Version 1.1: April 15, 2002. Send feedback and contributions to tim@wfn-shop.princeton.edu. Questions about how to do something should be posted to a message board so I don't have to answer everyone's questions; if you ask me I most likely won't answer. If something is unclear, ask on a board for the answer, then let me know how the walkthrough can be changed to be more clear. ---- Editorial Note: In my opinion, this game is a tremendous disappointment. If you are thinking of buying it, play Wizardry 8 instead. It is buggy, the plot is poor, the interface is clunky, and the skill and spell system is mostly just a simplified version of the old system. Class choices are very limited and unimaginative, and race choices are even worse. Quests and areas are, for the most part, unimaginative. If you "have" to have it, wait for the price to drop. 3DO should be ashamed of themselves for releasing this game. ---- Things not yet included (feel free to contribute): The Training Hall quest. Deliver the bad news quest. Promotion quests other than Mercenary, Scholar, Gladiator, Mage. Yorick Wizard's Tower quest. Fre's quest. The Arslegard bathhouse quest. Anything after the Skraelos quest. ---------- Party Creation ---------- Secondary classes (healers, thieves, misc. spellcasters) are less necessary in MM9: a mage can cast all but the best direct damage spell, heal (including ressurection, divine intervention), disarm traps, and identify everything. So who needs a cleric or thief? So to get a kickass party at high level, I went with one fighter, three initiates (planning for two mages and a lich). Those on their first time through probably want a more traditional two/two split. Anyway, since classes are chosen later, your fighter mage distribution is the only choice you have here. If you like to hack and slash, by all means feel free to go with three fighters. You can turn one into a spellcaster (Ranger or Druid) later if you want, though I don't personally suggest it. At least one mage is good to have for transportation spells once you get tired of walking. So Tank, the fighter (half-orc), is my #1 character. Never pass up 2 pts/1 pick in an RPG: I give him 25 Might. Lower his Magic to 7 since he won't nead it, and kick his Endurance to 22. More hitpoints means less death, and death is Bad [tm]. For skills, I give him merchant (more money = more levels at the end of the game; leveling in MM9 is mostly gold limited instead of xp limited) and bow. This gets you a free bow at the start of the game. Damage at a distance is key. He will also be the one to read the disarm trap skill scroll you are given at the start. DO NOT PICK DISARM TRAP FOR ANYONE! Wait for it to be given to you. Yes, my bruiser is also going to be my trap opener. For the three initiates (all elves, Brahma, Shiva, and Vishnu), I drop their might and endurance to 7. This lowers their hitpoints and damage, but the effects aren't that drastic. They'll be doing damage with their bows and spells anyway. I give them accuracy 25 because of the two-fer and to make them lethal with their bows. Endurance 7 instead of 10 for elves gives you 6 skill points back because of the reverse 2/1. So for -3 in Endurance you get +12 Accuracy; you'd be insane to pass that up. Magic 25, of course. The spare point I put on speed on some, luck on others. Skills are learning and bow. Learning at level 1 is worth a 10% bonus, and the skill is harder to find/buy than most are early in the game so get it if you can. ---------- Ravensford ----------- Stop and equip your bows after the intro. If you want to learn the interface, follow the scrolls in the intro area. Return to grampa, get and use his skill scrolls. The identify item I gave to one of my initiates. When done, exit north towards the boat. The lobber pods there are easy even with my 3 initiates, because with 25 accuracy and a bow, you rarely miss and nothing makes it to melee range. Get on the boat. Whee! ---------- Isle of Ashes ---------- The Isle of ashes has annoying short skeletons. Look down if you're getting hit and see nothing. Make your way north through the mountains and across the bridge, fighting as you go. Might want to set elemental blast as your quick spell on your initiates. The skeletoids are actually pretty nasty. MM9 doesn't start out easy. Remember, you can rest and get all those sps and hps back at any time the danger light is green. So rest after each fight if you have to. 25 magic means quite a few spell points, so 3x elemental blast knocks em back pretty quick. Grab the little bags they drop if they drop one ... they can be hard to see since they are similar in color to the ground. On the bridge and across it in the mountains are flying monsters. Tough if you have to try to hit them hand to hand, but we were smart, we have bows and spells. Yippee! At the next bridge, talk to Mr. Pointless Plot Twist (Forad Darre). He will join you soon, has absolutely no personality, and you have no reason not to trust him. But later on the game will try to make you feel guilty about having him. The story is certainly not the strong point of MM9, to say the least. He tells us about Yrsa. (Hmm, enough xp to level everyone ... too bad there's no trainer here ...) Do not cross the bridge, instead continue along the trail (to the right of Forad, NW). More of the same until you get to the hut. The well heals you, but who cares, so does resting. Inside the hut is Yrsa. She will help you if you help her. What a suprise. Go through the tunnel, kill the dragonflies. There is a chest here too. Try the new dialogue option with Yrsa. At many times in the game, what people say will be inconsistent with what already happened; do not let this trick you. It is just the low quality of the NPC scripts. Looking for new dialogue options is the key to whether you can do anything. We find out we have a destiny, and it isn't cabbage farming. What a suprise. Talk to Forad Darre. He joins. What are his stats? Who knows. There isn't any way to see them. Stupid game. He's not a bad fighter, tho. Return to Yrsa, ask about the door, get the key. You may also want to hit "F" and put Forad in your front row. You must have three people in your front row. If you have two fighters, then them and Forad will keep your initiates out of harm's way. Cross the bridge by where Forad was. Kill the nasties until they stop being summoned. Here is the first good secret: Go up and to the left around the ruins to the entrance. Enter. This is a very high level dungeon that will kill you in seconds. But go forward and right along the river to the chest. Open it, take the loot which is much better than you'll see for a long time. First time I got a shield which alone was any armor I wore for another 10 levels or so; this time I got AC 9 boots, two excellent pows, a AC 8/+5 Spirit belt, and a scroll of the best dark magic spell in the game (Souldrinker). Not bad! Exit the ruins. Anything else is suicide even with our new loot. Go back left and down the steps to the door, fight the nasties. If you stay right next to the door, the big bone thrasher can't get to you and you can pick him off with arrows and spells. Open the door, open the book, watch cutscene as you sail off. Area one done! ------------ Stumford ----------- We need levels, so we need a town. Leave the dock, the town is on the right. Make your way south to the large building surrounded by a wood fence. Go in by the front door, click on the stone square thing under the banner. That will allow us to Town Portal to here once we learn that spell. Take the west door, talk to Bjarni. Get quests: - Deliver letter to Kira - clear Anskram - Rescue Ivar from Drangheim Prison Exit the building. In the northeast corner is a clover (1 skill point when used). There are some shops on the west side; pick one and sell your loot. I wouldn't buy anything ... you need the gold for levels and there is plenty of loot lying around soon. Except maybe skills... I had enough for Perception and Armsmaster. Continue south. Through the wall/door, continue south to the small square with a well. Jump in. Dive to grab the bags of gold, climb out. Continue west to the training area. There is a brute here you can hire if you want him ... I don't hire NPCs. Level 3 for everyone ... here's what I did with skill points. A good guide is keep track of what you can become expert/master in and concentrate on those. Tank's Blade to 4 ... the blade expert gal hangs out just east of the well, so I'm saving for it. I give the initiates Elemental 4. Before a dungeon, let's travel and do some non-combat quests for quick cash. Go to the tavern by the entrance, buy a drink for the guy and the bar and he wants you to find some saboteurs. While you're here, also talk to the guy in the house on the south side, who will give you the manuscript quest. Just northwest is another clover; I'm not going to list them all so keep your eyes out. There are one or two per city. Around the corner to the left is the building with the quill and scroll sign; talk to the guy on the first floor and find out he is the saboteur. He runs off. Return to tavern for reward. Not much xp, but enough gold to make Tank a blade expert. Now for a little tour. (You're going to need about 100 gold in boat fares here, so if you've squandered your wealth, skip down and do a bit of the Beethoven dungeon. If you have 100, don't worry about spending it though. You're about to get 3000 without much effort) ---------- A Little Tour ---------- Go out to the docks, take a boat to Drangheim. Follow the city walls to the gate, on your left. Enter the big building on the right; in the back left is a door that leads out to a +2 Luck barrel. Exit the building and go up the stone ramp on your right. Continue to the left across the bridge. Inside the building is the second Jarl. More quests: - Disable Anskram defenses - Retrieve Crona Kiga Also, the Town Portal altar is in here. Click it. Return across the bridge and go down to the lowest part of the city. On the left is the tavern ... talk to a guy there about Swordbrothers. Outside by a note is King Nicolai. Talk to him about duty. Exit the city. Sail to Guberland. Up to the wood city wall, the gate is around to the left. Go straight to the big building, enter on the left. (The well on the other side gives +5 speed) Talk to Jarl #3. Still more quests: - Get Book of Rules - Challenge Ivan the Smart - Get rid of Dook Go out, straight ahead (east) then take the door on your left. Second building on your left, go inside, click on the Town Portal altar (disguised as a table). Go to the Jarl's building, west, then north. Enter the building with the stained glass window. Talk to the man between the bookcases. You should be able to get the "cure the insane guy quest" from him but I can't get it on my second time through the game. E-mail me details if you do it. ***FIXME*** Exit the town. To the east is the "Gathering." Ask the guy in the center if he needs help. How convenient. Ivan the Smart is also nearby. Challenge him. To the death. Resist the urge to shout, "No, to the pain!" 1. Stumford and Drangheim. 2. Verhoffin. 3. Hallenhalt. 4. Hubris. 5. Making Magic Items. 6. Murdered by his personal guards. 7. Ivan the Smart. Return to the Jarl. Our first completed Jarl quest! The northern side of the east section of town has several trainers in the magic arts. I used 1500 of the 3000 gold to get expert Elemental skill for my 3 initiates. The rest went towards levels. Need more gold, though! The levels I do get get Tank to Armor 4. My initiates go to Learning 3. Learning takes quite a while to break even though and even longer for non-mages so you might want to pick something else. Back to the docks. Keep waiting until dawn until you can get a ship to Thronheim. Enter. To the right, go through the tunnel right of the gate. Continue forward, enter the door at the far side of the culdesac. Go left at the entrance, then right. Kira is the woman behind the curved table. Get more quests: - Get rid of the Honkies - Open the Mountain Pass Also, give her the letter. The Town Portal Altar is in a building across the way. Exit the town and talk to the guy at the docks. Ask for a favor, send the people to Guberland. Reenter Thronheim. Go through the tunnel again but this time turn left after exiting it. The road curves left, go through another tunnel. Follow the road to another tunnel. Just before it, you'll see a guy in white. Talk to him and convince him to meet you at the docks. After going through the tunnel, you'll see two people in white, one in a duck hat. Talk to them too. Around the corner on the right is the tavern, go in. Talk to the guy there about a Mercenary promotion. Select anyone you want to become a Mercenary (all your fighters, in my opinion. Assassins and Gladiators are the best fighters. And I'm not going to do the Crusader/Paladin/Ranger quests so they won't be in this walkthrough =) Return to Kira. Tell her about the Honkies. Two Jarl quests down, ten to go. Back to the docks, catch a boat to Thjorgard. Make your way to the large building in the NE part of town with the low wall, and enter. The guy to the left offers you the Scholar promotion. All my initiates took him up on it. There is a training area here, but don't use it, it is one of the most expensive. We'll level up when we're done with the tour. Enter the castle on the hill, go to the top floor. Click on the altar, talk to the Jarl: - Retrieve Thjorad - Fix all the problems at the Mine There's one more Jarl, but we can't get to him yet. Exit Thjorgard. ---------- Some loose ends ----- As soon as we can kill bandits, we can do two promotion quests. So we need to train; take a boat to Drangheim. Talk to Nicolai again. The trainer is in the lower area on the right in back. Initiates get to Elemental 6 and Learning 4. This kicks their elemental bolt to 5-30. Sweet. Exit Drangheim, go north then east. Go past the buildings with the windmill and then north and a bit west. Enter the large black castle, Drangheim Prison. Talk to the guard straight ahead, get a visitors pass. Common sense answers will get you it (No, no (a lie), and no. While hilarious, the other answer is suicide =)). Talk to a guard, he'll move aside. Go through the door into the prison. Take the second door on your left. After going up the stairs, turn right. Through the door, first door on your left. Talk to the guy in there, and be honest about your intentions (rescue Ivar!). Open the cage door, click the wall behind the cow. Walk straight ahead (through what looks like a door) and up the ladders; on the ceiling to open it. Exit the smithy, up the stairs, go through the door on the left. The guards leave ... pull the levers in that room (right next to the door). Talk to the two prisoners. Return the way you came, making sure the general is following you (sometimes he gets stuck). Near the entrance a few guards will attack you ... I just ran. Go east, then north. The monsters here should be no problem. Since we've been being so nonviolent, take out your aggression. Continue west, to Stumford. Continue mostly due north to the town. In Stumford, stop off at the tavern and talk to the general. Then talk to the Jarl for your reward. Also let him know Kira isn't interested. More xp, more gold! I trained some more, since there is a dungeon entrance right at the trainer here. We'll do that next since it should be simple by now (I was levels 10 and 11 here). Tank went to Merchant 4, Disarm Trap 2, and Armsmaster 4, and Bow 2. My initiates got to Elemental 7 or 8, and one got Identify Item 4, another Perception 2. They only have 1 spell, but when it's Elemental Bolt for 8-48, who cares? =) Since I finally had some cash, Tank became an Armor expert (NW of the Jarl). I also used my Merchant 4 to get some cheap skills I was missing: Light (x2), Dark (x3), Meditation, Repair Item. This allowed me to learn that Turn Undead spell I found on the way here. Through the door in the training area, down the spiral stair to Beet Hoven. ---------- Beet Hoven ---------- Look up. That's a lobber. They spit out little baby monsters, so kill it first. Whenever you see lobber pods coming after you, look for the lobber and take it out. Imagine if you were down here 7 levels ago and had no range weapons =) That's why it's nice to do the tour first. Continue down the passageway taking out lobbers on the roof as you go. Straight at the first intersection. Right at the second. There are two lobbers in this room, take them out. Go down the ladder. Jump up out of the water after diving out of the tube that the ladder is in. Points of interest on this level: If you head south (jumping across the pit in the room where the floor is broken), you'll find a maze with some nice stuff in it. The switch just to the right of the door opens it. As you clear this level, you'll find miscelaneous stuff you can equip since we haven't bought anything. The well in the center gives +5 speed. West is, among other things, the ladder down to the bottom level. There is also a vase and the end of a wooden beam here. Break it to get loot. Mostly, we're just collecting stuff to sell. Clearing the dungeon for the heck of it. Down to the bottom level. More lobbers down here. Directions to the manuscript: left, right, straight. Not much else worth getting down here. Return to the surface. Go back to the guy in the house near the Tavern for your reward. Jarl quests 4 and 5 both involve Anskram, so we'll do them next. After that, we'll have enough xp that Bandits will be a piece of cake. First, though, sell all the crap you picked up. Then exit Stumford. ---------- Anskram ---------- Go back south the way we came here last time. At the three way intersection, head west. When you get to the castle, head around it to the right. You can bash a hole in the wall in the back right corner. There is also a basilisk and a chest back here. Basilisks have basilisk skin ... keep one (we'll need it later) but sell any others you find. We only need one. Attack the wall to get through it; crouch to walk through the hole. Climb the tower stairs to the top. Head west then north to the center keep. Walk around the keep to the northwest corner, click on the trapdoor. Go down, pull the lever by the north wall to raise the portcullis. Go back to the south side of the keep STILL ON THE TOP LEVEL and enter. NOTE: if your game is unpatched, you have to do the whole keep WITHOUT LEAVING and you must enter the top part FIRST. Get the patch. Kill the nasties, head right. Jump over the trap (you do have perception, don't you?), and enter the door. Use the skill barrels and leave. Continue north, avoiding traps, and take the door on the right. Kill imps until the little hole stops burning. At the south end, take the east door. South, then west ... kill more imps at the south end of the room. West, across the hall, continue west ... kill more imps. Pull the lever. East to the passageway, south, then west. There is a chest by the bed. Exit, south, west into the central room. Take the southwest door and go to the end of the hall. Through the door, kill the imps. East, north, west, kill the bug. East, north, west, more imps. East, north, west, skill barrel. East, east, kill imps, pull lever. West, south, east, north, chest. East to the central room. A switch has been revealed by the big doors. Use it, then slip between the first set of doors before they close. Fight the imp elders. East, south, kill imps. West, west, south, kill imps. North, east ... out comes the Imp Boss. Terminate with extreme prejudice. Go north and exit the keep. Look up. Aim at chains. Shoot chains. Return to the Jarl in Stumford. Get reward, ask him to join the coalition, level up. Boat to Drangheim. Talk to the Jarl here, level up. Five down Jarl quests down, seven to go. ---------- Promotions ---------- Warning: leveling costs more after promotions, so always level up completely before doing a promotion. Sail to Guberland. Talk to the head of the Gathering for your Nicolai reward. Talk to the couple by the entrance to the gathering, tell them you're hear to guard their boat. Go to dock, wait til 3 am. Then wait till 6 am, kill the bandits. Talk to the couple again, and now your fighters are Mercenaries! Head north between the city and gathering. Turn south at the intersection, enter the castle. Go north, take the second left, then turn north again. Talk to the Dook. Threaten him. Return to the Jarl for a reward. Hop a ship to Thjorgard. Head west through the tunnel south of the city. Then turn north. When you get to an open area, head east north east to a lake; just north of there you should see the Magreeb Spawn, which will run from you. ---------- More promotions ---------- Return to Thjorgard, and go to the Scholar promotion guy. Get promoted! While here, ask about the Mage promotion quest at the front desk. You have to get Verhoffin's diary. A few trainers you may want to visit now that you have plenty of cash and some promotions: Learning, Bodybuilding trainer: near the southwest gate of Thjorgard. Identify Item trainer: Along the west wall of Thjorgard. Merchant trainer: Thjorgard, just east of the castle. We'll be swinging by these soon, so pick them off then if you need them: Armsmaster trainer: Stumford, just south of the tavern area. Meditation, Dark, Elemental, Light, Spirit trainers: by Guberland magic shop. I went to Stumford next, to level up and hit the Armsmaster trainer. Then, in the building where the saboteur was (with the quill and scroll sign) at the very top is the Gladiator promotion guy. He wants you to: - kill a basilisk (give yours to him) - steal Kira's shield - win at the Arena on Lord I stopped off at Guberland next for the magic expert trainers. Then off to Thronheim. Go to Kira's place. Her shield is in the corner by the door to her room. Leave Thronheim, sail to Thjorgard. The Arena is on along the inside of the east wall of Thjorgard ... it looks like an exit from the city. Talk to the desk, ask to fight on Lord. We're going to try this now, but you may get your butt kicked. If so, come back later. My three Scholars with their obscene bolts had no problem (they're now 7-42, 10-60, and 10-60). Hint: if you go into turned based mode as the doors open, they will close again before the monsters can come out, allowing you to fight one set first and then the other. Before we return to Stumford, we'll sail to the Isle of Ashes. It saves a few boat trips to go there first. Return to the ruins, and enter. This will be a bit tough in places; we're here early to get a Mage promotion, which will allow us to cast decent spells. Go left, kill the skeletons as they appear. Make your way to the door past the cells. Turn north and break the bar across the door. Continue north. The Frights here will be tough. If you're careful you can fight them one at a time. Go east. At the four pillar room, go south. Go southeast along the river to the end, then south into it and up east back out again (we're bypassing a tough room to the north). Kill the skeletons in the room to the east. Go south. Save. Open the door, grab the key on the table to the right, run like hell. Frights move around a bit erratically so sometimes you can get away from them. Even if one of two party members die, we're almost done. If you're agile, spinning and closing the door helps slow them down. You can't do this in turn based mode, so be quick! Make your way to the four pillar room and go north. Go through the east door, kill the last Fright. Take the book, loot the chest. Exit the ruins, take the boat to Stumford. Ressurect anyone who needs it at the temple (east side of town), and get your gladiator promotion. Off to Thjorgard and promote your mages. You have the wrong one. Doh! Back to Drangheim. Sell your loot and level up. Tank had 4's in all his secondary skills now, so he started on the path towards Blade GM. The scholars are working towards Elemental 10, with 4's in Light and Dark, Spirit, Meditation and Learning. Plenty of choices and good cheap picks. Exit Drangheim, head for the windmill. Your key opens the building north of it; you can break the floor and take the gold book here. Return to Thjorgard for the Mage promotion. ---------- Lindisfarne ---------- The promotion quests allow us to concentrate on GM'ing important skills as we advance. Now that we have them out of the way, we can return to the Jarl quests. Sail to Lindisfarne. Head northwest and follow the path up into the mountains. Turn left at the intersection. Loot the chest and enter the building. Kill the guards in the first room, turn right then left. Kill more guards. As you enter here, many guards will come from the central room on your left. Kill them. Cross the room to the east. There is a switch on the east wall that opens a secret door. At the end is a fight and some chests. Return to the secret door and go south. Follow the passage west, south, then east through a door. Move through the library, go up the stairs to the south. Behind a panel is another switch. More treasure. Continue back and then out the other door of the library. You will come to a room with 4 books. Do this part of the quest if you wish. Or just go south, and click on the book sticking out of the bookcase. Grab the book of rules. Exit the area. Return to the fork, and go north. Down into the open area, then northeast into the next area. Go north from here to the Monastery. Go through two sets of double doors. In the open area to the right, climb the ladder. Then climb the next ladder. Talk to the organist, climb the next ladder. Pull the ropes in this sequence: 1 5 2 4 3. Climb all the way down. Go east across the chapel and through the door. Then down the hall, to the end where a hammer is in a niche in the wall. Take it. Leave the monastery. Return to the Jarls in Thjorgard and Guberland. Seven down, five to go. (I bought Town Portal around here after getting tired of walking) ---------- More Quests! ---------- Off to Thjorgard. Head towards where the Magreeb Spawn was, but go south. Enter the mines. Turn right. Talk to the dwarf. Follow his instructions; beyond this is a LONG loop with side passages. Search the mine carts for ore. Go around the loop to the right and clear it. When you get to the rock wall, break it. After the loop, talk to the dwarf again. Go west, north, west. Talk to the dwarf. Leave the mines and head to Thorjard. A block east of the castle is the weapon and armor shop. Talk to the armor merchant. Sell him your Thjorad ore. In southeast Thjorad, west of the temple, is Hjarrand the Fixer's house. Tell him about the broken machine. Pay him 1000. Return to the mines. North, then west. Go up the circular stairs. Go west. Talk to and follow the fixer. Open the machine, take the broken part. Go east, then down, then east. Talk to the dwarf. Follow him. Walk forward, fall through the floor. Fight your way up the ramp. Clear the rest of the mines for treasure if you wish. Return to where the cave in was, talk to the dwarf. Return to town. Go to the armor merchant, get a new slag extractor. Return to the mine. Return to the machine, replace the slag extractor. Talk to the dwarf at the bottom of the stairs, then talk to the Jarl. ---------- Frosgard ---------- Go to the Magreeb Spawn lake near Thjorgard, head down the northwest path out of the area. Take the right path at the intersection (NE), continue NW, then due north leaning slightly east. Walk into Frosgard City. The jarl is in the quill and scroll building east of town. On the west side is the trainer; the Town Portal altar is in the magic shop near there. The last two Jarl quests: - Kill the Frost Giant - Free the harbor of ice Skulkil the Dark is by the tavern entrance; talk to him about becoming a Lich. Talk to the man by the barrel west of town. Ask him to make a delivery. Go to the dock. Shoot the barrel on the ice, return to the Jarl. ---------- Mountain Pass ---------- Go to Thronheim. Walk north of the city, up the path, then east, then south to the Mountain Pass area. This is pretty linear, with just one side area, clear it. Return to Kira. ---------- Crona Kiga ---------- Two more Jarl quests to go. This is also part of the Lich promotion quest. In Drangheim, head north out of town up the path, take the right fork. Enter the Chasm of the Dead. Head down through the first area, killing skeletons and avoiding traps. This part should be ridiculously easy at your level. Now things get significantly harder. As you walk down the cliff path outdoors, apparitions will appear behind you. When your danger indicator turns yellow, turn around and kill them. Enter the door on the left. (Actually, you can skip these side areas if you want, but this one is part of the Lich quest ...) Lots of traps here. In the side rooms, attack the mummies one at a time FIRST in their coffins to avoid fighting them all at once. The Lich scroll is at the top of the pyramid in the large room with the mummies. Like many of the dungeons in this game, this one is mostly linear ... in the large room in the raised center, proceed slowly to fight as few mummies at once as possible. Go back up the stairs and rest when you need to. At the bottom of the slope, between two statues, is another side area. It's pretty boring, clear it if you want. Head to the other end of the valley. Go straight down the main passageway, avoiding traps. Loot the side rooms if you wish. You'll end up in another big mummy room. Proceed as above. The Crona Kiga is the crown on the pedestal. Loot the chests too. Return to Sigmund in Drangheim for your reward. ---------- Lich Promotion ---------- We're going to try the Lich promotion now. You may have to come back to this if it is too hard. Head to Thronheim. Follow the path north and up. Turn west at the intersection and head towards the lake. You'll fight several groups of vampires on your way to the west side of the lake. Enter the Connecting Tunnel (due west of the north shore of the lake). The well lit path is the easy way through; there are also several dark alternate paths that have more treasure. They're easy to see on the map ... the "larger" areas have the treasure. The second is by far the hardest, but you will be rewarded with an artifact if you succeed. After killing the creeps, climb up on the ramp thingy to find the black chest. Continue to the other end of the tunnel. Just outside are some tough apparitions. Head back into the tunnel to rest if you need to. (While I'm thinking of it, at this point in the game you can just cast Lloyd's and then town portal when you're ready to gain levels, then cast Lloyd's again to get back to where you were) Head south to within sight of the Wizards tower, then head southwest, then west. Drop down into the valley, then head north. The next valley has two exits. Northeast leads to the town of Yorwick which just has a bunch of GM trainers. You might want to stop by and set a Lloyd's there since it has no Town Portal altar. Northwest is the path to the lich lab. ---------- Lich Lab ---------- Take the door to your right. Continue north and then one room west then one room north. Grab a set of ingredients and a jar for each lich you want to make. Return to the first room. Up the stairs in a room around to the left is a chest you can loot. Directly ahead of you after climbing the stairs is door, go through it. The upper area here is a loop ... if you want, make your way around and loot it. Otherwise just enter the room to your right, then the one on your left. Read the instructions on the wall. Basically: Select your soon to be lich as the active character. Give him ingredients and a jar. Click on the pot. Go over to the shelf and find the flask and candle. Click on it. You should now have the Elixir of Defedation. Head down the stairs back to the start. Continue back to the room before where the ingredients were, and this time go west then north. View the machine from the glass here ... one of the prettier scenes in the game. Go around the glass east then north to the door on the right at the end. Go through it, then north, then east, then all the way south. Head east and then down the stairs. Head north, then take the first door on your left. Cross the room into the machine room. Clear upper level and get to the lever on the south side of the machine and pull it. Clear the rest of the room and head down stairs. Get in the unbroken (SE) chamber, drink your potions, and pull the lever. Your scholars are now liches! ---------- Last Jarl Quest ---------- From Frosjard, head south and take the first left. On your left will be a tunnel; enter it. Stay to the left to get the chests, then return and continue up the ice passageway. After the tunnel, walk through the portal to Yanmir's fort. Take the first left. Continue on to an intersection, turn right. Loot the room on the left (including the black chest). Continue on through the big door, quickly turn left, loot that room, the exit, turn left, and quickly move through the other big door. Move through the next room, then south to another intersection. West and then south is a room you can loot. When you're done, go east. Follow the curving passageway south to the low niche in the west wall. Go through the nearest set of doors. On the right is a room to loot. After continuing on to the second curving passageway, turn right. On the left is a door recessed in a low open area which leads to an area to loot. Continuing down the curved passageway to the end, enter the room, and take the door on the left. Follow the passageway and loot all the chests in the next room. Return to the curved passageway. Take your first left, and then left again. Click on the bookcase and enter the secret passageway. After descending the stairs (look up for lobbers!), shoot the wood beams. The first 3 of 4 sets can be destroyed. Careful to stay on the planks ... it's a long ways down. Go back up, out of the secret passageway, and make a left after exiting the room. Make another left into the first curved passageway, then a right. Go straight to the large throne room, and get Yanmir to follow you. Quickly run south. He'll drop through the newly weakened floor. Return to the Jarl in Frosgard for your reward. ---------- War Council ---------- Go to Thronheim. A messenger will let you know Stumford and Drangheim have gone to war. Talk to both Jarls and get them to agree to a peace treaty. Return to Kira. Talk to her, wait a day, and talk to her again and you'll get the treaty. Talk to the two jarls again, then return to Kira again. Easy with town portal, but completely pointless. I feel sorry for anyone who has to do this part on foot! After watching the cutscene, talk to Yrsa. Go to Thjorgard, outside the city on the west side head north then west. Keep right and buy a batch of tickets from the guy between the two tents. Game #1: ring the bell. Just pick your strongest character, it's easy. Game #2: click the ducks. After pulling the lever, mouse-look to the ducks and press spacebar. You have to be quick but it isn't too hard. Game #3: "use" squares, creating a "line" of your stones that restricts the blue stones to less than half the board. Continue playing until blue runs out of moves. Game #4: half-orc: "use" him with your strongest character. Game #5: click the rest stone, then click all the grey stones. Push the button. Click the blue stone, then click the formerly grey stones that are *not* burning, and push the button. Do the same with yellow and orange. This will win unless one of the stones was green. This has about a 40% chance of winning so just play until you win. Game #6: boat race: shoot your boat to propel it across the lake. Winning all six games gets you the dragon prize. Go to Thronheim and give it to Bikki, just north of the city. Head back to Kira's. Talk to the guy with the sword and shield just inside the door. Head out of the city to the connecting tunnels (north, then west, by the lake. Remember? See above). At the T at the west end of the connecting tunnels, bash through the north wall. This will shorten the walk to Yorwick. Follow this north passage to Yorwick. Watch the cutscene. Break the bar across the gate. Now get yourself killed. My favorite method is to portal to Frostgard and walk into the ocean. Takes less time to die than it took to write this. Watch the cutscene. ---------- Dark Passageway ---------- Take the ladder down to the wood bridge. Use the Skeleton. The segment you are on drops into the water. Go to the end, swim, go to another bridge section under water and click the Banshee. Up you go! Go back to the previous section, now under water, and click the Lich. Continue and click the Zombie. Turn around, go back to the Banshee, click it. Turn around, click the Lich. Continue, click the Zombie. Continue, click the Skeleton. Turn around, and cross the now raised bridge. The crystal will teleport you; cast Torchlight. Continue south. Once back in the open, walk right up the path. Walk all the way up to the skeleton and click it. Walk back to the newly open passageway, timing the beams so you don't get hit. Walk on the crystal. Walk east, click on the north wall. Continue north. Kill the nasties, open the gate, walk on the crystal. Follow the passage to the end. Crouch, and move to the edge of the water. Shoot and kill the sea creature. Dive and swim through the underwater passageway. Find and kill the sea creature, rest and heal, then walk on the crystal on the island. Kill the nasties, and head north. Walk to the crystal on the pedestal, and click it. Watch which mirror it hits. Go to that mirror (#1). Stand behind it, and aim it at the mirror next to the thin hill. (Note: if you know any physics, forget it. Just aim the mirror directly at the next target.) Go to the crystal and verify your aim. Go to mirror #2. Aim at mirror #3, which is just visible on the left side of the hill. Verify your aim, go to mirror #3. Point it at mirror #4, just left of the thin hill. Aim mirror #4 at the other crystal. All the doors open and the nasties come out when you hit it. Kill them all and loot the chests. Then head out the door by the second crystal. In the next room, open the RIGHT door, step on the crystal. You will come to a room with four pads on the floor. The correct order is on the wall. 3 1 2 4. When you step on the last, stay on it. It will lift you up to a bridge. If you mess up, use the switch to reset it. Jump to the bridge. Open the door, walk to the end. Talk to the lady. Clicking on the blue thingy teleports you to Guberland. Walk to the circus. Talk to Thorir Mouth in the center. Go over to the strength test. Win it 6 times to get all the prizes. Return to Thorir. Now sail to the Isle of Ashes and enter Verhoffin's ruins. Take the left door. Head all the way west then north to the pentagram on the floor. Open the west door, head up to the west end of the room. Click on the white pedestal to place the capstone. Turn around and take the Writ of Fate from the table. Loot the black chest. Now get yourself killed again. The trap in the center of the room works as well as anything. ---------- Arslegard ---------- Head to the Temple in the Southeast corner of the city. Enter the portal to go to the Hall of the Gods. At the far end, talk to Skraelos, the skeleton on your right. Agree to do the penance. Walk around the edge of the grassy area and talk to all the Jarls. Return to Skraelos. Answers to the Questioner: You, my lord. To serve you. Encouraged others to trust our misjudgement. Those we betrayed. Pay the price of our failure. The ultimate price. Yes. Talk to Skraelos again. Go out and kill all the soldiers. Return to Skraelos. Now go get the swords. There are 5 and they all look the same; dark hilts standing up stuck halfway into the ground. Talk to Skraelos, then step into the fire on the hill to the northwest. Now go back to Skraelos in the Hall of the Gods. Exit the hall of the Gods; just down the ramp you will find Sven Forkbeard. Head to Frosgard and defeat the invaders. Head to the Jarl's building and kill Forad Darre. When you're done, talk to Tamur Leng, where the Jarl used to be. He will join you. Die again. Head to Krohn in the Hall of the Gods and talk to him. ---------- Njam the Meddler's House ---------- Head west from the Hall of the Gods ... the house is on the north side of the path, near the large grassy area.