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    FAQ/Walkthrough by jkonan204

    Version: 1.0 | Updated: 03/17/09 | Search Guide | Bookmark Guide

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    Might And Magic 7: For Blood And Honor for the PC
    Written by Jeff Koenen
    
    ====================
    TABLE OF CONTENTS
    ====================
    I. Introduction   <INTRO>
    II. Controls    <CTRLS>
    III. Character Classes   <CHARS>
    IV. Skills   <SKLLS>
    V. Magic Spells   <SPLLS>
    VI. Walkthrough
       A. Walkthrough <WLKTH>
       B. The Dark Path <DKPTH>
       C. The Light Path <LGHTP>
       D. The Two Paths Rejoin <TPRJN>
    VII. Endgame   <NDGM>
    VIII. Main Line Quests   <MNLNQ>
    IX. Promotion Quests   <PRMTQ>
    X. Secondary Quests   <SCNDQ>
    XI. Temples, Dungeons, and Castles   <TDCS>
    XII. The Obelisk Quest and Arcomage Quest   <OBARC>
    XIII. Monsters   <BDGYS>
    XIV. Teachers   <TCHRS>
    XV. Guilds   <GLDS>
    XVI. Items and Relics   <STFF>
    XVII. Torches and Pedestals   <TCHPD>
    XVIII. Potion List (Alchemy)   <KBOOM>
    XIX. Boat and Stagecoach Schedule   <TRVL>
    XX. Resetting Areas   <RSTNG>
    XXI. Closing Arguments   <BLSHT>
    
    ====================
    I. INTRODUCTION   <INTRO>
    ====================
    INTRODUCTION
      Hello reader and welcome to my FAQ/Walkthrough for Might And Magic 7: For
    Blood And Honor.  This is a full walkthrough and guide and covers both main
    paths in the game.  This will be the first walkthrough at Gamefaqs to even
    cover the Light Path.  I think "Lord Haart" has had a long enough vacation
    since 1999, lol.  This is also the first thing added or updated for this game
    since late 2007.  This is the 2nd game of the series that I have written for
    and my enjoyment of writing M&M6 made me want to get underway for 7 as soon as
    possible.  It took almost 5,500 lines, over 700 more than its predecessor.
      Might and Magic 7 is the 2nd of the series to use Real-Time play and the 1st
    have a quest in the middle that altars the entire course of the game.  It has a
    slow start to it (I did not like the Emerald Island hunt) but once you get off
    the island, the game picks up quickly and I guess there had to be a reason that
    you owned a castle in the middle or a Human/Elf war.
      I thank you for looking and/or using my guide to help you through this game.
    I look forward to writing a guide to M&M8 later on this year but I've got to
    play and beat it first.
    
    VERSIONS
    9/16/2008-9/17/2008: version .20: made table of contents and did all the
    controls, character classes, skills, magic spells sections and set up the
    teachers section.
    
    1/18/2009-2/17/2009: version .50: completed chapters VIII through XVII, XIX,
    and XX.  Not sure about XVIII (potions) yet.
    
    2/21/2009-3/13/2009: version .90: completed Walkthrough.  Getting ready to have
    some explosive (potions) fun.  Described some more artifacts and items.
    
    3/14/2009: version 1.0: completed potions section, wrote introduction and
    closing arguments and readied for submission.  Also added Beacons
    
    ====================
    II. CONTROLS    <CTRLS>
    ====================
    A. Keyboard Controls
    Escape: Access Game Options / Exit window
    Tab: Cycles Character Selection
    Q: Access quest sub-screen
    A: Attack, Shoot arrows, Pass on turn
    Z: Quick reference
    C: Cast new spell
    S: Cast readied spell, if no spell is selected, this key functions as "A"
    R: Rest
    T: Time / Calender
    Spacebar: Search Body, chest, crate, or object.  Activate objects
    N: Autonotes
    M: Map Book
    X: Jump
    Arrows: Movement
    Shift + Arrow: Run (or walk if Always run is selected)
    Ctrl + Side Arrows: Sidestep (Strafe)
    Page Down Key: Look Up
    End Key: Center Viewpoint
    Delete Key: Look Down
    ---The following three buttons can only be used if the fly spell is activated.
    Page Up Key: Fly Up
    Home Key: Land (Fall)
    Insert Key: Fly Down
    Enter: Enter turn based mode or real time mode
    + and -: Zoom in/out in the automap.
    1-4: Select / View character 1-4
    5-6: Select / Speak with NPC 1-2
    F4: Full Screen / Windows toggle
    
    ======================
    III. CHARACTER CLASSES   <CHARS>
    ======================
     In this sequel, they've brought back character races.  They are Human, Goblin,
    Elf, and Dwarf.  They have also added (or should I say "brought back") three
    more classes for this game: Thief, Monk, and Ranger.  Usually, I would make a
    suggestion for a Knight, Sorcerer, and Cleric with another class added in but
    they've added Grandmaster status to all of the skills and only certain classes
    can attain that status in each skill.  Furthermore, some characters can't even
    achieve Expert status in some skills, so choose your classes according to what
    you'll need a Grandmaster in.
    
    A. THE PRIMARY STATISTICS
    1. Might- Might is the statistic that rates your strength.  It is the biggest
    stat for Knights and Paladins.  It is useful for moving heavy objects, pulling
    objects from other objects, or even opening certain doors but mainly it affects
    the damage your character does when you hit a monster in hand-to-hand combat.
    
    2. Intellect- Intellect is for Sorcerers, Archers and Druids who cast elemental
    magic.  If your character casts clerical spells or no spells, don't even bother
    giving much to them.  It determines the spell points.
    
    3. Personality- Personality is for Clerics, Paladins and Druids who cast
    clerical spells.  If your character casts elemental spells or no spells, don't
    even bother giving much to them.  It determines the spell points.
    
    4. Endurance- Endurance is probably the most important stat.  Not only does it
    help determine hit points the character has but the higher their endurance is,
    the further into negative hit points they can go without dying.
    
    5. Accuracy- Accuracy is thought of as the prime statistic for Archers.
    However, anybody who shoots a bow, aims a spell, or wants to hit an enemy with
    a weapon had better have a decent accuracy number.
    
    6. Speed- Speed helps determine who goes first in battle.  All characters and
    monsters have a speed rating.  The higher numbers go first in time-based
    battles.
    
    7. Luck- Luck can be distributed between all the classes because it improves
    your chances of surviving hostile spells or avoiding traps.
    
    B. THE RACES- There aren't a lot of differences as there has been in the past
       but there are some small statistical differences.
    1. Human: Humans are basic.  They aren't really bad for any class and they
    aren't really good for any class.  They start out a little off in endurance and
    luck, so they wouldn't be recommended for a Thief but they are a safe bet for
    any other class.
    
    2. Elf: Elves are intellegent but weak.  They start with the most Intellect and
    and Accuracy and take twice the bonus points to bring them up in Might and
    Endurance, so don't make any Knights or Paladins out of them.  They make very
    good Sorcerers, Archers, and Rangers.
    
    3. Goblin: Goblins are the opposite of Elves, strong but stupid.  They don't
    make good magic users as Intellect and Personality are their worst traits.  But
    they get bonus point bonuses in Might and Speed so they'd make an excellent
    Thief and a decent Knight or Paladin.
    
    4. Dwarf: Dwarves are somewhere in the middle.  They have great Endurance and
    Might so they make good Knights and Paladins.  Their Intellect and Personality
    is mediocre so they can use magic but are not recommended to the high magic
    classes of Sorcerers and Clerics.  They are poor in Speed and Accuracy so
    Thieves and Archers are out.
    
    C. THE CLASSES
    1. Knights: Here are the melee experts.  They can use any type of weapon, wear
    any kind of armor, and have a shield or a 2nd weapon in his other hand as he
    advances through promotions and obtained skills and skill levels.  Knights
    start out with the most hit points and gain the most hit points as they advance
    through levels.  The down side to them is that they never have spell points and
    cannot learn any type of magic like every other class can.  Nevertheless,
    having one in your party is crucial as the loads of hit points can possibly get
    you out of a dungeon when the rest of the party is wounded or unconscious and
    they can Grandmaster more skills than any other class.  In promotions, they can
    advance to Cavalier and further to Champion OR Dark Knight for tons more hit
    points.
    Starting Skills: Sword, Leather
    Pick 2 Skills: Axe, Spear, Bow, Mace, Shield, Chain, Body Building, Perception,
      Armsmaster
    GM Skills: Sword, Spear, Plate, Shield, Body Building, Repair, Armsmaster
    
    2. Clerics: These premature priests are best used to cast healing spells and
    defensive spells.  They are able to learn the light or dark magics well.  With
    all the talk of magic, don't think that magic is all they are used for.  They
    can be trained well with the mace, staff and bow, so concentrate on skill
    points to the mace as well as his magic and you could end up with another
    pretty good melee fighter in the group.  They can also wear any armor except
    plate and can carry a shield.  The promotions available are to Priest and
    eventually to Priest of the Light OR Priest of the Dark.
    Starting Skills: Mace, Body Magic
    Pick 2 Skills: Shield, Leather, Spirit Magic, Mind Magic, Merchant, Repair, 
      Meditation, Alchemy, Learning
    GM Skills: Spirit, Mind, Body, Light or Dark, Merchant
    
    3. Sorcerers (Mages): Mages are made for only one use.  Lots and lots of magic,
    and offensive magic at that.  Through the adventure, they will learn and master
    the elemental magics of earth, air, fire, and water and later on, light and
    dark magic.  After reaching the higher levels, their spells will be able to
    take out lots of monsters from afar with very powerful spells.  However, long
    range is what you want, as they are terrible melee fighters and can't carry any
    weapon other than a dagger or staff and can go no further than Expert in any of
    those skills.  Sorcerers may be promoted to Wizard and then again to Archmage
    OR Lich status which means tons more Spell Points.
    Starting Skills: Staff, Fire Magic
    Pick 2 Skills: Dagger, Leather, Air Magic, Water Magic, Earth Magic, Merchant,
      Identify Item, Identify Monster, Alchemy
    GM Skills: Fire, Air, Water, Earth, Light or Dark, ID Item, ID Monster
    
    4. Paladins: This is a combonation of a Knight and a Cleric.  However when you
    start combining the classes, the strong hold on one class slips.  Basically,
    the paladin is not as good as a knight or a cleric but can run both roles at
    once.  They can learn any type of weapon or armor skill as well as clerical
    spells which they can master.  Paladins can be promoted to Crusader and then to
    Hero OR Villain.
    Starting Skills: Mace, Spirit Magic
    Pick 2 Skills: Sword, Dagger, Axe, Shield, Leather, Merchant, Body Building,
      Repair, Armsmaster
    GM Skills: Mace, Shield, Repair
    
    5. Archers: Like the Paladin, the Archer is a cross of a Knight this time with
    a Sorcerer.  Again, they aren't as good as the originals but can function well
    as both at once.  They can learn any type of weapon (especially the bow) except
    a mace and can use almost any armor except plate armor and shield.  They start
    with the Bow skill (duh!!!).  They will eventually learn to use the elements
    and this time, they can learn to use the Light or Dark magics but only the
    basic level.  Archers become Warrior Mages and then Master Archers OR Snipers.
    Starting Skills: Bow, Air Magic
    Pick 2 Skills: Sword, Axe, Spear, Leather, Fire Magic, Water Magic, Learning,
      Perception, Armsmaster
    GM Skills: Bow, Chain, Perception
    
    6. Druids: Yellow and Blue make Green.  Clerics and Mages make Druids.  They
    have the lowest rate of hit points and are bad fighters like the sorcerer. 
    They can go no further than using a dagger, staff, mace, or bow and their armor
    is limited to Leather and a Shield.  However they have a unique ability to cast
    spells out of all seven main groups of spells and Master them, but not the
    Light or Dark Magics.  They start out the adventure with the Learning Skill.
    A good Druid can be promoted to a Great Druid and further on to an Arch Druid
    OR Warlock.
    Starting Skills: Dagger, Earth Magic
    Pick 2 Skills: Mace, Leather, Water Magic, Spirit Magic, Body Magic, Learning,
      Meditation, Perception, Alchemy
    GM Skills: Meditation, Alchemy
    
    7. Thieves: Next to Knights, Thieves start out with the most Hit Points and
    gain the most hit points advancing through levels.  They are pretty decent
    fighters with blades.  They can't use axes or spears and the only class that
    can't use a Staff.  They can wear or use any armor except Plate.  Thieves start
    with no spell points but after they're promoted, they can learn basic element
    spells only.  One crucial skill that they grandmaster that others can't even
    master is Disarming Traps.  They may be crucial if you want to collect every
    treasure out of dungeons without being blown to bits by traps and can't use the
    Telekinesis spell until you have a sorcerer become Master at Earth Magic.  A
    Thief will eventually become a Rogue and then a Spy OR Assassin.
    Starting Skills: Dagger, Stealing
    Pick 2 Skills: Sword, Bow, Leather, Identify Item, Merchant, Perception,
      Disarm, Dodging, Alchemy
    GM Skills: Dagger, Leather, Disarm Trap, Stealing
    
    8. Rangers: Rangers are basic.  They are neither weak nor strong.  Neither good
    nor bad at anything.  They can learn almost any skill but don't have many that
    they can grandmaster.  They are decent melee fighters with an axe and can
    advance rather far with a bow.  Their magical skills take them no further than
    an expert but they can learn the elemental and clerical skills to the expert
    level.  And being in nature a lot, they can identify monsters well.  They are
    also one of the few who can learn stealing.  Rangers become Hunters and then
    can be promoted to Ranger Lords OR Bounty Hunters
    Starting Skills: Axe, Perception
    Pick 2 Skills: Sword, Dagger, Bow, Leather, Body Building, Disarm, Armsmaster, 
      Dodging, Identify Monster
    GM Skills: Axe, Identify Monster
    
    9. Monks: Here is the brand new class to the M&M series.  Monks aren't very
    good with weapons or armor but they can nail the two new skills: Unarmed and
    Dodging as well as a staff.  Their magic is pretty much clerical and is only
    basic unless promoted twice on the Light Path.  They are also the only other
    class that can even master Disarm Traps but only on the Dark Path.  They can
    get a lot of Hit Points due to their ability to advance in Body Building and
    Learning.  A Monk will be promoted to an Initiate and then a Master OR Ninja.
    Starting Skills: Dodging, Unarmed
    Pick 2 Skills: Staff, Sword, Dagger, Spear, Leather, Body Building, Perception,
      Identify Monster, Armsmaster
    GM Skills: Staff, Unarmed, Dodging, Learning, Body Building
    
    
    ====================
    IV. SKILLS   <SKLLS>
    ====================
    The classes I put after the skill can learn that skill.  The classes I put
    after the description of a level is how far that character can advance in that
    skill.  Oh yeah, Sorcerer and Mage is the same thing, I just use Mage sometimes
    to fit in the line.
    
    A. Weaponry Skills
    1. Axe: Knight, Paladin, Archer, Ranger
    They slow your attacks but dole out great damage when they hit.  A character's
    expertise is added to the attack bonus.
    Expert: Recover faster (Paladin, Archer)
    Master: Can deliver tremendous damage. (Knight)
    GM: Chance to halve the armor class of an enemy. (Ranger)
    
    2. Bow: All classes can use the bow.
    Possibly the most useful skill in the game.  They are used to.....fire arrows.
    Expert: Recovery rate reduction. (Knight, Thief, Paladin, Cleric)
    Master: Fire two arrows per shot. (Ranger)
    GM: Add skill level to the damage. (Archer)
    
    3. Dagger: Knight, Thief, Monk, Paladin, Archer, Ranger, Druid, Sorcerer
    Shorter than swords, the dagger increases attack speeds but decreases damage
    from the sword.  Sometimes, however, the speed will allow you two attacks on a
    slower opponent.
    Expert: Can use a dagger in one hand with another weapon in the other. (Knight,
       Monk, Paladin, Archer, Ranger, Mage)
    Master: Skill number percentage to do triple damage. (Druid)
    GM: add +1 per point of skill to damage done. (Thief)
    
    4. Mace: Knight, Thief, Paladin, Cleric, Druid
    A melee weapon used to beat things over the head with.  This skill covers any
    of these types of weapons. 
    Expert: Skill levels are added to attack. (Thief, Druid)
    Master: Skill number percentage to STUN an enemy. (Knight, Cleric)
    GM: Skill number percentage to PARALYZE an enemy. (Paladin)
    
    5. Spear: Knight, Monk, Paladin, Archer, Ranger
    A Spear is any pole that has a sharp point on one end of it.
    Expert: Skill level added to attack damage. (Monk, Paladin, Ranger)
    Master: Hold spear in one hand and another weapon in another. (Archer)
    GM: Learn to defend with a spear and a bonus is added to Armor Class. (Knight)
    
    6. Staff: Knight, Monk, Paladin, Archer, Ranger, Cleric, Druid, Sorcerer
    A Staff is any pole that is blunt and not sharp.
    Expert: Increase character's armor class. (Knight)
    Master: Skill number percentage to STUN an enemy. (Mage)
    GM: Use staff in conjunction with the Unarmed Skill. (Monk)
    
    7. Sword: Knight, Thief, Monk, Paladin, Archer, Ranger
    It covers almost any blades longer than a knife.
    Expert: Decreased recovery time. (Monk, Archer, Ranger)
    Master: Hold sword in one hand and another weapon in another. (Thief, Paladin)
    GM: Add their skill to their Armor Class. (Knight)
    
    8. Unarmed: Knight, Thief, Monk, Paladin, Archer, Ranger
    This skill is applied when no weapon is equipped.
    Expert: Decreased recovery time. (Knight, Thief)
    Master: Skill level is doubled to Attack Bonus and Damage.
    GM: Skill number percentage to avoid incoming attacks. (Monk)
    
    B. Armor Skills
    1. Leather Armor: All classes can use Leather Armor.
    The lightest armor available but it provides the smallest amount of protection.
    However it slows a character down less.
    Expert: Recovery time is not effected by armor. (Paladin, Cleric, Druid, Mage)
    Master: Twice skill level added to Armor Class. (Knight, Monk, Archer, Ranger)
    GM: Skill level added to elemental resistances. (Thief)
    
    2. Chain Armor: Knight, Thief, Paladin, Archer, Ranger, Cleric
    Provides more protection than leather but creates more drag on the character.
    Expert: Recovery time effect by the armor is halved. (Thief, Paladin, Cleric)
    Master: Recovery time effect by the armor is eliminated. (Knight, Ranger)
    GM: Take only 2/3 damage by physical attacks. (Archer)
    
    3. Plate Armor: Knight, Paladin
    The most protective armor available.  It is really heavy as it covers the whole
    body and slows the character down considerably.
    Expert: Recovery time effect by the armor is halved. 
    Master: Take only 1/2 damage by physical attacks. (Paladin)
    GM: Recovery time effect by the armor is eliminated. (Knight)
    
    4. Shield: Knight, Thief, Paladin, Ranger, Cleric, Druid
    Carrying a shield increases a character's armor class.  They are carried in the
    left hand and cannot be used with a two-handed weapon.
    Expert: No recovery penalty for holding a Shield. (Ranger, Druid)
    Master: Add twice their skill level to Armor Class. (Cleric)
    GM: Gain the effects of the Shield spell while holding a shield. (Knight,
       Paladin)
    
    5. Dodging: Knight, Thief, Monk, Paladin, Archer, Ranger
    The dodging skill applies while the character wears no armor.  Your skill level
    is added to the Armor Class.
    Expert: Doubles the Armor Class bonus. (Knight, Archer, Ranger)
    Master: Triples the Armor Class bonus. (Thief)
    GM: Skill applies while wearing Leather Armor. (Monk)
    
    C. Magic Skills- The effects of Expert, Master, and GM are applied by the
    spell.  See the spells section for a description.
    1. Fire Magic: Thief, Archer, Ranger, Druid, Sorcerer
    Some like it hot and some sweat when the heat is on!  This is a good element
    that ranges from lighting up a dungeon with torch light to throwing a huge
    fireball that engulfs a single enemy instantly.
    Expert: Ranger 
    Master: Archer, Druid 
    GM: Sorcerer
    
    2. Air Magic: Thief, Archer, Ranger, Druid, Sorcerer
    I can feel it coming in the air tonight!  This element ranges from the very
    useful Wizard Eye to making meteors fall from the sky with Starburst.  And of
    course, there is the ever useful FLY.
    Expert: Ranger
    Master: Archer, Druid
    GM: Sorcerer
    
    3. Water Magic: Thief, Archer, Ranger, Druid, Sorcerer
    Ice Ice Baby!  Next to air, the most useful non-attack spells are in the water
    category.  This one contains, Water Walk, Town Portal, and Lloyd's Beacon.  But
    if it's offense you want, there's Acid Burst and Ice Blast.
    Expert: Ranger 
    Master: Archer, Druid 
    GM: Sorcerer
    
    4. Earth Magic: Thief, Archer, Ranger, Druid, Sorcerer
    There'll be a whole lotta shakin' goin' on!  Earth doesn't offer the best
    spells in the game but it ranges from Stun to halving your enemy's hit points
    with Mass Distortion and now the useful Telekinesis moves here from Mind
    Spells.
    Expert: Ranger
    Master: Archer, Druid 
    GM: Sorcerer
    
    5. Spirit Magic: Monk, Paladin, Ranger, Cleric, Druid
    You're in my heart, you're in my soul!  Totally useless category until you get
    to the expensive spells with Raise Dead, Shared Life, and Resurrection.  But of
    course Remove Curse will probably be useful.
    Expert: Master Monk, Ranger
    Master: Paladin, Druid
    GM: Cleric
    
    6. Body Magic: Monk, Paladin, Ranger, Cleric, Druid
    You Make Me Feel Brand New!  Here is the Curing and healing category.  You can
    cure weakness, wounds, poison, and disease and then heal the whole party with
    the Power Cure.  Then take some offense to your enemies who did this to you
    with a Flying Fist.
    Expert: Master Monk, Ranger 
    Master: Paladin, Druid
    GM: Cleric
    
    7. Mind Magic: Monk, Paladin, Ranger, Cleric, Druid
    Dream Walkin'!  Decent category of magic but it lost Telekinesis which downs it
    a lot.  It still has Cure Fear, Paralysis, and Insanity and Psychic Shock
    however so it's still good.
    Expert: Master Monk, Ranger 
    Master: Paladin, Druid
    GM: Cleric
    
    8. Light Magic: Paladin, Archer, Sorcerer, Cleric
    Heaven let your light shine down!  Here is where the magic turns powerful.
    Many of these are protection and survival spells ranging from Dispel Magic to
    Divine Intervention where the spell just heals your whole party of
    everything...for a price.  Light does have its share of offense with Prismatic
    Light and Sunray though.  You can only learn this magic if you walk the light
    path.
    GM: Sorcerer, Cleric
    
    9. Dark Magic: Paladin, Archer, Sorcerer, Cleric
    I see a bad moon a rising!  Here is the power in the game that we've all been
    waiting for.  It includes shooting sharp shards of metal at a group of enemies,
    the most powerful poison in the game, and the drunken power spell known as
    Armageddon.  You can only learn this magic if you walk the dark path.
    GM: Sorcerer, Cleric
    
    D. Miscellaneous Skills
    1. Alchemy: Thief, Ranger, Cleric, Druid, Sorcerer
    Without this skill, your characters can't mix any potions short of the basic 6:
    red, blue, yellow, green, orange, and purple.  This is a new skill to the
    series.
    Expert: Can mix to form compound potions. (Thief, Cleric)
    Master: Can mix to form white potions. (Sorcerer)
    GM: Can mix to form black potions. (Druid)
    
    2. Armsmaster: Knight, Thief, Monk, Paladin, Archer, Ranger, Druid
    This skill returns since the Darkside of Xeen.  It increases a characters
    ability to use weapons more effectively.
    Expert: Add skill to attack bonuses. (Paladin, Archer, Ranger)
    Master: Add skill to damage bonuses. (Thief, Monk)
    GM: Double all previous bonuses. (Knight)
    
    3. Bodybuilding: Knight, Thief, Monk, Paladin, Archer, Ranger, Cleric
    Pump your character up and add lots of hit points.  The skill adds the skill
    to the hit points.
    Expert: Doubles that bonus. (Thief, Archer, Ranger)
    Master: Triples that bonus. (Paladin)
    GM: Quintuples that bonus. (Knight, Monk)
    
    4. Disarm Trap: Knight, Thief, Monk, Archer, Ranger
    The most useful skill there is.  Treasure makes Erathia go round and if you
    can't collect it because of those stupid traps blowing up in your face, then
    you might as well quit.
    Expert: Chance for success is doubled. (Archer, Ranger)
    Master: Chance for success is tripled. (Monk-Ninja)
    GM: 100% Chance for success. (Thief)
    
    5. Identify Item: Thief, Ranger, Druid, Sorcerer
    Identify the shaded items in your stock.  It lets you know the item,
    description, and price.  Just right click on the item.
    Expert: Chance for success is doubled. (Druid)
    Master: Chance for success is tripled. (Thief)
    GM: 100% Chance for success. (Sorcerer)
    
    6. Identify Monster: Monk, Ranger, Cleric, Druid, Sorcerer
    If someone in the party has this skill, you can show the monsters' number of
    hit points.
    Expert: Identify attack type and damage of a monster. (Monk, Cleric, Druid)
    Master: Identify spells that a monster throws.
    GM: Identify a monster's level of resistances. (Ranger, Sorcerer)
    
    7. Learning: All classes can learn Learning.
    This skill adds to the experience that you recieve from enemies and quests.  It
    is 9% + 1% per skill point.
    Expert: Double the experience bonus. (Thief, Ranger)
    Master: Triple the experience bonus. (Archer, Cleric, Druid, Sorcerer)
    GM: Quintuple the experience bonus. (Monk)
    
    8. Meditation: Paladin, Archer, Ranger, Cleric, Druid, Sorcerer
    Ommmm.  The ability to think clearer will reward you with more Spell Points.
    Expert: Adds double the spell points. (Paladin, Archer)
    Master: Adds triple the spell points. (Cleric, Sorcerer)
    GM: Adds quintuple the spell points. (Druid)
    
    9. Merchant: Knight, Thief, Paladin, Archer, Ranger, Cleric, Druid, Sorcerer
    It allows the seller / buyer to sell or buy at a better price.
    Expert: Get a better discount. (Knight, Paladin, Archer, Druid)
    Master: Get the best discount. (Thief)
    GM: Buy and sell items at their exact value. (Cleric)
    
    10. Perception: All classes can learn Perception.
    It sharpens the senses and allows you to notice traps.  It doesn't disarm the
    trap but if the trap goes off, the character may avoid being hit by it.  You
    may also notice hidden doors and treasures.
    Expert: Doubles the chance. (Knight, Monk, Cleric, Druid, Sorcerer)
    Master: Triples the chance. (Thief, Ranger)
    GM: 100% Chance of these benefits. (Archer)
    
    11. Repair: Knight, Thief, Paladin, Archer, Ranger, Cleric, Sorcerer
    A character can fix a broken item depending on the quality.  Right click on a
    broken item to attempt a fix.
    Expert: Double the repair chance. (Archer, Sorcerer)
    Master: Triple the repair chance. (Cleric)
    GM: 100% repair chance. (Knight, Paladin)
    
    12. Stealing: Thief, Monk, Ranger
    This skill allows a character to attempt stealing items from a shop or gold off
    of people or monsters.  Use Ctrl and click on an item or person to attempt.
    Getting caught can have any number of bad effects however so take caution.
    Expert: Doubles chance of success. (Monk-Ninja, Ranger)
    Master: Triples chance of success.
    GM: Quintuples chance of success. (Thief)
    
    Removed Skills: Diplomacy
    
    ====================
    V. MAGIC SPELLS   <SPLLS>
    ====================
    Spells work a little differently from the previous games.  Every set of magic
    has four different levels of magic: Basic, Expert, Master, and Grandmaster
    levels.  You cannot learn a spell until you've reached that spell's level of
    learning.  For all levels, the first four spells are basic, the next three are
    expert, the following three are master, and the final spell is the grandmaster
    spell.  (Light Magic only has 2 expert spells and has 4 master spells)
    
    A. FIRE MAGIC
    1. Torch Light          1 SP
    Use this to light up caves and hallways inside dungeons and temples.  The
    effect is only visible when it's dark.  It lasts 1 hour per skill point in Fire
    Magic.
    Expert: Light is brighter.
    Master: Light is brightest.
    GM: Faster recovery.
    
    2. Fire Bolt            2 SP
    Shoot a fire burst at a single target causing 1-3 points of damage per point in
    fire skill level.
    Expert: Fast recovery rate.
    Master: Faster recovery rate.
    GM: Fastest recovery rate.
    
    3. Fire Resistance      3 SP
    It increases the resistance to fire spells on all characters.  1 point
    resistance and 1 hour per point of skill level in fire
    Expert: Double the resistance.
    Master: Triple the resistance.
    GM: Quadruple the resistance.
    
    4. Fire Aura (new)      4 SP
    Causes a weapon with no special abilities to burn with magic fire giving it the
    "of fire" ablility.  It only lasts for 1 hour per skill point in Fire Magic.
    Expert: Weapon gets the "of Flame" ability.
    Master: Weapon gets the "of Infernos ability.
    GM: Weapon gets permanent "of Infernos ability.
    
    ----------
    5. Haste                5 SP
    Reduces recovery time for party actions.  It lasts for 1 hour plus 1 minute per
    skill point of Fire Magic.  The party will be weak for 6 hours after the spell
    wears off if Cure Weakness isn't used.
    Master: It lasts for 1 hour plus 3 minutes per skill point.
    GM: It lasts for 1 hour plus 4 minutes per skill point.
    
    6. Fireball             8 SP
    Target a monster and fire and the fireball will hit and explode, injuring any
    creature around the blast, even you.  All within a 10 foot radius will recieve
    1-6 points of damage times the character' skill points.
    Master: Faster recovery
    GM: Fastest recovery
    
    7. Fire Spike (new)     10 SP
    Drops a fire spike on the ground that waits for an enemy to come near it and
    explodes.  It remains until set off or your party leaves the screen.  You can
    drop 5 spikes at a time and damage is 1-6 points per skill point in Fire Magic.
    Master: Can drop 7 spikes and damage is 1-8 points per skill point.
    GM: Can drop 9 spikes and damage is 1-10 points per skill point.
    
    ----------
    8. Immolation (new)     15 SP
    Surrounds your party with a very hot fire that is only harmful to others.  The
    fire lasts for 1 minute per skill point in fire magic.  Damage is 1-6 per skill
    point.
    Grand Master: It lasts for 10 minutes per skill point.
    
    9. Meteor Shower        20 SP
    You can summon a barrage of flaming rocks from the sky in a large radius around
    the target.  16 rocks are summoned and each do 1-8 points of damage per skill
    point in Fire Magic.  It only works outdoors.
    Grand Master: Faster recovery and 20 rocks fall.
    
    10. Inferno             25 SP
    Burns everyone in sight including the party.  It does 12 damage plus 1 per
    skill point in fire magic.  It only works indoors.
    Grand Master: Faster recovery.
    
    ----------
    11. Incinerate          30 SP
    Does a lot of fire damage to a single target.  Damage is 15 plus 1-15 points
    per skill point in Fire Magic
    
    Removed Spells: Flame Arrow, Ring of Fire (Booooo!!!), Fire Blast
    
    B. AIR MAGIC
    1. Wizard Eye           1 SP
    Reveals a map of the surrounding area and the enemies that have noticed you.
    It lasts 1 hour per point in Air Magic.
    Expert: Location of treasure is shown.
    Master: Other points of interest are shown.
    GM: Spell costs 0 SP.
    
    2. Feather Fall         2 SP
    Cast to prevent damage to the party due to falling.  It lasts for 5 minutes per
    skill point in Air Magic.
    Expert: 10 minutes per skill rank.
    Master: 1 hour per sklill rank.
    GM: Faster recovery.
    
    3. Air Resistance       3 SP
    Increase all the characters' resistance to air magic.  It lasts 1 hour per
    skill point.
    Expert: Double the resistance.
    Master: Triple the resistance.
    GM: Quadruple the resistance.
    
    4. Sparks               4 SP
    Shoot three balls of lightning into the room that bounce around until they hit
    something.  It is best used in rooms with lots of weak monsters.  It does 2
    points of damage plus 1 for every skill point in Air Magic.
    Expert: Recover faster and shoot five bolts.
    Master: Recover even faster and shoot seven bolts.
    GM: Fastest recovery and shoot nine bolts.
    
    ----------
    5. Jump                 5 SP
    Vaults the entire party into the air and forward landing them safely a good
    distance away.  Push the arrow forward or you'll jump straight up.
    Master: Faster recovery
    GM: Fastest recovery
    
    6. Shield               8 SP
    Slow down shooting attacks against the caster such as arrows and cut the damage
    in half.  It lasts 1 hour plus 5 minutes per skill point in Air Magic.
    Master: Lasts 1 hour plus 15 minutes per skill point.
    GM: Lasts 1 hour plus 1 hour per skill point.
    
    7. Lightning Bolt       10 SP
    Throw a lightning bolt from the caster's hand to a single target.  It always
    hits and does 1-8 damage per skill rank in Air Magic.  It is one of the most
    effective spells for its worth and cost.
    Master: Fast recovery
    GM: Faster recovery
    
    ----------
    8. Invisibility (new)   15 SP
    Here's the best new spell in the game.  Make the party invisible to creatures.
    It lasts for 10 minutes per skill point in Air Magic.  If you speak, attack, or
    bump into a person or creature, the spell will be broken.  You can't cast this
    if there are hostile creatures nearby.
    Grand Master: It lasts for 1 hour per skill point.
    
    9. Implosion            20 SP
    Destroy the air around a single target.  The inrush of the surrounding air
    causes a thunderclap causing 10 points of damage plus 1-10 per skill point in
    Air Magic.
    Grand Master: Faster recovery.
    
    10. Fly                 25 SP
    Give the party flying abilities.  It lasts for 1 hour per skill point in Air
    Magic.  For every five minutes the party is in the air, a spell point is
    drained from the caster.
    Grand Master: No spell point drain.
    
    ----------
    11. Starburst           30 SP
    Kind of like meteor shower, you call upon the stars to fall upon a group of
    enemies.  Don't get caught in the blast.  Each star's damage is 20 points plus
    1 per every skill point in Air Magic.  It only works outdoors, obviously.
    
    Removed Spells: Static Charge
    
    C. WATER MAGIC
    1. Awaken               1 SP
    Cast an alarm awakening any sleeping characters that have been asleep a certain
    amount of time.  It removes 3 minutes per skill point.
    Expert: Remove an hour per skill point.
    Master: Remove a day per skill point.
    GM: Same as master.
    
    2. Poison Spray         2 SP
    Fire 1 shot of poison in front of you.  It doesn't do much damage but it burns
    almost all monsters.  Damage is 2 HP plus 1-2 per skill point in Water Magic.
    Expert: Fast recovery and fire 3 shots.
    Master: Faster recovery and fire 5 shots.
    GM: Fastest recovery and fire 7 shots.
    
    3. Water Resistance     3 SP
    Increase the party's resistance to cold.  1 point of resistance per skill point
    and lasts for 1 hour per point.
    Expert: Double the resistance.
    Master: Triple the resistance.
    GM: Quadruple the resistance.
    
    4. Ice Bolt             4 SP
    Fire an ice bolt at a single enemy causing 1-4 points per skill point.  It
    always hits.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    ----------
    5. Water Walk           5 SP
    Walk along the surface of water without swimming or taking damage by drowning.
    It gives 10 minutes per skill point.  One additional spell point is drained for
    every 20 minutes spent on the water.
    Master: 1 hour per skill point.
    GM: No spell point drain.
    
    6. Recharge Item (new)  8 SP
    Recharges any magical item that uses charges like a wand.  Each time the spell
    is cast, the item loses it's maximum number of charges by 50% minus 1% per
    skill point in Water Magic.
    Master: Item loses 30% minus 1% per skill point.
    GM: Item loses 20% minus 1% per skill point.
    
    7. Acid Burst           10 SP
    Target a single monster with a acid blast that causes 9 plus 1-9 points of
    damage per skill points in Water Magic.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    ----------
    8. Enchant Item         15 SP
    Attempt to make an ordinary item magical.  The chance for success is 10% per
    skill point.  They are moderate strength and cannot be cast on quest items.
    Grand Master: Stronger enchantments.
    
    9. Town Portal          20 SP
    Transport the entire party to the central fountain of any town that they've
    visited.  Chance of success is 10% per skill point of Water Magic.  Cannot be
    cast when hostile creatures are nearby.
    Grand Master: Can be cast with hostile creatures nearby.
    
    10. Ice Blast           25 SP
    Shoot a ball of ice at a single target.  When the ball hits, it explodes into
    7 shards and damages all creatures aound it.  The shards bounce around the room
    until they melt or strike something and do 12 points of damage plus 1-3 per
    skill point.
    Grand Master: Faster recovery and explodes into 9 shards.
    
    ----------
    11. Lloyd's Beacon      30 SP
    You can place a marker at a place you want to return to later in the game.
    They wear off after a certain amount of time that depends on your rank in water
    magic.  Beacons will last for 1 week per point.
    
    Removed Spells: Cold Beam, 
    
    D. EARTH MAGIC
    1. Stun                 1 SP
    This spell does not injure enemies, it just knocks them backward with magical
    force.  It also makes them go through recovery time.  This way you can escape
    or attack a few more times.
    Expert: Stronger effect.
    Master: Stronger effect.
    GM: Strongest effect.
    
    2. Slow                 2 SP  (was a Light Magic spell)
    Take a single monster and halve its speed and double its recovery time.  The
    spell lasts for 3 minutes per point of skill in Earth Magic.
    Expert: 5 minutes per skill point.
    Master: Creature slowed to a quarter of its regular speed.
    GM: Creature slowed to an eighth of its regular speed.
    
    3. Earth Resistance     3 SP
    Increase the party's resistance to Earth Magic.  It lasts 1 hour per skill
    point and increases the resistance by 1 per skill point.
    Expert: Doubles resistance.
    Master: Triples resistance.
    GM: Quadruples resistance.
    
    4. Deadly Swarm         4 SP
    Summon a swarm of flying insects to attack a single enemy.  It never misses and
    does some damage at 5 points plus 1-3 for every skill point.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    ----------
    5. Stone Skin           5 SP
    Increase the armor class of a single character by 5 plus one per skill point
    and it lasts for one hour plus five minutes per skill point.
    Master: 1 hour plus 15 minutes per skill point.
    GM: 1 hour plus 1 hour per skill point.
    
    6. Blades               8 SP
    Shoot a blade wheel at a single target for 1-9 damage per point in Earth Magic.
    It's accuracy also depends on the skill points.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    7. Stone To Flesh       10 SP
    Remove the STONED condition from a single character if they have been stoned
    for less than 1 hour per skill point.  Because after all, you can't save the
    world while you are stoned.
    Master: Less than 1 day per skill point.
    GM: No time limit.
    
    ----------
    8. Rock Blast           15 SP
    Throw a magical stone into the air and it will bounce around and explode when
    it hits something.  It damages for 1-8 points per skill point everything within
    reach, even your party.
    Grand Master: Faster recovery.
    
    9. Telekinesis         20 SP  (was a Mind Magic spell)
    Avoid traps by moving objects with the mind like switches, chests, and doors
    from a distance.  The distance and strength depends on the skill rank.
    Grand Master: Faster recovery.
    
    10. Death Blossom       25 SP
    Like rock blast, you send a stone very high in the air and it causes damage to
    everything within 40 feet of it when it lands and explodes.  Damage is 20
    points plus 1 per skill point and it can only be used outdoors.
    Grand Master: Faster recovery and damage is 20 plus 2 per skill point.
    
    ----------
    11. Mass Distortion     30 SP
    Increase the weight of a single target enormously for a split second, causing
    massive internal damage.  It damages for 25% of the monster's hit points plus
    another 2% per skill point.
    
    Removed Spells: Magic Arrow, Turn to Stone
    
    E. SPIRIT MAGIC
    1. Detect Life  (new)   1 SP
    Allows you to see the exact health of opponents as an exact number when you
    right-click them.  It lasts for 10 minutes per skill point in Spirit Magic.
    
    2. Bless                2 SP
    Increase one character's chances of hitting a monster in hand to hand combat or
    shooting range.  Bonus to hit is 5 plus 1 per skill point.  Duration is 1 hour
    plus 5 minutes per skill point.
    Expert: Affects entire party.
    Master: 1 hour plus 15 minutes per skill point.
    GM: 1 hour plus 1 hour per skill point.
    
    3. Fate (new)           3 SP
    If cast on a character, the chance to hit is increased.  If cast on a monster,
    the chance to hit is decreased.  Bonus or penalty is 20 plus 1 per skill point.
    Duration is 5 minutes or until target attacks.
    Expert: Bonus or penalty is 20 plus 2 per skill point.
    Master: Bonus or penalty is 20 plus 4 per skill point.
    GM: Bonus or penalty is 20 plus 6 per skill point.
    
    4. Turn Undead          4 SP
    Force all of the undead monsters on the screen to flee until the spell runs
    out.  It lasts for 3 minutes plus 1 more minute per skill point.
    Expert: 3 minutes plus 3 minutes per skill point.
    Master: 3 minutes plus 5 minutes per skill point.
    GM: Faster recovery.
    
    ----------
    5. Remove Curse         5 SP
    Remove the CURSED condition from a character if they have been cursed less than
    1 hour per skill point of the caster.
    Master: Less than 1 day per skill point.
    GM: No time limit.
    
    6. Preservation (new)   8 SP
    This spell provides complete protection from instant Death and Eradication
    spells and similar abilities.  It also delays death due to massive HP loss and
    he/she will become Unconscious.  They will die when the spell wears off if they
    are too far under.  It lasts for 1 hour plus 5 minutes per skill point.
    Master: Works on entire party.
    GM: 1 hour plus 15 minutes per skill point.
    
    7. Heroism              10 SP
    Increase the damage that one character does during a successful attack by 5
    plus 1 per skill point.  It lasts for 1 hour plus 5 minutes per skill point.
    Master: 1 hour plus 15 minutes per skill point.
    GM: 1 hour plus 1 hour per skill point.
    
    ----------
    8. Spirit Lash (new)    15 SP
    Weaken the link between a creature's body and soul causing 10 damage plus 2-8
    points per skill point.
    Grand Master: Faster recovery.
    
    9. Raise Dead           20 SP
    Remove the DEAD condition from one character if they have been dead less than
    1 day times the skill points of the caster.
    Grand Master: No time limit.
    
    10. Shared Life         25 SP
    Combine the hit points of the entire party and distribute them evenly.  Also
    add 3 HP per skill point
    Grand Master: Total HP plus 4 per skill point.
    
    ----------
    11. Resurrection        30 SP
    Remove the ERADICATED condition from one character if the body has been
    destroyed.  The victim will be weak and the caster will take a long time to
    recover.
    
    Removed Spells: Spirit Arrow, Healing Touch, Lucky Day, Guardian Angel
    
    F. MIND MAGIC
    1. Remove Fear          1 SP
    Remove the FEAR condition from one character if they have been fearful less
    than 3 minutes times the skill points of the caster.
    Expert: Less than 1 hour per skill point.
    Master: Less than 1 day per skill point.
    GM: No time limit.
    
    2. Mind Blast           2 SP
    Fire a bolt of mental force at a single target that causes damage to its
    nervous system.  Damage is 5 points plus 1-3 points per skill point.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    3. Mind Resistance (new)3 SP
    Increase your characters' resistance to Mind Magic by 1 point per skill point.
    It lasts for 1 hour per skill point.
    Expert: Doubles resistance.
    Master: Triples resistance.
    GM: Quadruples resistance.
    
    4. Telepathy (new)      4 SP
    Read a target's mind to find out what items and gold it possesses.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery and cost is 0 SP.
    
    ----------
    5. Charm                5 SP
    Take a single hostile target and calm them so they don't want to attack you
    anymore.  The spell lasts for 5 minutes per skill point.  Be a nice guy because
    if they get attacked, they become hostile again.
    Master: Double the duration
    GM: Spell lasts until party leaves the map.
    
    6. Cure Paralysis       8 SP
    Remove the PARALYZED condition from one character if they have been paralyzed
    less than 1 hour times the skill points of the caster.
    Master: Less than 1 day per skill point.
    GM: No time limit.
    
    7. Berserk (new)        10 SP
    Cause the target creature to go mad with battle lust and attack the nearest
    creature in sight.  It lasts for 5 minutes per skill point.
    Master: 10 minutes per skill point.
    GM: Lasts until the party leaves the map.
    
    ----------
    8. Mass Fear            15 SP
    Cause all creatures in sight of the spellcaster to flee in fear for 3 minutes
    plus 5 minutes per skill point.  It also doesn't work on the undead.
    Grand Master: 5 minutes per skill point.
    
    9. Cure Insanity        20 SP
    Remove the INSANE condition from one character if they have been insane less
    than 1 day times the skill points of the caster.
    Grand Master: No time limit.
    
    10. Psychic Shock       25 SP
    Target a single creature with mind-damaging magic for 12 points of damage plus
    1-12 per skill point in Mind Magic.
    Grand Master: Faster recovery.
    
    ----------
    11. Enslave (new)       30 SP
    Take control of a creature's mind for 10 minutes per skill point.  The creature
    will fight for you instead of against you.  The spell won't be broken until the
    party does damage to that creature.  It does not work on the undead.
    
    Removed Spells: Meditation, Presision, Feeblemind
    
    G. BODY MAGIC
    1. Cure Weakness        1 SP
    Remove the WEAK condition from one character if they have been weakened less
    than 3 minutes times the skill points of the caster.
    Expert: Less than 1 hour per skill point
    Master: Less than 1 day per skill point
    GM: No time limit.
    
    2. First Aid            2 SP
    Heal 5 HP on the chosen character plus 2 points per skill point.  
    Expert: Heal 5 plus 3 per skill point.
    Master: Heal 5 plus 4 per skill point.
    GM: Heal 5 plus 5 per skill point.
    
    3. Body Resistance      3 SP
    Increase the party's resistance to Body Magic.  It lasts 1 hour per skill
    point.
    Expert: Doubles resistance.
    Master: Triples resistance.
    GM: Quadruples resistance.
    
    4. Harm                 4 SP
    Hit a single enemy with unmissable magic damage.  Damage is 8 points plus 1-2
    points per skill point.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    ----------
    5. Regeneration (new)   5 SP
    Target character heals slowly over time while the spell is active.  It lasts
    for 1 hour per skill point.  
    Master: Heals more quickly over time.
    GM: Heals the quickest over time.
    
    6. Cure Poison          8 SP
    Remove the POISONED condition from one character if they have been poisoned
    less than 1 hour times the skill points of the caster.
    Master: Less than 1 day per skill point
    GM: No time limit.
    
    7. Hammerhands (new)    10 SP
    Enhances the skill of an unarmed combatant allowing strikes to land more
    precisely on opponents' weak spots.  Damage is equal to the character's unarmed
    attack.
    Master: Faster recovery.
    GM: Affects entire party.
    
    ----------
    8. Cure Disease         15 SP
    Remove the DISEASED condition from one character if they have been diseased
    less than 1 day times the skill points of the caster.
    Grand Master: No time limit.
    
    9. Prot from Magic      20 SP
    Grant entire party immunity to attack-effects that cause poisoning, disease,
    stoning, paralysis, and weakness.  It will negate one such attack per point of
    skill.
    Grand Master: Grant immunity to death causing attacks.
    
    10. Flying Fist         25 SP
    The best spell for a cleric to have short of light and dark magic.  Its cost is
    worth the 30 base points plus the 1-5 per skill point to throw it.
    Grand Master: Faster recovery
    
    ----------
    11. Power Cure          30 SP
    Restore HP to all party members.  It restores 10 points plus 5 for every skill
    point.
    
    Removed Spells: Cure Wounds, Speed, Power
    
    H. LIGHT MAGIC
    1. Light Bolt (new)     5 SP
    Fire a bolt of light at a single target causing 1-4 damage per skill point.
    Undead takes double damage.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    2. Destroy Undead       10 SP
    Now this is more like it.  Call from the power of the gods to undo the evil
    magic that extends their unnatural lives.  it does 16 points of damage for
    every skill point.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    3. Dispel Magic         15 SP
    Remove any extras that the monsters in front of you might have casted such as
    defense spells.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    4. Paralyze             20 SP
    Paralyze a monster for 3 minutes for every skill point.  The up side is that
    they can be attacked at will without worry of being slapped back.  Heheheh!!!
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    ----------
    5. Summon Elemental (new) 25 SP
    Summons a Lesser Light Elemental to fight for the party until it is killed or
    the spell runs out.  It lasts for 5 minutes per skill point and only 1 can be
    summoned at a time.
    Master: 15 minutes per skill point and can summon up to 3 elementals.
    GM: Summons a Greater Light Elemental and can summon up to 5 of them.
    
    6. Day of The Gods      30 SP
    Increases all of your characters' attributes by 10 plus a bonus of 3 times the
    caster's skill points.  Individual spells take effect.
    Master: Spells cast at 4 times the skill points.
    GM: Spells cast at 5 times the skill points.
    
    ----------
    7. Prismatic Light      35 SP
    This spell focuses light as bright as the sun on all monsters in sight causing
    25 damage plus 1 point per skill point. Can only be cast indoors.
    Grand Master: Faster recovery.
    
    8. Day of Protection    40 SP  (was a Dark Magic spell)
    Simultaneously casts Prot. from Magic, the six resistances, Feather Fall, and
    Wizard Eye on all of your characters.  Spells are cast at 4 times the skill
    points.
    Grand Master: Spells are cast at 5 times the skill points.
    
    9. Hour of Power        45 SP
    Simultaneously casts Haste, Heroism, Shield, Stoneskin, and Bless on all your
    characters at 4 times the skill points.
    Grand Master: Spells are cast at 5 times the skill points.
    
    10. Sunray              50 SP
    Destructive, need I say more.  Prismatic Light was fake, this is real.  Gather
    up the light of the sun and concentrate it on one poor little itsy bitsy
    monster.  It hits for 20 damage plus 1-20 per skill point.  However, since this
    one is for real, it can only be used outside. It has a slow recovery rate.
    Grand Master: Moderate recovery.
    
    ----------
    11. Divine Intervention 55 SP
    Call upon the Gods to heal your entire party of all damage, missing spell
    points, and all abnormal conditions.  It may be cast only 3 times a day and...
    oh yeah, it ummm.....ages the caster 10 years.
    
    Removed Spells: Create Food, Golden Touch, 
    
    I. DARK MAGIC
    1. Reanimate            10 SP
    After killing a monster or NPC, you can bring it back to life with this spell
    and it will fight on your side.  Zombie will have 20 HP per point of skill.  It
    will fight hostile creatures until it is reslain or you leave the screen.
    Expert: Zombie gets 30 HP per skill point.
    Master: Zombie gets 40 HP per skill point.
    GM: Zombie gets 50 HP per skill point.
    
    2. Toxic Cloud          15 SP
    Create a poisonous cloud and sends it in front of the party.  Any monster that
    happens to run into it will be downed 25 points of damage plus 1-10 points per
    skill point.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    3. Vampiric Weapon (new)20 SP
    Enchant a weapon with Vampiric ability.  Enchantment lasts for 1 hour per skill
    point in Dark Magic.
    Expert: Fast recovery.
    Master: Faster recovery.
    GM: Fastest recovery.
    
    4. Shrinking Ray        25 SP
    Shrink even the biggest monsters down to a more managable size.  They shrink to
    half of the original size and half of the damage dealt out.  It lasts for 5
    minutes per skill point.
    Expert: Monster does 1/3 of the damage.
    Master: Monster does 1/4 of the damage.
    GM: Can be cast on a group of monsters.
    
    ----------
    5. Shrapmetal           30 SP
    Fire 5 shots of hot jagged metal pieces that will hit any monster that gets in
    the way inflicting 6 points of damage plus 1-6 per skill point.
    Master: Faster recovery and fire 7 shots per cast.
    GM: Fastest recovery and fire 9 shots per cast.
    
    6. Control Undead (new) 35 SP
    Take control of an undead creature's mind.  While the spell lasts, he will
    attack hostile creatures to the party.  It lasts for 3 minutes per skill point.
    Also, the spell is NOT broken if you attack that creature.
    Master: Faster recovery and 5 minutes per skill point.
    GM: Fastest recovery and spell lasts until the party leaves the map.
    
    7. Pain Reflection (new)40 SP
    This spell is cast on a character.  If that character takes damage from an
    enemy, then the enemy receives damage equal to the amount delivered.  It lasts
    for 1 hour plus 5 minutes per skill point.
    Master: Affects entire party.
    GM: 1 hour plus 15 minutes per skill point.
    
    ----------
    8. Sacrifice (new)      45 SP
    The spell slays an NPC hireling and the caster's spell and hit points are
    restored to maximum and all aging will be removed.  Casting this spell, however
    will greatly lower your reputation.  Slow recovery rate.
    Grand Master: Moderate recovery.
    
    9. Dragon Breath        50 SP
    Takes over the spellcaster's body and causes him or her to breathe a toxic
    vapors toward a single enemy but it damages all enemies within a 10 foot
    radius.  It is the best damaging spell you can get.  Damage is 1-25 per skill
    point.  Slow recovery rate.
    Grand Master: Moderate recovery.
    
    10. Armageddon          55 SP
    The drunken power spell.  This spell causes 50 points of damage to every living
    thing on the map including NPCs and party members.  It can only be cast three
    times a day and outdoors.
    Grand Master: Can be cast 4 times a day. (Come on, who will cast it 4 times in
    a day?)
    
    ----------
    11. Souldrinker (new)   60 SP
    This spell sucks... life from all creatures in sight and transfers their life
    energy to your party in the form of hit points.  These points are distributed
    evenly among the party members.  Damage is 25 plus 1-8 per skill point.
    
    Removed Spells: Mass Curse, Finger of Death, Moon Ray, Dark Containment
    
    ====================
    VI. WALKTHROUGH <WLKTH>
    ====================
     Welcome to the main walkthrough of Might and Magic VII: For Blood And Honor.
    This walkthrough will take you through from start to finish along both of the
    main paths.  You will be required to make a game-changing choice about halfway
    through the game.  Your decision will result in consequences, changes in NPCs'
    behavior, and where you will go to receive your main line quests for the rest
    of the game.  This walkthrough will not have any extra-curricular activities
    like killing all of the titans in Eeofol.  I will leave that fun part to you.
    This is basically what you need to do to beat the game.  I will give you the
    dungeon paths to chests that are important and to quest items.  But I will take
    you through all of the dungeons and will solve all of the quests.
    
    SOME TIPS BEFORE WE START:
    -I will not point out when to train because only you will know when you can do
    that but I must say that Celeste's and the Pit's Training Grounds can train as
    far as I've ever needed to be trained.  I will also not mention what skills to
    train on because everybody has their preferences but I recommend a quick
    expertise on bowmanship and disarm trap quickly.  The list of teachers and
    where to find them can be found in section XIV.  Also I recommend training in
    the Water and Air Magics to mastery.
    -Pick up horseshoes from all the stables and every time the area resets.  Each
    one will give one character 2 skill points.  It doesn't sound like much but the
    points are perfect for when you are just a couple points from that next number.
    And you can save them for when you need that extra 2 points.
    -Always try to clean out the outside area or dungeon.  That is how you rack up
    the most experience.  Also try to buy the Learning skill ASAP for those who can
    learn it as that will add to your experience.
    -I would normally say to try to get the Fly, Invisiblity and Town Portal spells
    quicky and, although it is expensive, Lloyd's Beacon.  I still say this but to
    even use these spells you must promote your Wizard or Druid once to even be
    able to master the air or water magic.  So I will assume you have a sorcerer in
    your group and do the Golem quest (sorcerer promotion) early.  These will
    probably be the most used spells in the game so quickly get Air and Water magic
    to mastery.
    -While on magic, Telekinesis is no longer a clerical spell but an Earth Spell.
    Mastering Earth Magic allows you to get it.  Telekinesis is useful if you don't
    have a Thief or Monk on master disarming.  It will spring the trap while you
    are far away and you can then open the chest or cupboard without injury.
    -Always equip the new and improved weapons for most damage dealt possible.  Use
    the books to learn magic spells.
    -Try to learn the Bow skill with everybody when you get to the first weapons
    store.  If you want to spend a bunch of money early, you can buy them on
    Emerald Island.
    -I will also mention buildings without exact locations when I am in towns.  The
    towns aren't very hard in this game to remember where shops are located.  So
    when I say the Town Hall, I expect you to know roughly where it is.
    -When I say "take care of business in town" after a dungeon, I mean to go rest,
    heal and buy/sell items if you need to.
    
    WALKTHROUGH FOR MIGHT AND MAGIC VII
    A. PRELUDE: THE EMERALD ISLAND SCAVENGER HUNT
    ---Begin with 6 quests---
      First thing you will be introduced to Margaret the Docent who will tell you
    about the scavenger hunt and the island itself.  If you don't want to listen to
    her anymore, hit TOUR OFF and she'll shut up.  Right click on the persons to
    the left until you find Ailyssa the Bard.  Talk to her to find out she has a
    LUTE.  If you have a thief, try to steal it by holding the "CRTL" key and click
    on her.  If successful, you will receive the lute.  If she gets mad, reload and
    try again.  If you don't have a thief or a stealing skill, you'll have to come
    back when you have 500 gold to pay for it, or you can kill her, (hehehe) but
    that just gets everybody mad at you.  I don't suggest paying because when you
    get that money, you'll need it to buy the bow skill in the weapon shop.
      The best way to get some money is to go sell the rings that you get just for
    starting the game.  Usually there aren't any atributes anyway.  To the left you
    can buy Air, Fire, Body, and Spirit memberships too.  Go to the right to the
    big house and you can give the lute for some experience and receive the missing
    contestants quest.  Head up the hill to the shops and drink from the well up
    here for 8 drinks of +2 luck.  Head down in front of the potion shop and talk
    to the nearest peasant that should be Mr. Malwick.  Talk about the proposal and
    accept the wand.  HAHAHA!!! I knew you'd fall for it.  Now you owe him a favor
    later in the game.  But that's okay, it's more experience.  Now you can use it
    but I prefer to sell it for a good bit of money.  There's also a chest behind
    the inn at the start with some gold in it and some stuff to sell.  I always
    have enough by now to give everyone the bow skill and maybe buy a bow for at
    least one of them.
      Now walk around the east side of the island until you find a lone house. Talk
    to the peasant outside about the SEASHELL.  Like before, try to steal the shell
    or buy it or kill her and take it off of her.  So, save the game and give it a
    try.  The problem with killing is you might owe a fine.  Once you have the
    shell, save it again and enter the dragon cave.  Quickly grab the SHIELD and
    LONGBOW near the entrance and exit before the dragon kills all the rats.  After
    the rats are dead, the dragon's target becomes YOU!!!  Now go back to Lord
    Markham and return the shield and quest items to him for experience.  You
    should be able to train now.  Now you can start around the west of the island
    and start killing a couple dragonflies at a time with arrows.  Be careful as a
    few may be able to shoot fire at you.  When they're dead, go into the storage
    and take the stuff in the crates.  You should get some bottles and red berries.
    Use the red berries and make at least two RED POTIONS.  Now go back to the
    dragon's cave and go up the left side of the hill and talk to Brent Filiant the
    Adventurer and trade him a red potion for a WEALTHY HAT.  That's 5 out of 6.
    You can go turn in these items now and come back up to this hill.  Find the
    mouth of the river and enter the cave.
    
    TEMPLE OF THE MOON (Emerald Island)
      Go down the hill to the room and kill some bats.  The right path leads to
    rats and some items or gold.  Take the left path to kill spiders but keep going
    north until you reach a temple area.  The east path leads to more spiders and
    rats and some more treasure.  Go into the temple area and kill the tons of bats
    and rats.  Watch for the fire trap and take the left path.  Go into the library
    and turn right and click on the side wall to open it.  Kill the rats and take
    the FLOOR TILE in the corner.  Take any books and scrolls from the shelf and go
    back to the main room.  Take the other path to a bunch of cabinets with gold
    and items including another WEALTHY HAT if you need it.  If you talk to Sal
    Sharktooth, he may tell you to give him all of your items or die.  It's a good
    opportunity to kill them off and get some more experience.  Now go exit the
    cavern.
    
    OUTSIDE (Emerald Island)
      Go back to Lord Markham and give him the final item and CONGRATULATIONS, YOU
    ARE THE NEW LORDS OF HARMONDALE.  Usually I can train to level 4 before I go.
    There may be a few dragonflies back on the west side if you want a little more
    experience.  When you are done, go to the boat and enter the door on board to
    leave this island PERMANENTLY.  YOU CAN NOT COME BACK AFTER YOU LEAVE.
    ---1 quest received, 7 quests completed, one favor owed---
    PRELUDE CONCLUDED
    
    You will go through a cut scene telling you about your new home in Harmondale.
    
    OUTSIDE (Harmondale)
      First, click on your castle's door and collect the Kill the Goblin's quest.
    Then enter the temple to the south and receive the Lantern of Light quest.
    Visit the house near the stables for the Darron's brother quest.  Go to the inn
    for the Signet ring quest.  There are 4 guild memberships available in town and
    three more south of town in the small village.  In this village, talk to
    Bartholomew Hume for the Monk promotion quest (visit the lost meditation spot).
    If you visit this village, you might be able to slowly climb back up the hill
    but you might have to fight your way through the goblins around the east side
    to get back, so be careful.  When you're done in town, save and enter Castle
    Harmondale.
    ---received 1 main quest, received 1 promotion quest, received 3 side quests---
    
    CASTLE HARMONDALE (Harmondale)
      Be careful as rats will immediately attack you.  There will be more rats down
    the two corridors.  The junk piles have items in them but will disease you if
    you don't have perception.  Take the west path and kill the goblins in the
    corner.  There are more goblins and rats in the hall and some more plus bats at
    the end.  Open the doors and kill the bats and rats.  Remember to drink from
    the stat barrels.  When all is dead, repeat for the east path.  There are a
    couple trapped treasure chests on this side that sould take a disarm 2-4 to
    open.  When EVERYTHING is dead, collect the loot and exit the castle.
    
    OUTSIDE (Harmondale)
      Head to the inn and talk to the Butler to complete the quest and he will give
    you another one to find someone to clean up the castle.  Now would be a good
    time to go around the area killing goblins.  Be careful of fireballs and go in
    the fort in the center.  Kill the goblins at the switches and use their weapon
    against them.  Push the buttons to rapid fire the guns and kill anything in its
    path.  Take the trapped chest in the middle for some treasure.  There are some
    trapped crates also lying around these lands.  You can also grab your first
    OBELISK in the northeast corner.  After you are done, I'm going to take you on
    a tour of the lands to collect quests with a couple easy dungeons mixed in.
    Why, you may ask?  Because it's MY walkthrough!!!  MWAHAHAHAHA!!!  And I never
    said it would be the quickest path.
    ---1 main quest completed, received 1 main quest, collected 1 obelisk---
    
    OUTSIDE TOUR (Erathia, Tatalia, Deyja, Tularean Forest, Avlee, Barrow Downs,
    Bracada)
    OUTSIDE (Erathia)
      Make sure you check the stables for faster transport but head west to Erathia
    and grab the horseshoes from the stable.  The two houses across from the inn
    entrance will net you the Cavalier quest (clean out the Haunted mansion) and
    the Crusader quest (slay a dragon) in which Quixote will accompany the party
    until completed.  Don't worry about him though.  Go south to the house with the
    chest by it and collect the ACROMAGE QUEST.  Go north to the righthand house
    and get the quill quest.  You can also hit the well in the flowers for +2 Mgt
    each.  Now check the stables and the boat.  As long as it isn't Sunday, you
    will have a ride to Tatalia in 2 days.
    ---received 2 promotion quests, received 2 side quests---
    NOTE: We will be completing the Acromage tournament as we go.  So I will make
    a mention of it every time we stop by an inn after we get the cards.
    
    OUTSIDE (Tatalia, Erathia)
      Head west into town and stop at the first house you see for the art quest.
    Go collect some more horseshoes and drink from the well near the Wine Cellar to
    the east for +2 Speed each.  Head south to Lord Markham's Manor and enter it.
    Head across the hall to his room and talk to him about the quest and he will
    give you the PARSON'S QUILL.  The expert of disarm is to the west and I
    recommend it if you can.  Near the docks is an Air Magic expert that I strongly
    recommend you get now.  You will also need to purchase Jump as soon as you do
    this whenever you can.  Head along the coast going north and grab some items
    along the way and you will eventually come to OBELISK #2.  Return and head back
    to Erathia.
      Head to the flower garden and return the Quill to Norbert Thrush to complete
    the quest.  Now I recommend stagecoach to go to Deyja so you won't be attacked
    by robbers or walking dead.  The coach goes there on Mondays and Thursdays.  If
    you don't want to wait, then get to the northeast side of the map and head
    north but watch out for Royal Griffins and robbers along the way.
    ---received 1 side quest, 1 side quest completed, collected 2nd obelisk---
    
    OUTSIDE (Deyja)
      If you enter by walking, save it and watch out for harpys right off the bat.
    You may also run into a thief who wants you to pay to keep the walking dead off
    the roads.  If you refuse, you will be viciously attacked by the walking dead.
    Otherwise, follow the road to town.  If you rode, grab the horseshoes and drink
    from the well across the street for +2 Intellect each.  There's nothing but
    teachers in this area, so head up the hill to the west of the inn and go to the
    east along the rough area.  Be careful of Harpys and skirt the north side of
    the mountains until you come to some houses.  Watch out for the walking dead
    that will come up out of the hole.  This is a good time to get dirty as they
    aren't that hard to take a few at a time.  When they are dead, head slowly into
    the hole and click OBELISK #3 and climb back out. Grab the well near the houses
    for +5 Fire Resistance.  These houses are more teachers, so continue to the
    north and you will come to a village in a pit.
      Go down the slope and a couple hobgoblins will attack you.  Easy enough.
    Take them out and look in the southeast house for the Cleric quest (find the
    reef map).  That's all we need but that is a VERY important quest.  Climb your
    way out to the northeast and back on top.  You may have to kill a couple harpys
    to do so, but make your way back to the stables.  These stables are only open
    at night.  Make your way to the Tularean Forest to the east.
    ---received 1 promotion quest, collected 3rd obelisk---
    
    OUTSIDE (Tularean Forest)
      The city itself is in the south, so watch out for trees and head into the
    raised city.  First off, the elemental experts are in tents around the city, so
    I recommend getting Air and Water right now.  Go to the guilds to the north on
    the platform and carefully walk across the thin bridge.  Go to the Air guild
    and buy JUMP if it's available.  I would hope it is or you can buy it in
    Harmondale when we pass back through it.  Now go to the Water guild and buy 
    Water Walk.  If you can't buy it here, you can by it in Bracada when we get
    there.  Go back up on the platform and find the magic potion shop near where
    you come up.  Go north one more house and get the statuette quest.  Go to a
    house further to the north and get the Ranger promotion quest (find the Faerie
    King).  Now head southwest to the diagonal house and get another Faerie King
    quest.  Head north to the mountains and you will find and click on OBELISK
    #4.  Carefully climb out and head back to the stables.  Enter the closest tent
    and receive the Druid promotion quest (visit three stone circles).  Now go to
    the stable and boat to see about a trip to Avlee.  
    ---received 2 promotion quests, received 2 side quests, collected 4th obelisk--
    
    OUTSIDE (Avlee)
      First off, visit the well near the temple for +2 Endurance each.  Go to the
    northwest house for the Archer's promotion quest (sabotage the mines).  Now
    head west along the northern edge and you will come to a cave.  Enter it.
    ---received 1 promotion quest---
    
    HALL UNDER THE HILL (Avlee)
      This is easy.  Run around the hill one time and you will be teleported to the
    entrance.  The Faerie King will greet you.  Talk to him to be Promoted to
    Hunter and then receive the Faerie Pipes at a cost of all your food.  That's
    all you need to do here, so you can leave by going down the elevator and then
    clicking the up arrow.
      If you wish to complete this dungeon for extra experience and treasure, then
    you can get off the elevator and get a chest that takes an Expert level 6 to
    disarm.  Inside is an artifact: The Faerie Ring.  Go down and through the
    winding tunnel and kill some fire and queen dragonflies inside.  Grab the apple
    off the trees and eat them to replinish your food.  One of these dragonflies
    will give you a FAERIE KEY.  Follow the path further and you can kill some more
    queens and get some gold and food.  Make a hard left and follow the river. Turn
    and when you come to another river, open a secret door on both sides for some
    items.  Continue and kill the dragonfly in the structure and take more items.
    Go to the southwest corner and search the north wall for a hidden keyhole and
    use the Faerie Key in it and head up the stairs.  Kill a final dragonfly and
    you can collect the rest of the loot and the chest.  Now exit the dungeon back
    to Avlee.
    ---1 promotion quest completed---
    
    OUTSIDE (Tularean Forest, Harmondale)
      Go back to the Tularean Forest and return the Faerie Pipes to complete that
    quest.  You can probably train a couple levels now and it is a good time to
    expertise a air or water magic if you haven't yet and buy the Water Walk or
    Jump.  When you're finished here, head to Harmondale.  Do what you need to do
    and walk south to a long bridge with a cave at the end of it.  This should be
    easy enough to do now.
    ---1 side quest completed---
    
    WHITE CLIFF CAVES (Harmondale)
      This dungeon has a lot of Troglodyte Drones and a few Soldiers and maybe a
    queen along with some basic emerald ooze which can't be killed by anything but
    magical attacks.  They are slow though and can be bypassed when needed.  To cut
    to the chase, take the first left tunnel and kill some more trogs.  There is
    usually treasure lying around on the ground on the way and in the righthand
    cave.  Follow it to the end of the tunnel and the trogs will attack the ooze
    and you can head right to the end and collect the scroll that tells you about
    Arcomage and the ARCOMAGE DECK.  Uh oh, it doesn't look like Temper's brother
    made it.  Either way, head back to the entrance.  You are done with the quest
    now, but you can clean out the rest of the caves for a few chests and treasure
    all over the floor.  And when you're done, go ahead and exit.
    
    OUTSIDE (Harmondale)
      Head back to town and tell Darron Temper about his brother's fate to complete
    the quest and now you have the Arcomage Deck needed to complete that long quest
    so head back to the inn and you can start with a nice easy game and learn how
    to play with rules of 30/100/destroy.  When you're done, make sure you have 5
    days of food and walk south into the next area.
    ---1 side quest completed, 1st Arcomage game completed---
    
    OUTSIDE (Barrow Downs)
      This is a fun and unfun area all at the same time.  There is lots of treasure
    just lying around on the ground.  The Shades and Specters aren't too bad but
    the Ghosts can knock you out instantly.  And then there are those annoying Gogs
    who shoot fire every turn.  Lots of them at once can hurt pretty bad.  Do NOT
    get the chest that is due north of where you enter or you will find out just
    how bad they can be.  Lots of treasure inside though but it will teleport you
    into the middle of an army of them.
      Start by heading to the inn and play anther game of Arcomage, this time with
    the rules of 100/300/destroy.  Head to the west and kill some shades and a
    gogling or two and follow the trail up the mountain.  Go across the bridge at
    the top and kill some shades along the way.  When you come to the structure,
    enter it.
    ---2nd Arcomage game completed---
    
    STONE CITY (Barrow Downs)
      This is part city, part dungeon.  The chests and cupboards in here can be
    opened safely with an expert-7.  In the center of town, you can now play yet
    another Arcomage game with the rules of 100/300/destroy.  Head to the west for
    some treasure cupboards and the training grounds.  Head east and then south for
    a kill the troglodytes quest.  Head north and the last right leads to the
    throne room.  Talk to Hothfarr IX to receive the Rescue the dwarves quest.  Do
    whatever you need to do here and exit the way you came in.
    ---3rd Arcomage game completed, received 1 main quest, received 1 side quest---
    
    OUTSIDE (Barrow Downs, Bracada)
      Head south across the bridge and kill some shades and then some gogs at the
    end.  Take the stuff in the treasure chest and take the west bridge.  Kill the
    gargoyles if they aren't Obsidian.  If they are, then avoid them AT ALL COSTS.
    At the end of the bridge open the chest and get the GOLEM TORSO that you will
    need for a later quest.  Go down the west side and head west into Bracada.
      Here's another section where there's a lot of stuff just lying around, and
    every hill in the area can be slowly climbed.  Head to the west follow the path
    up the hill where you will overlook 9 portals.  Go down the side of the hill
    into this area.  Here's a chart of where the portals lead.
                             _
          _       _       _ |9|
       _ |6|   _ |7|   _ |8|
      |3| _   |4| _   |5|
         |1|     |2|
             CHEST
    
    1. Takes you to the healing temple.  Also a path to the Identify Item Master.
    2. Same as #1.
    3. Path to the School of Sorcery.
    4. Two paths to the Master Guild of Water and the Adept Guild of Illumination.
    5. A path to the inn.
    6. Takes you to the stables
    7. Random (not just 1-9, it can place you ANYWHERE in the area).
    8. Docks (in the air for some reason, you may take some damage).
    9. Top of the mountain (Entrance to Celeste).
    
      Don't worry about the golem head in this chest.  It's dented and will cause
    the golem to attack you when put together.  Make sure you take the FLY SCROLL
    from this chest as you will need it later in Avlee.  Take portal #3 to the
    school and go inside.  Go into the door on the right.  Go to the door here and
    talk to Thomas Grey for the Wizard promotion quest (construct a Golem).  Good
    thing we already have one piece but there are six in total.  If you picked up
    the BILL OF SALE SCROLL from the previous chest, you can read it and find out
    where they are.  Take the portal back to the main area and enter #5 and play
    your next Arcomage game with the rules of 75/200/destroy.  Go back to the
    stables and climb the mountain behind them to the bridge.  Open the chest near
    the east pillar and take the GOLEM HEAD.  Talk to the golem in your NPC spot
    to remove the pieces from your inventory.  Now head east in the desert and kill
    some griffins that get in your way and take 2 chests from nearby and enter the
    cave.
    ---4th Arcomage game completed, received 1 promotion quest, 2 Golem pieces---
    
    RED DWARF MINES (Bracada)
      I'll leave it up to you if you want to magic your way through the oozes or
    just run.  There are 7 stone dwarfs to rescue and then the lift you need to
    sabotage to the left north path.  The first drawf is in the first room.  Just
    click on him to revive him.  Take the leftmost path and you will find dwarf #2
    in the next open room.  Keep going down that path and take your first right to
    reach dwarf #3.  Go back to the main room and take the right north path.  The
    first left has dwarf #4.  Go back and continue and you will find #5 in the
    water at the end.  Go back to the main room and take the left north path.  Take
    the first right and then a left and you will come to dwarf #6.  Now head back
    to the first tunnel and continue north to the elevator.  The 7th and final
    dwarf is beside the cart-chest.  That's one quest down.  Get on the elevator.
    You may want to save before you decend.
      You may want to just RUN through this area as they are tough to beat at this
    level.  Just take all the paths to the east until you get to the end where a
    machine is on the north wall.  Take the person who has the belt and click on it
    and he/she will say, "let's get out of here".  I'm not sure what your clock is,
    you'll have about 1 or 2 game hours to get back and to the top of the shaft
    before the thing breaks down and won't go anywhere ever again.  Now get out of
    this pain dungeon.
    
    OUTSIDE (Bracada, Erathia, Tatalia)
      Guess what?  It's time for another tour of the land.  If you don't have Water
    Walk yet, go get it from the Water Guild in the area.  I will assume now that
    you have jump and water walk.  Once outside, find your way north all the way to
    Erathia.  Use the north houses to make items out of any ore you might have
    found.  Some good items can come from this.  Go to the inn in town and play
    Arcomage with the rules of 50/150/destroy.  Now head to Tatalia and make it
    there as close to Friday as possible.  The boat will take you straight to Avlee
    on a Friday.
      But first, cast Water Walk and go west-northwest of the docks and you will
    come to Tidewater Island.  Open the chest on it and you get a GOLEM RIGHT ARM.
    This is the island that we complete the Cleric quest on but we'll worry about
    that later.  You may need to cast Water Walk again and go back to the mainland.
    Play an Arcomage game here with the rules of 125/350/destroy.  Now mess around
    or rest until Friday and take the boat to Avlee.  
    ---5th and 6th Arcomage game completed, 1 golem piece---
    
    OUTSIDE (Avlee, T. Forest)
      Start by going to the northern house and getting your Archer promotion and
    you can probably train.  Unfortunetly, the Air Magic Master is here and you
    can't do that until you finish the Wizard quest.  Now cast Water Walk and walk
    west to the island.  There is some treasure lying around and a bunch of
    grandmasters in the house.  Now is the time to use that FLY SCROLL we got in
    Bracada.  Go to the west and you will see an island with some Water Monsters on
    it.  Cast Fly and fly to that island while going up and down to avoid the magic
    they throw.  Go to turn-based mode when you're near the obelisk and land and
    open the chests.  Collect the GOLEM LEFT ARM.  Click on the OBELISK.  There are
    a couple more chests nearby too.  Now fly southeast to the mainland where you
    will see one of the DRUID MONOLITHS.  Land in it and click on the altar in the
    middle.  That's one out of three for the druid quest.  There's the hard golem
    piece out of the way.  The other two are in Deyja.  Before we leave, play the
    Arcomage game in the inn with the rules of 125/350/destroy.  Head to the
    Tularean Forest.
      All I can say to do here is to play another Arcomage game at the inn with the
    rules of 50/150/destroy.  Not much else to do so head west to Deyja.
    ---1 promotion quest completed, collected 5th obelisk, 1 monolith touched, 7th
    and 8th Arcomage game completed, 1 golem piece---
    
    OUTSIDE (Deyja, Erathia)
      The first place to go is to the inn to play another game of Arcomage with the
    rules 75/200/destroy.  Then make your way to the two in the hole to the
    northwest.  Climb out the northeast side and there's a chest on the hill to the
    north.  Inside is a GOLEM RIGHT LEG and a bunch of gold and treasure.  Now go
    down near the water and walk to the east along it.  There is some gold on the
    ground and another chest.  Kill any harpys that get in the way.  Keep going
    until the land comes down to meet you.  Go up the hill still going east.  There
    are a lot of cursing harpys along this path.  When you can finally get by them,
    follow the cliff edge until you come to a chest and it will have the GOLEM LEFT
    LEG inside.  Now walk south to Erathia again.
      You'll immediately be attacked by robbers.  They aren't too hard, and there's
    some treasure chests nearby.  Go straight south from the houses and you'll come
    to a cave in the hill.  Enter it.
    ---9th Arcomage game completed, 2 golem pieces---
    
    THE BANDIT CAVES (Erathia)
      This is a very short dungeon.  As the name implies, this one is full of
    thieves and robbers.  They're easy, so kill anything that moves and make your
    way into a large room with two chests.  One of these chests has the SIGNET RING
    inside.  Exit and head south to Bracada.
    
    OUTSIDE (Bracada, Barrow Downs, Stone City & Tunnels)
      Once in Bracada, warp to the School of Magic and get your wizard promotion.
    Now head to the east desert and go into the Barrow Downs.
      Go up to the stone city by climbing up the hill nearby and backtracking the
    bridges and enter.  Go back to the throne room and talk to the Dwarf King and
    he will agree to fix your castle up.  Now go to the northwesternmost part of
    town and go down the elevator into the Stone City Tunnels.
      There are a couple queens and soldiers at the bottom of the second elevator.
    After you get rid of them, you can lure them out a couple at a time, but go
    through the tunnels and make sure everything is dead before leaving.  Make sure
    you collect the 6th OBELISK from the tunnels and don't exit the big door yet.
    There are a handful of chests down here too.  After you are done, go back up to
    the city and collect your troglodyte reward.  Now exit the city and head north
    to Harmondale.
    ---1 promotion quest completed, 1 main quest completed, collected 6th obelisk,
    1 side quest completed---
    
    OUTSIDE (Harmondale)
      Make your way back to your home castle and go to the throne room.  Talk to
    the two messengers to be invited to Erathia and Tularean Forest to meet the
    rulers and complete favors.  Now your Golem will also stay in the castle.  Exit
    and go to the inn and complete the Signet ring quest.  
    ---received 2 invitations, completed 1 side quest,
    
    NOTE: I am going to Avlee now to get the Air Magic mastery.  Stop at the T.
    Forest Air Guild and buy Fly and/or Invisible if you can and check again on the
    way back if you don't have it.  From the 2nd trip through the T. Forest, I will
    assume you have both spells ready and available to use.  Also buy Town Portal
    whenever you can because when we go to Nighon and learn Water Mastery, I will
    automatically assume you have that too.  I will pick the walkthrough back up in
    the Tularean Forest after learning Air Magic mastery.
    
    THE WAR (This is just the first point where you get involved.  We will be going
    from the T. Forest to Erathia and back a couple times.  This is where I really
    wish we had Town Portal but the road to Nighon can be a real pain right now.
    Both the rulers are going to want you to do a favor for them that will tilt the
    favor of the war in their favor.  Doing both quests gets you twice the exp. and
    there's also a shortcut to both quests that will fool the rulers but after a
    while they catch on and you will be attacked when you enter the castle.  (Oh
    well, all the more experience.)  I usually take the shortcuts because I don't
    care what they think of me.  The real pain to doing the quests without the
    shortcut is that each ruler only gives you 30 days to complete the quest and 20
    of those days is spent walking or up to 11 days riding if you get the coaches
    right.  I will try to make this an unconfusing as I can.
    
    TULAREAN FOREST AND ERATHIA PART 1
      I pick back up in the T. Forest.  During the day, go into Castle Navan and
    walk straight to the elevator and go down.  Turn left at the bottom and follow
    the hallway to the throne room and talk to ElfKing about the Riverstride plans.
    Your 30 days starts when you exit the throne room.  So exit the castle and find
    your way to Erathia in the fewest number of days possible.  You will find Fort
    Riverstride spanning the river along the main path from Harmondale to Erathia.
    DON'T talk to the leader here yet or the 30 days will start.  Go underneath the
    fort and you will see a secret door on the western bank.  Jump or Fly to it and
    enter.
    ---received 1 main quest---
    
    FORT RIVERSTRIDE ASSAULT
      You will hear a bell and immediately attacked by some conscripts.  Head up
    the stairs and edge around the corners so you don't wake up all the enemies at
    once.  There are some archers on the diagonal.  Don't worry about the doors
    until the enemies are dead.  The vault is in the 2nd door leading to the south.
    It will release a trap above you that doesn't quite hit and there's a weak
    guard inside.  Just click on the picture to move it out of the way and take the
    FORT RIVERSTRIDE PLANS from behind it.  The rest of the doors have trapped
    chests and cupboards behind them and a couple have more enemies.  Otherwise, go
    ahead and leave.
    
    TULAREAN FOREST AND ERATHIA PART 2
      Go back to the main part of town and go up the hill to Castle Gryphonheart
    and enter.  Walk straight up the stairs and click on the wall ahead of you and
    then the next wall behind that and the throne room is in front of you.  If you
    want to DIE in a funny way, tell her how you stole the plans.  Otherwise, take
    her quest and head back to the Tularean Forest.  Go back to Castle Navan and
    give the ElfKing the plans to complete the quest.  Now exit and go as far north
    along the main path as you can and run up the hill on the left and you will
    find a door in the hill side.  Enter.
    ---1 main quest completed, received 1 main quest---
    
    TULAREAN CAVES RESCUE MISSION
      Watch out for the Wyvern in the first room.  They are nasty but luckily there
    have never been any Ancient Wyverns in this dungeon when I've ever played.  You
    can go down the stairs and kill enemies from later rooms from below if you want
    to but it isn't necessary but there are also some chests down there.  Go up the
    stairs and kill the elves in the long tunnel.  Be careful in the big room.  If
    you get pushed off the ledge, you will fall into a tunnel full of enemy elves.
    This room is pointless anyway as the door at the end goes to Castle Navan and
    then you can't get back.  At the end of the long tunnel, go into the hall that
    loops around.  You will overlook an elf room and you will also see a chest on a
    ledge across the way.  I have no idea how to get this.  Just fall down into the
    room and take the path to the west.  And the next room you can cross an
    invisible bridge that is right in the middle of the ledge.  If you get a wyvern
    over it and kill it, it will fall and mark where the bridge is.
      Go up the stairs on the other side and flip the switch in the large room. Now
    go back and down the ramp into another large room.  Go up the stairs and walk
    through the righthand portal and you are in the prison section.  The trogs and
    wyverns will fight and then the wyverns (who will win) will come after you.
    After they are dead, jump down and go through the east door.  There are more
    wyverns inside.  Climb the ramp and click on the cell door and Loren Steel will
    join you.  Now jump off and climb the ramp to the west and make your way out of
    these caves.
    
    TULAREAN FOREST AND ERATHIA PART 3
      Hopefully you have at least 10 days left so find your way back to Erathia and
    bring Loren back to Castle Gryphonheart.  You now have 10,000 gold in your bank
    account and it's best to get it out now because it doesn't draw interest.  I
    hate to say this but head back to the Tularean Forest now.  Go through
    Harmondale if you can but it doesn't matter.  When you arrive in the T. Forest,
    a messenger will appear and hand you a letter about a battle taking place in
    northern T. Forest.  Go to the Tularean Caves and you will see a huge battle
    take place.  The elves will lose very quickly but no one will attack you (it is
    really fun to have meteor shower right now).  Go to the treasure chest by the
    cave entrance and retrieve GRYPHONHEART'S TRUMPET from inside.  The quest says
    to return it to whichever side you choose.  I, personally, am tired of walking
    back and forth, so I return it to Elfking 99.9% of the time.  Take it to him
    (or her) and he (or she) will give you 5000 more gold in your bank account.
    Now you need to have bought Town Portal because it's time to head for the
    Barrow Downs.  It's finally time to go to Nighon.
    ---received 1 main quest, 2 main quests completed---
    
    BARROW DOWNS AND STONE CITY
      The area has probably reset by now so cast fly and fly up straight north and
    you will see gogs everywhere surrounding the next OBELISK.  Now head east to
    the Stone City and enter.  Head down into the tunnels and go to the door to the
    north that I told you to not go into earlier.  Go in this time.  I strongly
    recommend using Invisible through these tunnels anytime your light turns green,
    but right now you only have about 1 hour 10 minutes.
    ---Collected obelisk #7---
    
    THE JOURNEY TO NIGHON
      This is a hard maze to get through and harder to explain especially because
    the game unloads its supply of gogs on you.  Go north until you find an
    unjumpable ledge.  Walk up the wall nearby and you can get up there.  Make your
    way east to a room with a square pillar near a raised pool.  Keep heading south
    until you get into a circular room.  Head down the southwest passage and it
    will turn east again.  At the fork, go south and you will come to the exit.
    Make sure you cast invisible again or you probably won't be able to beat the
    minotaurs inside.
      Best to save now.  Avoid touching the Minotaurs and turn left.  Avoid the
    floating eyes and turn right at the first opportunity.  Now head up the tunnel
    avoiding more eyes and exit Thunderfist Mtn. in the city of Nighon.
    
    OUTSIDE (Nighon, Barrow Downs)
      Head down to the main part of town and hit the well near the temple for +2
    Skill Points each and the well near the inn for +2 Personality each.  Enter the
    house on the hill in the southwest corner to learn Master Water Magic and take
    on the find my brother's remains quest.  Take time to visit the inn to probably
    play the hardest game or Arcomage there is with the rules of 200/500/destroy.
    Now we can Town Portal back any time we want.  This will go so much easier now.
    It'll be about a month before the next big event happens so for right now, warp
    back to Harmondale and go to the Barrow Downs.
      Go to the building on the hill right in front of you called Barrow IX.  This
    is just one of the 16 Dwarven Barrows and we can knock out a couple of quests
    in here.
    ---received 1 side quest, 10th Arcomage game completed---
    
    DWARVEN BARROWS (Barrow Downs)
    NOTE: The first thing to do is find the keys that open the board in the front
    so you can move between barrows.  The board will show you what barrows you will
    go to if you click on the hole with the switch up or down.  Barrow 2 and the
    barrow marked with a cross are the target barrows.  There is loads of treasure
    within these tombs.  Have fun with them.  I will list them in order.  I will
    list where each of the holes goes at the end so you can plan your route.
    BARROW I: Kill the bats and there are potions lying everywhere.  There are
    wights in the rooms on either side.  Each room has a hidden door inside with
    lots of treasure behind them.
    NW-XI   NE-V    SW-VI   SE-XV
    BARROW II: There are a bunch of walking dead and rats in the first room.  Go
    down the stairs and there are a buttload more of them in the next room.  Down
    the next stairs are a bunch of rats and one walking dead.  Do you think that's
    it?  It seems like a bit much for what little you found.  Go to the middle
    north wall of the 2nd room and click on it and you will see there is more. Kill
    some walking dead and rats that are attacking eachother and go east to the room
    full of rats and chests.  In one of them is the LANTERN OF LIGHT.    
    NW-XI   NE-XIV  SW-XIII SE-V
    BARROW III: There are 2 rats and a bunch of Ghasts in the first room.  I use
    fireball to take them out.  More ghasts and ghouls will pour out of the two
    rooms down the stairs.  Go down the stairs to activate some rats.  There isn't
    much in this barrow except stuff lying around.
    NW-XII  NE-X    SW-VIII SE-IV
    BARROW IV: This one can be a pain.  There are skeletons and bats in the first
    room and stuff may come out of the tunnel too.  There are more of these enemies
    at the bottom of the tunnel but they wait for you to come to them.  Then all
    pile into the tunnel at once.  After this room, there is another tunnel with
    the same circumstances.  After everything is dead, there is a button on the
    east side of the middle room's pillar.  Go around the pillar and one lone
    skeleton guards 3 chests.
    NW-Crss NE-XII  SW-XV   SE-III
    BARROW V: There are tons of skeletons in this room mixed with a couple rats to
    draw your fire.  Same story down the stairs and the further stairs.  There's
    barely any loot in here which makes it almost not worth it.
    NW-II   NE-IX   SW-I    SE-XII
    BARROW VI: There are two wights in the room and a couple rats in the rooms to
    the sides.  There is a secret room accessed in any room that has some treasure
    inside but not much else.
    NW-XIII NE-XI   SW-Crss SE-I
    BARROW VII: Kill the Gog and hit the switch behind the middle altar and fall
    down the hole it creates. Kill some rats and more gogs at the bottom and go up
    the stairs.  Move the altar at the top and pull the switch for the way back to
    the first room.  Go down the other stairs and kill the rats and Magog.  Ride
    the elevator up and get the KEY out of the chest and unlock the board.
    NW-IX   NE-Exit SW-X    SE-Exit
    BARROW VIII: Woohoooo!!! No enemies in the first room.  There are rats in the
    hallways and wights in the room.  Open the secret room to the west for some
    treasure.  In the next hall another secret room to the west nets more treasure.
    In the final room after some rats is another room to the south.  That was about
    20,000 gold just in this barrow.
    NW-XIV  NE-XV   SW-III  SE-XIII
    BARROW IX: There are two goglings at the start and there are two bats down the
    tunnel behind the bookcast.  Click the east wall to reveal a chest with a KEY.
    Use the key to unlock the board so you can see the destinations.
    NW-V    NE-Exit SW-VII  SE-Exit
    BARROW X: Kill the rats and head up the stairs, killing gogs.  At the top, kill
    rats and take the KEY out of the chest.  You're not done yet.  Click the NW
    corner of this room to open a secret door.  There are more gogs and rats in
    here and some treasure on the ground.  Go back and unlock the board.
    NW-VII  NE-Exit SW-III  SE-Exit
    BARROW XI: Kill the walking dead and bats in the first room and go west.  Open
    the door and find that the game has decided to unload its supply of zombies and
    bats behind that door and up the stairs.  Nothing much for treasure though.
    NW-II   NE-I    SW-XIII SE-VI
    BARROW XII: There are lots of skeletons in here and some bats.  When they are
    dead, go down the slope and kill more skeletons.  They got cute here.  Click on
    the OPPOSITE door of the one you want to enter to open the opposite door.  It's
    a cute way to have a behind attack on you.  It's only skeletons and bats though
    so not to hard.  There are lots of potions and gold lying around in the rooms.
    NW-XIV  NE-V    SW-IV   SE-III
    BARROW XIII: There are a crapload of bats and a ghoul here.  In the west room
    there is a secret door on the east wall with a chest behind it.
    NW-XI   NE-VIII SW-II   SE-VI
    BARROW XIV: There's a revenant right there and a few bats.  More ghasts and
    bats will come up the hallway when you step forward.  The same with the next
    two rooms.  There are a lot of ghasts and bats but not much for treasure.
    NW-VIII NE-II   SW-XV   SE-XII
    BARROW XV: There's some walking dead in the first room.  There's a hidden door
    behind them.  Up the stairs are some rats.  Take the elevator up and kill more
    rats.  You know what sucks?  There's nothing here.
    NW-VIII NE-IV   SW-XIV  SE-I
    BARROW +: There are wights and ghasts around the corner and down the stairs.
    The room straight ahead has ghasts in it and is also the room where you return
    a skull later in the game should you go on the light quest.  Down the stairs
    is the water fountain.  Drink from it and you finish your MONK PROMOTION quest.
    Each door has a ghast or wight behind it but nothing special inside.
    You will be returned either barrow IV or VI at random.
    ---1 promotion quest completed---
    
    OUTSIDE (Barrow Downs)
      After getting back to Stone City to sell anything you need to, head to the
    west side of Barrow Downs and you'll find the Haunted Mansion.  Enter under
    turn-based mode.
    
    HAUNTED MANSION (Barrow Downs)
      Kill the ghasts near the stairs first and then pick off the ones upstairs.
    Go upstairs and kill the wights behind the door and go click the bookcases for
    some good scrolls.  Go back to the first room and go under the stairs and kill
    the shades and ghosts in the two hallways.  There are four doors in these
    hallways.  Kill the ghasts and wights inside them all and take the treasure
    from the cupboards.  They are heavily trapped though so make sure you are a
    disarm master or have Telekinesis to open them.  Now go to the northwest room
    and grab the PORTRAIT off the wall.  Now look at the left side of the bed and
    you'll find a switch that will open a secret passage in this room.  It connects
    both rooms but also goes west.  It's the same way on the other side of the
    mansion and they meet in the middle at chests guarded by lots of wights and
    ghouls.  There are more big wights and ghasts upstairs but that only leads back
    to the library.  You must kill everything though to get the quest finished, so
    finish them off and you are done.
    ---collected 1 portrait---
    
    OUTSIDE (Erathia, Erathian Sewers, Harmondale)
      Town Portal straight to Erathia and collect your Knight promotion.  Go to the
    Erathian Sewer entrance in the northwest and enter.  This is really the only
    dungeon in the game that doesn't have a quest take you into it.  The only
    reason to even enter is to find the master Thief to get promoted.  Here I will
    give you the easiest path to him.  Make sure your wizard has SP available for
    jumping.
      Go around the corner and some thieves will be waiting for you.  Run to the
    other end and enter the tunnel.  Kill a couple more thieves and touch the white
    block at the end to be teleported to a high platform.  Kill the rats across the
    room.  Jump to the center platform and then jump again to the doorway.  Enter
    the room and kill some thieves and rats.  There are two chests here with some
    stat barrels.  Go to the door to the east and talk to William Lasker for the
    promotion quest (Steal the Vase).  Now, to exit, go back and fall off the ledge
    and take the only exit in this room.  Turn right and you will be back in the
    tunnel you were in earlier.  Now train, if you haven't, and warp to Harmondale.
      You will arrive in your castle.  Step outside and you should be approached by
    a messenger to tell you of Judge Grey's untimely death.  First, head to the
    temple and finish the Lantern of Light quest.  Go back in the castle and to the
    throne room and you will meet the ambassadors to the two people that are
    wanting to replace Judge Grey.  Here is where you will make the game's BIGGEST
    choice.  The person that you elect will be the side you choose for the rest of
    the game, Sleen for the Dark Path and Fairweather for the Light Path.
    ---received 1 promotion quest, received 1 main quest, 1 promotion quest
    completed, 1 side quest completed---
    
    CLEANUP BEFORE THE DESISION
    NOTE: Most would want to play both paths to get the total experience from the
    game.  So before you choose a side, make sure to save the game where you won't
    overwrite it.  Normally, I would go ahead and choose now but I will complete
    most of the quests that are still outstanding so that I don't have to do the
    same quests twice.  The exception will be any quest that enters the Maze (the
    remains and statuettes) and the obelisk and arcomage quests because two inns
    and two obelisks are in Celeste and The Pit.  Three of these quests take you to
    Tatalia and one finishes in Tatalia.
    
    THE PORTRAIT QUEST
      We have one painting from the Haunted Mansion.  Go straight to Castle
    Gryphonheart and enter.  These can be hard to obtain because of sheer numbers
    of guards inside.  This is where Invisible comes in well.  Or you may choose to
    fight.  Head to the north and then west into the round room and the PORTRAIT is
    on the wall in here.  Now go back to the main hall and take the south path.
    Open the door on the right and go to the back end of the room.  Go right inside
    and go into the door on the left.  Open the next door and the final PORTRAIT is
    on the left wall.  Also grab CATHERINE'S KEY from the chest.  On coming out,
    click the wall on the left to open a secret passage.  Take the goodies from the
    chest and head up the stairs and open the locked door to get out.  Head right
    to Tatalia and enter the first house on the left to complete the quest.  He
    gives you 50,000 gold.
    ---1 side quest completed---
    
    THE CIRCLE OF STONES (Tatalia)
      Cast Fly and fly along the mountains edge near the top and just past the
    docks, you will see the MONOLITH near the edge.  Click on the altar in the
    middle and that's 2 out of 3 down.
    ---2nd Monolith touched---
    
    THOU SHALT STEAL (Tatalia)
      Head south to Lord Markham's manor.  This is a small place for being called
    a Manor.  But turn invisible and open the door on the left, no matter what the
    guard says.  Wait for an opening and dash through the north opening inside or
    even go around the table.  Grab the vase off the mantle and be prepared to be
    Sparked.  It doesn't hurt bad though.  Now get out the same way you got in.
    
    THE TIDEWATER TREASURE (Tatalia)
      From the manor, fly west to Tidewater Island again and enter the cave on the
    west side.  Start by killing thieves in the big room and coming out of the door
    on the wrecked ship and then the room on the right.  Take the loot from off the
    ground and open a secret door under the stairs for a chest.  Head up the stairs
    and kill some more thieves.  Go into the open air part of the ship and beware
    of the shades, specters, and possibly ghosts hanging around the ship.  Now
    go down the stairs and fight some skeletons.  When you see the hole in the
    floor, turn and click the south wall to open a secret room.  One of the chests
    contains the MAP TO EVENMORN ISLAND.  You can leave now or stay and clean out
    the caverns.
    
    DRAGONSLAYER (Tatalia)
      After leaving the Tidewater Island, head to the village on the mountain.  You
    can train here if you need to.  Now set off along the mountains edge, avoiding
    trolls until you come to a cave.  Save the game and enter.  The best way to
    kill him for me is to lure him to the west side of the cave where there's a
    corner and stand around the corner where he can't see you.  Dart out from the
    corner and shoot a few arrows and duck back behind it again.  It's not too
    difficult once you get the feel for it.  That's the only way I've ever done it.
    If anyone has a faster way, I'd love to hear it.  When he's dead, search his
    body and then talk to Sir Charles Quixote and he will promote you and then
    leave.
    ---1 promotion quest completed---
    
    OUTSIDE (Erathia, Deyja)
      Head back into the Erathian Sewers and go see the Master Thief for your
    Promotion.  Now find your way into Deyja and go get the Cleric promotion in the
    northwest village.
    ---2 promotion quests completed---
    
    THE NEW ISLAND (Evenmorn)
      Let's go to Evenmorn.  You can get there from Bracada on a Thursday or from
    T. Forest, Erathia, and Tatalia on a Sunday.  There may be a couple others but
    those are the only ones I am sure of.  There are lots of skeletons here and
    some gargoyles and ghosts on the north island.  Don't worry about the temples
    yet.  There's a circle of stones on the small south island that we'll need to
    remember later and an altar near it that gives +10 to Accuracy and Speed.  Fly
    to the southwest island and touch the 8th OBELISK.  Now fly north and you will
    find the final MONOLITH.  Touch the altar and your druid quest is all but done.
    Fly due east and you will find the Master Guild of Water where you can buy
    Lloyd's Beacon.  That's all you can do here except go to the inn and play an
    Arcomage game with the rules of 150/400/destroy.  Now Portal to the T. Forest
    and get your promotion from behind the stables.  Now warp to Erathia.
    ---touched 8th obelisk, touched 3rd monolith, played 11th Arcomage game---
    
    NOTE: It is now time to make your decision.  If you want to follow the Dark
    Path, go talk to Judge Sleen in the Deyja inn.  If you want to follow the Light
    Path, go talk to Judge Fairweather in the Bracada inn.  Whoever you choose,
    they will come with you.  Take them to Harmondale and to the southeast corner
    where the Judge's house is and your path will be chosen.  Dark path first.  If
    you are looking for the Light Path, hit "Ctrl+F" and enter "L G H T P" without
    any spaces.
    
    
    B. THE DARK PATH (DKPTH)
      Your first assignment is to visit Archibald in the castle in The Pit.  Make
    your way to Deyja and fly to the northeast corner.  Go southwest from there and
    you will drop into a crater with a cave in it.  This is The Hall to the Pit.
    Enter.  There are tons of Gargoyles, Harpys, and Walking Dead in here.  Good
    news is that they are now your friends.  You can collect the treasure in here
    and not have to worry about getting killed.  Keep going forward through three
    rooms and you will reach THE PIT.
    
    THE PIT (Deyja)
      This is a big underground city.  You don't need to worry about the lichs,
    vampires, or necromancers as you are all on the same side.  (Kind of makes you
    want to rethink your choice, doesn't it?  Too late.)  Take the east path around
    the city.  Stop in the two south houses you pass for the ninja promotion quest
    (decipher the scroll) and the lich promotion quest (retrieve lich jars).  When
    you reach the south path, turn left and head into the tunnel.  You will be
    teleported to another area.  There are 2 guilds and the potion and magic shops
    here.  Turn around and go back to be teleported again.  This is the Dark Temple
    and the City Hall area.  Go forward and head north to the temple.  Run behind
    it and touch the OBELISK.  Now return to the warping tunnel and go through one
    more warp to the castle area.  Enter the Castle.
      Go forward into the big room and turn left and run down the small hallway.
    Jump into the boat and click on the handle in the back twice and get out on the
    path.  Go down the stairs in front of you and follow the path to the big door,
    which is the throne room.  Make sure it's between 6pm and 6am and enter.
    Archibald will send you to pass the Breeding Zone quest.  Go back to the boat
    and click the boat handle one more time and you'll be back on the original dock
    so just exit the way you entered.
      Go through the warp one more time and you're back to the main part of town.
    Walk straight along the south path and turn right when you are across from the
    training grounds.  Walk right through the fire wall and you will arrive on the
    back side of the inn.  Carefully go to the front and play a game of Arcomage
    with the rules of 100/300/destroy.  Go back to the training grounds and turn
    right and walk all the way around to the north again.  The Breeding Zone is on
    the left before you reach the fire break.  Enter.
    ---received 2 promotion quests, received 1 main quest, touched 9th obelisk,
    played 12th Arcomage game---
    
    BREEDING ZONE (The Pit)
      The object here is to enter through the front door and exit through the back
    door.  You can kill anything along the way or just let them be.  Remember that
    you CAN NOT leave the dungeon or everything will reset.  There are some fire
    monsters around the first corner and plenty more beyond that.  It might be best
    to cast Invisible outside and walk through this first part.  When you come to
    the bridge, there are some behemoths below you.  Jump against the west wall to
    go down slowly but make sure no behemoths are where you land.  Run down the
    tunnel and around some more fire monsters.  In the pool room, go down the south
    tunnel and open up the path to the beginning.  Now you can go fight the stuff
    in the pool room.  Click on the west wall to open a secret passage.  Ease your
    way into the hall so you don't get nailed by two Blade traps.  Go north and
    kill the fire monsters in the area.  Keep following the path until you come to
    an altar.  Push the bottons on it to lower some walls in a previous room.  Now
    go back and you will come to another moat.  Click on the water in the left
    corner to extend a bridge.  Go across that bridge with the gogs on the other
    side and push the switch.  We're almost done.  You might want to save here so
    you don't mess up.
      Dive into the moat and go to the west.  Avoid everything and go into the 
    narrow tunnel in the open room.  Go up the ramp and open the wall for a quick
    exit.  Go back down the ramp and kill the fire monsters and gogs.  The best
    thing now is to lead the behemoths into this room and stand in this hallway 
    where they can't go and hit them from out of their reach.  Once they are all
    out of the way, you can go the opposite way in the water tunnel and the exit
    is at the end of the tunnel.  Finally!!!
    
    THE PIT
      Go back to Castle Gloaming and collect your experience for this quest.  You
    can Town Portal back to the Pit to get out quickly.  Go back to the training
    grounds and turn right.  When you come to the four houses, talk to the people
    inside for your next 4 quests.  Unfortunetly, you won't be able to get the
    fourth one yet.  These are Clanker's Lab, Collect Soul Jars, and Collect the
    temple pieces.  Now take the Hall of the Pit exit and reenter Deyja.  It's time
    for another Continental Tour for promotion quests.
    ---1 main quest completed, received 3 main quests---
    
    OUTSIDE (Deyja, T. Forest, Nighon, Erathia)
      Fly to the northwest village and enter the southern houses for the Priest of
    Dark promotion quest (defile the temple of the sun's altar) and the Assassin
    promotion quest (Assassinate Lady Carmine).  Now go to the house next door for
    Seth Drakkson's kill the griffins quest.  Now fly to the southern town and talk
    to the villian in his tower west of town for the Villian promotion quest
    (kidnap Alice Hargreaves).  Now warp to the T. Forest.  Go behind the magic
    shop for the Bounty Hunter promotion quest (collect 10,000 in bounties).  Warp
    to Nighon.  Go to the southeast house and talk to Tor Anwyn about the Warlock
    promotion quest (find a dragon egg).  Warp to Erathia.  Talk to the Frederick
    Org across from the healing temple for the Black Knight promotion quest (rob
    the elves treasury).  There is one more quest given and finished in Avlee so
    we'll get it later.  Now we have plenty of quests to go for at the moment.
    ---received 6 promotion quests, received 1 side quest---
    
    KILL THE GRIFFINS
      I don't recommend doing this quest.  It's easy and can get you experience and
    about 5000 gold reward.  To do it, you must kill ALL of the griffins in Bracada
    and ALL of the griffins in Erathia.  When I say all, it means ALL.  You must
    kill the Griffins that are your friends that guard Castle Gryphonheart.  There
    is a glitch in the game that causes your killing of these griffins to result in
    a fine.  The fine is about 25,000 gold so it really isn't worth it.
    ---1 side quest completed...or not---
    
    BOUNTY HUNTING
      I cannot lead you in this quest because all hunts are different.  All you
    need to do is visit city halls throughout the land and find out what they want
    dead.  Go find that monster and kill it and return with its carcass to the same
    city hall to receive the gold reward.  Do this until you get 10,000 gold and
    return to the T. Forest for the promotion.  The bounties change every month as
    well so you can do several bounties for the same town hall if you want.
    ---1 promotion quest complete---
    
    KIDNAP ALICE HARGREAVES
      Go up to Castle Gryphonheart.  If you cleaned it out of enemies like I did,
    this will be no problem.  If you didn't, then do so or cast Invisible.  Go up
    the stairs and turn left.  At the end of the hall, turn right and go to the
    second door on the left that is usually locked.  ALICE is inside.  Take her and
    warp to The Pit.  Exit and enter Deyja through the Hall of the Pit.  Go back to
    William Setag's tower and turn Alice over to him.
    ---1 promotion quest complete---
    
    MR. STANTLEY AND THE TAPESTRY
    NOTE: I found this out too late but if you steal the tapestry, you can not get
    into the throne room again until the castle resets which takes 2 years or a
    prison sentence to make them like you again.
      Warp back to Harmondale.  Step outside your castle and a messenger will give
    you an order to see Mr. Stantley within 2 weeks.  I usually just let the weeks
    pass and kill the stuff that comes into Harmondale.  But I will include what
    I need to.  Go to Tatalia as quick as you can and go up into the mountain part
    of the village.  Talk to Stantley in the Mercenary Guild.  He wants a tapestry
    that hangs in Castle Gloaming.  So warp to the Pit and go to Castle Gloaming.
      Enter the first room and cast Invisible.  Go down the right path into another
    room.  Go up the stairs to the higher floor and find a tiny hallway to the
    north.  Go around the tables and the TAPESTRY is behind the head table.  This
    will make everyone angry with you though.  Get out of the castle however you
    can.  Warp back to Erathia and go to Tatalia again.  Talk to him for Status Quo
    as a reward.  *cough* *cough* *cheapskate* *cough*  As I said, I prefer to just
    kill the rogue goblins and swordsmen who invade Harmondale.  Oh well, ONWARD!!!
    ---received and completed 1 side quest--
    
    GOLD GOLD BEAUTIFUL ELVISH GOLD (T Forest)
      Warp to the T. Forest, cast Invisible and enter Castle Navan.  At the bottom
    of the elevator, take a right and go to the end of the hall.  Click on the
    floor in the northwest corner just out from the wall and some secret stairs
    will open.  Go down the stairs and take EVERYTHING from off the floor and the
    chests and drink the liquid in the barrels.  When you are done, get out of the
    castle and warp back to Erathia to complete the quest and get your promotion.
    ---1 promotion quest completed---
    
    CELESTE ASSAULT
      Assaulting this city is not as hard as assaulting The Pit on the Light Path.
    The enemies here are actally killable without a spell killing you in one hit.
    So go south of Erathia to Bracada.  Fly up to the highest mountain and step
    under the ring to be teleported to Celeste.  Kill two Wizards at the entrance.
    Be careful because the sorcerer class can create light elementals to help them
    fight.  Kill a couple more wizards in the next area.  Go to the training
    grounds.  Remember this opening between the armory and training grounds.  Lure
    the Angels to this corner and kill them where they can't shoot you.  Or you can
    use invisibility and not worry about it.  While in this area, go to the inn and
    play the final needed Arcomage game with the rules of 100/300/destroy.
      When you reach the fountain, go to the east.  You will find the OBELISK.
    Don't worry about the rocs, they are friends unless you make them mad.  Now
    take a north at the fountain while invisible.  Go to the Castle area and you
    can find LADY CARMINE walking around in this area.  Walk up to her and kill
    her, grab her body and run away as fast as you can without falling out of the
    city.  Now go back south of the fountain and enter the door to the east.  Turn
    invisible and enter the Walls of Mist.
    ---touched 10th obelisk, played 13th and final Arcomage game---
    
    THE WALLS OF MIST (Celeste)
      This dungeon is done in three parts.  You will see the three arches in the
    middle of the room.  Enter one at a time to be teleported to another area.
      Center Arch: Take the four ramps in all four compass directions and press the
    altar in the room at the top.  After all 4 are pressed, ride the elevator in
    the southwest corner to the top and enter the room.  Take the CENTRAL PILLAR
    KEY out of the chest and return to the arch and walk back through it to go back
    to the main area.
      West Arch: Run north and take the right path at the end.  At the end of this
    hall are three switches.  Press them.  Now go back and take the left path.
    Again, there are three switches at the end.  Press them all and release the
    left switch and pull the lever.  There is a corner here that turns green so you
    can recast Invisible.  Now go back to the main room and take the WEST PILLAR
    KEY out of the chest that appeared.  Now return and walk back through the arch
    back to the main area.
      East Arch: Run to the main building in the center and enter through the dirt
    wall.  Take the elevator down and follow the hallway until you go up two sets
    of stairs.  At the top, go click on the four water pools to the north and south
    to fill them and the water pool to the east will empty.  Jump down that pool
    and take the EAST PILLAR KEY out of the chest down here.  That's it, run up the
    hallway and open the secret door.  Return to the arch and go back to the main
    area.
      Go north to the three pillars and unlock them all to open a door.  Take the
    stat barrels and open the chest for the FOUR LICH JARS and exit through the
    back door.
    NOTE: I learned the hard way recently that you MUST do this quest before the
    Thunderfist Soul Jar quest.  If you do the Thunderfist quest first, a glitch in
    the game will make the Lich Jars not appear when you try to find them.
    
    TEMPLE OF LIGHT (Celeste)
      There's one more thing to do in Celeste right now, retrieve the altar piece.
    Go to west Celeste and into the Temple of Light.  You may want to still be
    invisible or you can fight sun clerics and angels.  Click on the far right wall
    to open a secret door.  Enter the large room and go down to the bottom area and
    enter the door and go up the stairs.  There is a MESSAGE SCROLL behind the pool
    on the left (or you could just read on).  Go to the north and the stairs will
    open for you.  Go down the spiral stairs and across the next room until you
    come to some stairs going in either direction.  Take the left set and enter the
    alcove.  Push the SUN stone down.  Go to the north alcove and push down the
    MOON stone.  Go to the east alcove and push down the STARS stone.  Now jump 
    down onto the platform with the star center and press it to reveal a secret
    door to the north.  Inside is some treasure and among that, the LIGHT ALTAR
    PIECE in a very heavily trapped chest.  Master 7 is NOT enough.  Now exit as
    soon as you can.
    
    COLLECTING CELESTE ASSAULT REWARDS (Erathia, Pit, Deyja)
      Warp to Erathia and collect your Arcomage prize from the northwest house.
    Enjoy 100,000 gold and the chest with lots of stuff including 4 ARTIFACTS.  Now
    warp to The Pit and exit into Deyja.  Fly to the northwest village and get your
    Assassin promotion.  Now warp back into the Pit and get your Lich promotion on
    the east side.  Now go two warps down the tunnel and go north to reach the
    Temple of Dark.  Once inside, go straight forward and beyond the pool to the
    altar.  Move the altar to reveal a chest.  Take the DARK ALTAR PIECE from the
    chest.  Now go back to the main Pit area.  Go to the west side and finish the
    Temple Piece quest with Kastore.
    ---1 Main quest completed, 2 promotion quests completed, 1 side quest
    completed---
    
    GRAND TEMPLE OF THE SUN (Evenmorn Island)
      Take a boat to Evenmorn Island on Thursday or Sunday.  The island should have
    reset by now.  Kill what you want and there are three chests near or around the
    inn and two more on the island west of here.  Go to that island and take care
    of the battle between the ghosts and gargoyles.  Enter the Grand Temple of the
    Sun.
      Kill the Acolytes in the first room and go through the west door and kill the
    acolyte.  Take the KNIGHT STATUETTE from the chest.  This is for the statuette
    quest but only the first of 3.  The room across from this has a cleric and some
    more stat barrels and a chest.  Go north and kill some monks next to the door.
    Enter and be aware of the clerics inside.  Some are above you and can shoot
    down.  Go up the stairs and kill them.  Now touch the altar in the center of
    the room to DEFACE THE ALTAR.  That's all you need in here but there is plenty
    more treasure to collect from here.  There's a secret door in the north room
    that is full of priests and monks.  Also, up the stairs and in the northeast
    corner is another secret door and another inside and to the north.  When you're
    done, exit and go back to the main island.
    ---Collected 1st Statuette---
    
    GRAND TEMPLE OF THE MOON (Evenmorn Island)
      Go south and you will run into the Grand Temple of the Moon.  Turn-base and
    enter.  Kill the wight and priest of the moon with the acolytes.  Open the door
    on the right and kill a priest and cleric on the stairs.  At the top, turn left
    and open the secret door at the end.  Grab the EAGLE STATUETTE from the chest
    and leave this temple.
      Now warp to the Pit and exit to Deyja.  Go to the Dark Cleric in NW Deyja and
    get your Cleric promotion.
    ---1 Promotion quest completed, Collected 2nd Statuette---
    
    HEIST AT HOGWARTS (School of Sorcery)(Bracada)
      Cast the Fly spell and warp to Celeste.  Immediately jump down a hole to
    appear in Bracada but fly up as soon as it lets you or it's a long way down.
    Fly to southern Bracada to the School of Sorcery.  You can do this by fighting
    or by going invisible, it's your choice.  There is a lot of treasure here if
    you can destroy everything but the Scroll we are looking for is quite close to
    the entrance.
      First, go to the right room where Thomas Grey is and go behind the desk.
    Open the drawer and flip the switch inside.  This deactivates their electrical
    defenses.  Go back and enter the doorway that is now open.  This will make them
    angry (even if invisible).  Take a right and follow the hall to the library but
    watch out for the fireball traps in the corner.  On the south wall is the book
    shelf with the SCROLL OF WAVES on it.  This is all you need in here.  But I
    prefer to kill everything for experience and money.  When you get up stairs,
    flip all the switches to open the doors to the vault and then the two switches
    inside to let yourself back out.  There is also a secret door in the soutehwest
    room to a treasure chest.
    THE HIDDEN TOMB
      When you exit, warp to Erathia and go to the river and head south as far as
    you can go along it.  Turn around and you will see a door in the hillside.  The
    scroll of waves is designed to teach you to decode the cipher.  I never got the
    hang of how it was done but the CIPHER scroll you picked up earlier will give
    you the code to get in the tomb.  The answer is North, East, South, West,
    Center, and the door will open.  Enter the tomb.
      The quest and its giver both said to just enter the tomb but they will make
    you actually kill everything inside.  There are 4 enemies in here including an
    Elder Vampire, Lich, Power Lich, and a Lich King but this may be random between
    Lichs and Vampires.  Be careful of the Lich Kings because they will use Pain
    Reflection causing damage to you whenever you damage him.  Once they are dead,
    collect everything inside the coffins and on the floor.  I think the SHADOW'S
    MASK is what they want you to get to prove you entered.  It's in the north room
    in a coffin.  Now go back to the Pit and get your Ninja promotion.
    ---1 promotion quest completed---
    
    CONQUER CLANKER (T Forest)
      Warp to the Tularean Forest and open up as much inventory space as you can.
    Fly to the east to the northern island and enter Clanker's Lab and enter.
      Kill the two gogs in the first room.  You may want to head down the right
    stairs and clean out the room down there so there are no surprises later.  Be
    careful as some floating eyes may come out of the upstairs hallway.  Go up into
    this hallway and kill the golems and eye in the middle room.  Hit the switch to
    open a panel behind you with two chests.  These chests need more than a
    Master-7 skill in disarming to open so use the Telekinesis if you have it from
    across the room.  Go into the hallway and follow it.  Do not step in the middle
    of the north hallway or two Blade traps will nail you.  Run across if you have
    to and they will miss.  Kill the eyes at the end of the hall and the one in the
    library.  Search for spell books in here as there may be some dark spells.
      Go back to the room to the west and kill the gogs inside. Take all the
    reagants and potions including some "PURE" black potions.  These can be sold
    for a lot if nothing else.  The two northern rooms have gogs inside and a
    cupboard and chests.  They are also heavily trapped.  Go back to the library
    and click the south wall a few times where there is no bookcase and it should
    open.  There are two golems in this hallway.  Kill them and enter the first
    room on the left by hitting the switch.  Touch the PANEL inside and your job is
    done.  Going across the hall leads to the exit.  Or you can kill the golems and
    Evil Eye and take a lot more expensive regeants.
      Warp back to the Pit and finish this Big quest on the west side.
    
    RANDOM OUTSIDE (Tatalia, Avlee)
      I choose to travel to these two lands to train and set beacons.  But they
    both also have shrines to set Statuettes.  Go to Tatalia as close to a Friday
    as you can get it.  The shrine is in the southwest corner on the beach.  Set
    the Eagle on it.  Tatalia is also a good place to get Mind Magic GM, Stealing
    GM, and Dagger GM and you will need the stealing GM later if you have a thief.
      When you're done training here, wait until Friday and take the boat to Avlee.
    If you're a lon way from Friday, then go there via T. Forest, this is just
    faster.  Cast Fly and fly to the island that has the obelisk and go south to
    the island with the Shrine on it.  Kill the sprites if you need to but go
    inside and place the Knight Statuette in the shrine.  There are some magic
    masters here if you need them like Mind and Air, though you should already have
    a GM in Air by now and we'll need it in a little while.  Go to the north tent
    where you got the archer promotion and receive the Perfect Bow quest.  This
    quest can be taken care of right now.
    ---2 Statuettes placed, received 1 promotion quest---
    
    STORM THE TITAN *gulp* STRONGHOLD (Avlee)
      I definitely recommend GM Disarm which can be learned in Harmondale, and GM
    Air Magic so you can have 12 hours of Invisible instead of about 2 hours.  Fly
    to the southeast part of Avlee area beyond the Wyverns.  Avoid the fire of the
    sprites and enter the huge building down here.
      Welcome to the Titan Stronghold.  Cast Invisible right away.  There is gold
    and treasure everywhere in here.  Don't leave any behind if you can help it.
    But don't touch any monsters or you will be suddenly visible and dead before
    you can say, "Oh Sh........"  I will give you the freedom to explore the place.
    I will lead you to what we need.  Go into the center room and go left down the
    corridor.  Head all the way to the end of the hall, avoiding the titans, and
    turn at the corner.  Take the first path on your right and the chest in this
    room contains the PERFECT BOW.  The quest is done, now have fun.  When you are
    done, go back to the Archer in Avlee and get your Sniper Promotion.
    ---1 Promotion quest completed---
    
    THUNDERFIST FIASCO (Nighon)
      Warp to Nighon and go to the northwest where there are some Warlocks on the
    side of the mountain guarding a door.  Go invisible or kill them and enter that
    door.  It is the closest door to the goal of this place.
      There are some minotaurs in the first hallway that are in a fireball trap.
    You can sit there invisible and let the fireballs take them out or kill them
    yourself.  Run down after it fires and will the warlocks in the next room.  Go
    down the elevator and head south into the room with the pool of fire.  Kill the
    warlocks and there are treasure cupboards in each of the four side rooms.  Go
    south into a library and there are a trio more warlocks in here.  Make your way
    around the books to a room with a chest and get the SOUL JARS from the chest.
      Warp back to the Pit and take the Soul Jars to the west side for your quest's
    end.  Now go to the northwest house and get the Command Cube quest from
    Tolberti.
    ---1 Main quest completed, received 1 Main quest---
    
    COMMAND CUBE (Celeste)
      Warp to Celeste.  The area around you should be free of enemies by now.  Take
    the path to the east and then north and stop at the house in the northwest.
    If you have a GM Thief in Stealing, cast invisible and enter.  If you don't,
    cast virtually every protective spell you can cast and then invisible and enter
    the house.  Have your thief run up to him and press Ctrl and click on Robert
    The Wise.  It may take a couple tries but you will eventually steal his CONTROL
    CUBE.  If you don't have a thief, then you are going to have to melee him.  It
    is best to save next to him and attack.  When he attack, he may eradicate one
    of your party or Power Cure himself.  If this happens, then reload and attack
    again.  Every time he you can attack, save it so his energy will be down when
    you reload it.  This is why I ALWAYS have a thief in my group.  When he's dead
    or it's stolen, then go back to Tolberti and give him the cube for about
    7-8 levels worth of experience.
      Now go back to Castle Gloaming and go see Archibald again for your next quest
    to Strike the Devils.  You now have the BLASTER skill as well.  
    ---1 Main quest completed, received 1 Main quest, received Blaster skill---
    
    NOTE: To continue your quest go to section D. Ctrl+F and enter "T P R J N"
    without any spaces.  This is the point where the quests are all the same for
    both Dark and Light paths, so instead of typing this portion twice, I made a
    "Paths Rejoin" section.
    
    
    C. THE LIGHT PATH (LGHTP)
      Your first assignment is to visit Magnus in the castle in the City of Celeste
    in Bracada.  Warp to Erathia and head south to Bracada and go to where the nine
    portals are.  Fly up to the mountain to the southwest and stand under the
    structure and you will be transported to Celeste.
    
    CELESTE
      In the first area, the inn is off to the right.  So you can play an Arcomage
    game with the rules of 100/300/destroy.  Follow the path to the fountain and
    turn right.  This will take you to your 9th OBELISK.  On your way back, stop at
    the north door to claim the Priest of Light quest (purify the Moon Altar) and
    go back to the fountain.  Take the north path and then go to the north area
    where Castle Lambent sits.  Enter and go as far north as you can.  Turn left
    and open the door inside.  Go to the end and enter the Throne Room and get the
    Walls of Mist quest.  Exit the castle and go back to the main fountain.  Head
    south and enter the door on the left which leads to the Walls of Mist
    ---received 1 promotion quest, received 1 main quest, touched 9th obelisk,
    played 12th Arcomage game---
    
    THE WALLS OF MIST (Celeste)
      This dungeon is done in three parts.  You will see the three arches in the
    middle of the room.  Enter one at a time to be teleported to another area.
      Center Arch: Take the four ramps in all four compass directions and press the
    altar in the room at the top.  After all 4 are pressed, ride the elevator in
    the southwest corner to the top and enter the room.  Take the CENTRAL PILLAR
    KEY out of the chest and return to the arch and walk back through it to go back
    to the main area.
      West Arch: Run north and take the right path at the end.  At the end of this
    hall are three switches.  Press them.  Now go back and take the left path.
    Again, there are three switches at the end.  Press them all and release the
    left switch and pull the lever.  There is a corner here that turns green so you
    can recast Invisible.  Now go back to the main room and take the WEST PILLAR
    KEY out of the chest that appeared.  Now return and walk back through the arch
    back to the main area.
      East Arch: Run to the main building in the center and enter through the dirt
    wall.  Take the elevator down and follow the hallway until you go up two sets
    of stairs.  At the top, go click on the four water pools to the north and south
    to fill them and the water pool to the east will empty.  Jump down that pool
    and take the EAST PILLAR KEY out of the chest down here.  That's it, run up the
    hallway and open the secret door.  Return to the arch and go back to the main
    area.
      Go north to the three pillars and unlock them all to open a door.  Take the
    stat barrels and exit through the back door.
    
    CELESTE
      Go back into Castle Lambent and get your reward for completing the quest.
    Exit and head to the east side of the city where the obelisk was and talk to
    the three advisers who will give you quests at the moment.  The northwest one
    says to do the other three quests first.  Now we need to find some Soul Jars,
    The Dark Temple Piece, and rid Tatalia of Vampires.  Now go back to the
    fountain and go straight across to the west.  You will come to the Celeste
    Temple.  Go ahead and enter, nothing will attack you.
    ---1 Main quest completed, received 3 Main quests---
    
    TEMPLE OF LIGHT (Celeste)
      Click on the far right wall to open a secret door.  Enter the large room and
    go down to the bottom area and enter the door and go up the stairs.  There is a
    MESSAGE SCROLL behind the pool on the left (or you could just read on).  Go to
    the north and the stairs will open for you.  Go down the spiral stairs and
    across the next room until you come to some stairs going in either direction.
    Take the left set and enter the alcove.  Push the SUN stone down.  Go to the
    north alcove and push down the MOON stone.  Go to the east alcove and push down
    the STARS stone.  Now jump down onto the platform with the star center and
    press it to reveal a secret door to the north.  Inside is some treasure and
    among that, the LIGHT ALTAR PIECE in a very heavily trapped chest.  Master 7 is
    NOT enough.  Now exit the temple and Celeste into Bracada.  Now it is time for
    another Continental tour to grab the 8 remaining promotion quests.
    
    OUTSIDE (Bracada, Erathia, Harmondale, T. Forest)
      There are 3 of these quests just in Bracada.  First fly northeast to a white
    tower and talk to Gary Zimm to get the Season's Stole quest.  Now go to the
    eastern desert and go to the small village and into the northwest house for
    the Ranger Lord quest (heart of the forest).  Fly up to the round house behind
    him on the ridge for the Champion quest (win 5 Knight tournaments).  Fly south
    to the School of Sorcery and talk to Thomas Grey for the Archmage quest (Divine
    Intervention).
      Warp to Harmondale and go up on the hill to the large house and get the
    Master Archer quest (Perfect Bow).  Go over the top of the hill to the southern
    village and talk to Hume for the Master Monk quest (Defeat High Priest of Baa).
      Go to Erathia now and go into the sewers and track down the Master Thief
    again for the Spy quest (Watchtower 6).  Go back to the village and into the
    house across from the inn for the Hero quest (rescue Alice Hargreaves).
      Go to the Tularean Forest and go to the stables to receive your final quest
    to Arch Druid (retrieve bones and return to barrow).  While we are here, fly
    to the east to the south island.  Kill the trees or avoid them but talk to the
    green tree in the middle of the island to receive a quest to complement the
    promotion quest (Mercenary Guild).
    ---received 8 promotion quests, received 1 complentary quest, received 1 side
    quest---
    
    TOURNAMENTS (Harmondale)
      This is a quest that you need to do on your own.  Every time a Sunday rolls
    around, Harmondale has a stagecoach that takes you to the Arena.  There you can
    select one of four different levels to compete against monsters.  You must
    choose Knight level (not Lord, Lord doesn't work for the quest) to complete the
    quest.  Do this five times and go see the b**** in Bracada that gave it to you.
      Don't take this lightly.  There are some pretty tough monsters at Knight
    level, including green dragons or titans.  The monsters are completely random
    so make sure you save before going to the Arena and if you don't like the
    game's selection, then reload and try again.  Also remember that a game save or
    Lloyd's Beacon will NOT work inside the Arena.  But since I have no way of
    knowing when Sunday comes for each reader, I can't put it into the walkthrough
    itself.
    ---1 promotion quest completed---
    
    TRIP TO THE PIT (Deyja, Hall of the Pit)
      Take a coach or walk to Deyja.  Cast fly and go to the northeast corner.  In
    the crater nearby, you will see a cave.  Enter this cave into the hall of the
    Pit.
      There are some walking dead, harpys, and gargoyles in the opening room.  They
    are pretty easy but watch out for any Obsidian Gargoyles as they can cause
    Paralysis and can't be hit with physical attacks.  There's a chest off to the
    right and some more harpys.  Open the north door and head down the elevator.
    There are some more gargoyles and harpys here.  Walk down the stairs and enter
    the portal at the end.  Kill the walking dead in this room and go to the north
    stairs.  Open the chest here to find the SEASON'S STOLE.  Now cast light, go
    invisible and enter The Pit.
    
    THE BREEDING ZONE
      Avoid running into the enemies and peasants and turn right.  Jump over the
    lava pit where the path is broken and turn right when you can and go down the
    stairs to the door.  Save.
      It's best to invisible the first part of this.  Go to the first bridge and
    ride down the wall on the left side so you don't hit any enemies.  If you do,
    then reload and try again.  Wind your way around the enemies down here and go
    into the big pool room.  To the west is a secret passage.  Enter slowly so two
    Blade traps don't nail you when you step on the first tile.  Take a left and
    you will run into gogs both ways.  Now you can become visible and fight them.
    Take the left path first.  There are some fire monsters at the end.  Press the
    switch and go back to the intersection.  Kill the gogs and fire monsters in
    this hall and take the winding path to another room with a switch and fire
    monster.  Take the DIVINE INTERVENTION BOOK from the chest in here.
      Now the trick is to kill enough enemies in here to allow yourself to warp out
    of here.  You need a green light surrounding you, so kill everything on this
    side of the dungeon including some behemeths and you can get a green light near
    the entrance.  Warp to Celeste and exit to Bracada and go to the School of
    Sorcery.  Return the book to Thomas Grey for your promotion to Archmage.  Now
    I recommend getting GM Air Magic as soon as possible.  We will need a long time
    of invisibility soon.  Now go return the Season's Stole to the man on the
    mountain.
    ---1 promotion quest completed, 1 side quest completed---
    
    GRAND TEMPLE OF THE MOON (Evenmorn Island)
      Take a boat to Evenmorn Island on Thursday or Sunday.  The island may have
    reset by now.  Kill what you want and there are three chests near or around the
    inn and two more on the island west of here.  Go south from the docks and you
    will run into the Grand Temple of the Moon.
      Kill the wight and priest of the moon with the acolytes.  Open the door on
    the right and kill a priest and cleric on the stairs.  At the top, turn left
    and open the secret door at the end.  Grab the EAGLE STATUETTE from the chest.
    Go down again and open the door to the north.  There are quite a few priests in
    here and some wights.  Go around the desk to the back and touch the altar
    behind it to PURIFY THE ALTAR.  That is all you need but there are some good
    treasures scattered through this temple including spell books upstairs, just
    flip the switch in the lower library.
    ---Collected 1st Statuette---
    
    GRAND TEMPLE OF THE SUN (Evenmorn Island)
      Go west onto the next island from the docks and you will come to the Grand
    Temple of the Sun.  Kill the Acolytes in the first room and go through the west
    door and kill the acolyte.  Take the KNIGHT STATUETTE from the chest.  Now exit
    the temple and warp to Celeste and get your Priest of Light promotion.
    ---1 Promotion quest completed, Collected 2nd Statuette---
    
    MR. STANTLEY AND THE TAPESTRY
    NOTE: I found this out too late but if you steal the tapestry, you can not get
    into the throne room again until the castle resets which takes 2 years or a
    prison sentence to make them like you again.
      Warp back to Harmondale.  Step outside your castle and a messenger will give
    you an order to see Mr. Stantley within 2 weeks.  I usually just let the weeks
    pass and kill the stuff that comes into Harmondale.  But I will include what
    I need to.  Go to Tatalia as quick as you can and go up into the mountain part
    of the village.  Talk to Stantley in the Mercenary Guild.  He wants a tapestry
    that hangs in Castle Lambent.  Set a Beacon here if you can and warp to Celeste
    and go to Castle Lambent.
      Cast invisible and enter.  Go to the far end and turn right and go up the
    stairs.  Enter the room on the left and pull the switch next to the window to
    fill up the hole.  Cross the water and enter the next room and the TAPESTRY is
    on the back wall above the stat barrels.  Grab it and get out of the castle.
    Warp or walk back to Tatalia and give the Tapestry to Stantley to complete the
    quest.  Guess what, we are at the Mercenary Guild now so let's take it out.
    ---received 1 side quest, 1 side quest completed---
    
    MERCENARY GUILD
      Stand here and kill the bowmen on either side of you as they can't touch you.
    Open the door and kill the bandits on the other side.  Take a right through the
    door.  Be careful as walking in this hallway causes traps to be sprung each
    time.  Open the first door on the left and lead the Knights out to the main
    room.  When they are in, stand on the stairs where you can only see a little
    more than a crack and start slicing and dicing them.  They can't hit you when
    you do this unless you go too low on the stairs.  After they are dead, go back
    into that room and move the bookcase out of the way.  Go down the stairs and
    take the HEART OF THE WOOD out of the chest.  This ends your quest here but it
    is still fun to go around killing everything.
      Return to the Tularean Forest and return the Heart Of The Wood to the oldest
    tree and the trees will quit attacking you.  You're not finished yet, go back
    to the small village in Bracada to complete the quest and be promoted.
    ---1 promotion quest completed---
    
    SNEAKING AROUND THE PIT
      There are a few quests in the Pit to take care of.  Most of them are easy if
    you can get to the place.  Winding your way around your enemies without bumping
    into them is the worst part.  You should have 15 hours of invisibility by now.
    DO NOT WARP THERE OR YOU ARE AS GOOD AS DEAD.  Go to Deyja and make your way
    through the Hall.  Cast invisible and enter the Pit.
      The inn is right in front of you to your right across the fire pit.  It's
    easier to just jump across the fire onto the ledge.  You may get burned but you
    won't get touched.  Go ahead and play your final Arcomage game with the rules
    of 100/300/destroy.  Once done, head around the back and walk through the fire
    wall to get to the south path.  Head east and into a warping hallway.  The
    first warp leads to the guilds and magic/potion shops.  The next warp goes to
    the Dark Temple.  Take the north path and you will reach the temple.  First, go
    to the back and touch the OBELISK behind it.  Now enter the temple.
      Run as straight as you can to the altar at the north point of the room and
    move it aside.  There is a chest under it with the DARK ALTAR PIECE inside.
    Exit the temple and go back to the warping hallway.  The next warp will take
    you to Castle Gloaming.
    ---touched 10th Obelisk, played 13th Arcomage game---
    
    CASTLE GLOAMING
      You may want to save it first as it is easy to get touched in here and easier
    to die.  Go to the main room and go up the path to the north into the Fire
    Fountain room.  Take the stairs up to the higher floor and go to the west
    corridor.  At the bottom of these steep stairs is a chest with the SOUL JARS
    inside.  Now get out of the castle and head to the warp caves where you can
    find a green light area to warp out of.  Warp to Celeste.
    
    COLLECTING PIT QUEST REWARDS (Celeste, Erathia)
      Go to the east side of Celeste and talk to Resurectra and Sir Caneghem to
    finish the two big quests.  This gives you a few levels experience.  Go to
    Erathia and finish the Arcomage quest in the northwest house and take your
    100,000 gold and chest rewards including 4 artifacts.
    ---2 Main Quests completed, 1 side quest completed---
    
    AVLEE QUESTS
      Head to Avlee and fly to the western island to where the obelisk is.  Fly
    south and watch for water monsters.  Enter the covered shrine and place the
    KNIGHT STATUETTE on the altar.
    ---1st statue placed---
    
    STORM THE TITAN *gulp* STRONGHOLD (Avlee)
      I definitely recommend GM Disarm which can be learned in Harmondale, and GM
    Air Magic so you can have 12 hours of Invisible instead of about 2 hours.  Fly
    to the southeast part of Avlee area beyond the Wyverns.  Avoid the fire of the
    sprites and enter the huge building down here.
      Welcome to the Titan Stronghold.  Cast Invisible right away.  There is gold
    and treasure everywhere in here.  Don't leave any behind if you can help it.
    But don't touch any monsters or you will be suddenly visible and dead before
    you can say, "Oh Sh........"  I will give you the freedom to explore the place.
    I will lead you to what we need.  Go into the center room and go left down the
    corridor.  Head all the way to the end of the hall, avoiding the titans, and
    turn at the corner.  Take the first path on your right and the chest in this
    room contains the PERFECT BOW.  The quest is done, now have fun.  When you are
    done, exit and fly back to town and sell what you need to.
    
    BAAD PRIEST
      Now fly to the southwest part of Avlee.  You will come upon the Temple of
    Baa.  This is the only one in the game unlike M&M6 that had 5 or 6 of them.
      Be careful not to fall down in the holes and go around the righthand spiral.
    There are clerics in the hall.  Follow the hall to the end and take a right at
    the door and you will come to a room full of spiders and clerics and the guy up
    the stairs is your target, The HIGH PRIEST OF BAA.  Kill him and take his CLOAK
    OF THE SHEEP.
      Warp out of here and go to Harmondale.  You can get your Archer and Monk
    promotions from this area.
    ---2 Promotion quests completed---
    
    DAMSEL IN DISTRESS
      Head back to Deyja and go to the round tower on the southern part of the
    area.  This is William Setag's Tower and he's holding the poor Alice hostage.
    Kill the Initiate Knight in the opening room and ride the elevator to the top.
    There are some rats attacking William and he will dispose of them quickly and
    then come after you.  He is the equivelent of a Master of the Sword.  You can
    fight him or jump off the elevator and shoot him from a corner of the room as
    he wanders around up top.  When he's dead, take the KEY off of him and go to
    the upstairs north door and Alice is inside.  She can accompany us on our next
    quest.
    
    WATCHTOWER 6
      It might be best to do this dungeon invisible.  It is a real pain in the butt
    and the Lich Kings and Dead Queens make it lethal at times.  Go west of Setag
    Tower and kill the Harpys in the area.  Make your way up to the building and
    enter invisible.
      Go straight and onto the elevator and ride it down.  Go straight again and
    take this elevator up.  Stand off to the side and press the south button over
    and over until a path comes out to the south.  If you get hit by the fireball
    then you weren't to the side far enough.  Eventually the path will extend.  Go
    across and down the stairs.  Go to the south end of the room and look west.
    See the hole in the wall?  Pull the switch to lower the weight.  Your quest is
    complete.  Warp to Erathia.
    
    OUTSIDE (Erathia, Tatalia)
      For the final time, go into the sewers and back to the master thief and get
    your Thief promotion.  Go back to downtown Erathia and enter the house across
    from the inn to complete the Hero quest.  Now go to Tatalia.
      Go to the southwest corner of the map and place the Eagle Statuette on the
    shrine.  Now go enter the house to the east of the stables that turns out to be
    the Wine Cellar.
    ---1 Statuette placed---
    
    THE WINE CELLAR
      Kill the bats and necromancer and any shades that appear and check the wine
    shelves for potions.  Take the chest in the back and open the secret door to
    the northwest.  Kill the bats and slowly go down the stairs.  Enemies in the
    next room will start activating.  These are likely to be Speakers For The Dead
    and Elder Vampires.  This may take a few trips so you can heal because those
    Queens of the Dead can knock off almost an entire party in one Dragon Breath
    and Pain Reflection.  Go down the stairs when you can and kill the necromancers
    in the south hall.  Go north and kill the bats and vampires and push the button
    that looks like an altar.  There are three chests in the new room with some
    pretty good treasure.  Warp up to Celeste and go to the east side and complete
    this final quest.  Now go to the northwest house and get the Command Cube
    quest.
    ---1 Main quest completed, received 1 Main quest---
    
    FINAL PROMOTION (Barrow Downs)
      If you were lucky, you may have already found the skull that was lying
    between Stone City and Nighon.  If not, you will have to go back.
      I reentered from the Thunderfist side.  When you reach the Nighon Tunnels, go
    north, avoiding the traps and when you come to a hole with water in it, fall in
    and head as far north as you can.  Kill the gogs and you will see a pile of
    bones on the ground.  Take the skull.  You can find your path back to Stone
    City from here or you can warp to Harmondale and walk there.  Either way, go
    inside the hopefully empty Barrow Downs near the inn and take this path: From
    IX, go to V (top left) to I (bottom left) to VI (bottom left) to the cross
    (bottom left).  Walk straight into the coffin ahead of you and place the skull.
    Now go back to the Tulerean Forest and claim your promotion near the stables.  
    ---1 promotion quest completed---
    
    COMMAND CUBE (The Pit)
      Here is your final run into the Pit.  Still don't warp but take long way
    through the hall.  When you enter, go right and jump over the gap on the path.
    Follow this path around to the 4 houses.  This is the equivilant of Celeste's
    East Side.  Since you should be invisible already, save and enter the house to
    the northwest.  
      If you have a GM Thief in Stealing, cast invisible and enter.  If you don't,
    cast virtually every protective spell you can cast and then invisible and enter
    the house.  Have your thief run up to him and press Ctrl and click on Robert
    The Wise.  It may take a couple tries but you will eventually steal his CONTROL
    CUBE.  If you don't have a thief, then you are going to have to melee him.  It
    is best to save next to him and attack.  When he attack, he may eradicate one
    of your party or Power Cure himself.  If this happens, then reload and attack
    again.  Every time he you can attack, save it so his energy will be down when
    you reload it.  This is why I ALWAYS have a thief in my group.  When he's dead
    or it's stolen, then go back to Robert The Wise and give him the cube for about
    7-8 levels worth of experience.
      Now go back to Castle Lambent again and talk to Resurectra for your next
    quest to Strike the Devils.  You now have the BLASTER skill as well.  
    ---1 Main quest completed, received 1 Main quest, received Blaster skill---
    
    NOTE: This is the point where the quests are all the same for both Dark and
    Light paths, so instead of typing this portion twice, I made a "Paths Rejoin"
    section.  The paths do not actually join, you will still need to get your
    rewards from your associate's castle.
    
    
    D. THE TWO PATHS REJOIN (TPRJN)
      This next part is my least favorite part of the entire game.  Go to Nighon
    and head northwest of the town to the small village where the Alchemy Master is
    and go up the trail to the building on the mountain.  This is the closest path
    to the Tunnels of Eeofol.  It won't last for long but turn invisible and enter.
    
    THE JOURNEY TO EEOFOL
      Follow the trail and head to the west.  When you come to a narrow hallway, go
    north and you will enter the Caves of Eeofol.  These caves are about 10 times
    harder to get through than the Nighon Tunnels and just as difficult to explain
    as it is a maze about halfway there.
      There are some medusas off to the left in the tunnels and some Behemeths
    ahead.  Kill the medusas inside the tunnels and then lead the behemeths 
    (especially the ancient ones that can kill someone in one hit) to this area and
    they will get stuck behind walls where you can stand close enough to hit them
    but they won't hit you.  For some reason, they can't find their way around the
    pointed walls.  Follow the tunnels around while killing Behemeths and a few
    medusas.  When you turn north again, beware of the Medusa that conseals herself
    inside the wall.  She can shoot you but you can't hit her.  Nice glitch in the
    game, huh?  Head north through more medusas and you will come to the maze part.
    Now is a good time to go back to the first medusa room and cast Invisible when
    your lights turn green.  Now go back to the maze area and I will try to guide
    you through it.
      The whole idea is to get as far to the southeast as you can... again.  Head
    south down the straight hallway and then east.  You will come to a winding
    corridor that leads into a room of behemeths.  It's good to save every time you
    pass an obsticle.  When the behemeth moves out of the way, go north one room
    and then turn east again.  Avoid the medusas and cross the water bridge and
    make a jump at the end.  It's best to save before you jump though so if you
    miss you can reload and try again.  On the other side, go south to the small
    room and then west... yes you must go west to go east.  Dive into the hole
    around the behemeths.  Hopefully, there isn't a behemeth caught in the doorway
    and you can now get out and head east again.  Go into the big room and step off
    the walkway on the right side.  There is a straight path leading to the east.
    Take this path and avoid the behemeths and medusas and you will come to a large
    door.  Open the door and you will see the exit ahead of you into the Land Of
    The Giants (Eeofol).
    
    THE LAND OF THE GIANTS (Eeofol)
      Definetily save now.  If you need to, rest.  There are treasures lying along
    the beaches and mega-ore.  Upon entering, you will be given a BASIC BLASTER
    from Archibald who will send you on an unwritten quest to rescue his brother
    from the devils.  There is the Armsmaster GM in the house to the right.  Do not
    drink from the well unless you would like to add a gravestone to your group.
    Cast fly and invisible and fly due southwest from this house and you'll see the
    area's OBELISK off to the left.  Fly north to a part with lots of dragons and
    titans and there will be a shrine sitting there.  Go to the shrine and touch
    the altar and Wahlah... you are back in Harmondale...MWAHAHAHAHA... Okay, touch
    it again to go back.  But I'm not ready to fight the Devil Colony yet.  Let's
    take care of some other quests first.
    ---Received 1 unwritten quest and Blaster, touched 11th Obelisk---
    
    THE OBELISK QUEST (Erathia, Bracada, Nighon, Evenmorn Island)
      If you did what I told you, you should only have 3 obelisks left to touch.
    Warp to Erathia and head south into the southern maze.  Fight the Griffins and
    make your way to the southwest corner where the 12th OBELISK awaits.
      Warp to Bracada via Celeste and go to the very center of the area where the
    griffins are.  The OBELISK is on the ridge that they are guarding.
      Warp to Nighon and fly to the northwest corner of the map.  Kill any of the
    Rocs that you want and take the final OBELISK.
      Now that you have your final obelisk, go into your Autonotes and the obelisks
    will spell out a message... a clue... as to where the treasure is buried matey.
    PIRATES FIVE   ONE SURVIVE
    HIDE THE GOLD  UNDER THE SAND
    WHITE HOUR     WITCHING HOUR
    BLOOM UPON     A HAUNTED LAND
      Well, I don't know about you but I can think of 2 haunted lands.  The Mire of
    the Damned is really annoying but the treasure can be found behind the Temple
    of Baa on the..... oops wrong game.  Hmmm... the Barrow Downs is a good haunted
    land but once again, there isn't much sand and doesn't make you think of
    pirates... (it makes me think of pulling my hair out though).  It must be time
    to turn the day to Sunday or Thursday and take a boat to Evenmorn one last
    time.
      Now this is where the clues stink.  It says under the sand but the sand is
    where the Merchant Master resides and nothing blooms at midnight.  Go to the
    south island that is west of here and you will find a circle of stones with
    skeletons guarding it.  In the middle of this circle is the target.  At 12:00am
    a bouquet of flowers will appear in the middle of the ring.  Touch them and a
    secret chest will open up (not sure if it's trapped or not).  Inside are some
    artifacts and Mega-ore and 100,000 gold just for opening it.  You also get the
    Hero's Belt and Lady's Escort.  This concludes your obelisk tour.
    ---touched 12th, 13th, 14th obelisks, completed obelisk quest---
    
    DRAGON'S EGG
      This quest is for the Dark Path only.  "So for all you worthless do-gooders,
    it is impossible to teach you any more."  "I can smell the goodness on you, go
    on, git out, git."  Go back to Eeofol via Harmondale while invisible.  Fly and
    climb up one of the snowpaths on the mountain and go inbetween them and you
    will find a dragon cave.  Enter it and follow it all the way around to the end,
    skirting the dragons.  There is a chest in here and two DRAGON EGGS sitting on
    the ground.  Grab one of them and get out of this cave, or at least out of
    harm's way.  Then warp to Nighon.  Go to the southeast house and finish your
    Warlock training quest.
    ---1 DARK promotion quest completed---
    
    ONE A-MAZE-ING QUEST
      If Dark Path, you are already here.  If Light Path, warp to Nighon and fly
    north into the desert area and turn west.  You will come to a cave in the
    hillside near where the water and sand meet.  This is THE MAZE.  It is probably
    the toughest dungeon in the game but I do have a strategy for killing almost
    everything in it but it still takes a while.  First go invisible.  I guess you
    could probably do the whole dungeon invisible if you try but here's what I do.
      Go through the left door to the north.  Go beyond the square pillar and turn
    east.  Go north and take the first right you come to.  You will run into a door
    so open it and reveal some monsters.  Save the game and run behind the altar in
    the north part of the room.  Stand there and pause the game and when the
    minotaurs on your ledge are on the other side of the altar, attack and they
    won't be able to hit you.  When he/they are dead, now you are free to stand on
    this platform and kill the minotaurs below you.  Be careful, the Lords have a
    long reach and can kill in one hit.  But you can get close enough to hit them
    and not be hit.  Any problem minotaurs can be led into this room and killed in
    this fashion.  Once you get further along in the maze, you can probably just
    kill them in the long halls with arrows and magic but this strategy helps clear
    out a lot of them in the beginning.  There are treasures and a few chests lying
    around this maze so explore at your leisure, but I am going to give you the
    straight path to the end.
      From this room, head out and go north and south and north again while going
    west.  Beware of the Hydras near here.  Head north until you are west of that
    room and as far north and you can go and head west through more minotaurs.
    Bear a little south on your way until you come to a long hallway heading north.
    Take your first right and go north when you can.  Go east and follow the path.
    At your first chance to go north, go north and then again and you are at the
    end of the maze part.  There's still stuff to kill and stuff to find.  There
    are warlocks on two balconies ahead of you.  The best way to get them is to run
    right up to the balconies and kill them from below but so that the other ones
    don't shoot you down.  Cast jump and go up on the left balcony.  This way will
    allow you to sneak up on the Hydras one at a time.  Get them to come near the
    small path they can't go down and hit them from around the corner so the spells
    don't hit you.
      Go into the first big room to the north and kill two large hydras and there's
    a chest in there with the ANGEL STATUETTE inside.  Finally the final piece to
    that quest.  Continue to the east and kill some more Hydras.  Once all these
    Hydras are dead along with the Minotaurs to the far east, you can go in the
    north rooms and get a green light.  Turn yourself invisible and keep going to
    the east.  Open the chest in here for HALDAR'S REMAINS.  DON'T ACCIDENTLY CLOSE
    THE CHEST or a glitch will refill it and the remains will disappear.  Go south
    for some more treasure lying around, but you are done... finally.
    ---collected 3rd statuette---
    
    MAZE REWARDS (Nighon, Bracada, Tulerean Forest)
      Go back to Nighon and return Mazim Dusk his brother's remains for 35,000 gold
    and lots of experience.  Now go to Bracada and to the northwest area where you
    will find the third and final shrine to set the Angel Statuette on.  Now warp
    to the Tularean Forest and go to the northeast house on the platform for your
    50,000 gold reward for the Statuette quest.  That leaves us with one quest...
    Colony Zod... uuuuugh.
    ---2 side quests completed---
    
    XENOFEX MUST DIE!!!
      Turn yourself invisible and go back to Eeofol.  Go to the southwest area
    where the devils are and you will find the Colony Zod.  Enter.
      Once inside, go to the door and kill the devils blocking it or sneak by them
    invisible.  The right path leads to a chest and another Blaster.  The left path
    is the one to take however.  Follow it to the end and open the door.  More
    devils.  Cross the room and enter the next door and go up the elevator.  Go
    through the door and kill/avoid some more devils and press the four switches on
    the panel ahead of you.  Go into the hallway behind it and open the last door
    to the east.  Click on the swinging cage and Roland Ironfist will be released
    and will give you a COLONY ZOD KEY and leave.  Go across the hall and there's a
    black chest inside that will give you a random ARTIFACT.  Go back down to the
    original hallway and a new path will have opened up going northeast.
      Head up this path and more devils will get in your way.  Enter the big room
    and turn to the left and there is a door.  Go up the elevator inside and exit
    onto the next floor.  The chests in here have more blasters inside and the
    switches on either side will allow you to open the door to the south. Go around
    this room and into the next closed door and ride the elevator up.  Unfortunetly
    this is where your sneaking around ends.  Use the Key to unlock the door and
    about 10 devils are waiting for you.  XENOFEX is among them.  He's the only one
    that needs to die but that's the trick isn't it?  The best way I found is to go
    back down the elevator and let them come out and fall to your ledge below one
    at a time and make the elevator go back up so more don't fall in but by no way
    is this fool proof.
      When he's dead, collect his body and warp back to your side's city and go
    back to the castle for your reward.  You will be let in on the plan now and
    asked to complete one final task.  Go to the Lincoln west of Avlee and find the
    Ocillation Overthruster.  Now you can train about 8-10 levels.  Make sure to
    take the 4 WETSUITS from the chests outside the throne room.
    ---1 Main quest completed, received 1 Main quest---
    
    JOURNEY THROUGH THE SHOALS
      Since there isn't much left to do, you can do any training that you need but
    make your way to Avlee.  Now put on your wetsuits which requires you to be butt
    naked... okay but down to your underwear.  That means no rings, no weapons, no
    nothing except for Blasters.  After everyone is suited up, walk into the water
    heading west and you will make it to the Shoals in 1 day.  There are large
    sharks swimming in this water so be prepared to shoot.  The controls are used
    underwater the same way as if you were flying.  Head due northwest from where
    you enter and you will come to a giant ship on the bed of the sea.  This is the
    Lincoln.  It is surrounded by sharks and some treasure.  When you're ready to
    enter, go to the back of a wing and save.  Enter the green light while paused.
    
    THE LINCOLN
      The best thing to do is run to the closest alcove on the west side of the
    room.  Cast a beacon and get out of there to your choice of town.  Take this
    time to heal if necessary and put all your armor back on and weapons if you
    don't want the blaster.  Pause the game when ready and beacon back to the ship.
      The security system that was spoken of were the droids wandering around this
    ship.  They are tough but the assassin droids can Eradicate you instantly at
    times.  The best thing to do here is to kill anything close to this area so
    that you can cast Invisible and finish the rest of the quest without being
    interrupted.  Kill the droids in this room and the ones through the window on
    the east side of the room.  Now we need to turn on the power so head down the
    east path and kill the seeker.  In the hallway take another east path to an
    elevator.  Go up and hit the computer panel by the elevator to activate the
    ship's power.  Go back down and to the main room again.  Go inside the room on
    the east side and flip the third screen to lift up a chest on the third
    elevator.  This chest has treasure and BLASTER RIFLES in it.  I found 3 but I
    don't remember ever finding 3 before so it may be random.  Go north and shoot
    the droids up on the higher ledge while backing up to avoid their fire.  Keep
    going back and forth and shooting until it/they is/are dead.  Make sure you
    have the beacon in place and ride the elevator up.  You will find another chest
    with a BLASTER RIFLE inside.  Once up here, you can't go back down without the
    beacon.  Go down the hallway up here and take care of any droids in the hall.
    When you come to a big room, beacon back.  Finally go down the east hall and
    the door to the north.  More droids are inside including an Assassin Droid or
    two.  Destroy them all.  This should make it so you can run into the northern
    alcove of the original room and cast invisible.  If it does not turn green,
    then a droid got too close somewhere and deserves to be killed.
      Once you are invisible, I will lead you to the Overthruster now.  Go down the
    east hall and as fall to the south as you can.  Go up the ramp to the big room
    and go up the east stairs to the upper level.  Go through the south doors and
    go to the black structure in the middle of the room.  Touch it to grab the
    OSCILLATION OVERTHRUSTER.  Mission over! Quest over! Game over!  Warp back to
    your castle and take the Overthruster to the King and...
    CONGRATULATIONS!!! YOU HAVE JUST BEATEN MIGHT AND MAGIC VII!!!  Enjoy your
    ending.
    
    ====================
    VII. ENDGAME   <NDGM>
    ====================
    A. DARK PATH ENDING
      Once you give Kastore the overthruster, he will plug it into a machine that
    creates a Mega-Blaster.  He then proceeds in shooting someone to test it out.
    (I'm not sure if the person he shoots is you or what), but once he takes a
    liking to it.  He plugs in 999 to the machine and it starts producing loads of
    Mega-Blasters for his minions.  The camera backs off to reveal a huge fire and
    his minions cheering and celebrating.  Then your winning certificate appears
    showing your party's status and score and time played.  It also says:
                                   CONGRATULATIONS
    "Brilliant!  The completion of the Heavenly Forge has provided enough Ancient
    Weapons to crush all resistance to your plans.  Soon the world will bow to your
    every whim!  Still, you can't help but wonder what was beyond the Gate the
    other side was trying so hard to build."
      Then a message from the development team pops up and you are teleported back
    to Harmondale.
    
    B. LIGHT PATH ENDING
      Once you give Resurectra the overthruster, it will show one of your party
    members placing it on a pedestal and "that should do it".  It creates a warp
    to Web Station Beta 5 and you will meet Corak.... not THE Corak but a Corak.
    He will tell you about THE Corak crashing on Xeen and wondering if he's still
    alive.  He will tell you about the gate that opens to many worlds but none to
    the ancients.  He is not permitted to leave the chamber.  But after your party
    asks where they can go, Corak laughs and says, "Anywhere you want".  Then your
    winning certificate appears showing your party's status and score and time
    played.  It also says:
                                   CONGRATULATIONS
    "Splendid job!  With the activation of The Gate, a thousand worlds lie at your
    feet.  Perhaps on one of them, you will find the ancients themselves, and
    return with the fruits their great civilization has to offer your world and
    your kingdom."
      Then a message from the development team pops up and you are teleported back
    to Harmondale.
    
    ======================
    VIII. MAIN LINE QUESTS   <MNLNQ>
    ======================
    A. Emerald Island Quests
    1. Return a Red Potion to the Judge on Emerald Island.
    
    2. Return a Longbow to the Judge on Emerald Island.
    
    3. Return a Floor Tile to the Judge on Emerald Island.
    
    4. Return a Wealthy Hat to the Judge on Emerald Island.
    
    5. Return a Seashell to the Judge on Emerald Island.
    
    6. Return a Instrument to the Judge on Emerald Island.
    
    7. Find the missing contestants on Emerald Island and bring back proof to Lord
    Markham. (optional)
    
    B. Mainland Quests
    8. Clean out Castle Harmondale and return to the Butler in the Harmondale inn.
    -Given by the Butler at the Castle's door.
    
    9. Talk to the dwarves in Stone City in the Barrow Downs to find a way to
    repair Castle Harmondale.
    -Given by the Butler after completing quest 8.
    
    10. Rescue the dwarves from the Red Dwarf Mines in Bracada.
    -Given by the Dwarven King for completing quest 9.
    
    11a. Rescue Loren Steel from the Tularean Caves in the Tularean Forest.
    -Given by Queen Catherine in Castle Gryphonheart in Erathia.
    and/or
    11b. Retrieve plans from Fort Riverstride.
    -Given by Eldrich Parson in Castle Naven in the Tularean Forest.
    
    12. Retrieve Gryphonheart's Trupmet from the battle in the Tularean Forest and
    return it to whichever side you choose.
    -Given by a messenger during quest 11.
    
    13. Choose a judge to succeed Judge Grey as arbiter in Harmondale.
    -Given by a messenger when you return to Harmondale about a month after quest
       12 is complete.
    
    LIGHT PATH
    14. Complete the Walls of Mist without killing a single opponent.
    -Given by Gavin Magnus in the throne room of Castle Lambent in Celeste.
    
    15. Retrieve the Altar Piece from the Temple of Dark in The Pit as well as the
    piece from the Temple of Light.
    -Given by Resurectra in Celeste's east side in the southwest house.
    
    16. Investigate the Wine Cellar in Tatalia for vampire problem.
    -Given by Crag Hack in Celeste's east side in the southeast house.
    
    17.  Retrieve a case of Soul Jars from Castle Gloaming in The Pit.
    -Given by Sir Caneghem in Celeste's east side in the northeast house.
    
    18. Assassinate Tolberti in his house in Celeste.
    NOTE: You don't actually have to kill him, just get the Control Cube he holds.
    -Given by Robert the Wise in Celeste's east side in the northwest house after
    quests 15, 16, and 17 are completed.
    
    DARK PATH
    14. Complete the Breeding Zone and exit the back.
    -Given by Archibald in the Pit's Castle Gloaming.
    
    15. Destroy the magical defenses inside Clanker's Lab
    -Given by Dark Shade on the Pit's West Side in the southwest house.
    
    16. Retrieve a case of Soul Jars from the Warlocks in Thunderfist Mountain.
    -Given by Maximus on the Pit's West Side in the southeast house.
    
    17. Retrieve the Altar Piece from the Temple of Light in Celeste as well as the
    piece from the Temple of Dark.
    -Given by Kastore on the Pit's West Side in the northeast house.
    
    18. Assassinate Robert the Wise in his house in Celeste.
    NOTE: You don't actually have to kill him, just get the Control Cube he holds.
    -Given by Tolberti on the Pit's West Side in the northwest house after quests
       15, 16, and 17 are completed.
    
    BOTH PATHS
    19. Go to the colony Zod in Land of the Giants and slay Xenofex.
    -Given by Kastore in the Pit's Castle Gloaming's Throne Room.
    
    20. Go to the Lincoln in the sea west of Avlee and retrieve the Oscillation
    Overthruster
    -Given by Kastore in the Pit's Castle Gloaming after completing quest 19.
    
    ====================
    IX. PROMOTION QUESTS   <PRMTQ>
    ====================
    As with the previous games, there are many promotion quests to take on.  This
    time there are three per class of characters but you can only take on one of
    the second quests depending on which path you choose early in the game.
    
    A. 1st Promotions (Everybody can promote)
    1. Knight to Cavalier: Almost across from the Erathia Healing Temple.
    Destroy the undead in the haunted house in the Barrow Downs.
    
    2. Thief to Rogue: William Lasker in the Erathia sewers.
    Go to Lord Markham's estate in Tatalia and steal the vase there.
    
    3. Monk to Initiate: Bartholomew Hume in the Harmondale southern village.
    Find the lost meditation spot in the Dwarven Barrows and pray there.
    
    4. Paladin to Crusader: Next door to the Erathia bank.
    Kill Wromthrax the Heartless (dragon) in his cave in Tatalia.
    
    5. Archer to Warrior Mage: Avlee in the tent to the left of the guilds.
    Sabotage the lift in the Red Dwarf mines in the Bracada Desert.
    
    6. Cleric to Priest: Northwest Deyja near the Alchemy store.
    Find the lost pirate map in the Tidewater Caverns in Tatalia.
    
    7. Ranger to Hunter: Tularean Forest behind the magic shop on the north ledge.
    Solve the secret entrance to the Faerie Mound in Avlee and speak to the King.
    
    8. Sorcerer to Wizard: School of Sorcery in Bracada.  Right-hand door.
    Collect the six golem pieces and construct a complete golem.
    
    9. Druid to Great Druid: Near the Tularean Forest stables.
    Pray at the three stonehenge monoliths in Tatalia, Evenmorn Islands and Avlee.
    
    B. Light Path Promotions (2nd Promotions)
    1. Cavalier to Champion: East ridge of Bracada Maze.
    Win 5 arena challenges at Knight Level.
    
    2. Rogue to Spy: Bill Lasker in the Erathia sewers.
    Go to Watchtower 6 in Deyja and move the weight from the top of the tower to
    the bottom of the tower.
    
    3. Initiate to Master Monk: Bartholomew Hume in South Harmondale village.
    Go to the Temple of Baa in Avlee and defeat the High Priest of Baa
    
    4. Crusader to Hero: Erathia near Town Hall across from the inn.
    Rescue Alice Hargreaves from William's Tower in Deyja.
    
    5. Warrior Mage to Master Archer: Harmondale in house behind the temple.
    Retrieve the Perfect Bow from the Titan's Stronghold in Avlee.
    
    6. Priest to Priest of Light: In east Celeste in the first north door.
    Purify the Alar of Evil in the Temple of the Moon on Evenmorn Isle.
    
    7a. Hunter to Ranger Lord: Bracada north of docks in the small village.
    Calm the trees in the Tularean Forest by speaking to the oldest tree.  
      7b. Talk to the oldest tree on the southern island in the Tularean Forest.
      Find the Heart of the Forest in the Mercenary Guild in Tatalia and return it.
    
    8. Wizard to Archmage: School of Sorcery in Bracada.
    Find the book of Divine Intervention in the Breeding Zone in The Pit.
    
    9. Great Druid to Arch Druid: Near the Tularean Forest stables.
    Retrieve the bones of the Dwarf King from the tunnels between Stone City and
    Nighon and place them in their proper resting place in the Barrow Downs.
    
    C. Dark Path Promotions (2nd Promotions)
    1. Cavalier to Black Knight: Almost across from the Erathia Healing Temple.
    Raid the Elven treasury at Castle Naven in the Tularean Forest.
    
    2. Rogue to Assassin: Northeast town of Deyja.
    Go to the Celestial Court in Celeste and kill Lady Eleanor Carmine.  Return
    with proof.
    
    3. Initiate Monk to Ninja: On the east side of the Pit in the southwest house.
    Crack the code in the School of Sorcery in the Bracada Desert to reveal the
    location of the Tomb of Ashwar Nog'Nogoth.  Discover it, enter, and return it.
    
    4. Crusader to Villian: South Deyja near tower.
    Capture Alice Heargreaves from her residence in Castle Gryphonheart and return
    with her to William's Tower in Deyja.
    
    5. Warrior Mage to Sniper: Northern tent in Avlee
    Retrieve the Perfect Bow from the Titan's Stronghold in Avlee.
    
    6. Priest to Priest of Dark: Northwest Deyja near the Alchemy store.
    Deface the Altar of Good in the Temple of the Sun on Evenmorn Island.
    
    7. Hunter to Bounty Hunter: Tularean Forest behind the magic shop.
    Collect 10,000 gold worth of bounties from the Bounty hunts in town halls. 
    
    8. Wizard to Lich: On the east side of the Pit in the southeast house.
    Retrieve the Lich Jars from the Proving Grounds in Celeste.
    
    9. Great Druid to Warlock: Southeast house in the main part of Nighon.
    Retrieve a Dragon Egg from the Dragon Cave in Land of the Giants.
    
    ====================
    X. SECONDARY QUESTS   <SCNDQ>
    ====================
    These are the quests that are recommended to do but not required to beat the
    game.  They can give lots of gold and experience though.
    
    1. Retrieve the Lantern of Light from the Barrow Downs.
    -Given by Tarin Withern in the Harmondale Temple.
    
    2. Find the fate of Darron's brother in the White Cliff Caves.
    -Given by Darron Temper in huge house in southeast Harmondale.
    
    3. Retrieve Signet Ring from the bandit caves in northeastern Erathia.
    -Given by Davrik Peladium in the Harmondale tavern.
    
    4. Win a game of Arcomage in all 13 taverns.
    -Given by Gina Barnes in northern Erathia town.
    
    5. Take Sealed Letter to Lord Markham in his manor in Tatalia.
    -Given by Norbert Thrush in the house south of the flower area in Erathia
    
    6. Retrieve the 3 paintings.
    -Given by Ferdinand Visconti in the first house in Tatalia coming from Erathia.
    
    7. Retrieve the 3 statuettes and place them on the shrines in Bracada Desert,
    Tatalia, and Avlee
    -Given by Thom Lumbra in the northeast Tularean Forest on the raised platform.
    
    8. Take the letter to the Faerie King in the Hall under the Hill in Avlee.
    -Given by Johann Kerrid in the Tularean Forest to the west of the magic shop.
    
    9. Kill all the Troglodyts beneath Stone City.
    -Given by Spark Burnkindle in the southeast corner of Stone City.
    
    10. Retrieve Haldar's remains from The Maze in Nighon.
    -Given by Mazim Dusk in southeast Nighon town.
    
    11. Kill all the griffins in Erathia and Bracada.
    -Given by Seth Drakkson in Deyja to the left of the Healing Temple.
    NOTE: You must already be on the Dark Path to receive this quest.
    
    12. Retrieve the Season's Stole from the Hall of the Pit.
    -Given by Gary Zimm in the house on the hill northeast of Celeste entrance.
    NOTE: You must already be on the Light Path to receive this quest.
    
    13. Steal the tapestry from your Associate's Castle. (depending on your path)
    -Given by Miles Stantley at the Mercenary's Guild after his messenger summons
    you.
    NOTE: You must accept the wand from Malwick on Emerald Island at the beginning
    for this quest to be activated.
    
    ==================================
    XI. TEMPLES, DUNGEONS, AND CASTLES   <TDCS>
    ==================================
    All creatures in the dungeons are randomly placed.  Just because I have them
    listed doesn't mean you'll run into them in the dungeon.
    
    1. Dragon's Cave- Located on the northern shore of Emerald Island.
    Enemies within:
    -Giant Rat         -Red Dragon
    Important Items within:
    -Longbow
    -Contestant's Shield
    -Message Scroll
    
    2. Temple of the Moon- Located at the mouth of the waterfall on the eastern
    hill.
    Enemies within:
    -Giant Bat         -Giant Rat          -Giant Spider
    -Vampire Bat       -Lightning Rat      -Venemous Spider
    -Inferno Bat       -Fire Rat           -Widowmaker
    Important Items within:
    -Floor Tile
    
    3. Castle Harmondale- You start here.  It's in north
    Enemies within: (Stage 1)
    -Giant Rat         -Goblin             -Giant Bat
    -Lightning Rat     -Hobgoblin          -Vampire Bat
    -Fire Rat          -Goblin Lord        -Inferno Bat
    Important Items within:
    -nothing in Phase 1.
    -Once the castle is rebuilt, you will have trapped cupboards and chests through
    out the castle.
    Enemies within: (Stage 2)- If you fail to do Stantley's quest in 30 days.
    -Hobgoblin         -Guard
    -Goblin            -Adventurer
    -Goblin Lord
    
    4. White Cliff Caves- Located in southeast Harmondale across the large bridge.
    Enemies within:
    -Troglodyte Drone       -Emerald Ooze
    -Troglodyte Soldier     -Sapphire Ooze
    Important Items within:
    -Arcomage Deck- At the end of the first tunnel on the left.
    
    5. Stone City- tunnels beneath the city
    -Troglodyte Drone
    -Troglodyte Soldier 
    -Troglodyte Queen
    Important Items within:
    -Obelisk- In the northwest corner of the dungeon area
    
    6. Bandit Caves- Located in northeast Erathia, hidden in the hills.
    -Robber            -Thief
    -Raider            -Rogue
    -Bandit            -Master Thief
    Important Items within:
    -Signet Ring- In the big room in the left chest.
    
    7. Hall Under The Hill- Located in the northwest corner of Avlee area.
    Enemies within:
    -Dragonfly
    -Fire Dragonfly
    -Queen Dragonfly
    Important Items within:
    -Faerie Key- I'm not sure where it is, but when I reach the final room after
    killing everything, I usually have it.
    
    8. Tidewater Caverns- Located on the eastern island of Tatalia.
    Enemies within:
    -Thief             -Shade              -Skeleton
    -Rouge             -Specter            -Skeleton Knight
    -Master Thief      -Ghost              -Skeleton Lord
    Important Items within:
    -Map to Evenmorn Island- It's in the secret door on the second half of the ship
    in the righthand chest.  Beware, it is heavily trapped.
    
    9. Erathian Sewer- There are a few entrances.  Just find a tunnel in a hill.
    Enemies within:
    -Thief             -Giant Rat
    -Rogue             -Lightning Rat
    -Master Thief      -Fire Rat
    Important Items within:
    -William Lasker the thief is in the treasure room after the jumping room.
    
    10. Red Dwarf Mines- In the northeast corner of Bracada guarded by Griffins.
    Enemies within:
    -Emerald Ooze      -Medusa
    -Sapphire Ooze     -Empress Medusa
    -Bloodstone Ooze   -Queen Medusa
    Important Items within:
    -Dwarves- There are 7 dwarves scattered along the tunnels.  Click on them if
       you have the Elixer to restore them.
    -Elevator engine- It's in the room furthest to the east. (replace belt)
    
    11. Haunted Mansion- In the northwest area of the Barrow Downs.
    Enemies within:
    -Ghast             -Shade              -Wight       
    -Ghoul             -Specter            -Wraith      
    -Revenant          -Ghost              -Barrow Wight
    Important Items within:
    -Angel Statue Painting- It's hanging on the wall in a first floor room.
    
    12. Dwarf Barrows- Enter from three locations throughout the Barrow Downs.
    Enemies within:
    -Giant Rat         -Skeleton           -Gogling            -Ghast   
    -Lightning Rat     -Skeleton Knight    -Gog                -Ghoul   
    -Fire Rat          -SKeleton Lord      -Magog              -Revenant
    
    -Rotted Corpse     -Giant Bat          -Wight
    -Walking Dead      -Vampire Bat        -Wraith
    -Zombie            -Inferno Bat        -Barrow Wight
    Important Items within:
    -Barrow Key- (Barrow X) It's in the chest up the stairs.
    -Barrow Key- (Barrow IX) It's in the chest.
    -Barrow Key- (Barrow VII) It's in the chest.
    -Lantern of Light- (Barrow II) It's in the middle chest at the end of the
       hidden waterway.
    -Hidden Well- (The Cross Barrow) It's in the middle of the big room.  Touch it
       to complete the Initiate Promotion Quest.
    
    13. Tularean Caves- In Northern Tularean Forest off to the left of the path.
    Enemies within:
    -Troglodyte Drone   -Elven Warrior     -Wyvern
    -Troglodyte Soldier -Elven Defender    -Horned Wyvern     
    -Troglodyte Queen   -Elven Lancer      -Ancient Wyvern???
    Important Items within:
    -Loren Steel- In the righthand teleporter, he's at the top of the hill after
    the elevator room.
    
    14. Fort Riverstride- It is the covered bridge across the river.
    Enemies within:
    -Conscript         -Archer             -Swordsman
    -Soldier           -Bowman             
    -Fighter           -Elite Archer
    Important Items within:
    -Secret Plans- In the vault in the southwest room.  Move the picture.
    
    15. Nighon Tunnels- Accessed from the Stone City tunnels and Thunderfist Mtn.
    -Gogling
    -Gog
    -Magog
    Important Items within:
    -Zokarr's Skull- I entered Nighon and realized that I had it.  I don't know
       exactly where I got it.
    
    16. The Hall of the Pit- In northeast Deyja in a crater.
    Enemies within:
    -Rotted Corpse     -Harpy              -Stone Gargoyle
    -Walking Dead      -Harpy Hag          -Marble Gargoyle
    -Zombie            -Harpy Queen        -Obsidian Gargoyle
    Important Items within:
    -Season's Stole (light quest)- In the final chest before the Pit itself.
    -(on dark quest) nothing much except access to The Pit.
    
    17. Celeste- Entrance gained on the tall hill with the teleporter in Bracada.
    Enemies within: (if you walk the Dark Path)
    -Wizard       -Angel Lord    - Greater Roc  -Lesser Light Elemental
    Important Items within:
    -many quests are received or achieved here.
    
    18. The Pit- Entrance gained by passing the Hall of the Pit in northeast Deyja.
    Enemies within: (if you walk the Light Path)
    -Lich              -Necromancer             -Minion Vampire
    -Power Lich        -Speaker for the Dead    -Vampire
    -Lich King         -Queen of the Dead       -Elder Vampire
    Important Items within:
    -many quests are received or achieved here.
    
    19. The Walls of Mist- In the first eastern door you come to after the inn.
    Enemies within:
    -Tempest           -Sorcerer
    -Genie             -Wizard
    -Djinni            -Archmage
    Important Items within:
    -East Pillar Key- In the east arch.  Fill the water pools and jump down the
       large pool.
    -West Pillar Key- In the west arch.  Open the panel in the floor of the first
       room.  Hit the switches and release a certain switch and pull the lever.
    -Central Pillar Key- In the center arch.  Touch the four glowing pillars and
       ride the elevator to the top.
    -Lich Jars (Dark Path)- In the chest after you use the three keys.
    
    20. Breeding Zone- Located in the northwest of The Pit's main area.
    Enemies within:
    -Warden of Fire    -Gogling            -Young Behemoth
    -Guardian of Flame -Gog                -Behemoth
    -Fire Elemental    -Magog              -Ancient Behemoth
    Important Items within:
    -Divine Intervention- In a chest in a hidden room in the winding passages.
    
    21. Castle Naven- The main Castle in the Tularean Forest.
    Enemies within:
    -Elven Archer      -Elven Warrior      -Dragonfly
    -Elven Scout       -Elven Defender     -Fire Dragonfly
    -Elven Ranger      -Elven Lancer       -Queen Dragonfly
    Important Items within:
    -Elven Treasury- At the bottom of the elevator, go right and to the end of the
    hallway.  Click on the floor after the final door on the left to open the way.
    
    22. Castle Gryphonheart- The main Castle in Erathia City.
    Enemies within:
    -Initiate of the Sword  -Archer        -Conscript
    -Champion of the Sword  -Bowman        -Soldier
    -Master of the Sword    -Elite Archer  -Fighter
    Important Items within:
    -Alice Hargreaves- She is in the guarded room to the left after the stairs.
    
    23. Castle Gloaming- In the third warp section of The Pit
    Enemies within:
    -Lich              -Minion Vampire     -Necromancer
    -Power Lich        -Vampire            -Speaker for the Dead
    -Lich King         -Elder Vampire      -Queen of the Dead
    Important Items within:
    -Case of Soul Jars- In the main room, take the north path, go up some stairs
    and take the west passage down a steep case of stairs.  Open chest.
    -Tapestry-?????
    
    24. Castle Lambent- In northern Celeste
    Enemies within:
    -Angel             -Sorcerer           -Bronze Golem
    -Archangel         -Wizard             -Brass Golem
    -Angel Lord        -Archmage           -Gold Golem
    Important Items within:
    -Tapestry-?????
    
    25. Grand Temple of the Sun- On the island across the bridge from the docks.
    Enemies within:
    -Acolyte of the Sun     -Monk
    -Cleric of the Sun      -Initiate
    -Priest of the Sun      -Master
    Important Items within:
    -Knight Statuette- In the chest in the west door from the entrance.
    -Altar of Good- In the middle of the round two-story room.
    
    26. Grand Temple of the Moon- Straight ahead from the docks.
    Enemies within:
    -Acolyte of the Moon    -Wight
    -Cleric of the Moon     -Wraith
    -Priest of the Moon     -Barrow Wight
    Important Items within:
    -Eagle Statuette- On the second floor of the entrance behind the south wall.
    -Altar of Evil- In the room straight across from the entrance.
    
    27. Titan Stronghold- In the southeast corner of Avlee surrounded by Sprites.
    Enemies within:
    -Titan             -Blue Dragon
    -Storm Titan       -Green Dragon
    -Blood Titan       -Red Dragon
    Important Items within:
    -Perfect Bow- In a chest in a circular room on the west side of the keep.
    
    28. School of Sorcery- In south Bracada on a double hill.
    Enemies within:
    -Sorcerer     -Lesser Light Elemental  -Bronze Golem  -Eric Swarrel (archmage)
    -Wizard       -Light Elemental         -Brass Golem
    -Archmage     -Greater Light Elemental -Gold Golem
    Important Items within:
    -Scroll of Waves- In the library on the righthand path from the door that zaps
    you.
    
    29. The Hidden Tomb- In south Erathia along the river.  Use decifer to enter.
    Enemies within:
    -Lich              -Minion Vampire
    -Power Lich        -Vampire
    -Lich King         -Elder Vampire
    Important Items within:
    -Shadow's Mask- In a sarcophogas in the left room
    
    30. Thundermist Mntn- It can be entered from many different doors around Nighon
    and from the Nighon Caves from the Dwarven Mines.
    Enemies within:
    -Minotaur          -Fire Warlock       -Floating Eye
    -Minotaur Headsman -Water Warlock      -Gazer
    -Minotaur King     -Air Warlock        -Evil Eye
    Important Items within:
    -Soul Jars- In the southernmost room of the temple area (not the caves).  Take
    the entrance on the mountain guarded by Warlocks.
    
    31. Temple of Light- Take the east west path at the fountain.
    Enemies within:
    -Acolyte of the Sun     -Angel         -Monk
    -Cleric of the Sun      -Angel Lord    -Initiate
    -Priest of the Sun      -Archangel     -Master
    Important Items within:
    -Light Temple Piece- In the hidden room opened by putting the sun, moon, and
    star switches in place.  See scroll from previous room for answer.
    
    32. Temple of Dark- In the second warp section, before the castle area.
    Enemies within:
    -Acolyte of the Moon    -Minion Vampire
    -Cleric of the Moon     -Vampire
    -Priest of the Moon     -Elder Vampire
    Important Items within:
    -Dark Temple Piece- Under the altar in the first room.
    
    33. Clanker's Lab- Under the north end of the long "bridge to nowhere" in the
    Tularean Forest.
    Enemies within:
    -Gogling           -Bronze Golem       -Floating Eye
    -Gog               -Brass Golem        -Gazer
    -Magog             -Gold Golem         -Evil Eye
    Important Items within:
    -Defense Machine- In the southeast corner in the jail-like cell.  Accessable
    through the library.  Just click on the black screen to deactivate.
    
    34. The Maze- In the northwest corner on Nighon on the hill.
    Enemies within:
    -Minotaur               -Fire Warlock       -Fire Hydra
    -Minotaur Headsman      -Water Warlock      -Air Hydra
    -Minotaur Lord          -Air Warlock        -Chaos Hydra
    Important Items within:
    -Angel Statuette- After the maze, it's in the first northern tunnel.
    -Haldar's Remains- After the maze, it's in the eastern open tunnel in a chest.
    
    35. Caves of Eofol- Enter from inside the northern caves of Thunderfist.
    Enemies within:
    -Medusa            -Young Behemoth
    -Empress Medusa    -Behemoth
    -Queen Medusa      -Ancient Behemoth
    Important Items within:
    -Nothing terribly important.  Just make your way to the northeast to find your
       way into Eeofol.
    
    36. Dragon Caves- Enter on the side of the mountain above the challenge torch.
                    - There's another in the crater on top of the mountain.
    -Blue Dragon
    -Green Dragon
    -Red Dragon
    Important Items within:
    -Dragon Egg- In the furthest open room of the first cave.
    
    37. Xenofex's Lair (Eo)
    Enemies within:
    -Devil Worker      -Xenofex
    -Devil Warrior
    -Devil Captain
    Important Items within:
    -Roland Ironfist- After the first elevator, he's in the southeast room in a
       hanging cage.
    -Colony Zod Key- Given by Roland Ironfist when you rescue him.
    -Xenofex- He's in the highest room of the dungeon.  He has lots of minions
       surrounding him.
    
    38. Mercenary Guild- At the end of the trail going up the mountain in Tatalia.
    Enemies within:
    -Robber            -Archer             -Initiate of the Sword
    -Raider            -Bowman             -Champion of the Sword
    -Bandit            -Elite Archer       -Master of the Sword
    Important Items within:
    -Heart of the Woods- It's in the northeast secret door behind the bookcase.
    
    39. Watchtower 6- The building in southwest Deyja.
    Enemies within:
    -Necromancer       -Lich               -Clay Elemental     -Shade
    -Speaker/Dead???   -Power Lich         -Stone Elemental
    -Queen/Dead        -Lich King          -Earth Elemental
    Important Items within:
    -Weights- Extend the south bridge in the huge room.  Go down the ramp and the
    weight is on the right in a hole.
    
    40. Temple Of Baa- It's on the southwest side of Avlee.
    Enemies within:
    -Devil Worker      -Cleric of Baa (1)  -Giant Spider
    -Devil Warrior     -Cleric of Baa (2)  -Poisonous Spider
    -Devil Captain     -Cleric of Baa (3)  -Widowmaker
    Important Items within:
    -Cloak of the Sheep- Worn by the High Priest in the furthest room along right-
    hand path.
    
    41. The Wine Cellar- The west house on the path to Lord Markham's estate in
    Tatalia.
    Enemies within:
    -Giant Bat         -Shade          -Minion Vampire    -Necromancer       
    -Vampire Bat       -Specter        -Vampire           -Speaker for the Dead
    -Inferno Bat       -Ghost          -Elder Vampire     -Queen of the Dead
    Important Items within:
    -nothing important, just a kill everything quest.
    
    42. William's Tower- In south Deyja to the west of the town (Light Path only)
    Enemies within:
    -Giant Rat         -Initiate of the Sword      
    -Fire Rat          -Master of the Sword
    -Lightning Rat     -William Setag
    Important Items within:
    -William's Tower Key- On William Setag (kill him or steal it)
    -Alice Hargreaves- Inside the locked door.
    
    43. The Lincoln (The Shoals)- 1 day west of Avlee.
    Enemies within:
    -Seeker Droid
    -Sentinel Droid
    -Assassin Droid
    Important Items within:
    -Blaster Rifle- In chest at top of big elevator in beginning room
    -3 Blaster Rifles- In chest on 2nd elevator from the right in beginning room.
       Use switch across room to lift.
    -Oscillation Overthruster- 
    
    ==========================================
    XII. THE OBELISK QUEST AND ARCOMAGE QUEST   <OBARC>
    ==========================================
    A. OBELISK QUEST
    This is a quest in the game that deserves it's own section.  Nobody gives you
    this quest but it's a very useful one to figure out.  Have you come to a small
    tower-like structure that reads a bunch of Mumbo Jumbo letters and lines?  Each
    one means nothing by itself, but if you find and click on all 14 in the game,
    they will be a clue to finding some hefty treasure.  All but 1 of them is
    outside (Stone City), and there is one in each area in the game (including
    Celeste and The Pit). 
    
    A. Locations
    1. Harmondale- It's in the northeast area surrounded by Goblins.
    2. Erathia- It's south of town in the Erathia Griffin Maze.  Southwest corner.
    3. Tularean Forest- It's due north of the inn, in a crater in the hills.
    4. Deyja- It's in western Deyja, south of the crater village.
    5. Bracada- It's in the middle of the maze.  Dead center of the entire area.
    6. Celeste- It's on the east side of town by the four Lords.
    7. The Pit- It's to the northeast of The Dark Temple.
    8. Evenmorn Isle- It's on the southwest island with the Specters.
    9. Nighon- It's in the northwest area surrounded by Rocs.
    10. Barrow Downs- It's southeast of Stone City among the Gogs.
    11. Eeofol- It's in the south area.  Watch out for Titans.
    12. Tatalia- It's in the northwest area in the snow.
    13. Avlee- It's on a western island surrounded by Sprites.
    14. Stone City- It's in the Troglodyte Mines in the northwest corner.
    
    B. Messages
    1.  p o h u w w b a
    2.  i n i n h i l _
    3.  r e d d i t o h
    4.  a _ e e t c o a
    5.  t s _ r e h m u
    6.  e u t _ _ i _ n
    7.  s r h t f n u t
    8.  _ v e h l g p e
    9.  f i _ e o _ o d
    10. i v g _ w h n _
    11. v e o s e o _ l
    12. e _ l a r u _ a
    13. _ _ d n _ r _ n
    14. _ _ _ d _ _ _ d
    
    C. THE ANSWER AND TREASURE
      If you read it down, you will get the clue.  It reads, "Pirates five one
    survive.  Hide the gold under the sand.  White flower, witching hour.  Bloom
    upon a haunted land."
      It's kind of a cheap clue.  You can guess that the haunted land is the
    Evenmorn Isle but it says "under the sand".  That would automatically lead one
    to think the east side where the Merchant Master sits on the sand.  It is
    actually on the Skeleton Island to the southwest of the main land.  You will
    see a circle of stones.  At midnight, some flowers will appear in the middle.
    Click on them with your disarmer just in case.
      By clicking on it, you win 100,000 gold.  Inside are some weak items and some
    gold.  Then there are two artifacts.  I don't know if they're random or not but
    I got the Hero's Belt and Lady's Escort.
    
    A NOTE TO THE SMART @$$3$: Don't just think you can read this section and go
    straight to the treasure.  You MUST click on all 14 obelisks to activate the
    flowers.
    
    B. ARCOMAGE QUEST
    In a house in Erathia near the docks with a treasure chest outside, there lives
    Gina Barnes.  She has a quest for you to play and win a game of Arcomage in all
    13 taverns throughout the continent of Erathia.  Arcomage is a fun card game
    that requires you to play cards that can build up your resources, build up your
    tower and/or wall, and/or destroy your opponent's tower, wall and/or resources.
    You win when you either: Destroy your opponent's tower completely, reach a
    certain height with your tower, or build up a resource to a certain number.
    All taverns have their own rules and goals.
    
    ACQUIRING A DECK
      Before you can play, however, you will need to find a deck to play with.  Use
    Secondary Quest #2.  When you go to the White Cliff Caves to discover Darron
    Temper's brother dead, you will bring his Arcomage deck back as proof.  Darron
    will reward you and then tell you to keep the deck.
    
    OFFICIAL RULES
    -You need to have your own deck of cards to play.  The inn will supply the
    opponent.  Victory conditions vary per inn.  Build your tower, destroy your
    opponent's tower or collect enough resources before your opponent does.
    -Large yellow numbers in column are the generators.  This is how many new units
    of a particular resource you will receive on your next turn.  Small black
    numbers in column are the resources.  This is how many units you have available
    to spend on your current turn.
    -Cards: Each have their own cost to play, indicated in a small circle in the
    lower right corner of the card.  The cost will be deducted from your resources
    according to the color of the card.  Left click on a card plays the card. Right
    click on a card to discard without playing.
    -Red represents your Quarry Generator which produces your Brick resources, blue
    represents your Magic Generator which produces Gem resources, green represents
    your Zoo generator which produces Beast resources.
    
    HOUSE RULES (A game is automatically won by destroying the tower, otherwise...)
    1. Avlee
    Start: Tower of & Wall of 
    Object: Tower of or Resource of 
    2. Barrow Downs (Miner's Only)
    Start: Tower of 20 & Wall of 50
    Object: Tower of 100 or Resource of 300
    3. Bracada (Familiar Place)
    Start: Tower of 25 & Wall of 10
    Object: Tower of 75 or Resource of 200
    4. Deyja (The Snobbish Goblin)
    Start: Tower of 25 & Wall of 10
    Object: Tower of 75 or Resource of 200
    5. Erathia (Griffin's Rest)
    Start: Tower of 20 & Wall of 5
    Object: Tower of 50 or Resource of 150
    6. Harmondale (On The House)
    Start: Tower of 15 & Wall of 5
    Object: Tower of 30 or Resource of 100
    7. Stone City (Grogg's Grog)
    Start: Tower of 50 & Wall of 50
    Object: Tower of 100 or Resource of 300
    8. Tatalia (The Loyal Mercenary)
    Start: Tower of 10 & Wall of 20
    Object: Tower of 125 or Resource of 350
    9. Tularean Forest (Emerald Inn)
    Start: Tower of 20 & Wall of 5
    Object: Tower of 50 or Resource of 150
    10. Evenmorn Isle (The Laughing Monk)
    Start: Tower of 20 & Wall of 10
    Object: Tower of 150 or Resource of 400
    11. Nighon (Fortune's Folly)
    Start: Tower of 20 & Wall of 10
    Object: Tower of 200 or Resource of 500
    12. Celeste (The Blessed Brew)
    Start: Tower of 30 & Wall of 15
    Object: Tower of 100 or Resource of 300
    13. The Pit (The Vampyre Lounge)
    Start: Tower of 30 & Wall of 15
    Object: Tower of 100 or Resource of 300
    
    YOUR REWARD
      Your reward automatically gives you 100,000 gold for becoming champion and
    the contents outside in the chest.  They consist of some puny items, mega-ore,
    and four relics: Elfsbane, Forge Gauntlets, Mind's Eye, and Elven Chainmail.
    
    ====================
    XIII. MONSTERS   <BDGYS>
    ====================
    Here is the entire list on monsters.  As with a lot of RPGs, each species comes
    in a set of 3: one common, one upgraded usually with magic, and one powerful.
    
    AIR MONSTERS- I've only found these tornado monsters inside The Walls of Mist.
    They aren't that hard but the elementals can cause some damage.
    -Tempest           73 HP
    -Cyclone           114 HP
    -Air Elemental     207 HP
    
    ANGELS- These are tough and have some powerful Light Magic.  They are found in
    Celeste and the temple and castle of Celeste.
    -Angel             180 HP
    -Angel Lord        400 HP
    -Archangel         700 HP
    
    ARCHERS- Archers are found in the Erathia and Tatalia areas.  They are inside
    the castle and Fort Riverstride.  They aren't too hard but higher ones can
    shoot Lightning Bolts at you.
    -Archer            35 HP
    -Bowman            93 HP
    -Elite Archer      171 HP
    
    BAA CLERICS- They are limited to the Temple of Baa in Avlee.  The high ones can
    shoot Shrapmetal and use Power Cure so be careful.
    -Cleric of Baa (1) 40 HP
    -Cleric of Baa (2) 100 HP
    -Cleric of Baa (3) 180 HP
    
    BATS- They are quite easy to beat.  But the inferno can shoot fire and they can
    all cause disease conditions.  They are in the Temple of the Moon on Emerald
    Island and the Dwarven Barrows as well as the Wine Cellar in Tatalia.
    -Giant Bat         9 HP
    -Vampire Bat       21 HP
    -Inferno Bat       35 HP
    
    BEHEMOTHS- They are extremely tough monsters and hard to kill even if the
    Ancients didn't knock you out in one hit.  They are found in the Breeding Zone
    and the Caves of Eeofol.
    -Young Behemoth    337 HP
    -Behemoth          540 HP
    -Ancient Behemoth  977 HP
    
    CORPSES- They roam the Deyja area and the Hall of The Pit and lurk in some of
    the Dwarven Barrows.
    -Rotted Corpse     35 HP
    -Walking Dead      55 HP
    -Zombie            79 HP
    
    DEVILS- They are found in Land of the Giants around and inside Xenofex's lair.
    There are also some in the Temple of Baa in Avlee.  Be careful outside because
    they can use the Meteor Shower spell and the higher ones can Drain your SP.
    -Devil Worker      180 HP
    -Devil Warrior     400 HP
    -Devil Captain     700 HP
    
    DRAGONFLIES- They are mainly found on Emerald Island but a stray few are in the
    Elvin Castle and the Hall Under the Hill in Avlee.  They aren't hard to kill
    but at the beginning levels, they are hard to shoot down and the bigger ones
    can shoot fire bolt at you.
    -Dragonfly          6 HP
    -Fire Dragonfly    13 HP
    -Queen Dragonfly   30 HP
    
    DRAGONS- They are mainly in the Land of the Giants and inside the two Dragon
    Caves.  However there's one in Tatalia and one on Emerald Island too.  They are
    extremely hard and can kill in one hit sometimes.
    -Green Dragon      880 HP
    -Blue Dragon       1080 HP
    -Red Dragon        1300 HP
    
    DROIDS- These machines are the security system inside The Lincoln west of Avlee
    and are extremely hard to defeat.  The assassins can cause Eradication if you
    let them shoot you enough times.
    -Seeker Droid      400 HP
    -Sentinel Droid    700 HP
    -Assassin Droid    1080 HP
    
    DWARVES- They aren't ever your enemy unless you start a fight with them or go
    somewhere they don't want you to.  They are tough but have no spells.
    -Dwarven Soldier        40 HP
    -Dwarven Lieutenant     100 HP
    -Dwarven Commander      180 HP
    
    EARTH MONSTERS- I only found these rock monsters in Watchtower 6 in Deyja.  The
    Elementals can knock you out in one hit at any time.
    -Clay Elemental    137 HP
    -Stone Elemental   180 HP
    -Earth Elemental   280 HP
    
    ELVEN ARCHERS- They stick to the Tularean Forest and Avlee.  Most aren't your
    enemy unless you provoke them.  But the ones in the Tularean Caves will attack
    at any time.
    -Elven Archer      45 HP
    -Elven Scout       121 HP
    -Elven Ranger      227 HP
    
    ELVEN WARRIORS- They stick to the Tularean Forest and Avlee.  Most aren't your
    enemy unless you provoke them.  But the ones in the Tularean Caves will attack
    at any time.
    -Elven Warrior     61 HP
    -Elven Defender    114 HP
    -Elven Lancer      180 HP
    
    EYES- These are pains in the butt.  They cause Sleep, Fear, and Insane
    conditions respectively.  They are found in Clanker's Lab and Thunderfist Mtn.
    -Floating Eye      180 HP
    -Gazer             280 HP
    -Evil Eye          400 HP
    
    FIRE MONSTERS- I've only found these fire monsters in the Breeding Zone.  The
    middles shoot a fireball and the big ones shoot Incinerate which can take most
    HP off of a middle range character.
    -Warden of Fire    55 HP
    -Guardian of Flame 145 HP
    -Fire Elemental    269 HP
    
    GARGOYLES- The lower two aren't too bad but the Obsidians are a real pain. They
    can cause Paralysis and can NOT be hit by physical attacks.  They are found
    in the Barrow Downs and Evenmorn Island areas as well as inside the Hall of The
    Pit.
    -Stone Gargoyle    73 HP
    -Marble Gargoyle   114 HP
    -Obsidian Gargoyle 207 HP
    
    GENIES- They cast some mastery fire and air magic.  The higher ones can cause
    Sleep and Fear.  The only ones I know of are in the Walls of Mist.
    -Djinni            207 HP
    -Genie             325 HP
    -Efreet            467 HP
    
    GHOSTS- They are found everywhere in the Barrow Downs, Barrows, Haunted Mansion
    and the Tidewater Caverns on Tatalia's island.  The Shades can also be called
    upon to fight for Necromancers.  The specters can cause aging and the ghosts
    can knock any character out in one hit.
    -Shade             35 HP
    -Specter           55 HP
    -Ghost             93 HP
    
    GHOULS- They are found in the Dwarven Barrows and the Haunted Mansion.  The
    higher two can paralyze.  They are low in HP however so they aren't too hard.
    -Ghast             35 HP
    -Ghoul             55 HP
    -Revenant          79 HP
    
    GOBLINS- They are the first enemies you encounter after winning the contest on
    Emerald Island.  They are in your castle and in the lands surrounding it. There
    are also a few roaming parts of Deyja.
    -Goblin            13 HP
    -Hobgoblin         21 HP
    -Goblin Lord       40 HP
    
    GOGS- Gogs are plentiful.  They are all over the Barrow Downs and the Dwarven
    Barrows.  They are in the Breeding Zone and Clanker's Lab as well as the Nighon
    Caverns.  They throw fire spells and explode when they are killed causing the
    party damage if they are too close.
    -Gogling           25 HP
    -Gog               45 HP
    -Magog             86 HP
    
    GOLEMS- They roam the Bracada Desert and most are your friends unless you are
    on the Dark path.  They will attack in Clanker's Lab and the School of Magic.
    They explode when killed causing damage to your party if you are too close.
    -Bronze Golem      114 HP
    -Brass Golem       227 HP
    -Gold Golem        400 HP
    
    GRIFFINS- These flying eagle/lion monsters roam Bracada and south Erathia. They
    aren't too hard but early in the game, the royals can be a real pain.
    -Griffin           67 HP
    -Hunting Griffin   121 HP
    -Royal Griffin     180 HP
    
    HARPYS- These bird witches roam the lands of Deyja and the Hall of the Pit.
    The red ones can cause curses and aging.
    -Harpy             61 HP
    -Harpy Hag         79 HP
    -Harpy Queen       93 HP
    
    HYDRAS- These many headed monsters are found in Nighon and inside The Maze.
    They are tough but don't cause any abnormal conditions.
    -Fire Hydra        337 HP
    -Air Hydra         467 HP
    -Chaos Hydra       617 HP
    
    KNIGHTS- These buggers are very tough in armor.  They can cast Heroism and
    Bless all the time and take a while to kill.  The higher ones will relieve you
    of loads of HP quickly.
    -Initiate of the Sword       280 HP
    -Champion of the Sword       540 HP
    -Master of the Sword         880 HP
    
    LICHS- The upper two lichs are very hard to beat.  While they have a small
    number of HP, the Powers cast Shrapmetal which is bad enough.  The Kings cast
    insanity, dragon breath, and pain reflection.  They can take out an ENTIRE
    PARTY in 1 or 2 hits.  They are found in the Pit and Watchtower 6.
    -Lich              100 HP
    -Power Lich        180 HP
    -Lich King         280 HP
    
    LIGHT MONSTERS- They cast basic light spells but can be summoned in droves by
    wizards.  They explode when they die damaging the party if they are too close.
    -Lesser Light Elemental      67 HP
    -Light Elemental             121 HP
    -Greater Light Elemental     258 HP
    
    MEDUSAS- They roam the Caves of Eeofol and the second floor of the Red Dwarf
    Mines.  The medusas can paralyze and the higher two can turn you to stone.
    -Medusa            227 HP
    -Queen Medusa      280 HP
    -Empress Medusa    337 HP
    
    MINOTAURS- They are some of the hardest creatures in the game.  The headsmen
    can cause insanity and the Lords can kill any character in one hit, no matter
    how many HP they have.  They are in Thunderfist Mtn. and The Maze.
    -Minotaur          269 HP
    -Minotaur Headsman 525 HP
    -Minotaur Lord     861 HP
    
    MONKS- Monks are pretty easy.  They have weak spells but the Master's hammer-
    hands can hurt a little bit.  They are in the Grand Temple of the Sun and the
    Temple of Light.
    -Monk              30 HP
    -Initiate          73 HP
    -Master            153 HP
    
    MOON CLERICS- They are harder than their HP may show.  The Priests cast Power
    Cure and Shrapmetal almost every turn.  They are in the Grand Temple of the
    Moon and the Temple of Dark.
    -Acolyte of the Moon    40 HP
    -Cleric of the Moon     100 HP
    -Priest of the Moon     180 HP
    
    NECROMANCERS- These are the women undead magic users.  The speakers cast
    Shrapmetal and the Queens do pain reflection and Dragon Breath.  The are in the
    Pit and Watchtower 6 as well as the Wine Cellar.
    -Necromancer                 137 HP
    -Speaker for the Dead        227 HP
    -Queen of the Dead           400 HP
    
    OOOOOOZE- Ooze can be a pain if you have low spell points.  They are immune to
    physical attacks and specialize in breaking items.  They are in the Red Dwarf
    Mines and the White Cliff Caves.
    -Emerald Ooze      50 HP
    -Sapphire Ooze     86 HP
    -Bloodstone Ooze   137 HP
    
    RATS- Rats are found in the Temple of the Moon on Emerald Island, and Castle
    Harmondale when you clean it out.  Some throw air and some fire magic.  They
    are also in the sewers and a few scattered dungeons.
    -Giant Rat         6 HP
    -Lightning Rat     13 HP
    -Fire Rat          21 HP
    
    ROBBERS- They roam the eastern side of the Erathia area and the Thieves Den.
    -Robber            30 HP
    -Raider            61 HP
    -Bandit            114 HP
    
    ROCS- These huge birds roam the Nighon area only.  A couple friendly ones are
    at the obelisk in Celeste as well.
    -Roc               153 HP
    -Greater Roc       269 HP
    -Thunderbird       413 HP
    
    SHARKS- Sharks are tough and only found in the Shoals west of Avlee.  Good
    thing you'll have blasters by then.  The Dragons can cause Fear and they can
    dole out some damage.
    -Giant Shark       162 HP
    -Pirahna Shark     237 HP
    -Dragon Shark      374 HP
    
    SKELETONS- Skeletons are pretty weak but the Lords can curse.  They are found
    in the Tidewater Caverns and on Evenmore Islands.
    -Skeleton          21 HP
    -Sketeton Warrior  40 HP
    -Skeleton Lord     61 HP
    
    SOLDIERS- They hang out in Castle Gryphonheart and Fort Riverstride.  Nothing
    special.
    -Conscript         61 HP
    -Soldier           129 HP
    -Fighter           227 HP
    
    SPIDERS- They are found in the Temple of the Moon on Emerald Island and the
    Temple of Baa in Avlee.  They are weak but can cause poison.  Not sure if the
    widowmaker can do anything worse because I've only seen one of them.
    -Giant Spider      17 HP
    -Venomous Spider   30 HP
    -Widowmaker        50 HP
    
    SUN CLERICS- They are harder than their HP may show.  The Priests cast Power
    Cure and Light Bolt almost every turn.  They are in the Grand Temple of the
    Sun and the Temple of Light.
    -Acolyte of the Sun     40 HP
    -Cleric of the Sun      100 HP
    -Priest of the Sun      180 HP
    
    THIEVES- They are found in the Erathian Sewers and Thieves Den.  They can steal
    items but are pretty easy to kill.
    -Thief             30 HP
    -Rouge             50 HP
    -Master Thief      86 HP
    
    TITANS- They are found in the Land of the Giants and Titan's Stronghold.  The
    Bloods can kill anyone in one hit and I think the others can also if you give
    them a chance.  They are good for collecting artifacts from.
    -Titan             617 HP
    -Storm Titan       787 HP
    -Blood Titan       1187 HP
    
    TREES- Yes, you didn't misread this, Trees.  They don't move but are a real
    pain in the arse.  They shouldn't be too difficult, but you can encounter them
    early in the game.  They shoot Fire Bolt at you but can net you some expensive
    items.  They are found in the Tularean Forest only.
    -Tree (weak)       50 HP
    -Tree (medium)     86 HP
    -Tree (strong)     137 HP
    
    TROGLODYTES- They are more annoying than anything.  They can be tough early in
    the game.  They are in the White Cliff Caverns and the Drawf Caves below Stone
    City.
    -Troglodyte Drone       35 HP
    -Troglodyte Soldier     61 HP
    -Troglodyte Queen       93 HP
    
    TROLLS- They keep to themselves in Tatalia.  They are tough in big numbers but
    cause no abnormal conditions.
    -Swamp Troll       86 HP
    -River Troll       162 HP
    -Mountain Troll    258 HP
    
    VAMPIRES- They are found in the Pit and the Wine Cellar.  The Elders are very
    hard to beat.  They drain SP and cause loads of damage in one hit.
    -Minion Vampire    100 HP
    -Vampire           207 HP
    -Elder Vampire     374 HP
    
    WARLOCKS- They roam The Maze, Thunderfist Mtn., and Nighon.  They can cast the
    magic in their name, including Fireball, Acid Burst, and Lightning Bolt.
    -Fire Warlock      137 HP
    -Water Warlock     227 HP
    -Air Warlock       400 HP
    
    WATER MONSTERS- They are pains on the west and South side of Avlee.  You must
    complete an early quest near them and they can kill a weak party quickly.
    -Sprite            61 HP
    -Sylph             129 HP
    -Water Elemental   237 HP
    
    WIGHTS- They are the hooded ghosts in the Haunted Mansion, Dwarven Barrows, and
    Grand Temple of the Moon.  They can cause aging, fear, and a SP drain.
    -Wight             61 HP
    -Wraith            93 HP
    -Barrow Wight      145 HP
    
    WIZARDS- They roam Celeste and the Wizarding School.  They aren't too hard to
    kill but use Hour of Power a lot and summon loads of elementals to fight for
    them.  The rank of the wizard is the rank of the elemental.
    -Sorcerer          137 HP
    -Wizard            227 HP
    -Archmage          400 HP
    
    WYVERNS- They are in the fields of Avlee and the Tularean Caves.  The first two
    aren't too bad but the Ancients can KILL any character in one hit.
    -Wyvern            93 HP
    -Horned Wyvern     162 HP
    -Ancient Wyvern    247 HP
    
    EXTRAS
    -Eric Swarrel       400 HP   He's located in the Wizard's School in Bracada.
    -High Priest of Baa 180 HP   He's in the Temple of Baa in Avlee.
    -Robert The Wise    880 HP   He's located on the east side of Celeste.
    -Tolberti           880 HP   He's located on the west side of The Pit.
    -William Setag      880 HP   He's located in his tower in south Deyja.
    -Wromthrax          1080 HP  He's located in his cave in north Tatalia.
    -Xenofex            700 HP   He's located in his lair in Land of the Giants.
    
    ====================
    XIV. TEACHERS   <TCHRS>
    ====================
    Teachers- Those who, for a fee, will train you to Expert, Master, and Grand
    Master in their respective skills.  They require level 4 to become an expert, 7
    to become a master and 10 to become a grandmaster in anything and each teacher
    may have their own requirements and fees to become a master or grand master.
    Most skills have two expert teachers and one master and grandmaster teacher.
    
    A. Weaponry Skills
    1. Axe
    Expert: Harmondale: Turgon Woodsplitter is in the southern house of the south
            village.  2000 gold
            Avlee: Wort Goblinreaver is in the tent to the left of the temple.
            2000 gold
    Master: Stone City BD: Dalin Keenedge is in the northeast corner, north. 
            5000 gold
    GM: Tatalia: Karn Stonecleaver is next to the weapon's shop on the northern
        mountain.  8000 gold
    
    2. Bow
    Expert: T Forest: Jaycin Suretrail is kiddycorner behind the tavern.  2000 gold
            Bracada: Wil Rudyman is on the ridge to the west of the teleporters.
            2000 gold
    Master: Nighon: Lanshee Ravensight is in the small village in the west house.
            5000 gold
    GM: Harmondale: Cardric the Steady is in the house behind the temple.
        8000 gold and Master Archer status.
    
    3. Dagger
    Expert: T Forest: Mortie Ottin is in the house to the north of the potion shop.
            2000 gold
            Bracada: Smiling Jack is on the ridge to the west of the teleporters.
            2000 gold
    Master: Nighon: Aznog Slasher is in the small village, house on hill. 5000 gold
    GM: Tatalia: Tonken Fist is in the house across from the Wine Cellar. 
        8000 gold and Spy or Assassin.
        Erathia: William Lasker is in the Erathia sewers.  8000 gold and Spy or
        Assassin status needed.
    
    4. Mace
    Expert: Stone City BD: Aldrin Tamloc is in the northeast corner east. 2000 gold
            Erathia: Norbert Havest is in the house closest to the docks. 2000 gold
    Master: Tatalia: Brother Rothham is in the northern house that is off the main
            path.  5000 gold
    GM: Deyja: Patwin Fellbern is north of the path in the east house.  8000 gold
    
    5. Spear
    Expert: Avlee: Cassandra Holden is in the tent behind the stables.  2000 gold
            Tatalia: Kerin Greydawn is next to the inn.  2000 gold
    Master: T Forest: Claderin Silverpoint is behind the inn.  5000 gold
    GM: Stone City BD: Seline Falconeye is in the northeast corner, south. 
        8000 gold and Champion or Black Knight status.
    
    6. Staff
    Expert: Harmondale: Ton Withersmythe is in the house behind the bank. 2000 gold
            Nighon: Garic Hawthorne is in the small village in the southeast house.
            2000 gold
    Master: Bracada: Elsie Pederton is to the east of the magic shop in south-
            western bracada.  5000 gold         
    GM: Avlee: Jillian Mithrit is in a tent to the southwest of the guilds.
        8000 gold
    
    7. Sword
    Expert: Erathia: Payge Rivenhill is in the southeast house.  2000 gold
            Tatalia: Flynn Arin is in the first house to the north that you come to
            when coming from Erathia.  2000 gold
    Master: Deyja: Tugor Slicer is in the northwest town in the southwest corner.
            5000 gold
    GM: Harmondale: Chadric Townsaver is in the southern house of the southern
        village.  8000 gold and Champion or Black Knight
    
    8. Unarmed
    Expert: Harmondale: Kira Steeleye is in the small house in southeast
            Harmondale.  2000 gold
            Bracada: Puddle Stone is in the east village.  North house.  2000 gold
    Master: Evenmorn Isle: Ulbrecht the Brawler is in the destroyed town. 5000 gold
    GM: Erathia: Norris is in the northeast area in the biggest house.  8000 gold
    
    9. Blasters (Dark Path)
    Expert: The Pit: Dark Shade is on the west side in the southwest house. Free
    Master: The Pit: Maximus is on the west side in the southeast house.  Free
    GM: The Pit: Kastore is in the throne room of Castle Gloaming.  Free
    
    10. Blasters (Light Path)
    Expert: Celeste: Sir Caneghem is on the east side in the northeast house.  Free
    Master: Celeste: Crag Hack is on the east side in the southeast house.  Free
    GM: Celeste: Resurectra is in the throne room of Castle Lambent.  Free
    
    B. Armor Skills
    1. Chain Armor
    Expert: T Forest: Gilad Bith is two houses behind the inn.  1000 gold
            Tatalia: Tricia Steelcoif is the 3rd most eastern house in the swamp.
            1000 gold
    Master: Avlee: Medwari Dragontracker is in the tent to the left of the training
            grounds.  3000 gold
    GM: Deyja: Halian Nevermore is in the northwest village.  He is to the east of
        the north well.  7000 gold
    
    2. Leather Armor
    Expert: Harmondale: Douglas Iverson is in the house behind the bank.  1000 gold
            Avlee: Mikel Deerhunter is in the tent to the left of the temple.
            1000 gold
    Master: Nighon: Rabisa Nedlon is in the north house by the pedestal.  3000 gold
    GM: T Forest: Miyon the Quick is to the east of the inn.  7000 gold and Spy or
        Assassin needed.
    
    3. Plate Armor
    Expert: Stone City BD: Critias Burnkindle is in the southeast corner. 1000 gold
            Tatalia: Weldrik Lotts is on the northern mountain in the first house
            on the right.  1000 gold
    Master: Erathia: Dekian Forgewright is on the southeastern mountain in the
            eastern tent.  3000 gold ???and promotion???
    GM: Bracada: Brand the Maker is on the high hill on the east above the small
        village.
    
    4. Shield
    Expert: Erathia: Randal Wolverton is in the southwest house.  1000 gold
            ???: (I can't seem to find the 2nd Shield expert)
    Master: Tatalia: Isram Gallowswell is next to the armory on the north
            mountain.  3000 gold
    GM: Evenmorn Isle: Fedwin Smithson is on the southwest island in the only
        house.  7000 gold and Champion or Black Knight needed.
    
    5. Dodge
    Expert: Harmondale: Sheldon Mist is in the small house in southeast Harmondale.
            2000 gold
            Bracada: Spyder is in the east village.  North house.  2000 gold
    Master: Evenmorn Isle: Oberic Crane is in the destroyed town.  5000 gold
    GM: Erathia: Kenneth Wain is in the northeast area in the smallest house.
        8000 gold + 10 skill points in Unarmed Combat needed.
    
    C. Magic Skills
    1. Fire Magic
    Expert: T Forest: Kindle Treasurestone is in the eastern tent of the southern
            tents.  1000 gold
            Tatalia: Lisha Redding is in the first house along the street to Lord
            Markham's manor.  1000 gold
    Master: Harmondale: Ashen Temper is in the huge southern house in east
            Harmondale.  4000 gold and Wizard
    GM: Erathia: Blayze is in the south end of the Erathia maze on the high ridge.
        8000 gold and Archmage or Lich status
    
    2. Air Magic
    Expert: T Forest: Sethrik Windsong is in the middle tent of the southern tents.
            1000 gold
            Tatalia: Kyra Stormeye is just south of the bank.  1000 gold
    Master: Avlee: Rislyn Greenstorm is in the tent below the training grounds.
            4000 gold and Wizard status
    GM: Bracada: Gayle is on the high bridge in the west tower.  Aptly, you need
        Fly to get there.  8000 gold and Archmage or Lich status.
    
    3. Water Magic
    Expert: T Forest: Herald Whitecap is in the western tent of the southern tents.
            1000 gold
            Avlee: Karla Ravenhair is in the northwestern tent.  1000 gold
    Master: Nighon: Tobren Rainshield is southeast of town on the hill.  4000 gold
            and Wizard status.
    GM: Harmondale: Torrent is in the triangle house south of Castle Harmondale.
        8000 gold and Archmage/Lich status
    
    4. Earth Magic
    Expert: Harmondale: Johanson Kern is in the western house in the southern
            village.  1000 gold
            Stone City: Jasper Welman is north and east and the south door.
            1000 gold
    Master: T Forest: Lara Stonewright is in the second house to the east of the
            temple.  4000 gold and Wizard status
    GM: Deyja: Avalanche is south of the obelisk in the south house.  8000 gold and
        Archmage or Lich needed.
    
    5. Spirit Magic
    Expert: Harmondale: Bertram Stillwater is in the duplex on the Harmondale hill.
            1000 gold.
            Tatalia: Solomon Riverstone is just north of the bank.  1000 gold 
    Master: Erathia: Heather Dreamwright is in the northeastern area in the house
            on the hill.  4000 gold and Priest status
    GM: T Forest: Benjamin the Balanced is in the house across from the temple.
        8000 gold and Priest of Light or Priest of Dark needed.
    
    6. Body Magic
    Expert: Harmondale: Straton Hillsman is in the duplex on the Harmondale hill.
            1000 gold.
            Erathia: Tristen Hearthsworn is near the flower area in the southeast
            house.  1000 gold
    Master: Tatalia: Brother Bombah is in the house north of Lord Markham's manor.
            4000 gold and Priest status.
    GM: Avlee: Tempus is in the north house on the western island.  8000 gold and
        Priest of Light or Priest of Dark status
    
    7. Mind Magic
    Expert: Erathia: Julian the Delver is near the flower area in the northeast
            house.  1000 gold
            Nighon: Helga Whitesky is next to the armory/blacksmith.  1000 gold
    Master: Avlee: Myles Featherwind is in the second down tent in the northwest
            corner.  4000 gold and Priest status
    GM: Tatalia: Xavier Bremen is the furthest north house on the docks.  8000 gold
        and Priest of Light or Priest of Dark needed.
    
    8. Light Magic
    Expert: Bracada: Ethan Lightsworn is on the ridge near the docks.  2000 gold
    Master: Celeste: Helena Morningstar is on the east side in the first southern
            door.  5000 gold and Archmage status.
    GM: Celeste: Gavin Magnus is in the throne room of Castle Lambent.  8000 gold
        and Archmage status.
    
    9. Dark Magic
    Expert: Deyja: Jasp the Nightcrawler is north of the path in the second house
            from the east.  2000 gold
    Master: The Pit: Seth Darkenmore is on the east side in the southeast house.
            5000 and Lich status.
    GM: Archibald/Kastore is in the Throne Room of The Pit.  8000 gold and Lich
        status
    
    D. Miscellaneous Skills
    1. Alchemy
    Expert: T Forest: Edgar Willowbark is in the house near the bridge to the
            guilds.  500 gold
            Bracada: Bryce Watershed is in the east village.  East house.  500 gold
    Master: Nighon:Elzbet Winterspoon is in the northwest village, south. 2500 gold 
    GM: Avlee: Lucid Apple is on the west island in the east house.  6000 gold
    
    2. Armsmaster
    Expert: Tatalia: Trent Steele is in the western house in the swamp.  2000 gold
            Deyja: Edgar Botham is in the northwest village in the top east house.
            2000 gold
    Master: Avlee: Paula Brightspear is in the tent behind the inn.  5000 gold
    GM: Eeofol: Lasiter the Slayer is in northern Eeofol.  8000 gold
    
    3. Bodybuilding
    Expert: Stone City BD: Trip Thorinson is in the northeast corner east. 500 gold
            Bracada: Kelli Hollyfield is in the east village. South house. 500 gold
    Master: Deyja: Wanda Foestryke is in the house next to the stables.  2500 gold
            and 50 Endurance needed
    GM: Nighon: Evandar Thomas is to the left of the Temple.  6000 gold and Black
        Knight or Champion status needed.
    
    4. Disarm Trap
    Expert: T Forest: Grethin Fiddlebone is in a house near the bridge to the
            guilds.  500 gold
            Tatalia: Taren the Lifter is the eastern house in the swamp.  500 gold
            Erathia: William Lasker is in the Erathian Sewers.  500 gold
    Master: Harmondale: Lenord Skinner (haha) is in the round house south of Castle
            Harmondale.  2500 gold.
    GM: Nighon: Silk Quicktoungue is due south of the main water fountain in town.
        6000 gold and Spy or Assassin status
    
    5. Identify Item
    Expert: Harmondale: Fenton Krewlen is the house two behind the bank. 500 gold
            Nighon: Hollis the True is in the northwest village, west.  500 gold
    Master: Bracada: Samuel Benson is on the southbound path from the temple on the
            ridge.  Tall house.  2500 gold
    GM: T Forest: Payge Blueswan is in the tent north of the town.  6000 gold and
        Archmage or Lich status needed.
    
    6. Identify Monster
    Expert: T Forest: Alton Black is to the east of the magic shop.  500 gold
            Nighon: Christie Nosewort is in the northwest village, west.  500 gold
    Master: Avlee: Jeni Swiftfoot is in the tent on the hill to the right of the
            temple.  2500 gold
    GM: Harmondale: Raven the Hunter is in the southwest house in the southern
        village.  6000 gold and Archmage or Lich.
    
    7. Learning
    Expert: Deyja: Agatha Putnam is south of the obelisk in the west house.
            2000 gold
            Bracada: Issac Applebee is on the ridge north-northwest of the School
            of Sorcery.  2000 gold
    Master: Nighon: Dorothy Senjac is south of the temple.  5000 gold and 50
            Intellect needed.
    GM: Evenmorn Isle: William Smithson is on the southwest island in the only
        house remaining.  8000 gold and 50 Intellect needed.
    
    8. Meditation
    Expert: Deyja: Barbara Wiseman is behind the inn.  500 gold
            Nighon: Stewart Whitesky is next to the armory/blacksmith.  500 gold
    Master: Bracada: Tessa Greensward is on the ridge near the docks.  2500 gold
    GM: Avlee: Kaine is on the west island in the south house.  6000 gold
    
    9. Merchant
    Expert: Stone City BD: Jobber Thain is north and east and the first north door.
            2000 gold
            T Forest: Matric Weatherson is to the north of the bank.  2000 gold
    Master: Evenmorn Isle: Bethold Caverhill is on the sand on the east side of the
            main island.  5000 gold and 50 personality needed.
    GM: Bracada: Brigham the Frugal is on the high bridge in the east tower.  You
        need Fly to get there.  8000 gold and Priest of Light or Dark needed.
    
    10. Perception
    Expert: Harmondale: Gregory Weider is in the southwest house of the southern
            village.  500 gold
            Avlee: Kethric Otterton is in the tent behind the stables.  500 gold
    Master: T Forest: Garret Dotes is the tent to the northeast of town. 2500 gold
    GM: Deyja: Petra Cleareye is in the northwest in the northeast corner.
        6000 gold
    
    11. Repair
    Expert: Harmondale: Shane Thomas is in the house two behind the bank.  500 gold
            Stone City: Balan Gizmo is in the southeast corner to the west.
            500 gold
    Master: Tatalia: Thomas Moore is in the 2nd most eastern house in the swamp.
            2500 gold
    GM: Erathia: Gareth the Fixer is on the southeastern mountain in the north
        tent.  6000 gold and Champion or Black Knight
    
    12. Stealing
    Expert: Harmondale: Peryn Lightfingers is in the round house south of Castle
            Harmondale.  500 gold
            Nighon: Elmo the Pincher is in the northeast house.  500 gold
            Erathia: William Lasker is in the Erathian Sewers.  500 gold
    Master: Deyja: Leane Shadowrunner is in the round house south of the path.
            2500 gold
    GM: Tatalia: Everil Nightwalker is in the southernmost house in the swamp.
        6000 gold and Spy or Assassin status.
    
    =====================
    XV. GUILDS   <GLDS>
    =====================
    1. Emerald Island
    Initiate Guild of Body- Only contains basic body spells.
    -Body membership available in third house on the left from the start.
    
    Initiate Guild of Spirit- Only contains basic spirit spells.
    -Spirit membership available in third house on the left from the start.
    
    Initiate Guild of Air- Only contains basic air spells.
    -Air membership available in second house on the left from the start.
    
    Initiate Guild of Fire- Only contains basic fire spells.
    -Fire membership available in second house on the left from the start.
    
    2. Harmondale
    Initiate Guild of Mind- Only contains basic mind spells.
    -Mind membership available in the right northern house of the southern village.
    
    Initiate Guild of Water- Only contains basic water spells.
    -Water membership available in the left northern house of the southern village.
    
    Initiate Guild of Earth- Only contains basic earth spells.
    -Earth Membership available in the left northern house of the southern village.
    
    Adept Guild of Spirit- Only contains basic and expert spirit spells.
    -Spirit membership available in the duplex on the south hill.
    
    Adept Guild of Body- Only contains basic and expert body spells.
    -Body membership available in the duplex on the south hill.
    
    Adept Guild of Fire- Only contains basic and expert fire spells.
    -Fire membership available in the northeastern house behind the armory.
    
    Adept Guild of Air- Only contains basic and expert air spells.
    -Air membership available in the northeastern house behind the armory.
    
    3. Erathia
    Paramount Guild of Spirit- This can contain ANY spirit spell.
    -Spirit membership available in far northwest house in town.
    
    Master Guild of Body- This guild contains all but the biggest Body spell.
    -Body membership available in the middle northwest house in town.
    
    Adept Guild of Mind- Only contains basic and expert air spells.
    -Mind membership available in the third northwest house in town.
    
    4. Tatalia
    Master Guild of Mind- This guild contains all but the biggest Mind spell.
    (Located on top of the inn.  Need Jump or Fly to access)
    -Mind membership available in the house southwest from the temple.
    
    5. Avlee
    Paramount Guild of Body- This can contain ANY body spell.
    -Body membership available in the northwestern tent.
    
    Paramount Guild of Mind- This can contain ANY mind spell.
    -Mind membership available in the second down northwestern tent.
    
    6. Tularean Forest
    Master Guild of Fire- This guild contains all but the biggest fire spell.
    -Fire membership available in the eastern tent of the southern tents.
    
    Master Guild of Air- This guild contains all but the biggest air spell.
    -Air membership available in the middle tent of the southern tents.
    
    Adept Guild of Water- This guild only contains basic and expert water spells.
    -Water membership available in the western tent of the southern tents.
    
    Adept Guild of Earth- This guild only contains basic and expert earth spells.
    -Earth membership available in the second house to the east of the temple
    
    7. Barrow Downs (Stone City) 
    Master Guild of Earth- This guild contains all but the biggest earth spell.
    -Earth membership available in the first door on the right upon entering.
    
    8. Bracada
    Guild of Illumination- This guild contains basic and expert Light Magic spells.
    -Light membership available by doing the Walls of Mist quest.
    
    Master Guild of Water- This guild contains all but the biggest water spell.
    -Water membership available in the east village.  East house.
    
    9. Deyja
    Master Guild of Spirit- This guild contains all but the biggest spirit spell.
    -Spirit membership available north of the guild in the middle house.
    
    10. Evenmorn Island (located in the middle of all the islands on the water.)
    Paramount Guild of Water- This can contain ANY Water spell.
    -Water membership available in the sand on the east side of the main island.
    
    11. Nighon
    Paramount Guild of Fire- This can contain ANY Fire spell.
    -Fire membership available in the northwest village, north house.
    
    12. The Pit
    Paramount Guild of Earth- This can contain ANY Earth spell.
    -Earth membership available on the east side in the northwest house.
    
    Guild of Night- This guild contains ANY Dark Magic spells.
    -Dark membership available by doing the Breeding Pit quest from Archibald.
    
    13. Celeste
    Paramount Guild of Air- This can contain ANY Air spell.
    -Air membership available on the east side of Celeste in the second south door.
    
    Guild of Enlightenment- This guild contains ANY Light spells.
    -Light membership available by doing the Walls of Mist quest.
    
    ======================
    XVI. ITEM AND RELICS   <STFF>
    ======================
    A. Items- This section includes weapons, armor, and accessories lists.
    Remember that these are basic models.  If there's anything added such as "of
    health", "of might", etc., then the value increases and your stats get added
    bonuses.
    WEAPONS
    1. Axes
    -Crude Axe              Attack 0       Damage 4d2     Value 30
    -Battle Axe             Attack 2       Damage 4d2+2   Value 100
    -Poleax                 Attack 0       Damage 3d7     Value 225
    -Dwarven Axe            Attack 5       Damage 4d2+5   Value 250
    -Steel Axe              Attack 8       Damage 4d2+8   Value 400
    -Warrior's Poleax       Attack 3       Damage 3d7+3   Value 450
    -Minotaur Axe           Attack 11      Damage 4d2+11  Value 550
    -Headman's Poleax       Attack 9       Damage 3d7+9   Value 900
    -Minotaur's Axe         Attack 12      Damage 4d2+12  Value 2500 (can't sell)
    -Zokarr's Axe           Attack 13      Damage 3d7+13  Value 2500 (can't sell)
    
    2. Bows
    -Crossbow               Attack 0       Damage 4d2     Value 50
    -Crude Bow              Attack 0       Damage 5d2     Value 100
    -Long Bow               Attack 2       Damage 5d2+2   Value 200
    -Heavy Crossbow         Attack 3       Damage 4d2+3   Value 200
    -Elven Longbow          Attack 4       Damage 5d2+4   Value 300
    -Composite Longbow      Attack 6       Damage 5d2+6   Value 400
    -Ideal Crossbow         Attack 7       Damage 4d2+7   Value 400
    -Griffin Bow            Attack 8       Damage 5d2+8   Value 500
    -Perfect Bow            Attack 12      Damage 5d2+12  Value 4000
    
    3. Clubs- The only weapon that doesn't take a skill to use.  (Also the weakest)
    -Club                   Attack 0       Damage 1d3     Value 1
    -Spiked Club            Attack 3       Damage 1d3+3   Value 40
    -Steel Club             Attack 5       Damage 1d3+5   Value 100
    
    4. Daggers
    -Dagger                 Attack 0       Damage 2d2     Value 8
    -Long Dagger            Attack 0       Damage 2d3     Value 15
    -Dwarven Dagger         Attack 2       Damage 2d2+2   Value 100
    -Sharktooth Dagger      Attack 3       Damage 2d2+3   Value 150
    -Erathian Long Dagger   Attack 4       Damage 2d3+4   Value 200
    -Assassin's Dagger      Attack 5       Damage 2d2+5   Value 250
    -Mage Dagger            Attack 6       Damage 2d2+6   Value 300
    -Exquisite Long Dagger  Attack 7       Damage 2d3+7   Value 350
    -Lady Carmine's Dagger  Attack 4       Damage 2d2+4   Value 1500
    
    5. Maces and Hammers
    -Mace                   Attack 0       Damage 2d4     Value 50
    -Hammer                 Attack 0       Damage 2d5     Value 120
    -Spiked Mace            Attack 2       Damage 2d4+2   Value 150
    -War Hammer             Attack 3       Damage 2d5+3   Value 300
    -Zealot Mace            Attack 5       Damage 2d4+5   Value 300
    -Dwarven Morningstar    Attack 8       Damage 2d4+8   Value 450
    -Dwarven Hammer         Attack 9       Damage 2d5+9   Value 600
    -Supreme Flail          Attack 11      Damage 2d4+11  Value 600
    
    6. Spears, Halberds, and Tridents
    -Crude Spear            Attack 0       Damage 1d9     Value 15
    -Soldier's Spear        Attack 1       Damage 1d9+1   Value 50
    -Trident                Attack 0       Damage 2d6     Value 100
    -Halberd                Attack 0       Damage 3d6     Value 200
    -Elven Spear            Attack 5       Damage 1d9+5   Value 250
    -Weighted Halberd       Attack 4       Damage 3d6+4   Value 400
    -Barbed Trident         Attack 6       Damage 2d6+6   Value 400
    -Cruel Spear            Attack 9       Damage 1d9+9   Value 450
    -Sublime Spear          Attack 13      Damage 1d9+13  Value 650
    -Mighty Halberd         Attack 10      Damage 3d6+10  Value 700
    -War Trident            Attack 12      Damage 2d6+12  Value 700
    
    7. Staffs
    -Staff                  Attack 0       Damage 2d4     Value 40
    -Iron Core Staff        Attack 3       Damage 2d4+3   Value 250
    -Wizard Staff           Attack 7       Damage 2d4+7   Value 500
    
    8. Swords
    -Cutlass                Attack 0       Damage 2d4     Value 40
    -Crude Longsword        Attack 0       Damage 3d3     Value 50
    -Broadsword             Attack 0       Damage 3d4     Value 100
    -Elvin Sabre            Attack 3       Damage 3d3+3   Value 200
    -Goblin Cutlass         Attack 5       Damage 2d4+5   Value 290
    -Steel Broadsword       Attack 4       Damage 3d4+4   Value 300
    -Keen Longsword         Attack 6       Damage 3d3+6   Value 350
    -Two-Handed Sword       Attack 0       Damage 4d5     Value 400
    -Great Sword            Attack 2       Damage 4d5+2   Value 500
    -Graceful Sword         Attack 9       Damage 3d3+9   Value 500
    -Regnan Cutless         Attack 11      Damage 2d4+11  Value 590
    -Champion Sword         Attack 10      Damage 3d4+10  Value 600
    -Duelist Blade          Attack 12      Damage 3d3+12  Value 650
    -Heroic Sword           Attack 8       Damage 4d5+8   Value 800
    -Lieutenant's Cutlass   Attack 10      Damage 3d5+10  Value 1500
    -Elfbane                Attack 12      Damage 4d6+12  Value 15000
    -Wallace                Attack 12      Damage 3d4+12  Value 20000
    
    9. Ancient Weapons
    -Blaster                Attack 8       Damage 3d5+8   Value 0
    -Blaster Rifle          Attack 12      Damage 5d5+12  Value 0
    
    ARMOR
    1. Leather Armor
    -Leather Armor          Armor +4       Value 150
    -Studded Leather        Armor +6       Value 250
    -Officer's Leather      Armor +10      Value 450
    -Regnan Leather         Armor +16      Value 750
    -Royal Leather          Armor +24      Value 1150
    
    2. Chain Armor
    -Chain Mail             Armor +8       Value 400
    -Steel Chain Mail       Armor +12      Value 600
    -Fine Chain Mail        Armor +18      Value 900
    -Resplendent Chain Mail Armor +26      Value 1300
    -Golden Chain Mail      Armor +36      Value 1800
    -Elvin Chain Mail       Armor +30      Value 15000
    
    3. Plate Armor
    -Plate Armor            Armor +20      Value 1000
    -Splendid Plate Armor   Armor +28      Value 1400
    -Noble Plate Armor      Armor +54      Value 2700
    
    4. Shields
    -Wooden Buckler         Armor +4       Value 100
    -Goblin Shield          Armor +6       Value 200
    -Bronze Shield          Armor +6       Value 200
    -Wooden Shield          Armor +7       Value 300
    -Contestant's Shield    Armor +7       Value 300
    -Metal Shield           Armor +8       Value 300
    -Horseman's Shield      Armor +9       Value 400
    -Alloyed Shield         Armor +12      Value 450
    -Sterling Shield        Armor +13      Value 500
    -Majestic Shield        Armor +18      Value 750
    -Phynaxian Shield       Armor +19      Value 800
    
    5. Boots
    -Leather Boots          Armor +2       Value 50
    -Steel Plated Boots     Armor +6       Value 250
    -Ranger Boots           Armor +8       Value 450
    -Knight Boots           Armor +10      Value 650
    -Paladin Boots          Armor +12      Value 850
    
    6. Gauntlets
    -Gauntlets              Armor +3       Value 100
    -Steel Gauntlets        Armor +6       Value 250
    -Silver Mesh Gauntlets  Armor +8       Value 450
    -Dragon Hide Gauntlets  Armor +10      Value 650
    -Mogred Gauntlets       Armor +12      Value 850
    -Forge Gauntlets        Armor +10      Value 15000
    
    7. Helmets, Crowns, and Hats
    -Peasant Hat            Armor 00       Value 20
    -Horned Helm            Armor +2       Value 60
    -Traveler's Hat         Armor 00       Value 100
    -Fancy Hat              Armor 00       Value 200
    -Crown                  Armor 00       Value 250
    -Conscript's Helm       Armor +6       Value 260
    -Noble Crown            Armor 00       Value 450
    -Full Helm              Armor +8       Value 460
    -Regal Crown            Armor 00       Value 650
    -Phynaxian Helm         Armor +10      Value 660
    -Mogred Helm            Armor +12      Value 860
    -Shadow's Mask          Armor +12      Value 2000
    -Mind's Eye             Armor +10      Value 15000
    -Scholar's Hat          Armor +2       Value 30000
    
    ACCESSORIES
    1. Amulets and Pendants
    -Eyeball Amulet         Value 500
    -Bronze Amulet          Value 750
    -Witch's Amulet         Value 1000
    -Death's Head Pendant   Value 1250
    -Sun Amulet             Value 1500
    -Clanker's Amulet       Value 15000
    
    2. Belts
    -Leather Belt           Value 40
    -Fine Belt              Value 100
    -Strong Belt            Value 225
    -Silver Belt            Value 450
    -Gilded Belt            Value 600
    
    3. Cloaks
    -Leather Cloak          Armor +1       Value 50
    -Huntsman's Cloak       Armor +3       Value 150
    -Ranger's Cloak         Armor +5       Value 250
    -Elegant Cloak          Armor +7       Value 450
    -Glorious Cloak         Armor +9       Value 750
    -Sun Cloak              Armor +11      Value 2500
    -Moon Cloak             Armor +11      Value 2500
    -Cloak of the Sheep     Armor +10      Value 15000
    
    4. Rings
    -Brass Ring                  Value 100
    -Pearl Ring                  Value 300
    -Platinum Ring               Value 500
    -Emerald Ring                Value 700
    -Sapphire Ring               Value 900
    -Warlocks Ring               Value 1100
    -Enchanted Ring              Value 1300
    -Dazzling Ring               Value 1500
    -Wizard Ring                 Value 1700
    -Angel's Ring                Value 2000
    -Faerie Ring                 Value 2500
    
    OTHER
    1. Potions
    -Red Potion             +10 Hit Points and potion strength
    -Blue Potion            +10 Spell Points and potion strength
    -Yellow Potion          Cures Weakness
    -Green Potion           Awaken
    -Orange Potion          Cures Disease
    -Purple Potion          Curse Poison
    -Multi-Colored Potion   Second Generation potion (see potion list below)
    -White Potion           Third Generation potion (see potion list below)
    -Black Potion           Fourth Generation potion (see potion list below)
    
    2. Herbs
    -Widowsweep Berries     Makes 1 power Red Potions
    -Phirna Root            Makes 1 power Blue Potions
    -Poppysnaps             Makes 1 power Yellow Potions
    -Crushed Rose Petals    Makes 5 power Red Potions
    -Mushroom               Makes Catalyst 
    -Obsidian               Makes Catalyst
    -Meteorite Fragment     Makes 5 power Blue Potions
    -Trolls Blood           Makes 10 power Red Potions
    -Elvish Toadstool       Makes 50 power Blue Potions
    -Fae Dust               Makes 5 power Yellow Potions
    -Moonstone              Makes 20 power Blue Potions
    -Mercury                Makes Catalyst
    -Sulfur                 Makes 10 power Yellow Potions
    -Garnet                 Makes 20 power Yellow Potions
    -Harpy Feathers         Makes 10 power Blue Potions
    -Dragon's Eye           Makes 50 power Red Potions
    -Vial of Ooze Endoplasm Makes Catalyst
    -Ruby                   Makes 20 power Red Potions
    -Philosopher's Stone    Makes Catalyst
    -Vial of Devil Ichor    Makes 50 power Yellow Potions
    
    3. Gems
    -Blue Quartz            Value 250
    -Topaz                  Value 500
    -Rose Crystal           Value 750
    -Yellow Topaz           Value 750
    -Green Garnet           Value 1250
    -Sapphire               Value 1500
    -Amythest               Value 1750
    -Ruby                   Value 2000
    -Emerald                Value 2000
    -Diamond                Value 2500
    -Diamond (inset)        Value 3000
    
    B. Artifacts- This section includes the rare Artifacts and relics in the game.
    Some are found as quest items and others for well hidden chests and areas.
    Most of them will increase your stats and hit bonuses tremendously.  Most of
    them are very expensive and some can't be sold at all.  I will try to put where
    I found them but for all I know, some of them may be random.
    
    1. Clanker's Amulet- A mighty tool for Alchemists, this amulet was the secret
    to Clanker's success.  It gives a +15 bonus to the Alchemy skill.  It was found
    in Clanker's Lab on the Tularean Forest's east island.
    
    2. Cloak of the Sheep- The cloak worn by the High Priest of Baa.  Though useful
    it seems to sap the will of the wearer slowly away.  It gives immunites to
    disease, insanity, paralysis, poison, sleep, and stone conditions.  But it
    costs -20 Personality and -20 intellect to wear it.  Obviously I found it by
    killing the High Priest of Baa.
    
    3. Elfbane- This sword was created by the goblins for their chief at the time,
    Grogar.  Unfortunately, the Goblins lost the war and Elfbane was lost for quite
    some time.  Enchanted to both slay elves and protect its wielder from arrows,
    Elfbane truly lives up to its name.  A curious side-effect of the enchantment
    renders the weapon unusable by all but a goblin.  It gives Shielding and Elf
    Slaying.  I got it for completing the Arcomage quest.
    
    4. Elven Chain Mail- Elven Chain Mail was more common before the wars against
    the humans and the goblins.  Centuries of combat combined with the degradation
    of armorsmithing skills have reduced the number of sets of Elven Chain Mail to
    almost none.  The effect of using lighter materials and custom designing the
    armor to only fit elves grants the wearer more freedom of movement, allowing
    faster, more accurate attacks.  It grants +15 speed and +15 accuracy and "of
    recovery" but only for elves.  I got it for completing the Arcomage quest.
    
    5. Faerie Ring- A rare and very powerful ring made by Faeries.  Few mortals
    ever see such as this.  It increases the effect of Air Magic spells.  I found
    it in the Hall Under The Hill in Avlee.
    
    6. Forge Gauntlets- Forge Gauntlets were created by Mekorig for his assistants
    to aid them in helping him.  Extending the already amazing dwarven might and
    endurance, the gauntlets also grant an exceptional resistance to fire-
    necessary in a forge as hot as Mekorig's.  It grants +15 might and +15
    endurance and 30 fire resistance to the Dwarf who wears it.  I got it for
    completing the Arcomage quest.
    
    7. Hands of the Master- The Hands of the Master are meant for Monks, but a few
    thieves have put them to use with excellent results.  Most of the owners have
    gone on to fame and fortune, but the last one obviously didn't do so well.
    It gives +10 to unarmed and dodging skills.  I found it in the black chest
    across from Roland's prison in Colony Zod.  (This was my light quest run
    through.  On the dark quest, I found the artifact Wallace in this chest.)
    
    8. Hero's Belt- Designed for Saint Perci, this belt confers martial prowess,
    exceptional strength, and regeneration.  Saint Perci used the belt quite
    extensively, but even with its help, he was not able to stave off death at the
    hands of Wromthrax the Dragon.  It gives +5 Armsmaster skill, +15 Might, and
    HP recovery on the wearer who MUST be male.  I found it by finishing the
    Obelisk quest.
    
    9. Iron Feather- An impossibly light two-handed sword, the Iron Feather boosts
    the might of its owner to make wielding the huge weapon even easier.  The
    combination almost makes it possible to use the sword in one hand-- the huge
    size of the blade being the only problem.  It grants 40 Might and electrical
    damage to enemies.  I found it as the random artifact in the Colony of Zod
    black chest.
    
    10. Lady Carmine's Dagger- Nicks and scratches on this nasty blade show that it
    has seen plenty of action.  It gives +2 bonus to the disarm skill and adds 5
    points of Body damage.  I found it on the dark path by Killing Lady Carmine in
    northern Celeste.
    
    11. Lady's Escort- A magical escort designed by the mage Terrax for one of his
    female friends who had to travel quite far to reach him.  The ring protects the
    wearer from elements, falling, and drowning.  Unfortunetly, she traveled to
    Erathia and the ring disappeared soon after.  It casts Water Walk, Feather
    Falling, and "of protection" spells on the wearer who MUST be female.  I found
    it by finishing the Obelisk quest.
    
    12. Mind's Eye- Mind's Eye was created by Mekorig for the Great Druid, Larette
    Weisman.  While enhancing both Intellect and Personality, Mind's Eye
    regenerates the wearer's mana and also provides head protection.  Unfortunately
    Mind's Eye will only fit on the head of a human.  It grants +15 Intellect and
    +15 Personality and Regenerates SP.  I got it by completing the Arcomage quest.
    
    13. Minotaur's Axe- A fine trophy!  This axe was made for a minotaur and is
    very heavy, but the magical strength it imparts makes it easy to use for
    anyone.  It gives 25 might in addition to being the best damaging axe.  I found
    it on a dead Minotaur Lord in The Maze in Nighon.
    
    14. Moon Cloak- This cloak signifies the highest rank attainable by a Priest of
    the Moon.  No more than nine of these cloaks were ever made -- One for each
    member of the High Counsil of the Moon.  It increases your Dark Magic spell
    power.  I found it on a dead Priest of the Moon in the Grand Temple of the Moon
    on Evenmore Island.
    
    15. Perfect Bow- This bow seems to know the wielder's strength and adjusts
    itself accordingly.  You never have to struggle to pull the string back, and it
    is always easy to hold your shot until you're ready to fire.  Dozens of small
    advantages like this in the design of the bow make for the finest weapon of its
    type you have ever seen.  It's found in a chest on the west side of the Titan's
    Stronghold in Avlee.
    
    16. Scholar's Cap- The Cap vastly improves the ability of the mind to absorb
    and retain experiences.  The effect is so intense that wearers frequently
    forget to care for their bodies while swimming in the sea of their thoughts.
    It gives +15 Learning Skill but costs 50 endurance to wear.  I found it by
    defeating Wromthrax the Dragon in Tatalia.
    
    17. Shadow's Mask- A mask designed to hide the identity of the wearer, it has
    also been magically enhanced to offer good protection and to aid thiefly
    pursuits.  It gives a +3 bonus to Stealing and Disarm skills as well as 12 to
    the Armor Class.  I found it.....?
    
    18. Sun Cloak- This cloak signifies the highest rank attainable by a Priest of
    the Sun.  No more than nine of these cloaks were ever made -- One for each
    member of the High Counsil of the Sun.  It increases your Light Magic spell
    power.  I found it on a dead Priest of the Sun in the Grand Temple of the Sun
    on Evenmore Island.
    
    19. Taledon's Helm- Owned by Taledon, Divine High Priest and Holy Conduit of
    The Church of the Sun from 870 A.S., this powerful helm probably contributed to
    his untimely death in 881.  It is said that an object can take so much
    enchantment--try to put too much in and something negative squeezes out.  In
    this case, the negative made the wearer profoundly unlucky.  Taledon, arguably
    the most powerful figure of his time, veteran diplomat, soldier, and priest,
    was crushed beneath the wheels of a runaway peasant's wagon while crossing the
    street in Steadwick.  It gives +15 Personality, +15 Might and -40 Luck and can
    only be worn by a Light Path follower.  I found it as a random relic in the
    black chest in Colony Zod.
    
    20. Wallace- The broadsword artiface has somehow found its way into the hands
    of rebels and rabble rousers for centuries.  The weapon both magnifies the
    ability and the confidence of the wielder, frequently leading its owners to
    take risks they might otherwise have avoided.  Though none of its owner's
    ambitions have been fofilled, no one has ever declined to carry Wallace once
    they have heard the siren song.  It gives +10 Armsmaster skill and +40
    Personality.  I found it in a chest across from Roland's prison in Colony Zod.
    
    21. Zokarr's Axe- The family heirloom of the Zokarr monarchs.  This weapon
    grants the wielder a greater affinity with Earth Magic.  I found this in my
    inventory and have no idea where it came from.
    
    ============================
    XVII. TORCHES AND PEDESTALS   <TCHPD>
    ============================
    A. PEDESTALS- The glowing ball that gives you a large temporary upgrade.
    1. Emerald Island
    -Fire Resistance- Outside the dragon's cave in the northeast. lasts 5 hrs
    -Day of the Gods- On the hill above the Dragon's Cave.        lasts 1 day
    -Haste- Western island near the fire guild.                   lasts 1 hr 20 min
    
    2. Harmondale
    -Stone Skin- Behind the tavern.                               lasts 6 hrs
    
    3. Erathia
    -Heroism- Up in the Guild area                                lasts 6 hrs
    -Day Of The Gods- Next to the city Temple                     lasts 1 day
    
    4. Tatalia
    -Stone Skin- Near the docks                                   lasts 6 hrs
    -Heroism- Next to the temple                                  lasts 6 hrs
    
    5. Avlee
    -Water Resitance- In the middle of the village                lasts 5 hrs
    -Body Resistance- To the left of the temple                   lasts 5 hrs
    
    6. Tularean Forest
    -Shield- Among the three tents to the south of the town.      lasts 6 hrs
    -Earth Resistance- Near the four guilds.                      lasts 5 hrs
    
    7. Barrow Downs
    -Mind Resistance- To the left of the Stone City entrance.     lasts 5 hrs
    -Fire Resistance- To the right of the Stone City entrance.    lasts 5 hrs
    
    8. Bracada
    -Shield- West side of the teleporters                         lasts 6 hrs
    -Earth Resistance- East side of the teleporters               lasts 5 hrs
    
    9. Deyja
    -Heroism- Next to the stables                                 lasts 6 hrs
    -Heroism- In the middle of the northwest town.                lasts 6 hrs
    
    10. Evenmorn Islands
    -Body Resistance- In front of the inn                         lasts 5 hrs
    -Mind Resistance- Next to the inn.                            lasts 5 hrs
    -Day of the Gods- On the hill behind the inn.                 lasts 1 day
    
    11. Nighon
    -Air Resistance- In the small village near where you emerge.  lasts 5 hrs
    -Fire Resistance- In the middle of the main part of town.     lasts 5 hrs
    -Heroism- In the small village to the northwest.              lasts 6 hrs
    
    12. Land of the Giants (Eofol)
    -Earth Resistance- To the east of the Armsmaster house.       lasts 5 hrs
    -Haste- Just outside the Armsmaster house.                    lasts 1 hr 20 min
    -Body Resistance- A ways to the east of the Armsmaster house. lasts 5 hrs
    -Day of the Gods- North of the Armsmaster house.              lasts 1 day
    -Stone Skin- Northwest of the Armsmaster house.               lasts 6 hrs
    -Shield- Further northwest of the Armsmaster house.           lasts 6 hrs
    -Immolation- West side of the forest of snow.                 lasts 50 min
    -Heroism- Northwest of the forest of snow.                    lasts 6 hrs
    -Mind Resistance- In the middle of the forest of snow.        lasts 5 hrs
    -Water Resistance- To the north in the forest of snow.        lasts 5 hrs
    -Air Resistance- In the middle of the forest of snow.         lasts 5 hrs
    
    B. TORCHES- The burning torches that challenge your statistics.  If your stat
    is high enough, you will receive skill points.  The harder the challenge, the
    more skill points you will receive.
    1. Emerald Island
    -Game Of Accuracy- On the eastern hill above the Temple of the Moon.
                       +3 Skill Points    15 Acc needed
    2. Harmondale
    -Contest Of Intellect- On the east side of town on the snow cap.
                       +5 Skill Points    50 Int needed
    3. Erathia
    -Contest of Luck- On the southeastern mountain near the 3 tents.
                       +5 Skill Points    50 Lck needed
    4. Tatalia
    -Contest of Accuracy- North of the road where you first enter the area. (hill)
                       +5 Skill Points    50 Acc needed
    5. Avlee
    -Test of Accuracu- Sitting on top of the Temple of Baa.
                       +7 Skill Points    70 Acc needed
    6. Tularean Forest
    -Contest of Speed- On the mountain to the northeast of the Tularean town.
                       +5 Skill Points    50 Spd needed
    7. Barrow Downs
    -Contest of Luck
                       +5 Skill Points    50 Lck needed
    8. Bracada
    -Contest of Endurance- On a ridge by itself in northwest Bracada.
                       +5 Skill Points    50 End needed
    9. Deyja
    -Contest of Might- On the hill northeast of Watchtower 6.
                       +5 Skill Points    50 Mgt needed
    10. Evenmorn Islands- Behind the Temple of the Moon
    -Test of Might
                       +7 Skill Points    70 Mgt needed
    11. Nighon- On the backside of the tall volcano.
    -Challenge of Speed
                       +9 Skill Points    150? Spd needed
    12. Land of the Giants (Eofol)- Northwest on the mountain behind the warp back
        to Harmondale.
    -Challenge of Intellect
                       +9 Skill Points    150? Int needed
    ============================
    XVIII. POTION LIST (ALCHEMY)   <KBOOM>
    ============================
    Aaaaaaaah potions.  "You are here to learn the subtle science and exact art of
    potion-making.  I don't expect you will really understand the beauty if the
    softly simmering cauldron with its shimmering fumes, the delicate power of
    liquids that creep through human veins, bewitching the mind, ensnaring the
    senses... I can teach you how to bottle fame, brew glory, and even stopper
    death -- if you aren't as big a bunch of dunderheads as I usually have to
    teach." --- The Great Professor Severus Snape
    (I know I used this quote in M&M6, but it's perfect for this section)
    
    A. Normal Level Potions (Solid): These can be made by simply using the three 
    flowers you find over an empty bottle.  Just move the plant over the bottle and
    click the right mouse button.  Or you can mix the red, blue, and yellow ones
    together.  You must know Alchemy to mix any of these.
       Mix             Name           Color          Effect
    1. Red Herb        Cure Wounds    Red            Adds HP
    2. Blue Herb       Magic          Blue           Adds SP
    3. Yellow Herb     Cure Weakness  Yellow         Removes Weak Condition
    4. Red/Yellow      Cure Disease   Orange         Removes Disease Condition
    5. Blue/Red        Cure Poison    Purple         Removes Poison Condition
    6. Yellow/Blue     Awaken         Green          Removes Asleep Condition
    
    B. Expert Level Potions (Layered): These are potions formed by mixing potions
    1-3 with potions 4-6 together.  Move a potion over another potion and click the
    right mouse button.  You must be an Expert at Alchemy to mix these.  In all of
    these, the potion will be the same color as the mix.
        Mix             Name           Effect
    7.  Red/Orange      Haste          Grants Haste
    8.  Red/Purple      Heroism        Grants Heroism
    9.  Red/Green       Bless          Grants Bless
    10. Blue/Orange     Preservation   Grants Preservation 
    11. Blue/Purple     Shield         Grants Shield
    12. Blue/Green      Recharge Item  Grants Recharge Item to 30%
    13. Yellow/Orange   Stoneskin      Gtants StoneSkin
    14. Yellow/Purple   Water Breathe  Prevents drowning damage
    15. Yellow/Green    Harden Item    Increase item's resistance to breaking
    16. Orange/Purple   Remove Fear    Removes Fear Condition
    17. Orange/Green    Cure Insanity  Removes Insane Condition
    18. Purple/Green    Remove Curse   Removes Cursed Condition
    
    C. Master Level Potions (White): These are mixed by combining normal and expert
    level potions together.  Either a basic and expert or two expert potions will
    make White potions.  You must be a Master at Alchemy to mix these.  A lot of
    these mixes will reverse back down to basic potions and some will just blow up.
        Mix                      Name             Effect
    19. Haste + Cure Disease     Speed Boost      Increases Temporary Speed 
    20. Haste + Cure Poison      Shocking Potion  Adds "of Sparks" to an item
    21. Haste + Awaken           Flaming Potion   Adds "of Flame" to an item
    22. Haste + Shield           Air Resistance   Grants Air Resistance
    23. Haste + Recharge Item    Divine Restore   Removes all non-death conditions
    24. Haste + Stone Skin       Divine Cure      Heals 5x the potion's power in HP
    25. Haste + Harden Item      Fire Resistance  Grants Fire Resistance
    26. Heroism + Cure Disease   Shocking Potion  Adds "of Sparks" to an item
    27. Heroism + Cure Poison    Might Boost      Increases Temporary Might
    28. Heroism + Awaken         Freezing Potion  Adds "of Frost" to an item
    29. Heroism + Shield         Luck Boost       Increases Temporary Luck
    30. Heroism + Recharge Item  Mind Resistance  Grants Mind Resistance
    31. Heroism + Stone Skin     Earth Resistance Grants Earth Resistance
    32. Heroism + Harden Item    Divine Restore   Removes all non-death conditions
    33. Shield + Cure Disease    Freezing Potion  Adds "of Frost" to an item
    34. Shield + Cure Poison     Endurance Boost  Increases Temporary Endurance
    35. Shield + Awaken          Swift Potion     Adds "of Swiftness" to an item
    36. Shield + Stone Skin      Divine Restore   Removes all non-death conditions
    37. Shield + Harden Item     Water Resistance Grants Water Resistance
    38. Recharge + Cure Disease  Noxious Potion   Adds "of Poison" to an item
    39. Recharge + Cure Poison   Swift Potion     Adds "of Swiftness" to an item
    40. Recharge + Awaken        Person. Boost    Increases Temporary Personality
    41. Recharge + Stone Skin    Body Resistance  Grants Body Resistance
    42. Recharge + Harden Item   Divine Power     Heals 5x the potion's power in SP
    43. Stone Skin + Cure Dis.   Accuracy Boost   Increases Temporary Accuracy
    44. Stone Skin + Cure Poi.   Flaming Potion   Adds "of Flame" to an item
    45. Stone Skin + Awaken      Cure Paralysis   Removes Paralyzed Condition
    46. Harden Item + Cure Dis.  Cure Paralysis   Removes Paralyzed Condition
    47. Harden Item + Cure Poi.  Noxious Potion   Adds "of Poison" to an item
    48. Harden Item + Awaken     Intellect Boose  Increases Temporaary Intellect
    
    D. GM Level Potions: These are mixed by combining basic or expert potions with
    white potions.  Most attempts will simply Blow Up and eradicate the character.
    You must save the game before you attempt to make these.
        Mix                        Name                Effect
    49. Cure Paralysis + Heroism   Stone To Flesh      Removes Stone Condition
    50. Divine Restore + Bless     Rejuvenation        Removes Unnatural Aging
    51. Per. Boost + Cure Poison   Pure Personality    +50 Permanent Personality
    52. Spd. Boost + Cure Poison   Pure Speed          +50 Permanent Speed
    53. Int. Boost + Cure Disease  Pure Intellect      +50 Permanent Intellect
    54. Acc. Boost + Awaken        Pure Accuracy       +50 Permanent Accuracy
    55. Mgt. Boost + Cure Disease  Pure Might          +50 Permanent Might
    56. End. Boost + Awaken        Pure Endurance      +50 Permanent Endurance
    57. Stone Skin + Swift Potion  Pure Luck           +50 Permanent Luck
    58. Luck Boost + ????????      Pure Luck           +50 Permanent Luck
    
    I am under the impression that there are probably a few more black potions out
    there such as one that is the equivilant of Divine Intervention like in the
    last game.  So I will get them as I find them or find out about them.  All of
    the above potions have been tested and found to be accurate.
    
    ===================================
    XIX. BOAT AND STAGECOACH SCHEDULE   <TRVL>
    ===================================
    A. STAGECOACHES
    1. Harmondale Stagecoach
    -Sunday: Arena in 4 days
    -Monday: Erathia in 2 days
    -Tuesday: Tularean Forest in 2 days
    -Wednesday: Erathia in 2 days
    -Thursday: Tularean Forest in 2 days
    -Friday: Erathia in 2 days
    -Saturday: Tularean Forest in 2 days
    
    2. Erathia Stagecoach
    -Sunday: CLOSED
    -Monday: Tatalia in 2 days, Deyja in 3 days
    -Tuesday: Harmondale in 2 days
    -Wednesday: Tatalia in 2 days, Bracada Desert in 3 days
    -Thursday: Harmondale in 2 days, Deyja in 3 days
    -Friday: Tatalia in 2 days
    -Saturday: Harmondale in 2 days, Bracada in 3 days
    
    3. Tatalia Stagecoach
    -Sunday: CLOSED
    -Monday: CLOSED
    -Tuesday: Erathia in 2 days
    -Wednesday: CLOSED
    -Thursday: Erathia in 2 days
    -Friday: CLOSED
    -Saturday: Erathia in 2 days
    
    4. Avlee Stagecoach
    -Sunday: Deyja in 5 days
    -Monday: CLOSED
    -Tuesday: Tularean Forest in 3 days
    -Wednesday: Deyja in 5 days
    -Thursday: Tularean Forest in 3 days
    -Friday: CLOSED
    -Saturday: Tularean Forest in 3 days
    
    5. Tularean Forest Stagecoach
    -Sunday: Deyja in 2 days
    -Monday: Avlee in 3 days
    -Tuesday: Deyja in 2 days, Harmondale in 2 days
    -Wednesday: Avlee in 3 days
    -Thursday: Harmondale in 2 days
    -Friday: Avlee in 3 days, Deyja in 2 days
    -Saturday: Harmondale in 2 days
    
    6. Bracada Stagecoach
    -Sunday: Erathia in 3 days
    -Monday: Erathia in 3 days
    -Tuesday: Harmondale in 5 days
    -Wednesday: Erathia in 3 days
    -Thursday: CLOSED
    -Friday: Erathia in 3 days
    -Saturday: Harmondale in 5 days
    
    7. Deyja Stagecoach (night hours)
    -Sunday to Monday: CLOSED
    -Monday to Tuesday: Erathia in 3 days
    -Tuesday to Wednesday: Tularean Forest in 2 days
    -Wednesday to Thursday: Erathia in 3 days
    -Thursday to Friday: Tularean Forest in 2 days
    -Friday to Saturday: Erathia in 3 days
    -Saturday to Sunday: Tulerean Forest in 2 days
    
    B. BOATS (The boats to Evenmorn Island will be closed until you complete the
    first Cleric promotion quest.)
    1. Erathia Boat
    -Sunday: Evenmorn Island in 7 days
    -Monday: Avlee in 4 days
    -Tuesday: Tatalia in 2 days
    -Wednesday: Bracada Desert in 6 days
    -Thursday: Tatalia in 2 days
    -Friday: Avlee in 4 days
    -Saturday: Tatalia in 2 days
    
    2. Tatalia Boat
    -Sunday: Evenmorn Island in 5 days
    -Monday: Bracada in 4 days
    -Tuesday: Erathia in 2 days
    -Wednesday: Bracada in 4 days
    -Thursday: Erathia in 2 days
    -Friday: Avlee in 5 days
    -Saturday: Erathia in 2 days
    
    3. Avlee Boat
    -Sunday: CLOSED
    -Monday: Tularean Forest in 3 days
    -Tuesday: Erathia in 4 days
    -Wednesday: Tularean Forest in 3 days
    -Thursday: Tatalia in 5 days
    -Friday: Tularean Forest in 3 days
    -Saturday: Erathia in 4 days
    
    4. Tularean Forest Boat
    -Sunday: Evenmorn Island in 7 days
    -Monday: Bracada in 6 days
    -Tuesday: Avlee in 3 days
    -Wednesday: Bracada Desert in 6 days
    -Thursday: Avlee in 3 days
    -Friday: CLOSED
    -Saturday: Avlee in 3 days
    
    5. Bracada Boat
    -Sunday: Erathia in 6 days
    -Monday: Tatalia in 4 days
    -Tuesday: CLOSED
    -Wednesday: Tatalia in 4 days
    -Thursday: Evenmorn Island in 1 day
    -Friday: Tatalia in 4 days
    -Saturday: Tularean Forest in 6 days
    
    6. Evenmorn Island Boat
    -Sunday: CLOSED
    -Monday: Tatalia in 4 days
    -Tuesday: CLOSED
    -Wednesday: Tatalia in 4 days
    -Thursday: CLOSED
    -Friday: Tatalia in 4 days
    -Saturday: Tularean Forest in 6 days
    
    =====================
    XX. RESETING AREAS   <RSTNG>
    =====================
    Have you ever beaconed back to an old spot where everything was dead and you're
    suddenly assaulted.  "Where the **** did they come from?  I killed them
    already!"  That's because once you enter an area, a countdown starts on the
    game.  You can't see it anywhere but once every 6 months or 2 years, the areas
    will reset, the enemies will reappear and treasure chests and barrels will
    refill.  It's a good way to make a little extra experience by taking out weaker
    enemies that reappear.  I'm not sure of all the times per area or dungeon, but
    everything will reset eventually.
    
    Emerald Island- You shouldn't be there long enough to find out.
    Harmondale- 2 years
    Tularean Forest- 2 years
    Avlee- 2 years
    Deyja- 2 years
    Erathia- 2 years
    Barrow Downs- (every time you breathe) actually 6 months
    Bracada- 2 years
    Tatalia- 2 years
    Evenmorn Islands- 6 months
    Nighon- 2 years
    Eeofol (LOTG)- 2 years
    Celeste- 2 years
    The Pit- 2 years
    Walls of Mist and Breeding Zone dungeons- Every time you enter.
    Other dungeons- 2 years from the first time you enter.
    
    =======================
    XXI. CLOSING ARGUEMENTS   <BLSHT>
    =======================
    CLOSING
     There you have it.  It will be nearing 5,500 lines on Notepad after this
    section is complete compared to the almost 4,800 that M&M6 had.  I did enjoy
    writing this and look forward to writing the guides to M&M 8 when I finally
    start and finish the game.  I was surprised how easy this game went along.  I
    figured it would be pretty confusing trying to tie in the two paths but I don't
    think it is.  I hope no one else thinks it is.  Once again, thank you for
    viewing, reading, and/or using this FAQ to help you complete this awesome
    installment to one of the best RPG series of all time.
    
    THREATS
     This is my 4th faq/walkthrough and I put a lot of work into this one.  Don't
    steal my work.  GOT IT!?!  Doing so would be a "BIG MISTAKE"!  I will get me a
    party of Lich Kings and Queens of the Dead to deal with you.  And if you try to
    hide, I will just make them learn Armageddon.  If for some reason you like this
    FAQ and for some reason want it on your website, ask for permission first.
    Also if you get permission, give me credit for it AND post it on there AS IS.
    Don't change any portion of this faq.  Okay, that was the most pointless
    paragraph I've written so far because, who's going to want this on their site.
    But it is necessary.
    
    Other Gamefaqs submissions:
    -Super Baseball Simulator 1.000 (SNES)
    -Legend of Zelda: Four Swords (GC)
    -Might and Magic VI: The Mandate Of Heaven (PC)
    
    This FAQ is only for use at www.gamefaqs.com.
    
    Copyright 2008 by Jeff Koenen  All rights reserved
    E-Mail: JKonan204@yahoo.com
    
    
    

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