Wizards & Warriors Walkthrough v1.0 (c) by Schilliger Heinrich I've seen that there's still no walktrough available for Wizards & Warriors on GameFAQs - so I deceided to write down this one. This is the final version and only available on www.gamefaqs.com and (for the HTML-version) over this link: www.shininglair.com/wwwwalk.html If you see it somewhere else, please let me know by dropping an e-mail at: wizardswarriors@shininglair.com General hints Party creation Role Ascension Quests Part 1: From Valeia to Ishad N'Ha Graveyard Crypt and surroundings Toad Village and the Oracle of Ishad N'Ha Quests Part 2: From Ishad N'Ha to Brimloch Roon Temple of the Serpent Cult Western part of Ishad N'ha Ruins of Shurugeon Castle Stout Mines Boogre Caves Dragon's Spire Quests Part 3: From Brimloch Roon to the end Skull Castle Enchanted Isle Shrine of Anephas The Lost Sea Collasium Isle of Sands Lord Cet's Tomb Quests General hints: - Plan ahead by the creation of your party. Who should know who joins which guild and who should take on which Elite and Special Roles. - A wizard (specialized in Fire or Stone) and a Rogue with high Traps skill are absolutely necessary! - The same goes for the spell Lavawalk (Stone) for Skull Castle and Lord Cet's Tomb! - Especially at the beginning you should use your money rather for Guilds and Skills than equipment. You'll find enough items, so you won't have to buy much. - Play nice - almost everybody has something they want to be done and helping them brings you further, too. - Specialize in one weapon. Swords are a good choice since you can find them almost everywhere... good Maces or even worse, Hammers, are a lot harder to come by. Staffs are a good choice for your magic-users and you'll find good ones pretty early. - Shields are useless - they give no AC bonus, only a chance to block an attack. Especially in the later game where most enemies attack with magic is a second weapon the better choice. - Exploring a new area in the dark is a good way to get killed... Party creation: ------------------- Creating a party is depending much on how you play. Here is my choice and why: San N'Toka - Female Whiskas Warrior - Paladin - Samurai - Ninja Fast, deadly and with the Night Vision trait. The perfect sword wielder. The higher intellect gives more skill points as well as better use of magic (as a Samurai she knows Sun and as Ninja Moon magic). Paladin to build up the fighting techniques and because of the Crusade trait. Kitiara - Female Human Warrior - Paladin - Ninja - Bard (L1) - Samurai Comes with the Natural Leader trait which inspires the other characters, but tends to get attacked more often. Paladin see above. The Bard only up to Level 1, for joining the Wizard Guild. Ninja and Samurai because of the good combination of Fighter / Magic-user. Tolpan - Male Ratling Rogue - Bard (L1) - Ninja - Paladin - Assassin Our little thief - needed to pick locks and disarm traps. Rather weak in the beginning as most skill points are used for the Trap skill and he has a lousy fortitude. Bard and Paladin see above. As a Ninja, Paladin and later as Assassin he catches up quickly and can easily be your best fighter. Flintas - Male Dwarf Priest - Paladin - Warlock - Ninja One of our healers, but also a good fighter. Starts with Spirit and Vine magic. Becomes even better in Spirit magic and fighting as a Paladin - and because of the Crusade trait. Warlock because you'll need magic more and more as the game progresses (it isn't called Wizards & Warriors for nothing, you know). Ninja to be able to handle a good sword again. Goldmond - Female Oompaz Priest - Paladin - Warlock - Ninja Has a hard stand in the beginning, as you can find almost no Armor for her. But with the Mana Seed trait she can compensate this, as she's the fastest to recover from casting. Paladin, Warlock and Ninja see above. Raistafanus - Male Pixie Wizard - Warlock - Paladin - Ninja Small, fast and with the Dodge trait he's hard to hit. Our magic-specialist. Warlock, Paladin and Ninja see above. The most important ability for all characters is intellect. The higher the intellect is, the more skill points this character gets. Additional it influences your magic (Sun and Stone) as well as the abilities of your rogue. Why so many female characters? At the beginning I couldn't decide character I wanted to become a Valkyrie (must be female)... The Assassin will be for my rogue and with my wizard I probably go for the Zenmaster. Role Ascension Quests ------------------------------- Elite Roles -------------- Barbarian - Kill 20 Enemies Bard - Get the "Scroll of Trickery" from the room over the library in the Temple of the Serpent Cult (appears only after getting the quest) Monk - Survive two days and two nights without anything equipped (I even emptied the inventory and the purse) Ninja - Lower the drawbridge in the Ruins of Shurugeon Castle without attacking anyone Paladin-- Go to the statue of Kerah near the Gypsies Lake House and say the words "Sanctus Holy" Ranger - Get the egg of the Raptor near the western lake of Valeia, between the Gypsies Lake House and the Old Millhouse (appears only after getting the quest) Samurai - Get the "Samurai Baton" of a Samurai Spirit by the graveyard near the Ruins of Shurugeon Castle (appears only after getting the quest) Warlock - Get the skull of a skeleton and the egg of a spider Special Roles ------------------ Assassin - Scanthril gives you the Quest to kill Raskalion in the Stout Mines. In return, you'll receive the "Assassin's Dagger" which the character must have in its inventory while entering the Rogues Guild Valkyrie - Destroy the "Lich's Heart" in the Black Fire (character must be female / Lord Cet must still live), then enter the Priest Guild Zenmaster - Find all four Tomes (Fire, Water, Earth, Wind) and go to the Bushi Dojo Walkthrough ------------------ Part 1: From Valeia to Ishad N'ha -------------------------------------------- Graveyard Crypt and surroundings Leave Valeia through the eastern door (every village has two exits) and follow the path to the graveyard. You can answer the green-skinned guy what you want, it doesn't have any influence on the game - only attacking him isn't a good choice... In case you already took the first quest from the Warrior Guild, you'll find sooner or later a lone bandit - Mon the Sculz. Kill him to accomplish the quest. The same goes for the Town Hall Quest about Juba Thobers. Follow the path to the graveyard and before you enter, follow the eastern path to an old dwarf. Talk to him and accept to bring the "Rat Pie" to his brother. Enter the graveyard and fight your way to the crypt. Open it by touching the statue on the right side. Go down the stairs and use the lever. Behind the looked room you find "Algamesh's Necklace" in a chest. Explore the crypt further, until you come to a collapsed staircase - jump over it (or let yourself fall into it) and you come to the main complex. Follow the paths to find Rethpian, which you hand over the "Rat Pie". The room next to him has a chest which contains a "Bauble Stick" (that's why you need a thief with good Trap skills). Dive into the water and to the right grating where you can see a crystal. Use the "Bauble Stick" to reach it, then go back to the main complex. On the left side you see a small slot where you use the crystal on. This activates the elevator which you enter to reach F'Loki Ra. Release him from his pain by killing him and take his amulet. Enter the elevator again, push the button and quickly leave the elevator again. Jump on the roof of the elevator to gain access to the upper part. Follow this walkway to find the "Ring of Saints" under the table (Priest Guild Quest) and go through the moving wall to the statue. Read the inscription of the amulet (sanctus kerah) and repeat these words to the statue to open the next grating. Explore the following rooms and you run into two special enemies - the Spirit of the Warrior and the Spirit of the Wizard. When they die, both drop a crystal which you should take. Now you have to decide: Choose the right way for the Warrior's path or the left one for the Wizard's path. The name of the paths explain what enemies and items you'll find - the Wizard's path is easier, but the Warrior's path has better items. In both cases you have an annoying obstacle ahead. Mystic Fires burn in front of a grating, which closes as soon as you're coming to close. In both cases (paths), SAVE YOUR GAME! The best method is to run down the walkway, through the fires and at the height of the second last fire, jump. If you fail to slip through, try again, and again... Follow the walkway, defeating the enemies and heal up at the spring. Two pitfalls later, both paths join at the same point. Swim through the water and fight through the walkways until you find Scabban. Talk to him about everything, then kill him. Switch the lever next to him, then jump down through the hole. In the water is another hole - swim through, then through the underwater passage until you can get out through another hole. You're now on the other side of the grating (near Rethpian) which blocks the way from the main complex. Open the grating with the lever (under water) and take the "Golden Key" as well. With this you can now open the four tombs. Enter the Tomb of Nivius and swear the sacred vow, then take the Ring from his corpse. The character talking with Nivius wears the Ring as he's the one who took the oath. If you already took the corresponding Quest from the Warrior Guild, you can find the "Sword of Mastus" in his tomb. Back in Valeia you exit one more time through the eastern exit and follow the southern path to the Ruins of Bersault. Talk with Gorthius and accept the quest to bring H'Thark his lockpicks. As soon as you leave, Gorthius will be murdered. Go back, take on the murderers and read the remaining letter. Toad Village and the Oracle of Ishad N'Ha From Valeia continue westward. Find Kerielle in the Old Millhouse give her Algamesh's Necklace (after you received her quest). At the Lake you run into Mekdawa, a friendly Toad. Talk to him and you hear a specific word (Ukabu), which you'll need to enter Toad Village. He's also the one to give the elixir (Priest Guild Quest). Follow the path to the northwest and you come to the Gypsy Lake House. Harespia has the Orb of Clarity, which you'll need for a Wizard Quest. But she will give it only in exchange for the Serpent Wand. Of course you could just kill her... since you'll have to kill the current owner of the Serpent Wand anyway, you should leave her alive. This has the advantage that, after the successful exchange, you'll gain access to the Gypsies treasures. A bit northwest is a statue of Kerah, which is also an altar. Speech the words "Sanctus Kerah" to the Altar and the talking character will be healed. Take the raft from the Gypsy Lake House and follow the left shore to the north. You come to a pier with the caves and the Oracle of Ishad N'Ha, which you ignore at the moment. Swim (the raft won't fit through the passage) northward to the Toad Village. Climb the ladder and slowly (!!!) walk toward the guard. When he talks to you, answer with the word "Ukabu" to gain access. At this point you should save! Why? We come to this in a second... Climb down the ladder and explore the walkways. In a walkway you'll encounter two Toads standing in water. The first can by lured / pushed away. But it can happen that the second won't move at all, blocking the way. This bug happened to me in 4 out of 5 cases. The solution: The (unofficial) patch from Heuristic Park should fix this. In case not: - Moon magic / Vanish - teleports the Toad away, but won't hurt him (probably your characters aren't at that level) - lure the first Toad away, so you can see only the blocked one. Kill him with one blow, so he can't warn the others. Your fighters probably aren't good enough to do this, so you have to use magic. Use Melt (Stone) to soften him, then Zap (Stone) or Flamestrike (Sun). Once you took care of him, go back to the guards to check if they heard it. If not then your lucky, otherwise you'll have to reload an old savegame... Follow the walkway and you find Shinwiki the Shaman. Talk with him about "Ukabu" and "Evil" and he opens the trapdoor. The phrase "Evil" also finishes the second quest of the Warrior Guild. Climb down through the trapdoor and follow the walkway. Head to the north to find the Toadem grounds. As soon as you enter, you'll be attacked by four Scabban monsters (his apprentices?). Once you defeated them, all characters should touch the Toadem Shrine - they gain 5 HP. Back to Shinwiki, where you'll receive a magic spear and some gold. Now it is time to go to the oracle. Talk about everything as it has much information to share. This also opens the way to Ishad N'Ha. Once you're out of the cave, you can find Teuik Torporn (Wizard Quest) on the first opening to your right. A bit further to the west you'll find the way to Ishad N'ha. Quests: ---------- Town Hall - The major pays you for five skulls - Bring a package to the major of Ishad N'ha - Kill a thieving Troll called Juba Thobers Warrior Guild (Armory): - Kill the thief Mon the Sculz appears only after getting the quest - Talk to the Shaman Shinwiki in Toad Village - Get the Sword of Mastus from the Tomb of Mastus appears only after getting the quest Priest Guild (Temple): - Bring an elixir to the Toad Mekdawa - Donate 500 Gold - Find the Ring of Saints in the crypt appears only after getting the quest Wizard Guild (Magic Shop): - Find Scabban in the crypt - Kill Teuik Torporn - Find the Orb of Clarity Miscellaneous Quests - Bring a Rat pie to Bilbumps Brother, Rethpian - Bring H'Thark his lockpicks - Bring Algamesh's Necklace to Kerielle - Free the Ancient Toadem Grounds of the evil Part 2: From Ishad N'Ha to Brimloch Roon -------------------------------------------------------- Forget about the western part of Ishad N'ha (left exit) for now - you'll encounter enemies which belong to the hardest of the game. There's enough to do on the eastern side anyway. Temple of the Serpent Cult Follow the lake southward and you reach the Temple of the Serpent Cult. Near his entrance you meet Kol. Talk to him and you receive a key. Before you enter the Temple, check if your healers know the "Cure Poison" spell (Vine) as you'll get poisoned all the time. Since the Entrance is locked, we take the backdoor. Swim through the small lake to the back of the temple and under the rusted grating through. One door and a lever further and you're in. The temple is rather complex and difficult to describe. He consists of the following areas: the entry halls, the kitchen, the torture chambers, the storage rooms, the serpent altar, the library, the nectar harvester and the undertemple. You can visit almost all areas from the beginning with the exception of the undertemple. You can ignore the first rooms (sealed with gratings) as you don't have the proper key. Follow the path to the first branching, where you head through the left door. In the chest you'll find an important item, a small figurine with the shape of a monkey. Now head through the right door and follow this path. - The entry halls At the end of this long path you meet the wizard Kreug. He has a lot of information, but you'll have to pay the member fee first. You'll have to either steal from him or kill him, since he has another key you'll need (though not the Serpent Wand). Near him you find a snake statue - use a gold coin on it to receive a set of Incense Cones, which you'll need later. Standing in front of the snake statue, follow the left path and go along the right wall to reach the front door. - The kitchen Still following the right wall, you come to the kitchen. Take on of the empty flasks and push the button to activate the elevator. Step on it, follow the path, and use the next elevator to reach the top. Here you find the second monkey statue in a chest. - The torture chambers From the point you meet the wizard Kreug go to the room on your left, and again left over the stairs. Follow the path until you come to a wooden platform. Go through the door on the right and you run into the Inquisitor, which holds another key. Keep following this path to reach the torture chambers. Open the cell of H'Thark with the Inquisitors key and give him his lockpicks back. Now you can talk to him to get a general idea of what you have to do next. - The nectar harvester The nectar harvester is in the next room. Use the big wheel until the plate is at the top, then jump into the pit. Go through the door, follow the path, and kill the spiders. Take an spiders egg, and go back to the pit where you drop the egg. Now use the lever to open the second door. Follow the path down and use the empty flask on the flask grill. Go back up and turn the wheel until the egg breaks. Go back down and take the flask of spider nectar, another important item. - The storage rooms Go back to the wooden platform. Climb down the stairs and go through the walkway in the middle of the room to reach the storage area. Here you find six closed rooms, four switches and a coin slot between them. Every room contains a chest and in one of them is another monkey figurine. To open the rooms, you'll have to use the correct switches and then drop a gold coin in the coin slot. I labeled both the doors as the switches from left the right. Door 1 - lever 3 Door 2 - lever 2 + 3 Door 3 - lever 3 + 4 Door 4 - lever 1 + 2 + 3 Door 5 - lever 1 + 3 + 4 Door 6 - lever 1 + 2 + 4 Go back to the room with the wooden platform, but stay on this level (don't climb up the stairs). Instead, follow the path under the platform around the next two corners, where you see a small room. Enter it, close the door with the lever and you'll be attacked by several monkeys. Kill all and the door opens again. Stay where you are and watch the path - another monkey runs around, but doesn't attack you. He carries the fourth monkey figurine and is hard to catch, as he is pretty quick. Wait until he comes in sight and use the Slow (Vine) spell on him. In the mean time, your wizard should have prepared his best attacking spell to kill him... if you can corner him. Directly outside of this room you find a lock in the wall. Use the key from Kol to open a secret passage. Follow this passage to get some good treasures. The statue ofKerah has a few things to say, too. Go back the the backdoor now and open the two doors. In one of them you'll find a lever, which you use. Jump into the water and follow the right way. After an unpleasant encounter you find another figurine with the shape of a snake. - The serpent altar From the front door, go up through the middle ramp and follow the right wall. Check your map at the intersection and you see one way that appears to lead nowhere. Follow this way and you come to the serpent altar. Ignore the altar - you don't have all necessary items, yet. Directly behind the altar you see two switches. Use both, then follow the right path (facing the altar) to get to the library. - The library In the library you'll find five sockets, four connected with markings on the ground. Use the snake figurine on the fifth socket and read the book. Use the four monkey figurines on the other sockets, to let a part of the ceiling behave like an elevator. Kill Kreugs pet, then step on the platform to reach the upper chamber. Here you find the serpent wand, the last item for the ceremony. In this room you'll also find the "Scroll of Trickery", if you want a character to change to the Bard class (appears only after the initializing of the quest. Back at the serpent altar, you use the Incense Cones, the spider nectar (everybody please step back) and the serpent wand on the brazier. The Spirit of Xydusa appears, but wants four questions answered. The answers are in the book of the library: As the serpent charms - the servant bows As the serpent schemes - the servant dreams As the serpent sleeps - the servant waits As the serpent strikes - the servant prays Once you answered her questions correctly, she opens the way to the undertemple. - The undertemple Step in the just opened room. Before using the lever, check if all your characters are in good shape... you have a long fall ahead. Saving the game here is also not a bad idea. Use the lever and jump up - otherwise you'll get crushed on the walls. Once you're in the next room, kill the enemies around you. Now, heal up and use every useful spell you have on your characters (Bless, Haste, Armorplate...). If you think you're ready, head to the next room and attack the Naga Queen Xydusa. She is really tough and magic resistant. Even worse, she has some nasty magic attacks herself, like poisoning and paralyzing with the worst getting stoned. If this happens, load the last savegame as you have a long way ahead and won't see a healer so soon. Once you defeated her, use the switch on the round stonetable in the middle of the room to open the next door. Follow the path to the left first, where you use another switch. Now follow the path to the right and you come to several paths. Explore these paths (remember the room you can't get into) until you come to a room with two working elevators. This area is actually a labyrinth with four rooms, connected with the different elevators and the paths between them. 1 2 Entrance ___ ___ |___| 4 5 |___| 2 1 Z 5 ___ ___ |___| 3 4 |___| 3 Y 2 Use the paths 1 / 2 / 3 to get to the switch Y, which you use. This activates elevator X, which you reach over the paths 3 / 2. A short fall later, you stand before the Serpent Master. Don't attack him! He is quiet tough and thinks, you're young priests of the serpent. Answer his questions honorably with "Yes" (you have seen Xydusa) and "None" (you never tasted her nectar). You receive another key from him. Use the switch on the wall to activate the two elevators, then step on the left one to get to point Z. Use the key to open the way. One staircase and two switches later you'll finally find Elyssia. Before you do so, you should go back to the locked room short before the elevators. You can open it with the key from the Serpent Master and you'll find the "Tome of Fire" in the left chest. Again, use all helpful spells before approaching Elyssia. After a long speech she attacks with the help of several priests. Once you defeated her and her gang, get the Masque of Evil which she wore. Follow the path behind the altar, use the switch and you'll come out near the library. If you haven't done yet, you can now take care of the remaining two Wizard Quests from Valeia. Western part of Ishad N'ha It is time to take on the western part of Ishad N'ha (left exit). I hope your wizard has already reached Level 7 in Sun or Stone magic and knows either Fire- or Meteorstorm. If not, you'll have a hard time before you... To the west lies the house of Erzebette. She knows a lot about the dragon and gives you a letter which you can deliver later. Follow the path to the Burned- out House. There you meet with Scantril. Talk with him about "Scantril", "Dread" and "Job" to receive another (very special) Quest. Regardless of the fact that he's behind the murder of Gareth, you shouldn't (at least for now) attack him... Follow the path until you meet with a gang of Ratling thieves. Run past them to the Ruins of Shurugeon Castle!!! If you fight with the thief where they are, you're already dead... the thieves are easy prey, but not the Amazoni Mantraps! There are a few of them around and close-combat is NO option against them. Once there, immediately go along the right outer wall, until you come to a dead- end. From here go slowly along the edge of the forest. You find a small passage through the woods. Go through and wait on the other side until you spot one of the Amazoni Mantraps. Your wizard quickly fires his best attack spell, then back out to the dead-end with your party just in case one spell isn't enough. Repeat until you got all of them (four or five) on her knees... sorry, leafs. Now you can explore the Ruins of Shurugeon Castle. Ruins of Shurugeon Castle Since the drawbridge is raised, you have to find another way in. Follow the outer wall to the left and swim through the first gateway. You notice a small graveyard to the left - remember this place if you want to promote a character to the Samurai class. Under the second gateway is a hole in the ground. Dive down two times and use the switch on the southern side to open the grating above you, then swim upward. Your now on the back of the castle and can enter over a crumbled wall. As your first task is suggest to lower the drawbridge, for an easier access. Fight your way to the two towers in the north. Climb up the stairs of the right tower and use the switch to lower the drawbridge. From the crumbled wall go north to the first building, then westward to another building with a similar door. Go in and use the switch to enter the actual castle. Go through the door to your left. Two doors later D'Sotos Ghost appears and tries to warn you - too late... behind the next door are a few very nasty enemies and they're are pretty good with magic, too. Once you defeated them, get the key from the wall (next to the door) and explore the rooms behind this door. Among other stuff, you'll find a letter from Galian (Priest Guild Quest). Now go to the elevator and take the ride down. Go up the stairs and through the first door. The chest in the corner contains a crank, which you'll need later. Back down over the stairs and through the door in front of you. You run into some ghosts, but Ardibren comes to your aid. Listen to him after the fight and follow him. Get out and climb over the crumbled wall, then search for him in the southeastern forest. Talk with him about everything and he'll give you the first of five evil elements. Go back to the place you meet him first and up the stairs. Follow the path to Ardibren's sleeping chamber. Use the crank on the strange device on the wall, which opens a secret path behind his bookcase.In the chest beside this device, you'll find a book from Ardibren (Rogue Guild Quest). Go the just opened path down, where you find a room with two chest. In one of them you'll find Ardibren's Relic, a small blue figurine (Wizard Guild Quest). On the wall is a gargoyle head with a chain. Pull it to open the door just before his sleeping chamber. Go there and up the stairs to find Ardibren's Laboratory, where you'll perform the ritual later on. Now go down both stairs and through the first door. Your in a hall with four pillars, each with two gargoyle heads. One of them pulls his chain back in, as soon as you pulled it - this is the one you have to use as last. All others must be pulled before (eyes glowing) before you can use it. The problem is: the pulling on the chain of on head, may switch the status of another head. Once you made it, the grating opens and you can take the second element out of the chest. Go through the door on the right side of this hall (facing the chests) and you come to a room with several ghosts. The next door leads to the elevator. Go through the left door instead, and down the spiral stairs. Follow the path and you reach the prison cells. Open them with the switch and jump down the hole in the last cell on your right. In the sewers you go up the stairs, straight ahead (the second stairs lead to the stairs of Ardibren's rooms) and over the bridge. Use the switch to open the grating down in the sewers. Follow this path and you come to the next staircase. Halfway up, you can see Lysandra, who holds another element. Talk to her, but refuse about your neck (accept only if you want a vampire in your party). Since she's not willing to part with it freely, you have to use force and kill her (try to steal it from her just to see what happens). Continue up the stairs and use the switch in the next room. Go through the second door, follow the path and step on the elevator. Over the next stairs and a bridge you come to D'Soto's room. Open the chest for the fourth element and jump out of the window. I found no other way to get back down, so prepare for a hard landing. Back inside there's another chest behind the fourth door (from left). Though the lock has to be picked by your rogue. Open the third door with the key and follow the path the the smithy. Behind a closed door is a skeleton, which you'll have to defeat with magic. The door now opens and you can take the fifth element from the chest. The second door in the smithy leads to the barracks. There you find Gliebott (Warrior Guild Quest) which you'll have to send to the great beyond - kill him. He only appears after you actually accepted the quest. With the masque from Elyssia (Temple of the Serpent Cult) and the five elements you have all items needed to defeat Haleabus. Go back to Ardibren's Laboratory, place the elements on the outer holders and then the masque on the one in the middle. If you've done all correct, the elements will be bound to the masque (which you take again) and appears now with exclamation-mark in your inventory. It is time to confront Haleabus - enter his room (entrance, second door) and use the masque on him. Now he's vulnerable and you can send him to where he came from. Once you defeated him, D'Soto's ghost appears and you should talk with him about everything. Among other things you learn the secret word to calm the dragon (Elseramavin). In the chest is the "Shroud of Elsera", which you will need, too. Stout Mines The Stout Mines are your next stop. Take the longer way over the Dragon's Spire to give Torin the arrow (Samurai Guild Quest) and for exploring the western forest. You can deliver Erzebette's letter by putting it into the depository, but shouldn't explore any further - you can't pass the fire-spitting beast (yet). To the southeast of this cave you run into Jathil which you also have to bring a letter (Priest Guild Quest). Before advancing to the Mines, go to the U-shaped forest north of them. There you find a dead Dwarf and a parchment that grants you access to the mines. You can also find the Werewolf here (Town Hall Quest). Finally arrived at the mines, follow the path into the mountain and use the parchment of the dead Dwarf in the depository. The Dwarf will now open the door. Follow the path and use the elevator to go down, then follow the path to the next elevator. From here follow the left path and at the branching again left. At the end of this path you find King Freyedies. Talk to him and you get the quest to find "Dragon Ore". The invitation (Warrior Guild Quest) can be given to any of the guards. Leave his throneroom and at the branching continue straight ahead until you come to two mine trolleys. This is the trolley station - step up the left one and use the lever to start it. As soon as you find a pickaxe - take it with you! With this you can open the "Ore Piles" which sometimes contain gems. More important, the "Dragon Ore" is also in a "Ore Pile" - so you will need it! Follow the path, go with the elevator down, at the branching right, again down with the elevator, two times to the right and one more time down with the elevator.You see three paths before you - take the left and by the branching again left. You're at some sort of a graveyard. On the ground you find an iron rod which you take with you. Go back to the trolley station and use the iron rod to fix the other trolley. Get on the second, right, trolley and push the just inserted lever. Follow the path until you come to a lava lake. Use the tracks to cross it, then DON'T go any further! Instead, turn around 180 degrees, so you're facing the lava lake. On the right side of the lake, you can see a small, ascending path. Follow this path to the next lava lake. Now go around the lake on the left side and you find yet another lava lake. Use the pickaxe on the "Ore Piles" and you find a "silvery Metal". Go all the way back to King Freyedies and give him the just found metal. He'll forge a "Dragon Armor" out of it, which you'll need in the Dragon's Spire. Since he takes his time to finish it, we explore the mines further. You surely saw the parts you could reach. Go back to the trolley station and use the left one. Follow the path, down with the elevator, to the right, and again down with the elevator. From here you follow the left path until you see a small room on the left side. Enter this room and follow the second path to his end. Go up with the small elevator to find a lever for the first flank. Use it to switch the tracks to the left side, then go all the way back to the trolley station. Use the right trolley which leads you now to the new area on the left. Go down with the elevator, to the right at the branching, and to the left on the second branching to the next elevator. Use him to go down and follow the path. A second small elevator brings you to the lever for the second flank. Use the lever and go back to the trolley station. To reach the second flank, you'll have to switch the first one back. So, get on the left trolley, follow the paths like before, use the lever to switch the flank, and go back to the trolley station. Use the right trolley which now on both occasions go to the right. Swim through the lake and you find Raskalion, which you kill. The small elevator leads to the treasure room of King Freyedies - but I strongly suggest to leave his treasures were they are! If you can't resist, fetch the "Dragon Plate Mail" from him first! Freyedies should be finished by now, so head back and get the "Dragon Plate Mail". You have what you wanted and can go towards the Dragon's Spire now. Visit Scanthril if you killed Raskalion. From him you'll receive in return a very special dagger for your troubles. With this dagger you'll have access to your first Special Role - the Assassin. The character you want to become an Assassin must be (at the time of the change) an active member of the Rogue Guild (Rogue, Ninja, Barbarian, Bard) and he must carry the dagger in his inventory. Enter the Guild and you'll be asked if you want to become an Assassin. Too bad it is only available for one character... Boogre Caves Head northward to the lake and from their continue north to the big opening, where you find a cave (Hovel). Go in and use the lever... After your imprisonment and cursing, talk to the guard. Tell him that you don't like gold to much and he'll let you out. Go over the stairs and continue to the left, where you meet Malgrim. Talk to him to get a vague idea how to get out again. Go back and follow the right path, then through the northeastern one to reach the tavern. Here you can buy "Boogre Brew" which strengths you temporarily. Follow the other path, at the branching left, then right to the next branching. Follow the left path (the right one leads to the visitor area), continue over two stairs and you reach the arena. Defeat the Pit Crawler, then follow the path he came out to find Grunaxe's Ring. Go back to the first branching after the tavern (two stairs up, right, then left). Follow the left path to the stairs. The following rooms teleport you harmfully around. Step in this order into the rooms: north, west, north and north. Follow the eastern path to the next room. Once there, ignore the second eastern path for now! Talk with Pris'Kiel'A and give her Grunaxe's Ring. Follow her to the rooms of S'Keser'Da which you should kill. Take the "Tome of Winds" from the chest next to her bed. Also take the wooden stick and the evil eye (strange orb). Then go back to the teleport rooms. For leaving you us this order to step into the rooms: north, east, west and east. Open the chest along the way to get a second wooden stick. Now go back to the prisoner cell area. Follow the left path, through the next room, over two stairs to the next branching, again left and over a stair - save your game and let your wizard prepare his strongest spell! Around the corner, behind the stair waits a Jungle Lily for you. Jungle Lilys are a smaller version of the Amazoni Mantraps, but as much as dangerous! Once you defeated her, step in her room and use the evil eye on the Ornate Orbistal (you can invoke it on a character first to get the Evil Eye trait). Watch it - behind the opening door are some more Jungle Lilys! Defeat them, too, then enter the next room and let every character touch the "Idol of Aku" (Wizard Guild Quest) to transform back to your natural form. Leave this room and take the first path to the right. Use a wooden stick to open the grating. Several chest (and the third wooden stick) as well as Grunaxe's ghost (Samurai Guild Quest) are waiting for you. Don't forget to take the first wooden stick with you on your way out! Go back all the way to Pris'Kiel'A. Your Wizard should be fully rested now, because some more Jungle Lilys await you behind the remaining eastern path! In this room come the wooden stick into play. Use them in the holes to move parts of the wall - over this blocks you can reach the upper paths. The right path leads you to the outside of Ishad N'Ha, where you now can use the lever to escape. Don't forget the "Band of Boars" (Rogue Guild Quest) in the chest on the shelf. The left leads you, after the use of a lever, to the western (not otherwise reachable) opening. There you'll find Doshi-Gin (Warrior Guild Quest), which also is the owner of the Golden Lamp of Alababa. The blocks are moving in the following pattern, with small letters for holes and caps letters for the corresponding blocks stand. The numbers show the position of the blocks, with 1 for lower and 2 for upper blocks stand. Both holes marked as x can be ignored. Opening xx Ishad N'Ha ___ C2 a | | e B1 D1 b |___| d A2 c E1 The correct solution for the opening: B / E / C / take wooden stick from B / D and for Ishad N'ha: D / B / A Dragon's Spire Enter the cave, use the lever, go over the bridge and through the door. As soon as you walk around the corner, a fire spitting beast (Town Hall Quest) comes toward you. Don't even try to fight it - it's a machine and can't be damaged or even killed. Let your active character (the one you see in the upper left) be the one wearing the Dragon Plate Mail - you can't pass it otherwise! At the end of this path, directly behind the beast is the lever to turn it off. Follow the path and at the branching go right, down to the river. The river has a malicious current which doesn't hurt, but can be pretty nasty. Your goal is to swim as close as possible on the right side (with the current), to reach the next path. Follow this path until you run into a giant scorpion. Once you defeated him, check the chest in the corner of his cave. Among other things you find a "Crystal" which you'll need later. Go back and jump over the opening from which you just came from to the other side. Follow this path until you meet Kol and talk to him. Once he vanished, follow the right path to its end (don't fall into the opening). Open the chest to get a "Crank". Now go back and follow the left path until you come to a bridge (the way is blocked a bit further). Jump down from the bridge into the water and swim eastward (in the west you'll be caught by the current). Climb both ladders and use the "Crank" to expand the wooden bridge. Behind the bridge you find Hephaestus, which gives you a wand for the delivery of Kerielle's letter. He also knows a thing or two, so talk to him, too. Follow the second path to its end, where you find a second building with an elevator in the middle. Step on it and pull on the rope to get up. A bit further is a hole through which you drop down. Follow the northern path to the lake. Here you fight among others with the Colanth if you have the corresponding Wizard Guild Quest. Dive down and through the western passage underwater to meet with another oracle. You receive a "Divine Ring" (can be invoked for +1 Spirituality), which you need to open the blocked path behind the first bridge. Through the the underwater passage back to the lake, then following the northeastern path to a lava lake. A part of the bridge is broken, so jump over the gaps to the other side. Follow the paths until you meet the Taranta Queen. In the chest beside her lies another "Crystal" that you'll need. Go back to the hole (short before the lake) and follow the path to its other direction. Go up the ramp to the golden bridge. Again jump down from the bridge. Your goal is the first bridge (Kols meeting, left path), but you'll don't have to jump down again. Go over the bridge and follow the path until you come to two boulders blocking the way. Use the "Divinde Ring" to pass this obstacle, then take the third (and final) "Crystal" from the chest. Go back over the wooden bridge to Hephaestus, with the elevator up to the golden bridge and cross it. Insert (use) the three "Crystal" on the wall to open the giant door. Use the lever and follow the path to meet Erathsmedor (and Kol). Talk to the dragon and tell him the secret word (Elseramavin), then give him the "Shroud of Elsera". He opens the next door, where you finally get the Mavin sword. Follow the second path out of this room, down the ramp and follow the path to the west. Along the way you find Grue Morde (Assassin Quest), Brahmar the Bandit King (Town Hall Quest) and the ports of Brimloch Roon. Quests: ---------- Town Hall - Kill the Werewolf between Dragon's Spire and the Stout Mines - Turn off the Brass Dragon in the caves of Dragon's Spire - Kill the Brahmar the Bandit King Warrior Guild (Armory): - Release the ghost of Gliebott appears only after getting the quest - Bring an invitation to the Dwarfs of the Stout Mines - Kill Doshi-Gin Priest Guild (Temple): - Kill Xydusa, the Naga Queen - Find Galian's letter - Bring a letter to Jathil Wizard Guild (Magic Shop): - Find Ardibren's Relic - Find Aju's Idol (Idol of Aku) - Retrieve the Colanth's Eye appears only after getting the quest Rogue Guild (Pawn Shop): - Find 10 Serpent Coins - Find Ardibren's book - Find the Band of Boars Samurai Guild (Bushi Dojo): - Bring a special arrow to Torin - Find out what happened to Grunaxe - Kill Shrew Chishi Miscellaneous Quests - Deliver Erzebette's letter to Hephaestus - Kill Raskalion in the Stout Mines (Assassin Quest) - Kill Grue Morde (Assassin Quest) appears only after getting the quest Part 3: From Brimloch Roon to the end --------------------------------------------------- Buy a ship - of course you could swim through the sea, but its rather large and you'll be faster with a ship. At the first opening westward from Brimloch Roon you find Argothius (Warrior Guild Quest). Talrik the pirate (Rogue Guild Quest) is on the opening south of the Skull Castle isle. Give him his hook (Rogue Guild Quest). Talk to him and bring him a Hide of a Longtooth. In exchange you receive a treasure map. The fountain of Isis (Priest Guild Quest) is on the far northeastern opening (bay with a small isle in the middle). From here go westward to the opening with two entrances. There you find Gineleng (Town Hall Quest), as well as Oakenmir which has a lot to talk about (but has nothing to do with the Wizard Guild Quest). Sail along the eastern shore of the Enchanted Isle and you find an opening to get in. Here you find Ramakamil (Warrior Guild Quest). Skull Castle Explore the left area until you come to several rotating pillars with blades. Go back and to the right, down the stairs and exploring the following rooms, then head back to the entrance. From the entrance go straight ahead to the door, which you open with the lever. Explore the following room, go up over the stairs and through the next door. Continue on the right path until you come to a bridge. Since you can't make it to the other side anyway, jump down into the water. On the western side are two openings, and each one has two canal. Swim through the left opening and follow the left canal until you meet several vampires - don't attack them! Listen to what Adrianna has to say, then accept her quest. Through the next door and another canal (use the lever) you come out through a well. Go back to the bridge, swim through the left opening and follow the right canal. You run into Goshin and should take his shield (Warrior Guild Quest). After the use of another lever you exit near the well. Again back to the bridge, this time through the right opening and following the left canal. You come to a hall, which you should cross quickly as about a dozen traps go off. On the other side you take the key and don't go through the next door. Instead go back across the hall and into the water again. Follow the second canal (takes you to the second canal of the right opening) to reach a labyrinth. Go along the left wall and you'll find another key. Again follow the left wall until you find an elevator. Use the key you just found on the lock, then use the elevator going up. Continue straight ahead through the next door and use the lever just before the bridge. This fixes the bridge and you can cross it now. Go over the bridge and follow the right wall to the closed door. Open it with the Key of Bone and talk with the Lich G'Ezerred Ra. Accept his quest to search for the Ancient Relic (to receive the Dungeon Key) and go back to the bridge. Jump into the water, swim through the left opening and through the right canal. From the well go southward to the next door. Open it with the Dungeon Key and follow the path to a room with three switches. You see a pillar (center) with three platforms on all four sides. The pattern of the platforms: N1 N2 N3 W1 W2 W3 Center O3 O2 O1 S3 S2 S1 The switches for the different areas: (you won't need the northern switches - 'til you reach them, you have access to all areas) South Switch 1 = no function Switch 2 = S1 / E2 Switch 3 = S3 / E2East Switch 1 = S3 / W1 Switch 2 = E3 / E1 Switch 3 = E2 / N1West Switch 1 = S2 / N3 Switch 2 = S3 / E3 Switch 3 = W1 / E3 You start in the southern switch-room. Use the third switch (all from left to right), go up and use a long jump (timing is everything here) to reach the center. Jump over the second eastern platform to the eastern room. Go to the right, down the stairs and follow the path to find the eastern switch- room. Use all three switches here, then go back up to the center, and again with a long jump to the western area. Continue to the left, straight ahead, then down the stairs to your left. Your in a bow-shaped room with a bigger water puddle Turn around 180 degrees and follow this path alongside the stairs to reach the switch-room. Use the first and the second switch - now you should have raised enough platforms to reach every area. From the center, enter the northern area. Follow the right path until you come to a puddle with lava on your left. Use the switch at the end of the path to open a connection to the eastern area. Don't step on the walkway over the lava yet - it is very unstable! Follow the path to the eastern area. At the eastern end of this path are several crates stapled. Behind those crates is a button, which should stabilize the walkway over the lava. Here seams the be a nasty Bug in the game, as the button doesn't always do like he should. If it didn't work, I can only hope that your wizard already has the Lavawalk spell (Stone), since the Ancient Relic for the Lich is in that chest! If this isn't the case, use all protective spells you have, toggle the "Carry" option on and pull the chest to the stable part of the walkway. From the entrance to the northern area, you follow the left path, down the stairs and again to the left. Use the lever to open a connection to the western area. Go back to the Lich G'Ezerred Ra and give him the Ancient Relic. Watch the following sequence (staying where you are) - Lord Cet appears and takes care of the Lich. The Lich gives his staff to you, just before he vanishes. Once Cet is gone, you take care you his minions. Go back to the pillar with the platforms and into the western area. Follow the left path, straight ahead and down the stairs. Cross the room and go take the stairs up. Standing before the door, you use the staff from the Lich to open it. You find Mada Mabbig (Wizard Guild Quest) and in a chest the "Scroll of Banishing". Back to the bridge, swimming through the left opening and the left canal Give the "Scroll of Banishing" to Adrianna and choose your gift. Now you can kill the vampires if you want. Enchanted Isle Explore the eastern part as much as possible. Sooner or later you'll encounter the Leprechaun. You can ignore him if you want, though he's worth VERY much experience points... You can reach the western part by swimming through the lake in the north. Here you find the Shrine of Anephas, your next stop. Shrine of Anephas Before you can enter, you'll have to answer the questions of the Mystical Sphynx (Death / Rain / Shadow / Kerah / Anephas are possible answers), then open the door with the staff from G'Ezerred Ra and use the lever on the other side. Follow the path and drop down. Follow the path to the first branching, then go to the right. In a chest you find the "Relic of Isis" (Priest Guild Quest). Go back and continue until you come to a door - watch it: behind are nasty traps - so go through the first door on your right as quickly as you can. Follow the path and jump into the hole. On the walls are four buttons - the one to the south raises the pillar your standing on, while the others release Gold Scorpions. To your right are two paths. Take the right one to a room with chessboard-like ground. Step into the room and drop down. Kill the Guardian of Isis and leave the room through the eastern door. At the next branching, you can continue to the right to take care of another Guardian of Isis (and two Temple Guardians). But your goal is in the next room to the left. There you find a strange, bridge- like item in a chest. Follow the second path from this room and you drop down short before the door with the traps. Go back to the four button pillar and take now the left path to the next, chessboard-like room. Run to the path on the other side, as the ground of this room breaks in, too. Now, take the first path to the left. Down the stairs, following the path, again down the stairs and following the path, you come to a room with an altar. You can see three paths behind it - continue through the left one to the next room. Here you use the "Bridging Baboons" on the small monkey altar. Turn around, jump over the gap and go up the stairs. In the chest straight ahead you find the "Ash of Anephas", which you take back to the main altar. Here you move, facing from the altar, the right Temple Guardian (stone statue) with the "Carry" option. Follow the path, use the lever, take the left path, use the lever and back to the first lever which you use again. Now follow the right path and you run into the "Darkened One" (Samurai Guild Quest). Once you defeated him, use the lever in the next room, go back to the first lever and use it again. Follow the left path to the next room. Use the lever and follow the paths two times, through the next room. In the last room you will be attacked by several enemies. Once you defeated them, open the southern chest to receive the "Statue of Kerah". Use this item on the "Serene Altar" and turn around. Save at this point, because a Bug in the game may prevent you from entering this place a second time. Jump on the raising pillar and on the top, jump on the small ledge. Use the lever on the northern wall, then dive up. Use the "Portal of Isis" and take the appearing "Obelisk of Light" (you'll need it later and if you run into the Bug...). Talk with Kerah about everything. Now leave Kearahs place sideward and dive up. On the southeastern opening you find the treasures of the Leprechaun. Among other things you find an amulet called "Stone of Clover" (Rogue Guild Quest). Dive down to Kerahs place, into the water where you use the lever again. Back into the Shrine of Anephas, you go back to the main altar. Now move the second (facing from the altar), left statue and follow this path. Push the blocking statue away and follow the left path. Use the "Obelisk of Light" (from the Portal of Isis / Kerah) on the socket to change the beam of light. Use the other obelisks (three are standing in the next room) to expand the light beam to the main altar! If you're having problems positioning the obelisks, watch the markings on the ground. Once the light (finally) shines short over the altar, drop (use) the "Ash of Anephas" on the altar - and you successfully revived Anephas. Talk with him about everything, then follow the right path behind the altar. You can jump over the gap or walk along the left side. Anephas opens the closed door - use the lever, go through the door and step on the elevator, then pull on the rope. The Lost Sea Follow the path and you'll run into Bloodbeart (Samurai Guild Quest) - he's friendly enough to lend you his ship. Now you must gather enough Conch Shells (from the Crab O' The Seas) to get an Underwater Helmet as well as a Underwater Breather (shipyard) for all your characters. The best way to do so, is to actually steal the Conch Shells from the Crabs! Once you equipped all characters, explore the Lost Sea with the ship. On the isle is the Sword of the Stone (Samurai Guild Quest). At a certain point (markings on the official map), your ship is being pushed away. This is the point where you should dive. Collasium The part of Collasium you can see on the bottom of the sea, are three buildings: - An empty building with a hole in the roof to the southwest. - Ruins with two treasure chest and a walkway to the east. -A big, temple-like building, a bit north and between the other two buildings The walkway by the ruins is an exit-only. The main entrance to the temple is blocked, but in the (southeastern) corner is an opening. Swim through and use the lever. to get in. Follow the path and you meet a mermaiden - don't attack her! Swim to the left and down the stairs. In the following room is a air bubble in the roof. Swim through the northern opening and talk with Sarellia, the mermaid, to receive a "Glowstone". Additionally, she opens the way to the east of her (in the ground). Follow this path to the next room and open the chest to receive the "Tome of Water". Above the chest is the next opening, which you should follow. Now your in the library, which also has an air bubble. Go up the stairs and open the chest to receive the first tablet. Talk with the oracle in the east, then follow the eastern path. Dive downto the next room, use the lever and follow the next path. At the next two branchings you swim to the right. This way you come to a room with two chest. The first is well hidden at the beam under the roof, the second is on the ground. In the last one you also find a second "Glowstone". Swim back to the entrance and this time follow the path to the right, until you come to a door with a rotating pillar behind it - use a "Glowstone" on the lock in the wall. Watch the pillar and swim through the appearing opening into the pillar. Once inside, leave it the same way to the east. Follow this path to a room with four closed cages. Open the first cage to your right (lever on the wall), dive down and up again on the other side. In the chest is the second tablet. Back by the rotating pillar you use the second "Glowstone" on the lock, enter the pillar and leave it to the west. Take the "Glowstone" from the lock on the wall and reenter the pillar, which you'll leave again to the north. Follow the path until you come to a door with ramps on each side. Go up the ramp and follow this path to the next room. You see a platform, shaped like a huge oyster - below this oyster you encounter the "Mother of Crabs", which you defeat. Jump into the water and follow the western path to the next room. On both sides you see three small paths - follow the third one on the left side and take another "Glowstone" from the chest. Keep following the northern path and climb the stairs. Take the path to the right and use a "Glowstone" on the lock. Do the same on the left side, then use the lever. Back on the right side, you use the lever two times. Go back to the stairs and get the third tablet from the chest. Get one of the "Glowstones" again and go back to the stairs. Jump into the water and follow the northern path. A spy from Lord Cet reveals himself and you can punish him. Now you can get the treasures from the following rooms. Swim back to the rotating pillar, use the "Glowstone" and enter the pillar. Leave it to the south, follow the path and use the lever to exit to the ruins. Sail to the west, then along the shore to the north until you see an opening. Between you and Lord Cets Pyramid stands the Hydra (Town Hall Quest). Isle of Sands Along the eastern side of the Isle of Sands, you find an opening with a well guarded chest - in it you find the Monk's Ward (Priest Guild Quest). You'll also run into some walking trees, called Bark Horror. Upon death, they drop a Giant Seed - these are the ones for the Wizard Guild Quest. Lord Cet's Tomb Enter the pyramid of Lord Cet and use the three tablets on the walls. A lever appears which you use. Follow the path an defeat all enemies in the following room to open the southern door. Go through an plunder the chests in the next room - take one of the empty flasks with you! Follow the path to the next room, where you use the empty flask on the well to gain "Holy Water". Continue through to the left, but watch for the breaking ground in the second room. In the following room go to the right until you come to a hole in the ground. Jump over this hole (if you didn't make it, no problem - follow the left path up, then straight ahead), then continue to the right crossing the next room. To both sides you can see a room - go the the right one and follow the path with the blood (traps). At the end of this path you use the lever, which opens a door in the left room. Additionally it opens a small niche in the right room on the western wall - in the chest you find the "Tome of Earth". Now go to the left room and follow the new path. The right door leads to the library and there to the left to find the "Vampiric Pool", which heals your characters. Follow the path straight ahead and you'll find G'Ezerread Ra. Before him is the Black Fire in which you should use the Mavin as well as the staff from the Lich. Talk to the Lich and you receive the Quest to find his heart. Continue on the path (use the lever in the first walkway to turn of the traps) until you come to the branching in the fourth room. Take the left path (the other leads back to the Lich). You com to a room with three doors - go through the left one. At the next branching follow the path to the right and the next two times to the left. On half of the current way a door opens to your left and you face Almamon. Kill him and take the first Champion Key. Back at the entrance, you follow again the right path, this time straight ahead to the next room. Continue through the left path and squezze through the moving walls (can be turned off with the next lever). At the other end is Sathius waiting for you, which holds the second Champion Key. Take it from his dead body, the follow the opening path to the next room. To your right you see a raising and lowering pillar - which you have to get on it. For doing so, you have to go to the other side of the pillar. Walk around this building two times to the right until you see the third ramp, which you go up. Jump on the small ledge near the lava and from here jump westward to the pillar. Let the pillar carry you up, repeat with the next pillar and you find the "Lich's Heart" on the Sacrifical Tray. Throw the heart into the Black Fire to release the Lich - if you use a female character to do so, she can ascend to the Valkyrie class in the next temple. Back at the branching with the three doors, go through the right one. Jump down the hole (if you use one of the paths you'll end up at the same place) and activate the Portal of Isis. Lord Cet possesses Kerah, which you'll have to fight until she asks you for the Holy Water. This changes Kerah back to normal (must be in her natural state while giving the Holy Water). Leave the room and follow the first path to your right to the lava lake. Use the lever, jump over the (still moving) plates to the other side and use the second switch. Follow the path back to the room with the three doors. Go through the middle door and cross the room. After the next door you come to a branching - both paths lead to a lava lake and a door. Open this door with the two Champion Keys and follow the path to confront Lord Cet. He can only be hurt by the two, in Black Fire strengthened, weapons (Mavin sword / Lich staff). Now you have to choose which path to take: - The Bad Ass - Accept Lord Cets proposal and turn against Anephas - Not fish, nor flesh - Defeat Lord Cet, but denied to hand the Mavin over to Anephas - The Noble One - Defeat Lord Cet, and hand over the Mavin to Anephas Regardless of what you choose, you should plunder the two chests for some very special items before being teleported back to Brimloch Roon. Quests: ---------- Town Hall - Kill the centaur Gineleng - Kill the Hydra guarding the pass on the Isle of Sands Warrior Guild (Armory): - Bring back the helmet from the centaur Argothius - Retrieve the magic shield from Goshin - Kill the wizard Ramakamil appears only after getting the quest Priest Guild (Temple): - Find the Fountain of Isis - Retrieve the Ankh of Isis from the Shrine of Anephas - Retrieve the Monk's Wand Wizard Guild (Magic Shop): - Kill the vampire Mada Mabbig in Skull Castle appears only after getting the quest - Retrieve a Seed from the Living Tree Rogue Guild (Pawn Shop): - Bring a hook to the pirate Talrik - Proof the existence of the Leprechaun Samurai Guild (Bushi Dojo): - Kill the Darkened One appears only after getting the quest - Kill Bloodbeard - Retrieve the Sword of the Stone Miscellaneous Quests - Bring Talrik a Hide of a Longtooth - Collect 3 conch shells and bring it to the yardmaster - Find the "Lich's Heart" Credits: Thanks to everybody on the Ironworks Wizards & Warriors messageboard - without you guys, I wouldn't have finished the game nor written this document.