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    FAQ/Walkthrough by Drakefyre

    Version: 1.0 | Updated: 11/03/02 | Printable Version | Search Guide | Bookmark Guide

    Avernum 3 FAQ v. 1.0
    ====================
    Written and compiled by Drakefyre
    
    Avernum 3 is copyright Spiderweb Software (www.spidweb.com).
    
      Copyright: This FAQ is copyrighted by me. Unauthorized use is 
    prohibited. Email me (information is below) if you really want to 
    display my FAQ. If you don't ask and display it anyway, there will be 
    repercussions.
    
      Email: drakey@sitemouse.com. You can email me to comment on the FAQ 
    about anything you want. Please email me grammatical errors, factual 
    mistakes, and any additions you'd like to make. If I've passed over any 
    important artifacts, please let me know. However, non-unique or weak 
    items aren't useful beyond the Isle of Bigail and Krizsan Province.
      Don't email me about cracking through registration codes. Avernum 3 
    is a great game and is definitely worth your $25. Piracy is stealing 
    and against the law. Plus, I can find out where you live and call your 
    internet service provider (or local authorities).
    
      How to Use: It's better if you used the FAQ as a reference if you get 
    stuck in any particular area or dungeon. The hints are grouped by 
    dungeon and using "find" can help you navigate through it. Also, 3rd 
    level spell locations and recipe locations are located in the FAQ and 
    can be utilized if you get stuck.
    
      ABBREVIATIONS USED:
    XP - Experience
    C - Coins
    Q - Quest (check your quest log)
    HP - Hit Points
    SP - Spell (magic) Points
    PC - Player Character (member of your party)
    NPC - Non-Player Character
    Rep - Reputation
    GIFTS - Giant Intelligent Friendly Talking Spider(s)
    AP - Action Point, movement point. Normally a character has 4 unless 
    they are wearing too much armor, or have magical items, spell effects, 
    or special traits.
    
                    TABLE OF CONTENTS:
                    (1) Character creation
                    (2) Spell Analysis
                    (3) Walkthrough
                    (4) Spell Locations
                    (5) Quick Answers
                    (6) Cheating
                    (7) Additional Info
                    (8) Version History
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~
      (1) CHARACTER CREATION:
    
    PARTY LAYOUT:
      When playing with all four PCs, I like to have two warriors, a mage, 
    and a priest. This plan works quite well as the fighters can eliminate 
    the immediate threats while the magic users focus on the more 
    threatening beasties from afar. Typically, the NPCs that you can pick 
    up are very powerful and will greatly aid your party. However, none of 
    them are available from the very beginning of the game and it's of no 
    use to leave a slot empty for them unless you want to get an archer 
    levels ahead of everyone else.
    
    RACE:
      The surface is full of scared and biased humans. It's not hard to 
    predict that Slithzerikai will take the average citizen of Valorim by 
    surprise. There are several instances on the surface where having a 
    Slith in your party will result in more fights. However, the rugged 
    lizardmen are worth the extra bloodshed. They receive a bonus when 
    using pole weapons and are fire resistant. It's useful to make at least 
    one of your fighters (or priests) a Slith.
      The feline Nephilim were persecuted by the Empire, but pockets of 
    them still exist on the surface. Some of them will aid you if you have 
    a Nephil in your party. Nephilim are extremely agile and will receive a 
    bonus when using missile weapons. Your mage or second fighter would 
    benefit from the extra dexterity that the Nephilim receive.
      The third race is the average, boring humans. They have no advantages 
    or disadvantages and are fine for a priest if you can't afford the 
    Slithzerikai experience penalty. Otherwise, you'll want to choose one 
    of the first two races.
      Also, Nephilim receive agility and speed bonuses every eight levels. 
    Slithzerikai receive pole weapon bonuses every eight levels as well.
    
    Slith pole weapons bonus:
    Level 1: +15%
    Level 8: +20%
    .
    .
    .
    Level 32: +35% etc.
     
    CLASS:
      Always make custom characters unless you're in a real hurry to get 
    started. Predefined characters have an unnecessary and inefficient 
    distribution of skill points into skills that you'll rarely use.
    
    SKILLS:
      Certain skills are to be avoided like the plague. Other skills are 
    great at any level and can be a great help wherever you get them. This 
    section is a run-through of all the skills available in the beginning 
    of game when you're creating your party (of custom type, of course).
    
      Strength: Controls carrying capacity, bashing percentage, and damage. 
    Start out with some of this for everyone, but more for your fighters. 
    Once you max out carrying space at 350, bring up your dexterity level. 
    Also, Strength adds 1-8 points of damage per level, depending on the 
    weapon.
      Dexterity: This controls your act rate in combat, dodging percentage, 
    and many secondary skills. Start out with a little less dexterity than 
    strength but bring them closer after you max out your carrying 
    capacity. Dexterity does not affect your to hit percentage.
      Intelligence: This is a must for all magic users and affects many 
    secondary skills and abilities. Give your fighters a few points later 
    on so they get the extra resistance bonuses. Mind control can be 
    alleviated with lots of intelligence.
      Endurance: This controls your HP. It's not too important early on, 
    but it does boost some physical resistances (like poison). Later on, a 
    single point of endurance can increase your HP by over 15 points.
    
      Melee: You can put a few points in here for your human and nephil 
    PCs. Put points into this skill if you want to be able to accurately 
    hit your enemies. Melee affects your damage the same way as Strength. 
    Most weapons are melee, and the Mithral Broadsword and Demonslayer are 
    some of the best weapons in the game.
      Pole: This is important for Sliths because they already get an 
    inherent bonus with pole weapons. Build up this skill to increase your 
    hit percentage. This skill affects damage like Strength. The Black 
    Halberd, a pole weapon, is the best weapon in the game.
      Bows: This skill covers both regular bows and crossbows. This skill 
    is okay for Nephilim mages or priests, but it has no use for anyone 
    else. I equip my fighters with a bow and no bow skill so when they're 
    confused they'll shoot the bow and miss. Mages or priests can use this 
    when they're out of SP. Otherwise, it just doesn't do enough damage to 
    serve a purpose. This skill affects damage just like Strength.
      Thrown: Razordisks, javelins, and darts. None of the three is good 
    enough to serve as more than a backup for a long-distance fight. Again, 
    I sometimes equip my fighters with darts for when they're under mind 
    control.
      Hardiness: One of the best and cheapest skills in the game. It 
    affects the effect of encumbrance on your PCs and adds points to many 
    resistances. Towards the end of the game, this skill should be at least 
    eight in each PC.
      Defense: You'll take less damage with Defense and be hit less often. 
    It's not as good as Hardiness, but buy a few levels.
      Assassination: This skill gets better as you go along. This skill 
    will enable you to hit the damage cap around level 15. Assassination 
    can add up to 75 damage to your attacks, which is always useful.
    
      Mage Spells: One person should start with at least six in this skill. 
    You may want to give your fighters a level or two later on to distract 
    mung demons. Your mage should build this up to 18 as soon as possible. 
    After 18, intelligence makes more sense.
      Priest Spells: One person should start with at least six in this 
    skill. You may want to give your fighters a level or two later on to 
    distract mung demons. Your priest should build this up to 18 as soon as 
    possible. After 18, intelligence makes more sense.
      Arcane Lore: This skills enables you to read magical tomes and runes 
    that aren't Vahnatai. If you can't read a spellbook, plunk more points 
    into this. Put more points into this every once in a while.
      Potion Making: Unless you plan on making lots and lots of Knowledge 
    Brews, this skill is useless. Only one person (if any) needs this 
    skill, usually the priest.
    
      Tool Use: One character should have a decent amount in this skill to 
    disarm traps or open doors when you're out of spell points. If you want 
    to avoid the use of Unlock Doors, you can really pump this skill up and 
    open any door.
      First Aid: This skill isn't worth any of your skill points. Healing 
    spells are cheap SP-wise and healing herbs can are very accessible 
    through the supply caches. First aid will end up doing your characters 
    harm, and it can kill them if they're at 0 HP. Also, first aid kits are 
    extremely heavy.
      Nature Lore: Spare skill points should go here and into Hardiness. 
    Nature Lore will allow you to open all of the caches on the surface. 
    With all of the items you get from the caches, you can sell them and 
    buy knowledge brews to build up more of this skill. You get a nice 
    prize (?) if you open all 70 caches, although it takes a considerable 
    investment.
      Luck: This expensive skill can save your life when you're at 0 HP and 
    also benefits many of your resistances. You should invest in this here 
    and there throughout the game. This skill is checked in many places 
    throughout the game, but nearly as often as it was in previous 
    Avernums.
    
    SPECIAL ABILITIES:
      These special abilities affect your experience penalty bonus or 
    penalty. However, unlike previous games, the experience is calculated 
    in a much more consistent manner. Instead of this being a percentage 
    for gaining each experience point, you get the experience with this 
    penalty or bonus appended to the amount needed to level.
      For example, if you have a 60% experience penalty, you'll need 1600 
    XP to gain a level. Likewise, if you have a 20% bonus, you will need 
    800 XP to gain each level.
    
      Great Renown: You start off with more reputation. Although it can 
    help you in certain situations, reputation is gained extremely quickly 
    in the early game.
      Nimble Fingers: This works like extra Tool Use skill and is an 
    invisible bonus when picking locks and disarming traps. It could be 
    useful if you decide to play without a mage who can cast Unlock Doors.
      Beastmaster: This character will start out with the ability Summon 
    Beast. It can be useful early on, but it's not worth the experience, 
    especially since there are spells and scrolls that do the same thing.
      Strong Will: This ability gives the character extra mental strength 
    to resist magical effects. This is very useful for avoiding confusion 
    at all levels, although this is more useful for fighters, since they 
    don't have a lot of intelligence to boost their magic resistance. If 
    you have a Slith fighter, consider giving his this skill along with 
    Fast on Feet.
      Good Education: Gives a bonus to rune reading and item lore. Rune 
    reading should never be a problem for your party, and item lore is also 
    very easy to come by. Skip this skill.
      Toughness: You will take less damage from attacks and will be more 
    resistant to poison and disease. Consider this for your spellcasters if 
    they're not Sliths. Although this was very beneficial in Exile, you're 
    only allowed two abilities in Avernum. You should definitely pass over 
    this for fighters and all Sliths, regardless of their position.
      Fast on Feet: This is definitely a great special ability for anyone 
    in the party. It increases your AP almost every turn and, when paired 
    with speed items and hasting spells, will allow you to attack three 
    times in one turn easily. Definitely give this skill to your fighters.
      Natural Mage: Enables mages to cast spells while encumbered. This is 
    VERY useful. It also delivers a bonus to all spells (mage and priest) 
    which increases as you gain levels. Definitely give your mage this 
    skill, and it's worthwhile for priests as well. I always give this 
    skill to my two spellcasters. An added bonus, this skill gives you the 
    special ability Regenerate.
      Elite Warrior: This skill gives bonuses to the damage and accuracy of 
    your attacks. It increases based on your level, much like the Slith 
    polearm bonus. However, it's not always worth it to give this ability 
    to Sliths because the damage cap will come to them early anyway, and, 
    unless you want to zoom up to the cap, this skill won't benefit Sliths 
    as much as it will benefit human and Nephil fighters. Also, you get the 
    special ability Battle Rage, which makes you harder to hit.
      Divinely Touched: This skill, although at a 40% penalty, offers a 
    little bit of each of the above. It also grants you three special 
    abilities - regenerate, call spirit, and divine aid. At higher 
    difficulty levels (torment), this skill can be extremely beneficial, 
    but it's not worth it in a party of four PCs or with a singleton.
    
      Of the disadvantages, sickness prone and brittle bones are the only 
    ones worth taking, and only then if you want to experiment or level up 
    faster. Completely inept will give you, basically, a pack mule to carry 
    your items. Sluggish puts you at a disadvantage, especially against 
    mages and disablers like undead. Cursed at birth isn't too bad, but it 
    could manifest itself at the wrong time and kill you. Still, it's up to 
    you. If you want a challenge, take a disadvantage on torment as a 
    singleton.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
         (2) SPELL ANALYSIS:
    
    MAGE SPELLS:
      Bolt of Fire: Bolt of fire is useful at the beginning of the game for 
    single monsters, but later on it will only be cast when you're low on 
    SP and you need to kill a baddie with help from all of your PCs.
      Light: It will always be useful. Try to get level 3 as soon as 
    possible.
      Call Beast: You may use it to distract the enemy while you spend a 
    turn healing, but it never brings in anything that will turn the tide 
    in your favor.
      Spray Acid: This spell is new to the Avernum series, but it's not as 
    useful to you as it is to enemy spellcasters. Acid doesn't stack on 
    NPCs like it does to you, so this spell won't be of much use. Use the 
    SP on Bolt of Fire or something a little more damaging.
      Haste: This is an excellent spell throughout the game. Level three is 
    excellent and gives your whole party haste. Against enemy spellcasters 
    that like to cast slow, you can have your mage (w)ait until the end of 
    the combat round and cast haste. Voila! Slow disappears.
      Slow: Although the AI likes to cast this spell, monsters are 
    generally resistant to it and it won't do much good unless you want to 
    keep your enemy in battle for a long time. Use the SP on another spell.
      Ice Lances: This spell is great if you can get it at the beginning. 
    It will be your primary offensive spell, along with Lightning Spray, 
    until you get Fireblast. As a bonus, you get this spell at level three 
    just by defeating the slimes. Also, very few monsters are resistant to 
    ice (only undead and some ice creatures).
      Unlock Doors: A must-have unless you want to spend a whole lot of 
    skill points on tool use. Level two isn't much better than level one, 
    but level three is easily attained and will open all doors that you 
    come across (and don't need a key for).
      Create Illusions: I've never used this spell, nor do I intend to. It 
    can be used to distract the AI, even though the monsters will die 
    whenever they're hit. However, if you want to distract the AI, 
    summoning a host of shades is much better and they'll actually do some 
    damage.
      Far Sight: A decent spell for finding out whether there is something 
    behind that wall. Secret passages are found faster with this spell. You 
    can even cast level three outdoors.
      Lightning Spray: This spell will be one of your primary offensive 
    spells throughout the entire game. You can use it to great effect 
    against most baddies, including Demon Golems. At high levels, this will 
    do as much and more damage than Arcane Blow and Fireblast. You will 
    find yourself regularly doing over 120 damage to most enemies.
      Capture Soul/Simulacrum: Use Capture Soul to capture the worst 
    enemies and then summon them back up again with Simulacrum. Level three 
    of both spells are found early on, so you should have no problems. Try 
    to get an Ur-Basilisk, Vahnatai Lord, Mung Demon, and a Quickghast in 
    your soul crystal. You can save and reload before capturing to make 
    sure that the monster goes into your empty slot, instead of writing 
    over another monster.
      Dispel Barrier: You will need this spell at level two to get far in 
    the game. Fortunately, Mayor Knight in Sharimik will reward you with 
    level two after you complete his troglodyte quest.
      Summon Aid: This spell summons a few monsters to aid you. Like all 
    summoning spells, it's a waste of time. You will get relatively few 
    monsters with spell, but they can be used to distract the enemy while 
    you make a quick exit.
      Forcecage: Although this is the AI's new favorite spell, you can't 
    attack the enemies in the cage. However, if you're in a combat with 
    several powerful baddies, you can trap them and kill one at a time.
      Fireblast: Along with Lightning Spray, this spell will be your major 
    offensive mage spell. You can get a lot of damage out of this spell, 
    switching to Lightning Spray when you get to enemies resistant to fire. 
    You will end up doing close to 150 damage with this spell.
      Arcane Summon: Probably one of the more useless summoning spells, as 
    it will only summon 1-3 monsters. Regardless of their strength, 1-3 
    monsters don't do a lot of distracting for you. It's not worth the SP.
      Arcane Shield: The best defensive spell in the game. You will get 
    martyr's shield at level two and invulnerability at level three.
      Arcane Blow: This spell deals damage of an all or nothing type. 
    Personally, I think it's not worth it. Fireblast and Lightning Spray 
    will do more damage for less SP.
    
    PRIEST SPELLS:
      Healing: It just gets better. You can heal for hundreds of damage 
    with this spell at level three. This is a must for all parties, 
    although Mass Healing does replace it (eventually).
      Curing: Use it on disease, poison, and, at level three, acid. Level 
    two isn't that useful, and you can easily skip to level three.
      War Blessing: A new spell that blends all of the beneficial spells 
    together. At level three it offers haste, bless, shielding, and magic 
    resistance.  Couple it with Arcane Shield for the best effects.
      Terror: I thought we'd made it home free when Jeff didn't include any 
    fear spells in Avernum and Avernum 2. Unfortunately, they're back. At 
    lower levels, the spell will only affect weak enemies that you can kill 
    easily. At higher levels, the monsters you want to scare away are all 
    immune, while the ones that you can scare away you have no trouble 
    with.
      Repel Spirit: This is a must-have spell against undead and, at level 
    three, demons. Try to get to level three as soon as possible, although 
    it's not so easy in Avernum 3.
      Smite: This is a good offensive spell until you get Divine Fire. 
    However, it's severely limited by only allowing you three targets to 
    cast it on. Although, at high levels, this spell is as damaging as any 
    other. Divine Fire will replace this except against creatures like Fire 
    Golems.
      Summon Shade: Another summoning spell that only adds one ally. 
    Utterly worthless, unless you like watching XP and SP go down the 
    drain.
      Safe Travel: Again, a useless spell. Pathfinder is readily available, 
    so this spell is quickly made obsolete. Spend your coins on Pathfinder 
    and other skills, not this.
      Unshackle Mind: Useful when you're dumbfounded or some party members 
    have been confused by gremlins or other baddies. Try to get a 
    spellshard with this too.
      Move Mountains: This is a necessity at all levels. Try to get level 
    three as soon as possible -- nice treasures can be found with this 
    spell.
      Mass Healing: Heals the entire party. It depends on how many PCs 
    could use healing -- if it's one or two, just go for healing. 
    Otherwise, use this spell.
      Mass Curing: Meh. I never have to use this, so it may just be a waste 
    of coins. It's your choice.
      Radiant Shield: This defensive spell will give you magic resistance 
    at level one, add shielding at level two, and add sanctuary and 
    martyr's shield at level three. Try to get level three as soon as 
    possible.
      Divine Fire: The best offensive priest spell. You will use it often. 
    It does a lot of fire damage.
      Cloud of Blades: The only spell that can generate a field, the blade 
    walls will do a lot of damage to the opponents, especially with the 
    AI's insistence on walking through almost every field in existence.
      Return Life: I just reload from a previous save file, but you may 
    want to resurrect your PCs. Higher levels will resurrect dusted and 
    stoned PCs.
      Divine Retribution: Almost as much of a waste as Arcane Blow, but not 
    quite. It doesn't do nearly as much damage as it should for its cost, 
    but it will work against most fire-resistant monsters, so you may find 
    yourself using it when Divine Fire won't work.
      Divine Restoration: Like Revive from Exile, this will heal you for a 
    lot, and even over your HP max. It also cures all bad conditions, which 
    makes this a great spell for a singleton in trouble.
      Divine Host: Probably the only decent summoning spell. Vengeful 
    shades hold their own and do a decent job of distracting the enemy. Go 
    for level three so you can summon five shades instead of three or four.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
            (3) WALKTHROUGH:
    
      This walkthrough is how I played through the game for the purpose of 
    creating this FAQ. It is recommended that you don't follow this 
    walkthrough exactly. Rather, if you get stuck, you can refer to the 
    walkthrough to find the exact town and problem that has you scratching 
    your head. I went through this game on Hard, so there are certain 
    monsters that will pose more of a threat to me than to someone playing 
    Normal or Easy. If I say that certain monsters are hard, don't 
    automatically think I'm crazy. This game contained absolutely no 
    cheating.
      To get your background information, watch the animation sequence at 
    the beginning of the game.
    
    Upper Avernum I:
    
    FORT EMERGENCE
    Q: Go See Anaximander
    Q: Go up to the surface
    Q: Kill Bandit Leader
    Q: Find missing papers
    
    You'll notice that you start out in Fort Emergence, the link between 
    Avernum and the surface. Start by getting the scroll on the table and 
    looking in both the chest and dresser for items. Give all of the items 
    to the people who would be most likely to need them. Often, one party 
    member begins the game without pants. Use the ones provided to give 
    some decency (and protection) to that PC.
    
    HINT: Look inside all sort of items. Crates, barrels, dressers, desks, 
    chests, bookshelves, and more can all hold items. Most items are 
    somehow concealed in terrain like this.
    
    Across the hall from your room is a mess hall. There's a little bit of 
    food to pick up there if you want. There are lots of kinds of food just 
    lying in Avernum, so you'll never have to buy any. Personally, I prefer 
    the lighter food like greens or bread. South of the kitchen is a 
    training room. To train, just step inside the room and press the train 
    button underneath your character portrait. You shouldn't need to train 
    now, since you just started the game and have no XP yet.
    
    Read the scroll and go to where the storeroom is indicated. You'll see 
    quite a number of supplies much better than what you're currently 
    wearing. On the way, be sure to stop in the room two doors down the 
    hallway. Cast Unlock Doors or bash down the door and look in the 
    dresser. You can steal the energy potion and put it to better use than 
    its (former) owner.
    
    HINT: Stealing isn't a crime unless you get caught. Close the door 
    behind you when you steal so you can be sure nobody's looking. All 
    items with a 'not yours' symbol (NY) in the corner are someone else's 
    property. However, you can always make better use of it than they can, 
    just like with this energy potion.
    
    In the storeroom, equip what you can and try to distribute the items 
    evenly. Remember, Sliths work best with polearms, while Nephilim are 
    best working with missile weapons.
    
    HINT: Try to compare weapons and armor to decide which is better. For 
    example, a stone dagger is 1-3+1-3/level. An iron dagger is 2-6+1-
    3/level. The iron dagger does more damage. Also, an steel dagger is 3-
    9+1-3/level, but an iron longsword is 2-10+1-5/level. The 1-5 compared 
    to the 1-3 does make a difference, because you can get a whole lot more 
    damage with a higher Melee skill with the longsword. With armor, 1-10 
    is better than 1-10-1. It's much simpler than weapon comparison.
    
    When you've equipped your party, head up to Anaximander. Listen to him 
    and get the quest. If you want, go across the hall and get the bandit 
    map. Also, you can visit Levi from time to time to get a little gold a 
    reward for ending a plague on the surface. Next, go to the mess hall 
    south of Anaximander (it's in another building) and get the mission 
    from Commander Johnson. If you meet Thereza wandering around Fort 
    Emergence, she has another quest for you.
    
    If you want to brave lava, both the NE and NW corners of Fort Emergence 
    have treasure caches with 420c and a Bolt of Fire spellshard, and a 
    crossbow with bolts, respectively. There's a secret passage in the SW 
    with Bolt of Fire and Spray Acid scrolls. When you feel ready, head out 
    south into Upper Avernum.
    
    OUTDOORS:
    
    Always talk to the guards. It becomes worthwhile later on. Never pay 
    brigands unless you're woefully damaged. Try hanging around for some 
    wandering goblins to fight. They'll build up your XP until you level, 
    so you can get enough skill points to be able to take on the bandits. 
    The goblin lair is easier than the bandit lair and will be more 
    rewarding for a level one party.
    
    Early on, items dropped in combat can be sold for quite a profit. 
    Silver rings are dropped often and fetch a decent price. Gems are also 
    light and expensive. Even some weapons, like swords and spears, or 
    armor can fetch a tidy profit.
    
    To get the package for Theresa, go slightly NW from the bridge after 
    Fort Emergence. There should be a stalagmite area with a body inside. 
    Search for a secret passage and examine the body. When you give Thereza 
    the package, you'll get some reputation (2) and coins.
    
    GOBLIN LAIR:
    
    You can kill monsters while still in town mode. They should give you no 
    trouble if you take them on one or two at a time. Your priest can heal 
    whomever needs it for two SP. Use your automap to make sure that you've 
    cleared out the entire dungeon. There is a Crafted Chain Mail in the NW 
    corner (you'll need a boat to get there). There is a staircase down to 
    another dungeon level at the center of the western wall.
    
    WOLF PIT:
    
    In here, the monsters are slightly tougher but shouldn't pose a threat. 
    In the first animal pen, there's a secret passage leading to a chest 
    with a healing and curing potion. In the north are Pants of Power, but 
    you need Move Mountains to get them. Remember where they are. Go to the 
    center of the northern wall and search it for secret passages. Go up 
    the staircase and get the statuette. Now you can move on to the 
    bandit's hideout through the stairway in the northwest.
    
    BANDIT HIDEOUT:
    
    From where you came in, go east. Try to stay in town mode - the mage's 
    sleep ray will have no effect. To take care of the leader, make your 
    way to the northeast. If you're starting to get low on SP, you can go 
    outside through the exit to south (through a secret passage), rest, and 
    come back in. The treasure from the leader is decent, and thugs will 
    drop decent armor and boots. Try to fill every one of the twelve 
    wielded items with some item, just so you can carry more.
    
    OUTDOORS:
    
    Go back to Fort Emergence and speak with Commander Johnson. You'll get 
    reputation (1) and some coins. You should be at least level four by 
    now, and you should have some skill points to spend. Train in Fort 
    Emergence and you can head up to Ghikra to return the statuette. If you 
    haven't already, you should kill the group of bandits on the road to 
    Ghikra.
    
    GHIKRA:
    Q: Return Koriba's Statue
    Q: Info on Slimes for Rentar-Ihrno
    
    You can deliver the statuette to Koriba and get a soul crystal as a 
    reward. For a price, Tekora-Tel will teach you Capture Soul and 
    Simulacrum. Speak with Rentar-Ihrno and ask her to let you speak with 
    the crystal souls. She'll also give you a quest to find information 
    about the slimes on the surface (and kill them) if you've seen them 
    (Rentar Charm (+1 Melee Damage), 250xp). You can purchase Vahnatai Lore 
    from Glantris-Bok. Later on, if you buy the boat from Gointz in New 
    Cotra, you can enter from the water and learn Capture Soul and 
    Simulacrum level three if you have Dispel Barrier or Piercing Crystals.
    
    NEW COTRA:
    Q: Kill a slime
    Q: Find Hmurr's cows
    
    If you have enough coins you can buy weapons, but you should save 500 
    for Gointz' boat. Go to the mayor and talk to him about any missions. 
    Ask Hmurr too.
    
    OUTDOORS:
    
    Both quests are easily solved to the southwest. Bump into all cows you 
    see, and the ice slime is in the passageway with the frozen water. To 
    the north of the ice slime is a greater shade with a ring, also no 
    problem. NW of New Cotra is an encounter with a group of Nephilim. They 
    have pretty good treasure. To the south of New Cotra, there's a group 
    of escaped giant lizards with a cache of missile weapons if you defeat 
    them.
    
    After you get your rewards (1 rep, 300c;food) from the quests, hop in 
    your boat and go north up the river. When you reach the end, hop out to 
    the west. If you go down the passage, there's the Radiant Slith Spear, 
    although you have to fight an extremely tough Shambler to get it. Save 
    before the fight - and the spear is definitely worth it. Give it to 
    your first character and watch him dominate without even going into 
    combat mode. Now you can leave the boat somewhere useful, like near 
    Ghikra, and head up to the surface.
    
    Surface I:
    
    OUTDOORS: 
    
    After all of your years in Avernum, you finally come to the surface. 
    However, all is not well with the world. Explore around a little bit 
    and kill the unicorns and slimes you come across. To the south is the 
    first big city on Valorim, Krizsan.
    
    KRIZSAN:
    Q: Find Dominique
    Q: Destroy the Slimes
    Q: Find Fellows' Gold Ring
    
    The city of Krizsan and all of Krizsan province has been dealing with 
    the slimes, which are not too tough. But first, a little exploration. 
    Jinx sells weapons and has decent prices to sell to. Benedict sells 
    armor and has a quest for you to find Dominique (200xp, 1 rep, healing 
    potion, haste potion, knowledge brew), who is in New Formello in Upper 
    Avernum. Fellows, the apprentice mage who sells luck charms, will also 
    identify your items. He'll also ask for his gold ring (100xp, lucky 
    charm(+1 luck)). Any gold ring will do, but his is along the western 
    wall, through a secret passage on the outside of town.
    
    In the very southeast corner of town, there's a secret passage with 
    some lockpicks. On the same wall, just south of the east exit, is a 
    room where a mysterious wizard occasionally appears. If he's there, you 
    can purchase the location of the Ring of Endless Magery, one of the 
    five major artifacts. Just to the west of that, in town hall, Captain 
    Agrod promises you 10 gold for each unicorn horn you bring him. Next to 
    his office is Valoda, the jobs dispatcher. Be warned: if you don't 
    fulfill a job on time, it could be 50 days before you get another one.
    
    The mayor gives you a quest to eliminate the slimes. To get more 
    information on them, speak with Dawn in the inn. To west of Krizsan, 
    there are several other towns that can boost your level and get you 
    some nice equipment before you take on the slimes.
    
    UNICORN CAVE:
    
    This is your average cookie-cutter dungeon. You shouldn't even need to 
    move into combat mode. There's a body with decent items in the NW 
    corner, through a secret passage. There are some herbs through a mossy 
    boulder-blocked passage in the center of the north wall.
    
    DELAN:
    
    Delan has a fletcher and horses to buy. Feral, in the inn, sells horses 
    for 500 gold.
    
    DELIS:
    
    If you've saved the Empire troops to the east of here, speak to Glydden 
    in the inn (1 rep). Otherwise, this town only serves to house Paolo's 
    package, which is in a room in the inn.
    
    PERGIES:
    Q: Return Paolo's Package
    
    The only thing of interest here is Paolo, in a room in the inn. He'll 
    teach you priest spells at level two and give you a quest to retrieve a 
    package from Delis. There is no reputation hit for doing the quest. 
    When you return the package, Paolo gives you your reward (Mage's 
    Bracelet, 200xp). Also, in one of the iron mines to the north of here, 
    you can buy cheap metals. After that, you should be ready to explore 
    your lead on the slimes.
    
    BOJAR'S TOWER:
    
    As soon as you enter, go to the west. Kill the four archers and the 
    slimes, and then attack the barracks. You can always leave and re-enter 
    the dungeon if you get weakened. You should find yourself dumped into 
    the second level right after that.
    
    Make your way north to a room with a few guards and archers. Kill them, 
    and move into the next room. Kill those soldiers too, and move south. 
    There are decent items in the two locked supply rooms. Loot them and 
    take the locked door out. Get in the boat and row south to the slime 
    pool. Kill it from a distance with firebolt, and go through the door. 
    Make your way to the slime encounter and use the secret passage in the 
    southwest.
    
    Bojar is right through here, and he drops a Robe of Magery (protects 1-
    3+2, +1 intelligence, 10% less chance to be hit) when he's killed. His 
    library has the information you need, along with a ruby. If you want to 
    explore the rest of the level, there's a strength potion, 220 coins, 
    and Forcecage  level 3 in a secret chamber at the webbed corner of 
    Bojar's lab. Also, there are tons of goblins and a guard worm, which 
    will give a low level party problems.
    
    If you go back to level one by way of the stairway next to the slime 
    pool, pull the lever and clear out the rest of the level. After you 
    leave, make your way to the east of Krizsan.
    
    SILVAR:
    
    Kilborn offers several spells that Paolo does not, but beyond that, 
    this town is ordinary.
    
    COLCHIS:
    
    This town has been taken over by slimes. Talk to the ghost in the 
    southeast. The pillar slightly to the north and the anvil in the center 
    of town have a basic charm (+40% acid resistance) and a wyrmskin helmet 
    (1-2+2; 10% illness protection), respectively. If you can't get the 
    helmet, increase your strength and try again. To the southeast of 
    Colchis is the Slime Pit.
    
    SLIME PIT:
    
    As soon as you walk in, you'll be beset by slimes. Kill them all and 
    proceed to the center of the level. There's a pedestal with buttons 
    here. Each button corresponds to ramp on the level, with the position 
    of the button on the pedestal mapping to the location of the ramp. It's 
    easiest to start with the two ramps above the pedestal. Press one of 
    the buttons and go to that ramp.
    
    When you descend it, kill the slime pool in that section and go back to 
    the pedestal. Repeat this for all of them. If you're having trouble 
    with the section with the statues and mauve slimes, look for a secret 
    passage in the east wall. If you're having trouble with the section 
    with the boat, try and focus on the mauve slimes, mostly ignoring the 
    other slimes.
    
    When you're done with all five of them, there should be a rune behind 
    the slime pool. It leads to the Alien Slime. If you stay just out of 
    range, you can pepper it with spells and bring it down easily. Also, 
    you can cast War Blessing on a fighter and send him/her in against the 
    Alien Slime. After killing it, find the secret passage to north. Go to 
    the end and note the rune.
    
    Back on the upper level, there are some goodies for the taking. In the 
    NW corner are a crossbow and some bolts. In the center of the north 
    wall, past the barrier, are a healing potion, energy potion, and haste 
    potion. Slightly to the east of that, through a secret passage, is a 
    plot coupon about the slime's creators. There's a healing pool slightly 
    to the southwest of the pedestal, through two secret passages.
    
    To the west of the pedestal, there's a ruby guarded by three poison 
    fungi. To the far west, past a mossy boulder, is a small supply cache 
    with a healing potion and a lightning spray scroll. Also, in the 
    southeast, you'll find a fetid zombie and a wight guarding a Radiant 
    Robe (1-8;+30 protection from melee;+20% resist magic;+20% resist 
    acid). Also there are Lightning Spray L2 and Summon Aid L2. Just north 
    of there is a secret passage leading to the body of a member of the 
    first Avernum exploration party, which Anaximander will tell you about.
    
    Now it's off to claim your rewards!
    
    KRIZSAN:
    
    Talk with Mayor Arbuckle for your official reward (1500c, 500xp, 4 
    rep). Now that you've beaten the slimes, Falko, in the northwest 
    corner, will join your party if you let him. However, you need to have 
    an empty slot. You can store party members in Fort Emergence, Hawke's 
    Manse, or the House on a Hill.
    
    Upper Avernum II:
    
    FORT EMERGENCE:
    
    Go to the mage's area in the southeast and talk to Mazudmar. She should 
    teach you a motion or signal to get by barriers in a secret passage 
    nearby. Go there and learn Move Mountains (level 2) and Far Sight 
    (level 2). To the north of Mazudmar is Berra. Get him to identify the 
    rune you found in the Slime Pit. He'll tell you that it's Erika the 
    Archmage's rune, a surprising twist. Go to speak with Anaximander. 
    He'll get you in to see Erika, and enable your rewards from Levy 
    (Invulnerability Elixer) and Solberg (in the Tower of Magi). He'll also 
    tell you about the first Avernite expedition on the surface. Head out 
    to Upper Avernum again. Speak with the traveling guards and give them 
    information (1 rep).
    
    OUTDOORS:
    
    To the north of Ghikra, along the east wall, there's a long winding 
    passage down. In it are many groups of Giant Lizards and a group of 
    Poison Fungi guarding a Wand of Ice at its end. Just to the west of the 
    sign pointing to Erika's Tower are a series of encounters with ogres, 
    sliths, and undead. You may want to attempt this later, at a higher 
    level. At the end of the fights, you'll find a serendipity knife (4-
    20+1/5; +6 luck).
    
    ERIKA'S TOWER:
    
    Erika is to the north of Ghikra, across a small bridge. Erika will 
    teach you Magery, a great special skill, if your reputation is high 
    enough.
    ~~~~~~~~~~~~~~~~~~~~~~~SPECIAL SKILL~~~~~~~~~~~~~~~~~~~~~~~
    Magery:  A great skill that increases the power of all your spells. 
    It's a great skill for mages and priests too. Unfortunately, you can't 
    train in magery.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Erika will also teach a lot of mage spells at levels one and two. 
    Accept Erika's boon, which will aid you tremendously in the endgame. 
    Pick up the amulet, but don't forget to go back to Erika and have her 
    activate it. On the table next to Erika is a spellbook for Haste L3.
    
    If you do choose to explore the rest of Erika's Tower, prepare for a 
    wide variety of magical and monster traps. The room to the north of the 
    amulet room contains a diamond dagger (6-30+1/5), but it springs an Ur-
    Basilisk trap with it.
    
    On the right side, in the last room, there are chests with 350 gold, 
    mushrooms, a nimble band (+1 AP), a ring of idiocy, a cursed 
    greatsword, and a fire orb necklace (+10% Fire Resist).
    
    NEW FORMELLO:
    Q: Help out Sliths
    
    You can find Dominique here, if you haven't already. Go to the bottom 
    room in the inn and speak with the Sliths. Hsska will join your party 
    if you get Commander Ace to improve the living conditions of the 
    Sliths. Ahsoth will give you the actual mission. He'll grant your 
    request if you eliminate a chitrach nest to the south of New Formello. 
    You'll have to attack the nest several times before it's eliminated. 
    Beyond the nest is an Amber Shield (1-6+2; +1 luck). Go back to Ace and 
    then Ahsoth (300xp, 3 rep). Hsska is a great addition to your party, 
    and his strong priest spells are great at such an early level.
    
    PORTAL FORTRESS:
    Q: Get Research Books
    Q: Find Denise's Amulet
    
    Above the east entrance, there's an Unspecified Services building. In 
    the SE of this building is an item enhancing platform. There are many 
    of these located throughout Avernum 3. They are used by putting an item 
    on the pad and pulling the lever. That will give a stat bonus to the 
    item on the pad. This one will give +10% cold resistance. To use it 
    again, talk to Kelner. He will reset it for you.
    
    The library has an interesting scroll on one of the bookshelves. Walner 
    will tell you how to decipher it. You can also buy identification and 
    alchemical recipes from Walner. Walner will also take your research 
    tomes from you for a fair price (40 gold and 20xp). This is one of 
    several item quests throughout the game.
    
    In the NW, Denise will give you a quest to find her amulet in the Tower 
    of Magi. You will get (200xp and a Forcecage Scroll) for returning it. 
    Across the hall is Carol, who will heal you and sell you first aid 
    skill for 150c a pop. You will now be able to use the teleporter in the 
    SW, which takes you to the Tower of Magi.
    
    TOWER OF MAGI:
    Q: Recover Lab Notes
    Q: Read Vahnatai Notes
    
    Soon after you enter the Tower of Magi, you should come across Mahdavi, 
    a Triad Mage. She'll give you a quest to read Erika's notes on the 
    Vahnatai (). In the NE, you can buy recipes, potions, information, and 
    priest spells. Wandering around the NE is Carrie, and apprentice who 
    lost her lab notes. If you recover them for her (the wight is in the NW 
    cell in the secondary lab), she'll tell you where to find an archer's 
    cloak (1-4;+1 Dex;+3 Missile Damage;+15% Missile Hit Chance) and you'll 
    get 200xp. In the south, through a secret passage, is a tome with 
    Arcane Summon lvl 2 (-250xp) and an Energy Pulse mind crystal. Energy 
    Pulse crystals only dumbfound the user, and should be sold.
    
    Denise's amulet is in her quarters in the southern part of the tower. 
    Solberg is in the room next to hers. He will teach you Ice Lances lvl 3 
    for killing the Alien Slime. In the SE there is another item enhancer. 
    It will give +10% fire resistance, then four negative abilities, and 
    then +10% Protection from Melee. In the room before it, the desk 
    contains the Xian Tome, which gives you a different book each time you 
    read/use it.
    
    Now it's back to the surface to deal with the second plague. To start, 
    we'll head out by going through a mountain pass a little to the east of 
    Fort Emergence and the Unicorn Cave.
    
    Surface II:
    
    OUTDOORS:
    Q: Show Dryad Something Beautiful
    
    WNW of the pass is a series of rocks with a serendipity knife (4-
    20+1/5;+6 luck). To the south of that is the Distant Hut, a 
    teleportation center. West, south, and east of that are two encounters 
    that result in a hoard of coins and a fire orb necklace, along with a 
    Health Charm (+20% Illness Resist;+10 protection from all damage). 
    North of the distant hut are a group of refugees that need to be told 
    that you've ended the slime plague (1 rep). Also, right there's a 
    dryad's grove with a sad dryad who needs a perfect flower (north of 
    Libras or in the Tower of Zkal). In return, you'll get the location of 
    the Dryad's Blessed Charm.
    
    There's a bronze greatsword to the far west, on a body. NW of the pass, 
    if you have the Orb of Thralni, there's an island with a cache on it. 
    You can fly to the island to the north of it and get into a fight with 
    some tough vengeful shades and spectres for a Pirate's Blade (). East 
    of the pass is conflict with some ogres herding Nephil slaves. If you 
    help the Nephilim, they'll give you an energy potion. North of there, 
    on a small island reached by walking on rocks, there's a stash of iron 
    and silver bars. Selling them will net you a lot of gold. A little to 
    the east of the mountain pass is a secret passage that leads to a stone 
    circle.
    
    Across Valorim you will find mysterious stone circles, similar to 
    Stonehenge in size and appearance. You have the option to pray in them. 
    If you pray in four or five, you will be forced to fight Haakai and 
    mung demons in the endgame, but each stone circle gives you a spell at 
    level three. The first stone circle will give you Curing L3. Finally, 
    Farport is across the bridge to the northeast of the circle.
    
    FARPORT:
    Q: Kill Roaches for Nell
    
    The town has a weaponsmith, an inn, food, and a sage. The sage will 
    also sell scrolls and identify items. She tells you about the Isle of 
    Bigail, which has been infested by giant cockroaches and is run by 
    priests called the Anama. Nell, will also give you a quest to clean the 
    roaches out of her home. Doing so will get you 200xp and a point of 
    Arcane Lore. Hop on the ferry and go over.
    
    PORT TOWNSEND:
    
    The only person of real interest to you in Port Townsend is Father 
    Rice. He will speak to you about the Anama's beliefs and ideas. If you 
    want to join them, you will get free priest spells, but you will lose 
    all of your mage spells. (Note: to cheat this, stash your mage in Fort 
    Emergence before joining. Your mage will have all of his/her old 
    spells, but won't be able to buy new ones.) Agree with Father Rice if 
    you want to join the Anama. To the west of Port Townsend is Bavner, and 
    your first contact with the cockroaches.
    
    BAVNER:
    Q: Visit Point Contemplation
    
    There's a trainer here, and an Anama Acolyte, Seela, who will tell you 
    about the talking spiders to the north of here. There's also a small 
    inn in the NW corner of town. Mother Loomis will tell you her views on 
    magic, much like Father Rice, and she will give you a quest to visit 
    Point Contemplation (250xp, 2rep), a roach-infested town SW of Port 
    Townsend. In the SE part of town, there's a stash of coins and another 
    Health Charm.
    
    POINT CONTEMPLATION:
    
    In the keeper's quarters (NW corner) there is a healing potion. There 
    are healing, strength, and curing potions in the northern part of the 
    contemplation area. Through a secret passage, there are 200c and a 
    pilgrim's cloak (1-1;+2 pathfinder;+20% resist magic effects).
    
    GIANT INTELLIGENT FRIENDLY TALKING SPIDERS:
    Q: Help Some Spiders
    
    The GIFTS have quite a bit to do with the plot, but first let's grab 
    some goodies. There's a secret passage just east of the entrance. Fight 
    the spirits and take any iron bars that you want. At the end of the 
    room is an item-enhancing platform. It gives +10% mental resistance and 
    is usable twice. You should probably give the enchanted items to your 
    fighters, since they will be most at risk for mental harm.
    
    In the NW part of town is a room with an evil altar in it. Kill the 
    temple guards for some experience. There's a gold ring on the altar. 
    North of there is a passage with the chief of the spiders, Spider. 
    He'll give you a quest to help the spiders fight some evil roaches so 
    he'll divulge the location of the friendly roaches. East of here, still 
    in the town, are some roaches you can kill.
    
    FRIENDLY ROACHES:
    
    In here, either talk to Filth Spreader or find the map on the wall (NW 
    corner) that shows you where the Filth Factory is. Scattered throughout 
    the town are herbs, some behind secret passages (SW corner).
    
    OUTDOORS:
    Q: Retrieve Charm for Nephil
    
    There are drakeskin boots (1-2+2) east of the spider cave. There's a 
    Wand of Slowing on a body southwest of the boots. Back east of Bavner 
    is a Nephil who was robbed of his necklace by the innkeeper in Bavner. 
    He's looking for a chieftain charm (+1 str, +1 dex, -2 int, +1 melee), 
    and any one will do. When you talk to the innkeeper, if you're not 
    careful, the town and the entire Isle of Bigail will turn hostile. Make 
    sure that you have enough reputation (35+) before pressuring him, or 
    that you've defeated the roaches. Upon returning the charm, you'll 
    receive 200xp and a Blessed Bow (4-20+1/5).
    
    North of Kuper, the next town to the east, is another stone circle. The 
    second stone circle teaches War Blessing L3. Just north of the stone 
    circle is Vanvor, who will sell you some of his scrolls. Just north of 
    him is the Spiral Crypt.
    
    SPIRAL CRYPT:
    
    Make your way to the throne room by going south and east. Speak to the 
    riddle ghast and either answer his riddle (fang) or provoke him into 
    fighting you. Behind him is a lever that you can pull. Continue down 
    the passageway and cast move mountains on the wall if you want. In the 
    room is a wight, a ruby skeleton, and iron plate mail.
    
    Through a secret passage are Gorfival, two ghasts, and two spirits. 
    Gorfival has a lot of treasure scattered around, including humanskin 
    gloves (1-2+4; +1 assasination, +2 damage to humanoids), a prismatic 
    torc (1-3; +10% fire, cold, acid, and illness resist), a healing 
    potion, a strength potion, a cursed shield, an ash crossbow, stone 
    bolts, a cursed greatsworsd, and an energy potion.
    
    Continue on your road, battling skeletons and zombies. When you come 
    across a room with crypts in it, one of them contains a dexterity charm 
    (+1 dex). Make your way forward and pull the lever. Go around again and 
    pull the lever in the room with crypts. That will enable the exit, near 
    where you came in.
    
    KUPER:
    Q: Find Mundt
    
    In the south end of town is Olga, who sells tickets to Kneece. Later on 
    in the game, this will be important. If you provoke him, Zog will 
    attack you. He carries fairly good equipment. You can rest in the NE 
    corner of town, and there's the regular shtick about Anama beliefs. 
    Mother Melamed will give you a quest to find Mundt, who is Lorelei, and 
    requires real or fake Anama rings to see. As a reward you'll get the 
    Xian Coins and ().
    
    FENRIS PORT:
    
    Father Gavlax has the normal Anama spiel and tells you that Kurtz has 
    some illegal business. Kurtz sells recipes and the location of herbs 
    (for 100 gold). He will also identify your items. There's a generic 
    weaponsmith and the innkeeper will tell you about joining the Anama and 
    certain courier jobs from Shayder. Volb will sell you cheap tickets to 
    Softport.
    
    SOFTPORT:
    Q: Find Zik
    
    The mayor in the NW will give you a quest to find Zik, who is in 
    Dorngas (). He'll also tell you to search his bookshelves and to take 
    whatever you want. You should find a healing potion, a spray acid 
    scroll, and an arcane blow scroll. Nydia, in the temple, will heal you. 
    There is also an armorsmith. Tucker, in the inn, is also from the first 
    surface expedition. If you send him back to Avernum, you'll get 25xp. 
    Buy some tickets from Terry and return to Fenris Port. Head north.
    
    NORTHPOINT LIGHTHOUSE:
    
    The lighthouse keeper here has animated undead to do the menial tasks. 
    Don't attack them when you first see them. In the NW corner is a 
    spectre. He'll attack you after you talk to him, and he'll drop a Call 
    Spirit mind crystal. Don't use it just yet, since there's a quest 
    involving it later on.
    
    HECTAR:
    
    There's nothing special here. There's a fletcher and a tailor.
    
    OUTDOORS:
    Q: Find Curing Potion
    
    Outdoors you should find a group of priests asking for a curing potion. 
    Give one to them for 200xp, 50c, and 1 rep. There are a lot of 
    alchemical herbs around here, and there is a battle with gremlins in 
    the NW. There's a steel longsword south of Hectar.
    
    SHAYDER:
    Q: Graymold Salve For Jed
    Q: Deliver Package to Lorelei
    Q: Eliminate the Cockroach Infestation
    Q: Find Grunders' Ring
    
    In the NE corner of town is the Sisters of Mercy Hospital. Inside, Jed 
    has information and needs a graymold salve to save more lives. If you 
    deliver it to him, you'll get 250xp, 2 rep, and Meena will train you in 
    Pathfinder. Meena is in the main Anama temple, which is across the road 
    to the west.
    ~~~~~~~~~~~~~~~~~~~~~~~SPECIAL SKILL~~~~~~~~~~~~~~~~~~~~~~~
    Pathfinder: This is like the Safe Travel spell, but it's inherent. You 
    will be able to navigate through swamps and lava without damage or 
    poison. Get a few levels for each person, and it will be valuable later 
    on.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Also in this room is Ahonar, the high priest of the Anama. He will 
    remove Dread Curse, sell priest spells (nothing that Clarisse, in the 
    Tower of Magi, doesn't have), and let you join the Anama. If you choose 
    to join the Anama, you may want to leave your mage(s) in a character 
    storage room like the one in Fort Emergence.
    
    If you join, you will be able to enter the Anama Inner Sanctum. You 
    will be able to learn a lot of spells up here. You learn the first ten 
    priest spells at level two, Divine Fire L3, and Divine Restoration L3. 
    Also, you can purchase magical substitutes in the form of potions and 
    crystals from Danza. 
    
    Should you choose to rob the Anama, there are a lot of Black Shades and 
    two Ur-Basilisks guarding the treasure. However, you will get 3000c, a 
    Blessed Large Shield, a Blessed Longsword, a Blessed Steel Helmet, two 
    piercing crystals, an unshackling crystal, a recall crystal, a haste 
    potion, an energy potion, a curing potion, a strength potion, and a 
    healing potion. Unfortunately, the entire Isle of Bigail will hate you 
    forever.
    
    Also on the ground floor, in the passage north of the library, is a 
    room with a desk and chair in it. The desk teaches Curing L3. South of 
    the Anama Temple is the Wild Gaff Inn, in which an important quest 
    arises. Buy the innkeeper's drinks and her "secret". Talk to Irvine as 
    she says, and pick up his package. Break down the door to the room to 
    the right of Irvine's room. Fight the warriors and mages and pick up 
    their chain mail if you want.
    
    Bohman, wandering around town, sells potions. In the bazaar, Begbie 
    sells weapons and Renton sells armor, while Rippel sells food. Sick 
    Boy, wandering around, will tell you about Judith's artifact and how to 
    find her. This is the Fury Crossbow. If you pay her 1000 gold, she'll 
    tell you where it's hidden.
    
    Sara, in the southeast section of town, will sell you mage spells, but 
    nothing that Erika didn't have. Across the path is Nell's house. The 
    room to the west has the roaches that need to be cleared out. Grunders, 
    north of Nell's house, will give out jobs and buy your items. If you're 
    Anama, he'll give you a quest to find his Anama ring (200xp, 500c, 1 
    rep), which is in the sewers.
    
    North of Grunders is Mayor Berthany, who will give you a quest to end 
    the roach plague. There is a bolt of fire scroll in the mayor's 
    archives. At the west end of town is a ferry to Marish, which you'll 
    come to later. In the NE corner of town is the library, with Arkley the 
    librarian. He'll tell you about Purgatos, who is on Kneece, and has the 
    next link to ending the cockroach plague. Just west of the library is a 
    locked door that leads down to the sewers.
    
    SHAYDER SEWERS:
    
    Head south, and fight the roaches to the east. There's a secret passage 
    at the north end of the roach room with 100c, a skribbane herb (an 
    addictive drug that boosts HP and SP), maps, and some iron javelins. 
    Continue south and fight the fungi and roaches. In the room with three 
    bodies, each body carries Poor Chain Mail. In the center of the level 
    is a crumbling wall revealing a dead mage. On the body is a Bolt of 
    Fire L3 spellbook.
    
    In the NW corner is a boat with a Wand of Lightning on the ground 
    beside it. There are herbs on the island with swamp east of where you 
    found the spellbook. If you row to the northeast and go south, you'll 
    come across a trash room with a Wand of Fire (Fireblast). To get 
    Grunders' ring, you need a point of luck in your party, and you need to 
    walk back and forth of the ledge to the north that's only reachable by 
    boat. We'll visit the last town on the isle before going to Kneece.
    
    SOUTHPOINT LIGHTHOUSE:
    Q: Find Elspeth's Crystal
    
    Elspeth will sell you crystal and give you a quest to find her Call 
    Spirit Mind Crystal, which was in Northpoint Lighthouse. If you decide 
    to give it to her, you'll get 250xp, 1 rep, and an assortment of 
    crystals.
    
    KNEECE:
    
    Your objective is Purgatos, who lives in the center of the town. 
    However, the town is littered with giant lizards, fire lizards, 
    salamanders, and even a drake. The drake is at the south of town, and 
    around him are steel bolts, bronze plate mail, an energy potion, and a 
    healing potion.
    
    Enter Purgatos' walls at the SW and go north. One of the barriers is a 
    force barrier, which you can walk through. Continue around and enter 
    the center wall and make your way to Purgatos' door. Bash it and speak 
    with him. If you talk enough, he'll eventually give you the Phoenix 
    Egg. Now it's off to the Filth Factory (north of Shayder)!
    
    FILTH FACTORY:
    
    Walk through the wall and look around. To the south are a bunch of 
    monsters and miscellaneous filth machinery. This part of the dungeon is 
    entirely optional. If you make your way all the way to the southeast, 
    there are 150c, a basilisk, and two mirrors. The mirrors can be used to 
    redirect beams north of there to allow access to a chest with fine 
    razordisks, fine leather armor, and an energy elixir. Go north to the 
    second filth creation room, where you will meet up with the other way 
    to go.
    
    If you chose to go to the north at the start, you will find yourself in 
    a filth creation room. In its NW corner is a room with a healing potion 
    and a first aid kit. Go east and fight the roaches. You will come to 
    the second filth creation room.
    
    Now go to the control room on the west wall. Only one person may enter. 
    They should either have high tool use, a piercing crystal, or Unlock 
    Doors. They should also be able to fight a bunch of roaches and undead. 
    Once the person has gone through the locked door, they should head for 
    the control panel to the north. Fight the guardian roach and take the 
    curing potion on the table if necessary. Press the button "Deactivate 
    L1->L2 Power Conduit" and hurry back to your party.
    
    Make your way to the south and pass the deactivated beams. On the 
    ground in the next room is Elsner, of the first surface exploration 
    team. He is carrying plate mail. Go down the trapdoor.
    
    LOWER FILTH FACTORY:
    
    Head down to the room with the barrels and lever. Pull the lever and go 
    up the hallway to the other room with levers. Pull the middle lever. Go 
    back to the barrel room and use the teleporter. Head west and go down 
    the passage. When you reach the inner filth factory, go northwest and 
    head around the circle. There's a staircase at the west end. Make note 
    of it and head inside the filth circle. It's shorter to go to the 
    north. Go into the inner inner circle and pass the entrance to the 
    center ring. Go down to the broken power projector and get the scales. 
    Then go to the center and use the Phoenix Egg (500xp). Head up the 
    staircase and go out to Shayder. Get your reward from Mayor Berthany 
    (Firewalker Band (+40% all resistances), 300xp, 4 rep) and head back to 
    Fort Emergence.
    
    Upper Avernum III:
    
    FORT EMERGENCE:
    Q: Investigate New Formello Murders
    Q: Recover the Orb of Thralni
    
    Show Berra the scales and he will identify them as dragon scales. Then 
    go to Anaximander. You will get 200xp for each member of the first 
    surface exploration party you found. Also, you'll learn of murders near 
    New Formello and the theft of the Orb of Thralni. Anaximander should 
    also give you the Jewel of Return. Now go to Levy to get your reward, a 
    Ring of Skill (+10% Chance to Hit in Melee), allowance, and information 
    about the theft of the Orb of Thralni.
    
    ERIKA'S TOWER:
    
    Erika should now teach you magery. Also, if you ask her enough, she'll 
    let you look at her Vahnatai notes, which can be accessed by entering 
    the tower from behind and going through a secret passage to the SW. You 
    will find the notes in the dresser (+1 Vahnatai Lore), and the book has 
    Safe Travel L3. There are also three crystals, amber, an emerald, and a 
    ruby.
    
    Now, to solve the New Formello murders, go to a cave north of New 
    Formello.
    
    MURDER CAVE:
    
    You'll run into some chitrachs and the bodies quickly. However, there 
    is a secret passage leading deeper into the cave. Make your way through 
    the stalagmite "maze" and go into combat mode. There will be a chitrach 
    and null bug ambush when a character leaves the next room. Defeat the 
    chitrachs at the end and pick up the key. That's all you can do here.
    
    PORTAL FORTRESS:
    
    Speak to Seles and use the portal.
    
    ARRIVAL PLATFORM:
    
    There's nothing special in the dungeon, aside from the healing and 
    strength potion to the east. Sometimes a fletcher's ring or shield ring 
    will be dropped. The soldiers do have decent equipment.
    
    After leaving the dungeon, head west, south, and east. If you have a 
    high enough reputation, you should be able to get through with only one 
    combat.
    
    SUBTERRANEAN DOCK:
    
    Kill everyone and take a boat. Sail to the tower on the lake. It's 
    easier to enter from behind.
    
    CULT OF THE SACRED ITEM:
    
    Finally, you've arrived. Kill the two guards and head inwards. If you 
    head SW, there's a room of just crates and barrels. That room contains 
    a strength charm, bolts, and arrows. In the two rooms south of there 
    are leaders with keys. The priest's bookshelves contain helpful 
    adventuring information, too.
    
    Back up the hallway to the north, the first two doors to the west lead 
    to the courtyard. There are just some soldiers and archers in there. 
    The next three doors to the west lead to the north exit, where there 
    are several guards. There's a wand of bolts on the table. At the end of 
    the hallway are some mundane items. The horn will come in handy much 
    later in the game, but you can get more horns elsewhere.
    
    Go across the courtyard to the door in the NW corner that is unlocked 
    by the key. In here are some useful minor items. There are the Iridium 
    Pants (1-6; +10% Acid Resist) and more Research Tomes. To the north is 
    the portal room, which you'll leave by once you have the Orb of 
    Thralni. Now go back to the courtyard and through the door to the SW.
    
    Touch the water at each point and continue through the passage. In the 
    item room, you'll find a Repel Spirit spellshard, the Orb of Thralni 
    (allows flying outdoors) and 500xp, a Uranium Bar (diseases party), and 
    Cursed Plate Mail. Go back to the portal room and walk into the portal. 
    Guards will ambush you, and you'll need to reactivate the portal. When 
    you walk through, you'll be in the Bandit Hideout.
    
    PORTAL FORTRESS:
    
    You can hand off any Research Tomes you have to Walner and go back to 
    the Tower of Magi for your reward for the roach plague.
    
    TOWER OF MAGI:
    
    After telling Mahdavi about reading Erika's notes, you'll receive 200xp 
    and +1 Vahnatai Lore. Solberg will now teach you Lightning Spray L3.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~
      (4) LEVEL THREE SPELLS:
    
      MAGE:
    Bolt of Fire: Spellbook in Shayder Sewers.
    Light: Portal Fortress, encoded in library
    Call Beast: Lair of the Ursagi
    Spray Acid: Spellbook in Zkal's Tower
    Haste: Book in Erika's Tower, next to Erika
    Slow: Return Mithral to Arion; Hawke's Manse
    Ice Lances: Reward for killing Alien Slime, Solberg
    Unlock Doors: House on the Hill, requires Dispel Barrier
    Create Illusions: Spellbook in Erox
    Far Sight: Library in Sharimik, finish Hunt Down Zang first
    Lightning Spray: Reward for destroying Filth Factory, Solberg; Hawke's 
    Manse
    Capture Soul: Secret Chamber of Ghikra, requires Dispel Barrier; 
    Hawke's Manse
    Simulacrum: Secret Chamber of Ghikra, requires Dispel Barrier
    Dispel Barrier: Spellbook stolen from Ernest
    Summon Aid: Tower of Zkal, read three times, first two drain you
    Forcecage: Below Agate Tower, in SW secret room
    Fireblast: Reward for lowering Troglo/Giant Barrier, X
    Arcane Summon: Khoth's Library, after gaining entry to Footracer
    Arcane Shield: Inner Lair of Drakos
    Arcane Blow: Reward for defeating Golems, X
    
      PRIEST:
    Healing: House in Storm Port, finish Destroy Undead for Storm Port 
    first
    Curing: Anama building in Shayder
    War Blessing: The second stone circle you visit
    Terror: Tomb of Vahkohs
    Repel Spirit: Library under Remote Cavern
    Smite: Torria
    Summon Shade: Chasm of Screams
    Safe Travel: Secret back room of Erika's Tower
    Unshackle Mind: Monastery of Madness (L2)
    Move Mountains: Gale Library
    Mass Healing: NE corner of the Lower Giant Caves
    Mass Curing: Pit of the Wyrm
    Radiant Shield: Defiled Crypt, requires Dispel Barrier and Move 
    Mountains
    Divine Fire: Squiggus - second look in the chest in the Gremlin room; 
    Anama Temple
    Control Foes: Elhioc's Home, Under Castle Troglo
    Cloud of Blades: Blackcrag Fortress, requires Unlock Doors or Move 
    Mountains
    Return Life: Lorelei Library, after destroying Troglo/Giant barrier
    Divine Retribution: Secret room in center of Spiral Crypt
    Divine Restoration: Far Northeastern Valorim, two large battles to 
    obtain (carry a horn)
    Divine Host: Moon Library, finish Find Grimoire of Thren first, 
    requires Vahnatai Lore
    
    ~*~*~*~*~*~*~*~*~*~*~*~*
      (5) QUICK ANSWERS:
    
    How do I get into the building in New Cotra with no doors?
    
    First, register. Then go to either Sharamik or Lorelei and speak with 
    the blond female agent of Avernum (Sandra) who wanders the streets. 
    Talk with her, and she'll tell you to speak with Commander Johnson. Do 
    so, and he'll tell you what you need to do to enter the building.
    
    What do I do in the Remote Cave?
    
    First, buy drinks and rumors at the Inn in Sharamik. You'll be told to 
    speak with a soldier in Angel's rest. Do so, and be friendly- buy his 
    map. The map is your guide to this level. The first thing you should do 
    is go up to the yellow-white mushrooms and head straight down.
    
    How do I join the thieves guild?
    
    Go to Shayder, and buy some drinks in the inn. You'll get advice on a 
    job. Talk with the man in the inn, and offer to take the job. Carefully 
    deliver the package to Kendra in Lorelei, and you'll be allowed in.
    
    What are those weird stone circles I've come across?
    
    Across Valorim you will find mysterious stone circles, similar to 
    Stonehenge in size and appearance. You have the option to pray in them. 
    If you pray in four or five, you will be forced to fight Haakai and 
    mung demons in the endgame, but each stone circle gives you a spell at 
    level three:
    
    1st stone circle: Curing
    2nd stone circle: War Blessing
    3rd stone circle: Move Mountains + Dexterity
    4th stone circle: Divine Fire
    5th stone circle: Divine Host
    
    There are stone circles north of the Inn of Blades, north of Storm 
    Port, north of Kuper, on the road from Malloc to Moon, and in NE 
    Valorim.
    
    Help! I'm being attacked by a vampire and I don't know what to do.
    
    Go back into Vahkhos's lair, and search the western wall. Go through a 
    series of secret doors, and smash the crystal (guarded by two demons).
    
    What does the Dryad want?
    
    A perfect flower. There are two- one can be found near the ursagi on a 
    long path loaded with gremlins, the other can be found in Zkal's lair. 
    It's your choice which one you want to get first.
    
    How do you get into Blackcrag Fortress?
    
    Join the thieves guild. Buy passage from Geoffrey for 3000 gold and set 
    out to Blackcrag. Go to east of Blackcrag and go down the path. Talk to 
    the innkeeper and press the button. If you don't mind angering the 
    town, there are good items to the east. Cross the bridge and make your 
    way to the portcullis. Kill one doomguard and go through the passage. 
    Voila!
    
    How do you kill Rentar-Irhno?
    
    You don't. You have to find the found ladders down to the lower level 
    and direct all 10 beams into the center of the level by pushing 
    buttons.
    
    Where can I buy Mage Spells?
    
    Sara - Shayder
    Spragins - Sharimik
    Tekora-Tel - Ghikra
    Erika - Erika's Tower
    Velnas - Gale
    Petrie - Blackcrag
    Moon Library
    Khoth - Khoth's Library
    
    
    How do I get into Linda's chambers?
    
    Wait till day 160.
    
    How do I get into the room behind Erika or the Dragons?
    
    You don't. There's nothing there, anyway.
    
    What are those strange platforms that zap lightning?
    
    Item modifiers. Place an item on one, and pull the lever. The item will 
    now have a bonus and will make the item slightly better. There are 
    several found throughout the game:
    
    Portal Fortress - +10% Cold resistance, usable twice (ask the wizard to 
    reset it)
    Tower of the Magi - +10 fire resistance, usable once,-20% resistances 
    four times, +10% melee damage protection
    Spider Cave - Mental resistance +10%, usable twice
    Concealed tunnel - defense +1, usable twice
    Greendale - melee damage +1, usable once
    Upper Golem factory - parry +1, usable twice
    Upper Golem factory - 10% Magic resistance, usable twice
    Sharamik - Random effect (+1 missile damage, +5% missile to hit, +5% 
    melee to hit, +1 to melee damage ), 1000 gold
    Blackcrag - Random effect, 5000 gold
    
     - Most of the information was compiled by Schrodinger.
    
    Where is Zik?
    
    Dorngas.
    
    Where is Zang?
    
    Moon.
    
    Why can't I hit hill giant chiefs?
    
    They have invulnerablity elixers and drink them at the first sign of 
    adventurers. Either get to them before they drink it, or wait a few 
    turns before attacking.
    
    What do I do with the slimes or roaches?
    
    There are adequate guides in the help file provided with the game. 
    Follow them.
    
    Is there a hidden dungeon?
    
    Yes. Bring pants to the final dungeon. In the SW corner are two runes. 
    Put pants on one and walk on the other. Enjoy!
    
     - Schrodinger and I have worked on this together.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~
      (6) CHEATING:
    
    The character editor is the best way to cheat. Right now, here is a 
    list of items and special item numbers that can be added by the editor:
    
    Items:
    
    1. Copper Coins
    2. Silver Coins
    3. Gold Coins
    4. Bread
    5. Mushrooms
    6. Grens
    7. Steak
    8. Dried Meat
    9. Weird Meat
    10. Lizard Haunch
    11. Fish
    12. Deli Sandwich
    13. White Tunic
    14. Red Tunic
    15. Green Tunic
    16. Cloak
    17. Cloak
    18. Pants
    19. Pants
    20. Shirt
    21. Shirt
    22. Robe
    23. Dress
    24. Cursed Leather Armor
    25. Poor Leather Armor
    26. Leather Armor
    27. Fine Leather Armor
    28. Drakeskin Armor
    29. Cursed Studded Armor
    30. Poor Studded Armor
    31. Iron Studded Armor
    32. Steel Studded Armor
    33. Blessed Studded Armor
    34. Cursed Chain Mail
    35. Poor Chain Mail
    36. Iron Chain Mail
    37. Steel Chain Mail
    38. Mithril Chain Mail
    39. Cursed Plate Mail
    40. Bronze Plate Mail
    41. Iron Plate Mail
    42. Steel Plate Mail
    43. Blessed Plate Mail
    44. Cursed Dagger
    45. Stone Dagger
    46. Iron Dagger
    47. Steel Dagger
    48. Blessed Dagger
    49. Cursed Short Sword
    50. Stone Short Sword
    51. Iron Short Sword
    52. Steel Short Sword
    53. Blessed Short Sword
    54. Cursed Longsword
    55. Bronze Longsword
    56. Iron Longsword
    57. Steel Longsword
    58. Blessed Longsword
    59. Cursed Greatsword
    60. Bronze Greatsword
    61. Iron Greatsword
    62. Steel Greatsword
    63. Blessed Greatsword
    64. Cursed Spear
    65. Stone Spear
    66. Iron Spear
    67. Steel Spear
    68. Blessed Spear
    69. Cursed Pike
    70. Stone Pike
    71. Iron Pike
    72. Steel Pike
    73. Blessed Pike
    74. Cursed Halberd
    75. Bronze Halberd
    76. Iron Halberd
    77. Steel Halberd
    78. Blessed Halberd
    79. Stick
    80. Ceremonial Dagger
    81. Kitchen Knife
    82. Staff
    83. Hammer
    84. Cursed Javelin
    85. Stone Javelin
    86. Iron Javelin
    87. Steel Javelin
    88. Blessed Javelin
    89. Cursed Bow
    90. Cavewood Bow
    91. Ash Bow
    92. Yew Bow
    93. Blessed Bow
    94. Cursed Crossbow
    95. Cavewood Crossbow
    96. Ash Crossbow
    97. Yew Crossbow
    98. Blessed Crossbow
    99. Cursed Arrows
    100. Stone Arrows
    101. Iron Arrows
    102. Steel Arrows
    103. Blessed Arrows
    104. Cursed Bolts
    105. Stone Bolts
    106. Iron Bolts
    107. Steel Bolts
    108. Blessed Bolts
    109. Rock
    110. Drakeskin Sandals
    111. Sandals
    112. Blessed Sandals
    113. Cursed Boots
    114. Boots
    115. Drakeskin Boots
    116. Cursed Cloak
    117. Blessed Cloak
    118. Cursed Robe
    119. Blessed Robe
    120. Cursed Buckler
    121. Wooden Buckler
    122. Iron Buckler
    123. Steel Buckler
    124. Blessed Buckler
    125. Cursed Small Shield
    126. Wooden Small Shield
    127. Iron Small Shield
    128. Steel Small Shield
    129. Blessed Small Shield
    130. Cursed Large Shield
    131. Wooden Large Shield
    132. Iron Large Shield
    133. Steel Large Shield
    134. Blessed Large Shield
    135. Cursed Leather Helmet
    136. Poor Leather Helmet
    137. Leather Helmet
    138. Fine Leather Helmet
    139. Wyrmskin Helmet
    140. Cursed Bronze Helmet
    141. Bronze Helmet
    142. Iron Helmet
    143. Steel Helmet
    144. Blessed Steel Helmet
    145. Cursed Gloves
    146. Gloves
    147. Drakeskin Gloves
    148. Sack of Meal
    149. Bowl
    150. Bowl
    151. Pitchr
    152. Pot
    153. Pot
    154. Bolt of Cloth
    155. Bolt of Cloth
    156. Bolt of Cloth
    157. Cloak Clasp
    158. Pincers
    159. Tongs
    160. Spearhead
    161. Bucket
    162. Bucket of Water
    163. Flgon
    164. Horn
    165. Jug
    166. Jug of Cheap Wine
    167. Golden Goblet
    168. Plate
    169. Plate
    170. Candle
    171. Torch
    172. Lamp
    173. Spoon
    174. Lockpicks
    175. Fine Lockpicks
    176. Magic Lockpicks
    177. First Aid Kit
    178. Fine First Aid Kit
    179. Poor Fur
    180. Nice Fur
    181. Beautiful Skin
    182. Pillow
    183. Silver Drinking Cup
    184. Mortar and Pestle
    185. Papyrus Sheet
    186. Dice
    187. Scalpel
    188. Needle
    189. Thread
    190. Trowel
    191. Skull
    192. Bones
    193. Whip
    194. Pen and Ink
    195. Earrings
    196. Trash
    197. Trash
    198. Trash
    199. Bar of Tin
    200. Bar of Lead
    201. Bar of Iron
    202. Bar of Silver
    203. Amber
    204. Emerald
    205. Ruby
    206. Silver Ring
    207. Gold Ring
    208. Jeweled Ring
    209. Silver Bracelet
    210. Gold Bracelet
    211. Silver Necklace
    212. Gold Necklace
    213. Torc
    214. Healing Herbs
    215. Spiritual Herbs
    216. Energetic Herbs
    217. Graymold
    218. Toadstools
    219. Mandrake
    220. Healing Potion
    221. Curing Potion
    222. Strength Potion
    223. Energy Potion
    224. Poison Potion
    225. Haste Potion
    226. Invulnerability Potion
    227. Resistance Potion
    228. Healing Elixir
    229. Curing Elixir
    230. Strength Elixir
    231. Energy Elixir
    232. Poison Elixir
    233. Haste Elixir
    234. Invulnerability Elixir
    235. Resistance Elixir
    236. Knowledge Brew
    237. Restoration Brew
    238. Protection Brew
    239. Heroic Brew
    240. Graymold Salve
    241. Balm of Life
    242. Searing Balm
    243. Draining Brew
    244. Scroll - Bolt of Fire
    245. Scroll - Call Beast
    246. Scroll - Arcane Blow
    247. Scroll - Slow
    248. Scroll - Ice Lances
    249. Scroll - Create Illusions
    250. Scroll - Far Sight
    251. Scroll - Lightning Spray
    252. Scroll - Dispel Barrier
    253. Scroll - Summon Aid
    254. Scroll - Fireblast
    255. Scroll - Repel Spirit
    256. Scroll - Summon Shade
    257. Scroll - Control Foes
    258. Scroll - Spray Acid
    259. Scroll - Force Cage
    260. Scroll - Spray Acid
    261. Scroll - Divine Host
    262. Scroll - Bitter Loss
    263. Scroll - WitheringScroll
    264. Ring of Vulnerability
    265. Ring of Idiocy
    266. Clumsy Ring
    267. Ring of Exposure
    268. Ring of Grief
    269. Magnetic Ring
    270. Shield Ring
    271. Ring of Health
    272. Ring of Skill
    273. Resistance Ring
    274. Assassin's Band
    275. Fletcher's Ring
    276. Armor Ring
    277. Nimble Band
    278. Warrior's Ring
    279. Firewalker Band
    280. Quicksilver Ring
    281. Archer's Ring
    282. Wand of Bolts
    283. Wand of Ice
    284. Wand of Slowing
    285. Wand of Lightning
    286. Wand of Fire
    287. Wand of Acid
    288. Wand of Forcecage
    289. Wand of Absorbtion
    290. Rod of Arcana
    291. Rod of Beast Call
    292. Rod of Major Call
    293. Rod of Illusions
    294. Strength Bracelet
    295. Dexterity Bracelet
    296. Intelligence Bracelet
    297. Mage's Bracelet
    298. Priest's Bracelet
    299. Warrior's Bracelet
    300. Lucky Bracelet
    301. Monkey Bracelet
    302. Chill Charm
    303. Warmth Charm
    304. Health Charm
    305. Shielding Charm
    306. Basic Charm
    307. War Charm
    308. Freedom Charm
    309. Crystal Charm
    310. Knowledge Char
    311. Sticky Charm
    312. Harm Charm
    313. Mind Crystal - Beastcall
    314. Mind Crystal - Spiritcall
    315. Mind Crystal - Regenerates
    316. Mind Crystal - Curinge
    317. Mind Crystal - Battle Frenzy
    318. Mind Crystal - Divine Aid
    319. Mind Crystal - Restore Energy
    320. Thirsting Blade
    321. Crystal Imbued Shield
    322. Mind Crystal - Gymnastics
    323. Mind Crystal - Pathfinder
    324. Mind Crystal - Magery
    325. Mind Crystal - Resistance
    326. Mind Crystal - Energy Pulse
    327. Empire Records
    328. Mushroom Merlot '91
    329. Shard of Release
    330. Mithril Woven Robe
    331. Archer's Cloak
    332. Dragonskin Cloak
    333. Pants of Power
    334. Pants of Sorrow
    335. Robe of the Magi
    336. Radiant Robe
    337. Rogue's Leather
    338. Mauling Leather
    339. Shadow Leather
    340. Icy Chain Mail
    341. Polished Plate Mail
    342. Assassin's Dagger
    343. Diamond Dagger
    344. Flaming Sword
    345. Icy Longsword
    346. Demonslayer
    347. Ghoulbane
    348. Giantslayer
    349. Jade Halberd
    350. Obsidian Spear
    351. Alien Blade
    352. Acid Arrows
    353. Bolts of Life
    354. Arrows of Light
    355. Acid Bolts
    356. Boots of Speed
    357. Nimble Boots
    358. Bloodthirst Spear
    359. Crystal Shield
    360. Serendipity Knife
    361. Nimble Gloves
    362. Gauntlets of Might
    363. Piercing Crystal
    364. Unshackling Crystal
    365. Recall Crystal
    366. Searing Crystal
    367. Shielding Spike
    368. Spidersilk Shirt
    369. Stoneshatter Crystal
    370. Slith Spear
    371. Fine Slith Spear
    372. Bag of Sugar
    373. Aranea Fangs
    374. Ore
    375. Historical Scroll
    376. Fine Meal
    377. Cheap Wine
    378. Orb of Thralni
    379. Cursed Waveblade
    380. Waveblade
    381. Fine Waveblade
    382. Cursed Razordisk
    383. Razordisk
    384. Fine Razordisk
    385. Vahnatai Cloak
    386. Crystal
    387. Fine Crystal
    388. Gold Ore
    389. Rough Diamond
    390. Silver Ore
    391. Dagger of Hate
    392. Fury Crossbow
    393. Ring of Pure Focus
    394. Fungoid Spine
    395. Rope
    396. Bar of Uranium
    397. Pyrrhic Gauntlets
    398. Justice Lance
    399. Thinking Cap
    400. Anaximander Note
    401. Bandit Map Note
    402. Map of Krizsan Province
    403. Map of Upper Avernum
    404. Map of Bigail
    405. Map of Karnold
    406. Map of Midori
    407. Map of Monoroe
    408. Black Halberd
    409. Spell Tome
    410. Book
    411. Book
    412. Research Tome
    413. Curing Potion
    414. Xian Skull
    415. Xian Coins
    416. Xian Vest
    417. Xian Slacks
    418. Xian Rock
    419. Xian Ale
    420. Xian Shrub
    421. Xian Tome
    422. Xian Chainmaill
    423. Xian Pouch
    424. Spellshard *
    425. Charm
    426. Ring of Endless Magery
    427. Bliss Elixir
    428. Rogue's Elixir
    429. Amber Shield
    430. Wyrmslayer
    431. Rentar Charm
    432. Spidersilk Tunic
    433. Radiant Slith Spear
    434. Lucky Charm
    435. Wilderness Boots
    436. Fire Orb Charm
    437. Piercing the Lost Portals
    438. Robe of Magery
    439. Chieftain Charm
    440. Fungal Armor
    441. Lab Notes
    442. Pirate's Blade
    443. Map of Footracer
    444. Red Scale Armor
    445. Pears
    446. Apples
    447. Cake
    448. Meat on Spit
    449. Crafted Chain Mail
    450. Basket
    451. Clay Pot
    452. Teapot
    453. Mug
    454. Tecup
    455. Boardgame
    456. Potted Plant
    457. Hourglass
    458. Carved Stone Spiral
    459. Lovely Stone Spiral
    460. Saw
    461. Plank
    462. Stone Blocks
    463. Bottle of Ale
    464. Bottle of Wine
    465. Unicorn Horn
    466. Perfect Flower
    467. Humanskin Gloves
    468. Incense
    469. Skribbane Herb
    470. Pilgrim's Cloak
    471. Gremlin Wine
    472. Mung Bracelet
    473. Prismatic Torc
    474. Savory Herbs
    475. Fine Clothes
    476. Iridium Pants
    477. Troglo Cap
    478. Mithril Blade
    479. Giant's Shield
    480. Ursagi Skin Armor
    481. Sack of Fine Meal
    482. Tremor Boots
    483. Damp Papers
    484. Beastslayer
    485. Barrier Tunnel Map
    486. Troglo History
    487. Vothkaro Message
    488. Dryad's Blessed Charm
    489. Field Plate Mail
    490. Jewel of Return
    491. Ring of Bone
    492. Golem Diadem
    493. Wyrmskin Boots
    494. Naturewalker's Torc
    495. Prismatic Mail
    496. Ruby Helmetl Helmet
    497. Passage Stone
    498. Black Halberd
    499. Pachtar's Plate Mail
         (courtesy of Jec'aisoa)
     * - This item cannot be added through the editor.
    
    Special Items:
    
    1. Unused
    2. Unused
    3. Unused
    4. Unused
    5. Unused
    6. Unused
    7. Unused
    8. Unused
    9. Unused
    10. Unused
    11. Twisted Steel Key
    12. Giant's Key
    13. Stone Key
    14. Lost Papers
    15. Reward Slip
    16. Key to Hawke's Manse
    17. Silver Key
    18. Large Iron Key
    19. Vahnatai Crypt Key
    20. Electrum Key
    21. Twisted Gold Key
    22. Stolen Package
    23. Dirty Anama Ring
    24. Scroll From Prazac
    25. Scroll From Anaximander
    26. Soul Crystal
    27. Drawing of Rune
    28. Withered Scales
    29. Crystal Shards
    30. Hot Crystal Shards
    31. Silver Runed Amulet
    32. Crystal Statue
    33. Cooling Amulets
    34. Thought Crystal
    35. Book on Teleportation
    36. Blessed Athame
    37. Erika's Amulet
    38. Metal Lumps
    39. Egg of the Phoenix
    40. Anama Rings
    41. Suspicious Package
    42. Scroll of Passage
    43. Sharimik Ring
    44. Troglodyte Message
    45. Silver Ring
    46. Love Letter
    47. Good Luck Charm
    48. Embroidered Favor
    49. Locket With Painting
    50. General Baziron Message
    51. Unused
    52. Blue Crystal Key
    53. Guardian Key
    54. Key
    55. Grimoire of Thren
    
    (courtesy of Tycho Maudd)
    
    ~*~*~*~*~*~*~*~*~*~*~*~*
      (7) ADDITIONAL INFO:
    
    Drakefyre's Demense - http://www.sitemouse.com/users/drakefyre
    
    Silver's A3 Map - http://www.silverchat.com/%7Esilver/av3
    
    Spiderweb Software Forums - http://www.ironycentral.com/cgi-
    bin/ubb/ultimatebb.cgi
    
    ~*~*~*~*~*~*~*~*~*~*~*~*
      (8) VERSION HISTORY:
    
    Version .5 - The first two plagues and the orb quest are completed. 
    Expect the rest soon.