zadok 
adventurer

注册日期: Nov 2001
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MM9全攻略!爽吧!!!哇哈哈哈哈!!!
Isle of Ashes (Part I)
First StepsDragonfliesClear the IslandPetty TheftMausoleum
You've left the training center, hopped on the boat not sure of what lay before you. Next thing you know, you're stranded on an island, and hear the disturbing sound of clicking bones in the distance.
Or is that the sounds of your knees knocking!
Quests · Clear the Dragonflies · Destroy the Mausoleum
Trainers · Weapons and Armor: None · Magic: None · Specialties: None · Grandmaster Training: None
Promotions · None
Altar · None
SHIPPING SCHEDULE · Mon: Sturnford · Tues: Sturnford · Wed: Sturnford · Thurs: Sturnford · Fri: Sturnford · Sat: Sturnford · Sun: Sturnford
OPEN QUESTIONS: · None
First Steps You begin at point "A" on the map. The first goal is to work your way to Point "E", at the start of the bridge. Along the way you will meet mini skeletons and dragonflies. If you have ranged weapons this is a lot easier. The skeletons are fast and jump around.
Clear the Dragonflies When you reach point "E", you will find an NPC named Forad Dare. He tells you to seek out the seer in the hut at "F". She, in turn will not help until you accomplish the classic RPG first quest "clear out the cellar." Only this time the cellar is a nearby clearing ("G") Try to take on just a few at a time. If you are getting hurt, run back to the hut. Behind it is a well that will heal you.Loot all the bodies! You might have to search a bit to find some of the "booty bags" on the ground. Don't miss the chest at the back of the clearing.When complete, return to the seer for your experience point reward, and she will tell you a bit about your destiny, and tell you to see Forad Dare to get off the island.
Clear out the Island Forad Dare immediately joins your party. (Interesting note: Dare is the only NPC you cannot dismiss from your party. Does he play a key part in your future?) He tells you that you must destroy the mausoleum ("K") to stop the skeletons from showing up on the island, and hints that the answer is "behind a locked door." Only then can he get to the boat. Once he has joined your party, talking to him (press the #5 key couple times to speak to him --- he's in party member slot "5.") he will then remember to mention that the seer has a key to the door! Return to her and get the key.Now, head to the island and kill all the skeletons BUT DO NOT open the door yet. We're going to do a little stealing first, before some automatic cutscenes take over and you leave the island (for now).
Steal some Goodies Head around to the entrance to the ruins and head inside.Warning: The nasties in this place will easily wipe out a party of level 25 members!!! You are mincemeat if you "explore" too much.Just head to the opening on your right and to the chest at "X." grab the goodies and leave!
Destroy the Mausoleum Now head to the locked door at "I." A few skeletons will pop up out of the ground as you pass. Deal with them. When you enter, before you touch the book ahead of you, loot the chest behind the door.Now, touch the book, and you are ready for the real start to the adventure -- Sturmford.
Sturmford.
The City Map The Beet Hoven QuestAnskram Keep - GettinginsideAnskram Keep - Clear Imps QuestAnskram Keep - Lower Defenses QuestFind the SaboteurLove QuestGladiator QuestFind Thieves
Here is the real start of the game. The first place you can visit and receive training, equip yourself, and take on significant quests.
Quests · Jaarl: Clear the Imps from Anskram Keep · Find the Saboteur · Rescue the General from Drangheim Prison · Find the Manuscript in the Beet Hoven · Catch the Petty Thief (Paladin Quest) · Love Quests · Gladiator Promotion Quests
Trainers · Weapons and Armor: Expert and Master · Magic: None · Specialties: None · Grandmaster Training: None
Promotions · Mercenary --> Gladiator
Altar · Jaarl's Entryway
QUESTIONS! We do not yet have the answers to the following: · None
SHIP SCHEDULE · Mon: None · Tues: Drangheim · Wed: None · Thurs: Drangheim · Fri: Drangheim · Sat: Drangheim · Sun: Drangheim
Sturmford City Since this is your first time with skills trainers, you'll find that unlike previous MM releases, they a not in fixed locations. Skills trainers do, however, stay in a general location. However -- be warned -- they sometime go inside buildings (like stores, banks, etc.There are two entrances to the sewers (the "Beet Hoven" -- an obscure musical reference I've been totally unable to figure out!!). One is just outside the tavern. The other is in the far end of the training arena.Skills are sold in the library. General stores have a mix of items.
Beet Hoven Clearing out the Beet Hoven is a tough challenge until you are at the expert level in weapons and/or armor. The lobber pods are tough because of sheer numbers, and the nasties in the lower level will give you a good battle. A team with good ranged skills is a great help here!This is a fun dungeon, though. Well thought out!When you enter, the idea is to get to the ladder down to level two. The problem is Lobber Pods on the ceilings throughout. These generate a little beastie every 4-5 seconds. The key is to kill the source, then worry about the ankle biters. They give you disease and poison you if not careful.Two lobber pods are in a recessed area at the entry to the ladder room. Save before entering! The best approach is to sneak along the right wall and just edge out enough to take on the left lobber without the one that will then be just overhead noticing you. If they both catch sight of your party, the combined flow of lobbers will overwhelm you in short order. When you climb down the ladder, take a brief swim, surface, and head into level two.· The bulk of your enemies on level 2 are skeletons, ghouls, and bats. Some of the ghouls have magic abilities and cast bolts at you. · At the far south is a mini maze with a couple nice chests and a skill shrine. It's worth the trip. · Rooms throughout the 2nd level have chests, and crypts (trapped) that contain goodies. · Over on the west side of level 2 is another ladder to level 3. · In level 3, your good friends the Lobber Pods return to haunt you. Grab the manuscript, return from whence you came, and claim the quest points!
Anskram Keep (Exterior) When you enter the clearing and see Anskram keep before you, there is no obvious way to enter. Head around the keep to the left, and wipe out the Basilisk who takes offense at your intrusion. Now head to the back of the keep, take out the 2nd basilisk, and loot the chest.At the back of the keep on the NW corner is a weak section of wall. Whack it, and you can enter.A central room on the lower floor has another Basilisk.Now, head up the stairs to the top floor. The door on the South side of the keep gets you into the imp area. At the front of the keep you will find trap doors that let you destroy the defences of the building.
Anskram Keep (Lower the Defences) Enter from the hole in the back wall on the NW corner of the keep. Head up to the top of the keep, got to the front, and cross the bridge to the platform at the East side of the Keep (near the drawbridge.)Spoiler: Use the key from the Jaarl of Drangheim to open either trap door. break the two chains holding up the drawbridge. Press the (hard to see in the dark) lever on the floor in the middle of the front wall to raise the portcullis.
Anskram Keep (Imps) Make sure you download patch v1.2 from 3DO before trying this quest. It fixes an annoying scripting bug that prevents some players from solving the quest!) Early on, Anskram Keep keep is a pain -- because of all the traps. If you take this on after visiting Thjorgard (to train someone in Expert Perception) then it is much easier. (Thanks J Greeley -- he found that Perception 2 is enough to spot the traps.)This is another well-designed dungeon -- well balanced with a nice mix of brain and brawn required to solve it.The goal is simple –– wipe out all the imps and destroy the imp generators. The generator part is easy -- just find them, kill 5 imps when they transport in, and the generator is finito.You face lots of imps, and a few spiders and beetles. Per J. Greeley one of the rotating floor traps lets you find a chest.Getting to the final two transporters and final imps is a tad harder. (Spoiler just below the map). Spoiler: To get to the final imps and generators, you have to get through the door at the north end of the main hall. Throw switches at A and B to activate the switch at C. Now, go to switch C, activate it, and IMMEDIATELY run past the now-closing first door. When it is closed, the second will open. Slog through the baddies, call in incoming on the last to generators, then amble out the north door to return and collect your quest points.
Find the Saboteur (Thanks to Lillia, Hanni, Kreegor, Louisa!) You recieve this quest from the Bjarni at the left end of the bar in the tavern. Find out who has been sagotaging Sturmford's defences. Go to the town hall. Inside the door is a seedy looking sort named Ranvar. Talk to him, and note his attitude problem. Confront his obvious lies, and you've got him. Report back to the tavern for the reward.
Love Quest Simple Fed-X job. After you return with the general the Jaarl will ask you to take a love poem to Kira the Cold in Thronheim and report back to him the results. She turns him down, but leaves how you break the news to him up to you! (Take the honest approach!)
Gladiator Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Three pretty straight-forward quests:· Get a basilisk skin (there are several near Anskram Keep. · Get Kira's shield (leaning against the wall outside her throne room in Thronheim) · Win a battle at the Lord level in the Thjorgard Arena (Minor scripting bug? If you don't wait for the arena baddies to come to you -- you confront them in their two "dressing rooms" before they come out, you don't get credit for the kills!)
Find the Petty Thieves Part of the Paladin Promotion Quests (Thanks for the help Claus, Hipshot, DvuS) As part of the Paladin Promotion Quests you must ruin a man's life, then save it. The only hint you get (by later looking at your Quest listing and seeing that the entry has changed) is to check with all town halls to find out who is having trouble with thieves. Turns out it is Sturmford. Go visit the small family in the SE corner home. Confront the son on the 2nd floor. Find dad behind the temple and lead him into the jail. (That "ruins") his life.) Then check with the shopkeepers to find someone who will hire his son. (That "saves" the family.)
Drangheim City
The City Map The PrisonQuestChasm of the Dead QuestCrusader promotionQuest (Thieves)Assassin PromotionQuest
Drangheim is the twin of Sturmford. The same skills trainers, two more promotion masters, and three significant quests.
You don't want to even think about taking on the Chasm of the Dead for a while. The first half is fine --- but then you meet a pack of apparitions!
The other two quests -- prison and thieves -- can be attacked early in the game.
Quests · Jaarl: Destroy Anskram Keep Defences · Jaarl: Chasm of the Dead · Promotion to Crusader: Eliminate the Thieves · Promotion to Assassin: (2) · Find Nicolai a job · Rumor Quest
Trainers · Weapons and Armor: Expert and Master · Magic: None · Specialties: None · Grandmaster Training: None
Promotions · Fighter --> Crusader · Mercenary --> Assassin
Altar · Jaarl's bedroom
SHIPPING SCHEDULE · Mon: Guberland · Tues: Sturmford. · Wed: Guberland · Thurs: None · Fri: Sturmford. · Sat: Guberland · Sun: None
OPEN QUESTIONS: · Correct map of Drangheim Prision
Drangheim City There is very little difference between what Sturmford. and Drangheim can offer in terms of shops and trainers.Several key trainers are located inside buildings in the NE part of town. Don't forget the barrels inside the foundry (on your right as you enter the city.)
Prison Quest Getting in is easy. Getting out is a bit harder. Just ask for a visitor's pass at the front desk. They pretty much let you have the run of the place.Spoliers under map:Sorry! This prison map is GUBAR -- goofed up beyond all recognition! Many have pointed out that I have the general's location wrong. But, since I got him out, there's no way for me to correct this one until I replay the game. Plus there are BIG areas I never discovered (I forgot this quest, went back late in the midgame with la level 35 or so party, and just blew through until I found the general. I never explored the rest!)· Lillia describes a min-quest given by the cook involving a cook, beetle monsters, a lost brother, and a cow. (Yes, Lillia did sound sober at the time...). · Kirth says you can get into the prison "from a well next to the windmill that puts you right on top of the general." When you find the general and let him out of his cell, he'll follow you back to the exit, then he will leave you for a drink in the Sturmford tavern. Pick him up there later, lead him to the Jaarl, and collect your quest experience. The general is at location "A". You press levers in room "B" to open his cell and let him out.
Anskram Keep (Exterior) When you enter the clearing and see Anskram keep before you, there is no obvious way to enter. Head around the keep to the left, and wipe out the Basilisk who takes offense at your intrusion. Now head to the back of the keep, take out the 2nd basilisk, and loot the chest.At the back of the keep on the NW corner is a weak section of wall. Whack it, and you can enter.A central room on the lower floor has another Basilisk.Now, head up the stairs to the top floor. The door on the South side of the keep gets you into the imp area. At the front of the keep you will find trap doors that let you inside to destroy the defences of the building. SPOILER: Shoot the two chains holding up the drawbridge, and press the (hard to see in the dary) floorswitch to raise the portcullis.
Chasm of the Dead Quest Getting through this from the entrance (top of map) to the chasm at point "A" is straight-forward, even with a level 8-10 party. Lots of traps, a few tough fights. And, of course, the problem with undead is that you have to kill many of them twice! But, at point "A"you will run into LOTS of apparitions that will eat up any party under level 20 or so, maybe even level 30. Sooooo, you might want to make this one of your mid-game quests. The apparitions are "buried" in the pathway that works it's way around theto the chasm floor in area "A". There's no way around them. Every 20 feet or so, when you pass them, they appear behind you and attack. If you run, you just trigger all 10 or so to appear, and they have no problem catching, surrounding, and, well, you get the idea.So, go slow through "A" and take out one at a time. Wrath of Bugs is a great weapon against apparitions. They get confused, don't attack, miss a lot, and make it a lot easier. Rayhne points out another idea -- featherfall down and bypass all the apparitions. Then, town portal out when you have the Crona Kiga.The floor of the chasm at "B" is filled with patches of undead, 4-5 at a time, that rise and attack as you pass.The mini-temple in the NE corner has lots of mummies, a bit of treasure, some traps. The same with the rooms just before the Crona Kiga at "D".At "C" is a complex with 12+ mummies guarding a central pyramid. On top is a scroll of the Lich, Part 2.The romm at "D" is well guarded with skeletons.
Crusader Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Keith is in the entry to the Temple. This is an easy quest once you have your party built up a bit. A couple fighters with Expert armor, and at least one expert weapon apiece is essential. 6-7 thieves and bandits immediately surround you.Once you defeat them, loot their camp. Take the plow, dolly, and herbs to the villagers in the SE corner of the map, then return to get your promotion.BTW -- did you notice one of the houses in the fillage is locked, and cannot be entered even though with "perception" you see the green outline that indicates an area to enter? Hmmmm. Remember that one.Two great hints from Neriana: Newbies to MM will underestimate the importance of using geography to your advantage in battles. Neriana points out the cleft in the mountain on the right side just as you enter the thieves area. Get their attention, then run over there and back in. Now, only 1 or 2 can hack at your party (instead of surrounding you) and the big rock to your right even prevents some of them from throwing daggers at you. If you look at the writeup on the assassin's quest and Kluso's house, you will see the same approach using the stairwell. Fighting in doorways, without fully entering the room, is a great tactic.Second, Neriana made good use of a new MM feature overlooked by many of us (including me until the midgame!) the "F" key. Press "F" and you can set up a formation for your party. Your fighters and an NPC in the front row can shield your weaker magic users in the back.
Stop the Rumors (Thanks Lillia!) Here's a quest I missed from the Jaarl. (Details to be provided next time I get back to Drangheim.) He asks you to talk to a woman in town to find out who is spreading rumors. The Drangheim woman fingers another woman in Sturmford. Confront the gossip in Sturmford, threaten to rat her out to the Drangheim Jaarl, and she folds like a cheap suit. (Lillia: "Pretty easy way to get gold and experience early on.")
Get Nicoli off Welfare Another one I missed! Thanks again Lillia! Prince Nicoli (remember him from MM6, trying to find the circus where he had run away!) needs a job. As Lillia puts it, "There's a guy in Guberland circus who needs to hire someone, but not someone who looks as scruffy as you!" (Hey, cut me some slack Lillia, I shaved and everything this morning!) Just let Nicoli know, then return to Thorin Mouth at the Circus for your reward.
Assassin Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Atli is found in the Tavern. He gives you two quests. · Get the Knife. Go the the house in the N part of Drangheim and prepare for tough fights. 12-15 Guard Captains are the start, then you get Kluso himself. The key to victory here is survive the first onslaught of 5-6 guards, then carefully pick off 1-2 at a time of the guards spread around the house. Backing into the stairwell at "B" lets you fight without getting surrounded.Attack room "C last. A tough captain and Kluso await.At "A" on the bottom floor is a black chest. My mercenary with Expert disarm at level 12 (enhanced via various goodies I'd found along the way) opened it with no problem. A very nice dagger is inside, just waiting for my soon-to-be-assassin to use in two-handed blade fighting! Take the knife out of the wall over the fireplace, and blow this popstand. It is this knife, not the one in the black chest, that is needed. When you take it, an alarm sounds, and any guards you left alive come running. (Note ... thanks Joe and DvuS -- you don't actually have to kill Kluso, just getting the knife solves the quest. But, Kluso does have some nice loot if you do!)(Thanks Kirth -- you can also go in the upper back window and miss the welcoming party at the front door.) · Kill Guaine in broad daylight. There is no hint where this guy might be, or even what city. If you're observant, though, you will now see a new person holding two daggers standing in front of the Drangheim bank. Yup. That's Velsii!
Guberland
The City MapDook CastleTemple of HonkOutwit IvanHealer PromotionPriest Promotion
Guberland is your first access to skills trainers in the magics! The Jaarl and Healer quests are quite easy, even for a young party. There's an easy source of cheap treasure up in the Honks Temple (along with the world's only level 250 "peck-of-death" goose!)
Quests · Jaarl: Eliminate the Dook · Jaarl: Outwit Ivan the Smart · Promotion to Healer: Free Ned · Promotion to Priest: Multiple · Jaarl: Book of Rules · Capstone of Order (Circus)
Trainers · Weapons and Armor: None · Magic: E/M dark, light, elemental, spirit · Specialties: Meditation · Grandmaster Training: None
Promotions · Initiate --> Healer · Healer --> Priest
Altar · House on W central part of city
SHIPPING SCHEDULE · Mon: Lindisfarne · Tues: Isle of Ashes · Wed: Thronheim · Thurs: Thjorland · Fri: None · Sat: Drangheim · Sun: Sturmford.
OPEN QUESTIONS: · Upper level of Temple of Honk
Guberland City The SW portion of the town has all the magic trainers. The trainer in meditation is near the Jaarl's hall. You probably will not need it, but a Gatemaster NPC can be hired by the tavern. She only casts at Expert level (nearest town if in the same region), so she is of little use. Your existing magic users should have that level of town portal by now.
Dook Castle The Jaarl asks you to get rid of the Dook as a contender. This is an easy quest. Just walk in, find the Dook, and tell him to leave! "There's always the blade." He wimps out and agrees to run. Oddly, no one ever challenges you despite a zillion guards walking around. Lots of nice chests to loot.However, that all changes if you enter the caverns (needed for the ranger quest) -- unless you catch them napping! The cavern has some tough Trellbergs, basilisks, and a cavern filled with Flying Apparitions. At the far side is a black chest ("B") with an awesome bow -- Everstrike -- that can only be used by Rangers.Spoilers under the photo To get into the cavern, turn the shield on the wall at "A".If you want to get out without taking on the whole set of guards, consider what you read on one of the notes you find along the way. Seems that Dook's guards have a habit off sleeping on duty late at night. So wait until after midnight and there are fewer to contend with! (If you forget, then run back into the room with the entry to the caverns, loop around the far end (with 100 guards chasing you) then loop back and run down the hall and out the door.
Temple of Honk Another easy one (once you get there.) Nothing to do inside except loot the chests behind the secret wall at the back of the temple. Watch out for the killer goose. If you attack him, he deals out about 60-70 HP damage with each peck!Note: You do NOT have to do anything here to solve Kira's "Eliminate the Honks" quest.There is a locked door at the top of stairs. (Thanks Kreegor -- The locked door is part of a quest I have not reached having to do with "The Game of the Gods in Asgard.")
Book of Rules This quest for the Jaarl is in the Lindisfarne Ta'Sar Academy. (Thanks DvuS for reminding me who gave that quest!)
Outwit Ivan The Jaarl asks you to outwit him. Ivan, the self-proclaimed "smartest man on earth" is at the circus. He asks you seven history questions. Don't worry about penalties to get them wrong. You can always start over.SPOILER: If you don't want to bother: 3-1-1-2-3-3-2
Healer Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Rtjolnir in the temple needs help. Ned has gone mad because of a spell put on him by the Old Hag.This is easy, quick, and bloodless. Go to the apothecary and he'll tell you he needs a lock of hag's hair. Go down to the beach and pick it up on a chair in her cave. Return to the apothecary with it. Wait an hour while he mixes up a brew. Take it to Ned by the Jaarl's hall. Return to Rtjolnir.Done! You're a healer. Now run down to the SE corner of town and train up!
Capstone of Order (Circus) Thorin Mouth will give you a capstone of order if you win all the prizes at the circus. There are 6 that are needed. Note: The Capstone is a critical endgame quest item. The contests are the same as those described for the Thjorgard circus.Note: You can actually just do one contest many times until you have all six items. You seem to get a somewhat random prize. Eventually you will get the final one you need. Trade them for the Capstone, and discard the extra gudge.
Priest Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Gray is found in the temple. He gives you three quests.· Find a replacement priest. When you get to Lindisfarne, ask the abbot and he will tell you what to do. (See the Lindisfarne section of this site.) · Find the Tree of Life in Frosgard (See Frosgard section -- Ruined Temple Quest) · learn the Consecration ritual from Nathi in Frosgard (see the Frosgard section -- You just need to talk to him where he stands in the corral near the training hut.)
Thjorgard
The City MapThe MinesTraining HallScholarPromotionmage Promotion
Thjorgard is an important central city that contains the Grandmaster Trainers for Weapons and Armor skills
Watch out! This is Rip-Off City! The merchants (other than a small black market on the second floor of the tavern) will cheat you faster than a Saigon street vendor to a new GI on his first day in country! Especially avoid training here unless essential. It costs three times what training costs in Frosgard, for example!
Quests · Jaarl: Restore Mine Production · Jaarl: Restore Ore Refining · Jaarl: Steal the Relic · Survive the Training Hall · Save the Jaarl (Paladin Promotion) · Scholar Promotion Quest · Mage promotion Quest
Trainers · Weapons and Armor: None · Magic: None · Specialties: E/M in all except meditation · Grandmaster Training: All weapon and armor skills
Promotions · Initiate --> Scholar · Scholar --> Mage
Altar · Jaarl's hall
SHIPPING SCHEDULE · Mon: Sturmford · Tues: Drangheim · Wed: None · Thurs: Guberland · Fri: Lindisfarne · Sat: Isle of Ashes · Sun: Thronheim
OPEN QUESTIONS: · Who is Ebora?????
Thjorland City The arena is reached through what looks to be an exit gate on the east side of the city. There is a black market shop on the second floor of the tavern with better prices than the town's merchants. (Thanks Rayhne and JoeW -- there's also a trainer up there with cheap training prices.)
The Mines Two of the Jaarl's quests involve going into the mines. You need to restore digging, and get ore refining back underway. The refinery quest is of the Fed-X variety -- a lot of delivering X to Y. There are lots (7) of skills-boosting barrels scattered around the mines! · We suggest you start by heading over to the dwarf at "C" who will explain that the mine has dried up, and only of you can break through into a new area ("D") can mining resume. That will solve one of the Jaarl's quests. Just hit the wall at "D" and it will break open.Inside, you will see Ebora, a winged creature who thanks you for freeing her, and disappears! Wonder what that will turn out to mean????? (Thanks Kreegor -- she is part of a later "Bath House in Asguard" quest.There is an odd partial "script bug" here. Unless you knock out all pieces of the wall (7-8 pieces) then the AI will not recognize the task as complete.When done, report back to the dwarf at "C", and later, to the Jaarl.· If you now head into the circular room you will discover the refining extractor is broken. The only one who can fix it is a retired mechanic, Hjaarold Fixer, who lives "somewhere in the city." Go to Thjorgard and you'll find his home in the SW corner of the city. He says he will meet you back at the mines.Careful! When you return, he is NOT waiting with the dwarf at "F" as you might expect. Before you (as I did!) go back and search Thjorgard, etc.., just go up the ramp to the room at "G." He is behind the machine. You have to open it (press on the lower left) and remove the broken equipment. Take it to the armor shop in the city, have it fixed, return and install it. Now you can claim your prize from the Jaarl.· But first, a little exploring. When you entered, straight ahead ("A") is a dwarf who will show you the hole in the floor that has developed at "B." Don't worry about it. You can solve both quests while ignoring the hole ... but what fun would that be! After all, real RPGers can't pass up a good cave!Drop down through the hole and fight through the poison-spewing Throgs. grab the treasures, drink from the barrels. At points "I" and "H" you will find why the two doors you discovered didn't open from the other side. They're nailed shut. Remove the nails, and they open (or, more accurately, fall.) Most of the corpses will give you a good dose of disease if you go for the loot they carry. But what the heck! You're on your way back to Guberland, and there's a temple there, right!
Training Hall This was one of the more difficult tasks. The orc-warriors inside are pretty tough, and have quite a fire attack, too. To get inside, you must climb up a broken pedestal on the right side of the hall to the first roof, then up a plank to the second roof. Break through a weak wall section, and you're inside. Jump onto a chandelier and take a one-way ride down to a pair of very nasty ghouls.Once you dispatch the ghouls, you might figure out that there is no way back up. You'll have to find another way.A ladder up the big pillar at "A" leads to a chest. The ladder at "B" leads to a good place to run and hide, later, if you're overwhelmed.The Ropes Room is fun. Very clever design! No baddies. Just a series of ropes and platforms to climb. There a chest at the top in the NE corner.Down the W corridor are a couple orc-warriors. Down the stairs at "C" leads to a small herd of nasties who look and sound a lot worse than they really are.Now the real problem ... the 8-10 orc-warriors down the E corridor in the room with the exit. They will easily overwhelm even a senior party, are too fast to outrun, and quickly cut off your escape by surrounding you.If you know the "Enrage" spell, you can keep well out of sigte, cast it on a couple of them, and let them cut down the size of their own group as you watch. The top of the tower at "B" can be helpful, too.Thanks GerMax: There is a black chest I missed in the woodpile in the exit room!Thanks PE -- if you press the switch on one of the training sleds (the horses on the rails) it will crash into the wall and reveal a secret room. Deal with the "qhouls next door" and loot the two nice chests inside.Only when they are wiped out can you exit.
Save the Jaarl Part of the Paladin Promotion Quest is to save a man's life. Turns out it is the Jaarl. You take him the "disturbing note" you received from Grehgknak in Lindisfarne.He realizes that there is a plan to assassinate him in the Arena tomorrow. So you are sent to the arena, sign up for a fight (any level) and the assassin simply walks out into the middle of the arena. Confront him and he crumbles like a week old Famous Amos cookie. Report to the Jaarl, and now you have to track down the mastermind, Harris Wellington. (Thanks Talish - for remembering his name.) After you confront him, report back to the Jaarl. Spoiler: He is in the merchant's shop near "E" on the city map, above.
Circus The circus is Thjorgard is a key to a later quest given in Thronheim -- the "Bikki Quest." Your old friend Yrsa (remember the seer and her dragonfly quest when you first passed through the Isle of Ashes?) There are 5 games. When you first enter, you need to buy tickets from the circus master in the NE part of the circus. If you win all games you get an important prize, a teddy bear that is needed before you can save all Chelden from descruction at the hands of the on-rushing hoards. In fact, while you are playing games and getting sick on cheap cotton candy at the circus, all the Jaarls are massacred! Where are your priorities, adverturer????Another of the misleading dialogs here. (Thanks Kreegor for bailing me out on this simple one when I was stuck trying to figure out the object of one game.) The circus master says he gives instructiuon "if this is your first visit" but then tells you nothing. I assumed I must have spoken to him several months (gametime) before so no instructions were possible now. One of the games defied me without any idea what I was trying to do! Turns out he slips a scroll into my inventory.· Whack the Duckies: Hit 8 of them. Use the spacebar, not your sword. (Hint: Much easier if you stand at the end of the table!! hehe) · Strong man: have your strongest person hit it. · Breakthru: Wall your opponent in so he can't place another stone. The trick is to wall off a larges part of the board. · Boat race: The leftmosdt boat is yours. Shoot it with arrows, or hit it with your sword to make it go. (A GM ranger with the Everstrike bow, 100% accuracy, sure helped here!) · Color the rocks: Guess the color of the back row of rocks in three tries. Click a color in the front row, then the back row stone you are guessing. When your round of guesses are in press the switch. Any correct guesses light on fire. You get three tries.
Steal the Relic This quest is done in the Lindisfarne Monestary. See the walkthrough in the Lindisfarne section.
Scholar Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Tyron in the university sends you out to discover facts about the legendary "magreeb."You'll find them in the NE corner of Thjorgard. One will even let you come up to it and look closely. Return and Tyron asks you an incredibly difficult question -- was it green or red? Duh?Done! You're a scholar. Now run back to Guberland and train up!
Mage Promotion WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!! Johannes in the university gives you one of the most difficult quests in the midgame. Go inside the ruins on the Isle of Ashes (yup -- the first Island you visited) and bring back a diary there.This is a VERY difficult place with high level apparitions, terrors, and other undead beasties. Trust me ... you're not ready to even think about it until you have a strong party (at least level 25-plus) and probably have already promoted the rest of your non-mage party members!
Frosgard
The City Map Break IceDruid PromotionYanmirChildrenRanger PromotionLich PromotionRuined TempleConsecration Ritual
Quests · Jaarl: Break the ice · Jaarl: Eliminate Yanmir · Scholar --> Lich promotion quest · Crusader --> Ranger promotion quest · Healer --> Druid promotion quest · Ruined Temple (Priest promotion) · Beer Quest · Nathli Consecration Ritual (Priest promotion)
Trainers · Weapons and Armor: None · Magic: None · Specialties: All except meditation · Grandmaster Training: None
Promotions · Scholar --> Lich · Crusader --> Ranger · Healer --> Druid
Altar · Inside the magic shop in a cave in the SE corner of the city
SHIPPING SCHEDULE · Mon: Lindisfarne (After ice Quest) · Tues: Thronheim (After ice Quest) · Wed: Sturmford (After ice Quest) · Thurs: Guberville (After ice Quest) · Fri: Thjorgard (After ice Quest) · Sat: None · Sun: Drangheim (After ice Quest)
OPEN QUESTIONS: · Lich Promotion · More to Druid Quest? · Children's Quest?
Frosgard City Frosgard is similar to Thjorgard in terms of trainers (though MUCH less expensive). The city contains the Promotion Masters for Druids, Liches, and Rangers.
Break the Ice No ... nothing to do with getting the wallflowers onto the dance floor. The dock is frozen solid. The Jaarl needs it freed up to get critical supplies to the city. Hint: Wonder if there's any way to blast through the jam?SPOILER: Check the explosives seller in the W side of the city. Talk to him, get his help, then shoot the barrels he delivers.
Druid PromotionQuest WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!!Since I had no druid wannabes in my party I did not take this quest, and suspect there might have been a part 2 that I missed.Menja asks you to find the Green Man. Easy. He's down in the SE corner of Frosgard. Lots of wolves and Yeti's will slow your travels, but the green Man is easily found near the base of the large tree.
Yanmir's Fort The Jaarl has one more problem ... a man-mountain named Yanmir. Problem is, you have to kill him, but he can't be killed by you! The only answer is the Jaarl's vague reference to "tricking him." To get to the Fort, travel through the ice caves startingto the transporter at the NE corner of Frosgard.Enter and go north. A scroll you will find amidst the goodies in the Sage's bedroom is a critical clue as to how to get rid of Yanmir. Lot's of treasure and loot along the way to solving this.When you pass through the throne room you will probably catch sight of Yanmir to the south. Ignore him, enter his bedroom, and battle the yetis to get to a nice chest.Head E out of the throne room, then S. Ignore, for now, the room shown on the map with the secret door into the secret passage.Sweep through the rest of the Fort. Many chests. Lots of treasure. You will find two groups of kids locked up in cages (see "Children's Quest.")Finally, when everything except Yanmir is complete, head back to the secret door to the secret passage. The note from the sage you found earlier gives you the answer!Major spoilers below map. SPOILER: whack all of the beams, both sides, then get out of there. Yanmir (in a cutscene) will do the rest.
Children's Quest? The kids seem just begging to be freed, except there's no way to unlock their cages. As well --- there is no one I found that asked for a "Save the Children" quest. Anyone have any ideas? Thanks timeetyo! Timeetyo found that there is a key sitting on the throne! Problem is, it is too high to reach! Get it (spolier below) and free the kids! Kreegor and HipShot add that the kids follow only part way, and do not seem to appear back in Frosgard when you return.Who gave this quest???(SPOILER -- per timeetyo, there's a box you can slide over that lets you jump up to the throne!)
Ranger Promotion Quest WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!!Fenja in Frosgard City gives you these two quests.· The Bow "Everstrike:" -- IMHO, the most powerful weapon in the game! Can only be used by a ranger. 100% accuracy. 40-50 points damage per arrow. A GM with three arrows can cause a LOT of trouble, at VERY long range, with a weapon like this!The bow is in the caverns below the Dook's Castle. See the walkthrough in the Guberland pages.· Pass through the Dungeon of Secrets without tripping any alarms.At first this dungeon really bugged me -- seemed to be more appropriate for Lara Croft than Vox the Mighty, Invincible Ranger Before Whom All Mortals Quake! (Or, actually, Vox the senile archer with the warped bow.) Too much thumbriding and reflexes. But the quest grew on me when I realized it is absolutely appropriate for a ranger (GM in Perception, etc.) and when I found it takes more thought than reflexes.The problem is a weak game design that gives too little feedback. You can make it through, and not have a clue why you failed. Here's the secret.o The key is to not trip ANY traps, not just the ones during the "official, timed tests." If you open a door and the axe falls, you lost. So, for the doors, stop well short, open then from a distance, then walk through. o Do a quicksave before each section. If you blow it, just "F9" and repeat that section. o For the fireball room, switch your default setting back to "WALK!" On "RUN" you have to be incredible adept to make it (too easy to overshoot.) On walk, it's actually easy. o For the room with the stairs, switch back to "run", only crouch until you pass the traps, then run like heck to and up the stairs. o In the final room, zigzag through. You start on the right, head diagonally L, then diagonally R, then to the door. It works. o When done, the power of Everstrike is yours to command!
Lich Promotion Quest WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!!Skulkil in Frosgard City gives you this quest.Sorry. Didn't take this, so don't know. Probably something to do with the "Lich Instructions Part 2" I found in the Chasm of the Dead in Drangheim, and the Lich Lab in Yorwick. Don't have a clue where "Lich Instructions part 1" can be found.
Ruined Temple This is part of the Priest Promotion Quest. It's a clever little dungeon. Lots of traps, secret doors, a couple nice puzzles. You enter at "A", and work your way to the stairs down at "B." Assorted nasties all along the way.At "C" is a genie who will grant you a wish -- more gold, and item, experience, or an attribute bonus. I chose attribute bonus, and cannot tell exactly what happened (I do wish 3DO had finished this game!) I think I received a significant boost in magic skills across the party. Anyone know exactly what happens here??The door at "D" is locked from the other side. When you enter the room at "E" the hall collapses behind you. A trapped door at E lets you into a puzzle room "F". (Spolier at bottom of section.)In "J" is a crypt (more on that in a moment.) Up the ladder at "J" leads you through rooms with chests and treasure to the locked door at "D". You're back in the top of the genie room.Sooooo ... where's the Symbol you're searching for?? Hint: spend more time in the crypt room. Spoiler below. Spoiler "F" - Set the wall icons to match the icons on that side of the pedestal.Spoiler "G" - There's a switch on the wall behind the crypt near "H" that opens the top of the crypt. Hop inside. Keep bashing the bottom of the crypt, each time dropping a level, until you are at the base of the ramps in section "H." Head up the ramps, and at the top is the Symbol and the way back into the crypt room.
Beer Quest (Thanks Grep -- forgot to add this one!) The bartender in Frosgard will give you a minor quest to sell his beer at the tavern in Guberland. Total reward seems to be $500. hardly worth it for a party of your stature!
Consecration Ritual This one is easy. Just talk to Nath'li in the center of the corrale N of the training center.
Thronheim
The City MapMountain PassMercenary QuestInventa StorcaHonk WorshippersConnecting TunnelBikkiDesert Terror
Thronheim is the Northern "twin" to Guberland in terms of E/M trainers.
Quests · Jaarl: Clear the Mountain Pass · Jaarl: Eliminate the Honk Worshippers · Fighter --> Mercenary promotion quest · Bank Orbs of Linking Quest (Inventa Storca) · Bikki Doll Quest · Connecting Tunnel to Yorwick · Black Orb of Knowledge
Trainers · Weapons and Armor: None · Magic: E/M All · Specialties: E/M meditation · Grandmaster Training: None
Promotions · Fighter --> Mercenary
Altar · Temple of Ratnosk
SHIPPING SCHEDULE · Mon: Isle of Ashe · Tues:Thjorgard · Wed rangheim · Thurs:Sturmford · Fri:Guberland · Sat:Lindisfarne · Sun:Frosgard (After Icebreaker Quest)
OPEN QUESTIONS: · Desert Terror · Black Orb of Knowledge
Thronheim City This is a city in trouble. Up in the NW corner a powerful "Desert Terror" is slowly wiping out city guard after city guard. Get too close, and your party is dead meat, as well. A barracks spits out continual guards to battle the beast. Thronheim is similar to Guberland in terms of trainers and facilities.Thronheim is divided into three walled sections. The main interconnecting gates are locked. Passages in the walls are the only way through.
Clear the Mountain Pass This pass goes from the SE corner of Thronheim to the NW corner of Thjorgard. It is filled with harpies, wolves, and imps. The quest is a basic hack-and-slash against tough enemies.Mid way through the pass is a well-guarded canyon with a chest, barrels, and loose treasures.
Mercenary PromotionQuest WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!!Thorfinn wants you to help his friend Atli move his shop from Guberland to Thronheim.head to Guberland and find Atli near the entrance to the circus. He'll tell you to be at the dock at 3:00Am to guard it until 6:00am. Don't be late!Sure enough, a bunch of bandits and thieves attack in the wee hours of the morning. You need to kill all of them, and be there when Atli arrives to be promoted. You don't even have to go back to Thronheim.Amusing side note: The bandits often fall off the dock into 15 feet of water. They don't come back up. To get them, you have to dive in, swim down, and do your best Lloyd Bridges (James Bond for those of you <50!) imitation.
Inventa Storca Thanks DvuS, Louisa, Kreegor for a number of important catches!If you like Liches, this is your kind of place. 6-8 of them await your visit, mostly Lich Kings. However, remember that Liches are powerful with magic, not melee. Get up close and personal so they have to hit you rather than cast spells, and they're relatively easy to dispatch.Throughout the maze are "Orbs of Linking."This quest is set by the bank in Thronheim. Find the six orbs of linking, then install them in each of the six clanns' banks. That gives you a "safe deposit" feature, and experience, When you enter there is a weakened wall section (one of three you'll find) on your left at "A". This lets you enter a hidden area and meet a Lich King at "C" In room "D" is a safe that is opened by pressing a book.Another secret safe is at F. Watch out for the trap inside the door of the next room. Grab the orb. If you press the book on the last shelf it topples the bookshelves and covers the trap.(Important note: DvuS told me I missed a black chest in room F, and that there is another switch on one of the interior bokkshelves that opens the trap to reveal a black chest. DvuS's switch is on the 3rd bookshelf. The one I threw on the last one tipped over the shelves, and blocks me from grabbing the goodies!)There is a hidden drawer in the desk at "G."A weak wall section hides a well at "B." Swim down into the pool and there's some poor treasure on corpses at the bottom of the pool. Not worth getting diseased for them, though. I suspect the well is just a way back if you miss a jump on the broken bridge overhead (in the area I did not visit!)In a few days I hope to wander back to Inventa and see what is in the area I missed at "H." (Note: in an early version of this map, "H" was in the wrong place, a room I HAD visited one square to the W.)
Honk Worshippers I spent hours at the Honk Temple in Guberland trying to solve this before finding the simple answer! Talk to the boatman at the dock back in Thronheim. He will Shanghai them for you (no Honks will be killed in the forced relocation) so all you have to do is lure them down to the dock. You will find all three in the SW corner of the city wearing their distinctive white frocks.
Connecting Tunnel To get to the entrance to this tunnel, you have to pass through a valley filled with vampires to the NW of Thronheim.This tunnel leads to Yorwick. Lots of Vampires. A dark path to the S leads to a vampire-filled area, with a black chest in a crypt. Just before you get to Yorwick, you will see a tunnel branching north that you cannot enter. You dig through from the far side after you find the village of Yorwick.
Bikki Thanks DvuS and Kreegor -- for early input on this quest.You need to win all the games at the Thjorgard circus and give her the prize. See the Thjorgard section of this site for details.Outside the city near the W gate, Bikki waits and asks if "You have anything for me?" This is a main-line quest you have to accomplish. You get it right after the war council meeting.
Black Orb of Knowledge Quest (Thanks Lillia, Germax, and Entsetzen) A woman standing N of the Desert Terror at "C" is looking for the Black Orb of Knowledge. You will find it in the Wizard's Lab (for the price of $2000) in Yorwick. See the walkthrough there.
Desert Terror There has got to be more to this than just population control!
Lindisfarne
Monastery Paladin Promotion QuestsDragon CaveTa'sar Academy
The village of Lindisfarne is most valuable for the five magic grandmaster trainers that will enable your promoted Mages, Liches, Druids, and priests to cast the most powerful spells in the game!
Lindisfarne also contains the Monastery -- at the heart of many quest and promotions.
An awesome hint (Thanks Claus) -- Claus says there's a way to climb through the mountains west of Lindisfarne! There is a way to slide down the cliff down where the South central thralls are located, but per Clause there is another way north of that (near "A" on the above map. Neat!
Quests · Book of Rules · Steal the Relic · Find the Priest (Priest promotion quest) · Paladin Quests · Dragon Cave
Trainers · Weapons and Armor: None · Magic: None · Specialties: None · Grandmaster Training: All magics
Promotions · None
Altar · None
SHIPPING SCHEDULE · Mon: Drangheim · Tues: Sturmford. · Wed: Guberland · Thurs: None · Fri: Thronheim · Sat: Thjorland · Sun: None
OPEN QUESTIONS: · Dragon Cave
Lindisfarne City Other than the GM trainers, there is little of interest in Lindisfarne Village. See the annotations on the general map, above.
Lindisfarne Monastery The monastery will be the focus of many visits! There are three key reasons to visit the monastery: To steal the relic, to receive the Paladin promotions, and to find a priest for the new church.· Steal the Relic(I forgot who originally gave this quest!!!!!)(Thanks DvuS and Claus -- It was the Jaarl of Thjorgard!)The relic is in the NE corner at "A". You can take it by force (killing all the monks) but since you need the help of the Abbot for the Priest Promotion Quests and for the Dragon Quest ... it is not recommended.A note tacked near the entrance to the monastery gives a vital clue. The relic is well-guarded except when the monks are called to prayer. Hmmmmm.You will find various ladders into the upper levels of the monastary. An important one is in the area to the left of "C" on the map.(SPOILER: Here are six levels of hints so you can try as much as you want of it: o 1) Monks are called to prayer by church bells. Up on the third level at "E" are the ropes that ring the bells. o 2) The key is .... what tune do the monks expect? At the second level "C" is an organist who will give you the key clue -- his composition is based upon the bell sequence. Go back, ring the bells, then head down to the now-unguarded relic. o The organist's tune seems to be based upon a progression of playing from low to high. o Pull the bell cords so the sequence is lowest tone to highest tone. o 1-5-2-4-3 o Okay. Email me your address and airplane fare and I'll come over and press the keys!!! · if you later go to the Abbot, he will confide that "somehow" the relic has been stolen, and doesn't seem to notice the huge bulge under your coat.· Priest Promotion: Find the new priestJust ask the abbot. He'll volunteer a monk who is not cut out for the monastery. You go meet him in the courtyard at "F." The monk will promise to meet you back in Guberland.Minor Scripting bug???? Many gamers (including myself, so far) have reported that they can never find the priest back in Guberland and have waster a lot of time searching for him. I even returned to check the Monastery, only to find he is no longer there. It turns out -- don't worry about it. When I completed the other two parts of the Priest promotion quests, Gray told me "he's already here." · Paladin Quests: See below
Paladin PromotionQuest WARNING: Make sure you have read the "Bugs and ONE HUGE WARNING" section about the serious Promotion Lockout Issue before you do this!!!Grehgknak is near position "E." and assigns you three tasks. · Save a man's life. See Thjorgard :"Save the Jaarl." · Ruin a man's live. See Sturmford "Find the Petty Thieves." · Save a man's live. See Sturmford "Find the Petty Thieves."
Dragon Cave Don't know! have not entered it yet. However, the path to it is well-guarded by mages and sorcerers.
Ta'sar Academy Ta'Sar Academy contains the Book of Knowledge. (I forgot who originally gave this quest!!!!!)Thanks Grep: The quest was given my Jaarl Markel in Guberland.The quest is in two parts. In the first part of the Academy you fight a large number of guards and captains. Then you have to figure out a few clues to find the real book. Inside "C" are many guards and captains. If you fight within a doorway to can limit the attacks on you to a couple at a time while you thin their ranks.The barracks and classrooms on the E and W sides are empty.In the room at "E" is a switch hidden behind a wall panel that opens a storage area.The heart of the quest is found on a table at "F." You probably saw the apparent "book of knowledge" at the end of the hallway at "G." It's a fake, and a trap door drops you on a set of punji sticks at the bottom. Instead, you must take each of the 4 books on the table (one at a time) and put them on the correct table up in level 2 and 3 of the room. Pick one up, then open your inventory and read the title of the book. Now go up the ladder in the central column ("K") and find two tables on each level, with a note on the table telling what kind of book to leave there.When all four books are in the correct position, a secret door will open on the 3rd floor ("H") leading to cryptogram you have to solve. The hardest part of solving it is the horrible text quality of the dialog box! A gentle hint for those who wish to try --- look for a pattern of letters that might be "The Book of Rules." That gives you enough letters so you can figure it out easily!(Thanks Grep on this fun historical note -- When you figure out the code, you will find the encription pattern is the same simple one JVC used in the original King's Quest!)(SPOILER: If you have trouble, it tells you to go through the revolving bookshelf in the next room. Press the book at "L" and get the book at "M.")
YORWICK
Wizard's lab Find the SheepConnecting TunnelLich LabSave the Dead Army
Yorwick is hard to reach, and contains the GM trainers for all the specialty skills except meditation.
To get there, you need a party strong enough to take on lots of vampires and apparitions. There is no town transport altar, so set a Lloyd's beacon, when you get there, if you have that spell. You must clear out the connecting tunnel from Thronheim that dumps you out at "Connecting Tunnel A" on the above map, fight your way the long way around to Yorwick village, then enter "Connecting Tunnel B" to break through a wall that gives you a direct access from the village to the Connecting Tunnel.
Thanks Claus -- Claus reports another secret mountain pass right near Connecting Tunnel "A" that is a shortcut to Yorwick. (I am beginning to suspect Claus is a Sherpa.)
Quests · Find the Sheep · Find the Relic (Wizard lab) · Lich Promotion (Lich Lab)
Trainers · Weapons and Armor: None · Magic:None · Specialties: Learning · Grandmaster Training: All specialties except meditation
Promotions · None
Altar · None
SHIPPING SCHEDULE · None
OPEN QUESTIONS: · Completed Wizard lab · Completed Lich lab
Yorwick Village This is a small village, and like Lindisfarne, has no altar. Yorwick (Thanks Claus) has one shop, but it is the only shop in Chedian that sells black potions. There is only one minor quest given at the village (except for the Save the Dead Army quest that originates there last in the game.)
Wizard's Lab Open question: This map is incomplete! Just before I was going back to finish it, I got sucked into the "one-way" endgame (Dark Passage, etc.) quests. If you can email me a screenshot of the missing portions, let me know BEFORE YOU SEND THEM so I don't get 75 copies of maps in my email in-box!! What is in area ??H?? and ??J??. The Wizard's lab contains the relic that the Abbot of the Lindisfarne Monastery is seeking. This is another very clever dungeon.When you enter and take care of the beholders, there is a 5-position transporter against the back wall. Set a color, and hang on for the ride to another section of the lab.In area "F" you are dropped into a battle between six sorcerers and a demon the size of an 18-wheeler. Being a nice sort of adventurer, you jump in and help them slay the beastie. In deep gratitude for your help, then now turn their combined firepower on you. Oh well, friendships are so fleeting.Area "G" has some good treasures and nice fights.When you transport up to the row of rooms in the NE corner of the lab, you'll find three rooms you can enter, each containing chests. The fourth room at "C" is locked from the inside.(Thanks Lillia, Germax, and Entsetzen) In the area I missedd at "??J??" is a room winged mutants and a man standing in the middle of the room. He will sell you the Black Orb of Knowledge needed by the the woman in Thronheim.SPOILER under map. In room "E" is a cabinet that contains a transporter to room C. The relic you seek is inside.Open question: what is the blue orb that is also in room "C." I could not pick it up, but it gave me the "quest chimes sound" when I touched it that suggests I did something worthwhile!
Find the Sheep A little girl in the middle of the village has lost her sheep and isn't allowed out of the village to find them. The single sheep is by the entrance to Connecting Tunnel "B", and will follow you back to the girl when you touch it.
Connecting Tunnel B (See the Thronheim Walkthrough) Enter the tunnel system at the entrance near the village. Check out the skills barrels part way in. When you reach the dead end, break through and you now have an easier way back to Thronheim.
Lich Lab Open question: This area is incomplete! I had no Liches in my party, and never got to it before getting sucked into the "one-way" endgame (Dark Passage, etc.) quests. If you can email me a screenshot of the missing portions, let me know BEFORE YOU SEND THEM so I don't get 75 copies of maps in my email in-box!! (Thanks DvuS for a preliminary description): Per DvuS you get part I of the Lich Instructions from Skulkil in Frosgard. Look at the Chasm of the Dead walkthrough in Drangheim and you will see where part 2 of the instructions is found. Now, enter the Lich lab, find the ingredients for a potion, mix it up in the kitchen, then go to another location to convert yourself to a lich! Obviously, more to come!)
Save the Dead Army You return to Yorwick late in the game (after the war council meeting) and find Kira and all the Jaarls are dead. You now start a sequence of quests to save them. That series of quests is handled in the new "Dark Passage" area we will add to this site.
Isle of Ashes (Part 2)
Apparitions Mage QuestThe RuinsWrit of Fate
This is a TOUGH dungeon. The main problem is Apparitions and Terrors. A lot of skeleton warriors and undead infest the place, as well.
The Ruins are central to the Mage Promotion Quest and to the whole endgame sequence.
Quests · Mage Quest · Writ of Fate
Trainers · None
Promotions · None
Altar · None
SHIPPING SCHEDULE · None
OPEN QUESTIONS: · Missing hint -- location of Study? · Euthanasia Room?
Dealing with Apparitions Apparitions (and terrors) are tough, even for level 30 parties. However, here's an approach that made them relatively simple to whittle down to size, at least for me!· When I took on the Ruins for the mage quest, all my other party members were already promoted. My assassin could wield two weapons (both with stun capabilities!) that gave me a huge advantage against many enemies. My GM ranger with Everstrike could pick off Apparations at a long distance well before they could get close. My Priest had great spells. · Wrath of Bugs is a great spell to use. Even better than turn undead. Major-league monsters get confused and you pick them to pieces while they wander around, or swing and miss at you.
Mage Quest Johannes at the University in Thjorgard sends you here to find the Verhoffin book. The important parts of this quest are points A and F on the map. In theory, you could complete the mage quest (the Verrhoffin Ruins part) by only going to these rooms.The key in "A" lets you into the room at "F." You will find "Verrhoffin's Silver Book." Set a Lloyd's Beacon, take it back to Johannes, and he says it's the wrong one, but gives you a key that will get you to the correct one that is "under a floor."SPOILER coming!The key does not open anything in the Ruins. Hmmmmmm.Remember anywhere along your way where you found a door that should open, but didn't? (Framed in "green.")Did you notice a brief message onscreen about needing a key?Maybe in Drangheim?In the village?In the corner of a house near the windmill that you can now enter with the key you will see a crack in the floor. Break through, get the book, and see Johannes to become a mage.Open Question: Was there a hint anywhere, that I clearly missed, that this was the study? I found nothing in the ruins, nor saw a hint with the dialog with any villagers. Only because I had written a note to remember this odd building that I couldn't enter even though it showed "green" did I try it.
Other parts of the ruins At "B" is an important scrap of paper with a sequence of colors. There is a door at "H" that is barred on the S side. You break the bar to open the door.Scripting Bug? -- If you leave the Ruins and re-enter, the door at "H" will be barred again, and can no longer be opened.Open Question: (Euthanasia Room) What is the purpose of the two rooms at C and D? The four switches in "D" lock the entry door and start flood the two rooms. A switch in "C" stops the process and empties the room. Other than assisted suicide, is there a purpose? (You can drown just as easily in the central pools.) Is there another sequence of buttons in "D" that does something?SPOILER: The colors found at "B" show the correct sequence to step on the pentegram flames.
Writ of fate The room at "J" and "I" is critical to the endgame. When you have won the capstone of order, you place it on the pedestal at I, turn around and get the Writ off the table behind you. (Details in the new Dark Passage walkthroughs we are preparing.)Warning another serious scripting bug: (Thanks Praetor!) Praetor reports that he "Went to Aslingard" before picking up the writ. Without the Writ, he cannot continue. When he goes back, the writ is no longer there! Worse, the autosave reentering overwrites his chance to restore. Obviously he is dead in the water (a horrible pun to those who have played this part!) at that point.
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我用一生证明一件事[br]人终究是会死去的~
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