Might And Magic VII Detonado

16 de julho de 2009

Segue a solução para o Might And Magic 7, como o de costume também está em inglês. Este detonado não é tão bom como os dos outros jogos da série, por faltar figuras e tal, mas revela importantes informações sobre o que se localiza nas diversas áreas do jogo, como monstros, bonus, atributos, etc.. Daí da pra quebrar um galho até a gente arrumar uma versão mais completa:

Introduction

Like its predecessor, Might and Magic VII is a very loose game — i.e., there is very little linearity. Although there is some linarity to the game, and many more quests are dependant on previous actions, this is still very much a game of visit everywhere and complete all of the individual quests. Because of this freedom, the walkthrough will be in the style of a “tour” of the lands. Each major grid location is listed (along with a screen capture of the map from the game), and all surface locations noted.

For towns, each building is described, along with what and who can you can talk to, who to buy skills from, and what quests are available. For the outlying areas, the dungeons are listed.

Dungeon maps are not given — they would be too extensive to fit easily into a web page and the automapping in the game is excellent. Also, every dungeon should be explored completely to get all of the loot, but only puzzles and hidden locations are described. I also skip most of the fighting because it isn’t something that you can easily describe, nor does it matter in most places, except that you have to survive it. I do list the creatures that you will encounter in a dungeon or grid location to give you an idea of how difficult the location is.

Stores are listed with a “buy” and “sell”. The “buy” value is multiplied by the items value to determine the price you have to pay for it. The “sell” value is divided by the item’s value to determine the price you can sell it to the store for. Higher is always worse, and a “buy” or “sell” of 1 means that you are buying/selling an item at cost.

Every location has a “reset” timer. This starts when you first enter the area, and after it “goes off”, the entire grid square resets: monsters reappear and random treasure is replaced. Nonrandom treasure (including most stat-gaining liquids) is not replaced. All dungeons have a reset of 2 years (24 months), unless otherwise noted. Overland areas have reset times listed with their descriptions.

Artifacts are unique items that can be found. Some of artifacts are placed at specific locations; others are randomly generated.

Some of you may notice the similarity to my Might and Magic VI solution. I figure if New World Computing can put out a game based on basically the same engine, I can put out a solution with basically the same format.

Table of Contents

•Emerald Island
•Temple of the Moon
•Dragon’s Cave
•Harmondale
•Castle Harmondale
•White Cliff Caves
•Barrow Downs
•Stone City
•The Barrows
•Haunted Mansion
•Nighon Tunnels
•Erathia
•Sewers
•Bandit’s Cave
•Castle Gryphonheart
•Fort Riverstride
•The Hidden
Tomb
•Tularean Forest
•Castle Navan
•Tularean Caves
•Clanker’s Laboratory
•Tatalia
•Dragon’s Cave
•Lord Markham’s Manor
•Tidewater Caverns
•Mercenary Guild
•Wine Cellar
•Avlee
•Hall Under the Hil
l •Titan Stronghold
•Temple of Baa
•Bracada Desert
•School of Sorcery
•Red Dwarf Mines
•Celeste
•Castle Lambent
•Walls of Mist
•Temple of Light
•Small House
•Deyja
•Hall of the Pit
•Watchtower 6
•William Setag’s Tower
•The Pit
•Castle Gloaming
•Breeding Zone
•Temple of Dark
•Small House
•Evenmorn Island
•Grand Temple of the Sun
•Grand Temple of the Moon
•Mount Nighon
•Thunderfist Mountain
•The Maze
•Eeofel
•Tunnels to Eeofel
•Dragon’s Cave (East)
•Dragon’s Cave (West)
•Colony Zod
•Shoals
•The Lincolnln

•Tables
•Quests
•Skills
•Promotions
•Arbiter
•Obelisks
•Trading
•Items
•Potions
•Monsters

Emerald Island

Travel

•By boat: 7 days to Harmondale (Every day, but only when the contest is won.)

Monsters

•Dragonfly, Fire Dragonfly, Queen Dragonfly

Locations

1.Inn
•Night: 1gp, Food: 6 for 1gp
•Teaches the Disarm Traps, Perception, and Stealing skills for 475gp each.
2.Weapon Store
•Buy: 1.5, Sell: 3.5
•Teaches the Axe, Bow, Staff, and Sword skills for 475gp each.
3.Carolyn Withers
•Sells membership to the Air and Fire Guilds for 50gp each.
4.Armor Store
•Buy: 1.5, Sell: 3.5
•Teaches the Leather and Shield skills for 475gp each.

5.Ailyssa the Bard (wandering)
•Sells a Lute for 500gp. This is needed to complete quest 5.
6.Lord Markham
•Get quest 7
Thomas the Judge
•Return items here to solves quests 1-6 and win the contest.
7.Roger Tellmar
•Sells membership to the Body and Spirit guilds for 50gp each.
8.Training Hall
•Maximum level: 5 •Teaches the Armsmaster and Bodybuilding skills for 475gp each.
9.Initiate Guild of Spirit
•Sells spellbooks for basic Spirit spells
•Teaches the Meditation and
Spirit Magic skills for 950gp each.
10.Initiate Guild of Air
•Sells spellbooks for basic Air spells
•Teaches the Air Magic and Learning
skills for 950gp each.
11.Alchemist
•Buy: 2.0, Sell: 4.0
•Teaches the Alchemy and ID Monster skills for 475gp each.
12.Mr. Malwick (wandering)
•Will give you a fire wand today, but must complete quest 53 or quest 73 later.
13.Magic Shop
•Buy: 1.5, Sell: 3.5
•Teaches the ID Item and Repair Item skills for 475gp each.
14.Initiate Guild of Fire
•Sells spellbooks for basic Fire spells
•Teaches the Fire Magic and Learning skills for 950gp each.
15.Initiate Guild of Body
•Sells spellbooks for basic Body spells
•Teaches the Body Magic and Meditation skills for 950gp each.
16.Haste Pedestal
17.Chest here contains a seashell needed to solve quest
2. 18.Sally (wandering)
•Sells seashells for 100gp. This is needed to complete quest 2.
19.Dragon’s Cave
20.Fire Resistance Pedestal
21.Temple of the Moon
22.Temple
•Teaches the Dodge, Merchant, and Unarmed skills for 475gp each.
23.Fountain that restores 5 spell points.
24.Fountain that restores 5 hit points.
25.Game of Endurance
•Win 2 skill points if your endurance is about 10.
26.Fountain that gives +50 fire resistance.
27.Fountain that gives +2 luck permanently if your luck is 13 or below.
28.Docks

Temple of the Moon

•Giant Bat, Vampire Bat, and Inferno Bat
•Giant Rat, Lightning Rat, and Fire Rat
•Giant Spider, Venomous Spider, and Widowmaker

Fairly simple set of tunnels to explore. As you enter, when you get to the first open cavern with a natural pillar in it, there is a chest hidden in the wall behind the pillar. There is another chest if you take the left exit from this room, then the left exit from the next room and go all of the way to the end of the tunnel. Both of these chests contain minor random treasure.

To the north, the cave stops being natural passageways and starts being constructed hallways. It turns to a room with lots of bats and rats. Along the far side of the room, there is an altar with a pair of fire bolts shooting across every few seconds.

The north exit follows a hallway to a guardroom with friendly guards. There are several cabinet chests in this room, one of which contains a wealthy hat needed to complete quest 6.

The south exit leads to a library. The north side of the west wall is secret leading to a second librar room where a piece of tile is on the floor. This tile is needed to complete quest 4.

Dragon’s Cave

•Giant Rat, Lightning Rat, and Fire Rat
•Red Dragon

Just one room, filled with scattered treasure, rats, and one large dragon. The dragon will attack the rats first, which buys you valuable time to explore the cave.

Just inside the cave is a contestant’s shield, which is what Lord Markham wants in order to complete quest 7. There is also a longbow on the floor, needed to complete quest 3.

Harmondale

Travel

•By foot (north): 5 days to the Tularean Forest
•By foot (east): 7 days to the Tularean Forest
•By foot (south): 5 days to the Barrow Downs
•By foot (west): 5 days to Erathia
•By coach: 2 days and 45gp to Erathia (Monday, Wednesday, Friday)
•By coach: 2 days and 45gp to the Tularaean Forest (Tuesday, Thursday, Saturday)
•By coach: 4 days and 45gp to the Arena (Sunday)

Monsters

•Goblin, Hobgoblin, and Goblin Lord

Locations

1.Castle Harmondale
•Get quest 8 when you first try to enter.
2.Town Hall 3.Temple
•Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
Tarin Withern
•Get quest 9.
4.Training Hall
•Maximum Level: 15
•Teaches the Armsmaster and Body Building skills for 450gp each.
5.Alchemist
•Buy: 2.0; Sell: 4.0
•Teaches the Alchemy and ID Monster skills for 450gp each.
6.Magic Shop
•Buy: 1.5; Sell: 3.5
•Teaches the ID Item and Repair Item skills for 450gp each.
7.Bank 8.Tom Withersmythe
•Teaches Expert in Staff for 2000gp.
Douglass Iverson
•Teaches Expert in Leather for 1000gp.
9.Fenton Krewlen
•Teaches Expert in ID Item for 500gp.
Shane Thomas
•Teaches Expert in Repair Item for 500gp.
10.Ashen Temper
•Teaches Master in Fire Magic for 4000gp.
Darron Temper
•Get quest 10.
11.Sheldon Mist
•Teaches Expert in Dodge for 2000gp.
Kira Steeleye
•Teaches Expert in Unarmed for 2000gp.
12.Fountain gives +2 accuracy permanently if your accuracy is 13 or lower.
13.Stables 14.Inn
•Room: 2gp; Food: 6 days for 1gp.
•Teaches the Disarm Traps, Perception, and Stealing skills for 450gp each.
•Arcomage
•Resources are 2/10, 2/10, 2/10; Tower is 15; Wall is 5.
•Victory requires a tower of 30 or resources of 100.
•Prize: 600gp.

Davrik Peladium
•Get quest 11.
Butler
•Get quest 12 here when quest 8 is completed.
15.Stoneskin Pedestal
16.Armory
•Buy: 1.5; Sell: 3.5
•Teaches the Chain, Leather, and Shield skills for 450gp each.
17.Weapon Store
•Buy: 1.5; Sell: 3.5
•Teaches the Dagger, Mace, and Sword skills for 450gp each.
18.Mystic Bows
•Sells membership to the Fire Guild for 50gp.
Carla Trent
•Sells membership to the Air Guild for 50gp.
19.Adept Guild of Fire
•Sells spellbooks for expert Fire spells.
•Teaches the Fire Magic and Learning skills for 1350gp each.
20.Initiate Guild of Mind
•Sells spellbooks for basic Mind spells
•Teaches the Meditation and Mind Magic skills for 900gp each.
21.Adept Guild of Body
•Sells spellbooks for expert Body spells.
•Teaches the Body Magic and Meditation skills for 1350gp each.
22.Adept Guild of Air
•Sells spellbooks for expert Air spells.
•Teaches the Air Magic and Learning skills for 1350gp each.
23.Initiate Guild of Water
•Sells spellbooks for basic Water spells.
•Teaches the Learning and Water
Magic skills for 900gp each.
24.Adept Guild of Spirit
•Sells spellbooks for expert Spirit spells.
•Teaches the Meditation and Spirit Magic skills for 1350gp each.
25.Initiate Guild of Earth
•Sells spellbooks for basic Earth spells.
•Teaches the Earth Magic and Learning skills for 900gp each.
26.Lawrence Mark
•Get quest 48, the good Archer promotion quest.
Cardrick the Steady
•Teaches Grandmaster in Bow for 8000gp.
27.Straton Hillsman
•Teaches Expert in Body Magic for 1000gp.
Yarrow Elmsmire
•Sells membership to the Body Guild for 50gp.
28.Bertram Stillwater
•Teaches Expert in Spirit Magic for 1000gp.
Alise Nightwood
•Sells membership to the Spirit Guild for 50gp.
29.Torrent
•Teaches Grandmaster in Water Magic for 8000gp.
30.Lenord Skinner
•Teaches Master in Disarm Traps for 2500gp.
Peryn Lightfingers
•Teaches Expert in Stealing for 500gp.
31.Bartholemew Hume
•Get quest 13, the basic Monk promotion quest.
•Get quest 49, the good Monk promotion quest.
Ronald Kinney
•Sells membership to the Mind Guild for 50gp.
32.Illane Farswell
•Sells membership to the Water Guild for 50gp.
Pedron Sablewood
•Sells membership to the Earth Guild for 50gp.
Rydric
•You can buy Arrowheads here for 200gp. They can be sold to Pip Hillier in Erathia for 286gp.
•You can sell Tularean Wood here for 237gp. It can be bought from Robert Bellknop in the Tularean Forest for 200gp.
33.Fountain gives +10 Might.
34.Johanson Kern
•Teaches Expert in Earth Magic for 1000gp.
35.Gregory Weider
•Teaches Expert in Perception for 500gp.
Raven the Hunter
•Teaches Grandmaster in ID Monster for 6000gp.
36.Chadrick Townsaver
•Teaches Grandmaster in Sword for 8000gp.
Turgen Woodsplitter
•Teaches Expert in Axe for 2000gp.
37.Obelisk #1 38.Fort
•Stepping into the fort will fill the area with goblins.
•The fort has four spell launchers, which you can use repeatedly even when combat is paused in turned based mode. This can be lots and lots of fun.
39.Shrine
•Will teleport you to the matching shrine in the Land of the Giants. The matching shrine must be used first.
40.Arbiter
41.White Cliff Caves
42.Contest of Might

Castle Harmondale

•Giant Bat, Vampire Bat, and Inferno Bat
•Giant Rat, Lightning Rat, and Fire Rat
•Goblin, Hobgoblin, and Goblin Lord

The first time you visit here, the castle is unrepaied and infested by goblins, bats, and rats. There is nothing secret here now; just clear out the main entrance room and follow the corridors to the left and right, killing all of the monsters.

Once you have gotten the dwarves to repair the castle, your Throne room will be open, and you can meet with the Elvish and Human ambassadors.

Once you have selected an arbiter and completed the prooving quest for them, your castle will be upgraded once again, opening up several new areas, including an upstairs. In the torture chamber below, the southwest cell has a tunnel dug out of it that leads to a small cache of treasure. The library in your castle also has a document describing cryptography that is useful in decoding the message for quest 64.

At this time, four stores open up in your castle.

•Armory
•Buy: 2.5; Sell: 4.5
•Teaches the Leather and Chain skills for 500gp each.
•Weapon Shop •Buy: 2.5; Sell: 4.5
•Teaches the Dagger and Sword skills for 500gp each.
•Temple
•Teaches the Dodge, Merchant, and Unarmed skills for 500gp each.
•Alchemist •Buy: 4.0; Sell: 6.0
•Teaches the Alchemy and ID Monster skills for 500gp each.

White Cliff Caves

•Troglodyte Drone, Troglodyte Soldier
•Emerald Ooze

From the entrance area, head west, following the corridor ahead as it turns to the north, and then heads east. It will eventually dead end at an ore vein, where you will find a pile of bones, a note, and an Arcomage deck. You need to return with the deck to complete quest 10

Returning to the entrance, take the north passage. It will turn to the northeast and turn south where there is a ledge. Opposite the ledge to the north is a secret door in the wall behind which are several chests.

Barrow Downs

Travel

•By foot (north): 5 days to Harmondale
•By foot (east): 7 days to Harmondale
•By foot (south): 7 days to the Bracada Desert
•By foot (west): 5 days to the Bracada Desert

Monsters

•Shade, Specter, Ghost
•Gogling, Gog, Magog
• Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle

Locations

1.Arvin Beneclowd
•You can buy Glass Bottles here for 2000gp. They can be sold to Infernon in Avlee for 3000gp.
•You can sell Sand here for 3000gp. It can be bought from Calindra Goldensight in Tatalia for 2000gp.
2.Inn
•Room: 32gp; Food: 18 days for 58gp.
•Teaches the Disarm Traps, Perception, and Stealing skills for 500gp each.
•Arcomage
•Resources are 1/5, 1/5, 5/25; Tower is 20; Wall is 50.
•Victory requires a tower of 100 or resources of 300.
•Prize: 1800gp.

3.Barrow IX Entrance 4.Chest here teleports you to location 7. 5.Barrow X Entrance 6.Haunted Mansion 8.Obelisk #10 9.Contest of Might 10.Fire Resistance Pedestal 11.Stone City 12.Mind Resistance Pedestal 13.Barrow VII Entrance 14.Chest containing the Golem Chest. This is one of the pieces needed for quest 24. 15.Altar that gives +10 Might and Endurance permanently. 16.Fountain that gives +25 Fire Resistance.

Stone City

•Troglodyte Drone, Troglodyte Soldier, Troglodyte Queen

•Troglodyte Drone, Troglodyte Soldier, Troglodyte Queen

Part of Stone City is an ordinary city, although it is on an indoor map instead of an overland map. The second part is the caves under the city.

1.Feldin Urthsmite
•Sells membership to the Earth Guild for 50gp.
2.Armory
•Buy: 2.5; Sell: 4.5
•Teaches the Chain, Plate, and Shield skills for 300gp each.
3.Weapon Shop
•Buy: 2.5; Sell: 4.5
•Teaches the Axe and Mace skills for 300gp each.
4.Bank
5.Inn
•Room: 40gp; Food: 20 days for 79gp.
•Teaches the Disarm Traps, Perception, and Stealing skills for 450gp each.
•Arcomage
•Resources are 5/20, 3/10, 5/20; Tower is 50; Wall is 50.
•Victory requires a tower of 100 or resources of 300.
•Prize: 2000gp.

6.Training Hall
•Maximum Level: 100 •Teaches the Armsmaster and Body Building skills for 900gp each.
7.Temple
•Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
8.Passage that leads to the caves under Stone City. 9.Jasper Welman
•Teaches Expert in Earth Magic for 1000gp.
10.Jobber Thain
•Teaches Expert in Merchant for 2000gp.
11.Dalin Keenedge
•Teaches Master in Axe for 5000gp.
12.Seline Falconeye
•Teaches Grandmaster in Spear for 8000gp.
13.Aldrin Tamloc
•Teaches Expert in Mace for 2000gp.
Trip Thorinson
•Teaches Expert in Body Building for 500gp.
14.Hothfarr IX
•Get quest 14.
15.Master Guild of Earth
•Sells spellbooks for master Earth spells. •Teaches the Earth Magic and Learning skills for 1200gp each.
16.Alchemist
•Buy: 4.0; Sell: 6.0 •Teaches the Alchemy and ID Monster skills for 300gp each.
17.Magic Shop
•Buy: 2.5; Sell: 4.5 •Teaches the ID Item and Repair Item skills for 450gp each.
18.Balan Gizmo
•Teaches Expert in Repair Items for 500gp.
19.Spark Burnkindle
•Get quest 15. Critias Burnkindle
•Teaches Expert in Plate for 1000gp. 20.Passage that leads to lower caves.

The lower caves are connected to the city by a pair of elevators. Once down in the caves, the simply for a large loop with side rooms. Scattered through the caves are troglodytes and chests.

In the far northwest corner of the loop, there is obelisk #14. Just to the east is a passage that leads to the Nighon Tunnels.

The Barrows

•Giant Bat, Vampire Bat, Inferno Bat
•Gogling, Gog
•Skeleton, Skeleton Warrior, Skeleton Lord
•Rotted Corpse, Walking Dead, Zombie
•Ghast, Ghoul, Revenant
•Wight, Wraith, Barrow Wight

The barrows are a series of interconnected sections forming a complex maze. Each barrow has two tunnels exiting from them. Each tunnel, except those leading outside, has a lever to flip that exit between one of two possible destinations. You can always tell which barrow you’re in by looking at your automap.

Some of the barrows have a wall plaque between the two tunnels that describes the four exits by listing the barrow numbers for all four combinations. The keys that are found in the barrows allows you to open up some of these. (Unfortunately, there are three locks and only two keys.)

BarrowLeft UpLeft DownRight UpRight Down 1116515 21113145 3128104 4Tomb15123 521912 613Tomb111 7910Outside 81431513 957Outside 1073Outside 1121316 1214453 1311286 14815212 1581441

Barrow I

The southwest wall of the west side room and the east wall of the east side room are secret walls that have a room of items behind them.

Barrow II

Directly across from the entrance tunnels is a secret door that leads to a water-filled passage. Another secret door leads to this same tunnel from the second crypt room just down the stairs from the entrance. If you follow the tunnel all of the way down, it leads to a room with three chests. One of these chests contains the Lantern of Light that is needed for quest 9.

Barrow III

There are no secret areas here.

Barrow IV

After going down the first tube tunnel, there will be a circular room with a central pillar. On the west side of that pillar is a button that will open up a door on the east side of that pillar. Behind the door is a pair of chests and some skeletons.

Barrow V

There are no secret areas here.

Barrow VI

Directly across from the entrance tunnels is a secret room. It can be opened from the secret door here, or the secret walls in both side rooms. It contains a collection of items.

Barrow VII

The floor against the north wall will sink into the ground if the button on the north side of the southern altar is pushed. If you jump down this newly formed shaft, you’ll be in a corridor that leads to a room. Stairs lead up and down to another room. At the peak of the stairs between these two rooms, there is an altar. The top of the altar slides away to reveal a sliding lever. The lever opens the wall opposite it allowing you to return to the barrow tunnels.

Barrow VIII

Go through the corridor to the first room. There is a secret door in the west side of the room revealing gold and items. Heading out the south exit, the west wall of the corridor is another secret door revealing a room of items. Finally, in the south wall of the last room is another secret door hiding more items.

Barrow IX

A bookcase in the entrance area hides a tunnel leading down. The far wall in the room at the bottom of this tunnel hides a chest that contains a barrow key. These barrow keys can be used on the keyholes in barrows 7, 9, and 10 to unlock some of the map guides in the barrows.

Barrow X

The chest at the top of the stairs has a barrow key. The northwest wall is also a secret wall leading to a corridor that ends in another secret door. Behind this door is a large crypt with a few gold pieces.

Barrow XI

There are no secret areas here.

Barrow XII

From the starting room, head west. The two doors in this room are opposites — clicking on the north door opens the south door and vice versa.

Barrow XIII

In the southwest corner of the east room is a secret wall revealing some chests.

Barrow XIV

There are no secret areas here.

Barrow XV

Go through two doors. The odd colored square in the middle of the room is an elevator that raises you up to the last room.

Tomb of Zorkar

Directly ahead is the coffin where you need to put Zorkar’s remains to complete quest 50.

If you go down the passageway, you will get to a room with a pool in the middle and four side rooms in the cardinal directions. The pool is the lost meditation point needed for quest 13.

Haunted Mansion

•Wight, Wraith, Barrow Wight •Ghast, Ghoul •Shade

From the starting room, head up the stairs and open the door. You will be in a library. Against the west wall is a bookcase. The top-left book in this case is sticking out. If you push it in, it will open the north wall of the library.

The lever against the north wall in the new passage is a trap. It will shoot a fire bolt at you if pulled. Follow the corridor down the stairs and turn left. Clean out the chests on your right as you pass by.

The corridor leads to a pair of doors which open up into two bedrooms. If you continue out the doors of the bedrooms, they lead back to the main entrance.

Return back the way you came and go all of the way around. You will reach two more doors that open into two more bedrooms. The northern of these two bedrooms has an Angel Portrait on the wall, which is one of the three paintings needed to complete quest 21. Exiting the bedrooms by their main doors leads back to the main entrance.

Nighon Tunnels

•Gogling, Gog, Magog

Note that there a lot of friendly Dwarves and Warlocks in these tunnels. However, if you hurt one (even accidentally), they will all come after you.

From the entrance from Stone City’s caves, head down the ramp to your right. In the room below, head north, turning west when you pass the campsite. As you head down this passage, you will get to a room divided by a chasm. Jump in the chasm. To the south, the passage dead-ends. To the north, it loops around to an area just north of where you entered the caverns.

Head south and west again, returning to the chasm you just jumped into. The eastern edge small enough to jump over. Cross over the chasm and head down the corridor. This tunnel will generally wind its way northeast. It ends at a ledge overlooking a lower level. Jump in.

At the end of the tunnel, it forks into two main passages. The southwest passage leads back to the starting area (after jumping down a short ledge). The southeast passage leads deeper into the caves.

In the next cavern, the southeast branch dead-ends. The east branch leads to a room with a pool. Head south, east, and then south. From this room, clean out the three rooms to the west, then return here and head southwest. When the tunnel forks, the southeast passage leads to Thunderfist Mountain in Mount Nighon. Take the northeast passage instead. It will eventually end in a pit. Jump in.

In this water filled section, head due north. At the dead end is Zorkar’s Axe and Zorkar’s remains. These are the remains that you need to return to the Barrow Downs to complete quest 50.

Head south and east, continuing down the water filled passage for a long distance until it narrows and starts going uphill. After going through a pair of rooms, the passage will end back at the pool room.

Erathia

Travel

•By foot (north): 5 days to Deyja
•By foot (east): 5 days to Harmondale
•By foot (south): 5 days to the Bracada Desert
•By foot (west): 5 days to Tatalia
•By coach: 2 days and 75gp to Tatalia (Monday, Wednesday, Friday)
•By coach: 3 days and 75gp to Deyja (Monday, Thursday)
•By coach: 2 days and 75gp to Harmondale (Tuesday, Thursday, Saturday)
•By coach: 2 days and 75gp to the Bracada Desert (Wednesday, Saturday)
•By ship: 4 days and 100gp to Avlee (Monday, Friday)
•By ship: 2 days and 100gp to Tatalia (Tuesday, Thursday, Saturday)
•By ship: 6 days and 100gp to the Bracada Desert (Wednesday)
•By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30 complete)

Monsters

•Robber, Raider, Bandit •Griffin, Hunting Griffin, Royal Griffin

Monsters

•Robber, Raider, Bandit •Griffin, Hunting Griffin, Royal Griffin

Locations

1.Norris
•Teaches Grandmaster in Unarmed for 8000gp to those with level 10 in both
Unarmed and Dodge.
2.Fountain gives +10 Accuracy 3.Heather Dreamwright
•Teaches Master in Spirit Magic for 4000gp.
4.Kenneth Wain
•Teaches Grandmaster in Dodge for 8000gp to those with level 10 in both
Unarmed and Dodge.
5.Bandit Caves 6.Fort Riverstride 7.Altar that gives +10 Luck permanently.
8.Contest of Luck 9.Dekian Forgewright
•Teaches Master in Plate for 3000gp.
10.Gareth the Fixer
•Teaches Grandmaster in Repair Item for 6000gp.
11.Sewers 12.Master Guild of Body
•Sells spellbooks for master Body spells. •Teaches the Body Magic and
Meditation skills for 2000gp each.
13.Paramount Guild of Spirit
•Sells spellbooks for all Spirit spells. •Teaches the Meditation and Spirit
Magic skills for 2500gp each.
14.Adept Guild of Mind
•Sells spellbooks for expert Mind spells. •Teaches the Meditation and Mind
Magic skills for 1500gp each.
15.Heroism Pedestal 16.Castle Gryphonheart 17.Payge Ravenhill
•Teaches Expert in Sword for 2000gp.
18.Cloud Agraynel
•Makes Items from ore.
19.Robert Sourbrow
•Makes Armor from ore.
20.Qillain Laraselle
•Makes Weapons from ore.
21.Fountain that gives +20 Body Resistance. 22.Randal Wolverton
•Teaches Expert in Shield for 1000gp.
23.Training Hall
•Maximum Level: 25 •Teaches the Armsmaster and Body Building skills for
500gp each.
24.Fountain that gives +50 Might. 25.Town Hall 26.Alchemist
•Buy: 3.0; Sell: 5.0 •Teaches the Alchemy and ID Monster skills for 500gp
each.
27.Magic Shop
•Buy: 2.0; Sell: 4.0 •Teaches the ID Item and Repair Item skills for 500gp
each.
28.Frederick Org
•Get quest 16, the basic Knight promotion quest. •Get quest 68, the evil
Knight promotion quest.
29.Temple
•Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
30.Day of the Gods Pedestal 31.Sewers 32.Bank 33.Sir Charles Quixote
•Get quest 17, the basic Paladin promotion quest. •Get quest 51, the good
Paladin promotion quest.
34.Inn
•Room: 14gp; Food: 12 days for 17gp. •Teaches the Disarm Traps, Perception,
and Stealing skills for 500gp each. •Arcomage
•Resources are 2/5, 2/5, 2/5; Tower is 20; Wall is 5. •Victory requires a
tower of 50 or resources of 150. •Prize: 1200gp.

35.Norbert Harvest
•Teaches Expert in Mace for 2000gp.
36.Docks
37.Gina Barns
•Get quest 18.
38.Julian the Delver
•Teaches Expert in Mind Magic for 1000gp.
39.Tristen Heartswarm
•Teaches Expert in Body Magic for 1000gp.
40.Pip Hillier
•You can buy Griffin Feathers here for 200gp. They can be sold to Robert Bellknop in the Tularean Forest for 244gp.
•You can sell Arrowheads here
for 286gp. They can be bought from Rydrick in Harmondale for 200gp.
41.Norbert Thrush
•Get quest 19.
42.Heather Cardron
•Sells membership to the Mind guild for 50gp.
43.Tilgar Dirthmoore
•Sells membership to the Body guild for 50gp.
44.Wilbur Eversmyle
•Sells membership to the Spirit guild for 50gp.
45.Fountain that gives +2 Might permanently.
46.Sewers 47.Weapon Store

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