A Farewell to Dragons
Walkthrough
Copyright 2010, James Gawne Jr.

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A Farewell to Dragons is a steampunk RPG published by 1C.  It is notable that
this game is a blend of science and sorcery in which machine guns and magic
are equally at home.  It is based on a Russian piece of fiction.

Patience is required with this game as it is a grindfest if you want really
good characters. I have heard fortieth level is the maximum but it is very
hard to get that high. There are also quite a few fetch and return quests
which can get tedious.

I. The Party
I have partially sanitized the characters a bit to remove some spoilers.
You are limited to a six person party so eventually you will have to
make hard choices.

A major downside to AFTD is that your recruits will not have any retroactive
perks. If you reach them at level 27 for example, you will not get the nine
previous perks and in fact will not get one till level 30. Big problem
for late additions like Reytarr and Ian.

Victor - The protagonist/main character.  He is capable of using the most
skills, including the coveted steampunk abilities.  Though he does not start
with them, he can learn both magic and clan abilities.

As he has so many skills I will not list them here. Sorry.


Telle - Thirteen years of age and a major pain.  She will be your main healer
for the game.  She disappears at times, leaving you dependent on potions.
She is your guide per se to the world of this RPG.

Tier 1

Eva's Tear - Your first heal spell. Useful throughout the game as it
quickly repops.

Robe - Improves Robe protection, Mana, Mana Regeneration

Stigma of the Past - Low level Damage spell

Tier 2

Protection from Elements - Says what it does, does what it says.

Magic Armor - (Prereq. Eva's Tear) - Increases protection

Outburst - (Prereq. Stigma) - Fire Damage over time


Comments: You will be tempted to make her ranged only. Don't. Batons
can be used with shields. Shields are Telle's best friend since she is
stuck with robe as her main armor. She tends to attract Rats, Killers
and other units that prey on your weakest unit.

Because of her disappearances she can be lacking in experience. Counter
this by having her take the experience based perks as soon as possible.
I.e. take Quick Learner at level three.


Outskirter - Joins in Hillandia with his four sons if you make certain
choices.
- Fanatically loyal and I do mean that. Excellent melee or archer.  Starts
with points in Archer, Light armor, and Blunt weapons.

Note: Outskirter makes a fabulous archer/blunt weapon fighter.
Versatility is his middle name. Like Victor he can use any mundane
weapon and their related skills. And thus like Victor I will not be adding
his skill list.


Rada - Acquired in Hillandia, she is perhaps the finest of melee characters.
She
later attains the ability to shapeshift. She starts with Medium Armor
and 1 handed Sword


Torry - Acquired at Babchi Castle, he is a solid steampunk character.
You'll want him along if you like the idea of two machine guns in the party.

Tier 1
Mechanics - +Damage to Mechanical Weapons, +Shot precision to Firearms

Chemistry - +Resistance vs. Elements

Steamer - +Damage, +Speed, +Carrying Weight (Must be wearing Steampunk Armor)

Tier 2
Retractable Blades - (Prerequisite 5 Mechanics) +Damage Chainsaw, +Critical
Chance Chainsaw, Chance to Cause Bleed, +Duration of Bleed, Damage/Second

Explosives - (Prerequisite 5 Chemistry) +Physical Damage from Grenades

Heating System - (Prerequisite 5 Steamer) +Resistance to Water, + HP
Regeneration

Tier 3
Trigger - (Prerequisite 10 Mechanics) +Pistol/Rifle Speed and Damage

Catalysts - (Prerequisite 10 Chemistry) +Health, +HP Regeneration

Cooling System - (Prerequisite 10 Steamer) +Fire Resistance +Attack Speed

Tier 4
Optical Sight - (Prerequisite 15 Mechanics) +Pistol/Rifle Precision,
+Pistol/Rifle Critical Chance

Poisons - (Prerequisite 15 Chemistry) +Chance of Poison on Successful
Strike/Shot, +Duration of Poison, Poison Damage/Second

Automatic Weapon - (Prerequisite 15 Steamer) Increase Precision, Attack
Speed and Damage with Automatic Weapons.

Tier 5
Exoskeleton - (Prerequisite 20 Mechanics) + Protection of Mechanical Armor,
+Speed

Explosive Bullet - (Prerequisite 20 Chemistry) +Damage, -Shot Precision,
+Chance of Bleeding, +Duration of Bleeding, +Damage/Second of Bleeding

Electric Generator - (Prerequisite 20 Steamer) +Damage to Electric Shocker,
+Chance to Stun Duration.

Comments: Torry is a fine choice for any party.  He gets the exact same
steampunk tree as the main character though obviously less skill points
to play with it.

I usually deck him out with a machine gun.  Carry a backup weapon because
bullets go very fast.


Loy Iver - Acquired in Catlands, she is your second healer and a decent melee
character.  She is FAST because of a certain ability on her tree. She's your
best merchant, buying at discount and selling goods for better rates.
She starts with points in dagger and light armor.

Tier 1
Fast Claw, Charm(Bargains at stores), Second Wind(Heal), Light Armor,
Dagger Mastery, Master of Arrow.

Tier 2
Grace(+Agility), Sixth Sense(+Perception and Luck)

Tier 3
Wild Attack(decent special attack)

Tier 4
Unseen Claws(+% to attack damage)

Tier 5
Summon Cat, Feline Speed(+movement and dodge)

Tier 6
Hurricane Pirouette(Whirlwind attack that hits surrounding enemies)

Tier 7
Deceit(possible resurrection if dies in battle)

Comments - She's fast, no doubt about it.  She'll run right into trouble
if you aren't careful. Very useful because of healing and bargain abilities.
Skills I'd skip: Summon Cat and maybe Deceit.  Fast Claw is useful only
if you plan on dedicating a lot of points to it.  Otherwise skip it too.

Additional info. on Deceit... Can be useful when up against Nightmare
Visions. I got a pleasant surprise when hit by an instant death attack.
Loy got right back up and back into battle. So maybe a point or two in
this wouldn't hurt.


Raytarr - Acquired in Bobrovo, he is a tank bar none.  Bear's Endurance
boosts Build giving him a plethora of hit points. He is the only way to
get the Bear clan ability as he is the one who gives you the quest.
May be worth trading in Outskirter for...

Tier 1
Stagger(Basic special attack but with stun), Heavy Armor, Master of Hammer,
Two Handed

Tier 2
Bear's Strength(+strength), Bear's Endurance(+Build)

Tier 3
Fatal Fury(Mid range special attack)

Tier 4
War Cry(+Damage and critical damage, -dodge), Metabolism(+regeneration),
Spirit of the Ancestor(Shapeshift into Bear)

Tier 5
Strong Skin(+Protection)

Tier 6
Stone Breaker(attack), Summon of Bear

Tier 7
Giant Bear's Stomp(damages all surrounding enemies)

Comments: Whoa Nelly, this guy has mondo hit points and hits something
fierce. No kidding about a possible trade out to get him. Skip: Summon
Bear.  Otherwise his skills are all pretty useful.


Ian - Acquired in the Princedom of Earth, he is a Water Mage par
excellence. He is a third possible healer as well as unleasher
of icy destruction. Unfortunately he comes very late in the game and
you will probably not want to pick him up.  A shame because his tree is
nice.

Tier 1
Eva's Kiss - Heals and cures poison

Water Scourge - Damage spell

Robe - Improves Robe protection, Mana, Mana Regeneration

Tier 2
Ray of Cold - Damage in a line

Water Wall - Temporarily +Dodge, + Regen, +Resistance to Fire

Tier 3
Protection from Fire - (Prerequisite Water Wall) Temp. +Resistance to Fire

Rainbow Shine - (Prerequisite Eva's Kiss) Temp. +Luck

Ice Needles - (Prerequisite Water Scourge) Damage spell

Tier 4
Wisdom of the Ocean - (Prerequisite Protection from Fire) Temp. +Damage
by Water Magic

Ice Arrow - Damage spell with Slow Down

Tier 5
Call of Water - (Prerequisites Rainbow Shine and Wisdom of the Ocean)
Summons Water Creature

Ice Prison - (Prereq: Ice Arrow) Area Freeze

Tier 6
Ice Storm - (Prereq: Ice Prison) Area Effect Ice Damage

Tier 7
Ray of the North Star - (Prereq: Ice Storm) Damaging Ice Ray

Comments: Healer who can dish out magical ranged mayhem. Nice! No real
negatives in his skill tree. By the time you get him he'll have X points
in Call of Water which is a waste but you can't have everything.


II. Character Development

I can't stress enough how important it is to pick the direction of Victor's
character in the beginning. If you want a mage, then save your skill points
till you get the spells. If you want a fighter, pick one or two at max
weapon skills and specialize. Same goes for steampunk, if you want a
chainsaw warrior plot your points accordingly.  Generalized characters
do not do well in AFTD.

I personally have been making Victor a Rifleman.  I figure I have Torry
for my machine gunner so why not experiment a bit.

a. Ability Scores

You will receive six ability points each time you level.  Treat these like
gold and do not waste them.

Strength - Affects Critical Multiplier(weakly), Damage, Encumbrance,
Ability to use certain weapons and the heavier armors.

Build - Affects HP, HP Regeneration, Poison Resistance and Elemental
Magic Resistance(weakly). Do not neglect on a tank.

Agility - Hit Accuracy, Attack Speed, Move Speed, Evasion.

Intelligence - Magic Damage, Mana points, Mana regeneration,
Pure Magic Resistance(Strongly), Elemental Magic Resistance(weakly)
Very important for Steampunk and Mage characters.  Also seems to
have an effect on dialogue.

Perception - Critical Chance(Strong), Critical Multiplier(weak)
Elemental Magic Resistance(Strong), Pure Magic Resistance(Weak)

Luck - Critical Multiplier(Strong), Critical Chance(Weak)

b. Perks

Much like Fallout, this game boasts a bonus talent/ability system.  You
receive these goodies every three levels unless you choose a certain perk.

Ability Related Perks(Highly unrecommended)

Acrobat - Agility +3, Build - 2
Light Wind - Air Resistance +5, Earth Resistance -2
Purity of Mind - Water Resistance +5, Fire Resistance -2
Robust Health - Build +3, Agility -2
Secret of Fire - Fire Resistance +5, Water Resistance -2
Sharp Mind - Intelligence +3, Strength -2
Smile of Fortune - Luck +3, Strength -1, Build -1, Intelligence -1
Strong Arms - Strength +3, Intelligence -2

Comments: A really useless set of perks in my books. They seem to come
in levels like the experience perks but having never bothered with them
myself I can't provide any further information.

Armor Related Perks

Full Metal Jacket - +10% Protection with Steampunk Armor
Gladiator - +10% Protection with Light Armor
Natural Born Knight - +10% Protection with Heavy Armor
Ritualist - +10% Protection with Robes
Steel Scales - +10% Protection with Medium Armor

Experience Based Perks

Quick Learner(3)/Wise Beyond Years(12)/Clairvoyance(24) - Gives you
+10%/+12%/+15% extra experience whenever you receive it. And yes, kids,
they stack.

General Perks

Art of Pain - Physical Damage +10%
Berserker's Blood/Troll's Blood/ -Increases Regeneration rate by 2/4/
Concentration - Increases Mana Regeneration +2
Fatality Source - +.5 to critical damage multiplier
Fortuitous Luck - +10% to Critical Blow Chance
Lunge - +5% Attack(?)
Merchant's Wit - 50% off sales prices
Quick Pace - +5% Move
Specialist - +5% Precision with ALL weapons
Untouchable - Dodge +10%
Veteran's Scars - +5% Protection

Melee Based Perks
Iron Fist - Melee Damage +10%
Master of Dagger - Multiplier of Melee Damage +10%
Perforating Wounds - Multiplier of Critical Damage in melee +25%
Steel Swirl - Melee Speed +10%

Perk Based
Embodiment of Talent - Ah sweet bliss, instead of receiving one perk every
three levels you receive two every five.  I recommend taking this at level
nine for the main character. You'll thank me, honest.

Range Based Perks
Appolo's Teaching - Range attack speed +10% (I suspect they meant Apollo)
Elven Arrows - Range damage +10%
Sniper - Range precision +10%

c. Magic
Time of day influences magic in the world.  Keep an eye on the clock to know
which spells may come off more powerful than usual or may turn out useless.
I will not be including a list of spells here but a bit of advice, specialize
here too.  Maybe pick one particular element or even just one spell and throw
points at it like mad.

III. The Walkthrough

a. Lake

This is mostly a tutorial section.  You?ll be brought through the different
controls, etc.

Once you are through the tutorial and actually more in the game proper,
take a good look around.  First, engage your map and orient the camera
north.(always do this)  This will make your life easier.  You will notice
an odd shaded region. That is the Border and should not be crossed at this
time.

Now, you will note these creatures present:

Young boar(level 1)
Wolf cub(level 2)
Leader(Level 5)

I suggest you eliminate all of these on the map.  AFTD is very much a grind
game if you want to attain the higher levels possible.  There are certain
perks which assist experience gain which can be earned as you progress
through your journey.

Treasure of Note --- Right near the Border there is a Musket by a Master
hidden in a barrel.  You can still get this safely without aggroing the
fortieth level creatures therein.

Telle will give you your first real quest, that of getting to an inn.
Again, do not be in a hurry to complete this...

Upon leaving the area you will be attacked.  The fight is easy, especially
if you eliminated the easy creatures.  A dialogue will come up.  If you
want a future NPC you'll spare the survivor with the special conversation
about making him a slave.

After the dialogue leave.

b. Hillandia
Creatures - Coward Boar(l.3), Young Wolf(l.4), Robber(l.2), Leader of
the Pack(l.7), Crossbowman(L.5), Bandits(?)

Hillandia is your first real map.  There are two settlements, one a Wolf clan
village and the other a full fledged town complete with train station.

The inn is in the southwest part of the board.  If you follow the road
you will first encounter a reveler.  Talk to him and he'll tell you about
a pistol that a dwarf gave him. If you have a high Intel, you can convince
him to give it to you for free.  Otherwise you must trade for it.

Also on the road is a lumberjack being accosted by bandits. Rush to his aid
and he will give you a quest after the fight. Note: He can be killed so get
a move on to save him.

There are a number of people to talk to in town, some who will give you
quests.

You will hear about Anselm from his neighbor upon entering town by the burnt
out house. Go talk to him by the train tracks in the north part of town.
Get him to tell his story and then tell him to join the guard.  This will
net you some goodies later.

Before you purchase your ticket to Meadows be sure you complete all the
quests you desire.

Quests
Reach the Inn -
Quest Giver - Telle
Reward: ?exp
               This is the quest you received in Lake. It basically moves
the game along. When you spend the night, Telle leaves.  You will then
interrupt an argument between Rada, the Inn owner and the Raven clan.

Axe of the Lumberjack-
Quest Giver - The lumberjack
Reward: ?exp, 5 weak curing potions, 5 weak mana potions and ancient amulet
               After being rescued the lumberjack will bemoan his missing
axe. Offer to find it and he will place a location on your map. There
are bandits here but the fight is easy.  Their leader will drop the axe.
Return for your reward.

Fend off the Ravens -
Quest Giver - Rada
Reward: ?exp, Wolf clan amulet and the ability to recruit Rada.
               Rada gives you this quest if you intervene on her behalf in
the argument with the Ravens.  The Wolf clan settlement is located in the
Northeast part of the map.  Get there and help out in the fight and she'll
reward you.

NOTE: If you showed mercy to the bandit from the lake, he will show up at the
inn(post Telle's departure, just after the argument) with his sons.  He will
offer his service(see Outskirter).  His sons will help out with any fight on
this map including the one on final departure.  They can die and you have no
way of healing them so watch out for them.

Elven Book -
Quest Giver - Tenzir
Reward - 880xp, 450gp, Sting
               Basically a run and fetch quest.  Talk to Tenzir who will
send you to the Wolf Monitor.  He'll send you to Michael, the Outskirter
Monitor. He'll give you the book.  Q.E.D.

Zombie Head and Border Robbers(linked quests) -
Quest Giver - Alon, Michael
Reward - (Alon)1100xp, 200gp, Amulet of Morning Dew and Water Ring;
(Michael)1000xp,  100gp, Francisca, Small Shield
               A bit more involved than the previous.  He will send you to
Michael.  Michael will mention a group of bandits may have such a head.
He will add his own quest to eliminate them. Return to Lake.  If you
recruited Outskirter, he will say his sons are too young to follow. Go
near the lake and duke it out with the bandits(6 level 6).  Zombie head
will be retrievable afterwards. (Remember the alt key to reveal objects)
Return to Michael first then Alon to receive your rewards.

Hillandia Wrapup

After you finish all the quests you desire, buy a ticket to Meadows.
As you exit, you will be accosted by a Water Mage and his group of Punishers.
After conversation you will be attacked. If any of Outskirter's sons are
still alive they will tell you to flee for the train.  They will die
covering your escape.

You have a choice here.  Flee or battle.  The fight is winnable and there are
some random goodies for you. Defeating the leader will net you a bonus
1000 xp so it is worth it. If you do decide to tackle it, distance is key.
Perform a fighting retreat to a far enough point and only the leader
will follow. Then whale on him.  You may want to kill some of his men
before this though to make sure their goodies are available.

After the battle, take the train to Meadows.

Of note: Water Mages have the ability to freeze you in place.  Don't clump
or your whole party could feel the effects.

c. Meadows
Creatures - Leader of Robbers(l.4, l.7), Mugger(l.6), Panther(l.7), Mystical
Panther(l.11), Young Wolf(l.4), Water Lay Sister(l.5)

Of Note: Panthers have a special attack that can drop your HP precipitously.
You have been warned.

Meeting Telle here nets you 770 xp.

You must once again face Gotor in battle but this time is far easier.  Kill
his minor mages first, then his thugs. Kill him last and receive your first
initiation, Water.

Initiations are what allow you to use magic in the world of AFTD.  There are
two for each element.  They may or may not involve you facing and defeating
an actual opponent. This initiation allows you to use some of the entry
level spells from the school of Water.

So Telle is back.  Irritating little snip. But hey, you now have a healer
so your potions can breathe a minor sigh of relief. So your new goal is
initiation so to speak.  But getting there will take a while...

Meadows is made up of the southwest train station, the northeast community
and a Raven clan village in the northwest. Eventually you will make your
way to the northeast train station but for now take in some quests.

Quests

Quest Giver: Urthen
Reward: (depends) 1100xp 250gp and electric shocker
                 1430xp 300gp and ring
Urthen seeks to make a gadget and needs a formula. If you know it
or guess it you will receive the higher exp reward(and better reward
overall).

Otherwise you must go and talk to his friend in the northeast town who
will give you a book. Return to Urthen and you will receive
the lesser reward.

Of Note: This task can be failed if you guess wrong. My successful answer
was current strength squared multiplied by resistance and time.


Conductor's Note
Quest Giver: Conductor in the Southeast Train Station
Reward: 1650 xp +250xp if you haggle

The conductor wants his colleague in the northeast station to
know why he is delayed. Haggle and you will get an extra exp reward.
(The line about needing equipment) (Mind I never checked to see if I
actually received an advance.) Take the note to his colleague.
I didn't mention money and was given none. Might have to remind him
to get paid.

Panther Skins
Quest Giver: Tradesman
Reward: 1430xp, 450gp, Dagger

A tradesman in the northeast settlement wants fifteen panther
skins. He will mark different locations on your map where they may be found.

He will also mention that he commissioned other hunters to do this but they
never returned. When you have the skins, return to him for your reward.

Of Note: You will probably discover the bodies of the missing hunters in the
course of this quest. Examination will reveal they didn't die of natural
causes. Talking to the tradesman will prompt you to tell the guard chief.

Find the Dagger
Quest Giver: Guard Chief
Reward: 2310 xp, 450gp, Small infantry shield

After notifying the guard chief of the murders, he directs you to find
the dagger of one of the victims. He also mentions the Raven Clan Elder might
know more.  Head to the settlement.  In speaking with the Elder you can draw
out that there has been a new arrival, Emma.(Dialogue may be Intelligence
prompted) Find her and trick her into revealing she has the dagger by
offering to pay for it. You will then be given the option to fight.
Do so.  She's high leveled but it's just her. Take the dagger from her
corpse back to the Chiefof the guard.

Note: You can buy it or get her to give it to you as well.
The reward may change if you got this route.

Meadows Wrapup
Buy any goods you desire then buy a ticket to Horsk. And no, you won't get
there right away.

d. Babchi Castle
Creatures - Bear(may appear?, ? Level)Killer(L8), Leader(L?), Meadow
Rat(L?), Mugger(L8), Raven Adherent(L9), Raven Initiate(L9), She-Panther(L8),
Water Creature(L8), Water Lay Brother/Sister(L8), Water Novice(L8),
Water Veteran(L9)

Ah, the joys of interrupted train travel...  Turt(level 10 Water Mage) will
interfere with your passage here. He and his crew(Punisher level 8, Punisher
level 7, Punisher Level 5 x3, Water Elemental level 8) will harass you. Take
them out and you will receive the Fire initiation.

The train notably is going nowhere.  So head to the nearby Wolf clan village
as suggested.

Quests
Bandits on the Bridge
Quest Giver: Wolfgang
Quest Reward: 4400xp, 2300gp, Broadsword

His conversation is bugged but basically he wants you to clear the bridge
to the north side of bandits. Talk to the Leader(11th level) and tell him
you won't pay. He and his 3 Henchman(10th Level) will attack, notably with
firearms. When you have won return to Wolfgang for a reward.

Rat Tails
Quest Giver: Herbalist
Quest Reward: 3520xp, ?gp, Secret of Herbs book, Ratcatcher Gloves

She(?) wants rat tails from the meadow rats to the east of the
Village. Careful, they tend to go after Telle. Return with the tails for
a reward.

Note - Do NOT sell this or any other book.  There is a quest later on that
needs them.

Panther Fangs
Quest Giver: Blanche
Quest Reward: 5500xp, 200gp, Necklace of Panther Fangs

She wants panther fangs for a necklace.  The fangs have to be gotten
from the north side of the map.  Problem is that the area she points out
is a panther reserve! Go to the Jaegers and buy the teeth for 200gp a piece.
When you have the required amount return to Blanche. She'll reward you.

Babchi Castle Wrapup
You should have heard by now of the airship crashed in the castle ruins.
Go there now.  Outside there is an air mage contingent.  Their leader
Level 13) starts a conversation with you but you know where this is going.
After facing him and the air patrollers(Level 9), you will be initiated
into the arts of Air.

Note: Just like the water mages before, the air mages have an annoying
ability. They can render you shackled per se.  You can move but not fight.
Most vexing.

Loot the ruins afterwards for some excellent treasure.  You will not be
permitted to descend into the dungeon at this time. Instead go speak with
Trey, the dwarf, by the airship. He'll ask you to bring his colleagues
over to fix the ship. So go to the west(but still stay in the north part of
the map) and talk to the two bored dwarves. They will follow you back to Trey
and fix the airship.
You will be rewarded(4400xp, 1700gp, Revolver) and thanked. Talk to Torry
and you can include him in your merry band. Then talk to Trey. Telle
will again depart on you at this time.

e. Horsk
Creatures - Air Academy Student(9), Air Bowman(10), Air Healer,
Air Lay Sister/Brother (10), Air Veteran(11) Bear(?), Leader of Robbers(?),
Novice Shooter(?), Stone Golem(10), Stone Golem Charmer(10),
Wingly Charmer(12), Young Tiger(11, 15), Zombie(?)

The airship faithfully takes you to Horsk, a rather large community. If you
talked Anselm into joining the guard, a man named Terry will be here. He
will give you Anselm's bequest(5100xp, Ring of Fire, Secret Flame, Fire
Bazilier).  Apparently he really appreciated your advice.

There are two apparent ways out of Horsk but really only one.  Approaching
the train in the north sets off a trap with an air contingent(with leader).
Afterwards the train is useless.

Horsk is filled with many such contingents(without leaders thankfully).
Caution is thus wise. Also beware the bear, as their hits can stun.

Quests
Hunting Style Interior
Quest Giver: Inn Owner
Quest Reward: 5100xp, 4700gp, Book 1000 Needles Method, Legs of the Figurine
(do not get rid of)

He wants a lodge motif and sends you hunting.  Four bear skins later
you will get your reward.

Looking for a Debtor
Quest Giver: Hera
Quest Reward: 7700xp and Baton

Hera is worried about her gambler husband, Ville. She sends you to
his loan shark, Insar. Insar denies involvement and offers a reward to find
him. Return to Hera and ask about Ville's friends.  She'll point out three
locations on your map.  Run down the locations and eventually you will find
Ville. There may be another way but I just gave him 5000gp to settle his debt.
He says he'll pay you back...  Who knows. After you give the money you'll get
your reward and task complete.

Runaway Chest
Quest Giver: Merchant
Quest Reward: 5720xp, 3700gp, ring

He thinks his chest wandered off when really it was taken. Go see his
neighbor than go visit Rogan.  Talk then fight.  Afterwards loot the chest
and return to the merchant.

Horsk Wrapup
On the east side of the map there are zombies near the river. Eliminate them
now to save yourself a hassle on the next map. You will not have immediate
access to shops on the next map so if you need anything buy now. Then head
out the southeast exit to Fang.

f. Fang
Creatures - Air Units, Boar, Elf, Elven Archer, Killer, Tiger
(I apologize I got lazy on this map)

You will enter on the West side of the river.  There are two bridges which
are covered by Air Customs agents. As you enter you are approached by a man
who wants you to smuggle something into the city proper. Note that this
package is contraband.  Fortunately for you there is another way to make it
across so read on.(Note On the East side, there are contingents of hostile
Air Units sprinkled throughout the city)

Quests
Find Fisherman's Daughter
Quest Giver: The Fisherman or Aveline
Quest Reward: 7700xp and 4000gp

Fairly simple, you may even find Aveline before the fisherman.
Just take her back to her father.  She can be killed by the hostiles on the
map so you may want to clear the way first.  Her father will be so grateful
that he will also offer his services as ferryman.

Polluted River
Quest Giver: The Fisherman
Quest Reward: 10560xp, Cudgel, 5500gp

The fisherman will mention that upriver has been foul recently.
If you followed this guide you will have eliminated the zombies on the
Horsk map and can tell him with pride that the problem is taken care of.
If not, back to Horsk you go.

Deliver the Parcel
Quest Giver: Initial Passerby
Quest Reward: Varies

Taking the package across by the fisherman's boat is the way to
safely transport this. From there find Donovan and deliver it. You'll soon
realize that this whole deal is rather seedy. If you say no to any future
business you receive 8260xp 4000gp. If you say yes 9480xp, 6000gp, and the
Sign of the Outcast medallion(Robbers aid you in battle).  There is also
the presumption of more quests but I usually say no so I can't comment on
that.

If you insult him and continue to do so you will start a fight and fail
the quest.  I can't stress this enough.  Do not do that at this time.

Stolen Crucifix
Quest Giver: The Priest
Quest Reward: 11000xp, 6500gp, Regalia

The priest mentions that someone has stolen the church's crucifix.
Hmmm...  I wonder who'd do a thing like that. Return to Donovan and call him
on it. Kill him and take the crucifix back to the priest. (Do the previous
quest first obviously)

Wild Boars
Quest Giver: Monitor in the Northeast part of Town
Quest Reward: 7260xp, 3500gp, Wolf Gambeson

The Monitor will mention that some boars are eating the poor people's
crops. Eliminate them. Caution: I was jumped by a party of elves/killers as
well as the boars.  This can make for uncomfortable battle placement.

Fang Wrapup
When you have completed all the quests you desire it is time to take on
Reetor, the Head of the Air Mages. Not all that difficult. Aim all your
attacks at him first, scare him off, then take on the two flanking groups
of troops. Like I said, easy. (This was Air initiation 2 btw) Loot his home
then make your way back to the fisherman. He will take you back across
where you should head for the barge in the southwest. Telle will rejoin
you and you can to the next map by talking to Eleneldil.

g. Catlands
Creatures - Air Battlemage(14), Air Visionary(14), Big Rat(14), Elf(13),
Leader of Robbers(14,15), Mature Boar(14,19), Raven Bowman(15), Raven
Sorceress(15)

Right off the bat you encounter Loy Iver, who gets into an argument with
Telle. Recruit her and accept her aid. She has a secret way to get to
Hundlands but will not tell you till you help her.

Quests
Clear Village of Ravens
Quest Giver: Loy Iver
Quest Reward: 15400xp

Basically this just gets her to be loyal to you.  There is a settlement
in the Northwest that was overrun by Ravens.  Clear it out. Faris is the
highest level at 20 but this shouldn't cause too many problems. Loot the
ruins when you are done.

Cats' Underpass
Quest Giver: Loy Iver
Quest Reward: 11000xp

This cannot be completed till you have cleared the settlement of
Ravens. Once you have you will gain access to the Secret Passage map. Making
it through to Bobrovo will net you this reward.

Package Delivery
Quest Giver: Eleneldil
Quest Reward: 13200xp, 12000gp

Basically you deliver the "cold medicine" to Gartran the herbalist.
Spawns the following quest.

Bring Back Slovik
Quest Giver: Toma
Quest Reward: 17600xp, Ancient Signet and Ballister

Uh-oh, turns out that cold medicine is the local narcotic.  Go
find Slovik. A lot easier to say then do unless you are really fast. Once
you catch him, calm him down and take him back to his mom.  She unleashes a
lecture but you still get a reward.

Rayg Amulet
Quest Giver: Groom
Quest Reward: 17600xp, 16000gp, Signet of Water

One of Groom's ancestors was apparently a powerful mage.  This
person had made an amulet which could be useful to the Cat cause.  You are
sent to recover it from the Secret Passage(Cat Underpass) After re-killing
his ancestor you can take it back to Groom. Note It might be possible
to keep the amulet but I never do.

Traitor Among the Cats
Quest Giver: Enranu
Quest Reward: 15500gp and Cat Style quest

Enranu talks about how only a traitor could have exposed the Cat
settlement to attack. He sends you to the leader, who sends you to Caved,
who sends you to check out the Raven Settlement on the Bobrovo map.
(Sigh, Breathe kids.) Clean out the settlement to receive the traitor's note.
Return to Enranu and it seems he is the traitor after all. Figures. Kill him
and Loy will say the leader will teach you an attack of the Cat style.

Cat Style
Quest Giver: Leader
Quest Reward: Cat Clan ability

Basically talk to the Leader after resolving the last quest and
he teaches you an attack.

Catlands Wrapup
As you can see many of the Cat quests rely on back and forth travel
with Bobrovo. Annoying. Anyway do what you can on this map and then enter
the Secret Passage.

h. Secret Passage(Cat's Underpass)
Creatures - Assassin(17), Bone Archer(16), Bone Warrior(16), Evil Eye(17),
Evil Female Spirit(17), Phantom(17), Stone Tortoise(17), Troll(17),
Undead(16), Walking Stone(15), Water Patrol(18-20), Weaver(17)

The Secret Passage is a short map filled with undead and other
unpleasantness. A Troll will cut off one route temporarily.  Basically clear
the map and exit the other side. You will get the Rayg Amulet in the course
of your travels if you fully clear the map. The goodies are nice so no
skimping.

i. Bobrovo
Creatures - Assassin(18), Evil Female Spirit(17), Experienced Robber(18),
Panther(19, 23), Phantom(17), Raven Battlemage(18), Raven Soothsayer(18),
Stone Tortoise(17), Troll(17), Water Adherent(17), Water Bowman(18),
Water Healer(18), Water Veteran(18), Weaver(17), Wolf(17)

As mentioned earlier you will receive 11000xp for making it through the
Underpass. Bobrovo quests can be irritating as at least two require you
to return to Catlands.(Of course you could time it with your return for
the Traitor quest. Raytarr is available here for recruitment.

Note if you want the Bear clan skill you will at least temporarily have to
recruit him.

Quests

Accompany the Dwarf
Quest Giver: Dorby
Quest Reward: 44000xp, 13000gp, Sharpshooter's Gloves

Dorby is in the valley.  Rescue him from the cart site then take him
to his friend to be rewarded.  You are attacked during this quest so watch
out for the NPC.

Help the Raven
Quest Giver: Gafford
Quest Reward: 52800xp, 25000, Raven?s feather

Gafford needs your help to use the train.  Go to Sayand in Catlands
to get a note of good reputation for him. Hm... Sayand is dead according
to his neighbor. Apparently killed during the raid in the settlement.
Problematic. Forge a note and talk to the conductor back in Bobrovo.
He'll say Gafford can ride.  Go to Gafford and be rewarded.

Master of the Bear Clan
Quest Giver: Raytarr
Quest Reward: Bear Clan Attack

Raytarr will let you know that Bernard in the Catlands village
can train you.  Return there and learn the Bear clan attack.

Rescue Sasha
Quest Giver: Eilar
Quest Reward: 48440xp. 1800gp, Wolf Clan Ability

Sasha is located in the Raven Settlement.  Clear it out for the
Traitor among the Cats quest then escort Sasha back to Eilar. You are then
rewarded.

Valley of the D_
Quest Giver: Station Master
Quest Reward: 22000xp and 10000gp

There is a Level 18 dragon charmer that is wreaking havoc.  Go
to the location and eliminate him and his summons. May take a bit but they
will eventually stop coming.  His summons look a lot like the Secret
Passage foes.

Bobrovo Wrapup
After you have completed all the quests including the ones you have to go
back and forth to Catlands for, take the train. The Secret Passage is
known to respawn a few enemies so be careful as you travel within.

j. Hundfields
Creatures - Leader(19), Leader of Robbers(21), Panther(19,21,26),
Water Charmer(20), Water Creature(20), Water Knight(21, 23),
Water Mage(19), Water Sorceress(19), Water Storm Trooper(21), Wolf(17)

At last you are in the heart of Water Mage lands. Sadly most of the quests
here bounce you between here and the next map. An annoying trend. There is
a student near a tavern that will ask you to murder everyone at the Water
Academy. Restrain your darker urges, bully the student out of it, and
receive a reward(48400xp, 20,000gp).

There are contingents of Water units sprinkled through the map.  Use caution.
(This will be the last time I mention sprinkled elemental faction units.
Assume there are some on each map and then be pleasantly surprised when
there are not.)

Quests
Books on Water Magic
Quest Giver: Engrot
Quest Reward: 39600xp

Engrot wants to learn water magic. Go and take some books from
the Water Academy for him. Basically go to the next map and clean out
the Academy. Use the alt key and you'll find the books. Return to Engrot.

Building the Ship
Quest Giver: Rafael
Quest Reward: 39600xp, 10000gp

Rafael wants to build a ship but officialdom is giving him trouble.
Talk to the official and ask him to simplify matters.  You'll have to
pay 10,000gp but you get back that from Rafael. Note: If you ask too many
questions of the official the game will reveal that Rafael is a pirate.
Trying to turn him for a reward will fail the quest and start the quest
Official Reward.  This is a horrible turn of events.  He will escape off
scenes and the official will charge you 10,000gp for a false report.
Just let the pirate have his ship.  Serves the official right.

Deliver the Goods
Quest Giver: Inn Owner
Quest Reward: 123200xp, Full Cure, Full Mana, Strong Cure(3)

Deliver the food to a hermit in the next map. Get rewarded.
Enough said.

Elven Gang
Quest Giver: Station Conductor (prereq. Smugglers quest)
Quest Reward: 57200xp, 15,500gp)

Apparently there is a gang in the Northwest part of the Hundlands
map that wants to blow up the train.  Stop them. Basically eliminate elven
gangmembers(Level 20) till the game says task extended.  Then return to
the conductor for your reward.

Smuggling
Quest Giver: Station Conductor
Quest Reward: 22800xp, 18500 and Mitraileuse if you are careful.

Smugglers have been slowing his trains and he wants it stopped.
Go to the next map and eliminate the smugglers. You can buy from them by
the way but my characters have learned their lesson about smuggling so I
always provoke a fight. The leader will drop the mitraileuse which you can
take for a reward. Don't say you're keeping the gun and you'll get it anyway.

Hundlands Wrapup
I highly recommend you finish all quests on this and the next map before
you actually take on Torne. The reason being the Water forces go nuts
after his death and returning to Hundlands means dealing with them.  Of
course you may want to do that.  Your call.

k. Road to Torne's Palace
Creatures - Bandit(22), Bear(23,27), Berserk Robber(21), College
Defender(7, 21, 26) Killer(23), Leader(22), Panther(21), Water Charmer(26),
Water Creature(22), Water Fortune Teller(21), Water Knight(23),
Water Storm Trooper(21)

As described previously, this is in many ways a linked map with Hundlands.
The Northwest quarter has the hermit, the Southwest has the Smugglers and
the Southeast has the Academy. Torne's Palace actually dominates the
Northeast. There is really only one quest native to this area other
than dealing with Torne.

Quests
Outskirt Bandits
Quest Giver: Tariel
Quest Reward: 127600xp, ?gp, Hand of the Figurine, Stiletto

Bandits are preventing Tariel and his people from moving out
of this map.  Eliminate them and return for a reward. Your foes are rifle
and pistol users and can tear you up quickly. Be careful.

Torne's Palace Wrapup
At last we face the Water Mage head, Torne(Level 27). Talk then fight.
(Water Init 2 has now taken place, 264,000xp) Loot his castle then
take the road north. If you return to Hundlands and take the train you
will miss a map and have to deal with a bunch of crazed water mages.
Not too swift.

l. Sharn Castle
Creatures - Ancient Rat(29), Assassin(24), Bear(23), Black Wing
Warrior(24), Black Wing Sorceress(24), Elite Water Warrior(24),
Giant Rat(25), Mighty Water Berserk(24), Slayer-Elf(20), Tiger(24), Water
Captain(24), Water Charmer(31), Water Power Female/Male Carrier(23)

The castle in question dominates the northwest part of the screen.
You should loot the ruins and ignore the dungeon as you can't enter
it yet anyway.

To move off this map you will have to intervene in the diplomatic mess
between the Bears and the Wolves. Avoid the cemetery for now and head to
the village in the Northeast.

Combat Hint: When dealing with Rats, I advise you to let them surround Telle
then hit them with an area effect spell or ability. Wipes them out cleanly.
Do not use Telle's because she'll never get it off in time.

Quests

Lead Wolf Ambassadors to Settlement
Quest Giver: Denthur
Quest Reward: 220,000xp, 47,000gp

Denthur, the Village head, asks that you find the Wolf emissaries. On
finding them you will have to rescue them from attack. After doing so take
them back to the village and speak with Denthur.

Eliminate Bandits
Quest Giver: Denthur
Quest Reward: 154,000xp

Denthur wants the bandits who attacked the emissaries permanently
dealt with. FIRST get Cemetery quest and deal with the undead. Then kill
bandits. Go see Dowr first and the Denthur.

Note: The reason for this is Dowr is one of the reps for the negotiations.
Doing his quest may increase the odds of successful outcome. If you go
straight to Denthur it leads right into Wolves and Bears Reconciled.

Cemetery
Quest Giver: Dowr
Quest Reward: 242,000xp, Sceptre

Dowr wants the cemetery returned to peaceful status. The undead there are
no joke so take out any mage types first. Try and do this quest at the
same time as Eliminate Bandits.

Wolves and Bears Reconciled
Quest Giver: Denthur
Quest Reward: 187,000xp, 42,000gp, Heart of Bear

Denthur asks you to mediate in negotiations between Wolf and Bear.
Intervene in the discussion. Focus on Dowr.  Then mention cemetery. Dowr
will concede and you should have a task complete.

Sharn Castle Wrapup

If you haven't looted the ruins in the northwest yet do so.  Then talk
to the dwarf, Honum, to proceed onwards.

m. Princedom of Earth

Creatures - Boar(26), Fire Adherent(28), Fire Novice(26), Giant Rat(25),
Mature Wolf(27, 31), Mugger(26, 27), Slayer-Elf(20)

Post Initiation - Earth Lay Brother/Sister(26), Earth Marksman(27)
Earth Soldier(28, 31), Earth Novice(26), Stone Golem(30)
Stome Golem Charmer(27), Feros Academy Student(?)

You'll arrive at the train station. If you helped out Gafford earlier,
Hilda will be waiting for you. On the road to the city you will be stopped
by Leda. Both have quests for you.

At the entrance you will be told that you may not enter. Telle will tell
you to look for another way. (duh)

Quests

Take Revenge on Gafford -(given only if you helped out Gafford
in Bobrovo.)

Quest Giver - Hilda
Quest Reward: 198,000xp, 90,000gp, Raven Clan Attack

Turns out Gafford is a low down murdering snake. Go correct your
mistake in helping him. He's inside the town so you'll have to get in
first.(See Gatekeeper's Wife) Talk then eliminate. He's level 24 but
that should be child's play. Go back to Hilda and say something about
correcting a mistake and she'll teach you the Raven Clan attack.

Help Leda Avenge Her Husband

Quest Giver - Leda
Quest Reward: Unknown

Leda will beg you to kill some bandits that murdered her husband.
She'll guide you to the location and you'll be attacked indeed.
Problem is when you resolve that combat, she'll knife you in the
back. Turns out she isn't the sweet innocent. Pace around with
your other characters and do not engage. You'll regain consciousness
eventually. Then clobber her. On her corpse you'll get the reason
for the attack and a task complete.

Sneak into Town

Quest Giver - Castle Guard/Telle
Quest Reward - none

Basically this is where the guard tells you that you can't enter
the city. Telle suggests that another entrance may be found.
This is just a lead in to the Gatekeeper's Wife.

The Gatekeeper's Wife

Quest Giver: Side Entrance Guard
Quest Reward: 242,000xp and access to the city

Along the south wall is the entrance you need. The guard is
reluctant to let you in but will do so if you help his wife. Talk to
the surly herbalist and pay him 1000gp to help. He'll follow you
to the train station area(So you may want to clear the way prior
to talking to him) and heal the woman. Talk to the guard and
he'll open the gate for you.

Find Iris's Husband

Quest Giver: Iris
Quest Reward: 275,000xp, 70,000gp

Iris's husband is missing. She'll tell you to speak with his friend,
Runar. Runar will mention that they had been attacked by a phantom.
Go kill the phantom, get Runar's ring, and return to Iris. Let her
know that her husband is dead. Quest Complete. Oddly, you can keep
Runar's ring.

Princedom Wrapup

Now to meet Andre. Hmm there seems to be no way in. Try clicking
on the gate to the banquet hall. This will prompt a dialogue from
Telle. The key to the interactions with the Earth folk is to take
the "dumb hick" dialogues. This will get you in.

Once in you'll find that Andre is not present.  Instead Theil(33)
is with the prince. Talk to the prince and again use dumb hick
remarks. Turns out Theil is a bit of a perv. Ian to the rescue.
Post dialogue wallop Theil. This will give you your first Earth
initiation.

Talk to Ian. He is friendly and recruitable. Up to you whether you
take him. Now you must escape.

Pick an exit and head for it.  There will be Earth units guarding
each so tear through them and move on.(It actually is listed as
the quest Escape from Town but I saw no material benefits and thus
did not list it with the others.)

Now you have a choice. Continue to Feros(Northwest Exit) or try
something intriguing.

n. Borderlands Interlude

Creatures - All at Fortieth level.
Deceased Remains of Archer, Deceased Remains of Berserker, Deceased
Remains of Warrior, Leach, Master of Bones, Nightmare Vision

This is the intriguing option I mentioned. If you are going to straight
to Feros, ignore this.

Remember those juicy 40th level critters back at the beginning of the
game. Remember how Telle warned you about them. Heh, time to clean
them out.

By now you are probably in your high 20s levelwise. Properly handled,
this is more than enough to take on those undead in Lake and Hillandia.
First take the train back to Hillandia.

When you reach there, ignore the exclamation point over Alon. That's a
bug. You can talk to Anselm's neighbor again but her dialogue just
says that he's gone and she could care less.(We of course know that
he's dead.)

Now to that Border region. Do not try to take on more than one group
at a time. That's suicide. Go after Leaches and Nightmare Visions first.
They are the spellcasters. Nightmare Vision is particularly nasty with
an instant death attack.

Annoying fact... Those archers are woth 1xp a piece. Yet they still pack
a punch. I personally love to snipe them with my rifleman. Yeah, he's
that good.

Bring plenty of potions, by the way, as you will go through them
like water. A good strategy is to peg one undead with a ranged unit
then draw him away to the rest of your group.  Rinse and repeat. They
also like poison by the way.(Another reason for all the potions)

A special comment on Master of Bones. He seems to be the best armored
of the lot. Knockdown attacks work wonders.

Anyway, go ahead and clear out the two Border regions and enjoy the
nice high level goodies. I gained a level and some just off this area
so it definitely is worth the time to check out.

We now return you to your regular programming...

o. Feros

Creatures - Earth Healer(27), Earth Knight(29), Earth Mage(?),
Earth Warrior(28), Earth Veteran(28), Fire Adherent(28),
Fire Lay Brother/Sister(27), Fire Novice(28)
Fire Veteran(29), Heavy Earth Knight(29),
Leader of Looters(29), Looter(29), Matture Panther(29),
Mature Wolf(27), Mugger(26, 28), Stone Golem(30),
Stone Golem Charmer(27), Totem Cat(34), Totem Panther(34)

Feros is a decent sized town. Andre, the Earth Mage head, lives in
the keep in the northeast part of town.

Quests

Bring a Box of Screw Bolts

Quest Giver: Physicist
Quest Reward: 154,000xp, 30,000gp

Simple fetch and carry. He needs screws from the technician at the train
station on the previous map.

Stolen Blueprints

Quest Giver: Physicist
Quest Reward: 176,000xp, 40,000gp and Upgraded Musket

A bit involved. He developed plans for a tank and they have been stolen.
You'll need to help Robin on the Sarkh Castle map then complete
the Find the Spy quest. The spy has the plans.

Potion of Sorrow

Quest Giver: Alchemist
Quest Reward: 176,000xp, 35,000gp, Fortune Telling Book

He fears that his nephew, Suld, has taken a potion of sorrow. Turns
out he's just suicidal.

Ask him how he is going to do it. Ask him why. Say something about
things have bright. Tell him to stop complaining. Make the comment
about children say... Then say you can't believe...

He should give up on suicide.

Outskirt Bandits

Quest Giver: Chief of the Guards
Quest Reward: 176,000, 35,000gp, Split Steamcraft Armor

Bandits are causing trouble. Eliminate them. (Dangerous Bandits,
Level 29)

Accompany the Nurse

Quest Giver: Healer
Quest Reward: 132,000xp, Full Cure(6)

The healer's caravan was attacked just outside of Feros. Lead
the nurse into Feros safely for a reward.

Medical Aid

Quest Giver: Nurse
Quest Reward: 154,000xp, 35,000gp

The nurse you rescued is swamped. She needs you to take medicine
to three individuals. The first one is a family who have been
poisoned. Take the dialogue option that your mages can heal the
rest of the family. The second is a mage. NOTE: Drop all Strong Cure
potions save the ones needed by the quest. He takes all not just what
he needs. Greedy buzzard. The third is beyond help. Just kill him
and return to the nurse.

Lost Medicine

Quest Giver: Nurse
Quest Reward: 110,000xp, 30,000gp

The hospital's medicine is being stolen. Go threaten the watchman
and he'll confess that thieves have been ripping off the warehouse.</pre><pre id="faqspan-2">
Wait till night and they'll come. Kill them all and return to nurse.

Books on Medicine

Quest Giver: Healer
Quest Reward: 242,000xp, 45,000 gp, Ancient Finger Ring

The healer will eventually turn up next to the nurse.
He will want some very specific books. Fortune Telling, Thousand
Needles Method, Secrets of Herbs. Hope you didn't get rid of them...

Find the Spy

Quest Giver: Robin
Quest Reward: Given by Chief of the Guard, 242,000xp, 40,000gp

Robin, who you will bring in from Sarkh Castle knows who has been
spying on Feros. He tells you to look for Lenar and that a barkeep
might know more. Threaten the barkeep indicated in Feros and he'll
point you back to the train station in the Princedom of Earth. Kill
the spy and take both sets of plans. Go to the chief first to finish
this quest and then the physicist with the tank plans.

Feros Wrapup

Now all there is to do is take on Andre. Fight past his castle
defenders(27, 28) and meet him. Talk with Andre and the attack.
Completing the Earth Initiation nets you 110,000xp.

You will then need to leave Feros. Talk to the groom that is
indicated and deal with the dialogue. Talk to him again to leave.

p. Sarkh Castle

Creatures - Ancient Panther(31), Earth Battlemage(31),
Elite Earth Warrior(31), Evil Eye(40), Heavy Earth Knight(29),
Rebel Killer(38), Rotten Corpse(38), Sacred Panther(35),
Stone Golem(30), Stone Golem Charmer(27)


You access this place by talking to the mage in the southeast
part of the Feros map. You come here to loot this place, grind and
pick up Robin. Robin is critical to two quests already mentioned
under Feros so don't let him die.

Quests

Bring Robin back to Feros

Quest Giver: Robin
Quest Reward: 286,000xp, 35,000gp

Simply done. Talk to him, get him to tell you about the spy. Then
take him to the mage who got you here and ask to be transported back.
Remember to ask him about the spy again when you are back in Feros.

Sarkh Castle Wrapup

You won't be able to descend into the dungeon just like Babchi and
Sharn. Just take Robin back to Feros as instructed.


r. Road to Oros

Creatures - Air Captain(33), Air Magic Master(31), Ancient Panther(31),
Big Royal Tiger(37), Charmer of Winged(38), Earth Captain(33),
Earth Knight(31), Earth Marksman(31), Elite Air Warrior(32),
Fire Adherent(31), Fire Battlemage(32), Fire Novice(32),
Fire Veteran(33), Leader of Looters(31), Leader Sniper(32)
Looter(29), Mad Looter(31), Master of Murders(32), Mature Bear(33),
Royal Tiger(33), Water Captain(31), Water Magic Master(31)
Winged(30)

Notes: There may be a type of Boar as well. The Tigers now have the
ability to heal as well as that nasty attack.


The carriage Loy negotiated from the Feros groom was a piece of junk
You must cross this map yourself. There are no quests per se. Talking
to a group of Hunters on the left side of the map reveals the woman,
Alice, is not what she appears to be. Confront her in dialogue and she
will eveal her true self. Kill her.

The exit to Upper Oros is in the northeast with several elemental
groups in the way.


s. Upper Oros

Creatures - D_ Charmer, Fire Battlemage(33), Fire Berserk(34),
Fire Mage(33), Fire Warrior(34), Mature Bear(33), Plague Rat(34),
Royal Tiger(33)

Upper Oros proper is at the Northwest corner of the map. The last
of the Dragon Castles, Tir, is across the bridge to the Northeast.



IV. Acknowledgements

Thanks be to the LORD, my GOD from whom all blessings flow.
To Him be all glory, power and might forever and ever.

Thanks 1C for trying to make a steampunk game. Next time skip
the demons. They're a tired excuse for lack of imagination.

Thanks to Valve and Steam for their sale that allowed me to buy
this game for closer to what it actually was worth.


V. Version History

50 Played through Princedom of Earth.
70 Played into Upper Oros