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!"

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