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    FAQ/Walkthrough by WindShear

    Version: 1.0 | Updated: 12/27/03 | Search Guide | Bookmark Guide

    Author: Dave Brine (WindShear)
    Contact: davebrine@hotmail.com
    Legal Jumbaloo
    Version History
    General Hints
    Side Quests
    Vital Statistics
    Magic Schools
    Arms & Armor
    Character Comments
    The Guilds
    Trading Guide
    World Encyclopaedia
    A Note About Gods
    The Dark Way:
    - Chapter 1
    - Chapter 2
    - Chapter 3
    - Chapter 4
    The Light Way:
    - Chapter 1
    - Chapter 2
    The Way of the Chosen
    - Chapter 1
    - Chapter 2
    +--Legal Jumbaloo--+
    This walkthrough is copyright 2003 by Dave Brine. It may not
    be reproduced under any circumstances except for personal,
    private use. It may not be placed on any other web site
    outside of www.gamefaqs.com, and http://dlh.net without my
    express permission. It may not be distributed electronically
    outside the GameFAQs, and DLH.net web sites.
    Spells of Gold is owned by Buka Entertainment.
    +--Version history--+
    v1.0 Full Walkthrough for Light Way Added, Vital Statistics, Magic School
    guide added. Arms/Armor/Magic Items guide added, Character Guide added, trade and
    guilds added. Updated assorted sections with further information/updated info.
    v0.85 Covers the full walkthrough for the Dark Way, and the
    Neutral Way, as well as the first chapter of the Light Way.
    +--About this walkthrough--+
    I regretfully say that this must be the final version of this walkthrough that I
    write, because of the fact that I am now working pretty much full time, as well as
    writing a couple of novels. As a result of this fact, I have endeavoured to make
    version 1.0 the biggest and best and most comprehensive walkthrough that I can make
    it. I have tried to address all the questions that I get on a regular basis via email
    as well as a lot of other things. I know that (particularly) the Magic School and
    the Skills bit are not all that they could be, but I just haven't had the time to go
    through and physically cover everything that there is to cover. My requests for information
    to Buka Entertainment as regards several aspects of the game have gone unanswered
    WHERE'S THE CUSTOMER SERVICE PEOPLE? This is what it is. If you need to contact me, I
    won't refuse to answer your questions, however, I have changed my email address listed.
    The sum of what I know about this game has been poured into this walkthrough, and if something
    isn't here, it's because I don't know the answer to it.
    Apart from that, I have simply stopped playing Spells of Gold, through a lack of time
    and changing interests, and my new xbox. Going back and writing this even now has been a
    bit of a challenge.
    I have put a large number of hours into making this walkthrough, especially the
    World Encyclopaedia, and I hope it is useful to people. I wish you all the very best with
    this game, and with this Walkthrough.
    *** READ THE MANUAL ***
    This may seem like an obvious tip, but as a person who tends to barge into games
    without reading the manual, I found myself having to revisit this document.
    While there isn't a great deal of background information contained in it,
    there is a lot of detailed information about how to survive in the world.
    *** HOW TO BECOME A MAGE ***
    This isn't covered in the manual, regretably, and I blame the developers for this
    oversight. I'm not bitter, but it has been the subject of 99.9% of the emails I have
    recieved about the game.
    In order to buy spells, and thus become a mage, go to a magic school, such as Osgard in
    Vayon, and click on the STUDY button. Then push the TAB button to access the available
    spells. Click on them to buy them. When you get outside a town, push the S button, select
    the spell you want and click on it. To cast a spell, aim at an enemy, and right click on them.
    It's as simple as that.
    I know this is another fairly obvious tip, but I found it easy to forget.
    Because there is no auto-save feature, unlike many other games in this genre, when
    you step outside a town, you never know what you might run into. Also because of
    the at-times odd combat system, you may find yourself losing large amounts of
    health points. Saving often is especially important early in the game, because
    you have relatively weak armour, and it is easy to die.
    Learn what goods are inexpensive in certain towns, and can be sold for higher
    prices in others. Speaking to the merchants in towns will often provide useful
    information, about what is cheap, and what will sell well.
    Take care that you buy goods that will not deteriorate while you travel. The
    best advice is the principle of trading on the stock market: Buy low, sell high.
    Although it may only make you a small profit when dealing in small quantities
    as you make more money, you will be able to increase your profits.
    *** FILL EM UP ***
    When you are buying goods to trade, attempt to buy them in multiples of your bag space.
    So if a slot holds 8, then you should buy 8, 16, 24, 32 and so on. You may not be
    able to empty a shop of their goods, or fill up all your slots, but it is more efficient
    this way. If you buy goods in different lots and cities, they will start in a separate
    slot. You should attempt to fill as many of your bag slots as you can before travelling
    to another world.
    Although various types of weapons share the same name, they are made of different
    materials, and thus, they have different damage, and durability statistics.
    Eventually I hope to write a better description of what are the best materials here.
    As a kind of a corrolary to this, the better the quality of the goods, the higher
    price they will bring when you sell them. As you progress through the game, some
    things will simply not be worth the trouble of picking them up. If you run over your
    weight limit, it will force you to walk extremely slow, which is a really big pain
    in the butt. This is to be avoided at all costs.
    You will quickly learn that despite the small distances on the maps, travelling
    takes a very long time to get anywhere useful. As a result of this, buying often
    expensive patents to trade or enter towns is relatively pointless. You may well
    only get one or two uses out of them before they expire. This especially applies
    when you have to travel between worlds in order to trade. The most you will ever
    pay for entry is 1000 gold, and this town (Drahale on Orafort) is an extremely
    profitable trading town, so you make it back and much more every time you go there
    to trade.
    Tax-Free patents are an absolute must if you are going to sell your goods in a town
    which has a Mayoralty. If a town doesn't have a Mayor, they won't charge you tax,
    or demand an entrance fee. You will find yourself in serious debts if you don't get
    a tax-free patent especially when doing the Faguery->Orafort->Faguery run. (Explained
    in the Trading section)
    +--Side Quests--+
    At the beginning of the game, your highest priority is making money. This goal
    will occupy your time for the first few hours of gaming, and the easiest way to
    accomplish this is doing tasks. These minor quests are important to making money,
    but do not contribute directly to the main quest. The exception to this rule is
    The quests fall under several categories:
    * Give Letter/Package to Person X in City Y: This sort is the simplest, and pays
    the worst as a result. Very little danger involved, unless you die of a bad cold.
    * 'Slightly illegal mission': These pay better than the first kind, and do not
    involve very much more work. Usually involving talking to another shopkeeper,
    but later they may involve finding a wandering merchant in a town. NOTE: This will
     increase your Dark Karma.
    * I've been Robbed: Often involving a long travel to where a certain person has
    been robbed, these pay extremely well, and involve killing 3-5 base-level
    creatures. To complete these missions, you will have to find a chest that contains
    a purse. The danger with these quests is that in the quest log, it does not say
    who the purse must be returned to. NOTE: Doing this quest will increase your
    White Karma.
    * Bandits are threatening the good people of X: Similar to the previous kind,
    and paying roughly the same amount, these involve just wiping out a few monsters.
    A dialogue box will appear to say that there are no more monsters, and you return
    to collect your reward. NOTE: Doing this quest will likely increase your
    White Karma.
    * Person X from Y is producing some documents: These are given out exclusively
    by Mayors of towns, and also the priests. These are a little more involved fetch
    and carry quests. You have to go and visit the mentioned person, and then return
    to the person who gave you the quest to begin with. THESE PAY EXTREMELY WELL!
    The quid pro quo is that they aren't given out too often. A variation on this is
    you must go and pick up a business report from another town.
    * Person X is waiting for me to tell them the prices in this town. This is a one
    way trip, and they tend to pay pretty well.
    You are limited to a maximum of 5 quests at a time, and it is advisable to try and
    keep your quests on the go at the maximum. Often times people will offer you quests
    to cities where you have other quests.
    +++ => These are denoted on the map by a skull and crossbones symbol.
    +--Vital Statistics--+
    Despite the name of this section, it is more like useless statistics that some folks
    might be interested in. In the course of my completing the latter 2/3rds of the Light
    Way quests, I decided to write down the statistics of what I got when I killed
    bandits, opened chests, and so on. Some of the percentages won't add up, but this is
    due to my rounding them for the sake of convenience, and the large number of results
    I had to sit down and figure out.
    I grouped the enemies under a range of categories: Gnomorons, which includes archers,
    halberdiers, and normal gnomorons. Dwarves, which includes forest dwarves. Raffels and
    Goegres, which I grouped together because they were of a similar ilk. Undead, which
    includes Skeletuns, Zombies, those green guys with sticks, and vampires, and chests.
    I did not include the Saracens, because I ran out of room, and also I didn't see
    enough of them that I actually got something from to justify their own category. Further
    to this, Digons and Grendals don't have anything on them, so I left them out.
    I'm not entirely certain why I included this section, other than it might help people
    to have an idea whether it is worthwhile to tackle a fight with a group of bandits, or
    make a run for it. If I leave a category off, it is because no instances of this
    * Gnomorons:
    Gold: 41% of the time
    Rings: 3%
    Amulets: 3%
    Potions: 8.5%
    Weapons: 4.7%
    Armour: 8.5%
    Nothing: 31%
    * Dwarves:
    Gold: 28.4% of the time
    Rings: 1%
    Amulets: 1%
    Potions: 12.3%
    Weapons: 6.2%
    Armour: 11%
    Nothing: 40%
    * Raffels/Goegres:
    Gold: 31.75% of the time
    Amulets: 1.6%
    Potions: 1.6%
    Weapons: 8%
    Armour: 13%
    Nothing: 44%
    * Undead:
    Gold: 45% of the time
    Potions: 1.7%
    Weapons: 1%
    Armour: 1.7%
    Nothing: 52%
    * Chests:
    Rings: 8.75% of the time
    Amulets: 9.3%
    Potions: 28%
    Weapons: 27.5%
    Armour: 26.25%
    I hope this provides some completely useless, yet slightly interesting information.
    +--Magic Schools--+
    This is an incomplete guide, owing to the fact that lately I just have not had the
    time to commit to levelling up my mage level in order to access the higher level spells
    and not withstanding the fact that I had already bought some of the spells, so they
    do not appear on the following lists. I hope that this gives you a starting point as
    to what you can get where. I am uncertain of how much longer I can continue to write
    and support this walkthrough.
    Andalam -> Allagrem
    Geography level 5
    Water Blow level 19
    Whirlwind level 16
    Karagra -> Arax
    Magic Flame  level 10
    Magic Star Level 14
    Fiery Eddie level 9
    Self Control --- Maximum Mana increased by %
    Monstrology Level
    Magic Flame Level 12
    Balaor Sphere level 9
    Magic Star level 16
    Water Blow level 5
    Water Ball Level 10
    Pure Fire (the most powerful fire spell) level 4
    Meditation level 5 student
    concentration level 3 probationer
    Monstrology level 1 student
    Portal Level 1 Experienced
    Balaor Sphere level 13
    Stone Whirlwind level 1-3
    Magic Sling Level 4
    Dur Lagard -> Cor-Da-Darg
    Repair Level 2 student
    Trade Level 3 student
    Balaor Sphere Level 16
    Magic Sling level 14
    Water Blow Level 14
    Pure Fire level 17
    Might of Silence Level 1
    Breath of Chaos Level 1
    Balaor Sphere Level 19
    Lightning Ball Level 7
    Power of Earth Level 13
    Whirlwind Level 10
    Loarget -> Harashie
    Trade Level 1 Student
    Monstrology Level 1 Pupil
    Speech Student
    Magic Star Level 9
    Monstrology Level 3 Pupil
    Speech Bachelor
    Balaor Sphere Level 3
    Fire Ball Level 5
    Meditation Level 3
    Self Control Master
    Magic Flame Level 7
    Balaor Sphere Level 5
    Water Ball Level 1
    Sauoth -> Howayre
    Monstrology Level 3 Pupil
    White Lotus (First Order Magic Spell) Level 6
    Water Blow level 17
    Pure Fire Level 19
    Fireball Level 15
    Concentration First Level Experienced
    Steel Power Level 5
    Thunder Fist Level 5
    Rage of Light Level 5
    Magic Sword Level 13
    Power of Earth Level 16
    Fuggy -> Ito
    Meditation First Level Probationer
    Lightning Ball Level 16 (air spell)
    Breath of Chaos Level 10
    Power of Earth Level 18
    Magic Sling Level 19
    Istafue -> Krios
    Trade Level 2 Student
    Repair Level 2 Student
    Fiery Eddie Level 13
    Trade Level 5 Student
    Monstrology Level 2 Pupil
    Rage of Abyss Level 5
    Water Blow Level 10
    Koharigar -> Labordock
    Repair Second Level Student
    Magic Flame Level 16
    Magic Sling Level 11
    Water Ball Level 15
    Fiery Eddie Level 18
    Trade Fourth Level Aspirant
    Magic Flame Level 19
    Whirlwind Level 7
    Power of Earth 10
    Stone Whirlwind Level 10
    Monstrology Bachelor
    Meditation Second Level Experienced
    Trade Fifth Level Aspirant
    Steel Power Level 1
    Magic Sword Level 1
    Lightning Ball Level 4
    Ostarlen -> Loresta
    Trade Level 2 Aspirant
    Monstrology Level 3 Pupil
    Storm Fist Level 13
    Whirlwind level 19
    Stone Whirlwind Level 19
    Rage of Abyss Level 18
    Ocashet -> Noracan
    Magic Sling level 17
    Water Ball Level 19
    Isht -> Nymshast
    Repair Fourth Level Apprentice
    Steel Power Level 18
    Storm Fist Level 17
    Lightning Ball Level 19
    Olandiron -> Santeka
    Magic Flame Level 8
    FireBall Level 15
    Balaor Sphere Level 7
    Water Ball Level 6
    Fiery Eddie Level 5
    Water Blow Level 1
    Rage of Chaos Level 14
    Balaor Sphere level 9
    Magic Sling Level 1
    Shambutalaf -> Selendien
    Pure Fire Level 13
    Magic Star Level 15
    Repair Fourth Level Student
    Stone Whirlwind Level 7
    Water Ball Level 18
    Concentration Fourth Level Probationer
    Lightning Ball Level 1
    Whirlwind Level 4
    Power of Earth Level 7
    Rage of Abyss Level 9
    Walleram -> Torsen
    Fist of Chaos Level 1
    Breath of Chaos Level 6
    Stone Whirlwind Level 16
    Rage of Abyss Level 14
    Trade Third Level Aspirant
    Repair First Level Apprentice
    Geography Second Level Pathfinder
    Power of Balance Level 4
    Might of Centuries Level 8
    Rage of Chaos Level 4
    Fist of Chaos Level 4
    Breath of Chaos Level 11
    Storm Fist Level 9
    Power of Earth Level 18
    Meditation Fourth Level Experienced
    Geography First Level Ranger
    Speech Magister
    Portal Second Level Experienced
    Literacy Magister
    Power of Balance Level 6
    Might of Silence Level 12
    Rage of Chaos Level 6
    Fist of Chaos Level 8
    Steel Power Level 9
    Osgard -> Vayon
    Portal First Level Student
    Literacy Pupil
    Geography First Level Foot-Passenger
    Speech Pupil
    Magic Flame Level 1
    Magic Star Level 1
    Asardy -> Zar-Di-Rinn
    Pure Fire Level 9
    Fire Ball Level 10
    Magic Flame Level 11
    Rage of Abyss Level 1
    Magic Sling Level 8
    Water Ball Level 14
    Whirlwind Level 1
    Power of Earth Level 1
    +--Arms & Armor--+
    This is a moderately incomplete guide to some of the arms and armor from the game,
    I started to keep lists of every piece of armor I came across, and I have included
    those here, but it is by no means a comprehensive list. As I said in the general hints
    it is important to take note of the materials which the items are made of, because
    even though they might have the same name, they can have vastly different stats. As a
    general rule, Gridal, Celenyth, Astrill, Ellesium and Mithril are the best kind of
    materials. Although results seem to vary widely.
    This applies mainly to early game, but it is important to keep an item in every slot you
    have. Try to have a balance between items that restrict various attributes so you don't
    lose too much. With magic rings and amulets, when you get a mage-oriented item, you tend to
    lose statistics like attack, or damage, so watch out for that. It is my considered opinion
    that two handed weapons are pretty much next to useless.(until you get to the stupidly large
    damage items, which are only available extremely late) You don't get a whole lot more
    damage, and you lose a lot of speed in attacking, and you lose the advantage of having a
    shield. Many of the best weapons and items have stupidly (in my opinion) high requirements
    which means that you won't be able to use them until late in the game, if at all. To even
    recieve many of these items I spent many hours levelling up, even though I was effectively
    finished the game. (Instead of going to the last guy, I left and went levelling)
    It was my experience, although I never played for more than a few minutes with them, is that
    using long range weapons such as bows or crossbows is a wasteful method. Sure you can hit
    enemies from far away, but they just don't have the hitting power to make a real difference.
    A little segue here, if people are firing arrows at you, try and get another enemy in between
    yourself and the arrow-chucker. Their arrows will damage anybody they hit, even if they're
    an enemy.
    Stoballemma > Celenyth
    Damage: 139-160
    Attack -2
    Durability: 311
    Weight: 64.8kgs
    Req: Str 75
    Double-Bladed Battleaxe > Bronze
    Damage: 198-220
    Attack -2
    Durability: 116
    Weight: 16.2kgs
    Req: Str 100
    Two-Handed Knightly Axe > Gold
    Damage: 300-340
    Attack -2
    Durability: 601
    Weight: 38.4kgs
    Req: Str 90
    Hero Long Sword > Mithril
    Damage: 150-162
    Durability: 568
    Weight: 19.6kgs
    Req: Str 45 Dex 35
    (one of the best in my books)
    Two-Handed Knightly Mace > Ellesium
    Damage: 482-524
    Durability: 123
    Weight: 27.2kgs
    Req: Str 103
    Narrow Two-Handed Sword > Ellesium
    Damage: 83-90
    Durability: 51
    Weight: 9.6kgs
    Req: Str 40
    Wood Chopper > Ellesium
    Damage: 174-186
    Durability: 41
    Weight: 11.2
    Req: Str 60
    Enhanced Two-Handed Battle Sword > Steel
    Damage: 180-195
    Durability: 340
    Weight: 21.6kgs
    Req: Str 65
    Enhanced Two-Handed Battle Sword > Gold
    Damage: 240-260
    Durability: 601
    Weight: 28.8kgs
    Req: Str 65
    Two-Handed Knightly Axe > Gridal
    DamageL 419-475
    Attack -2
    Durability: 650
    Weight: 61.6kgs
    Req: Str 90
    Two-Handed Battle Sword > Ellesium
    Damage: 167-188
    Durability: 82
    Weight: 16kgs
    Req: Str 55
    Two Handed Knightly Axe > Copper
    Damage: 150-170
    Attack -2
    Durability: 100
    Weight: 16kgs
    Req: Str 90
    Long Sword > Ellesium
    Damage: 33-37
    Durability: 41
    Weight: 4.8kgs
    Req: Str 17
    Plain Mace > Mithril
    Damage: 72-92
    Durability: 487
    Weight: 19.6kgs
    Req: Str 28
    Katana (Two-Handed) > Mithril
    Damage: 162-175
    Durability: 649
    Weight: 19.6kgs
    Req: Str 46 Dex 39
    Two-Handed Sword > Gridal
    Damage: 145-156
    Durability: 455
    Weight: 30.8kgs
    Req: Str 47
    Enhanced Mace > Iron
    Damage: 55-64
    Durability: 167
    Weight: 16kgs
    Req: Str 38
    Enhanced Crossbow
    Damage: 20-28
    Attack: 30
    Durability: 40
    Weight: 8kgs
    Req: Str 30 Dex 28
    Enhanced Knightly Crossbow
    Damage: 60-90
    Attack: 70
    Durability: 40
    Weight: 14kgs
    Req: Str 60 Dex 50
    Thin Ironclad Armor > Ellesium
    Armor: 233-244
    Attack -5
    Defence -3
    Durability: 133
    Weight: 19.2kgs
    Req: Con 51
    Excellent Rhombic Shield
    Armor: 30-31
    Durability: 90
    Weight: 12kgs
    Req: Con 40
    Enhanced Chainmail > Silver
    Armor: 109-113
    Durability: 768
    Weight: 16kgs
    Req: Con 40
    Thin Battle Boots > Astrill
    Armor: 30-33
    Durability: 850
    Weight: 31.5kgs
    Req: Con (value unknown)
    Plated Greaves > Copper
    Armor: 30-31
    Attack -3
    Defence -2
    Durability: 170
    Weight: 12kgs
    Req: Con 51
    Left thin Ironclad Armlet > Ellesium
    Armor: 59-62
    Durability: 133
    Weight: 6.4kgs
    Req: Str 54
    Coarse Ironclad Armor > Iron
    Armor: 150-156
    Attack -5
    Def -3
    Durability: 314
    Weight: 26kgs
    Req: Con 53
    Enhanced Chainmail > Astrill
    Armor: 170-176
    Durability: 1450
    Weight: 36kgs
    Req: Con 40
    Thin Ironclad Greaves > Copper
    Armor: 26-27
    Attack -4
    Defence -2
    Durability: 130
    Weight: 11kgs
    Req: Con 47
    Square Shield
    Armor: 36-38
    Durability: 90
    Weight: 13kgs
    Req: Con 45
    Excellent Battle Boots > Astrill
    Armor: 58-61
    Durability: 1600
    Weight: 36kgs
    Req: Str 50
    Left Enhanced Chain Armlet > Astrill
    Armor: 41-44
    Durability: 1450
    Weight: 13.5kgs
    Req: Str 42
    Thin Ironclad Greaves > Gold
    Armor: 49-51
    Attack -4
    Defence -2
    Durability: 782
    Weight: 26.4kgs
    Right thin Ironclad Armlet > Astrill
    Armor: 64-67
    Durability: 1300
    Weight: 16kgs
    Req: Str 54
    Coarse Full Helm > Iron
    Armor: 46-48
    Attack -2
    Defence -1
    Durability: 314
    Weight: 14kgs
    Req: Con 47
    Gnomish Square Shield
    Armor: 48-50
    Durability: 110
    Weight: 11kgs
    Req: Con 55
    Left thin Ironclad Armlet > Copper
    Armor: 23-24
    Durability: 130
    Weight: 4kgs
    Req: Str 54
    Minor Amulet of Life >> Life +50
    Minor Amulet of Attack >> Attack +5
    Minor Amulet of Balaor >> Life + 10, Manna +10, Defence +5
    Minor Amulet of Oterion >> Life +10, Attack +5, Defence +5
    Minor Amulet of Accuracy >> Attack +10
    Minor Amulet of Long Life >> Life +30
    Amulet of Life >> Life +60
    Amulet of Accuracy >> Attack +20
    Amulet of Manna >> Mana +15
    Amulet of Health >> Life +15
    Amulet of Wizardry >> Manna +60
    Amulet of Defence >> Defence +30
    Amulet of Magic >> Manna +30
    Amulet of Oterion >> Life +15, Attack +10, Defence +10
    Amulet of Attack >> Attack +15
    Greater Amulet of Life >> Life +70
    Greater Amulet of Oterion >> Life +20, Attack +15, Defence +15
    Greater Amulet of Defence >> Defence +40
    Greater Amulet of Magic >> Manna +40
    Greater Amulet of Health >> Life +20
    Greater Amulet of Long Life >> Life +45
    Great Amulet of Magic >> Manna +100
    Great Amulet of Life >> Life +100
    Great Amulet of Balaor >> Life +25, Manna +30, Defence +20
    Great Amulet of Wizardry >> Manna +70
    Great Amulet of Attack >> Attack +50
    Ancient Amulet of Balaor >> Life +30, Manna +40, Defence +25
    Ancient Amulet of Defence >> Defence +50
    Minor Ring of Warriors >> Life +10, Damage +2, Armor +2
    Ring of Mages >> Manna +20, Damage -5
    Greater Ring of Mages >> Manna +30, Damage -10
    Great Ring of Endurance >> Max. Weight +30
    Great Ring of Mages >> Manna +40, Damage -15
    Magic Ring of Thunder >> Damage +20
    Magic Ring of Endurace >> Max. Weight +40
    Magic Ring of Warriors >> Life +30, Damage +15, Armor +15
    Ancient Ring of Endurance >> Max. Weight +50
    +--Character Comments--+
    I don't think that it is possible for anybody to play the game the same way over and
    over again, and anything I tell you may not be applicable in your game. Instead, I thought
    I'd write tidbits here that might help you along the way.
    The beauty of this game that I found, when compared to other games is that you can play
    all three classes at the same time with relative ease, and they can assist the other aspects
    of your play. Even if you are playing as a mage, it is useful to give people a few hits with
    a melee weapon before you try and kill them with magic. To gain mage points, all you need to
    do is kill the enemy with a spell. It's not expedient to waste manna on trying to take all of
    an enemy's health down with spells.
    Despite the wide variety of spells available, I found that very few of them were actually
    terribly useful. I used a combination of melee attacks, and Magic Flame for quite a while before
    I changed to another spell. It doesn't really cost you anything (apart from a few thousand gold
    and some student points, both of which were easy to come by) so I recommend you spend some time
    trying them out. Spells that do ongoing damage are also good. You don't encounter any enemies
    who cast spells at you, which is a little bit of a disappointment in the game. There are a few
    Mage-specific items that start to appear as you level up, although there are ridiculously high
    requirements to use these, which make them next to useless anyway. They have excellent stats, but
    are hard to access.
    A note here about spells:  As you level up the spells, you will find some of them become a 'broadside'
    i.e. they shoot out 3 fireballs, or water balls, or whatever. You will find these are most effective
    if they are cast at about 2 inches (screen-wise) away from the enemy you want to hit. This decreases
    the failure of spells, and increases the damage that the enemy will recieve. The situation may dictate
    that you need to fire them off at point blank range, but try to avoid it where ever possible.
    You will notice that when you level up, or complete certain quests, you are given a number of
    Point, which you can assign to different statistics. One annoying aspect of this is that depending
    on which Class you earn the points in, the different statistics cost different amounts. It is
    good, in that it indicates which of them are important to which classes. However, if you are trying
    to meet an item's requirements, it can be incredibly frustrating, especially later in the game.
    Important Statistics:
    Warrior: Strength, Dexterity, Constitution, Intelligence (to get student points)
    Mage: Intelligence, Wisdom, Constitution.
    Merchant: Charisma.
    Those are probably the most important for each class, although you can use points for virtually
    anything. To buy the higher level spells and magic skills you will need enormous amounts of student
    points, and most of your points from Mage and Merchant levels will be poured into Intelligence. This
    is why it is important to balance your levels over the course of the game. As regards Rings/Amulets
    as a Mage/Merchant you need to balance your manna gains (which is probably the most important thing
    on an item) with health gains and other stats. As a Fighter/Merchant you also need to focus on damage
    adding items as well as health, and maximum carrying weight (I had one of my rings as a +50 max weight).
    The goods you carry aren't counted in the weight, but by the time you fill up all the slots on your
    body, it all starts to add up.
    *** Skills ***
    There a range of skills that you can learn at the Fighting Schools, and Magic Schools that are littered
    around the Worlds. As with the spells, other than the cost of Gold, there is little danger in buying
    up as many of the skills as you want to. There are some skills which are passive, and do not need to be
    activated, while others need to be activated, and cost Manna points for every second they are active.
    Personally, I never used any of these manna-costing skills, and I never had any trouble getting through
    the game.
    The most useful skills that I found are:
    * Trade - You get more space, and more slots in your trade bag. An absolute must-have.
    * Geography - Faster travel in between towns.
    * Portal - Faster Travel between worlds.
    * Martial Arts - Better fighting skills.
    * Literacy - More student points.
    * Speech - Not exactly sure what this does, it says it increases "Artful Speech" but... ya never know.
    * Stamina - Greater carrying weight.
    * Athletics
    * Sword/Axe/Mace/Bow/Crossbow - Throw some points this way, across a variety of weapons, because it isn't
    always possible to use the one class of weapon. Sword & Mace are probably the most useful ones, then Axe.
    You need to be up to that level in order to upgrade, so there is a certain order you need to go through
    the various fighting schools. It mostly goes along with the order that you gain access to the worlds, and
    it's not hard to work out. MONSTROLOGY is an interesting skill, and it shows you how much HP monsters have
    what they are resistant to, and lots of other bits and pieces. The practicality is that this information
    is pretty much completely useless. It does tell you that enemies go up in level as your level increases,
    which is (in my mind) and excuse to only have a small number of enemies in the game, which is kind of sad.
    +--The Guilds--+
    I have sent requests to the assorted publishers/distributors/developers who are listed in the manual
    requesting more information about the guilds, and whether you can get information about your position
    in the guild. These have been met with "Please ask Buka" and silence respectively. So here goes.
    Depending on which side of the game you are playing (Light or Dark) you have the option to join 3
    different guilds (of the five). Dark Mages, Mercenaries, and Trade if you are Dark. White Mages, White
    Warriors, and the Trade guild if you are white. They each have their level requirements (in the various
    classes) but as long as you meet those, feel free to join as many, or as few as you want to. They don't
    appear to make a difference as far as the main quest goes, and the rewards are pretty pathetic, but hey.
    I have only gotten to level three in the guilds, and it takes a heck of a lot of doing quests for the
    guildmasters in order to get there. The manual points out the different levels, which I have repeated
    below for the sake of clarity. I think you may need to be a certain Class level as well, but I could be
    wrong with that, I'm just speculating. I can't really see why you would bother trying to gain all the
    levels, I think the whole game just isn't long enough to bother with it. A completist might want to go
    to the trouble of completing all nine levels, but *shrug*. The early level quests are made up of fetch
    and carry missions, where you have to visit another shopkeeper, give them a message, or pick something up
    and then return back to base.
    1: 0
    2: 1000
    3: 3000
    4: 5000
    5: 10000
    6: 25000
    7: 50000
    8: 80000
    9: 120000
    The Benefits of each of the guilds are roughly the same whether it is Dark or Light. The Warrior/Merc
    guild provide a repair service. This is very useful, and will probably cost you less (from paying fees)
    than it would for you to repair all of your armor at an armorer. The Mage Guilds train you in the magic
    arts. I have no idea what effect this actually has, it doesn't seem to affect your experience. I'm not
    overly sure with this. The Trade Guild increases the quality of your goods, which is next to useless if
    you follow the advice in the next section and avoid goods that deteriorate over time.
    +--Trading Guide--+
    The more expensive the item (when the city is selling, not when it's buying) the more money you are likely
    to make off a sale. The following items are the best: Mithril and rubies. There are a couple of trade
    routes that allow you to take advantage of these. As I said in the general hints, try and fill as many of your
    slots with the maximum amount of goods you can. If you run out of goods for sale in a store, just travel around
    the world a bit, and when you come back it should have refilled. :P Check other cities on worlds to see if
    they also sell the goods you want. It seems like an obvious thing, but always try to sell for more than you
    bought the goods for. Some places will offer you less, so unless you absolutely need the money, go find another
    place to sell.
    *** Early Game ***
    I found that one of the best routes on Vayon was to carry as much Cheese, and then Mushrooms from
    Torena to Osgart, (Buy a tax patent here and Zyre) and then carry Beer from Toskeryth to Zyre.
    Remember: You only pay tax when you SELL goods. Just buy a general trade patent which covers all
    the cities on that world, and you should be right. If you can't afford a general patent, just pay
    the tax, or get two patents in Osgard and Zyre.
    *** Mid-Game ***
    I recommend that you carry Mithril from Hagebryn and Hidon on the world of Faguery to the city of Uegrah
    on the world of Howayre. Sell your Mithril, and buy all the Rubies you can, and then take them back to
    Hagebryn. Rinse and repeat this process and you will make yourself a pretty large amount of money. While
    this isn't as profitable as the Late-game trade route, it is the best at this point in time. You need to
    be over a certain level to see both of these worlds, but you shouldn't have to worry about having enough
    money before this point.
    *** Late-Game ***
    The best trade route that I have found and heard about is a variation on the Mid-Game route. Basically you
    fill up your bags with as much Mithril, and then gold, and then joiners tools as you can fit (in Hagebryn)
    and cart them to Drahale on the world of Orafort. Sell everything, and then buy as many rubies as you can
    get, and take them back to Hagebryn.
    These are by no means the only options, but these are probably the most profitable ones that you can do in
    a kind of circuit. You can make an incredible amount of gold using these ones, I ended up with around 20
    million gold pieces at the end of it, without a lot of trouble, and as your Trade Skill goes up, so you can
    carry more goods, which lets you make even more money.
    +--World Encyclopaedia--+
    The world of Lokatrienn is made up of a large number of lands, the basics of which
    I will cover here. You will find as you gain levels, more lands will become available
    for you to visit. Others will be displayed as you get certain quests.
    * Allanar
    Mayoralty: One-armed Liarat
    Inn: Ondier Fanlucky
    Shop: Moudly Galandar
    Armorer: Master Knowman
    Exported: Iron, Wooden Tableware, Caskets, Mirrors, Amber, Sausages.
    Imported: Wine, Caviar, Clothes, Textile, Joiners Tools, Mushrooms, Cheese, Kettles.
    * Umlenion
    Mayoralty: Onaimey Randiher
    Shop: Lanirem Dlory
    Temple of Enaryth: Holy Ularam
    Trade Guild: Chancellor Whitold
    Exported: Beads, Silver, Caskets, Jewelry, Beer, Wood, Sausages.
    Imported: Caviar, Honey, Silver Tableware, Cheese, Watermelons, Wine, Wool, Medicine.
    * Andalam
    Inn: Acho Diagran
    Alchemist: Namcor Alamah
    Magic School: Teacher Ricker
    Temple of Tennara: Reverand Oleon
    * Rokasax
    Inn: Perigan Mutty
    Shop: Wimber Hast
    Alchemist: Philosopher Zargan
    Fighting School: Master Khendu
    Temple of Enaryth: Abbot Sagan
    White Mages Guild: Chancellor Hordoe
    Exported: Mushrooms, Joiners Tools, Caviar, Paints, Musical Instruments, Caskets, Beads,
    Imported: Jewelry, Watermelons, Bananas, Wine, Sausages, Crockery, Agricultural Implements,
    Raw Cotton, Crystal, Apples.
    * Karagra
    Inn: Niger Zirakush
    Armorer: Arduf the Iron Fist
    Alchemist: Zagre the Cripple
    Magic School: Mage Orfen
    * Arakort
    Mayoralty: Harador the Fair
    Inn: Harabrith Usterlag
    Shop: Fanry Dateseo
    Armorer: Rasty Puffel
    Alchemist: Urt Olambren
    Mercenaries Guild: Chancellor Uregue
    Exported: Watermelons, Bananas, Wine, Mirrors, Caviar, Sausages, Baubles, Medicine, Honey
    Cheese, Beer, Silver Tableware, Iron Tableware, Bread, Apples, Amber, Eggs.
    Imported: Wooden Tableware, Gold, Mithril, Silver.
    * Rackanin
    Mayoralty: Horio Dagger
    Inn: Nirs Arakast
    Shop: Kars Adarsar
    Trade Guild: Chancellor Houbry
    Exported: Jewelry, Iron, Mirrors, Gold, Musical Instruments, Mithril, Beads.
    Imported: Watermelons, Bananas, Wine, Mushrooms, Sausages, Cheese, Butter, Honey.
    * Urg
    Mayoralty: Harabry the Rude
    Shop: Rakrast the Sadry
    Armorer: Saard Odrigon
    Exported: Iron, Gold, Joiners Tools, Iron Tableware, Beads.
    Imported: Watermelons, Bananas, Wine, Butter, Cheese, Beer.
    * Dur-Lagard
    Mayoralty: Kardag Uberon
    Shop: Shopkeeper Gruimlarg
    Magic School: Shadag the Wizard
    Exported: Crockery, Beer, Bread, Meat, Cheese, Agricultural Implements.
    Imported: Wine, Watermelons, Bananas, Wooden Tableware, Gold, Honey.
    * Laedry
    Mayoralty: Dihan Stehano
    Shop: Mannigan Tiagly
    Armorer: Zegibee the Armorer
    Temple of Balaor: Abbot Medaroe
    Trade Guild: Chancellor Ohristan
    Exported: Tobacco, Mushrooms, Wooden Tableware, Honey, Sausages, Clothes, Apples, Amber.
    Imported: Joiners Tools, Agricultural Implements, Wine, Paints, Cheese, Silk, Silver
    * Andalabag
    Mayoralty: Honourable Grendis
    Shop: Krie Heppeyot
    Alchemist: Wizard Rostua
    Temple of Joella: Abbot Tappir
    Exported: Meat, Mushrooms, Clothes, Crockery, Berries, Mithril, Eggs.
    Imported: Wine, Watermelons, Bananas, Mirrors, Iron Tableware, Raw Cotton, Silk, Medicine.
    * Dielamal
    Fighting School: Master Stealsy
    Temple of Oterion: Abbot Depassan
    White Mages Guild: Chancellor Inorty
    * Demanare
    Mayoralty: Khrobar Hustaway
    Armorer: Master Pustash
    Temple of Oterion: Oraway the Divine
    White Warriors Guild: Ohane Gadryn
    White Mages Guild: Chancellor Zinzuk
    * Imgaldu
    Mayoralty: Isenmar Akrutah
    Inn: Hito Darmali
    Shop: Varvie Tadelane
    Alchemist: Tukteun the Skillful
    Exported: Mushrooms, Wooden Tableware, Honey, Medicine, Berries, Apples.
    Imported: Caviar, Mirrors, Wine, Eggs, Gold, Joiners Tools, Agricultural
    * Shyen
    Mayoralty: Master Rydes
    Shop: Larut Oriesong
    Fighting School: Master Isenger
    Temple of Enaryth: Di Satal
    Exported: Iron Tableware, Wool, Mushrooms, Amber.
    Imported: Caviar, Mirrors, Wine, Cheese, Bread, Baubles, Beads, Raw Cotton.
    * Hagebryn
    Mayoralty: Khage Dars
    Shop: Dagry the Tradesman
    Armorer: Master Dargebas
    Temple of Joella: Father Hogel
    Exported: Mirrors, Gold, Joiners Tools, Mithril, Silver Tableware,
    Iron Tableware, Agricultural Implements, Silver, Crystal.
    Imported: Watermelons, Bananas, Grapes, Wine, Iron, Caviar, Sausages, Berries, Bread, Rubies.
    * Haarden
    Mayoralty: Dagry Shuus
    Alchemist: Horby the Black
    Dark Mages Guild: Chancellor Duffurey
    * Hidon
    Mayoralty: Igredor Faregry
    Shop: Uganno Loeddie
    Temple of Balaor: Dorgan the Hermit
    Exported: Iron, Crockery, Baubles, Mithril, Iron Tableware, Wool.
    Imported: Bread, Wooden Tableware, Sausages, Meat, Butter, Textile, Silk, Eggs.
    * Khartigue
    Mayoralty: Larg Udebry
    Inn: Dackar Zack
    Armorer: Saor the Iron
    Fighting School: Master Dobarbod
    White Warriors Guild: Chancellor Grafart
    Exported: Mushrooms, Eggs, Beer, Mirrors, Honey.
    Imported: Wine, Joiners Tools, Butter, Cheese, Tobacco.
    * Faastach
    Mayoralty: Shamme Daor
    Inn: Cheerful Gratt
    Shop: Dan Arvener
    Armorer: Kharagran the Armorer
    Exported: Wine, Mirrors, Mithril
    Imported: Caviar, Sausages, Butter, Honey, Meat, Beer.
    * Tursuh
    Inn: Tahilly the Merryman
    Shop: Wein Hagerdy
    Armorer: Zagrinn the Armorer
    Fighting School: Teacher Zhondey
    Temple of Enaryth: Priest Ruhan
    Trade Guild: Chancellor Toblit
    Exported: Jewelry, Gold, Caviar, Honey, Silver Tableware, Bread.
    Imported: Wine, Baubles, Beer, Eggs, Amber.
    * Suatgum
    Mayoralty: Urgur Toebly
    Inn: Noer Ars
    Shop: Iengar Tarl
    Armorer: Hotrag the Armorer
    Alchemist: Norgan the Alchemist
    Temple of Balaor: Holy Mietarg
    Exported: Clothes, Paints, Kettles, Eggs, Wool.
    Imported: Wooden Tableware, Watermelons, Bananas, Grapes, Crystal, Sausages.
    * Dagorlack
    Mayoralty: Hrothar Oreborg
    Inn: Paravo the Hospitable
    Shop: Ruther Drobarad
    Armorer: Harang the Bull's Horn
    Fighting School: Teacher Hraberg
    Temple of Tennara: Abbot Varden
    Exported: Wood, Wooden Tableware, Iron Tableware, Agricultural Implements,
    Caskets, Apples.
    Imported: Berries, Caviar, Gold, Crockery, Medicine, Bread, Meat, Sausages,
    * Shanton
    Mayoralty: Master Chen
    Inn: Chzhao Lung
    Shop: Stingy Chzhao
    Armorer: Dan Shanda
    Fighting School: Teacher Khohey
    Temple of Oterion: Honorable Zhu
    Exported: Mushrooms, Wine, Sausages, Honey, Musical Instruments,
    Tobacco, Silk, Crockery.
    Imported: Watermelons, Bananas, Grapes, Silver Tableware, Cheese.
    * Riugert
    Mayoralty: Master Minty Khoe
    Inn: Sho Sun Chi
    Shop: Store-keeper Honsho
    Trade Guild: Chancelor Moe
    Exported: Wooden Tableware, Watermelons, Paints, Caskets.
    Imported: Honey, Wine, Baubles, Eggs, Bread, Agricultural Implements.
    * Loarget
    Mayoralty: Mayor Zhuen
    Inn: Loe Gebao
    Shop: Hoang the Rich
    Alchemist: Shao Loang
    Magic School: Archmage Jaugun
    Exported: Eggs, Medicine, Paints, Wine, Bread, Wooden Tableware.
    Imported: Watermelons, Mushrooms, Caviar, Butter, Silver.
    * Sauoth
    Inn: Dibber Nudak
    Magic School: Teacher Khigram
    Temple of Oterion: Holy Trehein
    Trade Guild: Chancellor Dugreum
    * Zarth
    Mayoralty: Harul the Elderman
    Shop: Hahetur Vistarvie
    Fighting School: Master Veckran
    Mercenaries Guild: Chancellor Aarein
    White Mages Guild: Chancellor Larnador
    Exported: Wool, Cheese, Meat, Silver.
    Imported: Sausages, Clothes, Caskets, Caviar, Tobacco, Raw Cotton.
    * Houmy
    Mayoralty: Itobe Ziemod
    Inn: Stihoe the Tavern-keeper
    Temple of Balaor: Dajar the Wiseman
    White Warriors Guild: Chancellor Byrtoe
    * Uegrah
    Shop: Ortis Bidagal
    Armorer: Ristan the Shield
    Alchemist: Duengric Igafat
    Temple of Joella: Abbot Hajat
    Exported: Mirrors, Eggs, Medicine, Wine, Rubies.
    Imported: Honey, Silk, Textile, Jewelry, Mithril, Raw Cotton.
    * Fuggy
    Mayoralty: Sheege Khabo
    Shop: Shu Faitan
    Armorer: Master Lo Khytoo
    Magic School: Teacher Suipoe
    Trade Guild: Chancellor Geihon
    Exported: Mushrooms, Medicine, Crockery, Wine, Tobacco.
    Imported: Beer, Eggs, Caskets, Watermelons, Mithril, Bread, Honey.
    * Orason
    Inn: Hung Lechjoe
    Shop: Hee Chon Ze
    Temple of Enaryth: Reverand Hitagee
    Exported: Tobacco, Raw Cotton, Watermelons, Wine, Silver Tableware, Musical Instruments.
    Imported: Beer, Textile, Wool, Mushrooms, Honey, Sausages, Wooden Tableware, Kettles.
    * Theu
    Mayoralty: Tai Khi Tui
    Shop: Sha Noeng
    Alchemist: Pao Lushang
    Temple of Oterion: Holy Hun
    Mercenaries Guild: Chancellor Wishung
    Exported: Mirrors, Mushrooms, Amber, Apples, Joiners Tools, Jewelry, Kettles.
    Imported: Musical Instruments, Bread, Gold, Rubies, Crystal, Butter, Caviar.
    * Arlis
    Mayoralty: Dower Lathapy
    Inn: Drobang the Gloomy
    Shop: Ryden the Moneybags
    Armorer: Igredar Pydle
    White Mages Guild: Chancellor Gryen
    Exported: Butter, Wool, Iron, Mithril.
    Imported: Bread, Wooden Tableware, Wine, Mirrors, Clothes, Watermelons, Bananas.
    * Nicksaart
    Mayoralty: Perinioe Coolheart
    Shop: Sutul Girow
    Armorer: Master Uher
    Alchemist: Thimoe Andish
    Exported: Meat, Sausages, Cheese, Silver, Wool.
    Imported: Wine, Beer, Mushrooms, Beads, Caviar, Silk.
    * Hissah
    Mayoralty: Mhapie Shoefsalakh
    Shop: Isf Rakhe
    Armorer: Master Estikh
    Temple of Enaryth: Khissuy Seo
    White Mages Guild: Chancellor Khitao
    Exported: Medicine, Paints, Crockery, Watermelons, Wine.
    Imported: Wooden Tableware, Butter, Meat, Gold, Silk.
    * Sohiis
    Mayoralty: Thanisium Oths
    Shop: Isshio Vatshie
    Inn: Vihdur Hyuship
    Alchemist: Healer Khisa
    Fighting School: Teacher Fasteuh
    Exported: Butter, Wine, Crockery, Kettles, Musical Instrumens, Medicine.
    Imported: Jewelry, Mushrooms, Iron, Silver, Beer, Clothes, Berries, Amber.
    * Usherta
    Mayoralty: Lar Do Faras
    Inn: Farakh  Al Garib
    Shop: El Darukh
    Armorer: Master Vakhane
    Alchemist: Mad Omany
    Exported: Watermelons, Grapes, Crockery, Wine, Musical Instruments, Beads,
    Kettles, Raw Cotton.
    Imported: Bananas, Wooden Tableware, Mirrors, Gold, Joiners Tools, Butter,
    Honey, Mithril, Silk, Silver.
    * Nissufarat
    Inn: Mastafa
    Shop: Hakiman the Thrifty
    Armorer: Vakitaf Elshary
    Temple of Tennara: Holy Hagelid
    Exported: Watermelons, Bananas, Grapes, Meat, Sausages, Silver, Raw Cotton
    Imported: Wooden Tableware, Crockery, Jewelry, Mirrors, Baubles, Agricultural
    Implements, Kettles.
    * Orazmal
    Inn: Rahib Udeiny
    Shop: Hakaris Shumey
    Armorer: Harsaf the Skillful
    Fighting School: Master Khasuf
    Exported: Wood, Wooden Tableware, Joiners Tools, Honey, Butter, Beer, Caskets,
    Watermelons, Textile.
    Imported: Iron, Mirrors, Wine, Sausages, Caviar, Iron Tableware, Bananas.
    * Karataf
    Inn: Hussein Astarhal
    Shop: Saat Fasrah
    Armorer: Master Khassatum
    Mercenaries Guild: Chancellor Tohyr
    Exported: Watermelons, Iron, Joiners Tools, Crockery, Iron Tableware, Bread.
    Imported: Mushrooms, Wooden Tableware, Mirrors, Caviar, Sausages, Crystal, Honey.
    * Ashgarsal
    Shop: Nadge Alefast
    Alchemist: Zindar the Wiseman
    Temple of Oterion: Dalaisaf Shumar
    Exported: Wine, Mirrors, Bananas, Sausages, Medicine, Bread, Silk.
    Imported: Wooden Tableware, Baubles, Crockery, Butter, Cheese, Paints, Rubies.
    * Istafue
    Mayoralty: Sat Monick
    Inn: Noy Kael
    Shop: Oswald Didal
    Armorer: Kamlie the Armorer
    Magic School: Teacher Likateer
    Exported: Butter, Mushrooms, Cheese, Eggs, Iron Tableware, Bread.
    Imported: Jewelry, Bananas, Wine, Clothes, Musical Instrument, Joiners Tools.
    * Kalefast
    Mayoralty: Iardie Ludanda
    Inn: Sat Nelm
    Shop: Deaf Assan
    Armorer: Yarny the Armorer
    Fighting School: Teacher Yerden
    Exported: Wood, Wooden Tableware, Sausages, Meat.
    Imported: Caviar, Watermelons, Wine, Clothes, Textile, Wood, Beads.
    * Ohandick
    Mayoralty: Simon Yesty
    Shop: Tan Missotow
    Alchemist: Vides the Chemist
    Temple of Balaor: Abbot Saydy
    Exported: Meat, Mirrors, Mushrooms, Wooden Tableware, Beer, Honey.
    Imported: Berries, Iron Tableware, Joiners Tools, Watermelons, Bananas, Paints,
    Silver Tableware, Textile.
    * Rhyist
    Inn: Fiast Looke
    Shop: Tukan the Calm
    Alchemist: Caccie Ulepick
    Temple of Enaryth: Abbot Felle
    Trade Guild: Chancellor Tessavy
    Exported: Medicine, Musical Instruments, Jewelry, Crockery, Sausages, Beer, Cheese.
    Imported: Mirrors, Joiners Tools, Watermelons, Apples, Gold, Caskets, Clothes, Crystal.
    * Doriurs
    Mayoralty: Loo Shaas
    Shop: Shopkeeper Moe
    Armorer: Master Kho Houl
    White Warriors Guild: Chancellor Daolung
    Exported: Mushrooms, Crockery, Agricultural Implements, Raw Cotton, Tobacco.
    Imported: Bread, Wooden Tableware, Caviar, Honey, Sausages, Amber.
    * Dickdehal
    Inn: Joe Bee
    Shop: Hondas the Honest
    Armorer: Armorer Shue
    Temple of Enaryth: Holy Fainy
    Exported: Wine, Mirrors, Paints, Cheese, Silk.
    Imported: Mirrors, Caviar, Beer, Silver Tableware, Tobacco.
    * Koharigar
    Mayoralty: Shao Chun
    Shop: Shye Luen
    Alchemist: Tishie Hung
    Magic School: Teacher Chee
    Temple of Tennara: Abbot Suanjie
    Exported: Eggs, Wine, Silk, Silver, Caskets.
    Imported: Watermelons, Wooden Tableware, Mirrors, Medicine, Iron Tableware.
    * Sunnung
    Mayoralty: Labard Urkre
    Inn: Towder Okhriman
    Shop: Kee Pyton
    Armorer: Master Hardblade
    Trade Guild: Chancellor Shaolu
    Exported: Mushrooms, Crystal, Kettles, Wine, Watermelons, Medicine.
    Imported: Mirrors, Meat, Tobacco, Gold, Caviar, Iron Tableware.
    * Ostarlen
    Inn: Sibar Onhurust
    Magic School: Teacher Hierton
    Temple of Balaor: Reverand Rahumbur
    Temple of Tennara: Holy Landagnon
    * Zakatar
    Mayoralty: Varan Zarakust
    Inn: Hidalg Todian
    Shop: Otwistan the Traveler
    Armorer: Master Birbasten
    Alchemist: Thacken Harbinger
    Exported: Mirrors, Wood, Wooden Tableware, Berries, Caskets.
    Imported: Wine, Musical Instruments, Grapes, Watermelons, Bananas, Caviar, Paints, Medicine
    Cheese, Tobacco.
    * Rohest
    Shop: Trebold Likhtein
    Temple of Joella: Nigref the Pious
    Dark Mages Guild: Chancellor Griffelt
    Exported: Mirrors, Jewelry, Baubles, Silver Tableware, Rubies, Crystal, Mithril, Iron Tableware
    Imported: Mushrooms, Gold, Crockery, Musical Instruments, Butter, Silk, Wool.
    * Ocashet
    Mayoralty: Hector the Fair
    Shop: Paktar Temisten
    Magic School: Teacher Falley
    Temple of Enaryth: Abbot Matafew
    Exported: Mushrooms, Wooden Tableware, Gold, Caviar, Butter, Honey, Bread.
    Imported: Wine, Mirrors, Medicine, Sausages, Cheese, Textile.
    * Dahour
    Shop: Iahert Udagan
    Alchemist: Slaven the Alchemist
    Temple of Tennara: Nackras the Pious
    Exported: Caviar, Mushrooms, Berries, Wool, Bread, Meat, Wooden Tableware.
    Imported: Sausages, Iron Tableware, Beads.
    * Athan
    Mayoralty: Damien the Elderman
    Shop: Miser Adrian
    Temple of Joella: Abbot Zutta
    White Mages Guild: Chancellor Talgort
    Exported: Wooden Tableware, Mirrors, Caviar, Butter, Meat, Honey, Bread, Eggs.
    Imported: Mushrooms, Sausages, Beer, Crystal, Caskets, Jewelry, Medicine.
    * Warrier
    Mayoralty: Hordey the Gloomy
    Inn: Thodeon Radacat
    Shop: Cunning Panfuty
    Armorer: Zadroga the Smith
    Trade Guild: Chancellor Broadger
    Exported: Mushrooms, Wood, Wooden Tableware, Honey, Wool, Eggs, Bread, Meat.
    Imported: Wine, Bananas, Mirrors, Baubles, Paints, Agricultural Implements.
    * Hadray
    Mayoralty: Zur-Al-Harum
    Shop: Sufrail Degifat
    Fighting School: Master Sitgey
    Temple of Enaryth: Holy Hajikerth
    White Warriors Guild: Chancellor Khitogey
    Exported: Apples, Tobacco, Beads, Raw Cotton, Paints, Sausages.
    Imported: Cheese, Caskets, Crystal, Silver Tableware, Mithril, Honey, Mirrors, Rubies.
    * Isht
    Mayoralty: Tangref Lafarash
    Inn: Nickfarat Istambey
    Shop: Zilendir Asfahtie
    Magic School: Archmage Ziheinur
    Temple of Tennara: Holy Atheiny
    Exported: Watermelons, Grapes, Beads, Wine, Raw Cotton, Textile, Bread.
    Imported: Butter, Honey, Clothes, Wooden Tableware, Mirrors, Silver, Musical Instruments,
    Kettles, Crystal.
    * Wooka
    Alchemist: Sufraol Hezedrum
    Temple of Balaor: Hackeyn Raptabey
    Temple of Joella: Abbot Shattuf
    White Mages Guild: Chancellor Pebtall
    * Teishar
    Mayoralty: Master Khusniar
    Inn: Gur Al Baddah
    Shop: Usvah Mahatbie
    Armorer: Master Shiakbal
    Fighting School: Master Aumkhan
    Exported: Watermelons, Bananas, Wine, Grapes, Crockery, Raw Cotton.
    Imported: Wooden Tableware, Caviar, Butter, Meat, Amber, Berries.
    * Drahale
    Mayoralty: Master Jesao
    Inn: Khigatomy Ustefy
    Shop: Miser Fa Fay
    Temple of Joella: Abbot Jen
    Exported: Rubies, Jewelry, Meat, Sausages, Medicine, Paints.
    Imported: Mithril, Gold, Joiners Tools, Wine, Musical Instruments.
    * Fudatoh
    Mayoralty: Iteiny Fuggey
    Shop: Lee Pyo Hoe
    Alchemist: Famailly Chuen
    Temple of Balaor: Holy Saosie
    White Mage Guild: Chancellor Hungry
    Exported: Mirrors, Rubies, Agricultural Implements, Paints, Wool, Wooden Tableware.
    Imported: Grapes, Wine, Beer, Gold, Crockery, Beads.
    * Zenaor
    Temple of Oterion: Abbot Pao
    Temple of Enaryth: Holy Haug
    Mercenaries Guild: Chancellor Sanjoo
    Trade Guild: Chancellor Igoe
    * Ohkilly
    Shop: Tuihes Otshikoe
    Armorer: Master Keuth
    Temple of Tennara: Abbot Fah
    White Warriors Guild: Chancellor Tigeshie
    Dark Mages Guild: Chancellor Degory
    Exported: Rubies, Jewelry, Paints, Bananas, Cheese, Iron Tableware, Silk.
    Imported: Wine, Watermelons, Bread, Caviar, Joiners Tools, Musical Instruments, Eggs.
    * Garagar
    Mayoralty: Master Ditelly
    Shop: Sangrem Alaprag
    Armorer: Master Lithessar
    Alchemist: Harsey the Alchemist
    Dark Mages Guild: Chancellor Mygraim
    Exported: Joiners Tools, Clothes, Beer, Mirrors, Sausages.
    Imported: Cheese, Wine, Watermelons, Bananas, Grapes, Wood, Eggs.
    * Egrydar
    Inn: Aras Tienbald
    Shop: Zariman Andantie
    Temple of Joella: Priest Othelaf
    Mercenaries Guild: Chancellor Raden
    Exported: Baubles, Sausages, Eggs, Agricultural Implements, Wooden Tableware, Iron
    Imported: Cheese, Mushrooms, Iron, Wood, Bread, Gold, Jewelry.
    * Vasgerdy
    Shop: Valius Copribuf
    Temple of Balaor: Holy Dackram
    Exported: Musical Instruments, Mushrooms, Bread.
    Imported: Beads, Wood, Iron, Caviar, Tobacco.
    * Olandiron
    Inn: Velendir the Tavernkeeper
    Shop: One-armed Hasaf
    Armorer: Uetan the Armorer
    Magic School: Teacher Liguryn
    Temple of Joella: Abbot Jordan
    Exported: Wine, Sausages, Honey, Cheese, Clothes, Tobacco, Textile.
    Imported: Wool, Silk, Raw Cotton, Bread, Eggs, Amber.
    * Aryeteke
    Mayoralty: Halabren the Wise
    Inn: Saladan Umaet
    Shop: Snadrien Oathe
    Armorer: Ralithlick the Armorer
    White Mages Guild: Chancellor Nigmare
    Trade Guild: Chancellor Muilaran
    Exported: Mushrooms, Watermelons, Bananas, Grapes, Wine, Medicine, Silver Tableware,
    Apples, Amber.
    Imported: Wooden Tableware, Mirrors, Gold, Caviar, Paints, Iron Tableware.
    * Datlick
    Shop: Miser Akran
    Alchemist: Falaer Ladas
    Temple of Balaor: Laetan
    Dark Mages Guild: Chancellor Uflaran
    Exported: Mushrooms, Caskets, Bread, Wooden Tableware, Baubles, Beads, Meat.
    Imported: Caviar, Watermelons, Joiners Tools, Crockery, Agricultural Implements, Beer.
    * Shambutalaf
    Mayoralty: Master Lakaeth
    Shop: Kelerby Ukatan
    Alchemist: Nackran the Alchemist
    Magic School: Teacher Cornby
    Exported: Watermelons, Grapes, Apples, Mushrooms, Musical Instruments, Honey,
    Imported: Wooden Tableware, Iron Tableware, Agricultural Implements,
    Silver Tableware, Mirrors, Baubles, Beer.
    * Niumladen
    Mayoralty: Midael Halty
    Inn: Koen Dalagremm
    Shop: Likein Okament
    Armorer: Master Balavest
    Alchemist: Feus Veleity
    Exported: Wooden Tableware, Wine, Bananas, Medicine, Meat, Tobacco, Berries.
    Imported: Jewelry, Silk, Beads, Bread, Wool, Raw Cotton, Mushrooms.
    * Adarvital
    Mayoralty: Roedell the Wiseman
    Inn: Raet Orudann
    Shop: Ulaf Lamian
    Fighting School: Teacher Dackliten
    Exported: Musical Instruments, Bananas, Wine, Butter, Apples.
    Imported: Iron Tableware, Wooden Tableware, Baubles, Mushrooms, Mirrors,
    Silver, Caviar.
    * Uldstan
    Inn: Ragmas Tapic
    Shop: Omdurat the Careful
    Armorer: Drohan Zashestan
    Exported: Cheese, Meat, Iron Tableware, Wool, Eggs, Bread.
    Imported: Medicine, Agricultural Implements, Crockery, Beads, Watermelons, Bananas,
    * Walleram
    Mayoralty: Munro Laodot
    Magic School: Teacher Herbras
    Temple of Balaor: Archmagister Salrion
    * Foherst
    Mayoralty: Pathelion Oney
    Shop: Toor Shavuger
    Alchemist: Mousten Sutsey
    Temple of Enaryth: Reverand Hustaw
    Head Branch - Dark Mages Guild: Chancellor Nedric
    * Toroofu
    Mayoralty: Seyto Tsee
    Shop: Zynan the Shopkeeper
    Temple of Oterion: Mo Fey Tah
    Exported: Beads, Amber, Mithril, Silk, Bread, Tobacco.
    Imported: Mirrors, Caskets, Silver, Gold, Cheese, Butter, Beer.
    * Menatyeth
    Armorer: Master Heragy
    Inn: Sitteysu Mukagarry
    Shop: Respectable Mu
    Mercenaries Guild: Chancellor Fitchy
    Dark Mages Guild: Chancellor Hebeido
    Exported: Wine, Iron Tableware, Kettles, Silver Tableware, Mushrooms, Silk.
    Imported: Textile, Berries, Watermelons, Mirrors, Caviar, Honey, Musical Instrument.
    * Zorfinoor
    Mayoralty: Tiherdy Utusekah
    Shop: Toy Fansoe
    Alchemist: Shisao Tang
    Temple of Enaryth: Holy Nijhu
    Trade Guild: Chancellor Hogey
    Exported: Wine, Joiners Tools, Silver Tableware, Baubles.
    Imported: Textile, Clothes, Mirrors, Mushrooms, Meat, Raw Cotton, Crystal.
    * Zyre: The starting town.
    Mayoralty: Kort Astara
    Shop: Lame Akrilot
    Armorer: Ereghard
    Exported: Bread, Grapes, Apples, Bananas, Wood.
    Imported: Joiner's Tools, Crockery, Beer, Meat.
    * Toskeryth
    Mayoralty: Master Gu Sharot
    Inn: Dorian Trey
    Shop: Montie the Miser
    Armorer: Bighammer the Armorer
    Fighting School: Master Shanger
    Temple of Oterion: Saint Hogard
    Exported: Beer, Wood, Sausages, Bananas, Meat, Berries, Bread.
    Imported: Wine, Joiner's Tools, Watermelons, Mirrors, Textiles, Apples.
    * Osgart
    Mayoralty: Daro Howf
    Inn: Humbard Sensy
    Shop: Horien Gansie
    Magic School: Teacher Rindree
    Temple of Balaor: Priest Grayer
    Exported: Watermelons, Grapes, Wine, Bananas, Mirrors, Joiner's Tools, Meat,
    Apples, Bread.
    Imported: Mushrooms, Wood, Wooden Tableware, Gold, Sausages, Crockery, Agricultural
    Implements, Cheese, Berries.
    * Torena
    Inn: Drastin Nerry
    Shop: Driers Torden
    Alchemist: Tario the Alchemist
    Exported: Crockery, Butter, Berries, Cheese, Bread, Mushrooms.
    Imported: Wooden Tableware, Wine, Meat, Sausages, Beer, Honey.
    *** The following towns appear on the map when you complete the first chapter ***
    * Lakerioth
    Mayoralty: Honourable Shuutee
    Inn: Uembly Hart
    Shop: Corty Shommer
    Exported: Grapes Honey Iron Beer
    Imported: Meat Agricultural Implements Medicine Berries Wood
    * Shogort
    Mayoralty: La Grann
    Shop: Zertinger
    Alchemist: Haroyo
    Temple of Tennara: Holy Hoerdo
    Exported: Medicine, Mushrooms, Gold, Wood, Wooden Tableware
    Imported: Wine, Meat, Bread, Beer, Bananas.
    * Taklack
    Mayoralty: Rat Shaart
    Inn: Old Sidgard
    Shop: Karsen Tan
    Armorer: Horier the Armorer
    Fighting School: Teacher Hishart
    Exported: Bananas, Grapes, Wine, Iron, Wooden Tableware, Meat, Beer.
    Imported: Mushrooms, Mirrors, Honey, Clothes, Crockery, Beads.
    * Tyergard
    Inn: Haerly Hom
    Shop: Sart Kastaran
    Alchemist: Fandor the Alchemist
    Temple of Joella: Priest Ulaf
    Mercenaries Guild: Chancellor Orahen
    Trade Guild: Chancellor Cenar
    Exported: Bananas, Mirrors, Joiners Tools, Medicine, Meat, Textile.
    Imported: Wooden Tableware, Wine, Baubles, Beer, Rubies.
    * Zishandie
    Mayoralty: Honorable Roger
    Inn: Salay Kosh
    Shop: Fartain the Shopkeeper
    Alchemist: Dorhan Shary
    Temple of Balaor: Dorger Uberdarg
    Exported: Watermelons, Grapes, Wooden Tableware, Sausages, Medicine, Iron Tableware,
    Bread, Silk, Caskets.
    Imported: Mushrooms, Jewelry, Mirrors, Baubles, Musical Instruments, Silver Tableware,
    * Xardest
    Inn: Castor Tereshal
    Shop: One-legged Hodrie
    Armorer: Karr the Armorer
    Fighting School: Teacher Nedos
    Temple of Oterion: Pastor Ngor
    White Warriors Guild: Chancellor Dorger
    Exported: Crockery, Jewelry, Wine, Bread, Apples, Raw Cotton.
    Imported: Wooden Tableware, Mirrors, Caviar, Sausages, Musical Instruments, Crystal,
    * Asardy
    Inn: Varyo the Silent
    Shop: Zackry Shust
    Armorer: Uthembo the Big
    Fighting School: Master Loherdo
    Magic School: Teacher Grao
    Exported: Wooden Tableware, Jewelry, Amber, Mushrooms, Agricultural Implements,
    Musical Instruments, Mirrors, Apples, Bread.
    Imported: Wine, Crockery, Sausages, Caviar, Beer, Gold, Silver, Butter, Beads,
    * Lasguerd
    Mayoralty: Fagert the White
    Inn: Zigurt the Hospitable
    Shop: Nagavar Lasguerd
    Armorer: Master Kaleb
    Temple of Tennara: Sarafat the Pious
    Exported: Joiners Tools, Sausages, Medicine, Silver Tableware, Paints, Amber.
    Imported: Wine, Jewely, Eggs, Beer, Caskets, Silk, Caviar, Musical Instruments.
    * Sagart
    Mayoralty: Master Fierly
    Shop: Rollin the Honest
    Armorer: Master Olamberg
    Exported: Mushrooms, Iron, Iron Tableware, Eggs, Honey, Medicine.
    Imported: Wooden Tableware, Beer, Meat, Clothes.
    * Zaragrith
    Mayoralty: Master Faraf
    Inn: Roo Kardas
    Shop: Torick Dower
    Alchemist: Hort Varas
    Fighting School: Teacher Krigoe
    Trade Guild: Chancelor Landor
    Exported: Meat, Sausages, Wooden Tableware, Wood, Honey, Bread, Beer, Wool.
    Imported: Mushrooms, Cheese, Crockery, Wine, Medicine, Joiners Tools, Eggs,
    * Zederlas
    Mayoralty: Radazarg
    Inn: Dagry Umbel
    Shop: Ree Ween
    Armorer: Master Huravast
    Dark Mages Guild: Renoh Ushebtoo
    Exported: Wool, Meat, Butter, Mushrooms, Gold, Silver, Textile, Clothes.
    Imported: Wine, Grapes, Bananas, Sausages, Eggs, Mithril, Wooden Tableware,
    Iron Tableware, Jewelry, Baubles, Medicine.
    * Dorigan
    Mayoralty: Rendal Thal
    Inn: Little Ridger
    Shop: Gloomy Drunny
    Armorer: Sharp Blade
    Exported: Iron, Jewelry, Joiners Tools, Baubles, Wood, Iron Tableware.
    Imported: Wine, Wooden Tableware, Sausages, Caviar, Crockery, Cheese, Silver, Eggs.
    +--A Note About Gods--+
    For the first chapter or so, you will only encounter Priests of the Gods Oterian
    (God of Fighters) and Balaor (God of Mages). Whichever path you choose, you would
    do well to make regular visits to the temples of these deities. I'm not entirely
    sure what praying to these Gods actually do, apart from win their favour, and
    irritate the other deities. I suppose it is important, and can't hurt to try.
    Praying to a god that is successful, and if they're happy with you they'll give
    you some healing.
    You can study various prayers, which will give you various kinds of assistance
    in battle, such as healing, extra manna, upgrades and so on. To do this you require
    Grace points, which are gained by donating money (relatively small amounts) and
    you need to pray regularly at the temple. The different gods grant different powers
    which are useful for their respective classes. Don't let me stop you using these,
    but it seems like more of a pain in the butt than anything else. When you pray to
    one god, you piss off other ones. I never really worried about it.
    +--The Dark Way--+
    +--Chapter 1--+
    NOTE: Because all the encounters (apart from certain fixed events) are entirely
    random, it is not possible for me to specifically say who to talk to.
    *** The Mystery of Vayon ***
    Your goal here is two fold, to gain 50 Karma Points (whether in Dark or White), and
    to solve the mystery of why you can no longer travel to other realms (other than
    Vayon). To do this, you will need to complete quests, kill people, and raise
    10500 gold pieces.
    When you start off in Zyre, you need to make a decision, firstly whether you will
    play the role of a Mage, or that of a fighter, and whether you wish to be Good or
    Evil. For the purposes of this section of the walkthrough, I will use the example
    of a Evil Fighter. I found it easier to fall into the Dark Path almost by accident.
    Once you have attained 50 Karma points, you will be approached by a merchant (I
    gather from the two times I've done this part that it is in the next town you
    enter) who initiates a cut-scene that tells you of the mystery of Vayon. You are
    charged with finding out more information about this mystery, but are given no
    direction as to where to look.
    To proceed, simply ask the nearest shopkeeper (under Talk, Quests) about The Mystery
    of Vayon. For a small fee of 500gp, they will tell you that a random shopkeeper will
    be able to tell you the answer to the mystery. I have tried this several times and it
    has come up with a different person each time, which leads me to this conclusion.
    I found that one of the best routes on Vayon was to carry as much Cheese, and then Mushrooms from
    Torena to Osgart, (Buy a tax patent here and Zyre) and then carry Beer from Toskeryth to Zyre. You
    can repeat this process as many times as is required. Remember: You only pay tax when you SELL goods
    so it is only necessary to buy two patents.
    I recommend that you study in Speech, at least at a basic level. This can be done at
    the Mage School. By having this skill you can get your 10000gp back from the person
    who gives you the information about The Teacher. The person complains about it, but
    their attitude towards you doesn't change. The gist of what he tells you is that long
    ago some great evil deed was done that caused the Gods to close off the portal in Vayon.
    He also begins the next part of the quest, called The Teacher.
    *** The Teacher ***
    In a random city, when you enter, you will be approached by a merchant with a
    question mark floating above his head. He tells you that, for a price, he will tell
    you more information about The Teacher. His price is either: 50000gp, or killing a
    former business partner of his. I opted to kill his business partner, because I didn't
    have 50000gp, and I thought it was going to be easier. He marks the place on your map.
    When you get to the place where you have to kill the man, he will tell you
    that the man who hired you is a bad man, and begs you not to kill him. I tried this
    option, but when I returned to Torena, the other man was nowhere in sight. Since I
    was playing as a Evil person, this didn't worry me particularly, but if you are
    playing the Light Way, then do the alternative below.
    The man is a pushover, even at low level. When the deed is done return to Torena and
    talk to the man. I do confess a sense of irony about how the evil deed that closed
    the portal in the first place, can be solved by further evil deeds.
    The man who hired you informs, gleefully, that you killed a man who tried to become
    richer than he was. He thanks you, and tells you to go and visit a random shop
    keeper who was a former student of The Teacher.
    Go and visit the shopkeeper, and he tells you of Haurid the Great Dark Teacher. He
    says that Haurid may not take you as his student, but that isn't his problem.
    NOTE: You must be level 4 or above in either Fighter, or Mage to be accepted by
    *** The Dark Way ***
    When you are above level 4 travel to the place marked Haurid on your map, and talk to
    the guy walking around the area. He will tell you that he needs to cast a spell to
    right the wrong, and for this you will need to collect the energies from three types
    of being. Basically it involves killing a Human, an animal (or beast) and a non-human.
    He gives you them as separate miniquests, sending you across the land to places marked
    with a skull & crossbones. The battles are 1 on 1 and aren't terribly difficult by this
    point (Since you have to be level 4 to get to this stage).  When you have completed the
    three quests, he says he needs a few days to cast the spell. Go visit your nearest town
    and then come back, and he will be done. When you look at your map next, you will see a
    new icon called Portal, which is the doorway to the rest of the world. Also mysteriously
    there are a slew of new towns that didn't appear on your map before. (How odd - ed)
    Endnote: There is no clear chapters in this game, so I have divided them up into the parts
    for the sake of clarity. What you do from here is really up to you. I wandered around a
    few of the different worlds, looking around, trading a lot, getting some better weapons
    and armour. Although you travel around the world, the creatures are much the same, and
    the weapons really don't get much better until you wander far away.
    Allegedly there are over 25 lands on Lokatrienn, but at this point there are only 12
    that are available to visit. Each of the different lands has its own style of towns
    and climate, but this really doesn't affect you. The better trading lands are ones with
    lots of cities, and the better quest/money making ones are ones with few cities, like
    Harashie for instance.
    It wasn't immediately clear what the next step in the game is, and to be honest, I
    stumbled across the answer more by accident than by design. I had been trading/questing
    on and off around the place when I decided that I should try asking about my main
    quest. It so happened that the shop I chose was the one I needed to visit. I have not
    had time to verify the following steps with my second character, but if it differs for
    you, please let me know.
    +--Chapter 2--+
    When you are ready to proceed, visit the land of Zar-Di-Rinn, on the far eastern edge
    of the world map. Travel to the city of Lasguerd, and ask Master Kaleb the Armorer
    about the Dark Way. He will inform you (for 2000gp) that you should ask in the land of
    Finish up whatever you need to do here, and then travel to Harashie, and visit Shanton
    and talk to Dan Shanda the Armorer (there seems to be a theme going here) and he will
    tell you that Minty Khoe in Riugert can help you. Visit Minty, and he will ask that in
    return for his help along the way, you must retrieve a precious item called the Book
    of Gones. He tells you that if he knew where it was, then he'd fetch it himself (he must
    be one of the more motivated of the shopkeepers in Lokatrienn). In short, he wants you
    to wander all over the world looking for it.
    By chance the next land that I went looking on was Gore, which happened to be the right
    land that I was looking for. In the city of Fastaach, the innkeeper (Cheerful Gratt)
    will tell you about a man to ask about the book in the land of Labordock.
    On Labordock, in the city of Sunnung, the innkeeper (Towder Okhriman) tells you that
    Shopkeeper Moe in Doriurs has the book of Gones. Go see him, he will sell it to you,
    for a small fee. 100000gp (ouch!) By this stage if you have been wheeling and dealing
    enough, this should be pittance for you.
    Return to Harashie and give the book to Minty Khoe (in Riugert) will initiate a new
    cutscreen that explains the origins of the Seven Dark Mages, and the difference
    between the White (weak) mages, and the Dark (powerful) mages. For the sake of brevity
    I won't try to summarize it here. (this is the quick and nasty version after all) But
    he informs you that you need to go and ask about Ialetzet in the land of Cor-Da-Darg.
    The goose chase continues.
    Ask in Urg about Ialetzet, and one of the shopkeepers tells you that Ialetzet is in the
    other city. When you get there, there is a man in a white robe walking around with a
    question mark over his head. Talk to him, and you will discover that he is an amnesiac
    and you need to find a way to restore his memory. Ask at a nearby shopkeeper and they
    will tell you to ask at a black mages guild. Personally, I asked at the guild in Zederlas
    on Zar-Di-Rinn, and the chancellor said he would tell me for 40,000gp. I bartered him
    down to 10,000gp (phew). He then informed me of the crazy alchemist on `, who
    might have a solution.
    I travelled to Howayre, and in the town of Houmy, the Mayor Itobe Ziemod told me that the
    Crazy Alchemist was in Zarth. Some people will know what you are looking for, others won't.
    The person/town here appears to be random. In Zarth you will be met by a man with a ?
    above his head, the crazy alchemist. He says that he wants you to fetch a book for him, the
    exact details of this quest I can't remember, but it wasn't terribly difficult. Once you get
    it, he will make the memory potion, for you to restore Ialetzet with. Return to Cor-Da-Darg.
    SIDE NOTE: The Crazy Alchemist will likely tell you about The Way of The Chosen, which is
    basically the Neutral option to play the game. Unfortunately, you need to be at least
    level 16, and your black and white karma cannot be more than 40 points apart. To continue
    with this path, you need to travel to Dorselhas. Talk to a shopkeeper in Imgulda, and he
    says to talk to Master Pushtash in Demanare, who informs you of the above information.
    +--Chapter 3--+
    When you give the memory potion to Ialetzet, he will initiate another cut screen, and he
    tells you of the battle between Order and Chaos, and Balance, and about the black portal.
    I didn't really catch all of this, and I don't want to spoil it for you. He says that six
    of the seven black mages left the world, except him. He was supposed to co-ordinate things,
    but instead, he lost his memory. The other mages were Ziggurat, Maohrey, Tittelam, Iashty,
    Hathetar, and Uruhtas.
    He tells you that you need to fetch the six items which bind the mages to this world. (funny
    how saving the world involves fetch and carry missions) The first item is ZIGGURAT'S STAFF,
    and it is located somewhere on Zar-Di-Rinn. Go there, and ask around, I found a shopkeeper
    in Asardy who told me that Master Fierly in Sagart has an odd staff in his collection.
    Fierly wants the True Amulet of Oterion, and you are to search the Alchemists of the world
    to find it.
    It took me a long time to find this, mainly because I got distracted, and I came across it
    by accident on the world of Krios. Several of the alchmists on this world have them, and
    they'll set you back a cool 150,000gp. (OUCH) Return the amulet to Fierly, and he gives
    you the ZIGGURAT'S STAFF. Return it to Ialetzet for 20,000gp reward.
    He informs you that you need to find MAOHREY'S SHOES, on Kaastis. After asking around, I
    found that the Mayor in Arlis told me that Sutul Girow in Nicksaart has his shoes. For a
    measly sum of 500,000gp, he sold them to me. Return to Ialetzet, who is suitable ungreat
    ful, and gives you a 50,000gp reward.
    Next you will need to find TITTELAM'S RING somewhere on Torsen.
    I asked Reverend Hustas in Foherst about it, and he told me that a random person in Walleram
    has the ring. This person tells you that he will give it to you provided you clean out three
    lots of undead monsters. (6-8 monsters per location) Once you have polished off these
    enemies, he gives you the ring. Return it to Ialetzet when you are ready to continue, and
    he will reward you with 75,000gp.
    Next he sends you to find HATHETAR'S CUP, on Khohishiss. A shopkeeper in a city (it doesn't
    matter which one you go to, they will always direct you to another city) tells you to visit
    Isf Rihke who tells you that he needs you to pay off a debt. The person owed money informs
    you that the debt is for 300,000gp, but oddly, when I said I would pay it, my gold did not
    decrease at all. How odd. Return to Isf and he gives you the cup, and Ialetzet will reward
    you with 100,000gp.
    Next you must find IASHTU'S NECKLACE on the world of Ito. Hee Chon Ze in Orason wants you to
    avenge his brother's murder, and in return he will give you the Necklace. Go to the spot on
    the map that he indicates, and kill all of the enemies there, and return to Hee Chon Ze to
    claim your reward. Take the necklace back to Ialetzet for 150,000gp reward.
    Finally, the last item you must retrieve is URUHTAS' PIPE on Orafort. Khigatormy Ustefy in
    Drahale will tell you that Iteiny Fuggey has a strange pipe in his possession. Visit Fudatoh,
    and go see the mayor. Iteiny tells you that he doesn't smoke, and so the pipe is no good to
    him, and hands it over for free. Return to Ialetzet, and he rewards you. He tells you that he
    needs to concentrate in order for the spell to work. He tells you to come back in a while. Go
    visit another city, or do some trading, and return to him.
    +--Chapter 4--+
    NOTE: I suggest you save at this point, as once you do the last series of quests, there is
    no going back. If you are high enough level with the karma levels to do the Way of the
    Chosen, and want to do so, I suggest you make a separate save, as going down this path
    requires you to abandon all other paths. Make and Keep separate saves, and go back to the
    Way of the Chosen later.
    He tells you that the spell did not work for some reason, and that he needs to unite the
    six mages, by attaching something to them. He tells you that you need to visit the newly-opened
    world of Eterniel, which is in the middle of the world map. First he tells you to find Ziggurat.
    When you get to Eterniel, there is nothing there except an icon called Ziggurat, so click on it.
     You will find yourself in the middle of a forest, filled with sign posts, all of them
    labelled Town Gate. There is no particular method to this madness, so just click on every one
    you see until you get transported to the next area. It is important to take note of which
    signpost brought you there, because sometimes it is randomized (to go back to the portal)
    sometimes it isn't. In the next area you will meet Ziggurat, who is a little truculent, but
    when he hears about Ialetzet, he agrees. Return to Ialetzet.
    Next he tells you to visit Maohrey, which is basically the same process as for Ziggurat, except
    for Maohrey. The same applies to Tittelam, Hathetar, Uruhtas, and Iashtu. I think there is a bug
    which mixes the last two up, but don't quote me on it. When you return to Ialetzet after rescuing
    Iashtu, he initiates the final cutscene (if that's what you call a window of scrolling text).
    After the last cutscene, it shows the credits, and sends you to the main menu.
    +--The Light Way--+
    Your initial goal is similar in nature to the Dark Path, that is, to find out about the Mystery of
    Vayon, but from there things take a slight twist. You will need to earn at best 35,500gp and at
    worst 45,500. (depending on what choices you make) Unlike the Dark Path, you only need to earn
    around 40 White Karma Points. Your ultimate goal in this quest is to reunite the world of Lokatrienn,
    which had been split apart in an event called the Cleavage, which split the world long ago.
    The basic principle with keeping good Karma is: If you help someone, you get good Karma points, if
    you do something illegal, or kill a person (merchant etc) you get Black Karma points. Killing
    Monsters makes no difference whatsoever.
    As I discovered in an unfortunate crash, every time you initiate a conversation with someone, it
    generates a random person for you to go and visit. As a result of this, I can direct you who to ask,
    but from there it's impossible.
    +--Chapter 1--+
    You will be approached by a merchant in one of the cities once you have your 40 Karma points, and he
    will tell you about the Mystery of Vayon. Keep asking the shopkeepers and someone will tell you about
    the next person to talk to. If you keep asking people, they still ask for 500gp, but you only need
    to ask once. Talk to the person you get directed to, and he asks for 10,000gp in return for his
    telling you about the Mystery of Vayon. He tells you that you need to find out about the Teacher.
    If you really want the gold, and don't mind a slight Karma hit, you can demand your 10,000gp back from
    this guy, but I thought it was a bit mean since he said he wanted to buy a healing potion for his wife.
    Poor feller.
    In a random city, you will be met by a merchant (with a ? floating above his head) who says he knows
    the teacher, and will tell you if you deal with a former friend of his. I asked if there was another
    way, other than killing him, and he said that if I paid him 50,000gp, which I did not have. The place
    is marked on the map where you need to go, so when you're ready, go off to find him. The merchant
    begs you to save his life, and tells you that the first man is an evil, greedy man. Spare his life,
    and he rewards you with 5 Merchant Points. The man who told you to kill this guy is now gone, but
    all is not lost. To find  out about the teacher, ask around in the shopkeepers, and someone will
    tell you that a certain person was a former student of The Teacher.
    Visit the mentioned shopkeeper, and he will tell you of Eligur, the White Teacher, and places a marker
    on the map labelled Eligur. Eligur does not appear to have a level requirement to take you as his
    student, but I was level 2 Fighter/Level 4 Merchant.
    When you visit Eligur, he says that there is a good man that is having trouble, and needs some help.
    He directs you to visit a random person. When you visit that person, they say they need 35,000gp to
    help research this item. Trade and quest away in order to raise the cash. If you kept the 10,000gp
    from the earlier quest, this is a good start.
    I found that one of the best routes on Vayon was to carry as much Cheese, and then Mushrooms from
    Torena to Osgart, (Buy a tax patent here and Zyre) and then carry Beer from Toskeryth to Zyre. You
    can repeat this process as many times as is required. Remember: You only pay tax when you SELL goods
    so it is only necessary to buy two patents. Using this process (even beginning from a low amount) it
    should not take too long to raise the 35k.
    When you have 35,000 to spare, return to the guy in need, and give him the money. He will tell you to
    return to Eligur, who gives you a potion that increases Strength and Intelligence. (this is Automatic)
    He tells you that you need to put to rest some evil spirits in a nearby graveyard. It isn't too
    difficult, and involves bumping off 8-10 various undead. He gives you 5 warrior points as a reward.
    Then he explains about Sandar the Wise, a light wizard, and his evil student Dakatar who wanted to
    use Chaos magic. Sandar survived Dakatar's vicious attack when Dakatar tried to kill him. Sandar
    confronted Dakatar, and the resulting explosion sealed off the Vayon gate to Lokatrienn. To open the
    gate again, you need to find the "Amulet of Sandar" (the Wise) somewhere in the world.
    Dorien Trey in Toskeryth tells you that Tario in Torena has it. (These could be randomised though) Tario
    (or whoever) requires you to prove yourself worthy by killing some beasts. The beasts are about 8-10
    Digons, which may be a little tough, depending on your level, so make sure you have plenty of potions.
    Return to the guy to get the Amulet, and then return to Eligur.
    Next you need to retrieve the "Bloodstained Wizard's Book". Eligur marks the location on the map. It is
    guarded by about 15 undead nasties. Try to keep moving in this fight, and avoid getting trapped in a
    group of enemies. Common sense really, but especially true here. Get the book from the chest when they're
    all dead, and return to Eligur. He gives you Warrior and Mage points as a reward, and opens the portal
    to Lokatrienn, and also reveals more cities in Vayon.
    +--Chapter 2--+
    Spend time exploring the world that you can see, and when you want to proceed, go to Santeka, to the
    city of Olandiron, and talk to Velendir the Tavern Keeper. He tells you to go visit Saladan Umaet in
    Aryeteke at the Golden Lion. This man tells you that the Light Way is the way that every good man
    should follow. You need to prove that you are a good man, by finding Saladan's brother, he tells you
    that you need to look for him on the world of Faguery. If you can't see Faguery yet, you need to get
    to level 6 in one of the professions.
    Once you can access Faguery, ask Dagry the Tradesman in Hagebryn about the Merchant of Santeka. He tells
    you to ask around on the world of Noracan. Abbot Matafew in Ocashet directs you to Jahert Udakan in Dahour
    (could be random) who tells you that he hasn't seen the Merchant in a long time, and he says that the
    Merchant was going to the world of Arax. Furthermore he asks you if you can help him, say yes, this is
    important. He says that the Dark Way followers are causing evil spirits to appear, and they need to be
    destroyed. He marks the place on your map. There's about 6-8 assorted undead there, not too tough. Return
    to the guy when you're done, and he rewards you with a potion called Flyagaric Extract. It will come in
    handy later.
    In Rokasax on Arax, ask Chancellor Hordue about the Merchant, and he tells you to ask Fanry Datesco in
    Arakort. He asks you to take care of some bandits that are threatening the township. There's 8-10 of them
    there, a pushover. He tells you that the merchant is in Karagra at the moment.
    In Karagra you will be approached by a merchant with a yellow ? above his head. He is the merchant that
    you are looking for. Tell him about his brother and he says that he will return to see him. Go back there
    yourself, and talk to Saladan. He rewards you with 200,000gp and explains about the Dark Alliance, then
    about the Hero Legeran, who killed the Dark Wizard. Unfortunately, little is known about his fate, but he
    tells you to ask about Legeran on the world of Gore. He also offers to tell you about the Way of the Chosen
    if your Karma/level is right. (see the way of the chosen section)
    On Gore, talk to Saor the Iron in Khartigue, who tells you to go visit another person (probably random).
    This guy doesn't know where Legeran has gone, but he says that there are some kind of rare ways and means.
    He says that there is a caste of blind seers, who may know something about Legeran.
    *** The Blind Seers ***
    In typical vague fashion, he doesn't bother to tell you where to go and look for these seers. Koen Dalagrem
    in Niumladan on the world of Selendien has the answer for you. He tells you about the world of Allagrem
    where there might be a seer. You may need to level up a few times before you can actually see Allagrem.
    Ondier Fanlucky in Allanar tells you that there is a blind seer in Andalam, go there and you will be approached
    by a guy who looks like he's wearing a blue wizard's robe. He tells you that he is the Blind Foreseer, but he
    can no longer foresee things, to restore his foresight, he needs some Flyagaric Extract, which you should
    have gotten before. Give it to him, and he sees the heavens opening, and he sees Legeran. (cutscene)
    Legeran had to find a way to repair the cleaving of the world, but Balance stood in the way. The writings
    about the mystery of Lokatrienn were split into four parts. To find out where you need to go next, check
    your journal.
    *** The Mystery of Lokatrienn ***
    Go and talk to Wein Hagerdy in Tursuh on the world of Gore. He talks about the writings being called the
    Eternity Writings, which are the history of Lokatrienn, as well as containing the way to change the existing
    order of things. We must find the writings!!!
    He tells you where to find the four pieces. The pieces are on the worlds Roegrill, Khorasum, Daelloe and
    Loresta. These will all now appear on your map if they weren't available already. (How Convenient)
    NOTE: The names in this segment are probably randomized, but it's a starting point.
    ** Roegrill **
    In Garagar, Sangrem Alaprag will tell you to Vasgerdy and see Valius Copribur, who may have a strange
    parchment. He tells you he will give you the parchment if you retrieve his lost amulet. He marks the
    location on your map. There is an absolute stack of Digons there, but if you want to avoid a fight, just
    open the chest nearby and get the "ANCIENT AMULET" and get out of there. Return to Vasgerdy to get the
    parchment, and 20,000gp.
    ** Khorasum **
    In Nissufarat, Holy Hagalid tells you that Saat Fasruh in Karataf has a piece of parchment. He'll give it
    to you for a small consideration. The small consideration he reveals, is 500,000gp. Pay him if you have it
    or go and earn yourself the 500k.
    ** Loresta **
    Holy Landagnon in Ostarlen tells you that Thacken Harbinger in Zakatar is a good person to ask. Thacken
    says you must be a good and kind-hearted man, if you match up to his standards, he gives you the piece
    for free.
    ** Daelloe
    Manigan Tiagly in Laedry tells you that Wizard Postua in Andalabag has the final piece of the parchment.
    He says that it is of no use to him, so he gives it to you for free.
    Head back to Andalam, and talk to the Blind Foreseer again. He puts the four pieces together, and tells
    you about the world of Eterniel, and the Eternity Temple. He tells you that you should go and talk to
    the abbot there.
    *** Eterniel ***
    The Abbot tells you that you are about to undergo trials. He gives you the Microworld, with which you will
    unite the world. You need to get the three Stones of Eternity - Order, Balance, and Chaos. You will need
    to get them from the Guardians. He shows you where the Balance Guardian is on the map. The Guardian says
    you must raise your warrior level by 2. When you are done with the levelling up, return and he will give
    you the stone. He tells you to visit the Order Guardian who will fuse the Microworld with the stone.
    The Order Guardian fuses the stone, and the Microworld now looks rather pretty. *smile* To get the Order
    Stone, you need to increase your white Karma by 50 points. Go and complete a stack of quests for good
    people, and then return to the Guardian when you are done. He gives you the Stone, and then tells you to
    go visit the Guardian of Chaos.
    The Guardian of Chaos asks if you want to follow the way of Chaos. No? Damn! He reluctantly infuses the
    Order Stone into the Microworld, and tells you that to get the Chaos Stone, you need to raise 500,000gp.
    When you are done, he gives you the Stone of Chaos, but doesn't tell you how to get it infused. Fortunately
    the Guardian of Balance can do it for you.
    Go back to the Abbot at the temple. He tells you that you are the Greatest Hero of all time. WOOHOO and
    all that.
    The world is now unified once more, and the portal system and Eterniel are gone. Mortals have now become
    the masters of this new world.
    +--The Way of the Chosen--+
    This is the way of the neutral path, neither Good nor Evil, but a balance between the two. To maintain
    this path, in the game. (at least to start this portion of the game, I don't know if it needs to be
    maintained throughout) You cannot begin this path at the start of the game, and can only be taken up
    midway through. It comes with several requirements in order to be eligible for this Path.
    Requirement 1: You must be at greater than level 16 in ANY profession (Mage, Fighter or Merchant)
    Requirement 2: Your Black and White Karma must be no more than 40 points apart. (this is the tricky bit)
    If you are travelling the Dark Path, when you encounter the Crazy Alchemist, he will lament that you
    have not chosen to take the Way of the Chosen. He will direct you to the world of Dorshalas. You need to
    visit Master Demanare in Pustash (probably by way of another shopkeeper, ask around, it could be random).
    To start this section from the Light Way, Saladan will tell you what to do after you find his brother
    for him.
    +--Chapter 1--+
    When you have balanced your Karma, and attained level 16, visit Master Pustash in Demanare. He initiates
    a cutscene, and he will explain about the middle path that is neither Good or Evil. (etc etc) He says that
    in order to continue your investigation you need to go to the world of Nymshast and look for a guide
    there. Under the Jornal section of the quests window you are able to look at the different paths you may
    be on.
    In Wooka you will be approached by a merchant who reveals himself as the guide. He says that he can tell you
    what to do, but there are Trials along the way. Furthermore, in order to continue you must abandon all
    other ways. I don't know whether if you are playing through another path (e.g. the dark path) and you finish
    that, whether you can go back to this point and continue on with the neutral path. It seems unlikely, but
    the fact it is set up like this is a bit of a pain in the butt. If you didn't create a separate save game
    for this section, I suggest you do it now.
    When you want to continue, talk to The Guide, and agree to give up all other ways. He tells you that to pass
    the next bit of the trial, you need to open the way to Eterniel. To do this, you need to find a map of
    Eterniel. The problem is that it has been separated into 4 pieces. He posesses one of the pieces, but the
    other three are spread around the world in Vayon, Selendrien, and Ragh. These aren't too tough to find. Just
    for a lark, ask him how he became The Guide. It's completely trivial and meaningless, but what the heck.
    *** Selendrien ***
    Ask around in the towns about a map, and someone will tell you that Roedell the Wiseman in Adarvital has at
    strange map. (this could be randomized, but you never know) He says that he has it, but fears for his life.
    He says if you kill the bandits, at the marked place on the map, he will give you the map piece, and even
    pay you for doing so. There are about 8-10 bandits, easily dealt with. Return to Roedell to claim the map
    and 50,000gp. Head off to the next port of call, Vayon.
    *** Vayon ***
    A guy in Taklack tells you to ask Humbard Sensy in Osgart. He agrees to sell it to you for a measly sum of
    150,000. Next we're off to Ragh.
    *** Ragh ***
    Ask some guys in Shatah to discover that Zikh Corashta in Husherg has the final piece. He says that a wizard
    placed a curse on him, and he wants you to get the wizard to lift the curse. The wizard resides in Hygg, and
    is wearing a blue robe with a ? over his head. He says that he wants the Ancient Ring of Mages, in return for
    which he will lift the curse. He says that the best alchemists in the world may have one of the rings. From
    previous experience, I knew the best alchemists were on Krios, and I found one there for 50,000gp. Returning
    to Ragh, I gave the wizard his damn ring. Return to Zikh to get the last piece of the map.
    +--Chapter 2--+
    Head back to Nymshast and the guide in Wookas. He sticks the map back together, and then tells you to travel
    to Eterniel and enter the Eternity Temple, and talk to the Abbot. Eterniel is the smallish island in the
    middle of the map. The Eternity Temple is marked on the map, and when you arrive, the Abbot approaches you.
    He tells you that you need to gather the three stones of Eternal Powers to complete the journey. The stones
    are Chaos, Order, and Balance. You meet the three Guardians, who are supposed to welcome and help you. To
    become a true chosen one, you must get the stones from the guardians. He shows you the location of the
    Order Altar.
    Travel to the Altar of Order to meet said Guardian. In order to get the stone, he says you need to fight with
    his warriors. (and they call this helping?) Anyway, go to the marked location on the map, and kill the 6-8
    knight-like warriors. They look impressive, but they're pretty weak. Return to the Guardian and he gives you
    the stone.
    Next is the Guardian of Chaos, this time he has to kill some undead guys. There's 12 or so of them, no biggie
    but watch your health. Head back to the Guardian when you're done, and get the stone. Head back to the Abbot.
    Now its time for the Stone of Balance, but first the Abbot accidentally alludes to the fact that when you
    get the third stone, something will happen, and the world will meet the new... something. But he doesn't
    elaborate any further, beyond the fact that the power of the stones will be fused with your Aura.
    Anyway, visit the Guardian of Balance. You will now need to defeat his pet Digons. There's a mix of about
    8-10 Digons and Grendals. Very weird. You might want to save your game after this bit. (After you get the stone
    but before you see the Abbot).
    Get the stone from the Guardian, and head back to the Abbot when you're ready. He tells you that your heroic
    deeds are the last elements of your being Mortal. The power of the three stones turn you into a god. WOOT!
    This is the completion of the path of the Chosen, only 6 people now have completed this path and gone on to
    be Gods. Rolls a Cutscene.

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