By Greg Burns http:\\www.grimwulf.com NOTES: Act I is very linear, so the walkthrough will be a step by step description. After Act I the walkthrough will be more modular in its explanation. Act I I. Starting Location: After meeting your DeathKnight exit your cell. Just to the left you will find a club and 4 keys on a corpse. The cell to your left is locked. The cell straight across from your cell will open and may have an item. Moving to your left you encounter a guard. The guard will drop 2 more keys. One of the keys will now unlock the cell just to the left of your cell where you fight a skeleton. Continue to the left and find the exit is locked from the other side. Continue a little further and you will fight another guard. Edmond’s Quest: Head North past the dead guard and open the cell to your right; you will fight a ghost. Read the manuscript in that cell and click on the north wall to open a hole. Enter the hole and talk to Edmond for a quest – Prove he is dead (also check him for training). Go back to East-Central cell and kill 2 rats – one drops a leg bone to complete Edmond’s quest. Continue - Starting Location: Exit the cell and go straight west. Open a cell and find a blanket covering a hole (do not enter the hole yet). Continue on the next cell to the North. Open the cell there and fight a skeleton (find 20 normal arrows and a short bow there). Continue North and enter the next cell on your left to find a Mad Prisoner. Leave his cell and head East. The Mad Prisoner will run past you and drop a manuscript as he leaves (manuscript seems unimportant). Continue East and check the broken barrels to your left (find another club there). Enter the Hole that you found in a cell that was covered with a blanket. Move through a small dungeon, check barrels, and get a rope from a dead imp’s body. Continue forward, fight a skeleton, and be prompted to use the rope that you found (climb the rope). II. Citadel, Level 1: Head east and fight a guard, then enter the first room to your right. Strange Skull Quest: Talk to the Strange Skull for a quest to kill Fergus. Open the door on the East wall of the room and fight Fergus. Click on the portrait on the North wall of Fergus’ room then find that another small room opens up on the south wall (there is a chest inside with a Permanent Survival Potion). Fergus also dropped a skill book, a key, and a weapon. Take the Barrel of Coal in his room for a quest later. Take the Hunting Knife on the table in the room (not bad stats). The Skill book unlocked Identify skill. Go back to Strange Skull to complete a quest. Pick up the helm that drops when the Strange Skull disappears (Use the helm for quite a while, it is pretty decent). Continue – Citadel, Level 1: Go East through Fergus’ room to next room, then North to a small room with some levers (the code to use the levers is in the desk). Use the 4 levers first, then after a cut scene use the single lever on the West wall. Go to a room just South and kill a couple of rats and gather items. There is a locked Chest here. Now go through the door that the levers opened and fight another guard. The Imp who was with the guard will run away. Go East into the next room and pick up some items. Go further east into the next room and pick up a few items. Go East again into the next room and you will fight 2 guards after a cut scene where they block the door leading further East (There will be a key in this room). Go back 2 rooms to the West and open a door on the South wall. Enter the room to the South and there are 2 levers on the North wall. The lever on the West side of the door opens another door to the West (the kitchen). The lever to the East of the door opens the door to the next room to the East. Enter that room and fight 4 guards (take out the Rangers last). There are a lot of items that drop as well as a key. Go West, then North to open another locked door on the North wall. Enter the now open door and follow the curved corridor until you fight 3 guards. Look around after the fight and find items and 2 keys. Go to the end of the hallway and find a Metal Rod, another key, and a potion. Go back to the beginning of the corridor and find 2 levers. The lever on the left opens the first door you see to your right. Enter there and fight a Ghost (make sure you save the game first, the ghost is level 5). Now back to the 2 levers. The one on the right opens the next door down the corridor. Enter the room and read the writings on the North wall (“Go down please help us”). Continue down the hall towards the East. The 3rd door will be open. Enter the room, fight another guard, and find a couple of items. Continue East to the next room and fight another Ghost. Continue East to next room and give the prisoner water (you should have picked some up along the way). Listen to what he says, especially “block the…” He also dropped another skill book (avoid Trap Detection). Move East to the next room and fight another Ghost. Move to the East end of the corridor and enter the room. Fight 2 Spiders (a tough fight – if you can’t beat both spiders you can run into the room and use the Metal Rod on the gear mechanism to stop a cage from opening) and find a key in the spider’s lair to your left (in the straw). Drop down into the pit in the center of the room to enter Citadel Level 2. III. Citadel, Level 2: Go North and fight 2 Skeletons. Enter a room to the West and get a quest from the Imp. There are lots of items to grab here and sell back to the Imp. Also his dying brother is a teacher and can train you after the quest is done. Imp’s “Tooth” Quest: After getting the quest go East then North into a room with 2 beds. Find a key and open a chest to get a bedroll. Go East to another room and find some items. You will kill several skeletons in this area. In the room to the East, with the Statue of the Damned One, move the pile of boxes to find a lever. Also in that room is a Book of Raanaar Language (that helps you read the Raanaar language. Moving the lever will move the statue and reveal a hole. The hole leads to a secret sanctuary of the Raanaar. I found nothing there but a book that disappeared when I picked it up. Go West then South and look for a lever on wall to your left. That lever just locks and unlocks the already open door near it (You can us it to enter the next room to the East which is locked). Split your party so that each team member can operate the levers independently and allow you to proceed. Go East (clear out any rooms you pass to the North), then enter a room to East. Blow out the lit torch to enter room with a Spider. Kill the spider and grab the Tooth that it drops. Go back to the Imps to complete the quest and get a reward (a Summoning Doll). Continue – Citadel, Level 2: Go further South to end of corridor (past where you had to split party to get to Imp Tooth Spider) and find another lever to your right (it opens the door straight ahead of you). Go into room and to next room to south and find a key in the table to your left inside that room (key opens a room to West). Click on lever near table and enter a room to North to find stairs. Go down the stairs. IV. Citadel, Level 3: Talk to an Imp in the room, then go East and through the center door at the East end of the room (the right and left doors are trapped) you will get exp for choosing the correct door. Go Southwest and the corridor will turn to the West, then North. Fight 2 Skeletons along the way and then 3 Gargoyles at the end of the corridor (a tough fight). Go back to where you exited the middle door and go Northeast then West to find 2 Levers on a wall. Use the left lever, then go East, North, and West to find an open door and a lever. Use the lever to open an inner door into a room where you will fight 4 Skeleton Mages (another tough fight). Get an item from a statue after the battle. NOTE: If you are running low on potions go back upstairs and visit the Imp (who gave you tooth quest) a time or two to buy more. Go back to the 2 levers (where you used the left one) and go West to first corridor going North. The North Corridor is trapped (read the writing on wall – “Two burning lights, but you still don’t see…” – a clue to a hidden passage to pass the traps). Hug the left wall as you go down North corridor and you will see a thin bypass past the traps (two burning torches are close to the bypass entrance). At the end of the bypass there is more writing on the wall (“Bring on darkness and you will see…”) blow out the torch in the bypass and you see an exit back to the corridor just past the traps. Continue North in corridor and it turns East. At end of corridor is a door (an illusion) when you touch the door a Skeleton Mage appears – kill it. Head back to the start of the corridor you are in (to the wall writings – make sure you use the bypass). Follow the corridor West, South, West, South, and East (fighting a few skeletons along the way. Check a short corridor to the north (a chest), then proceed South, then East into a large room (the room is trapped – use your summoning doll to trigger the traps). Move along the North wall to more wall writing (“You’ll never find the key!”) On the East end of the North wall is a lever – Use the lever. Follow the East wall to the South to find the room exit. Head East, South, West to clear a small corridor Click on a statue to be teleported to a maze like area to the East (Read writing on the wall – “You will never leave this dungeon alive…”) and clear the maze area for some exp (there is a trap a short way to the South). You will come to a door with 2 levers; use the left lever to open the door. Inside are 2 more levers and a locked door. Use the right lever to open the door and enter. Inside the room is the exit to Citadel Level 4 (look around for a crystal before using the exit). Go through the exit and you are teleported to an area where you are asked to help a woman… it is a trap; you will be attacked by some thugs. V. Citadel, Level 4: After beating the thugs you are teleported to another small area. There is a hole in the floor that has a poison trap and some items. You will find a lever on the West wall (use the lever), a teleporter in the large room, and another teleporter in a small room to the Northeast. Use the teleporter in the small room to go to another Citadel level 5. VI. Citadel, Level 5: Exit the starting room and go East then North to clear a small corridor (you will fight several skeletons and a skeleton Mage). Now go West from the starting room and follow the corridor. You will pass through another door along the way with a skeleton (a tough fight). On the wall is more writing - “You’ll die – all of you!” Pass through another door and you will come to a door leading into a large room. The large room is trapped with poison gas. There is a hidden lever in the Southwest corner of the room that turns off the gas – use it. Go to the door at the West end of the room and pass through it. Follow the corridor to the exit to Citadel level 6 (you will fight 4 skeleton Mages – very tough – try luring one or two away from the group and ambush them). You come to a large room with some chained skeletons. Insult them to have them open the exit. Go through the exit to Citadel level 6. VII. Citadel, Level 6: Read the Holy Book (a clue to solving the next room – means to use levers from high to low – but that is for a bit later). Grab the Battlefield key #1 and use it to visit the battlefields. Act I Battlefield, level 1: Now is a good time to sell items, stock up on potions, get some training, and gain a few levels in the battlefield before continuing on with the main game. When I first visit the Battlefield, I clear the surface up to the first dungeon, then complete that dungeon, then clear the remainder of the whole surface area and mark the location of all locked dungeons on my map. You should gain about 3 levels before returning to the main game. Return From Battlefield, Level 1: Go up the stairs to the North. VIII. Citadel, Level 7: Look at the 6 rooms and note the position of the levers on the pillars. The pillars have spines, and you want to activate the pillars in the order of highest to lowest lever (like water flows – normally you start with the lever in the Northeast corner and go counter-clockwise). If done correctly the rock in the middle of the pentagram will disappear, revealing a ladder going down. Use the ladder into a treasure room and gather the items (the gold chest is trapped). Use the lever in the treasure room then use the ladder again to exit. A cut scene will show that the center exit is now open, so use it. IX. Citadel, Level 8: You appear in a room with a Crystal bag, 3 keys (fight some gargoyles when getting the keys – If you do not want to fight the Gargoyles get the middle key only), and use the Piramid. You are teleported back to the 2nd part of Citadel, level 2. Part 2 of Citadel, Level 2: Open the door to the room to the East and enter. There are stairs in that room (you could visit the Imp who gave you the tooth quest for some potions first if needed). The stairs take you back to the Citadel, level 1 (the part you have not finished yet). There is a lever and another set of stairs in the room. Use the lever and go through the door to the West. If you forgot anything on this level now is the time to finish, you will not return here. Go back to the room to the East and use the stairs on the right to go to Citadel, level 9 (the Barracks area). X. Citadel, Level 9 - The Barracks, Level 1: Kill the guard in the room you appear in and put on the armor he drops (a disguise). Also get the key and other items he drops, then head through door to the West to the 1st intersection.(when you encounter Deathknight guards you can try to sneak by them, but the exp is worth fighting them instead). Clear around the pillars at the intersection, but do not go further West yet. Take the passage to the East and get Battlefield Key #2 in the small room at the end of the passage. You can now continue in the main game, or go to the Battlefield again (battlefield for more levels is advisable). Act I Battlefield, Level 2: Just do the 2nd dungeon which will be opened now. Then return to the main game. Remember to switch back to your regular armor while in the Battlefield, and back to the guard’s armor when returning to the main game (do not sell it by mistake). Return From Battlefield, Level 2: Exit the small room and go North into another small room. There are 3 levers, move them all down once and then up again to open a door to the East. Go to that door now and enter the room. Inside there is a room to the South. Enter the room and read the 4 scribe scrolls to summon a Ghost. Kill the ghost then go to the room just to the North of where you are. That room is a classroom with an instructor named Captain Brainwash (just talk to him and gather a few items in the room). Now move to the room just to the North of the classroom. This is the Armory and you can grab a few arrows only here. Talk to the Weapons Master, he can teach Sharpen level 5 if you need it. Exit that whole area and go back to the 1st intersection (West, South, West), and follow the corridor to the West and then North, to clear a couple of small rooms (do not enter the doors at the end of the North corridor yet). You will run into one trap along the way, but nothing that will kill you. In the North corridor you will encounter a Hiding Soldier in a room to your left. You can kill him for exp. After clearing the corridors go back to the 1st intersection and take the corridor going North. Heading North you will encounter one strong trap and a DeathKnight. When you come to a door, enter the room. Move barrels and crates and you will find a Sapphire Key and a Chest. Open the chest and a Ghost appears, kill it for items and exp. Clear the hallway around that room and to the North a bit further is another door. Enter it. Talk to the guard, then go past him and enter a door that leads East, then North. Enter the door at the end of the corridor and find a Military Merchant there. Gather all the items in his room and sell them back to him. He also gives you a quest to get a book from General Bram. Exit that room and enter the room to the West (a room full of beds), then go into the next room to the West to find a Medical Officer. In the Medical Officer’s room look of Sulfur on a table in the Northeast corner… take it for use later. Also grab the key on the table. His cupboard remains locked at this time. The Medical Officer gives a quest to find a book about “Poisonous Creatures”. Exit the room and go back to the 1st intersection again (all the way South) and follow the corridor West and then North (you were already here when you killed the Hiding Soldier) and enter the door at the end of the corridor into a very large room. Go left inside the large room and gather items and arrows. Talk to the Archer’s Contest Imp. You will hear some dialogue from the Champion Archer, ignore it for now. Look for Rupert in that area and talk to him and he tells you that he thinks the Champion is cheating. Talk to the Imp again (threaten to tell the Master), the Imp will tell you that he helps the Champion cheat. Go back and talk to Rupert to complete his quest. Go into the small room in the Southwest corner of the room (do not use the lever inside yet), and gather items. Talk to Ounox the Imp and he tells you about a secret Chamber (after you find some words to make him remember). He tells you correct info about some levers, but that comes later. Exit this room and visit 3 other rooms, one in each corner and gather items – do not use the levers yet. You will be stopped by 5 soldiers asking who you are – the correct answer is “Chaos led me”. A wrong answer means you fight them all. There is a lever outside the small room to the Northeast, use it to open the door to the East. You can now speak to Laurel if you want to try the Parcours. There are several traps and not much gain for doing this part (except some exp). It is easy to use your Summoning Doll to trigger all the traps. When you complete the Parcours find Laurel again (he wanders a lot) and get about 11,664 exp. There is a locked exit door in the Northwest area of the room you are in. Click on the door and select “Examine the door mechanism closely…”. It tells you there are 4 wires, 2 leading North and 2 South. These are the levers in the 4 small rooms you already visited. But, they must be done is a certain order so that they spoken words will be “Beware of the Traps”. The order is Northwest, Southwest, Northeast, and Southeast. Use all 4 levers now. A cut scene will show the door opening. The corridor inside the open door leads West then North. It is heavily trapped and all the traps are instant death. Take one character at a time through the corridor. To avoid the traps, this is the safe path: 1. Hug the North wall and stop just before 3 spider webs. 2. Go straight down to the South wall and hug it until you come to a portrait on the North wall. 3. Go straight up to the North wall and hug it. 4. Move just past 3 more spider webs then move to the South wall again 5. Move until you are just past the barrel at the corner and go North. Hug the East wall after you pass the barrel. 6. Follow the same directions for your other character. Now enter the door at the end of the North corridor. Go though the 2nd set of doors just to the North and fight 5 guards (an easy fight). If a DeathKnight appears and casts Disease on you it is easiest to exit to the Battlefields until it wears off then come back and fight him. There is a lever in the Southwest corner of the room, use it now. Now just clear the area around the outside of the room you are in, and then enter the opening in the wall to the East. Go through the next doors to the East into another room. There are 5 levers inside the room. The lever to the East will bring one or more Gargoyles and a fight. Use the 4 levers (or 5 for the extra exp). Go all the way West to the door that will take you to the next level of the Barracks. Keep going West until you enter a room with a set of stairs. Use the stairs to Barracks level 2. XI. Citadel, Level 10 - The Barracks, Level 2: You appear in a tiny room, go East through the door. The room to your left has a key behind a picture on the wall. The room to your right has a guard inside. Check out all the rooms in this area, then head North in the corridor (fighting guards along the way, and a DeathKnight in the corridor). Take the first corridor to the East (trapped) then North. Again you can use your Summoning Doll to trigger the traps (I found 3 traps). You will fight 2 Weapons Room guards through the next door. Exit the room and take the corridor leading West (not North). Check a small room to your left along the way. At the end of the West corridor, and to the north you find another room – enter it. Get the bottle of White Rum for a quest later on. Talk to the guard and help him with a chess game (Knight D3 to E5). There is another room to the West – enter it. There are a lot of nice items in this room and 3 locked chests. Take all the loot you can carry now. Take the corridor leading South from the area you are in. You will see a cut scene of some soldiers outside the kitchen. Go inside that room. Talk to the Cook for a quest to find an Imp who was to kill some rats. Take the barrel of salt in the Northwest corner of the room for use later. Cook’s Quest – Kill the Rats: Exit the Kitchen and go South in corridor. Check a bath room on your right, and then go a little East to another bath room where the Imp is hiding. Talk to Rashax the Imp, and agree to kill the rats for him. Go back to the room next to the kitchen and kill the rats. Gather items inside as well. Go back and talk to the Imp again (nothing important). Tell the cook that his problem is solved and get some exp. Continue Citadel, Level 10 - The Barracks, Level 2: Go back to the room with the Imp, and head South, then East until you get a cut scene of 2 guards asking you for your papers. Kill them then go South in that corridor. You will see Kegan, a guard. Talk to him and when the dialogue mentions White Rum you can give it to him (you will end the dialogue and talk to him again to give him the White Rum). Kegan drops the key to General Bram’s room. Pick it up and enter the room (also check the room just to the West). Find a key in Bram’s room that opens a cupboard. Move the packages to the West and reveal a door – enter that room and go down the hatch inside to go to a dungeon area. In the 3rd cell you will find the book that the Merchant on Barracks level 1 wants. When you touch the book 3 ghosts appear. Kill them and one drops a skill book. Pick up the book that the Merchant wants and bring it back to him a bit later. Exit General Bram’s room and check out another room to the East. As you move North from Bram’s room you will see a lever on a wall just to the North – Use it. Then go North a little further and you will see a door. That door leads to one of the 2 exits from Act I to Act II, but there is a better way to end Act I. Go into a corridor to the East leading to another room. There is one trap in that corridor, but it is not usually deadly. Go into that room and you will see a Gong to the East. I took the hammer and did not ring the gong. If you ring the gong several guards will come, but you will fight them now anyways. Go into the room to the East and fight the guards (a tough fight). The stairs in that room will take you to Samuel’s chamber. But first, this is a good time to run back to the Merchant on level 1 and complete his quest, then gain a lot of exp by wiping out everyone in the barracks area. So work your way back to the Merchant on level 1 and remember the deadly traps just before you get there. Once you complete the quest for the Merchant you have 2 choices: 1) go back and end Act I, or 2) replace your disguise armor with your normal armor and fight your way back for a good deal of exp. Since these guys are all Chaos soldiers, my choice is to whack them all. The Merchant and Medical Officer will drop their entire inventory; the Medical officer will drop a key to his cupboard and a skill book inside. After killing all the guards make your way back to the room with the Gong and the stairs to Samuels Chamber. It is time to face Samuel for the first time and then move to Act II. Use the stairs to Samuel’s chamber and be ready for battle. XII. Samuel’s Chamber: After killing the 4 guards gather all that they dropped, make sure you get the 2 keys. Move North then East into a room; take the loot, a Sapphire Key, and the 3rd Battlefield key. Now move West to another room and get the loot and the key to Samuel’s prison (you will not use that key, but will exit another way). Now go south and exit Samuel’s Chamber. Go west in the corridor until you come to a locked door on your right. Open the door and inside you will see the stairs to Act II – Do Not use those stairs. Go back to the corridor and continue West, then North. Look on your large map; you want to go to the very Northeast point of the map, not far from the armory. There is a door here, and if you open it you will just see total darkness inside. This will be the end of Act I, but… you now have the 3rd Battlefield key, and this is a good time to use it and finish that last dungeon (you will not be able to retrieve any items that you leave in the Battlefield after going to Act II). Act I Battlefield, Level 3: Finish the last dungeon and gather any items that you have stored in the Battlefield, you will not return here. Return From Battlefield. Level 3 - and End of Act I: On returning from the battlefield enter the door that shows only a black area. You see a cut scene of a Weapons Smith in his Forge. You will blow up the forge now and end Act I and go right to Act II. First drag the barrel of salt you have over the barrel of Coal that you have. They combine and now you drag the Sulfur that you have over that new barrel. They combine into an explosive. Now enter the forge, (you already have the key from Samuel’s chamber) and kill the Weapons Smith. Go to the center of the North wall and pass your curser over the area to find “forge lava”. Take the explosive out of your inventory and drop it on the “forge lava”. Congratulations, you have completed Act I, and will appear in Act II. Act II I. Outside Samuel’s Prison: NOTE: If you are encumbered at this time you can find a tree trunk to the East and a little North of your location. Use it like a chest to store items and retrieve them after you set up a camp in the Battlefield again (you will be there soon). Clear the East and North parts of the map first. There is a Mage to the West who will probably kill you at your current level, so save her for later. You will encounter 2 drunken guards fighting Mutants along the way. Just kill the Mutants they are fighting for exp. You will then encounter a Deserter who can train you in 1-H melee skills (level 10) only. If you plan on using 2-H or 1-H with Shield the training may not be worth buying, but it is cheap and can’t hurt to buy it.. When you reach the Northwest limit of the map turn South and look for a building. The building is a small prison and you want to visit there. Enter the prison and you will fight a guard. The guard drops a key you need. Go West and the first cell you find is empty. Go North at the first intersection and fight another guard. You will then come to a dining area with a key on the table – pick it up and continue. You will turn East and enter another cell where you will fight a guard. Continue East to the next cell and use a lever on the wall to unlock the door. Kill the Prison Monster inside the cell. Continue East to the next cell and use a lever again to unlock the door – kill another Prison Monster inside. Open the next cell (you have the key) and find the Imp Taxlehix – talk to him and get a quest to free another Imp. Continue East, and then turn South, then West. Enter the first cell on your right, fight a guard, and get a key from the desk inside. Open the next cell to the East (you have the key) and fight a tough Prison Monster. The Prison Monster drops Battlefield Key #1. This would be a good time to set up camp in the new Battlefield and gain some exp – you are going to need it. You will free the other Imp when you return from the Battlefield. Act II Battlefield #1: This battlefield is a little different. There are 6 dungeons and you will find tougher monsters on the surface, some quite close to the vendor’s area. Use barrels to store your gear until you can get some chests from the first dungeon. Be aware that some of the barrels are linked to other containers in the first dungeon. This means that you may find a container in the dungeon that also contains all the items you stored at the vendors. Leave them alone, and if you mark their location, you can actually drop additional items in those containers and they will also be in the barrels at the vendors (saves you a trip back to the vendors to unload items). Check the vendors for training, quests, and any items you may want to purchase at this time. If you stored any items in the tree trunk outside Samuel’s prison, this would be a good time to retrieve them and return to the battlefield again. The first Dungeon is usually to the Southeast, not far from the vendor’s area. Return From Battlefield #1: Go West, past the stairs to the 2nd cell and open the door (you have the key), and rescue the Imp. Go back to the East and exit the prison. The Imps will take you to the Imp Village, and then to talk to the Chieftain. When you exit the Chieftain’s home you will talk to the Chieftain’s son, and he will give you a “Cure the Plague” quest. You may want to go back across the lava and get a little more exp from clearing that area. Make sure that you talk to Muro the Tibar Hunter – he trains trap skill if you want the skills, but it really is not worth investing in. You will probably be summoned by a Necromancer at this time. He is also a trainer and a merchant so you can check what he has to offer. Summoning Quest #1: You are sent to a cell with a Witch. Listen to her story and ask her about training. Use the lever on the wall to unlock a door and enter it. Use another lever and another door opens, enter it. Kill a Paladin and gather loot in the room. Go through the unlocked door, and then a 2nd door. Gather more loot (there is a key to the locked chest in the alcove to the North) and enter the room to the West. Use a lever in the room and get a Sapphire key from the large table (it opens a chest near the West wall. Enter the room to the East and grab a couple of items, then go through the door to the North. Grab more items then use the stairs to the North. After going up the stairs go to the room to the East. There is a key hidden in the boxes to the East (it opens a Weapons Closet in the room to the North). Go outside and clear the whole area around the building for some exp and items (you will find a lot of very heavy items, so store them in the Weapons Closet for later). Go across the courtyard and enter the door to the West and begin clearing the whole building, leaving the center room to the North for last. One room will have a locked chest and a key under a rug. The large room to the North will have a key on the large table. Do not enter the center room to the North until you finish clearing the other side of the building. Before going into the center room load up all the stored items that you can without becoming encumbered (you enter from a locked door to the West you have the key). Pick up the Crystal Fragment and put it in your pack, a Paladin (Sir Achim) will come and talk to you. He is also a trainer with some very nice skills, check them out. You will be asked to help kill the Witch. Go back downstairs and kill her (you will fight some Stone Gargoyles along the way). Load up on all of the loot that you have stored until you cannot carry any more, then go back and talk to Sir Achim again. You will be teleported back to the Necromancer. Sell your loot to the Necromancer or trade for some charms before letting him teleport you back to the Imp Village. Return From Summoning Quest #1: You appear in a different spot in the Imp Village. Rescue Imp from Well Quest: You will be given a quest to climb down a well and rescue an Imp. Do that now. Kill a monster, and then get some nice loot and Battlefield key #2 in a chest. The Imp you want to rescue is right next to the rope exit – wake the Imp and use the rope to exit. Find the 2 Pyramid Teleporter Stones: Next we will get the 2 Teleporter Pyramids. Go North until you come to a road. Follow the road Northwest into an area with black dirt. Look right near the entrance to that area and find a chest in a semi-circle of rocks. Walk up to the chest until you bump into it and you will fall into a hole. An Imp will ask you to pay gold to get out of the hole – refuse to pay. Another Imp appears in the hole and gives you one Pyramid. To get the other one you have to use the pyramid and be teleported to it (of course you should expect a fight). After the fight grab the 2nd Pyramid and then go Southeast to get back to the village. You will be stopped along the way by a talking mushroom wanting your gold – refuse of course. This would be a good time to go to the Battlefield again and complete the 2nd Dungeon. Act II Battlefield, Level 2: Clear the 2nd Dungeon and all of the surface area if you have not already done it. Return From Battlefield #2: Go Southeast back to the Chieftain’s House. Follow the road South / Southeast to an Imp Merchant’s house. There is a locked hatch and a lever inside. You cannot open it yet, that comes next. Exit the house and go West to another Merchant’s house and get a quest to find a box in the other merchant’s cellar (the hatch). Finding the Box: Go back to the 1st merchant and try to use the lever. He will tell you to leave it alone. Talk to him again and tell him to look outside. When he goes outside use the lever and enter the hatch. Go East and find a small room with a lever inside. Leave your Hero in that room and move the DK into the room just to the North and stop at the 1st locked door inside. Have your Hero use the lever in his room and then move the DK into the now open room with another lever, use the lever, then move out of the room and go West to a now locked door. Have your Hero use his lever again so the DK can pass through the door. Have the DK go South and enter a room just past the Hero, and then West one more room to find another lever – use the lever. Now have the Hero use his lever again so he can exit his room, and have him enter the room just to the South, then go south through another open door, and East to another lever – use the lever. Move the DK East then North to find the box you are looking for and grab it, then send the DK back to the lever he was at before getting the box. Move the Hero out of the rooms to the exit of the cellar. Have the DK use his lever and send him to the exit as well. Now, the box you have will be turned into the 2nd Imp Merchant, but if you open the box your DK will turn pink and stay that way for the remainder of the game. So if you want a pink DK open the box, if you do not then just take it to the 2nd Imp Merchant. Now go around the town and enter all the buildings, and mark them on your map. Each important area is listed below. Do not enter any of the forest areas outside the city yet. Tatourix House: Tatourix gave you a quest to find a lost key. The chest is in his house when you find the key. Altoflix House: Altoflix solves the Imp Illness quest. After talking to him find the Chieftains son (he will be close to the Chieftain’s house). The Chieftain’s son will give you another important quest – Find the Alchemist for a cure. He marks the location of the Alchemist on your map. Xantsirax – The Flooge Herder’s House: He will give you a quest to kill a monster that is killing his Floogefrogs. Mafnirx – The Mushroom Farmer: This house has a bottle of Mushroom Extract on a table (put the Mushroom Extract in your inventory for use later) and a “Strange Chest” inside. There will be no one in the house until you use the “Strange Chest”, and then the owner will appear after a psychedelic mushroom trip. He gives a hint to the Alchemist’s disappearance. Imp Ghost: He is found in a small graveyard, and gives you a quest to find his killer. Imp Hero’s Wife: She gives you a quest to tell the Imp Hero to come home when you find him. Anourax – The Spider Ranger: He gives you a quest to find a lost spider and bring it home. Pay attention to what he says about his problem mixing up “right” and “left”. Also he tells you to get rid of your stench. The Alchemist’s House: Before entering the Alchemist’s house, talk to any Imps in the vicinity of the house. One of the Imp’s (his name is just “Imp”) will ask you to help him get a special potion (called “Emu Eartes Sues”) from the Alchemist’s house – agree to do this. Now tell the guard you want to look inside the Alchemist’s house, and that the Chieftain’s son told you it is ok. You will find 4 bottles of Unknown Cream inside. The White one removes your stench – use it. The Blue one says it makes you feel more agile than ever, but I found no stats that changed after using it. The Yellow cream attracts a bunch of rats. The Black one burns your skin. In the cellar there are 4 Special Potions, 2 yellow and 2 purple. Mix one yellow and 1 purple and they disappear; do the same thing with the other 2 potions and they will turn into a “Potion” (the Emu Eartes Sues potion) – take that potion to the Imp outside the house to complete the quest and receive 25k+ exp and an item. There is a Silver Key in the herb garden behind the Alchemist’s House, grab the key and move the packages on the East side of his house to find a locked chest that the key opens. Azarnarixa and Parrixa‘s House: These are the Imp Ghost’s girl friends, and will be the solution to the Imp Ghost quest a bit later. NOTE: there may be a bug sometimes when talking to these two, so talk to Parrixa first, and then talk to Azarnarixa. Shaman’s House: DO NOT touch the locked chest. It is a deadly trap. Grab the Sapphire key inside the house but you cannot use it without dying. However, I did find that if you pick up the “Alchemy Material” and put it in the inventory of your strongest player you may be able to open the chest with only some damage. You cannot enter the Shaman’s cellar at this time. Quests: Finding the lost spider: Go West from the Imp Hero’s Wife’s house and follow the stone wall you come to. Go North along the wall and you will find the spider. Tickle him on the “Left” side between the 2nd and 3rd leg and take him back to the Spider Ranger. Go North into the area where you found the 2nd Pyramid and clear the area. On the Southwest side you will find a Demon named Winkorr. Kill him and get the 3rd Battlefield key. You will also find an Imp who says he is an Elf. Bluff him so that he leaves, then grab a “Rare Mushroom”. Rare Mushroom Quest: When you are finished with this area you can go back to the Mushroom Farmer’s house for another small quest. Look for an Imp named “Mushroom Farmer” (not Mafnirx) outside the house and on the West side of it. Talk to him and he will ask you to find a rare mushroom (you have it already). End the dialogue and click on him again to complete the quest. Flooge Herder’s Quest: When you get close to a cave the DK will tell you that he smells something. Enter the cave. Kill some baby spiders and then the Flooge Killer. Finish clearing the area then head back to the Flooge Herder to complete the quest. The Imp Hero & The Spider Forest: Go East from Altoflix house into the Spider forest. Follow the wall to the West and North and you will find the Imp Hero a little ways into the area, he wants you to kill a giant spider for him. Go North a little further and you will kill the giant spider. Get the leg the spider drops and go back to the Imp Hero. After rewarding you he will run off, but we will find him again later for his wife’s quest. Finish clearing the spider forest area. Keep following the stone wall North and West. You will find a wooden chest that is locked, but it will open if you click on it. A little further North you will see a cut scene of a girl trapped in spider webs – this is of course a trap. Try to save her and fight 4 spiders – check the webs for loot. Continue following the wall as it turns East and you find a ruins with some spiders performing a sacrifice – fight 5 spiders. Keep following the wall to the East and South, moving around enough to uncover the entire dark areas of your map. You will come to a cut scene of an Imp Patrol who wants you to kill the Mummy Spider. As you move Northeast, just past the Imp patrol notice a strip of lava on your left and a tree and some spider webs to your left. The Spider queen cannot pass this spot, so draw her to this place and use any ranged weapons to kill her without a fight – she drops a Spider Poison Cure and a Summoning Doll. Continue clearing the rest of the Spider Forest. You will find some rocks with a lot of spider webs an them. There is an Imp corpse there – use the Spider Poison Cure on him, and pick up the piece of Queen Spider’s Web beside him for use later on. You will come to a ruins with some baby spiders – save your game, there is a trap in the ruins. There is a broken barrel and a spider cocoon with 1 item in it – that is trapped. You can get the sword if you split your characters and have one character at the entrance to the Hermit’s House and the other character at the cocoon. Go into pause mode and have the character at the cocoon open it and take the sword. While still in pause mode switch to the character at the entrance to the Hermit’s house and have him click on the entrance (both characters will end up in the Hermit’s house and you will have the sword – “Flamestinger”). Just to the East you will encounter another Demon “Octorr” – Kill him (he drops a sword “Wavestinger”. You will come upon a Spider Poet – just listen to him and move on. Near another ruins you will find an “Old Spider” – he has a quest for you to kill some vandal spiders. The vandal spiders are just a few feet to the Southeast. Just Northeast of the entrance to the Spider Forest there is a small ruins that you can enter. Enter there now. You find a Hermit there, and he teaches Shaman Hammer level 5 (possibly the best spell in the game). He gives you a quest to find an amulet in a nearby cave. The cave is very close to the Northeast behind a pile of rocks – it looks like a hole in the ground. You will find the amulet in a chest to the west side of the cave. Go back to Hermit and get reward (Holy Water I am pretty sure). You will find the Imp Hero along the road between the Chieftains House and the 1st Imp Merchant’s House to complete his wife’s quest – tell him to go home. Go back to the Imp Wife and get an item (I got 2 stone bottles – not much of a reward). NOTE: After the Spider Forest is a good time to visit the Act II Battlefield, Level 3 to sell items and complete dungeon #3. Find the Murderer (Imp Ghost) & The Mushroom Forest: Follow the road West from the Alchemist’s House and enter the Mushroom Forest and clear the whole area. If you head Southeast you will find a chest with a key right in front of it (some decent items inside). Rescue the Imp Farmer’s Wife: You will find an Imp Farmer’s House and get a quest to rescue his wife (mark the location on your map). A little to the South you will find 2 ghosts who have the Farmer’s wife. Kill them and go back to the Farmer for a reward (I got a medium Air Crystal). You will find an area with flashing mushrooms. There is a pillar there that contains a skill book, and a gravestone (read it). There is a Demon named “Kirgorr” near a gold chest. Kill him and take the “Strange Mushroom” from the chest. Click on the Strange Mushroom and gain +3 Luck. You will come upon a very large mushroom and some “unconscious” Imps lying around it. You will find a note telling you how to make an antidote to cure them all. You need Mushroom Extract and a piece of the Queen Spider’s Web… you already have both already. Drag the Web over the Extract and you will have a bottle of “Spores Antidote”. Click on the Imp near the note and he recovers – then talk to him. You have 5 more Imps to cure before the quest is done, just click on each of them – then talk to each one. When you finish curing the last one they will stop saying “Free others, quick”. You will see a cut scene of 4 Tibars leaving an Imp body. There is a book beside him about identifying Poisonous Mushrooms – I took the book. Look to the Southwest carefully and find a hidden entrance to an underground passage – mark it on your map. The passage will lead you to the Tree of Realization. Enter the passage and go to the other end of it. You will fight several Fire Elementals along the way. At the other end of the passage is a rope hanging down. Use the rope and you will appear at the Tree of Realization. The tree will talk to you and grant you one wish. I suggest taking the gold, since all other options are meaningless to you. Gather all the loot around the Tree and open the chest to find your gold. Now exit the area through the passage again and continue exploring the Mushroom Forest. An Imp will approach you towards the North of the area and offer you a ring. Take the ring and go a bit further along the area boundary towards the Northwest to find 2 Raanaar ghosts. The ghosts want the ring – give it to them and grab the armor they drop. You will see a cut scene of a Mutant finding something shiny. You will find a cave in the center of the area and a bit North. Enter the cave. Just to the West of the entrance you will see a statue – pick it up (you need to find 2 more statues). There is a Lich in the room – talk to him, kill him and get some loot. To the East side of the room you see wall writing “Don’t trust your eyes” – meaning there is a hidden passage somewhere. Go East to the next room and find a Lich there – talk to him, say you don’t believe him, kill him and get the Permanent potion he drops, then grab another statue in that room. Go South into another room, you will see another statue and 4 empty pentagrams – leave the statue there for now, you will return here later. To the South is a locked door so go West into another room with another Lich – talk to him, say you don’t believe him, kill him and get an item, and find the last statue in the Southwest part of that room. Go back to the room with the pentagrams and the statue that you left alone. Put 1 statue in each of the 3 outer pentagrams – leaving the center pentagram empty and a key will appear in the center pentagram. Use the key to open the locked door to the South and enter the room with the last Lich. He will tell you to take the key, but will then attack you - kill him. Look around the room, and near some bones you will find the Lich’s Diary which is proof that Parraxa killed the Imp Ghost – take the diary. Go North out of the Lich’s room, and then take the path to the West. Walk along the East wall, hugging it as close as you can. You will find a hidden passage that leads into the center area of the cave (it is black on your map at this time). In that hidden room is the 4th Battlefield key – grab it. If you have cleared the whole Mushroom forest area go back to the Imp Ghost to complete the quest and get an item (I got a charm). You also have the Lost Key now, go back to Tatourix and complete the quest (you have a choice – open the chest and get a few items, or give the key back for about 30k exp and gold – I gave the key back for the exp). NOTE: Before going to the final area, this would be a good time to go to the Act II Battlefield, Level 4 and complete dungeon #4. Find the Alchemist & The Burned Forest: There is an entrance to the last forest area just East of the 1st Imp Merchant’s house; it is time to clear that area. When you enter the area a Tibar will approach you and will turn into Samuel’s pet ghost. One smack and he is dead. Going Southeast you will find a small ruins – this is the Alchemist’s Cave. Visit him now. Grab a Sapphire key in his room (it opens the locked closet in his room), and talk to Alchemist who will ask you to bring him 3 components (they are in your quest log now). Exit the cave and go West then South to find the Blue Larakiri Root on the ground. Go back to the Alchemists cave entrance and then go South then East and you will see a cut scene and your DK will tell you there will be trouble. You will see several “Odd Looking Gems”, they are of no use but you might as well pick them up, and then head North. You will fight a Fire Elemental and a Fire Demon and there is the Grey Quisirisi Fruit on the ground – pick it up. Now head South, then West, then South again. You will fight a Fire Demon and a Fire Elemental at a square stone platform – go across the platform and keep going across another platform and be ready for a hard fight with 4-5 Fire Elementals. You will see 3 “Strange Candles just before a stone gate – if you had used the candles before fighting the Fire Elementals one would have died for every candle, but then you would have lost all the exp you just got. Go through the stone gate and you will end up heading East until you fight another Fire Elemental and Fire Demon. In that area you will have a cut scene asking if you want to move a large rock – you want to move it and enter the dungeon underneath it. The dungeon is mostly just a bunch of Mutants. Go East when you reach an intersection and keep your “Alt” key depressed – you will see a golden key, but you cannot grab it because it is inside an enclosure. Go to the East side of the enclosure and more the 2 barrels that are there – this opens a false wall and you can get the key (the chest is all the way across the West side of the dungeon level. Notice there is a locked door just to the South of where you got the key – that comes later. Go West and find the chest now (it is in an enclosure with another false wall, but you do not have to move anything to get in there. After opening the chest go back to the intersection and head North until you come to stairs leading downward – use the stairs. The stairs collapse – no big deal just head South. All the way to the South you will find the Yellow Bafflimiri Mushroom – grab it. Clear everything that you can to the East side of the dungeon, and if you look at your map you will see a room in the Southeast corner that you cannot get into because of locked doors. Inside that room is the ladder to exit the dungeon, but there is more to do here first. Clear all the area to the West and you will find a Crystal Fragment – put it in your inventory and you are summoned by the Necromancer again. Remember that you can trade and train with the Necromancer before going onward. 2nd Crystal Fragment Summoning Quest: You are teleported to an Inn in the Dark Forest - enter the inn and talk to the Inn-Keeper (Mr. Pickle) until he gives you the key to Sir Patrick’s room (make sure you ask about the other guests). Go upstairs and loot all of the open rooms, and unlock your room. Now go back downstairs and talk to Lady Moreena if you can before you are attacked by other guests, or talk to her after you kill them. Report the attack to the Inn-Keeper then find Lady Moreena’s room (upstairs). You will be attacked by 3 ghosts, kill them then open the chest in Lady Moreena’s room. Another ghost will appear and demand his gems – give them to the ghost and receive about 30k exp. The Crystal Fragment remains in the chest – grab it and head downstairs (you will not get there before being teleported back to the Necromancer. When you return from the summoning you will be back in the dungeon inside the room that you could not open before. Back to the Alchemist and the Burned Forest: The lever in the room just opens both locked doors, but you have done everything in the dungeon so use the ladder to exit to the top level, use the lever there, and exit the dungeon the way you came in. Outside the dungeon head South again. You will fight another Fire Demon and Fire Elemental then appear to be at a dead end blocked by small strips of lava. Take one of your Pyramids from you pack and drop it at your feet, then drop the other one on the other side of the lava strips. Now click on the pyramid that is at your feet and you will cross the lava – pick up only the pyramid that you “threw” across the lava, leave the other one where it is so you can get back across the lava a bit later. Just to the West there is a small ruins entrance – enter there now. Clear the dungeon and make sure that you pick up Battlefield Key #6 way to the South. You will encounter an Imp looking for treasure – I just share the treasure with him. When done exit the dungeon (or just use the pyramid that you still have in your pack. Remember to pick up your other pyramid. Now head North, then Northeast Until you come to a triangular teleporter – Use it now. You are teleported to another triangular teleporter on a small island – Drop one of your Pyramids here, grab any loot, and use the triangular teleporter again. You are back where you started so use your other pyramid to take you back to the one that you dropped on the small island. Pick up your pyramid and use the large teleporter again. You are now on another small area with another large teleporter – grab a key on the ground and grab any loot you find, then use the large teleporter again. You are back where you started – go West and fight the Demon “RunKarr” who drops a sword “Mudslinger”. You see a Meteorite, gather loot around it (there are some poison traps). NOTE: This would be a good time to go to the Act II Battlefield, Level 5 & 6 and complete the last 2 Dungeons there and sell off all the loot that you will not be able to carry to Act III (do this before you talk to the Alchemist again). Now head back to the Alchemist to complete the quest – make sure that you have plenty of healing potions and are not using a Shadow weapon, you will soon have a very difficult battle. The Alchemist will take the ingredients and make a cure. Ask the Alchemist about a secret entrance into the Imp Village. He will take you to the Shaman’s cellar – be prepared for a tough fight when you get there. When the Shaman is almost dead the Chieftain’s son will appear and stop the fight. But, the Shaman will teleport you to his world to finish the fight – search the dungeon that you appear if for the Shaman. After killing the Shaman pick up the loot and a key – the Key will open a door to the South. In the room to the South grab another key and read a book that helps you decipher the Raanaar alphabet. Go back to the room where you killed the Shaman and head West through another door. You will come to 2 locked doors – look on the West wall for a lever and use it. Enter the door to the South and free the Imp Sage. Now go through the other locked door (it is unlocked now). Find the Crystal Fragment and pick it up. You will be teleported back to the Shaman’s cellar, and then after some dialogue you will be summoned by the Necromancer again. 3rd Crystal Fragment Summoning Quest: Clear the area that you are teleported to for exp and loot. You will find 6 children in the village – talk to them. When you uncover a Stone Well the children will enter it – follow them into the well and kill a Mutant who drops a Crystal Fragment – pick up the fragment. One of the children (Arnie Mastersen) will then talk to you – he wants you to save the other children, do that now (there is a Mineshaft Entrance to the West in the room you are in – use it. Clear the lower dungeon and free all the children then exit to the town. You can talk to all of them and finish looting the homes if you want to (in Cassandra’s house you will find a Skill Book). If you move out of town you will be teleported back to the Necromancer and complete the summoning quest. Back to the Shaman’s Cellar: Upon your return you learn from the Imp Taxlehix that Samuel visited the Imp Village and wiped out most of the village. The Imp knows the way to the Temple of Raan (so he claims) and will show you where it is. Tell him that you are not ready to go yet – you can gather loot throughout the town first. Also, make sure that you gather everything from the Battlefield because you will be going to Act III when you follow the Imp. Go North to the cellar exit and return to Taxlehix when you are prepared to go to Act III. After looting all the houses in town and cleaning out the Battlefields return to the Shaman’s cellar – tell Taxlehix that you are ready to go (btw: Taxlehix will train to level 10 in Pickpocket). He takes you to the Mushroom forest and… oops someone is coming (it will lead you to the next act). When an invitation to visit Asmodheus appears accept it and you will go to Act III. Act III When you meet Asmodheus play his game and answer the riddles (You have to end the dialogue and click on him for each question). The answers are Mushroom / A Horse / Hunger. Click on Asmodheus again, it looks like you have been screwed, but not really. Click on him again and you will receive another Summoning Doll – pick it up and click on Asmodheus again. You are teleported to an area with 5 star-shaped teleporters. Only one is active at this time – select it and use it. Go North and enter a large compound area. You will see a Billboard and a Temple Commoner – talk to the Temple Commoner. He will give you directions and mark them on your map for 10 gold. Go into the building on your left and talk to the Keeper of Ranks – you want to enter the contest. When you look at the ranking book you are the lowest contestant. You need to be the highest (2nd highest actually, but that comes later). Now go outside and click on the Billboard several times and get all the quests that it will give you. NOTE: If you are carrying a lot of items from the Battlefield grab a barrel to store them near the Billboard (not a chest because some of the chests may have a bug that causes them to become invisible). You should get 4 quests. You will do them after clearing the town area on your map (I start by going straight to the West and work my way around the town wall – keep your alt key depressed to find several crystals along the wall). You get a cut scene about 2 Assassins – you will get a quest later. Enter the Temple Tavern and grab some loot. (ignore another cut scene of two complaining commoners). Next, enter the Temple Fighting Arena and loot everything you find inside. Just to the Northeast of the Temple Fighting area is a small graveyard where you will find a Cursed Man. Talk to him and get a quest to cure him. Next, enter the Temple Magic Merchant building and loot what you can then talk to the Merchant. Enter a small building (Cassandra’s home) just East of the Temple Fighting Arena and grab the “Bat Guano” for a quest later – mark this location on your map. Enter the next small building to the East (Sigurd’s House – mark it on your map) and get a quest from the assassin inside. To the North of Cassandra’s home is a small building with 2 guards outside. This is the Temple prison – mark it on your map. North of the Temple prison is a large graveyard. Check around the gravestones and find a grave with 1 item inside – open it and get Battlefield Key #1. The Crypt and the Temple Church are not open at this time, and won’t be until you are about to go to Act IV. To the East of the Temple Church is another graveyard – find Brother Raze there and talk to him and accept his quest. The crypt, in that graveyard, is unavailable at this time, but look around and find a crystal in the Northeast section, and a Mirror close by in a grave (it is an important quest item so keep it). NOTE: somewhere along the way you will have a kid who starts following you – ignore him, he is just a kid. Also the Raanaar writings that you will see are relatively unimportant at this time, but will be very important in Act IV, so you need to learn to read them. Enter the Temple Merchant’s building and talk to Daniel the Merchant and the Weapon Smith (grab any loot also) – Daniel gives you a quest to find an amulet in the crypt (that comes much later). Enter the Temple Barracks and grab some loot. To the West of the Temple Barracks is an area with large green crystals – find a silver key in there. South of the Barracks is a Stone Well – come back from time to time and a boy will come here with a quest – get his ball from the well (it is inside a Flooge in the well). Note: The boy does not always show up; he only showed up for me once in 4 games. Enter the small building West of the area with the green crystals. Kill 3 guards inside and grab a key one of them drops that unlocks a hatch – enter the hatch to find Groblar the assassin. He tries to offer you a deal, but refuse (you will kill him now or later anyways, and get exp if you refuse his offer). Grab loot and return to Sigurd to complete the quest (on the way out find a note in Raanaar writing – it is called “The Portal of Rixx” and explains the Seeing Stone which is a quest a bit later on. If you can’t read it you can carry it with you and read it later. In a small building just south of Groblar’s house you will find Cytha – get a quest from her to find the Book of Twilight. The small building just West of Groblar’s house is locked, but will open now. Grab a little loot and move on. In the area just to the West of that small house you will see a cut scene with 3 people talking about something – not important, they just don’t like Tibars. In the Southeast part of town there is a Temple Warehouse, you have the silver key that unlocks the door. Go inside and fight a guard and grab any loot. Make sure that you grab the “Old Cheese” for a quest later. Also grab the “Raanaar Urn” in a room to the Southwest for a quest later. In the center of town there is a tall monument with a bird statue (just North of the Billboard, look around that area for an npc named Crazy Barnabus and talk to him for another quest. After completing the quest for Sigurd go back to the Keeper of the Ranks and check you status – you are now #8 or 13. Find the Missing Holy Relic: Exit the town and go East. Just as the wall of the town begins to turn to the North, go a very short way South and run your curser over the ground until you find a “pit” with one or more items inside. Open the pit and grab a Raanaar Statue. Someone will run up to you and demand the item back – refuse and kill him (and probably an Air Elemental close by). Go East and a little to the North and kill Stit when he attacks you – He drops a Skill book. Go back to the Pit and then go South until you find a wagon, then go West until you find a Traveling Merchant fighting an Air Elemental. Kill the Elemental and talk to the Merchant for a quest to find him stolen goods. Go directly East and a little to the North and find the cart and Mutants fighting an Air Elemental. They offer to share the goods with you – refuse and kill them all. Go back to the Wandering Merchant and complete the quest. Go South and your DK will alert you that you are about to enter a dangerous area. This is the Ash Forest, and the Holy Relic is deep in the area. You will now be approached by a Raanaar patrol – talk to them. When you enter the Ash Forest hug the western wall and work your way southward. You come upon a bard named Kyrill – he gives you a quest to kill a Fire Elemental. The Fire Elemental is a very short distance to the Southwest – kill it and return to Kyrill to complete the quest. Continue hugging the Western wall and go South. If you turn West you will enter another area and fight a Crystal Gargoyle and 2 Demons – you do not want to be in this area yet so move back East a bit and find the wall again and continue following it to the South. You will encounter 2 Crystal Gargoyles – Kill them and continue South. Look just to your East and a little further south to find a cave. Enter the cave. To the Northwest side of the cave you will find “Exotic Ore” – take it for a quest later. There is a gold chest near the ore and it is trapped – do not open it yet. Send one of your party to the ladder that exits the dungeon and have him wait there. With the other character close to the chest go into pause mode and open the chest, grabbing the contents, then stay in pause mode and switch to the other character and have him exit the dungeon while still in pause mode. On your mini-map you see a ruins just to the South. That is where the Holy Relic is – go there now. Enter the ruins. Go South and when you enter the next room you will fight 9 ghosts. In the next room to the South there is a trapped gold chest – the trap is not very strong – open it. Now head North and fight 3 more ghosts – then go more North and find the Holy Relic (there is also a gem in the eye of the statue in that room). You may have noticed that you are getting beaten up a lot. The areas here get harder so this is a good time to take the relic back to town, give it to Brother Raze, check your standing with the Keeper of Ranks, and go to the Battlefield to set up camp and get some exp. To get back to town (if you have not left a pyramid there) just go Northeast and look for a teleporter not far from where you are. You are now #6 in the Book of Ranks. Remember to transfer any items that you stored from the barrel to the Battlefield. Act III Battlefield, Level 1: Set up your camp, transfer your items there, clear the surface areas of the battlefield, and then complete Dungeon #1. You will find that Elkar sells Shaman Hammer level 6, and Wizard spells up to level 10. Brian will train Sharpen level 9. Olaf trains Melee specialties level 10, Crossbow level 8, and Bow level 10. Annabelle trains Alchemy level 4. Return to the main game after you have gotten all the battlefield exp that you can. The Book of Twilight & Zandalor’s Amulet Quests: Go back and finish clearing the rest of the Ash Forest area, there are some side-quests to do there and the Book of Twilight. You will find a Wizard (Zandalor from Divine Divinity) near a ruins. He wants you to find an amulet in the ruins; agree to find it for him. There are 4 large pillars in the ruins, each asks a question you have to answer. The answers are: Cold as your heart, my cruel friend = Stone Food for the fire, my solid friend = Wood Shiny like the sun, my greedy friend = Gold Sparkling like your eyes, my beloved friend = Crystal Now enter the ruins. Use all 3 levers in the first room, then go North to the next room then West though a door. Kill a monster there, then go East through another door and use all 3 levers there. Go to the next room to the North, then through a door to the West – use all 3 levers in that room also. Now go to the room to the East and kill another monster. Go to the next room to the North, and then trough a door to the West and kill another monster (It will drop Battlefield Key #3). Now go East to another room and grab some nice loot from a chest inside. Go to the next room to the North and use the stairs down to the next level. A Gargoyle named Riddler is in that room; talk to Riddler and answer his question (the answer is Hate). You can talk to him again and trade with him. Go South then east into a room with a lever. Use the lever and go to the next room to the South, then West, then North. Kill a monster there and use another lever. Go South and West into another room with a lever. Kill a monster there, grab some loot, use the lever and go East, then South into a room with only one door going East. Enter that room, then East again into a room with another lever; kill a monster there and then use the lever. Now go West, then South to find stairs to the 3rd level of the ruins; use the stairs. On the 3rd level go to the room to the North, then West. Kill a Mutant and use the lever in that room, then go East and kill another Mutant and use another lever. Now go to the next room to the North (the door will be open). Kill a Mutant and a couple of Water Elemental and find Zandalor’s Amulet. Leave the ruins and find Zandalor. It is no surprise that all is not what it seems. Kill Zandalor. Just to the East there is another ruins (the Raanaar Library) that contains the Book of Twilight. Enter the ruins and move East until a Raanaar librarian asks what you are looking for; tell him a special book. He will give you a quest to solve the problem with bad smelling lava. Exit the ruins and go to the East boundary wall and follow it South. You will fight several Crystal Gargoyles, then see a cut scene of an Imp telling you about a problem with teleporters. Do not go further East yet, but continue going South and a little bit to the West and find “Bathing Demons” fighting a Gargoyle; there will be some dialogue between them, then they will attack you – kill them. Now return to the Raanaar Library. Once inside the library again leave one of your characters at the stairs and move through the library with the other character. Talk to the librarian again and he will tell you to talk to the head librarian (he will be all the way East, then North – talk to him about the book. Go all the way South, then West into a room containing the Book of Twilight. The book is on a table with a Raanaar guard on each side of it. Go to the book, take the book, enter pause mode immediately, switch to the character waiting at the library exit, and exit the ruins (otherwise you have to kill the Raanaar librarians). Finish uncovering the rest of the Ash Forest area. A little South of the Bathing Demons you will be attacked by “Yrev” – kill him for a skill book. If you start seeing large crystal rocks to the South you are entering another area – do not go there yet. Once you have cleared the uncovered the entire area, look on your map for the teleporter and use it. Take the Book of Twilight to Cytha then go back to the Keeper of Ranks and check your status – you should be 4th in rank now. The Book for Crazy Barnabus: Exit the Temple area and uncover the map along the wall going West, then North. Just as the wall turns North look a bit to the West and find a “Seeing Stone”; mark it on your map for use later. Stay close to the wall when it turns East (behind the Temple compound) and take care with the Blood Knights you will encounter – they can be very tough. You will find the book a very short way after the wall turns East, about half way between the temple area wall and the Northern area boundary – it is just laying on the ground. If you are able to handle the Blood Knights then uncover the rest of the Northern part of the map and work your way East then South, then back to the Temple entrance and give the book to Barnabus. Otherwise go back the way you came and give him the book. Right behind the Temple about half way along the wall you will see a rockpile. If you pass your curser over it you will notice a locked entrance – mark it on your map as the Staff of Power location – that comes later. Along the Northern area boundary you will be attacked by “Looc” – kill him for a skill book. Crazy Barnabus wanders around a lot so look for him near the small building just to the East of the center monument in town. When you check your rank with the Keeper of Ranks you will be #2 and Kiya is #1. She will challenge you to a duel and you will have to defeat her. You can fight her now or later. Might as well do it now. Fight Kiya to Become Rank #1 & Amulet for the Merchant Quest: Go to the large Temple in the North-Central part of town. There is a crypt in the graveyards on both sides of the Temple; you want the one on the West side; enter it now. Go to a large room to the East and meet Kiya again. You will have to kill a lot of Mutants in that room. Notice 4 Skeleton Guards near a Sarcophagus along the North wall. After killing Mutants, so that there are none around you, open the Sarcophagus and a ghost Raanaar appears. If you say that his daughter sent you, then you get the Amulet without a fight. Clear the large room and the 2 small rooms to the South, then head into the room to the North. After killing Kiya grab a Sapphire key and any other items that she drops. Loot all the containers in the room then go one more room to the North (the Sapphire key unlocks the door) and get a Crystal Fragment; you will be summoned by the Necromancer again. 4th Crystal Fragment Summoning Quest: You are teleported to the Salt Mines area (the Wasteland from Divine Divinity). Begin uncovering the map until you see a cut scene asking what you are doing there. After the dialogue finish uncovering the map and loot all the containers. Make sure you mark the location of the locked hatch in one of the houses. Enter the Salt Mines and uncover the map until an Imp (Zaknadrix) , far to the West, talks to you. Exit the Salt Mine and talk to Murray again; ask about the Crystal. Ask him if you can see the Crystal and then enter the hatch; you will fight the miners in the cellar (if you are quick on the pause key and leave one alive for a bit, you can loot them before being teleported back to the Necromancer). When you are teleported back to Kiya’s crypt exit by the stairs in front of you and talk to the Messenger at the top of the stairs. You can give the amulet you got in Kiya’s tomb to Daniel, the merchant, now and complete that quest. Note: You have the option to tell him about the curse on the amulet, or not tell him. You get the same exp either way, but get some items if you do not tell him. You do not lose any reputation for not telling him either. Do not talk to the Bishop yet, there are still several quests and some battlefield dungeons to complete first. This is a good time to visit the Battlefield and complete Dungeons #2 and #3. Act III Battlefield, Level 2 & 3: Clear 2 more dungeons, then return to the main game. Talking Tibar Quests: Exit the Temple compound and go South, and a little bit East and you encounter a Tibar (probably fighting an Air Elemental). He gives you a quest to have Cassandra lift a curse from him. He gives you a curse scroll and tells you that you also need a Smelly Cheese and Bat Guano for the scroll to work (you already have both items). Go back to the Temple compound and talk to Cassandra. She will not lift the curse so cast the curse. Talk to Cassandra again and she will give you the cure for the Tibar – go back to him and complete the quest. You get an item and 40k exp. Missing Monks & Cursed Man Quests: Look on your map and you will see a red flag that says “Imp Cave”, that is the next place to go. The area that the cave is in is the Crystal Forest. Enter the cave and find a Sapphire key to the East of the ladder. There is a closet with a locked chest on top – the key opens the locked chest. Do Not open the closet – it is trapped. You can use the same trick that you used in the Raanaar library to get items from the closet and exit the cave without getting killed. Now go back inside the cave and talk to Xanaxil, the Black Imp. He tells you that the Cursed Man is sick because of crystal shards – go back and talk to the Cursed Man. The Cursed Man remembers that he was in the Crystal Forest and asks you to investigate some more. Go back to the Crystal Forest, but this time clear the map along the Western area boundary and go South. Just as the Western boundary turns South you will see a cave – enter it now, grab some loot, exit the cave and mark it on your map as “Merchant Cave” Continue to head South along the Western edge and you will be attacked by a Mage and a DeathKnight. Kill them and they drop 2 notes and some disguise armor – you will use the items soon. A little ways North of where you were attacked the DeathKnight will tell you to use the disguise armor – put it on and continue North and you see a wall and a gate. The guard at the gate will ask to see your papers (you have them now) and will let you pass beyond the gate. Inside, and to the East you find a merchant. Continue to uncover the area and General Bram will talk to you – he gives you a quest to investigate the merchant. Talk to the merchant and you have a choice to turn him in or let him go (I turn him in). There is a ruins in the center of the camp – enter the ruins, grab some loot and exit the area. If a Mage shows up while you are in the cave you will have to kill him and the General and his troops will attack you when you exit the ruins (you could just kill them all now anyway, they are of no further use to you). Leave the area, change back to your normal armor and continue following the Western boundary Southward. Just to the West of the wall and gate you just left there is Battlefield Key #3 laying on the ground (this is actually the 2nd Battlefield #3 key that you have found). Continue onwards. A little further South you will be attacked by “Era” – Kill her and get another skill book. Continue Southward and you will find “Raven” – talk to her about the Cursed Man. She needs 3 herbs to make a cure (Eagle’s Crest, Foxfairy, and Purple Turnips). Keep your alt key pressed and head Northeast for the 1st herb, Then Southeast to find the 2nd herb, then Southwest to find the 3rd herb. Take the herbs back to Raven and she will make a poultice to cure the Cursed Man. Before returning to the Cursed Man enter a ruins to the South of Raven and clear it out. The Earth Demon inside will drop a key to open the locked door to the West. You will find the Missing Monks in that room – now return to the Cursed Man and cure him. Restore the Altars Quests: Now return to the Crystal Forest and finish uncovering that portion of the map. There are more quests to complete in that area. You will find a burning wagon, and a note on two of the dead bodies – The note in the Raanaar Language shows that the Raanaar had ambushed the wagon to deprive the Chaos cultists of their supplies. You will encounter an Orange colored crystal that talks to you about restoring 4 altars. The altars are found in a circle around the crystal (they will be marked on your map). The riddles are: You walk upon it…it drinks…but is always thirsty = put earth on altar You fear it…but use it… it eats but is never full = put wood on altar It’s all around you = blow on the altar A cloud is my mother, the wind is my father, and my children are the fruits of the land = spit on the altar Go back to the Orange crystal and complete the quest and get a permanent survival potion as a reward. Finish uncovering the area, but make sure that you do not leave the Crystal Forest (there is an exit to the East for another quest you will receive in a little while. Oren & the Imps Quests: You will find “Oren” (probably fighting a gargoyle) who has an artifact. To get the artifact you have to do a quest for him to kill some Imps that are hunting him. The Imps are to the South. The Imps tell you that Oren burned their village and ask you to find a weapon in a cave. The cave is right next to the camp to the West. Explore the cave and find a “Scythe Defender – Unique”. Talk to the Imps again and they offer to let you keep the weapon if you kill Oren – do it. Talk to the Imps after killing Oren for some exp. Crystal Forest South: Further South a Mutant will tell you that you cannot pass – bribe him with gold. You enter a new area to the South – the Southern Crystal Forest. Make your way to the East boundary of the new area and head South – make sure that you don’t leave the Crystal Forest (you will get a warning from a Raanaar when you are about to enter a new area), you will enter that area soon. Cave Monsters Quests: In the Southwest part of the map you will find 4 Cave Monsters who give you a quest to kill a Demon who have stolen their cave – do it. The Demon drops a Demon’s Bane Gem that you will need later on. Go back and talk to the Cave Monsters and get some exp and an item (I got Shadow Leggings). Look to the Northeast of the cave and find Battlefield #4 key hidden in a large crystal formation. Raanaar Patrol and Raanaar Quests: In the Southeastern part of the map you will encounter some Raanaar who are in trouble fighting a bunch of monsters. Help them kill the monsters and they will ask you to join them - agree. The entrance to their camp is straight South and is now marked on your map – enter the Raanaar camp now and talk to the Rebel Elder. Raanaar Urn Quest: A Raanaar rebel tells you that his brother was killed in the Temple of the Black Ring and his ancestral ashes were stolen. He wants you to get them back. You already have the Urn, so end the dialogue and then talk to him again to complete the quest. Raanaar Kill the Monster Quest: A Raanaar rebel wants you to kill a nearby monster that has been attacking the Raanaar. Just go to the Northwest area of the camp to find a cave – enter the cave and kill the monster. Go back to the rebel to complete the quest. Raanaar Totem Statue Quest: A Raanaar rebel wants you to retrieve a totem statue that was buried in the vicinity of the Temple area. You already have the statue (you found it in a pit). Just end the dialogue and then talk to the rebel again. Raanaar Disable the Seeing Stone & Red Dragon’s Bane Sword & Serrick Tower & Wayward Pupil & Fix the Teleporter & Raanaar Lost Party Treasure Quests: A Raanaar rebel wants you to find a way to disable the Seeing Stone near the Temple (you have already marked the location on your map). You can complete the Seeing Stone quest and the Wayward Pupil quest at the same time so first go to the Seeing Stone and click on it (use the teleporter north of the Raanaar camp to get there). As you leave the camp the Rebel Elder will give you another quest – Red Dragon’s Bane Sword quest. First pay a visit to the Smith and tell him that you need a special sword with a gem socket. The Smith tells you that he needs a special ore to make the sword (you already have the ore). End the dialogue, then talk to the Smith again – he makes the sword for you. Now go to the Seeing Stone and click on it (you marked it on your map). The Seeing Stone cycles through several locations on your map – one of them is the location where you will find the Wayward Pupil. Look on your map and you will see a red flag marked “Serrick Tower” – go there now (through the Ash Forest then West). When you get to the door of the tower, take the small mirror out of your inventory and drop it on the ground right in front of the door. Now enter the tower by talking to the guard outside . Talk to the Raanaar “Markanther” inside and have him swear an oath not to reveal the Raanaar magic to anyone – the quest is completed once you return to the rebel who gave you the quest. Loot the lower level of the tower and find a Golden Key on a bookcase in the Northwest part of the room. Now go upstairs and loot that area as well, then talk to Serrick – he gives you a quest to repair a malfunctioning teleporter in the area. Be prepared for battle, you will have to find the Earth Elemental King. As you move South you will be teleported around the area at various times and places. Eventually you will be teleported to the Earth Elemental King. Try to kill the Earth Elementals as fast as you can, before they start their earthquake spells. You will also encounter some Raanaar who cannot leave the area because the teleporter is broken – agree to help them. Note: I was teleported to the Earth Elemental King while going South, near the lower-central part of the map. Talk to the King and have him give you the a Gem, then kill him. Go North a little ways and click on the teleporter – then use the gem on the teleporter. The quest for Serrick is now complete, you will go back and talk to him again soon. But first find the Raanaar and tell them that the teleporter is fixed now so they can leave – they will tell you of a treasure cave at the very Southern part of the area – loot it, it is marked on your map. Just North of the teleporter there is a circular area that you cannot enter because it is surrounded you small strips of lava. Use your pyramids to get in that area and grab some loot. Inside the chest is Battlefield key #4 (this is the 2nd Battlefield key #4 you have found). Go West from the area where you found the Battlefield key and you will find a locked chest near the Western area boundary. Look for a small tree just West of the chest and find a key inside. Open the chest for some items and a lot of gold. Now return to Serrick and complete his quest. Then go back and click on the Seeing Stone again – that will disable it. Now return to the Raanaar camp and complete the Wayward Pupil, Disable Seeing Stone, and Red Dragon Bane’s Sword quests. If the Rebel Elder does not take the sword you might have to drop the gem on the ground and pick it up again, then he should take the gem and sword. At this point in the game you should have all quests completed except the Black Bishop and restoring the doll. This would be a good time to visit the Battlefield and complete another dungeon. Act III Battlefield, Level 4: Complete Dungeon #4 and start selling off items that you do not want to take to Act IV. You will return to the Battlefield again before you go to Act IV. The Black Bishop: Go to the Temple now and talk to the Black Bishop. Kill some ghosts and grab any loot you can find before talking to him. He gives you a quest to open a sealed entrance. You have to talk to a prisoner in the prison (you marked it on your map earlier – do that now (talk to the guard outside the prison to open the door). The prisoner tells you to get the Staff of Power – it is in a cave to the North of the Temple compound (you marked it on your map earlier). You will find the chest at the East end of the cave – open the locked chest there for some loot. Go back and talk to the Black Bishop, then click on the locked entrance to open it – use the entrance now. Move South to stairs leading down – use the stairs. Go South into a large room (you will have a test by a Raanaar ghost) and then go to a small room to the East and use a lever in that room. Go all the way across the large room to another small room to the West and use a lever in that room. Now go North in the large room and find another small room, enter it and use another lever in that room. Now go South across the large room and enter the small room to the East side to find Battlefield key #6. The remaining small room (the one just to the West of you) will take you down to level 3 – go there now. Uncover the entire level 3 area on your map, but save the small room all the way to the South for last (that room will take you to the next level). Another Raanaar ghost tells you not to take anything that does not belong to you – so do not loot in this level (except what monsters drop). As you get to the last rooms to the South, there is a lot of gold on the floor – do not take any. After you get dialogue from the Raanaar ghost that you understood the lesson, then you can go back and gather all the loot on the level (actually you could probably loot everything except the gold with no problem, but why risk messing up the quest). No go to the South room and you can enter level 4. Another Raanaar ghost will tell you to pick one way, but choose wisely. The correct way is straight ahead, up the middle. You enter a room with 4 chests and 4 keys. You can only take 1 key, and open 1 chest. The contents in my game were: Wooden Chest = Ent Wood wand (not very good). Stone Chest = 2-handed Battle Hammer (decent, but not very good) Metal Chest = Full Plate Armor (not very good) Gold Chest = 5000 gold (probably the best choice) I then went back and cleared the entire level. The small room all the way to the South has the entrance to level 5 – use it now. On level 5, work your way South clearing all the side rooms along the way. You will find “Catacombs Armor” in the middle of the floor of one room. When you pick the armor up the Black Bishop will come and you will have to kill him. You will come to a room with another Raanaar ghost. You will be asked to find the 3 symbols of the domain and bring them back to the ghost. The symbols are War, Honor, and Wisdom. The War symbol is in the room to your East – get it now. The room to the West is the entrance to another level of the catacombs (a teleporter stone on the floor) – go there now and get the symbol of Wisdom. Move North to the end of the corridor. You can go East and clear another corridor (I found a gold charm in a container in that corridor), then come back to this spot and go West. You will see a gold chest to your left – It is trapped and deadly (best to ignore that chest). Continue East then go South. At the 1st intersection you will find a book of the Raanaar alphabet to the West – use it. Keep going South (do not take the East corridor yet until you have looted anything to the South. Now backtrack to where you found the Raanaar alphabet book, and take the East corridor. At the end of that corridor you can get the “loose” symbol that is on the wall and you will be teleported back to level 5. Back on level 5 move one more room South and enter either of the side rooms to the East or West. There are stairs to another level of the catacombs where you will get the Honor symbol – use the stairs and head North on the next level. There is a Statue in the North room, when you approach it the statue will speak and drop the Honor symbol – grab it. Now go back to level 5 using the stairs you came down. Now you have a choice to make. The normal plot line for the game is to go back Northward to the room with the Raanaar who wanted the 3 symbols and she will lift the curse on the Raanaar Summoning Doll – this is the preferred method. If you do not talk to her again the Doll will not be restored and you keep it, but you will still be able to finish the game. The choice is yours, but again, the preferred method is to have the doll restored. Make your choice and then you will move to the room to the South. In the room to the South you will be asked to bring the fully assembled crystal to that room. There is a crystal fragment there and you know what that means by now. Do not take the crystal fragment yet!!! This is probably the last opportunity you will have to visit the Battlefield and clear out the last 2 dungeons there, and grab all the items that you want to carry to Act IV – do that now. Act III Battlefield, Level 5 & 6: Complete dungeons 5 & 6, then get all the items that you want to take with you to Act IV. Return From Act III Battlefield, Level 5 & 6: Now that you are done with the Battlefields and are prepared to go to Act IV, grab the crystal fragment. You will be summoned and sent to a swamp where Ian gives you a quest to stop the swamp from continuing to grow. Head Northwest from the farm until you find the Lizard King. Talk to the King, then continue, heading towards the South. When you come to a cave, enter it. Kill the Priestess and grab the crystal fragment. Find The Assembled Crystal Quest: You are teleported back to the Necromancer and he wants you to watch while he assembles the crystal. Kill the Necromancer and grab the assembled crystal. You will be teleported back to the Temple and Elder Anlokam will talk to you. The Elder will open a rift for you and that will take you to ACT IV. Act IV Just before being teleported from the Temple you will see a cut scene of Samuel and Asmodheus arguing. Then you are teleported to an area just outside the Raanaar Academy. Move Northeast and when you see a cut scene pay attention to exactly what a Raanaar says to open the Academy door. Move to the door and click on it. A ghost will appear and demand 500 gold to pass – agree to pay. Click on the door again and select the correct words to be spoken (the top one works). The door opens and you can enter the Academy. Academy Level 1: Right in front of you is a corpse with loot. Go through the door to the North and meet a Raanaar ghost “Donhoram”. Listen to his dialogue and he tells you to read the “16” rules on the wall. Ask him if there is a drug problem at the Academy, and the click on each of the runes on the wall and remember the rules. Notice that there are only 15 rules, the 16th rune has been broken. Find a Raanaar corpse near the door to the Northwest of the room – get a key from the body. The key opens a cupboard just North of the body – unlock it and take the bottle of fine black, greasy powder. On the West wall is another cupboard with a rusted door – use the powder on the cupboard (just click on it) there is a book or Raanaar Magic inside – take it. Now exit the door to the North and stop outside it. Notice the door to your left has a strange lock – you will open it later. To your right is a Raanaar vase that you can drag into the hallway and store your items if you are overloaded. Mark it on your map so you can find it when you are ready to go to the Battlefield for the first time in Act IV. Go North and enter the first unlocked door on your left (you will see a cut scene of 2 students near the door). There is another book of Raanaar magic hidden in a book pile on a desk to the West side of the room – take it. Test of Knowledge: Enter the door to the North and answer the 1st question (use portal stone on the far left). Answer the 2nd question (use the portal stone to the far right). Answer the 3rd question (use the 2nd portal stone from the left). Answer the 4th question (use the Portal stone on the far right). You have finished the first test. Go back to the corridor and continue North, then turn East. You will see another cut scene of 2 students – enter that door. Test of Endurance: Use this order: 1. Enter the rift and bring the Imp out of the room 2. Enter the rift and bring the chest out of the room 3. Bring the Imp back into the rift and bring the Golem out of the room 4. Enter the rift and bring the Imp out again Before leaving that room, loot the closet on the West wall and find Battlefield Key #1. Also notice the North wall when you run your curser over the crumbled part of the wall – that comes later. Test of Endurance: From the Test of Endurance room, go East then South until you see another cut scene of 2 students – enter that room. Read a note on the desk before going into the room to the North. Use these steps for the next few rooms: 1. Do not kill the Imps, let them live. Take the rubber duckie. 2. Do not kill the DeathKnight. Take the Guitar. 3. Say yes to add their lifeforce to yours. Take the teddy bear. 4. You did not fail… take the hourglass and go through the door (do not cheat and take the broken wall). You have completed the 3 tests. Now go to the Chamber of Evaluation (it is the large room in the center of your map). Grab the 3 reward items from the tables inside the room and check for any more loot. Act IV Battlefield, Level 1: Since you have no pending quests at this time, it is a good time to visit the Battlefield and get some additional exp (you will need it). Remember to take any items that you stored. Try to uncover the entire surface area and complete the 1st Dungeon. Return From Act IV Battlefield, Level 1: Exit the Chamber of Evaluation and return to the room where you took the Patience Test (the one with the crumbling wall). Just inside the door is a Raanaar corpse that has a pickaxe. Put the pickaxe in your inventory and click on the crumbling wall – be prepared for a fight. In the room you can enter now there is a book of Raanaar magic to the West, and a pool of water to the East. In the pool of water you will get a Star Amulet – it unlocks the door with the star-shaped lock, open that door now. Inside the room is a mirror, when you click on it you will see some text. The text is written backwards, so reading it is easy. You have to find a Diamond ring in the tunnels to free the prisoner in the mirror. Go back to the Chamber of Evaluation and notice that there are 4 small rooms to the South. Enter the room open room to the East and find a key on the table inside. You will see a lever on the wall as well. Leave one of your party at the lever and send the other member to the room that is to the West. Now use the lever in the East room and a door will open for the member at the West room. Have your party member enter the room and an Imp appears to take the Duckie from you. He will drop a Sapphire key. Have the DK exit that room now and use the West room lever. Now the party member in the East room can enter another room, unlock a cupboard, and find a Diamond ring. Now exit both rooms and reform your team. Go back to the room with the prisoner in the mirror and click on it. Select [ Lean against the mirror and try to enter it… ] and you will enter the mirror. Look around inside the mirror room and find a book of Raanaar magic (written backwards of course). Take the book and any other loot you can find, then exit the mirror. You have to click on the mirror again to escape. When you return to the correct side of the mirror the prisoner will drop a key for you and you get some exp. Now go to the room in the Southeast corner of the level you are on and find stairs leading downward. Use the stairs now. Pipes, Level 1: You appear in the pipes and talk to the Imp Taxlehix. Go North until you come to a wall, and walk right through the wall to find a lever – use the lever. Now go East into another room and kill a monster there. Take the 2 red gems on the ground. There is another lever in this room – use the lever. Now go West (again walk through a wall) and talk to the Imp Nixfix. He wants you to kill a monster, tells you how to get to the next level, and will not help you get into the locked room to the West (not yet anyways). Exit the room heading North and go to the large room that is just across the corridor to the North also. Several monsters appear and when you play your guitar they all die. In the Northeast corner of that room walk through another wall and you will find a key inside a vase – take the key. Now go back to Nixfix room and open the locked chest with the key. Exit the room to the East and take a corridor leading South (to the room you started in), then head West. At the 1st intersection use the lever to the North, and then go South into an now open room. Inside the room is another lever (use it before leaving the room) and a hole. If you click on the hole you can reach down inside and grab something. Sometimes it will be a bone; sometimes a gem. Keep trying until you get 2 Yellow gems from the hole. Use the lever and leave the room, then head West at the intersection. Enter the room at the end of the corridor. Read the note on the floor for a clue on using the statue in the room. Click on the statue and put one red and one yellow gem in the window, then close it. Now you can get the Gem near the dragon to the West. Leave the room to the North then go West at the intersection. Use 2 levers and take the mushroom on the ground. Exit the room and go East, North, East, and North again. At the next intersection use a lever to your left, then continue North into another room – use a lever in that room. Leave the room and head South back to the intersection then go West. A Raanaar ghost will appear and asks for his gem. You have the gem from the Imp statue room, so give it to the ghost. Continue to the West. You come to a door, but after opening it you find that it is a false door. The wall to your left is a false wall as well; walk through the wall heading South, then West and through another false wall. Just to the South in that room is another lever on the other side of a partial wall – use the lever. Now go to the room just to the North and find stairs going up, and stairs going down. Use the stairs going up now. You are back on Academy level #1. Look in a locked closet for a skill book. Go back down to the pipes level #1, go back to where you gave the gem to the Raanaar ghost and continue East. You pass through 3 doors (the levers you used opened these doors) and into another room with stairs – use the stairs now. You are back on Academy level #1. You find a teleporter in that room which will take you to Academy level #2. Use the teleporter now. Academy, Level 2: In the room you will find a rope hanging in a hole in the floor. That takes you back to Nixfix room in Pipes level #1. Use the rope to take a look, and then use the rope again to come back up to this room. Exit the room (South) and talk to Ankhumar and he will tell you to visit the Priestess in her sanctuary to get the blessing of the Goddess. Exit the room and go West. In the next room you find a Map Stone that will add all of the important areas to your map. Look on your map and go to the room marked “Priestess of Raan”. Rakoham, the Priestess of Raan, will talk to you about the blessing and the drug problem in the Academy (she tells you that Elder Ansukar must deal with the drug problem). Talk to the pink statue near the North wall and answer the question (War, Wisdom, and Honor). Click on the statue again and grab the amulet of Raan’s Blessing. 1st Summoning Test: Exit the room and go the room marked on your map as the “First Summoning Hall”. Talk to the Instructor who tells you that you need to summon an informer. You will be given a key that lets you unlock a door to access the Eastern part of the level (that is why he says you will need the key to progress further), and told not to forget the protection rune. Go to the room marked on your map as “Library”. Your first goal is to find the book about summoning. At the library talk to Elder Antopar and ask him about the drug problem and the book about summoning. He tells you to read the book “Dangers of Drug Addiction” and then opens the door to the books area. Get the Book of Basic Summoning from a closet near the North wall. After reading all of the books and notes in the library leave the room. The DK will stop you before you exit and ask if you understand what creature you have to summon (the answer is an Imp). In the Book of Basic Summoning you see that 3 ingredients are needed: Feynur-Potion, Kohar Root, and a Spider leg. You also need a Wisdom Protection Rune. Go to the room marked on your map as “Component Clerk” for the ingredients. Talk to Belehran, the Components Clerk, who tells you to get the spider leg from the Room of Specimens, that he has no Kohar Root (the Imps have not delivered it), and that his last Feynur-Potion was given to Markunthar. Ask the components clerk about the drug problem, then go to the room marked on your map as “Summoning Component Storage”. As you start to exit the room you get an important clue about Markunthar (praise his intelligence). Outside the door to the Summoning Component Storage room you will be warned by Dolehar that the creatures inside have broken free (pay him the 500 gold for the key). Ask Dolehar about the drug problem, then enter the room for a battle. Grab a spider leg that the spider drops and a platinum key on the floor. Exit the room and go North, West, and North again until you come to a door. Enter the room and talk to Elder Ankusar. Ask him about summoning, protection runes, spell components, and the drug problem. Ankusar gives you a quest to find out who is selling the drugs. Open the closet on the West wall and get a key (look in the window closely, the key is hard to see). There is a merchant in the next room to the West, grab some loot in that room and talk to Bexhanar, the Merchant. Ask him if he sells drugs and get a clue (another merchant somewhere in the Academy). Also ask him about a riddle and he gives you a quest to solve a riddle in the laboratory of Makrunthar then tell him the solution. In the next room to the West you will find the protection runes. Look for a Raanaar named Xepatar near that room and talk to him. He gives you a quest to kill demons in the room he is guarding, and tells you that Dolehar is addicted to drugs and was talking to an Imp recently. Before fighting the Demons, enter the room on your map marked as “Protection Runes”. It is best to start at the Northeast corner and enter all of the rooms to grab all of the runes (you get some loot and exp this way). So enter all 12 rooms, kill the monsters, grab the loot, and pick up the runes last. In the 5th room you will find a gold chest with Battlefield key #3. In the 6th room you rescue a Raanaar from a Shadow monster (the Raanaar teaches Summoning Doll skills level 10). Now that you have all the protection runes, enter the room marked on your map as “Summoning Tests” and kill the Demons for Xepatar. You will find a Raanaar Summoning Doll in the Northwest corner of the room – grab it. Find Xepatar and complete the quest. Move South to the room marked on your map as “Laboratory” (you will open a locked door with the gold key that you found in Elder Ankusar’s room). Near the Laboratory door you will find a Raanaar named Dojuram – talk to her and tell her to praise Markunthar’s intellect. Dojuram will take Makrunthar to her room where she can praise his intellect a little more, leaving the room opened for you. Enter the room and read a book on a table to find a golden key. Then open a small, mildly trapped, locked closet to find a ring and a Sapphire Key. Now open the large locked closet to find a skill book and the Feynur Potion – grab them. You will find a strength rock also, but there seems to be no use for it – grab it just in case. Pass your curser over the bookcases on the North wall and notice that one of them will flash. Move that bookcase out of the way to reveal 4 colored buttons. Press the buttons in this order: Red. Green, Purple, Orange (4,3,1,2) to open a door. Enter the now opened room and find 4 chests. Open the closets from left to right and select the colors in this order: Red, Yellow, Blue, Green. You get some loot and 4 permanent stat potions from the closets. You are still missing the Kohar root. You know that an Imp was supposed to deliver it, but has not done so. Go to the room marked on your map as “Storage Room” and use the rope to go back to Nixfix. Ask him about drugs, then ask about the Kohar-Root. Nixfix tells you to bring mushroom for his flooge – you already have the mushroom. Talk to him again (if he will not recognize that you have the mushroom go outside of his room, drop the mushroom, then pick it up again and talk to him). Now you have all the components for your 1st summoning test. Go back to the instructor in the 1st summoning hall and take his test. Talk to the instructor and he will tell you that you have all the components. Place the spider leg, Kohar Root, and Feynur Potion in the summoning circle, then read the book on the table. An Imp is summoned and you complete the test after some dialogue. 2nd Summoning Test: Go to the room marked on your map as “Second Summoning Hall” and talk to the instructor. You have to find proof that you know about summoning strategies. You will find the proof on level 2 of the pipes, but first you have to talk to Dotharhar who you will find in the room marked on you map as “Component Clerk” to find out who has the book. Go back to Nixfix room and ask him about the book of summoning strategies. Nixfix will not help you, so talk to Taxlehix. Taxlehix will tell you that Hoxplox sold drugs, and will give you the key that you need (you will use it soon). Now go to the room in the Northwest corner of the map (there is a flag on your map labeled “Stairs Down”) and use the stairs down to pipes level 2 (use the lever outside Nixfix room to open the locked gate leading West). Go East and at the 1st intersection you will find a locked door to the North. Leave the door for now and go South. At the next intersection gather some arrows to the West, then continue South. At the next intersection go West until you find a locked door and 2 levers (the levers seem to have a mind of their own – play with them a bit and if you get the one on the right in the down position, and the one on the left in the up position the door will open). Inside the room is another lever – use it now and a Sewer Well on the floor becomes active. Open the sewer well and grab a Strange Mirror for use later. Use the lever again to open the door and exit the room. Go South, then West and enter another room. Read the note on the floor, then click on the well and a Monster appear – kill it. Exit the room and go South to find Battlefield key #3 hidden behind a package (this is the 2nd Battlefield key #3 you have found). Go North, East, South and West and you will find a pedestal with a gold key on top. You get a message that saye “[ There are four locked doors and only one key… too bad there is no way to duplicate this key ]. Well, there is a way and you can do it now. Take the key from the pedestal and open your inventory. Click on the Strange Mirror that you picked up and “use Key”. You now have 2 keys, and with some luck you can try it again and get another key – do that now (I only got one duplicate key made before the mirror broke, but some people have gotten an additional one). Use the key(s) to open one of the 4 locked doors. Make sure you open the one with a ring and amulet on top of the coffin, which is the best loot. Go North until you come to an intersection that you can take to the East (where you looted some arrows earlier) and go East. You find a locked door and the lever is on the inside out of your reach. You will open that later. Go back up to pipes level 1 now and go to Nixfix room. Use the key that Taxlehix gave you to open the door to the West of Nixfix room. Use the stairs going down to pipes level 2. Exit the room and head South to the end of the corridor then go West and kill a Mutant. Go back North and take the 1st corridor to the East. In a room at the end of that corridor you find the drug dealer and the book of summoning strategies on his corpse. Go West, North, East, and South (and through another false wall) to find a room Where a ghost named “Mat” appears – kill him. Go back North, East, and North again until you get message about a foul stench from the North – keep going North and kill a Mutant (there was a lever just to the East when you got the message, but it just locks the door so you don’t have to fight the Mutant). At the end of the North corridor turn West and find a lever – use it. Now go South and take the first corridor to the West to find a locked Stone Chest – mark it on your map for later. Go back East then South and take the next corridor to the West to find the lever that unlocks the door that you could not get past earlier – use the lever, then go East and South to the stairs up to Nixfix room. Go back up to the Academy level 2, and talk to Ansukar about the drug dealer to complete his quest (he improves one of your skills – a skill book). Next go West and talk to Bexhanar about the riddle you solved and that quest is complete. Now go back the the 2nd summoning hall (but read the book of summoning strategies first). When the monsters appear you must touch the pedestal that corresponds to their type of attack then kill the monster. A crystal will drop from each pillar – grab those. When you have killed all 4 monsters you can go to the 3rd Summoning hall. However this is a good time to visit the battlefield and complete 2 more dungeons – you have some tough fights coming up and should get all the exp that you can. Act IV Battlefield Level 2 & 3: Complete Dungeons #2 and #3. Get your gear charmed and ready for some difficult battles, then return to the Academy. 3rd Summoning Test: Go to the 3rd Summoning Hall for your last test. After passing the test you are ready to go to the next level. Go back and talk to Elder Ankhumar and he will open the door for you. Go South to the stairs and enter the next level of the Academy. Academy, Level 3: When you arrive at the level 3, Elder Anbenktar will speak to you. In the same room talk to Elder Anfegar, the Raanaar Philosopher, who gives you a quest to find the ultimate answer. Go to the room just to the East and find an empty cradle that is crying, and a Wooden Chest. Mark the chest on your map; we will return here a little later. Now go to the room just to the North and find an Imp on a table who is dreaming. Click on the mirror to enter his dream. The maze you enter is pretty simple. Make sure that you ask the rat what the answer is (the ultimate answer). Kill some skeletons, then a spider, then exit in a room that looks like a big Rubix Cube. Go back to the Philosopher and tell him the ultimate answer (What is the question). Go to the room in the Northeast corner of this level and a Raanaar ghost will attack you. Kill the ghost then enter the room. There is a locked cupboard in the room, and a note near it is a clue to finding the key. Mark the location on your map. Go to the room in the Northwest corner of the level. There are books and a note in the room. Read the note and find a combination for use later (3-1-5-2-4). Talk to Begurar, the Raanaar Merchant, in the room. He gives you a quest to find an amulet. Come back to him later when you find the amulet. (It will be in the room with the Raanaar Water Pool after you add the Fairy Dust to the water pool). Go South to the next room and enter it. He wants you to enter a rift to travel back in time and retrieve a Bone of the Founder. As a reward you can ask for one of several choices – it really does not matter what you ask for as you will soon find out. I select “teach me”. Go through the rift, kill 2 Raanaar guards, grab the “Bone of the Founder” and some loot, then return to the rift. Go South to the next room and find a “Raanaar Water Pool”. Mark this location on your map. Now it is time to talk to some ghosts and do some traveling. Level 3 Trials: Note – the order you do these quests is not important Outside the room and to the East find an npc labeled as “Ghost” (Elder Anbassam) and talk to him. He will teach you about concentration. After he teleports you, talk to him again. Go South and, although there is really no big hurry, try to get through this dungeon as fast as possible. At the end of the 1st corridor you enter a room with statues. To the East of the door is a lever. Use the lever to see the beam traps in the room. The trick is to stay out of the beams. You will have to take one party member at a time through this room. Use this method: 1. Enter the room and face West 2. Move West a little bit until you are just past the statue on your left 3. Go South to the wall, being careful not to touch a beam 4. Hug the wall until you pass the next beam 5. Go North to the wall, again avoid touching any beam 6. Hug the North wall and move to the West wall 7. Hug the West wall and go South to the gate. 8. Move your other character along the same path. 9. Reform you party and exit the room and continue West You will see 2 rooms on your right and 2 levers on the wall. You have time to loot the chests, but the loot is not much. Continue West, and then turn North. You will find 5 doors on your left, and a lever inside each room. Remember the combination you found (3-1-5-2-4) and use the levers in that order. That opens a teleporter across the corridor from the 5 rooms. Don’t use the teleporter, just go North and grab a Sapphire key in the room. Open the door to the North and continue that way. You are faced with a maze at this point. You have 5 levers to use. The order of the levers (according to their location in the maze) is: 1. West-center 2. Northeast 3. Northwest 4. Southwest 5. Northeast (just a little below lever #2) It is easiest to get around in this area if you click the location you want to go on your mini-map. Using all 5 levers will open the exit to the East – go there now, then head South, West, then North into the room with the rift. As soon as Samuel enters the room run for the rift. Now find an npc labeled “Cave Ghost” (Elder Anrauzam) and talk to him. The Labyrinth test is a tough one with a lot of Shadow Creatures. Make sure that you do not step on any teleporter stones yet. Leave the room and go South, then West, then North and you will find a gold key – grab it. Now go South, then East. Just over half way along the Eastern Corridor you will find a Battlefield key #5 hidden in a pile of skulls to your left – grab it. Now reverse direction and head West just a tiny distance until you see a corridor leading North – go North in that corridor. Just after you pass a rope in that corridor go West into an area with arrows and targets. To the West of you is a Sapphire key – grab it. Now work your way to the Northeast area of the labyrinth (you will have to go East and then North along 1 corridor before the East boundary wall) until you come to a laboratory area with dead Imps on the floor. There is a tiny candle on the large table in that room. If you light the candle the room will fill with green smoke, and when the smoke clears the Imp bodies are gone. There will now be a skull and bones on the floor – get a silver key from the skull. Use the key to open the locked door in that room. The Gold key you found will open the Wooden chest in that room, and you can also open the middle chest. I have yet to open the chest on the left. On your mini-map you should see some red dots to the Northwest. You want to go there now (the room you want is actually the Northern most room in the Labyrinth. Grab all the loot in that room, including a Sapphire key. Now just open up the rest of the map and loot what you can find. To exit the Labyrinth you want to use the teleporter in the very Southeast corner of the map – do that now. Now find an npc labeled as “Truth Ghost” (Elder Anbotar) and talk to him. After he teleports you talk to him again. Ask the first golem “Will the other golem answer “yes” if I ask it if the left door leads to the safe way” Ask the other golem if the left door leads to the safe way: If the first golem told the truth the 2nd is lying If the first golem lied the 2nd golem is telling the truth. The left door leads to the safe way. You can pick up a gem in the left room and fight a Water Elemental, then enter the rift. Look for another ghost labeled “Ghost” (Elder Anguram) and talk to him. After he teleports you talk to him again. Go South and enter the next room. You have a choice to blow out one of two candles, either one you choose will free one prisoner and kill the other. Do nothing at this time, just continue South into the next room and find 2 monsters fighting. Watch them until one dies and the other attacks you – kill the one that attacks you. Now go West into the next room and listen to the 2 kings. Give the shield to the second king. Go North into the next room and listen to the guard and prisoner. Since you do not know all the circumstances just exit the room to the North (if you press the small button on the North wall the guard will die and the prisoner will turn into a demon and attack you). In the next room to the North you find a large lever on the floor – use the lever and it releases both prisoners that had a candle in front of their cells. Go North then East and talk to the ghost again to complete the quest. Talk to the Raanaar Instructor to complete your trials. He opens the door to the North that leads to Academy level 4. Go to the Northeast room on your map and unlock a closet to find a Magic Carpet and Fairy Dust. Now go to the Southwest room and drop the Fairy Dust into the Raanaar Water Pool. You will see green smoke in the room. Then go to the room with the crying cradle, and put the teddy bear in it. Now use the stairs to go to Academy Level 4. Academy Level 4: Note: You will have the 2nd hardest battle in the game on level 4. If you do not feel that you are strong enough yet, then you should visit the Battlefield and complete dungeons #4 and #5 at this time. When you arrive at level 4 Elder Anlokar will speak to you. Exit the room that you arrived in to the South and into a large central room. Go directly East into the Eastern most room. Talk to the Instructor and he will tell you to go to the Western most room to find your wand (make sure that you are ready for battle and have a LOT of potions). After killing Samuel grab the Summoning Staff and any other loot that dropped, then go back and talk to the instructor again. The instructor gives you a Coordinate Book and asks you to open a rift, enter it, and come back. 1St Summoned Rift: Go to the room just to the North and click on the Summoning Wand in your inventory. Enter the rift that you summoned. You appear in a room that appears to have no exit. Click on the North wall and break through it. Pull chains 2 and 4, and five skeletons will appear. You have a limited time to loot the crypts (you will be prompted to turn your hourglass) so you can loot real quick and run to the rift, or you can loot at your leasure nad kill the five skeletons when thy attack you. Now enter the rift again, and talk to the instructor. Ask him how to close the rift, then go back and close it (click on the rift and select “close the rift”). When you exit the Instructor’s room you will see a cut scene of Damian killing Elder Anlokar. Go to the Southern most room to find him and talk to him (he is not quite dead yet) and listen to what he says. Also read a note on a table in that room. In the room you are in use a door on the East wall and enter another room. Read the note on the table. On the North wall is a Raanaar Stone – move it out of the way and find a teleporter. Use the teleporter now. Read the 2 books in that room and then get a Wooden Key from the table, and a permanent potion from the Raanaar Symbols on the North and West walls. Use the teleporter again now. You have reached the end of the game, but there is one quest that should be done before going to the final battle. You will be doing a little running around to open a series of chests. This is the order: Get the Wooden Key (you just got it) Go to Academy level 3 and open the Wooden Chest to find a Stone Key (SE corner) Go to pipes level 2, open Stone Chest, find Silver Key (North center corridor) Go to Academy level 2, open Silver Chest, Find Gold Key (West center room) Go to Academy level 4, open Gold chest, Find Battlefield key #5 Now it the time for your last visit to the Battlefield. Finish all the dungeons, sell off all your items except what you want to keep for playing after the game, and put all the items that you want to keep in your inventory. Do not leave anything on your DeathKnight that you want to keep, including gold. Unlearn any skills that you will not be using in combat and reassign the points to combat skills. Make sure that you have MANY potions (100 – 200 healing and mana). When you leave the Battlefield this time there will be no returning. Final Battle: Go back to the room where Elder Amlokar was killed, then go through the door to the West. Summon a rift with your Summoning Rod. SAVE YOUR GAME. When you step through the rift you will fight the toughest enemy in the game. Make sure that you are ready to use your pause key and your potions. When you are ready step through the rift. After-Game Play: You can now continue to play in the Battlefields as long as you want to. You will have to select the option: “Enter Battlefield” from the game main menu. The Battlefields will get extremely difficult, and the experience level is very high.
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