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    FAQ/Walkthrough by yatesy

    Version: V2.0 | Updated: 06/17/07 | Search Guide | Bookmark Guide

    RINGS OF POWER FAQ V2.0 for GENESIS by YATESY - djyatesy@ntlworld.com
    V1.0 Submitted 10/9/01
    V2.0 Submitted 16/6/07
    Walkthrough Updated
     a.	Knight
     b.	Saving time
     c.	Archer
     d.	Conjuror
     e.	Enchanter
     f.	Necromancer
    11. CREDITS
    This is a FAQ for the Genesis RPG Rings of Power. It was a little known game
    that was overshadowed by the bigger RPG's such as the Phantasy Star and
    Shining Force games. On the first play it doesn't look the most amazing RPG
    but given time it will become quite addictive and will keep you puzzled for a
    very long time. I hope that this FAQ will be some help for the people that
    are stuck (and they will be), and to the people who discover the game in the
    When you begin the game you are on a hill just north of Mind. All you have with
    you is a note from your master Thalmus asking you to meet him in the lecture
    hall at the back of the academy. Follow the path to mind and go into the
    academy, then head around to the back. Speak with Thalmus and he will call a
    meeting between his students to demonstrate the stun spell - he will then give
    each student a task. Before you carry out your task however, you must first go
    to the temple in the square to speak with Ak Thul. Head outside and go to the
    temple, speak with Ak Thul and receive the tome. Go back and talk with Thalmus
    again and he will then give you your task. Firstly take the map from his room
    as he says, also take the warn spell nearby, then exit the academy. Now you
    need to go to the hermit's house - consult the map if you need to. It is
    actually back towards where you started - on the hill on its own - it's not
    hard to find. When you try and speak with the hermit he will attack you. Use
    your stun spell on him and you should defeat him - now you have the sorcerer's
    eye - take it back to Thalmus. Thalmus will then give you the clue spell and
    call another meeting. As he leads the meeting, a fellow student attacks Thalmus
    and kills him. The students are then cast out into the world in search for the
    a. Slash (of the Knights)
    "Slash is young and ambitious with a strong moral sense - the perfect hero. My
    good friend Hack in the City of Division can tell you where to find him".
    You now find yourself just outside the city of Division. Go into the city and
    through to the Guild of Pieces alongside the harbour. You will find Hack just
    to the right of the entrance. Speak with him and he will ask you to retrieve a
    key that has been stolen by a black priest. The only help he offers is to ask
    around the guilds in the city. Ask at any of the knights guilds and a guild
    master will tell you Scourge's whereabouts are known by a wandering merchant.
    He himself doesn't know where the merchant is, but one of the city's lighthouse
    keepers does. From here you need to hire a boat and sail out to the northern of
    the lighthouses and speak with the keeper there. He will spill the location if
    you bribe him. His information tells you to travel by boat around the north
    city wall and onto the largest island among the cluster, slightly to the west.
    Enter the oasis there and you will see Rashid beside the water, speak with him
    and he will give you the location of scourge. It turns out he is hidden in the
    sewers, with the entrance being just in front of the temple in Division. Travel
    back to Division again and enter the sewers in the location given (You may want
    to sleep first if your health isn't full) and you will be immediately attacked
    by Scourge. Defeat him to take the Knight key and return to the guild. Once in
    the guild go around to the back rooms and toward the treasury. The guard there
    will stop you, so bribe him (good guard huh?) and enter the room. Empty each
    chest and take the Knight symbol back to Hack where he will give you the
    services of Slash. Observe any other advice Hack gives you and prepare to leave
    for Blood.
    b. Mortimer (of the Necromancers)
    "Mortimer is reasonably amiable for a Necromancer, and a top student - you'll
    need his healing skills on your journey. To find him, see Flemm in the City of
    This section will help save time by not having to wander back and forth between
    towns. Head south from Division and you will eventually come to the city of
    Blood. Go to the Necromantic academy and down to the burial ground below. The
    necromancer you need to speak to, Flemm, is carrying out a private burial and
    the gate is locked. Talk to the necromancer nearby and he will ask you to carry
    out a task for him, in return he will open the gate for you. Follow the clues
    he gives you and return upstairs and speak with the necromancer searching the
    bookshelves. He will let you know he has seen the key to the lab among one of
    the bookshelves nearby, while searching for something. Search the shelves
    yourself and you should find the lab key. Now enter the lab to your left and
    take the corpse. Exit the building and go to the guilds and speak with the
    people there. Eventually you will be told Old Tsalmi's grave in on the hill
    just outside Blood. Once it is dark, take the corpse there and hand it over.
    You can now return to the academy where the gate to Flemm is open. Talk to him
    and he will give you the Necromancer symbol, yet demand the Enchanter symbol in
    return for the services of one of his pupils. Rest and restock for the trip to
    Perfection. Perfection is a good distance to the west, via Fenopolis. Once
    there, buy some flowers at the shop and head north from the city across the
    desert to Speed as Hack advised you.
    c. Feather (of the Archers)
    "Feather is a strong minded, aggressive young woman. She's smart, skilled with
    her bow, and longs for adventure. Visit the Archers' guild in Speed and speak
    with guild master Arrow - she'll be expecting you".
    When you arrive at Speed, go to the guild in the center of town. Speak to the
    receptionist, she will ask for some flowers before she lets you in. If you
    purchased some in Perfection, give then to her. Note her information on the
    sextant and then head upstairs. Talk to Arrow and she will ask you to find the
    whereabouts of some archers that have been kidnapped by bandits. She also needs
    a map to the mines of mysery. The only pointers offered are to ask around the
    guilds and to talk to Carp, the local gossip. He can be found at the docks in
    front of the cathedral. Carp doesn't have too much to say, but does let on that
    a bandit has been caught and is being help prisoner in the town. Go to the
    civic center and talk to the bandit, he will ask for a flip stone in return for
    the location of the mines of mysery. Go to the local store and buy a flip
    stone, then take it back to the bandit. He will flip out, but not before he's
    drawn you a map of the location of the mines - morally incorrect maybe, but its
    what we need right? You might want to read the map at this point, it says -
    'Go east from Speed into the hills. There is a hidden cave there above the
    falls -- it's the entrance to the mines of mysery'
    Now go back to Arrow at the guild and show her the map, she will take it in
    return for the archer symbol. Arrow tells you to take it to the mines and show
    it to her lieutenant, who will let Feather join your party. Any bandits can be
    done away with. Go to the location suggested in the map and enter the cave, you
    will have to fight bandits as you descend into the mines. If your levels get
    low return to town and sleep at the inn. When you reach the bottom level of the
    mine you will see Arrow across the room, speak to her and she will join. You
    must then get out of the mines using the back exit. You may camp to avoid the
    fight and exit the mines, or if you feel like a fight then just wander into the
    cave. The party of two bandits and black priest is a little harder than what
    you have encountered so far, but you should be ok. Try to protect the archer as
    she is vulnerable at this stage. Exit the mines and return to Speed to restore
    your health, but any spells you may need for the archer then return to
    Perfection. If you have not got the sextant by now, this is the ideal time.
    d. Alexi (of the Conjurors)
    "Alexi is the favourite of her master, Haze, and with good reason - she's a
    model student and shows great aptitude for her art. You'll find her in the City
    of Perfection".
    In Perfection, go to the guild and speak to the librarian. She acknowledges you
    need to speak to the guild master, Haze, but says she does not want to be
    disturbed. The door to her room is an 'ideal door' and can only be opened with
    a key. Time to find someone who knows about the key. Ask around town, the plain
    clothed man in the restaurant says he knows of its location but needs a favour
    in return. He is working on a new spell, but needs some flame wood. You can
    learn about flame wood in the ideal library so return to the guild. Among other
    scraps of paper, you will also find two notes -
    'Certain exotic spells involving water summoning can be aided by the rare flame
    wood found only in the cave of fire, found around 5'-10'.'
    'Cave of fire - contains valuable reagents, but location of cave is a closely
    guarded secret of a hermit named Dry who lives in an oasis outside of Kaos.'
    From here you should visit the hermit mentioned. Kaos is north-west of
    Perfection, but can be reached directly by the path that leads easterly from
    the city. The oasis is just south-east of the city (11'7"-9'4"), enter and you
    will see Dry. Speak with her and she will tell you the flame wood cave is just
    south of Cathedral and it can be only reached by boat. She goes on to say the
    chest there is magically sealed, but someone called Larry who frequents the
    Lobotomy Club knows more about the subject. You need to speak with this Larry,
    so now head for the Lobotomy Club (It's the building you started the game
    outside of, near the city of Mind). Although the building is just to the south
    of you (10'7"-12'3"), it is impossible to reach by foot. The quickest way is to
    take a boat from Kaos, around the wall surrounding Mind and into the harbour
    there. From Mind you can walk. Enter and find Larry, he'll give you information
    if you buy him a drink. Larry had the key to the chest for a while but sold it
    to a conjuror that lives in the north, around (8'-5'). Check your map and head
    for the island just north-east of Cathedral, taking your boat from Mind
    (keeping to the shallow waters will save supplies). Talk to the conjuror and
    she will offer you the key in return for her precious ogre egg that has been
    stolen by a band of conjurors. The bandits hide in a cave in the south snow
    bank around (6'-21'), so head there. You will be attacked as you enter the cave
    so be prepared - this will be the hardest fight you have had so far. Defeat the
    conjurors to get the ogre egg and take it back to the conjuror on the island.
    She won't give you the key as she promised so you'll have to fight her for it.
    *** Note - Killing her without travelling to the snow bank will also get you
    the key *** Now you can look to the cave. The best way to reach it is to take a
    boat from either Cathedral heading around the southern wall then downstream, or
    from Speed heading east then downstream. Once there enter the cave and take the
    flame wood, then go back to Perfection. Visit the man in the restaurant again
    and give him the flame wood. He will give you the ideal key, so now go and open
    the door in the ideal library. When you talk to Haze she will give you the
    Conjuror symbol. Show her the Necromancer symbol as she asks and you will
    receive the services of Alexi who is waiting downstairs. Restock again and
    prepare to return to Kaos.
    e. Obliky (of the Enchanters)
    "Obliky, like all Enchanters, is a little unfocused. He's a good lad, though,
    and I think he'll serve you well. speak to Xylotyl of Kaos to learn his
    When you arrive at Kaos, you need to speak to master Xylotyl. Talk to the
    secretary in the Temple of Kaos and he will direct you to Xylotyl's secretary,
    who he says you will find in the temple. Trying to speak to the secretary
    though is futile, as he has converted to Void. Instead, speak with the red
    priest and he will tell you of a quest to turn a convert back. He points you in
    the direction of the cathedral where the great confessional will tell you more.
    Go to the Great Cathedral and speak to the great confessional - he resides on
    the ground floor, just east of the entrance. He will tell you that a holy
    mirror, when shown to a convert, will return them to their self once more. He
    then instructs you to look in the library upstairs - west wall, south end -
    where a reference can be found. When you find the memo, you will discover the
    mirror has been hidden in the crypt of the cathedral in Perfection. Go there
    and search around the tombs and you will find another memo. This one says the
    mirror was moved to Speed where the climate is better, so go there. Searching
    the tombs in Speed will uncover the mirror, which you can return to Kaos. You
    may wish to take some flipstones with you as they fetch double the price in
    Kaos. Show the mirror to Xylotyl's secretary to return him to sanity. He will
    ask you for a bingo card which you must fetch from the first floor of the
    tower. Return with it and he will tell you to visit the top of the tower at
    night where Xylotyl will be waiting. Once you speak to Xylotyl, he will give
    you the symbol of the enchanters. Show him the conjurors symbol and he will
    instruct you to go to the Drunken Dragon, just south of Blood. Make any
    preparations you wish and return to Blood. A path runs southbound from Blood
    which ends at the Drunken Dragon. When you arrive, go upstairs and talk to
    Obliky, he will join the group. Exit the building by the side door as you will
    be attacked by the group of enchanters if you return downstairs. Return to
    f. Mortimer (of the Necromancers) (Continued)
    Once back in Blood simply return to Flemm and show him the enchanter symbol. He
    will let you take Mortimer who is waiting at the guild on the hill above Blood.
    Talk to Mortimer to complete your party.
    There are eleven rings in total that you must find; each will hold a different
    challenge. Here is a guide to which rings are easier to find, giving you the
    chance to build up your experience for the harder ones. Note - this is merely a
    guide and not the order in which they need to be quested for.
    RING                    DIFFICULTY     ORDER
    The ring of thought     Easy           FIRST
    The ring of will        Medium         MID
    The ring of intuition   Hard           MID
    The ring of division    Medium         MID
    The ring of advancing   Medium         MID
    The ring of perfection  Hard           MID
    The ring of calling     Medium         MID
    The ring of bile        Hard           LATE
    The ring of blood       Hard           LATE
    The ring of variation   Easy           LATE
    The ring of mutation    Easy           MID
    "The first ring of the sorcerers, the Ring of Thought is shrouded in mystery. I
    believe the red priest Ak Thul in the City of Mind holds the key to this rings
    location - visit the temple and speak to him".
    Ak Thul did not have any information when I spoke to him so I started my quest
    at the great cathedral. If you try to speak to the priest behind the desk on
    the lower floor you will instead insert the ruby Alexi gave you into the
    statue. It will then tell you to take a note to a man Called Bob who lives in
    Sunrise. Now head over to Sunrise, located just south of the Fount of Heaven,
    in the snow bank. You can only approach by ship as the town is surrounded by
    rocks and sailing south from Perfection or west from Sparta is most ideal. The
    house you are looking for is at (3'5-22'2"), enter and speak with Bob (he is on
    the upper floor). Bob will then give you another note in return which will give
    you a clue to your next destination. It says -
    'To find the ring of holy light, seek a place between both dark and bright,
    look closely neither left nor right, where sun meets moon and day meets night.'
    This now leads us to celestial city, so go there (26'-15'). The clue says to
    look between dark and light, so go to camp on the square at the base, between
    the two temples (26'3"-15'4") and you should find yourself inside a cave.
    Within the cave there are five priests of Nexus, each with a question you must
    answer, by showing an item from your inventory. Failure to show the correct
    item results in a small loss of money. Three of the items you will have are the
    sorcerer's symbol, the ruby and the whip you got from the black priest you
    fought in Kaos, after you returned Xylotyl's secretary to sanity. The other two
    items you are unlikely to have stumbled upon by chance. Although I'm not sure
    what should lead you to it, the clue to the items whereabouts can be found on a
    bookshelf in the Great Cathedral. Examine the seventh bookshelf from the right
    on the southern wall to find a scrap giving the locations of the items. The
    first is a skull, found at Shady Acres Funeral Home (6'0"-17'-7"), just south
    of perfection on the road to Fenopolis and Blood. The second is a goblet, found
    in a hermits shack just north of Cathedral (5'5"-6'0"). Here is the order in
    which you encounter the priests, you need to answer to progress.
    1 -  Show me that with which you began Sorcerers symbol Thalamus
    2 -  Show me the symbol of despair Whip Temple in Kaos
    3 -  Tough as armour, found inside, show me protection that is not hide Skull
    Shady Acres Funeral Home (6'0"-17'7")
    4 -  Show me a vessel of fluid containment Goblet Hermits shack (5'5"-6'0")
    5 -  Show me that which came from Nexus Ruby Alexi
    Answer these five questions and the ring is yours.
    "The third ring of the sorcerers, the Ring of Will is rumoured to be in the
    possession of one Keef the Thief, the leader of the Thieves Guild in Thieves
    Haven. He's a troublesome sort, but I suggest you find a way to make a deal
    with him"
    There is actually a pre-quest you can do before you visit Keef that gives clues
    to the ring, though it is unnecessary and can only be found by chance as there
    are no clues to its existence. If you have defeated the witch Hideous
    (12'0"-13'2") at any point (possibly during the ring of Division quest), you
    are proclaimed a hero among the fens of Fenopolis (8'-17'). With this title,
    you are granted access to the mighty Fen Ho. He will give you information of a
    ring if you seal a protection order for him from the guild of Protectors. You
    need to travel to Protection in the northern snow bank (7'-2') to talk to the
    Protectors, so sail there. Once there, speak to the protectors, they will issue
    a contract if you fetch them some honey. You are told the best honey in the
    world is supplies by a bear that lives in the great forest on the eastern shore
    of the east continent (33'8"-10'5"). It is easiest to sail west from Speed and
    follow the coastline south until you arrive at the shack. Speak with the bear,
    take the honey and return to Protection. You will be granted the contract, so
    now return to Fenopolis. Talk to Fen Ho again and take the information he
    Following the research of your master, head to Thieves Haven (24'-18'). Enter
    the thieves' guild and go to the lower floor where Keef the Thief resides. Talk
    to him and he will offer to give you the ring if you bring him a leaf from the
    Fluffi tree of Gomez - said to make any thief the best in the world. He doesn't
    know the location of the tree, but says someone held in the lunatic asylum
    quested for it. The lunatic asylum is north-east of Thieves Haven across the
    great desert (31'-8'), you can reach it on foot taking the path via the
    theatre. Once you arrive take the west wing leading to where the cells are. One
    of the loonies there will give you the location of the tree if you question
    him. The tree is in a cave on the island at the foot of the Fount of Heaven
    (0'7"-19'2"), so take a ship and sail there. Once on the island, enter the
    cave. The maze itself comprises of hundreds of trees and stumps, your progress
    through being hindered by eight of these stumps. The only way to remove them is
    by standing on eight mounds hidden around the maze. It is a very hard and
    frustrating task indeed. You may wish to consult my maze page for more
    information and a map. Once you have the leaf, return to Keef at Thieves Haven.
    As you try to give him the leaf, he says he has just swapped the ring for a
    good luck charm with a priest named Yoppa. Yoppa says he is to take it to the
    Great Cathedral. Travel to the Cathedral and enter, Yoppa is there with his
    party. Talk to him and it will ultimately end in a fight for the ring. As with
    the other parties questing for the rings, they are of higher levels, so make
    sure you are healthy yourself. Defeat the party and take the ring.
    Here is the layout to the cave where the leaf is hidden.
    The stumps that have to be removed are not shown on the map.
    Key - O = tree, X = stump, S = switch, L = leaf
    !   OSXOOO          OX      XO OO!
    !       X   O XOOO     XOX      O!
    !O   OOXOOX   X   O X  X     OX O!
    !XXX        OOO X   O    XOOXO  O!
    !X  OOX      OX O O X O    O XOOO!
    !OOO O  XOXO O  X O   OO OXO    X!
    !O    X  O   X  O XOOXO  O  OOX O!
    !O OO O     OOO O   OOO XO  O   O!
    !X  O         OOOOOO  X XOXO  OXO!
    !OX OX OXOXOO   OX   OO O    XOOO!
    !OO   OO  O  OX OXOX X  O  XOO  O!
    !OOO  O   X     X   OOOXOO      X!
    !XOOO O O O OXOO    O    XOOO O O!
    !OX X O O O       L X  O      X X!
    !O    O X X   OO    O  OOXOO OO O!
    !OOO  X O  OOX  X   X  X   XOOX O!
    !OX  OO  X      X   O  OXO      X!
    !X  XO  OOXO OO  OOO  OO OXO  O O!
    !O OOX OO    OOX X    O    OOXO O!
    !O O   X  O XO O O  OX  OO      O!
    !O X XOO OX OS X X OO    XOO    X!
    !X O  X  X  O  O O XOO O   O  X X!
    !O OX O  OSOX O  O   XOOO  OXOO O!
    !O OO X  O O  O  OOX OX XO   O  O!
    !O  X OO OOX   X   O O S O  OX  X!
    !O XO XO  OO  OO  OX OO OO  O  OO!
    !X    OX     XOOO    OX    XOO  X!
    "This is the second ring of the sorcerers. According to legend, this ring was
    originally kept at our very own Academy of Sorcery, but was stolen by a greedy
    dragon. Talk to El Gripa, the grounds keeper in the academy garden - he may
    have some stories to tell you".
    Go to the Sorcerers academy and talk to El Gripa in the gardens. He will test
    your loyalty by asking you to acquire the 'mirage' spell which can only be
    found at Magic'B'Us. When you have the spell, return to the academy and talk to
    El Gripa again, this time he will tell you about Flamory - a dragon who
    attacked the academy. Listen to his story and then head to Oxbridge (25'-5')
    where he says some of the survivors went to. When you arrive in Oxbridge, there
    are two remaining sorcerers from the city of Mind. One is on the upper floor of
    one of the houses; the other is in the Guild. Talk to the sorcerer in the house
    and he will ask you to find a treasure map for him, in return he will tell you
    where the lost sorcerer can be found. Talk to the other sorcerer in the guild
    and you will find he has lost his memory. He will ask you to search the shelves
    in the guild for something to remind him what he does; doing this will find a
    scrap of paper. Reading the scrap of paper will give you a clue to your next
    location -
    Map stolen by thieves in Thieves Haven.
    Lost orb in arctic snow bank.
    Gave key to friend who vanished.
    The last line may be something to do with the thing that the other sorcerer
    mentioned - not much help yet however. Head to Thieves Haven next (24'-17'),
    the only real location we have. Once in Thieves Haven, go to the inn and
    downstairs then talk to the thief there and eventually he will attack you. Once
    you have defeated him, you will receive the treasure map. Read it and you will
    find the snow bank is at (26'2"-0'6") - the second part of the clue. Make your
    way to the snow bank and go to camp (button B), then search around the center
    of the screen to find the orb (this may take a while, just persevere). Once you
    have it, return to Oxbridge and go to the house with the sorcerer. He will
    advise you to visit the man on the Island of Light (13'6"-4'7") - go at night,
    the only time the gate is open. Once there go to camp, there will be an archer
    guarding the gate. Speak with her and the gate will open, now enter and go down
    the ladder. Talk to the sorcerer and he will ask for you to retrieve his orb.
    You should already have this, so give it to him and he will give you the
    intuition key. He will then tell you to show it to people in Oxbridge and you
    might learn the location of Flamory's cave. Return to Oxbridge and speak with
    sorcerer in the guild, show him the key and he will tell you a story -
    'Over rolling seas of sand shall the hero go with key in hand,
    search neither high nor low to discover the path aglow...'
    'Near where the world of the life, meets the world of death,
    In the fire dragon's tower, you'll find a ring of power.'
    From this riddle, we can assume we should be looking somewhere near Necropolis.
    Bribe the sorcerer for his dove then head there. Searching the towers of stone
    around the city will eventually uncover a cave (30'3"-11'9"). (I doubt there
    was something giving a definite location of the cave? E-mail me). Enter the
    cave and you will be attacked by a group of dragons. They are high level
    conjurors so expect spells to the level of 'Blaze' and 'Stones'. Once they have
    been killed, take the red path and go down the ladder. Talk to Flamory and he
    will exchange the dove you have for the ring. You can also open the other
    chests in the cave if you wish as the dragons shouldn't attack you.
    "This ring rules the art of separation. The King of Doggonia may know something
    of its whereabouts, if you can gain audience with him - he's recently taken ill
    and his regent seems very protective of him. Personally, I don't trust the
    regent; be very wary in your dealings with him".
    When you arrive in Doggonia, head to the castle. You will find the guards will
    not let you very far into the castle unless you give them all of your gold. At
    this point it is ideal to invest all of your money in goods - I suggest gems.
    Any spare cash use on spells, food or whatever, just leave enough to get back
    to Doggonia if you need to sail, fly or whatever. When you return to the castle
    speak to the guards again and give them all your money. You will be given
    access to the throne room so you can now speak to the regent. You learn the
    king is sick and they are looking for a suitable replacement. He tells you to
    speak to the judge about your quest. The judge is on the west side of the
    castle, he will instruct you to talk to the jailer on the east wing. The jailer
    will ask you to go and kill a cheat called Fiver who is hiding in the city of
    Commerce so go there. The house he is hiding in is at (15'2"-1'9"), speak to
    him and he will ask you if you will spare him. Say yes and he will disappear.
    Return to the jailer in Doggon castle and he will thank you. The regent will
    now send you on a quest to recover something called the 'milk of youth'. He
    will also tell you to ask the priests in town about it - leave the castle and
    do so. Priests in the local temple of Nexus will forward you to the cathedral
    where the resident expert on the ring can help you. Speak to him (he is just to
    the right of the door on the upper floor) and he will send you off to Sunrise
    (3'-21'). The village is split into young and old with most of either not
    saying much to help you. One house however (3'2"-21'9") has a door you cannot
    open. Speak with the kid there and he will tell you he left the key in a
    bedside dresser down the street. The house you need is at (3'0"-21'7"), take
    the milk key from the dresser at the back of the room and go back to the first
    house. Go downstairs and search the center of the fountain, you will receive
    the 'milk of youth'. Now take this back to the regent in Doggonia, he will give
    you the run of the castle. Search the back rooms and you will find the maid.
    She will tell you a maid has the iron key you need to unlock the room the king
    is in, she lives in the house next to the city sign (13'4"-14'6") so go there.
    When you speak to the residents, they will let you know she has retired to
    Sunrise so you need to head back there once again. Find the house with the
    woman upstairs (3'4"-21'4") and speak to her, she will ask you to return a
    hairlock to her that was stolen by the witch hideous. The witch lives in the
    swamps just to the north of Doggonia (12'0"-13'3"), you will need a boat to get
    there. When you enter the house kill both groups which include Hideous and you
    will receive the hairlock, now take this back to the woman in Sunrise. She will
    give you the iron key so now return to Doggon castle. Head for the back rooms
    again and into the kings chamber which the guard stands in front of. He will
    tell you he has been put under a spell and he needs the milk of youth, then
    instruct you to kill the regent. Do as he says and take the milk back to the
    king - he will give you the ring.
    "This is the ring of the archers. It is rumoured that the Queen of Richii may
    know where it is hidden, but I wasn't able to learn anything during my visit -
    perhaps you'll have better luck with her".
    As told, start you quest for the ring in Richii. You'll have no problem talking
    to the queen so question her on anything you wish. She says she knows the
    location of the ring and will help you if you do a favour for her. She needs a
    lens for the observatory which is being built. Leave and go to the observatory
    on the west side of town and talk to the man on the top floor. He'll give you
    the plans for the lens and send you to Shard, far south of the city. Take a
    ship and head south between the continents, past division, until you reach an
    island with a small town on. This is Shard (17'-20'), where perfect crystal is
    made. Go to the glassblowers and speak to the master glassblower. Show him the
    plans and he will ask for two things. Firstly, he requests tomes as a payment,
    these can be purchased from the shop in Cathedral. Secondly, he needs sand to
    make the lens, this can only be found in Mesa in the great desert. The tomes
    are straight forward enough but to get to Mesa you need a dragon stone, as it
    stands high above the desert unreachable on foot. Dragon stones can be only
    found in Mesa itself (Go figure?), and from wandering merchants. If you have
    stumbled upon one along your journey so far and bought one, you are ok, other
    wise you need to find one. Wandering merchants always travel by craft such as
    ship, boat or dino. You can tell a merchant from an enemy party as they do not
    chase you. *** If anyone knows of a fixed location to buy stones from a
    merchant, please mail me *** When you have a dragon stone, fly to Mesa. Taking
    the dragon from as close as possible will save you an enormous amount of food
    and water, but its your choice. Once in Mesa (24'-14'), finding the sand isn't
    easy. Speak with the receptionist in the desert fortress and he will tell you,
    you can find magic sand in the north-west corner of the city. Leave the
    building and head out to the tip of the city (23'8"-3'5"). The exact area you
    need has a bandit roaming the area. Look around the mound to the right of the
    screen to find sand. You should be able to take far more than you need. When
    you are satisfied, return to Shard. Give the tomes to the glassblower and he'll
    direct you upstairs where you must give the sand to another glassblower. He
    will give you the lens which you can return to the man in the observatory in
    Richii. Once complete, go back to the queen who will tell you her ancestor, the
    first Richii king had the ring. His tomb is below the south-eastern tower of
    the castle. Apparently though, no one has ever entered the crypt as it is
    magically locked and needs a specific key. She suggests trying the great
    cathedral to find out more. The resident expert on Advancing in the cathedral
    seems to be a little cryptic to me, but you may be able to make more of his
    information. When you are done, return to the castle in Richii and go into the
    crypt beneath. You will see the huge green floor and a key rested upon it. If
    you try to get the key, it will move away from you making it impossible to
    reach. Using the advice from the priest in Cathedral if you understood - or the
    more obvious clues in front of you - change all of the green tiles to blue and
    the key will come to you. Using the key you can now venture further into the
    tombs. Zombies inhabit the area and are all at very high levels so tread
    carefully and heal if needed. Soon you will find the kings tomb itself, yet
    Imino has somehow managed to get there first without the key! He already has
    the ring and you must fight him and his party to get it. The party itself is at
    an above average level - not as high as most ally parties you fight - but
    caution should be taken anyway. Once you have defeated them, you will receive
    the ring.
    "The second ring of the conjurors, the Ring of Perfection is said to be hidden
    in a 'perfect' place. Visit the University Library and speak with the resident
    expert on perfection - he may be of some help".
    Start at the Great Cathedral and speak with the resident expert on perfection.
    He will tell you the ring used to be kept there at Cathedral but was moved to a
    'perfect' place. Take the scrap of paper from the shelves as he says and you
    will see a 'chamber of perfection' can be found at (32'9"-18'4"). When you get
    to the chamber of perfection, you will find Fezzick and his party there waiting
    for you. He will say that he has been waiting for you to come and help him get
    the ring but you need both the sun and moon gems. This leads you to Celestial
    city, as it has sun and moon temples, so now go there (26'-15'). You need to
    enter the sun temple during the day and the moon temple at night. Talk to the
    priest in the sun temple and he will ask you to get him some embalming fluid,
    then tell you to go to the library in Oxbridge to learn more about it. Talk to
    the scholars there and they will give you a few more clues to the completion of
    your quest. One scholar however will tell you he visited a secret laboratory in
    blood and they gave him a pass - search the shelves close by to find it. Now
    head to blood. You need to go to Old Tsalmi's grave (the place where you took
    the body as an errand) (15'6"-18'3") and enter the lab via the ladder. As long
    as you have the pass, you will not be attacked. Talk to the necromancer there
    and he will give you the embalming fluid. Take it back to the sun temple. The
    priest will give you the sun key in exchange for the embalming fluid. Now go
    downstairs and get the sun gem from the chest. Now you need to go over to the
    moon temple (at night) and talk to the priest there. He will ask you to take a
    note to the King in Sparta (11'-21') to plead for the cease of his men
    attacking the temple. Go to Sparta and talk to the king, he says he will stop
    the attacks if you prove yourself in the arena. In the arena there are bears
    dragons, they are fairly powerful but should not be too much problem. Once they
    are all dead, return to the king, he will honour his word and promise to not
    attack the temple again. Now you can go back to the moon temple and talk to the
    priest again, he will tell you the gem is in the pool on the floor above (you
    cannot get it before the task is done by the way). Get the gem and return to
    the chamber of perfection. Fezzick will help you release the ring but will then
    try to take it for himself; you will have to fight him for it. His group is as
    strong as any in the game, so make sure you are well rested before you go.
    Defeat him and the ring is yours.
    "This is the first ring of the conjurors. When I spoke to Slice at the Guild of
    Pieces in Division, he told me about an old wise man who lives behind a
    waterfall. If you can find him, he may know something about this ring".
    Although Thalamus tells you to seek Slice, I actually found the knight that you
    need to talk to is called Spliter - he can be found at the back of the Guild of
    Pieces in Division. He will tell you that someone who came to the guild the
    previous week spoke of an old woman (also contrary to Thalamus information) who
    lives behind a waterfall at (30'1-5'4") who is an expert on the Ring of
    Calling. The waterfall is on the path that leads to the loony asylum, half way
    across a bridge - it's not too hard to find. When you talk to the conjuror
    there, she will tell you she knows where the ring is, but will only tell you if
    you retrieve her crystal ball. She then tells you to start by going to the
    bandit hole at (30'-18'). When you enter the bandit hole, just to the north of
    the entrance there is a scrap of paper on the floor, take it and read it. It
    says that the Ahab sunk and the location was recorded on a piece of paper that
    was then ripped in two. Red Beard has one piece and a merchant has another.
    First, travel to Magicnia (31'-3') and go to the store, then talk to the shop
    keeper. He will let you have his half of the map if you bring him five flags.
    Flags are captured when you defeat pirates who attack you at sea - the merchant
    says there are in abundance just outside Magicnia. There is a good chance that
    you will have acquired enough flags by now, if not just sail around until you
    get attacked, then take the flags back to the merchant. Now you have one part
    of the map, go to Division. Red Beard can be found in one of the inns, he is an
    enchanter. Unfortunately, he is not very talkative and you need to kill him in
    order to get the piece of map. Now you have both, you can see the full location
    of the Ahab (18'5"-4'0"). Take a ship out there and dive (in a boat) and you
    will be in the wreck of the Ahab. There are a couple of groups of undead
    monsters you must fight before you can recover the crystal ball out of the
    chest. Now take it back to the woman behind the waterfall and she will exchange
    the ring for it.
    "This is the first ring of the necromancers. It was one of Void's share of the
    rings, and the clues indicate that he has entrusted it to Pain, one of his high
    priests. If you can find where he is buried, the ring may still be with him.
    Talk to Curtis in the City of Blood".
    Ask around the guilds in Blood and you will be told to go and see Curtis - he's
    at the graveyard just east of the city (16'7"-16'4"). Curtis will confirm the
    ring as buried with Pain when he died, but he doesn't know the location of the
    tomb. He has two clues however that may lead you to it. The second clue is far
    easier to follow (show the symbol of Void to a black priest) and you should
    already have the whip from the Ring of Thought quest. The only black priest you
    can talk to (that I know of) is in the temple at Kaos, so head there. On
    showing the black priest the whip, he will give you location of a place called
    the Pit of Despair (21'8"-8'7"), take a ship and go there. As you walk through
    the Pit, you will be attacked by fairly strong groups of black priests, so keep
    you levels high prior to coming. Once you reach the bookshelves, take the
    scraps of paper and read them - the clues tell you that the tomb is somewhere
    in the great Desert. If you killed the black priest previously in the game and
    cannot follow the last set of clues, Curtis' first clue will have to suffice.
    Either way, you now need to go to the great desert and find Necropolis
    (31'-12'), the tomb is there. Enter the tomb however and you will find that a
    gate bars your way. Talk to the gatekeeper and he will tell you he can open the
    gate if you remove a curse he has placed on him. He tells you to consult the
    most powerful Necromancers in the world (maybe a clue to head back to Blood),
    but actually the one we are looking for is at Magic'B'Us (24'-2'), now head
    there. Speak with Lucius, the self proclaimed 'Greatest Necromancer in the
    world' and he will let you know about a new spell called 'raise' that he is
    working on. All he needs to complete it is the moustache of a thespian, which
    you can find at the theatre at (27'-10'). The person you need to talk to is up
    on the stage, standing among a clump of trees, talk to him and he will give you
    the moustache you need. Now go back to Lucius and give it to him, he will give
    you the 'raise' spell. Should you wish to quicken the process of acquiring the
    spell, it can be bought from the necromancer in the lab at Blood. You can go
    back to Necropolis and into the tomb. Before you go, it may be wise to stock up
    on balm and mana and have a stay at an inn. The tomb is filled with undead
    monsters all at high levels and to make matters worse, the stone is cursed
    making your energy sap away as you walk through the tomb. Necropolis has no inn
    so take a sleep on the way. Once you get there, show the gatekeeper the 'raise'
    spell and the gate will open - you will be attacked immediately. Work you way
    through the maze of a tomb remembering to check your levels as you go. The ring
    is in the north-west corner of the tomb, camp to exit when you have it.
    "This, the second ring of the necromancers, is in the hands of Motarin, a
    corrupt necromancer who wishes to use its power for evil. See the Guild masters
    in the City of Blood for more information".
    Talk to the necromancers in the guilds in Blood and they will tell you the ring
    has been found by an evil necromancer, his men are said to be gamblers and
    frequent the casino on the arctic coast (24'-21'). Tank to the townsman there
    and when he asks for money, give him some. He will give you a card with the
    name of a knight called Carl. Follow the coordinates (16’3”-11’4”) to outside
    the archer guild in Division. Speak with Carl and for a few gold he will send
    you off to the Lobotomy Club to see Mean Dean. The Lobotomy Club sits just
    outside Mind (where you started), so go there (10'7"-12'3"). Mean Dean lives up
    to his name however and won't say much. He only gives away that he carries an
    ID card which may come in useful. The only option is to attack Mean Dean and
    kill him, leaving you with the ID card. Read it and follow the coordinates it
    says to return it to (28'0"-18'2"). You will need a dragon to get over the wall
    surrounding the building - you can get one from a wandering merchant if you
    have not already done so. Once inside POBOPS you will see two groups of knights
    and archers, they need to be killed in order to obtain a key that opens the
    door to the lower level. The groups are quite powerful so be prepared or a
    decent fight. Once you have the key, open the door and go down the ladder. Once
    you are on the next level, you will have to defeat another group - once again,
    for another key. Take the diary and note the location of Motarin (13'2"-1'7"),
    but first you need one more key, this can be obtained by defeating the group in
    the lower floor. This group is at very high levels so prepare yourself if
    necessary. Take anything you find in the chests and head to the location
    mentioned in the diary, you may wish to sleep on the way. When you reach the
    island, go in the cave. In here are four parties of undead creatures, all
    necromancers, all very powerful. These are probably the hardest battles in the
    game besides Void, with your enemy casting spells such as reaper, perfect,
    death and restore to name a few. Beat the fourth group which contains Motarin
    and the ring is yours.
    "This is the first ring of the enchanters. I spoke with an enchanter in the
    City of Kaos who believes that the answer lies in a tower on the eastern side
    of the Great Desert. Visit Kaos and see what you can learn".
    There are two ways of getting this ring. One is quick and easy, but you must
    have your group at full levels and health. The other is far longer, but can be
    done with a reasonable weak party and it is also the way the game was intended
    to be played. I will describe the proper way here; the shorter alternative is
    in the speed guide. Start by speaking to the guild masters in the City of Kaos.
    They will not give you much information, but instruct you to try speaking to a
    man named Tutu who lives in a great tower on the eastern side of the Great
    Desert, so go there (33'1"-9'1"). Climb to the top of the tower and talk to
    Tutu. He will imprison you in the cell - if you have not spared Fiver's life
    when questing for the Ring of Division, you will be imprisoned forever - if you
    have, Fiver will free you. Search the shelves nearby and you should find three
    scraps of paper. One tells you the temple of variation is just north-west of
    Speed. Another says the key to variation is held by a hermit who lives just
    south-east of Cathedral. The last says the secret to variation is held by sober
    warriors of Nexus and lunatics. Firstly, there's no point in heading for the
    temple just yet, go to the lunatic asylum instead as it is only a little to the
    north-west (31'-8'). Make you way around to the south-west of the building
    where the loonies are locked in their cells. Talk to the three loonies on the
    right of the corridor, when asked about your quest they will reply Mutation is
    “WWWSSWWNNNNEEE”, alteration is “WWSWWN, west to wall, SSEEE”, randomness is
    “south to wall, west to wall, NNENNNWW”. This won't make any sense yet, but
    take note of what they say. Now go to the hermit, just outside of Cathedral
    (7'7"-10'6") and talk to him. He will reveal the key to variation is to "start
    at the third square from the south wall and proceed according to the order of
    variation". Now we just need the order of variation, go to Cathedral. The
    castle like building besides the port is where you need to go (6'0"-7'1") - it
    is the home of the holy paladins of Nexus (from the clue found in the tower).
    Upstairs, there is a chest which you cannot open, you also don't know how to
    open it. Talk to the paladin in the bedroom and he will tell you the key was
    taken by the residents of Sparta in a raid, so go to Sparta (11'-21'). Go
    inside the citadel and head for the treasure room just north of the entrance,
    the war key is in one of the chests. I'm not sure if the door to the room is
    always open - if not you may have to complete the errand for the moon temple
    during the Ring of Perfection. Once you have the key, go back to Cathedral and
    open the chest and read the order of variation - now you have all the
    information you need to solve the puzzle in the temple. Sail out to the temple
    from Speed and enter (33'0"-6'2"). You will see the floor has randomly changing
    tiles - some drain your energy, some are normal. Using the information you have
    gained you should be able to cross the area safely. Start from the third square
    from the south wall and proceed: WWWSSWWNNNNEEE WWSWWN, west to wall, SSEEE
    south to wall, west to wall, NNENNNWW. Take the ring and exit the temple
    through the back.
    "This is the second ring of the enchanters. If the stories are true, it has
    taken the form of a woman and is living as a commoner, moving from city to
    city. Kaos might be a good place to start looking for this one".
    I have never found any clues about the Ring of Mutation in Kaos, so I'm not
    sure how you are supposed to pick up the trail. The first thing you need to do
    however is at the Drunken Dragon (13'7"-18'9") near Blood (the place you found
    Oblisky). When you enter the tavern you will be approached by a group of
    enchanters, which will end in a fight. Once you have defeated them, you will
    receive a picture (pic) of a ring. You may have already done this if you did
    not leave by the back exit when you first met Oblisky. The woman you are
    looking for is actually staying at an inn in Mesa (24'1"-14'3"). I'm not sure
    how you were supposed to find that out (E-mail me if you know the correct
    sequence of clues). I guess the most logical way of looking at it is that as a
    person travelling from city to city, she would be staying in an inn somewhere -
    just a matter of looking as you travel around. This is still the most confusing
    of all rings to find due to the lack of clues. Anyway, enter the inn and go
    down to the lower floor. Talk to the woman there and show her the pic - she
    will turn into the ring.
    If you speak to the resident expert on the rod of creation in the great
    cathedral, he will tell you the holy seal was stolen by bandits. The leader of
    the bandits, Mr.Belmont, can be found at his residence at (20'-11') - go there
    and speak to him, he will ask you to find out why the residents of Mesa won't
    join his organisation. Go to Mesa (you will need a dragon) and enter the
    fortress there (24'8"-14'3"). On one of the floors is a log which says the sand
    of Mesa provides defence against greed. Now go back to Mr.Belmont and speak to
    him again, he will give you the freedom of his house as a reward. Go back
    upstairs and down the other ladder, in the chest there is an I.D - take it and
    leave the house. Reading the I.D will reveal it is a bandit pass, the next
    logical step is to go to the Bandit hole (30'-18'). Go through to the back and
    the guard will check your I.D and let you through. The next guard is Lenny, the
    bandit you freed in Speed - he will let you into the treasury where you can
    find the Holy Seal in one of the chests. Upon exiting, a group of bandits will
    attack you (avoid by camping) - the bandits are at very high levels and will
    use powerful spells. One they are defeated, leave the bandit hole and providing
    you have all of the rings, head for the Fount of Heaven.
    Fly to the Fount of Heaven on a dragon (1'-18') and land outside the door, then
    enter the building. If you have all of the rings and the holy seal you will be
    able to pass through the door and into the chamber beyond. Use the holy seal
    from your inventory to open the door, then proceed through. Darius, the last
    sorcerer and slayer of your master Thalmus waits. After a brief conversation,
    he will attack. Darius and his companions will use some of the highest level
    spells in the game so make sure your levels are high and you have spells to
    compliment them. Expect 'Reaper' and similar high level spells to be cast
    against you including Darius' own incarnation of 'Master' which is particularly
    devastating. A guide to the most useful spells to use are below-
    Sorcerer – Use Mesmer so the enemy cannot attack, then Master.
    Knight – Use Divide so the group cannot heal (can be countered with perfect).
    Others – Twister, Djinn, Reaper and Wyrm to cause maximum damage.
    Heal with the necromancer if necessary.
    When you defeat Void the rod of creation can be restored. You have completed
    Rings of Power, well done!
    Listed are the trade goods within the game and the best places to make money
    from them.
    Balm		Protect		19	Commerce 		39 	Regain HP
    Blades		Division	35	Sparta			74	-
    Boat Stones	Mesa		324	-			-	Summon boat
    Books		Oxbridge	7	Magicnia		15	-
    Bridge stones	Mesa		172	-			-	Create bridge
    Caskets		Blood		78	Commerce		217	-
    Corpses 	- 		-	Blood			1500	-
    Crystal		Shard		54	Perfection/Richii	128	-
    Dragon Stones	Mesa		507	-			-	Summon dragon
    Finini		Fenopolis	1314	Oxbridge		2366	-
    Flip Stones	Speed		27	Kaos			54	Teleport to gate
    Flowers		Perfection	5	Shard			10	-
    Gate Stones	Richii		13	Protection		30	Teleport between gates
    Gems		Mind		86	Commerce		428	-
    Jewellery	Thieves Haven	197	Commerce		315	-
    Lottery Tickets Kaos		10	Commerce		20	Play lotto
    Mana		Magicnia	18	Mind			42	Regain mana
    Nectar		Commerce	364	-			-	Regain Hp/Mana
    Tomes		Cathedral	2	Commerce		5	-
    Weapons		Sparta		50	Division/Doggonia	101	-
    Wood		Doggonia	5	Speed			15	-
    Here is a complete list of the spells in the game. Spells with a * hit more
    than one person. All the spells can be brought from Magic'b'us for a little
    more than the usual price.
    a. Sorcerer spells
    General attack spells
    Stun         Causes energy to flow from the Sorcerer's hands and strike the
                 victim for 10 points of damage. (Range 3)
    Jolt         Inflicts pain in the minds of the enemy for 12 points.
                 (Range 4)
    Daze*        Causes intense pain in the minds of the enemy for 25 points.
                 (Range 4)
    Shock*       Creates unbearable pain in the minds of the enemy for 32 points.
                 (Range 7)
    Spellbind enemy
    Confuse      Makes enemy move spellbound (evident as sparkling). When an
                 enemy is spellbound, they cannot attack. A spell lasts one to
                 three rounds, and has a 33% chance of failing. (Range ?)
    Mesmer*      Causes a random number of enemies to move spellbound, they can't
                 Attack. The spell lasts one to three rounds and has a 33% chance
                 of failing. (Range ?)
    Remove spell
    Free         Releases friend from a spell. (Range ?)
    Aid attack
    Clue         Read the minds of the enemy to give your party a 25% attack aid.
                 (Range 4)
    Knowledge    Read the minds of the enemy to give your party a 50% attack aid.
                 (Range 6)
    Help         Read the minds of the enemy to give your party a 75% attack aid.
                 (Range ?)
    Aid defence
    Warn         Read the minds of the enemy to give your party a 25% defence
                 aid. (Range 4)
    Inform       Read the minds of the enemy to give your party a 50% defence
                 aid. (Range 6)
    Predict      Read the minds of the enemy to give your party a 75% defence
                 aid. (Range ?)
    Support      Use the powers of the mind to give your party an attack and
                 defence advantage of 25%. (Range 6)
    Assist       Use the powers of the mind to give your party an attack and
                 Defence advantage of 75%. (Range ?)
    Screw up minds
    Insane       Use the powers of the mind to drive the enemy insane and
                 convulse his body for 30 points. (Range 6)
    Mirage       Use the powers of the mind to make the enemy insane and see
                 a mirage for 30 points. (Range 6)
    Swarm        Use the powers of the mind to cause the enemy to go insane and
                 see ghosts for 20 points. (Range ?)
    Packs        Use the power of the mind to make the enemy insane and see
                 ghosts, causing fear for 30 points. (Range ?)
    Master       This is the sorcerer's super spell. It resurrects the sorcerer's
                 master who aids combat for 70 points of damage. (Range ?)
    b. Sorcerer's spell list
    Level            Spell           Found
    Level 1          Stun            -
    Level 2          Clue            Mind
                     Warn            Mind
    Level 3          Inform          Division
                     Jolt            Division
    Level 4          Confuse         Cathedral
                     Knowledge       Cathedral
                     Help            Cathedral
    Level 5          Daze
    Level 6          Mesmer          Magicnia
                     Insane          Magicnia
    Level 7          Shock           Oxbridge
                     Support         Oxbridge
    Level 8          Assist          Commerce
                     Swarm           Commerce
    Level 9          Mirage
                     Packs            Mind
    c. Knight spells
    General attack spells
    Name          Level     Range     Damage
    Stab            1         1         5
    Cut             3         2         9
    Dice            4         4         13
    Split*          5         4         15
    Puree*          6         4         25
    Delete*         8         5         35
    Rend spells (Reduce maximum health making healing less effective)
    Name          Level     Range     Damage
    Cleave          2         3         8
    Rend            3         4         20
    Rip             4         4         28
    Sever           5         4         32
    Sunder          6         4         40
    Divide          9         5         100
    Multiple blade spells
    Name          Level     Range     Damage (per bullet)
    Knives          2         3         1
    Swords          7         3         2
    Axes            8         4         3
    Blades          9         4         4
    Ground spells
    Name          Level     Range     Damage
    Frigid          6         ?         15
    Torrent         7         ?         25
    Lava            8         ?         35
    Super spell
    Pain        This knight's super spell is his most deadly spell (Range ?)
    d. Knight's spell list
    Level 1     Stab           -
    Level 2     Cleave         Division
                Knives         Division
    Level 3     Cut            Cathedral
                Rend           Cathedral
    Level 4     Dice
    Level 5     Split          Thieves Haven
                Sever          Thieves Haven
    Level 6     Puree          Magicnia
                Sunder         Magicnia
    Level 7     Swords         Commerce
                Torrent        Commerce
    Level 8     Delete         Sparta
                Axes           Sparta
    Level 9     Divide         Division
                Blades         Division
                Pain           Division
    e. Archer spells
    General attack spells
    Name          Level     Range     Damage
    Dart            1         5         6
    Arrow           3         6         8
    Brand           5         7         12
    Tempest*        6         ?         17
    Tornado*        7         ?         24
    Fire*           8         ?         35
    Multiple bullet spells
    Name          Level     Range     Damage (per bullet)
    Ambush          3         6         2
    Surround        4         7         3
    Stream          6         7         4
    Propel          9         ?         5
    Bullet waves
    Ripple          This level two spell causes a ripple in the combat plane to
                    attack the enemy from an infinite range for 10 points of
    Blow            This level five spell causes winds to blow through the combat
                    plane at an infinite range for 20 points of damage.
    Implode         This level seven spell causes a circular ripple of fire in
                    the combat plane to attack the enemy from an infinite range
                    for 30 points of damage.
    Force spells
    Shove           Throw a victim back two squares for 10 points damage.
                    (Level 2, Range 5)
    Dizzy           Throw a victim around for 20 points. (Level 4, Range 7)
    Fling           Fling victim around for 30 points. (Level 6, Range 7)
    Shield spells
    Shield          Using this spell, archers can protect one party member by
                    Placing a shield against bullets around them.
    Defend*         Archers can protect a random number of party members by
                    placing this shield.
    Unshield        Archers use this spell to remove a shield from a single
                    enemy party member.
    Super spell
    Twister         This spell conjures a giant tornado that attacks you enemies
                    for over 50 points of damage. (Range ?)
    f. Archer's spell list
    Level 1     Dart             -
    Level 2     Ripple           Speed
                Shove            Speed
    Level 3     Arrow            Speed
                Ambush           Speed
    Level 4     Surround
    Level 5     Brand            Cathedral
                Blow             Cathedral
    Level 6     Tempest          Magicnia
                Stream           Magicnia
    Level 7     Tornado          Richii
                Implode          Richii
    Level 8     Fire             Protect
                Shield           Protect
    Level 9     Propel
    g. Necromancer spells
    General attack spells
    Name          Level     Range     Damage
    Claw            1         1         6
    Graze           2         1         8
    Hurt            3         2         12
    Wound*          4         2         17
    Slay*           5         3         24
    Death*          6         4         35
    Healing spells
    Name          Level     Range     Health
    Comfort         2         1         5
    Relief          3         1         8
    Solace          4         4         12
    Cure            5         5      1/bullet
    Health*         6         6      2/bullet
    Restore*        8         7      3/bullet
    Perfect         9         ?         70
    Miscellaneous spells
    Blind          This spell blinds a victim for one or two rounds.
    Insane         This spell blinds a victim for one to three rounds.
    Repair         This spell rejoins body parts. Use it when friends have been
    Dazzle         This is a multiple bullet attack and light show which dazzles
                   the victim, leaving him off guard and vulnerable to damage.
    Freeze         Turns an enemy to stone or ice until a 50% save is made.
    Raise          Raises the dead during combat (if a party member cannot be
                   raised, spell inflicts a great amount of damage to a random
                   enemy; attempt to raise your dead during the next round). This
                   spell requires a great deal of power.
    Super spell
    Reaper         This spell invokes death himself to fight for your cause. This
                   Spell incurs 50 points of damage on the enemy. (Range ?)
    h. Necromancer's spell list
    Level 1        Claw           -
    Level 2        Graze          Blood
                   Comfort        Blood
    Level 3        Hurt           Cathedral
                   Relief         Cathedral
    Level 4        Wound          Magicnia
                   Solace         Magicnia
    Level 5        Slay           Thieves Haven
                   Cure           Thieves Haven
    Level 6        Death          Richii
                   Health         Richii
    Level 7        Dazzle         Commerce
                   Insane         Commerce
    Level 8        Restore        Necropolis
                   Freeze         Necropolis
    Level 9        Perfect        Blood lab
                   Raise          Blood lab
                   Reaper         Blood lab
    i. Conjuror Spells
    General attack spells
    Name          Level     Range     Damage
    Spark           1         4         8
    Rock            3         5         12
    Air             4         6         18
    Energy*         5         7         15
    Flare*          6         ?         20
    Bullet streams
    Name          Level     Range     Damage (per bullet)
    Blaze           7         5         7
    Whole ground effects
    Name          Level     Range     Damage
    Earth           2         ?         7
    Rapids          4         ?         10
    Iceberg         6         ?         15
    Inferno         8         ?         20
    Multiple bullets
    Name          Level     Range     Damage (per bullet)
    Daggers         2         4         2
    Bolts           3         4         3
    Sabers          5         5         4
    Axes            6         6         5
    Stones          7         7         6
    Flames          8         ?         7
    Miscellaneous spells
    Wave            Causes a tidal wave to spread across a zoomed view doing 30
                    points of damage to each member of the enemy party.
    Master          Summons a conjuror master to aid the attack for one round.
    Servants        Causes a swarm to attack the enemy.
    Super spell
    Djinn           Summons a djinn to help the attack causing 60 points of
                    damage to each member of the enemy party.
    j. Conjuror's spell list
    Level 1          Spark          -
    Level 2          Earth          Perfection
                     Daggers        Perfection
    Level 3          Rocks          Cathedral
                     Bolts          Cathedral
    Level 4          Air            Richii
                     Rapids         Richii
    Level 5          Energy         Thieves Haven
                     Sabers         Thieves Haven
    Level 6          Flare          Magicnia
                     Iceberg        Magicnia
    Level 7          Blaze          Shard
                     Stones         Shard
    Level 8          Inferno        Mesa
                     Flames         Mesa
    Level 9          Wave
    k. Enchanter spells
    General attack spells
    Mix          Mixes up an enemy's atoms for 10 points of damage. (Range ?,
                 Level 1)
    Multiple bullet spells
    Scatter          Jumbles bullets from random locations for 2 points (Range ?,
                     Level 4)
    Frenzy           Sends a tirade of bullets for 5 points. (Range ?, Level 4)
    Small ground rippling
    Name          Level     Range     Damage
    Iceberg         3         ?         12
    Wall            4         ?         17
    Geyser          5         ?         24
    Lava            6         ?         35
    Name          Level     Range     Damage
    Dagger          2         3         8
    Sword           3         4         12
    Axe             5         5         15
    Bear            6         3         16
    Corpse          7         3         20
    Dragon          8         3         30
    Skill separation
    Alter          Turns one enemy into a townsperson for the remainder of
    Modify         May turn more than one enemy into a townsperson for the
                   remainder of combat.
    Mutate         Turns enemy into a bear for the remainder of combat.
    Miscellaneous spells
    Swamp          Creates a swamp under the enemy which does 10 points of
    Pool           Forms a pool under the victim for 20 points of damage.
    Random         This appeals to the random nature of enchanters. It randomly
                   selects a spell from any class and casts it.
    Super spell
    Wyrm           Turns enchanter into a giant fire dragon which does 60 points
                   of damage on each member of the enemy party. (Range ?)
    l. Enchanter's spell list
    Level 1        Mix          -
    Level 2        Scatter      Kaos
                   Dagger       Kaos
    Level 3        Iceberg
    Level 4        Frenzy       Cathedral
                   Wall         Cathedral
    Level 5        Geyser       Magicnia
                   Axe          Magicnia
    Level 6        Lava         Richii
                   Bear         Richii
    Level 7        Corpse       Thieves haven
                   Alter        Thieves haven
    Level 8        Dragon       Division
                   Modify       Division
    Level 9        Random
                   Dragon       Enchanters tower
    There are several ways of travelling around Usha Bau, each way will have a
    different effect on you food and water supplies. Here is a guide to getting
    around the many terrains you will face in the game.
    Terrain/Craft          Food units used     Water units used
    Path                          1                    1
    Grass                         4                    2
    Desert                        7                    5
    Swamp                         8                    4
    Ice waste                     4                    3
    Boat (in shallow water)       1                    1
    Boat (in deep water)          5                    20
    Ship                          1                    1
    Dino (on road)                1                    1
    Dino (on any other)           3                    1
    Dragon                        40                   40
    There are five different types of stone each having its own use.
    Bridge stone - Places a bridge over a square of water.
    Boat stone - Summons a boat (can only be used next to water).
    Dragon stone - Summons a dragon (can only be used on flat land).
    Gate stone - Teleports between gates.
    Warp stone - Teleports to a gate.
    There are eight gates placed around Usha Bau, they let you teleport between
    them if you have a gate stone. These are the locations of the gates.
    Here is a quick reference guide to some of the more useful location in the
    Bandit hideout             (30'-18')
    Bears house                (33'8"-10'5")
    Blood                      (15'-17')
    Casino                     (24'5"-21'0")
    Cathedral                  (5'-7')
    Cave of thought            (26'3"-15'4")
    Celestial city             (26'-15')
    Commerce                   (15'-1')
    Division                   (16'-11')
    Doggonia                   (13'-15')
    Enchanters tower           (33'-9')
    Flame wood cave            (5'4"-10'8")
    Hideous                    (12'0"-13'3")
    Kaos                       (10'-8')
    Lunatic asylum             (31'-8')
    Magic'b'us                 (24'-2')
    Magicnia                   (31'-3')
    Mesa                       (24'-14')
    Mind                       (11'-11')
    Mr.Belmonts residence      (20'-11')
    Mutation ring              (24'1"-14'3")
    Old Tsalmi's grave         (15'6"-18'3")
    Oxbridge                   (25'-5')
    Perfection                 (3'-14')
    Power lord fortress        (28'-18')
    Protect                    (7'-2')
    Richii                     (21'-4')
    Shard                      (17'-20')
    Sparta                     (11'-21')
    Speed                      (1'-8')
    Sunrise                    (3'-21')
    The chamber of perfection  (32'9"-18'4")
    The lobotomy club          (10'7"-12'3")
    The sunken ship Ahab       (18'5"-4'0")
    The temple of variation    (33'6"-6'2")
    The theatre                (27'-10')
    Thieves haven              (24'-18')
    Woman behind the waterfall (36'1"-5'5")
    When your hp is lower than 25%, save the game and reload. You are given at
    least 25% hp when you start the game.
    You will encounter fewer enemies if you travel by day.
    You can tell the difference between pirates and merchants because pirates
    will chase you.
    In the cave of thought you can keep answering the same question over and over
    again to get experience points. This is a good way to get to the highest
    level quickly.
    But gems from Mind and sell them in Commerce, this is a quick and easy way to
    maximise your money.
    Bribe merchants when buying trade goods.
    When you are using gate stones always have a boat stone handy so you cant get
    Keeping most of your money in trade goods means you wont have to make such a
    large donation to the cathedral for resurrection.
    Use the camp ability to exit a building quickly.
    Talk to allies from a distance to avoid some battles.
    You can make enemy dinos/ships disappear by camping; this helps you avoid
    unwanted fights.
    In the city of Commerce there is a little lake in the center of town. Use a
    boat stone to enter it and search on the left hand side to enter a secret
    room full of chests.
    Always pay when the guards ask for 150 gold for the king until your levels
    are high. They are powerful and will certainly kill you earlier on in the
    11. CREDITS
    This FAQ has been completely written by Yatesy. As far as I know, no part of
    this FAQ has been taken from anyone else's work in any way. If any part does
    cause anyone problems in any way then e-mail me and it will be sorted,
    contributions may also be posted and thanks given. Any abuse of the address
    at the top of the FAQ will result in it being deleted. No part of this FAQ
    may be used without prior permission from myself. Thank you for reading and I
    hope it is some use to you.

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