Sie sind auf Seite 1von 88

Might & Magic X: Legacy Walkthrough

Game Version: 1.5-16336


Guide Version: 1.01
By: Jake Zahn
----------------------------------------------------------------------------TABLE OF CONTENTS
----------------------------------------------------------------------------Introduction
Tips & Tricks
Walkthrough
W1. Chapter 1
W1a. Sorpigal
W1b. Spider Lair
W1c. World Map (1)
W1d. Den of Thieves
W1e. The Lighthouse
W1f. Castle Portmeyron
W2. Chapter 2
W2a. The Elemental Forge (1)
W2b. Seahaven
W2c. World Map (2)
W2d. The Crag
W2e. World Map (3)
W2f. The Lost City
W3. Chapter 3
W3a. Karthal Sewers (1)
W3b. Falagar's Mansion
W3c. Karthal Harbour (1)
W3d. Karthal Slums
W3e. The Elemental Forge (2)
W3f. World Map (4)
W3g. Skull Rock
W3h. Black Guard Headquarters
W3i. Karthal Sewers (2)
W2j. The Elemental Forge (3)
W3k. World Map (5)
W4. Chapter 4
W4a. Tomb of a Thousand Terrors
W4b. Karthal Harbour (2)
W4c. The Vigil
W4d. Ker-Thal
W5. Post Epilogue
W5a. Limbo
W5b. Fort Laegaire
W5c. Summer Palace
W6. Miscellaneous Areas
W6a. Tower of Enigma
W6b. Cursed Ruins
W6c. Supreme Temple of Meow
W6d. Sacred Grove
W6e. Temple of Ylath
W6f. Pao Kai Nest
W6g. Sudgerd
W6h. Fortress of Crows
W4i. Dream Shard Dungeon
Appendix

X1. Bestiary
X1a. Humans
X1b. Humanoids
X1c. Beasts
X1d. Undead
X1e. Elementals
X1f. Champions
X1g. Ability Glossary
X2. Hirelings
X3. Items
X4. Shops
X5. Spells
X5a. Prime Magic
X5b. Fire Magic
X5c. Water Magic
X5d. Earth Magic
X5e. Air Magic
X5f. Light Magic
X5g. Dark Magic
X5h. Warfare
X6. Trainers
----------------------------------------------------------------------------INTRODUCTION
----------------------------------------------------------------------------This walkthrough/guide will be free of plot spoilers, but not free of
puzzle
spoilers. If you want to try to solve the puzzles on your own, it
would be
best to not use the walkthrough portion of this document.
The initial version of this guide was written while playing on
Adventurer
difficulty and using a party consisting of a Freemage, Druid,
Defender, and
Barbarian. You can see the final score for this playthrough at the
link below:
http://img.photobucket.com/albums/v516/Offkorn/Walkthrough_zps53ce2ca5
.jpg
To better visualize where things are located I suggest taking a look
at the
following interactive map:
http://www.oldgames.sk/docs/Might-and-Magic/10/worldmap.html
----------------------------------------------------------------------------TIPS & TRICKS
----------------------------------------------------------------------------- When creating a character, putting a point in a weapon skill will
start you
out with a free version of that weapon.

- There are 5 areas that can only be entered if your party includes a
specific
type of character. One for each race, and one for the Defender
class.
- The party to use to end up with the fewest loose ends would appear
to be:
Crusader, Freemage, Defender & Hunter. Crusader because you come
across an
otherwise worthless Stone Disc, Hunter because you'll come across an
otherwise worthless Pendant, Defender so you can get into the Vantyr
Range
Dangerous Cave, and Freemage because you'll find some otherwise
worthless
Scrolls. Of course, using this party means you'll be locked out of
the
Sacred Grove area though.
- Many enemies do not have ranged attacks, so retreating and pelting
them with
projectiles as they slowly make their way into close combat is an
extremely
effective strategy. As such, you'll want to make sure all your
characters
start out with a point in a ranged weapon skill.
- The following skills can't be upgraded to Expert until Chapter 2:
Spear,
Dual Wield, Two-handed, Medium Armor, Shield, Dark Magic, Water
Magic,
Dodge, Endurance, & Mysticism.
- You need someone with 20 Vitality (including equipment bonuses) in
order to
complete part of the main quest. There is a +10 Vitality Relic
available if
you know where to look which should let you reach this threshold
easily.
- Fire
damage
each
all of
your

Elementals and one Boss creature will deal an unavoidable 100


to
party member if they die while in close combat. So make sure
characters have at least 100 Health.

- Talk to everyone. Check the top of the screen when you enter a house
to see
if there are multiple people to talk to, and pay attention to questrelated
dialog (it can be helpful in resolving a few quests).
- It's almost always significantly cheaper and more efficient to
restore your
party's Health/Mana by Resting rather than using potions. As such,
make sure
to restock your Supplies whenever possible.
- Incapacitated characters
(Unconscious/Dead/Sleeping/Stunned/Paralyzed) do
not receive XP.

- Characters dealing the killing blow receive a small XP bonus (~5%).


Enemies
killed by Bleed damage or spells like Cyclone or Thunderstorm do not
grant
this bonus, but those killed by Retaliation or Poison damage do
(unless that
Posion effect has been inflicted by Poison Cloud).
- Bosses are immune to a number of spells and effects: Mana Surge,
Poison,
Skull Crack, Knockback, & Immobilizing effects (Icy Prison,
Immobilize,
Stun, Time Stasis).
- Poison Cloud prevents enemy ranged attacks and forces them to move
into
close combat.
- An easy way to kill lone enemies is to have three of your characters
attack
while the fourth finishes the turn with Time Stasis, Icy Prison, or
Sleep.
- Attacking or damaging a creature affected by the Bleed effect will
sometimes cause the effect to only deal 1 damage.
- In order to see Secret Doors you need either the Whispering Shadows
spell or
scroll, a secret-finding Hireling, or have defeated the Darkness
Elemental
Prince in the Elemental Forge. Opening them requires high levels of
Might,
Magic, or Perception (each door requires one of the three
attributes).
- Sometimes you may not be able to click on a dialog option. In those
instances just use the number keys instead.
- Shops respawn their inventory at the start of every new day, the
moment
the "A New Day Has Started" message appears at dawn.
- It's a good idea to mark the locations of Wards/Statues/Trainers on
your map
so that you can quickly find them again later. Notes placed on your
minimap
will be visible on the World Map tab as well.
- The effects granted by Statues/Wards stack with the spell effects of
the
same type.
- The +XP Hirelings do not stack their bonuses.
- +Two-handed and +Dual Wield enchantments are strictly inferior to
+Weapon
and +Perception enchantments, while +Warfare is strictly inferior to
+Spirit.
- Locations with the highest level loot drops: Sacred Temple of Meow,
Fortress

of Crows, & Summer Palace.


----------------------------------------------------------------------------WALKTHROUGH
------------------------------------------------------------------------------------------------------W1. Chapter 1
--------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1a. Sorpigal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Giant Spider (111)
Trainers: Air Magic Expert (22,8), Arcane Discipline Expert (8,5),
Axe Expert (22,8), Bow Expert (22,8), Crossbow Expert (22,8),
Dagger Expert (16,14), Endurance Master (19,21),
Heavy Armor Expert (18,26), Light Magic Expert (10,11-13),
Mace Expert (22,8), Magical Focus Expert (6,22),
Sword Expert (22,8), Warfare Expert (14,19)
Barrels: Light (27,25), Spider (4,29), Water (1,22), Air (9,7), Spider
(0,1),
Fire (22,4), Earth (24,8)
Containers: Book (21,27), Gold (15,23), Gold (0,18), Book (6,16), Gold
(6,3),
Gold (6,3)
Landmarks: Fountain (3,8)
Having just stepped off the boat, take a moment to familiarize
yourself with
your characters' equipment and spells and how to navigate the various
information menus. Proceed forward once you're ready.
You immediately meet an NPC who's willing to give you a tour of the
town, and
I suggest accepting the offer. He will join your party as a Hireling.
Now take
the northern path to reach a Barrel that grants a character a
permanent +1
Light Resistance. You will find many Barrels over the course of the
game and
beyond this point I won't always specifically point them out in this
section.
From there continuing following the path and pass under the archway.
Sorpigal
is not a large city, but it does have some out of the way areas. Start
by
heading north and following the path past a building that Dunstan will
point
out as the Armory. Which is where you go to buy and repair armor.
Continue on
and grab the nearby Chest before heading north again and around
through a back
alley.
You'll come out in front of Eileen's House (10,28), head inside and
pick up

the Lost Lambs quest. Continue heading north and you'll pass a
location that
gets pointed out as the Mystic Shop. These stores are where you can
have items
identified as well as buy magical foci, potions, scrolls, and
accessories.
Further to the north you will come across another Barrel. This one
contains a
Giant Spider. Later on these won't be an issue, but for you first
battle this
could be tricky since Poison doesn't wear off. I suggest saving the
game
before opening it and re-load if you end up poisoned and don't receive
an
Antidote potion. Feel free to test-out all your various
spells/abilities,
since there's a Restoration Fountain on the other side of town.
From there follow the path west and south to reach a dead-end
containing a
Chest, Barrel, and Orlene's House (1,20). Enter the house and pick up
the
Flowers for Fallen Heroes quest. Now head back past the Mystic Shop
and go
south.
Directly to the west is a book, and further to the south is a building
that
gets pointed out as the Chapel. Enter the Chapel and use the buttons
at the
top of the screen to talk to Rosalie. Accept the quest to have her
join as a
Hireling. Rosalie is very useful since she automatically reveals any
nearby
secret doors. Continue south and head west at the first opportunity.
You will pass a Restoration Fountain (don't use it unless the earlier
spider
devastated you) and eventually wind up t a dead-end containing another
Giant
Spider hiding in a Barrel. Kill it (save before trying), then return
to
use the Fountain. Back at the Chapel, head further south to reach the
exit to
the world map (which is currently blocked). To the west is a Chest and
the
Library, where you can buy new spells for your characters.
If someone has Earth Magic, this would be a good time to buy them the
Regeneration spell. Cure Poison and Sparks (Air Magic) are also good
spells,
though you won't have the money for them yet unless you've unlocked
and sold
the UPlay bonus relics.
Heading east will eventually bring you to the Stables (Dunstan will
not point
it out). Here you can fast travel to Seahaven and Karthal once you've
unlocked

them, and purchase a pack horse Hireling (you should not ever need the
horse).
Now heading north you'll end up back in the plaza in front of the
Chapel. Go
east to reach the Training Center and accept the Smuggler's Cove quest
from
the NPC (24,9) standing out in the open.
Return to the plaza and head north to find the Inn. Go inside, accept
the
Jassad's Bestiary quest and take note of the cook Hireling here. He'll
be
extremely useful a little bit later. Now continue north past the scout
Hireling (who is completely useless) to reach the Smithy. This shop is
where
you go to buy/repair weapons.
A little further north takes you to the Garrison and your main quest
location.
Head inside to have Dunstan leave and Maximus join. You're new goal is
the
Well just to the south of the Inn. Before heading there, consider
buying a few
pieces of cheap hand/foot/head armor from the armory.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1b. Spider Lair
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Giant Spider (N), Spider Queen (B)
Secret Doors: Might (6,5)
Barrels: Spider (12,20), Spider (20,7), Might (9,6)
Containers: Loot (14,7), Loot (10,17), Loot (18,19), Loot (23,15),
Loot (15,0), Loot (6,5), Loot (1,5), Note (2,4)
Follow the linear path killing any spiders you see (the first Barrel
contains
one as well). Just past the Barrel is an open area. Two spiders will
ambush
you here. Continue along the path to reach a second open area. The
area boss
will ambush you here, so make sure you're at full Health/Mana and
prepared
before proceeding. It's not really any different than the other
spiders, it
just has a lot more health and hits harder.
After the battle you should now be level 2 and Maximus will leave the
party.
Time for a brief interlude on leveling up.
For skills, generally speaking offensive fighters should focus on
their weapon
first and their combat style second, defensive fighters on Warfare
first and
armor second, and mages on their most useful schools first followed by
Magical
Focus. Take note of where the various trainers are located (see
Appendix
section X6) so that you can better prioritize which skills to focus on
early.

For attributes, generally a mage should put all points into Magic (the
exceptions being Fire Magic Grandmasters or if your party has multiple
pure
mages, in those cases it should be 3/1 Magic/Spirit) while a fighter
should
split between Might/Perception (if melee/ranged), Destiny, and
Vitality
depending on build, purpose, and available spells. Dagger users for
instance
will get more use out of Destiny than Might since their base damage is
low
while their critical damage is high.
Back to the exploration. Head west to reach two dead ends with some
enemies
and loot, then backtrack to the boss clearing and head south. Go
immediately
west to find another spider hiding in a Barrel. Continue on to reach
the
Smuggler's Cove and get ambushed by a couple spiders when you open the
Chest.
Head back north and you'll see a path to the east that opens up into
another
clearing. Three spiders are waiting in ambush in here. Through the
clearing
and down the path will lead you to a Chest and a secret door. Open the
door to
find a spider, another Chest, and a note. Leave through the nearby
exit.
Turn-in the Smuggler's Coffer and then head over to the Garrison to
get the
next main quest, which is to investigate the Lighthouse. Restock your
Supplies
at the Inn, Identify/sell your loot, and buy any spells or
weapon/armor
upgrades you want (though don't waste money on magical armor just
yet).
Finally, head out through the southern exit to reach the world map.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1c. World Map (1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Brigand (N), Giant Spider (N), Militia (N), Moonsilk Spider
(N),
Wolf (N)
Trainers: Fire Magic Expert (119,55), Earth Magic Expert (119,55),
Prime Magic Expert (119,55)
Barrels: Spider (127,43), Spider (98,48), Prime (110,23)
Containers: Loot (127,33), Book (125,31), Loot (125,41), Relic
(126,64),
Loot (110,70), Loot (104,64), Riddle Chest (96,60), Loot
(107,54),
Loot (113,51), Loot (96,57), Loot (96,49), Loot (112,44),
Loot (112,39), Book (115,32), Loot (106,33), Loot (96,34),
Loot (105,30), Loot (110,28), Potions (115,29), Loot
(128,59),
Loot (135,49), Loot (138,56)

Landmarks: Fountain (125,36), Fountain (118,69), Navea Obelisk


(92,60),
Destiny Statue (109,59), Dispel Statue (103,45),
Power Statue (118,37), Earth Ward (111,37), Fountain
(100,28),
Water Ward (121,32), Landro Obelisk (127,50),
Elrath Shrine (132,48), Arcane Ward (139,54)
Follow the path to reach a few Spiders. Head north past a Restoration
Fountain
to run across some Wolves. These aren't as dangerous as the Spiders as
long as
you kill them immediately after they get below 50% Health. Further
north are
some more Wolves and a Merchant Wagon. Head in to grab the Naga Tea
quest
item, buy more Supplies, and take note of the magic Trainer.
Ignore the bridge to the east and go further north to trigger some
Militia.
The only thing dangerous about them is that they can inflict Stun.
They also
have a high Armor, so Sunder and magic damage will come in handy here.
Killing
them should bring you to up level 3. Just to the east of the Castle
are yet
more Wolves and another new enemy, the Moonsilk Spider.
It has an attack that hits your entire party for Prime Damage and any
time it
hits you it drains your Mana. Very dangerous for an all-mage party.
Behind that Spider is the first of the game's Mysterious Crypts. These
are
enemy-free areas that contain a puzzle that must be solved in order to
receive
a Relic as a prize. Relics are items that increase in power as you
gain XP
with them equipped, eventually becoming some of the most powerful
items in the
game. Since they need XP to get better, it's a good idea to pick them
up as
soon as possible.
This particular Crypt has some sandals that will boost Magic and
Evade. To
get to the Relic you have to light up all four torches by stepping on
the
various Pressure Plates around the room in the correct order. The
answer is:
N-E-S-N-E-E. Return to town and get that identified and equip it.
Back at the Castle, travel west and then north around behind it to
find
another Restoration Fountain. Use it and two Militia will ambush you.
You may
notice a white swirly tile behind the Fountain; this is an Air Tile
which will
teleport you into the Mountains and you won't be able to use it for
quite some

time. Head west again to find a bridge that's currently blocked off,
ignore it
for now and go south a little bit to find a path further west into the
trees
where some Wolves and Spiders are waiting.
Kill them all and examine the nearby Obelisk to start The Secret of
the
Obelisk quest. There's also a riddle Chest here (answer: water).
Backtrack
to the blocked bridge and go a bit further south and then west past
the
Destiny Statue. There's a dig spot that causes a Spider ambush, some
more
Moonsilk Spiders here to kill, and further west is a large structure
(the
Cursed Ruins) with some Spectres floating outside it. Do not directly
approach them; they will utterly destroy you at this point in the
game.
On the south side of the Cursed Ruins are another Spider and Wolf.
Killing
them should bring you up to level 4. Just to the west is a little
walled-in
area that has a Chest and Spider-in-a-Barrel. Back to the east and a
bit south
is a Dispel Statue and the altar you have to activate to complete the
Flowers
for Fallen Heroes quest.
Heading east from here and then south down around the corner will
bring you to
some Giant Spiders and a Dangerous Cave. There is a Cyclops in the
Dangerous
Cave and you have no chance against it just yet unless you get
extremely lucky
abusing Time Stasis. There's no point in doing that though since
there's only
a couple Resistance Elixers in there. So ignore it for now.
Further south and to the west is the entrance to Shadow Woods. Inside
there
are a bunch of Wolves. Follow the path deeper into the woods and go
west at
the first fork and north at the second. This bring you to a third
fork; south
is a Chest that triggers an ambush (defeating the ambush will likely
bring you
up to level 5) and north leads to the Den of Thieves.
Kill the Brigand outside the Den, but don't enter just yet. Head back
through
the woods and exit out the south side. There will be a Restoration
Fountain
west of you and some Wolves and a Spider to the east. Kill them and
head east,
looting everything until you reach the Water Ward. Ignore the
Lighthouse.
Remember that bridge to the east of the Merchant Wagon outside the
Castle?
It's time to cross it.

When you get about halfway across, three Moonsilk Spiders will ambush
you.
Further east are more Moonsilks and some Wolves. A little southwest of
here
is the second Obelisk (make sure to activate it) and south still
further is
Elrath's Shrine. These Dragon Shrine are part of an undocumented quest
that
rewards you with a Heavy Armor Relic. If you don't have anyone that
uses
Heavy Armor (or don't like the Relic in question) you can safely
ignore them.
Assuming you want the Relic, what you have to do is activate each
Shrine on
the proper day. Elrath on Elda, Arkath on Arda, Sylanna on Sylada, and
so
forth. The order you activate them in doesn't matter for the most
part, the
only exception being that the Asha Shrine has to be activated last.
All the way east past the Elrath Shrine you'll find a second Dangerous
Cave.
Unlike the previous one this one actually contains something useful; a
Crossbow Relic. The Cave's guardian is a Shadow Dragon, which is
likely too
powerful for you now unless you abuse Time Stasis and get lucky
besides. Try
to take it out if you want, but it's a better idea to wait until
later.
Now head back to town to Identify/sell your loot, train skills up to
Expert
Level, buy new spells, restock Supplies, and hire the chef from the
Inn. The
Den of Thieves is your next destination.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1d. Den of Thieves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Brigand (N), Militia (N)
Secret Doors: Perception (10,6), Magic (4,6), Might (7,2)
Containers: Potions (2,12), Loot (12,13), Magic Loot (10,8), Book
(13,7),
Potions (13,1), Quest Item (1,7), Loot (1,2)
Start by heading west to find a Chest, then go east to find a Brigand
guarding
a Chest with a Key in it. Use the key to open the northern door and
find a
Militia. Past him, where the path forks, is a twin Brigand ambush.
Head east
to find a secret door and a regular door leading to a room with a Book
in it.

Back in the hallway go south to end up in a room with two Brigands


guarding a
Chest containing a Key. Go back to the Brigand-ambush fork and head
west this
time.
When you come to the next junction in front of the second secret door,
two
more Brigands will start approaching you. Finish them off and then
enter the
western door to find a Brigand/Militia pair (killing them should bring
you up
to level 6). Inside the room is a Chest with a Stone Disc Fragment,
which is
needed for the Crusader Promotion quest. The nearby Secret Door hides
a lever
which opens a door a bit further south.
Heading south now you'll pass a room to the west with a Chest in it
and then
reach a door you can unlock with the Key you found earlier. Beyond is
the
third Secret Door which hides the stairs to Level 2. If you're having
trouble
opening this door to proceed, consider using the Power Statue outside
and/or
the Inner Fire spell. Another option would be to save just before the
Merchant
Wagon updates his inventory and reload until some +Might equipment
appears.
________________________
Level 2
????????????????????????
Enemies: Brigand (E/N), Luke (B), Militia (N)
Barrels: Magic (9,5)
Containers: Loot (5,10), Loot (3,8), Loot (18,5), Loot (18,17)
Immediately to the west is a room with some enemies and a Barrel in
it. After
clearing it head north to reach a fork. North and west are both dead
ends
containing chests. Head east after you grab them both to find a
Brigand/Militia pairing.
Continuing on you'll reach some caverns and a few enemies. Further in
you'll
come to a Lever (17,11) which open a door behind you. Reaching the
Lever will
cause two Brigands to attack you, one of which is an Elite. Elites do
more
damage and have more health then their average counterparts, but are
otherwise
unremarkable.
After killing them and grabbing the Chest in the room you opened,
continue on
following the path north to reach a small room with a Key-filled Chest
in it.

West of here are some more Brigands and a Militia, along with the door
to the
area's Boss. Note that since you picked up the Lost Lambs quest you do
not
actually have to kill him if you don't want to (or can't). You can let
him
pass without a fight.
However, killing him gives you experience, loot and a Mana Elixir...
while
letting him go just lets you avoid a fight.
Now here you have a choice. If you pick up the Book on the nearby
pedestal,
The Highwaymen quest will be completed and Rosalie will leave the
party. If
you have a method to detect secrets doors (Whispering Shadows spell)
then you
may as well grab the Book now. If you don't, you may wish to consider
clearing
the Lighthouse now and then coming back for the Book after.
Grabbing it now will knock you up to Level 7 (assuming you also killed
Luke).
There's a shortcut out of the area to the south, so take it and then
go
resupply, buying whatever you need (Whispering Shadow scrolls for
instance,
if you don't have the spell and Rosalie has left). Then trek over to
the
Lighthouse making sure to activate the Water Ward at (121,32) on the
way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1e. The Lighthouse
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Coral Priestess (N), Kenshi (N)
Trainers: Dual Wielding Master (4,1)
Secret Doors: Perception (3,1)
Barrels: Fire (9,8)
Containers: Loot (11,11), Loot (3,4), Loot (1,1), Loot (3,2)
Outside you'll find a single Kenshi. Inside you'll find another along
with a
Coral Priestess. Kenshi are good at blocking and then hitting for a
lot of
damage when you finally manage to hit them, while Priestesses are good
at
dealing Water damage to your entire party.
Head over to the east to find a Chest that triggers two Kenshi to
spawn a ways
behind you. Now go to the west to find two more Kenshi, a Secret Door,
and an
NPC that will explain what's going on. Kill the two enemies that were
waiting

behind the sealed door you passed earlier and ascend the stairs to the
second
level.
________________________
Level 2
????????????????????????
Enemies: Coral Priestess (N), Kenshi (E/N)
Barrels: Perception (4,7)
Containers: Loot (8,5)
Follow the path outside to face another Kenshi/Coral pair, then go
north to
spawn a second Kenshi. Head south now and take the Teleporter to the
other
side of the map. An Elite Kenshi is waiting for you. Following the
path north
past the entrance west will spawn two Coral Priestesses. Kill them and
re-enter the Lighthouse to find another Elite Kenshi. Past him are the
stairs
to the third level. Before going up, backtrack outside to trigger a
newly
spawned Coral Priestess. Take her out and proceed to Level 3.
________________________
Level 3
????????????????????????
Enemies: Coral Priestess (E/N), Kenshi (E/N)
Secret Doors: Might (5,5)
Containers: Magic Loot (5,4)
To the west is a Secret Door that I suggest opening, as it will give
you a
place to retreat to in order to take the oncoming enemies on one group
at a
time. In any case, open the western door to reveal four Kenshi (two
Elite)
in front of and behind you.
If you opened the Secret Door now's a good time to retreat back there
and
let the enemies come to you. If you didn't, hopefully you can kill one
group
before the second starts flanking you. After they're dead dead out the
west
door and trigger the Pressure Plate to the south. This spawns an Elite
Coral
Priestess. Now go through the east door and trigger the second
southern
Pressure Plate to spawn a bunch of Priestesses and open the Level 4
Teleporter
to the north.
You should now be eighth level, or close to it. Before heading up to
Level 4,
it would be a good idea to leave the Lighthouse and go trigger the
Destiny and
Power Statues to give yourself an edge in the upcoming boss fight.

________________________
Level 4
????????????????????????
Enemies: Mamushi (B)
There are a few things to be aware of here. The most important is that
the
Boss' attacks will push you off the Lighthouse, leading to an instant
KO,
if he catches you next to a map edge. So stay in the center of the
area.
The other thing to note is that he likes to move around and attack you
from
different directions.
If you have a Fire mage or Warfare's Unstoppable Assault on an
offensive
fighter this battle shouldn't be much trouble at this point.
After he's defeated you have to re-light the Lighthouse by pressing
the
plates in the correct order to finish the quest. This is a very simple
puzzle: NW-SW-NE-SE. Take the southern Teleporter to get back to the
first
level. On the way out Hamato will start up a conversation, so make
sure to
grab the Naga Tea and get the Sword of the Bounty Hunter quest.
Return to Sorpigal's Garrison to report your success and pick up the
next
Main Quest, which is to visit the Governor over in Castle Portmeyron.
So
resupply (if you can't cast Burning Determination consider stocking up
on
scrolls from the merchant Wagon) and head on over.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W1f. Castle Portmeyron
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Brigand (E/N), Militia (E/N), Militia Captain (N),
Moonsilk Spider (N), Rogue Mage (N)
Secret Doors: Magic (11,0)
Barrels: Might (3,1), Spider (15,8)
Containers: Loot (14,0), Loot (2,8), Loot (11,5), Potions (6,15),
Loot (7,7), Loot (6,7), Loot (5,7)
You're immediately greeted by a Militia Captain, who's basically just
a
slightly stronger Militia. The door to the west is sealed, so head
east to
get ambushed. Down this hallway is a fork, so head south to find both
a
Secret Door and the lever that opens the path further east. However,
it also
opens that door to the west near the entrance, and that is the path
you want

to take. Note that you'll be attacked by some Brigands/Militia on your


way out
of this room.
Heading west you'll pass a room to the south containing some Militia
and a
Brigand along with a +Might Barrel. Continue following the linear path
to
reach some more enemies. Past them is a dead end with a Lever you have
to
flip. Time to backtrack all the way back to the first Lever on the
east side
of the entrance. On the way you'll get ambushed by a Rogue Mage, who
is very
vulnerable to physical attacks. Warfare's Skull Crack is particularly
useful
against this type of enemy.
Following the path east from the area's entrance will
some
more Brigands/Militia (if the Rogue Mage didn't bring
these
likely will), past a Spider Barrel, and eventually to
where some
Militia are lying in wait. Once they're down take the
grab a
Chest and then go north.

lead you through


you to Level 9,
another fork
southern fork to

This will lead you to a room containing two Militia and two Brigands.
Head
through the west door to find another Lever to open the path south. In
this
room are several chests, a Militia and Rogue Mage, and the stairs to
the
second level.
________________________
Level 2
????????????????????????
Enemies: Brigand (E/N), Militia (E/N), Militia Captain (N), Rogue Mage
(N)
Secret Doors: Might (1,8)
Containers: Loot (8,8), Loot (3,10), Loot (0,2), Book (15,14),
Magic Loot (13,12), Loot (9,15), Loot (15,10)
There are few different directions to go here. To the east are two
sealed
doors and a Chest, to the north is another sealed door, and to the
east is a
path past a Chest which leads to a Secret Door before turning north.
Behind
the secret door is quite a number of enemies, so before opening it
head north
a little bit to trigger an ambush; two Militia/Brigand pairings will
flank
you. Once they're taken care of clear out that secret room to find a
Chest
with a Key in it.

Continue following the path and you'll soon reach a Lever followed by
a room
containing an Elite Militia, a Rogue Mage, and two sealed doors.
Backtrack to
the entrance to find that one of the western doors has opened,
revealing
another Lever. Use it to open the path west and trigger a Militia
pair. This
path leads to a fork. North is a locked door (opened with the Secret
Room Key)
containing a Book and Chest, while south leads you past a door further
west
and to a dead end containing a Lever.
Flipping the Lever will unseal the two doors north of the entrance,
which open
to reveal a Chest. Back behind that western door a Rogue Mage and some
Militia
are waiting. Continue along the path to reach another door, behind
which are
some Militia and Brigands. Right about now you should be reaching
Level 10.
Further along the path through two more doors is a large room with a
Mage,
some Militia, and a Lever Puzzle (the door on the west wall leads to
the
secret room and does not open). The puzzle solution is: L-R-C-R.
Before heading up to the third level, now would probably be a good
time to
head outside and sell all the loot you've been acquiring and/or unlock
some
more Expert skills. Proceed up the stairs once you're ready.
________________________
Level 3
????????????????????????
Enemies: Brigand (E/N), Iven (B), Militia (E/N), Rogue Mage (E/N)
Trainers: Shield Master (2,2), Sword Master (2,2)
Barrels: Earth (0,14)
Containers: Book (0,5), Potions (10,15), Key (14,16), Magic Loot
(14,0)
Head west and around up toward a path north that will trigger some
enemies.
Two Militia and two Brigands, all Elite, one of which will be
approaching
from the east. In the northern hallway head west again to reach an
empty
room which opens west into a hallway filled with some Brigands and a
Rogue
Mage. Take the south door to reach a room with two Elites, a Book and
a
Lever. The Lever opens the nearby door, which leads to two sealed
doors you
won't be able to open.
Heading back to that first empty room, follow the path south and west
to reach

a door north. Inside are several Militia, a Mage, and a Chest with a
Key. Head
south now you'll pass another sealed door that cannot be opened,
getting
ambushed by two Mages at the next junction. The next door to the west
opens to
reveal five enemies guarding another Key-filled Chest. Just south of
that is
the doorway leading to the Boss. There is a trick to this Boss.
Taking him head-on will lead to getting ambushed by some Brigands as
the
battle progresses, to avoid this you'll want to head through the
eastern
passageway and force him to follow you into that room. There you can
face him
alone unimpeded (he's basically a stronger Brigand who has multiple
melee
attacks). After he falls re-enter the room he started in to trigger
those four
Brigand enemies. One of the pair from the north will drop the
requisite
quest-related Letter. There's also a door here to the west that leads
to a
Chest.
Back in the eastern room you'll find the Governor just hanging out, so
talk to
him to finish the quest, get a new quest to investigate the Elemental
Forge,
and have those couple of unopenable sealed doors opened. You should
now be
Level 11. You can head back into the throne room to train someone up
to Master
Level Swords if you want. From here go back to that formerly sealed
door in
the northeast corner of the map (12,10) and follow the path to reach
the
Griffon Rider, who will take you to the Elemental Forge.
If his dialog option is greyed-out, this means that, for whatever
reason, the
game's one required online check to validate your game did not occur.
The
first thing to do if this occurs is to save, then exit to the main
menu and
choose the "Extras" and then "Bonus Content" buttons. On this screen
try
pressing the "Redeem Code" button (do not enter a code). If it says
something about Connection Issues then the problem is either the
Ubisoft
Launcher is not online or your Firewall is blocking the check (it is
possible for it to block the check and not the Launcher itself). If it
says "Invalid Code" then your connection is fine and the dialog should
be
working.
If it still isn't working, I suggest contacting Ubisoft's Technical
Support.
In a worst-case scenario you could always just edit the check out of
his

dialog file in order to progress, though doing that won't prevent a


related
and much more annoying issue from appearing later on. On to Chapter 2.
--------------------------W2. Chapter 2
--------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2a. The Elemental Forge (1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 4
????????????????????????
You start out here on top of the Forge. There's nothing much to do
here at the
moment except take the Teleporter to the third floor. If you want, you
can
talk to Lev to return to the World Map in front of the Castle in case
you need
to resupply.
________________________
Level 3
????????????????????????
Enemies: Assassin (N), Stalker (N)
Containers: Book (0,7), Loot (4,3)
Head straight ahead to get ambushed by some Assassins. They don't have
a lot
of Health, but they like to Block, Evade, and have an annoying
Retaliation
attack. Further south a second ambush will trigger introducing the
Stalker,
who's honestly not that much different from the Brigands you've been
fighting
up to this point, though they have a longer range.
Before entering the Teleporter, head west and then further south to
reach a
Chest with a Key in it that triggers an enemy spawn. Use the Key on
the door
back in the entrance hallway (1,11), step on the Pressure Plates, and
then
open the western door to trigger a two-pronged ambush. Ignore the
Elementals
in this western room and go back and take the Teleporter to the second
floor.
________________________
Level 2
????????????????????????
Enemies: Assassin (E/N), Stalker (N)
Trainers: Magical Focus Grandmaster (3,17)
Secret Doors: Magic (7,15), Perception (5,12), Might (16,7)
Containers: Magic Loot (6,12), Loot (12,1), Magic Loot (17,7)

As soon as you step into the room you'll be attacked by two Elite
Assassins.
To to north is a Secret Door that reveals the Grandmaster Magical
Focus
Trainer, and to the south of her is a second Secret Door. Go back to
the
Teleporter and head south to come across a large number of enemies.
Further
to the south is an exit to the World Map, but there's no point in
using it
since the path outside is blocked by some water that you're not able
to cross
just yet.
Head west from the Fire Door. To the south is a small room with a
Chest in it,
and further west is a Secret Door and a regular door that will trigger
a
sizable ambush when you open it. One of the Assassins will drop an
Earth
Shard. Take the nearby Teleporter to the first level.
________________________
Level 1
????????????????????????
Enemies: Assassin (E/N), Earth Elemental (N), Gralkor (B), Stalker
(E/N)
Barrels: Earth (1,18)
Containers: Book (19,10), Loot (12,2), Boss Chest (3,18)
Follow the path around to the east to trigger some enemies. Head
through the
northern passage and then take the east door to find a Pressure Plate,
which
spawns five enemies and unlocks the western door. You'll reach Level
12 about
now. In that recently unlocked room is a book. head southeast and
you'll meet
an NPC that will advance the Main Quest.
South of him is a room with a Chest which spawns an ambush when
opened. Go
west to reach the Earth Elemental doorway, through which you'll
encounter an
Earth Elemental. Other than having high Armor, this enemy isn't very
remarkable. A bit further east is an interactive object. When you use
it, the
Boss of the area will appear.
He has a high Armor and hits hard. He also has a Paralyze spell, so
Burning
Determination or scrolls of Water Flows Freely are practically a
necessity.
If you're having trouble, consider heading back to the World Map to
activate
the Earth Ward, Power Statue, and Destiny Statue before returning here
to face
him.

To the north is the treasure room. After looting it head back to the
fourth
level and ride the Griffon back to the Castle. Now, do not yet reenter the
Castle to complete the quest. Instead, head to the west and travel
across
the previously blocked-off bridge to reach a new area of the World
Map. Head
immediately north to reach Seahaven, the second town.
Note that if you did not resolve your connection issue from earlier,
the
bridge will NOT be cleared and you'll have to head all the way back to
Sorpigal and use the Horse Travel option in the Stables to reach
Seahaven
(though this option only becomes available after you've talked to
Morgan
and received the next part of the main quest).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2b. Seahaven
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trainers: Air Magic Expert (30,23), Arcane Discipline Expert (30,23),
Crossbow Master (29,16), Endurance Expert (7,4),
Dark Magic Expert (13,13), Dodge Expert (7,4),
Dual Wield Expert (30,23), Fire Magic Master (24,6),
Light Magic Master (17,20), Mace Master (23,26),
Medium Armor Expert (30,23), Medium Armor Expert (17,5),
Medium Armor Master (31,4), Magical Focus Master (20,20),
Mysticism Expert (30,23), Prime Magic Expert (30,23),
Shield Expert (17,5), Spear Expert (17,5), Spear Master
(27,2),
Sword Expert (30,23), Sword Grandmaster (12,25),
Two-handed Expert (23,26), Two-handed Master (17,5)
Water Magic Expert (30,23)
Barrels: Dark (31,2), Water (23,27), Prime (15,0), Earth (0,01), Air
(1,27)
Containers: Gold (30,11), Gold (30,14), Gold (15,28), Gold (6,3), Book
(3,17),
Gold (13,10)
Seahaven is a decently sized town with a number of things to do in it.
Directly to the west as you enter is the Dwarven Quarter. Enter and
head west
to reach the Armorer, where some of the best Medium Armor and Shields
can
spawn. On the southern side of the area you'll find a Spear Master
Trainer and
to the east is a Fire Magic Master Trainer. If you have a Runepriest
in the
party, one of them will give you the Runelord Promotion quest.
Back at the town entrance head southeast a little to reach the Mystic
Shop,
which sells some of the best Crossbows and Rings. South of here is the
Sanctuary district. To the west is the Naga Bank, which contains some
Trainers, while to the southeast is the Dojo... which also contains
some

Trainers. There's also a chest at the end of the northern alley. Leave
this
area and head west to reach a crossroad in front of the town entrance.
A little south of here will be the mage Hireling if you've unlocked
the
relevant UPlay reward. She's pretty bad honestly. Further northwest
are the
Library and Church, the first sells the best Light Magic spells while
the
second gives you The Forbidden Saga quest and has a Healer you can
hire.
Ignore the path north and continue west for a bit to find an
Inquisitor NPC
who will give you the Haart has its Reasons quest. Backtrack a little
and take
that passed northern path to reach Haart Mansion (depending on how you
complete the Haart quest, this may be where you'll find the Sword
Grandmaster
Trainer). If it's not night yet, rest until it is and then head inside
to
advance the quest you just got. Now head back to the town entrance and
talk to
the NPC standing there to advance it further.
From here go southwest to find the Garrison, which has a couple
Trainers.
Continue west to find an unnamed house with another Trainer in it.
Heading
still further west will place you in front of the Smithy, which sells
some of
the best swords in the game. Directly behind you is the Astronomer's
Lab
(4,9). Head inside and accept the quest to acquire quite possibly the
best
Hireling in the game. Why is he the best? Because he's free and
increases the
experience you gain from killing things.
After grabbing him, ignore the western path and head inside the Smithy
to get
the Fallen Star quest. Back outside head north to eventually reach the
Windsword Garrison. In here you can pick up the Windsword Promotion
quest if
you have one in the party. Head southeast from here to reach the
stable area
and the Fast Travel NPC, who can currently take you quickly to
Sorpigal. East
of him is the Inn, which has a Trainer and a Hireling who will
drastically
reduce the cost of expensive items. Late game he's basically useless,
but here
in the early game he can help you out if you need to buy a couple +20
damage
swords. Just remember to fire him immediately after you buy them.
That's basically all there is to Seahaven. Now it's time for some
World Map
exploration.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2c. World Map (2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Navea Delta
????????????????????????
Enemies: Brigand (E), Earth Elemental (N), Manticore (N), Martyaxwar
(B),
Militia Captain (N), Minotaur (N), Shadow Dragon (N),
Shadow Panther (N), Wolf (E)
Trainers: Axe Grandmaster (68,59), Shield Grandmaster (60,66)
Barrels: Light (53,53)
Containers: Quest Book (142,53), Relic (142,53), Loot (66,59), Relic
(53,53),
Book (79,79), Relic (79,79), Loot (50,55)
Landmarks: Dispel Statue (84,65), Fountain (86,58), Fountain (48,59)
This is going to be a long section, as there are a lot of things to
explore at
this point, even if some areas are particularly hard to break into and
aren't
really supposed to be visited yet.
Remember that Dangerous Cave by Castle Portmeyron? The one with the
crossbow
Relic and Shadow Dragon? You should be able to handle it now if you
want,
especially if you've got a few of those new swords. Note that the
Dragon can
Stun you with a party-wide attack, but usually it will just use single
target
attacks that can be controlled easily enough with Taunt.
Return to the Seahaven area of the World Map and head west along the
path to
come across a large group of Militia Captains and Brigands. Continue
west to
find a new enemy, a Manticore. These can Poison you, but aren't really
anything special. To the south you'll see a Restoration Fountain and a
bridge.
Ignore the bridge and go further west to run across some Elite Wolves.
Continue west past a cabin containing the Axe Grandmaster Trainer, to
reach a
small rocky path southwest. This leads to the second Mysterious Crypt.
The puzzle here is a teleport puzzle which you can solve through trial
and
error or just use the following solution: N-S-N-E-S. The reward are
some Relic
leggings that will eventually boost Might and Armor. Now, your next
destination depends on whether you want a shield Relic, a 2h-axe
Relic, or
neither. I'm going to assume you want them both, though if you don't
have
access to Purge (Seahaven's Mystic Shop stocks Purge scrolls from time
to
time) then you'll probably want to skip grabbing the Axe.
First, the Axe. Head back to where you fought those Militia/Brigands
to find a

tent with a Hireling in it. Not a very useful Hireling honestly unless
you're
constantly forgetting to restock your Resting Supplies. To the west of
the
tent you'll see a number of bright green passages. You want the
western one
slightly behind the tent (83,77). While heading toward it you'll come
across
some Shadow Panthers, which are just slightly more annoying Wolves.
Down this path is a Dangerous Cave containing a Manticore Boss, which
is
particularly notable for being able to cast Regeneration. If you do
not have
access to the Purge spell or a number of Purge scrolls it's extremely
unlikely
you'll be able to defeat it. Consider buffing with the Earth Ward and
Power/Destiny Statues before facing it. Killing it may bring you up to
Level 13. Grab the Relic and Book and head back over to the rocky path
leading
to the Mysterious Crypt.
North of that path are three Earth Elementals. Take them out to reveal
the
Observatory. Inside is the Grandmaster Shield Trainer, who will also
give you
a geography quiz. If you pass, he gives you a shield Relic. The
answers are:
Tirya, Navea, Eye, Menthil, Irisus, Malyn, Shadow Woods, & Wyslin.
Solving the
quiz may bump you up to Level 14.
Now it's time to travel to another Dangerous Cave (containing a bow
Relic) and
Mysterious Crypt (containing a Mask relic). Head south a little from
the
Observatory and go west to encounter a Minotaur, a Manticore, and an
Earth
Elemental. The Minotaur is a rather dangerous enemy that hits hard,
can stun
you, and gets even more deadly at half health. Past them the path
splits.
Head south toward the glowing green roots (a Root Barrier), looting
the Dig
Spot along the way, to enter Halloth Grove.
________________________
Halloth Grove
????????????????????????
Trainers: Dark Magic Grandmaster (41,40)
Barrels: Prime (45,48)
Containers: Quest Item (52,46)
Landmarks: Destiny Statue (53,43), Volos Obelisk (52,19), Earth Ward
(40,38)
Halloth Grove is a fairly small and straight-forward area. Start by
following
the path until you reach a fork. Head east to reach some glowing
mushrooms

(which are a quest item), then a long ways southeast through another
Root
Barrier to reach the Desolate Wilds. Take the past west and then south
to find
a Hireling who will buy your stuff from you (useless except in three
specific
situations, which I'll mention later) and the third Obelisk. Activate
the
Obelisk, but do not explore further west since that will trigger an
ambush
which will be difficult to survive at this point.
Instead, backtrack through the Halloth Grove until you reach that
first fork
(46,46). From here head west, ignoring the first path south. The
second path
south leads to a clearing with an Earth Ward and the Dark Magic
Grandmaster
Trainer. Ignore them and continue west through the Root Barrier to be
back in
the Desolate Wilds.
________________________
Desolate Wilds
????????????????????????
Enemies: Dreamwalker (N), Goblin (N), Jaguar Warrior (N), Mauler (N),
Tuco (B)
Trainers: Bow Grandmaster (23,15), Two-handed Grandmaster (33,37),
Warfare Grandmaster (43,15)
Barrels: Light (35,22), Goblin (19,23), Prime (23,15)
Containers: Loot (32,36), Book (47,29), Relic (47,29), Loot (35,25),
Riddle Chest (27,30), Relic (24,47), Book (24,47)
Landmarks: Fountain (37,28), Water Ward (38,15), Air Ward (40,24),
Destiny Statue (18,25), Arkath Shrine (28,21),
Menthil Obelisk (22,19)
Directly ahead is an Orc Mauler. There's another out of sight around
the
corner along with a Dreamwalker and Jaguar Warrior. The Mauler isn't
very
dangerous, just tough, while the Dreamwalker can cast Lightning Bolt
and
Regeneration and so should be taken out as quickly as possible. The
Jaguar
Warrior only really becomes dangerous at half Health, but his
criticals will
bypass damage resistance and so killing him should be given secondhighest
priority.
Save your game and try to take them out. It should be possible at this
point,
especially if you have access to Sleep, Radiant Weapon, Skull Crack,
Unstoppable Assault, Mastered weapon/magic skills, or Seahaven's high
quality
swords. Once they're defeated, continue west past another Air Tile and
start
heading south to pass a dwelling with the Two-handed Grandmaster
Trainer.
Further south you should see three Goblins, who are backed up by two

Dreamwalkers and two Jaguar Warriors.


While that sounds like a lot, if you retreat up to the bottleneck
behind you
(31,41) as soon as you trigger the Goblins you can face each enemy
type one at
a time. Once they're dead basically the entire southern half of the
Wilds can
be freely explored, so it's well worth it to clear them out now.
When you can proceed south, take the first path east. You'll see a
Restoration
Fountain and a ghostly NPC. The NPC will give you The Curse of Volos
quest.
Continue east to reach the Mysterious Crypt. This puzzle is easily
solved by
simply using the Clairvoyance spell. If you don't have that spell, you
can
still easily solve it by having any character with a decent Perception
(26 is
plenty) disarm any traps you happen to walk on. If neither of those is
an
option, here's the solution: N-E-E-N-N-E-N-W-N-W-N-N-W-S-W-W-N-W-N-NE-E-E.
The reward is a mask Relic which will eventually boost Vitality and
Endurance.
Note that the Main Quest requires you have at least one character with
20
Vitality to proceed, and this item alone will get you halfway there
when fully
leveled.
Take the path southwest of the crypt to reach a fork. To the southeast
is the
meteorite required for the Fallen Star quest (the reward for which is
a sword
Relic). To the southwest is a hut containing the Warfare Grandmaster
Trainer
(do not accept his quest yet, as the Cyclops you have to defeat are
likely too
strong at this point) and the NPC who gives the Warmonger Promotion
quest.
Head west a bit from here to reach a path northward. You'll pass a
Barrel to
the west reach a small path up a hill to the east (which has an Air
Ward). To
the west you should be able to see/hear a Naga warrior. Ignore him for
now and
return to the fork where you defeated those Goblins, traveling west
this time.
You'll some reach a riddle chest to the north (solution: moon).
Continue along
the path south (the only thing further west is a Destiny Statue and a
Goblin
Barrel) to see Arkath's Shrine to the east, the Menthil Obelisk to the
west,
and the Bow Grandmaster Trainer further south. Talk to her and accept
her
quest.

If you have a party member that uses swords, now would be a good time
to use
the nearby Obelisk to return to Seahaven (type in Navea to show up at
the
Obelisk near Castle Portmeyron) and give that Star Silver to the
Smithy. Then
head over to the Inn and spam the Rest button until the Sword is
ready.
Once you have the sword, or if you don't have anyone that uses swords,
return
to the Air Tile you passed upon entering the Desolate Wilds (32,44).
From here
head west while staying as far north as possible and you'll soon find
a
Dangerous Cave to the north. Make a note of the wide open area to the
south
you just went by, as heading through the narrow passage a bit south of
there
will trigger a large-scale ambush.
Inside the Cave is a bow Relic and a Crusher-type Boss (the Crusher is
basically an upgraded Mauler). Different from standard enemies of this
type,
the Boss has a ranged attack, casts Stone Skin, and his attacks deal
extra
Fire damage. He's MUCH more dangerous in melee than at ranged (Shadow
Cloak
renders his ranged attack completely harmless).
Outside the Cave, continue on to the west to trigger some Goblins.
They're
backed up by a Dreamwalker and two Jaguar Warriors which appear behind
you.
To control this fight, immediately run all the way west and then south
until
you're directly in front of the town entrance. Now just sit here and
let the
enemies come to you. Once they're dead, turn around and enter The
Crag.
Note that in unpatched versions of the game, entering this town before
talking to Jon Morgan (back in Castle Portmeyron) will result in a
game-breaking bug. So if you're playing an unpatched version, head
back there
and talk to him before proceeding. If you already entered before
reading this
paragraph, then re-load the Auto-Save that should have been created as
you
entered.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2d. The Crag
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Goblin (N), Kirk (B)
Trainers: Air Magic Master (13,3), Arcane Discipline Master (21,20),
Axe Master (13,3), Bow Expert (13,3), Dagger Expert (13,3),
Dagger Master (7,4), Dodge Master (25,5),
Earth Magic Master (25,28), Endurance Expert (13,3),
Mace Expert (13,3), Mace Grandmaster (30,1),

Magical Focus Expert (13,3), Shield Expert (13,3),


Spear Expert (13,3), Two-handed Expert (13,3),
Water Magic Grandmaster (17,13), Water Magic Master (14,29)
Barrels: Air (6,9), Goblin (15,24), Fire (12,27), Light (30,17), Prime
(27,0),
Goblin (23,0)
Containers: Book (3,1), Gold (18,8), Gold (22,23), Gold (27,5)
Landmarks: Fountain (11,3)
Why are we in The Crag? To upgrade weapons/armor/skills and buy
spells. Water
Magic spells in particular, as you can't buy Expert level Water Magic
in
Seahaven.
Start by heading to the west to come across the Training Center and a
Restoration Fountain. Further west is the Smithy (which sells some of
the best
daggers) and the second target of the Lost Lambs quest. You again have
the
choice of killing him or letting him go. Letting him live gives you an
arguably better Epilogue slide, while killing him gives you experience
and a
Spirit Elixer. The choice is yours, but be aware that he can cast
Paralyze.
Head back to the entrance and take the northern path to reach the Inn.
Inside
is a Hireling who will repair your equipment. Which is useless. Just
west of
the Inn is the NPC who gives the Marauder Promotion quest. Further
north is
the Water Magic Grandmaster Trainer. Talk to her and accept the quest.
Still
further north are some wooden stairs leading past a Goblin Barrel and
up to
a three-way split. To the south is the Mystic Shop, which sells some
of the
best necklaces and spears, and the best Water/Earth/Air magic.
Heading north you'll pass a path to the west which leads to Crag Hack
and
the Water Magic Master Trainer, who you can get The Curse quest from.
Continuing north will lead you to the Healing Lodge, which contains
the
questgiver for the Bloodcaller Promotion quest. Southeast from here
will
lead you past an NPC house and to path that goes further west.
Up those stairs is a Barrel. Note this location on your map, as later
on
the Mysticism Grandmaster Trainer and Archmage Promotion questgiver
will be
located here. Head back down the stairs and continue south.
Eventually you'll reach another house, this one containing a Hireling
who
will increase your chances of finding enchanted loot. Later on when
you're

exploring high-level areas she can be useful, but for the vast
majority of
the game the best equipment is either a Relic or can be found by
spawn-camping
shops.
Heading a bit further south and then east down the stairs will lead
you to the
Armorer. He sells some of the best light armor and there's a Hireling
inside
who can disarm traps. You're better off using Clairvoyance scrolls to
avoid
them. Head back up the stairs to the west and go south to reach a
house
containing the Mace Grandmaster Trainer. Taking the path west of him
you'll
pass two Barrels (one contains a Goblin) and be back at the entrance.
Time for some more World Map exploration.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2e. World Map (3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Navea Delta
????????????????????????
Enemies: Black Guard (N), Dark Wizard (N), Fluffy (B), Wolf Hound (N)
Trainers: Light Magic Grandmaster (66,27)
Containers: Loot (81,37), Loot (80,46), Loot (87,42), Relic (93,42)
Landmarks: Power Statue (62,26), Asha Shrine (66,48), Fountain
(79,44),
Dark Ward (93,46)
Walk over to the Menthil Obelisk and use it to travel to the Volos
Obelisk.
Head north-east-north until you're back in the Halloth Grove. Continue
north
until you reach a Root Barrier. Beyond this are some new enemies, the
Dark
Wizard, the Wolf Hound, and the Black Guard. The Wizards deal Dark
damage and
cast Purge and Feeblemind, the Black Guards are upgraded Militia, and
the Wolf
Hounds are upgraded Wolves.
Save your game and take them out. Head south from where they were to
find a
Power Statue and a Chapel housing the Light Magic Grandmaster Trainer.
To the
east is the entrance to the Karthal Sewers, which should be ignored
for now.
Instead head directly north (avoiding the enemies to the east) to
point
(66,40). Head northeast to reach a three-way split. To the north is
Asha's
Shrine, to the west is the entrance to the Elemental Forge's second
level, and
to the northeast is the Tower of Enigma. Head inside and see section
W6a of

this document for the puzzle solutions and Secret Door locations
(there are
no enemies in there).
After clearing the Tower, go back across the bridge and south a little
to find
a second bridge to the east. There are some enemies ahead, and they
include a
Boss version of the Wolf enemy. After triggering combat, retreat back
across
the bridge so that you have time to soften them up with ranged
attacks. Once
they're dead check out the nearby Inn to restock your Supplies (this
is the
best place in the game to buy Supplies). This Inn also contains some
Naga Tea,
the Shield Guard Promotion questgiver, and a Fortune Teller who will
be
important once you complete the Main Quest.
Ignore the enemies to the north (you're ignoring them now because
attacking
from the Seahaven side will result in two more enemies to kill) and
instead
head west around the south side of the Inn to find the NPC who gives
the
Warden Promotion Quest. Backtrack a little and follow the southern
path to
reach another Mysterious Crypt. It's pitch black inside, so the Light
Orb,
Torchlight, or Dark Vision spells will come in handy here. The puzzle
in
this Crypt is solved by stepping on pairs of Pressure Plates in order
to
sink the associated pillars. The map looks something like this:
------e---f-----d
---h-i------*-k-----lj-----g----c
--a----bThe * is the Relic while the letters are the Pressure Plates. The
solution is:
a&d, a&c, g&d, f&g, h&e, i&g, j&e, i&k, g&j, l&f, f&h, l&g, g&k, l&k.
You're
rewarded with some bracers that will eventually grant increased Evade
and
Retaliation damage.
Now it's finally time to advance the main quest, so head over to the
Volos
Obelisk (avoiding the enemies) and use it to travel to the Navea
Obelisk.
Enter Castle Portmeyron and talk to Jon Morgan to complete that old
Elemental
Disturbance quest and he'll give you two new ones. You should be Level
15 by

now. The next destination is the Observatory, which is where you found
the
Shield Grandmaster earlier (60,66).
Head over there and talk to Kilburn (stop by Seahaven on the way to
drop off
that Star Silver at the Smithy if you haven't yet). You'll now have to
locate
the Lost City. Which, conveniently enough, is nearby.
________________________
Yon-Chall Forest
????????????????????????
Enemies: Blackfang Marauder (N), Blackfang Thug (N), Brigand (E),
Earth Elemental (N), Ghoul (N), Militia Captain (N), Minotaur
(N),
Shadow Panther (N), Wolf (E)
Trainers: Earth Magic Grandmaster (68,72)
Containers: Loot (66,67), Riddle Chest (77,69), Loot (74,86)
Landmarks: Sylanna Shrine (69,79), Fountain (70,81)
Head east to find a Minotaur and some Elite Wolves. Continue east to
reach a
fork. North leads to some loot, east leads to a Riddle Chest (answer:
darkness), and south leads to a dead end which results in a number of
Minotaur
spawns. Dispatch them all and head back to that first split east of
the
Observatory and go north this time.
You'll come to a path heading west, where you can see some cages and a
new
enemy. The enemies down this path are very, very dangerous. However,
there is
also a Hireling over there who reveals Secret Doors. If you don't have
someone
who can cast Whispering Shadows, it may be worth the effort to fight
these
enemies now. If you happen to have a Ranger in your party and need to
complete
the Warden Promotion quest, then it's definitely worth the effort to
clear
them out now.
There are two Blackfang Marauders and two Blackfang Thugs. The
Marauders are
like upgraded Brigands who are actually effective in close combat,
while the
Thugs are upgraded Assassins. After killing them check the nearby cage
with
the wolf pup in it. You'll need to 'hire' him in order to be able to
complete
the Warden Promotion; just use the cage a second time after he's in
your
party to 'free the animals' and finish the quest.
Head back east, ignoring the first path to the north (it's a dead end)
you'll
find the Earth Magic Grandmaster to the south. North of him are some
Earth

Elementals guarding the Sylanna Shrine. Continuing along the path as


east as
it turns north will cause some Shadow Panthers to ambush you. You'll
be
somewhere around Level 16 at this point.
Continue following the path north until it curves east and comes to a
fork.
Opening the Chest to the north will spawn a Militia Captain and two
Brigands.
A bit further east is the cave housing the entrance to the Lost City,
along
with two Ghouls. Ghouls are like Assassins, except they get extra
attacks
whenever they block or you miss them rather than when you hit them.
Enter the Lost City.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2f. The Lost City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Brigand (E), Ghoul (N), Militia Captain (N), Rogue Mage (E),
Skeleton (N)
Secret Doors: Might (29,7)
Barrels: Magic (0,9), Destiny (23,1)
Containers: Loot (10,11), Loot (19,0), Loot (25,9), Magic Loot (28,7),
Loot (30,1)
It's fairly dark in here, so the Light Orb, Torchlight, and Darkvision
spells
will come in handy. Start by clearing out the area to the east, which
features
two Ghouls, a Skeleton, and a Chest. West leads to a +Magic Barrel,
and the
path north from there results in a three-Ghoul ambush. Continue
following the
path to encounter another Ghoul accompanied by three Skeletons.
East of them are two Militia Captains. Enter the door they were
guarding and
then head south to find a Chest. Open the southeastern door into the
next room
and trigger the six enemies within. Head north to find a Chest with a
Key in
it. Then go east and south to trigger an ambush by two Captain-Mage
pairings.
Open the Secret Door here if you want and then go south to unlock a
door and
find a room with a Chest connected to a room with four Militia
Captains and
two Elite Brigands.
Finish them off and move on to the second level.
________________________
Level 2
????????????????????????

Enemies: Brigand (E), Ghost (N), Militia Captain (E/N), Montbard (B),
Ravenous Ghoul (N), Rogue Mage (E)
Secret Doors: Might (4,5), Perception (6,6), Magic (6,19)
Barrels: Might (13,13)
Containers: Loot (3,5), Magic Loot (6,7), Loot (13,11), Loot (11,1),
Magic Loot (4,20), Loot (11,17), Loot (14,17), Quest Item
(13,17),
Potions (25,17), Loot (25,16), Magic Loot (24,16),
Quest Book (20,10), Loot (6,1)
Follow the linear path to get ambushed by several enemies waiting in
the next
room (3 Captains, 2 Elite Brigands, and 1 Elite Rogue Mage). From here
take
the path south to get ambushed by a Ghost. Ghosts can dish out some
decent
Dark damage and are fairly evasive.
South past the Ghost is a crossroad. West is a Secret Door, south is a
locked
door and the path to Level 3 (which is guarded by two enemies much
stronger
than the other enemies on this level), and west is the direction you
want to
go. Heading west you'll pass another Secret Door to the north on the
way to a
fork. Head through the north door to reach a cavern area where you'll
be
ambushed by two Captains, two Elite Brigands, and two Elite Rogue
Mages.
The path east leads to a Chest with a Key in it, and the past west
will unlock
the Seahaven entrance. Now would be a good time to exit through there
and
resupply. Heading back south, investigate the first room to the east
to spawn
two Ghosts. Investigate the second to find a Chest. Backtrack all the
way back
to the entrance. On the way, you'll be ambushed by three Ghosts and
run across
an Elite Captain flanked by two regular Captains and supported by two
Elite
Brigands.
Head north from the entrance room to find a third Secret Door. East
from there
will lead to a Chest with a Key in it, opening which will spawn two
Elite
Rogue Mages and two Elite Captains. You'll probably be around Level 17
after
finishing them off. Back in the entrance room, you can finally open
the door
east. Do so with extreme caution.
Once you open that door, not only will the large number of enemies in
the room
behind it start coming for you, but a Captain and Elite Brigand will
spawn in

the southwest and western hallways while a Rogue Mage will spawn in
the north
hallway. That Rogue Mage in the northern hallway is the weak link.
Heading
straight for him will put you in a good position to rain arrows down
on the
rest of the enemies as they make their way toward you.
Once they're all dead make sure to check the southwestern hallway, as
the
Captain that spawns there won't aggro until you try to re-enter the
door. Then
head east to reach the locked door leading to the Boss. He's basically
a
Militia Captain who has a Light Magic ranged attack and can cast a
surprisingly damaging Fireball. He's less dangerous at range.
The northwest door leads to a Chest with a Key in it and a Chest
containing
the second piece of the Paladin-required Stone Disc. The door east of
here
leads to three Chests. Now grab the Book to the south and note that
the door
to the east leads to the fourth level rather than the third. Instead
of going
down there, backtrack to the locked door in the southwestern part of
the map.
Behind it is a Chest, and to the west are two Ravenous Ghouls. Save
your game
and try to kill them. If they fall without too much trouble then the
third
level should be doable, so head on down (you may wish to resupply in
Seahaven
first though).
________________________
Level 3
????????????????????????
Enemies: Crystal Spider (B), Ravenous Ghoul (E/N), Skeletal Spearman
(E/N),
Spectre (E/N)
Secret Doors: Perception (11,9), Might (11,18)
Barrels: Destiny (24,17), Fire (16,19), Prime (4,10)
Containers: Loot (19,20), Loot (11,21), Book (5,13), Magic Loot
(10,7),
Magic Loot (10,14), Quest Item (18,13), Boss Chest (19,15),
Loot (15,11)
Entering from the second level will place you in the northeastern
corner. Head
south and open the +Destiny Barrel to spawn four Ravenous Ghouls (one
Elite).
Follow the path west until you come to a passageway south. To the
north is a
Secret Door, while the path south is currently sealed. So continue
west to
find a Pressure Plate. Stepping on it will spawn four Spectres (one
Elite),
which are the same as Ghosts except they can inflict Paralysis.

Head south to reach a door to the west. There are two Spectres, two
Ravenous
Ghouls, and two Skeletal Spearmen here. The Spearman is just a more
powerful
Skeleton and not much to worry about. Also in the room is a Book.
Continuing
south you'll come across an exit into the Karthal Sewers area (which
is
currently a dead end) and a path east. Head east to reach a second
Secret
Door, a path further east, and a path north which leads to a room with
a large
number of Ravenous Ghouls, Skeleton Spearmen, and Spectres. Clear that
northern room of enemies.
The Crystal Spider Boss awaits through the eastern passageway off this
room.
It will spawn as soon as you step on tile (14,14). This Boss is very,
very
dangerous if you do not have the Poison Cloud spell. Remember the
party-wide
Prime attack that Moonsilk Spiders use? The Boss can do that as
well... only
at range. So stay out of its line of fire and get into close combat as
quickly
as possible. It also casts a Crystal Shield on itself which will
reduce all
elemental damage to basically nothing, so Purge can come in handy
here.
When you get it down to half Health it will teleport you into a
Crystal Cage,
which you'll have to destroy before you can go back after the Boss. At
a
quarter Health it teleports you into an Explosive Cage, which has to
quickly
be destroyed (or have Purge cast on it) before it deals massive damage
to your
party.
If you do have the Poison Cloud spell? Just cast it once the Boss
spawns and
then pelt it with ranged attacks. Re-cast when it runs out. The Spider
will
just sit there doing nothing until it eventually falls over dead.
You should be around Level 18 about now. Loot the nearby Chest once
it's taken
care of to get the Asha's Breath armor set (which is very good for a
dual
wielder), and loot the container on the south side of the room to find
the
Fire Shard, which is used to unlock a Boss fight in the Elemental
Forge.
You can always come back later if you can't handle the Spider just
yet, as the
Fire Shard is tied with the Light Shard for the title of 'Most Useless
Elemental Forge Bonus'. In any case, once you're done here take the
path south

and then follow the hallway east to come to a door on the north wall.
It holds
four Skeleton Spearmen, two of which will immediately attack you, and
a Chest.
Continue east to reach the stairs down to the fourth level.
________________________
Level 4
????????????????????????
Enemies: Ghost (E/N), Ghoul (E/N), Skeleton (E/N), Skeletal Spearman
(N)
Trainers: Heavy Armor Grandmaster (20,11)
Secret Doors: Perception (0,7), Magic (8,16), Perception (19,11),
Might (24,9), Magic (24,15)
Barrels: Water (0,6), Perception (16,8),
Containers: Loot (4,15), Loot (9,16), Quest Book (13,14), Loot
(13,14),
Riddle Chest (19,16), Magic Loot (18,11), Loot (24,7),
Loot (24,16), Potions (30,16), Magic Loot (30,19)
Coming in from the third level, you'll appear directly behind two
Skeleton
Spearmen. Dispatch them and follow the path northward to reach a
crossroad.
West is an otherwise empty room containing a Secret Door, while north
is an
empty room with a doorway leading to the west. Beyond that doorway is
a group
of enemies (two Ghouls, one Elite Ghoul, three Elite Skeletons, and a
Ghost).
Follow the path north and around to the west to reach a door and a
Chest
containing a Key. Through the door and up the stairs, when you reach
the
corner you'll find a Secret Door and trigger combat with three more
Skeletons
(one Elite). Head south and then turn west when possible to enter a
hallway.
Follow it to reach a crossroad, getting ambushed by four Ghouls (two
Elites)
along the way.
South is a +Perception Barrel, so grab it and then head north to reach
a fork.
To the west is an exit into Castle Portmeyron, and if your inventory
is nearly
full now would be a good time to use it. Inside Castle Portmeyron,
grab the
nearby Book and Chest, flip the Lever and exit to the World Map if you
need to
resupply or buy/sell items. When you're ready head back down to the
Lost
City's fourth level.
If you go west from here you'll trigger some enemies to the north; an
Elite
Ghoul and two Skeletons. The room they were in contains a Riddle Chest

(answer: palimpsest). Going further west along this path just leads to
the
second level, so head back down south to the crossroad by the Barrel
and go
west from there instead.
You'll reach a room that looks like it used to be a forge. To the
south is
the Heavy Armor Grandmaster Trainer and a Secret Door. Head through
the
eastern passage to trigger an ambush by a Ghost and Elite Ghost, and
find
a Secret Door to the south and another Secret Door to the north.
Return to the forge room and head up the southern stairs to trigger a
line of
enemy attacks (four Ghouls and four Skeletons). Attempting to leave
the room
they came from through the east exist will trigger several Ghosts to
spawn
(four regular, one Elite). Following the path north will lead you to a
locked
door, behind which a group of enemies lurks (two Elite Ghouls, two
Elite
Skeletons, and two Elite Ghosts).
In the room they were guarding you'll find two Chests, one of which
contains
the Water Shard. With is a necessary quest time for both the Elemental
Forge
and Main questlines. That's everything there is to find in this
location, so
go take the nearby exit out of the area and into Castle Portmeyron
Leave and then re-enter the Castle to report your success to Jon
Morgan. You
can also pick up the Paladin Promotion quest from him if you have a
Crusader
in the party. The next Main Quest destination is the Karthal Sewers.
--------------------------W3. Chapter 3
--------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3a. Karthal Sewers (1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Facehugger (N), Giant Spider (E)
Secret Doors: Magic (6,10)
Containers: Loot (1,6), Loot (5,12)
Before heading to the Sewers, now would be a good time to make a quick
trip to
The Crag (use the Navea Obelisk to teleport to the Menthil Obelisk) so
you can
complete that Pirate Truce quest and unlock ship-based fast travel.
Completing this quest may also bring you up to Level 19.
Once that's done head on over to the Karthal Sewers' entrance, which
is just

to the east of the Chapel containing the Light Magic Grandmaster


(66,27). From
The Crag, just use the Menthil Obelisk to teleport to the Volos
Obelisk and
travel north and then southeast. In front of the entrance you'll find
an Elite
Giant Spider, which is just like a normal Giant Spider except its
Poison Spit
is ranged. Kill it and head inside.
You'll see that it's extremely dark in here. Without a source of
light, or the
directions provided here, finding the Lever needed to proceed is
somewhat
annoying. Straight ahead you'll meet an NPC who will give you a bit of
information. Proceed along the path and when you reach a junction
continue
straight to run across two more Spiders. In the room they were in is a
Lever
to flip (3,2).
Return to the junction and go north to find a path west containing a
Chest.
Opening it spawns two more Spiders. Further north you'll reach a fork,
east of
which is a Secret Door containing a Chest and two Facehuggers.
Facehuggers are
annoying creatures that are resistant to all magic except Earth, are
highly
evasive, will drain your Mana, and have a party-wide Air attack.
Following the path west will lead to a twin-Spider ambush when you
reach the
corner. There's also a Facehugger waiting behind them. Further along
the path
you'll come to another junction. East is a dead end, so go west to
trigger
some enemy movement; two Spiders and three Facehuggers will begin
making their
way toward your position.
Once they're dead just follow the linear path to reach the exit (the
door you
pass is sealed and can't be opened from this side).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3b. Falagar's Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Black Guard (N), Dark Wizard (N), Ripley (B)
Secret Doors: Perception (9,0), Magic (8,8)
Containers: Loot (8,0), Book (12,9), Magic Loot (8,7), Loot (1,8),
Magic Loot (1,0), Loot (5,0)
Follow the linear path, ignoring the Lever you see, until it turns
east and
you can see an NPC in the distance. Move to enter the room ahead and
two Black

Guards will move to attack. Dispatch them and head toward the NPC
guarding the
door, who just so happens to be the third Lost Lambs quest objective.
Either
kill him or let him go, though again letting him live doesn't give you
anything other than a different Epilogue slide while killing him gets
you XP
and a Vitality Elixer.
Now, you can head right through the doors ahead to enter Karthal (skip
down to
section W3c. if so) and come back to clear this later, but for
simplicity's
sake I'm going to clear it now.
So rather then exiting west, head south to find a Secret Door and a
Lever to
flip. The room to the north is next, and three Black Guards will move
to
attack you on the way in. Inside is a book, a Secret Door, and the
next Lever
you need to use. Now return all the way back to that first Lever you
saw when
you entered the area and flip it to open the last two sealed doors.
The first door to the east contains two Black Guards and a Dark Wizard
along
with a Chest containing a Key. The second eastern door just holds a
Chest.
Back in the large room, the now-open door to the south has a Black
Guard and
a Dark Wizard guarding a final Chest.
The locked northern door leads to the second level, and opening it
will cause
two Dark Wizards to teleport in. Finish them off and head upstairs.
________________________
Level 2
????????????????????????
Enemies: Black Guard (N), Dark Wizard (N), Wolf Hound (N)
Secret Doors: Might (4,3)
Barrels: Destiny (2,3)
Containers: Cog (12,2), Loot (12,11), Loot (9,11), Book (2,11),
Magic Loot (2,3), Quest Item (8,2)
Stepping forward will trigger several enemies. Two Wolf Hounds
approach from
the west, while four Black Guards will start approaching from the
east. Once
they all fall, head east. Three Dark Wizards will teleport in to
surround you
the moment you reach the east wall. After taking care of them head
south to
find a container on the south side of the Angel statue containing a
Cog. Cogs
are like Keys, except for Levers instead of doors.
Next head north and check the eastern alcove for a Chest. Continue
westward to

find another Chest, and once the path turns south you'll see a Lever
you
should use. A bit further south is a door to the west. Opening it and
stepping
inside will trigger an ambush: Two Dark Wizards will appear to the
north and
two Black Guards and two Wolf Hounds will appear behind you. Inside
the room
you will find... a Book.
Still further south is a Secret Door that hides the Lever which opens
a nearby
door. Inside are two Dark Wizards who will immediately attack, a
Chest, and a
Destiny Barrel.
In the final room is a sole Chest containing the Light Shard, which is
used in
the Elemental Forge. Grabbing it will trigger a large number of
enemies to
start pouring in. Two Black Guards will approach from the west, two
Black
Guards and a Dark Wizard come in from the north, and two Wolf Hounds
and two
Black Guards arrive from the east. Clear them all out and then head
back down
to the first floor and finally enter Karthal proper.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3c. Karthal Harbour (1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Giant Spider (E)
Trainers: Bow Master (21,16), Heavy Armor Master (7,26),
Prime Magic Master (17,29), Spear Grandmaster (21,14),
Water Magic Expert (19,6)
Barrels: Dark (26,11), Earth (14,8), Spider (13,1), Spider (30,0),
Light (25,31)
Containers: Gold (31,0), Book (2,21), Gold (15,31)
Landmarks: Fountain (1,18)
Upon entering you'll receive an XP boost which will likely bring you
up to
Level 20. A little to the north is a house containing a Hireling who
will
Identify items for you. While not useless, that isn't all that useful
either.
Take the path west from his house to discover the Spear Grandmaster
and the
Smithy, which sells some of the best bows/axes/maces.
Continue along the path to find Munthir the Peddler. Make a note of
him, as
you'll have to visit him later for a quest. Once the path opens up,
head south
to find the Stables and the Ship fast travel point. Near the Ship you
can find
a Spider Barrel. Head west to find the Inn, inside which you'll find
the NPC
you need to talk to. Tell her that Jon Morgan sent you to get the
information

needed to advance.
Further west is an exit to the World Map, a Spider Barrel, and a
Chest. Head
north from the Stables to eventually come across the Armorer (who
sells some
of the best heavy armor). Further north is an exit to the World Map,
while to
the west is a house containing he Naga Tea questgiver (and just south
of that
house is a Book).
Backtrack south
leads
directly to the
Magical Foci,
has the largest
be where
you can advance
transported
to the north of

a little bit to find an unexplored path east which


Mystic Shop. This places sells some of the best
selection of rare accessories, and just so happens to
the Main Quest. Do so to get two new quests and be
the area.

Just south of you is the Library, which has the best Fire and Prime
spells for
sale. To the west is another entrance into the Sewers (which should be
avoided
for now) while to the south is an NPC who holds one of the two
remaining Naga
Teas (21,19). North of her is the Chapel, where you can turn in the
Ashes to
Ashes quest if you really want to (considering we're about to go on a
Relic
hunting spree it would be best to hold off for a while longer).
There's nothing else of note in this area other than a Light Barrel to
the
northeast, so return to the Mystic Shop and head west to reach the
entrance to
the Slums.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3d. Karthal Slums
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Giant Spider (E)
Trainers: Axe Expert (27,16), Crossbow Expert (27,16),
Dark Magic Expert (27,16), Dark Magic Master (2,9),
Dodge Expert (3,23), Dual Wield Expert (6,2),
Earth Magic Expert (27,16), Fire Magic Expert (27,16),
Fire Magic Master (7,26), Light Magic Expert (27,16),
Mysticism Expert (27,16), Mysticism Master (3,23),
Warfare Expert (27,16), Warfare Master (17,23)
Barrels: Prime (22,10), Spider (21,17), Dark (8,14), Spider (12,20),
Spider (9,11), Fire (6,28)
Containers: Book (14,11), Gold (16,17), Gold (0,13), Gold (4,11)
Landmarks: Fountain (14,9)
This place is a little bit of a maze. Head west to find a Barrel, a
Fountain,
and a Book. You can't continue this way just yet, so backtrack to the
entrance

and head north. You'll pass the Training Center and soon arrive at a
wooden
ramp that leads down to the west.
On the wooden platform, the path north is a dead end while the path
south
leads to the ground level near a Spider Barrel. Head up the western
stairs to
find a Chest and continue west to find a fork. Down the southwest
stairs is a
Dark Resistance Barrel. Continuing along the platform to the west will
lead
you to a set of stairs heading down to the east and a path northward.
Take the stairs to find the Hospice, which contains a Status Effect
curing
Hireling. He can be very useful for specific party makeups. He's also
necessary for one of your currently open quests, so pick him up. Note
that
just to the east is another Spider Barrel. Go back up the stairs and
head
north to eventually reach the western side of the area.
The Blackfang Hideout is located slightly south of here. This location
is
very important, important enough that you may wish to consider placing
a
Spirit Beacon directly in front of it (they sell Spirit Beacon scrolls
inside in case you don't have the spell). It sells all of the highest
level
equipment that's possible to be found in shops. It's also the place
containing
one of your Main Quest objectives, so advance it while you're here, as
well as
the place to buy both a glove Relic and the third part of the
Crusader's Stone
Disc.
Continuing south you'll pass another Sewer entrance to the west
(ignore this
one as well) and eventually reach another Library. This Library is
where you
can buy the best Dark Magic spells as well as find a Hireling who will
increase the XP you gain from killing things. You should already have
one of
those though (picked up way back in Seahaven) and so don't need this
one since
their effects don't stack.
Still further south you'll see a Rakshasa. She's who you have to talk
to reach
the bonus UPlay dungeon (assuming you've unlocked it). Ignore her for
now
(unless you need Dual Wield training) and backtrack north a little bit
to find
a path east of the Library, which leads to a Spider Barrel. Now head
all the
way back north to the wooden stairs leading down to the east.
Go down to the first landing and then head southeast to find a second
set of

stairs (7,22) that down to the east and turn north. Travel north to
find an
unmarked house directly to the west. This place will be important
later if you
have a Druid in the party. Grab the Fire Barrel just north of here and
then
return to the stairs and go east to find an Inn. Inside is the second
Main
Quest target.
To advance the quest you need to talk to him with someone who has a
Vitality
rating of at least 20. That Ancestor Mask Relic you picked up back in
the
Desolate Wilds should be at max level by now, so reaching that
threshold
should be simple enough (camp out at the Blackfang Hideout for
+Vitality
equipment if it isn't).
Continue east and then south (there's nothing to the north) to be back
at
that very first Spider Barrel. To the west is a nothing but dead end,
so
that wraps up the exploration. Take the opportunity to return to the
Harbour
area and use the Ship fast travel option to drop off Kaspar (the
doctor
Hireling) at the Crag. Unless of course you need a Hireling who can
cure
Status Effects.
Now, to further advance the main quest you're going to need some way
to walk
on water. Which means it's time for a return trip to the Elemental
Forge.
Conveniently, gaining that ability will also let you collect several
additional Relics.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3e. The Elemental Forge (2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use the Stables or Ship fast travel option to return to Sorpigal. Rest
at the
Inn to get the Well Rested bonus and then Head outside and activate
the Water
Ward and the Power/Destiny Statues. Now go talk to Lev in Castle
Portmeyron to
get back to the Forge.
The only Elemental Boss you have to fight right now is the Water one,
and
honestly the bonuses from the Fire/Light ones aren't very good. Still,
may as
well take them all out while you're here.
Start by going down to the second level.
________________________
Level 2

????????????????????????
Enemies: Ackwalander (B), Fire Elemental (N), Pyrannaste (B),
Water Elemental (N)
Barrels: Water (9,18), Fire (0,13)
Containers: Boss Chest (10,18), Loot (7,18), Potions (8,18), Boss
Chest (8,20)
Head over to the water elemental door and go inside to aggro two Water
Elementals. They're weak to physical attacks and with the Water Ward
up they
shouldn't be very dangerous.
Unlike the earth room, this one requires a puzzle be solved before the
Boss
will appear. You need to turn the water blue/clear and then dump it
into the
center area. The solution is: 4x east, 2x west, and 3x north.
Use the altar to trigger the Boss. With Water Ward up her attacks will
be
manageable (especially if you can cast Arcane/Water Ward yourself),
but she's
still annoying due to casting Liquid Membrane on herself. Now would be
a good
time to use Purge if you have it. Once she falls you'll gain the
ability to
walk on shallow water. Loot the treasure room to the north and then
head over
to the fire elemental door.
Inside is a switch/platform puzzle. It is very simple. Start by
heading north
to run into two Fire Elementals. Fire Elementals are extremely
dangerous in
close combat since they'll do an unavoidable and unreducable 100
damage to
our entire party if they die next to you. Unless most of your party
members
have >100 Health it would be best to take them out at range.
Once they're dead go all the way to the end of the path and activate
the
switch there (3,9). Now head clockwise around the room activating the
various
switches as you reach them. Do not touch (7,5) though, as that one
resets the
puzzle. Due note that on the south side of the room are two more Fire
Elementals to defeat.
Once you activate the fifth switch, try to walk across the path to the
west.
The platform will move. Head all the way back to the north side of the
room
and follow the now completed path east to reach the altar. use it to
spawn the
Boss. Nothing much to say about him other than that Fire Resistance
and Water
damage are good (those Tsunami scrolls you just picked up from the
Water room

may help), while Fire damage is bad. You could always return to the
World Map
and activate the Arcane Ward over to the east of Castle Portmeyron if
necessary.
Once he falls you'll receive a permanent Danger Sense. Which is nearuseless.
Loot the northern treasure room and return to the third level.
________________________
Level 3
????????????????????????
Enemies: Light Elemental (N), Risellin (B)
Barrels: Light (3,19)
Containers: Boss Chest (4,18)
Go through the eastern doorway and follow the fork north to encounter
two
Light Elementals. They're dangerous at range, but not so much in close
combat.
So aggro them with a ranged weapon and then retreat back around the
corner to
have them come to you. Enter the Light room.
Inside is a tile puzzle. All you have to do is light up all the floor
tiles.
Solution: (15,18), (14,18), (15,18), leave the board, (15,18), and now
just
follow the zig-zag path along the dark tiles. Head up the stairs to
activate
the altar and have the Boss appear.
Like Pyrannaste, there's not really much to say about this Boss.
Unlike
Pyrannaste, her attack is single-target and so she's far less
dangerous.
Defeating her grants permanent Clairvoyance. Not technically useless,
but
considering that all the areas with traps in them have already been
cleared...
Anyway, go and loot the treasure room to the west and head on back to
the
World Map. It's time for some Relic hunting.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3f. World Map (4)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Vantyr Range
????????????????????????
Enemies: Air Elemental (E), Earth Elemental (E), Shadow Elemental (E),
Water Elemental (E)
Barrels: Prime (101,70)
Containers: Scrolls (108,95)
The Relics to be had are some medium armor, some light armor, a onehanded

mace, and a shield. We'll start at Seahaven, and you should make a
quick trip
inside to buy some Sulfur from the Mystic Shop (which is only
available if
you've dropped off Kaspar at The Crag).
From the city's entrance, head east into the water to find a Barrel to
the
south and a path further east into the Vantyr Range. Down this path,
north at
the second fork, are two Elite Earth Elementals and a Hireling who
gives your
party four free General Block attempts (which is a good bonus more
often than
not). The Earth Elementals are extremely annoying thanks to
Regeneration, so
you may not be able to easily finish them off unless you have access
to Purge.
There's nothing useful further east at the moment, so return to the
northern
path you passed a bit earlier. This leads to a lone Chest and a path
west.
When you approach the Chest, four Elite elementals will ambush you;
Air,
Water, Shadow, and Earth. Your party will likely be Level 21 about
now.
Westward now, into the Irisus Sea.
________________________
Irisus Sea
????????????????????????
Enemies: Air Elemental (N), Earth Elemental (N), Goblin (N), Manticore
(N),
Mermaid (N), Moonsilk Spider (N), Water Elemental (N)
Barrels: Spider (84,90), Earth (84,90),
Goblin (76,91), Destiny
Containers: Relic Chest (100,92), Quest
Loot (77,86)
Landmarks: Water Ward (68,83), Air Ward

Might (77,91), Dark (76,91),


(76,90)
Book (100,92), Book (81,94),
(48,69), Earth Ward (54,65)

The western path is guarded by three Air Elementals, which fall very
quickly
to physical attacks. Behind them is a Wrecked Ship. Inside, you will
find
yourself surrounded by two Air Elementals and two Water Elementals.
Dispatch
them, loot the Chest containing the shield Relic, grab the Forbidden
Saga
Book, and leave.
Continue along westward to eventually run across a group of five Water
Elementals. After clearing them, head south onto the land instead of
further
west. Just to the east you'll find a Book and the NPC who gives the
Blademaster Promotion quest. Follow the road south. The first eastern
path
leads to some Barrels (one of which contains a Moonsilk Spider), while
the

next western path leads to a Chest. Further south will just take you
back to
the large plain west of Seahaven, so head back to the place where you
fought
the Water Elementals instead.
Heading southwest through the water you'll come across a grouping of
four
Barrels, one of which holds a Goblin. Continue southwest to find a
Water Ward.
Activating it will spawn two Water Elementals and two Mermaids. The
Mermaids
can Paralyze, but otherwise aren't much different from the Water
Elementals.
Further southwest are two more Mermaids and an Air Elemental. Still
further
southwest is an Air Ward. To the east of the Ward you'll see a door
marker on
your minimap. This is where the Limbo Dungeon is located, but you
cannot enter
it until after the Main Quest is completed. So ignore it for now and
take the
path south through the woods. At the fork, head east to find a
Manticore. If
you head north of the Manticore and try to turn the corner east you'll
get
attacked by two Earth Elementals. There's also an Earth Ward down the
short
path to the west.
Backtrack to the first fork and go west to find a Root Barrier.
Continue
through it westward to enter the Minho Marshes.
________________________
Minho Marshes
????????????????????????
Enemies: Goblin (N), Mauler (N), War Panther (N)
Trainers: Fire Magic Grandmaster (43,64)
Barrels: Air (41,49)
Containers: Loot (38,67), Loot (38,61), Loot (30,56), Loot (33,65)
Landmarks: Power Statue (44,59), Minho Obelisk (32,56)
Further west is a Dig Spot, while heading south leads you to a
dwelling
housing the Fire Magic Grandmaster Trainer and the last Naga Tea quest
item.
Going south from here will lead to a bunch of enemies you'll have to
defeat
(two Maulers, two Goblins, and three War Panthers). They shouldn't be
much of
a threat at this point.
Onward to the south you'll find a Power Statue to the east, the path
leading
back to the Halloth Grove, and a path to the southwest. Go southwest
to reach
a fork. West is a dead end, while southeast leads to the Druid Elder
Promotion

questgiver, an Air Tile, and a Barrel. Return to where you fought the
Panthers
and go west to find a Chest and some more enemies (two Maulers, two
Goblins,
and two War Panthers). Southwest of them is the Minho Obelisk and
another
Chest.
North will lead you to the apothecary Hireling, who will give you
constant
access to a full selection of potions to buy, which can be extremely
useful.
Even if you don't have a potion shortage, you'll want to hire her at
least
once to buy the Spirit/Vitality Elixers she sells. Past her house to
the west
is a Chest and the entrance to the Wyslin Jungle.
________________________
Wyslin Jungle
????????????????????????
Enemies: Black Guard (N), Dark Wizard (N), Sentenza (B), Wolf Hound
(N)
Trainers: Air Magic Grandmaster (25,76)
Containers: Loot (19,65), Relic (13,70), Magic Loot (13,70), Loot
(25,81)
Landmarks: Fire Ward (29,63), Air Ward (14,72), Wyslin Obelisk (22,83)
Head straight west (ignore the first path to the north) and follow the
path as
it turns south. Ignore the set of stairs further south and go east
instead to
find a Fire Ward. Return north to (23,67) and go all the way north to
find a
tent containing the Air Magic Grandmaster Trainer. You'll have to come
back
here later for a quest, so take note of its location. Head back south
and take
the path west to reach a fork. Further west is an Air Ward and the
Dangerous
Cave containing the medium armor Relic (you may also notice an
unmarked tower
to the south, make a note of it since this is where the Dodge
Grandmaster
Trainer will later appear).
The Relic's guardian is a Panther Warrior Boss. There's nothing
special about
him, but there is something special about the Relic; it will
eventually gain
the Life Leech property. Head back east a little bit and take the
easternmost
northward path (17,71) to reach a fork. East is a Chest and west is
the Wyslin
Obelisk. Your inventory has likely filled up right about now, so it
would be a
good time to return to town and empty it.
Use the Wyslin Obelisk to 'port to the Volos Obelisk and head back to
Karthal,

taking out the enemies guarding the entrance (two Dark Wizards, Black
Guards,
and Wolf Hounds) on the way. While you're here, turn in the Naga Tea
quest to
receive a large number of Elixers. Once you're done in town use the
Stables to
travel to Sorpigal.
________________________
Tirya Bay
????????????????????????
Enemies: Cyclops (N), Naga Warlord (E), Pearl Priestess (E)
Containers: Book (139,21), Relic (139,21), Potions (115,41),
Magic Loot (115,41)
Exit and head south across the water to find a second Wrecked Ship.
Inside you'll find two Elite Pearl Priestesses and an Elite Naga
Warlord. The
Pearls are just stronger versions of the Coral ones you fought back at
the
Lighthouse, while the Warlord is basically identical to the Boss you
fought at
the top of the Lighthouse (except its attack won't push you around).
They're
guarding a Book and a 1-handed mace Relic. While you're in this area,
now's as
good a time as any to take out that Cyclops in the nearby Dangerous
Cave
(115,41). You'll find some loot and Resistance Elixers after it's
dead.
The Dubra Scrubland is next.
________________________
Dubra Scrubland
????????????????????????
Enemies: Amarok (B), Asterion (B), Blackfang Marauder (N), Blackfang
Thug (N),
Giant Spider (E), Kensei (E), Naga Warlord (E), Pearl
Priestess (E)
Trainers: Endurance Grandmaster (83,18)
Barrels: Dark (91,27), Dark (98,7), Spider (98,7), Fire (98,7), Air
(98,7),
Water (98,7), Spider (98,7), Light (98,7), Prime (98,7),
Destiny (98,7), Magic (98,7), Might (98,7), Earth (98,7),
Perception (98,7)
Containers: Quest Item (89,25), Magic Loot (91,27), Relic (98,7),
Magic Loot (107,15), Magic Loot (96,21)
Landmarks: Dispel Statue (88,38), Fountain (85,24), Dark Ward (88,23),
Dubra Obelisk (92,22)
Head to the western side of the Lighthouse next to find a small path
west over
a broken bridge. Follow it to find three Blackfang Thugs to kill.
They're
dangerous, but not exceptionally so at this juncture and finishing
them may

bring your party up to Level 22. The way further west leads to some
berries
you'll need for a quest, while heading north will lead you around to
the west
where you'll soon come across a Dangerous Cave. Inside is a Wolf-type
Boss, a
Barrel, and some random loot. Honestly there's not much point in
clearing this
just yet, but you may as well do so for convenience's sake.
West of here is Karthal. Head north to encounter a Blackfang Marauder
and
Blackfang Thug guarding a Dispel Statue. Head northeast of there to
find a
tower containing an NPC who runs away when you talk to her. This is
the Dodge
Grandmaster Trainer, and you'll have to talk to her twice more (in two
other
locations) before she'll train you. The southern path is a dead end,
so head
back to Karthal's eastern entrance and go south from there instead.
You'll pass a Restoration Fountain, a Dark Ward, and a tent containing
the
Endurance Grandmaster Trainer on the way. Once the path turns east,
you'll see
the Shalassa Shrine and a group of enemies in the distance (an Elite
Kensei,
an Elite Naga Warlord, and two Elite Pearl Priestesses). Take them out
and
head into the Wrecked Ship just south of where they were standing.
Inside is a
ton of Barrels, two of which contain Elite Giant Spiders, and a Chest
holding
the light armor Relic. This relic eventually boosts Dodge, Evade, and
Dual
Wield, making it seem tailored for a Bladedancer.
Following the path outside the Wreck all the way east will lead to a
Chest.
Backtrack a little and take the northern path into the rocky area to
find some
more Blackfang enemies (two Marauders and two Thugs). Head north to
find a
Chest, and west to run across a Minotaur Boss. Other than strength and
Status
Effect immunity, it's not any different from a normal Minotaur. Beyond
the
Boss is the Dubra Obelisk.
Take the opportunity now to return to town and restock your Supplies
and buy
or sell equipment. While you're here, remember Munthir the Peddler?
The NPC
near the Smithy? Go talk to him to buy some Mercury (this is only
available
if you've dropped off Kaspar at The Crag). The next destination is in
the
Desolate Wilds, so take the Ship from Karthal over to The Crag.
________________________

The Crag
????????????????????????
Barrels: Water (2,29)
Containers: Gold (14,24), Gold (4,27)
You can explore the path at (15,17) to find two Chests and a Barrel.
Now exit
The Crag into the Desolate Wilds.
________________________
Desolate Wilds
????????????????????????
Enemies: Air Elemental (E), Dreamwalker (N), Jaguar Warrior (N),
Kensei (N),
Mermaid (E), Pearl Priestess (N), Water Elemental (E)
Trainers: Arcane Discipline Grandmaster (20,33)
Containers: Magic Loot (19,15), Book (40,10), Loot (40,10)
Landmarks: Water Ward (15,33), Air Ward (50,17)
Travel southeast to find a path west through the water (25,35) that
leads to
an NPC. This is the Arcane Discipline Grandmaster. Talk to them and
accept the
available quest. You'll have to visit three more times before they'll
train
you, so keep track of when this quest updates and return when possible
to
advance it. Following the path south leads to two Elite Air Elementals
and a
Water Ward.
Wander over to where the Methil Obelisk is and head south into the
water to
find two Elite Mermaids. To the west is a Chest and to the east is a
dead end.
Use the Menthil Obelisk to teleport to the Volos Obelisk and head west
to
trigger an ambush by two Dreamwalkers and two Jaguar Warriors. Mop
them up and
continue west and then all the way south to reach another watery path
(40,13)
which leads directly to your next Main Quest destination; the Sun
Hind.
Inside you'll find a Book, two Kensei and a Pearl Priestess, a Chest,
and an
NPC you should talk to. He'll mention the word "swordfish". This word
is
important. Back outside, head east to find two Elite Water Elementals
and an
Air Ward. Heading west just loops up and around to the north. Take a
moment to
activate the nearby Water Ward (38,15), and then head northwest until
you
can see the Restoration Fountain (37,28). West of here is the entrance
to
Skull Rock, which is guarded by a Kensei. Kill it and go in.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3g. Skull Rock

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Kensei (N), Naga Warlord (N), Pearl Priestess (N)
Barrels: Water (3,8)
Containers: Loot (1,4), Loot (10,1), Loot (11,13), Magic Loot (1,15)
Start by heading up the western path north to find a Pearl Priestess
and a
Kensei. Continue north, and some enemies (two Kensei and a Pearl
Priestess)
will start moving toward you once you reach the turn east. Head all
the way
east to find a Lever on the wall. Flip it to have a way north open and
more
enemies spawn.
Don't go north just yet though. Head south instead to find two Kensei
and a
Naga Warlord. Following the path west after they're defeated will lead
to a
Dig Spot which holds a Key. Now travel north past the Lever to trigger
two
Kensei and a Pearl Priestess. If you wait and kill them as they come
to you,
the second Pearl Priestess over to the west won't move. Nor will she
react if
you move to the spot in front of her on this side of the water and
rain down
ranged fire.
Head further north and around to the west to trigger yet more enemies.
Two
Kensei and a Pearl Priestess again? Yes, but this time they have a
Naga
Warlord accompanying them. All the way in the western corner is a
Chest,
opening which spawns three Pearl Priestesses, three Kensei, and two
Naga
Warlords. If you trigger the enemies from (3,14), you can rain death
down
upon two of the Priestesses with impunity.
That's everything on this level, so go back south of the Lever and use
the
eastern exit. It asks you for a password. Remember that important word
back
at the Sun Hind? That's the password (answer: swordfish).
________________________
Level 2
????????????????????????
Enemies: Iemanja (B), Kensei (E/N), Mermaid (E), Naga Warlord (E/N),
Pearl Priestess (E/N)
Barrels:
Containers: Loot (1,13), Quest Item (7,15), Quest Item (14,11),
Magic Loot (14,10), Relic (14,6)

Moving two spaces forward will get you ambushed by two Pearl
Priestesses (one
Elite). A Kensei trails along behind them. Head north across the water
to find
a Chest to the northwest. A little ways east there's a second path
north
leading into a wood-paneled room with another Chest. This Chest
contains your
main objective, and opening it will spawn some enemies: A Kensei, two
Naga
Warlords (one Elite), and a Pearl Priestess.
Leave the room and head west to see two Elite Mermaids and a Boss at
the far
end of the area. They're guarding the Air Shard, which will be
necessary to
complete the Main Quest, so go take them out. Remember that they can
cast
Paralyze. In addition to gaining access to the Air Shard, killing the
Boss
will reward you with the quest item needed to complete the Bow
Grandmaster
quest.
Grab the two Chests to the east and then go southwest to trigger a
group of
enemies to the south. This time it's two Kensei (one Elite), a Pearl
Priestess, and a Naga Warlord. Beyond them to the south is a path west
to a
Chest containing the Sword of the Bounty Hunter quest objective. Which
is a
2-handed sword Relic, which will eventually do Water damage and offer
a chance
to lower a target's number of attacks, that you get to keep. Some
enemies will
spawn when you open it. Specifically: Two Pearl Priestesses (one
Elite), two
Kensei (one Elite), and an Elite Naga Warlord. You should be Level 23
about
now and through with this location.
Return to Karthal (possibly making a quick detour to the Arcane
Discipline
Grandmaster to advance their quest) so you can turn in the Partners in
Crime
quest to the Blackfang Hideout and The Great Escape quest to Hamza's
Hideout.
If you have the Druid Elder Promotion quest active, now's a good time
to stop
by Sayid's house in the Slums District to advance it.
Your next destination is the Black Guard Headquarters located over in
the
northeast section of the Slums. Talk to the NPC outside, choose the
second
option, and then head in.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3h. Black Guard Headquarters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________

Level 2
????????????????????????
Enemies: Black Guard (E/N), Dark Wizard (E/N)
Secret Doors: Perception (3,13), Magic (3,2)
Barrels: Dark (3,12), Magic (1,2)
Containers: Loot (4,14), Loot (2,10), Loot (13,9), Potions (13,15,
Key (14,1), Magic Loot (2,5)
While two levels of this area are labeled as "Karthal Jail", it
simplifies
things to just refer to the entire building as the Black Guard
Headquarters.
The door to the east is sealed, so open the western one to find five
Black
Guards. A little way into the room you'll find a chest well-hidden
underneath
one of the northern beds (4,14), it contains the key to the third
level. Also
in the room is a Secret Door.
The next door to the west opens into a room containing nothing but a
Chest.
Grab it and then open the door directly across the hall to the east.
There's
another chest in this room along with a door on the north wall. Two
Dark
Wizards will ambush you when you open it, and two Black Guards will
start
moving toward your position from the west. There's an Elite Black
Guard back
to the west as well that only aggros when you approach. In that room
to the
north is a Chest you can grab and a Lever you can flip to open the
nearby
sealed door.
Head over to the southeast door next. Follow the twisting hallway to
reach an
open room. When you get about halfway to the south side, three Dark
Wizards
(one Elite) will teleport in. Once they've been dispatched, grab the
Chest to
find another Key. Now this next part can be dangerous.
The moment you step back out into the main hall, the door will close
behind
you and you'll be faced with a hoard of enemies to defeat. Nine Black
Guards
(one Elite) and five Dark Wizards (one Elite) to be precise. You may
wish to
avoid moving after triggering the trap to make it harder for them to
surround
you, and if you have a Fire Magic Master with Fire Blast... well, it
works
wonders here.
Once they're all dead go through the southwest door to find a Secret
Door, a

Barrel, and the path to the first level. Rather than going down there
though,
return to the main hall and take the southern door up to level 3.
________________________
Level 3
????????????????????????
Enemies: Black Guard (E/N), Black Guard Captain (N), Dark Wizard (E/N)
Secret Doors: Perception (15,6), Magic (3,2), Might (14,7)
Containers: Magic Loot (15,5), Loot (15,3), Key (6,1), Loot (2,3),
Quest Book (1,2), Potions (12,9), Cog (16,15), Loot (8,16),
Magic Loot (3,13)
Though this area doesn't actually have a "Level" in its name, it's
directly
above the last level, so "Level 3" it is.
The way west is sealed, so head east down a hallway to find a door to
a room
with a Secret Door. Going south from here will trigger an ambush by
four Dark
Wizards (two Elites) once you get about halfway through the hallway.
After
grabbing the Chest to the south, go west to enter a large nearly empty
room;
the southwest corner hides a Chest with a Key in it.
Continue west and then
Heading
north will trigger six
toward you.
The only thing in here
main
hall. So flip it, head
heading
east.

south to find a Book and another Secret Door.


Black Guards (two Elites) to start moving
is the Lever that opens the door back into the
through, and go north to find a second door

The doors will lock the moment you step inside and you'll be facing
off
against six Black Guards (one Elite), three Dark Wizards (one Elite),
and a
Black Guard Captain. Once they're cleared away you can search the room
to find
a Secret Door and the Cog necessary to operate the Lever which reopens the
way back to the main hall.
Open the northern door to find a Chest and then head west into the
last room,
which holds two Black Guards (one Elite), three Dark Wizards (one
Elite), a
Black Guard Captain, and a Chest. After the battle your party will
likely have
reached Level 24. That's everything there is on this level, and your
inventory
is likely getting close to filled, so head back into town to do
whatever you
need to do.

Once you're ready, return to the second level and then follow the
southwestern
path to reach the exit down to the first level.
________________________
Level 1
????????????????????????
Enemies: Black Guard (E/N), Dark Wizard (E/N), Minotaur (E), The
Butcher (B)
Secret Doors: Might (14,7)
Barrels: Might (11,5)
Containers: Loot (2,3), Loot (3,9), Magic Loot (14,6), Magic Loot
(14,15),
Quest Item (7,14)
This level is dark, so illuminating spells will be useful. Start by
taking the
path east to find a Lever and the door leading into the Sewers. Flip
the Lever
and then open the door behind you to find an Elite Minotaur. That's
all that's
here; the Minotaur.
Now return to the entrance and take the western path. In the room to
the west
you can find a Chest. Follow the path to the north to reach another
room, one
in which you'll be ambushed by two Black Guards, two Dark Wizards, and
an
Elite Minotaur. There's also a Dig Spot in the northeastern corner.
Moving east from here you'll see a Lever on the east wall, flip it and
continue east to have four Black Guards (two Elites) and four Dark
Wizards
(two Elites) appear in the hallway ahead. Past them to the east is a
Secret
Door, and over north of that are two Elite Minotaurs. They'll attack
if you
stand at (13,12) and then move away. You can also find a Dig Spot in
the
northern cell.
Backtrack to the center of the map and take the path north to find a
door.
Behind the door is a Minotaur Boss. He's not notably different from a
normal
Minotaur, so there shouldn't be much of a problem with cutting him
down.
Straight ahead is the Darkness Shard, so grab it and then open the
western
door to find a Lever that opens the nearby gate. Head through and bust
through the bars to find your quest objective.
Annoyingly, continuing with the main quest requires you to fire one of
your
Hirelings for a short while. A very short while... which makes it all
the more
annoying since it serves no purpose. In any case, once you've
accomplished the

objective it's time to head back to the entrance and exit down into
the
Karthal Sewers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3i. Karthal Sewers (2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 2
????????????????????????
Enemies: Erysichthon (B), Facehugger (N), Giant Spider (E)
Trainers: Medium Armor Grandmaster (1,5)
Secret Doors: Might (8,0)
Barrels: Might (11,5), Perception (4,0)
Containers: Quest Book (14,2), Loot (9,7), Magic Loot (8,1)
And your Hireling slot is now free again. This is another dark area,
so
hopefully you have something to illuminate it with. If not, well you
should be able to manage anyway.
Start by taking the northeastern path to the very end to find a Lever.
Now
head back to the entrance and then south to come across five
Facehuggers
and two Elite Giant Spiders. Reaching their location places you at a
crossroads. To the southeast is the exit into the Lost City's third
level
(which you can ignore since it's been cleared) and to the northwest is
a
Lever you should flip (14,7). South of this is a Book, and west of the
Book is the path you want to take (south is a dead end).
Head north from the next junction to reach a fork. To the northwest is
a
Chest and to the northwest is the exit to the Karthal Slums. Ignore
that
exit and go south to find a path that leads further west, past a
Secret Door,
and into a group of enemies (three Facehuggers and a Boss). This Boss
is
dangerous, as it combines the Fire Elemental's suicide blast with the
Crystal
Spider's ranged full-party attack. Thankfully, it's just as weak to
physical
attacks as normal Facehuggers and doesn't even have their same level
of Magic
Resistance.
The room those enemies were is another H-shaped affair. Northeast is
nothing,
northwest is a door leading to the Medium Armor Grandmaster Trainer
and
southwest is a Barrel. Break the Barrel and then take the path west to
get
ambushed by four Elite Giant Spiders. South of them is the exit to the
first
level.
________________________

Level 1
????????????????????????
Enemies: Facehugger (N), Giant Spider (E)
Containers: Magic Loot (10,18)
Straight ahead is the exit into Karthal Harbour. Before using it
though, head
west and then north to find two more Facehuggers and two more Elite
Giant
Spiders to exterminate. There's also a Lever (9,21) and a Chest to the
north
and northeast respectively.
The path northwest just leads back to the exit into Falagar's Mansion,
so that
wraps this area up. Time to return to the Elemental Forge (and it will
be a
good idea to activate an Air Ward on the way).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W2j. The Elemental Forge (3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 3
????????????????????????
Enemies: Air Elemental (E), Shalwend (B)
Barrels: Air (1,0)
Containers: Boss Chest (1,3)
Start by returning to the third level and then going through the
eastern
doorway. Take the southeastern fork to find two Elite Air Elementals.
Like
the Light Elementals before them, the best way to take them out is to
start
combat with a ranged attack and then retreat back around the corner to
make
them come to you.
Head through the Air door to find a platform puzzle. You basically
have to use
the Pressure Plates to move the various platforms up/down to create a
path.
The solution is: 3x west plate, 2x north plate, 1x south plate, 4x
east plate.
Use the object at the top of the stairs to teleport into a the Boss
fight. The
Boss is pretty much just a superstrong Air Elemental. Defeating him
grants the
ability to use the Air Tiles you ran across in the Ashen Hills,
Desolate
Wilds, and Minho Marshes.
Once he's overcome, loot the treasure room to the southwest and then
head down
to the first level of the Forge.
________________________

Level 1
????????????????????????
Enemies: Shadow Elemental (N), Sinshan (B)
Barrels: Dark (2,22)
Containers: Boss Chest (1,21)
Open up the Shadow door to get attacked by two Shadow Elementals.
Their Damage
Reflection ability is annoying, but it only works in close combat and
won't
activate in response to spells like Cyclone or Poison Cloud. Behind
them
you'll find a teleport puzzle. Starting from the doorway, the answer
is:
N-W-S-S-E-E-E.
Now use the Shadow Altar to spawn the Boss. Unlike the other elemental
Bosses
(with the exception of Earth), this one is far less deadly at range
than in
melee. If you immediately take a step to the north after he spawns,
all he'll
do is throw Feeblemind, Paralyze, and Purge spells at you. Defeating
him
grants permanent Whispering Shadows, allowing you to always see Secret
Door
locations.
Finish him off (possibly bringing your party to Level 25), loot the
treasure
room to the west, and then head up to the top level of the Forge.
________________________
Level 4
????????????????????????
Barrels: Prime (3,2)
Containers: Magic Loot (4,2)
All the way to the south you'll find a Chest and Barrel to grab. Next
talk to
Lev to return to the World Map, then turn around and enter Castle
Portmeyron
to get your next quest objective from Jon Morgan.
Now having the ability to enter every location and see every Secret
Door, it's
time to clear the last of the game's optional areas. Or at least the
last ones
available before you complete the main questline.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W3k. World Map (5)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Ashen Hills
????????????????????????
Enemies: Spectre (N)
Since we're already right here in the Ashen Hills, the Cursed Ruins
are as

good a place to start as any. So head southwest of Castle Portmeyron


over to
the Ruins' entrance, which is guarded by two Spectres. Kill them
(remember
that they can cast Paralyze) and head inside. Now jump down to section
W6b.
for the walkthrough of that area.
With that out of the way, the next stop is Seahaven.
________________________
Yon-Chall Forest
????????????????????????
Enemies: Manticore (N), Minotaur (N), Wolf (E)
Trainers: Sword Grandmaster (99,86)
Barrels: Perception (94,89), Might (80,74)
Landmarks: Power Statue (85,84), Dark Ward (95,80)
From the town's entrance, head west and then north when possible to
come
across a Power Statue and a path through a Root Barrier leading east.
Follow
the path all the way east to find a Perception Barrel. Backtrack a
little and
go south to aggro three Elite Wolves.
Further south is a Dark Ward, and east is a cave in which you'll find
the
elusive Lord Haart. If you decide to help him, you can get Grandmaster
Sword
training from him either here or at his Mansion (during the day)
afterward. If
you choose to reveal his secret, then you'll have to get the training
from an
NPC over in the Menthil Coast area (an area we'll be visiting later).
In any case, retrace your steps back to the Power Statue. Now take a
look at
the minimap. You should see a white dot a little bit to the northwest;
that's
the Dodge Grandmaster Trainer. Go talk to her so that she'll run away
again.
Now head all the way south to the last two Root Barriers. The first
hides two
Manticores and a Might Barrel, while the second hides a Minotaur.
Continue south and travel across the stone bridge.
________________________
Navea Delta
????????????????????????
Enemies: Black Guard (N), Brigand (E), Dark Wizard (N), Militia
Captain (N),
Wolf Hound (N)
Barrels: Perception (89,54)
Follow the path and turn the corner to get ambushed by two Dark
Wizards, who

are backed up by three


behind
you (these Wolf Hounds
direction).
Finish them off and go
Perception
Barrel. Approaching it
Brigands.

Black Guards. Two Wolf Hounds will also appear


are the entire reason to engage from this
east to find a short path north leading to a
will spawn two Militia Captains and two Elite

Assuming the Meow Dungeon UPlay reward has been activated, Karthal's
Slums are
the next destination (if it has not, just skip down to the next
paragraph).
Head over to the southwest corner and talk to the Rakshasa there to
travel to
the dungeon, then jump down to section W6c. for the area walkthrough.
Either way, make sure to visit the Karthal Harbour District's Inn to
advance
the Main Quest while you're here. Next on the list is the Halloth
Grove, so
leave Karthal through the northern exit and head northwest to enter
the Grove.
________________________
Halloth Grove
????????????????????????
Enemies: Earth Elemental (E), Facehugger (N), Moonsilk Spider (E)
Containers: Riddle Chest (49,43), Loot (46,41), Loot (44,39)
Landmarks: Arcane Ward (54,33)
Follow the path west until you reach the southern path with the
Moonsilk
Spider on it. It's an Elite (whose Crystal Spray attack is ranged) and
there
are two Facehuggers behind it. Take them all out and explore the area
beyond
them for a Riddle Chest (answer: secret) and a Dig Spot.
Continue west and take the next path south past the Dark Magic
Grandmaster
Trainer and Earth Ward to find a way east guarded by three Elite Earth
Elementals. The way north of here leads to a Chest, while the way
south curves
to the east and eventually forks. South is an Arcane Ward, and north
is the
Sacred Grove.
If you don't have an Elf in the party, you won't be able to enter. If
you do
and can, proceed down to section W6d. for the walkthrough of that
area.
Next up is the Desolate Wilds, so backtrack all the way past the Dark
Magic
Grandmaster. If you have the Blademaster Promotion quest active, you
should
make a quick detour back to the questgiver (82,93) to finish it up
before
continuing. Head west once you're ready.

________________________
Desolate Wilds
????????????????????????
Enemies: Cyclops (N), Dreamwalker (N), Goblin (N), Jaguar Warrior (N),
Mauler (N)
Ignore the white Air Tile for the moment and continue west until you
reach the
open area to the south (just before the Dangerous Cave). Head directly
south
through the rocks ahead (28,42) to trigger an ambush by eight Goblins
and two
Dreamwalkers. Head southeast of here and go visit the Warfare
Grandmaster
Trainer (43,15) and accept his quest to trigger a three-phase fight.
The first phase is three Goblins and two Maulers, the second is three
Jaguar
Warriors and three Dreamwalkers, and the third is two Cyclops. While
you don't
get any experience for killing these enemies, you do get a bit for
completing
the quest. Head over to the southwest part of the area next to
complete the
Bow Grandmaster quest (23,15). Finally, advance/complete the Arcane
Discipline
Grandmaster quest if possible (20,33).
If you have a Freemage in the party, or can train someone up to
Grandmaster
Mysticism, stop by The Crag to find some familiar faces.
________________________
The Crag
????????????????????????
Trainers: Mysticism Grandmaster (31,17)
The new residents are over at point (31,17). One will give you the
Archmage
Promotion quest (which you can now instantly complete), and the other
is the
Grandmaster Mysticism Trainer. You can turn in the Water Grandmaster
quest as
well while you're here.
Time to use that Air Tile in the northeast part of the Desolate Wilds
(34,44).
It 'ports you up into the Menthil Coast area.
________________________
Menthil Coast
????????????????????????
Enemies: Air Elemental (E), Carla (N), Harpy (N), Manco (B), Mauler
(E)
Trainers: Sword Grandmaster (16,55)
Barrels: Air (19,62)
Containers: Loot (30,50), Quest Item (33,52), Book (20,60), Relic
(19,62),
Magic Loot (19,62), Magic Loot (12,67)

Landmarks: Air Ward (19,53), Fountain (17,53), Fire Ward (12,65),


Ylath Shrine (10,71)
If you have the Druid Elder quest active and have already visited
Sayid, now's
the perfect time to use the Air Tile to the east to complete that
quest. If
you don't then just ignore it since that area's been cleared.
Head west to find a Chest disguised as a rock and a fork in the road.
Do not
head north unless you have the Marauder Promotion quest active, as the
Chest
down that path is only used for completing that quest. If it is
active, then
head over there, open the Chest, and then return to the questgiver
back at The
Crag to complete it. If you've cleared one or more of the Promotion
quests by
now your party should have reached Level 27.
In any case, continue on west until you reach an Air Ward. Go north
from here
until the path turns back to the west. Down the southern path is a
Restoration
Fountain and the NPC who'll act as a Grandmaster Sword Trainer if you
did not
keep Haart's secret... if you can defeat her in a fight. The western
path
quickly turns to the north.
When you reach a passage to the east, you'll be ambushed by two Elite
Air
Elementals. Behind them is a Book and to the north is a Dangerous
Cave. Inside
you'll find the Boss version of a Dreamreaver. There's nothing
particularly
notable about him. Also within the Cave are two Chests and an Air
Barrel, one
of which holds the spear Relic (eventual +Perception, +Spear, and
chance of
causing Bleed).
To the south is the entrance to the Temple of Ylath, which will be
blocked off
if you do not have a Human in the party. If you can get in, proceed
down to
section W6e. for the walkthrough of the area.
Once you're finished here, backtrack a bit to the west and continue
north and
west past a Fire Ward to eventually reach another path east and
trigger an
attack by five Harpies. Down that short eastern path is a Rock Chest.
Further
north you'll find a path to the west. DO NOT TAKE THIS PATH unless you
want to
get rid of Edwin (the free scholar Hireling), as the observatory he's
looking
for is over there.

Continue north to find Ylath's Shrine, and still further north to find
two
Elite Maulers. Past them is an Air Tile and the entrance to the Pao
Kai Nest.
If you do not have an Orc in the party, you won't be able to enter the
Nest.
If you do, then head inside and jump down to section W6f.
That's everything there is in the Menthil Coast section of the map, so
use the
nearby Air Tile to jump down into the Wyslin Jungle.
________________________
Wyslin Jungle
????????????????????????
Enemies: Dreamreaver (N), Dreamwalker (E), Dweller (N), Goblin Hunter
(N),
Jaguar Warrior (E), Mauler (E), War Panther (E)
Trainers: Dodge Grandmaster (15,68)
Barrels: Destiny (31,69), Fire (26,73)
Containers: Book (21,55)
Landmarks: Fountain (14,78)
Directly ahead are two Elite War Panthers and three Goblin Hunters
(defeating
which may bring you up to Level 28 if you've completed at least two
Promotion
quests by now).
The path north of them leads to a Restoration Fountain and the Wyslin
Obelisk,
while the southern path heads back to the area's Dangerous Cave. Just
south of
the Cave you'll find the Dodge Grandmaster Trainer, and here she will
stay.
Now follow the jungle trail east and then north so you can re-visit
Shiva
(25,76) and advance the Main Quest.
Head south from there to reach (23,67). Take the western branch which
curves
south and approach the stone steps to find some enemies: a
Dreamreaver, an
Elite Dreamwalker, and two Elite Jaguar Warriors. Behind them is Owl
Cave.
Head inside to find a Book and a Campfire.
If the Bloodcaller Promotion quest is active, then you can use the
Campfire to
enter an area that contains a single normal-ranked enemy. Defeating it
(it
uses Fireball, so activating the Fire Ward just to the east of the
Cave may
help) will complete the quest.
Return to point (23,67) and go east to find one last unexplored path
heading
north. There are two Elite Maulers, an Elite War Panther, and two
Goblin

Hunters here. East from them is a Destiny Barrel, and north is a Fire
Barrel
(east of this second Barrel is a dead end). That clears the Wyslin
Jungle
area, so head over to the Minho Obelisk and use it to travel to the
Navea
Obelisk.
________________________
Vantyr Range
????????????????????????
Enemies: Air Elemental (E), Davros (B), Cyclops (N), Fire Elemental
(N),
Griffin (N), Helioran (B), Shadow Elemental (E/N)
Trainers: Crossbow Grandmaster (133,73), Dual Wield Grandmaster
(112,87)
Barrels: Fire (132,87)
Containers: Relic (129,53), Magic Loot (142,72), Relic (141,78),
Loot (132,92), Book (141,93), Potions (134,96), Book
(138,102),
Riddle Chest (123,102)
Landmarks: Vantyr Obelisk (117,88), Air Ward (120,74), Fountain
(138,85),
Malassa Shrine (142,102), Dark Ward (128,94),
Destiny Statue (125,102)
Assuming you were able to enter and clear the Pao Kai Nest, you should
have
enough Bestiary entries to finish Jassad's quest. So head over to
Sorpigal to
complete it and receive a Relic dagger which eventually deals Fire
damage and
grants +Mana. While you're here, take the time to turn in the Lost
Lambs quest
to Eileen (10,28), and then head over to the Chapel and talk to
Rosalie
(choose the second option) to complete the Last Wish quest.
Next, head over to Seahaven's entrance and head east across the water
and
through the rocky area to reach an Air Tile to the northeast (114,83).
Use it
to jump up onto the mountain path.
A word of warning here. In certain circumstances, attempting to leave
this
mountainous area via the western or southern Air Tile will trigger an
ambush
by three Elite Air Elementals. I am unsure what those circumstances
are
however, as I've only had them spawn on one playthrough. So just be
wary if
you try to leave this area that way.
Anyway, travel east to find a second Air Tile to the north. Use that
one as
well. Head north in this new area to find a Fire Elemental at the
first
junction, and two more a bit further north. Once they're all
extinguished,

continue along the


questgiver for the
will force
you to temporarily
Seahaven. A
very easy quest to

path to find the Dwarf Hall. Inside you'll find the


Pathfinder Promotion quest. Accepting the quest
give up a Hireling slot and requires a trip to
complete.

South of the Hall you'll find the Vantyr Obelisk, the final one, and
the Dual
Wield Grandmaster Trainer. With all the Obelisks now found, the hidden
treasure will have appeared on the map at point (129,53). So go grab
it to
find a 1-handed sword Relic which will eventually do Fire damage and
grant
Fire Resistance.
Back in front of the Vantyr Obelisk, return to the first mountain area
and go
south from point (122,81) to find a crossroad. Head west to find an
Air Ward,
then continue south and then east past an Air Tile (which leads to the
Air
Tile behind Castle Portmeyron) to eventually come across a building
containing
the Crossbow Grandmaster Trainer. Accept his quest and then head
south.
The first trail west leads to one of the quest targets (132,66). East
of this
is a crossroad where you'll be attacked by two Fire Elementals and an
Elite
Air Elemental. Go south to find a path west to the second quest target
(134,61), and go further south to find the third target (142,58).
Backtrack to
where you fought the elementals and travel north (east is a dead end).
This leads to an Air Tile which jumps you up to a Chest. Return to the
Grandmaster's building and go west to find a path south leading to the
fourth
target (128,69). Continue west and turn the corner to find the final
target up
above you to the east (122,75). That's all of them, so return to the
dwelling
to complete the quest.
Head northwest from the Trainer to eventually come across another Air
Tile.
Use it to jump to a new section of the map. Move forward and you'll
encounter
a Griffin, an enemy reminiscent of the Manticore. Go east from the
Griffin to
reach a path south. Follow it, taking the first path east to take out
another
Griffin. You may be level 29 about now. Continue south and ignore the
path
west (which is a dead end) to find a second path east leading to a
Mysterious
Crypt containing a hat which eventually grants +Spirit, +Arcane
Discipline,
and Water Retaliation. Head inside.

The puzzle here is simple; all you have to do is light up all the
Pressure
Plates. You can do this by just continuously taking the outermost path
clockwise. Start at (6,2), go west to (2,11), north to (10,11), and
then east
back to (6,2). Move up to (6,4), go west to (4,7), west to (2,11),
east all
the way to (10,11), south to (8,7), west to (4,7), north to (6,9),
east to (8,7), and then finally south back to (6,4).
Next it's back into the mountains, to the place you fought that first
Griffin
(133,82). Directly north of here, around the corner, is a Griffin
Boss. Take
it out, but beware of its Chain Lightning attack. Once it falls, head
east a
little and then take the path northward. You'll come across a
Restoration
Fountain and a Cyclops.
To the west are two more Cyclops, a Fire Barrel, and a Dangerous Cave.
This
Cave can only be entered if the Shield Guard Promotion quest is
active, and
contains an Enraged Cyclops Boss (who uses Stone Skin, Regeneration,
and
throws rocks), a Chest, and the NPC needed to advance that quest. To
complete
it, you'll have to head back to the questgiver inside the Inn north of
Karthal
(85,47).
Once you're ready, go and use the Air Tile to the east of the Cave.
Head north
to be attacked by two Fire Elementals and a Shadow Elemental. Behind
the Fire
Elementals you'll find a Book (though attempting to take it won't get
you
anything, as this pedestal is a duplicate) and a path leading south to
two
more Fire Elementals guarding the entrance to Sudgerd.
If you do not have a Dwarf in the party there will be a guard outside
who
prevents you from entering. Otherwise, enter and jump down to the W6g.
section
of this guide.
Once you're done here, return north to the first fork and continue
north from
there to find a Chest to the west and then a path heading east. It
leads to
Malassa's Shrine, which is the last of them. Backtrack a bit and head
west to
find a path north leading to a Book. Further west you'll come to a
north/south
intersection. North is two Elite Shadow Elementals and the Tomb of a
Thousand
Terrors.

Ignore the Tomb for the moment and take the path south to find a Dark
Ward, a
Destiny Statue, and a Riddle Chest (answer: compass). The only thing
left to
clear in this location is the Tomb, but there's one more location to
visit
before we tackle it: the Fortress of Crows. Why go there first?
Because the
Tomb traps you inside for the duration and you're going to want to be
as
strong as possible before heading in.
So, first take a trip to Sorpigal to turn in the Jassad's Bestiary
quest if
you haven't already done so, then take a trip over to the Desolate
Wilds and
enter the Fortress of Crows (37,34), which is covered over in section
W6h. of
the walkthrough.
Everything that's possible to clear at this point is now cleared, so
it's time
to enter the Tomb of a Thousand Terrors. Remember that you're going to
be
trapped in there for the duration, so make sure you have a good number
of
potions and have the maximum of 20 Supplies before going in. In
addition, you
may wish to bring the apothecary Hireling with you as insurance, or
possibly
the hawker/horse Hireling so that you're not forced to leave loot
lying on the
ground.
Considering there are only three Relics in the game left to acquire,
it also
might be a good idea to clear out any outstanding quests you may have.
The
remaining Relics that could use some XP are a 1-handed axe (which you
find at
the end of the upcoming Tomb) and a 1-handed magical focus (which
you'll get
for finishing the Forbidden Saga quest once the Main Quest is
complete). The
other Relic is a 2-handed mace you'll find during the endgame
sequence, but
there's plenty of experience to be found there to level it up
(assuming you
can immediately Identify it).
Sidequests you may still have open at this point:
- Arcane Discipline Grandmaster
- Ashes to Ashes
- Fallen Star
- Haart has its Reasons
- Receding Horizons (don't finish this one)
- The Curse
- The Forbidden Saga (can't complete until post-endgame)
In any case, once you're prepared head up into the Vantyr Range and
enter the

Tomb to complete Chapter 3.


--------------------------W4. Chapter 4
--------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W4a. Tomb of a Thousand Terrors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Shadow Elemental (E), Shadow Watcher (N)
Barrels: Prime (14,4), Dark (12,2), Light (7,4)
Containers: Scrolls (7,6)
Landmarks: Dispel Statue (2,2)
This first level of the Tomb is fairly dark, and simply entering it
may bring
you up to Level 31. Start by heading west and north into a semi-open
area
where you'll be ambushed by two Elite Shadow Elementals. Take them out
and
then return to the first fork (17,7) and go south to get ambushed by a
Shadow
Watcher, which are basically Shadow Lurkers that can cast Feeblemind
or Dark
Wizards that can't cast Purge.
Continue south and west until you come to purple-lit structure. Just
to the
north of here is Dig Spot, and inside are two Elite Shadow Elementals,
a
Shadow Watcher, and a Dispel Statue. Now take the path north across
the bridge
and descend to the second level.
________________________
Level 2
????????????????????????
Enemies: Facehugger (E/N), Shadow Elemental (E), Shadow Watcher (N)
Secret Doors: Might (11,17), Perception (17,15), Magic (20,19)
Barrels: Magic (11,16), Destiny (16,15), Might (17,7), Perception
(21,19)
Containers: Magic Loot (10,24), Potions (19,9)
Use the Teleporter to encounter a Shadow Watcher and two Elite Shadow
Elementals. Use the Teleporter behind them and follow the linear path
to find
yourself in a castle-like structure. Head straight up the stairs ahead
(ignore
the western Teleporter) to trigger combat with two Elite Shadow
Elementals and
four Elite Facehuggers.
Head up the stairs and turn west and then immediately north to find an
eyeball
sculpture of sorts. Approach it to get ambushed by two Shadow
Watchers. Use

the sculpture and it will ask you a question. The answer can be found
by
either clearing this dungeon or puzzling out the cypher that can be
found on
the three tablets to the east (answer: erebos). Correctly answering
the
question gives you access to a nearby Chest.
Continue east and then head south when possible to enter
with
waving tentacles in its center; there's a Secret Door in
corner.
Go east from here, turning south at the junction to find
Secret Door.
Continue south to find a bridge leading to a Chest and a
which
takes you to a Barrel.
Return all the way north to
Elite Shadow
Elementals. Head south from
Door, to
find another bridge. Trying
Elementals
along with a Shadow Watcher
take the
exit down to level 3.

an open room
the southwest
another
Teleporter

encounter two Shadow Watchers and two


the corner they were in, passing a Secret
to cross it will spawn two Elite Shadow
and four Facehuggers. Once they're dead

________________________
Level 3
????????????????????????
Enemies: Facehugger (E), Shadow Elemental (E), Shadow Watcher (N)
Secret Doors: Might (3,7), Perception (19,12), Magic (20,3)
Barrels: Prime (3,3), Fire (8,7)
Containers: Magic Loot (6,3), Loot (13,5), Loot (17,9), Potions
(19,13),
Magic Loot (21,3), Loot (15,1), Magic Loot (13,9),
Magic Loot (13,13)
Follow the linear path until you come to a Secret Door. In the room
east of it
await two Elite Shadow Elementals, four Elite Facehuggers, and two
Shadow
Watchers. East of them is a set of corridors along with a Teleporter
puzzle.
Head clockwise around the room opening the various gates and Secret
Doors and
collecting the various Chests. When you get to point (15,7) you'll be
ambushed
on all four sides by a total of four Elite Shadow Elementals and four
Shadow
Watchers.
Once they're out of the picture it's time to solve the puzzle, which
requires
you to light up all the Pressure Plates scattered around behind the
Teleporters. Start by using the 'porter on (17,3), then use the one
directly
ahead, followed by the one on (15,13).

With the Teleporter deactivated, you can now explore the various
alcoves for a
few more Chests as well as find some enemies to the north: Two Shadow
Watchers
and four Elite Shadow Elementals. Opening the Chest at (13,9) will
spawn some
additional enemies as well. Four Elite Facehuggers and two Elite
Shadow
Elementals in this case.
Once everything is looted, head down through the floor to the fourth
level.
________________________
Level 4
????????????????????????
Enemies: Eye of Terror (B), Shadow Dragon (N), Shadow Elemental (E),
Shadow Watcher (N)
Barrels: Earth (12,14), Water (4,1), Air (18,15)
Containers: Potions (14,13), Potions (18,13), Potions (6,12), Potions
(7,1),
Potions (12,4), Scrolls (0,10), Scrolls (0,10), Scrolls
(0,10),
Potions (3,7), Relic (18,7), Quest Item (18,5)
Start by heading east or west and around to the south to get ambushed
by two
Elite Shadow Elementals and two Shadow Watchers. Dispatch them, use
the nearby
tile, and then return to the level's entrance. Move north to spawn a
Shadow
Dragon.
Continue north (the path east leads to a Barrel and a Chest) to find
another
Teleporter to use. Follow that path until you find another tile to
light up
and then return back to where you fought the Shadow Dragon. Head west
from
here to find a third Teleporter. That teleporter takes you to a path
that ends
with another tile to light up, and as soon as you do you'll be
ambushed by two
Shadow Watchers and two Elite Shadow Elementals.
Now return to the first section of this level. Once you get about
halfway to
the second Teleporter, a Shadow Dragon and two Elite Shadow Elementals
will
ambush you. Finish them and head back through the second 'porter and
follow
the path to the end to find a new tile to light up.
Backtrack to the initial area once again and return to the entrance
tile. When
you get there, two Shadow Dragons and two Shadow Watchers will attack.
Head
west from here to find a path leading a four Chests, then go east to
find a

bridge leading down into an orange-lit room. As you approach, the


area's Boss
will appear. It's basically a Shadow Watcher that can also cast
Paralyze.
Kill it and loot the room to find a 1-handed axe Relic (which
eventually does
Light damage and offers Dark Resistance), a Book, and a Dream Shard.
Then
travel over to point (3,16) to find the bridge leading to the fifth
level.
________________________
Level 5
????????????????????????
Trainers: Dagger Grandmaster (9,11), Dark Magic Master (9,11),
Prime Magic Master (9,11)
Ahead is a little Teleporter puzzle. Simply use the first one, then go
east,
north, east. Now just move toward the white dot to meet an NPC and
advance the
story.
If you did not take the Horse/Hawker with you or are running low on
Supplies,
it would be a good idea to leave the Tomb and re-stock before tackling
the
Dream Shard dungeon (which is covered in the W6h. section of the
walkthrough).
Once that dungeon is cleared, return to Jon Morgan to get a new quest
and then
head to The Crag. If you have not yet completed the Curse sidequest,
now is
the time to do so. Now talk to Crag Hack to further advance the Main
Quest.
All that's left is to re-stock your potions/Supplies, make a preendgame save,
and talk to the Orc NPC standing on the dock (13,15) to travel to
Karthal.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W4b. Karthal Harbour (2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Black Guard (E), Black Guard Captain (N), Chakram Dancer (N),
Dark Wizard (E), Salvin (B), Shade (N), Taraleth (B),
Wolf Hound (E)
Barrels: Water (17,15), Air (14,20)
You'll immediately be facing four Shades, which are just upgraded
Assassins.
Move forward to trigger the next group of enemies, which is made up of
two
Elite Wolf Hounds, two Elite Dark Wizards, two Elite Black Guards, and
two
Black Guard Captains.

Head up the stairs to face a Black Dragon Boss, which acts just like a
Shadow
Dragon except it has access to the same Poison-inflicting breath
attack as the
Boss you faced in the Dream Shard dungeon. Grab the two nearby Barrels
and
head up the next flight of stairs to encounter four Elite Black
Guards, two
Black Guard Captains, two Elite Dark Wizards, and two Elite Wolf
Hounds while
being ambushed by two Elite Dark Wizards from behind.
Travel east to encounter another group of enemies. This time one made
up of
four Shades and four Chakram Dancers (which are enhanced Stalkers).
Beyond
them, blocking the exit to the next area, is second Boss. While you do
not
have to fight him (use the fifth dialog choice), similar to the Lost
Lambs
quest there's no real benefit to avoiding the fight.
Whichever option you choose, continue on afterward into The Vigil.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W4c. The Vigil
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Black Guard (E), Black Guard Captain (E/N), Dark Wizard (E),
Markus Wolf (B), Wolf Hound (E)
Secret Doors: Might (15,21), Magic (3,23), Perception (15,15)
Barrels: Air (16,13), Water (14,5)
Containers: Cog (13,21), Loot (16,21), Magic Loot (3,24), Cog (2,20),
Loot (16,15), Relic (1,4), Potions (16,7), Magic Loot
(5,0),
Magic Loot (11,0)
Landmarks: Fountain (8,9)
You'll be greeted by your target, who summons two Elite Dark Wizards
and four
Black Guard Captains when you move forward. The southern path is
locked for
the moment, so head east instead to find a Chest containing a Cog
sitting on
the southern wall.
Picking it up spawns four Elite Dark Wizards. Also in this room is a
Secret
Door on the east wall. Return to the entrance and go west this time to
find
two Elite Wolf Hounds, two Elite Dark Wizards, and five Black Guard
Captains
(two Elite). There's another Secret Door on the north wall and the
Chest
containing the second Cog is against the west wall just around the
corner.

Back at the entrance, take the southern path and use the two Levers to
open
the door. There's some more dialog and your target runs off somewhere,
leaving
you with a room full of enemies to defeat. Triggering combat will
cause two
Elite Dark Wizards to appear where you came in. In addition to them
there's
fourteen Black Guard Captains (four Elite), six Elite Wolf Hounds, and
two
more Elite Dark Wizards.
Once that horde has been dispatched, head through the northernmost
eastern
door to find a third Secret Door and a Barrel. Over to the western
side now,
passing a Restoration Fountain to the south, to find a door on the
south wall.
Beyond this door is a suspicious room with a Chest at the far end. If
you look
at the ground, you may notice there are some boots lying on the floor.
This is
a hint.
If you step on the raised platform while any characters are wearing
shoes or
boots the entire party will take 250 damage. So unequip any footwear
and then
go grab the chest to find a 2-handed mace Relic, which eventually
increases
the damage of Criticals, the chance of a Critical, and offers a chance
of
inflicting Sunder on the target.
Now head through one of the central southern doors and follow the path
to
trigger the last group of enemies on this level: Four Elite Wolf
Hounds, six
Elite Black Guard Captains, and six Elite Dark Wizards. Over to the
east is a
door leading to a Chest and Barrel, and to the south is the area's
"Boss".
That's in quotes because he goes down in one hit. You can choose to
kill him
or let him live. Unlike the previous times you get this option, this
one
actually rewards you for letting the target live (in the form of being
able to
briefly have a second Hireling in the first DLC-added area).
Whichever your choice, loot the nearby Chests and then backtrack a bit
into
the main hall so you can take the stairs at (0,10) down to the second
level.
________________________
Level 2
????????????????????????
Enemies: Chakram Dancer (N), Dark Prophet (N), Shade (E/N)

Secret Doors: Might (2,9), Magic (12,4)


Barrels: Might (5,12), Light (11,12)
Containers: Magic Loot (1,9), Loot (13,4), Loot (11,10), Potions
(3,4),
Book (5,10), Magic Loot (15,9)
Head north from here to get ambushed by four Shades (one Elite) and
find a
Secret Door near the gate. Backtrack and then travel east until you
see a door
to the north; open it and go through (further east is the second exit
to the
first level and a dead end).
Inside you'll be attacked by two Chakram Dancers and four Shades (two
Elites).
Head east to find a Secret Door and a Chest, and then backtrack and go
west to
find a Chest and a Book. Moving into the center room with trigger a
battle
with four Chakram Dancers and four Shades (one Elite). Enter the door
to the
north and open one of the gates to start a fight with the two visible
Dark
Prophets (which are more annoying versions of the Dark Wizard, having
both
Damage Reflection and access to Paralyze) and trigger an ambush by
four Shades
(two Elites).
Move west to find a Might Barrel, then east to find a Light Barrel, a
path
down to the third level, and a Chest. Loot the Chest and take this
exit down.
________________________
Level 3
????????????????????????
Enemies: Chakram Dancer (E/N), Dark Prophet (N), Faceless (N), Shade
(E/N),
Shadow Watcher (E)
Secret Doors: Might (11,10), Perception (6,1)
Barrels: Dark (1,7), Perception (1,5), Elite Shadow Watcher (5,7)
Containers: Quest Book (11,14), Magic Loot (14,11), Loot (2,11), Loot
(3,1),
Key (13,3), Magic Loot (15,6)
Follow the hallway to enter an open area containing the final
Forbidden Saga
Book. South now to find a Secret Door followed by west until,
eventually, you
reach a door which opens into four Shades, two Elite Chakram Dancers,
and a
Dark Prophet.
Further north is just the exit back to the second level, so enter the
room and
loot the Chest, then go south to find two Barrels. West from here is
another

Barrel, this one containing an Elite Shadow Watcher. South now to find
a room
with several visible Levers, all of which do nothing. Rather, you need
to use
the Lever hidden behind the Secret Door on the south wall.
This opens the nearby gate, allowing access to a room with a
Shopkeeper who
sells potions, scrolls, and Supplies and an NPC who will Identify your
equipment. After availing yourself of their services, open one of the
eastern
doors to trigger combat with the enemies beyond along with an ambush.
Two Dark
Prophets, four Shades (two Elites), and two Chakram Dancers all told.
Open the next door east to find two Chakram Dancers, two Elite Shades,
two
Elite Shadow Watchers, a Dark Prophet, and a Chest containing a Key.
The
northern door in this area leads to a Chest, and the area west of the
Chest
will spawn a Faceless when you enter. Faceless are basically Dark
Wizards who
can use a party-wide attack (Dark Nova) that deals Dark damage and has
a
chance to inflict Poison.
Kill it and use the exit it was guarding to reach the first level of
Ker-Thal.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W4d. Ker-Thal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Chakram Dancer (E/N), Dark Prophet (E/N), Faceless (N), Shade
(E/N),
Shadow Watcher (E)
Secret Doors: Magic (21,7), Might (17,20)
Barrels: Magic (19,4), Destiny (21,4), Might (16,21)
Containers: Magic Loot (19,10), Loot (13,7), Magic Loot (6,3), Loot
(20,18)
Landmarks: Dark Ward (10,4), Fountain (20,13), Dispel Statue (9,23)
This is a dark area. Head east to get ambushed by two Elite Shadow
Watchers
and a Faceless. Further east is two Barrels and a Secret Door, while
south and
west is a Dark Ward. Return to the entrance and go west now to come
across
four Shades (two Elites) and two Dark Prophets. Loot the Chest they
were
guarding and follow the path north.
Eventually you'll find a group of four Chakram Dancers (two Elites) an
Elite
Shadow Watcher, and a Faceless. When you engage them, two Shades and
an Elite
Shadow Watcher will block your exit. Past the area they were in is an

intersection. Going south will take you to a Restoration Fountain,


using which
will spawn four Shades (two Elites) and an Elite Dark Prophet.
Follow the path north and west, passing a Secret Door and going
through the
two Chakram Dancers and three Dark Prophets (one Elite), to find the
exit down
to the second level.
________________________
Level 2
????????????????????????
Enemies: Chakram Dancer (E), Dark Prophet (E), Faceless (N), Shade
(E),
Shadow Watcher (E)
Secret Doors: Perception (11,37)
Barrels: Perception (10,18), Shadow Watcher (24,3), Destiny (17,13),
Magic (17,23),
Containers: Loot (6,31), Loot (14,26), Potions (1,10), Potions (9,17),
Magic Loot (6,7), Potions (17,10), Loot (18,22), Loot
(24,13)
Travel the linear path to start combat with two Elite Chakram Dancers,
an
Elite Shade, and an Elite Dark Prophet. When you do, two more Elite
Shades
will ambush you from behind. Head north from there to find a Secret
Door,
and then southeast to find a Dig Spot.
Return to where you were ambushed and go south and west to find a
bridge. A
Faceless and two Elite Shadow Watchers will ambush you about halfway
across.
There's a Dig Spot to the south of here, and another Dig Spot and a
Barrel to
the northeast.
Go south to see a bunch of enemies over to the east. Ignore them for
the
moment and keep going south to find a path westward leading to a
Chest.
Opening it spawns three Elite Chakram Dancers, three Elite Dark
Prophets,
three Elite Shades, and an Elite Shadow Watcher. Put them down and
head back
east and clear out the enemies found there (four Elite Shades, two
Elite
Chakram Dancers, and two Elite Dark Prophets).
Past them you'll find a Barrel containing an Elite Shadow Watcher, and
further
along the path you'll find a Chest to the west and a bridge heading
north.
Head across the bridge to come across a Barrel and an intersection
where
you'll be ambushed by two Faceless and two Elite Shadow Watchers.

West is a Chest and a Barrel, east is a the path that leads past a
Chest and
all the way around to the exit down to the third level. Said exit is
guarded
by two Elite Shades, two Elite Chakram Dancers, two Elite Dark
Prophets, two
Elite Shadow Watchers, and a Faceless. Engaging them will result in
two more
Elite Shades ambushing you from behind.
Destroy them all and move on to the third level.
________________________
Level 3
????????????????????????
Enemies: Chakram Dancer (E), Dark Prophet (E), Erebos (B), Faceless
(E/N),
Shade (E), Shadow Watcher (E)
Barrels: Might (5,20), Magic (5,11), Destiny (3,5), Perception (23,2)
Containers: Note (19,23), Note (14,22), Quest Item (6,23), Quest Item
(0,10),
Quest Item (4,1), Note (24,5), Note (23,10)
Move forward to trigger a conversation, then head west and north to
find a
Note on the ground. To the south you'll see Erebos, and you can attack
him if
you want but at this range there's not much point. Now this next area
requires
a bit of explanation.
Any time you step on the bridge sections in the area ahead, the game
will act
as though you've entered combat. While standing on those sections
Erebos will
periodically ambush you, either at range with a Dark Nova or up close
with a
Backstab attack. He'll then auto-heal himself if he gets down to ~75%
Health
and temporarily run away.
There are two ways to defeat him. The first is to simply cause enough
damage
as soon as he ambushes you to bring him down to 0 Health, thus not
giving him
a chance to heal. The other is to collect the various Sigil pieces
lying
around the area and then use the Altar in the middle to auto-kill him.
While that second way is certainly tedious, there's quite a bit of XP
to be
gained from killing the enemies scattered around this area. Which
makes it the
preferred method unless you've run out of Supplies and potions or
something
(and in that instance you could always backtrack to the Shopkeeper on
the
third level of the Vigil to re-stock).

So, start by following the path west and then north into a room where
an Elite
Faceless will ambush you. There's a Note on the ground here and a
Barrel and
the first Solar Sigil piece over to the west. Grab them all and return
to the
central room to go further west to eventually trigger combat with two
Elite
Shades, two Elite Chakram Dancers, two Elite Dark Prophets, and a
Faceless.
Inside the room they came from is a Barrel and the second Sigil piece.
Head
east out of this room and then south when you get the chance to find
another
room to the southwest. It contains four Elite Chakram Dancers, four
Elite Dark
Prophets, four Elite Shades, a Barrel and the third Solar Sigil piece.
Head east now, and when you turn south onto a small platform you'll be
ambushed by three Faceless. Further east is a fourth room, which holds
six
Elite Shades, six Elite Chakram Dancers, six Elite Dark Prophets,
three
Faceless (one Elite), a Barrel, a Note, and the last Sigil piece. Now
make
your way over to the platform the Altar is on to get ambushed by four
Faceless (two Elite).
Instead of using the Altar,
fourth
and final note on it, which
codeword is
(answer: michael). Now just
brute
force to complete Chapter 4

continue east to find a platform with the


gives you hint as to what the Alar's
either use the Altar or defeat Erebos with
and see the Epilogue slides.

--------------------------W5. Post Epilogue


--------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W5a. Limbo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enemies: Alien Technology (N), Erwan (B), Gary (B), Hlne (B), Julien
(B),
Leslie (B), Paul (B)
Containers: Potions (7,0), Potions (5,14), Loot (6,19), Key (10,21),
Loot (11,21), Key (12,8), Magic Loot (17,18), Magic Loot
(8,15),
Potions (19,13), Magic Loot (24,9)
After the Slides and Credits, you'll be back in Karthal and should be
at
around Level 35 if you cleared out all the enemies and optional areas
so far.
Be aware that if you have the Falcon & Unicorn DLC installed, once you
leave
the Harbor District you won't be able to re-enter without triggering
the first

part of it (which transports you to and traps you in a closed


location). So do
everything you need to do here immediately.
It's now time to re-stock, complete most of your outstanding quests
(don't
complete Edwin's yet), and then go visit the Limbo dungeon. Note that
this
location breaks the fourth wall to pieces, so if you value immersion
you may
wish to skip it and proceed directly to section W5b. instead.
To enter the dungeon, you'll need to visit the Inn north of Karthal
and talk
to the Fortune Teller NPC. She'll give you the necessary Quest Item.
Then
just head over to the entrance at point (54,69) and go in.
Start by heading west (the room to the east is empty), and enter the
first
door south to find a Chest. Further west is an intersection with two
doors.
The south one only leads to a room with a plaque on the north wall
(the number
here is a password), so head north to find the first enemy you have to
defeat.
It's a Jaguar Warrior type and shouldn't pose a challenge at this
point. Note
hat while he's classified as a Boss, he does not have the 'Boss'
passive
effect.
Continue north through the room he was in to find the second enemy; a
Goblin
type that can inflict Poison. Also in this room is a Chest. North of
here is
another Chest and a red door to the east. Open it to face the third
enemy,
which is a Coral Priestess type. Defeat her and then go through the
red door
to the north to find a Stalker-type enemy and two Chests over in the
southeastern corner (one of which holds a Key).
Back in the hallway, head east through the red door to find a Dark
Prophet-type enemy. The red door directly east can't be opened just
yet, so
open the one to the south and the one just north or it (password:
6945472381)
instead. Inside you can talk to an NPC to get the passcode to another
door.
Travel south past another red door you can't yet open to find a path
west.
This passes a locked door that requires the code the NPC in the last
room just
gave you (answer: 127.0.0.1). Inside is a locked Chest and a switch
puzzle of
sorts. Each of the switches acts as either a 1 (blue) or a zero (red),
so what
you have to do to unlock the Chest and all those red doors you saw is
flip the

switches so that the binary number they create matches the number on
the door
or Chest.
The west four are places 1-4 (south to north), and the east four are
places
5-8 (south to north). The various combinations are:
Chest
Door
Door
Door
Door

162:
59:
147:
248:
253:

1-0-1-0-0-0-1-0
0-0-1-1-1-0-1-1
1-0-0-1-0-0-1-1
1-1-1-1-1-0-0-0
1-1-1-1-1-1-0-1

Chest 162 contains a Key and behind Door 59 is the Alien Technology
enemy. It
does not attack, has 130k Health, 75 Armor, 75 Resistance to all
elements, is
immune to all Status Effects, and has Damage Reflection. So don't
engage it
unless you're prepared for a lengthy battle (the simplest method to
beat it is
to just stand in the hallway and use projectiles). Defeating it will
give you
four Resistance Elixers and four Potency Elixers, so whether or not
it's worth
the effort is up to you.
Doors 147, 253, and 248 all just have a Chest behind them. Head over
to (15,9)
once you're done looting to find the area's last enemy, a Kensei-type.
Talk to
the NPC behind him to finish the In Limbo quest (which may bring you
up to
Level 36), then loot the Chest in this room to finish up the area.
If you have the Falcon & Unicorn DLC installed, then that's what has
to be
tackled next. If you do not, well then it would seem you've completed
everything there is to complete.
Assuming it is installed, you have to finish Edwin's Receding Horizons
quest
now before re-entering Karthal. Otherwise, he'll be forcefully
stripped from
your party and you won't be able to get him back when you return to
complete
it.
Enter Karthal once you're ready (make absolutely sure to have the
maximum of
20 Supplies) to get whisked away to Fort Laegaire.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W5b. Fort Laegaire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Level 1
????????????????????????
Enemies: Crossbowman (N), Perren (B), Perren's Marauder (E),
Perren's Thug (E), Sentinel (N)

Barrels: Prime (1,22), Earth (12,16), Air (13,6), Water (8,1), Fire
(0,2),
Light (21,6), Dark (30,7)
Containers: Key (6,5), Key (5,9), Gold (22,27), Equipment (23,30),
Loot (25,31), Key (7,21)
So, here you are in the first half of the DLC. With no equipment, no
inventory
items, and no Hirelings. Depending on your party make-up this very
well may
be a death sentence, but there are work-arounds available if worst
comes to
worst.
The first thing you have to do in this area is traverse a 'stealth'
puzzle in
order to reach a few Shopkeepers and acquire some equipment. Do not
touch any
doors, walk in front of or near any guards, touch any Levers, or do
much of
anything except move and knock on walls.
Start by moving east to trigger a little cutscene. Directly east of
you is a
'Knock Spot'. Use it to have the guard turn away. On the east side of
the
table ahead is a Key you can safely pick up. Go west from here and
then north
to point (0,10) to find another Knock Spot to use. East now (grabbing
the Key
on the Table) and then north to use the Knock Spot at point (5,13).
Go further east to use the Knock Spot at (8,11), then southeast to use
the one
at (10,7) followed by the one at (8,6). Follow the path now north and
east,
avoiding the guards, until you end up at point (11,15). Travel the
passageway
west and then north to find a Knock Spot at (2,22) to use. Now return
to
(11,15) and head all the way north (that room to the west may look
unguarded,
but a single step inside will kill you) to point (11,27). There are
two Knock
Spots to the west to use.
Back south to point (11,18) now in order to use the Knock Spot at
(7,18), then
follow up by using the Spots at (9,15) and (7,15). North now to point
(11,24),
then west and northeast to reach the door leading to the merchant
area.
Talk to Neela to advance the quest, then go north and talk to
Pandareos to get
the Key which opens the nearby Chest. There's also another Chest to
the north
you can open. Now talk to the NPCs and equip yourself as well as
possible
(which is not very well at all) and return to the main prison area to

encounter your first enemy, a Sentinel (which is like a much stronger


Militia
that can pierce Armor instead of Stun).
As you may now be able to guess, clearing this area without a
dedicated mage
or two is going to be extremely aggravating. Potentially impossible,
but we'll
come to that shortly.
Once he falls you can now freely explore the prison area and open any
doors or
use any Levers you see. Start with that central room to south, which
is
currently populated by two Sentinels and a Crossbowman. If you're
having
trouble defeating them (and you very well might) you may be forced to
cheat in
order to escape this location. The easiest way to do that is to edit
the
CharacterSpellsStaticData.csv file, which is found in the following
directory:
<GameDirectory>\Might and Magic X
Legacy_Data\StreamingAssets\StaticData
Make a backup copy first, then open it with Notepad++ or Excel or
something
and edit the Damage column of one of your damaging abilities to do
drastically
more damage. 1000 or so should work. Then save the file and re-start
the game.
However those three are defeated, check the table nearby once they are
to find
a third Key. The vast majority of the cells contain either nothing or
a
character model who does nothing. The one's that do contain something
are
(1,22) & (12,16). Four Sentinels and two Crossbowmen will attack once
you
reach point (11,13).
South and west from them are two more Sentinels and two more
Crossbowmen, and
south of them are three Crossbowmen and a Sentinel. Once they fall you
can
open the cells at (13,6), (8,1), and (0,2) to find some Barrels. Head
back
over to (13,13) now and travel east through the door to find a new
enemy,
Perren's Thug. These are just like Blackfang Thugs... only stronger.
Head south and open the first door to the west to discover a Perren's
Marauder, which like the Thug is essentially a clone of the Blackfang
variety.
Putting an enemy that can inflict Poison into an area lacking any
method to
cure Poison is just cruel, cruel game design. Anyway, continue south
to
find two more of Perren's Thugs and a Barrel.

Backtrack north and open the gate leading east to trigger combat with
two
Marauders and two Thugs. The south gate is sealed, so follow the past
east to
run across a Thug/Marauder combo. Go south to find a Barrel and then
turn the
corner to get ambushed by two Marauders. Continue along the passageway
to
reach (24,7), which is the door leading to the Boss.
The Boss is just like the other Thugs, except that he can cast
Fireball. Two
Thugs are there with him, making this battle insanely difficult for
certain
parties. Defeat them any way you can (Tsunami and Sleep in particular
may be
useful), then return to the NPC over in the merchant area to advance
the
questline.
Now head up to the second level.
________________________
Level 2
????????????????????????
Enemies: Caindale (B), Crossbowman (E), Inquisitor (N), Sentinel (E)
Barrels: Might (25,11), Magic (18,9), Perception (20,23), Destiny
(8,19)
Containers: Magic Loot (29,17), Magic Loot (20,16), Potions (15,25),
Loot (14,9), Potions (8,12), Magic Loot (5,17), Magic Loot
(3,15),
Equipment (29,10), Equipment (29,9), Equipment (29,8),
Equipment (27,9), Equipment (27,10)
See that gated area to the south? That's where your old equipment is,
and you
won't be able to reach it until you've defeated this level's Boss.
Head north to find a Chest, then go west to start combat with two
Elite
Sentinels and two Elite Crossbowmen. North of them is a Ballista to
sabotage.
Backtrack to where you came in and head west now to find two Elite
Spearmen
and two Elite Crossbowmen.
In the room they were guarding is your quest target, who will join you
as a
completely useless Hireling, and Markus Wolf (if you didn't kill him
earlier).
If you let him join you, you'll acquire a second useless Hireling (he
reduces
shop prices). There's also a Barrel and a Ballista to sabotage to the
south.
Head west to enter the courtyard. There's three Elite Sentinels, two
Elite
Crossbowmen, and an Inquisitor waiting for you on the other side of
the area.

Go kill them (the Inquisitor can put you party members to Sleep), and
then
loot the various Chests scattered about.
Afterward, head up the stairs and go through the southern door to find
three
Elite Sentinels, an Inquisitor, and two Elite Crossbowmen. There's a
Chest and
another Ballista to sabotage in the room they came from. Now head
through the
northwest hallway to find two Inquisitors and two Elite Crossbowmen.
Behind
them is a Barrel and the final Ballista to sabotage.
Beyond the western door is the area's Boss, and he'll get a free
action when
you open it. He can heal himself, put party members to Sleep, and can
cast
Sun Ray (Light damage to the whole party). Loot the two Chests, then
head way
back to the entrance to recover your original equipment (28,11).
Return to where you defeated the Boss (2,16) and head up onto the
balcony to
advance the quest. One you're ready (make sure you've got all your
equipment
back), talk to the NPC to return to the World Map. You'll appear just
outside
of Castle Portmeyron and your Hireling will now leave to await you in
the
smuggler's cove section of the Spider Lair in Sorpigal.
Before heading over there, it's time to hire that scholar Hireling
over in the
Karthal Slums Library (2,9). Stock up on Supplies and potions while
you're
here. Once the preparations are complete, travel to Sorpigal, enter
the Spider
Lair, head over to point (17,0), and then talk with the NPC to be
transported
to the Summer Palace.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
W5c. Summer Palace
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________
Entrance
????????????????????????
Enemies: Griffindor (B), Marksman (N), Praetorian (N), Seraph (N),
Sir Gallant (B), Sun Rider (N)
Secret Doors: Might (20,14)
Containers: Key (5,2), Potions (4,14), Magical Loot (8,12), Potions
(12,0),
Magical Loot (8,14), Magical Loot (18,0), Loot (21,1)
Landmarks: Fountain (6,5), Light Ward (19,15)
Directly in front of you, up on the hill, are two Marksmen (enhanced
Crossbowmen). They're fairly deadly and you can't do much about them
down

here, so try to head down the southern path to get some breathing
room.
While you're doing that, two Praetorians (enhanced Sentinels) will be
approaching from the north.
Once all four are dead, explore the southern beach to discover a Key.
Then go
north to find a Chest and ascend the eastern stairs to engage a Sun
Rider and
two Praetorians. Sun Riders aren't really like anything you've fought
before,
but can roughly be approximated as greatly enhanced Manticores.
Directly north
of here is a Mysterious Crypt, so head on in.
The solution to the puzzle here, which requires you to step on the
various
Pressure Plates in the correct order, can be found in the Dynasties of
Light
Book which you should have found back in the Vigil. There are nine
Plates, if
you were to number them 1-9 starting from the southwestern Plate
(1,5), the
answer would be: 5-8-4-7-1-3-6-9-2. The reward is some random
enchanted loot.
Back outside travel south and then east to come across two Marksmen,
defeating
whom may bring you up to Level 38. Loot the Chest behind them and go
north to
encounter three Praetorians, two Marksmen, and a Sun Rider. They were
guarding
a Chest. To the east, you'll see a large group of enemies in a
chessboard-like
plaza arranged rather like chess pieces (seven Praetorians, two
Marksmen, two
Inquisitors, two Sun Riders, and a Seraph).
Enter the plaza to start combat and wipe them all
the
southern door afterward to discover the stairs up
Tower. Up
here you'll find an Imperial Griffin Boss (beware
and
a Chest. Clear the area and head back downstairs.
path to
find trails leading both north and south.

out. Head through


to the Griffin
its Chain Lightning)
Take the eastern

South is a Rock Chest, while north is a Secret Door and a Light Ward
(which
will come in handy). Continue east to trigger combat with two Sun
Riders and a
Sun Rider Boss. Head through the door behind them to find yourself in
the
Garrison area.
________________________
Garrison
????????????????????????
Enemies: Light Elemental (E), Marksman (E/N), Praetorian (E/N)

Secret Doors: Perception (7,0), Magic (1,2), Might (17,9)


Barrels: Might (5,0), Magic (18,0), Destiny (1,9), Perception (12,8)
Containers: Potions (12,0), Loot (8,4), Potions (13,6), Magic Loot
(1,0),
Magic Loot (3,2), Magic Loot (5,2), Potions (18,9),
Potions (17,5)
The first western door opens into a room with three Praetorians (one
Elite),
two Marksmen, and a Secret Door in it. The room to the east has a
Chest and a
door opening further east into a room containing four Praetorians (one
Elite),
two Marksmen (one Elite), and a Barrel.
Back in the main hall, head north to find two more doors. The western
one
holds a Chest, and the eastern one hold an Elite Light Elemental, a
Marksman,
two Praetorians (one Elite), and a Chest. Further north are two last
doors.
West is an empty room and a door further west opening to an empty
hall. Reach
the far end of the hall to trigger combat with five Praetorians (two
Elite),
three Elite Light Elementals, and five Marksmen (two Elite).
The far west hallway has a Secret Door, the middle one has a Chest,
and the
eastern one has another Chest. Return to the main hall and enter the
door to
the east to find a Barrel, a Secret Door, and a door opening south.
Waiting
beyond that door are two Praetorians (one Elite), two Marksmen (one
Elite),
and two Elite Light Elementals. And a Chest. Loot it and go back
outside.
Back in the first Summer Palace area, head all the way south and enter
the
door found there to find the entrance to the Dwellings area. Head
inside.
________________________
Dwellings
????????????????????????
Enemies: Light Elemental (E), Marksman (E), Praetorian (E), Seraph (N)
Secret Doors: Magic (4,4), Perception (23,11)
Containers: Cog (23,10), Magic Loot (4,10), Potions (6,8), Potions
(5,7),
Magic Loot (6,7)
The only way to go is west, so open the door to find a Secret Door
hiding a
Lever. Flip it and backtrack to the main hall to find that the center
forcefield is down. Head north and east to defeat the four Elite
Praetorians
and two Elite Marksmen waiting there.

Open the door behind them to find another door east. Head through to
find a
Secret Door concealing the Cog you need. Backtrack a bit and use the
nearby
Lever to deactivate another part of the forcefield in the main hall.
Return
there and go north to spawn three Seraph.
Dispatch them and head through the western door to find four Chests.
Grab
them all and head back outside. Re-activate the Light Ward if
possible, and
then head through the eastern door into the Throne Room area.

Das könnte Ihnen auch gefallen