Dragoons’ Caverns

Dragoons Caverns

Legend:

  1. Switch (useless)
  2. Switch (useless)
  3. Switch to open door
  4. Picture (+10 luck for one character permanently)
  5. Chest with Flute (useless)
  6. Chest with Shadow Guild Scroll for subquest 2
  7. Switch to secret room
  8. Switch to open door
  9. Chest with Harp for quest

Monsters:

  • Thug, Ruffian, and Brigand
  • Fighter, Soldier, and Veteran
  • Ooze, Acidic Ooze, and Corrosive Ooze

When you enter and get to the first fork in the corridor, take the door to the right. The door directly ahead leads to a room whose exit is jammed shut, so you can’t go that way anyway. On your right, there will be a stairway leading downward (with guards at the bottom). Once down there, head south and take the north fork. This passage leads around to a switch which will open the door back on the starting room. The south fork leads to a chest which contains a flute. (What to do with flute?)

On your way back, be wary of the west exit from the bottom of the ramp: That leads down to a water channel. In the water are several kinds of oozes — all of which will devour your items and tend to be immune to such items. Just avoid. And don’t fall in the lake; you’ll have plenty of chances to do so.

Back upstairs, head through the south door and continue to a platform with a lever. This lever operates an elevator down (to some more waiting guards). From here, around the corner and to the north is another switch. This switch opens a secret door back down the corridor that leads to some flour sacks containing food and a chest. In the chest is a letter linking the Dragoon raiders with the Shadow Guild. If you return with this letter to New Sorigal city hall, you will receive a 5000gp reward.

Continuing down the corridor, over the bridge, straight, and over another bridge is another button. This will open a door that you skipped by. Head back over the bridge and turn left (east) at the fork between the bridges and into the next room. The exit to this room is controlled by that switch.

Almost there — after going down the second elevator, follow the large passage all of the way to the end. There will be six chests against the far wall. Only the middle-left chest (#2) is real; touching any of the other chests will teleport you to another area of the labyrinth. Inside this chest is a harp, which is needed to solve quest 8.

Storm the Silver Helm Outpost

  • Mission: Charles D’Sorpigal in Misty Islands (#12)
  • Solution: Go into the Silver Helm Outpost at Misty Islands and bring back the Enemies List Scroll.
  • Reward: 3000gp, 15.000 xp, +50 karma
  • Award: Saved the Mayor of Mist

Goblinwatch

GoblinwatchLegend:

  1. Switch to open door
  2. Switches to open wall (ENILBOG)
  3. Chest with Goblinwatch Code Scroll for quest 3

Monsters:

  • Goblin, Goblin Shaman, Goblin King
  • Common Rat, Large Rat, Giant Rat
  • Bat, Giant Bat, Vampire Bat
  • Blood Sucker, Brain Sucker, Soul Sucker
    Efficiency level: very easy

Abandoned Temple

Abandoned Temple

Legend:

  1. Chest with Candelabra for quest 4
  2. Angela Dawson for quest 7
  3. Heart of Spider Queen for quest 5
    Any important things:

  • Cobra Eggs for Hejaz Mawsil in New Sorpigal

Monsters:

  • Spider, Giant Spider, Huge Spider
  • Cobra, King Cobra, Queen Cobra
  • Bat, Giant Bat, Vampire Bat
  • Unique: Queen Spider
    Efficiency level: very easy

Gharik’s Forge

Gharik's ForgeLegend:

  1. Switch for bridge
  2. Switch (lower) for bridge
  3. Switch (upper) to open secret room
  4. Chest with Letter to Marcus Scroll (useless)
  5. Chest with Gharik’s Journal Scroll (useless)
  6. Door (need Gharik’s Key from Silver Helm Outpost on the Misty Islands)
  7. Chest with Hourglass of Time for quest 13
    Any important things:

  • Gems from crystals for selling

Monsters:

  • Fire Beast, Fire Spirit, Fire Elemental
  • Sorcerer, Magician, Warlock
    Efficiency level: very hard

Temple of Tsantsa

Temple of TsantsaLegend:

  1. Trap 1 (with switch)
  2. Switch to trap 1
  3. Switch to open #6 and #9
  4. Trap 2 (with switch)
  5. Switch to trap 2
  6. Switch to open door
  7. Trap 3 (with switch)
  8. Switch to trap 3
  9. Switch to open door
  10. Chest with Cell Key
  11. Sherell Ivaneh for quest 20 (need Cell Key)
    Any important things:

  • Bones for Lon Miller in Free Haven

Monsters:

  • Cannibal, Head Hunter, Witch Doctor
  • Cobra, King Cobra, Queen Cobra
    Efficiency level: very easy

Temple of the Sun

Temple of the SunLegend:

1.Chest with Sacred Chalice for quest 33

Monsters:

  • Novice Monk, Initiate Monk, Master Monk
  • Minotaur King
    Efficiency level: easy

Temple of the Fist

bb-tf

Legend:

  1. Switch to open wall
  2. Switch to open door
  3. Temple Baa Letter (useless)
  4. Evil Crystal for quest

Monsters:

  • Common Rat, Large Rat, Giant Rat
  • Novice Monk, Initiate Monk, Master Monk
    Efficiency level: very easy

Hall of the Fire Lord

bb-flLegend:

  1. quest 48 (Fire Lord)
  2. Journal Fragment Scroll (useless)
  3. Door (need 1 amber to open)
  4. Door (need 1 amber to open)
  5. Fallen Defender (with Chest Key)
  6. Crystal Skull (for absorbing radioactivity in Tomb of VARN atDragonsands)
    Any Important things:

  • Let you go to South first for +2 ambers (2 ambers are at starting), must have 1 amber at every character to use teleporters for free.
  • Amber for Dillian Robinson in Free Haven

Monsters:

  • Goblin, Goblin Shaman, Goblin King
  • Ogre, Ogre Raider, Ogre Chieftan
  • Unique: Fallen Defender
    Efficiency level: easy

Temple of the Moon

Temple of the MoonLegend:

  1. Plaque (with important informations)
    Door (need touching the 6 altars)
  2. Altar of Life for open door (+5 Personality permanently for all characters)
  3. Altar of Accuracy for open door (+5 Accuracy permanently for all characters)
  4. Altar of Might for open door (+5 Might permanently for all characters)
  5. Altar of Endurance for open door (+5 Endurance permanently for all characters)
  6. Altar of Speed for open door with switch for open secret room (+5 Speed permanently for all characters)
  7. Altar of Luck for open door (+5 Luck permanently for all characters)
  8. Altar of the Moon (touch Crystals at midnight forquest 32)
  9. Chest with Remnants Scroll (useless)
    Any important things:

  • Cobra Eggs for Hejaz Mawsil in New Sorpigal

Monsters:

  • Cobra, King Cobra, Queen Cobra
  • Druid, Great Gruid, Grand Druid
  • Medusa, Medusa Enchantress, Gorgon
    Efficiency level: easy

Tomb of Ethric the Mad

Tomb of Ethric the MadLegend:

  1. Switch to open door
  2. Switch to open door
  3. Switch to open door
  4. Ethric’s skull for quest 21

Monsters:

  • Skeleton, Skeleton Knight, Skeleton Lord
  • Ghost, Evil Spirit, Spectre
  • Lich, Greater Lich, Power Lich
    Efficiency level: medium

Dragoons’ Keep

Dragoons' KeepLegend:

  1. Switch to open door
  2. Switch to open door
  3. Switch to open door
  4. Switch to open door
  5. Switch to open door
  6. Switch to open door (wait in the room for guards)
  7. Chest with Mordred for quest 19

Monsters:

  • Fighter, Soldier, Veteran
  • Common Rat, Large Rat, Giant Rat
    Efficiency level: medium

Free Haven Sewers

Free Haven SewersLegend:

  1. Grate with Sewer Key (but not sure…)
  2. Well (+10 Hit points)
  3. Prince of Thieves is here if quest 28 is running (before you enter the Sewers, be sure you have completed the Dragoons’ Caverns in the Castle Ironfist, and then Shadow Guild Hideout in the Castle Ironfist, and thenShadow Guild in the Frozen Highlands, because he has fled from them)
  4. Door (need Sewer Key)
  5. Stocked monsters between walls (stay to close to the wall and cast Ring of Fire, it will kill theese monsters).
  6. Teleporter to Supreme Temple of Baa at Hermit’s Isle (the secret door can be opened from the temple)

Monsters:

  • Common Rat, Large Rat, Giant Rat
  • Acolyte of Baa, Cleric of Baa, Priest of Baa
  • Thief, Burglar, Rogue
    Efficiency level: easy

Oracle of Enroth

oracle of EnrothLegend:

  1. Power Panel (system on/off)
  2. Panel (open the door to Oracle)
  3. quest 44quest 45quest 46quest 47quest 49,quest 50 (Oracle)
  4. 4 place for 4 memory crystals (the order is not important)

Control Center

Control CenterLegend:

  1. Computer terminal (Blaster)
  2. Chest with Proclamation Scroll for subquest 9
    Any important things:

  • 8 Blasters, and 4 Blaster Rifles and Blaster weapon skill

Control Center

  • Patrol Unit, Enforcer Unit, Terminator Unit
    Efficiency level: extremely hard

Snergle’s Iron Mines

md-smLegend:

  1. Pool (+10 spell points)
  2. Pool (+10 hit points)
  3. Library (can search the bookshelves)
  4. Chest with Cell Key
  5. Chest (openable at left and right side)
  6. Cell with Snergle’s Chambers Key for quest 26 (need Cell Key)
  7. Chest with Orders from Snergle Scroll (useless)

Monsters:

  • Dwarf, Dwarf Warrior, Dwarf Lord
  • Ooze, Acidic Ooze, Corrosive Ooze
  • Devil Spawn, Devil Worker, Devil Warrior
    Efficiency level: medium

Dragon’s Lair

Dragon's LairLegend:

  1. Longfang Witherhide with Dragon Claw for quest 24
    Any important things:

  • Bones for Lon Miller in Free Haven

Monsters:

Unique: Longfang Witherhide
Efficiency level: medium

Castle Darkmoor

Castle DarkmoorLegend:

  1. Switch to activate Main Switch 1
  2. Main Switch 1
  3. Switch to activate Main Switch 2
  4. Main Switch 2
  5. Lich King
  6. Memory Crystal Delta for quest 46
  7. Switch to activate Main Switch 3
  8. Main Switch 3
  9. Podium with Book of Liches for quest 25
  10. 3 Scarcophaguses (stealing is 3* -200 karma!)
    Any important things:

  • Gems from crystals for selling

Monsters:

  • Ogre, Ogre Raider, Ogre Chieftan
  • Lich, Greater Lich, Power Lich
  • Flying Eye, Terrible Eye, Maddening Eye
  • Unique: Lich King
    Efficiency level: very hard

Icewind Keep

Icewind KeepLegend:

  1. Chest with Remains of a Journal (useless)
  2. Switch to open door
  3. Switch to open door
  4. Switch to open secret room
  5. Dragon Tower Key for quest 35 and Dragon Rider Scroll (useless)

Monsters:

  • Ogre, Ogre Raider, Ogre Chieftan
  • Guard, Lieutenant, Captain
    Efficiency level: medium

Shadow Guild

Shadow GuildLegend:

  1. Switch to open wall
  2. Chest with Letter to Prince of Thieves Scroll (useless)
  3. Rougue Leader’s room with Rogue Leader, Lesser Genie and the teleporter door
  4. Large room with traps. Jump to the same tiles around the room and you will be teleported to the entrance of Rougue Leader’s room. Or one character smile (and some audio effect) at the north end of the room, jump out this room and go into the Rougue Leader’s room by foot without teleporting. If sparks are coming you must start it again.
  5. The answer is “fish”
  6. The answer is “dark”
  7. The answer is “time”
  8. The answer is “arrow”

Monsters:

  • Thief, Burglar, Rogue
  • Cutpurse, Bounty Hunter, Assassin
  • Genie
  • Unqiues: Rogue Leader, Lesser Genie
    Efficiency level: medium

Monolith

MonolithLegend:

  1. Scrap of Papers Scroll (useless)
  2. Chest with Cedric Druther Scroll (useless)
  3. Evil Altar (+5 Personality for Druids and Clerics permanently) forquest 31

Monsters:

  • Druid, Great Druid, Grand Druid
  • Rock Beast, Earth Spirit, Earth Elemental
  • Water Beast, Water Spirit, Water Elemental
    Efficiency level: medium

Warlord’s Fortress

warlords fortressLegend:

  1. Chest with Storage Key
  2. Chest with Discharge Paper Scroll for quest 22 (this is the proof)
  3. Chest with Storage Key
  4. Storage Room (need 2 Storage Key)

Monsters:

  • Thug, Ruffian, Brigand
  • Fighter, Soldier, Veteran
  • Death Knight, Doom Knight, Cuisinart
    Efficiency level: hard

Silver Helm Stronghold

Silver Helm Stronghold

Legend:

  1. Ghost of John Silver will be pleased if quest 11 is completed, and show him the Ankh.
  2. Chest with Elegant Letter Scroll (useless)
  3. Gerrard Blacknames with Ankh for subquest 4

Monsters:

  • Swordsman, Expert Swordsman, Master Swordsman
  • Fighter, Soldier, Veteran
  • Sorcerer, Magician, Warlock
    Efficiency level: medium

Lair of the Wolf

Lair of the WolfLegend:

  1. quest 40subquest 3 (Ghost of Baltazar)
  2. Pearl of Purity for and for quest 38and subquest 3
  3. Wolf Altar (touch with Pearl of Purity to open wall) for quest 38
  4. Walking through this place release monsters
  5. Walking through this place release monsters
  6. Walking through this place release monsters
  7. Walking through this place release monsters
  8. Switch for open wall
  9. Walking through this place release monsters
  10. Werewolf Leader with the Pearl of Putrescence for quest 40

Lair of the Wolf

  • Wolfman, Werewolf, Greater Werewolf
  • Ooze, Acidic Ooze, Corrosive Ooze
  • Swordsman, Expert Swordsman, Master Swordsman
  • Unique: Werewolf Leader
    Efficiency level: hard

Temple of the Snake

Temple of the SnakeLegend:

  1. Switch to open wall
  2. Switch to lift
  3. Switch to open wall
  4. Cage with Emmanual Cravitz for quest 37
  5. Q with Horn of Ros (this item is one of the best: indicate the HPs of enemies)

Monsters:

  • Medusa, Medusa Enchantress, Gorgon
  • Gold Dragon
  • Unique: Q
    Efficiency level: hard

Supreme Temple of Baa

baa

baa

Legend:

  1. Teleporter to Free Haven Sewers at Free Haven
  2. subquest 6 (Altars of Pain, of Cold, of Fire)
  3. Altar of Earth for subquest 6
  4. Altar of Air for subquest 6
  5. Altar of Water for subquest 6
  6. Altar of Fire for subquest 6
  7. Switches to change other bridges
  8. Memory Crystal Alpha for quest 44
  9. Slicker Silvertoungue
  10. Chest (release monsters)
    Any important things:

  • Temple Gongs for Lawrence Aleman in Free Haven
  • Gems from crystals for selling

Monsters:

New World Computing

New World Computing

Legend:

  1. Desk (Day of the Gods effect)
  2. Pantry (+food, poison and drunk effect)
  3. Potions for sale (potions for money)

Monsters:

Goblin Shaman, Goblin King
Efficiency level: very easy

Tomb of VARN

VARN

VARN

Legend:

  1. Tapestry with information
  2. Tapestry with information
  3. Sentinel of Varn with Bacdoor Key
  4. Plaque with information (2 sides)
  5. Plaque with information (2 sides)
  6. Chest with Flame Door Key, Captain’s Code Scroll, Crystal Skull for absorbing radioactivity
  7. Backdoor (need Backdoor Key)
  8. Flamedoor (need Flamedoor Key)
  9. Plaque with information (2 sides)
  10. Chest with First Mate’s Code Scroll, Water Temple Key
  11. Books with Communication Officer’s Code Scroll
  12. Books with Engineer’s Code Scroll
  13. Chest with Doctor’s Code Scroll, VARN Chest Key (need Bibliotheca Chest Key)
  14. Water Temple (need Water Temple Key)
  15. Chest with Navigator’s Code Scroll, Bibliotheca Chest Key, Crystal Skull for absorbing radioactivity
  16. Cleansing Pool (Engineer’s Code): yttocs
  17. Cleansing Pool (First Mate’s Code): kcops
  18. Cleansing Pool (Doctors’s Code): yoccm
  19. Cleansing Pool (Navigator’s Code): ulus
  20. Cleansing Pool (Communication Officer’s Code): aruhu
  21. Well of VARN (Captain’s Code): krik
  22. Chest with Control Cube for quest 49(need VARN Chest Key)

Tomb of VARN

  • Genie, Djinn, Efreet
  • Defender of VARN, Sentinel of VARN, Guardian of VARN
  • Patrol Unit, Enforcer Unit, Terminator Unit
    Efficiency level: very hard

Castle Alamos

Castle Alamos

Legend:

  1. J Tree “The first into the half the forth plus one, better hurry or you’ll be done!”
  2. B Tree “The second is next to the third, ho so pretty like a bird!”
  3. A Tree “The third is first of twenty six, A through Z you’ll have to mix!”
  4. R Tree “The forth is eight from the end, Archibald really is your friend!”
  5. D Tree “The fifth is twice the second, five letters in all I reckon!”
  6. Chest with Teleporter Key
  7. Chest with Treasure Room Key
  8. Treasure Room (need Treasure Room Key)
  9. Teleport Room (need Teleport Key)
  10. Room without door (need to use teleporter to here)
  11. Restricted area (use the lift, and the code is JBARD)
  12. Memory Crystal Beta for quest 45
  13. Teleporter to #10
  14. Switch to the open door #15
  15. Door (need pushing the switch)
  16. Warlock with Letter to Gharik (useless)
  17. Pool (release monsters)
    Any important things:

  • Gems for selling

Castle Alamos

  • Magyar, Magyar Soldier, Magyar Matron
  • Sorcerer, Magician, Warlock
  • Dust Devil, Twister, Air Elemental
    Efficiency level: very hard

Caves of the Dragon Riders

Caves of the Dragon Riders

Caves of the Dragon Riders

Legend:

1.Chest Diary Page Scroll (useless)

Monsters:

  • Wyrm, Giant Wyrm, Great Wyrm
  • Death Knight, Doom Knight, Cuisinart
    Efficiency level: very hard

Agar’s Laboratory

agars laboratory

agars laboratory

Legend:

  1. Chandelier with a diamond
  2. Switch to open lift door (and release monsters)
  3. Switch to open lift door (and release monsters)
  4. Switch to release monsters
  5. Agar’s Journal Scroll (useless)

Monsters:

  • Flying Eye, Terrible Eye, Maddening Eye
  • Agar’s Pet, Agar’s Monster, Agar’s Abomination
  • Unique: Agar
    Efficiency level: hard

Castle Kriegspire

castle of kriegspire

castle of kriegspire

Legend:

  1. Chest with Jeveled Egg for quest 41
  2. Kurator of Kriegspire (heal for 10000gp, but -976 karma!)
  3. Guardian of Kriegspire (teleport to the switch for 50000gp, but the switch can reach easily another way too)
  4. Switch to open secret room
  5. Secret room’s door (need pushing switch)
  6. Lurch
  7. Memory Crystal Epsilon for quest 45

Monsters:

  • Minotaur, Minotaur Mage, Minotaur King
  • Agar’s Pet, Agar’s Monster, Agar’s Abomination
  • Flame Drake, Frost Drake, Energy Drake
  • Unique: Lurch
    Efficiency level: very hard

Superior Temple of Baa

Kriegspire Superior temple of Baa

Legend:

  1. Entrance (need Baa Cloak, when running quest 42)
  2. Podium with information of Baa test for subquest 5
  3. Chest with Letter from Zenofex Scroll for quest 42(need 2 keys, if you have no key, touching the chest release monsters)
  4. Priest of Baa with High Sorcerer’s Key for chest
  5. Press Baa Head 1,2,3,4 for subquest 5
  6. Priest of Baa with High Cleric’s Key for chest
  7. for subquest 5 (Almighty Head of Baa)
    Any important things:

  • Door opener need expert (or master) Perception
  • Temple Gongs for Lawrence Aleman in Free Haven

Superior Temple of Baa

  • Acolyte of Baa, Cleric of Baa, Priest of Baa
  • Sorcerer, Magician, Warlock
  • Druid, Great Druid, Grand Druid
    Efficiency level: hard

Devil’s Outpost

devils outpost

devils outpost

Legend:

Devil of Baa with Devil Plans Scroll for quest 17

Monsters:

  • Devil Spawn, Devil Worker, Devil Warrior
  • Unique: Devil of Baa
    Efficiency level: medium

The Hive

The Hive

Legend:

  1. Chest with Hive Sanctum Key
  2. Keg (+20 hit points for endless using)
  3. Door (need Hive Sanctum Key)
  4. Door (Openable from #5 only)
  5. Lower Cave Door (openable with #6, or walking from #7)
  6. Backdoor to Exit
  7. Switch 1
  8. Switch 2
  9. Teleporter to Exit
  10. Door (openable with Switch 1-2)
  11. Switch 3
  12. Door (openable with Switch 3)
  13. Switch for turning off the flushing system
  14. Reactor
  15. Demon Queen
  16. Exit for Subquest 10
    Any important things:

  • The reactor’s death releases monsters and removes all spells from party. Run to the Queen’s room and cast the spells again before lost mana.
  • Don’t save the game if you see the queen, because after loading she will disappear. (BUG!)
  • Be sure that you have the Ritual of the Void Scroll from Archibald Ironfist, or you will destroy Enroth. (Try it, FUN!)

Monsters:

  • Devil Spawn, Devil Worker, and Devil Warrior
  • Devil Captain, Devil Master, and Devil King
  • Uniques: Demon Queen, Reactor

This dungeon resets every 7 days.

Guide:

Walk in through the main door and through the hallway. Directly ahead of you is a room filled with a very large quantity of devils of various ranks. When they’re dead, jump into the hole in the floor on the southwest side of the room. (All of the doors out of this room won’t budge.) From the bottom, clean out the room to the north and then follow the tube to the south.

As you’re in this entire complex, you’ll get message about the Flush System. When the “Flush is in progress”, everyone in the party will take a small amount of damage unless they’re standing on one of the blue squares that is “Protected” (that’s the name you get when you hover the mouse over it).

On the side of the tube will be a room guarded with a few devils. There is a switch on the opposide side of the room that you should flip. Continuing down the tube, there is a chest a little further down.

The next door on the left leads to a room with a large red switch. This switch will teleport you back to the entrance. You won’t want to push it yet. If you continue along the tube, there will be a keg in a side room that restores 20 hit points when used.

The tube now loops around back to the large central room. Cross that room and jump down the hole in the southeast side of the room. Follow that tube around the corner and then through the large green door. Behind the door is a passage that leads around to a secret door near the entrance. Yet another way to get out of here. Return to the hallway below and continue down the tube.

Skip past the next door (since it won’t open) and enter the door after that on the left. Inside this room is a switch which you should flip, and a chest. Continuing down the tube, the passage will let out back into the large room.

Now head for the northeast tube and jump into it. Follow the tube. There will be set of rooms to the north and south. There is a chest of items in the corner of one of the rooms. Continue down the tube.

Around the corner is another chest. Inside this chest is the Hive Sanctum Key. Its important — don’t lose it. The tunnel continues until it reaches the backside of a door in the passage north of the large central room. Return to the large room and take the northwest pit.

In an alcove on the north side of the passage, there is a button on a ledge. Push that button. Then continue down to the next room. In that room there is a chest full of items. The tube continues back to the passage to the north of the large room.

In the large room, look at that grate in the middle of the room. If you stand in the middle of the grate, you will fall through it. In the resulting tube, follow it to a medium sized room. On the east side of that room is a door that opens only if you have the Hive Sanctum Key. Go through the door. On the wall around the corner is a switch. This switch will cause the floor to disappear and allow you to drop down in the sanctum. It will reveal a room that has a reactor in the middle.

Destroy the Reactor. (You must use ancient weapons to do this; all other weapons and spells are useless.) When it dies, you will be teleported across the room; all of your magic will be dispelled; the room will fill up with devils; and behind you will be a demon queen. Kill ‘em all.

When they’re all dead, head into the room where the Queen was, go to the back of the room, and click on the swirling black wall (the one labeled Exit). If you have the Ritual of the Void scroll in your inventory, you will win the game. (If you don’t, you’ll destroy the world.)

Snergle’s Caverns

Snergle's Caverns

Legend:

  1. Bones (+5 Magic Resistance for one character)
  2. Bones (+5 Poison Resistance for one character)
  3. Switch to open secret room
  4. Door (need Snergle’s Chambers Key from Snergle’s Iron Mines on the Mire of Damned), release monster
  5. Snergle with Snergle’s Axe for quest 26 and switch to open wall
  6. Chest with Letter to Snergle (useless)
  7. Bones (+5 Might for one character)
    Any important things:

  • Crystals (for selling)

Monsters:

  • Dwarf, Dwarf Warrior, and Dwarf Lord
  • Bat, Giant Bat, and Vampire Bat
  • Unique: Snergle

Be sure to finish Snergle’s Iron Miness first in order to get the Key to Snergle’s Chamber.

The beginning of this area is very simple; walk through the corridors and kill things. There is very little branching. At most of the dead-ends, there is an exposed gold or gem vein; you can search that to either find gold or cause a cave-in. Similarly, the crystals in the open room can be harvested to get gemstones that can be sold in any shop.

West of the first chamber, there are bones that will permanently increase your resistances. The black barrels past the second room merely poison or disease you.

In the second chamber, a switch on the ground will open up a secret door to the west that leads to more barrels of stat-raising liquid and other treasure.

In the third large chamber, the door leading out of that will be locked and you need to get the Snergle’s Chamber key from Snergle’s Iron Mines to open it. When you open the door, the corrdior behind you will fill with Dwarves. This pins you in a corner and leads to a rather quick death. The best way I’ve found to deal with this is cast Lloyd’s Beacon back in the second room, and then (in turn based mode), open the door and cast Lloyd’s Beacon to return to the second room. Then you can fight all of the dwarves while they are all in front of you and come at you two and three at a time (rather than ten to twenty at once). One of those dwarves in the huge army that flows out of that door is Snergle himself (he isn’t any tougher than a Dwarf Lord). On his body, you’ll find his Axe. This is what you need to solve quest 26.

In a chest in this room, you will find a letter to Snergle. There is also a switch on the throne that opens another door leading out of this room to the southeast. This passage leads to a small corridor with glowing dinosaur bones. These bones will teleport you back to the entrance to the caverns.

Corlagan’s Estate

Corlagons Estate
Legend:
  1. Chest with Corlagon’s Diary Scroll (useless)
  2. Switch to open wall
  3. Switch to open wall
  4. Switch to open wall
  5. Switch to open wall
  6. Chest with Crystal of Terrax for quest 23
Monsters:
  • Ghost, Evil Spirit, and Spectre
  • Skeleton, Skeleton Knight, and Skeleton Lord
  • Power Lich

This evil place is filled with undead. In particular, ghosts, specters, and other evil floating things. They have the ability to magically age you, and there is no easy way to heal from magical aging. (The only way that I know of is to use one of the black potions, but then your stats are permanently reduced, or use the fountain in the Hermit’s Isle which you won’t have access to until late in the game.) Save often.

In the first room, head right. Progress through the rooms. At one point you will pass through a room with a pool of water in it. Note this room as you’ll return to it later.

In the long hallway around the corner, take the first right. The next room should have a narrow walkway that is suspended over a very large room. The room has lots of ghosts in it which will float up to attack you when you enter the room. Stay to the walkway and don’t fall off.

The next long corridor has a teleporter on it that will instantly take you the length of the corridor. Continue all of the way down, through another room with a walkway (with more ghosts to greet you) and eventually you will get to a room with no more exits. Push the button on the wall there.

Return to the entrance and take the left exit. The door exiting this room was opened by that button you pushed. Follow the corridor around and down and around and down. You will get to another room, similar to the one I mentioned above, but instead of a pool of water, it is an empty pit. Cast Featherfall and jump into the pit.

One of the walls at the bottom of the pit is a secret door. From here, work your way through the tunnels. On one of the walls in a side passage is a button. Push it. These tunnels will connect with the large room undernearth that suspended walkway. There are some chests here. The tunnel will come out at that room with the pool — the mural behind the pool is a secret door when opened from the inside. Return to the room with the pit.

Continue until you get to a long corridor with short side passages on the left and right, alternating. There is a secret wall at the end of the last corridor on the left. In this room, there is some nice treasure.

Go south to the end of the corridor, turn east, and then turn north. This room has a button which opens the door to the room where the Cystal is located.

The next room is the room underneath the second suspended walkway that you passed over already. Head towards the east door. Follow this down to another door that opens into the room where the Power Lich is hanging out. Yes, he’s nasty. And don’t try to run away because there is a trap in the corridor that will teleport you into the middle of the room. The best way to deal with the Lich is to close to melee as quick as possible — he is either immune or highly resistant to most spells. When you’re done killing him, open the chest at the far end of the room and get the Cystal out of it. This is the crystal you need to complete quest 23.

Back out in the previous room, the corridr on the west side will lead back to the room just to the east of the entrance area. Now you can leave in comfort.

Shadow Guild Hideout

Shadow Guild Hideout

Legend:

  1. Switch to open wall
  2. Chest with Prince of Thieves Scroll (useless)
  3. Switch to open wall
  4. Switch to open wall
  5. Switch to open wall
  6. Chest with Guild Key
  7. Sharry Carnegie for quest 6 (need Guild Key)

Monsters:

  • Thief, Burglar, and Rogue
  • Thug, Ruffian, and Brigand

This is not a very large dungeon and there isn’t much here to describe. In the first room to your right, there is a button just inside the doorway. If you push that button, then a wall section out in the corridor will open up allowing you to walk straight from the entrance deep into the hideout. The next door on the right is locked, and you can’t open it now. Continue down that corridor, working your way around. The area is arranged like a large oval, with rooms on the outside.

One of the rooms on the east side of the hallway contains a chest with a letter addressed to the Prince of Thieves.

As you are working your way down the other side, you will find a large room that looks like a vault: several barrels of gain stat are here, bags of items, and lots of gold. On the north wall of this vault, there is another switch. This opens the corridor on this side of the oval, across from the first secret door that you opened.

On the next room on the right, there is a chest. In that chest, there is a guild key. That key opens the locked door back near the entrance. At the end of the corridor, there is a secret door, openable only from this side, which allows you to get back into the first room in this dungeon.

The locked room is where Sharry is being kept prisoner. She will join your party, and you should escort her back to New Sorpigal to complete quest 6.

Temple of Baa

Temple of Baa

Legend:

  1. Doors (Touch N,E,W,S to open chest with Bathhouse 1 Key)
  2. Statue with Store Room 1 Key
  3. Bathhouse 1 (with Treasere Room Key)
  4. Store Room 1 (with Bathhouse 2 Key)
  5. Bathhouse 2 (with Store Room 2 Key)
  6. Store Room 2 (with Secret Door Key)
  7. Secret Door (need Secret Door Key)
  8. Temple Gong (release monsters) for Lawrence Aleman in Free Haven
  9. Treasure Room 1 (with Treasure Room 2 Key) and chest with Chime of Harmony for quest 8
  10. Treasure Room 2 (with money)

Monsters:

  • Acolyte of Baa, Cleric of Baa, and Priest of Baa
  • Skeleton, Skeleton Knight, and Skeleton Lord
  • Common Rat, Large Rat, Giant Rat
  • Spider, Giant Spider, and Huge Spider

When you enter the temple, there will be a very large room just in front of you, with a small room in the center and four doors leading off in the four cardinal directions. There are also tunnels that lead in each of the secondary directions (NE, SE, SW, and NW). These diagonal tunnels aren’t that important, except that the critters in there should be cleared out before they distrub you at a bad time. The witches’ brew that you will find in some of the corners will raise you magic resistance by 1% permanently.

Start by heading south. You’ll pass by two locked doors and then the corridor will dead end in a statue. If you search the statue, you will find a key. That key will open one of the two doors you passed. Inside that room, there is a chest containing a bathhouse key. (Note: every time you open a chest around here, more skeletons and Baa clerics appear.)

Now head north into the bathhouse area. The key you found opens the room on the right. Inside that room is another chest. That key will open the other storeroom back in the south area.

Heading back to the south, open the door, then the chest, to get another key. Now, go to the east. Open the door and quickly move out of the way. A large fireball shoots down this corrdior at regular intervals. You can get around it by walking on the fountains. Head upstairs, fighting a rather difficult battle, and clear out the temple at the top. As soon as you stand on the elevated part of the room, the room will fill completely with skeletons. You have three choices:

  1. You can run like mad along the edge of the room and get back out to the stairs. Then you fight them one at a time as they come around the corner.
  2. Use the key you have to open a secret door behind the altar. The secret passage leads to two ledges along the sides of the room. From here you can pick off all the skeletons with your bow with little problems.
  3. Stand, fight, and die. :-)

You can also take the gong that is on the altar here; there is a fellow in Free Haven that buys temple gongs for 2000gp each.

Now, return back to the main room. You can open the main door now by opening the doors in the following order: north, east, west, then south. Inside is another chest. (There is quite a battle waiting for you when you open this chest.) Inside is a key to the other bathhouse room. Go to that room and open up the chest there to get a treasure key.

Great — now where’s the treasure room? Return to the large altar and go to the ledge on the north side of the room. At the end of the ledge (to the west), there is an invisible door in the corner. In this room, there is a chest that contains the Chime of Harmony, needed to solve quest 8, and another treasure key. The treasure key can be used to open a similar secret door in the south wall. That room opens into piles of money.

Dragoons’ Caverns

Dragoons' Caverns

Legend:

  1. Switch (useless)
  2. Switch (useless)
  3. Switch to open door
  4. Picture (+10 luck for one character permanently)
  5. Chest with Flute (useless)
  6. Chest with Shadow Guild Scroll for subquest 2
  7. Switch to secret room
  8. Switch to open door
  9. Chest with Harp for quest 9

Monsters:

  • Thug, Ruffian, and Brigand
  • Fighter, Soldier, and Veteran
  • Ooze, Acidic Ooze, and Corrosive Ooze

When you enter and get to the first fork in the corridor, take the door to the right. The door directly ahead leads to a room whose exit is jammed shut, so you can’t go that way anyway. On your right, there will be a stairway leading downward (with guards at the bottom). Once down there, head south and take the north fork. This passage leads around to a switch which will open the door back on the starting room. The south fork leads to a chest which contains a flute. (What to do with flute?)

On your way back, be wary of the west exit from the bottom of the ramp: That leads down to a water channel. In the water are several kinds of oozes — all of which will devour your items and tend to be immune to such items. Just avoid. And don’t fall in the lake; you’ll have plenty of chances to do so.

Back upstairs, head through the south door and continue to a platform with a lever. This lever operates an elevator down (to some more waiting guards). From here, around the corner and to the north is another switch. This switch opens a secret door back down the corridor that leads to some flour sacks containing food and a chest. In the chest is a letter linking the Dragoon raiders with the Shadow Guild. If you return with this letter to New Sorigal city hall, you will receive a 5000gp reward.

Continuing down the corridor, over the bridge, straight, and over another bridge is another button. This will open a door that you skipped by. Head back over the bridge and turn left (east) at the fork between the bridges and into the next room. The exit to this room is controlled by that switch.

Almost there — after going down the second elevator, follow the large passage all of the way to the end. There will be six chests against the far wall. Only the middle-left chest (#2) is real; touching any of the other chests will teleport you to another area of the labyrinth. Inside this chest is a harp, which is needed to solve quest 9

Silver Helm Outpost

Mist - Silver Helm Outpost

Legend

  1. Switch for stairs
  2. Melody Silver for quest 11
  3. Chest with Enemies List Scroll for quest 15
  4. Switch to ope secret room
  5. Chest with Gharik’s Key for quest 13

Monsters:

  • Guard, Lieutenant, and Captain
  • Swordsman, Expert Swordsman, and Master Swordsman
  • Novice Monk, Initiate Monk, and Master Monk

Instructions:

All of the exciting parts of this dungeon happen after you walk down the starting corridor into a large room (that almost looks like a mess hall). From this room, you will see seven different doors leading out to the south, east, and west.

The two rooms to the south are both storerooms that contain quite a bit of treasure, stat raising barrels, and food. On the west side, the northernmost door leads to a block of three cells. Inside one of those cells, you will find a prisoner that tells you there are secret passages hidden here.

If you go to the end of the passage, you can find a secret door right there. Just click on it to open it. It leads to a very high room that has pillars in the corner and no apparent way of ascending to the top. There are two ways to get to the top: You can use the Jump spell to get from one corner to the next; or you can go into the guard room and flip the switch there. This will cause two small walkways to appear. As you step onto each one, the next will appear; but ones behind you will disappear. If you stay by the wall and walk at a normal walking pace (but don’t run), you can walk up the ramp all of the way around the room. At the top, Melody Silver is imprisoned in a room. She is a damsel in distress that you can rescue to satisfy quest 10.

From the large central room, head through the southern door on the east side. Through here, you will find one of the master priest’s bedroom. Inside here, there is a chest that contains the key to Gharik’s Laboratory and a list of enemies of the Silver Helm.. There is also a switch on the wall that opens a secret passage. This passage contains two more chests and provides a back way into the temple. (This temple can also be reached via the northeastern door from the main hall).

If you return to Lord Newton with the key, he will remember that the Mirror you’re looking for for quest 12 isn’t at the Silver Helm outpost at all, but at Gharik’s Forge at New Sorpigal.

Extra image:

Silver Helm Outpost