Might and Magic 7 FAQ [Walkthrough]

Might and Magic 7 FAQ

- For Blood and Honor
1. Introduction
2. Character Creation
3. Character Races
a. Dwarf
b. Elf
c. Goblin
d. Human
4. Characters Classes
a. Knight
b. Paladin
c. Monk
d. Ranger
e. Archer
f. Thief
g. Cleric
h. Druid
i. Sorcerer
5. Skills
a. Combat
b. Magic
c. Others
6. Walkthrough for the Start of the Game
a. Emerald Island
b. Temple of the Moon
c. Castle Harmondale
d. Stone City
e. The Red Dwarf Mines
f. The Rescue of Loren Steel
g. The Riverstride Plans
h. The Trumpet
i. Choose the Path
7. Path of the Dark
a. The Breeding Zone
b. Clanker"s Laboratory
c. The Temple of Light
d. The Lich Jars of Nighon
e. Robert the Wise
f. Kill Xenofex
g. Retrieve the Oscillator from the Lincoln
8. Path of the Light
9. Side Quests
a. Emerald Island - Missing Adventurers
b. Harmondale - Missing Arcomage Player
c. Harmondale - Lantern of Light
d. Harmondale - The Signet Ring
e. Stone City - Troglodyte Infestation
f. Erathia - The Quill
g. Erathia - Arcomage Tournament
h. Tatalia - The Three Paintings
i. Tularean Forest - The Three Statuettes
j. Tularean Forest - The Pipes
k. Deyja - Slay the Griffins
l. Nighon - Retrieve the Remains
10. Promotion Quests
a. Cavalier
b. Rogue
c. Initiate
d. Crusader
e. Warrior Mage
f. Hunter
g. Priest
h. Great Druid
i. Wizard
j. Champion
k. Spy
l. Master
m. Hero
n. Master Archer
o. Ranger Lord
p. Priest of the Light
q. Arch Druid
r. Archmage
s. Black Knight
t. Assassin
u. Ninja
v. Villain
w. Sniper
x. Bounty Hunter
y. Priest of the Dark
z. Warlock
aa. Lich
11. Potion List
12. Frequently Asked Questions
13. Tips and Tricks
14. Credits
1. Introduction
This guide assumes that you explore each individual map on your own. I strongly 
recommend that you try to finish as many quest as you can on your own, because that is half 
the fun. But, it is inevitable that you will get stuck, and that is what this guide is for.
	This guide will be completed as I get farther into the game. I will try to update it as 
often as possible, but since I am playing the game at the same time, it may not be done as 
soon as you need it. For that reason, I would appreciate it if you wouldn"t send anything about 
anything that you do not see here in the guide, besides locations about weapons, armour, 
monsters and the locations of masters.
	I will try to make this guide as complete as possible, but I am sure that there are a 
multitude of ways to go about completing the game, such as being evil or being good, as well 
as the path you may decide upon. While not all the quests are necessary to beat the game, they 
are useful for the experience and the treasure that you get. So without further ado, here goes 
July 16th - I will be gone for a week in Montreal, but will still be able to answer my mail. 
but not right away, since I"ll have to be at a friend"s house to do so. Then I am moving to 
Alberta, where I will start the Light Side and I"ll update the FAQ after every quest that I do.
I hope this helps most of you out there, and I am sorry that I wasn"t able to meet the deadline 
that I had set myself, because I had lots of overtime hours at the office this week!
								Lord Haart
Updates: 	-July 16th:	Finished the skill descriptions
		V 1.02		Finished the promotion quests for the dark side
				Finished all the side quests I found
				Added a few new sections
-July 6th: 	Added several promotion quests
		V 1.01		Updated skill teachers
				Finished walkthrough up until the choice between the light and 
				Changed the credits
Things to do: 	-Finish Promotion Quests
		-Describe Arcomage
		-Add weapons and armour
		-Descriptions of each area
		-Potions list
		-Obelisk locations
		-Monster Strategies
		-Cool tricks and hints + things to do for laughs
2. Character Creation
This is the most important part of the game! Any decisions you make here will have a 
lasting impact on the entire game! As a rule of thumb, if you want to access the cooler things 
in the game, as well as obtain all the useful skills, you should have at least a cleric and 
sorcerer. By taking the two, you have major access to all the spells in the game, including the 
schools of Light or Dark. The healing spells of a cleric are essential to your success, as are the 
damaging spells of the sorcerer (oozes anyone?). 
A strong and durable leader is also needed to take the brunt of the damage, and a 
knight is the perfect choice. A knight can equip everything and has more hit points than the 
paladin, monk or ranger has, but does not have the range of abilities that the others have. 
As for the final member of the party, anyone is suitable - it depends upon what your 
idea of the party is. Do you want another spell caster? Then take a druid or a ranger. If you 
want missile support then the ranger or archer is for you. Or you may want a strong second-
hand man and take a paladin or a monk. A thief is nice if you want to open any treasure chests 
without dying. It"s up to you. 
One more important thing to consider is the voice that you pick for each character. 
Take one you like, or face the consequences! There is nothing more annoying than a whiny 
voice saying, "It"s just a cut! But I want it fixed!" every time she gets hit in battle! 
Choose each of your classes and pick according races for them. Then give them each 
their skills, by choosing either the rarest ones for each, or by choosing the most expensive 
ones. For example any magic is a good choice, as is Armsmaster, since it is rare. Identify Item 
and Merchant are good abilities to start with since they are very useful. Remember that with 
each spell category you start with, you get the first two spells, and save up to 2000 gold! 
Choices like Disarm Trap or Leather Armour are bad choices since you can buy them in every 
town! So choose wisely! 
The last step is to distribute your bonus points to each of your four characters, 
reducing scores where they don"t need them and increase their prime requisites where 
necessary. For example an elven sorcerer should have a 30 Intelligence, while a goblin knight 
should have a Might and Speed of 30. 
Just take a look at the following two sections and decide what you want and how you 
want them. Then name your heroes and start the quest!
3. Character Races
	a. Dwarves
	Short and stout, dwarves make excellent knights and monks due to their high Might 
and Endurance. They also make good paladins for those same reasons. They just are not that 
good as sorcerers, thieves, archers or rangers due to their low Accuracy and Speed scores. 
Anyway, those professions are just not dwarf-like. 
	b. Elves
Due to increased Intelligence and Accuracy, elves make excellent sorcerers, archers 
and druids. With a little help they can be excellent rangers, if you can bypass their decreased 
Might and Endurance scores. They are passable clerics and thieves, and make poor knights, 
paladins and monks.
 	c. Goblins
	Goblins are fast and strong little critters. They make excellent thieves and knights due 
to high Speed and Might scores. They make passable monks, and are rather poor at every 
other profession. Their low Intelligence and Personality scores make them very poor at 
spellcasting, as they are not known for that capability.
d. Humans
	Humans are good at any class, but from my experience, they are best as clerics, 
because, well, they just are. They have no problems advancing in any class and have several 
advantages. Foremost, they do not receive the prejudice that some heroes get when travelling 
through some of the lands of Erathia. Thus they make good leaders to have and doubly so as 
clerics with high personalities.
4. Character Classes
	a. Knights
	My favourite class in the game. Each knight is a walking arsenal, brimming with 
weapons. Able to use any weapon or armour in the game, they are very versatile. Their two 
weaknesses are their lack of magic and their vulnerability to magic. But on the other hand, 
knights have enough hit points to take all incoming damage, regardless of their source.
	It is recommended to acquire grandmaster status in at least the following areas: Sword, 
Plate Mail, Shield, Armsmaster, Repair Item and Bodybuilding. The additional grandmastery 
of the Spear is optional, but it gives you the choice of a second weapon. Other than those 
skills, expert Perception is a good thing to have, as well as all other weapon types, especially 
	As an end result, you have a character that almost automatically hits with any strike 
and that can ignore any blow coming his way. The knight will then have a large amount of hit 
points and will be able to survive a long time. He will be able to repair any item and will thus 
be invaluable to the success of the party, since you cannot trust the durability of any of your 
	A knight needs the following statistics as high as possible: Might, Endurance, 
Accuracy, and Speed. Luck is of minor importance, and Intelligence and Personality are 
useless. Just don"t make him talk to other people!
	Upon advancing his class, a knight becomes a cavalier, and later must make the choice 
of becoming a champion or a black knight. The latter two have the exact same abilities, one is 
just evil, the other good, so choose wisely.
	b. Paladins
	The paladin is a holy warrior. A champion for justice that strives to rid the land of all 
evil. The paladin uses both spells and weapons to further the cause of good. They have less hit 
points than a knight, and less spell points than a cleric, but they still tend to survive.
	A paladin"s strength lies in his ability to attack with the Mace and his ability to defend 
himself with the Shield. They can get up to grandmaster status in either discipline. Plate Mail 
finishes off the imagine of the holy warrior, but is unfortunately only attainable to master 
level. Other than that, paladins can use any weapons and armour, and should think about 
mastering the sword as a second weapon. Paladins can achieve up to master status in clerical 
magic, which makes them a good choice as a second healer. Other than that paladins would be 
good to get Repair Item, but only if they are the only one with it in the party! They have to 
spend enough skill points on other abilities that it would be a waste on this ability!
	A beginning paladin should ignore Intelligence and Luck and work on the other five 
abilities. A high personality finishes off the picture of the paladin as a radiant hero!
	Later the paladin get the chance to become a crusader and gets more access to spells. 
Then he get the choice to follow the light or dark paths. A hero gets to use basic Light magic, 
while a villain uses basic Dark magic.
	c. Monks
	The monk is one of game"s coolest classes. Deadly with their fists or staves, and hard 
to hit even when they are not wearing armour, they are heavy hitters. At high levels they can 
also use magic, and they can combine their skills to make them even better. 
	Unarmed and Dodging are the staples of the monk. If those two skills are not good 
enough, then be amazed when you hear that they can grandmaster them, as well as the Staff. 
A grandmaster at the Staff can use both the Staff AND Unarmed in combat! A grandmaster at 
Dodging can use both Dodging and Leather Armour (albeit at only master level)! That is what 
makes him cool. Grandmastery should be obtained for Learning (only a 59% bonus to earned 
experience) and Bodybuilding. Mastery at Armsmaster just makes him better.
	A beginning Monk should have a high Might, Endurance, Speed and Accuracy. Luck 
and Personality should be moderate, while Intelligence is not needed.
	Upon obtaining the rank of Initiate, the monk can start using clerical spells, but only at 
beginner levels. Monks later face the choice of becoming Masters (good) or Ninjas (evil). 
Masters can cast spells up to Expert level from the Mind, Body and Spirit guilds, while the 
Ninjas can use Disarm Traps at the master level, as well as Stealing at the expert level. 
	d. Rangers
	Rangers are the protectors of the forest. They fight for the protection of the land, not 
for the land"s people. They are one with the forest, as they were trained to survive in it.
	The ranger"s weapon of choice is the Axe - which they grandmaster. They can also 
master the Bow. They prefer to armour themselves in Leather or Chain, both of which they 
can master, but one should be chosen from the start. They use both basic elemental and 
healing spells and should thus improve them when possible. They should also grandmaster 
Identify Monster and they should master Perception, if possible.
	The beginning ranger should concentrate on Intelligence and Personality to make sure 
that they get a lot of spell points. An above average Might and Endurance should be theirs, as 
well as a high Accuracy for their archery.
	The ranger gets a chance later to become a hunter. Hunters don"t get any new abilities. 
Ranger Lords and Bounty Hunters, on the other hand, do. They get up to expert spells in all 
seven of their spell disciplines. 
	e. Archers
	Archers, well they shoot arrows from bows! What else did you think? Well, they cast 
spells, too. They can cast basic spells from the elemental schools of magic. They have sharp 
eyes and thus, they can spot things from afar, and are thus adept at finding traps and secret 
	Archers excel at the Bow. They can grandmaster it and Chain Mail as well. As a 
secondary weapon, the Spear is a good choice since it is the only weapon other than the Bow 
that they can master. They are the only class that can master Perception and should thus get it 
as soon as possible. Otherwise they should only concentrate on Learning, since they can 
master it.
	Archers should begin with an unnaturally high Intelligence, Accuracy and Speed. A 
high Might and Endurance is nice, but the other two abilities are not that necessary.
	When an archer attains the rank of Warrior Mage they gain the right to use expert 
elemental spells. Their next advancement is to either the Master Archer or the Sniper rank. In 
any case, they gain the right to use master elemental spells.
 f. Thieves
Thieves are fun to play with! Can"t afford something? Then steal it! These characters 
are good to have if you like opening everything you see - their Disarm Trap skill is really 
useful. It makes me wish I had a thief in my party!
At the start thieves should split their time bringing up their weapons, their armour and 
their thieves skills. They should plan on wielding two weapons - a grandmastered Dagger and 
a mastered Sword in the other hand - and wearing Leather Armour at grandmaster level. As 
for skills, Disarm Trap and Stealing at grandmaster level are musts. Mastered Perception is 
another cool thing to have, as well as Armsmaster, Identify Item and Merchant. The latter two 
are needed if there are no sorcerers or clerics in the party, because those two class do it better 
than the thief could ever do.
	A starting thief should have a high Accuracy, Speed and Luck scores. Might and 
Intelligence follows, whiles the others are not really significant.
	Upon reaching the rank of Rogue, they can cast basic elemental spells, but never 
higher than that. A fork comes later when they get to choose whether they want to be a Spy or 
an Assassin, neither of which has advantages over the other.
 g. Clerics
Clerics are the devout of the gods. They call down their deity"s magic to heal 
humanity"s woes. They also command several destructive spells, mostly towards the undead. 
They are invaluable to the party, due to their ability to heal both physical damage and 
abnormal conditions, like poison and diseases.
	The cleric"s strength is their healing magic. They should obtain up to grandmaster 
level in all three of their magical disciplines to insure that they get all the spells. The 
grandmaster in the Merchant skill is a good idea - it"ll save you a lot of money when buying 
spells! Mastery of the Mace and being an expert in Chain Mail, make clerics a pretty powerful 
force for their gods. They can also master the Shield and should do so. Meditation is also a 
good skill for them to acquire.
	A beginning cleric needs a high Personality, Might and Endurance. Intelligence is 
useless, while the other four are pretty important, but are not prime requisites.
	Clerics are later promoted to priests and gain the ability to cast master healing spells. 
Later they face the choice of becoming Priests of the Light, or Priests of the Dark. They get to 
use their namesake schools, as well as all other healing spells.
	h. Druids
	Druids are also protectors of the forest, but on a much more intimate level - they 
worship the forest. They are adept magic users, but poor fighters. 
	Since druids start the game off able to attain expert levels in all seven magical 
disciplines (Light and Dark not included) they are best off spending all their points on their 
spells. They are poor fighters and are able to only get the Dagger to the master level and their 
next best is the Mace, which is limited to the expert level. For armour, they are limited to 
expert Chain and expert Shield. One plus that the druid does get is the grandmastery of 
Alchemy, as well as that of Meditation. In short, get their weapon and armour skills quickly, 
then spend all their points on their spells. That"s the only possible way to play them.
	Give the beginning druid high Intelligence and high Personality scores. The rest don"t 
really matter, so use your own judgement.
	The druid later becomes a greater druid and can use master spells. Then he has the 
choice of becoming an arch druid or a warlock, but doesn"t get anything new other than the 
right to grandmaster stuff.
	i. Sorcerers
	Masters of magic, sorcerers are essential to your party"s success. Able to smite many 
foes from afar with a single wave of their arms, they are quite powerful, and a mistake if you 
don"t take them. Their spells also make your life a lot easier, allowing you to fly above 
everything, walk on water, enchant your items, even teleport from town to town and in and 
out of dungeons. Just these last few spells will save you hours when you are trying to find 
someone and you can"t remember where he is!
	There are a few things that sorcerers should advance in. Simply put: Magic! 
Grandmastery should be obtained in the four elemental schools as well as in either the Light 
or Dark schools. Grandmastery should also be attained in Identify Monster and Identify Item. 
Mastery in Meditation is also a good idea for these characters. The Staff should be raised as 
their single weapon, and then only to master level. Their armour should be Leather, and that 
only to expert level. Alchemy is also attainable to master level, but should only be acquired at 
a later date - magic should come first, or you will find yourself having problems advancing, 
because the enemies get really hard, really fast!
	The optimal beginning sorcerer should have a high Intelligence to get more spell 
points. Endurance and Speed should be as high as possible so they can survive more than a hit 
or two. Personality is useless for them. The other three abilities are nice for them to have.
	After passing Thomas Grey"s test, they get promoted to Wizards. Wizards get to use 
master elemental spells! Later they have the choice of becoming Lichs or Archmages. With 
the second promotion, they gain access to grandmaster elemental spells, as well as to either 
the Dark or Light schools, depending on the path you decide to take. Dark magic is more in 
character for wizards, if you ask for my opinion! Furthermore the Lich is immune to Mind 
and Body magic!
5. Skills
a. Combat
Expert: 	Erathia, Tatalia (2000 gold)
	Master:	Deyja (5000 gold)
	Grandmaster: 	In the southern part of Harmondale (8000 gold)
	A skill able to be brought to grandmaster level by either the Champion or the Black 
Knight, it is best left to those that are strong. Those who reach the final level in this skill are 
allowed to use a sword in their left hand and another weapon in their right, they get their a 
bonus to both their armour class and their chance to hit equal to their skill and the luxury of 
reduced recovery time.
	Expert:		Avlee, Harmondale Town (2000 gold)
	Master:	Northern corridor in Stone City (5000 gold)
	Grandmaster:	Tatalia (8000 gold)
	A skill most valuable to the Ranger Lord or the Bounty Hunter, the axe is useless in 
the hands of most of the other classes but the knights. Grandmasters get reduced recovery 
time, a bonus to their chance to hit and the damage they deal, and a chance to reduce their 
opponent"s armour class by destroying their armour.
	Expert:		Avlee, Tatalia (2000 gold)
	Master:	Tularean Forest (5000 gold)
	Grandmaster:	Northern corridor in Stone City (8000 gold)
	The spear is the second weapon of choice for the knight class and for the archer class. 
Whereas the knight can attain the highest level for this skill, the spear is the best melee 
weapon for the archer. The master level in this skill allows the wielder to hold the weapon in 
one hand and gives the wielder a bonus to hit and to damage dealt equal to their skill level. 
The grandmaster also gets a bonus to their armour class.
	Expert:		Harmondale Town, Nighon (2000 gold)
	Master:	Bracada (5000 gold)
	Grandmaster:	Avlee (8000 gold)
	The monk is the only class to grandmaster in this skill. The staff is the best weapon for 
the sorcerer, even though they are limited to simple mastery of it. Masters get a chance to stun 
their opponents and get a bonus to hit and to their armour class. Grandmasters get to use the 
weapon in conjunction with the Unarmed skill.
	Expert:		Erathia, Stone City (2000 gold)
	Master:	Tatalia (5000 gold)
	Grandmaster: 	Deyja (8000 gold)
	The paladin"s and cleric"s best weapon, although only the paladin gets the 
grandmaster. Mastery gives the wielder a bonus to hit and to damage dealt, as well as a 
chance to stun the target. Grandmasters have a chance to PARALYZE their opponents!
	Expert:		Bracada Desert (2000 gold)
	Master:	Nighon (5000 gold)
	Grandmaster:	Erathian Sewers, In the poor section of Tatalia (8000 gold)
	The dagger can be grandmastered by the thief and mastered by the druid. Masters can 
put their dagger in their right hands and use another weapon in their other, get a bonus to hit 
equal to their skill level and have a chance of doing triple damage. Grandmasters receive a 
bonus to damage down.
	Expert:		Tularean Forest, Bracada Desert (2000 gold)
	Master:	Nighon (5000 gold)
	Grandmaster:	Harmondale Town (8000 gold)
	These weapons are usable by all characters, but only the archers specialise in their use. 
Grandmasters get a bonus to hit and to damage dealt, get to shoot twice at a time and attack 

	Expert:		Harmondale Town, Bracada Desert (2000 gold)
	Master:	Evermorn Island (5000 gold)
	Grandmaster:	Erathia (8000 gold)
	This speciality of the monk. At grandmaster level, they get a bonus of +2 to both their 
damage and their chance to hit per skill point, as well as the ability to dodge attacks entirely.
	Note: Level 10 Dodging is necessary to get grandmaster Unarmed!
	Expert:		The Pit, Celeste (0 gold)
	Master:	The Pit, Celeste (0 gold)
	Grandmaster:	The Pit, Celeste (0 gold)
	This skill lets you use Ancient Weapons, such as Blasters and Blaster Rifles. They are 
really fast weapons that have a long range. They do nice damage, and are my weapons of 
choice against Devils, Dragons and Titans. 
Everyone can grandmaster the Blaster. The higher your skill, the better your chance to 
hit. Grandmaster get a quintuple bonus to their chance to hit!
	Expert:		Harmondale Town (1000 gold)
	Master:	Nighon (3000 gold)
	Grandmaster:	Tularean Forest (7000 gold)
	The thief is the only class to perfect their use of the leather armour. At grandmaster 
level they get a double bonus to their amour class per skill point spent, as well as no penalty 
to their recovery time and a bonus to their elemental resistance equal to their skill level in 

	Expert:		Tularean Forest, Tatalia (1000 gold)
	Master:	Avlee (3000 gold)
	Grandmaster:	Deyja (7000 gold)
	The preferred armour if the archers. Grandmasters 	get a bonus equal to their skill 
level to their armour class, no recovery penalty and only two thirds of all physical damage 
done to them is actually received.

	Expert:		Tatalia, Stone City (1000 gold)
	Master:	Erathia (3000 gold)
	Grandmaster:	Bracada (7000 gold)
	Only knights can get wear this heavy armour and use it to optimum efficiency. 
Grandmasters have no recovery penalty for their armour, get a bonus to their armour class and 
take only half damage from all physical attacks.

	Expert:		Erathia (1000 gold)
	Master:	Tatalia (3000 gold)
	Grandmaster:	Evermorn Island (7000 gold)
	Shields are the providence of warriors. The knight and paladin classes are the only 
ones that can raise their shield scores to grandmaster level. Grandmasters add two to their 
armour class for every skill point in the Shield that they have, they have no recovery penalty 
and they receive the benefits of having the Shield spell cast on them when wearing a shield.

	Expert:		Harmondale Town, Bracada Desert (2000 gold)
	Master:	Evermorn Island (5000 gold)
	Grandmaster:	Erathia (8000 gold)
	The speciality of the monk. At grandmaster level, the Dodging ability bestows upon 
the user three points to his AC for every skill point in Dodging and the ability to wear Leather 
Armour at the same time! That just kicks ass!
	Note: Level 10 Unarmed is necessary to get grandmaster Dodging!
b. Magic
Expert magic allows you to cast a school"s expert spells. Master lets you use master 
level spells. Grandmaster magic lets you use the strongest spells. For more information on the 
impact of skill levels on spells, look in the manual or in the spell section.
	Expert:		Tularean Forest, Tatalia (1000 gold)
	Master:	Avlee (4000 gold)
	Grandmaster:	Bracada Desert, in the Tower Bridge (8000 gold)
	Expert:		Stone City, Harmondale Town (1000 gold)
	Master:	Tularean Forest (4000 gold)
	Grandmaster:	Deyja (8000 gold)
	Expert:		Tularean Forest, Tatalia (1000 gold)
	Master:	Harmondale Town (4000 gold)
	Grandmaster:	South-west area of Erathia (8000 gold)
	Expert:		Avlee, Tularean Forest (1000 gold)
	Master:	Nighon (4000 gold)
	Grandmaster:	Harmondale Town (8000 gold)
	Expert:		Erathia, Harmondale Town (1000 gold)
	Master:	Tatalia (4000 gold)
	Grandmaster:	Avlee (8000 gold)
	Expert:		Erathia, Nighon (1000 gold)
	Master:	Avlee (4000 gold)
	Grandmaster:	Near the docks in Tatalia (8000 gold)
	Expert:		Tatalia, Harmondale Town (1000 gold)
	Master:	Erathia (4000 gold)
	Grandmaster:	(8000 gold)
	Expert:		Deyja (2000 gold)
	Master:	The Pit (4000 gold)
	Grandmaster:	From Archibald in the Pit (8000 gold)
	Expert:		Bracada Desert (2000 gold)
	Master:	Celeste (4000 gold)
	Grandmaster:	Celeste (8000 gold)
c. Others
   Disarm Trap
	Expert:		Erathian Sewers, Tatalia (500 gold)
	Master:	Harmondale Town (2500 gold)
	Grandmaster:	Nighon (6000 gold)
	The ability to open chest without triggering the traps is every adventurer"s dream. That 
is why there are thieves. Thieves excel at opening locks and disarming the traps within. For 
every level of expertise gained, a thief has a better and better chance of disarming a trap. In 
fact at grandmaster level they can never fail.
	Expert:		Deyja, Tatalia (2000 gold)
	Master:	Avlee (5000 gold)
	Grandmaster:	The Land of the Giants (8000 gold)
	Armsmaster is a very useful skill if you want to change weapons from your normal 
one. It gives you rather high bonuses and is very useful for classes that can use multiple 
weapon types. Knights with grandmastered Armsmaster have better control of their weapons 
and get a bonus to their attack, chance to hit and a decreased recovery time. In fact all these 
bonuses are doubled at grandmaster level.
	Expert:		Avlee, Harmondale Town (500 gold)
	Master:	Tularean Forest (2500 gold)
	Grandmaster: 	Deyja (6000 gold)
	The ability to spot hidden doors and other secrets just by passing by, it also allows you 
to dodge traps and to prevent some damage from spells. Archers are the ones who use this 
skill as grandmasters. They get better and better at it until they reach grandmaster, which is 
when they get 100% benefit from the skill.
	Expert:		Stone City (2000 gold)
	Master:	Evermorn Island (5000 gold)
	Grandmaster:	Bracada (8000 gold)
	This skill reduces the prices of everything in the game short of training and fines. 
Clerics are the best at this skill and at grandmaster level they buy and sell at cost! For 
example, Armageddon normally costs 37500 gold. Grandmasters can get it for a mere 7500!
	Note: You need a Personality of 50 to get Master Merchant.
	Expert:		Deyja, Nighon (500 gold)
	Master:	Bracada Desert (2500 gold)
	Grandmaster:	Avlee (6000 gold)
	This skill adds spell points on to a character"s a total amount. The higher the skill 
level, the more points that are added. For example, if a wizard"s base spell points per level is 
6, they get 6 bonus spell points per point in Meditation. Experts get double, masters get triple 
and grandmasters get quintuple the spell points from this skill. Druids are the ones who can 
grandmaster this skill.
	Expert:		Stone City, Bracada Desert (500 gold)
	Master:	Deyja (2500 gold)
	Grandmaster:	Nighon (6000 gold)
	This skill adds hit points on to a character"s a total amount. The higher the skill level, 
the more points that are added. For example, if a black knight"s base hit points per level is 9, 
they get 9 bonus hit points per point in Bodybuilding. Experts get double, masters get triple 
and grandmasters get quintuple the spell points from this skill. Knights and Monks  are the 
ones who can grandmaster this skill.
	Note: You need an Endurance of 50 to get Master Bodybuilding.
	Expert:		Deyja (500 gold)
	Master:	Nighon (2500 gold)
	Grandmaster:	Evermorn Island (8000 gold)
	Learning gives you bonus experience points. You get a nine percent bonus plus your 
skill points in Learning to all experience gained. At higher levels of expertise you get bigger 
and bigger bonuses. Monks grandmaster this skill.
	Note: To get master and grandmaster Learning, you need an Intellect of 50.
	Expert:		Bracada Desert (500 gold)
	Master:	(gold)
	Grandmaster:	Avlee (6000 gold)
	The ability to make and mix potions. The higher the skill, the better the potions that 
can be made. This is the speciality of druids.
	Expert:		Harmondale Town, Nighon (500 gold)
	Master:	Deyja (2500 gold)
	Grandmaster:	In the poor section of Tatalia (6000 gold)
	Thieves are renowned for this skill. With it you can steal stuff from stores and people 
by holding control and by clicking on them. The higher the level, the better your chances of 
   Identify Item
	Expert:		Harmondale Town, Nighon (500 gold)
	Master:	(gold)
	Grandmaster:	Tularean Forest (6000 gold)
	A necessary skill insofar as to identify your stuff yourself without having to rely on a 
shop. The wizard grandmasters this ability. The higher the level, the more you can identify.
   Identify Monster
	Expert:		Nighon, (500 gold)
	Master:	Avlee (2500 gold)
	Grandmaster:	South of Harmondale Town (6000 gold)
	Useful to know how strong a monster is, but not that useful. The higher the level, the 
better your chances of success and the more information that you"ll get. Sorcerers and rangers 
are the best at this skill and they can both grandmaster it.
   Repair Item
	Expert:		Stone City, Harmondale Town (500 gold)
	Master:	Tatalia (2500 gold)
	Grandmaster:	Erathia (6000 gold)
	Another useful skill that also saves you money. Ever had broken armour in the middle 
of a level? Remember Might and Magic 3, 4, or 5 where when your stuff is broken you had to 
return to town to get it repaired? This skill is a time, money and hair saver at critical 
moments, because it is usable during combat! Knights and paladins are the best at this skill, 
and at grandmaster level they can repair anything!
6. Walkthrough
	In this section there is only a list of what must be done to complete the game. All other 
quests are split into two sections: Side Quests and Promotion Quests. Those two types are 
displayed later in this FAQ. So here we go!
a. Emerald Island
The small little island that you start on is called Emerald Island. Your party has been 
entered in a scavenger hunt and they find several items; a wealthy hat, a sea shell, a longbow, 
a red potion, a tile from the floor of the Moon Temple and a musical instrument. These items 
are really easy to find and the whole island shouldn"t be that hard to complete. 
	The red potion is the easiest thing to find. In a treasure chest on the northern beach is 
where it can be found. Just mix the red berries with an empty bottle to get the potion. Bring it 
to the judge. If you find a second red potion, you can bring it to the three adventurers atop the 
ridge in the centre of the island. They"ll give you a wealthy hat for it.
	The shell can be found in one of two places. You can either buy one for 100 gold from 
Sally who wanders outside of the town hall, or you pick one up on the north-western corner of 
the island. The latter way is the better way, because in the process you can get a whole load of 
weapons, armour and gold from the treasure chests. But before you can get to these boxes you 
have to fight your way through a swarm of Dragonflies, not particularly hard, but very easy to 
die if you let them swarm you from all sides. Instead try to pick them off with bows from afar 
before they see you, or to inch along and force them to come at you in smaller groups. If you 
are in danger of dying, don"t hesitate to run to the tavern... just remember that they"ll follow 
you and attack the guards and peasants! Then come out of the tavern and pick their stuff up! 
In either case, bring the shell to the judge.
	The musical instrument should be your third goal in this level. Just outside of the 
tavern, there is a young woman who offers to sell her lute for 500 gold. Buy it, steal it, or 
murder her for it, I don"t think it matters. In any case, bring it to the judge when you have it.
	The three remaining items are in the Temple of the Moon. You can reach the temple 
by climbing the hill with all the guilds and then by crossing the bridge. The entrance gives 
birth to a small stream leading to a waterfall. Heal and prepare before going in, because you 
are more than likely going to be swarmed.
	b. Emerald Island - Temple of the Moon
	This level is rather small and straightforward - just explore everywhere. Just watch out 
for the rats, bats and spiders that make the caverns their home. They should be rather easy to 
kill, even when in groups of ten or more. Down one of the side passages there is a large room 
guarded by spiders - and the wealthy hat that you are looking for. Leave it in your inventory 
and then head for the temple itself, readily apparent by the alter in the middle of the room and 
the two magical missiles shooting from opposite corridors. Take the left one first, avoiding 
the missiles, and follow the corridor until the end. Open the door and enter the library. Search 
all the shelves and store the scrolls and books that you find. Then head to the north-west 
corner of the room and open the secret panel that there is in the room. Another library lies at 
the end of the room and feel free to search the shelves and take the books and scrolls. Don"t 
forget to take the tile lying on the floor! It is hard to see if you don"t pay attention. Keep it and 
then go back to the altar. Take the right passage and open the door at the end. SAVE the game 
and attack the two soldiers, or try to steal the bow from Sar. In any case you NEED the bow 
to continue the game, and this is a hard battle. Throw everything you have at the two and you 
will win the long bow as your prize. Kill the other two guards in the library at your 
convenience. Then exit the temple and the caverns.
Head to the judge and give him the last three items. He will tell you to talk to his lord, 
who will give you a castle as your prize. After he gives you the deed, head over to the docks 
and board the ship. And get ready to sail to your destiny. 
	c. Castle Harmondale
	You start off in front of your castle. The gate is flanked by two guards. Don"t be shy 
and walk to the gate and try to enter. The butler answers and tells you of the goblin infestation 
in your castle. This quest is as easy as it gets - go in and kill everything! It may take a few 
days to clear the place of it"s occupants, but all in all it is not that hard. You just have to 
search each and every corner of the place and flush out every bat, rat and goblin in the place. 
And find the treasure of course...
	When that is done head to the tavern in town and find the butler. You"ll get experience 
and then find out that you have to get someone to fix your castle. He suggests the dwarves of 
Stone City in the Barrow Downs.
d. Stone City
Head south to the border of Harmondale and leave for the Barrow Downs. Make sure 
you have at least five days of food. It may also have been useful to have explored the entire 
overworld area and to have completed the missing Arcomage player side quest. It is extremely 
useful to have talked to everyone, to have bought new stuff and spells and to have perhaps 
raised your levels and your skills to expert. 
To get back on track, head to the Barrow Downs and head to the bunch of buildings. 
Explore them and then head to the west until you reach a bridge. Cross it and look to the 
south-west. You should see a hill with a bridge leading to the south-east from it"s peak. Climb 
the hill, cross the bridge, killing the spectres and shades you meet on the way. Ahead of you, 
you should see Stone City looming in the distance. Enter it.
Head to the central fountain in this dwarven city. Yell at anyone who gets in your way. 
Head east to the King"s audience chamber and talk to him. He tells you that he"ll only have 
his dwarves help you, if and only if, you clear the Bracada Mines and free the dwarven miners 
from their stone prisons. To this end he gives you a potion which must be used on the 
dwarven statues to revive them. 
>From here it is out of the castle and west to the border of the Barrow Downs where 
you get to travel to the Bracada Desert.
	e. The Red Dwarf Mines
	Enter the Bracada Desert and notice your hilly surroundings. You should be on a road. 
The mines themselves are located on the south side of the mountains on the south side of the 
road. The place is guarded by griffins and I suggest that you explore the entire map before 
you invade the mines - it is very tough in there. My least favourite enemies hide out in there - 
the oozes. Man, I hate them! They are immune to all weapons, except for those that deal extra 
elemental damage. Other than that, I suggest that you have the spell Blades from the Earth 
school. Three castings kills an ooze. If the oozes aren"t enough, there are medusas on the 
lower floor!
	The oozes, as it turns out, can also be harmed by weapons enchanted with elemental 
properties - in other words, weapons that deal elemental damage as well. Spells also work 
well. The object is to find the six or seven dwarves and free them from their stony prisons. 
One is in the first room, by the entrance. The others are at the end of all the passages - so you 
have to explore them all. It is hard, but really worth it. Just ignore the elevator in the far 
northern chamber! It is too hard for you at this point to explore the Medusa Caverns! 
	When you have freed all the dwarves, go back to the Dwarven King and he will agree 
to fix your castle for you!
	f.  The Rescue of Loren Steel
	When you get back to your castle, you find it repaired and restored to its former glory 
- well sort of. If you walk up to the throne room, you will find that there are two new people 
sitting there. They are ambassadors from the realms of Avlee and  Erathia. Both want you to 
meet their monarchs. While it doesn"t matter where you go first, or if you go there for that 
matter, I chose to go see Queen Catherine of Erathia first. 
	In Castle Gryphonheart, you meet the Queen for the first time. She asks you to rescue 
one of her spies that was captured by the elves of Avlee and imprisoned beneath the city of 
Pierpoint, in the Tularean Caves beneath the Tularean Forest. The catch - you have a month 
to get there, rescue Loren, and to return. Yet, it is not the hardest thing to do.
	Ravel as fast as possible to the city of Pierpoint. The entrance to the caves is on the top 
of a northern mountain. Upon entering the caves, you are attacked by a few wyverns. 
Concentrate on the Ancient Wyverns first, then the Horned Wyverns, then finally the normal 
Wyverns. The ancient ones tend to kill you in a single hit when lucky, so watch out. 
	The cell containing Loren is hard to find. At the start you have to head left and go up 
the hill. You should then jump to the ledge with the weird wall using the jump spell. This isn"t 
the easiest way to the cell, just the fastest. It is also possible by navigating the caverns, it just 
takes longer. From the ledge, open the door and go straight down the passage. Jump the gap 
and explore the area beyond. You should find a switch. Flip it and it activates the teleporters. 
Head towards them (I forget where they are) and take the right one. It leads you to a large 
room. At the far side is the cell. Open it and rescue Loren Steel. Then make haste back to 
Castle Gryphonheart to accept your reward of 5000 gold.
	g. The Riverstride Plans
	If you choose to meet with the King of Avlee, he will tell you that he has plans to 
attack Steadwick directly. But he has a problem. The fortress at Riverstride. He has no way of 
crossing the river without having to go through the fort. Thus, he asks you to retrieve the 
plans to the fort, not caring if you make a head-on assault or if you sneak in. You once again 
have a month to complete this task.
	The fortress is in eastern Erathia, east of Steadwick. You can either enter it from the 
main entrance or by the hidden entrance beneath the bridge. By using the first entrance, you 
have to fight your way through many guards and elude traps till you find the secret staircase 
in the floor. Using the other way, you just have to walk in kill a few archers and enter the 
farthest door on the right. In the dining room, there is a picture of Queen Catherine. Click on 
it and a secret panel opens and the plans are there. Take them back to Pierpoint and give them 
to the king. He rewards you with 5000 gold.
	h. The Trumpet
	At one point or another when you enter the Tularean Forest, you are met by a 
messenger from Queen Catherine"s Court, or that of the King of Avlee, depending on whom 
you helped. In any case, they report that the elves of Avlee are transporting an ancient artefact 
into the caves. There is also an Erathian war party sent to retrieve it. 
	Getting the Trumpet is easy enough. Just head to the entrance of the Tularean Caves 
and open the chest, and voila, there it is. You can watch an ensuing battle that takes place 
between the two sides, and the humans are victorious. While it is better to watch, you can also 
help either side in the battle. But do so at your own risk.
	After reclaiming the Trumpet, bring it to either the Queen of Erathia or the King of 
Avlee to get a reward of 5000 gold.
	i. Choose the Path
	When you get back to Harmondale, a messenger tells you that the Seer, Judge Grey, is 
dead. Although there are no reports of foul play, you can bet it is. Head to your throne room 
and meet the two ambassadors. One is from Deyja, the other is from Bracada. They both offer 
suggestions for who should be picked as the new judge. Of course they each want one from 
their own countries.
	This is a huge decision that will have a momentous impact on the game! This is where 
you choose which path you will walk. If you get the judge from Deyja, you will end up on the 
side of evil and if you take the judge from Bracada, you"ll be on the good side. In any case, 
they are both waiting in the tavern of their country.
	When you have picked one up go back to Harmondale and to the Seer"s house in the 
east. If you took the dark path, you will see that the judge is weak and can"t put an end to the 
war. Harmondale is won by Erathia and the war is at a temporary truce. If you took the light 
path, the judge settles the war and Harmondale is given to Erathia.
7. The Path of the Dark
a. The Breeding Zone
The new Seer tells you to go see Archibald, Lord of the Pit. The Pit is in Deyja and is 
hidden under the ground. In the north-eastern corner of the map, there is the Hall of the Pit, 
which you should enter. Watch out for the gargoyles, especially the Obsidian Gargoyles. They 
have a tendency of paralysing you and they also have many hit points and deal lots of 
damage. The Hall is straightforward, just head due north, go down the lift and continue to the 
north until you reach the gate to the Pit. Go in.
The Pit is the capital city of the Necromancers of Deyja. It is the home of the Dark 
Guild, as well as the master Earth guild. There are two promotions to be received here, as well 
as everything else a town has. Your goal for the moment is Archie"s palace, Castle Gloaming. 
Follow the catwalks to the south, then take a left and then head south again. At the southern 
end of the road, head east and go in the passage. You"ll warp to another area, the Spellcaster"s 
Ward. Head back down the path and you"ll find yourself near the Temple of Dark. Going 
through the passage a third time brings you to the Castle Gloaming. A fourth trip through 
brings you back to the town proper. Just head to the castle for now.
	In the castle go straight till you reach a big room, and from there take the little passage 
on the left. At the end, go in the boat and use the rudder twice. Get off the boat and go down 
the stairs. Go in the room and you"ll find Archibald. He says that to win his trust, you have to 
survive a trip through the Breeding Zone - not an easy task!
The Breeding Zone is in the town proper. There is a little staircase leading down with 
a gate below. Enter it and you will find yourself in the Breeding Zone. The place is littered 
with secret passages, most of which are necessary to find to successfully make your way 
through the Zone. You can also find a book of Divine Intervention in the Zone, a nice prize, 
but useless for those of evil heart. The only hard thing about this level is the abundance of 
Behemoths, that at this point in the game are really hard enemies that can take and deal a lot 
of punishment. The only consolation is that they are very big and thus get stuck in some of the 
hallways. They are then easy to shoot down from afar. All the behemoths hide in the 
waterways, in other words, in both places where you have to jump down to continue (once 
right by the entrance). If you keep a clear head, this place is not that hard to complete. The 
only difficulty is the second waterway. When you jump down, you should head left right 
away and hide in the small passage. From there you can heal and knock the Behemoths out 
one at a time, and at your leisure. The exit is down the other side of the waterway. When you 
leave the Zone from the bottom of the waterway, head back to see Archie and he"ll reward 
you, and he"ll tell you that his advisors wish to talk to you. Head next to that part of the city.
Just remember that  the monsters in the Breeding Zone always come back when you 
leave the place!
b. Clanker"s Laboratory
One of Archibald"s advisors wants you to clean out Clanker"s Laboratory and 
deactivate the anti-teleportation shield. Clanker"s Laboratory is in the Tularean Forest, north-
west of Pierpoint. It is on an island and therefore, you must fly or walk on water to get t0 the 
place. When you get to the entrance, enter it. 
The enemies here make the place very easy to die in. Most of the enemies (in fact all, 
if you exclude the flying eyeballs) explode when killed, usually taking some of your 
characters way under zero. If you head right from the entrance, you will find several golems 
and elementals. Kill them and push the switches so that you hear something from one of the 
top floors. Head back up the stairs and head up the next flight. Take a right and you will be in 
a room with several chests.
If you were to have taken a left you would find yourself at a door. Within you can find 
a large amount of potions. Take the white and black ones. Continue down the hall and you"ll 
find yourself in a large library. Search the right bookshelves and the wall in the little nook to 
find a secret passage. This passage leads downstairs. On the left side there is another passage 
with the shield within. The shield is a huge machine. You just have to click on it to turn it off. 
You should then proceed to check the place for still living enemies. When they are all dead, 
head back to the pit to receive your reward.
c. The Temple of Light
An advisor asks you to retrieve the pieces of the Key from the Temple of Light and the 
Temple of Dark. So go to the Temple of Dark, which is in the Pit. Walk in, go straight to the 
back of the altar, and click on it. The altar will move and you will see a safe. Open it and take 
the piece. You don"t even have to do anything else for it, although you can kill anyone you 
find, if you want. It is kind of fun...
The second piece is in the Temple of Light in Celeste. Go to Celeste by using the large 
teleporter on top of the largest plateau in Bracada. When in the capital city, follow the street 
to the fountain, then take the left road and go to the temple. Enter it. 
If I remember correctly, there is a large number of Clerics and Priests of the Sun 
walking the halls, but they are simply easy to kill! Go straight, then take a right and then 
straight again. Go down the stairs and enter the door behind the pillars. From inside go 
straight and down the stairs when you come to them. Head north and watch the walls for side 
passages. Take any one of them and head up. There are three sets of tiles. Starting from the 
east and ending in the west, make sure that only the sun tiles are down. When all three are 
down, go downstairs and click on the star. A door will open in the northern wall. The room 
beyond has a single chest. In it lies the altarpiece.
When you have both pieces, head back to the Pit and give the advisor both pieces. 
d. The Lich Jars of Nighon
One of Archibald"s advisors asks you to go steal a crate of soul jars from the warlocks 
of Nighon. First head to Stone City and go down to the Troglodyte caverns. From here go 
north until you find the exit. You"ll enter the Tunnels to Nighon. From here wander around 
aimlessly until you find another exit. I don"t remember where it is, but I know that it is near to 
a couple of fireball traps. When you find the exit, go through it. 
You are now in Thunderfist Mountain. Watch out for the Minotaurs here, because they 
are really powerful at this point. Use Invisibility, if you have it. Follow the right wall until 
you get to an exit. Leave the caverns and you"ll find yourself in Nighon. 
Head to Nighon town. Go to the temple and turn around. Look up and you"ll see a few 
buildings. Now you need the Fly spell. If you don"t have it, buy a scroll. Cast it and you"ll be 
able to fly to the buildings, which turn out to be a store and the Master Fire Guild. Follow the 
northern mountain face until you come to another building. It is another entrance to 
Thunderfist Mountain. Enter it.
Follow the path until you hit a lift. Cast Featherfall and jump into the shaft. Go south, 
circle around the lava pit and enter the library. Go around the shelves and look for a secret 
room at the dead-end. There is a treasure chest within containing the soul jars. Take them 
back to the Pit for your reward.
e. Robert the Wise
The fourth quest you get from Archie"s advisors is to kill one of the advisors of the 
Wizard King of Bracada. Robert the Wise is your target, and he is a powerful foe. Head to 
Celeste and walk to the fountain. At the fountain take the right path and take a left at the end. 
You"ll see several buildings, they are the homes of the advisors. The far left one is your 
target. The door is now unlocked. Cast every protection spell you have, and make sure that 
you have Protection From Magic cast upon yourself, or you"ll find yourself eradicated really 
	When in the house, just run straight ahead and you"ll see the gunslinger soon enough. 
Attack him mercilessly, and you could kill him if properly prepared. Take his Blaster and the 
Cube he wears and head back to the Pit to deliver the Cube. When you get back you find that 
the necromancers have split into two factions, Archie"s group that have moved off to 
Clanker"s Laboratory, and Kastore"s group that have taken control of the Pit and all of Deyja. 
You are asked to meet with Kastore in the throne room. After this quests you get the Blaster 
skill for free. You should bring it up to grandmaster level as soon as possible (I got the skill, 
then five minutes later I had it at level ten - so I saved a few hundred points!), it is very 
f. Kill Xenofex
After the revolution, you must meet with Kastore. He tells you that you have to travel 
to Eofol and slay the devil Xenofex in his lair in Colony Zod. This is very hard, and should 
only be undertaken by high level characters. Well anyway, make you way to Thunderfist 
Mountain and take the north-westernmost exit, to arrive in the tunnels to Eofol. Make sure 
you have Protection From Magic cast (to protect from eradication, instant death and 
petrification) and head in slowly. Behemoths and Medusas make their homes here. 
I can"t really remember the tunnels, since it"s been awhile since I"ve been there. All I 
remember is that the exit is in the north. Just head through the tunnels until you find a spot 
where the exit from the room is in a tunnel lower than you are. Take it until you find yourself 
on a little walkway through a huge room. On the right side, there is a passage leading out of 
the huge passageway and into a long hallway. Go down it and take a left, you will be at the 
exit. Leave for the Land of the Giants.
Eofol is a terrible place crawling with Titans, Dragons and Devils. All in large groups. 
Killable, but only with Blaster Rifles, which you don"t have yet. Do what I do - Cast Fly and 
Invisibility and just go around undetected. If you don"t have Town Portal, bring a scroll or a 
wand - You need the spell to leave the place. Lloyd"s Beacon will also do the trick. Head to 
the north-east until you find a shrine. Avoid the dragons and use it - it opens the portal to 
Harmondale. You can then use it to warp to Eofol whenever you want. Go back to Eofol and 
head south-west.
If you watch the ground, you will see a large group of devils guarding some sort of 
system of pipes. Land and avoid them as you enter Colony Zod. The place is a system of 
pipes. Go straight then take a left. At the end there is a door, and you must enter it. There is a 
weird elevator. Take it up. In the first room there should be a set of three buttons. Be like me 
and press all three. Go through the door and open all the doors. Kill all the Devil Workers and 
in the far left most room search the cage to free King Roland Ironfist, brother to Archibald 
and husband to Queen Catherine of Erathia. He"ll thank you and he"ll give you a key. Go back 
down the elevator and head back to the entrance. 
On the left hand side of the hall there should now be a passage with a lift at the end. 
Take the lift up and be prepared for a tough fight. Kill the Devils and search the side rooms - 
in one there is another lift. Take it up and search all the new rooms. There is another lift and 
this one brings you to a locked door. Use the key. Beyond the door is Xenofex"s lair. He is a 
normal Devil Captain, and as such Protection From Magic is a must against him, or he"ll drain 
your spell points! Kill him and his accomplices and take all the stuff that is just lying around 
on the ground and in the chests. You should find two or three more Blasters. Awesome. Equip 
them. Head back to the Pit and talk to Kastore for your reward, and to see a few movies. You 
see Archie"s exile and the truth behind the four advisors, as well as the advisors of the Wizard 
g. Retrieve the Oscillator from the Lincoln
Kastore tells you that to complete their plans of conquest, they need an Oscillator from 
their downed ship to power their Ancient Weapons Creation Machine (or whatever). He gives 
you four Wetsuits and tells you to travel to Avlee and explore the seas. Head to Avlee.
When in Avlee, travel to the western sea and equip the Wetsuits. Remember that you 
can"t have anything else equipped at the same time, other than Blasters. Fine. Jump into the 
water and swim to the west. When prompted say yes to the Shoals. A day later you"ll find 
yourself underwater. To get to the Lincoln, head west and you can find it at the bottom. Head 
tot he back and you can enter it by clicking on one of the "wings". Go on in. Keep clicking 1 
until you see your inventory. Change weapons and armour. 
When you are fully re-equipped, charge the stupid droids and kill the Assassin Droid 
first. Then take the second door out of the room. Go straight down the hall and use the 
teleporter. You should now be in a circular room. Use the console to put the power back on. If 
you can"t find it, use the lift to go to a lower floor and activate it from there. Go back to the 
entrance and before the first teleporter, you see a door on the left. Open it and kill the droids 
within. When they are destroyed, use the consoles to open the doors. Go across the big room 
and open the chest. There are a few Blaster Rifles in there! Good weapons! Equip them to you 
weakest party members. Take the lift at the end of the and go through the door at the top. You 
will be in a room with a few droids. Kill them and activate the consoles. Then take the 
teleporter to the other side. Use the consoles there too. Go out through the door and you"ll be 
in a large, well-guarded room. Kill the droids and go up the stairs. On the right side there is a 
armoury where you can pick up a few extra Blasters.
Head to the north and open the door. Follow the passage to the end and go through the 
door. You should now be in a room that looks like the bridge. Go to the left and search the 
little black pit thingy. You will find a small green crystal. That is the Oscillator. When you 
take it, the security system activates itself and you have to escape quickly or you will die. So 
just warp back to the Pit and give the Oscillator to Kastore. Congratulations! Sit back and 
enjoy the movie! You are done the game!
8. The Path of the Light
	This will be updated in a couple of weeks, after my vacation.
9. Side Quests
a. Emerald Island - Missing Adventurers
The lord of Emerald Island offers your party a reward of 1000 gold if you bring back 
proof of a previous party"s demise. This is simple. Head to the dragon"s lair on the east side of 
the island. Enter and pick up the scroll and shield. Ignore the dragon. You can only be his 
snack. You cannot kill him at this point! So don"t even try! If you really feel adventurous you 
can try to run and grab everything on the ground, but that just seems suicidal. If you feel 
really courageous, there is a longbow lying on the ground. That can also be used for the 
contest. Bring the shield and scroll back to the lord of the castle.
	b. Harmondale - Missing Arcomage Player
	A man in a house near the stables is worried about his missing brother. His brother is a 
paranoid freak that is obsessed with a card game. He tells you that he went to practise his 
cheating in the White Cliff Caves (?) and he asks you to check on his brother. 
	You reach the White Cliff Caves via the southern road leading to the Barrow Downs. 
Follow the road till a little side path leads up the side of the hill and at the top you"ll see a 
bridge crossing the river. Cross it and the cave entrance is right at the other end. Enter the 
	The body of the slain brother is in the north-west corner (?) of the cave and is easy to 
find. The problem is getting to him! There is a war going on between the troglodytes and the 
oozes here. The key is to kill any lone drones and to run from the almost-invincible-at-this-
point oozes. Basically, you only have to run around picking everything up and you will soon 
find the missing man"s deck and his journal. Take them and bring them back to the man. 
You"ll be well rewarded... with experience at least!
c. Harmondale - The Lantern of Light
There is a man in the temple who has lost his temple"s holy symbol and needs it to 
retain the clergy"s faith. Without the Lantern of Light he fears that the followers of his church 
will lose all faith in whatever god they worship. He humbly asks that you retrieve it. 
The Lantern was carried deep beneath the Barrow Downs into the dwarven crypts 
there. You simply have to travel to the barrows, which can be entered via a hill just south of 
where the cluster of buildings is located. 
The main trick to this level is to know where you are and how to move from place to 
place. In the first room that you enter you have to kill everything and search all the walls to 
find a chest with a key in it. When you have found it, you can open the plaque. On the plaque 
you"ll see some Roman numerals and a tree. The tree means that by using the right doorway, 
you"ll be brought back outside. The number in the middle, namely the IX means that you are 
in room 9. On the left, one slightly lower, the other a bit higher than the one in the middle, tell 
you which rooms you can warp to. There is a switch on the left side of the plaque. The 
wooden bar points at the room to which the teleporter is set. You should take your time 
searching the place and looking for secret doors - it is worth it, seeing as to how I picked up 
over 27 gold pieces in that one level. 
There are sixteen barrows, including the one denoted with an Ankh. Your goal is the 
one marked with a II. It is easy to get to and is guarded by a whole slew of skeletons, bats and 
rats! Kill them all and head to the left and go down the stairs and kill more monsters there. In 
the centre there should be a large pillar. On one side of it, there is a little button. Press it and a 
secret door shall open. There are then three chests. I believe the middle one was the one with 
the Lantern, but open all three - if you cleared the monsters out of the area, you can rest. 
Make sure you have had your fill of skeletons, wights and goglings and return to the church in 
Harrowdale to get a load of experience as well as a lot of gold for the Lantern! Yipee!
	d. Harmondale - The Signet Ring
	In Harmondale"s tavern there is a man that offers you a reward if you bring back his 
signet ring. He needs the ring so he can continue his business. He tells you that an Erathian  
bandit gang were the ones that stole his ring. West to Erathia then. North of the road there is a 
valley guarded by Robbers, Bandits and Raiders. In the valley there is also a cave.
	The cave is an easy enough place to clean out with very few difficulties. The ring is in 
a chest far into the dungeon, but should nevertheless take no more than ten, fifteen minutes t

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