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Might & Magic II: Gates to Another World - Walkthrough
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for the Sega Genesis/Mega Drive
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Content:
1. Version History
2. Legal Info
3. General Info
4. The Party
5. General Tips
6. Shops
6.1. Today's Special Bonus
6.2. Weapons and Items
7. Tavern Specialties
8. Spell List
8.1. Location of all spells
8.2. Description of all spells
9. Weapons and Armor List
10. Useful Items
11. Monster List
12. Magic Fountains and Trees
12.1. Outdoors
12.2. Indoors
13. Timetables
13.1. Centuries
13.2. Days
13.3. Nature's Gate
14. Hirelings
14.1. Professions and Skills
14.2. Costs and Locations
15. Unsolved Questions
16. Bugs
17. Easter Eggs
18. Walkthrough
18.1. Middlegate
18.2. Quest: The Death Spider's Riddle
18.3. Gemmaker Volcano
18.4. Vulcania
18.5. Atlantium
18.6. Sandsobar
18.7. Tundara
18.8. Quest: The Castle Key
18.9. Quest: The Guardian Pegasus' Name
18.10. Quest: Mt. Farview Clerics (I): Corak's Soul
18.11. Quest: Nordon's Golden Goblet
18.12. Cavern Beneath Middlegate
18.13. Quest: Nordonna's Children
18.14. Quest: The Green Triple Crown
18.15. Quest: Free The Bishop of Green Battle
18.16. Castle Woodhaven
18.17. Quest: The Green Message
18.18. Quest: The Three Hidden Swords of Chivalry: Valor
18.19. Quest: The Three Hidden Swords of Chivalry: Nobility
18.20. Quest: The Three Hidden Swords of Chivalry: Honor
18.21. Quest: The Yellow Triple Crown
18.22. Quest: Free The Bishop of Yellow Battle
18.23. Castle Pinehurst
18.24. The Slums of Sandsobar
18.25. Cavern Beneath Sandsobar
18.26. Quest: Mt. Farview Clerics (II): The Admit 8 Pass
===================
1. Version History
===================
Version 0.45 (April 9, 2006)
==============
2. Legal Info
==============
It's mine. Contact me at
[email protected] if you want to mail me anything
regarding this game. Put "Might & Magic II: Gates to Another World
Walkthrough" as subject. Or visit me at
http://www.vgmuseum.com/ .
================
3. General Info
================
***IMPORTANT! PLEASE READ! (No, really!)***
So far this walkthrough's goal and concept is to get you as fast to the end
-without cheating - as possible. I do make use of my knowledge from previous
games. This might be a spoiler sometimes since, you wouldn't probably have
gotten the benefits of a certain event or a spell, at that early stage in the
game unless you were somewhat lucky. I will also make heavy use of the various
statistics boosting fountains and the like. They must be there for a reason,
right? Nevertheless I will try to not ruin all the fun of the game and I think
that the challenges will still be entertaining the way I went through them.
What I am trying to say is, that if you want to follow the imaginery red line
completely step by step, you'd be better advised to explore the world of Cron
on your own. If you can live with the fact of killing high level monsters at a
very low level then go ahead! Have fun!
***THANKS FOR READING!***
=============
4. The Party
=============
Mgt = Might : Defines how much damage is dealt through weapons.
Int = Intellect : Sorcerer spell points depend on this value.
Per = Personality: Cleric spell points depend on this value.
End = Endurance : Hit points depend on this value.
Spd = Speed : Armor class and initiative in battle depend on this value.
Acc = Accuracy : The Ability to actually hit a target.
Lck = Luck : Random factor for all dice rolls.
Class Main primary skill(s) Minimum required stats
Knight Might 15
Paladin Might, Personality, Endurance 13
Archer Intellect, Accuracy 13
Cleric Personality 13
Sorcerer Intellect 13
Robber Luck 13
Ninja Speed, Accuracy 13
Barbarian Endurance 15
Race bonus/malus compared to Humans:
Elf
+1 Accuracy
+1 Intellect
-1 Endurance
-1 Might
Dwarf
+1 Luck
+1 Endurance
-1 Speed
-1 Intellect
Gnome
+2 Luck
-1 Speed
-1 Accuracy
Half-Orc
+1 Might
+1 Endurance
-1 Intellect
-1 Personality
-1 Luck
Natural resistance and protection for each race:
Human Elf Dwarf Gnome Half-Orc
Magic : 0 0 0 35 0
Energy: 0 0 0 0 0
Fire : 5 0 10 0 5
Sleep : 60 30 0 0 30
Electr: 5 0 10 0 5
Poison: 60 5 60 0 30
Cold : 5 0 10 0 5
Acid : 0 0 0 0 0
0 = no protection 100 = maximum protection
First of all it is a good idea to create the characters in the order in which
you want them to be later in the game. First the fighters then the spell
caster. This will save you the trouble of re-arranging them every time you
leave the inn. I am myself a big fan of the two clerics party. If one dies you
still can revive him with the other one and don't have to head back to town to
get your party complete again. And one thief or ninja for locks and traps is
always handy too. Also thiefs are the only ones that may accompany others on
the single character Mt. Farview quest. Archers may learn sorcerer spells and
Paladins cleric spells later on.
But in the end it's all up to you. If you're playing the game for the first
time I would suggest though, that you spread class, race, sex and alignment as
much as possible. There will be situations when that matters and the more
variety your party has, the more quests and benefits you can get. If you're
using this walkthrough as a steady guide, I highly recommend to put at least
one cleric and one sorcerer in your party. Their spells make traveling and a
lot of the quests easier.
My party consisted of two clerics, a sorcerer, a barbarian, a ninja and a
knight. I like to give them expressive names, like Robin (Hood) for a human,
male, good aligned archer since the characters don't have any pictures, so
that I can see at one glance who's who. But that's just me.
Theoretically it's also possible to play with a party including every class,
hirelings not counted. You just have to leave two at the inn and exchange them
from time to time, so that those left behind may level up too. This may cause
some confusion with ongoing quests though.
If you notice during the game that you made a bad choice by NOT taking a
certain class there's of course always the option to use a hireling with the
same profession instead.
And now...
CONTINUE TO WALKTHROUGH SECTION!
================
5. General Tips
================
- If you wait a while at the main menu, a demo will start which will introduce
you into the world of Cron.
- A hint for almost any RPG: Save often! At least before any major battle.
- Go to the blacksmith if you want to see how much '+' bonus your weapons
have! Unequip the item and go to the sell menu, but don't sell it of course!
- There's a city ranking. They get better (training, items, etc.) but also
more expensive. They are connected by portals which allow you to travel in
the appropriate order, from the cheapest to the most expensive city. The
ranking is this: Middlegate - Sandsobar - Tundara - Vulcania - Atlantium.
- The colors stand for different difficulties going from green (easy), over
yellow, over red, to black (toughest).
- Sometimes you cannot find a clue or a place because you are FACING in the
wrong direction.
- Leave the heavy wounded monsters for the weak fighters in your party.
- In order to enable a bonus from a newly aqquired skill you have to REST.
Resting is always a good option to turn on/off a certain effect or spell. If
you want to leave an elemental plane resting will help too.
- You start with a cautious disposition which will be the one I use throughout
this walkthrough, too.
- If you rest many times at the same spot, you may be attacked even at such
safe places like a city. Resting inside a building seems to be secure.
- Always search the place after you have won a battle. It's the only way to
find any treasures.
- If you're looking for a certain item, for Lord Hoardalls quests for example,
use the "search" tool on this text to find it. Most text writing and viewing
programs have one.
- Hirelings get cheaper if you treat them well and don't let them fight
bare-handed.
- You can only have two hirelings in your party at the same time.
- Hirelings cost money every day even if you don't rest.
- In other eras the roads aren't safe anymore!
- Stealing castle treasures really doesn't pay.
- The four corners of the coordination system:
NW = 0,15 NE = 15,15
SW = 0,0 SE = 15,0
========
6.Shops
========
6.1.*Today's Special Bonus*
Today's Specials weapon bonus for each day
Day 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
1 +1
2 0
3 +1
4 +2
5 0
6 +1
7 0
8 +1
9 +2
10 0
11 +1
12 0
13 +1
14 +3
15 0
16 +1
17 0
18 +1
19 +4
20 0
21 +1
22 0
23 +2
24 0
25 +3
26 0
27 +4
28 0
29 +5
30 0
31 +1
32 0
33 +1
34 +2
35 0
36 +1
37 0
38 +1
39 +2
40 0
41 +1
42 0
43 +1
44 +3
45 0
46 +1
47 0
48 +1
49 +4
50 0
51 +1
52 0
53 +2
54 0
55 +3
56 0
57 +4
58 0
59 +6
60 0
61 +1
62 0
63 +1
64 +2
65 0
66 +1
67 0
68 +1
69 +2
70 0
71 +1
72 0
73 +1
74 +3
75 0
76 +1
77 0
78 +1
79 +4
80 0
81 +1
82 0
83 +2
84 0
85 +3
86 0
87 +4
88 0
89 +7
90 0
91 +1
92 0
93 +1
94 +2
95 0
96 +1
97 0
98 +1
99 +2
100 0
101 +1
102 0
103 +1
104 +3
105 0
106 +1
107 0
108 +1
109 +4
110 0
111 +1
112 0
113 +2
114 0
115 +3
116 0
117 +4
118 0
119 +8
120 0
121 +1
122 0
123 +1
124 +2
125 0
126 +1
127 0
128 +1
129 +2
130 0
131 +1
132 0
133 +1
134 +3
135 0
136 +1
137 0
138 +1
139 +4
140 0
141 +1
142 0
143 +2
144 0
145 +3
146 0
147 +4
148 0
149 +9
150 0
151 +1
152 0
153 +1
154 +2
155 0
156 +1
157 0
158 +1
159 +2
160 0
161 +1
162 0
163 +1
164 +3
165 0
166 +1
167 0
168 +1
169 +4
170 0
171 +1
172 0
173 +2
174 0
175 +3
176 0
177 +4
178 0
179 +12
180 0
So good days to buy weapons would be from day 29 on, every thirty days (29,
59, 89, 119, 149, 179). The bonuses apply for any year. It's only the day that
matters.
6.2.*Weapons and Item*
Weapons:
Middlegate S.J. Blacksmith
Dagger
Hand Axe
Cudgel
Long Dagger
Short Sword
Nunchakas
Sandsobar Big Al's Accessories
Cutlass
Spear
Mace
Long Sword
Scimitar
Wakizashi
Tundara Thundrax Weaponry
Spiked Club +1
Sabre
Flail
Battle Axe
Broad Sword
Katana
Vulcania Bestway Blacksmith
Bull Whip +1
Sabre +1
Short Sword +2
Mace +2
Dagger +4
Nunchakas +1
Atlantium Drewnhald Ironworks
Spear +3
Long Sword +2
Wakizashi +2
Flail +3
Cutlass +3
Long Dagger +5
Today's Specials:
Middlegate S.J. Blacksmith
Staff
Sickle
Scythe
Blowpipe
Sling
Crossbow
Sandsobar Big Al's Accessories
Short Bow
Glaive
War Hammer
Bull Whip
Long Dagger
Maul
Tundara Thundrax Weaponry
Long Bow
Trident
Bardiche
Spear
Long Sword
Wakizashi
Vulcania Bestway Blacksmith
Katana
Pike
Halberd
Battle Axe
Flail
Scimitar
Atlantium Drewnhald Ironworks
Great Bow
Great Axe
Flamberge
Great Hammer
Naginata
Broad Sword
Armor:
Middlegate S.J. Blacksmith
Small Shield
Padded Armor
Leather Suit
Scale Armor
Ring Mail
Helm
Sandsobar Big Al's Accessories
Large Shield
Leather Suit
Scale Armor
Ring Mail
Chain Mail
Splint Mail
Tundara Thundrax Weaponry
Great Shield
Chain Mail
Splint Mail
Plate Mail
Plate Armor
Helm +1
Vulcania Bestway Blacksmith
Helm +2
Large Shield +1
Padded Armor +1
Scale Armor +1
Ring Mail +1
Plate Mail +1
Atlantium Drewnhald Ironworks
Helm +4
Great Shield +1
Padded Armor +3
Chain Mail +2
Splint Mail +1
Plate Armor +1
Misc Items:
Middlegate S.J. Blacksmith
Torch
Lantern
Magic Herbs
Thief's Pick
Rope 'n Hooks
Green Ticket
Sandsobar Big Al's Accessories
Force Potion
Magic Meal
Lantern
Wakeup Horn
Compass
Yellow Ticket
Tundara Thundrax Weaponry
Skill Potion
Antidote Ale
Super Flare
Dove's Blood
Witch's Broom
Defense Ring
Vulcania Bestway Blacksmith
Holy Charm
Herbal Patch
Cure-all Wand
Instant Keep
Lava Grenade
Red Ticket
Atlantium Drewnhald Ironworks
Max HP Potion
Sextant
Thief's Pick +5
Teleport Orb
Defense Ring +2
Black Ticket
======================
7. Tavern Specialties
======================
Middlegate
Horrors d’oeuvres - Let's you get past C1 2,10. Combat!
Soup de Ghoul with Garlic Toast - Ghouls at C1 2,6 flee.
Dragon Steak Tartar - D1 2,7 ???
Sandsobar
Gourmet Dinner B: Wyrm Chop Suey - H.K. Phooey shows up.
Roast Peasant Under Glass - Some peasants at E4 3,10. Combat!
Phantom Pudding (Very Low-Cal) - Sarakin's Mine 7,3 help Jed I, Sir Kill.
Tundara
Sizzling Swine Soup -
Red Hot Wolf Nipple Chips - Get Nature's Gate at C3 1,9.
Roast Leg of Wyvern -
Vulcania
Pickled Pixie Brains -
Deep Fried Troll Liver - Thund R. and Ariel appear. Combat!
Cream of Kobold Soup - About 100 Kobolds at E1 2,3. Combat!
Atlantium
Lightly Salted Tongue of Toad - Toad at C4 14,8 tells about Mt.Farview.
Puree of Gnome - Some Gnomes at A2 14,10. Combat!
Devil’s Food Brownie - Get Fingers of Death at C1 1,8. Combat!
==============
8. Spell List
==============
Every two character levels you will gain a new spell level!
Level : 1 3 5 7 9 11 13 15 17
Spell Level : 1 2 5 4 5 6 7 8 9
8.1.*Location of all spells*
SB = Spell Book
Clerical Spells Location Wallkthrough Section
C1/1 Apparition Middlegate; SB -
C1/2 Awaken Middlegate; SB -
C1/3 Bless SB -
C1/4 First Aid SB -
C1/5 Light SB -
C1/6 Power Cure Middlegate -
C1/7 Turn Undead SB -
C2/1 Cure Wounds SB -
C2/2 Heroism Sandsobar -
C2/3 Nature's Gate C3 1,9 5.9
C2/4 Pain SB -
C2/5 Protct/Elements Sandsobar -
C2/6 Silence SB -
C2/7 Weaken Sandsobar -
C3/1 Cold Ray Tundara -
C3/2 Create Food SB -
C3/3 Cure Poison SB -
C3/4 Immobilize SB -
C3/5 Lasting Light Tundara -
C3/6 Walk on Water C2 11,1 5.6
C4/1 Acid Spray SB -
C4/2 Air Transm. A1 8,8 5.8
C4/3 Cure Disease SB -
C4/4 Restore Align. Tundara -
C4/5 Surface SB -
C4/6 Holy Bonus Vulcania -
C5/1 Air Encasement A1 1,14 5.8
C5/2 Deadly Swarm SB -
C5/3 Frenzy B4 8,1 ?
C5/4 Paralyze SB -
C5/5 Remove Cond. Vulcania -
C6/1 Earth Transm. E4 8,8 5.20
C6/2 Rejuvenate SB -
C6/3 Stone to Flesh SB -
C6/4 Water Encase. A4 1,1 ?
C6/5 Water Transm. A4 8,8 ?
C7/1 Earth Encasem. E4 14,1 5.20
C7/2 Fiery Flail Vulcania -
C7/3 Moon Ray SB -
C7/4 Raise Dead SB -
C8/1 Fire Encasement E1 14,14 ?
C8/2 Fire Transm. E1 8,8 ?
C8/3 Mass Distortion Atlantium -
C8/4 Town Portal SB -
C9/1 Divine Interv. Druid's P. Cavern 14,14 ?
C9/2 Holy Word C1 5,5 5.6
C9/3 Resurrection Atlantium -
C9/4 Uncurse Item Atlantium -
Sorcerer Spells Location Section
S1/1 Awaken Middlegate -
S1/2 Detect Magic SB -
S1/3 Energy Blast Middlegate -
S1/4 Flame Arrow SB -
S1/5 Light SB -
S1/6 Location SB -
S1/7 Sleep Middlegate -
S2/1 Eagle Eye Middlegate 10,2 5.12
S2/2 Electric Arrow SB -
S2/3 Ident. Monster Middlegate -
S2/4 Jump SB -
S2/5 Levitate SB -
S2/6 Lloyd's Beacon Corak's Cave 7,11 5.2
S2/7 Protect/Magic Sandsobar -
S3/1 Acid Stream Sandsobar -
S3/2 Fly SB -
S3/3 Invisibility SB -
S3/4 Lightning Bolt Sandsobar -
S3/5 Web SB -
S3/6 Wizard Eye Sandsobar 7,4 5.6
S4/1 Cold Beam Sandsobar -
S4/2 Feeble Mind Tundara -
S4/3 Fireball Tundara -
S4/4 Guard Dog SB -
S4/5 Shield SB -
S4/6 Time Distortion SB -
S5/1 Disrupt Tundara -
S5/2 Fingers/Death C1 1,8 5.16
S5/3 Sand Storm Tundara -
S5/4 Shelter SB -
S5/5 Teleport SB -
S6/1 Disintegration Vulcania -
S6/2 Entrapment SB -
S6/3 Fantas. Freeze Vulcania -
S6/4 Recharge Item SB -
S6/5 Super Shock Vulcania -
S7/1 Dancing Sword A2 15,11 5.8
S7/2 Duplication Vulcania -
S7/3 Etherealize SB -
S7/4 Prismatic Light SB -
S8/1 Incinerate SB -
S8/2 Mega Volts Atlantium -
S8/3 Meteor Shower Atlantium -
S8/4 Power Shield SB -
S9/1 Implosion Atlantium -
S9/2 Inferno Atlantium -
S9/3 Star Burst D1 5,6 ?
S9/4 Enchant Item Gemmaker Volcano 3,3 5.17
8.2.*Description of all spells (PC Manual)*
Clerical Spells
Level 1
1. Apparition
Cost: 1 SP
Type: Combat
Object: 10 monsters
Description: Creates a frightening apparition in the monsters memory
causing them to be afraid, reducing their chance to hit.
2. Awaken
Cost: 1 SP
Type: Anytime
Object: All sleeping party members
Description: Awakens all sleeping members of the party,
instantaneously canceling the sleep condition. May be critical if
party is attacked during rest.
3. Bless
Cost: 1 SP
Type: Combat
Object: Entire party
Description: Increases the accuracy with which all characters fight,
for the duration of combat.
4. First Aid
Cost: 1 SP
Type: Anytime
Object: 1 character
Description: Heals minor battle wounds, restoring 8 Hit Points to that
character.
Comment: Even at the lowest level it won't provide full healing. Stick to
Power Cure as long as you have any gems. If you don't have any, use Cure
Wounds instead.
5. Light
Cost: 1 SP
Type: Non-combat
Object: Entire party
Description: Gives the party 1 light factor, which is sufficient to
light up 1 dark area. Multiple light spells can be cast to accumulate
multiple light factors.
6. Power Cure
Cost: 1/L+1 Gem
Type: Anytime
Object: 1 character
Description: Restores character's health and 1-10 Hit Points per
experience level of caster.
Comment: This is the spell you will probably use often like no other. It's
THE cleric spell!
7. Turn Undead
Cost: 1 SP
Type: Combat
Object: All undead monsters
Description: Destroys some or all undead monsters, depending on
caster's experience level and monster's power level.
Comment: Can be cast only once in each battle but is very useful since it
usually kills more monsters than you would have killed by other means.
There is a better one though which is even more powerful: Holy Word.
Level 2
1. Cure Wounds
Cost: 2 SP
Type: Anytime
Object: 1 character
Description: Cures more serious wounds, restoring
15 Hit Points to the character.
2. Heroism
Cost: 2 SP+1 Gem
Type: Combat
Object: 1 character
Description: Temporarily elevates a character 6 levels of experience.
Spell lasts for the duration of combat.
3. Nature's Gate
Cost: 2 SP
Type: Non-combat, Outside
Object: Entire party
Description: Using the forces of nature, opens a portal between two
locations in the land of Cron. These locations vary with time
(days/years).
Comment: Check the timetable to see at which location you will get out.
4. Pain
Cost: 2 SP
Type: Combat
Object: 1 monster, not undead
Description: Cripples monster with pain, inflicting 2-16 damage
points, unless the monster is immune to pain.
5. Protection From Elements
Cost: 2 SP+1 Gem
Type: Anytime
Object: Entire party
Description: Increases all character's resistance to fear, cold, fire,
poison, acid and electricity. Amount of the increase depends on the
caster's experience level. Spell lasts 1 day.
6. Silence
Cost: 2 SP
Type: Combat
Object: 4 monsters +1 per level
Description: Prevents the monsters from casting spells for the
duration of combat, or until they overcome the spell.
7. Weaken
Cost: 2 SP+1 Gem
Type: Combat
Object: 10 monsters
Description: Weakens all monsters affected, reducing their physical
damage by half until the spell is overcome.
Level 3
1. Cold Ray
Cost: 3 SP+2
Gems Type: Combat, not in hand to hand
Object: 5 monsters
Description: Attacks with a ray of intensive cold that penetrates to
the monsters heart and inflicts 25 points of damage to each monster
affected.
2. Create Food
Cost: 3 SP+2 Gems
Type: Non-combat
Object: Spell caster
Description: Adds 8 food units to caster's food supply. Caster may
then distribute food among other party members, if he/she desires.
3. Cure Poison
Cost: 3 SP
Type: Anytime
Object: I character
Description: Flushes poison out of a character's system,
instantaneously removing the poisoned condition.
4. Immobilize
Cost: 3 SP
Type: Combat
Object: 5 monsters
Description: Immobilizes any monster affected.
5. Lasting Light
Cost: 3 SP
Type: Non-combat
Object: Entire party
Description: Bestows 20 light factors on the party, for use in
dispelling darkness.
6. Walk on Water
Cost: 3 SP+2 Gems
Type: Non-combat, Outdoor
Object: Entire party
Description: Creates a floating sand dune upon which the party may
walk on. Lasts 1 day.
Comment: Some places can only be reached with this spell.
Level 4
1. Acid Spray
Cost: 4 SP+3 Gems
Type: Combat, not in hand to hand
Object: 3 monsters
Description: Sprays a corrosive stream of acid inflicting 6-60 points
of damage, unless immune to acid.
2. Air Transmutation
Cost: 4 SP+3 Gems
Type: Non-combat, Outdoor
Object: Entire party
Description: Transforms the party into air, allowing the exploration
of the elemental plane of air.
3. Cure Disease
Cost: 4 SP
SP Type: Anytime
Object: 1 character
Description: Restores full health to sick character, instantaneously
removing the diseased condition.
4. Restore Alignment
Cost: 4 SP+3 Gems
Type: Non-combat
Object: 1 character
Description: Restores a character's original alignment, after actions
and responses have caused it to shift.
5. Surface
Cost: 4 SP
Type: Non-combat
Object: Entire party
Description: Instantly transports all party members from an
underground location to grounds surface.
6. Holy Bonus
Cost: 4 SP+3 Gems
Type: Combat
Object: Entire party
Description: The generous forces of the cleric's deity increase the
damage done by party members by 1 point per 2 levels of the caster.
Level 5
1. Air Encasement
Cost: 5 SP+5 Gems
Type: Combat
Object: 1 monster
Description: Encases the target in a field of air, inflicting 10
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.
Comment: Well it says 10 points in the manual but actually I managed to
inflict over 2000 points with spell level 5 on a Viking once. The average
damage seems to be around 150, that's if the spell works.
2. Deadly Swarm
Cost: 5 SP+5 Gems
Type: Combat
Object: 10 monsters
Description: Sends a swarm of killer insects against the monsters,
inflicting 4-40 damage points against each monster.
3. Frenzy
Cost: 5 SP+5 Gems
Type: Combat
Object: 1 character, once per character
Description: Sends one party member into a frenzy, allowing him/her to
attack all the monsters on the screen. Drained from the experience,
the character loses 1 point of endurance and is then rendered
unconscious.
4. Paralyze
Cost: 5 SP+5 Gems
Type: Combat
Object: 10 monsters
Description: Attempts to immobilize all monsters and prevent them from
fighting. May be partially or completely effective on some or all
monsters.
5. Remove Condition
Cost: 5 SP+5 Gems
Type: Anytime
Object: 1 character
Description: Releases character from all undesirable conditions except
dead, stoned or eradicated.
Level 6
1. Earth Transmutation
Cost: 6 SP+6 Gems
Type: Non-combat, outdoor
Object: Entire party
Description: Transforms the party into earth, allowing the exploration
of the elemental plane of earth.
2. Rejuvenate
Cost: 6 SP+6 Gems
Type: Non-combat
Object: 1 character
Description: A fountain of youth that trims 1-10 years off a
character's age, restoring his/her abilities to the younger level.
Spell carries some risk of producing the opposite effect.
3. Stone to Flesh
Cost: 6 SP+6 Gems
Type: Anytime
Object: 1 character
Description: Re-animates a character who has been turned to stone,
removing the stoned condition.
4. Water Encasement
Cost: 6 SP+6 Gems
Type: Combat
Object. 1 monster
Description: Encases the target in a field of water, inflicting 20
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.
5. Water Transmutation
Cost: 6 SP+6 Gems
Type: Non-combat, outdoor
Object: Entire party
Description: Transforms the party into water, allowing the exploration
of the elemental plane of water.
Level 7
1. Earth Encasement
Cost: 7 SP+7 Gems
Type: Combat
Object: 1 monster
Description: Encases the target in a field of earth, inflicting 40
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.
2. Fiery Flail
Cost: 7 SP+7 Gems
Type: Combat
Object: 1 monster
Description: Creates a huge flail of fire, striking a single opponent,
inflicting 100-400 points of damage.
3. Moon Ray
Cost: 7 SP+7 Gems
Type: Combat, outdoors
Object: 10 monsters
Description: Bathes all combatants in a beneficent ray that bestows
10-100 Hit Points on each character and removes 10-100 Hit Points from
each monster.
4. Raise Dead
Cost: 7 SP+7 Gems
Type: Anytime
Object: 1 character
Description: Brings the character back to life, removing the dead
condition. Spell carries a moderate chance of failure and a remote
chance of eradicating the character. (Note: Spell-caster and recipient
age by 1 year.)
Level 8
1. Fire Encasement
Cost: 8 SP+8 Gems
Type: Combat
Object: 1 monster
Description: Encases the target in a field of fire, inflicting 80
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.
2. Fire Transmutation
Cost: 8 SP+8 Gems
Type: Non-combat, outdoors
Object: Entire party
Description: Transforms the party into fire, allowing the exploration
of the elemental plane of fire.
3. Mass Distortion
Cost: 8 SP+8 Gems
Type: Combat
Object: 2 monsters
Description: Increases the weight of monsters causing them to fall and
subsequently lose half their hit points.
4. Town Portal
Cost: 8 SP+8 Gems
Type: Non-combat
Object: Entire party
Description: Opens a temporary portal to any town and moves the party
through the portal to that town.
Level 9
1. Divine Intervention
Cost: 10 SP+20 Gems
Type: Combat
Object: Entire party
Description: Intercedes with supernatural forces to restore all
characters' Hit Points and remove all undesirable conditions, except
eradicated. (Note: Spell-caster ages 5 years every time this spell is
cast.)
2. Holy Word
Cost: 10 SP+10 Gems
Type: Combat
Object: All
Description: Utters a single word of devastating power, that destroys
all undead monsters.
Comment: Can only be used once during each battle. Powerful spell.
3. Resurrection
Cost: 10 SP+10 Gems
Type: Non-combat
Object: 1 character
Description: Removes the eradicated condition from the character,
adding 5 years to his/her age and subtracting 1 endurance point from
his/her vital statistics. There is a chance that the spell will fail.
(Note: Ages caster 1 year.)
4. Uncurse Item
Cost: 10 SP+50 Gems
Type: Non-combat
Object: Spell caster
Description: Attempts to remove the curse from an item in casters
backpack.
Sorcerer Spells
Level 1
1. Awaken
Cost: 1 SP
Type: Anytime
Object: All sleeping party members
Description: Awakens all sleeping members of the party,
instantaneously cancelling the sleep condition. May be critical if
party is attacked during rest.
2. Detect Magic
Cost: 1 SP
Type: Non-combat
Object: Items in spell casters backpack
Description: Reveals any magical items in caster's backpack, and notes
the number of magical charges remaining in any item which must be
charged for use. Also detects any magic surrounding or inside a chest.
3. Energy Blast
Cost: 1/L+1 Gem
Type: Combat
Object: 1 monster
Description: Zaps the monster with a blast of pure energy, inflicting
1-6 damage points per experience level of caster.
4. Flame Arrow
Cost: 1 SP
Type: Combat
Object: 1 monster
Description: Sends a burning shaft into the monster, inflicting 2-8
points of fire damage, unless monster is immune to fire.
5. Light
Cost: 1 SP
Type: Non-combat
Object: Entire party
Description: Gives the party 1 light factor, sufficient to light a
single darkened square. Multiple light spells can be cast, to
accumulate light factors.
6. Location
Cost: 1 SP
Type: Non-combat
Object: Entire party
Description: Gives precise information on party's location. Shows a
map of the current 16xl6 area that the party has mapped and shows your
present location on that map. May be critical when party is lost or
magically transported. In general, this spell is the key to successful
mapping.
Comment: It's the same as the Cartographer skill.
7. Sleep
Cost: 1 SP
Type: Combat
Object: 4 monsters +1 monster/L of caster
Description: Sends monsters into a deep sleep, preventing them from
attacking. Effective until monster is damaged or overcomes the spell.
Level 2
1. Eagle Eye
Cost: 2 SP/L
Type: Non-combat, outdoor
Object: 5 steps per level of caster
Description: An eagle eye view of the outdoor terrain appears on the
screen, providing a 5x5 overhead view of the area and your party's
location.
2. Electric Arrow
Cost: 2 SP
Type: Combat
Object: 1 monster
Description: Electrocutes a monster, inflicting 4-16 damage points,
unless monster is immune to electrical attack.
3. Identify Monster
Cost: 2 SP+ 1 Gem
Type: Combat
Object: 1 monster
Description: Informs caster of the current condition of any one
monster during combat.
Comment: Check the monster list.
4. Jump
Cost: 2 SP
Type: Non-combat
Object: Entire party
Description: Moves the party 2 squares forward, providing there are no
magical obstructions (force fields, etc.) in the way.
Comment: Actually any wall or obstacle will cause this spell to fail. Use
it only in open territory.
5. Levitate
Cost: 2 SP
Type: Non-combat
Object: Entire party
Description: Raises all characters above ground level, protecting them
from various dangers for 1 day.
Comment: It will save you from rift holes and lava!
6. Lloyd's Beacon
Cost: 2 SP+1 Gem
Type: Non-combat, Dungeon
Object: Entire party
Description: Leaves a beacon at your current location so that you may
instantaneously return to that location the next time you cast this
spell.
7. Protection from Magic
Cost: 1/L+1 Gem
Type: Anytime
Object: Entire party
Description: Increases all characters' resistance to magic. Amount of
the increase depends on experience level of caster. Spell lasts 1 day.
Level 3
1. Acid Stream
Cost: 1/L+2 Gems
Type: Combat
Object: 1 monster
Description: Sprays a burning stream of acid inflicting 2-8 points of
damage per level of caster, unless immune to acid.
2. Fly
Cost: 3 SP
Type: Non-combat, Outdoors
Object: Entire party
Description: Grants magical flight to all characters, allowing the
party as a whole to move to any other outdoor area. The party will
land in the safest square in that area.
Comment: One of the most important sorcerer spells in this game. It will
save you much time when you have to travel far distances.
3. Invisibility
Cost: 3 SP
Type: Combat
Object: Entire party
Description: Drops a cloak of invisibility over all characters,
greatly decreasing the monsters' chances of hitting them.
4. Lightning Bolt
Cost: 1/L+2 Gems
Type: Combat
Object: 4 monsters
Description: Blasts the monsters with a gigantic lightning bolt that
inflicts 1-6 damage points per level of caster.
5. Web
Cost: 3 SP+2 Gems
Type: Combat, not in hand to hand
Object: 4 monsters +1 monster/L of caster
Description: Wraps monsters in a supernatural web, preventing them
from fighting for the duration of combat or until they escape.
6. Wizard Eye
Cost: 3/L+2 Gems
Type: Non-combat, indoors
Object: 5 steps per level of caster
Description: Uses the magical eye of a powerful wizard to show a 5x5
overhead view of your party's location in any indoor maze.
Level 4
1. Cold Beam
Cost: 1/L+3 Gems
Type: Combat
Object: 1 monster
Description: Attacks with a beam of intense cold that penetrates to
the monster's heart and inflicts 6 damage point per level of caster,
unless the monster is immune to cold.
2. Feeble Mind
Cost: 4 SP+3 Gems
Type: Combat
Object: 5 monsters
Description: Erases the monsters brain, removing all its abilities for
the duration of combat or until the monster overcomes the spell.
3. Fire Ball
Cost: 1/L+3 Gems
Type: Combat, not in hand to hand
Object: 6 monsters
Description: Rolls a deadly ball of fire into the monsters' midst,
inflicting 1-6 damage points per level of caster.
4. Guard Dog
Cost: 4 SP
Type: Non-combat
Object: Entire party
Description: Places a supernatural guard over party, preventing
surprise attacks for 1 day.
5. Shield
Cost: 4 SP
Type: Combat
Object: Entire party
Description: Creates an invisible shield which surrounds the party and
protects all characters from most missile weapons for the duration of
combat.
6. Time Distortion
Cost: 4 SP+3 Gems
Type: Combat
Object: Entire party
Description: Creates a warp in time that enables the party to retreat
safely from most battles.
Level 5
1. Disrupt
Cost: 5 SP+5 Gems
Type: Combat, not in hand to hand
Object: 1 monster
Description: Creates a powerful energy field that disrupts the
molecular bonds of the target, inflicting 100 points of damage.
2. Fingers of Death
Cost: 5 SP+5 Gems
Type: Combat
Object: 3 monsters (not undead)
Description: Channels the ancient power of all dead sorcerers through
the caster, resulting in death to the monsters at whom the caster
points a finger.
3. Sand Storm
Cost: 2/L+5 Gems
Type: Combat, outdoors
Object: 10 monsters
Description: Calls upon the forces of nature to create a violent sand
storm inflicting 1-8 points of damage per level of caster.
4. Shelter
Cost: 5 SP
Type: Non-combat
Object: Entire party
Description: Provides 1 day's rest free of the danger of encounter.
5. Teleport
Cost: 5 SP
Type: Non-combat
Object: Entire party
Description: Instantly moves the party from its present position, up
to 9 squares in any direction.
Comment: Works only indoors. Quite useful if you want to avoid
confrontation or want to get quickly in and out of a dungeon.
Level 6
1. Disintegration
Cost: 6 SP+6 Gems
Type: Combat
Object: 3 monsters
Description: Inflicts 50 damage points while disintegrating parts or
all of the target.
2. Entrapment
Cost: 6 SP+6 Gems
Type: Combat
Object: All
Description: Surrounds the battle with a magical energy field
preventing all from escaping.
3. Fantastic Freeze
Cost: 2/L+6 Gems
Type: Combat, not in hand to hand
Object: 3 monsters
Description: Shoots a fantastic beam of cold at 3 monsters,
crystalizing them and inflicting 10 damage points per level of caster.
4. Recharge Item
Cost: 6 SP+6 Gems
Type: Non-combat
Object: Spell caster
Description: Restores 1-6 charges to any item in caster's backpack
that still has 1 magical charge remaining. Some risk that the spell
will fail and destroy the item.
5. Super Shock
Cost: 2/L+6 Gems
Type: Combat
Object: 1 monster
Description: Shoots an intense beam of electricity, shocking a monster
with 20 damage points per level of caster.
Level 7
1. Dancing Sword
Cost: 3/L+7 Gems
Type: Combat
Object: 10 monsters
Description: A magical sword that moves with lightning speed and
inflicts 1-12 damage points per level of caster.
2. Duplication
Cost: 7 SP+100 Gems
Type: Non-combat
Object: Spell caster
Description: Allows the caster to exactly duplicate any item in his/her
backpack, provided that there is room in the caster's pack for the new
item. Small chance that the spell will fail and destroy the original item.
3. Etherealize
Cost: 7 SP+7 Gems
Type: Non-combat
Object: Entire party
Description: Alters all characters' molecular structure long enough to
allow them to move 1 square forward through any barrier (force field,
wall, mountain, etc.).
4. Prismatic Light
Cost: 7 SP+7 Gems
Type: Combat
Object: 10 monsters
Description: A powerful, but erratic spell that has completely
unpredictable effects.
Level 8
1. Incinerate
Cost: 3/L+8 Gems
Type: Combat
Object: 1 monster
Description:Engulfs a monster with the heat of a thousand fires doing 20-40
damage points per level of caster.
2. Mega Volts
Cost: 3/L+8 Gems
Type: Combat
Object: 10 monsters
Description: Creates a chain of electricity connecting all opponents
with the deadly voltage doing 4-16 damage points per level of caster.
3. Meteor Shower
Cost: 8+1 per monster+8 Gems
Type: Combat, Outdoors
Object: All (limited by spell points)
Description: Buries all monsters under a hail of meteors, inflicting
5-30 damage points on each monster.
4. Power Shield
Cost: 8 SP+8 Gems
Type: Combat
Object: Entire party
Description: Reduces the damage inflicted on all characters by any
attack, by 1/2. Lasts for the duration of combat.
Level 9
1. Implosion
Cost: 10 SP+10 Gems
Type: Combat
Object: 1 monster
Description: Creates a hole in space, at the center of the target
creature, sucking it into nothingness.
2. Inferno
Cost: 3/L+10 Gems
Type: Combat
Object: 10 monsters
Description: Unleashes the heat of the sun on all monsters shown,
doing 1-20 points damage per level of caster.
3. Star Burst
Cost: 10+1 per monster+20 Gems
Type: Combat, outdoor
Object: All (limited by spell points)
Description: Showers all monsters with pieces of an exploding star,
doing 20-200 points of damage.
4. Enchant Item
Cost: 50 per plus of item+50 Gems
Type: Non-combat
Object: Spell caster
Description: Attempts to raise the magic ability of an item by
increasing it's '+' by 1.
=====================
9. Weapons and Armor
=====================
Classes: KSPRANCB
K = Knight
S = Sorcerer
P = Paladin
R = Robber
A = Archer
N = Ninja
C = Cleric
B = Barbarian
Equip:
The '+' number is the bonus that is added to the according protection. It's
different from the '+' which is on the weapon itself, which counts also for
the damage or armor. Meaning if you have a 'Flaming Sword +10', the sword does
10-20 damage and it's fire protection is 25. If you have "Fire Shield +4", it
has 19 Fire Protection and a Armor Bonus of 7 (3 normally, plus the +4
enchantment).
Use:
If available usually a cleric or sorcerer spell of any kind or a statistics
raise. Shields and most of the armor can't be used even though they may have
charges.
Damage:
Normally ranging from 1 to 40.
Armor Bonus:
For shields between 1 and 7, for helmets between 2 and 4 and for armor between
2 and 12. The higher your armor class is the harder it gets to hit you. The
quality raises in this order: Standard item, Bronze (B) and Iron (I),
Silver (S), Gold (G).
Charges:
How often you can use the spell it contains. You can recharge items above
their initial charges. Sometimes you will even find items with empty charges.
They range from 0 to 250(?).
² = two handed
~ = missile weapon
Item Classes Equip Use Damage Charges
Accurate Sword KPRA +10 Acc - 1-10
Acidic Sword KPRA +10 Acid S3/1 (Acid Stream) 1-10
Ancient Bow~ KPA +15 Acc +15 Acc 1-35
Bardiche² KPAB - - 1-13 0
Battle Axe KPRAB - - 1-10 0
Blazing Axe KPRAB +15 Fire - 1-10
Blowpipe~ KSPRANB - - 1- 4
Broad Sword KPRA - - 1-10 0
Bull Whip KSRNCB - - 1- 6 0
Burning Bow~ KPRAN +10 Fire C3/5 (Lasting Light) 1- 8
Chance Sword KPRA +15 Luck - 1-10
Cinder Pipe~ KSPRANB +10 Fire S4/3 (Fireball) 1- 4
Cold Blade KPRA +15 Cold S4/1 (Cold Beam) 1-10
Crossbow~ KPRAN - - 1- 8
Cudgel KPRACB - - 1- 5 0
Cutlass KPRA - - 1- 7 0
Dagger KSPRANB - - 1- 4 0
Dark Trident² KPAB +15 AC - 1-30
Death Bow~ KPA +15 Luck +15 Lvl 1-24
Divine Mace KPRACB +10 AC C9/1 (Divine Interv.) 1-14
Dyno Katana KN +15 Elec +15 Lvl 1-20
Ego Scimitar KPRA +12 Per - 1- 9
Electric Axe KPRAB +15 Elec S3/4 (Lightning Bolt) 1-10
Electric Sword KPRA +15 Elec S6/5 (Super Shock) 1-10 200
Energy Blade KPRA +15 Enrg S6/1 (Disintegration) 1-20
Energy Sling~ KPRANB +15 Enrg S1/3 (Energy Blast) 1-10
Energy Whip KSRNCB +15 Enrg S1/3 (Energy Blast) 1- 6
Exacto Spear KPRANB +6 Acc - 1- 7
Fast Cutlass KPRA +4 Spd - 1- 7
Fiery Spear KPRANB +15 Fire S4/3 (Fireball) 1- 7 5
Fireball Bow~ KPAN +15 Fire S4/3 (Fireball) 1-10
Fire Glaive² KPAB +15 Fire S4/3 (Fireball) 1-10 5
Flail KPRAC - - 1- 8 0
Flamberge² KPA - - 1-16
Flaming Sword KPRA +15 Fire S4/3 (Fireball) 1-10 200
Flash Sword KPRA +15 Enrg S3/4 (Lightning Bolt) 1-10
Force Sword KPRA +15 Mgt +15 Mgt 1-20
Genius Staff² KSANC +10 Int +15 Lvl 1-16
Giant Sling~ KPRANB +15 PHP +15 Mgt 1-15
Glaive² KPAB - - 1-10 0
Grand Axe KPRAB +15 Mgt +15 Mgt 1-20
Great Axe² KPAB - - 1-15
Great Bow~ KPA - - 1-12
Great Hammer² KPACB - - 1-14
Halberd² KPAB - - 1-14 0
Harsh Hammer² KPACB +3 Mgt - 1-15
Hand Axe KPRANB - - 1- 5
Holy Cudgel PC +15 Per C9/2 (Holy Word) 1-10
Ice Scimitar KPRA +15 Cold S6/3 (Fantas. Freeze) 1-18
Ice Sickle² KPAB +15 Cold S4/1 (Cold Beam) 1-16 10
Katana KN - - 1-10 0
Large Club KSPRANCB - - 1- 4
Large Knife KSPRANB - - 1- 5 0
Looter Knife KSPRANB +15 Thf - 1- 6
Long Bow~ KPAN - - 1-10 0
Long Dagger KSPRANB - - 1- 6
Long Sword KPRA - - 1- 8 0
Lucky Knife KSPRANB +10 Luck - 1- 5
Mace KPRACB - - 1- 7 0
Magic Sword KPRA +15 Magic +15 Lvl 1-20
Maul KPRACB - - 1- 6 0
Mauler Mace KPRACB +6 Mgt - 1- 7
Meteor Bow~ KPA +15 AC S8/3 (Meteor Shower) 1-24
Mighty Whip KSRNCB +3 Mgt - 1- 6
Moon Halberd² KPAB +15 Luck C7/3 (Moon Ray) 1-30
Naginata² KN - - 1-12
Nunchakas KN - - 1- 6
Photon Blade K +15 Mgt S9/1 (Implosion) 1-25
Pike² KPAB - - 1-12 0
Pirates Bow~ KPRAN +10 Thf +15 Acc 1- 8
Power Club KSPRANCB +3 Mgt - 1- 6
Power Cudgel KPRACB +3 Mgt - 1- 5
Quick Flail KPRAC +5 Spd - 1- 8
Quiet Sling~ KPRANB +15 Sleep C2/6 (Silence) 1- 5
Rapid Katana KN +6 Spd - 1-10
Sabre KPRA - - 1- 8 0
Sage Dagger SA +15 Int +15 Lvl 1- 8
Scimitar KPRA - - 1- 9 0
Scortch Maul KPRACB +15 Fire - 1- 6
Scythe² KPAB - - 1- 9
Shaman Pipe~ KSPRANB +10 Magic +1 SpLvl 1- 4
Sharp Sabre KPRA +5 Acc - 1- 8
Shock Flail KPRAC +15 Elec S2/2 (Electric Arrow) 1- 8
Short Bow~ KPAN - - 1- 6 0
Short Sword KPRAN - - 1- 6 0
Sickle² KPAB - - 1- 8
Sling~ KPRANB - - 1- 5
Slumber Club KSPRANCB +15 Sleep S1/7 (Sleep) 1- 4
Small Club KSPRANCB - - 1- 2
Small Knife KSPRANB - - 1- 3
Sonic Whip KSRNCB +15 PHP C2/4 (Pain) 1- 6
Soul Scythe² KPAB +15 Magic S5/2 (Fingers/Death) 1-18
Spear KPRANB - - 1- 7 0
Speedy Sword KPRA +10 Spd - 1-10
Spiked Club KSPRANB - - 1- 6 0
Staff² KSPANCB - - 1- 8
Star Bow~ KPA +15 Enrg S9/3 (Star Burst) 1-24
Stone Hammer² KPACB +15 Magic - 1-18
Sun Naginata² KN +15 AC +15 Lvl 1-25
Swift Axe KPRAB +15 Spd +15 Spd 1-20
Thunder Sword KPRA +15 Mgt S3/4 (Lightning Bolt) 1-20
Titans Pike² KPAB +15 Mgt +15 Mgt 1-40
Trident² KPAB - - 1-11 0
Tri-Sickle² KPAB - - 1-24
True Axe KPRAB +5 Acc - 1-10
Voltage Bow~ KPAN +10 Elec S3/4 (Lightning Bolt) 1-10
Wakizashi KN - - 1- 8 0
War Hammer² KPACB - - 1-10 0
Wind Staff² KSPANCB +5 Spd C5/1 (Air Encasement) 1- 8
Wizard Staff² S +15 Int S7/4 (Prismatic Light) 1-16
Armor
Item Classes Equip Use Armor Bonus Charges
B Chain Mail KPRAC +15 PHP - 6
B Plate Mail KP +15 PHP - 8
B Ring Mail KPRANC +15 PHP - 5
B Scale Mail KPRANCB +15 PHP - 4
B SplintMail KPC +15 PHP - 7
Chain Mail KPRAC - - 6 0
G Chain Mail KPRAC +15 Luck +10 Lvl 8
G Plate Mail KP +15 Luck +15 Lvl 12
G Ring Mail KPRANC +15 Luck +10 Lvl 7
G Scale Mail KPRANCB +15 Luck +10 Lvl 6
G SplintMail KPC +15 Luck +12 Lvl 9
I Chain Mail KPRAC +15 Sleep - 6
I Plate Mail KP +15 Sleep - 8
I Ring Mail KPRANC +15 Sleep - 5
I Scale Mail KPRANCB +15 Sleep - 4
I SplintMail KPC +15 Sleep - 7
Leather Suit KPRANCB - - 3 0
Padded Armor KSPRANCB - - 2 0
Plate Armor KP - - 10 5
Plate Mail KP - - 8
Ring Mail KPRANC - - 5 0
Scale Armor KPRANCB - - 4 0
Splint Mail KPC - - 7 0
S Chain Mail KPRAC +15 Energy - 6
S Plate Mail KP +15 Energy - 8
S Ring Mail KPANC +15 Energy - 5
S Scale Mail KPANCB +15 Energy - 4
S SplintMail KPC +15 Energy - 7
Helmets
Item Classes Equip Use Armor Bonus Charges
Bronze Helm KPCB +15 PHP - 2
Gold Helm KPCB +15 Luck +5 Lvl 4
Helm KPCB - - 2 0
Iron Helm KPCB +15 Sleep - 2 0
Silver Helm KPCB +15 Energy - 3
Shields
Item Classes Equip Use Armor Bonus Charges
Acid Shield KPRCB +15 Acid - 3
Bronze Shld KPRCB +15 PHP - 3
Cold Shield KPRCB +15 Cold - 3
Electric Shd KPRCB +15 Elec - 3
Fire Shield KPRCB +15 Fire - 3 5 (0)
Gold Shield KPRCB +15 Luck - 7
Great Shield KPRCB - - 3
Iron Shield KPRCB +15 Sleep - 3
Large Shield KPRCB - - 2 0
Magic Shield KPRCB +15 Magic - 5
Silver Shld KPRCB +15 Energy - 3
Small Shield KPRCB - - 1 0
=================
10. Useful Items
=================
³ = Quest item
Item Classes Equip Use Charges
Accuracy Gauntlet KPRANCB Acc+6 Acc+10
Admit 8 Pass³ KSPRANCB - -
Agate Grail P Per+15 -
Air Disc³ KSPRANCB - C4/2 (Air Transm.)
Air Talon³ KSPRANCB - C5/1 (Air Encasement)
Amber Skull S Int+15 -
Amethyst Box R Luc+15 -
Antidote Ale KSPRANCB - C3/3 (Cure Poison)
A-1 Tolidor³ KSPRANCB - -
Black Key³ KSPRANCB - -
Black Ticket³ KSPRANCB - - 0
Castle Key³ RN Thf+5 -
Compass KSPRANCB - S1/6 (Location) 50
Corak's Soul³ KSPRANCB - - 0
Coral Brooch B Mgt+15 -
Crystal Vial N Spd+15 -
Cupie Doll³ KSPRANCB - - 0
Cure-all Wand KSPRANCB PHP+15 C5/5 (Remove Cond.)
Defense Ring KSPRANCB AC+2 S4/5 (Shield)
Disruptor KSPRANCB Enrg+15 S5/1 (Disrupt)
Dog Whistle KSPRANCB - S4/4 (Guard Dog)
Dove's Blood KSPRANCB - C4/3 (Cure Disease)
Earth Disc³ KSPRANCB - C6/1 (Earth Transm.)
Earth Talon³ KSPRANCB - C7/1 (Earth Encasem.)
Element Orb³ KSPRANCB - S9/3 (Star Burst)
Elven Boots RA Spd+5 -
Elven Cloak RA AC+5 S3/3 (Invisibility)
Emerald Ring³ KSPRANCB AC+15 -
Enchanted ID KSPRANCB Per+15 Lvl+15
Energizer KSPRANCB - S6/4 (Recharge Item)
Fe Farthing³ KSPRANCB - -
Fire Disc³ KSPRANCB - C8/2 (Fire Transm.)
Fire Talon³ KSPRANCB - C8/1 (Fire Encasem.)
Force Potion KSPRANCB - Mgt+10 3
Freeze Wand KSPRANCB Cold+15 S6/3 (Fantas. Freeze)
Gold Goblet³ KSPRANCB - -
Green Key³ KSPRANCB - -
Green Ticket³ KSPRANCB - -
Herbal Patch KSPRANCB - C2/1 (Cure Wounds)
Hero Medal KSPRANCB Per+4 C2/2 (Heroism)
Holy Charm KSPRANCB - C1/7 (Turn Undead)
Honor Sword³ KSPRANCB - -
Hourglass KSPRANCB - S4/6 (Time Distortion)
Instant Keep KSPRANCB - S5/4 (Shelter)
Invisocloak KSPRANCB AC+6 S3/3 (Invisibility)
Ivory Cameo K Mgt+15 -
J-26 Fluxer³ KSPRANCB - -
Lantern KSPRANCB - S1/5 (Light) 20
Lapis Scarab B Mgt+15 -
Lava Grenade KSPRANCB - S4/3 (Fireball)
Lich Hand KSR - S5/2 (Fingers/Death)
Loincloth³ KSPRANCB Per+10 -
Magic Charm KSPRANCB Magic+10 S2/7 (Protect/Magic)
Magic Herbs KSPRANCB - C1/4 (First Aid) 5
Magic Meal KSPRANCB - C3/2 (Create Food) 1
Magic Mirror KSPRANCB - S7/2 (Duplication)
Mark's Keys³ KSPRANCB - -
Max HP Potion KSPRANCB - HPts +2 (raises HP max temp.) 5 (2)
Might Gauntlet KPRACB Mgt+6 Mgt+10 60
Monster Tome KSPRANCB - S2/3 (Ident. Monster)
Moon Rock KSPRANCB - C7/3 (Moon Ray)
M-27 Radicon³ KSPRANCB - - 0
N-19 Capitor³ KSPRANCB - -
Noble Sword³ KSPRANCB - -
Onyx Effigy C Per+15 -
Opal Pendant P Mgt+15 -
Pearl Choker C Per+15 -
Phaser³ KSPRANCB Acc+5 S6/1 (Disintegration)
Quartz Skull S Int+15 -
Ray Gun KSPRANCB Acc+5 S1/3 (Energy Blast)
Red Ticket³ KSPRANCB - -
Rope 'n' Hooks KSPRANCB - S2/4 (Jump)
Ruby Amulet N Luc+15 -
Ruby Ankh KSPRANCB Luc+10 C7/4 (Raise Dead)
Ruby Tiara K Acc+15 -
Sage Robe S Int+6 Lvl+10
Sapphire Pin R Luc+15 -
Sextant KSPRANCB - S1/6 (Location) 5
Silent Horn KSPRANCB PHP+10 C2/6 (Silence)
Skeleton Key RN Thf+10 -
Skill Potion KSPRANCB - Lvl+5
Speed Boots KSPRANCB Spd+15 C5/3 (Frenzy)
Stealth Cape RN Thf+10 Spd+15
Storm Wand KSPRANCB Elec+10 S3/4 (Lightning Bolt)
Sun Crown A Int+15 -
Super Flare KSPRANCB - C3/5 (Lasting Light)
Teleport Orb KSPRANCB - S5/5 (Teleport)
Thief's Pick RN Thf+15 -
Topaz Shard A Acc+15 -
Torch KSPRANCB - -
Valor Sword³ KSPRANCB - -
Wakeup Horn KSPRANCB - S1/1 (Awaken) 250
Water Disc³ KSPRANCB - C6/5 (Water Transm.)
Water Talon³ KSPRANCB - C6/4 (Water Encase.)
Web Caster KSPRANCB - S3/5 (Web)
Witch Broom KSPRANCB - S3/2 (Fly)
Yellow Key³ KSPRANCB - -
Yellow Ticket³ KSPRANCB - - 0
=================
11. Monster List
=================
The Results of the Identify Monster spell for every creature that dwells
in Cron.
HP = Hit Points; How much damage a creature can take before it
dies.
AC = Armor Class; How hard it is to hit a creature. Sometimes
the AC can be so high that the creature won't even be
affected by your weapons.
Undead = Important for the cleric spells "Turn Undead" and "Holy
Word" some others like "Pain" or the sorcerer spell
"Fingers of Death" won't work on undead creatures.
Special Power = ALL have one according to the Identify Monster spell,though
I haven't seen all of them use it. The special powers of
the creatures vary and are described in the brackets.
Bonus on Touch = ?
Magic Resistance = Immunity to some or all magic spells. Also depends on the
level of the spellcaster.
Special Powers:
swarm, breathes, sprays = attacks the whole group
collapse = unconscious
juggle = changes the order of the party
casts and invokes power = mostly a very powerful hit
lose statistics = lose levels and/or statistics
Letter
Name: HP,AC,Undead,Special Power,Bonus on Touch,Magic Resistance (Special P.)
A
Acidic Blob : 60,15,N,Y,N,N (sprays acid)
Air Elemental : 250,26,N,Y,N,Y
Alien Probe : 500,31,N,Y,N,Y (incinerate)
Amazon : 90,12,N,Y,N,N (females only)
Ancient Dragon : 5000,50,N,Y,N,Y (energy breath)
Apparation : 100,20,Y,Y,Y,Y (aging)
Aquasaurus : 160,25,N,Y,N,N
Arachnoid : 45, 8,N,Y,Y,N (poison)
Archer : 250,31,N,Y,N,Y (lightning bolt)
Armored Dragon : 216,31,N,Y,N,Y (breathes gas)
Assassin : 100,22,N,Y,Y,N
Avenger : 160,23,N,Y,N,Y
B
Barbarian : 200,16,N,Y,N,Y
Baron Wilfrey : 300,50,N,Y,N,N
Beggar : 10, 4,N,Y,Y,N
Bloodsucker : 1,10,N,Y,Y,N (lose statistics)
Bonehead : 90,20,Y,Y,Y,Y (explosion, curse)
Bozorc the Orc : 200,25,N,Y,Y,N (lose all gold)
Brain Eater : 10, 5,Y,Y,Y,Y (sleep)
Brainless One : 20, 6,N,Y,N,N
Brutal Bruno : 300,30,?,?,?,?
Burglar : 22, 5,N,Y,Y,N (lose all gold)
C
Canine Creep : 64, 15,N,Y,N,N
Carnage Spirit : 25, 8,Y,Y,Y,Y (females only,lose statistics)
Castle Guard : 70, 17,N,Y,N,N
Cat Corpse : 40, 10,Y,Y,N,Y
Cat from Hell : 2000, 40,N,Y,Y,Y (casts and invokes power, lose exp.)
Cavalier : 70, 17,N,Y,Y,Y
Champion : 80, 20,N,Y,N,Y
Chancellor : 90, 20,N,Y,N,Y
Chomper : 50, 15,N,Y,N,N (frenzy)
Cloud Dragon : 160, 19,N,Y,N,Y
Cockatrice : 50, 10,N,Y,Y,N (stone)
Coffin Creep : 50, 6,Y,Y,N,Y (drains spell points)
Conjurer : 12, 3,N,Y,N,N (energy blast)
Court Bowman : 150, 25,N,Y,N,N
Court Jester : 80, 17,N,Y,Y,Y (scrambles items)
Court Mage : 100, 19,N,Y,N,Y (super shock)
Cosmic Sludge : 130, 25,N,Y,Y,N (disease)
Crazed Dwarf : 45, 7,N,Y,N,N (frenzy)
Crazed Native : 30, 8,N,Y,N,Y (frenzy)
Creepy Crawler : 5, 4,N,Y,Y,N
Cripple : 1, 1,N,Y,Y,N
Cron Man Trap : 400, 21,N,Y,N,N (explosion)
Crusader : 200, 29,N,Y,N,Y
Crypt Fiend : 150, 32,Y,Y,Y,Y (lose statistics)
Cuisinart : 1000, 60,N,Y,N,Y (can frenzy)
Cursed Corpse : 60, 8,Y,Y,Y,Y (curse, males only)
Cursed Slayer : 50, 13,N,Y,Y,Y (curse)
D
Dagger Jaw : 360, 22,N,Y,Y,N (poison)
Dancing Bones : 35, 4,Y,Y,N,Y (females only)
Dancing Dead : 45, 6,Y,Y,Y,Y (disease)
Dark Knight : 700, 60,N,Y,Y,Y (lose levels)
Dawn : 300, 25,N,Y,Y,Y (breathes gas)
Dead Head : 250, 15,N,Y,Y,N (lose exp.)
Deadly Rattler : 40, 5,N,Y,Y,N (poison)
Death in a Box : 2000, 40,N,Y,Y,Y (eradicate)
Death's Agent : 600, 40,N,Y,Y,Y (aging)
Death Spider : 90, 19,N,Y,Y,N (poison spray)
Demon Soldier : 200, 22,N,Y,N,Y
Devil King : 5000, 60,N,Y,Y,Y (eradicate)
Devil's Envoy : 500, 40,N,Y,Y,Y (fireball)
Devil's Mouse : 500, 31,N,Y,Y,Y
Dinobug : 100, 10,N,Y,N,N
Dinosaur : 250, 16,N,Y,N,N
Dino Spider : 250, 20,N,Y,Y,N (poison spray, poison)
Dragon Lord : 340, 40,N,Y,Y,Y (stone)
Dread Knight : 300, 28,?,?,?,?
Druid : 40, 9,N,Y,N,Y
Dwarven Elder : 300, 24,N,Y,N,Y
Dwarven Knight : 100, 23,N,Y,N,Y
E
Earth Elemental: 250, 26,N,Y,N,Y (breathes acid)
Earth Wyrm : 130, 19,N,Y,N,Y (fire breath)
Element Hydra : 600, 40,N,Y,N,Y (breathes energy)
Elf Warrior : 120, 22,N,Y,N,N
Elven Archer : 1000, 40,N,Y,N,Y
Enchantress : 100, 13,N,Y,Y,Y (lose spell points)
Endless Knight : 300, 50,N,Y,N,N
Ethereal Being : 250, 70,N,Y,Y,Y (lose levels)
F
Fire Devil : 150, 22,N,Y,N,Y
Fire Dragon : 300, 25,N,Y,N,Y (fire breath)
Fire Fairy : 230, 22,N,Y,Y,Y (lose all gems)
Fire Elemental : 250, 26,N,Y,N,Y (breathes fire)
Flaming Fear : 70, 18,N,Y,N,Y (breathes fire)
Flesh Eater : 6, 4,Y,Y,Y,N (disease)
Fool : 6, 4,N,Y,N,N
Foot Soldier : 35, 10,N,Y,N,N
Friar : 20, 3,N,Y,N,N
Frost Dragon : 250, 22,N,Y,N,Y
G
Gargoyle : 50, 10,N,Y,Y,Y (paralyze)
Gate Keeper : 60, 15,N,Y,N,Y
Ghost : 200, 17,Y,Y,Y,Y (aging)
Ghoul : 25, 7,Y,Y,Y,N (paralyze)
Giant Beetle : 10, 7,N,Y,N,N
Giant Lizard : 40, 8,N,Y,N,N
Giant Ogre : 70, 8,N,Y,N,Y
Giant Scorpion : 60, 11,N,Y,Y,N (poison)
Gnasher : 25, 8,N,Y,N,N
Gnome : 40, 10,N,Y,Y,Y (steals gold)
Gnome Elder : 20, 4,N,Y,N,Y
Goblin : 6, 6,N,Y,N,N
Gorgon : 150, 14,N,Y,N,Y (stone)
Gravewalker : 70, 15,Y,Y,Y,Y (lose levels)
Greedy Snitch : 12, 4,N,Y,Y,N (steals food)
Griffin : 150, 20,N,Y,Y,Y (stone)
Grim Reaper : 70, 16,Y,Y,Y,Y (fingers of death)
Guardian : 150, 13,N,Y,N,Y (breathes gas)
Guardian Hound : 200, 15,N,Y,N,Y (acid breath)
H
Hatchet Man : 200, 25,N,Y,Y,N (assassination)
Hermit : 30, 9,N,Y,Y,N (steals items)
High Priest : 1000, 32,N,Y,N,Y (casts and invokes power)
Hill Giant : 120, 17,N,Y,N,N
Holy Man : 100, 20,N,Y,N,Y (casts and invokes power)
Holy Warrior : 1000, 80,N,Y,N,Y
Horned Fiend : 80, 18,N,Y,Y,Y (stone, lose statistics)
Horvath,the : 400, 50,N,Y,Y,Y (paralyze)
Hunchback : 35, 3,N,Y,N,N (males only)
Hungry Plant : 10, 4,N,Y,Y,Y (poison)
Hypno Beetle : 20, 8,N,Y,Y,N (sleep)
I
Illusionist : 45, 11,N,Y,Y,Y (drains spell level)
Inept Wizard : 2, 2,N,Y,N,N (spell casting)
Insect Plague : 35, 3,N,Y,N,N
Iron Wizard : 80, 21,N,Y,N,N (fireball)
J
Jouster : 500, 50,N,Y,N,Y
Juggler : 20, 4,N,Y,N,Y
K
Kensai : 500, 40,N,Y,N,N
Killer Bees : 40, 9,N,Y,Y,N (swarm)
Killer Cadaver : 30, 6,Y,Y,Y,N (explosion)
Killer Canine : 50, 13,N,Y,N,N
Killer Cobra : 50, 10,N,Y,Y,N (poison)
Kobold : 8, 6,N,Y,N,N
Kobold Captain : 28, 8,N,Y,N,N
L
Leper : 40, 5,N,Y,Y,N (disease)
Leprechaun : 40, 28,N,Y,Y,Y
Lich Lord : 2000, 40,Y,Y,Y,Y (eradicate, implosion)
Lightning Bugs : 80, 19,N,Y,N,N (lightning breath)
Living Dead : 180, 50,Y,Y,Y,Y (death)
Long One, The : 300, 30,?,?,?,?
Lord Acwalandar: 2000, 80,N,Y,Y,Y (eradicate)
Lord Gralkor : 1700, 70,N,Y,Y,Y (eradicate)
Lord Pyrannaste: 1500, 60,N,Y,Y,Y (eradicate)
Lord Shalwend : 1000, 70,N,Y,Y,Y (eradicate)
Lost Soul : 80, 18,Y,Y,Y,Y (aging)
Lucky Dog : 70, 20,N,Y,Y,Y (juggles party)
M
Mad Peasant : 60, 13,N,Y,N,N (frenzy)
Magic Serpent : 800. 40,N,Y,N,Y (energy breath)
Man-at-arms : 20, 9,N,Y,N,N
Mandagual : 100, 20,N,Y,Y,N (poison)
Master Ninja : 1000, 60,N,Y,Y,Y (assassination)
Master Robber : 1000, 40,N,Y,Y,Y (lose valuables)
Mega Dragon : 64000,250,N,Y,Y,Y (eradicate)
Mega Troll : 2500, 50,N,Y,N,Y
Melting Man : 130, 22,N,Y,Y,N (paralyze)
Merchant : 6, 5,N,Y,N,N
Mini-Rex : 10, 6,N,Y,N,N
Minor Demon : 50, 13,N,Y,N,Y (energy blast)
Minor Devil : 60, 16,N,Y,N,Y (fireball)
Minotaur : 150, 30,N,Y,Y,Y (fireball)
Mist Rider : 350, 50,N,Y,N,Y (breathes cold)
Mist Warrior : 350, 30,N,Y,N,Y
Monster Masher : 500, 40,N,Y,Y,N (disintegration)
Mountain Man : 90, 11,N,Y,N,N
Mounted Patrol : 70, 22,N,Y,N,N
Mugger : 10, 6,N,Y,Y,N (steals gold)
Mummy : 150, 11,Y,Y,Y,Y
Mutant : 70, 16,N,Y,N,Y (energy blast)
Mutant Fish : 6, 6,N,Y,Y,N (poison)
Mutant Swine : 50, 8,N,Y,N,N
Mystic Clown : 100, 16,N,Y,Y,Y (lose all food, gems, gold, lose levels,
statistics or backpack, silence, collapse, stone, juggle
party, eradicate, scramble items)
N
Nasty Witch : 38, 7,N,Y,N,Y
Necromancer : 60, 13,N,Y,N,Y
Neophyte Thief : 14, 6,N,Y,Y,N
Night Stalker : 60, 14,Y,Y,Y,N (lose statistics)
Ninja : 35, 15,N,Y,Y,Y (assassination)
O
Old Miser : 1, 4,N,Y,N,N
Ooze Warrior : 350, 22,N,Y,Y,N (sprays acid)
Orb Guardian : 300, 32,?,?,?,? (lose spell points, no magic allowed)
Orc : 20, 6,N,Y,N,N
Orc God : 50000, 40,N,Y,N,Y
P
Paladin : 120, 24,N,Y,N,Y
Pegasus : 120, 26,N,Y,N,Y
Phantasm : 12, 7,Y,Y,N,N
Phantom : 64, 19,Y,Y,Y,Y (drains spell points, lose spell points)
Phase Spirit : 200, 60,Y,Y,Y,Y (lose spell points)
Pixie : 90, 20,N,Y,Y,Y (curse)
Plant Golem : 250, 30,N,Y,N,Y
Poltergeist : 8, 6,Y,Y,N,Y
Priest : 100, 20,N,Y,N,N
Pyro Hydra : 80, 15,N,Y,N,Y
Q
Queen Beetle : 350, 50,N,Y,Y,N (breathes gas)
R
Rabid Rodent : 20, 3,N,Y,Y,N (disease)
Ranger : 28, 7,N,Y,N,Y
Reptoid : 2500, 32,N,Y,N,Y
Roc : 400, 21,N,Y,N,N
Royal Horseman : 250, 32,N,Y,N,N
S
Sarakin : 250, 25,N,Y,Y,Y (stone, aging)
Screaming Pods : 15, 4,N,Y,Y,N (paralyze)
Sea Monster : 70, 16,N,Y,N,N (stone)
Seductress : 60, 9,N,Y,Y,Y (paralyze)
Sewer Rat : 8, 2,N,Y,Y,N (disease)
Serpent King : 400, 60,N,Y,Y,Y (poison)
Shadow Rogue : 150, 23,N,Y,Y,N (steals gold, lose all gold)
Shaman : 45, 8,N,Y,N,Y
Sheltem : 500, 60,?,?,?,?
Skeleton : 6, 5,Y,Y,N,N
Slasher : 60, 11,Y,Y,Y,N
Sludge Beast : 20, 4,N,Y,Y,Y (acid spray)
Snapping Spore : 40, 6,N,Y,N,N (explosion)
Snowbeast,The : 60, 16,?,?,?,? (no magic allowed)
Soldier : 25, 8,N,Y,N,Y
Sorcerer : 300, 24,N,Y,N,Y
Sorceress : 150, 18,N,Y,N,Y
Spaz Twit : 50,200,?,?,?,?
Spido Bug : 300, 22,N,Y,Y,N (poison)
Sprite : 12, 8,N,Y,N,N
Squire : 40, 10,N,Y,N,N
Stalker : 140, 24,N,Y,N,N
Stone Golem : 250, 30,N,Y,N,Y
Strangler : 80, 18,N,Y,Y,N (paralyze)
Super Sprite : 40, 10,N,Y,Y,Y (curse)
Swamp Beast : 100, 11,N,Y,N,N (sprays acid)
Swamp Dog : 40, 7,N,Y,Y,N (disease)
Swamp Thing : 70, 11,N,Y,Y,N (sprays poison)
Swarming Wasps : 50, 15,N,Y,Y,N (swarm)
T
Thief : 50, 16,N,Y,Y,N (lose all gems)
Thug Leader : 220, 22,N,Y,Y,N (collapse)
Thug Trainee : 18, 7,N,Y,N,N
Time Lord : 3000,110,N,Y,Y,Y (casts and invokes power, every single
bad status effect, gold, gem or valuable steal)
Titan : 2000, 40,N,Y,Y,Y (collapse)
Trickster : 90, 19,N,Y,Y,N (lose all gems)
Troll : 70, 13,N,Y,N,N
Troubadour : 120, 16,N,Y,N,N
Tyrannosaurus : 500, 24,N,Y,N,N
U
V
Valiant Knight : 300, 32,N,Y,N,Y
Vampire : 250, 24,Y,Y,Y,Y (lightning bolts, lose statistics)
Vampiric Rat : 45, 9,N,Y,N,N
Venomous Snake : 12, 3,N,Y,Y,N
Viking : 80, 14,N,Y,N,N
W
Warbot : 300, 25,N,Y,N,Y (disintegration)
War Eagle : 300, 21,N,Y,N,N
Warlock : 90, 20,N,Y,N,Y
Warrior Boar : 60, 11,N,Y,N,N
Warrior Maiden : 50, 19,N,Y,N,Y
Water Elemental: 250, 26,N,Y,N,Y (breathes cold)
Werebat : 35, 13,N,Y,Y,Y (disease)
Werebull : 62, 10,N,Y,Y,Y (disease)
Werewolf : 70, 17,N,Y,Y,Y
White Knight : 100, 18,N,Y,N,Y (Only males can hurt it)
Wind Mare : 50, 15,N,Y,Y,Y (sleep)
Winged Steed : 30, 6,N,Y,N,Y
Witch's Cat : 4, 3,N,Y,N,N
Wizard : 150, 22,N,Y,N,Y
Woodsman : 50, 10,N,Y,N,Y
Wraith : 50, 10,Y,Y,Y,Y (aging)
Wyvern : 100, 15,N,Y,Y,N (poison)
X
Y
Z
Zombie : 20, 7,Y,Y,Y,Y
==============================
12. Magic Fountains and Trees
==============================
12.1.
All changes from the fountains are only temporary and will disappear after the
next battle or the next rest, except for changes of condition and age. All are
located outdoors.
Good (sorted by effect)
Accuracy 40................................C2 1,13
Cure Poison................................B4 2,4
Food 40....................................E2, E3 Any Oasis
Intelligence 65............................B2 8,8
Level random...............................C2 2,1
Level 20, Statistics all 40................E1 1,5
Level 25...................................A1 2,3
Level 50, Statistics all 200...............E2 11,9
Might random...............................B4 14,9
Might 40...................................B1 11,14
Might 200..................................D2 1,12
Personality 65.............................D1 13,9
Personality 75.............................B4 3,2
Raise Dead.................................E1 3,10
Rejuvenate 5 years (book spa trip first)...B4 2,3
Resurrection...............................E4 1,6
Speed +25..................................A3 1,13
Speed 200..................................D2 1,7
Spell Level 9..............................C1 1,11
Spell Points 20............................C2 14,10
Spell Points 200...........................C1 1,5
Spell Points 200...........................D3 3,14
Statistics all 100.........................A4 10,10
Bad (sorted by squares)
A2 1,3 .........................Condition Diseased
A3 1,14 ........................Condition: Poisoned
A4 12,7 ..........................Condition: Cursed
A4 13,13...........One Char., Condition: Eradicated
B4 4,2 .............Random, Condition: Unconscious
B4 4,4 ........................Condition: Poisoned
E1 11,2..................One Char., Condition: Dead
Quest
Pool in the Inner Limits...................E3 10,12
The Circus
Might - ring bell
Intelligence - shell game
Personality - kissing booth
Endurance - head dunk
Speed - sack race
Accuracy - horseshoes
Luck - lucky dice
12.2.
..
===============
13. Timetables
===============
13.1. Centuries
Era Event
0 Void
100 Century of Water
200 Century of Air
300 Century of Fire
400 Century of Earth
500 The land of CRON has been formed.
600 First humans. Lord Haarts' Ancestor Spaz Twit
700 King Khalon. Lord Haarts' Ancestor The Long One.
800 King Khalon battles the Mega Dragon. Castle Xabran.
900 Present Time
1000 Proclaimed End of the World
Note: The 9th century is of course era 8 and NOT 9! And so on.
13.2. Days
Day Event
1 beginning of year
93 Nature's Day
140 the circus opens
170 the circus closes
180 end of year
13.3. Nature's Gate
Odd days 1 - 19: (C2 5,11) Corak's Cave
Even days 2 - 150: (C2 8,11) Square Lake
Odd days 21 - 39: (C3 1,6) Druid's Point
Odd days 41 - 59: (E1 4,7) Gemmaker Vulcano
Odd days 61 - 79: (A2 12,2) Sarakin's Mine
Odd days 81 - 91: (E3 5,5) Nomadic Rift
Odd day 93: (D1 5,6) Dead Zone
Odd days 95 - 99: (E3 5,5) Nomadic Rift
Odd days 101 - 119: (B1 4,13) Ice Cavern
Odd days 121 - 129: (C3 15,0) Forbidden Forest
Odd days 131 - 139: (D4 3,7) Quagmire of Doom
Odd days 141 - 149: (D1 12,14) Dragon's Dominion
All days 151 - 180: (C2 7,3) Era 8
==============
14. Hirelings
==============
14.1. Professions and Skills
Name Name Class Lvl Skills
Sir Hyron Drog KB 1|1 No
H K Phooey - N 1|- No
Thund R. Aeriel BS 3|3 Crusader | Cartographer
Big Bootay Cleogotcha CA 5|5 Linguist | Athelete
Harry Kari No Name NP 6|6 Arms Master | Crusader
Gertrude Rat Fink BR 7|7 Pathf., Mountain. | Pickpock., Gambler
Friar Fly Dark Mage CS 9|9 Navigat., Diplomat | Linguist, Merchant
Red Duke Dead Eye PA 11|11 Soldier, Crusader | Arms M., Pathfinder
Nakazawa Sherman NP 13|13 Diplomat, Hero | Merchant, Crusader
Flailer Fumbler KR 13|16 Gladiator,Soldier | Gambler, Athelete
Sir Kill Jed I KA 15|15 Gladiat., Arms M. | Mountain., Arms M.
Holy Moley Slick Pick CR 19|25 Gambler, Diplomat | Navigator, Gambler
Mr. Wizard - S 50|- Merchant, Linguist
14.2. Costs and Locations
Name Name Cost Location/Map
Sir Hyron Drog 2|2 [0,15] Cavern Ben. Middlegate (Kobold HQ)
H K Phooey - 2|- [4,10] Sandsobar (tavern)
Thund R. Aeriel 12|12 [4,2] Vulcania (tavern, low-level guards)
Big Bootay Cleogotcha 35|35 [0,14] Atlantium (prison, guards(2))
Harry Kari No Name 25|55 [1,14] Cavern Beneath Vulcania (prison)
Gertrude Rat Fink 55|45 [15,10] Tundara (outer walls, Snowbeast)
Friar Fly Dark Mage 200|250 [8,4] Castle Hillstone (prison)
Red Duke Dead Eye 500|600 [14,1 D1] Ambush Valley (Bozorc, guards)
Nakazawa Sherman 700|1200 [10,1 B4] Native's Cove (Amazons)
Flailer Fumbler 2K|2K [8,1 A3] Pearl Islands (prison)
Sir Kill Jed I 4K|6K [7,2] Sarakin's Mine (trapped in cave)
Holy Moley Slick Pick 15K|25K [4,11] Dawn's Mist Bog (guards)
Mr. Wizard - 50K|- [1,14 D3] Arcane Wilderness (Lich Lord)
=======================
15. Unsolved Questions
=======================
- Why is there a special power for "identify monster", if ALL monsters have
one!? In the manual for the PC version, many monsters don't have a 'Y' at
their special power.
- What's the exact use of the Navigator skill? wide, open places? desert
Does it work on this system or only PC version?
- some meals
- Bonus on Touch?
- Hand to hand combat? Fight? Shoot?
- Year 1000, end of the world? It doesn't happen, why is it written there?
- Drinks have no effect in this version? In the PC version they have the
following effects:
Orc Beer - Strength
Straight Shot - Accuracy
Id Elixir - Personality
Academic Ale - Intelligence
Rare Vintage - Level
Mystic Brew - Spell-Casting
=========
16. Bugs
=========
- Hirelings mostly name the wrong inn.
- If you want to consider this a bug: Almost all quests can be redone.
================
17. Easter Eggs
================
- At 11,3 in the Sandsobar there's a message written backwards on the wall. It
says:
'All roads lead to Tundara. Are you lost yet. Kilroy was here! Slumrats
rule.'
Kilroy is that famous, very simple drawn guy who is looking over the edge of
a brick wall. Only his eyes, his long nose and his bold head can be seen. A
popular graffiti in the 80's.
- Queen Lamanda's Dungeon: The walls are actually letters.
When turned around 180° they read:
"Central Research Observational Nacelle"
Now if you take the first letters of each word, it says, you may have
guessed it: CRON
Most hirelings are characters taken from movies or comic books:
Name Name
Sir Hyron Drog
H K Phooey -
A series from the 70's. The main character is kung-fu-fighting dog, named
"Hong Kong Phooey".
Thund R. Aeriel
In "Thundarr the Barbarian" from the early 80's there is a character Thundarr
and a Princess Ariel.
Big Bootay Cleogotcha
Harry Kari No Name
Gertrude Rat Fink
Friar Fly Dark Mage
Red Duke Dead Eye
Nakazawa Sherman
Flailer Fumbler
Sir Kill Jed I
From the "Star Wars" movies in which the Jedi Knights appear.
Holy Moley Slick Pick
Mr. Wizard -
From the TV-series "Watch Mr. Wizard" in which Mr. Wizard performed
interesting scientific experiments for a young audience using materials found
around the home (IMDB). The series ran from 1951 - 1972.
================
18. Walkthrough
================
18.1.* Middlegate*
Shops:
Standard shops:
Middlegate Inn - Well, the inn. Save your progress here. Also the place to
pick up your hirelings (if you got any).
Slaughtered Lamb - Local tavern. Listen for rumors and buy food here.
Gateway Temple - Local temple. Healing and new cleric spells are found here.
1,12 (no sign) - Join the local mage guild to learn new spells. Costs: 20G.
Sleepy's Mage Guild - Buy your sorcerer spells here. Members only!
S.J. Blacksmith - Weapons, armor and other useful stuff.
Lock and Key LTD - Buy the Green Castle Key here. Frees the Green Bishop in
Castle Woodhaven.
Turkov's Training - My fave, it has the best music of all shops.
Level up here. It costs a fee though. You should only
train here if absolutely necessary. The better the city,
the better the training, the more Hit Points you get.
Here's the city ranking:
1. Middlegate (as you wouldn't have known)
2. Sandsobar
3. Tundara
4. Vulcania
5. Atlantium
The Poorman's Portal - Buy a trip to Sandsobar for 10G. Cheap traveling that
saves you time. A trip across the nearby river costs
you 5G btw.
Arena - You can fight monsters here for money. It's also part of a quest. Buy
a ticket at the local blacksmith for 10G.
Unique shops:
Brain Detoxification - Very useful later in the game, when you want to get rid
of that useless secondary skill you wasted your money
on. Can only be found at Middlegate . Cost: 100G.
Unfortunately it removes BOTH secondary skills!
Travel Moore - Ah, lovely Murray's Resort Isle! A trip can be bought here for
the *cheap* price of 5000G. If you always wanted to see giants
playing volley ball book this. Not recommended for beginners.
You do get to see somewhat of Cron though, on the way to the
island. Nice sightseeing! Ah well, not really.
Track and Trail - Forest travel for 2000G. Actually 4000G since at least two
party member need this skill.
Edmund's Expeditions - Mountaineering for 2000G. Same as forest travel. Two
people need it.
Otto Mapper, Esquire - Pay 10G and the places you visited will stay visible on
your auto-map.
We start our journey at Middlegate. Exchange your team members if necessary.
Strong characters like knights in the front row and weak ones like sorcerers
in the back of course. Oh and don't forget to give everybody a weapon in the
equipment menu! One step forward and the dead Corak greets you and tells
you what lies ahead. Innumerable battles indeed. Step through the door and
turn right. At x8 y4 (check auto map) is the fountain of clairvoyance. It has
the same effect as the sorcerer spells "Eagle Eye" and "Wizard's Eye" and is
insanely helpful. Sadly it'll vanish after you rest but since you're
practically lost without it, I prefer to go back to Middlegate and rest there.
It's really worth the way!
Now go the Tavern left of the Inn which you just left. Enter the
"Slaughtered Lamb" and listen for rumors. You will hear that the children can
be found at 0,15 (=x0, y15 on your auto map). This refers to the dungeon
underneath the city. If you tip Amber (as soon as you have money of course)
she'll tell you to donate at all temples. Leave.
Leave the town at the city gate (5,15) to the north. Make one step forward and
you meet a Pegasus. It will tell you that it's your guardian pegasus and it
will help you once per year if you find out his name. Later more on this
quest...
18.2.*Quest: The Death Spider's Riddle*
Ahh, the outer world of Cron. Take a deep breath, smell the green grass and
walk north, then west towards Castle Pinehurst. We need to get to A2 2,9
(remember? auto map!). In order not to trigger random fights, walk all the
way on the road straight ahead till it makes the first turn south. There's
also one more sign here. Now instead of following the road, go straight ahead
(facing W) to the mountains and from there into the Ice Tundra to 2,9. You
will meet a hungry giant spider which has a riddle for you. The answer to
the riddle is KEYS (capitals or not doesn't matter, thank god!).
If you visit Mark BEFORE visiting the spider, you'll find out what he's
missing but he will also kill one of your party members just for not having
his keys, the friendly guy he is. Anyway the reward for his keys is great. Go
to C1 1,1. That means walking the whole way back to Middlegate and instead of
walking west, go north this time and follow the road north. 1,1 is two squares
away of the road. This is no forest so you can walk through the trees without
any trouble. So you give the young lad his keys back and you gain unbelievable
10K experience for each character. Now if you only had the money to train!
*Quest End*
So, I fear we have to do some fighting. Before we begin we can take some
preparations. Go back on the road and walk a little back south from where you
came. Now don't follow the road toward the river but keep going on south on
the grass way. Follow the left one to reach a fountain at C2 1,13. Drink from
it to boost your accuracy up to 40. This will only last for one fight though,
sadly. Most statistic changes are not permanent. Then take the right way and
enter the legendary Corak's Cave, but Corak has still to wait a bit for our
visit. We're here for something else. After you entered face south. There's
a secret passage there. Just go two steps forward (don't leave of course) and
voila! - you got the powerful Lloyds Beacon spell for your sorcerer which lets
your party return to any place (outside) you want. And it's only Lvl 2!
Leave the cave.
Back on the track! Follow the road north and then west towards Tundara till
you reach the Ice Tundra, then go north on the grass way next to the mountains
till you reach the very end of it (B1 11,14). Break the frozen water in the
fountain to raise your might to 40. Now you're well prepared for a (one) fight
with low level creatures. I'd suggest you go to Tundara and do some fighting
at A1 12,4 or in the city. This way you can easily go back to the frozen
water fountain and repeat the process. Don't forget to search after you have
defeated your enemy to get your treasures. Monsters that you have defeated in
the ouside, in cities and dungeons do respawn after you leave the map or area
except if they're unique monsters!
After two battles I had gathered in total 438 gold. Enough for now. You can
also already start training your characters. The costs are for Middlegate
100G, Sandsobar and Tundara 200G, Vulcania 300G, Atlantium 500G for each
character. It gets more expensive every level.Keep in mind the city ranking if
you do so. Better city, better training. That simple! You should raise your
sorcerer up to level 3, so that he may cast level 2 spells, because we're
going to need the spell "Levitate" to get us some 'real' money!
18.3.*Gemmaker Volcano*
And what could be a better place for that then a dungeon with the name
'Gemmaker Vulcano' or how I like to call it - treasure cave? A place with no
monsters but a lot of gems and some treasures. Sounds fun, huh? Where's the
hook, you're asking? There's one, well, two in fact. First, levitation is
essential, but we already took care of that. Second, and that is the nasty
part, we need to get past a volcano which randomly erupts and likes to throw
hot lava and magma chunks on our heads, which of course means at our level
instant death for all party members. Luckily I do know a shortcut, even for
the non-climbers among us.
First we need to get to Vulcania. Either by traveling through the portal at
Tundara or by crossing the river with a ferry which is cheaper (5G). You have
to take the upper road since you cannot cross the mountains yet.
The way to Vulcania is Goblin territory and on the road you have a good chance
of being ambushed by them randomly. So either you can run and try again or you
can try to fight your way through. They're among the weakest creatures of Cron
but they come in packs of twenty, which might be to much at this point. If you
get too frustrated over it just use the Tundarian portal inside of the 'Lucky
Dog Saloon', as i said. It costs 50 bucks but for me it was worth it, saving
me that Goblin trouble. 'Peaceful Goblin village nestled in the mountains',
they must be kidding! Anyway, leave Vulcania towards the west, traveling on
the road till you reach the end of the canyon (the first grass square), then
take the path north. At D1 13,9 a wishing well can be found which raises
everybody's personality to 65. Go further north on this way till you almost
reach the end of the Cron world map. To the east is an entrance to a larger
valley but don't enter here before you haven't cast your levitation spell or
else you will become hot and crispy. Go to the single tree square with the
exotic fountain at E1 3,10. Face east, you can get on the mountain here.
Then face south, one more step and you're back on the grass. Now keep going
south on the mountain with the cave. Note: You can only enter the cave from
this side unless you have mountaineering skill! 'Your levitation spell saved
you!' A sentence you will be reading annoyingly often from now on.
Enter and cast a "Light" spell or use a comparable item. No monsters in here.
At 3,3 you can find the sorcerer Lvl 9 spell "Enchant Item", but we're not
able to reach it, since we can't walk through walls yet (spell!). Loot the
place! Nothing can happen! Things of interest: 1. Gems variously scatterd
around. You will need tons of them later on for all the powerful spells. A
rich deposit of them is located in the large hall. 2. Some info concerning
elemental talons and 3. of course the reason we came here for - fiery weapons.
They can all be found in the large hall. Make sure you grab everything: Fire
shield (AC 7), Fire Glaive +4, Fiery Spear +4 and of course the Flaming Sword
+10 which is worth 22K(!). When used as an item the weapons also create a
"Fireball" (S4/3).
In the end I came out with a total of 580 gems. Leave the vulcano and go back
the way you came.
*Dungeon End*
Shopping time! Even though it hurts, you have to sell the Flaming Sword.
18.4.*Vulcania*
Shops:
Standard shops:
Hotel Four - Save your progress here. Also the place to
pick up your hirelings (if you got any).
Belinthra's Bar - Local tavern. Listen for rumors and buy food here.
Vulcan Temple - Local temple. Healing and new cleric spells are found here.
3,7 (no sign) - Join the local mage guild to learn new spells. Costs:
10,000G.
Blackrock Mage Guild - Buy your sorcerer spells here. Members only!
Bestway Blacksmith - Weapons, armor and other useful stuff.
Lava Locksmith - Buy the Red Key here for 2500 gold.
Training Academy - Ah, the lovely music. Level up here.You should only train
here if you need to save some money. City ranking:
1. Middlegate
2. Sandsobar
3. Tundara
4. Vulcania
5. Atlantium
Vulcanian Transport - Buy a trip to Tundara for 30G.
Vulcanian Export Co. - Buy a trip to the rich city of Atlantium for 100G.
Arena - Not available in this city.
Unique shops:
Sergeant Pain School - Increase your stamina and become a Soldier
(Endurance +5) for 500G.
Disembowelments R Us - Get stronger and become a Gladiator (Might +5) for
500G.
Proficiency Expert - Improve your accuracy and become an Arms Master
(Accuracy +5) for 500G.
10,5 (no sign) - A scale which shows your current protections. Neat info.
Sell the sword to the blacksmith and make a donation at the temple (300G).
Time to travel to Atlantium.
18.5.*Atlantium*
Shops:
Standard shops:
Carriage Inn - Save your progress here. Also the place to
pick up your hirelings (if you got any).
Boar's Tongue Tavern - Local tavern. Listen for rumors and buy food here.
Eleusinian Temple - Local temple. Healing and new cleric spells are found
here.
11,7 (no sign) - Join the local mage guild to learn new spells. Costs:
50,000G.
Cobalist Mage Guild - Buy your sorcerer spells here. Members only!
Drewnhald Ironworks - Weapons, armor and other useful stuff.
Classic Key Shoppe - Buy the Black Key here for 50,000 gold.
Island Training - THE place to train and level up. Also of course the most
expensive one. Nothing more to say!
Beautify(!) Atlantium - Boy, are these guys friendly over here. Best shop
name ever! Beautify Atlantium and travel to Vulcania
for 50G.
The Mystic Portal - The Keep Atalantium Beautiful Committee, again! Buy a trip
to Middlegate for 25G.
The Colosseum - You can fight monsters here for money. It's also part of a
quest. Buy a ticket at the local blacksmith.
Unique shops:
Hippomenes + Atlanta - Become the Hero/Heroine (all primary skills +1) of your
dreams for 1000G.
Odysseus' Tongue - Become a Linguist (Intelligence +5) for 500G.
The Olympic Trial - Be an Athlete (Speed +5) for 500G.
First of all take a look at all the statues in the slots on the west and east
side of town. They provide you with vital information to solve the Mt. Farview
Quest. Don't worry, I will remind you later!
Go to Odysseus' Tongue and let your sorcerer learn the Linguist skill (Int +5)
for 500G. Then make a donation at the temple (500G). Leave the city at 15,15.
Face west and go through the wood till you get to the western tip of the
island. There's a fetid pool but this yummy brewery really is a statistic
booster (one fight). Actually it's the second highest boost you can get from
a fountain. Only a well guarded fountain in the Desert of Desolation gives you
more power. All your primary skills are at 100 now. Get back to the city. Oh,
and drinking of the other fountains is NOT a good idea. Use the portal to
travel back to Middlegate. And don't get yourself in any fights!
Buy forest travel and mountaineering for two party members each. Also buy the
cartographer skill and join the local mage guild. After that buy all sorcerer
and cleric spells and make a donation at the temple (100G). You'll probably
get blessed for one day by the cleric. This blessing also includes the cleric
spell "Walk On Water"! Your gold should have melted to 10K or near that but
now you have all the basic skills you need to get to wherever you want to.
Well, almost let's say. We still can't enter the castles yet. Time to change
that! We have actually been working on it already. It's all about being
generous. Yup, that means more donations. Onward we go to Sandsobar.
18.6.*Sandsobar*
Shops:
Standard shops:
Hourglass Inn - Save your progress here. Also the place to
pick up your hirelings (if you got any).
Red Lantern Tavern - Local tavern. Listen for rumors and buy food here.
Temple Benedictus - Local temple. Healing and new cleric spells are found
here.
0,12 (no sign) - Join the drunken mage guild to learn new spells. Costs: 200G.
Whirlwind Mage Guild - Buy your sorcerer spells here. Members only!
Big Al's Accessories - Weapons, armor and other useful stuff.
Fitpro Locksmith - Buy the Yellow Key here for 1000G.
Sheik Training Arena - Better train somewhere else! Check the city ranking!
Portal Dune - Magical Transport to Middlegate for 20G.
Sirocco Portal - Buy a trip to icy Tundara for 50G.
Monster Bowl - You can fight monsters here for money. It's also part of a
quest. Buy a ticket at the local blacksmith.
Unique shops:
The Sandy Dunes - Become a Gambler (Luck +5) for 200G.
The Embassy - Become a Diplomat (Personality +5) for 500G.
Sly's Opportunities - Learn how to Pickpocket (Thievery +15) for 300G. Ninjas
and robbers only.
The Wizard's Eye/The Beggar's Gift - You can buy the sorcerer spell "Wizard's
Eye" here for 100G.
Go to The Wizard's Eye and buy the spell. After that we make another donation
at the next temple (200G). Leave the town through the citygates. Walk westward
and at the junction head north.Walk the whole way back to the river near
Middlegate. Go to C2 11,1 and buy the cleric spell "Walk On Water" for 50G
from the curious looking fellow. Go to the road near Middlegate and keep on
going north towards Woodhaven. Go to C1 5,3, then 5,5 and look south. You'll
find the Lvl 9 cleric spell "Holy Word", which is at the moment of course of
no use for you. Back on the road. Walk two squares west now, instead of east
and drink of the fountain there (C1 1,5). That will give you 200 spell points
for the next fight. Remember that spot, when in need! Now head over to
Tundara.
18.7.*Tundara*
Shops:
Standard shops:
Tundaran Arms Inn - Save your progress here. Also the place to
pick up your hirelings (if you got any).
Lucky Dog Saloon - Local tavern. Listen for rumors and buy food here.
White Dove Temple - Local temple. Healing and new cleric spells are found
here. Can be found in the northern part of the monster
freezing section.
9,7 (no sign) - Join the local mage guild for the "low, low" price of 2000G.
Mystical Mage Guild - Buy your sorcerer spells here. Members only! Can be
found in the northern part of the monster freezing
section.
Thundrax Weaponry - Weapons, armor and other useful stuff.
Locksmith - Not available here.
Enhancement Center - Average training. Check the city ranking to find a better
city to train! Lovely music, did I mention that already?
La Porte - Can be found inside the inn! Portal to Sandsobar. Costs: 10G.
Polar Passage Portal - A talkative polar bear sells a trip to hot Vulcania for
50G. Hm, whatever. The portal is inside the saloon!
Arena - Not available here.
Unique shops:
Saracen's Denial - Become a Crusader (needed for all castle quests) for 250G.
Can be found in the northern part of the monster freezing
section.
International Market - Become a Merchant (prizes in weapon shops drop about
two thirds, selling prize doubles for the character)
for 1000G. Can be found in the northern part of the
monster freezing section.
Columbus' Sextant - Become a Navigator (skill) for 750G.
Can be found in the northern part of the monster
freezing section. Keeps party from becoming lost in
large, open spaces.
Go to the "Lucky Dog Saloon" and order a specialty. We are going to eat 'Wolf
Nipple Chips'! Mmh, tasty! Costs:100. Leave.
18.8.*Quest: The Castle Key*
Go the final temple, the "White Dove Temple" in the restricted area (2,7) and
donate one more time (200G)! Now that we have donated at all five temples we
deserve an award. Leave the cleric and you're going to find a 'Fe Farthing'.
All we have to do now is go back to Middlegate and flick the 'Fe Farthing'
into the fountain at 15,15.
*Quest End*
But before we do that there's still something else to do. I hope you still
have that statistic boost from the Atlantium fountain on you (No resting, no
encounters, please!)!
You'd better save at the inn because the following part is a bit risky.
Leave Tundara through the city gates. Once outside face west, don't enter the
city but instead go west across the ice tundra till you reach the mountains.
Eventually you get caught by a snowdrift. Try your luck and restart if it hits
you nasty. Step on the mountainsquare at A1 2,3 and drink from the fountain.
You're now level 25, not permanently of course. Advance further in the same
direction and go straight into the elemental plane of air. Two steps and you
reach the end of the Cron world map (So the planet IS a disk and not a globe.
Cron scientists were wrong!). Now walk north till you see the northwest corner
of the world map. Don't enter here (works only if you are blessed) but go to
A1 1,14 and you will find the Lvl 5 cleric spell "Air Encasement". Now go east
but stick to the edge of the world map or you might have an encounter. As soon
as you are on the mountains again keep mountaineering to position A1 8,8.
You'll find the Lvl 4 cleric spell "Air Transmutation" here. Back the way you
came to the mountain and world map edge. Again stick to the edge and walk
through the tundra. Notice the cavern here! At the end you should get to the
Might+40 fountain which you already know. Don't drink from it. It will lower
your Might back to 40. Go back to the road and walk to Middlegate but still
we're not going into town yet.
Take the road west towards Castle Pinehurst. Follow it past the circus
sign till you are in the ice tundra again. There's a huge mountain there. Go
to A2 15,7 and from there walk north to the tip of the mountain. The Mist
Warrior will attack you, but you should be able to kill him with low
casualties. You'll receive 26K experience points and learn the Lvl 7 sorcerer
spell "Dancing Sword". Don't forget to search for treasure! You can revive
dead party members at the temple in Middlegate. And that's exactly where we
are going now.
Enter the city and go to 15,15. You have to figtht your way through, but it
shouldn't be too much of a problem. Flick the Fe Farthing into Feldecarb
Fountain to receive a fabulous Castle Key! At last! Give it to your robber or
ninja and equip it (Thvy +5)!
Rest and drink from the fountain of clairvoyance. Leave Middlegate. Cross the
river and go to Vulcania. If you want to avoid an ambush in Ambush Valley
(hence the name!) just walk on the mountain squares next to the road. Use the
portal to get to Atlantium and train (one of) your cleric(s) till she/he
reaches level 5 and may cast level 3 cleric spells. Leave the city. Drink of
the fetid pool in the west again and let your cleric cast the spell "Walk On
Water". Face east and walk across the water eastwards till you reach the Isle
of the Ancients B4 3,10. Go north to the evil zone and from there east again
till you reach the coast. Walk north and around the coastal line till you get
to C3 0,11.
18.9.*Quest: The Guardian Pegasus' Name*
From there walk south to C3 0,7 to find out the name of the Guardian Pegasus.
It's Meenu. Luckily we have a linguist in our party or else we would not be
able to read it. We'll pay a visit to the pegasus soon at B1 9,9.
*Quest End*
Go two steps back the way you came to 0,9 and then to 1,9. We're not the only
fans of Red Hot Wolf Nipple Chips! He's so excited over it that he gives us
the Lvl 2 cleric spell "Nature's Gate" as a gift.
Now cast Nature's Gate. At this early stage in the game, I casted it on day 12
during daytime, you should be transported to the lake near Middlegate. From
there go to Castle Woodhaven. Stand in front of it at C1 3,13, then go west to
B1 15,13. You'll meet some jolly lumberjacks with blood dripping axes in their
hands. Makes us feel at home here, doesn't it? I hope you haven't fought in
the meantime! Accept the challenge. Should be easy with a might boost of 100.
Even your sorcerer can do this. The prize is an Instant Keep (sorcerer spell
"Shelter" Lvl 5).
Go back to Woodhaven then go to C1 1,11 but take the way over the forest
square to avoid the sight of ghastly 'horrors'! Face north and drink from the
sparkling fountain to gain spell level 9(!) for the next battle! Now go to
the decorated fountain at 1,5 to raise your spell points to 200. Again take
the way over the forest to avoid battling with ghouls.
Follow the road towards Tundara and go to B1 10,15 near the Might +40
fountain. Make one step forward into the ice tundra and go south till you
finally get to the pegasus at B1 9,9. Remember? His name is MEENU. Our reward
for finding out his name is 100,000G. That should last for a while! Search for
the treasure and go back the way you came to avoid blizzards and avalanches.
18.10.*Quest: Mt. Farview Clerics (I): Corak's Soul*
Go back to the road and towards Castle Woodhaven at C1 3,14 but don't enter
here, walk past the castle instead, to the edge of Cron. We need to get to
10,15 without a fight on the way. Walk east across the mountains on the edge.
Remember those statues back in Atlantium? One told us where to find Corak's
soul. Yes, you guessed right! It was C1 10,15! Since you can cast level 9
spells, you can also cast "Holy Word" with your clerics. We already found that
spell in the woods nearby. This is a good opportunity for casting it. All your
foes are undead, which means "Holy Word" will eradicate all of them! Defeat
the undead creatures to gain about 50K experience points and receive the soul
of Corak. This might be handy later.
*Quest End*
Hm, your characters still look a bit weak, don't you think? In the nighttime
of day 12 I had 5 battles fought, 113K gold, 610 gems, 9 food and still a
complete level 1 party except for my level 5 cleric and my level 3 sorcerer!
And I hope that you're still with me here!
So we're going to do some training then. At Atlantium of course! Walk past the
water or travel with the portals to Atlantium. Since we're already here we
might also drink from the +100 pool outside again.
After practicing my fighting skills a bit (dum-dee-dum) I had all party
members at level 7 and 77K gold left. Take the portal back home (Middlegate)!
18.11.*Quest: Nordon's Golden Goblet*
Visit Nordon at 10,2. 'Numerous rewards'. huh? On we go to the cave below
(8,0)! The dungeon should be easy since you're already level 7. Cast a light
spell and proceed.
18.12.*Cavern Beneath Middlegate*
Straight ahead is a message, saying that the moon phase of Cron lasts sixty
days. Go north from there. You will have to do some fighting. We need to find
the goblin lair but that's not too hard since you basically have to walk just
straight ahead. Go to 0,7 to find Nordon's goblet. On the way you will have to
unlock a door or you can bash your way through. "Sleep" spells and "Acid
Spray" worked well for me to deal with larger crowds of goblins and orcs.
Exit the goblin lair and return to Nordon. You get 2K experience, the sorcerer
spell Lvl 2 "Eagle Eye" and unbelievable 1000G if you search. The greedy ...!
I'd rather should have sold the goblet! He tells you to visit his sister.
*Dungeon End*
18.13.*Quest: Nordonna's Children*
She's at 1,2 in the city. Talk to her and she will say that her sons have been
kidnapped and have been taken to the cavern. So go back there.
There are several clues around here. One tells you where to find the "Lloyd's
Beacon" spell, but we already got it. Another one at 8,14 (secret passage!)
will help you to decipher the green messages that are scatterd in the outside
world. Later more on that. Others have info on the Water Disc, the Long One,
Earth Encasement, black battle and J-26 Fluxers. You can go and check them for
yourself but I will tell you everything when it's needed of course.
Now we need to find Nordonna's children. Remember the beginning? We overheard
rumors at the tavern that they were at 0,15. That should be the northwest
corner!
There's a Kobold HQ which is located at 5,14. A little fighting lies ahead. I
used the same spell combination as before, a little curing in between, and my
first rest(!). Don't forget to cast the spell "Wizard's Eye" ("Eagle Eye" on
the outside) afterwards or you can get lost pretty easily. Free Drog and Sir
Hyron. They can be found at the inn and be recruited as hirelings for a small
fee. Leave the dungeon. Nothing interesting here anymore.
Go back to Nordonna. She'll be grateful and all that and tells you that she
has info for you that help you gain untold riches! Wait, somehow this seems
familiar... it's the way to get to the Castle Key, that we already have!
'Untold riches'!! If you loot all the castles maybe. Silly woman!
*Quest End*
I wouldn't bother hiring her sons. They are low level hirelings and all
they'll probably do in battle is die. There are better ones to get.
Go to the 'Slaughtered Lamb' and eat the specialty 'Soup de Ghoul' for 50G!
Let your cleric cure the party if somebody got sick (diseased) because the
dinner was spoiled.
18.14.*Quest: The Green Triple Crown*
Buy THREE Green Tickets at the blacksmith here in Middlegate. Go the Arena and
win one fight. Be careful not to turn around on the fighting spot or you will
unneccessarily waste one ticket! No need to search, at the arena since you
won't find any treasure. The gold is reward enough. You'll get 200 bucks for
the first fight. Leave the arena and use the portal to Sandsobar. Buy yourself
into the local mage guild and then buy the missing cleric and sorcerer spells.
Battle in the Monster Bowl. You'll get 500 gold. Let your sorcerer cast "Fly"
to A4 to get to Atlantium. Drink of the +100 fountain and enter the city to do
one final battle at The Colosseum. You'll receive 1500G.
*Quest End*
18.15.*Quest: Free The Bishop of Green Battle*
Now that we have completed the Green Triple Crown Quest we can take the whole
benefits of rescueing the bishop. Take the portal to get to Middlegate. Go to
the locksmith and buy the Green Key for 500 gold. Now leave the city and go to
..
18.16.*Castle Woodhaven*
Go straight ahead into 'Hoardalls Palace' and continue going north. A jester
will be behind the door, telling orc jokes. All castles have one of them. Keep
going north but don't enter the throne room yet. Take the door east. Then go
south into the Green Room to 10,6 to free The Bishop of Green Battle. You'll
receive 3K experience for freeing him and additional 10K if you have completed
the Green Triple Crown Quest.
*Quest End*
Leave the castle. Scare the ghouls away on C1 2,6. Just visit this spot. "Fly"
(S3/2) to E2. Pick up the inviting fruits. You have 40 food now for everybody.
Lunch still ain't over though, it just began! Go straight up north and you
will arrive at Vulvania or you just cast fly to E1 if you fear to be killed by
the volcano south of the city (watch out E1 3,1!)!
Go to Belinthra's Bar and order a specialty. Meal B - Troll Liver. If you are
trying to leave the bar now, you will be attacked! Seems somebody didn't like
what you ate. The enemies should be easy to kill though. I got only creatures
with one hit point. One or two "Sleep" spells will do. After that a barbarian
and a sorcerer will confront you. Well, seems like somebody DID like your menu
then or at least your fighting style! You can hire them at Hotel Four (So they
say but actually they are in Atlantium!). Be warned that you will always be
attacked in Belinthra's Bar from now on! Meal B is a riot, indeed!
Use the portal to go to Atlantium (or "Fly" to A4) and go to the Boar's Tongue
Tavern. More eating. Let Rowena bring you one of those delecious Devil's
Brownies (specialty). 3000G! Now that's one expensive brownie!
Go to the Carriage Inn and hire Thund R. and Aeril at the hirelings
menu. Leave the inn. It's always good to check the secondary skills of your
hirelings before excluding them from your party forever. Look at Thund R. for
example he's a Crusader and that's exactly what we need right now. Leave the
city, drink of the +100 pool and fly to C1.
Drink of the spell level 9 and the spell points 200 fountains. Go to 1,8 where
the devils footprints were. You will encounter two Grim Reapers who can cast
a quite naughty spell - "Fingers of Death", but they should absolutely be no
problem for you. Just cast "Holy Word". You can even kill them with your bare
hands. Pretty easy, really! You get only 2500 exp. but you find a scroll that
allows you to cast "Fingers of Death", too. It's a Lvl 5 sorcerer spell.
Enter Hoardall's Palace (Castle Woodhaven) and go north directly into the
throne room. Lord Hoardall will only talk to a Crusader about his quest(s).
That's why we brought Thund.R with us! The lord wants us to find some item's
for him. He has four quests of different difficulties for us. Page's Quest
being the easiest of course. You have to seek one non '+' item which can
be found practically in every shop in Cron (check the 'Shop' list of this
walkthrough!). The item he's looking for is randomly chosen. For me it was a
Scorch Maul (Plate Armor, Shock Flail). The Squire's Quest is a bit tougher:
B Ring Mail (Flaming Sword(!), Rapid Katana). The Knight's Quest is very
tough: Dyno Katana (Green Key, G Plate Mail). As long as you haven't solved
the quest you're on, Lord Hoardall won't give you a new one. The Lord's Quest
of course then is the only real quest, if you want to say so. No random items,
but you have to find the Sword of Valor, of Honor and of Nobility. If you have
trouble finding an item or are stuck in any way you can find a quest removal
elixir (19 G) in both random quest castles. In this castle (the other one is
Castle Hillstone) it's in the guard tower at 13,2 but you'll have to get past
the guards first. There's some food (40) at 8,6 which can be reached through a
secret passage from the northern side but it's guarded too and is not worth
the fight.
Depending on the item the lower quests get each character between 64 to 8000
experience points. Don't forget that the experience is now distributed along
eight people instead of six!
So don't bother with the lower quests, just accept the Lord's Quest and leave
the throne room through the door you came in. Enter the next door on the west
side (8,9). At 6,12 (secret door like all small rooms here) you'll find
Rope 'n' Hooks (S2/4) but they have no charges. At 5,9 you'll find a Large
Club. At 4,11 you can find Torches. At 7,10 you'll find a Cupie Doll.
Take one. 3,9 also has Cupie Dolls. Go to 2,11 to get the 'M-27 Radicon'.
Leave the room and go south then east into the Grand Hall. It's full of Large
Clubs, Cupie Dolls and Rope 'n' Hooks. Don't take any of them. They're
worthless. There's a 'safe passage' through the hall, where no items lie to
avoid that annoying messages: three steps east, then north till you reach the
door. Enter and take the way to the right. Enter the next room. At 12,12 you
can find Black Tickets. Take three of them. Don't take anything else. Go back
to the hall and back through the eastern door and leave the castle.
*Dungeon End*
Go to the spell level 9 fountain again and drink. Now look closely at Aeriel's
character. The ugly duckling has become a beautiful swan! Why is that you're
asking? Well, unlike your sorcerer(s), this sorcerer knows ALL spells. She
was just not able to cast them. Till now.
18.17.*Quest: The Green Message*
Various messages can be found across the land of Cron. Look at the following
spots to find all Green Messages.
B2 (14,9) Green Message No. 1: o a ivaoc eehu whss na eTeno aoacs bciltsth k
B3 (12,2) Green Message No. 2: F e iuteeustj ceetuF i virs ri sAb aaoritrs
B2 (14,5) Green Message No. 3: r c nil ot,eer h i Mtr wrl uopptl.Readlh het.
B3 (12,9) Green Message No. 4: h dd bmr y irdao v .a gpfprea orn ew ia
We already found the code to decipher the message in the cavern below
Middlegate. It was " One letter after another 2-1-3-4." Put them in this
order
Green Message No. 2: F e iuteeustj ceetuF i virs ri sAb aaoritrs
Green Message No. 1: o a ivaoc eehu whss na eTeno aoacs bciltsth k
Green Message No. 3: r c nil ot,eer h i Mtr wrl uopptl.Readlh het.
Green Message No. 4: h dd bmr y irdao v .a gpfprea orn ew ia
and read from the top downwards to get this message:
For each individual to become true, see the jury which resides at Mount
Farview. Travel in groups of appropriate class. A Robber can aid all others
with their task.
*Quest End*
Fly to E1 and drink from the fountain at 1,5. Your characters will be level 20
and all statistics will raise to 40. Cast "Levitate" and enter Gemmaker
Vulcano. Once inside, cast a "Light" spell and go to 3,5. You can collect
some gems on the way. Also all items, including the Flaming Sword have
respawned. Collect everything you need and don't forget the gem deposit (about
500 gems)! When you arrive at 3,5 let Ariel cast "Etherealize" (Lvl 7) to get
through the wall. A sweaty person wants to sell you the Lvl 9 sorcerer spell
"Enchant Item". The cost is ten years of your lifetime. All your characters
age ten years. Buy it, cast "Etherealize" again to get out of the room and
leave Gemmaker Volcano.
18.18.*Quest: The Three Hidden Swords of Chivalry: Valor*
Fly to A2 and let your sorcerer cast "Guard Dog" to avoid being surprised by
any monster. Go east till you find the wagon tracks that lead off the road.
This is the way to Sarakin's Mine but we won't enter there, yet. We go to A2
11,2. Prepare for battle! You will encounter six Mountain Men. Being at level
20 your strikes are quite powerful. If that shouldn't be enough to kill them,
let Ariel cast some high level offensive spells like "Star Burst", "Inferno"
or "Implosion". Your may want to let your own sorcerer cast "Dancing Sword",
too. You get 3000 exp. Search the area after you have won the fight to find
the Sword of Valor.
*Quest End*
18.19.*Quest: The Three Hidden Swords of Chivalry: Nobility*
Go to C1 drink of the spell level 9 fountain and fly back to the level 20
fountain near Vulcania. Drink from it, go to 1,4 and from there on continue
westwards past Ambush Valley and the Radiation Zone till the road turns south.
Climb up the northern mountains to get to D1 0,8. Four Priests are guarding
the Sword of Nobility. Use the same tactic as before. They're even easier than
the Mountain Men. Search to find the Noble Sword.
*Quest End*
18.20.*Quest: The Three Hidden Swords of Chivalry: Honor*
Well, you know the routine... Spell level 9, character level 20, then go to
D4 14,11. It's easy to find, since it's only one square northeast of your
"Fly" arrival point. The Guardian (six actually) defends the Sword of Honor.
I found this to be the hardest of all three fights. The monsters have higher
HPs than the ones before (Check the monster list!) and you also do get 6000
exp. instead of 3000. The monsters have a high magic resistance, so
offensive spells seemed rather useless to me, except maybe "Implosion". Try
your luck with Aeriel's "Power Shield" (Lvl 8) to survive the gas breath and
for the rest of the party it's just plain monster bashing. If the battle seems
too tough for you, you might consider using the level 25 fountain (between
Tundara and plane of air, remember?) plus the one near Atlantium. After you
have (hopefully) won, search to get the final sword.
Time to claim our bounty. Go to Woodhaven and talk to Hoardall. You will earn
100.000 experience points.
*Quest End*
Since we're already here we can drink of both magic fountains (SP and SL)
again. I think now would be a good opportunity to raise our statistics a bit.
Go to all the cities and buy all skills according to the class which makes
the best use of it. That would be thievery for ninjas and robbers or
personality for clerics for example. Maybe you will have to remove some of the
old ones at the detoxification specialist in Middlegate to make them fit for
each character. Also buy the Merchant skill which makes things a lot cheapier
at the shops. You don't have to save any space for new skills. Make a hero
of those who still have one space left or give them the same skill twice to
double their main statistics.
Use the "Fly" spell to travel from one city to another. All cities are in one
corner of the world map (A1, A4, E1, E4) except for Middlegate which can be
found at C2. You can use the spell even inside the city as long as you are
outside of a building.
Along the way you can go to Sandsobar and eat the Gourmet Dinner B at the
Red Lantern Tavern. You will meet the ninja H.K. Phooey who likes your taste.
You can hire him at the Hourglass Inn so he says but for me he was at Hotel
Four in Vulcania.
When you are in Tundara buy yourself into the local mage guild and buy the
Lvl 3 and Lvl 4 clerics spells that you're still missing ("Cold Ray","Lasting
Light","Restore Alignment",that'd be.) and the Lvl 4 sorcerer spells ("Feeble
Mind" and "Fireball"). You can find some clues about missing persons and the
snowbeast which is roaming the outskirts of this city. They are at 13,9, 13,4
and 8,8, if you haven't already stumbled upon them. There's also a magical
barrier at 3,5 through which you can walk now with the spell "Etherealize" but
there seems to be nothing at that spot.
In Vulcania check the squares 6,9, 6,11, 8,9, 8,11 and read about the four
elemental kings.
Before entering Atlantium you can drink of the +100 pool. Go to the blacksmith
then. If you have the chance of buying some good weapons or armor, then do it.
I bought a Plate Armor +1 for my knight for 2K (merchant skill!), and I bought
two 'Thief's Pick +5' (2K each) for my ninja but don't spent all of your hard
earned cash on expensive items like a Defense Ring or a Teleport Orb. Buying
stuff for 6 - 10K should be sufficent for now.
You may also want to duplicate, recharge or enchant some of your items
(Flaming Sword for example) but be warned that it will cost a LOT of gems
("Duplication" 100 and "Enchant Item" 50)!
I enchanted the Flaming Sword two times to get it up to +12, then duplicated
it and sold one of it with my merchant for 45K along with that Instant Keep
(25K) we got from the lumberjack competition near Woodhaven.
You might want to train a bit too. It's not necessary to train the hirelings
at the moment I'd say. Their training is free but they get more expensive.
After I left Island Training it was day 20. I had one knight, one barbarian
and two clerics at level 9 and one ninja and one sorcerer at level 8. My
gathered belongings were 104K gold, 906 gems and 40 Food. All party members
except the hirelings were 28 years old. ACs were between 3 (sorcerer) and 24
(cleric), HPs between 67 (sorcerer) and 176 (barbarian) and SP for the
spellcasters between 60 and 70. Each character had 226K experience points and
I had fought 22 battles so far.
..I hope your party is somewhere near mine!
If your level is way too low you might want to go back through some of the
previous battles till you're strong enough. I try to use the shortest way to
advance, so if you have lesser gold (or exp. or whatever) than me, chance is
that you left something out.
Fly to Middlegate and rest near the fountain of clairvoyance. It's time to get
some sleep, so that all your new +5 skill bonuses may apply!
Go to Amber in the Slaughtered Lamb and order "Horrors d'oeuvres" for ten
bucks but be warned: You can now pass the grass path on the way to the spell
level 9 fountain but you will be attacked by the undead monsters dwelling
there (for me they were Coffin Creeps). Of course you can also keep on going
through the woods like you're used to.
Leave the city, follow the road towards Tundara and go from B1 5,3 to B2 5,13
(just go south) to find an Ice Sickle +2.
Fly to E4, go east but don't enter Sandsobar, just continue till you reach the
Lithospheric Barrier of the Elemental Plane of Earth. Walk on to E4 8,8,
staying on the mountains all the time, to find the Lvl 6 cleric spell "Earth
Transmutation". Go east again, into the plane of earth till you reach the end
of the Cron world map. Go south to the corner (you cannot and should not enter
the passage yet) and then to E4 14,1 to find the Lvl 7 cleric spell "Earth
Encasement"
Fly back to Sandsobar (E4). Note the "Fly" spell doesn't work as usual in the
elemental planes. If you cast it on the area you're already in, like here E4,
you might end up somewhere else. I got transported to D4 15,15 instead. The
other squares seemed to work though. If you want to be on the safe side cast
D4 or go back the way you came. Maybe the elemental plane disturbs your
sorcerer's mental abilities? Who knows! If you cast A1 in the elemental plane
of air, you end up at E1 15,15 in the plane of fire. If you cast E1 there, you
go to D1 15,15 and if you cast A4 in the plane of water you get to the earth
plane at E4 15,15.
18.21.*Quest: The Yellow Triple Crown*
Now enter Sandsobar and go to Big Al's Accessories to buy three Yellow
Tickets. Put them, and now this is important, in the first character's
backpack. They have to be at a place in front of the Black Tickets or else the
Black Tickets will be used in the next arena fight, which is where we're
going.
Enter the Monster Bowl and win one battle. Helpful spells at this point are
"Deadly Swarm" for clerics and "Fireball" for sorcerers. Your hirelings are
still pretty weak so maybe you will have to heal them, or even revive them in
the worst case, but all in all this fight shouldn't be too much of a problem.
You'll receive 3000 G if you win.
Go to the Fitpro Locksmith and buy the Yellow Key for 1000 G.
Heal yourself, fly to C2 and enter Middlegate. Battle in the Arena and you'll
receive another 2000 G. Heal yourself again and restore your condition if it
has been altered.
Fly to Atlantium drink of the +100 pool and make one more fight in the
Colloseum to get additional 5000 G. Congrats you have won the Yellow Triple
Crown!
*Quest End*
18.22.*Quest: Free The Bishop of Yellow Battle*
Since you already bought the Yellow Key in Sandsobar and won the Yellow Triple
Crown we can fly directly to Castle Pinehurst (A2) to pay Lord Peaboy a visit.
Walk towards the castle but don't enter yet. Instead go to A3 1,14 and 1,13.
You'll find two fountains here and a voice trying to tempt you. Drink only of
the left (southern) one at 1,13 (+25 speed) and go to 0,14 to find the owner
of the voice: a troll. He should be no match for your party. Spells that focus
on one monster only, like "Air Encasement", "Acid Spray" or "Cold Beam" should
do the job, but by now your fighters should be already strong enough to take
him out without any aid. If you manage to kill him he'll probably have some
interesting stuff on him. I got a Battle Axe +5 and even an Admit 8 Pass which
is a quest item (Corak's Cave). Don't worry if you didn't get it. There will
be another chance later. The main purpose of this fight was to give you one or
two better weapons.
Still we're not going to enter the castle. Walk north but stay on the mountain
squares all the time till you reach A2 3,7. From here go straight north to get
to our level 25 fountain at A1 2,3. If you want you can set a beacon here to
save you some traveling in the future. Now go back the whole way (exactly) and
enter the castle.
18.23.*Castle Pinehurst*
Welcome to Castle Pinehurst or as I like to call it 'Timehurst'!
You'll find yourself in a large hall with many doors some having signs above
them. They read:
'Beware The Time Traps As The World Will End In The Year 1000.'
Quite a threat! A time trap can be found at 2,7. Every time you walk on this
square a full year will pass! If you want to try it, the world doesn't end in
the year 1000. I got to 1002 and noticed no difference. Your characters won't
age in the process, by the way.
Turn left (south) and enter the unmarked door at 12,5. Battle ahead!. After
you have (hopefully) won, go to the Yellow Room and free the bishop. This will
give you 5000 experience plus 50,000 for winning the Yellow Triple Crown.
*Quest End*
This might be a good opportunity to rest. My sorcerer already ran out of spell
points a while ago. If you rest, cast "Wizard Eye" afterwards.
Leave the room and enter the hall again. There are various teleporter in this
castle which may cause some confusion while exploring this castle. So if you
want to avoid any unneccessary fights, just enter the door marked as 'The' at
10,7. You will be forced to fight to get through the hallway, and even if the
monsters are quite a few in numbers in this battle, they're still pretty weak
(about 40 HP max). Offensive spells targeting many monsters at once, like
"Deadly Swarm", "Fireball" and "Sleep" should be sufficient. Pick up the
'J-26 Fluxer at' 7,6 and continue your way to the end of the hallway.
There's a secret passage straight ahead. A message will tell you about the
Queen's Triple Crown.
As I told you there's a time trap here at 2,7 already waiting for us. You can
avoid it if you use the sorcerer spell "Jump". Though if you actually lose one
year it doesn't really matter since all events are tied to days and not to
years. It doesn't make any difference really.
Go to 4,3 to talk to Peabody. He will send you on a quest to rescue his lost
son Sherman. Maybe he will let us use his pretty time machine then which is
in the corner through which you just slipped into the throne room (2,5).
Leave the room through the door at 4,3 and leave the castle, too.
*Dungeon End*
Cast "Eagle Eye" if you rested. Fly to A4 and drink of the fetid pool. Enter
Atlantium and train those who can level up. Your sorcerer should have reached
spell level 5 now and everybody of your party should be level 9 except for the
hirelings. There's an interesting spell that you have aqquired now: Teleport!
18.24.*The Slums of Sandsobar*
Fly to Sandsobar and go to 10,1 to enter the slums. Watch out for your gold
and valuables when in battle. Sandsobar is the capital of the thieves and fast
kills when dealing with those are essential. You might want to consider
leaving a hireling with all your valuables at the inn.
At 11,3 there's a secret message which isn't that hard to deceipher. If you
can't get it, check section 17 of this walkthrough.
At 13,2 an old wino tells you that the snowbeast lives in the city walls of
Tundara and if you continue at 14,3 you will be ambushed by some muggers.
There are secret passages to all the small rooms there but they will all lead
you to some sort of enemy. At 15,0 there's a crowd of beggars. If you don't
give them a gold piece, they will attack you. If you do, they'll tell you that
day 93 is Nature's day. Go to 11,0. Someone is fighting for his life against a
horde of giant rats. Help him and kill the rats. Use "Deadly Swarm" and
similar spells. After the fight the guy has already vanished and you won't
find any great treasure either but we came here for another reason anyway. Go
to 10,0 to find the entrance to the cavern. Descend.
*Dungeon End*
18.25.*Cavern Beneath Sandsobar*
Let your cleric cast "Lasting Light" and your sorcerer "Guard Dog". Beware the
cavern is full of ankle traps! You can avoid them if you cast "Jump" or
"Teleport". Like in almost every dungeon you can find various clues along the
way. One concerns the code to free the good wizard from the Isle of the
Ancients (14,14), one tells you where to find the Earth Disc (0,11), another
one tells you where the N-19 Capitor lies (4,2) and the last one tells you
where you can find the spell "Water Encasement" (5,8).
A 'Dog Whistle' ("Guard Dog") can be found at 12,3 but you have to get past
a pack of Killer Canines first. It isn't really worth the trouble in my
opinion but if you want to get it head south, then through the door east and
south again to get to the Sharp Tooth Den. Teleport is of course always an
option.
There are also two famous thiefs that can be found in this cave. One, the
Thieving Fiend Maxwell (13,9), will trick you and won't teach you anything
after you paid him 250 G.
The other one can raise your robbers' (and robbers only) Thievery +10 for
700 G. He can be found in the northwest corner of this dungeon at 0,12. If you
can't, or don't want to, use "Teleport" be warned that some fighting will lie
ahead! Three fights to be precisely and the last one will probably be against
Ninjas who have that painful assassination skill. Your cleric(s) will have a
busy time there. If they still have a round in which there isn't anyone
unconscious let them cast the usually swarm spell, for your sorcerer I
wouldn't bother with any low level spells. The secret passage to get to his
room by foot lies at 4,9.
18.26.*Quest: Mt. Farview Clerics (II): The Admit 8 Pass*
Go to the door at 10,4 and from there south and then west. There's an ankle
trap at 6,1. Enter the door to the left right after the trap. Combat! It
shouldn't be a tough fight. From here go west again to reach 0,0. You will
meet a zombie who will give you an Admit 8 Pass which is needed in Corak's
Cavern. What a nice zombie! If you're done with the cavern let your cleric
cast "Surface" or just go back to the entrance the normal way.
*Dungeon End*
*Quest End*
18.27.*Nomadic Rift Cavern*
As soon as you're outside of the city again cast "Levitate" with your
sorcerer. This will protect you from rift holes.
=======================================
... MORE TO COME!!!
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