just north of Softport, across the bridge. Item(s) Found: Wand of Ice 5 - South of the Giant's Forge, in a mountain pass. Item(s) Found: Healing Herbs 6 - Southeast from the Isolated Inn, on the east side of the mountain range. Item(s) Found: Energetic Herbs 7 - South from #6, past the bridge and against the east side of the mountains. Item(s) Found: Spiritual Herbs 8 - West of Appleton, along the lake shore. Item(s) Found: Healing Herbs 9 - Just northeast of Toras' house, which is north of Malloc, near the road. Item(s) Found: Shield Ring 10 - Almost directly south of Dorngas, on a tiny rise. Item(s) Found: Resistance Elixir 11 - South of #9, along the coast in the midst of some trees. Item(s) Found: Mandrake 12 - Right northeast of Calloc, amidst a bunch of trees. 13 - South from Calloc, along the shore. Item(s) Found: Toadstools 14- West of Calloc, on a tiny island. Item(s) Found: Summon Aid scroll Requires the Orb of Thralni.

15 - West of Moon, on the north shore where the river splits. Item(s) Found: Healing Herbs 16 - East of Moon, in the woods. Item(s) Found: Toadstools 17 - Moon again, this time east and slightly north, along the south shore of the river. Item(s) Found: Mandrake ------------------------------------------------------------------------------9e. Monoroe Province ------------------------------------------------------------------------------Caches in Area: 8 Total Caches: 54 1 - On the Isle of Maddok, along the northwest coast. Item(s) Found: Toadstools 2 - In the middle of the Isle of Maddok. Item(s) Found: Wyrmskin Helmet 3 - Again, the Isle of Maddok, along the southeast shore. Item(s) Found: Toadstools 4 - Follow the shore from Gale to the north. Item(s) Found: Graymold 5 - Far north of #4, on an island. Item(s) Found: Energetic Herbs 6 - West of #5, though the forests and on the other side of some mountains. Item(s) Found: Arrows of Light 7 - South of #6, past a river, is one more river and a sliver of land with some monsters on it. Here is where you find the cache. Item(s) Found: Spiritual Herbs 8 - Follow the road from Gale north till you cross the bridge. From there, walk along the north side of the river till you reach the mountains. The cache is along the north passage into the mountains. Item(s) Found: Spiritual Herbs ------------------------------------------------------------------------------9f. Northern Valorim ------------------------------------------------------------------------------You'll stumble upon this cache.

Caches in Area: 12 Total Caches: 66 1 - From the Draigoth ruins, go southwest till you hit the river. is along the north shore. Item(s) Found: Healing Herbs The cache

2 - This is west of #1, but on the other side of the river, near the mountains. Item(s) Found: Mandrake 3 - From the walls of Blackcrag Fortress, go east. Item(s) Found: Energetic Herbs The cache is nearby.

4 - Northeast from Draigoth ruins, along the northwest edge of the mountains. Item(s) Found: Graymold 5 - West from Draigoth ruins, across the river and along a narrow passage leading into the mountains. Item(s) Found: Sticky Charm 6 - From #4, head northeast through the valley, ultimately going east till you reach the easternmost corner of this valley. The cache is around here. Item(s) Found: Toadstools 7 - This is in the very northeastern corner of Valorim. Go north from Monoroe province and stick to the eastern shore. You'll come across it eventually. Item(s) Found: Mandrake 8 - Along the walls bordering Footracer province (the outside edge). Item(s) Found: Bliss Elixir 9 - Northwest from Wainscotting, along the shore. Item(s) Found: Energetic Herbs 10 - North from Wainscotting, west of some swampland on an island. the Orb of Thralni. Item(s) Found: Invulnerability Elixir Requires

11 - From #10, follow the mainland shore north to find this cache in a patch of trees. Item(s) Found: Graymold 12 - In the northwestern tip of Valorim, near the wall protecting Footracer province. Just go north from Erox till you find the wall. Item(s) Found: Wand of Fire ------------------------------------------------------------------------------9g. Footracer Province ------------------------------------------------------------------------------Caches in Area: 3 Total Caches: 69 1 - Northeast of the Keep of Tinraya. Item(s) Found: Toadstools 2 - Northeast of #1, past the bridge and along the mountains. Item(s) Found: Bolts of Life 3 - Follow the road south from the Keep of Tinraya. swampland near where the road ends. Item(s) Found: Mandrake This cache is among some

=============================================================================== 10. Recruitable NPCs =============================================================================== There are four recruitable NPCs in this game. Each one will be a huge boon in terms of power and abilities, but they can also make the game too easy due to their sheer strength. They will almost always start out at a higher level than your party, and will always have amazing skills. To recruit any NPC, you must have an empty slot in your party, meaning you must delete or otherwise remove one of your initially created party members. This can be done by either finding a special room where you can store your party members (one is in Fort Emergence) or delete them by clicking on Use Ability, then Delete this Character. All recruitable NPCs have a variable character trait. If they're recruited into the first character slot, they'll have the Elite Warrior trait, and if they're brought into the fourth character slot, they'll have the Natural Mage trait. ------------------------------------------------------------------------------10a. Hsska the Slith Priest ------------------------------------------------------------------------------Hsska can be found in New Formello. He is a priest by nature, though he starts with very little in the way of magic depending on when you get him. His level

varies depending on your party's, but his minimum level is 9 and the strongest he'll be is level 37. His stats don't change, though. To recruit him, take on Ahsoth's quest. Upon completion, talk to Hsska to get him to join. -------------------------------Base Skills Default Stat -------------------------------Strength: 8 Dexterity: 5 Intelligence: 13 Endurance: 11 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 5 8 0 1 4 3 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 12 14 9

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 2 3 10 7

-------------------------------Special Skills Default Stat -------------------------------Find Herbs Parry 1 3 Depends (see above)

Unused Skill Points: 8 Default Character Traits:

------------------------------------------------------------------------------10b. Falko the Archer ------------------------------------------------------------------------------Falko is an archer, and can be located standing guard on the northwest tower in Krizsan. He won't join you until after you put an end to the slime plague. He is primarily an archer, and makes an excellent thief due to his amazing dexterity. He has no character traits, though. His level will be 13 at a minimum, and 37 at max depending on your party's levels. -------------------------------Base Skills Default Stat -------------------------------Strength: 6 Dexterity: 19 Intelligence: 5 Endurance: 14 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 9 3 18 11 3 3 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: 0 0

Arcane Lore: Potion Making:

2 1

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 11 6 4 3

-------------------------------Special Skills Default Stat -------------------------------Barter Anatomy 2 3 Depends (see above)

Unused Skill Points: 8 Default Character Traits:

------------------------------------------------------------------------------10c. Carol the Mage ------------------------------------------------------------------------------Carol lives in Gale, and may require a little work to get. Not content with merely solving one quest, your reputation as a whole must be at least 50 before she'll deign to join you on your adventures. The sooner you can get her, the better, because while she won't know all the level 3 magic you've undoubtedly uncovered thus far, she starts with level 2 in Dispel Barrier! If you stole the book that teaches level 3 from Ernest, you're in business! Getting her to join is easy. Just pick the second dialogue option three times. She'll have a minimum level of 22, and a max of 37, like the rest. -------------------------------Base Skills Default Stat -------------------------------Strength: 5 Dexterity: 10 Intelligence: 18 Endurance: 11 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 3 0 0 8 0 0 0

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 21 0 22 17

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 5 16 11 0

-------------------------------Special Skills Default Stat -------------------------------Gymnastics Pathfinder Magery Resistance 2 3 4 4 Depends (see above)

Unused Skill Points: 8 Default Character Traits:

------------------------------------------------------------------------------10d. Miranda the Warrior -------------------------------------------------------------------------------

Miranda waits in Calloc, and is the strongest of the four recruitable NPCs in terms of pure power. As you can see from her stats, she is a powerhouse, and has the Elite Warrior trait to help her hit the game's damage cap with every attack she makes. Just like Carol, Miranda will join if your reputation is high enough (I'm not sure of the exact number, but assume it's at least as high as Carol's) or if you have gained access to the Footracer province. It's entirely possible you'll recruit her before Carol, but I wrote them in as I got them. Miranda will have a minimum level of 30 and a maximum of 37 depending on the average level of your party. -------------------------------Base Skills Default Stat -------------------------------Strength: 17 Dexterity: 15 Intelligence: 7 Endurance: 13 -------------------------------Weaponry Skills Default Stat -------------------------------Melee Weapons: Pole Weapons: Bows: Thrown Missiles: Hardiness: Defense: Assassination: 14 8 3 12 4 7 10

-------------------------------Magical Skills Default Stat -------------------------------Mage Spells: Priest Spells: Arcane Lore: Potion Making: 0 0 3 8

-------------------------------Useful Skills Default Stat -------------------------------Tool Use: Nature Lore: First Aid: Luck: 18 10 6 0

-------------------------------Special Skills Default Stat -------------------------------Gymnastics Pathfinder Magery Resistance 2 3 4 4 Depends (see above)

Unused Skill Points: 8 Default Character Traits:

=============================================================================== 11. Character Editor =============================================================================== This section is primarily to list the items you can give yourself with the editor. The other functions are self-explanatory, but there's literally hundreds of regular items and lots of special items. While the "Add..." functions will give you some nice stuff, it doesn't let you choose every item in the game. "Give an Item" in the Advanced Features list does, however. So, without further ado, here's the bigass lists. ------------------------------------------------------------------------------11a. Item List ------------------------------------------------------------------------------1 - Copper Coins 2 - Silver Coins 3 - Gold Coins 4 - Bread 5 - Mushrooms 6 - Greens 7 - Steak 8 - Dried Meat 9 - Weird Meat 10 - Lizard Haunch 11 - Fish

12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

Deli Sandwich White Tunic Red Tunic Green Tunic Cloak Cloak Pants Pants Shirt Shirt Robe Dress Cursed Leather Armor Poor Leather Armor Leather Armor Fine Leather Armor Drakeskin Armor Cursed Studded Armor Poor Studded Armor Iron Studded Armor Steel Studded Armor Blessed Studded Armor Cursed Chain Mail Poor Chain Mail Iron Chain Mail Steel Chain Mail Mithril Chain Mail Cursed Plate Mail Bronze Plate Mail Iron Plate Mail Steel Plate Mail Blessed Plate Mail Cursed Dagger Stone Dagger Iron Dagger Steel Dagger Blessed Dagger Cursed Short Sword Stone Short Sword Iron Short Sword Steel Short Sword Blessed Short Sword Cursed Longsword Bronze Longsword Iron Longsword Steel Longsword Blessed Longsword Cursed Greatsword Bronze Greatsword Iron Greatsword Steel Greatsword Blessed Greatsword Cursed Spear Stone Spear Iron Spear Steel Spear Blessed Spear Cursed Pike Stone Pike Iron Pike Steel Pike Blessed Pike Cursed Halberd Bronze Halberd Iron Halberd Steel Halberd Blessed Halberd Stick Ceremonial Dagger Kitchen Knife Staff Hammer Cursed Javelin Stone Javelin Iron Javelin Steel Javelin Blessed Javelin Cursed Bow Cavewood Bow Ash Bow Yew Bow Blessed Bow Cursed Crossbow Cavewood Crossbow Ash Crossbow Yew Crossbow Blessed Crossbow Cursed Arrows

100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187

Stone Arrows Iron Arrows Steel Arrows Blessed Arrows Cursed Bolts Stone Bolts Iron Bolts Steel Bolts Blessed Bolts Rock Drakeskin Sandals Sandals Blessed Sandals Cursed Boots Boots Drakeskin Boots Cursed Cloak Blessed Cloak Cursed Robe Blessed Robe Cursed Buckler Wooden Buckler Iron Buckler Steel Buckler Blessed Buckler Cursed Small Shield Wooden Small Shield Iron Small Shield Steel Small Shield Blessed Small Shield Cursed Large Shield Wooden Large Shield Iron Large Shield Steel Large Shield Blessed Large Shield Cursed Leather Helmet Poor Leather Helmet Leather Helmet Fine Leather Helmet Wyrmskin Helmet Cursed Bronze Helmet Bronze Helmet Iron Helmet Steel Helmet Blessed Steel Helmet Cursed Gloves Gloves Drakeskin Gloves Sack of Meal Bowl Bowl Pitcher Pot Pot Bolt of Cloth Bolt of Cloth Bolt of Cloth Cloak Clasp Pincers Tongs Spearhead Bucket Bucket of Water Flagon Horn Jug Jug of Cheap Wine Golden Goblet Plate Plate Candle Torch Lamp Spoon Lockpicks Fine Lockpicks Magic Lockpicks First Aid Kit Fine First Aid Kit Poor Fur Nice Fur Beautiful Skin Pillow Silver Drinking Cup Mortar and Pestle Papyrus Sheet Dice Scalpel

188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275

Needle Thread Trowel Skull Bones Whip Pen and Ink Earrings Trash Trash Trash Bar of Tin Bar of Lead Bar of Iron Bar of Silver Amber Emerald Ruby Silver Ring Gold Ring Jeweled Ring Silver Bracelet Gold Bracelet Silver Necklace Gold Necklace Torc Healing Herbs Spiritual Herbs Energetic Herbs Graymold Toadstools Mandrake Healing Potion Curing Potion Strength Potion Energy Potion Poison Potion Haste Potion Invulnerability Potion Resistance Potion Healing Elixir Curing Elixir Strength Elixir Energy Elixir Poison Elixir Haste Elixir Invulnerability Elixir Resistance Elixir Knowledge Brew Restoration Brew Protection Brew Heroic Brew Graymold Salve Balm of Life Searing Balm Draining Brew Scroll - Bolt of Fire Scroll - Call Beast Scroll - Arcane Blow Scroll - Slow Scroll - Ice Lances Scroll - Create Illusions Scroll - Far Sight Scroll - Lightning Spray Scroll - Dispel Barrier Scroll - Summon Aid Scroll - Fireblast Scroll - Repel Spirit Scroll - Summon Shade Scroll - Control Foes Scroll - Spray Acid Scroll - Force Cage Scroll - Spray Acid Scroll - Divine Host Scroll - Bitter Loss Scroll - Withering Ring of Vulnerability Ring of Idiocy Clumsy Ring Ring of Exposure Ring of Grief Magnetic Ring Shield Ring Ring of Health Ring of Skill Resistance Ring Assassin's Band Fletcher's Ring

276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363

Armor Ring Nimble Band Warrior's Ring Firewalker Band Quicksilver Ring Archer's Ring Wand of Bolts Wand of Ice Wand of Slowing Wand of Lightning Wand of Fire Wand of Acid Wand of Forcecage Wand of Absorption Rod of Arcana Rod of Beast Call Rod of Major Call Rod of Illusions Strength Bracelet Dexterity Bracelet Intelligence Bracelet Mage's Bracelet Priest's Bracelet Warrior's Bracelet Lucky Bracelet Monkey Bracelet Chill Charm Warmth Charm Health Charm Shielding Charm Basic Charm War Charm Freedom Charm Crystal Charm Knowledge Charm Sticky Charm Harm Charm Mind Crystal - Beastcall Mind Crystal - Spiritcall Mind Crystal - Regenerate Mind Crystal - Curing Mind Crystal - Battle Frenzy Mind Crystal - Divine Aid Mind Crystal - Restore Energy Thirsting Blade Crystal Imbued Shield Mind Crystal - Gymnastics Mind Crystal - Pathfinder Mind Crystal - Magery Mind Crystal - Resistance Mind Crystal - Energy Pulse Empire Records Mushroom Merlot Shard of Release Mithril Woven Robe Archer's Cloak Dragonskin Cloak Pants of Power Pants of Sorrow Robe of the Magi Radiant Robe Rogue's Leather Mauling Leather Shadow Leather Icy Chain Mail Polished Plate Mail Assassin's Dagger Diamond Dagger Flaming Sword Icy Longsword Demonslayer Ghoulbane Giantslayer Jade Halberd Obsidian Spear Alien Blade Acid Arrows Bolts of Life Arrows of Light Acid Bolts Boots of Speed Nimble Boots Bloodthirst Spear Crystal Shield Serendipity Knife Nimble Gloves Gauntlets of Might Piercing Crystal

364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451

Unshackling Crystal Recall Crystal Searing Crystal Shielding Spike Spidersilk Shirt Stoneshatter Crystal Slith Spear Fine Slith Spear Bag of Sugar Aranea Fangs Ore Historical Scroll Fine Meal Cheap Wine Orb of Thralni Cursed Waveblade Waveblade Fine Waveblade Cursed Razordisk Razordisk Fine Razordisk Vahnatai Cloak Crystal Fine Crystal Gold Ore Rough Diamond Silver Ore Dagger of Hate Fury Crossbow Ring of Pure Focus Fungoid Spine Rope Bar of Uranium Pyrrhic Gauntlets Justice Lance Thinking Cap Anaximander Note Bandit Map Map of Krizsan Province Map of Upper Avernum Map of Bigaile Map of Karnold Map of Midori Map of Monoroe Black Halberd Map Spell Tome Book Book Research Tome Curing Potion Xian Skull Xian Coins Xian Vest Xian Slacks Xian Rock Xian Ale Xian Shrub Xian Tome Xian Chainmail Xian Pouch Spellshard Charm Ring of Endless Magery Bliss Elixir Rogue's Elixir Amber Shield Wyrmslayer gsword Rentar Charm Spidersilk Tunic Radiant Slith Spear Lucky Charm Wilderness Boots Fire Orb Charm Piercing the Lost Portals Robe of Magery Chieftain Charm Fungal Armor Lab Notes Pirate's Blade Map of Footracer Red Scale Armor Pears Apples Cake Meat on Spit Crafted Chain Mail Basket Clay Pot

452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499

Teapot Mug Teacup Boardgame Potted Plant Hourglass Carved Stone Spiral Lovely Stone Spiral Saw Plank Stone Blocks Bottle of Ale Bottle of Wine Unicorn Horn Perfect Flower Humanskin Gloves Incense Skribbane Herb Pilgrim's Cloak Gremlin Wine Mung Bracelet Prismatic Torc Savory Herbs Fine Clothes Iridium Pants Troglo Cap Mithril Blade Giant's Shield Ursagi Skin Armor Sack of Fine Meal Tremor Boots Damp Paper Beastslayer Barrier Tunnel Map Troglo History Vothkaro Message Dryad's Blessed Charm Field Plate Mail Jewel of Return Ring of Bone Golem Diadem Wyrmskin Boots Naturewalker's Torc Prismatic Mail Ruby Helmet Passage Stone Black Halberd Pachtar's Plate Mail

------------------------------------------------------------------------------11b. Special Item List ------------------------------------------------------------------------------1 - N/A 2 - N/A 3 - N/A 4 - N/A 5 - N/A 6 - N/A 7 - N/A 8 - N/A 9 - N/A 10 - N/A 11 - Twisted Steel Key 12 - Giant's Key 13 - Stone Key 14 - Lost Papers 15 - Reward Slip 16 - Key to Hawke's Manse 17 - Silver Key 18 - Large Iron Key 19 - Vahnatai Crypt Key 20 - Electrum Key 21 - Twisted Gold Key 22 - Stolen Package 23 - Dirty Anama Ring 24 - Scroll From Prazac 25 - Scroll From Anaximander 26 - Soul Crystal 27 - Drawing of Rune 28 - Withered Scales 29 - Crystal Shards 30 - Hot Crystal Shards 31 - Silver Runed Amulet 32 - Crystal Statue 33 - Cooling Amulets 34 - Thought Crystal 35 - Book on Teleportation

36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55

Blessed Athame Erika's Amulet Metal Lumps Egg of the Phoenix Anama Rings Suspicious Package Scroll of Passage Sharimik Ring Troglodyte Message Silver Ring Love Letter Good Luck Charm Embroidered Favor Locket With Painting General Baziron Message N/A Blue Crystal Key Guardian Key Key Grimoire of Thren

=============================================================================== 12. Revision History =============================================================================== 0.01 - Just started. I'm really crap with the version numbers. I always try to get to 1.00 when the actual walkthough is done, but I have a feeling I won't manage it this time. 0.02 - Began the walkthrough. Added lots and lots of items and other things. Put in a Basics section and a section for the character editor. Also noticed an error in the layout and fixed it. 0.03 - Continued the walkthrough. Wrote up the Magic section. Moved the abbreviations to the Basics section. Added the first special skill. I'm still trying to decide where to put the mercenary list. I counted and I have 94 items written up. Only 400+ to go... 0.04 - Added so much stuff. Found the first recruitable NPC (I'm calling them that now) so I put that section in. 0.05 - I redid the ASCII art myself. I can't help but think osrevad would do a better job. Anyway, as for the walkthrough, I finally got up to the surface world. More of everything added, of course, and I switched the magic and item sections. 0.06 - Added some quests I missed. Got the first rare item. More updates have been done, but primarily lots of quests. The next update will contain a walkthrough to finish off the slime plague. 0.20 - Finished the slime plague! 0.21 - Got through Upper Avernum part deux and up to the Isle of Bigail. Lots of random additions in all categories. Finished up a bunch of quests, wrote out items, magic, everything. Only 85% of the game to go... 0.22 - Made it halfway around Bigail, stopped at the Northpoint Lighthouse. Additions in nearly every section, especially items. I figure by the time I finish with the roaches I'll be at version 0.3...maybe. 0.23 - No updates to the walkthrough. Instead, I completed the item list. Goddamn 500+ items...at least it's done. 0.30 - Finished the roach plague and started in on the Orb of Thralni quest. The troglo and hill giant 'plague' is gonna be fun, since that's when you get into the really big cities and tough dungeons. 0.31 - I wrote up through some smaller towns in Karnold, along with the respective quests. 0.32 - I changed the section headers on the Karnold province so I could cover most of the smaller towns without giving them each their own headers when most only have one quest apiece. 0.35 - Okay, I got through all the troglo stuff. Also, more magic and Xian items added to the mix. This FAQ is, as of this version, 200kb large, which is a huge accomplishment in itself. 0.40 - No work done on the walkthrough itself, but I completed the magic section! Yes, all level 3 spells have been added! Go me! 0.50 - The troglo/giant plague is done! Next up is the much-lauded tour of Midori. Oh yes, and I have new ASCII art, which I'll be using for all my Avernum FAQs. 0.51 - Added the Special Abilities section. Also added something to the Basics. Something I may get e-mails about, but still...

0.55 - Started in on Midori. section complete.

Also added the final recruitable NPC, making that

0.57 - Continued the walkthrough up to and including the Chasm of Screams, and next up we'll be visiting the dragon lairs. I also added a whole new section, one that will guide you to each and every cache in the game. Other additions include some quests and their rewards, along with a revamp of the item section. In keeping with my item FAQ, I put all the rings and bracelets and whatnot in a jewelry section and left special/quest items in their own section. It required a lot of copy/pasting, but it was worth the effort. 0.60 - Hurray, I finished the Midori tour! I also gave directions to the next town, Spineridge, but didn't write any details on the town itself. Sorry, I'll get to it next time. 0.61 - Wrote up Spineridge and Mernia, but I stopped before Gale. I decided to go for a couple of the legendary items, so the Black Halberd and recipe for Knowledge Brew are now written up. 0.62 - Okay, I have the halberd and I'm back on the path to the golems. all written up, so next up is some random Monoroe sightseeing. 0.65 - The walkthrough is written up to the actual Golem Factory. 0.75 - Whoo-hoo! The golem plague is done for! Next up: northern Valorim. Also added a Revisions section and moved all but the latest updates down there. Removed the section on Fenris Port from the walkthrough, since it's a town of literally no importance. The details for Fenris are now at the end of the Spiral Crypt section. 0.78 - Northern Valorim is complete. Fury Crossbow walkthrough coming up next. Pachtar's Plate is next, followed Gale's

0.80 - Fury Crossbow walkthrough complete. by Blackcrag Fortress.

0.83 - Finished the walkthrough for Pachtar's Plate. Moved the legendary item walkthroughs to the Items section. Also got the last Xian item. Joy. 0.85 - Blah. Minor fixes. Blackcrag covered. Next stop: Footracer.

0.90 - Ring of Endless Magery gotten.

0.92 - Completed the Disaster at the Tower of the Magi, and I'm up to the Keep of Tinraya. Woot! 0.95 - Completed the Footracer province. I've reached the endgame. Also fixed up the table of contents and the walkthrough so the smaller towns don't have their own section headers. They'll have to learn to share, it seems. 1.00 - IT. IS. DONE!!! The walkthrough is now complete! All that's left is minor revisions that will undoubtedly occur in the days and months to come. I'd just like to say this has been a work of great enjoyment, despite the horribly long lists and the great length of the game itself. Avernum 3 remains one of my favorite PC games, and I hope at some point to extend my writing to the first two games of the trilogy. Until that day, keep on adventuring, and don't let the Rakshasi get you down! 1.01 - Like I said, minor revisions. =============================================================================== 13. Acknowledgements =============================================================================== Thanks to you, the reader and gamer, for taking the time to read my faq. Thanks to Polymerase Chain Reactionary for notifying me about a couple spelling errors. Thanks so much to Jeff Vogel of Spiderweb Software (http://www.spidweb.com) for preserving old-school gameplay in this and other fantastic titles. And finally, thanks to CJayC and Gamefaqs for hosting this guide. =============================================================================== 14. Copyright Info =============================================================================== This file is Copyright (c)2002-2004 to its respective author, namely myself. All rights reserved. This file may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission, except www.gamefaqs.com. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

To contact me for permission to use my FAQ on your website, e-mail me here: getrelle@yahoo.com.
Submitted by Relle - Created 6/18/04 (Last Modified 8/11/04) See All Avernum 3 Walkthroughs and FAQs

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