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********************** CHAPTER 4*************************
The final chapter. This one is longer than all the others combined,
maybe even twice that. You'll run into some soldiers on the way, be
nice. You'll probably also be attacked by some empire troops. Empire
troops are a great source of loot, and you may eventually find yourself
looking forward to getting in fights with them. There are some ogres
NW of the tower, but they're not worth killing. Continue up north and
eventually you'll reach Mertis.
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Q: Kill the madhouse bandits
Q: Kill the chitrach
Q: Get a gold ring.
In Mertis, you'll find a nice variety of stuff. The mayor will give
you a quest to kill some chitrach in the NW corner of town, doing so
nets you 10xp and some Arrows of Light.
HINT: Arrows of light are quite nice. They do 50 extra damage to demons, if they hit. Bolts of life do the same to undead. In fact,
from TIE187: Both Arrows of Light and Bolts of Life affect both Demons and Undead in A2.
HINT, also from TIE187: When you sell a vendor an incomplete bundle of
an Item(Projectiles or lockpicks) and buy it back, you get a complete
bundle back. This is great for renewing rare wands(you can't separate a
wands uses:/), like the Rod of Arcana, or building up a supply of rare
arrows. Sell 1 Bolt of Life or Acid, then buy 6 back. It's expensive so I go
to the stranded merchants near Fort Duvno. Their prices are Pretty
Average, which are the cheapest I can find.
Talk with Anhara in the bazaar for a quest to get a gold ring. You may
have one on you; give it to her for 10xp and a ring of skill. The
captain in the northern building will give you a major quest, to kill
the Madhouse Bandits. The priest in the east of town will teach you
the ways of Elgar, for 3000c:
------------------------SPECIAL SKILL----------------------------------
Anatomy: This is an expensive skill. It's worth it though. Almost
all the enemies in Avernum are humanoid, meaning you'll always get more
damage. It does around about 1 point of damage per skill point
invested, but only against humanoids. It affects both melee and
missile, but only seems to add .5 points of damage per skill point with
missiles. It also affects first aid, if you use it. Buy it when you
can or remember. When you get a big batch of cash, go ahead and use it
on this. When someone gets a 5 in this skill, you may want to get that
mind crystal you found in Chapter 1 and get 3 more free points.
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Head on North to Silvar. You may want to continue north, and find a
hill with a ruin on top. Go up the ruin to talk with Kossad, to get
the cheapest spells around. There are plenty of wandering monsters
around here, including some nasty batches of sliths.
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Q: Sugar for Gary
Q: Free enslaved nephilim
Q: Find Nance
Silvar is full of refugees. There's a band of thieves who have been
abusing them. They can be found (and eliminated) in the SE, but for no
reward. The mayor of the town has a quest for you: free the enslaved
nephilim. You can talk to the nephil in the bar about it. While
there, talk with Gary. He'll give you his sugar quest. I've only
found 3 bags of sugar when I played, so this quest isn't major. Still,
200c is 200c. Elspeth lives among the refugees. Talk with her to get
her "find Nance" quest. Nance is in Fort Dranlon, by the way. You can
buy a boat here, sell your items, store your items, and train here.
Q: There's a bunch of gremlins who want you to find their womenfolk to
the north. The women can be found in the giant's castle. West of the
gremlins is a one-time graymold patch.
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Q: Kill the secret sliths
Q: Find out who can cure dread curse.
North of Silvar is Fort Duvno. There are more refugees here. Captain
Johnson will give you the "kill the secret sliths quest." Walner the
sage will identify your items, and will ask you to find out who can
cure dread curse. Now that we've got a bunch of quests to do, we ought
to go do some, right? Maybe later. Let's get a bit stronger first.
Go back down to the tower of the magi, and talk to Mother Clarisse.
She can cure dread curse. Return to Walner to get your reward: 10xp
and a graymold salve. SE of Mertis there are some diseased
nephilim(nearby here is a regenerating patch of healing herbs). Use
the graymold salve on them and two local tribes will 1) sell you a
batch of charms, and 2) improve your bow skill for 1000c. Head back
down to the Tower of the Magi and go west two maps. Go to the NE
corner of this map. This is the Abyss refuge. Then go south of
Almaria, to a pink house. Agree to pay and you'll get a knowledge
charm (increases item lore and rune reading). Then go through Almaria
(pay the fee, I'll discuss this city later), and up, around the castle,
and near to Blosk. You should see some wandering beggars on the way.
They're from the Abyss. Tell them about the refuge for 1 rep. Go
north, past Blosk, and enter Gnass, the slith city.
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Q: Retrieve the slith charm
Q: Find massacre evidence.
Find Pathass, and if you have a slith in your party, you can buy cheap
priest spells (including the second level of move mountains- you can go
back to the fire lizard cave [chapter 1] and grab their rubies now).
Continue to talk with him for an important ritual. The chief will give
you the slith charm quest. Assotho will join you if you find massacre
evidence. She's an ultra-powerful priestess who can fight quite well
as well. Orho buys and sells items, you can pick up a fine slith spear
if you don't have one already.
Leave and go to the castle. The wandering batch of guards in the
castle wall will give you a mage's bracelet (very nice at this point)
if you have adequate strength and/or luck (25 combined, from Luthien).
HINT: The power of one's spells is based partly on luck, and partly on
the mysterious Bonus. The mage bonus is equal to the mage spells skill
+ int/2, and the same is respectively true for priest spells. There
are some ways of increasing this ability through wearing items,
acquiring skills, or choosing specific character traits. The mage's
bracelet and the robe of the magi both give a +4 bonus to your
character. However, wearing both does not give 10 bonus, so it is best
just to wear one. The magery skill gives a bonus equal to the number
of points in this skill. The natural mage trait gives a bonus of 4 at
the beginning, and may increase with levels. For priests, there is
only the priest's bracelet. The mage's bracelet and the robe of the
magi do not affect priest spell strength, however, both magery and
natural mage do.
Enter the castle. Go to the SW and enter the library. Talk to the
lady behind the table, and you'll get magi clearance if you have 32 rep
or more (and a quest which I'll mention later). Take your magi
clearance and go SW to Patrick's tower.
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Q: Find the Vahnatai Items.
Q: Find the Borgia toadstools.
Q: Get graymold salve for Julz.
You may have those vahnatai items on you I told you to keep. Now's the
time to ditch them. Patrick's in the SE, talk to him and give him the
items. For this you get: 5xp & 100c, 5xp & deciphering lens, 5xp &
100c, and finally 10xp & 2 rep & slow level 3 from his book. Down in
the SW is Julz, who tells you to get him some Borgia toadstools. To
the NE is a library with some useful knowledge. To the NW is a lab.
Enter the secret area north of the demon, and bring down the barrier
somehow (maybe later). You'll have to contend with some quickfire, but
will get a knowledge charm, heroic brew, restoration brew, and a
knowledge brew.
From Patrick's tower go east back through Almaria, to the map with the
lava on it. Here there is the only regenerating patch of energetic
herbs in the game, in the NW. It's guarded by a bunch of gremlins.
North of here is the honeycomb, which is a bit difficult to navigate:
just keep using the automap. You may see some gremlins. Save your game
and go up to them. If they give you a special message like they run up
and hug you, then these are the special gremlins. Reload and keep
talking with the till they attack (they do reappear if they hug you or
run away, but it's best to take care of them now). For this you get a
spidersilk shirt, a decent piece of armor, especially for a mage. Near
the center of the map is the Madhouse.
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You may be somewhat low on funds now, so it's time to go and get some
more. The Madhouse is a great place to pick up some nice stuff. The
problem is, once you leave, it's hard to get back in unless you have
dispel barrier or a bunch of piercing crystals. Hopefully you have at
least one piercing crystal now. Enter the fort from the east. Search
for secret passages, go around, then go up one space. You'll be
teleported to a new area. To the SE is a funny pink wall. Use move
mountains to destroy it, then get passed that barrier. Unfortunately,
I've never found any other way in, though there probably is one.
Fortunately, people have helped me with this:
According to antimony (thanks again!) on the Spiderweb software boards:
To get in without a piercing crystal: Go in the right-hand entrance,
find the secret passage, go up, just like before. Then just walk north,
killing the brigands on the ledges from a distance. After you pass the
second group, there's a long hallway to the right. Don't go down it,
look for either of two parallel secret passages. (Far Sight will make
that easy.) Go down the lower of those (the upper may work as well,
don't remember), and there will be an entrance to the main part of the
fort. Then kill everything in sight, starting at the north end and
working south. Leave to the north as necessary to rest & sell off junk,
since it's easy to get back in.
OTHERWISE:
Go through the portal. Open the southern door, then fight all the bad
guys in there. Go south to the next batch of baddies. Kill them then
search the dresser for a pair of nimble gloves (yea!). Go south and
kill the eyebeast and his cronies (thus ending the quest). Don't go
through the portal, instead keep killing the baddies to the north (one
of them has a wand). Then go back to the room where you found the
nimble gloves and pull the lever. Enter here and kill all the baddies
again, go east and kill some more bandits. One of them has the nice
Archer's cloak, which you should put on your main archer (another
bandit has a wand). Now you can leave. Sell your stuff off at Mertis
or the Tower of the Magi, and get your stuff identified.
Q: Destroy the empire supply caches.
Now head back up to Silvar. You may want to try to go to Fort Dranlon
now. On the way there are several nasty sliths out and about. They
are somewhat difficult, but once slain, you may get a Fine slith spear,
the best one-handed weapon in the game. Hugging the north wall will
yield two special encounters. One is with the scimitar. They ask you
to destroy the empire caches hidden throughout the area. Doing so nets
you a nice reward. East of there is a magic fountain which makes you
enlightened. Quickly head SW while enlightened and enter a lonely hut.
You'll be able to read two scrolls and get raise dead 2 and divine
restoration 2. A bit to the south of Fort Dranlon are some empire
troops in disguise. Kill them and take their stuff.
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Q: Get Cheap wine
Q: Get Giant statues
Q: Kill Elderan.
This is my favorite city as there's so much to do. The quartermaster
in the SE will give 20c for each jug of wine you give him. Here's a
good place to cash them in, if you've been saving them. He also sells
one of the three bags of sugar to be found in the game (cost >200c, so
not a good idea). Talk with Mairwen the wizard to get the Kill Elderan
quest. Then talk with O'Rourke to get the giant statues quest. These
are both excellent and fun quests. Nance can be found in one of the
inns. Talk with her then talk with Elspeth for 1 rep, 15xp and a
diamond dagger. The mage Postlethwaite will hint that there is some
nice treasure near Cotra. Indeed there is, nimble boots in the trash
pile to the west of Cotra. Wendy, a mage, will join your party if you
let her. She's a great mage. For such a small town, there's a lot to
do.
North of Cotra are several monsters. These are the remnants of the
force that kicked Cotra's butt. Teach them a lesson. Far south of
Fort Dranlon is an empire courier's body. Keep trying to read his
scrolls and you'll get the secret password "skulls." There are some
nephilim living east of Cotra, don't kill them, they're friendly.
They'll help you out a bit after you free the slaves. They'll tell you
about the regenerating graymold patch on a swampy peninsula to the
east. You have to kill some giant slugs to get it, which can be
difficult (get up close to them so they stop spitting acid, and pound
them into slime). There's a small house north of Fort Duvno where
empire soldiers are attacking some Avernum soldiers. Help out the good
guys for 1 rep. There's a basilisk east of Fort Duvno, you can kill
it without hassle, but don't get anything (maybe capture it in your
soul crystal). Finally (and best of all), north of Cotra is a secret
cave. You've got to fight 3 batches of empire troops to access it,
including a difficult wizard, and a dervish, but in the end, you get to
bask in the crystal cave, which gives you +1 to strength. Woo hoo!
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NE of Fort Duvno you find the nephar fort, the object of the Silvar
quest. These kitties are pretty fast, and their shamans are evil.
They give good loot, often pieces of amber and shield rings. Points of
interest: In the SW, there's a bunch of shamans and a room with
bookcases (on which there are scrolls). NW of this room is a secret
room in which you can obtain beast ceremony 2, an excellent spell. To
the East is a nephar chieftain who's holding a steel greatsword and
drakeskin boots. There's also a bunch of nephar shamans out and about,
and their temple. Take the potion on the left, it's a knowledge brew
(the other isn't nearly as good), and will give you 5 skill points when
drunk. When you do, you've got to fight 3 demons. Here's the best way
of beating them: Use beast ceremony (which you definitely should have),
then get into fight mode. (W)ait one round, then grab the potion with
your priest. Use your mage to cast slow on the demons, and your
warriors to pummel them. You should be able to act twice without
problem, since the demons lose the initiative in the first round
because you (w)aited (and this is a good strategy for several fights).
The first thing the demons do usually is cast haste on themselves.
Cast slow on them again and continue to pummel them. Summon up some
friends to alleviate your pain for when and if they cast lightning
blast. Eventually you can destroy them. Now go up to the platform,
kill all the giants and nepharim. Enter the room. There are two
secret rooms north of here. One leads to a desk with a key, the other
leads to a trapped room with a treasure chest full of good sellable
items. Leave, and use the key on the door, then pull the lever.
You'll free the nephilim. Go back to Silvar to claim your prize (25xp,
4 rep).
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The title gives a good description of this dungeon. There are lots of
annoying spectres, wights, spirits and ghasts here, so be sure to have
a decent priest. Enter N of Mertis. You may have to fight some undead
on your way, but if you're lucky (but not by the game's skill) you may
get a silver necklace or a piece of amber. You start out in the South.
Go east and up and west, killing all that you meet. When you get in
the NNE, there's a secret passage to get down and finish this level.
You may want to continue going on the outer rim, however, and get a
piercing crystal (that box has 3 crystals in it- not worth it at all).
If you do this, you end up on top of a large cliff, and will have to
jump off, taking damage. Go down the secret passage, and hug the east
wall. Go down the passage and kill the lone wight, then search the
north wall for a secret passage. You'll find a room with 3 graymolds.
Go out and to the south. Jump off the cliff, kill the ghouls and
ghasts, and continue. Kill the ruby skeletons, then go north and pull
the wheel. This'll let you get out of here if you run out of HP and
MP. Enter the dark area and head north, looking for secret passages.
Check the northernmost wall for secret passages; there should be two,
take the eastern one to get a piercing crystal. Take the western wall
past the pit and fight the spirits and spectres. Try not to let the
spectres hit you (make them your priority), as they hit hard and drain
you. Go south, and kill the fetid zombie, breaking the barrier, and
kill all the other fetid zombies. Use your ritual of sanctification
here (30xp). Search the bodies to get a flaming longsword (very nice
weapon). Then start to leave, you'll have to fight wights, spirits,
ghouls and ghasts on your way out, usually. Talk with the wandering
merchants (the seemingly useless ones) to get 1 rep.
Back to top.
Head east from Fort Dranlon (which is a good place to sell off all the
loot you get here). Find the totems, then head straight west. You'll
enter the secret slith's hideout. Kill the first batch, then head
west. Search for secret passages to the south, and grab their loot.
You can kill their babies if you want, though I don't. Continue south,
and kill some more sliths. You'll soon get to the slith chief. Kill
him, and take his stuff: dexterity bracelet, drakeskin boots, fine
slith spear. Then head east and kill the priests and their guards.
Head south from the altar, kill some more priests, then check the SE
wall for secret passages. Go down it, and bathe in each of the three
pools. Don't read the rune! Go north, then head west, you'll find a
secret passage. Since you bathed in the slime you can pass the rune.
Hop into the boat, then get to the island. If you know the ritual from
Pathass, you can get the slith charm. Head east, kill the sliths and
their fire lizard pets, then go to the NE room. Check for secret
passages on the southern wall, and go up. You'll end up in a room with
2 fire lizards and a bunch of crates. Kill the lizards then search the
crates. You'll get a lot of food, and some nice treasure, most notably
a Resistance skill crystal.
------------------------SPECIAL SKILLS---------------------------------
Resistance- a most excellent skill. It'll block a lot of damage.
There's only two ways to get this skill unfortunately, and you can't
train in it, or it'd make your party unstoppable. Damn.
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Then go back down and then west, and go up the stairs. Kill the
sliths, then kill the fire lizards and the slith archmage (who's a
decent soul crystal catch). Head east, and you'll fight a bunch of
snakes. You can get a good number of herbs from this area. Then head
east, and find a secret door. Bring down the stalactite with a move
mountains spell, then look around. You'll have to fight 3 batches of
undead: wights, spectres and vampires. One of the vampires had a
radiant robe when I did this (blocks magic damage). Otherwise, there's
not much else to do here. Go back to Fort Duvno to claim your reward:
300c, 4 rep, and 25xp. Go to Gnass to get 2 rep, 30xp, and sanctuary
3.
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The serpent cult is to the east of the tower of the magi. On your way
here, swoop down and west, and look for secret passages. You'll find a
supply cache with some minor goodies. Go back east and head north,
you'll run into some sliths and snakes. Get used to them. Enter the
cave, and fight the nearby sliths. Points of interest: there's a
trapdoor in the NE. You an open it after you pull the lever that's to
the NE of the trapdoor. 5 snakes attack you then. Towards the center
east there are 2 giant slugs, if you want to fight the nasty things.
You can't get up to the main fortress before going down, so get to the
second level by taking one of the two pits. From here, fight the
snakes and get up to the altar, and use the ritual of sanctification
(10xp). Go west and you'll find Captain Brehon locked in a room. Talk
to him after killing the slith chief for 1 rep and 10xp. To the NE is
a secret passage that leads to a basilisk and a book. You can't look
at the book until you get the blessed athame (it's repel spirit 3). Go
to the NW and cast beast ceremony before going up the stairs. There's
a nasty fight up there with 3 slith spell casters and a bunch of
warriors. Kill them, and you can get a dragonskin cloak, the best
cloak in the game. You can use the ritual on the altar for a humorous
result, but no xp. Go east, and fight some mages. Check the bookcase
for a scroll (historical scrolls have no quest in this game). Then
take the west door to get some treasure (coins, blessed arrows, heroic
brew, a cursed ring). Go south and open all of the doors except for
the most southerly one. All of these rooms have some nice stuff. The
NW room has a book that gives you +1 to arcane lore. The SE room (with
the barrier) has a lot of potion ingredients, and the mideast room
leads to a secret room with a bunch of dead, one of which has iron
chain. Now go south and kill the slith chieftain. He has a fine slith
spear, and a warrior's ring (an improved ring of skill). Kill all his
buddies, then go west and kill the rest of the sliths. Use the wheel
in the NE to get out without hurting yourself. Tada, all done. Go to
the tower of the magi to claim your reward: 20xp, 4 rep and battle rage
3.
Back to top.
This is a small dungeon with hard enemies. Get here by going east and
south by boat from Silvar. You get some strange vibes from this place
as you enter it. You can pass the barrier by walking through it, then
must fight some ruby skeletons through long distance. Afterwards, 3
giant slugs await you. Then you'll fight some more ruby skeletons (who
occasionally drop rubies), and some fetid zombies. Finally you end up
a bit south of a room with some witches. Before you can enter this
room, you've got to disarm 2 traps, then fight a batch of fetid
zombies. The witches are quite tough, as they are resistant to almost
all magic. Get up and mush them if at all possible. It's hard, and be
sure to have used beast ceremony at some point prior. Haste 3 would
work wonders, but that's not too easy to get at this point in the game.
Still, with a couple of retries, it can be done. Their treasure makes
this fight worthwhile. They have a bunch of herbs here, as well as a
good bit of jewelry. Those unidentified gloves are cursed, but still
may be worthwhile if you don't mind occasional radiation sickness. The
book to the NE (secret passage) gives you call beast 3, the book to the
NW gives you ice lances 2 and farsight 2 (the second one might be
slightly useful). The book to the SW gives you a point in dread curse:
------------------------SPECIAL SKILLS---------------------------------
Dread curse: Technically, it's a special ability. Don't pursue it,
though. Fortunately in this game it's a lot harder to get than it was
in Avernum 1. Mother Clarisse in the tower will cure it for you.
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You may want to go to some new places. Blosk, Almaria, the Castle, and
Dharmon are all quite nice.
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Q: Find the spy
Q: Find Grahk's peninsula.
People are a bit edgy here in Blosk. There's a spy on the loose. Talk
to the mayor to get this quest. There's a few ways of doing this
quest: the proper way and the fast way. I'll walk you through the
proper way. With the fast way, just skip to number 6.
1) Talk to Leith. Bruce's lead is a dead end, that priest is pretty
much worthless.
2) Check Leith's bookshelf for hints on how to proceed. On to Almaria!
3) Go check out the storerooms. You'll get attacked, naturally.
4) Go to the strange room to the SE. Fight the demons, and get the
hint. There are some empire records here, good for the castle quest.
5) Go back to Almaria, and talk to the statue in the SE.
6) Search all the ovens and braziers in the town. Then talk to Leith.
7) Talk to Saffron.
8) Give the evidence to the mayor.
For this you get 4 rep and 25 xp. Saffron will identify your items,
and you can train here too. Unfortunately, there doesn't seem to be
anyplace to sell your items in this town. Talk with Justin, the
wandering blue priest to get the find Grahk's peninsula quest. For
completion of this quest you get 10xp and 1 point in find herbs:
------------------------SPECIAL SKILL----------------------------------
Find herbs: A nice skill, which unfortunately can't be trained in or
otherwise improved (unless you have Wendy, who starts with a point).
With this skill you'll randomly find potion ingredients when traveling
about by land.
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There's a shambler outside of the town walls. Don't get next to it and
it can't hurt you, meaning just pepper it with arrows. That's it for
now in Blosk.
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Q: Get a blue pass
Q: Get a gray pass
Q: Navigate the waterfall warren.
Q: Find Sixus
I'd recommend you head straight for Blosk first, in order to do the spy
quest in the proper fashion. There's more to do here than in Blosk.
The soldiers will open the gate for you without charge if you have high
enough rep. Healing 3 (finally!) can be found in the hotel in the SE,
in the SE room's dresser. You can take an herb from the alchemist
without problems in the store in the SW. The trainer, Julio, will ask
you to navigate the waterfall warrens. Doing so nets you 10xp and some
blessed sandals. Mayor Beven will give you a big quest, to find Sixus.
This will be discussed later. The mage Abby to the north will give you
a quest to find a blue pass. Upon returning with one (1 rep 10xp),
you're given a quest to find a gray pass. When you get one, return for
1 rep, 25 xp and a priest's bracelet. There are 2 herbs sitting
outside of town, check the north passage for secret doors. Also, use
move mountains on one of the strange-looking sections of the north wall
to bring it down and get to a dead body which is loaded with some nice
stuff (iron plate mail, steel great sword).
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Q: Find Harston
Q: Retrieve empire records.
The castle, the seat of the Avernum nation. Go to where you obtained
magi clearance (in the SW), and talk to the librarian. She'll give you
the empire records quest. This is a worthwhile quest, as for each set
of records you bring in, you get 5 xp and 20c. There are a lot of
records out there as well, and this quest never ends. Talk to the tall
lady in green near the castle entrance to get the find Harston quest.
Once you have adequate rep you can gain royal clearance, allowing you
to enter most anyplace, including speaking with king. He'll give you
the kill Garzahd main quest. Also, once you retrieve 2 crystal souls,
he'll start you off on your quest to retrieve demonslayer. Go up to
the mage chambers and talk with one of the mages there to get another
portal code.
from Zeviz: If you are a very nasty type, you could rob Avernum's treasury.
Unlock the door in the south of king's chamber and continue south through a
secret passage. Unlock next door and dispell the 3 barriers. When you round the
last corner, you'll face 3 Ur-basilisks and quickfire. Search chests to get 3000
gold and Blessed Plate Mail (Nice!). When you head back, you'll find your way
blocked by a new barrier. When you get out your reputation doesn't decrase!
Back to top.
Q: Deliver Ore
Q: Steal Surface tools
Q: Obtain Kothtar plans.
Dharmon is a soldier's city, and is west of Blosk. In the hotel is a
woman who's looking for medicine for her son. This medicine is found
on one of island west of Silvar. Once given, you receive 20xp, 1 rep
and an armor ring, not to shabby for a non-quest. They mayor of the
town (you need either a boat or magi clearance to see her) will give
you the Kothtar plans quest.
Sarah, the priestess, will sell you
divine warrior, as well as all the other upper level spells, provided
you have enough rep. Rippel will buy ore from you. Largo will sell
you good potions (buy the graymold one) and will sell you some recipes.
If you enter through the north you can get a boat. Kill the rats then
check for secret doors south, get into the boat and go west. There are
a few places to land here. One is full of shamblers but has some nice
ingredients, the other is Starcap's home. Kill the golems and talk
with him, he'll hint on the onyx scepter's location. You can read his
book for Unshackle mind 3.
There's a bunch of storerooms with emeralds
and rubies, which are quite worth plundering. Be sure to close the
door behind you. You'll also find a bunch of arrows of light. There's
a secret door in the northern room, which leads to a basilisk and two
golems. Kill them and take the blessed bow and shortsword. If you
want you can take the tools, and give them to the crook hidden to the
south of the alchemist, though you get a strength bracelet and 10xp,
you also lose 2 reputation (from TeeKoo) , making this quest a bad idea.
NW of Dharmon is a seller of goods. She sometimes has very nice items.
There's a wandering group of empire troops about, and there's a patch
of graymold directly south of Blosk. There's also a trap set by the
rakhashi to the south of Dharmon- watch it, these guys are tough. Take
the south road from Dharmon, and you'll pass the ruins of a city. On
one of the gray patches of stones you'll find a trainer of gymnastics
(5000c for +1 gymnastics for everyone).
------------------------SPECIAL SKILL----------------------------------
Gymnastics: A decent skill, which is trainable. It makes you act
faster in combat, and dodge more blows. Buy some and be happy.
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Back to top.
Q: Destroy empire smelters
Ah, back to the old dungeons. Cotra was once a beautiful city which
has since been turned into a hollowed shell by empire troops and the
evil eyebeasts. There are lots of ghouls, gazers, ghasts, eyebeast,
giant slugs, and empire troops about. Points of interest: In the far
NE, you'll find Yong-mi who gives you the "destroy the empire smelters"
quest. A bit south, but still in the NE quadrant you'll find a locked
door which, when opened, yields a vampire to fight. Woo hoo. In the
NW quadrant (use move mountains to get in) are the eyebeasts. They
fall pretty easily to fire magic, but the gazers are pretty annoying.
Once you make it passed their main lair, you'll find a spellbook with
smite 3, and a steel halberd (though the fine slith spears are better
because, though the steel halberds do a point more damage on average,
the slith spears can be used with a shield). Head to the SE to fight a
bunch of empire troops. Kill them and destroy the smelters. You may
find a warrior's ring on one of the bodies (I think it was the evil
priest). You'll also find out the location of the nearby empire base.
And you'll get a free boat. Take the boat east and loot the body for
an armor ring.
Back to top.
Here is one of the places you find a blue pass. There's not too much
in the way of other goodies here, just a wand on the bookshelf to the
NE, some gold to the SE, and the blue pass to the NW. That's about it.
Of course, all that empire equipment is good for selling, and may
enable you to buy a point more of anatomy or something.
Now that you definitely have a boat, it'd be a good idea to do some
exploring. Go west to find an island with a slith tribe. Attack them,
the chief has a warrior's ring. A bit south of here are some nasty
shamblers (hard to kill, and strong to boot). Killing them nets you a
blessed long sword. North of here is a group of empire soldiers, lead
by a dervish. Teach them not to spy. North of here is Fort Dranlon,
continue on north to find Grahk's peninsula. Then go back down to Fort
Dranlon. Scimitar quest (destroy empire caches): There are 5 caches.
You need a boat. From Fort Dranlon, head west, then land on the second
north bank, search for secret passages and loot and destroy. Then go
back and head a bit north. There's another one nearby here. Destroy
it too. There's two more on the east side, one near the early (chapter
1) empire fort, the other north, near the abandoned mine. Then go
west, search along the west wall. It's well hidden. Return to the
people, and you'll get 40xp, 250c, and an icy longsword.
The soldiers west of Fort Dranlon deserve a beatdown, give them one to
get some empire records. A bit south is a house with a slith tribe in
it. Help them fight the empire for 1 rep. Continue on west, then head
up the waters. Go up as far as you can, then land on the western
peninsula. Go north to get to the graymold cave (a regenerating
dungeon herb patch). Go west, and pass the gate, since you should have
a red pass. You can't attack this gate, unlike some of the others.
Continue west, and you'll reach Harston. Watch out for Empire guards.
I usually just attack them if they catch up to me, even if I have the
proper pass.
Back to top.
Q: Bring bags of meal.
Entering Harston finishes the quest from the castle (20 xp and 2 rep
upon return). This is an empire town, so watch yourself. There's an
identifier and a random item shop here. There's also a steel chain
mail in the barracks (close the door and steal it). Talk to the random
item shop owner (Suzanne) to get the sacks of meal quest.
After Harston, head NE. There's a guardpost here, either attack or
pass. There's another batch of guards here who demand to see a gray
pass. You probably don't have one yet, so just kick their butts.
Passing the tower gets you into another fight with archers and the
dastardly infiltrators. You'll come back to that big building later.
Enter the boat house. Kill everyone inside, then grab a boat. Travel
east till you end up at the last down river, then park your boat on the
small patch of land. Go through the secret passage, and kill the
shades. Aimee will appear and give you Dispel Barrier. This is the
easiest way of obtaining this spell, honestly. Go back to your boat
and take a look around. Don't enter any buildings yet, but there are
three batches of drakes around here. Kill them and two will give you
black drake fangs (give them to Vincent in the Tower of the Magi and
Enla in Motrax's cave). Now you're a good bit stronger and ready to
take on the world even more. At this point I'd recommend going to
Formello, then to the tower of the magi.
Back to top.
There are two good reasons to go to Formello, and both are spells.
First go north behind the mayor's room, and use move mountains. Then
take a look at that book. You need a deciphering lens to read it.
Then go back to the tunnel to the vahnatai lands. In the area where
you picked up the boat, go north and use move mountains again. Then
look in the box there. You'll get cloud of blades 3. Excellent.
While you're here in Formello you may want to get to the SE area with
all the statues. Go around the wall, then look at the pillar. You'll
get a portal code. Onward to the Tower of the magi.
Back to top.
Q: Find the empire portal.
Time to use that portal. Go to the center, and use beast ceremony
before getting too close to the portal. Once you get one space away, a
bunch of imps, 2 demons and a mung demon are summoned. Send them back
to the depths of hell, and enter the portal, using Ell Pit Esk. This
takes you to the barrier tower.
Back to top.
You passed this place in chapter 2, now you can finally see what's in
it. There's a wizard wandering about, and a beggar in the pentagram.
Talk to the wizard, and ask about a book. Go and read that book, and
you've completed this quest. Head east, and go through the secret
door. Try to read the book (you'll get burned, there's no way around
this). Now go talk with the wizard again, and talk to him about it.
He'll remove the trap, and allow you to read it. For this you get
Dispel barrier 3. Don't talk to the beggar or destroy the circle in
any way. Go north, and leave this place. Tell Madhavi you've done it,
and you finish the quest (no reward), and get the new one. I think
it's time to head back to the vahnatai lands. Go to the portal and
reenter Oglai.
Back to top.
Talk to one of the vahnatai children. She'll tell you that Gnee is
kind of weird. Head over to Egli and enter from the east. Go south
and talk to one of the vahnatai there. Then head back up, and open the
NE most room. Bring down the barriers with your spell, then grab the
potion ingredients and the borgia toadstools (in the box). Talk with
Gnee, in the SW. Gnee is a member of the vahnatai faction which
attacked you and which are allied with the empire. He'll tell you
about the key in the tree in Avit, which you already should have. Then
head on out to Manusco. Talk to the children there. You'll find out
some more. Hm. Now you know where that key came from. From Manusco,
head west then take the north passage. Make your way all the way
north, then look for a secret passage to that hut. Break the chains,
then go back and fight the demons. Cross the crevasse, then enter the
sickness area. There's something very nice nearby, but in the meantime
you have to contend with evil demons and their hydra pets, and
occasionally falling ill. Head to the SW. Pick up 3 bugs, then head
to the NW. Find the temple by walking across the lava. Make three
offerings. For this you get +1 strength and +2 blademaster:
------------------------SPECIAL SKILL----------------------------------
Blademaster: A nice skill. Unfortunately, no one teaches it to you, so
you have to train yourself in this skill. It's worth training in
occasionally, as it increases your melee ability.
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Head back on down south, there's nothing else to do here for now.
There's a tough lich to the south, kill it for 1000c and a rod of major
call. It likes to cast charm, taking you completely out of commission.
It may be too tough for you now. Go west, till you run into the spore
tunnels (north is a graymold salve) and go south. You'll find a hole
in a cliff. This leads to the Ominous crypt.
Back to top.
Enter through a secret passage on your left. Go north, and loot the
tomb (basic charm), kill the guards. Then check for a secret passage
east. Go past the statue, you'll be fine if you have enough vahnatai
lore. There's a passage south with some undead in it, and a passage
north. The passage north splits (and locks you in). Go left, and stay
off of the bodies. Kill the ghouls, till you reach the NE room. Check
the left body for a waveblade, unshackling crystal, and lucky bracelet.
Go back down, and take the right fork. Go past the lava beds, then go
and unlock the door. Kill the undead vahnatai, the check the NW corner
for secret passages. Go west, checking the south wall for secret
passages. You'll find a war charm, and a blessed buckler. Kill the
spirits, then step on the rune and leave.
Go east to Manusco then go north. Keep on heading north, either
killing all the vahnatai you run across, or hiding. Killing them will
get you their equipment, which is worth a decent amount of money.
Keep heading north, and eventually you'll run into a fort.
Back to top.
This is one of the most fruitful levels in the game. Go east, and take
the thin bridge and head south then east. Kill the vahnatai, and go
north, and use the key (from Avit) to get in. Head southeast, to where
the humans are, kill them and the wizard (who has a resistance ring).
Go north (there's a bag of sugar in one of the drawers), kill the
vahnatai guarding the wheel. Then head east to the training room and
take the north door. Go as far as you can, up the stairs, killing the
vahnatai till you reach a boat. Hop in, then take the boat east, till
you get to a 6 square ledge. Take the secret passage down to find a
crystal, which gives 2 points of resistance to all of your characters.
Take the boat back west, then find an area in the NW with a basilisk.
Kill it, then get into the room next door. For this you will get an
ability crystal, Defensive Glow. Head south, and enter the door on the
right. Kill the vahnatai in here, and in the adjacent room, then head
south. You'll come to Gaddika. Kill him (he's quite powerful), he has
a gold bracelet, blessed buckler, and fine waveblade. Yipee. See
what's in the rooms next door, and kill all the vahnatai in there. Then
go back to your boat and land on the ledge south. Bring down the
barrier, then look in the two dressers. In one you find evidence
(20xp), in the other, provided you have enough Vahnatai lore, you'll
open the door a bit north and west. Go there next, kill the basilisk,
and take the treasure (armor ring, blessed small shield, knowledge
brew). Head back out. Usually, several vahnatai have spawned and are
blocking your way. One of them has always had drakeskin gloves for me.
Head back down to Manusco to get your reward (25xp, Natural curing
ability crystal). Tekora-te will also train you in parry now, for
500c.
------------------------SPECIAL SKILL----------------------------------
Parry: A decent defensive skill. It makes you dodge blows
occasionally, especially if you defend. Max it out, as it's cheap and
useful for everyone. Later you'll be able to acquire another point in
this skill for free, so that's why it's best to get everyone at 5.
-----------------------------------------------------------------------
Head back home, (you'll deliver the evidence to the council, but it's
best to get some of the more useful spells and items before attempting
the ziggurat, you'll also get the Fort Haledon orders quest), and head
off to Patrick's tower. Give Julz the borgia toadstools for 5xp and
bind foe 3, then make a graymold salve to get 4 rep, 15xp and haste 3
(Yes!). Now we can hit some of the other nearby places.
Back to top.
Q: Get Cheap Wine
Q: Get another blue pass
It's the west most Avernite city. To the north once you enter is a dead
body behind some fragile walls. Search it for a blessed spear. Ignore
the plate, it's cursed. Talk to Angarahad to get the wine quest. To
the SW is an altar that is a good candidate for that ankh you've been
carrying around. Place it there to receive an indeterminate amount of
xp. Talk to the commander to get the blue pass quest: there's one blue
pass south of Cotra (which you may already have) and another in the
unfinished undead attack fort. Leave to the west.
Around here are a lot of empire troops. Generally I kill them if I run
into them, unless I don't have any other option. You probably don't
want to go too deep here, maybe just look around a bit. Giants have
excellent cash on them. South of the blue pass gate is a secret
passage that leads to a bunch of aranea. Kill them for a dexterity
bracelet.
Back to top.
Q: Heal Brian
Q: Kill Limoncelli.
Fort Emerald is east of Blosk. There's an emerald here that will
restore your spell points. Talk with Brian's girlfriend to get the
quest to heal him. Go up and talk with him, using a graymold salve on
him for 1 rep and 20xp. Talk with the commander up in the NW to get
the kill Limoncelli quest. This is the normal way of getting dispel
barrier, but the way I described is better.
Back to top.
All right, at this point Solberg's tower is doable. Head back to
Formello, then take a boat west. Land to the south, near the lava. To
the west is a pillar with an important portal code. Enter the tower
across the lava fields. To the west is a secret passage that leads to
a group of fire lizards, and a dead body with a poor chain mail. Go
towards the tower, and when you get the paranoia message, cast beast
ceremony then go into fight mode. Go south, then you'll get in a fight
with a bunch of hordlings, imps and demons. At this point, they
shouldn't be too much of a problem. Go around to the east side, and
you'll enter the tower. In the SE of this tower is ice lances 3.
Speak with Cheeseball for comedy, and to Solberg to figure out
Garzahd's weakness. Solberg will also sell you cheap low-level spells,
and also the magery skill. There's two options: buy points from him
for your mage and priest, or wait for the drake. If you have 3 or
fewer magic users, Solberg is the cheaper option, compared to the
drake.
------------------------SPECIAL SKILL----------------------------------
Magery: A great skill. Unfortunately, you can't train in it. It will
increase the power of all your spells (even magery). It's a great
skill for mages and not too bad for priests. Get more points from the
drake.
-----------------------------------------------------------------------
Back to top.
Q: Retrieve drake fang.
Finally we return. Most of the mages here are snobs, but some are
helpful. Enter the west halls. Talk with Enla to get the third drake
fang quest (giving her one gets you 25 x, 1 rep, and a strength
bracelet). Go east, and you'll find Linda, the crazy demon-summoning
mage from Avernum. Check the west wall for safe travel 3. Go and talk
with Ostoth to get hints on where to find mass healing 3. In the rooms
south, there's a key you'll need eventually, as well as some good loot
for plundering. Go east and check Motrax's bed for mass healing 3.
You can continue to go east, searching for secret passages. In order
to disarm those traps, you need a tool use of around 30. The treasure
that's guarded is: Warrior's bracelet, ring of great health, and a
whole lot of gems and gold. It's worth it if you want to try. But
it's not really worth killing everyone over.
Back to top.
Q: Find Locke
Small quest here, as well as a good weaponsmith and a seller of magic
lockpicks. Talk to Lt. Krizsan, and get the find Locke quest. Locke
can be "found" in Fort Draco by looking at the ledger in the building
with the ore. That's it for here. East of this fort are a batch of
empire soldiers.
Back to top.
North of Dharmon there is a gate. Go up north, and you'll get into
fights with empire troops. Do this three times to get an archer ring,
along with all their equipment. You can make a lot of money off these
guys. It's time I introduce you to Silverlocke. She lives in a small
hut south of Blosk, and will sell you the best potion of all, knowledge
brew. She'll only do this if you have a high enough reputation, and
she only has ~10 or so. Buy out her entire collection after buying out
her knowledge brew shipment and she'll restock. South of the castle is
a wishing well. It's never done anything for me. South of that is a
room with three pillars, I don't know what's up here. West of that is
a tunnel that leads to a batch of undead. Kill them and proceed to the
end. Eventually you run into the end, and will be able to pull out an
alien blade, provided you have enough strength. The alien blade is the
best sword in the game, damage wise. West of Patrick's tower is a
special in which you help some soldiers fight 2 rakhashi and their ogre
slaves. Kill the rakhashi and you get 1 rep. North of Fort Emerald,
there is a red pass gate. Enter it, and go to the SW. You'll find a
sick drake. Heal it with graymold and it'll teach everyone 1 point in
magery. This can get you up to 6 in magery, not bad at all. North of
here is the unfinished empire fort, a bunch of undead roaming around,
and some empire troops. Search the area to the north to fight some
undead. Two tunnels yield rewards: in one you get a blessed bow, and
the other, a crystal charm.
Back to top.
This is an interesting fort. The empire troops are having a lot of
trouble with undead attacks, and the empire and the undead get into
several fights while you're here. Upon entering, you'll see what I
mean. Usually the empire wins, but is suitably weakened for you to
finish the job. Go into the west smithy to get a bar of silver in a
crate, then head east as far as you can go, then north. One of the
bodies here has some empire records. Continue north and you'll soon
get in a fight with some undead. Spectres, spirits and wights are all
quite common here. Points of Interest: In the NE, there's a secret
passage that leads to a big pit. There are two nice bodies there, ripe
for looting. Head over there, but cast beast ceremony- you'll get
attacked by some wights, vampires and spectres. The bodies have some
decent armor and a blessed greatsword, a great item for selling (since
the icy and flaming long swords are better damage wise). To the east
is the main empire compound. In it there's a wizard, dervish, and evil
high priest. They still aren't all that difficult, since you should
have a decent amount of spells. In the empire dervish's room, you'll
find another blue pass, which fulfills the Fort Remote quest (go back
to get 4 rep, 30xp). In the storeroom with the guardian and the wine,
there's a secret door that leads to treasure with blessed arrows and a
protection brew. That's about it for here.
Back to top.
West of the Tower of the Magi, and East of Almaria is the totem halls.
This is where you get a gray pass. You find it by walking through the
big lava patch (the lava patch to the north will lead to a ruby and
some fire lizards and the one to the east leads to some armorers), and
checking the west wall for secret passages. Eventually you get
attacked, and will see a lonely pillar. NW of this pillar is the
entrance to this invisible dungeon. Enter and go east, through the
lava. You'll run into some fire lizards, kill them and go up the
stairs. Kill the drakes, ignore the cursed ring, then jump down.
Search the halls, and kill the empire soldiers. Ignore the
unidentified ring again. Take the northern passage up and open the
door. Kill the demons and priest, then head west. Kill the soldiers
there, then open the NW door and bust the wheel so that you can get out
as often as you want. Go north and kill the dervish and his guards.
Search the desk to get the gray pass, and then check the NW hall for
secret passages. You'll find a treasure chest with a potion and an
assassin's dagger. Go south, and kill the troops there. Search their
food supplies for the second bag of sugar, east of here is an elite
soldier who had a drakeskin helmet for me. Search the rest of this
place then leave.
Back to top.
Now that you have a gray pass let's go find a place to use. If you've
been following this walkthrough, you're probably at ~30 level, and are
ready to take on one of the big uglies.
To get to the Halls of Chaos, you'll first have to find the waterfall warren. Go to the main river,
then head east. There's a sign with waterfalls on it. Go west, and
you'll see a bunch of sliths. Talk to them, and it seems as though
they want something. Go take the eastern route of the rapids, and land
on the first western bit of land. Go through the passage, and you'll
find a hammer. This is what the sliths want. Giving it to them gets
you a pathfinder crystal, which probably isn't all that useful at this
point, but still nice to have. Go back up, and from the sliths go down
the rapids, bear right, bear right again, go down, bear left, go down,
bear right, go down, bear right.
Back to top.
This is the Halls of chaos. There are 4 main sections: NE, SE, SW and NW. You'll hit them in that order.
First, go search those barrels and crates, then go dump them in the
water. You heard me right. Go to the NE then go step on the left
rune, and go through the right passage. Go down the secret passage and
stairs. You end up in an area with what look to be a bunch of vahnatai
crystals. They summon up shades every now and then. Get next to them
and bust them to make them stop. Do this on all of them, then go down
and open the SE door. Grab the key in the dresser. Go up the stairs.
The crates and barrels will have reappeared. Get rid of them again.
Go to the NE and step on the right rune, then go in the left passage
and down the stairs. You'll have to choose a character for this part.
I chose my priest. Send them in, and go through the door. You'll find
an odd area with a bunch of slimes, divine fire them into charred
slime. Look at the box and you'll get another key. Go back up the
stairs, the check the ENE section of this quad. You'll find a secret
passage with a golem and some potions. Now go down to the SE quad.
Enter the swampy area, and get prepared for a fight. 6 shamblers come,
kill them, then go into the room on the right. Three statues want
things. One of them you can satisfy right away, dump some food on the
square in front of him. The others you'll have to go back to the NE
quad and step on the runes, pilot the crates and barrels back on the
rugs. Then pull the lever. You'll get 3 secret passwords. Go down
the stairs (you'll be checked for a gray pass). Try to go through the
door, you'll be accosted by a bunch of mutant lizards and a black shade
twice. Go on through and go west, kill the basilisks, then go through
a west secret door. Some barriers will be blocking your path. Bring
them down, then get prepared for a nasty fight with the DOOMGUARD:
These guys are annoying at lower difficulties, and downright deadly at
higher ones. Cast beast ceremony, then divine warrior, then go pound
them again and again and again. You'll probably have to recast haste
and divine warrior a couple more times before you're finished.
Finally, once it's dead, go and check the chests. You'll find some
herbs, and a cursed ring. Go north and you'll find a secret attached
room. In this you'll find an armor ring, some gold and a blessed
crossbow, very nice. Leave this place. Go to the SW quad, and open
the door. Get prepared for another fight with a bunch of guardians and
black shades. Kill them (you'll probably have to cast haste 3 at the
end of each turn. Wait with your mage.) and go down the stairs. This
part is a bit difficult. There are 4 ways north, labeled 1-4, left to
right. Go up 3 and you'll hear a click. This opens up 0, another way
north. Go up it, and you'll hear another click, which merely expands
this area, go a bit north, and you'll get to another area. Hit the
easterly clicker (just hit this one- if you hit a second, go back and
hit the one again), then go to 4 and go north. Through all of this
there are plenty of enemies to distract you. Some giants will be
guarding the door, kill them, and enter. You'll use those keys you
found to open the other doors. You'll be greeted by a bunch of
eyebeasts. Kill them and go up the stairs. At each place you'll use a
code you got from the SE area, and will get a spidersilk shirt, an
energy pulse crystal and the blessed athame (the object of this quest).
Finally. Pull a lever, kill the black shades and get out of here.
The blessed athame is a great tool. Go back to the serpent cult and
open up the book on the second floor to get repel spirit 3. I
suggested that you get the athame before going to the ziggurat because
there's a nice spell in there that's locked by a seal (severable by the
athame), and you don't really want to go back after getting the athame.
Now that you have it, go back to the vahnatai lands.
Back to top.
Head west, through the spore tunnels. Slugs and mushrooms are common
here, so be careful. There are secret passages that lead across the
water. Look around, and eventually you'll see a big fort. That's the
next stop. This fort is full of undead vahnatai, black shades,
guardians, and skeleton warriors in one corner. I'll divide it in 4
parts. NE, NW, SE, and SW. In each area there is a lever. Get them
all so that if you drew a map out it would look like this:
/ \
\ /
Generally, it's best to clear the path to each lever, then go rest
outside, then go back in and set each lever. If you leave the
fortress, the levers switch to random patterns, so don't leave when
you're finally ready. All levers have some sort of trap guarding them.
NE is guarded by a few undead. NW is guarded by some shades. SE is
guarded by a bunch of vahnatai. SW is guarded by a regenerating
skeleton warrior trap. Once you have them all arranged according to
the above pattern, you'll want to head towards the center. You can
pass the 8 runes without problem. Prepare for a big battle, then go
through the northern wall. The main object of your violence should be
that crystal up top there. It's not too easy to beat him, but use
divine warrior and it shouldn't be too much of a hassle. Ignore his
summons, as they'll go away once he goes away. Then search the west
wall for his treasure. The ring is cursed, but there's an icy chain
mail, crystal shield and a bunch of fine crystals. Wee!
Continue heading west. You'll come to a large lava field. Go through
by finding a secret door and walking across the rubble.
From qalnor: To the north are 3 efreet who are guarding a blessed greatsword. Kill them to take it.
Then go around the bend, and you'll get attacked by some vahnatai. Kill them and
proceed to Fort Haledon.
Back to top.
No one really likes you here. Go through the building to the west, and
you'll get attacked by some blades and a shaper. Go through the door
and deliver the orders (thus ending that quest- no reward). Now the
vahnatai don't hate you so much. You can get a few minor things here
now, and can sleep. When you leave you'll be prompted with a question
about directing the forces against the ziggurat. Go ahead, if you're
ready. Go west through the cave entrance.
Back to top.
Not too much here, though south of where you enter there's a few
supplies, with a secret crystal charm in a box to the SE. Continue on
and you'll pass the barrier, which was also in Avernum 1. When you
leave, check the west wall for a secret passage. You'll meet up with
the vahnatai forces. Go a bit west, and you'll see the ziggurat. Ooh
boy.
Back to top.
You start out in a big fight with the empire. Fortunately the vahnatai
are there to help you. Help them out too, and things will go fine.
Enter the main ziggurat area. There are 4 ways of entering. I'd
suggesting any way but south. First, circle the building. You'll find
some herbs and a small room with an energy potion. You'll also be
attacked by spawned fungoids, which are creepy looking and annoying
with their paralysis attack. Once you enter, you'll find that there
are 5 main sections: NE, NW, SE, SW and center. There are a lot of
empire troops here, mainly elite soldiers, bladesmen, a dervish or two,
empire archers, and those accursed infiltrators. In the NE there's an
herb garden and a treasure chest with some gold. In the SE there's a
trash pit filled with those fungoids, a slug, and a shambler. That
body there has a wand of fire, an energy elixir, and a healing elixir.
There's a rakhashi here too. In the SW there's a smithy, not too much
good stuff here. In the NW you'll find ghoulbane, a decent undead
killer. It's well hidden on the SE part of this quad. There's another
secret room here with some treasure too, it's not too hard to find. Go
to the center. A bunch of priests, soldiers and fungoids are here.
Kill them, and take the knife on the altar. You'll be dumbfounded,
hopefully you have some means of unshackling your priest (unshackling
crystal maybe? Restoration brew?). Then use the ritual of
sanctification for 10xp. There are two staircases here. Go up the SW
stairs. You'll get in a fight right away. To the NW is a fungoid
room. There's a wand and two potions in that chest. Go east, and
you'll run into the archery range. Kill the archers, there are steel
bolts here. Continue east, you'll go to the storage halls. In the
upper halls you'll find a secret passage that leads to 2 steel
greatswords, a steel chain mail, and a steel plate mail (nice). Go
east some more and you'll find a room with three mages and a wizard.
Kill them and search the bookcases for a few scrolls and empire
records. Go through the upper west painting, pass the barriers then go
read that book provided you have the blessed athame. It's fireblast 3
(very nice). Go back out and then go up. You'll find a room with a
torturing rune. Don't step on it. The room to the north has two
special chairs. The left one gives +1 strength and -100xp for the
active character, and the right one give +1 dex and -100xp for the
active character. These are both worth using, especially at this point
in the game, when skills are very expensive to raise. To the west is a
secret passage which leads to some mutant giants to the north is the
main spy center. There's not too much here, though two of the
infiltrators nearby are holding a wand of lightning and of fire. In
the complex to the north there's a spot you can rest at safely. It's
probably not worth it, as more enemies are summoned, making you lose
the benefit of those extra 10 MP. Go south out the exit and back to
the archery range, then go back to the entrance. Now go north and kill
everyone. Go north again, through the secret door, and kill everyone.
Now go east through the secret door, and south. You'll find 2 Haakai.
These are some of the best things to capture in your soul crystal.
There's a fire lizard egg in the cupboard, if you need one. Now go
back to the east, and search the east wall to get into a column room.
Go north, and kill the two dervishes. This'll get you to Garzahd's
room. All right, now head west. Outrun the quickfire, and kill the
undead vahnatai. Go north, and grab the crystal soul, then jump out
the building. Great, a bunch of soldiers and more quickfire. Use
haste and go west. You'll find a dead body, and on that dead body is a
suit of blessed plate mail, the best armor in the game. Now go south
and get out of here. Summoned monsters will distract the guards.
Now you have one of the crystal souls. Finally. Go back to Oglai, and
they'll tell you to take it to the shrine, which is west. Across the
bridge you can find a suit of blessed studded armor, which is better
than steel chain, in one of the old tombs. Go to the crystal shrine.
Back to top.
This is a cool site. Put Caffen-Bok on his place to the east. He'll
tell you to speak with Rentar. Aicheal will talk with you about the
twisted crystal souls. Eos will tell you of a hidden ring of skill on
a stalagmite down south back. Wilvron will teach you move mountains
three. Lorta will tell you a few small things. Circle the shrine on
the outside. There are three vahnatai around here. There's also a
bunch of herbs around. Return here whenever you have a crystal soul,
and you'll get another level 3 spell.
Back to top.
Q: Retrieve the Mica Tome.
When you return to Oglai, after returning a Crystal Soul, you'll be told to speak with Rentar-Ihrno. You'll
also get a magery mind crystal. She'll help you fight Garzahd. Go to
Egli and find Rentar again. She'll give you the mica tome quest, which will take you to the Lava Dome in the north of Vahnatai lands.
Back to top.
Head back over to that one place with the chitrach shrine. The lava
dome is the tower here. Enter it. This is one of the most fun towers
in the game. I won't spoil this one for you, but you can get a horn in
the NW corner of the tower. When looking for clues, don't forget the room where you can rest.
Once you finally get to see Korradis(walk on the large * tiles, but not on the small * tiles),
kill him, and take the tome. You can't get into that secret room, unfortunately.
Head back to Rentar to get your reward: 20xp and the phoenix egg.
Back to top.
This tower is located NW of Fort Dranlon. It's a relatively
straightforward dungeon, without many great big puzzles. Once
entering, you'll see two doors blocked by fire barriers. Go through
the doors and search the level as best you can, leaving the altar
untouched for now (you'll find some nice small items). Then touch the
altar, kill what appears, then touch it again. Go into the door, pull
the lever, then kill the 3 monsters which appear. Go up the stairs.
Go east first, there's a chest to the north with herbs and scrolls, and
another room with a few more minor items. Go down the stairs, to the
gaol. Kill the guards, then talk with Bill and Bill. They don't have
too much of interest to tell you. There's a gazer in the third cell.
Go back up and go west. You'll see a batch of levers which open doors
with enemies or stuff behind them. From top to bottom: 1- guardians,
2- golem and black shade, 3- ghouls. Check the south wall for a secret
passage to another room and check the north wall to get to another
secret passage with a chest filled with crystals and scrolls. Go to
the south, and again you'll see levers: 1-bats, 2- a lever, 3-
basilisks, 4-mutant giants. Pull the 2nd lever and that'll open the
gate to the east. Go up the stairs, and you'll need to open a door. A
mung demon is blocking your path. There's a door to your west that you
can't open, instead go north then east. The SE door has some supplies
and demons, but none of the other doors lead to anything other than
enemies. That lever there (NE room) doesn't appear to do anything. Go
search for a secret passage in the SW room, proceed and you'll be
attacked by mutant giants. Kill them and go up the stairs. More
enemies await you upon going up. There's a nasty trap in the NW room
with quickfire. There doesn't seem to be anything else in this room.
Go to the north room, kill the soldiers, then you'll see Elderan.
Concentrate on him as he's quite Arcane Blow happy. Kill the guards,
and you can take his stuff: resistance ring, blessed sandals, cloak,
robe. Check the northern doors. The NW one doesn't have anything, the
north one has some fire lizards and some of their eggs. Pull the lever
if you want, I never saw the result. Check the west wall for a secret
passage. There are 3 books here. Skip the middle book, it drains you.
The others teach you lightning spray 3, and give you info. Check the
boxes to get a cursed ring, arrows of light, scrolls, a recall crystal,
an elixir, and a wand. Go up the trapped passage and look at the
bookcases to get some scrolls. Then go down the center staircase to
the bottom. Check the desk and you'll get an ivory key. Leave the
tower, and claim your reward from Mairwen (4 rep, 500c, 25xp).
Back to top.
This is the most involved quest short of the three major ones. I'll
walk through this one the long way. If you don't want to bother with
the first dungeon, skip down to number 2.
1. SIXUS' FIRST CAVE
Abby gave you a hint on where to go. Hop into your boat from Almaria,
then head north. Land on a small ledge to the east, where you see a
tower across a pit. Go east, and you may find a patch of healing
herbs. There's secret passage to the east on the south wall. This
will get you to that tower. Inside is an ice drake and ice puddings.
Killing them yields a cursed necklace and some coins. Go west, and
you'll get a special message. Search the south wall and you'll find a
secret tower. Head south, and you'll bump into a bunch of empire
troops. Kill them, and search the area. It seems as though they've
been having a bit of trouble with traps. To the NE is a room in which
there's an imp trap. That's the only one that might surprise you.
Head south, and you'll have to fight a bunch of living statues. Kill
them, then check the east wall for secret passages. Follow it through
to the south, then go east. Make your way to the NE, then pull the
lever. Kill everything that appears, then go west. Go through the
open gate, and make your way to a statue. Talk with it, and it'll tell
you where to find a map. Go grab the map and leave.
2. SIXUS' SECOND CAVE
Go north by boat from Almaria. You'll find a small area of land where
you can disembark and move around. Go north, and you'll see a few
shamblers shambling about. Go up to the tower and enter. Drop all
your food at the entrance. Trust me. Then go down and pull the
levers:
//\//\
Then go up and kill the giants, and go up through the secret passage.
Look around and kill anything that moves. Get to the north, then go
west as far as you can. Go through the secret passage, past the
statues (which would have eaten your food if you still had some), and
kill the drakes. Then use move mountains on the wall, and go north
then east. Look in the nest for a rod of arcana. Go west (destroy the
stalagmites with move mountains), and kill the ice hydras and the ur-
basilisk (capture it in your soul crystal if you want it). Then go to
the south and use move mountains again, destroying the wall. Enter the
room, and tell Sixus that Bevan sent you. He'll thank you and tell you
to grab a treasure hidden on the south side of his wall. It's a robe
of the magi, very nice if your mage isn't a natural mage. Go south,
and read the books on the bookcases, then use move mountains on the
east wall to get beast ceremony 3. That's it for here, go back to
Almaria to claim your reward: 75 xp(!), 4 rep, 600c. Don't forget to
pick up your food.
Back to top.
Head up to Fort Emerald and go north. Go east, and travel by boat out
to the big island with all the troops. To the south of here is an
arena full of nagas to be killed. Search the arena afterwards for a
crystal shield. A similar arena is north of Fort Dolthar, this time
the enemies are ice drakes and the reward is a ring of health. To the
NE of the Fort is the evidence Assotho wants. The best way to enter is
by the dock south. Search for secret doors and you'll end up near an
evil altar. Kill the priests and use the ritual on the altar for 5xp.
There's not too much of use on this level (though an evil priest to the
north has a steel chain mail), but there are a lot of troops and their
nice expensive armor. It'd be worth it to kill em all for the xp, but
the cash also makes it attractive. There's an easy 15000c in armor in
this fort. When you're done on this floor, go up the stairs to the
next floor. West is an enemy training area, east are some mages, and
there are empire records on those bookshelves. Once you go to the
north door, the gate you came out of closes. Go north, and then head
east, kill the soldiers, and note that there's a way down near here.
Go north, and you'll see that you're near a vahnatai area. Indeed,
when you open the door, you'll have to fight a bunch of keepers,
warriors, and their demon pets. To the SE in this room is a small
secret, which has a box with some graymold. Go north, don't step on
those rugs, and search for secret doors. Then go a bit west and search
for southern secret doors. You'll end up in a room with two vahnatai
cabinets. Look through them and you'll find a second batch of
evidence. Now go west, killing troops till you get to a room with two
runes blocking your way. You'll need to pull to levers, which are
hidden in the east and north walls. Pull them then go up. Prepare for
a battle. Once you open the door, you'll have to fight Limoncelli and
his cronies. Limoncelli is a nice addition to a soul crystal. Once
killed (just smack him around) loot his body: drakeskin armor, steel
halberd, freedom charm. Search for northern secret passages and you'll
find a room with bolts of life, emeralds, and rubies (and quickfire).
Search north of here and you'll find the most excellent boots of speed.
Leave this place and claim your reward from Fort Emerald (talk with the
guy to the north, on the stairs): 4 rep, 40xp, dispel barrier 2. You
can take the evidence to the vahnatai council, and they'll work on
getting you into Pyrog's cave (which starts the sneak into Pyrog's cave
quest).
Back to top.
This little dungeon is north of Fort Dolthar, the lone building on an
island. Get in through the NW. Wander around the halls a bit, grab
all the stuff in the crates. Some golems will appear and attack you.
When you've made it all the way around, you can flip the lever. This
summons a batch of undead up to fight with you. Go east and search the
south wall. You'll find some troops waiting in there. Kill them, then
go south. Get close to the crystal and some efreet attack. Kill them
and examine the crystal, then smash it (20xp). Leave, fighting some
more golems on your way out. This is the other way of obtaining the
skulls password.
Back to top.
This is a spooky dungeon west of the black cube. Enter it, and go
west. Get to the SW room and fight some ice slimes. Kill them, then
go north. In the NW there's an efreet, kill it and take its stuff. In
the NE there's a bunch of undead. Kill them too. In the SE there's
another efreet guarding some jewelry, and a cursed necklace. Then go
to the center. Prepare for a battle before stepping on that rune, then
do so. You'll fight a bunch of skeleton warriors, a golem, a spectre
and a lich. Repel spirit works wonders here. Once dead, search the
lich's body for a dragonskin cloak and intelligence bracelet. Go west,
then north. There's some crystals here, and a wand in the dresser.
Read the upper rune to get Divine fire 3. Read the lower rune to get
in a fight with a bunch of demons. While you leave, be sure to cut all
the corners. Quickfire pours out of the dungeon, and you could quickly
get burned if you don't economize your steps. That's it for here.
Back to top.
Time for the next major dungeon. This one is pretty fun. From Harston
go NE, take a boat around that big dungeon you see, and go through the
secret passage around back (you need to have given the evidence to the
vahnatai to do this). Enter and slay all the giants, then go west out
the door. Those two doors N have araneas and crates in them, nothing
great. Go south to the courtyard. West is a drake, some fire lizards
and a graveyard, and east are some mutant giants. South are the
barracks. Go south and kill everyone. Then go east and kill everyone.
I believe the priest has a mithral chain mail on his corpse. Not bad.
Go east, and go take a look at the dragon stuff. You'll get a
drakeskin armor and dragonskin cloak. There isn't too much to the
south, just a bunch of troops, hydras and a golem or two. You can also
leave if you make it to the wheel. From the main barracks go west. Go
north and west, search for secret passages, then go and grab the wands
and empire records. Go back down and continue west. Many of the
living quarters here have a lot of nice items. Continue west, and
you'll fight 2 rakhashi. North there's a third, as well as 3 energy
potions. Now head back up to the NE. Enter the main building, kill
the soldiers, then go up and kill some mages. There are empire records
on the shelves. Go north, and go into the NW room. Search for secret
doors south and you'll find a tablet that you can read if you have
enough vahnatai lore. It's summon shade 3. Go west, and enter the
rooms. You can either kill or free the giants, same difference. Go
into a west door and you'll find a tablet which, when read, gives you a
password for the north door. Go through it, then you'll be checked for
a gray pass, go and take the phoenix egg (#2). Go up and kill the
wizard, then go west. Prepare for another battle with...
A doomguard. Dang. The same tactics as before work well, though if
you want to be cheap, summon up some ur-basilisks and have them gaze it
before hitting it. The basilisk may eventually stone it, though it may
take a few turns. Go south and save Jekknol (10xp). Leave.
While you're here you may want to go grab the bloodthirst spear, the
most powerful weapon in the game. From Pyrog's cave, go west, past all
the guard towers (get out and kill them). Eventually you'll get in a
big fight with some spell casters. Continue west, then land on a
northern swamp. Proceed through this territory, fighting the lizards
and drakes as you go, eventually getting to the tower on the end. Get
the spear, and fight the avatars. Go and get it uncursed at a healer,
and you have the most powerful weapon in the game, one worth ditching a
shield for. Return to the vahnatai lands, and place Jekknol in the
crystal shrine (50xp). Talk to Wilvron to get Simulacrum 3. Then go
back to the vahnatai and they'll be upset that Jekknol's gone mad.
You'll get an immunity ring for this, one of two in the game.
Back to top.
After returning 2 Crystal Souls, go back and go to the castle. Talk with King Micah to get permission to use
demonslayer, then talk with Rone (you can not get demonslayer if you've
already killed Garzahd). Go to Patrick's tower and push the plants in
the NW quad then the statue.
First, go west and get summon aid 3. Then select either a powerful
warrior who's loaded with potions and can use swords with a lot skill
or a priest with some restoration brews/ unshackling crystals to go
through the portal. Go around, and prepare for battle. Grab the
blade, and a bunch of demons are summoned. Blast or slash them as best
you can, then try to leave. A mung demon and Haakai await you.
Demonslayer is your best bet against Garzahd, after arrows of light and
bolts of life. Go there with having neither of those nor having repel
spirit 3 WILL get you killed, if you're not a cheater.
Giant territory. East of Harston and the graymold cave and north of
Elderan's tower is the giant territory. Giants have a lot of gold, so
it's worth your effort in killing them. You get to say one of the best
lines in the game when you run into a batch of them. You can also pick
up a blessed small shield from one of the shelled out buildings that
they attacked. There are 4 dungeons here, most are pretty
straightforward.
Back to top.
This is the level with the stalagmites that fall and trap you. It's
pretty straightforward, go around and kill all the tall fiends.
There's a secret passage up to the west, but I just take the long
route. One of the giants on the lower floor had a ring of skill. When
you make it to the altar, kill everyone, then search the walls, you'll
find a giant statue (1 of 3), raise dead 3, and a room full of metal
bars. Pick up the shield, it's a blessed large shield.
Back to top.
This is not really a giant cave, but there are giants in here. The
main object is to free this cave of giants, thus liberating the
alchemical patch to the west.
Back to top.
Enter through the west, and kill everyone. Not too hard, be sure to
grab statue 2 of 3, and I think there's an armor ring somewhere in
here.
Back to top.
The largest giant dungeon, still pretty straightforward. In the smithy
there's a vampire, in the SW there's a demon (and statue 3 of 3). East
of the demon, there's an evil altar. Use the ritual for 5xp. East of
there, there's another altar that's well guarded. Grab the crystal
after killing everyone, then use the ritual (5xp). The crystal gives
the inner might ability. Go east and kill the chief and the shaman.
To the east is his trophy room, and east of there is a room with a
guardian in it. North is a room with some treasure chests containing
gold, north is a secret passage leading to the gremlin women. North of
this area are some creature pens, in the slug pen you'll find a
graymold salve hidden to the south.
Go to Fort Dranlon and cash in those statues (4 rep, 20xp, blessed
helm- the best). Also go and talk with the gremlins to complete their
quest (20xp) and get access to their herbs.
Back to top.
At some point, you have to go here. Might as well go now, since you've
got 2 of the 3 crystals. You should have the portal code from the
pillar west of Solberg's tower. Use it, and upon entering you'll be
attacked. Circling the perimeter of the tower yields several fights
with wizards, elite soldiers, and empire archers. There's a mandrake
garden to the west and a toadstool garden east. To the SW there's some
crates with blessed ammunition in them. Enter the tower, and go pass
all the vacant troops. Go north and pull the lever, go pull the lever,
then stay of the brown path when it passes the pillars. Go south,
killing the golems and gazers (you can just follow the brown path if
you want). In the room with 9 pillars, go south then west to the
secret room, pull the lever, then go north. Kill the demons, stay off
the runes, then dispel or walk through the barriers. Next is a puzzle
area: Here's a way to get through it, provided you have 3 or more
members in your party. You can switch places with other members
without hassle.
1 _ _
_ 2 6
5 3 4
Next is the chamber of options: Luck is best, if you have enough. If
not, try boulder. If not that, then maybe you have enough tool use to
go through the door. If not, then you've got to get into a nasty
fight. Go east and fight some invisible enemies, then north, killing
the shamblers. Finally you've made it through! Talk with Erika,
she'll teach you magery (at the highest price), tell you to talk with
Athron, and tell you to talk with Thompson. Check the south room to
get unlock doors 3 (use it in Oglai- pants of power and the undead
crypt near Formello- shadow leather). Also be sure to talk with her to
receive your boon, then leave (there's some interesting stuff out
there, which you may want to investigate).
Back to top.
You need the orb in order to do much of anything. Fly across the
water, then go hunting, killing the empire troops as they come. You
may run into a batch of tough guards who have steel bolts and chain, a
nice bit of cash. To the SE there is a lava rich area. Go a bit south
and you'll enter an area with an efreet. Talk with him, and he'll
offer to show you his goods for 5000c. Yowch. It's not really worth
it at this point. If you have the cash, save, spend and see what he
has to offer. It's nice (lots of blessed items, and a flaming long
sword). Then reload, if you don't want anything. A bit to the west of
this dungeon is a secret passage which leads around and around to a
batch of efreeti. Kill them (a tough fight), and you can go and hit a
small patch of land- you get the EasTer Egg code. Return to the tower,
and use it (the blank spot) for some humor.
Back to top.
You have two options: the long way (and story-specific
way), or the short way (following the faq way). Skip to 4 for the
short way.
Back to top.
Enter here, then go up to the pentagram and speak with Athron. Then go
east at the bloodstain and go through the portal. Go through the
portal again (only if you've talked with Erika), then go fight the
flame hydras. Before going into the portal check the west path for
secret doors, kill the statues, then go down the first south hallway
and get create illusions 3. Go through the portal, then go do what you
did earlier. Another puzzle rune area. Here's the sequence:
1234123121, left to right. Repeat the portal, then go and get prepared
for a fight in the altar room. Go through the NW wall and through the
same portals as always. Finally she'll speak with you. It turns out
she just had a brood, and that's why she's in such a foul mood. Talk
with her and she'll tell you the name Angierach. She'll also tell you
a bit more about the other going-ons nearby. From Lynsis: In Athron's
lair there's another Ghoulbane. However it's down near her eggs, and
walking down there makes you lose 3 reputation and have the town hate
you. You get attacked by Athron, a couple of fetid zombies, and quite
a few guardians. As well as Ghoulbane you can grab some rubies,
emeralds, and historical scrolls, but don't touch her eggs or you die!
If you kill Athron you get the message: "Athron finally falls. You
repay her hospitality with fatal treachery. Another enemy of the empire
has been eliminated."
2. Back to Erika. Ask her again, and she'll say that Enla and
Ostoth know stuff that you need to know.
3. Motrax's cave. Go talk with them, Ostoth tells you to grab the
key in his room, you'll find the info you need about the barriers here
too. Check the bookshelves for some knowledge too.
4. Tower of the magi. Check the room west of Madhavi's, get the
code, and it's time for Angierach!
Back to top.
from Scales - with a cave lore of 20 or more you can walk past the guardian statues. (However, I would not recommend this, because this dungeon is extremely tough and you'll die very quickly if you come here unprepared.)
This is one of the nastiest dungeons in the game. Bring a lot of energy
potions. Once teleported here, pull the lever and go across the
bridge. You'll soon be caught and dumped into the arena. 5 creature
types are generated here, and it may not be worth fighting them all.
The only worthwhile looting here is a body to the SW holding 1 arrow of
light. The monsters appear after a certain time: Hydras, Eyebeasts,
Undead, Mutant giants, and finally golems. Go to the portal and you'll
get trapped. If you have unlock doors 3 you can easily get out,
otherwise search for a passage to talk with Quinby, then go through the
weakened wall and bust out, killing the golems. There are 10 sections
to this dungeon.1-5 on the north, 6-0 to the south:
1245
3
====
9
6780
You're in 6 right now. The main hall separates the two sides. There
are 12 masters of this dungeon, kill them all to be happy. In area 1
you'll find two efreet (masters), kill them, then go west and north to
find a body holding a wand of carrunos, and a ring of immunity(!). To
the east you'll find a portal to a small dungeon containing some
lizards, a demon, and a spectre all behind barriers. There are some
potions of energy and potion ingredients here. 4 is where the nagas
live. The three nagas (masters) are guarded by serpents and drakes.
They often carry amulets. Their nests hold wands and potions. Heading
south to 3 gets you in a fight with 3 humans (masters): a wizard, an
evil high priest, and a dervish. They don't have too much good stuff,
outside of normal wizards, priests and dervishes. Head south to 8 to
fight some Rakhashi (3, all masters) and their demon pets. Search
their southern quarters for a secret room containing bolts of life and
potion ingredients. There's also a tunnel here that'll let you take
the key to get out of here without getting in a big fight, or a tunnel
by which you can ambush Midori. 9 is a library with a few scrolls. 5
is an undead area with vampires and vengeful shades who have potions
and ingredients, not too bad. Go to 0 when you're finally ready to
take on the evil lich. First you'll have to fight some spectres and
spirits, then go south, and fight Midori (those golems can't get past
the runes). Use those bolts of life to make this battle end quick.
She has a robe of the magi on her. Now go to 7 and use the phoenix egg
to bring down the barriers, and grab the crystal (Vynas-Bok). That's
it for here. Leave using your key, then go south, and make it back to
Fort remote.
Return the crystal to the shrine to get 50xp and capture soul 3. Go
back to Oglai and they'll be quite happy. You've just completed one of
the major quests of the game! Go claim your reward: boots of speed,
divine warrior 3, and arcane summon 3 (the spells are located in the
room next door to the treasure room). While you're here go pick up the
pants of power from the room west of the council chamber. They're the
best pants you can get.
Back to top.
This is West of Patrick's tower, and is one of the places you're told
you can find arrows of light at. Enter through the east, crossing the
lava, then go north, kill the rakhashi, then south, and repeat. Go to
the bridge and take a step. Another piece of bridge will form.
Continue on south. More Rakhashi to fight. They occasionally have
blessed robes, sandals, and mage bracelets on them so search 'em well.
Go west and you'll find an area with a door that disappears. Go
through the hydra lair to the east to find a secret way in. Don't
cross those runes, find a secret way in to the east. Enter the room,
and kill all the rakhashi and their pets. Use the ritual on the altar
to get 15xp. Check the west wall for 4 arrows of light, bolts of life,
and a potion of invulnerability. Kind of anti-climactic, I know.
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This place is strange. There are a lot of goodies here, including the
orb of Thralni, a very important artifact. The first floor is bereft
of goodies unfortunately. This level is pretty straightforward, but
points of interest include the SW where there's a bunch of giants, the
west, where you can find some blessed javelins, the SSE room in the SE
area has a priest with steel chain, a room near this has acid bolts,
and there's a secret leading to an energy elixir in an eastern room,
the east has an altar, which summons up a Haakai (no ritual this time).
There are 4 stairs, two of which are bad- the SW, and the south ones.
Go down the south central ones then go west to talk with Stewart (free
him for 1 rep, 10xp, or have him join you- he's an excellent fighter).
Points of interest: The hall of transformations is full of mages and
giants. Kill the giants on the platforms, that'll make your life a bit
easier. Go south to find a secret passage that leads to a down
staircase, go down it, walkthrough the quickfire to get a blessed
greatsword. The slime caves has some lizards and shamblers, and a
secret to the west, which leads to some potions. North of here are some
demons and potion ingredients. In the room with the plus, the center
door leads to a chamber with efreeti and a blessed steel helm. Going
east of here will get you to a place with some stalagmites and
boulders. Break the first two pair, then just walk across the path for
the 3rd. Then go down, and east. Go north, west(blades), north, north
(golems), N(blades), N(sluggish), Wait, then go E(naga), then south.
You can claim the orb. Leave and go west. Heal yourself and jump off
the cliff. Kill the undead vahnatai, then head south. Before entering
the portal, check the west side. You'll find a blessed plate mail
(Sweet!). GO back up to floor 2, then go north at the cross. Work
your way through and kill the basilisks, then claim the items north:
smite, and the Kothtar plans (ignore the cursed ring). Return the
plans to Dharmon for 4 rep, 30xp and 1000c. Go west at the cross, then
go down the stairs and enter the halls of the damned. There's a
gymnastics crystal here, as well as some blessed bolts. That's it for
here.
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This is the level to get armor. Enter, and kill all the guards.
There's not too much special here right now, other than an evil priest
with steel chain, a secret room off the room with the drakes, a zombie
with a ring of skill to the SW, a bunch of ore, and the key in the SE
building. Use this key to free Sulfras, though first get her to agree
to give you the onyx scepter. Get out of there. Then reenter, and
plunder the bodies, there's a lot of steel chain, a mithral chain,
blessed studded, and some drakeskin gloves. Get the scepter from
Sulfras, then go take the crystal hidden to the west (blademaster).
That crystal sitting next to her is an energy pulse crystal, not worth
getting in a fight over, especially since she's surrounded by a bunch
of nearly invulnerable black shades.
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Time to build up some frequent flier miles.
- East of Sulfras's cave is
a secret area that featured big in Avernum 1. Get to the narrow bridge
then fly west, and go through the secret passage. You'll get the jade
halberd, well worth it.
- Use the orb near Shawnee's store, and you can get a blessed pike after fighting a bunch of null bugs.
- Use it near Waldby's store to get a warrior's bracelet after fighting a bunch of
snakes and nagas.
- Use it to get to the island near Patrick's tower to
get into a fight, which, once won, gives you +1 to parry (which is why
it's important to have everyone at 5).
- There's a lot in the vahnatai
lands: east of Manusco you can get a crystal shield, that dead body in
the spore tunnels has an obsidian spear (which, from y0d1n2a3, "It doesn't do extra damage or increase the chance to hit, but it occasionally slows the target. The chance of slowing increases if the character is blessed."). You can fly to a small area south of here to enter a cave and grab some mandrake.
- Near Motrax's cave you can fly to the isolated hut and buy a
rare recipe and get started on the Thompson quest, if you haven't already (be sure to talk with the cats!).
- There's a place near Harston filled with demons, which gives a blessed bow after the fight.
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North of Harston around in the water are the empire archives. Having
the ivory key from Elderan's tower makes this one a bit easier. Enter
through the east, and grab the boat (you don't really need it) and get
over to the west. Enter and kill the golems. You'll need to make it
to the SE and NE to get some info, and there's a guy in the NW who'll
talk with you a bit. Most of the interesting stuff is on the second
floor. First head south and take the stairs. You'll end up in a room
with a demon and some vengeful shades. Here you get a secret code. Go
back up and take the south leap of faith. Go to the libraries to
collect some empire records, then make your way east. There is a
spellbook with control foes 3 here, but it's difficult to get. You can
get it if you have 3 of your characters outside (including your
leader), and switch places to get in, or use the cheat strategy at the
end of this faq. North of here is a pool. Save the game before going
down to the water, as if you're lucky you'll get a point of strength
for everyone. Keep trying till you do, then go in the altar room (the
altar isn't evil). Go north, then go west, into the library, then go
north. A secret door will be revealed. Go up the stairs and get the
portal location. Go back down then head west. You'll enter the
holding cells area. A skeleton warrior here has a wand of fire, and
there are guards here. Kill everything, then check the western room to
get a energy pulse crystal, and some amber. Doing so releases
quickfire, which can be stopped with an eastern lever. Go south from
here, and kill the wizard, demons and skeleton warriors. In a secret
room to the south is Mass cure 3 (you may need to pull the lever first
though). South are two prisoners, Aydin and Josie. Free them for 5xp
each. That's about it for here. You can go back to Mahdavi and tell
her you've succeeded to end this quest, and to get the "destroy the
empire portal" quest (no reward), but you don't need to.
Head west of the empire archives (don't bother trying to reach Khoth, you can't). Near the spawned fungoids is a secret passage. You may
get into a fight if your rep is low here, otherwise, you enter the
first cave.
CAVE 1
Not too hard, you use the code you got in the empire archives to open a
wall, then you have to fight a bunch of empire troops.
CAVE 2
Ooh, fun. Try to go through the NW wall and you'll have to fight 2 (!)
doomguards. Then go SE, SW, and NE to open the door.
CAVE 3
Ooooh, fun. First go east through the secret passage and use move
mountains, and hit the rune. Then go east, and get teleported to the
beginning, and head east again. Go west and you'll be teleported to a
new area, go east and hit the second rune. Then you'll have to make
your way through the main area. SSSEE S to the bottom, then WW and S
is a feasible path, not too much pain.
You then have to use the orb, and will have to fight a nasty guardpost.
Finally you make it to the:
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Make sure you have the onyx scepter and the barrier tower ritual before
attempting this dungeon! Enter through the west. This is a dangerous
level, there are a lot of wizards. In the SW, there's a book that
contains some codes you'll soon need. To the SE is a key you need. To
the NE you'll need to crack the crystal, then head to the NW, and enter
the small building. Go through the door and you'll get in a nasty
fight, then use the codes you got (when it stays lit, you've done it
right). Then leave, and quickly go NE, and heal the portal, then get
the hell out of there. Congratulations, you've just finished quest #2!
GO back to Madhavi and claim your reward (arcane shield 3 and divine
restoration 3, from Lynsis - also check the bookshelves north of Kelner for a ring of great health).
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This is the final major quest. To get this started, first find out
where Thompson was at one time (one of the mages in the isolated hut
near Motrax's cave or Erika will give you hints). Go to Blosk and talk
with Bartholomew. He'll tell you to check a dresser to get some hints.
Go to Fort Remote, and talk with Fraitus, then go SE and push the
painting. Go down.
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You finally use that key you found in the undead ruins. Go up to the
tile maze, and only step on the * tiles. First step on the trash, then
go up and out. You'll find a garden room, there is no way to avoid the
fight and bad effects. The rune to the SW opens a passage to get back
easier. Talk with Thompson. He'll give you a portal code, and will
teach you the last 5 spells. Grab all of your arrows of light (as many
as 23), and beef yourself up some. Then go back to the tower, and use
the code.
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Not much here. A few crates have some supplies, and a hidden crate has
some decent potions to the NE. The portal sends you to the spiral
crypt, not back to the tower, so you're best off going to kill Garzahd.
Leave, and go to the castle. Rentar will help you, provided you've
helped the vahnatai.
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The End is near! A brief map:
7 8 G H
5 6 E F
3 4 C D
1 2 A B
Use the blessed athame to get passed the runes. You start at 1, and
there's a bunch of demons here (which is pretty much how it always is
here), 2 has some Rakhashi, 3 some mung demons (you also get trapped in
here), 5 some slugs (and a portal to 1), 6 some more demons, 7 a ur-
basilisk and a bunch of steel items, and 8 a lich with some scrolls and
a bunch of empire records. 4 has six rooms, west are enemies, SE are
potion ingredients, E is quickfire and an empty room, and NE is a
portal to E. E has a bunch of chambers with the NW one holding a knowledge brew (from qalnor), and
which leads to G. G has a naga with a dragonskin cloak (the last one),
and a lever (pull it) and a portal to 3. Take the portal, and enter
the room to go to B. If you can, break down the rock and read the
book. All the demons die, allowing for smooth passage to A. A has a
teleporter which leads to D, again there's a book, this time behind a
locked door (unlock 3 needed), which will kill all the demons. Go to C
and there are two portals: the NW leads to 1, and the SW leads to F.
Prepare yourself before taking the SW portal. Then go to F, and kill
the demons, and make your way to H. Garzahd!
GARZAHD: This guy is tough if you don't have any demonslaying items.
Concentrate only on Garzahd and that Haakai, ignore the others. If you
want, you can summon up a Haakai, it may seize control of the enemy,
helping you out significantly. Use as many arrows of light,
demonslayer, bolts of life, and repel spirit 3 as you can on Garzahd.
Arrows and bolts do the most damage (50!). He has over 1000HP, so
it'll take a while. Be sure to cast divine warrior. The reason I say
not to kill off the dervishes, golems and giants, is that once he's
pretty weakened, he starts casting arcane shield a lot. If you have
other enemies left, he casts it on them some of the time, making it
much easier. Eventually he will die. Once he does, you get the third
ending, (and possibly the last), and Rentar makes a portal for you.
Search Garzahd's body for a blessed longsword, and a radiant robe.
Nearby is a blessed halberd. Take the portal and you'll end up in the
castle. Tell Micah you've won, and you'll get the last two spells
(arcane blow 3, divine host 3). Tada!
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