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    Supplementary FAQ by DChan

    Version: 3.7 | Updated: 06/23/02 | Printable Version | Search Guide | Bookmark Guide

         Might and Magic IX
         Supplementary FAQ (Version 3.7 - Incomplete Struggle)
    
         Current Update: Sunday, 23 June 2002
         Previous Update: Sunday, 16 June 2002
         Created: Sunday, 14 April 2002
    
         By Don "Gamera" Chan (crs1219@hotmail.com)
    
         Note: If you haven't installed the MM9 patches,
         install them! Get the official v1.2 (or above) patch
         from the MM9 official sites, and the unofficial
         patch from Carg85's MM9 fan page. The patches fix
         the serious bugs, don't fix the cheap bugs that MM9
         players can exploit, don't disrupt the save games,
         and prevent a lot of confusion and frustration.
    
    0.   Wanted
    1.   Acknowledgements
    2.   1st Impression
    2.1  2nd Impression
    2.2  3rd Impression
    3.   Character Creation
    3.1    Character Development
    3.2    Skill Ranks
    4.   Solution
    4.1    Ravensford
    4.2    Isle of Ashes
    4.3    Sturmford
    4.4    Sturmford City
    4.5    Beet Hoven
    4.6    Drangheim
    4.7    Drangheim City
    4.8    Drangheim Prison
    4.9    Kluso's House
    4.10   Chasm of the Dead
    4.11   Guberland
    4.12   Guberland City
    4.13   Dook's Castle
    4.14   Temple of Honk
    4.15   Thjorgard
    4.16   Thjorgard City
    4.17   Arena
    4.18   Thjorad Mine
    4.19   Lindisfarne
    4.20   Ta'Sar Academy
    4.21   Mountain Pass
    4.22   Frosgard
    4.23   Dungeon of Secrets
    4.24   Thronheim
    4.25   Thronheim City
    4.26   Inventa Storca
    5.   Promoters and Trainers
    6.   Civilians
    7.   Monsters
    8.   Links
    
    "Setsunasa!" (*1)
    
    0.   WANTED
    
         I'm looking for:
         - A list of the details of the promotion quests of
    each class.
         - A list of the promoter and trainer NPCs,
    including their skills, exact locations, names, and
    appearances.
         - Any Easter Egg or weirdness that the overworked,
    underpaid, and now jobless MM9 programmers planted, or
    any undocumented feature that the debuggers missed.
         - A table of which class can achieve which skill
    rank in which skill.
         - How to adapt and overcome the various bugs.
         - A Greek translation of the Disclaimer (see below).
    
         Disclaimer: I send the newest version of this file
    to only six Websites:
         - http://www.gamefaqs.com/computer/doswin/game/12292.html
         - http://vgstrategies.about.com/
         - http://DLH.Net/
         - http://www.gamesover.com/
         - http://www.cheathappens.com/
         - http://gameguru.box.sk/cheat.php3?cheat=4788
         If you downloaded or read this file at other
    Websites, the SysOps of the other Websites probably
    leeched it from one of the above Websites.
    
         Dementi: J'ai envoye la plus recente version de ce
    fichier a seulement six sites webs.
         - http://www.gamefaqs.com/computer/doswin/game/12292.html
         - http://vgstrategies.about.com/
         - http://DLH.Net/
         - http://www.gamesover.com/
         - http://www.cheathappens.com/
         - http://gameguru.box.sk/cheat.php3?cheat=4788
         Si vous avez telecharge ou lu ce fichier a partir
    d'autres sites, les responsables de ces sites l'auront
    probablement pompe a partir de l'un des sites ci-dessus.
    
    1.   ACKNOWLEDGEMENTS
    
         Thanks to these sierra hotel persons/organisations:
         - Allan Mills, for feedback.
         - Carg85, for hosting the unofficial patch in his MM9
    fan page, feedback, reviewing this file, and Q&A.
         - Chickenator, colonelessssss, Doomgiver, Gamin
    Granny, han clan solo, I Need Game Rehab, Livejazz, nifboy,
    peepsbucket, ullteppe, Xenogias, and other MM9 fans and
    players in the MM9 message board in GameFAQs.com, for Q&A.
         - Elf, Nobody, Peter2, Sir William S. Titan, and other
    MM9 fans and players in the TELP's MM9 Tavern message board,
    for Q&A.
         - Jean-Luc Barbera of France, for the French
    translation of the Disclaimer, and the English
    translation of the NOIR foreword. (After all, English
    and French are the two official languages up here in
    Canada, the True North Strong and Free.)
         - Mass Confusion, for the Arena trick and some
    weirdness.
         - Sharkman8, for the Dungeon of Secrets trick and Q&A.
         - T08145, for the MM9 Boat Schedules FAQ.
         - The now jobless MM9 programmers.
         - Tim Hollebeek (beek), for his MM9 FAQ.
    
         (Social democracy in action.)
    
         No thanks to these lima delta persons/organisations:
         - M27Power.Com, for computer virus.
         - The now jobless MM9 programmers' employers at 3DO.
    
         In memory of:
         - The victims of the terrorist attacks in the USA
    in the morning on 11 September 2001. God bless America.
    
         "Le noir, ce mot designe depuis une epoque lointaine le nom du destin.
         "Les deux vierges regnent sur la mort.
         "Les mains noires protegent la paix des nouveaux-nes."
         - NOIR (TV: 2001)
    
    2.   1ST IMPRESSION
    
         MM9 (Might and Magic IX) is on two CDs. The game
    doesn't allow the player to choose the install size, and
    it occupies about 1.01 GB. The install programme
    automatically checks if the player's hardware passes the
    system requirements defined by the programmers. BTW, MM9
    is rated Teen for blood and violence.
         (IIRC, the last Might and Magic that I played was
    MM1. (@_@;) And the last two first-person-view, real-time,
    action RPG that I played were System Shock I and Ultima
    Underworld I: Stygian Abyss.)
         On Disc 2, the MM9 manual is a 6.11 MB PDF file.
    RTFM!
         When the player begins a new game, the player creates
    a party of four PCs. Later, the party can reportedly up to
    three more NPCs.
         Character creation is IMO relatively simple, and
    reminds me of the old TRPG called TFT (The Fantasy Trip),
    which evolved into GURPS (Generic Universal Role Playing
    System) by SJG (Steve Jackson Games). The MM9 player
    chooses each PC's race, sex, class, voice, and skills, as
    well as allocating extra points to the PC's six
    statistics.
         Four races are available: Human, Dwarf, Elf, and
    Half-Orc. (No Gnome, Half-Elf, or Hobbit.) Each race has
    two female and two male, head-only portraits, which look
    IMO less comical than those in WIZ8 (Wizardry 8), and less
    attractive than those in IWD1 (Icewind Dale I) and HOW
    (Heart of Winter).
         Two classes are initially available: Fighter
    (warrior) and Initiate (priest/wizard). Each class is
    actually a career path, like in the Langrisser series and
    Warhammer TRPG. Later, according to the quests the party
    completes, a Fighter can advance into a Crusader or
    Mercenary. Later^2, a Crusader can advance into a Paladin
    or Ranger. Or, a Mercenary can advance into an Assassin or
    Gladiator.
         Each class begins with two occupational (default)
    skills, and chooses two more skills from a list of
    optional skills. A Fighter always begins with Blade and
    Armour, and an Initiate always begins with Elemental and
    Spirit. Elemental and Spirit are two schools of magic
    spells. Other schools are Dark and Light.
         Some of the Fighter's optional skills aren't
    available to the Initiate, and vice versa.
         Each skill has four ranks: Normal (N), Expert (E),
    Master (M), and Grandmaster (G). Each class can achieve
    different maximum ranks in different skills. For example,
    any non-Fighter apparently can't have Blade or Bow at
    Grandmaster.
         The statistics are: Might, Magic, Endurance,
    Accuracy, Speed, and Luck. The initial values of the
    statistics depend on the PC's race:
    
              Mig  Mag  End  Acc  Spe  Luc
    Human     13   10   11   11   11   11
    Dwarf     11   10-  15+  11    9   11
    Elf       10   13   10-  13+  11   11
    Half-Orc  15+  10   14   10    9-  10
    
         In addition, the player can allocate 10 extra points
    to the statistics.
         The non-Human races have advantageous (+) and
    disadvantageous (-) statistics. For instance, an Elf
    spends one extra point to increase her Accuracy by two,
    but has to spend two extra points to increase her
    Endurance by one. The player can also decrease a statistic
    to below its initial value for more extra points.
         In the game, the party will find items (barrels,
    wells, &c) that permanently or temporarily increases the
    party's statistics and resistances.
         Each PC's name can't contain a hyphen. The name can
    have a blank space, but the letter after the blank space
    can't be in upper case.
         When the party begins a new adventure, each PC has
    minimal equipment. Every PC should immediately equip the
    (poor) armour, weapon, and accessories she has, learn
    spells from the spellbooks she may have, and choose her
    quick spell.
         PCs with the Bow skill get free bows, but aren't
    given arrows. (?_?)
         Any PC, Fighter or Initiate, who doesn't have the
    Armour and Shield skills can't use armours and shields. A
    Fighter needs a higher skill level in Armour to wear
    better armours, such as chain-mail and plate-mail.
         An Initiate always get an Elemental Bolt spellbook.
         In the inventory screen, I think the clothed,
    full-body, heroic portrait depends on the PC's sex and
    class, and doesn't depend on the PC's race?
         (I got used to the anatomical incorrect, frontal,
    full-body nudity in WIZ8.)
         The game has a finite number of save game slots. Each
    save game slot has a screen shot of where the player saved
    that slot.
    
         Based on the other MM9 players' comments in the MM9
    message board in GameFAQs.com at
    http://cgi.gamefaqs.com/boards/gentopic.asp?board=12292
         I (plan to) create two Fighters and two Initiates.
    Initiate 1 will become a Mage, Initiate 2 will become a
    Lich, Fighter 1 will become an Assassin (melee offense) or
    Gladiator (melee defense), and Fighter 2 will beomce an
    Assassin, Gladiator, or Ranger (ranged offense).
         The Mage and Lich reportedly have adequate healing
    spells to compensate for no Druid, Paladin, or Priest...
    
         BTW, Icewind Dale II is scheduled for 2002.08.05. Cool,
    no, cold.
    
         Later (2002.05.16): OTOH, a high-level Druid with
    Grandmaster Dodge and Unarmed Combat is reportedly an
    excellent martial artist with high number of attacks, high
    damage per attack, and high base armour class. Also, the
    Druid's healing spells reportedly heal more HP than a
    high-level Lich or Mage's. (Thanks to Sharkman8.)
    
    <!--
    
    2.1  2ND IMPRESSION
    
         Summary: If you're a masochist, buy and play MM9.
    You'll be sorry. If you're not a masochist, buy and
    play WIZ8.
         Me, I'm wasting my time in MM9 until IWD2 comes
    out, and I should be playing Green Green for Windows
    instead.
    
         In the "Might and Magic IX" directory, loading the
    autoexec.cfg text file into Notepad and changing
         "BitDepth" "16"
         to
         "BitDepth" "32"
         apparently improves the clarity or resolution of the
    graphics. (Thanks to Carg85.)
    
         The auto-map automatically shows everything in the
    party's current area. Some areas have sub-areas. After the
    party enters a sub-area, the auto-map shows everything in
    the sub-area only. For example, the Isle of Ashes (area)
    auto-map includes the Verhoffin Ruins (sub-area). After
    the party enters the Verhoffin Ruins, the auto-map shows
    only the inside of the Verhoffin Ruins.
    
         In MM9, arrows are free and don't appear in a chara's
    inventory screen.
         When the party is moving into hostile territory, and
    whether the traffic light (or threat warning indicator) in
    the upper right corner is green or not, randomly and
    regularly shoot arrows (default: left mouse button) into
    the party's front arc. The arrows are probably smart
    enough to target and hit monsters that the player can't
    see. When necessary, move the party backwards (hold S) and
    clear the monsters before they enter melee-range. When the
    monsters can shoot back at the party, such as the Thralls
    in Sturmford, yaw left or right (hold S and A, or hold S
    and D) to try to avoid their missiles.
         BTW, when the traffic light isn't green, the player
    can't toggle off the HUD (the party's on-screen
    portraits).
    
         In combat, when the monsters are too fast or too
    small to manually target, press Enter to enter turn-based
    combat mode.
         Elemental Bolts look like pulse laser shots, IMO.
         An enemy attack that knocks a chara to 0- HP and
    unconscious will probably break one of that chara's
    equipped items too. Worse, expensive equipment are
    proportionally expensive to repair at a shop.
    
         After the party clears the monsters that are at
    certain positions in an area, the monsters don't
    regenerate and re-appear when the party re-enters that
    area later. Even when the traffic light is green, a
    wandering monster may still disturb the party when they
    "rest till healed" though. (?_?) However, this potentially
    means the game has a finite amount of XP from combat with
    monsters, unless the party finds some productive monsters
    like the Lobbers and their Lobber Pods.
    
         Unidentified items have green, scrambled names. To ID
    them, put them in the inventory screen of a chara with
    Identify Item skill, and click them with the RMB (right
    mouse button).
         Quest items don't really occupy inventory slots.
    When a chara's inventory slots are full, another chara
    can't give her a regular item, but can give her one or
    more quest items, such as Orbs of Linking.
    
         When a magic item increases the skill level of a
    skill that its user doesn't have, the magic item doesn't
    temporarily add that skill to its user.
    
         IMO, these magic items are useless, and my party
    sells them at the next shop:
         - Mine Stone
         - Scroll of Enchanting
         - Scroll of Leggib
         - Scroll of Mines
         - Scroll of Phantoms
         - Scroll of Wizard Eye
    
         To use a Slaying Potion (x2 damage vs Dragons),
    double-click the potion, then click a non-magic weapon.
    The pointer doesn't change its appearance, and the game
    doesn't tell the player to click a weapon.
    
         In a chara's skills screen, when the RMB on a skill,
    in the skill description pop-up window, the third line is
    that chara's current class. For example, in a Crusader's
    skill description pop-up window, in the third line,
    "Crusader" replaces "Fighter".
    
         In the cities and wilderness, the NPCs, including the
    trainers, mindlessly wander all over the map and may end
    up in strange places. For example, inside houses and
    shops, in the gullies in the courtyard of the Jarl's
    castle in Thjorgard City, and under the dock (underwater)
    in Lindisfarne. I initially thought the last NPC (the
    trainer of Grandmaster Elmental...) was an item or Spore,
    but the traffic light was green.
         (Reminds me of the X-Commies searching for aliens
    room by room and building by building in X-Com 1 and 2.)
    
         When the party speaks with a NPC, after they end the
    conversation, immediately speak with the NPC again to see
    if he mentions anything new. For example, the party speaks
    with a NPC and he gives them two quests. Immediately speak
    with him again, and he may give them a third quest that he
    didn't mention earlier.
    
         After the party recruits a NPC, such as Forad, the
    player can't access the NPC's statistics screen, inventory
    screen, &c. Blame 3DO. OTOH, I actually think this
    streamlining is convenient, compared to the resource
    management in WIZ8. For example, in WIZ8, a chara with a
    bow may carry and equip different kinds of arrows. In MM9,
    arrows are free and invisible.
         After a NPC joins the party, the party can speak with
    him by pressing his position number (5, 6, or 7). For
    example, in Sturmford, the party can ask Forad if he knows
    anything about Sturmford.
         Reportedly, when the party speaks with a NPC, the
    party can also tell the NPC to take a hike and dismiss
    him. But the party can't dismiss Forad. I don't know if
    the party can re-recruit a dismissed NPC?
    
         In a city, when the party recruits a NPC who demands
    a monthly salary and a commission, the party must have
    enough GP to immediately pay the NPC's first month of
    service.
         When the party has recruited two NPCs, when the
    player highlights Forad and presses Yell, the second NPC
    yells, instead of Forad.
    
         When the party travels between cities, the game heals
    the party's HP and MP when the party arrives in the
    destination city.
    
         [Ramble ON]
    
         I prefer WIZ8 over MM9. Both have bugs and
    structural flaws, but WIZ8 is IMO more attractive than
    MM9.
         In MM9, I hate these bad/ugly points:
         - During combat, when the party is retreating from
    some monsters and shooting down the monsters one by one,
    the pouches they drop may disappear when the pouches are
    beyond the party's visual range.
         (In Guberland, my party simultaneously moved
    backwards and shoot at some Dragonflies and Fire
    Dragonflies. I saw them drop their pouches, but after my
    party cleared the monsters and went to where the pouches
    were, the pouches were nowhere.)
         - Even a Fighter can't equip a weapon that requires
    a weapon skill that she doesn't have, or a shield when
    she doesn't have the Shield skill. In most CRPGs, a
    warrior can equip a non-proficient weapon, but gets an
    attack penalty.
         - In a shop, the player can't access an unconscious
    chara's inventory screen.
         - In the MM9 date and time, February is misspelled
    as "Feburary". Maybe the MM9 programmers worked for SNK
    USA?
         - Only two portraits for each sex of each player
    chara race.
         - The colour and small size of the pouch that a
    monster drops, which are hard to see in darkness or in
    some terrains.
         - The cost (GP) to level up each chara's class and
    skills, and higher levels demand higher costs. In most
    other recent CRPGs, even the AD&D ones, advancing a
    level is free.
         - The high mobility of the monsters, which are hard
    to see and target.
         - The relatively slim and small sizes of the
    monsters and NPCs, which are harder to see than those in
    WIZ8.
         - The small font of all the text, especially when
    the party speaks with a NPC.
         - When a chara's inventory slots are full, and the
    player double-clicks an equipped item to unequip it, it's
    unequipped, but doesn't re-appear in that chara's
    inventory slots or another chara's inventory slots. Thus,
    it's lost forever. If the item is an armour piece, that
    chara's Armour Class immediately decreases.
         To be fair, read my WIZ8 FAQ for my WIZ8 complaints.
    
         Revision history of this file:
    
         Version 0.5 (Limited Edition) [30 KB]: Friday, 19 April 2002
         Version 0.6 [50 KB, +67%]: Friday, 26 April 2002
         Version 1.0 [68 KB, +36%]: Tuesday, 30 April 2002
         Version 1.5 [92 KB, +36%]: Sunday, 5 May 2002
         Version 2.0 [101 KB, +10%]: Friday, 10 May 2002
         Version 2.5 [123 KB, +22%]: Friday, 17 May 2002
         Version 3.0 [143 KB, +17%]: Sunday, 26 May 2002
         Version 3.5 [160 KB, +12%]: Saturday, 1 June 2002
         Version 3.6 [161 KB, +1%]: Wednesday, 12 June 2002
    
         [Ramble OFF]
    
    2.2  3RD IMPRESSION
    
         From Elf (2002.05.30): No, the calendar is like all the
    other Might & Magic calendars.
         That is, every month has exactly 28 days. In this one,
    the 1st is on a Sunday. IIRC, most the others started on
    Monday, but I could be wrong.
         Confirmed: MM6-8 all start with Monday, 1st of January.
    MM9 starts out Sunday, 1st of January. Must be the weird
    astronomy!
         If you go out after dark, you'll notice way more stars
    in sight than our pitiful Earth, even accounting for
    smog/light pollution. In fact, the stars show up in front of
    clouds. Since this is astronomically impossible with
    planetary water/ice clouds, these must in fact be distant
    galaxies, similar to our "Magellenic" clouds. AFAIK, no one
    has done a study of Chedian's astronomy, but it must be very
    interesting!
    
         From Mass Confusion (2002.05.25): BTW, there's a
    couple little bugs I found (non-cheats, just wierd
    graphic errors).
         NOTE: I wouldn't save during these bugs.
         ROCK BOTTOM: From the Lindisfarne dock, go left to
    the peninsula. Go to the far-side of it (you may have to
    jump to get there) to get to the 'tidal pool'. Pointing
    out to the water to your right, you'll notice a graphic
    error and you can see through the mountain. Enter the
    break in the mountain and you'll land in the water.
    Notice you can swim to the edge of the water under the
    mountain and do down to dry land (you'll be on bottom of
    the zone). Look up and you can see monsters, bottom of
    buildings in the village and the monk temple, the
    entrance of the Dragon King's cave, and etc.
         BANK BREAKING: In Thronheim's bank, go to the right
    of the teller to the double doors. Press forward into the
    doors pointing a bit to the left. Jump. You should be
    able to go thru the door and land on the ledge behind the
    teller (else you'll fall thru the floor, by looking up,
    see the entire village disappear above you and fall...
    fall... fall... I dropped for 5 rl min and didn't die).
    Walk around to the chest behind the steel bars. Too bad
    they're just scenery.
         UP THRU THE FIREPLACE (or Santa minus the reindeer
    cleanup): Lindisfarne, go to the closed smithy shop and
    head to the fireplace. Press forward into the fireplace.
    (You may have to jump once or twice). Whoosh! You're on
    the roof.
         (SPOILER) WELL WISHING: In Lindisfarne, the well
    that gives the +5 vs Dark/character. It regenerates every
    month, just like the monsters (4 doses/month). It's the
    only well I found that will give it per character.
    [Question] Is there another well that is 'per character'?
    I've discovered only that well is re-usable.
    
         From Allan Mills (2002.05.12, Mother's Day):
    Firstly, the thing I found to be the biggest letdown in
    the game was the endless piles of loot. Early in the
    game you can get by with just the gold you find, but
    later on you need to sell all the loot just to train
    between levels. This isn't a pleasant task because: a)
    you can't ID goods until you pick them up; b) the best
    classes at identifying items are not the best classes
    for the Merchant skill, so I had to ID with my Mage,
    then move everything over to my Paladin; c) until you
    get Grandmaster in Merchant, you'll always be getting
    ripped off at stores. At one stage, I had my Master
    Merchant buy a leather armour, had another character
    cast Enchant Item on it, then sell it back to the store.
    I lost money on the deal. Actually b) might not be as
    large a problem as I first thought, I made my Mage into
    my item identifier since he can Grandmaster the skill,
    but I found at Expert level with an item to add +5 id
    item, he could ID anything in the game. Even still, it
    would have been nice to identify items before picking
    them up and possibly have a separate storage for any
    item you want to sell as soon as you reach a store.
         Another gripe I have was the rule that the skills
    of the currently selected character dictates what can be
    done. I would have rather that the highest skilled
    character would automatically handle things like selling
    goods, fixing items, etc.
         Aside from the manual being in PDF format, I was
    shocked at the lack of tables showing what skills each
    class could gain and advance in. I found early on that
    my Initiates couldn't learn Shield skill, but later when
    I was talking to a Shield Grandmaster trainer, I noticed
    it said my Priest needed more mastery. It turns out that
    the Shield skill becomes available after you pick the
    Healer path (it might be only after the second
    advancement, I'm not 100% sure).
         If I replay the game, I'm more likely to take 3
    Fighters and a Mage, than half and half or three magic
    users and a Fighter. My Mage could lay down some serious
    smack, but mana is limited and best conserved for
    beneficial spell. On top of that, taking a Priest seems
    to be a wasted effort. All of his good spells - Bless,
    Faith, and Regeneration can be cast by a Mage as well.
    The only spell my priest could cast better was the one
    that increases resistance to Elemental and that was only
    useful when I was fighting the Dragon King.
    Coincidentally, that fight was the only one where a Mage
    was a lot better, Poison Cloud hits the Dragon King
    several times per casting.
         Finally, if I replay, I'm going to look at
    maximising my Luck for each character, in earlier M&M
    games Luck could drastically improve the quality of the
    items you could find. Most of the stuff I found in MM9
    was plain crap. I was almost surprised when I discovered
    Black Potions were in the game since it took ages for
    them to appear. I was then shocked to find some of the
    Black Potions don't raise stats like earlier games.
    Instead, they add the Dragon Slaying attribute to an
    unenchanted item. Since there is a total of one frigging
    Dragon in the game, I really don't see the point. By and
    large, potions were a waste of space anyway, healing
    potions have little effect and mana potions restore only
    the tiniest amount. Weakness was never a problem (I
    never needed Haste) and I never got Cursed either. Only
    Cure Disease/Poison were at all useful, until I could
    cast a decent Purification spell.
         All things considered I'm really looking forward to
    IWD2.
    
    3.   CHARACTER CREATION
    
         AFAIK, MM9 has no items that only a certain race or sex
    can use, but it has items that only a certain class can use.
    
         The four chara in my current (1st Play) party are:
    
         Honda
         Half-Orc. Female. Fighter. (Assassin- or
    Gladiator-wannabe.)
         Might 25, Magic 7, Endurance 22, Accuracy 10, Speed 9,
    Luck 10. HP 44, MP 0.
         Armour, Blade, Bow, Disarm Trap.
    
         (Disarm Trap is a mistake. Don't choose Identify Item
    either. The party can probably learn them very early in the
    game, from skill books dropped by monsters or sold at shops.
    I should've chosen Perception instead. Perception at least
    allows the party to see a doorframe glow green when it's the
    entrance of a house, or red when it's the entrance of a
    city, dungeon, or wilderness.)
    
         Mitsubishi
         Elf. Male. Fighter. (Assassin-, Gladiator-, or
    Ranger-wannabe.)
         Might 20, Magic 7, Endurance 10, Accuracy 25, Speed 11,
    Luck 11. HP 33, MP 0.
         Armour, Blade, Bow, Merchant.
    
         (I'd choose a female Elf if the game has more than two
    female Elf portraits.)
    
         Subaru
         Elf. Female. Initiate. Mage-wannabe.
         Might 7, Magic 20, Endurance 10, Accuracy 25, Speed 11,
    Luck 11. HP 23, MP 26.
         Bow, Elemental, Learning, Spirit.
    
         Toyota
         Elf. Female. Initiate. Lich-wannabe.
         Might 7, Magic 20, Endurance 10, Accuracy 25, Speed 11,
    Luck 11. HP 27, MP 26.
         Bow, Elemental, Learning, Spirit.
    
         (Yes, I've been watching the arcade car-racing game
    Initial D: Arcade Stage again. On second thought, regardless
    of the chara's sexes, I could've named them Chloe, Kirika,
    Mireille, and Altena (NOIR); or Asuka, Rei, Maya, and Misato
    (EVA).
         Hmm. I forgot Datsun, Hino, Isuzu, Mazda, Nissan, and
    Suzuki.)
    
         Neither Initiate has Dark or Light, which will be a
    short-term problem...
         For reference, when an Initiate is Diseased, she
    becomes: Might (4), Magic 20, Endurance (6), Accuracy (15),
    Speed (6), Luck 11.
         When a chara is Poisoned, she continuously loses HP.
    
         From Carg85 (2002.05.02): There are 2 types of
    disease; permanent from dead bodies, etc, which has
    attribute consequences and stops regeneration by
    sleeping, and from the Disease spell, which is just like
    poison and harms you for a while. Funny: if you've got
    the permanent variety, and get the temporary on top, the
    permanent is gone too when the temporary stops.
    
    3.1  CHARACTER DEVELOPMENT
    
         When a chara has enough XP to advance a class level
    (see the top of a chara's skills screen), she goes to a
    training hall in a city and pays the owner of the training
    hall.
         Eventually, every chara should have Merchant. When
    buying and selling items at shops, the party can depend on
    one chara with the best Merchant for the best prices. But
    when levelling up, each chara relies on her own Merchant to
    lower her tuition fee.
         When a chara advances (buys) a class level, her HP and
    MP are fully healed.
         As explained in the manual, a low-level chara gets five
    skill points per class level. In a chara's skills screen,
    buying skill levels with skill points costs no GP.
    Increasing a skill level from 1 to 2 costs two skill points,
    and increasing a skill level from 2 to 3 costs three skill
    points.
    
         For reference, in Sturmford City, training costs 300 GP
    per Fighter or Initiate level.
         In Drangheim City, training costs 625 GP per Fighter or
    Initiate level.
         In Guberland City, training costs 800 per Fighter or
    Initiate level, and 1,600 GP per Crusader level.
    
         Increasing an Initiate's Elemental skill level will
    increase the damage of her Elemental Bolt spell at 1D4 per
    skill level, but won't increase the MP cost of the spell.
    The MP cost will increase from 2 to 5 when the Initiate
    trains her Elemental skill rank from Normal to Expert.
         The damage of the Poison spell similarly increases when
    an Initiate increases her Dark AND Elemental skill levels.
         An unsuccessful Enchant Item spell breaks the weapon it
    tries to enchant. When the party has some free time, such as
    before they ride a boat, Quick Save/Load and cast Enchant
    Item on the party's rings, because everyone can equip up to
    six rings.
         The Divine Intervention spell heals the entire party's
    HP and conditions, but doesn't resurrect dead chara.
    
         When the party casts Town Portal in the wilderness
    outside a city, the spell doesn't necessarily teleport the
    party to the Town Portal Altar in that city. I suspect it
    teleports the party to the city gate by which the party left
    that city. For example, when the party casts Town Portal in
    Thronheim, the spell might teleport the party to just inside
    the north city gate in Thronheim City.
    
         For reference, in Sturmford City, a Fighter with Bow
    (Normal) 4 and no Merchant pays 500 GP to get Bow (Expert)
    4. A Fighter with Bow (Normal) 4 and Merchant (Normal) 2
    pays 490 GP to get Bow (Expert) 4. In her Skills screen, a
    black star appears besides the word "Bow".
         In Guberland City, training a magical skill from Normal
    to Expert also costs 500 GP.
    
         Identify Item (Normal) 3+ can identify: Horseman's
    Flail of Erosion, platinum amulet.
         Item Repair (Normal) 2- can't repair: chain boots,
    field plate, plain helm, Ronenguard plate.
         Item Repair (Normal) 5+ can repair: chain boots,
    field plate, plain helm, Ronenguard plate.
         Item Repair (Normal) 5+ can't repair: Game
    Instructions, puzzle ring.
    
         After a Fighter promotes to Crusader, she immediately
    gets some MP, like an Initiate, and can learn magical skills
    and spells. Of course, the portrait in her inventory screen
    changes.
    
         Later (2002.04.23): I'm tending towards a final party
    of Assassin, Ranger, Mage, and Lich.
    
         Later (2002.04.24): In Sturmford City, just after my
    party picked up Ludwig's Manuscript in Beet Hoven and
    returned it to him, my party's skills and spells were:
    
         Fighter #1 (Assassin wannabe), Level 5.
         Armour 2, Blade 2, Bow 2, Disarm Trap 2, Shield 1,
    Spear 2, Thrown 4, Unarmed Combat 1.
         Skill points 1.
    
         Fighter #2 (Ranger wannabe), Level 5.
         Armour 2, Blade 3, Bow 4, Disarm Trap 1, Merchant 2,
    Shield 2.
         Skill points 0.
    
         Initiate #1 (Mage wannabe), Level 5.
         Armour 1, Bow 1, Dark 2, Disarm Trap 1, Elemental 3,
    Identify Item 3, Learning 3, Light 2, Spirit 1.
         Skill points 1.
         Elemental Bolt (quick spell), Enchant Item, Heal,
    Torchlight.
    
         Initiate #2 (Lich wannabe), Level 5.
         Bow 1, Dark 3, Elemental 3, Learning 3, Light 2, Spirit
    1.
         Skill points 3.
         Curse, Elemental Bolt, Enchant Item, Poison (quick
    spell).
    
         The Fighters' Weapon skills are influenced by the
    Assassin and Ranger's skill ranks; and the weapons the party
    picked up in Sturmford and Beet Hoven, such as Coward's Bow
    (Bow), halberd (Spear), scramasax (Blade), and Throwing Axe
    of Life (Thrown).
         On second thought, a Fighter can't become Thrown
    (Expert)...
         As wizards, both Initiates have all four Magical
    skills, so they can use and increase the effects of all
    kinds of spells. They also have the Armour skills, so as the
    Fighters use better armours, the Initiates can use the
    Fighters' worse armours.
         The Learning skill is a long-term investment. Other MM9
    players may prefer to concentrate more skill points on fewer
    skills. YMMV.
    
         Later (2002.05.20): In Thjorgard City, just after my
    Initiates promoted to Scholars and cashed in some levels, my
    party's stats and skills were:
    
         Fighter, Level 12.
         Might 29, Magic 7, Endurance 27, Accuracy 10, Speed 16,
    Luck 10. HP 105, MP 0.
         Armour (Expert) 4, Armsmaster 1, Blade (Expert) 4, Body
    Building 1, Bow (Expert) 4, Cudgel 1, Disarm Trap (Expert)
    4, Dodge (4), Learning 1, Merchant 2, Perception 2, Shield
    1, Spear (Expert) 4, Thrown 4, Unarmed Combat 1.
         Skill points 0.
    
         Crusader, Level 15.
         Might 20, Magic 7, Endurance 15, Accuracy (37), Speed
    18, Luck 11. HP 148, MP 42.
         Armour (Expert) 4, Armsmaster 4, Blade (Expert) 4, Body
    Building 1, Bow (Expert) 4, Cudgel 4, Disarm Trap 1, Dodge
    1, Elemental 1, Identify Monster 1, Learning (Expert) 4,
    Light 1, Merchant (Expert) 4, Perception 2, Shield (Expert)
    4, Spear 2, Spirit 1, Thrown 1, Unarmed Combat 1.
         Skill points 0.
    
         Scholar #1, Level 15.
         Might 7, Magic 22, Endurance 19, Accuracy 25, Speed 16,
    Luck 13. HP 124, MP 99.
         Armour 1, Body Building 1, Bow 1, Cudgel 1, Dark 5,
    Disarm Trap 1, Dodge 1, Elemental (Expert) 6, Identify Item
    (Expert) (9), Identify Monster 2, Learning (Expert) 4, Light
    (Expert) (7), Merchant 2, Perception 2, Spirit 4, Thrown 1.
         Skill points 0.
    
         Scholar #2, Level 15.
         Might 7, Magic (27), Endurance (32), Accuracy 25, Speed
    16, Luck 13. HP 127, MP 120.
         Armour 1, Body Building 1, Bow 1, Cudgel 1, Dark 5,
    Disarm Trap 1, Dodge 1, Elemental (Expert) (6), Identify
    Item 1, Identify Monster 1, Learning (Expert) 4, Meditation
    4, Light (Expert) (8), Perception 1, Spirit 5, Thrown 1.
         Skill points 2.
    
    3.2  SKILL RANKS
    
         An incomplete table of which class can achieve which
    skill rank in which skill. Sorted by skill.
         "?" means I don't know. (^_-) "X" means that class
    can't learn that skill.
    
                        Fig  Mer  Ass  Gla  Cru  Ran  Pal
                        Ini  Sch  Mag  Lic  Hea  Pri  Dru
    
    Armour              E    E    M    M    E    M    G
                        N    N    E    E    E    M    M
    Armsmaster          N    E    M    G    E    M    M
                        ?    N    E    E    N    E    E
    
    Blade               E    E    G    G    E    E    G
                        ?
    Body Building       N    E    M    G    E    M    G
                        X
    Bow                 E    E    E    E    E    G    M
                        N    N    N    N    E    M    E
    
    Cudgel              N    N    N    M    E    E    G
                        N    N    E    E    N    M    E
    
    Dark                X
                        N    E    E    G    N    E    N
    Disarm Trap         N    E    M    M    E    M    M
                        X
    Dodge               ?    E    M    M    E    G    E
                        ?    N    N    N    N    N    G
    
    Elemental           X    X    X    X    N    E    N
                        E    E    G    G    E    M    M
    
    Identify Item       ?    E    M    E    E    E    E
                        E    E    G    M    E    E    M
    Identify Monster    N    N    E    E    E    G    E
                        N    E    M    M    E    E    G
    
    Learning            N    E    M    E    E    M    M
                        N    E    G    G    E    M    M
    Light               ?
                        E    E    G    E    E    G    E
    
    Meditation          X    X    X    X    N    E    E
                        N    E    G    G    E    G    M
    Merchant            E    E    M    E    E    E    G
                        ?
    
    Perception          E    E    M    E    E    G    E
                        E    E    E    E    E    E    E
    
    Item Repair         N    N    E    M    N    M    M
                        ?    N    N    N    N    G    E
    
    Shield              E    E    E    G    E    E    M
                        X    X
    Spear               E    E    M    G    E    E    E
                        X    X
    Spirit              X    X    X    X    N    E    E
                        N    N    E    E    E    G    G
    
    Thrown              N    N    G    E    N    E    N
                        X    N    N    N    N    E    G
    
    Unarmed Combat      N    N    E    M    N    N    E
                        X    X
    
         Armsmaster increases a chara's attack and damage
    bonuses.
         Body Building increases a chara's HP.
         Meditation increases a chara's MP.
    
         A Crusader can learn: Elemental, Light.
         A Crusader can't learn: Dark.
         An Initiate can learn: Armour.
         An Initiate can't learn: Body Building, Disarm Trap,
    Shield, Spear, Thrown, Unarmed Combat.
         A Scholar can't learn: Shield, Spear, Unarmed Combat.
    
         A Fighter with Armour 4 (Expert) can't wear Iron Chain
    armour.
    
    <!--
    
    4.   SOLUTION
    
         "We have lingered long enough on the shores of the
    cosmic ocean. We are ready at last to set sail for the
    stars."
         - Carl Sagan, Cosmos (TV)
    
         For standardisation, this solution always presumes the
    top edge in the auto-map screen is "north", even when it
    isn't.
         For example, after the party enters the Thjorgard City
    east gate, they face west. But the Thjorgard City auto-map
    is rotated 90 degrees clockwise: the top edge of the map is
    west, and the right edge of the map is north, while the
    light blue arrow representing the party points at the
    correct direction. The orientations in the Thjorgard City
    chapter of this solution presumes the top edge is "north"
    anyway. So compare the landmarks you see on-screen and in
    the map, and navigate (turn left/right 90 degrees)
    accordingly.
    
         I use the default W, S, A, and D keys for movement. I
    set E as missile/melee attack, R as magic/missile attack,
    and T as camp/rest.
         I choose the "X" as the crosshair (or CCIP).
    
         When the party hasn't rested for a while, and their
    condition is Weak, rest them.
         "Wait for an hour" eight times doesn't heal the party,
    unlike "Rest until healed".
    
         When the party opens a chest, get all of its contents.
    If the party doesn't get all of its contents and exits the
    chest screen, the chest remains on the ground, but when the
    party clicks it again, they can't re-open it and get its
    contents.
    
         Swimming is intuitive. The party can swim horizontally
    and climb/dive vertically. When the party is underwater, a
    meter appears to track the party's breath. When the party
    swims with view-screen above the surface, the meter doesn't
    appear.
    
         The <HERE> marks my party's current position.
    
    4.1  RAVENSFORD
    
         The party starts in a hall in an Old Man's museum in
    Ravensford. South of (in front of) the party is the Old
    Man. Speak with him.
         (To speak with a NPC, get an item, open a door, or
    press a button: place the crosshair on the NPC or item and
    press the space bar. The upper right corner has a compass,
    and the player can use the auto-map (press M) for
    navigation.
         BTW, the party's attacks can't hit, damage, or murder
    most non-Evil NPCs with whom the party can speak.)
         North of (behind) the party are some scrolls on some
    tables. Get and read the scrolls.
         East and west of the party are two doors. Open and
    enter each door.
         Somewhere in each of the other room is a button on a
    glass panel. Press each button.
         In the east room, pressing the button "summons" an
    electric Evil Grand Sorcerer and an Oculus. Both will
    ignore the party. When the Oculus is floating above the
    party, the party can shoot and hit it.
         Return to the Old Man's hall. Open one of the doors
    north of him and exit the museum.
    
         Outside and north of the museum is a circular pool.
    If the party enters the pool, they can't drown in it. To
    exit the pool, they may need to jump across its rim.
    
         East of the pool is a house with buttons and levers.
    In the back yard of this house are some dummies, targets,
    and a structure in a pond.
         The entrance of the ramp on the structure is
    underwater.
         To climb a ladder on the structure, stand at the
    bottom of the ladder, look up, and move forwards (hold W).
    Falling off the structure will damage the party.
    
         Northeast of the pool is Tharkatla the Indiscreet's
    inn. There, the party can rent a room for 25 GP.
         When the party speaks with NPCs, always choose the
    chara with the highest Merchant skill as the party's
    designated speaker. For example, a room costs 25 GP to a
    chara without Merchant (Normal) 1, or 24 GP to the
    designated speaker.
    
         Northwest of the pool is Dearbhargaill A'Washadi's
    shop.
    
         West of the pool is Fiadhna A'Lanth's bank.
    
         West of the bank is an unlocked gate. Open and enter
    the gate to see some immortal and invincible cows and
    goats. The party can hit but can't damage them.
    
         North of the pool is another gate. Outside and north
    of the gate is a path with some feeble Lobber Pods.
         (The MM9 world is apparently full of such annoyingly
    fast, mobile, and small monsters that can be hard to see,
    hit, or target. I got used to the big monsters in WIZ8
    that didn't constantly run circles around the party.)
    
         When the party's ready to take a hike and leave
    Ravensford, go to the dock north of Ravensford and board
    the boat.
    
    4.2  ISLE OF ASHES
    
         North of the party's landing zone is a bridge. South
    and north of the bridge are some feeble to weak Bone
    Thrashers, Dragonfly Mites, Skeletoids, and Skull
    Throwers.
         (My party forgot to sell the useless scrolls in
    Ravensford before they left it.)
         A dead monster sinks into the ground and might drop
    a small pouch. The pouch is khaki, looks like an onion,
    and can be hard to see on the ground at night. The party
    must get the pouches for some GP, because GP aren't
    automatically added to the party's accuont when they clear
    monsters. Other monsters may drop pouches of different
    colours, such as green and red.
         North of the bridge is a red ball on a stand. Every
    chara should click the red ball for temporary Might +10.
         From the red ball, move west towards the second
    bridge and clear some monsters.
         North of the second bridge is Forad Darre. Speak with
    him.
         South of Forad and across the second bridge is a
    tower, Verhoffin Ruins. Cross the bridge and clear some
    monsters outside the tower.
         (The tower was probably a Tower of Babel type tower
    with a wide base, because the ruins IMO look more like a
    castle.)
         The entrance of the tower is on its south side, but
    don't enter it. The tower is a high-level dungeon. Trying
    to clear the tower now is suicidal.
         (OTOH, if you feel lucky today, other MM9 players
    suggest the party can enter the tower, open the first door
    on the right side, go to the end of the short corridor,
    and open a trapped and unlocked chest to get some high-
    level items. After the party enters the tower, if the
    party moves straight ahead, two Frights might appear and
    wipe out the party.)
         South of the tower is a boat. The party can board it,
    but nothing happens.
         North of Forad is a tripod. Every chara should click
    the tripod for temporary Elemental Resistance +10.
         From Forad, move north to a hut. North of the hut,
    behind a tree, is a well. A wounded chara who clicks the
    well will recover 5 HP per click.
         Enter the hut. Speak with Yrsa the Troll for the
    party's first homicidal quest, to clear some Dragonflies.
    Exit the hut.
         (IMO, she looks too skinny and tiny for a Troll.)
         Enter the tunnel east of the hut. Don't exit the east
    end of the tunnel. Stay just inside the east end of the
    tunnel and shoot down all the Dragonflies in the clearing.
         The Dragonflies drop chests and pouches.
         In the southeast corner of the clearing, on the
    ground, is an unlocked and untrapped chest.
         Return to and speak with Yrsa again, for the party's
    first megalomaniac quest, to unite the Clans.
         Return to and speak with Forad again, to recruit him.
    After he joins the party, adjust the party formation
    (press F) and move him to the front line.
         Return to and speak with Yrsa again, to get a Turret
    Key.
         The Bone Thrashers and locked door Forad mentioned
    are southeast of the tower and down some steps. Click the
    locked door to open it.
         In the turret are a book on a stand and an unlocked
    and untrapped chest. Open the chest first.
         When the party's ready to leave Isle of Ashes, click
    the book.
    
         Later (2002.04.25): Almost forgot to mention that
    other MM9 players reported the party can unlock the turret
    door, enter the turret, open the chest in the turret,
    ignore the book, exit the turret, enter the Verhoffin
    Ruins, maybe try to open the chest in the Ruins, exit the
    Ruins, re-enter the turret, and the chest in the turret
    regenerates its contents. A patient party can reportedly
    repeat this procedure to regenerate all the chests in the
    Isle of Ashes, till the end of time and every chara is
    happy. (Thanks to AcidWolf (v1.0) and Peter Elsworth
    (v1.2).)
         I read this trick before I began the game, but forgot
    to use it before my party left the Isle of Ashes.
         (Actually, everytime my Level 1 Fighter with Disarm
    Trap (Normal) 1 tried to open the chest in the Ruins, the
    entire party bought the farm. After a few failed attempts,
    the party gave up and didn't bother that chest.)
    
    4.3  STURMFORD
    
         By now, every chara probably has about 3,000 XP and
    just Level 1.
    
         East of the party's boat is a male Human, Olaf the
    Thronish. Speak with Olaf when the party later wants to
    take a boat to Drangheim for 24 GP and one day.
         (He and his clones/lookalikes at the docks all over
    the MM9 world monopolise the boats amongst the docks. The
    party has to bear this until they get a high-level Town
    Portal spell.)
         Another way to Drangheim is by the pass at the south
    edge of the Sturmford map. This way is free, but takes two
    days.
    
         Southwest of the dock, in the water are some
    Gelatinous Spores and Nettle Spores (jellyfish). When the
    party's swimming along the coast, find an abovewater
    slope, south west of the dock and northwest of the
    northwest corner of Sturmford City (see below), where the
    party can land onto when they jump out of the water. Then,
    swim towards a Spore, cause it to chase the party, jump
    onto the slope like a penguin, and shoot the Spore when
    the party is feet dry. When the party's on a slope, the
    Spore might swim away from them, so the party might have
    to swim or walk towards and attract the Spore's attention
    again. When underwater, the party can't shoot.
         (A Spore drops a pouch of GP. Also, a Spore seems to
    take a short while for my party of Level 6 Fighters and
    Initiates to clear.
         Obviously, my party was trying to swim their way to
    Drangheim.)
    
         Southeast of the dock is a city, Sturmford City. The
    city has two wards, North and South. Each ward has an
    entrance.
         The entrance of Sturmford City North is southeast of
    the dock and on the north edge of the city. The entrance
    of Sturmford City South is southwest of the dock and near
    the southwest corner of the city.
    
         In the clearing west of the city are Dragonflies and
    Fire Dragonflies.
         Click each pile of bones on the ground to get an
    item. However, quick save before the party clicks each
    pile of bones, because i) the item is random; and ii) the
    chara who gets the item may get Diseased. Unless the party
    gets something immediately useful, such as a sword that's
    worth 400+ GP, quick load and click the pile of bones
    again.
    
         In the clearing east of the city are more Dragonflies
    and Fire Dragonflies.
         At the intersection southeast of the city are three
    hostile Thralls and a campfire. Beside (northwest of) the
    campfire is a yellow ball on a stand. Every chara should
    click the yellow ball for temporary Accuracy +10.
         East of this first campfire is a second campfire and
    two chests, guarded by some Field Thralls and Thralls.
         Southeast of the second campfire and south of the
    second campfire are two more campfires, guarded by some
    more Field Thralls and Thralls.
         Beside the campfire south of the second campfire are
    two barrels. The chara who clicks the white barrel gets
    permanent Luck +2! The chara who clicks the pale green
    barrel gets a random item and Diseased (!), so my party
    didn't bother the pale green barrel.
         The pass at the south edge of the Sturmford map leads
    to Drangheim.
    
         Southwest of the first campfire is a castle. Its
    drawbridge is up and its gate is closed.
         Between the west side of the castle and the mountain
    are two Basilisks and a chest. A Basilisk's attacks can
    Poison a chara. Use arrows and Elemental Bolts to soften
    the Basilisks. Each Basilisk drops a Basilisk Skin and
    some items.
         Keep one Basilisk Skin for the Mercenary to Gladiator
    promotion quest, and sell the other(s). (Thanks to
    nifboy.)
    
    4.4  STURMFORD CITY (North and South)
    
         (The first time my party entered Sturmford City,
    it was almost midnight. Instead of resting and
    recovering HP, my party yomped about the city till
    sunrise.)
         The services and shops in MM9 evidently aren't
    open 24 hours per day, seven days per week, unlike in
    WIZ8. In MM9, at night, when the party enters some
    shops, the owners are awake in the shops, but when the
    party speaks with them, they say their shops are
    closed. The shops open from 6 AM to 8 PM.
         In Sturmford City, the party spent their cash on
    levels and skill books. They sold the useless scrolls
    from Ravansford to the unfortunate armour shop, but
    didn't buy anything.
         In some houses, the party can read some parchments
    on the floors.
    
         When the party enters the city from the dock in
    Sturmford, they are on the north edge in Sturmford City
    North.
         South of the party is a rectangular park, probably
    with a dog. The party can hit and damage the dog, but I
    think it's immortal.
         At the east end of the park, on the floor is a
    door. The party can open it and enter a dungeon, Beet
    Hoven. Scattered elsewhere in Sturmford City are other
    entrances of Beet Hoven.
         West of the park is a white building, but the party
    can't open its door. Incidentally, when the party tries
    to open a door, but only knocks on it, then the party
    really can't open that door.
         East of the park is Kenneth Wartoth's inn. Also in
    the ground floor of the inn are Bjarni Herjolfssen,
    Halfdan Doorsbane, and Tryygva the Hammer. Speak with
    all of them and accept their quests: find a saboteur and
    slay a Dragon. A piece of cake. (^_-)
         In the upper floor of the inn, the rooms contain no
    one and nothing. Exit the inn.
         Outside the inn is possibly Hot'oto Anum, a male
    Half-Orc. Speak with him.
         The party can't open the door of the building south
    of the park either.
         Southwest of the park and south of the white
    building is Ludwig Van's house. Speak with him and
    accept his quest: combat search and rescue his
    manuscripts in Beet Hoven.
         Northwest of Ludwig's house, beside a tree and on
    the ground is a green spot. Click it to get a
    (four-leaf) Clover.
    
         In the street beside Ludwig's house are possibly:
         - Adolette Haji, a female Dwarf. Trainer of
    Armsmaster, Expert and Master.
         - Canute Gymirssen, a male Human. Civilian.
         - Clrun Fjalldotir, a female Elf. Trainer of
    Shield, Expert and Master.
         - Devlin A'Norta A'Meich, a male Elf. Trainer of
    Armour, Expert and Master.
    
         (On second thought, I'll list all the known
    promoters and trainers in another chapter of this file
    (see below). Be advised that Sturmford City has no
    trainers of magical and specialty skills, so reserve
    some cash for magical skill ranks.)
    
         Northwest of Ludwig's house is a house full of
    children. My party ignored them. A chaotic party can hit
    and break the windows of their house. Or the windows of
    most houses.
         The party can't enter the two houses west of
    Ludwig's house, or the house south of Ludwig's house.
    
         The house southeast of Ludwig's house has a
    "parchment and quill" sign above its door. Enter it and,
    in the ground floor, speak with Randver the Storm, alias
    Randver the Saboteur. He exits the house and Town Portal
    (spell) away. Also in the ground floor is a guard. Speak
    with the guard and tell him to open the door.
         The second floor of the Saboteur's house has
    nothing. The third floor has Fridleif Gjukissen, a male
    Human and promoter of Mercenary to Gladiator. He also
    teaches the party who and where are the other promoters,
    and where are the services and shops in Sturmford City.
         Now, the party can return to the inn and speak with
    Bjarni Herjolfssen about the Saboteur for a reward of GP
    and XP.
    
         In the streets near and south of the Saboteur's
    house are more trainers.
         The party can't enter the house east of the
    Saboteur's house.
         Far east of the Saboteur's house, at a corner and
    on the ground is another Clover.
         South of the Saboteur's house is Jarl Bjarni
    Thorvaldssen's longhouse. Enter the longhouse and click
    the Town Portal Altar under the banner. In the west
    room, talk with Jarl Bjarni twice for three quests:
    clear Anskram Keep in Sturmford, rescue General Ivsar
    Forktooth in Drangheim Prison in Drangheim, and give
    love letter to Kira the Cold in Thronheim City. In one
    of the chara's inventory screen now is a new item: (Jarl
    Bjarni's) Love Letter. Click it to hear and read its
    contents. (Zzz.)
    
         Later (2002.04.29): After the party liberates
    General Forktooth from Drangheim Prison, the party has
    to return to Sturmford City North, enter the inn, speak
    with General Forktooth, tell him to follow the party,
    take him to Jarl Bjarni, and speak with Jarl Bjarni.
    Jarl Bjarni then gives the party 10,500 XP per chara,
    and 3,500 GP in cash.
         (After this award, my party were all Level 8
    Fighters and Initiates.)
         Then, when the party re-enters Drangheim Prison
    (for instance, to clear the lower level), General
    Forktooth is waiting inside the Prison entrance again.
    When the party speaks with him there, they can't tell
    him to follow them.
    
         Near Jarl Bjarni's longhouse is Eva's skill shop.
         South of Jarl Bjarni's longhouse is an unlocked
    gate. South of this gate is Sturmford City South.
    
         In Sturmford City South, east of the gate is
    Beathag A'Dorad's temple (church). The party can pay her
    for some curing and healing. A compassionate party can
    donate 1 GP to the temple too.
         When she cures a Diseased chara, she also heals the
    chara's lost HP.
         When she heals an injured chara, she doesn't heal
    the chara's lost MP.
         (BTW, in the MM9 cities, the party apparently can't
    pay a priestess or priest to heal recruited NPCs.)
         Also in the temple is a recruitable NPC, Ake the
    Righteous, a male Human warrior who demands a salary of
    1,000 GP per month. No way, dude.
         In the garden of the temple, east of the temple and
    on the ground is an entrance of Beet Hoven.
    
         South of the gate is a well.
         Jump into the well to get some GP. To exit the
    well, look up and climb up the chain.
         Near the well, a dog sometimes chases a cat.
    
         South of the well is a spell shop.
         Southeast of the well are an armour shop and a
    weapon shop.
    
         In the southwest corner of Sturmford City South is
    Tjarvi Isleifson's training hall. The party can pay him
    to increase their class levels.
         Also in the training hall is a recruitable NPC. A
    male Half-Orc.
         At the northwest corner of the training hall is a
    door. Inside the door and down some stairs is an
    entrance of Beet Hoven.
    
         Later (2002.04.28): To complete one of Jarl
    Sigmund of Drangheim's quests (see below), my party
    returned to Sturmford City North and spoke with Marsaili
    A'Lanth near Jarl Bjarni's longhouse. She's a female Elf
    with light brown hair, and wore a brown dress, red vest,
    and white apron. She was uncooperative.
    
         Later (2002.05.01, Labour Day): My party returned
    to Jarl Sigmund and told him about Marsaili. He gave
    the party 1,250 XP per chara and 5,000 GP.
    
         Later (2002.05.03): When my party returned to
    Sturmford City for its cheaper training hall, they
    spoke with Marsaili, and someone has evidently muted
    her.
         Unlike in IWD1 and even WIZ8, the MM9 party can
    apparently act more Evil. After all, my party already
    murdered some guards in Guberland and Guberland City.
    
    4.5  BEET HOVEN
    
         Beet Hoven has more than one level. I don't think the
    party can pick up the bottle floating in the water.
    
         BEET HOVEN LEVEL 1
    
         Most of the entrance by which the party enters Beet
    Hoven Level 1 places them on a balcony at the end of a
    wide tunnel. To exit Beet Hoven, the party can simply
    remain where they are and jump up. At the right end of the
    balcony is a ladder.
         At the limit of the party's visual range, down the
    tunnel and on the ceiling is a Lobber. Scattered elsewhere
    in Beet Hoven are more Lobbers on the ceiling. In baseball
    terms, a Lobber is an automatic pitching machine that
    launches an infinite number of Lobber Pods. When the party
    needs a few hundred more XP for the next class levels, the
    party can remain on the balcony, move forward a bit to
    activate the Lobber, and shoot down the incoming Lobber
    Pods. The Lobber Pods don't climb up the ladder.
         This gives a cheap party some XP and no GP, but it's
    easier than yomping all over the city, or between cities,
    to clear various NPCs' quests. (-_-;)
    
         The circular room on the south edge of Beet Hoven
    Level 1 has two Lobbers above the room entrance. Before
    the party enters the room, move the party along the east
    (left) wall of the corridor, and look diagonally up at the
    upper west (upper right) corner of the doorway, until the
    party can just see and shoot down one of the Lobbers.
    Similarly clear the second Lobber.
         (Reminds me of a similar situation in the alien bases
    in XCOM2:TFTD (X-Com 2: Terror From The Deep). Some aliens
    hid in some niches at the upper corners of some rooms in
    the alien bases, and were initially invisible to the
    X-Commies who entered those rooms. Experienced X-Commies
    learnt to clear those niches with smart missiles and count
    those aliens' screams before the X-Commies entered those
    rooms.)
         At the centre of the room is a ladder to Beet Hoven
    Level 2.
    
         BEET HOVEN LEVEL 2
    
         In Beet Hoven Level 2, the ladder is inside a shaft.
    Swim downwards to below the bottom rim of the shaft and
    southwards, then jump onto the dry floor. Move west to a
    room with a door on the south wall and two corridors to
    the north and west.
         Airborne Ickies, Bone Thrashers, Rotters, and
    Skeletons greet the party.
    
         The door on the south wall leads to a room with a
    broken floor.
         In this room, on the west wall, the gap is just one
    foot wide. There, the party can jump over the gap.
         Southeast of this room is a room full of coffins.
    Click the coffins for items and Rotters.
         Far south of the room with a broken floor is a locked
    gate. Behind the gate is apparently a labyrinth.
    
         The corridor to the north leads to two rooms with
    some coffins. Click the coffins for items and Rotters.
    
         The corridor to the west leads to the ladder to Beet
    Hoven Level 3.
         South of the ladder is a door. Behind the door,
    across a plank is a vase. Hit the vase to break it and get
    an item.
         Southwest of the ladder is a room full of coffins.
    Click the coffins for items and Rotters.
    
         BEET HOVEN LEVEL 3
    
         In Beet Hoven Level 3 are more Bone Thrashers,
    Lobbers, Rotters, and Skeletons. The pouches that the
    Lobbers drop into the water can be hard to see. OTOH, in
    this level, the party can get better magic items, such as
    Coward's Bow and Throwing Axe of Life.
         At the end of the corridor south of the ladder is a
    pile of debris. Quick save and click the pile of debris
    for a random item and maybe Diseased. The item is random,
    so quick load if the party doesn't get an useful item.
    IMO, useful items are expensive armours, expensive
    weapons, and skill books. IMO, useless items are cheap
    armours, cheap weapons, spell books, and spell scrolls.
    When Forad or any NPC clicks a pile of debris, he can't
    get the item or the disease. This level has more such
    piles of debris.
         From the ladder, the exact course to Ludwig's
    Manuscript is: north, east, south, east, north, east,
    south. Id est, it's at the south end of the north-south
    corridor between the two rooms with rectangles.
         In the pool below the room with a broken floor is a
    pile of debris. Quick save and click it for a random item
    and maybe Diseased.
         Return Ludwig's Manuscript to him for some XP and 2,000
    GP.
         (Afterwards, in my party's journal, the Ludwig's
    Manuscript quest disappears in the Quests page, but
    doesn't appear in the Awards page?
         Anyway. After this quest, my party went to Drangheim,
    in search of trainers of magical skills.)
    
         (Off-topic: "Forad must die(t)!"
         When my party was clearing Beet Hoven, I was bored to
    the point of becoming homicidal, and connived ways to
    attrite Forad. (X_X)
         In theory, one possible way is to drown him. Stay
    underwater until the party begins to take damage, surface,
    use Heal spells to heal only the four player chara, and
    stay underwater again until his HP is depleted.
         In fact, drowning him only knocked him unconscious.
    My party rested/waited for hours, but his unconscious
    portrait didn't change into a tombstone. Then, when the
    party moves from one city to another, the game heals his
    HP. I presume the other recruited NPCs are just as
    immortal.)
    
    4.6  DRANGHEIM
    
         When the party comes from Sturmford to Drangheim by
    land, they start at the north edge of the Drangheim map.
         Northeast and southeast of the party are three piles
    of bones. Fire Dragonflies patrol the clearing.
         Quick save before the party clicks each pile of bones
    to get a random item.
         (Maybe my party was lucky. The Fire Dragonflies
    dropped a lot of skill books and spell books.)
         The exit of the clearing is the pass to the
    southeast.
         South of the pass is a campfire, guarded by some
    Thralls.
         West of the campfire is a tripod, guarded by some
    Thralls. Quick save and click the tripod to get temporary
    Physical Resistance +10 per chara and maybe Poisoned.
    
         West of the tripod is a castle, the Drangheim Prison.
    Enter the Prison to get a Visitor's Pass (see below).
    
         South of the Prison is a windmill and some houses.
         In a house north of the windmill is a chest. Click
    the chest to get some items.
         Beside the house west of the windmill is a female Elf
    and a well. The female Elf babbles about Yobboes.
         If the party climbs down the rope into the well, the
    bottom of the well, underwater, has nothing.
         (The idea of a party of adventurers yomping into a
    strange new village/town/city and diving into every
    strange new well the party sees, sounds like something out
    of Blackadder or Monty Python.)
         In the well, above the water surface and on one side
    of the well wall is an entrance to the basement of
    Drangheim Prison (see below).
         Depending on the time when the party comes to the
    windmill, they may find three more civilian NPCs beside
    the female Elf. Speak with them about their missing dolly,
    farmer's plow, and midwife's bag of herbs.
    
         In the narrow north-south valley northwest of the
    windmill and southwest of the Prison are the Yobboes: a
    shipload of Bandits and Cutpurses.
         Be warned that clearing the Yobboes is the Fighter to
    Crusader promotion quest. If anyone in the party wants to
    promote from Fighter to Crusader, it's safer to register
    with the promoter of Fighter to Crusader in the temple in
    Drangheim City before the party clears the Yobboes.
         (The first time my party came to Drangheim, they were
    low on HP and MP, so they avoided the valley. If you
    thought Yrsa's Dragonfly quest is awesome, these Yobboes
    are so very heinous that they stole a dolly from a kid.
    Yes, the MM9 plot is dramatic and exciting.)
         In the Yobboes' valley is a chest. Beside the chest,
    on the ground are the dolly, farmer's plow, and midwife's
    bag of herbs. Get these items, then speak with the NPCs
    beside the windmill. Each NPC gives the party 500 GP.
         (The farmers in MM9 are rich. They are probably
    unionised too.)
    
         Southwest of the Yobboes' valley and far southwest of
    the Prison is Drangheim City.
    
         In the clearing north of Drangheim City are some
    Field Thralls and Thralls.
         (The first time they saw my party, they decreased
    both my Fighters to exactly 0 HP and Unconscious, so my
    party withdrew to Drangheim City to find a temple.)
         After the party clears the Thralls, in the clearing
    are two campfires: lower and upper. Near the lower
    campfire are two chests containing some items.
    
         In the clearing west of the Prison are more Field
    Thralls, Thralls, and Thrall Masters.
         In the north end of this clearing is a cauldron.
    Click it to get permanent Elemental Resistance +5 for the
    entire party!
         Southwest of the cauldron is an alcove with the
    entrance of the Chasm of the Dead (see below).
    
         Lastly, the boat from Drangheim to Guberland costs 50
    GP. (If the party departs at 23:00, they arrive in
    Guberland at 07:00.)
    
    4.7  DRANGHEIM CITY
    
         Inside the city, the first building north of the city
    gate is a warehouse. In the warehouse are a purple barrel
    of permanent Speed +2 behind two grey boxes (which look
    like a telephoe booth) at the west corner, and a yellow
    barrel of permanent Accuracy +2!
         At the north corner of the warehouse is a back door.
    In the small yard outside the back door is another purple
    barrel of permanent Speed +2!
         (For now, my Ranger-wannabe Fighter clicked the
    Accuracy barrel, and no one clicked the other barrels.)
    
         Near the southwest corner of the house southwest of
    the city gate, on the ground is a Clover.
         (BTW, one of the Clovers my party got in Sturmford
    City is broken!?)
    
         West of the warehouse is a ramp up to the Upper
    Terrace, where Jarl Sigmund the Stressed's house and
    Kluso's House are.
         Beside (west of) the ramp is Daonai's spell shop.
    
         From the top of the ramp, in or near the house
    northeast of the ramp is a trainer (female) of Bow (Expert
    and Master).
         In or near the house north of the ramp are a trainer
    (old male) of Blade (Expert and Master) and a trainer (old
    male) of Cudgel (Expert and Master).
         Wandering amongst the houses north and south of the
    ramp are a trainer (young male) of Armsmaster (Expert and
    Master) and a trainer (female Dwarf) of Thrown Weapons
    (Expert and Master).
    
         Northwest of the ramp is a multi-storey red brick
    house, Kluso's House (see below). Kluso's House has two
    entrances: the front door on the ground floor, and a
    window on the balcony. On the west side of the house is a
    ladder by which the party can climb to the balcony.
         Beside the ladder is a bridge.
    
         Southwest of the bridge is Jarl Sigmund the
    Stressed's house, which has a tower and a chimney.
         In Jarl Sigmund's house, in his room, which has a
    fireplace, click the Town Portal Altar. Speak with him,
    accept all his quests, and receive his Trap Key.
         In the tower, the party can climb the ladder to the
    upper floor of the tower, or to the lower floor of Jarl
    Sigmund's house. In the lower floor, in the hall are three
    civilian NPCs.
    
         Southwest of Kluso's House is a barn-like building,
    which is actually the upper floor of Louhi Fresdotir's
    temple.
         In the lower floor (ground floor) of the temple,
    beside the entrance is a promoter of Fighter to Crusader,
    Keith Bloodaxe, an old male Human. If any Fighter wants to
    promote to Crusader (en route to Paladin or Ranger), speak
    with him and accept his quest. Immediately speak with him
    again to assign the Crusader-candidate(s).
         (After a chara's assigned as a promotion quest
    candidate, in the Party Summary screen (press Z), beside
    the chara's portrait is a label that says, for example,
    "Scholar Quest".)
    
         North of Jarl Sigmund's house is the training hall.
    The owner of the training hall (bearded male Human) is in
    the house in the training hall.
         Be warned that the Drangheim City training hall is
    more expensive than the Sturmford City training hall.
    Fighter and Initiate Level 6 (15K XP) costs 625 GP in
    Drangheim City, and costs 300 GP in Sturmford City.
         In Drangheim City, Fighter and Initiate Levels 9 to
    12 cost 1,000 GP each, and Crusader Levels 9 to 11 cost
    2,000 GP each.
         In Sturmford City, Fighter and Initiate Level 7 (21K
    XP) costs 360 GP, Level 8 (28K XP) costs 420 GP, and Level
    9 (36K XP)costs... I don't remember.
    
         Southwest of Jarl Sigmund's house is the Drangheim City
    bank. All the bank owners in the MM9 world are looking for
    the Orbs of Linking. Later, the party will accept the Orbs
    of Linking quest at the bank in Thronheim City, and get some
    Orbs of Linking in the Inventa Storca in Thronheim.
         Anyway. In or near the Drangheim City bank is a
    recruitable NPC, a blond female Elf named Edina A'Mor. She
    claims to be a banker who can increase the party's GP income
    by 20%, but demands a salary of 700 GP per month, plus 10%
    commission. (My party didn't recruit her the first time they
    met her, but she's IMO the first pretty woman my party meets
    in MM9. Took a picture with the built-in screen-capture
    function (F8).)
         Southeast of Jarl Sigmund's house is a well. Click
    the well for temporary Physical Resistance +10 per chara.
    
         Southwest of the well is the armour shop and weapon
    shop. Inside the shop, read the parchment on the ground
    before the forge.
         South of the well is King Nicolai Ironfist, a male
    Human. Speak with him and accept his quest. Read the
    parchment on the ground near his feet.
         Southeast of the well and northeast of King Nicolai
    is Greudach A'Dorad, a female Elf. Speak with her about
    her news and rumours.
         Unlike other NPCs, Nicolai and Greudach are immobile.
    
         East of the well is the inn. Outside the inn, read
    the parchment on the right doorframe for propaganda.
         In the inn, the party initially can't speak with the
    brown-haired male Human and the Dwarf beside the entrance,
    until the male Human, named Hralf Anfarssen, murders the
    Dwarf.
         Also in the inn are:
         - Atli the Quick, a promoter of Mercenary to
    Assassin.
         - Beagan A'Ghrie, a bearded male Human and
    recruitable NPC. He claims to be an Assassin and demands
    a salary of 1,000 GP per month, plus 5% commission.
    
         Wandering in the training hall or amongst the houses
    south of Jarl Sigmund's house are trainers of:
         - Armour, Expert and Master. Old male Human. Fasolt
    Hreidmarssen.
         - Dodge, Expert and Master. Female Elf. Cassidy
    A'Dorad.
         - Shield, Expert and Master. Female Elf.
         - Spear, Expert and Master. Bearded male Human.
         - Unarmed Combat, Expert and Master. Bearded male
    Human. Galvin A'Mor.
         Still no trainer of magical and specialty skills.
    
    4.8  DRANGHEIM PRISON
    
         Drangheim Prison has three levels: ground, upper, and
    lower.
    
         DRANGHEIM PRISON GROUND LEVEL
    
         Speak with the middle Guard at the counter. Declare
    No, No, and No to get a Visitor's Pass. Speak with the two
    other Guards and they'll get out of the party's way.
         Or, if you prefer a Doom-like situation where every
    Guard in the corridors/rooms of the Prison attacks the
    party on sight, speak with the Guard at the counter and
    declare Yes.
         (After my party got the Visitor's Pass, they left the
    Prison and yomped towards Drangheim City.
         If the party drops, loses, or sells the Visitor's
    Pass, I wonder whether the party can get another one?)
         The Guards drop some good magic items: Cavalry Bow of
    Existance, &c.
    
         Northwest of the counter is a room with a locked
    door.
         Northeast of the counter are a row of cells. At the
    end of the row of cells is a room of levers, guarded by a
    Guard, Guard Captain, or Guard Sergeant. The levers
    open/unlock the cell doors. The other rows of cells in the
    rest of the Prison also have such rooms of levers.
         North of the counter and northwest of the first row
    of cells is the first stairs to a east-west corridor.
         At the west end of the corridor are a second row of
    cells.
         At the east end of the corridor is a room with some
    Guards.
         Southeast of this room is a room with a desk and a
    bed. Beside the bed is a trapped chest that can blast the
    party for 360-380 damage points.
         In the north-south corridor north of this room are
    some Guards and four Nagates at the north end of the
    corridor. If the party helps the Guards fight the Nagates,
    don't (prematurely) hit any Guard by mistake, or the
    Guards will become hostile and attack the party too.
         (My party activated the Nagates, then ran backwards
    towards the entrance of the Prison, and shot at the
    advancing Nagates one or two at a time. Whatever they are
    called, they still look like roaches, IMO.)
    
         In the north-south corridor are two rooms.
    
         The west room is an old male Human cook, Aymril
    Banito's kitchen, with a cow and some cages. If the party
    speak with him and doesn't tell him the party's combat
    search and rescue quest, the two Guards outside the door
    enter the room to stand beside him, but don't attack the
    party. Even with the Guards beside him, when the party
    tells him about their quest, and accepts his quest, he
    unlocks a secret door in the west wall at the southwest
    corner in the cow's cage.
         (Later, when the Guards in the rest of the Prison
    attacked my party on sight, the Guards in the kitchen
    didn't attack my party.)
         The secret door is more like a curtain that the party
    can simply move through. Behind it is a ladder. Climb this
    ladder and find a second ladder. At the top of the second
    ladder, click the ceiling to open it. The exit is under an
    anvil in an armoured male Dwarf's smithy in Drangheim
    Prison Upper Level (see below). A hammer is on the anvil.
    When the party's in the smithy, to re-open the exit, click
    the brown panel under this anvil. General Forktooth's
    northwest of the smithy.
    
         At the northeast corner of the kitchen is a pale green
    barrel.
         (None of my chara clicked the pale green barrel to get
    Diseased and a random item.)
         In the west part of the kitchen is a ramp down to a
    secret door. Behind the secret door is a shaft and a
    ladder. The party can climb down the ladder to Drangheim
    Prison Lower Level (see below), or climb up to Drangheim
    Prison Upper Level.
         When the party climbs up to the Upper Level, the
    Guards there attack the party on sight.
    
         Later (2002.04.30): Eventually, the cook fell down to
    the bottom of the ladder shaft, and the three Guards who
    followed him stood before the secret door. Fortunately,
    they left enough space on one side for my party to move
    around them. The third Guard was from the room east of the
    kitchen.
    
         The east room is the Guards' barracks, which also has
    four Nagates. If the Nagates chase the party into the
    kitchen, the Guards and Nagates don't attack each other.
         (When the party carefully enters the barracks and
    stays in the south doorway, the Nagates advance straight
    towards the party and can be stuck behind a bed. As a
    Nagate fidgets behind a bed, the LOF (line of fire) of the
    party's missile weapons can be angled such that the Nagate
    doesn't circle around the bed, but the party's missile
    weapons can hit the Nagate. Clear these Nagates one at a
    time. Also, Nagates and Nagate Hatchlings don't open
    doors.)
    
         Northwest of the first stairs is the second stairs to
    Drangheim Prison.
         Between the top of the second stairs and the kitchen
    are some cells. The Guard guarding the cells attacks the
    party on sight. In two of the cells are two piles of
    debris. Quick save and click each pile of debris for a
    random item and maybe disease.
         Northwest of these cells, and north of the second
    stairs, are stairs to Drangheim Prison Upper Level (see
    below).
    
         DRANGHEIM PRISON UPPER LEVEL
    
         From the top of the stairs, east are a row of cells.
    At the west end of the row of cells is a room of levers.
         Unlock and open the cell doors. In two of the cells
    are two piles of debris. Quick save and click each pile of
    debris for a random item and maybe Diseased.
         In two of the cells are a balding old male Human and
    a bearded male Human: General Ivsar Forktooth and the
    cook's brother Antoni Banito. Speak with and liberate both
    of them.
         With General Forktooth following the party, exit the
    Prison.
         (My party and he left by the front entrance.)
         Outside the Prison, he stops following the party and
    tells them to find him at the inn in Sturmford City.
         If the party re-enters the Prison now, General
    Forktooth will re-appear in the Prison and follow the
    party again.
         Also, when the party speaks with the cook again and
    tells him they've liberated his brother, he doesn't give
    the party any XP or GP award.
    
         Southeast of General Forktooth's row of cells is a
    smithy. In the smithy is an armoured male Dwarf and a neon
    green barrel of permanent Endurance +2!
         Even after the Guards attack the party on sight, the
    Dwarf doesn't attack the party, and the party can't speak
    with him.
         (I don't know whether the party can speak with him
    before the Guards attack the party on sight?)
    
         DRANGHEIM PRISON LOWER LEVEL
    
         The ladder in the kitchen leads to the west end of an
    east-west corridor. East of the ladder are some Nagate
    Hatchlings that won't climb up the stairs.
         The Nagate Hatchlings drop some spell books, spell
    scrolls, and sometimes skill books.
         From the east end of the corridor, the party can go
    northeast or southeast.
         Northeast is a rectangular room with more Nagates and
    Nagate Hatchlings.
         Southeast are some cells. In the northwest cell is a
    green barrel. Also, click the floor to open it and find a
    ladder. From the bottom of this ladder, northwest is a
    rope. The party can climb up this rope to exit Drangheim
    Prison and enter Drangheim. The party will come out of the
    well west of the windmill.
         (None of my chara clicked the green barrel to get
    Diseased and a random item.)
    
         Far southeast of the cells is a room with some
    Nagates, Nagate Elder, and Nagate Hatchlings. Also, three
    piles of debris.
         The Nagate Elder will shoot at the party, but may not
    exit the room. So, open the door, run backwards, and shoot
    at the advancing Nagates. Then, move towards the room
    carefully, shoot at the Nagate Elder from afar as it
    fidgets behind the doorway, and make sure it can't shoot
    at the party.
    
         Southwest of the cells and south of the ladder is a
    square room. Prepare to retreat when the party approches
    this room. The wall facing the door of this room has a
    hole near the floor. In the hole are some Nagates and
    Nagate Hatchlings.
         (I don't think a crouching party can enter this
    hole.)
         South of the square room is a big room with some
    Nagates, Nagate Elder, and Nagate Hatchlings. Also, three
    piles of debris.
         Deal with the Nagate Elder as above.
         Just inside this big room, click the wall southwest
    of the door to open a secret door.
         (None of my chara had Perception, and this secret
    room doesn't appear in the auto-map.)
         Behind the secret door are another Nagate or two, and
    two trapped chests.
         (My Fighter with Disarm Trap (Normal) 2 couldn't
    disarm the chests.)
         In the south wall of the big room is a ramp down to
    a room with some Nagates, Nagate Elder, and Nagate
    Hatchlings. Also in the lower room are three chests. As
    before, the Nagates won't climb up the ramp.
    
    4.9  KLUSO'S HOUSE
    
         When the party enters Kluso's House by the front
    door, Guards immediately attack the party.
         When the party enters the house by the window on the
    balcony, they can explore some rooms and meet some
    sleeping Guards. But the party can't speak with the
    sleeping Guards, and eventually meets some conscious
    Guards who immediately attack the party.
    
    4.10 CHASM OF THE DEAD
    
         As it name implies, this dungeon is Undead R Us and
    should be renamed "Chasm of the Undead". In the halls,
    Skeletons greet the party. In the rooms, Imp Elders greet
    the party.
         OTOH, the monsters drop some good magic items: Combat
    Axe of Life, Expert's Wooden Staff, Poor Sword of Magic,
    Scimitar of Durability, Throwing Axe of Brutes, Throwing
    Axe of Durability, &c.
         From the second hall, be careful when the party
    enters the rooms northwest and northeast of the second
    hall. In the rooms, on the wall facing the door is a trap
    that hits a random chara for 20 damage points, and can
    shoot multiple times, if the party moves more than one
    step into the room. Stay close to the walls left and right
    of the door to avoid the trap.
         From the second hall, two north-south corridors lead
    to the third hall. Don't enter the east corridor, because
    its walls has spikes that hits a random chara for 20
    damage points, and can extend the spikes multiple times,
    if the party stands in this corridor.
    
    4.11 GUBERLAND
    
         (The first time my party came to Guberland was after
    one Fighter promoted to Crusader.)
    
         At the dock are Olaf Ullson the Dockmeister and a
    Guard.
         (Before the party accepts the Mercenary promotion quest
    in Thronheim City, if the party hits the Guard at the dock,
    he doesn't counterattack. If the party murders him, he drops
    a random item or two, and the Guards in Guberland City don't
    attack the party on sight. The NPCs in Guberland and
    Guberland City don't become hostile either.
         After the party accepts the Mercenary promotion quest
    in Thronheim City, if the party hits the Guard at the dock,
    he doesn't counterattack, but the party can't murder him.)
    
         Around the dock, in the sea are some Nettle Spores.
    
         East of the dock is Guberland City.
    
         Northwest of Guberland City is Hjordisa the Hag's cave.
    In the cave, get the Lock of Hair on the stool.
    
         Northeast of Guberland City, in the T-intersection are
    one group of Fire Dragonflies and two groups of
    Bandits/Cutpurses.
         Far northeast of Guberland City, beyond the
    T-intersection, is the Temple of Honk (or the Temple of the
    Bird-Watchers).
    
         Far southeast of Guberland City is the Dook's Castle.
    
         Southeast of the dock, in the big clearing (beach) is
    the Guberland Circus: three tents (blue, pink, and purple),
    a booth, and a bell tower.
         Also in or near the clearing are some NPCs:
         - Atli Sigmundssen. Blond male Human.
         - Alvar the Clumsy. Bearded male Huamn.
         - Bragi the Toothloose. Male.
         - Broocan A'Norta A'Bre. Male Elf.
         - Davin the Ample. Male.
         - Derby Badbreath. Male.
         - Fyrie the Forgettable. Male.
         - Gabriel Dullard. Male.
         - Gregusk Mazo. Male Half-Orc.
         - Huckster. Ticket meister. Male Human who has blond
    hair, and wears a red tunic and brown trousers.
         - Hungerda Atlidotir. Female.
         - Ivan the Smart. Old male Human.
         - Lina Friggdotir. Female.
         - Scandlan the Long-Tounged. Male.
         - Thorir Mouth. Male Human who wears brown clothes.
    
         Speak with Thorir Mouth about a Capstone of Order, a
    career opportunity for King Nicolai, games, and prizes.
    
         If the party accepted the Mercenary promotion quest in
    Thronheim City, speak with Atli Sigmundssen about his task:
         1. Arrive at the dock at least 10 minutes before 3 AM.
    Don't use "Wait five minutes" or "Wait one hour" to overrun
    3 AM. About 10 minutes before 3 AM, the Town Guard goes
    away.
         2. Use "Wait five minutes" or "Wait one hour" to time
    warp to sometime before 5 AM. About 5 AM, some Bandits and
    Cutpurses come to greet the party. Clear them.
         3. About 6 AM, the Town Guard escorts Atli Sigmundssen
    and his daughter to the dock. When the party speaks with
    Atli Sigmundssen, he immediately promotes the relevant
    Fighter in the party to Mercenary. The party doesn't need to
    speak with the promoter of Fighter to Mercenary again.
    
         At the booth and in each tent are some games. To play
    them, buy Game Tickets from Huckster. He sells one Game
    Ticket for 5 GP, or 10 Game Tickets for 40 GP.
    
         At the booth north of the bell tower, my Crusader with
    Might 20 clicked the Half-Orc, won, and got a Wooden Shield.
    
         Later (2002.05.02): After my party completed the Jarl
    Markel X Baron Dook quest (see below), my party decided to
    leave Guberland and move along. My party didn't feel like
    murdering the guards in the Dook's Castle. It was a day when
    the boat would go to Drangheim, which sounded OK. Might as
    well tell King Nicolai of Drangheim about his job interview,
    and buy some class levels, before the party goes to a city
    with a trainer of Fighter to Mercenary, or Initiate to
    Scholar. It was still daytime, so my party decided to
    challenge Ivan the Smart, to his death, before they took the
    boat.
    
         The correct answers of Ivan's questions are:
         1. Stumford and Drangheim.
         2. Verhoffin.
         3. Hallenhalt.
         4. Hubris.
         5. Making magic items.
         6. He was murdered by his personal guards.
         7. Ivan the Smart.
         After the Final Answer, he gives the party a Victory
    Certificate and no GP or XP. Return to Guberland City, and
    speak with Jarl Markel. He gives the party 6,500 XP per
    chara and 3,000 GP.
         (My party didn't bother to incorrectly answer any
    question.)
    
         Later (2002.05.03): After the party speaks with King
    Nicolai and he accepts the job interview, the party has to
    return to Thorir Mouth, who gives the party 5,050 XP per
    chara and 6,000 GP.
    
         In the clearing just south of Guberland City, and
    northeast of the Guberland Circus, near the east end are
    some Bandits, Dragonflies, and Fire Dragonflies.
    
    4.12 GUBERLAND CITY
    
         Guberland City is divided into five wards: Middle,
    Northeast, Southeast, Southwest, and Northwest.
         Read the parchment on the west wall beside the city
    gate.
    
         The Middle Ward is due south from the city gate. In the
    Middle Ward is Jarl Markel the Great's house.
         Speak with Nutty Nurtigan, the male Human in the cage
    at the northeast corner of Jarl Markel's house, and read the
    parchment on the ground in the cage.
         Southeast of the cage, click the well to get permanent
    Speed +5 for the entire party!
         In Jarl Markel's house are some NPCs:
         - Forannan A'Velsi. Male Elf.
         - Jarl Markel. Male Human.
         Speak with Jarl Markel to get two quests. Then speak
    with him again to get a third quest WRT Baron Dook.
         (If the party hits the guard near the city gate, he
    counterattacks. If the party murders him, he drops a random
    item or two, and the guard in Jarl Markel's room doesn't
    attack the party on sight. If the party also murders the
    guard in Jarl Markel's room, this guard also drops a random
    item or two. Jarl Markel and the NPCs in Guberland City
    don't become hostile either. Again, reminds me of Monty
    Python and the Holy Grail.)
    
         Later (2002.05.29): After the party got the Book of
    Rules in the Ta'Sar Academy, speak with Jarl Markel, give it
    to him, and he joins the party's Axis of Evil.
    
         In the Northeast Ward are: Ottar Gizurssen's bank and
    Trian A'Lyrae's spell shop.
    
         In the spell shop, the party can stand atop a counter,
    or even atop the water tank, and shoot the Sea Monster Male.
         (My party of Level 8 Crusader, Fighter, and Initiates
    took a short while to deplete its HP. It dropped a pouch
    that contains a magic item, and its corpse didn't
    disappear.)
    
         Also in the Northeast Ward, in the streets are some
    NPCs:
         - Bohus Kinar. Trainer of Dark. Male Half-Orc.
         - Hrapp Tjarvissen. Trainer of Meditation. Male Human.
         - Peterk Clim. Trainer of Elemental. Male Half-Orc.
         - Rya Fremi. Trainer of Spirit. Male Half-Orc.
         - Treshi Yatol. Trainer of Light. Male Half-Orc.
    
         In the Northwest Ward are: Aklai Dorka's inn and Eylif
    Svenssen's temple.
    
         In the inn are some NPCs:
         - Aklai Dorka. Female.
         - Kusnir Thokor. Male Half-Orc.
         - Niles the Goat. Male.
         - Tait the Rockgetter. Male.
         In one of the rooms, read the parchment on a table.
    
         In the temple are:
         - Eylif Svenssen. Bearded male Human.
         - Gray Slemnir. Promoter of Healer to Priest. Bearded
    male Human.
         - Ehwaz. Gate Mistress. Female Human.
         - Tjolrir the Super-Neat. Promoter of Initiate to
    Healer. Bearded male Human.
    
         Ehwaz is a recruitable NPC who demands a salary of
    1,000 GP per month, plus 15% commission.
    
         (Neither of my Initiates wants to be a Healer, Priest,
    or Druid, but they spoke with the promoters about their
    quests, and accepted the Healer promotion quest anyway.)
    
         To cure Nutty Nurtigan and clear the Healer promotion
    quest:
         1. In Guberland, northwest of Guberland City, in
    Hjordisa the Hag's cave, get the Lock of Hair on the stool.
         2. In Guberland City, in the magic shop, speak with and
    give the Lock of Hair to the magic shop owner.
         3. Speak with the magic shop owner and get the
    Nurtigan's Potion.
         4. At Nutty Nurtigan's cage, speak with and give him
    the potion. Then, if any Initiate wants to be a Druid,
    Healer, or Priest, speak with (report to) the Healer
    promoter.
    
         "I once promoted a man who turned on me!" [Nudge,
    wink.]
         - Tjolrir the Super-Neat, Guberland City
    
         ("Thanks (for being honest about your orientation), but
    no thanks."
         - Me)
    
         After the party clears the Healer promotion quest,
    whether or not any Initiate promotes to Healer, the party
    can speak with Gray Slemnir about his three tasks:
         1. Find a new Priest in Lindisfarne.
         2. Find a Tree of Life in Frosgard.
         3. Find Nathi A'Mor in Frosgard.
    
         Later (2002.05.12, Mother's Day): In the Party Summary
    screen, though the labels beside my two Initiates'
    portraits said "Scholar Quest", they returned to the
    Guberland City temple and accepted the Healer promotion
    quest. Afterwards, as they got the Lock of Hair before they
    first entered Guberland City, they immediately gave it to
    the owner of the magic shop, who told them to come back in
    two hours.
    
         Later (2002.05.29): Before my Initiates promoted to
    Scholars, they accepted the Healer and Scholar promotion
    quests. After my Initiates completed both promotion quests,
    and promoted to Scholars, they spoke with Tjolrir the
    Super-Neat again. He claimed to have promoted them to
    Healers, but he didn't. My Scholars are still Scholars, not
    Healers. In the Party Summary screen, the "Healer Quest"
    label beside one of the Scholars' portrait disappeared, but
    in the Awards page of the party's journal is the comment
    "Promoted to Healer".
    
         Later (2002.06.02): Way after my party cured Nutty
    Nurtigan, they re-entered Hjordisa the Hag's cave. They got
    another Lock of Hair on the stool, and when they spoke with
    her, they could ask her to help them cure Nutty Nurtigan.
    Maybe this is why the "Cure Nutty Nurtigan" quest is still
    in the Quests page of their journal?
    
         In the Southwest Ward are: Siln Threki's weapon shop
    and Skallagrim Hrafnssen's armour shop.
    
         Also in the Southwest Ward, in the streets are some
    NPCs:
         - Alberik Gusmundssen. Bearded male Human Merchant.
    Recruitable for 500 GP per month, plus 2% commission.
         - Peasant.
    
         On the south side of the southwest corner of the square
    house southwest of the armour shop/weapon shop, on the
    ground is a Clover.
    
         Due south from the Middle Ward, and between the
    Southwest and Southeast Wards, is Kiren Tridor's training
    hall. Here, training costs 800 GP per Fighter or Initiate
    level, and 1,600 GP per Crusader level.
    
         In the Southeast Ward are: Egil the Booknose's skill
    shop and Skarphedinn Njalssen's magic shop. The magic shop
    sells potions and spells.
         Also in the Southeast Ward, in the streets are some
    NPCs:
         - Aso Stinkshirt. Male Half-Orc.
         - Gudny the Nose. Male.
         - Mirek Mazatle. Male Half-Orc.
    
         On the south side of the southeast corner of the
    southeastmost house, on the ground is a Clover.
         In the second house due east of the skill shop/magic
    shop, click the table, which is actually the Town Portal
    Altar.
    
    4.13 DOOK'S CASTLE
    
         Dook's Castle has two levels: ground and lower.
    
         DOOK'S CASTLE GROUND LEVEL
    
         In the first room north-northeast of the lobby is a
    purple barrel of permanent Speed +2!
         In the second room north-northeast of the lobby, at
    the northeast corner is a blue barrel of permanent Magic
    +2!
         If the party clicks the shield above the blue barrel,
    it opens a secret door at the southwest corner of the
    room, and all the guards in the Castle attack the party on
    sight. Behind the secret door is a ramp to Dook's Castle
    Lower Level.
         In the first room north-northwest of the lobby is a
    trapped chest, which can do about 80 damage points.
         (My Fighter with Disarm Trap (Normal) 2 couldn't
    disarm the chests in this Castle. Later, when she had
    Disarm Trap (Expert) 4, she could disarm them.)
         In each of the two rooms northwest of the lobby is a
    trapped chest.
         Far northwest of the lobby is Baron Dook's throne
    room. Behind his throne is a trapped chest.
         Speak with Baron Dook and tell him that if he doesn't
    get lost, then the party will impale him with a very long
    sword (or something to this effect). This doesn't cause
    all the guards in the Castle to attack the party on sight.
         After Baron Dook claims he'll bug out, the party can
    safely exit his Castle, return to Guberland City, and
    speak with Jarl Markel, who gives the party 10,000 XP per
    chara and 3,000 GP.
         (After my party spoke with Baron Dook, I thought his
    Castle will become a Hotel California where the party can
    check out anytime, but can never leave. I mean, I thought
    he and his guards will attack the party on sight.)
    
         "Join the army, go to interesting places, meet
    interesting people, and kill them."
         - Ancient United States proverb
    
         Later (2002.05.12, Mother's Day): After my party left
    Thjorgard City and came back to Dook's Castle, not for the
    Everstrike, but just to see if Baron Dook had really
    bugged out (he hadn't), my party murdered him (for about
    937 XP per chara). They took a short while to damage him,
    but he and his guards didn't counterattack. When he fell
    down and bought the farm, if an alarm bell didn't ring,
    his guards still wouldn't attack the party when the party
    went to open the chests all over the Castle. The traffic
    light only turned yellow when the party was near a guard.
    OTOH, if the alarm bell rang, the natives would become
    restless.
         Then again, I had to load a game saved before my
    party murdered Baron Dook because of this bug: Before they
    came back to Dook's Castle, they gave the Lock of Hair to
    the magic shop owner in Guberland City to create the
    Nurtigan's Potion (quest item). After they left Dook's
    Castle, went back to Guberland City, and spoke with the
    magic shop owner, they didn't get the "We've come back for
    the potion..." option, and thus couldn't get the potion.
    (-_-#) My party will murder Baron Dook and open his chests
    later... They have to rush onto the boat to Lindisfarne.
    
         DOOK'S CASTLE LOWER LEVEL
    
         Ancient Trellborgs, Kin Trellborgs, and Trellborgs
    greet the party. They are like the Ogres in traditional
    FRPGs.
    
    4.14 TEMPLE OF HONK
    
         In the lobby of the Temple of Honk are a female Honk,
    a goose, and a male Honk.
         (If the player aimlessly or carelessly presses the
    attack button, the party's missile automatically targets
    the goose or one of the Honks, and they become hostile.)
         Click the south wall under the door and between the
    stairs to open a secret door. Behind the secret door are
    two trapped chests, which can do about 190 damage points
    each.
         (My Fighter with Disarm Trap (Expert) 4 couldn't
    disarm the chests.)
    
    4.15 THJORGARD
    
         (After my party told Thorir in Guberland that King
    Nicolai accepted his career opportunity, my party came to
    Thjorgard.)
    
         Northwest of the dock is Thjorgard City. The east
    city gate is closer to the dock.
         South of the east city gate, beside a tree is the
    entrance of a tunnel that leads to the west city gate. In
    the tunnel are probably some Burglars, esp at night.
    
         The clearing northeast of the dock has no monster.
         (My party didn't bother the Spores in the sea.)
    
         From outside the west city gate of Thjorgard City,
    north is a T-intersection. In the T-intersection is a
    campfire, guarded by some Airborne Ickies, Astral Ickies,
    Bandits, and Burglars.
         Near the campfire is a chest.
    
         North of the campfire is a building, the Training
    Hall (TM).
         At the northeast corner of the building, climb onto
    the roof of the lower floor. At the northwest corner of
    the roof of the lower floor, climb onto the roof of the
    upper floor. Hit and break the glowing red (?) sealant
    covering the jagged hole in the east wall. The jagged hole
    is the entrance of the Training Hall.
    
         West of the Training Hall is the entrance of Mountain
    Pass.
    
         East of the Training Hall and northeast of Thjorgard
    City is a lake. The lake and the river don't seem to
    contain any item.
         Northwest of the lake is a Magreeb Spawn, a crab- or
    scorpion-like monster. When it sees the party, it retreats
    and disappears into the alcove northwest of the lake. The
    party can murder it before it disappears. It doesn't
    counterattack and has about 49 HP.
    
         Southwest of the lake, near the entrance of the
    valley south of the lake, is a blue ball on a stand. Every
    chara should click the blue ball for temporary Magic +10.
         Near the blue ball on a stand are some Gezzamptlings,
    which shoot Chain Lightnings at the party.
    
         In the valley south of the blue ball on a stand are
    more Gezzamptlings, two houses, the entrance of the
    Thjorad Mine, and a cauldron of permanent Elemental
    Resistance +5 for the entire party!
         Unlike WIZ8, the MM9 party walks into the mine and
    doesn't ride the mine cart.
    
         West of Thjorgard City is a lake, guarded by peaceful
    Peasants.
         Beside the west end of the lake is another circus of
    booths and tents. The party can buy Game Tickets from the
    two Hucksters at the booth or amongst the tents.
         (I think if the party already won a given prize in
    the Guberland Circus, they can't win the same prize in the
    Thjorgard Circus. My Fighter with Might 25 abused the
    Half-Orc in the Guberland Circus and won a Wooden Shield,
    but when she abused the Half-Orc Soldier in the Thjorgard
    Circus, she didn't win any item.)
    
    4.16 THJORGARD CITY
    
         In Thjorgard City, "northwest" of the east city gate
    is James the Berserk's inn. Outside the inn, read the
    parchment on the right doorframe.
         (By "northwest", I mean in the auto-map, the inn is
    to the upper left direction from the east city gate. But
    by the on-screen compass, the inn is actually southwest
    from the east city gate.)
    
         Near the inn and the east city gate are some NPCs:
         - Fjarkskafinn the Still-Alive. Trainer of
    Grandmaster Armour. Old female Human.
         - Halfdan the Hidden. Trainer of Grandmaster Shield.
    Male Dwarf.
         - Randver Headcrusher. Male Dwarf Gladiator.
    Recruitable for 700 GP per month, plus 10% commission.
    
         In the inn, in the ground floor are some NPCs:
         - Arierh A'Klindar. Female Elf wizard, recruitable
    for 500 GP, plus 4% commission.
         - Berggren Rockcutter. Male Dwarf miner.
         - Dagfinnr the Short-Tempered. Male Dwarf miner.
         - Hauk Orefinder. Male Dwarf miner.
         - Knut Tharfinssen. Founder of the UGTM. Male Dwarf
    miner.
         - Nikulas Ragnarssen. Male Dwarf miner.
         - Snorri the Fist. Male Human.
    
         First, speak with Knut and choose "It's too bad you
    all can't work together like this more often." This
    encourages him to organise a miners' labour union, the
    UGTM, to struggle for collective bargaining, employee
    ownership, health insurance, job security, minimum wage,
    social democracy, unemployment insurance, workplace safety,
    a kinder and gentler nation, AOLers who don't s_ck,
    Engineers Rule The World, Equal Rights To Women, free
    BEvERages and pizzas, no new taxes, &c.
    
         Speak with Snorri a few times to update the party's
    "Slay the Dragon" quest, and get the "Survive the Training
    Hall" quest.
    
         In the upper floor, in a room are three NPCs of the
    underground economy:
         - Bergthora the Pale, who sells weapons. Female.
         - Cobthach the Elder, who sells armours. Female.
         - Fafnir Framissen, who trains class levels. Male.
    
         Fafnir demands 1,056 GP per Crusader level, which is
    relatively cheap.
    
         Inside the inn, if the party shoots a window, it
    breaks. But when the party's outside the inn, the window
    appears intact. Or, outside the inn, if the party shoots
    its window, the window appears intact. But when the
    party's inside the inn, the window is broken. (Welcome to
    The Twilight Zone.)
    
         North of the inn is a house with a "parchment and
    quill" sign above its door. This is Thora Ketilsdotir's
    TIC (Tourist Information Centre). Inside, the party can
    ask her about where in Thjorgard City are the shops, &c.
         (She's also confused about the directions in
    Thjorgard City. For example, she says the Jarl's castle is
    in the northmost part of the city, when it's actually the
    westmost part of the city. Her south entrance is actually
    the east gate. Welcome to the Bermuda Triangle.)
    
         In the streets near the inn and the TIC are some
    NPCs:
         - Barabell A'Dorad. Trainer of Expert and Master
    Disarm Trap. Female.
         - Bysen A'Klindor. Trainer of Expert and Master
    Item Repair. Female.
         - Cinnhail A'Mor. Trainer of Grandmaster Blade. Male
    Elf.
         - Darby Davinssen. Trainer of Expert and Master
    Identify Item. Male Dwarf.
         - Einar Thorfinssen. Raider (not the NFL team). Male
    Human.
         - Giorsal A'Velsi. Trainer of Expert and Master
    Learning. Female Elf.
         - Gjerta Headstrong. Trainer of Grandmaster Cudgel.
    Old female Human.
         - Hildigunna the Quick. Trainer of Grandmaster Dodge.
    Female.
         - Hrrapp Spearhands. Trainer of Grandmaster Spear.
    Old male Human.
         - Sigre Bjarnidotir. Trainer of Grandmaster Unarmed.
    Female Dwarf.
         - Toman Yatol. Trainer of Expert and Master Body
    Building. Male.
         - Tove Halvardotir. Trainer of Expert and Master
    Identify Monster. Female.
    
         Southwest of the inn is Iosobail A'Tryht's temple.
    (IMO, she looks cute too.)
    
         North of the temple and northwest of the inn, in a
    house is Hjarrand Fixer.
         After the party gets the Broken Slag Extractor from
    the Thjorad Mine, the party can ask him if he has a new
    Slag Extractor, and he tells the party to ask the armour
    shop owner.
    
         North of the temple and northwest of the TIC is Coroc
    A'Dorad's skill shop. Male Elf.
    
         East of the skill shop is Ragnar Gjalpssen's bank.
    
         East of the bank is the weapon shop. The weapon shop
    owner buys any Thjorad that the party has. The party can
    get Lumps of Elemental Thjorad in the Thjorad Mine.
         After the party gets the Broken Slag Extractor in the
    Thjorad Mine, the party can ask him if he has a new Slag
    Extractor, and he exchanges the party's broken one with a
    new one, free. (He probably works part-time at Maytag.)
    
         East of the weapon shop is a smithy. Read the
    parchment on the floor.
    
         East of the smithy is the armour shop. Speak with the
    armour shop owner about the Honkers.
    
         Northwest of the inn is a well of permanent Endurance
    +5 for the entire party! This is the small white triangle
    in the auto-map.
    
         Northwest of the temple and southwest of the well, in
    the city wall is the west city gate.
    
         East of the TIC is an empty two-storey house.
    
         Southeast of the TIC, in a house is Hrolf
    Spearmaster, a male Human warrior, recruitable for 300 GP,
    plus 2% commission.
    
         South of the weapon shop and north-northwest of the
    TIC is Muiredach A'Lanth's magic shop. Reading the book on
    the counter is useless.
    
         South of the armour shop is Hreidmar the Fat's magic
    shop. Read the parchment (invoice) on the counter. Also in
    the magic shop are some NPCs:
         - Fiachu A'Dlinn. Male Elf.
         - Harris Willington. Bearded male Human.
         - Huber Carryall. Bearded male Human.
    
         Just north of the TIC and between the arches is
    Geirrod A'Ghrie's spell shop.
    
         Northeast of the TIC is an empty house.
    
         East of the armour shop is a building surrounded by
    a wall, the Bembridge University. In the University, in
    the ground floor are some NPCs:
         - Johannes Bem. Promoter of Scholar to Mage. Male Elf.
         - Raghnailt A'Ghrie. Female.
         - Tymon the Nord. Promoter of Initiate to Scholar.
    Male Human.
    
         Later (2002.05.16): After the party saw a Magreeb
    Spawn and came back to Tymon, whether the party said the
    Magreeb Spawn was green or red, he promoted the designated
    Initiates to Scholars anyway. It's too bad that the
    teaching assistants at my university weren't as lenient. In
    a female Elf Scholar's inventory screen, my first
    impression of her portrait is: her beret and hair make her
    look a bit like HM QE2. (^_^;)
         Instead of the Magreeb Spawn northeast of Thjorgard
    City in Thjorgard, I presume the party can satisfy the
    Scholar promotion quest if they see the Magreebs west of
    Lindisfarne Town in Lindisfarne.
         BTW, after my party accepted the Scholar promotion
    quest, they also accepted the Healer promotion quest in
    Guberland City. In the Party Summary screen, after my
    Initiates promoted to Scholars, the labels beside their
    portraits changed from "Scholar Quest" to "Healer Quest".
    One of my Scholars immediately spoke with Johannes, the
    bloke beside Tymon, and accepted his Mage quest. The
    label beside this Scholar's portrait changed from
    "Healer Quest" to "Mage Quest". Now my party must go to
    Thronheim for the promoter of Fighter to Mercenary.
    
         The NPCs in the streets near the armour shop, weapon
    shop, and Bembridge University are probably:
         - Annelise Baldundotir. Female.
         - Bodil the Brawny. Male.
         - Britta Stonewasher. Female Dwarf.
         - Cator Fiskdal. Trainer of Expert and Master
    Merchant. Blond beared male Human.
         - Donnachac A'Washadi. Male.
         - Elinoir A'Mor. Trainer of Expert and Master
    Perception. Female.
         - Frode Fafnirssen. Male.
         - Karl Knutssen. Male Dwarf.
    
         Far east of the armour shop, in the city wall is the
    entrance of the Arena.
    
         North of the weapon shop is Hal'an Swordstrong's
    expensive Training Hall.
    
         Northwest of the training hall is the entrance of the
    courtyard of Jarl Sven Forkbeard's castle. Follow the path
    to the entrance of the castle.
         At the southwest corner of the courtyard is a Clover.
         Northeast of the entrance of the castle and at the
    bottom of a gully is another Clover.
    
         The party probably can't open the doors on the ground
    and second floors.
         On the third floor are a Town Portal Altar and Jarl
    Sven Forkbeard. Speak with him and accept his "Fix Thjorad
    Mine" and "Retrieve Thjorad from Lindisfarne" quests.
    
         Later (2002.05.16): In the Thjorad Mine, my party
    cleared only the East Mine and didn't liberate Ebora. But
    their quest list has two "Find out why the Elemental
    Thjorad production has stopped" entries. The first one
    says "Find out why...", and the second one says "The East
    Mine, the West Mine, and the Refinery are now working..."
    My party came back to Jarl Sven, told him both Mines and
    Refinery are operational, and got about 17,171 XP per
    chara and 3,600 XP.
    
    <HERE>
    
    4.17 ARENA
    
         Just inside the entrance of the Arena is a counter.
    Behind the counter is the Arena Master. Speak with him and
    the party can: pay to watch a fight between two monsters,
    bet on a fight, or participate in a fight. Seems the party
    can participate in a fight just once per day.
         When the party participates in a fight, they choose
    the level of their enemies: Page, Squire, Knight, or Lord.
    Then, open the door at the end of the corridor and enter
    the arena to fight some monsters.
         The monsters don't drop any pouch. A Basilisk doesn't
    drop a Basilisk Skin. After the fight, speak with the Arena
    Master again and tell him "We won!" to collect some GP.
         If the player presses ESC to abort the conversation
    before the player clicks "We won!", when the party speaks
    with the Arena Master again, the usual "No more fights for
    today?" replaces the "We won!", and the party can't collect
    their GP award. (T_T)
         At Page level, the party fights: a Bigfoot and a
    Troglodyte; or a Burglar, a Dripper, and a Half-Orc Recruit;
    or a Burglar and a Skeleton; or a Gezzamptling and a Thrall;
    or a Half-Orc Recruit and a Troglodyte Wren; or a Skeleton
    and a Zombie for 684 GP; or a Troglodyte and a Troglodyte
    Wren.
         At Squire level, the party fights: a Basilisk, a
    Gezzamptling, a Thrall, and a Town Guard for 1,080 GP; or a
    Basilisk, a Dripper, and a Troglodyte for 512 GP; or a
    Basilisk, a Troglodyte, and a Troglodyte Wren for 1,538 GP;
    or a Bigfoot, a Bloodsucker, and a Town Guard for 1,620 GP;
    or two Bigfoots and a Burglar for 1,620 GP; or a Bigfoot, a
    Dripper, and a Gezzampt; or a Bigfoot, a Grey Wolf, and a
    Skeleton Warrior for 1,620 GP; or a Bloodsucker, a Burglar,
    and a Dwarven Guard; or a Canopic Mummy and a Thrall; or
    a Dripper, a Half-Orc Recruit, and a Skeleton for 1,538 GP;
    or two Half-Orc Recruits and a Thrall for 540 GP; or a
    Thrall and a Troglodyte Wren for 512 GP; or a Troglodyte and
    two Zombies.
         Anyway. To fight the monsters one or two at a time,
    enter the arena slowly. After the party's one or two steps
    beyond their door, stop the party or move them backwards as
    their door closes behind them. The other two doors probably
    open and close before the monsters enter the arena. The
    other doors don't re-open even when the party stands before
    them. Sometimes, when the party shoots at one of the other
    doors, their missiles can damage the monster behind the
    door. If the party's missiles can't damage a monster through
    its door, just open the door and damage the monster by the
    conventional FTF (face to face) way. Be advised that the
    alcove behind each of the other door might have more than
    one monster.
    
         On the Arena Master's counter are probably two
    monsters, such as an Ancient Trellborg and a Winged
    Aberration; or a Clan Sergeant and a Vampir; or a Clan
    Soldier and a Half-Orc Captain; or two Dagrells; or a
    Dagrell and a Lizard-Orc Mage; or a Dagrell and a Lizard-Orc
    Warrior; or a Dragonfly and a Fire Dragonfly; or a Dread and
    a Power Lich; or a King Basilisk and a Troglodyte Gnoll; or
    two Lich Kings; or a Lich King and a Terror; or two
    Lizard-Orc Mages; or a Nagate and a Skeleton; or a
    Troglodyte and a Troglodyte Wren. The party can damage the
    monsters, but probably can't murder the monsters.
         For a Lich King VS Terror fight, when the party bets
    1,000 GP on the Terror and it wins, the party gets 1,200 GP.
         (Random thought: A Human mating with an Orc to make
    a Half-Orc is straight-forward, but how does a Lizard mate
    with an Orc? Genetic engineering in a fantasy world, more
    advanced than Saruman the White or Sauron the Black's
    wizardry?)
    
         In the upper floor, the party can't jump down to the
    field. (The fan/spectator interference rule is strictly
    enforced.) When the party speaks with the spectators, they
    say only hello and goodbye.
    
         Later (2002.05.24): Seems the party can participate
    in a fight more than once per day. After the party fights
    some monsters, then exits and re-enters the Arena, if the
    counter has a new pair of monsters, then the party can
    speak with the Arena Master and demand they want to fight
    some monsters again.
         (Fighting in the Arena reminds me of the action RPG
    Autoduel for Apple and DOS, based on the Car Wars board game
    by SJG.)
    
         "If you're not cheating, you're not trying hard
    enough."
         - Ancient Chinese proverb
    
         From Mass Confusion (2002.05.25): OK, it's actually
    one of those quick-save 'cheat'. I discovered it trying
    to make money on betting in the Arena. I would save
    before I choose to bet - watch - if I lose I just re-load
    and try again.
         Here's the 'cheat':
         Go to Thjorgard - save/quick save outside of the
    Arena (it doesn't matter which). Then enter the arena.
         Look at the monsters that will participate in the
    Arena (if it's a high level creature continue - if it's
    lower you can load back to the save game and try again).
         Quick save (F5) just before you talk to guy at the
    teller's cage - NOTE: the autosave or normal save will
    not work for the trick.
         Choose either to bet or just watch (it doesn't
    matter again - I tried both).
         During the fight, hit Load Quick Save (F9).
         Attack the small monsters on either side of the
    teller - they are killable now and will NOT strike back!
    They drop items/gold and give experience like any other
    monster. If you're really low level, it may take you long
    time to kill one. Ill-gotten gains with none of risk.
         Works with version 1 or 1.2 - tried on 2 different
    versions on 2 different computers.
    
    4.18 THJORAD MINE
    
         "We will, we will rock you!"
         - Queen
    
         Later (2002.05.24): The second time my party went to
    Thjorgard, they arrived on a Wednesday or Thursday, and the
    boat to Thronheim was on Sunday. They haven't visited
    Thronheim to gawk at Kira the Cold yet, so they spent a few
    days in the Thjorad Mine to clear the Refinery and West
    Mine, and in the Arena to fight some random monsters.
    
         The Thjorad Mine has two levels: ground and lower. It
    has a lot of barrels that permanently increases the chara's
    stats. (^o^)
    
         THJORAD MINE GROUND LEVEL
    
         North of the entrance, at the first intersection is
    Gudrek the Miner, a male Dwarf miner. Speak with him and he
    leads the party to a cave northeast of the entrance. Or the
    party can go to that cave by themselves.
         In that cave, on the ground is a crack. When the party
    steps on the crack, they fall into the pool under the crack.
         (In dungeons with such pit traps, I usually look for
    the safer way (ladder or rope) to the lower level, instead
    of falling down a pit trap.)
    
         West of the first intersection north of the
    intersection is a door. Click the switch left of the door to
    open it.
         Behind the door is a circular room with a ramp to the
    upper level. In the circular room, speak with Njal
    Bjarnissen, a male Dwarf miner.
         (My party hasn't seen the Slag Extractor yet, but they
    can tell him they've fixed the Slag Extractor already...)
         In the circular room, the upper level has a west door
    and a north door.
    
         Click the switch left of the west door to open it.
         Behind the west door is the Refining Machine. Open the
    door on (the north side of) the Refining Machine and get the
    Broken Slag Extractor.
         (After my party got a new Slag Extractor in Thjorgard
    City, came back to the machine, and opened the door on the
    machine, another new Slag Extractor was already in the
    machine, while my party still had a new Slag Extractor in
    one chara's inventory screen. Maybe the machine regenerated
    its missing part like an AD&D Troll?)
         The door up the ramp and northeast of the Refining
    Machine seems to be locked from the other side. If the party
    jumps down from the ledge beside this door to the floor
    beside the Refining Machine, they eat falling damage.
    (Ouch.)
    
         In the circular room, click the lever on the right edge
    of the north door to open it.
         North of the north door are two rooms.
         The west room has a pale green barrel of a random item
    and Diseased.
         The east room has nothing.
         The door north of the two rooms seems to be locked from
    the other side.
    
         In the room east of the entrance is Ketil Strongpick, a
    male Dwarf miner. Speak with him and accept his hard rock
    (cafe) quest.
         (The second time my party entered the mine and spoke
    with him, they hadn't completely cleared the hard rock and
    liberated the SM Queen, but they could tell him they'd
    cleared the hard rock. He didn't give my party any XP or GP
    award anyway.)
         In the tunnel east of his room are groups of four
    Troglodytes.
         (I don't know if there are an infinite number of
    Troglodytes in this tunnel? When my party entered the tunnel
    and saw a Troglodyte, they retreated into Ketil's room and
    cleared the Troglodytes. Seconds later, when the party
    re-entered the tunnel, they saw another group of four
    Troglodytes, retreated into Ketil's room, and cleared the
    Troglodytes. Seconds later, when the party re-entered the
    tunnel, they saw another group of four Troglodytes...)
    
         East of Ketil's room is a T-intersection.
         In the room east of this first T-intersection, click
    the mine cart to get a LOET (Lump of Elemental Thjorad).
         In the room east of the room east of the first
    T-intersection, click the mine cart to get a LOET.
         In the room west of the room east of the first
    T-intersection, click the container to get a LOET. Also in
    this room is a red barrel of permanent Might +2!
    
         Southeast of the first T-intersection is a second
    T-intersection.
         South of the second T-intersection is a north-south
    corridor with two rooms.
         In the north room is a green barrel of permanent
    Endurance +2 (!) and a mine cart with a LOET.
         In the south room is nothing remarkable.
    
         At the south end of the north-south corridor is a third
    T-intersection with a torch and a barrel. The torch
    automatically destroys the barrel.
         To unblock the doorway west of the third
    T-intersection, shoot the mine cart in the corridor west of
    the doorway. The mine cart comes and unblocks the doorway.
         To unblock the doorway southwest of the third
    T-intersection, click, not hit, the six stakes on the
    doorframe. The room has two Troglodytes and a mine
    cart with a LOET.
         Far west of the third T-intersection are three
    rooms.
         To enter the south room, crawl/crouch/jump
    through the gap between the pieces of wood. In the
    room are some Troglodytes and a mine cart with a LOET.
         To enter the west room, shoot the candle in the
    room. In the room is a Troglodyte and two chests with
    Blobs/Chunks/Lodes/Lumps of Elemental Thjorad.
         To enter the north room, click the fire hydrant
    on the wall south of the doorway. If the party stands
    in front of the fire hydrant when they switch it on,
    the water beam pushes them into the room, but doesn't
    damage them. In the room is a mine cart with a LOET.
    If the party has trouble with exiting the room,
    crawl/crouch below or jump above the water beam.
         (If the party turns off the fire hydrant, they
    can't turn it on again, so my party left it on.)
    
         In the room southeast of the third T-intersection are
    some Troglodytes and a white barrel of permanent Luck +2!
    Click the container beside the white barrel to get a LOET.
         In the room east of the white barrel room, click a
    container to get a LOET.
         In the rectangular room northeast of the previous room
    is a barrel of permanent Might +2! Also, click a mine cart
    to get a LOET.
    
         Southeast of the rectangular room is another
    T-intersection.
         In the room southeast of this T-intersection are some
    Troglodytes.
         In the room east-northeast of the T-intersection is a
    purple barrel of permanent Speed +2! Also, click a mine cart
    to get a LOET.
    
         Between the purple barrel room and northeast of the
    rectanular room are two rooms.
         In the west room, click a container to get a LOET.
         In the east room are some Troglodytes.
    
         North of these two rooms is another T-intersection.
         East of this T-intersection, click the cart in the wall
    at the entrance of the room to get a LOET.
         West of this T-intersection is an empty cave.
    
         Northeast of this cave is a room with three oblivious
    male Dwarf miners. If the party moves near the east wall of
    these three Dwarfs' room, some Troglodyte Gnolls rush out
    and attack the party.
         Northwest of the cave is an empty room.
    
         The entrance of the cave north of the three Dwarfs'
    cave is blocked by a... breakable wall, ie, Ketil's hard
    rock. If the party shoots the wall more than four times, the
    party liberates the heavy metal/visual rock band member-like
    (or Succubus-like) Ebora, and the game plays a short movie
    of her thanking the party and burning out. A Kodak Moment.
         If the party wants to complete Ketil's hard rock quest,
    they must totally destroy the breakable wall.
         OTOH, if the party shoots the left (or right) edge of
    the wall three times, they can create a gap just wide enough
    for them to enter the cave, but not liberate Ebora.
         In the cave, when the party murders Ebora's... cats for
    a few XP each, or when they try to speak with her, she
    doesn't react to the party. If the party hits her, the game
    plays the short movie.
         (My party entered the cave, murdered Ebora's cats (they
    must be Evil!), didn't liberate her, walked and crouched
    around her, admired her... 3D modelling and costume design,
    took some pictures with their digital camera (press F8) as
    if they were tourists, ignored her, and left the cave, in
    case she'll re-appear somewhere else later and kick the
    party's arses.) (^_-)
    
         "Subete ga owatta toki ni, atasi ga anta wo korosu."
         - Mireille "Miesou de mienai" Bouquet (CV: Mituisi
           Kotono), NOIR (TV: 2001)
    
         Later (2002.05.12, Mother's Day): The first time my
    party left the Thjorad Mine, they cleared only the East Mine
    and didn't liberate Ebora. But their quest list has two
    "Find out why the Elemental Thjorad production has stopped"
    entries. The first one says "Find out why...", and the
    second one says "The East Mine, the West Mine, and the
    Refinery are now working..." Weird.
         Anyway. My Initiates will promote to Scholars, but my
    party will return to Guberland City to accept the Healer
    promotion quest, for its XP and GP.
    
         THJORAD MINE LOWER LEVEL
    
         After the party falls into the pool under the crack
    in the cave northeast of the main entrance of the Thjorad
    Mine Ground Level, in the tunnel north of the pool is a
    Troglodyte Gnoll that casts spells, such as Disease. It
    walks on the bottom of the pool, and attacks the party
    from below.
         When the party moves west in the tunnel, more
    Troglodytes, Troglodyte Gnolls, and Troglodyte Wrens greet
    the party.
         The west end of the tunnel is a doorway blocked by
    pieces of wood. Hit the pieces of wood to open the
    doorway.
         Behind the doorway are a cave with nothing useful,
    and a bedroom with a white barrel of permanent Luck +2!
         From the bedroom, south are some cages or cells.
    Southwest are a mine cart and a container. The
    cages/cells, mine cart, and container contain nothing.
         West of the container is another bedroom with
    nothing.
         South of the container is a T-intersection.
         West of the T-intersection are two rooms with some
    Troglodytes, Troglodtye Gnolls, and Troglodyte Wrens. The
    east room has three piles of debris. The triangular west
    room has four piles of debris.
         (When the Trogs saw and chased my party, my party ran
    backwards through the corridor and shot at the Trogs. When
    my party's back was against a wall, they jumped up and
    down. Gave my party's magic melee/missile weapons a chance
    to knock back or Slow the Trogs.)
         Southwest of the T-intersection is a room with four
    piles of debris.
         Southeast of the T-intersection are three rooms.
         The west room has nothing.
         The middle room has a barrel of permanent Accuracy
    +2, and a barrel of permanent Magic +2!
         The east room, south of the Refining Machine, is a
    bedroom with nothing.
         North of the east room is a door with six stakes.
    Click, not hit, all stakes to open the door.
    
         The two rooms north of the Refining Machine have
    nothing.
         Northeast of the Refining Machine is another door with
    six stakes. Click all stakes to open the door.
         Northeast of the second door with stakes is a cave with
    nothing.
    
    4.19 LINDISFARNE
    
         West of the dock is "Lindisfarne Town".
         Visible in the auto-map are two big buildings far
    northwest and far southwest of the dock.
         The far southwest building is the Ta'Sar Academy.
         BTW, didn't see any Spore in the clear water near the
    dock.
    
         Lindisfarne Town doesn't seem to have a Town Portal
    Altar.
         In Lindisfarne Town, wandering amongst the houses are
    some NPCs:
         - Alanna Etaeldotir. Trainer of Grandmaster Dark.
    Female Dwarf.
         - Delano A'Lanth. Male Elf. Trainer of Grandmaster
    Meditation.
         - Gari Ford. Male Human.
         - Gudlaug Eirtrissen. Trainer of Grandmaster
    Elemental. Old male Human.
         - Gymir Lokissen. Trainer of Grandmaster Spirit. Old
    male Human.
         - Jonn Ranford. Male Human.
         - Pilgrim Jermay. Old male Human.
         - Pilgrim Mikal. Old male Human.
         - Pilgrim Jann. Female Human.
         - Pilgrim Robet. Male Human.
         - Pilgrim Stephe. Female Human.
    
         Southwest of the dock, south of the bridge is Florie
    de Latharna A'Washadi's house. She's a recruitable NPC, a
    female Elf Healer who claims she can cure/heal the entire
    party once per day, but demands a deposit of 2,000 GP, a
    salary of 1,000 GP per month, plus 20% commission. Kilo
    mike alpha.
         (If she joins the party, her portrait looks like a
    Kender from DragonLance, IMO.)
         South of this house is a well of permanent Dark
    Resistance +5 per chara!
    
         Lindisfarne Town has two Clovers:
         - On the ground beside the tree just east of the
    westmost house.
         - On the ground beside the tree south of the well.
    
         In the house nearest the dock is Annabel A'Tryht, a
    female Elf and trainer of Grandmaster Light.
         North of this house is the male Human Rober
    Rachnid's spell book shop and the bearded male Human
    Grymmwild Leaftoucher's magic shop.
         (When my party spoke with Grymmwild and "asked him
    some questions", when he answered, my party had no reply
    to choose, not even "Goodbye", but Esc could still exit
    the conversation.)
         The northmost building is the watch tower. In the
    third floor of the watcher tower are: the old male Human
    Harold Waldon, the male Human Johan Rokwel, and a green
    ball on a stand of temporary Endurance +10 per chara.
         In the house southwest of the watch tower are the
    old male Elf Bacstair A'Velsi and the old male Elf
    Fothud A'Dlinn.
    
         West of the watch tower is a slope. On the slope is
    Aod A'Norta A'Leipshi, a male Monk. The party can speak
    with him.
         (When near him, the party's traffic light becomes
    yellow. If the party hits him, he doesn't counterattack
    and doesn't drop any powerful item.)
    
         When the party follows the slope towards the
    southwest, midway between Lindisfarne Town (northeast)
    and Ta'Sar Academy (southwest) is a place where some
    cliffs are on the east side and a valley is on the west
    side. Deployed in the valley are some Thrall Masters.
         Near the east end of the valley is a tripod of
    temporary Elemental Resistance +10 and maybe Diseased.
         Near the west end of the valley are some Magreebs.
    The green pouches they drop can be hard to see on the
    brownish green ground.
    
         Deployed just outside the Ta'Sar Academy are more
    Thrall Masters. Near the entrance of the Ta'Sar Academy
    is a chest.
    
    4.20 TA'SAR ACADEMY
    
         In the Ta'Sar Academy, the Guards (seem to) always
    attack the party on sight. (Can't we all just get along?)
         The party can't ask Forad what he knows about this
    place.
    
         West of the lobby is a square room.
         Southwest of the square room are two rectangular
    classrooms.
         Southeast of the square room and south of the lobby
    is a garden, guarded by some Guard Captains and Half-Orc
    Captains.
         (The first time my party tried to enter the garden,
    the Guard Captains and Half-Orc Captains wiped out my
    party.
         The second time, my party just ran through the
    garden from west to east, and cleared the one Guard in
    the corridor east of the garden. At the same time, the
    game said the Guard Captains and Half-Orc Captains were
    attacking each other. My party waited until the Half-Orc
    Captains wiped out the Guard Captains, then my party
    cleared the Half-Orc Captains. My party got the two
    Half-Orc Captains' pouches, and didn't find any of the
    Guard Captains' pouches. I was satisfied as long as no
    chara was KIA though.)
    
         East of the lobby is a square room, which has a
    skeletal statue and some cups on some stands. The party
    can't damage the skeleton, ID Monster (press G) doesn't
    recognise it as a monster, and the traffic light is green.
    Clicking each cup does nothing. (Reminds me of Indiana Jones
    and the Last Crusade.)
         On the south side of the south door of this square
    room, beside the south door is a switch. Click the switch
    to open a secret door south of the switch.
         In the secret room east of the switch are: a green
    barrel of permanent Endurance +2, a blue barrel of
    permanent Magic +2, and two chests. When the party
    approaches the chests, or when they hit the box beside the
    chests, the box explodes and a Dagrell attacks the party.
         (My party tried to run into the libraries and trick
    the Guards into attacking the Dagrell, but failed. So I
    loaded game and my party cleared the Dagrell by
    themselves.)
    
         South of the secret room are four bedrooms.
    
         Southwest of the four bedrooms is a single-floor
    library, patrolled by Guards. In the single-floor library,
    read the book and scroll on the tables.
    
         South of ramp south of the single-floor library is a
    sqaure room with curved benches and an empty stand. Near
    the southeast corner of the square room, behind the panel
    beside the torch is a switch. Click the switch to open a
    secret door beside the panel. Behind the secret door are
    two chests.
    
         West of the single-floor library is an oval,
    multi-floor library. In the multi-floor library, on a table
    are a scroll and four textbooks. Read the scroll. If the
    party agrees to put back the textbooks, they can take just
    one textbook at a time, beginning with the westmost
    textbook.
         (My party didn't put back the textbooks.)
         The party can hit the wall west of the table two times
    and destroy the wall. The tunnel inside the wall is
    disappointingly empty.
         The second floor is the Defense and Offense sections.
    The third floor is the Intelligence and Strategy sections.
    
         North of the multi-floor library is a room with a book
    titled "Challenging Students" on a stand. The floor before
    the book is a pit trap with spikes. Even without Perception
    skill, the player can see the outline of the pit trap. It
    also opens when the party jumps up near it. The party can
    move around the pit trap, but the party gets nothing from
    reading the book.
         In the pit trap, the spikes do 40-80 damage points to
    a random chara. The tunnel beside the spikes is
    disappointingly empty.
    
         South of the multi-floor library is a rectangular
    room.
         In the rectangular room, at the northwest corner is a
    bookcase. On the bookcase, at the right end of the second
    row from the top is a book that sticks out and is actually
    a switch. This switch can be hard to see because it's brown
    and blends into the texture-mapping of the bookcase. Click
    the switch and the bookcase becomes a revolving door that
    allows the party to enter a secret room.
         In the secret room, on a stand is a book titled "War
    Rules", the Book of Rules that Jarl Markel of Guberland
    City wants. Get it.
         (Both sides of the revolving door has a switch. The
    first time, my party clicked the switch, thought it was a
    pit trap with spikes, moved backwards and away from the
    revolving door, and noted the switch on the other side.)
    
         East of the rectangular room is a smithy.
         Southwest of the smithy is a stable with some caged
    animals. The party can murder the cow, goats, and pigs, but
    seemingly can't open the cage doors.
         (At least my party didn't see any lever or switch.
    Unlike their earlier reaction to Ebora's cats in Thjorad
    Mine, my party didn't bother these animals.)
    
         Later (2002.05.16): After my party got the Book of
    Rules, they returned to Thjorgard City to at least complete
    the Initiates' Scholar promotion quest.
    
    4.21 MOUNTAIN PASS
    
         When entered from Thjorgard, near the east entrance
    of the Mountain Pass is a Black Wolf.
    
    4.22 FROSGARD
    
         (Finally, some snow.) (T_T)
    
         After the party enters Frosgard by the entrance
    northwest of the Magreeb Spawn Lake in Thjorgard, the big
    building due west of the party in Frosgard is the Dungeon of
    Secrets.
    
    4.23 DUNGEON OF SECRETS
    
         Inside the DOS (Dungeon of Secrets) entrance is
    Chadwick Boorsley's booth. The party can talk with him even
    when they click the left or right outside wall of the booth.
    
         From Sharkman8 (2002.05.25): If you really want to
    get past it [Dungeon of Secrets], I remember reading a
    cheese tactic from somewhere, just get yourself Lloyd's
    Beacon (either learn it or a couple of scrolls), go
    through it [Dungeon of Secrets] setting off as many traps
    as you like without talking to the guy at the front
    first, then set a Beacon at the end. Then exit, talk to
    the guy at the front, recall the Beacon, exit again, and
    that's that. I haven't tried this since I chose to go for
    a Druid rather than Ranger, but I can't see why it
    wouldn't work.
    
    4.24 THRONHEIM
    
         Around the dock, in the sea are some Spores.
         West of the dock are two islands that the party
    can't reach, AFAIK.
         East of the dock is Thronheim City. The city has
    two city gates: west and north.
    
         North of the north city gate of Thronheim City is
    Bikki Yrsadotir, an old female Human. Possibly Yrsa the
    Troll's daughter.
    
         In the auto-map, north of Thronheim City is an
    island-like hill. On the west and east sides of this
    "island" are some Basilisks and King Basilisks. All
    Basilisks can Poison the party. Basilisks drop Basilisk
    Skins and King Basilisks drop King Basilisk Skins.
         Southeast of the "island" is a purple ball on a
    stand. Every chara should click the purple ball for
    temporary Speed +20.
         (IMO, the Basilisks' breath weapons look linear. My
    party continuously jumped up and down to avoid some of
    their breath weapons. Also, as the Basilisks move from
    side to side on the uneven ground, they may waste some
    time to find its way to the party. Jumping up and down
    lets the party shoot a Basilisk behind a bump, while its
    breath weapon may hit the bump.)
    
         Northwest of the "island" and far north of Thronheim
    City is a valley with a lake. All over the valley are some
    Undead: Annelids and Bloodsuckers.
    
         West of the lake is the entrance of a dungeon.
    
         In the auto-map, east of the lake and far northeast of
    Thronheim City, in a narrow valley is a black line that
    represents the passage to Frosgard.
    
         In the valley east of the passage to Frosgard are some
    Gezzampts and Gezzamptlings.
         In the north end of the Gezzampts' valley is a chest. Near the 
    southeast corner of the
    
    valley is a tripod of temporary Dark Resistance +10 and maybe Poisoned.
         In the small valley in the southeast corner of the
    valley is the entrance of the Inventa Storca.
    
         In the valley far east of Thronheim City are some
    Basilisks, Fibrase Basilisks, and King Basilisks. Fibrase
    Basilisks drop Basilisk Skins. The black line in the
    valley represents the passage to Mountain Pass.
    
    4.25 THRONHEIM CITY
    
         (The Thronheim City auto-map is rotated 90 degrees
    clockwise: the top edge of the map is west, and the right
    edge of the map is north. The orientations in this chapter
    presumes the top edge is "north" anyway. So compare the
    landmarks you see on-screen and in the map, and navigate
    (turn left/right 90 degrees) accordingly.)
    
         "West" of the east city gate is a well of permanent
    Might +5 for the entire party!
         "Northwest" of the city gate is Bones the Pale's spell
    shop. Speak with him about the Scepter of Gaak.
    
         "East" of the spell shop is a tunnel and a gate. The
    party can't open the gate, so move through the tunnel.
         "East" of the gate is Rustavius's armour shop. Speak
    with him about a Golden Dragon, a Lantern, a Lich King, and
    Vishi Island.
         "Northeast" of the armour shop is a training hall. The
    entrance of the training hall is in the alley, not facing
    the street. This training hall is very expensive anyway, so
    don't bother.
    
         "East" of the armour shop is a tower.
         "West" of the tower is Robert Bloodstopper's temple.
         (FYI, he demands 663 to 788 GP for resurrecting my
    Level 12-16 chara.)
    
         In the building south of the tower is Dain Swordstrong.
    In a hall east of him is Jarl Kira the Cold. Another Kodak
    Moment.
         Speak with Jarl Kira about Jarl Bjarni's Love Letter,
    and accept her two quests: Honkers and Mountain Pass.
         In the upper floor of her house, click and open one of
    the bookcases on the west wall (real compass direction).
    Cross the enclosed bridge and open the chest in the tower.
    
         To smuggle the Honkers out of Thronheim City:
         1. In Thronheim, speak with Moenach A'Tryht, the
    Dockmeister, and ask him a favour. (My party chose
    Guberland, instead of Beldonia or Mendossus.)
         2. In Thronheim City, speak with the male Honks and
    ask them to tell the party about the Great Honk or
    Honkers. Also, speak with the female Elder Honk and ask
    her to help the party.
         3. In Thronheim City, speak with Jarl Kira to get
    the GP and XP awards.
         (After the party speaks with the Dockmeister and
    before they speak with all three Honkers, in the updated
    description of the quest in the party's quest list, the
    MM9 programmers misspelled Shanghai as "Shanhai".)
    
         North of the tower, in the Temple of Ratatosk are the
    Town Portal Altar and Erlend the Nay-Sayer.
    
         In the streets are some NPCs:
         - Andvari Egilssen. Trainer of Meditation, Expert and
    Master. Old male Human.
         - Ateed Bakari. Female.
         - Bryan Hrutssen. Trainer of Elemental, Expert and
    Master. Male Dwarf.
         - Dagny Borkdotir. Trainer of Light, Expert and Master.
    Female Human.
         - Fjall Bodilssen. Trainer of Spirit, Expert and
    Master. Old male Human.
         - Ran Tryygvadotir. Trainer of Dark, Expert and Master.
    Old female Human.
    
         North of the first gate-and-tunnel is the second
    gate-and-tunnel.
         Northwest of the second gate-and-tunnel is a weapon
    shop.
    
         West of the weapon shop is the TIC.
         Southwest of the TIC is the spell shop. Speak with
    the spell shop owner about the Inventa Storca in
    Thronheim.
         West of the TIC is another gate-and-tunnel.
    
         Near the TIC, in the streets are some NPCs:
         - Ake Esbjarnssen. Male Dwarf.
         - Caitir A'Feslo. Female Elf.
         - Comgghan A'Feslo. Male Honk.
         - Gudlaug Ragnarssen. Old male Human.
         - Knut Fastmouth. Male Human. A Marxist social
    democratic revolutionary.
    
         West of the gate-and-tunnel, in the streets are some
    NPCs:
         - Muiredach A'Lanth. Male Honk.
         - Yoltzin Tor. Female Elder Honk.
    
         Northwest of the gate-and-tunnel is Thakkrad
    Kjarssen's magic shop.
         West of the magic shop is Brynhildr the Money-Wise's
    bank. Speak with her and accept the Orbs of Linking
    quest.
         Later, after the party gets some Orbs of Linking in
    the Inventa Storca, speak with the bank owners in the
    cities and install the Orbs of Linking.
    
         Later (2002.06.01): Seems the party must install the
    Orbs of Linking at all the banks before they can deposit
    items at a bank.
    
         North of the magic shop, in the streets are some
    NPCs:
         - Neda Haki. Female Half-Orc.
         - Olaf Frodessen. Old male Human.
    
         North of the bank is the north city gate (real
    compass direction).
         Northeast of the bank is an inn.
    
         In the inn are some NPCs:
         - Dagfari the Peevish. Old male Human.
         - Thorfinn Skullspliter. Promoter of Fighter to
    Mercenary. Male Human.
    
         Speak with Dagfari and accept his Temple of Ratatosk
    quest. He gives the party a Scroll of Bad News, which is
    mildly amusing to read. FedEx the scroll to Erlend the
    Nay-Sayer in the house near Jarl Kira's house, then come
    back and speak with Dagfari again for 6,000 XP.
         If the party has a Fighter who wants to be a
    Mercenary, Assassin, or Gladiator, speak with Thorfinn
    and accept his Mercenary promotion quest.
    
         In the street northeast of the inn are a cheeky
    Desert Terror and some Town Guards watching the series
    finale episode of The X-Files together.
         Also in the streets are some NPCs:
         - Allasan A'Washadi. Female Elf.
         - Cleirach A'Lyrae. Male Elf. Recruitable for 1,000
    GP per month, plus 20% commission.
         - Ealusaid A'Norta A'Thrakan. Female Elf. Female Elf
    midwife.
         - Eimhir A'Mor. Female Elf.
         - Fland A'Tryht. Male Elf.
    
         Speak with Ealusaid about the Mad Wizard Robinssen
    in the Wizards' Lab in Yorwick, and accept her Black Orb
    of Knowledge quest.
         Speak with Eimhir about the Dockmeister.
         Cleirach claims to be an Illuminate who can identify
    anything and increase the party's XP income by 10%.
         (I presume the party can murder the Town Guards and
    not anger Jarl Kira. My party once experimentally
    murdered the Town Guards, but they didn't drop any
    pouch.)
    
         West of the northwest corner of the flower beds, in
    an alley is a Clover.
    
         In the building east of the inn is a pale green
    barrel of a random item and Diseased, and a blue barrel
    of permanent Magic +2!
    
    4.26 INVENTA STORCA
    
         In the Inventa Storca, the primary objective is to
    collect six Orbs of Linking for the banks.
    
         Inventa Storca has two levels: ground and lower.
    
         INVENTA STORCA GROUND LEVEL
    
         In the corridor just inside the entrance, Bandits greet
    the party.
         West of the entrance, on the south wall is a crack.
    When the party hits the crack, they break the south wall and
    some Airborne Ickies come out from the hole to greet the
    party. The thumping sound is apparently from the flapping
    wings of the Airborne Ickies in the lower level of the room
    inside the hole.
    
         In the rectangular room west of the entrance are two
    corpses and a parchment. Click the corpses to get an item
    or two, and read the parchment.
         In the rectangular room with two cross-shaped columns
    are three corpses and an Orb or Linking, which looks like a
    grey or silver ball with an antenna. This room has two more
    doors: south and west.
         The south door leads to a broken bridge above a pool.
    In the pool are three piles of bones.
         (I once quick saved while my party was outside south
    door and looking down at the pool. After my party failed to
    jump into the room south of the pool and fell into the pool,
    I quick loaded. When my party turned around and opened the
    south door, the three corpses groaned and fell onto the
    floor. I quick loaded again and this event can be repeated.)
         The west door leads to a room with two Liches and some
    corpses.
         (Liches? Doesn't MM9 have any medium-level Undead, like
    Ghouls, Wights, and Wraiths?)
    
         In the north-south corridor with one row of
    cross-shaped columns are two corpses. Click the corpses to
    get an item or two.
         West of the corridor is a bedroom with two rows of
    cross-shaped columns.
         When the party enters the bedroom by the south door,
    and they stand just inside the south door, they can shoot
    and clear the three Basilisks at the southwest corner of
    the room without activating the Basilisks. Near the
    Basilisks is an Orb of Linking.
         At the northeast corner is an aggressive Lich. The
    party can shoot and clear the two Basilisks at the
    northwest corner of the room without activating the
    Basilisks.
         When the party moves towards the northeast corner,
    the north wall opens and a Skeleton and a Lich come out
    to greet the party.
         Also in the room are a green barrel of permanent
    Endurance +2 and a purple barrel of permanent Speed +2!
         The Skeleton and Lich's secret room has nothing.
    
         In the room southwest of the broken bridge are a
    chest and a crack at the northeast corner of the room.
    Disarm Trap (Expert) 4 can't disarm the chest, which
    causes 35-105 damage points to the entire party.
         Hit the crack to open a hole into the room south of
    the broken bridge.
         In the room south of the broke bridge are an Orb of
    Linking, a pale green barrel of a random and Diseased,
    and a purple barrel of permanent Speed +2! Also in the
    room is a stairwell covered by blocks of stone and pieces
    of wood.
         (I haven't figured out how to uncover the stairwell
    yet.)
    
         South of the room with the covered stairwell is a
    room with an Orb of Linking on a desk. When the party
    moves towards the desk, the ceiling above the desk opens
    and two Skeletons and a Lich jump down to greet the
    party.
         OTOH, when the party stands just inside the door,
    they can shoot and open the ceiling, and see the two
    Skeletons in the attic. When the party shoot them, they
    jump down to greet the party. After the party clears the
    Skeletons, slowly move forwards until the party can see a
    bit of the Lich (move the crosshair along the edge of the
    opening and tap G), then shoot it. The Lich might not
    jump down to greet the party, and when it buys the farm,
    it floats down to the desk and drops its pouch.
         Also in the room is a green barrel of permanent
    Endurance +2!
    
         In the room east of the above room, click the panel
    on the floor to open it and disclose a ladder to the
    study in the lower level.
    
         INVENTA STORCA LOWER LEVEL
    
         In the study, click the west end of the bookcase
    south of the ladder, then get the pouch at the east end
    of the bookcase.
         In the L-shaped corridor north of the study is a
    Lich King.
         At the northwest corner of the L-shaped corridor is
    a crack. Hit the crack to open a hole in the wall. West
    of the hole is a hole in the ground, filled with water.
         The L-shaped corridor has three doors.
    
    <TO BE CONTINUED>
    
    5.   PROMOTERS AND TRAINERS
    
         A list of the promoter and trainer NPCs, including
    their skills, exact locations, names, and appearances.
    Sorted by class or skill.
    
         TRAINERS
    
         Armour, Expert and Master: Sturmford City North,
    street. Devlin A'Norta A'Meich. Male Elf.
         Armour, Grandmaster: Thjorgard City, street.
    Fjarkskafinn the Still-Alive. Old female Human.
         Armsmaster, Expert and Master: Drangheim City, east
    of Kluso's House. Young male.
         Armsmaster, Expert and Master: Sturmford City North,
    street. Adolette Haji. Female Dwarf.
    
         Blade, Expert and Master: Drangheim City, house,
    east of Kluso's House. Old male.
         Blade, Expert and Master: Sturmford City South,
    street. Katrina Vianni. Female.
         Blade, Grandmaster: Thjorgard City, street. Cinnhail
    A'Mor. Male Elf.
         Body Building, Expert and Master: Thjorgard City,
    street. Toman Yatol. Male.
         Bow, Expert and Master: Drangheim City, house, east
    of Kluso's House. Female.
         Bow, Expert and Master: Sturmford City North, street.
    Lili A'Ghrie. Female Elf.
    
         Cudgel, Expert and Master: Drangheim City, house,
    east of Kluso's House. Old male.
         Cudgel, Expert and Master: Sturmford City South,
    street. Hafgrim Shorthands.
         Cudgel, Grandmaster: Thjorgard City, street. Gjerta
    Headstrong. Old female Human.
    
         Dark, Expert and Master: Guberland City Northeast.
    Bohus Kinar. Male Half-Orc.
         Dark, Grandmaster: Lindisfarne, Lindisfarne Town.
    Alanna Etaeldotir. Female Dwarf.
         Disarm Trap, Expert and Master: Thjorgard City,
    street. Barabell A'Dorad. Female.
         Dodge, Expert and Master: Sturmford City North,
    street. Leppa the Shy.
         Dodge, Grandmaster: Thjorgard City, street.
    Hildigunna the Quick. Female.
    
         Elemental, Expert and Master: Guberland City
    Northeast. Peterk Clim. Male Half-Orc.
         Elemental, Grandmaster: Lindisfarne, Lindisfarne
    Town. Gudlaug Eirtrissen. Old male Human.
    
         Identify Item, Expert and Master: Thjorgard City,
    street. Darby Davinssen. Male Dwarf.
         Identify Monster, Expert and Master: Thjorgard City,
    street. Tove Halvardotir. Female.
    
         Learning, Expert and Master: Thjorgard City, street.
    Giorsal A'Velsi. Female Elf.
         Light, Expert and Master: Guberland City Northeast.
    Treshi Yatol. Male Half-Orc.
         Light, Grandmaster: Lindisfarne, Lindisfarne Town,
    inside house. Annabel A'Tryht. Female Elf.
    
         Meditation, Expert and Master: Guberland City
    Northeast. Hrapp Tjarvissen. Male Human.
         Meditation, Grandmaster: Lindisfarne, Lindisfarne
    Town. Delano A'Lanth. Male Elf.
         Merchant, Expert and Master: Thjorgard City, street.
    Cator Fiskdal. Blond beared male Human.
    
         Perception, Expert and Master: Thjorgard City,
    street. Elinoir A'Mor. Female.
    
         Item Repair, Expert and Master: Thjorgard City,
    street. Bysen A'Klindor. Female.
    
         Shield, Expert and Master: Sturmford City North,
    street. Clrun Fjalldotir. Female Elf.
         Shield, Grandmaster: Thjorgard City, street. Halfdan
    the Hidden. Male Dwarf.
         Spear, Expert and Master: Sturmford City South,
    street. Mirjam Thjordotir. Female.
         Spear, Grandmaster: Thjorgard City, street. Hrrapp
    Spearhands. Old male Human.
         Spirit, Expert and Master: Guberland City Northeast.
    Rya Fremi. Male Half-Orc.
         Spirit, Grandmaster: Lindisfarne, Lindisfarne Town.
    Gymir Lokissen. Old male Human.
    
         Thrown Weapons, Expert and Master: Drangheim City,
    east of Kluso's House. Female Dwarf.
         Thrown Weapons, Expert and Master: Sturmford City
    North, street. Eskil Tryygvassen. Male.
    
         Unarmed, Expert and Master: Sturmford City North, in
    or near Eva's magic shop. Hildr Fjalldotir. Female.
         Unarmed, Grandmaster: Thjorgard City, street. Sigre
    Bjarnidotir. Female Dwarf.
    
         PROMOTERS
    
         Fighter to Crusader: Drangheim City, temple, lower
    floor. Keith Bloodaxe. Old male Human.
         Fighter to Mercenary: Thronheim, inn. Dagfari the
    Peevish. Old male Human.
    
         Initiate to Healer: Guberland City Northwest,
    temple. Tjolrir the Super-Neat. Bearded male Human.
         Initiate to Scholar: Thjorgard City, Bembridge
    University, ground floor. Tymon the Nord. Male Human.
    
         Healer to Priest: Guberland City Northwest, temple.
    Tjolrir the Super-Neat. Bearded male Human.
    
         Mercenary to Assassin: Drangheim City, inn. Atli the
    Quick. Male Human.
         Mercenary to Gladiator: Sturmford City North, the
    Saboteur's house, third floor. Fridleif Gjukissen. Male
    Human.
    
         Scholar to Mage: Thjorgard City, Bembridge
    University, ground floor. Johannes Bem. Male Elf.
    
    6.   CIVILIANS
    
         A list of the named civilian NPCs, including their
    names, exact locations, classes or functions, and
    appearances.
         By "civilians", I mean the NPCs who aren't
    promoters or trainers. Some of the civilian NPCs may
    give quests, items, and rewards (GP and XP) to the
    party, such as Yrsa in Isle of Ashes. A few of the
    civilian NPCs are recruitable and may join the party,
    such as Forad in Isle of Ashes.
    
         RECRUITABLE
    
         (Sorted by location.)
    
         Drangheim City, inside inn. Beagan A'Ghrie. Bearded
    male Human Assassin. 1,000 GP per month, plus 5%
    commission.
         Drangheim City, inside or near bank. Edina A'Mor.
    Blond female Elf bank teller. 700 GP per month, plus 10%
    commission.
         Guberland City, inside or near temple. Ehwaz.
    Female Human wizard. 1,000 GP per month, plus 15%
    commission.
         Guberland City Southwest: Alberik Gusmundssen. Bearded
    male Human Merchant. Recruitable for 500 GP per month, plus
    2% commission.
         Isle of Ashes, near west bridge. Forad Darre. Male
    Human warrior. Free.
         Lindisfarne, Lindisfarne Town, southmost house.
    Florie de Latharna A'Washadi. Female Elf Healer. 2,000
    GP deposit, 1,000 GP per month, plus 20% commission.
         Sturmford City South, inside temple. Ake the
    Righteous. Male Human. 1,000 GP per month.
         Sturmford City South, inside training hall. John
    Doe. Male Half-Orc.
         Thjorgard City, inside house northeast of Tourist
    Information Centre. Hrolf Spearmaster. Male Human
    warrior. 300 GP, plus 2% commission.
         Thjorgard City, inside inn. Arierh A'Klindar.
    Female Elf wizard. 500 GP, plus 4% commission.
         Thjorgard City, near inn. Randver Headcrusher. Male
    Dwarf Gladiator. Recruitable for 700 GP per month, plus
    10% commission.
         Thronheim City, near inn. Cleirach A'Lyrae. Male Elf
    Illuminate. Recruitable for 1,000 GP per month, plus 20%
    commission. Identify Item, Identify Monster, XP +10%.
    
         NON-RECRUITABLE
    
         (Sorted by name.)
    
         Bjarni Herjolfssen: Quest-bringer. Sturmford City
    North, inn, ground floor. Male Human.
         Canute Gymirssen: Civilian. Male Human.
         Dearbhargaill A Washadi: Owner. Ravensford, shop.
    Female Elf.
         Fiadhna A'Lanth: Owner. Ravensford, bank. Male
    Dwarf.
         Halfdan Doorsbane: Sturmford City North, inn,
    ground floor. Male Human.
         Hot'oto Anum: Sturmford City North, park. Male
    Half-Orc.
         Kenneth Wartooth: Owner. Sturmford City North, inn,
    ground floor. Male Human.
         Ludwig Van: Quest-bringer. Sturmford City. Male
    Human.
         Marsaili A'Lanth: Sturmford City North, street.
    Civilian. Female Elf.
         Olaf the Thronish: Dockmeister. Sturmford, dock.
    Male Human.
         Old Man: Grandpa. Ravensford, museum. Male Half-Orc
    or Human.
         Randver the Storm: Saboteur. Sturmford City North,
    Fridleif Gjukissen the promoter's house, ground floor.
    Male Human.
         Tharkatla the Indiscreet: Owner. Ravensford, inn.
    Female Human.
         Tryygva the Hammer: Sturmford City North, inn,
    ground floor. Male Human.
         Yrsa the Troll: Quest-bringer. Isle of Ashes, hut.
    Female Troll.
    
    7.   MONSTERS
    
         A list of the animals and monsters, including their
    locations. Sorted by name. Mostly harmful.
    
         Airborne Icky (Level 7, HP 29): Beet Hoven Level 2. Inventa Storca. 
    Thjorgard.
         Ancient Trellborg: Dook's Castle, lower level.
         Annelid: Thronheim.
         Astral Icky: Thjorgard.
         Bandit: Drangheim. Guberland. Inventa Storca. Thjorgard.
         Basilisk (Basilisk Skin): Sturmford. Thronheim.
         Bigfoot: Arena.
         Bloodsucker: Thronheim.
         Black Wolf: Frosgard. Mountain Pass.
         Bone Thrasher: Beet Hoven Level 2. Isle of Ashes.
         Burglar: Arena. Thjorgard.
         Canopic Mummy: Arena.
         Cat: Thjorad Mine.
         Clan Sergeant: Arena.
         Clan Soldier: Arena.
         Cutpurse: Drangheim. Guberland.
         Dagrell: Arena. Ta'Sar Acadenmy.
         Dragonfly: Arena. Guberland. Isle of Ashes. Sturmford.
         Dragonfly Mite: Isle of Ashes.
         Dripper: Arena.
         Dwarven Guard (Level 10, HP 45): -
         Ebora: Thjorad Mine.
         Elder Honk: Thronheim City.
         Evil Grand Sorcerer: Ravensford, museum.
         Fibrase Basilisk (Basilisk Skin): Thronheim.
         Field Thrall: Sturmford.
         Fire Dragonfly: Arena. Drangheim. Guberland. Isle of Ashes. Sturmford.
         Fright: Verhoffin Ruins.
         Gamera: Japan.
         Gelatinous Spore: Sturmford, sea.
         Gezzampt: Arena. Thronheim.
         Gezzamptling: Thjorgard. Thronheim.
         Goose: Temple of Honk.
         Grey Wolf: Arena. Frosgard.
         Guard: -
         Guard Captain: Drangheim Prison, ground level. Ta'Sar Acadenmy.
         Guard Sergeant: Drangheim Prison, ground and upper levels.
         Half-Orc Captain: Arena. Dook's Castle. Ta'Sar Acadenmy.
         Half-Orc Recruit: Arena.
         Half-Orc Soldier: Dook's Castle. Thjorgard.
         Honk, female: Temple of Honk.
         Honk, male: Temple of Honk. Thronheim City.
         Imp Elder: Chasm of the Dead.
         Kin Trellborg: Dook's Castle, lower level.
         King Basilisk (King Basilisk Skin): Arena. Thronheim.
         Lich: Inventa Storca.
         Lizard-Orc Mage: Arena.
         Lizard-Orc Warrior: Arena. Training Hall.
         Lobber: Beet Hoven Level 1.
         Lobber Pod: Beet Hoven Level 1. Ravensford.
         Magreeb: Lindisfarne.
         Magreeb Spawn: Thjorgard.
         Monk: Lindisfarne.
         Nagate: Drangheim Prison, ground and lower levels.
         Nagate Elder: Drangheim Prison, lower level.
         Nagate Hatchling: Drangheim Prison, lower level.
         Nettle Spore: Sturmford, sea.
         Oculus: Ravensford, museum.
         Osama bin Laden: Afghanistan.
         Rotter: Beet Hoven Level 2.
         Skeletoid: Isle of Ashes.
         Skeleton: Arena. Beet Hoven Level 2. Chasm of the Dead.
         Skull Thrower: Isle of Ashes.
         Thrall: Arena. Drangheim. Sturmford.
         Thrall Master: Drangheim. Lindisfarne.
         Trellborg: Dook's Castle, lower level.
         Troglodyte (Level 10, HP 45): Arena. Thjorad Mine.
         Troglodyte Gnoll: Arena. Thjorad Mine.
         Troglodyte Wren: Arena. Thjorad Mine.
         Vampir: Arena.
         Zombie: Arena.
    
         From Carg85 (2002.05.02): Monsters list is ambitious
    too. A tip for organizing them: almost always the same
    monster comes in 3 strengths, like Field Thrall, Thrall,
    & Thrall Master. Usually all 3 encountered in same
    dungeon.
    
    8.   LINKS
    
       - http://www.3do.com/mightandmagic/ix/
         The MM9 official HP in the 3D0 HP. English.
    
       - http://www.xs4all.nl/~camilleb/MM9/index.html
         A MM9 fan page, by Carg85 of the Netherlands.
    English. Has, for instance, an unofficial patch, screen
    captures of the MM9 auto-maps, and data tables of
    artefacts, boat schedules, magic items, promoters,
    quests, skills, and trainers.
    
       - http://www.imagineer.co.jp/pc/products/mm9/index.html
         http://www.imagineer.co.jp/pc/products/mm9/downloads.html
         The MM9J (Might and Magic IX for Japanese Windows)
    official HP in the Imagineer HP.
         (When I tried to download the v1.2 patch from the
    MM9 English official HP, the patch file was File Not
    Found. So I went to the MM9J official HP to download the
    patch.)
    
       - http://www.sabinsky.com/mm9/tavern/mm9tavern.html
         MM9 section of TELP's Tavern. English. A message
    Board. Also has MM6, MM7, and MM8 sections.
    
       - http://www.forumplanet.com/StrategyPlanet/homm/forum.asp?fid=4707
         MM9 section of The Round Table. English. A message
    Board. Also has HOMM3 (Heroes of Might and Magic III)
    and HOMM4 sections.
    
       - http://member.nifty.ne.jp/washo/index.htm
         A M&M series fan page, by washo of Hokkaidou, Japan.
    Has MM6 to MM9 hints/solutions.
    
       - http://www.watch.impress.co.jp/game/docs/20020430/mm9.htm
         A MM9 review, dated 2002.04.30 and by Nishio Yuki,
    in the Game Watch HP.
    
       - http://www.watch.impress.co.jp/game/docs/20011204/mm9.htm
         A MM9 preview, dated 2001.12.14 and by Nakamura
    Seiji, in the Game Watch HP.
    
         [Ramble ON][Friend Service ON]
    
       - http://selios.free.fr/
         Selios' Lairs, by Jean-Luc Barbera of France.
    English.
         "Selios' Lairs is primary a fan site on different
    things I enjoy a lot, some of which are not well known
    outside Japan or by rare fans worldwide.
         "Les Antres de Selios sont avant tout un site de fan
    sur differentes choses que j'apprecie beaucoup, don't
    certaines sont tres meconnues en dehors du Japon hormis
    de rares fans de part le monde."
    
       - http://home.attbi.com/~kagamix2/xp-compatible/
         Windows 95/98/Me/2000 Japanese PC Games on Windows
    XP, by Kagami of USA. English.
    
         [Friend Service OFF]
    
       - http://zanyvg.overclocked.org/
         Zany Video Game Quotes. English. Has very funny
    quotes and screen shots from many vidgames, plus movie
    files of Segata Sanshirou TV CMs in the Omake section.
    
       - http://www.kamakuranet.ne.jp/~sankaido/index.htm
         Sankaidou, a shop near the Daibutsu (Giant Buddha
    statue) in Kamakura, Kanagawa, Japan. It sells swords,
    Nihontou, axes, daggers, knives, pole arms,
    miscellaneous weapons, and armours.
         Its HP has a list and photos of its goods,
    including Himura Kenshin's Sakabatou (!) at
         http://www.kamakuranet.ne.jp/~sankaido/gbt.htm
         Shinomori Aoshi's Kodachi Nitouryuu (!) at
         http://www.kamakuranet.ne.jp/~sankaido/kodati2.htm
         and an "ancient Greek sword", the Masamune, the
    Muramasa, Shinsengumi member Hijikata Toshizou's sword,
    Shinsengumi member Kondou Isamu's Kotetsu, and
    Shinsengumi member Okita Soushi's Kikuichimonji.
    
       - http://www.geocities.co.jp/Milkyway-Orion/6660/docs/carnal-j.txt
         "Fantasy RPG no tame no sex guide." The Japanese
    translation of... an infamous set of AD&D2 optional rules
    for adult, mature AD&D2 players.
    __
    
    Don "Tsuru Hiromi Inochi" Chan (aho)
    http://www.gamefaqs.com/features/recognition/146.html
    http://www.gamefaqs.com/features/recognition/12042.html
    
    *1   "Sakuretsu!"
    
    <END OF FILE>