Avernum 5 Annotated Maps

Walkthrough (SPOILERS ABOUND!)

  1. Blackchasm Outpost / New Harston
  2. Northern Isles
  3. The Drake Pillars
  4. Anama Lands & the Howling Depths

----------------- 1. Blackchasm Outpost / New Harston ------------------

Area1L1 Area1L2
  1. Blackchasm Outpost
  2. Outside Outpost
  3. South of Harston
  4. New Harston
  5. West of Harston
  6. The Blackchasm
  7. Bargha Gates
  8. Harston Lowlands
  9. Static Fields
  1. North Of Harston
  2. Northwest Of Harston
  3. Scuttler Pits
  4. Northern Avernum
  5. Goblin Warrens
  6. The Rat Cave
  7. Northern Isles
  8. Harston Dock Road
  9. Harston Docks
***********************************************************************
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          EXCELLENT PRICE FOR SEVERAL HOURS OF FUN!
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------------------- 2. Northern Isles --------------------

NOTE: You have three boats with which to explore. If you follow this walkthrough, you will use two of them to explore the drake pillars and fulfill a minor job board quest. You should always have one spare.

Area2L1 Area2L2
  1. Northern Isles
  2. Shankers Tower
  3. Northern Isles
  4. Northern Isles
  5. Northern Isles
  6. Gladwell's Keep
  7. Gladwell's Keep
  8. Northern Isles
  9. Northern Isles
  1. Northern Isles
  2. Northern Isles
  3. Northern Isles
  4. Fang Clan Village
  5. Northern Rapids
  6. Northern Rapids
  7. Northern Rapids
  8. Northern Rapids
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------------------- 3. The Drake Pillars --------------------

Area3L1 Area3L2
  1. The Drake Pillars
  2. The Drake Pillars
  3. The Drake Pillars
  4. Harkin's Landing
  5. The Drake Pillars
  6. The Drake Pillars
  7. The Drake Pillars
  8. The Drake Pillars
  9. Exodus
  10. Exodus
  1. The Drake Pillars
  2. The Drake Pillars
  3. The Drake Pillars
  4. The Drake Pillars
  5. Northern Plateau
  6. The Drake Pillars
  7. The Drake Pillars
  8. The Drake Pillars
  9. The Drake Pillars
  10. Khora-Vysss
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------------------- 4. Tranquility --------------------

Area4L1 Area4L2
  1. Northwest Quadrant
  2. Northern Barrier
  3. Western Barrier
  4. Solberg's Tower
  5. Southwest Quadrant
  1. Southern Barrier
  2. Sentinel Workshop
  3. Southeast Quadrant
  4. Eastern Barrier
  5. Northeast Quadrant
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------------- 5. Anama Lands & The Howling Depths -----------

Area5L1 Area5L2
  1. Anama Road
  2. Anama Road
  3. Anama Lands
  4. Ahonaria
  5. Anama Lands
  6. Anama Lands
  7. Chitrach Nest
  8. Chitrach Nest
  1. The Howling Depths
  2. The Howling Depths
  3. The Howling Depths
  4. The Howling Depths
  5. The Howling Depths
  6. The Howling Depths
  7. Remote River
  8. Remote River
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                      6.  Azure Gallery
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MAP:

           24-50           (80) Remote River   (91) Azure Gallery
              |            (81) Azure Gallery  (92) Azure Gallery
              97           (82) Highground     (93) Giant's Spire
              |            (83) Azure Gallery  (94) Azure Gallery
           95-96 82        (84) Azure Gallery  (95) Barren Honeycomb
           |  |  |         (85) Azure Gallery  (96) Barren Honeycomb
           94-83-81-80     (86) Azure Gallery  (97) Soultaker's Pit
              |  |  |      (87) Azure Gallery  (98) Azure Gallery
        87-86-85-84 A0-A1  (88) Azure Gallery  (99) Barrier Passage
        |  |     |  |      (89) Azure Gallery  (A0) Slimy Tunnels
  90-89-88-91-93-92 98     (90) Muck           (A1) Lake of Trials
     |
     99

NOTE: This is one of the largest areas of the game.  Additionally, once you 
enter it, General Redmark will want to see you the next time you use the 
pylons.  Talk with him and you'll find out what's going on.  You can also get 
a flaming sword for your efforts


  Remote River (80)
  You can kill the spiders here and grab the loot in the nest on the land 
ledge to the north.  The land ledge to the south leads to an unusual challenge 
area (A0 and A1), I would suggest first fighting off some other things before 
attempting it.  In order to access those areas you will need to step on the 
off-colored terrain.  You seem to open the west door first, but if you keep 
walking the east door will open as well.  Do the west door first.

  Azure Gallery (81)
  Land your boat on the north shore, then head north and touch the pillar.  Go 
up to Highground.
  Captain Rhames is here, and you can check with him to complete a third of a 
job board quest.  Do so.

  Highground (82)
Q: Kill Farflinger
   Muck's Cache
   Help the Fang Clan
   The Cultists
   Giant Diplomacy
   Yet Another Shade
   Three Outposts {Gold Bar x 6}
   The Swamp Pit {}
   Swamp Monster! {Drakeskin Cloak}
   Giant Raiders {Ruby Chain}
I: Blessed Halberd, Blessed Shield, Temperate Necklace, Demon's Bile, Helm of 
Klin, Magus Vest
C: Energy Elixir, Graymold
S: Priestess Bela (Expensive), Incantor Temple (Slightly Expensive), Bolt of 
Fire, Icy Rain, Dispel Barrier
D: Walls to the east, underground near rats
$: Aramis [Armor Ring, Blessed Longbow], Endereba [Girdle of Genius]
   Endereba: *Blessed Broadsword*
             *Blessed Halberd*
             *Runed Vambraces*
             *Mercuric Plate*
  Highground is one of three major cities in this area.  The people here 
aren't overly friendly, but that's to be expected at least in part. They're 
not quite avernites either.  There's a job board here, go ahead and grab the 
quests.  Aramis will trade with you and has some moderately decent items.  
Bakarne the nephil threatens you, and if you do too much to harm Highground, 
he will hunt you down.  Alistair the innkeeper will sell you rumors, though 
none appear critical.  Gormus lives in the inn and is high on skribbane.  He 
will attack if you try to talk with him.  Kill him and take his stuff.
  Mayor Korose is the leader of the town and will fill you in on the story 
here.  She will also give you a quest to talk with the giants to establish 
peace with their queen.  Completion of this quest is in direct conflict with a 
quest from Muck, but coincides with one from the vahnatai village.  You get a 
Magus Vest for your efforts with the queen.  Nearby the mayor is an equipment 
cache that includes a blessed halberd and shield free for the stealing.
  Commander Glavine is relatively friendly and will give you a quest to kill 
Farflinger, a giant living across the water.  Completion of this quest gets 
you a rod of succor, and the ability to do another quest, Muck's cache.  For 
Glavine's second quest you'll need to find a small hideout where Muck's miners 
have hidden some of their crystals, clear it of giants, then report back to 
Glavine.  However, doing so is in direct conflict with a quest from Muck.  
Helping Highground will get you a helm of klin, a fairly powerful helmet.
Koramorr is a nephil living in the city. He wants you to help his clan,
which lives in the honey comb.
Priestess Bela lives under the city and will give you a quest to win in
ideals against a crazy cult that has set up camp locally. Once you've killed
three or so cultists she will train you (at (83), (86), (88) and (92). Her
prices are fairly high, and everything can be found for cheaper elsewhere.
Both anatomy and luck can be bought for cheaper close by. She will also train
you in priest spells.
Endereba is a smith who can make some of the more powerful items in the game
for you. The ingredients are critical, though. Mercuric Plates are
excellent. She also sells a girdle of genius, if you need another one. Note
that you can get a blessed halberd for free from the town equipment stores, so
don't bother getting her to make you one.
Incantor Temple is an empire mage living in Highground. He will teach you
some spells and is generally thrilled to see you. He will also give you some
crystals if you have a share in the Underworld Joint Trading Company.
Finally, he will give you a quest to defeat a shade that's been around his
portal. Read his nearby book to increase your bolt of fire and icy rain
spells. Then head down his stairs. Head towards the portal, but buff up
prior to going down the stairs. Get ready to use all of your most damaging
attacks as you go down. A shade will appear, but it's pre-occupied. Use
shield-breaker, disrupt undead, and lightning spray and bring it down fast.
If you don't then it will hit you with some pretty nasty attacks. Otherwise
it's an easy enemy, and drops a temperate necklace on death. Your reward from
Incantor Temple is the removal of a barrier from the stuff right next to the
stairs (dispel barrier spell). Grab the stuff in the box too for some
crystals.
If you want, you can rob this town pretty well. Head to the east and open
the doors. Close them behind you and take anything that isn't nailed down
that's worth something. You can claim a wisdom crystal in addition to many
normal crystals. You can also get underneath the town and pillage some more
by using the secret passage. Underneath you'll find lots of rats. Kill them,
then hit the switch right before the exit to this map. This will open up the
high-security treasury. Lancing fungi guard it, as do frosty shamblers who
will freeze you when you attack them. Kill them all. Then loot their
treasure for some demon's bile, lots of gems, and dispel the barrier for an
xp-giving basin and some other goods (wand of inferno, mandrake x 2).

Azure Gallery (83)
I: Bow of Decay
C: Mined Crystal x 2
If you land your boat at the SE corner, you'll find a pit. Go down it,
you'll find some giants including a giant raider. Kill them and take their
stuff (including the bow of decay).
If you try to claim the cache here, you will be attacked by a swarm of
chitrachs and null bugs. Null bugs will drain your spell points, but are
vulnerable to magic like most chitrachs. Buff up before attempting it and
take them out. Search the Paxton claim for some crystals. The Gora-Ssss
claim has been taken over by some spiders and by Janelle, one of the cultists
Priestess Bela warned you about. Before approaching Bela buff up and then
talk with her. Kill her then take the knowledge brew as your prize. Go ahead
and hit the gong, then kill the spiders.
Talk with captain Jarvis on the surface to fulfill another third of the job
board quest.

Azure Gallery (84)
I: Girdle of Avoidance, Radiant Shield
D: In Corrado's cave near south route to 92.
Farflinger lives here. Try to kill the batch of giants to the west first,
then kill the ones on the opposite side to the east, then take on the center
giants. There might also be some giants to the south, including raider
Khorang (who drops a girdle of avoidance on death). Fewer giants to come
running in when you attack Farflinger is quite helpful. Then charge
Farflinger. Farflinger will call for all giants to help, but otherwise is
cakewalk. He will drop a radiant shield on death.
If you're coming here from (85) you can explore a number of local points of
interest. Go down Corrado's cave, kill the rats, loot the crystals.

Azure Gallery (85)
Q: Trapped Settlers
I: Duelist Gloves
C: Spiritual Herbs, Mandrake, Energetic Herbs
D: Nearby slime producer.
Kill the scuttlers here and take their gems. On the other side of the river
you'll find Audun who will give you a quest to help her and some other
settlers make it to Muck. Completion of this quest only gets you xp, but it's
worth doing.
You'll find Incantor Temple's garden near the center of the map. Go down
the hatch, then go to the NW corner and shoot a bush. Nearly all of your foes
here will die. Then head to the north, kill the nasty vegetation and slime-
producer, and grab the duelist gloves. Hit the switch, dispel the barriers,
and grab the mandrake. That's it for here.

Azure Gallery (86)
I: Shockwave Bow, Slith Warspear
C: Invulnerable Elixir, Knowledge Elixir
D: Nearby Cultist
The final third of soldiers to check up on is located here. Talk with
Captain Cristiona. Head west and you'll spot Raider Mongo, with his giant
cohorts. Kill them. You get a shockwave bow for your troubles. Go grab the
north cache, and you'll be attacked by spiders. Kill them.
On the other side of the water you'll find another pit (McLovin's claim- a
reference to Superbad?). Go down it and grab the crystals.
If you're here underground from Shafrir's tower, head to the NE passage.
You'll find a cultist and the end of this path. Buff up and fight him. You
get a slith warspear for your troubles. Hit the gong then kill the basilisks.

Azure Gallery (87)
Q: Anama Papers
I: Demon's Bile
S: Shafrir (Expensive), Bolt of Fire, Call Beast, Spray Acid, Daze, Slow,
Haste, Icy Rain, Unlock Doors, Arcane Summon
Shafrir lives here. Go ahead and talk with him. Dispel the barrier, get
past the bushes, go up one more ledge, then cast your buffing spells. Slimes
will fall down on this ledge. Kill them. Go up, pass by the newts, then
agree to the geas to speak with Shafrir. Talk with Shafrir. He is especially
interested in the geases you have picked up during your travels. He will help
you remove the Anama geas if you no longer want to be part of his group. He
will attempt to remove Gladwell's geas, but not successfully. He will also
train you in several spells, many of which are worthwhile. Finally, he will
also give you a quest to steal the Anama's holy papers. He will make copies
so you can still give the papers to someone else later. You get a point of
Arcane Summon for your troubles.
If you want to remove any geas sent on you, go down his stairs then take the
south door. Go through the teleporter (read the book!), then approach the
Go down his stairs. Open one of the gates, then grab Solberg's tools. Head
to the SE, push the button and you'll get some demon's bile. You can head to
the underground area of (86) from here, which is worth a quick exploration.

Azure Gallery (88)
I: Ruby Necklace, Coated Cloak, Stability Girdle
C: Graymold, Mandrake
A crazed hunter impedes your progress to Muck. Kill him. You will find
Bhorr's claim here. Go down the hatch, and disarm the traps. When you get to
the third set of traps, disarm them then cast your buffing spells. Then charge
the enemies inside (the goblins fall fairly fast). Varchek is the leader, and
is a shapeshifter. Kill him, he turns into a worm, a chitrach, an ogre, a
slith, and finally back to its human form. It drops a stability girdle on
death.
From the underground (89), this area holds some more assassin worms, as well
as some lurking crawlers and a now dead cultist. Go ahead and ring the gong
to bring some more, kill them all (ruby necklace reward + coated cloak).
Here you will also find the whirling thrasher (if you've talked with
Pasquale). Kill the skeletons then walk around a whole bunch on the hill. It
will come out. Then prepare as best you can with spells, and hit it hard. It
has a thorn shield, meaning your melee fighters will take damage for their
attacks, but so long as you hit it hard, it's worth it. Use spells to finish
it off, but watch out as it may do a lot of damage to your spellcasters.
Eventually it'll die and you can claim its claw.

Azure Gallery (89)
I: Cap of Farsight.
C: Spiritual Herbs, Graymold
D: SW part of Elner's Mine
Some frozen worms lurk to the NW and the SE. Kill them and take their
stuff. Elner's mine to the south is host to some skribbane-addled avernites.
Kill them and take their stuff. Continue through the mine and you'll find
some assassin worms. Kill them all, and grab the crystals. There is an east
path to (88) that you should take at some point.
If you kill the giant queen Barkane will attack you here. Kill him for a
farsight cap.

Muck (90)
Q: Chasm Bats
Bhorr's Claim
A New Passage
Helping Muck
The Giant Queen
Chash-Ah's Basement
Assassin Worms {1000c}
Message: Shafrir {300c}
Claim Thieves {1000c}
Restock! {Group Heal, Group Haste, Mass Bless Scrolls}
I: Seeking Rapier, Gazerskin Sandals, Spear of the Fen, Leaden band
S: Pasquale (Very Reasonable), Divine Host
D: Nearby Bina
$: Vera, Brennan, Chash-Ah [Knowledge Elixir]
Brennan: *Suede Gloves*
*Wisdom Crystal*
*Talisman of Might*
*Warmaster Helm*
*Armor Ring*
Chash-Ah: *Healing Elixir*
*Curing Elixir*
*Speed Elixir*
*Energy Elixir*
*Invulnerabilty Potion*
*Knowledge Brew*
People are generally friendlier here than in Highground. Hit the pylon here
so as to be able to bounce back and forth with greater ease. There's a job
board, grab the jobs available. The mayor of the town is thoroughly
unfriendly, so don't bother with him.
Pasquale is a soldier here who will talk with you about hunting. Most
notably, Pasquale is one of the few who actually understands how to bring out
the Whirling Thrasher. Pasquale also gives you a quest to hunt some chasm
bats which have been a bother. Do so and Pasquale will train you in several
nice skills for cheap. This is the best place to improve these skills
(including the untrainable pathfinder) so save up and buy all of those points
for everyone.
Bhorr is a nephil who will recruit you to kick some highgrounders out of his
mine claim. It's actually a monster, and as a reward you get some cash.
You will also meet Dionicio for a second time here. Dionicio has a quest
for you- to find a way around the barrier. It'll be a while, but once you do
you get a leaden band for your troubles. He also has some of the more
interesting dialogue.
Vera will trade with you. She also has the obscure item quest on the job
board- she wants a pipe, fishing pole, potted plant, scissors, and a vase.
These items can be found throughout the game, so grab some.
Sergeant Bina is more helpful than the mayor. Talk with her to get the Muck
equivalent to the "Muck's Cache" quest. Telling Muck about it will not make
Highground happy. Completion of the Muck quest here is worth 800c (whereas
the Highground quest will get you a Helm of Klin- your choice). Nearby Bina
is also a switch that will open a secret area with some nice goods (Seeking
Rapier!) for you. Independent of how you finished the Muck cache quest, Bina
will ask your help in killing the giant queen. If you do so (you can get all
three rewards if you play your cards right) you get a spear of the fens.
Landsman is an adventurer who is fairly helpful. If you have Gladwell's
geas, it will compel you to steal his crystal spiral. This is one of the few
quests which won't leave a town hostile if you do it correctly. See below for
more details. Also, once the giant queen is dead, these individuals will
leave.
Brennan is a crafter with a lot of nice items for sale. Look through his stuff if you'd like. Brennan will also make some of the most powerful items in the game (including suede gloves and warmaster helm). He will make wisdom crystals for you, but Chash-Ah is a better source of skill points. Chash-Ah is the last major individual of the town. She is an alchemist and will sell some nice potions, most notably a knowledge elixir. She will also make some nice potions for you, including knowledge brews for all herbs (cheaper than Brennan). Finally, she will give you a quest to investigate her basement. When you're ready, go explore Chash-Ah's basement. Approach the wall south of the book, and go through it. Kill the wyrmkin, then head south. Buff up big time. You'll face Morbo the eyebeast. A combination of missiles, magic (primarily firebolt) and luck will get you through this fight. Kill him and take the sandals and eyestalks he drops. Then go through his secret door, kill the shamblers (one drops a knowledge brew) and go up the stairs. Go south, steal the spiral crystal and read the book for a point in divine host. Don't go north or you'll make the town angry with you. Tell Chash-Ah for some potions, then tell Bina for some xp. Azure Gallery (91) I: Jade Chain C: Mined Crystal, Graymold, Energetic Herbs Some giants aren't happy to see you here. Teriza the Agoness is in charge. Kill them and take their stuff (includes jade chain). Head to the south and go kill raider Gorhul and cohorts. Go down the pit and you'll find the hidden Muck cache desired by both Muck and Highground. You can reach the underground section of this area from (86). You will immediately find the hidden bat cave wanted by Pasquale. Azure Gallery (92) I: Mica-Flecked Chain C: Energetic Herb, Mandrake, Graymold, Spiritual Herb, Healing Herb D: Underground north Lots of spiders here, and an anti-spider squashing message (!). Head to the south center of the map where there is a question mark. Buff up and walk onto it. You'll face 5-10 slimes, and then the swamp monster. On death it drops some graymold and mandrake. To the SE you'll find some more spiders, including an aranea of the fen, who drops a mica-flecked chain on death. When you make it to the NW corner, kill the bushes and crawler, and grab the minor loot. Here you will find lots of smashed claim markers. If you wander around enough of them with the claim thieves job board quest (they're here and at 88), eventually some skribbane-crazed warriors will attack you. Kill them and claim your reward in Muck. If you're underground from (84), you can kill another cult member, Kuato. You can also get to the giant spire from here, and you can use a secret door to get a new boat and explore some of the local area. Giant's Spire (93) I: Opal Chain, Stability Boots, Cap of Thoughts, Basher's Helm, Archer's Cloak, Mandrake Tincture D: Warrior's rooms underground If you want to keep all of your options open, don't do this area until you've talked with the vahnatai. The giants at the gate are thoroughly unfriendly. Kill them. You have two options for entering this area- either you can turn the nearby wheel (lots of strength required) or you can go underground. The underground route is most easily entered via (91), where you found Muck's Cache. Head here from the underground and you'll be impeded by a giant named Scarhead who will tell you that in order to proceed, you must pass one of the tests. Go down, buff up, and stand by the pillar-like-object. Four giant slingers attack. Kill them with ranged attacks (you must stay next to the pillar to complete the quest). A drake will also attack you. Kill him and take his opal chain as your reward. Then grab the elevator part, and head up to the next challenge to the east. Warrior Bhorgh is your taskmaster here. He tells you that the next elevator part is being held by Painmaster Flalgh. Head to the NE and kill Flalgh. He has a stunning attack but is otherwise fairly easy. Take his excellent stability boots and the nearby elevator part. Go on up to the next level.
You are impeded here by Shaman Dhyalo. Head west and search the box,
killing the worms and other beasts. Search the rest of this floor for some
nice minor loot, and kill the mad giant. Return to the evil shaman and she
will open the door for you. Go on up.
At this point you will probably want to help Muck no matter what. Dang
giants. Head upstairs to the fort. Head to the north. The giant queen is
sparring with a giant wrestler. Kill the wrestler and beat the queen silly.
She will wake up out of her battle lust and parlay. It's up to you what you
want to do here. I'd recommend that you give in to her demands at first, tell
Highground & Thalants, then kill her and tell Muck (the Munchkiniest method
for certain, but hey, why else would you be reading this FAQ?). She drops a
Basher's Helm on death. Then go downstairs and kill the rest of the giants.
Yay, sweet revenge. Killing the priestess down below will get you a cap of
thoughts. You'll also find an archer's cloak and a mandrake tincture amongst
the giant queen's belongings.

Azure Gallery (94)
Some wolves are here. Kill them and take their stuff.

Barren Honeycomb (95)
Q: The Wastes Undead
I: Farsight Band, Girdle of Life
C: Piercing Crystal x 2,
S: Oramorra, Heal, Mass Healing
D: In Vhorr's room, West of Vhorr's room
$: Oramorra
Some members of the Fang clan live here. When you enter their hut, they get
attacked by skeleton workers. Kill the undead. Then go talk with Elder
Vhorr. He gives you a quest to kill some undead in the region to the east.
You can also trade with the locals now.
If you want you can try the underside of this area. It's short, but scary.
There's a nephil on the bridge. Talk with it and it runs away. Go across the
bridge, and go the east. When you get a message, "you feel a gust of wind"
some ghosts have been summoned and will fight you. Kill them. Then kill the
oozing ghoul and take its stuff (xp basin, knowledge elixir, and a crystal
that teaches heal and mass healing). You've purged this area of its undead.
When you've purged (96) of its undead and have found the spring, tell Vhorr
for a farsight band and a girdle of life (nice). Oramorra will also train you
in bows and sharpshooter. She is the only person who will train you in
sharpshooter, and it's worth buying for any archers, if you haven't earned it
on your own already.

Barren Honeycomb (96)
I: Falchion of Evasion
C: Mined Crystal x 4
D: West wall underground.
Some undead wander this area. Kill them. The fading shade is the leader of
the undead (at least here). Talk with it and threaten it. Then kill it and
all the undead it summons. It summons up about 4 wastes revenants, the last
one will drop a falchion of evasion. That's it!
Go underneath the area for a bonus. Hit the button on the west wall and
you'll find a spring. If you take the second stairs up from the west you'll
find a secret area (97 and 98)

Soultaker's Pit (97)
I: Slith Warspear, Blessed Helmet, Pearlescent Band, Icedrake Vambrace, Coated
Cloak, Runed Jade Necklace, Specter Robe, Demon's Bile, Lightning Girdle
C: Graymold, Mandrake
S: Fireblast, Enduring Armor, Divine Restoration
D: NW room underground, inside crypt (opens door near to beginning of
underground area)
This is one of the challenge areas. You can attempt it now, but may find it
better to hold off for a bit. When you're ready, head down the stairs
(there's no easy way out for now). Kill the zombies immediately nearby, and
get some light (this area is DARK). You have two goals in this area - to kill
the soultaker and to kill the Master of the Pit. You should also collect the
clues that will let you get the big treasure at the end.
There's a locked door nearby that you may be able to open, but if not,
you'll find a key soon.
Head to the NW. There's not much you can do here just yet, but you can get
a slith warspear from the tomb.
Head to the north NW and you'll find a spectral boneraiser. Kill it and take
its stuff. Go up the stairs. You'll be attacked by some more undead as you
search the stuff (blessed helmet). Kill them, then check out the clue (1) on
the wall. Go back down the stairs.
Head to the north NE. Kill the annoying guardian bones and head up the
stairs. Nearby the stairs you have a route to explore the central area. I
wouldn't do so yet till you've completely explored the area above and below
(this area holds the demi-boss of the level). There's one clue (2) in the room
to the NE and another clue (3) to the north behind the barriers.
Circle around the central area. Three banshees can be found to the SE, kill
them for the pearlescent band. Go back down the stairs to the north.
Head to the NE. Dispel the barriers, kill the quickghasts, and use the tomb
to get a point in fireblast.
Head to the east, and you'll find a spectral slith. Kill it and the lizards
around it for a key and some icedrake vambraces. You can use the nearby
basins to restore you SP if you'd like. There's also a clue (4) nearby.
Head to the SE, killing the rats. Dispel the barriers, then kill the
quickghasts, and grab the point in enduring armor.
Head to the south from here. Kill the guardian bones, but you don't have to
go upstairs since you've already explored that region.
Head to the SW. Kill the spectral bloodtaker and its recent sacrifices, head
up the stairs, kill the runed skeleton that follows (by magic) and get another
clue (5). Go back downstairs.
Continue to the SW. Kill the quickghasts, and loot the nearby places (wisdom
crystal). There's another clue (6) here. When you want to leave this place head
up the stairs here.
Head back to the NW. Go up the stairs, kill the enemies that attack, loot
(runed jade necklace + coated cloak), and see the clue (7). Go back downstairs.
Now it's time to take on the central island complex. When you're ready, go
walk down and buff up. The Master of the Pit and two stone skeletons will
appear on the south island. Hit the master of the pit as hard as you can.
When you get a death curse you can either try to kill it as fast as you can
(which will extinguish the curse) or you can run over to an altar and use it
to get the curse removed (NW altar first). Kill the Master of the Pit for a
specter robe and a pathway to the central island. Grab the loot, including
the gold crypt key.
Head back downstairs and go to the main hidden building entrance to the
west. Use the key, then buff up. Proceed east and you'll be attacked by the
soultaker. This is one of the more imaginative battles in the game- there are
three stages to this fight. For the first round you'll have to hit your
friends until the soultaker stops possessing them. It will usually take 3
rounds for each character (you can heal them at any time), and it will possess
your characters about eight times. Then it spits off six vengeful shades,
kill them and you'll fight the soultaker proper. It will confuse your
characters, but not to the extent of the first stage. Bring it down. You get
some demon's bile for your time. Go east.
I hope you've been writing down those clues and know how to figure out this
puzzle! No? Then here they are:

(1) Two orbs are sparkling on the diagonal.
(2) A sparkling orb to the north is not red.
(3) No sparkles are the same color.
(4) There are no blue sparkles.
(5) A western orb has red sparkles.
(6) At least one stand to the north has no orb.
(7) At least one to the south doesn't sparkle.

Still puzzled? Then here's what to do-

No Orb Green Sparkling Orb
Red Sparkling Orb Non-sparkling Orb

Hit the gong and grab the rest of the loot: A point in divine restoration, and
a lightning girdle. You are essentially done here and can now head back to
town.

Drake Pillars (50)
D: Obvious
Hit the secret button.

Gladwell's Keep (24)
I: Infernal Shroud, Ebony Bow, Demon's Bile
S: Arcane Summon, Lightning Spray (+2), Fireblast, -1 Strength, Dexterity,
Intelligence, Endurance if de-geased.
D: North of entrance.
Oh my! This is Gladwells keep, if you want to get de-geased. De-geasing
removes the bonuses you got at first, but allows for more freedom of will, and
some nice expanded options for trading artifacts of power.
Go up, and fight the undead (nasty zombies and skeletons). Kill them and
use the secret button to open the door down. Go down and you'll be threatened
by a shade. Kill the emerald skeletons, then head north. You'll then be
attacked by some inferno worms. Kill them. Most doors are locked around here,
so let's go ahead and find the boss of this area.
To the NW you'll find Gladwell. He yells at you a bunch, sending a wave of
shades at you with some wolves. Kill the shades as they come (probably best
to let them come to you, rather than going to them), and Gladwell's shade will
drop a wisdom crystal. Now you can take on Gladwell proper. He is not easy-
you may want to wait until after you've cleared the vahnatai lands. He is the
most vulnerable to physical and cold damage, but if you hit him with melee
attacks, your characters may get frozen. Be careful. If you have his geas,
some of your characters may get charmed and fight against you. Just wear him
down and he'll die. He drops an infernal shroud on death, which is a very
nice cloak.
Continue to explore his keep. To the NE you'll find some creatures similar
to hellhounds- kill them and go into the room. Loot the chests, then go east,
dispel the barriers, kill the bushes, and read the book. You'll get a point
in arcane summon, and can loot the rest of the chests for some mandrake,
demon's bile, and an ebony bow. Head to the center area for two points in
lightning spray and one in fireblast.
Then go down the stairs where you collect your rewards. Head west and smash
the crystal. You'll lose the stat points you gained when you accepted the
geas in exchange for your freedom. You can also go kill the Gladwell-slaves
to the west if you desire. No real reason to other than a bit of gold and xp
(when does that stop us?). That's it for here!

Barrier Passage (99)
D: Just west of barrier
Approach the barrier, be honest, and you'll make it through without hassle.

Slimy Tunnels (A0)
I: Blessed Broadsword
C: Beautiful Crystal x 2
There are two passages that open up from (80) that will take you here. The
first is to the west. Explore this area, picking up the minor loot and
killing the spiders that appear. An aranea is the leader, kill it for some
scrolls.
If you're heading down the east set of tunnels, touch the dark areas to open
up new doors. Kill the rats and take their loot, then go wander a bit more.
Eventually the door to the Lake of Trials (A1) will open.
You will find Greldyan, a drake, if you come here from (A1) SW. Go ahead
and kill it. You get a blessed broadsword for your efforts.

Lake of Trials (A1)
I: Girdle of Might, Ebony Longbow, Tinker's Bauble, Venomous Blade, Avenger's
Ring
S: Divine Retribution
D: In trials
This area is a challenge area but is easier than some of the other challenge
areas nearby. Use the nearby coffin and a vahnavoi greeter pops out. It's
not too helpful, but gives you hints on what you should do. The goal of this
area is to complete the trials so as to access the island across the way.
Let's attempt the north trial first.
NORTH TRIAL: This room is loaded with secret doors. Hit all the buttons you
come across. You'll find an ogre statue here. Go through the secret passages
to the north, and destroy the skeleton warriors for a girdle of might. Then
head down the southern passages. You will find a pudgy goblin. Don't kill it
(if you do it'll regenerate so go and grab a new one). Lead it back to ogre
statue. The ogre will eat the goblin, pleasing the vahnatai statue above.
WEST TRIAL. Approach the statue. Buff, then nod at it. Kill it (ebony
longbow reward). Go up and the statue will be pleased.
Also to the SW you'll find a pathway to (A0). Then, as you approach the
south trial, you'll be attacked by some quite nasty sphere creatures. The red
sphere is vulnerable to fire whereas the others are vulnerable to physical
attacks.
SOUTH TRIAL: This is the miscellaneous door route. You'll need to cast
dispel barrier several times and disarm a bunch of traps. Calm the lizards if
you can, then unlock the door. More barriers. Dispel them, then loot the
place. Keep on the lookout for secret buttons. One secret button will get
you a wisdom crystal, the other will open up to a crystal pylon that you
should kill. Killing the pylon will make the statue happy. One set of
buttons will open a secret room to the SE that has a wand of alacrity in it.
As you head to the east trial, you'll find an eyebeast, Corusca-Eye. Talk
with it, but I wouldn't make the trade with it. Still, it's good to talk
with. If you want to skip the east trial you can, as you only needed to
complete two or three in order to access the island in the water. You will
get an item or two though. If you head towards the east trial you'll find
some more obnoxious spheres. Kill them.
EAST TRIAL: Buff (especially haste!) and approach the statue. Nod, then
run like crazy down the ramps. Ignore the loot for now, your mission is to
kill the obnoxious things at the bottom that constantly spawn. When you get
close to the closed room, cast fire area-of-effect spells (fireblast, divine
fire) and kill the spawning pylon. Now you can explore the area in peace,
including grabbing the tinker's bauble and wand of the inferno.
When you're ready head out to the island. Again there's a statue here, buff
up before approaching it. Ring the gong. This is not a conventional fight-
you will need to destroy the golems rushing toward the gong and ignore the
demon (carytid actually). The demon usually chooses one of your characters to
scare and attack constantly, for me it was my priest. An invulnerability
potion will go a long way in keeping said character alive during the fight,
evening things up. Use your other characters to concentrate and kill the
golems. I don't think it's a good idea to hit the gong, though I don't know
what happens if one make it to it. Destroy about 8 golems and the demon dies.
Claim your reward- a venomous blade, an extremely powerful avenger's ring, and
a point in divine retribution.
As you try to leave this are Corusca-Eye will try to claim your avenger's
ring. You know what to say to that.

////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\ 7. Vahnatai Lands \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////// B1 (99) Barrier Passage (A7) Vahnatai Lands | (A2) Blocked Road (A8) Vahnatai Lands B0-A7-A2-99 (A3) Vahnatai Lands (A9) Vahnatai Lands | | | (A4) Vahnatai Lands (B0) Vahnatai Lands A9-A6-A3-B2 (A5) Thalants (B1) Pit of Abominations | | | (A6) Kherebass (B2) The Dark River A8-A5-A4 Blocked Road (A2) I: Incantor's Ring C: Ruby Welcome to the first non-human inhabitant region. You are forced to go south through the building to explore. Kill the rockhounds and claim the crystals. Then head west. You'll find some banshees. If you want, you can attack them. Killing the one with the most HP will get you an incantor's ring, the best ring for mages in the game. Vahnatai Lands (A3) I: Oozing Blade, Warrior's Cloak C: Beautiful Crystal x 2, Focusing Crystal, Mined Crystal x 3 D: SE building. Head to (A5) first. Come back and explore this region. Search every ruin for Hit the button in the building to the SE, then go down the hatch. Kill the rockhounds, and grab the legendary oozing blade Vatikus-Te will impede you from progressing. There's not too much you can do about it. He will let you pass if you satisfy Skora-Ihrno's quest. If you're coming here from underground (A6), dispel the barriers, then go kill the vahnatai undead and take their loot. Head east, kill the bushes and other plants. Pillage the nearby body for a warrior's cloak and head to (B2). Vahnatai Lands (A4) I: Explorer's Ring C: Mandrake x 2, Graymold x 2 D: SE corner Hit the pylon to the NW so that you can come and go as you please then head to (A5). There are lots of terror wolves here, as well as a number of other miscellaneous monsters. Kill anything and everything. The wolves are led by a wolf den mother. Kill her as well. Go on down the stairs and explore the SE. A bunch of rockhounds await you. Kill them, and the hellhounds that follow. Head up then west. Kill the submission fungi and the hounds that are present down below. Then kill a few more hounds and the lightning hellhound for an explorer's ring. Use the nearby panel to complete part of a job board quest. Grab the wisdom crystal in the cabinet to the north as well. Thalants (A5) Q: Vahnatai Crystals Purify Kherebass Bazic-Tel's Directions The Dark Presence Expel Muck Four Control Panels {Wand of the Inferno} Rockhounds {Focusing Crystal, Wisdom Crystal x 2} Message: Melanchion {500c} Flawed Panel {Frozen Blade} I: Ruby Chain, Grounding Vest, Runed Helm, Radiant Gauntlets, Gloves of the Hammer S: Strong Daze; Clodeca (Slightly Expensive), Return Life, Divine Retribution, Arcane Shield, Arcane Blow D: Veltana's shop (2), Clodeca's Study, Under Thalants (2) $: Vheltana [Wisdom Crystal] Go ahead and head straight on into the building here. This is the home to several vahnatai. There's a job board here, believe it or not, as well as several quest givers. Also, when you enter the center room, an unleashed vahnavoi attacks. Kill it with the vahnatai's help. Vheltana is a vahnatai who will trade with you. She has several nice items, most notably crystals. She also gives you the second mined crystals quest, and will pay you 20c each. She will also give you a lot of other goods for your time. Give them to her in 10 crystal batches, and you will get a focusing crystal, a corrupting baton, a ruby chain, and a grounding vest. Use the crystal in her room to get a point in the return life spell. There is a swich in the stairwell that opens a secret panel in her room. This reveals another switch which gives you access to a wand of haste group. Epiron-bok to the SW is the crystal soul who acts as an advisor in Thalants. He will give you a quest to purify Kherebass to the north. He will also tell you how to find the Hraithe Lord that Lark wants. Beware as this is easily one of the most difficult fights you'll face in the game. Also, if you still have Gladwell's Geas, you will need to collect a piece of this crystal soul. You can do so either the friendly route or the make-everyone-angry route. The friendly route requires you to give up 1 Intelligence point and 1 Endurance point from all of your characters. Otherwise you can kill the crystal and take its bit. I'd probably recommend getting Gladwell's geas removed prior to trying to leave here as both are fairly painful, and the Epiron-bok is worth more alive as a trainer than dead, and the cost is fairly prohibitive. Just my opinion though. Bazic-Tel is a vahnatai who doesn't like you. He tells you how to leave here without doing Skora-Ihrno's quest. Clodeca is a vahnatai who will teach you spells. She also gives you a quest to purge the evil underneath Thalants. There is a secret room giving access to a crystal that gives you a level in Strong Daze. Skora-Ihrno is the official leader of Thalants. Talk with him to learn about vahnatai and what they do. Skora-Ihrno will give you guidance to help Shanker's third quest if you ask. Also, Skora-Ihrno will have a quest for you- to expel Muck. He wants you to destabilize the region enough so that people leave. If
you kill the mayor or get the giants to attack Muck, you will destabilize
them. You also get some gloves of the hammer for your efforts.
Some rockhounds live to the SW, kill them after getting the job board quest.
They drop some decent items.
When you're ready to take on Clodeca's quest, head to the stairs and go
down. Head north, dispel the barrier, then head east. Dispel the barriers
that block you and when you get to a large platform, buff up. Then go to the
center of the platform, and you are attacked by a dark presence. Kill it
(it's nothing too special), then kill the annoying vengeful shades it spawns,
and the quickghasts. Your reward immediately is a runed helm. Explore a bit
more and you'll find a room with lots of nice goods to the west. Grab the
wisdom crystal behind the barriers, and hit the two buttons. One opens up a
room leading to some lancing fungi (top of the fungi line) with a blessed
shield and some radiant gauntlets. Next head to the SE and read from the
three crystals for several points in high level spells.

Kherebass (A6)
I: Runed Plate, Acid-Etched Legs
C: Fine Steel
S: Melee Weapons
D: Nearby aranea seer
Kill the lizards around the perimeter of the central area. Rockhounds hide
to the SW, rats to the SE, and golems and route down to the NW. To the NE
you'll find a trainer shade. Buff up, then talk with it. It will fight you.
Take it down to near death (don't kill it), and it'll give you a point in
melee weapons. Cool!
When you're ready, approach the center building. At this point, you can do
this area the hard way or the easy way. The hard way is to go to the center
of the map with your party, and touch the button, then to run out. The easy
way is to keep 3 of your party members outside and send in a sacrificial
character to go use the button in fight mode.
Take the route down here after you've explored most of the top map area.
Don't go south yet, instead go west to (A9).
If you're trying the leave the vahnatai lands without expelling Muck, head
south from here. The exit will be blocked and a bunch of lava bats will
attack. Kill them and head east. You'll be blocked in for a turn but the
gate will eventually open. Grab the stuff here then head south. Head west
(again you're locked in), and kill the barrow horror. You get the extremely
nice Runed Plate for your troubles. The door south will open after a few
rounds, kill the spiders here. The aranea seer is in charge here and it's
also at the turnwheel that will let you proceed. Kill it. Loot this place
for some good stuff. Go east (safely, for once), then approach the demon
statue. Buff up, then talk with it. You now have to fight Tourm, Lord of
Bats. Kill it for some acid-etched legs. Go north and head on to (A3).

Vahnatai Lands (A7)
I: Blessed Armor Band
C: Mandrake, Mined Crystal x 4
Slimes and spiders to the SW, some ogres to the north (kill them and take
their stuff), goblins to the SE (kill them and take their stuff). To the NE
you'll find a room with a confused vahnatai. It will attack you. Kill it (it
may use an invulnerability potion) and take its knowledge brew. Then head
down the stairs.
From the east stairs you'll find some rockhounds. Kill them all.
Beastmaster Hrum is the boss here. Kill him for a blessed armor band. Then
use the switchbox behind him to help complete a job board quest.

Vahnatai Lands (A9)
C: Spiritual Herbs, Energetic Herbs, Mandrake
D: In Worm vs. Vahnatai room
$: Zoa [Knowledge Brew]
Believe it or not, Zoa the vahnatai will trade with you here. At the very
least buy its knowledge brew. As you explore, you'll find some vahnatai
attacking some worms to the north. Help them kill the worms for a crystal.
There's a demon in the barrier room. Kill it.
Go down the NW room stairs and kill the rockhounds. Wrap around heading to
the east. You'll find a switch box. Check up on it. This is also the flawed
panel that the second job sends you to. Come back here, buff up, and use the
panel. Kill the hoard of undead that attack you.
From underneath Kherebass, you can go north to (B0).

Vahnatai Lands (B0)
I: Radiant Vambraces
Kill the ogres that live here. Then kill the bubbling glop --> searing
slimes --> writhing mass hoard. To the west you'll find Ysss the drake. Kill
it and take its stuff. To the east you'll find a room down. Go down the
stairs, kill rockhounds, take their stuff (radiant vambraces), and check on
the switchbox.
The main item of note here is the house to the NW which, provided you've
gotten the clues from Epiron-Bok, opens to give you a clear path to the
Hraithe Lord. Go down the stairs when you're ready to fight. Buff up (big
time!), and charge it. The first time I fought this thing it killed me in no
time at all. The second time I fought it, I kept my main power-houses back
(in this case, my magic users) and whacked it with two melee fighters up close
and personal. The second time the Hraithe Lord was a cakewalk, as my magic
users were able to keep their SP. The Hraithe Lord has a special attack which
drains your SP, stuns your characters, and casts a nasty charge on them. Use
lightning spray and disruption on it, and keep it distracted with melee.
Shield breaker and mighty blow are your friends. If you find yourself in a
bind, you can go grab some powerful curing crystals (which will disappear very
rapidly) to the SW. They will help remove nasty effects on your characters,
but aren't terribly necessary. Take its eyes back to Lark.
If you're here from the underground of (A9), go ahead and kill the bushes.
Then head north. You'll spot a series of about five stairways. Go up any one
of them, loot the body, then take the center hatch back down. This is a
secret area that takes you to the pit of abominations (B1). A teleporter will
provide an easy route to the surface level nearby.

Pit of Abominations (B1)
I: Chaotic Halberd, Crystalline Plate, Mandrake Tincture, Flowing Silk Cloak,
Crystalline Aegis
C: Mandrake
S: Fireblast (+2), Divine Host
D: See below.
Scary name for sure. This is the home of a particularly challenging foe,
but less challenging for your level than Khora-Vysss. Lurking crawlers are
the primary enemy for this region. Hit the switch to the west, and go down
the stairs.
Kill the Lurkers and grab the boat. Go to the second bit of land and grab
the herb, then travel to the north piece of land. Kill the lurkers, then head
up a bit. Prepare for a battle with some stone behemoths. These enemies have
lots of HP but are otherwise slow. Kill them and take their stuff (don't
bother with either basin). Then hit the turn wheel to the north and go back
to your boat. Pilot your boat over the now-submerged plot of land and head
east. Get out on the NE plot of land, grab the herb, touch the button, kill
the slimes, and grab some more herbs. The head south, kill the behemoths and
go up the stairs.
Kill the chained zombies for fun (and profit, as one drops some graymold).
Go to the altar, buff up, then grab the chaotic halberd (an excellent weapon
for pole-weapon users), kill the demons (you'll be fatigued and slowed, so use
any good battle disciplines (e.g., battle frenzy) prior to grabbing it.
Continue north, dispel the barriers, grab the stuff in the chests, kill the
lurkers that attack, then hit the button. Go west, disarm the traps, and read
the book for a hefty increase in fireblast. Go east, and up the stairs (grab
the zombie loot too) and you'll be attacked by lurkers again. Head west, then
kill the worm-ridden shambler. Hit the secret button and you'll find an
altered wolf. Kill it too, and grab the nearby knowledge elixir. Continue
east and you'll be attacked by some more lurkers. Almost through though!
You will find Gashlah the lich here. He will tell you that you are to die.
Kill it instead. He's weak against fire and doesn't have much in the way of
special abilities (other than shielding and blessing spells, which he uses
liberally). Some lurkers will come running to help him as well, so kill them
all! Once you defeat him (not really yet), he drops a crystalline plate, some
excellent armor. Also grab the mandrake and mandrake tincture. Read the
nearby book for a point in divine host, and the desk has a hint of want you
will be facing next. Hit the button as well, and enter the teleporter. Go
down the now-opened route to the stairs.
Buff up. You will be facing one of the most obnoxious enemies in the game.
There is a doomguard waiting for you. This throwback to A2 and A3 is pretty
cool. Every turn you do damage to it, it will split. Hit it hard or not at
all. The slow spell is also your friend. Fire is not, nor are area-of-effect
spells. Do as much physical damage you can in a single turn (use those battle
disciplines as often as you can!), and the copies will be equivalently weaker.
So long as you are prepared this battle isn't too tough. Now head up the
nearby stairs.
Open the coffin, kill Gashlah's official remains (one hit should do it), and
grab the flowing silk cloak and crystalline aegis shield as your reward. The
shield is the best shield for mages/priests. Head on back to town.

The Dark River (B2)
I: Quicksilver Sandals.
C: Graymold, Mandrake
D: In Darksider Camp
You've made it through the vahnatai lands. Regardless of how you got here
(from underground or above ground), you'll find someone waiting for you here.
Ruth, the enemy mage. She will attack with some fellow loyalists. Kill her
and take her quicksilver sandals. Continue exploring and you'll find out who
has been sending notes to the nasty darksiders. This actually surprised me a
bit.
////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\ 8. The Dark River \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////// The next time you use a pylon confront the traitor. If you don't kill her now, she'll be back later. Anyways, your best bet is to attack her. She drops a charmed plate on death and a blessed longbow. The charmed plate is superior to the blessed breastplate, in case you were curious. C8 (B2) Dark River (C1) Dark River | (B3) Dark River (C2) Dark River 99-B3 C1-C4-C5-C6 (B4) Dark River (C3) Dark River | | | | | (B5) Dark River (C4) Dark River -B2 B6-B7-B8-C3-C7-C9 (B6) Dark River (C5) Dark River | | | | | (B7) Dark River (C6) Dark River B4-B5-C0-B9-C2 (B8) Melanchion's Keep (C7) Dark River (B9) Dark River (C8) Dark River (C0) Dark River (C9) Dark River Dark River (B3) I: Deadeye Chain Get off on the land. You'll find the Bonesmaster as well as his legion of dancing bones. Concentrate on the Dancing Bones until the Bonesmaster pays attention to you. Then kill it for a deadeye chain. Dark River (B4) Pilot your boat down the rapids and loot the body. Dark River (B5) C: Spiritual Herbs, Graymold, Mandrake Land on the island here and talk with the golem. Head a bit further east and you'll find Tryessa the drake. She's not friendly. Kill her and take her stuff. Head to the NW plot of land. Kill the unstable mass and send a solo character in to loot the place. Dark River (B7) C: Mandrake x 2, Graymold D: Nearby friendly chitrach, North plot of land with spiderwebs Head first to (B8) to get most of the quests in this region and trade. Go to the central island here when you have the GIFTSs quest. Kill the chitrachs, then go underground where you'll find even more chitrachs. You'll be swarmed a couple of times, bust out the area of effect spells and take the bugs down. Eventually you'll reach the friendly chitrach. Talk with it, and that'll be all. Melanchion's Keep (B8) Q: Tribute: Lich {Dragon's Key} Tribute: Haakai {Dragon's Key} Tribute: Gremlins {Dragon's Key} Tribute: Eyebeast {Dragon's Key} Dragon's Reward {Item of Choice} Melanchion's Desire Goro's Ogres Goro's Giant I: Answering Gauntlets, Radiant Plate, Radiant Soulblade, Hero's Necklace C: Focusing Crystal S: Resistance, Strength, Dexterity, Intelligence, Arcane Blow, Divine Retribution D: West wall nearby Melanchion $: Kossilin [Knowledge Brew x 2] Darkstalker Helft: *Putrified Gauntlets* *Blasted Vambraces* *Heartstriker Bow* *Blessed Armor Band* *Wand of the Inferno* *Rod of Alacrity* This is the closest thing to civilization you're going to find. Melanchion is a dragon and one of Athron's spawn. He's surprisingly friendly, if quite naive and juvenile. Nonetheless, he's very powerful and it's quite fun to interact with him. However, look around and you'll see why it's probably not a good idea to upset him. First let's take care of the necessary stuff. There's a job board here with several nice quests for you. Go ahead and grab the ones that interest you. You should probably go ahead and do them all, just because there's a nice reward at the end. There's a pylon outside to the west, and several herbs (including a mandrake) kind of hidden to the north, outside the main wall. Kossilin the drake will trade with you, and has two knowledge brews available for purchase. Darkstalker Helft is a vampire-smith who will construct several items of power for you. I wouldn't bother with the wands, you're better off saving your eyestalks for other items. The heartstriker bow is extremely powerful though and may be something you'd like for your dedicated archer. The blasted vambraces are pretty cool too. The putrified gauntlets are potent
but expensive. You probably have better rings than the blessed armor band, or
have found enough to ignore that recipe.
When you're ready to talk with the big boss, go speak with Melanchion (and
give him the vahnatai letter if you have it). He is interesting enough to
talk with. He will give you a quest- retrieve several items of power for him.
He will take Solberg's papers, the Anama papers, and the perfect crystal
spiral. In exchange he will increase your resistance skill. Bring him a
second item and you will receive a point in strength. The third item will
complete the quest and will get you points in dexterity and intelligence. All
in all, these rewards are quite impressive, if a bit end-game loaded.
When you've done all of his tribute quests, speak with Melanchion when
you've grabbed the "Dragon's Reward" quest. He will let you take a single
magic item of his. Go up the nearby stairs, go past the doomguard, and
pillage the nearby containers for some decent loot. Then decide what you'd
like- north is a hero's necklace, south is a radiant plate, and west is a
radiant soulblade. All the items are quite worthwhile. I'd recommend the
necklace if you don't have a designated melee-weapons user, and the soulblade
if you do. The radiant plate is good if you've been lacking powerful armor
(though I prefer the mercuric plates from Endereba in Highground). Also, once
you've got all the tribute, you can go back and kill the tributers if you'd
like. If you're really out to kill everything, steal Melanchion's egg.
One of the major characters here is Goro, the ogre in charge of the beasts
here. Goro will give you a series of quests to tame some of the locals.
First, she will ask you to tame some ogres upstairs. Go up the nearby stairs.
Beat the ogres until they lose about half of their health, which calms them
down. Then head back down the stairs and tell Goro for your reward, a rod of
succor. Next she wants you to tame her giant. It's upstairs, and
significantly harder than the ogres. Keep your magic-users at the very edge
of the battle field so as to stay out of the giant's stunning attack. Blast
it down to about 1/10th of its health and it'll calm down. For your troubles
Goro gives you some nice answering gauntlets.
Goro will also give you some extremely valuable information- how to summon
the black horror. She will also give you keys as rewards for job completion.
Use them first on the potion rooms as those rewards are more valuable in my
opinion. When you do all four tribute quests, check the message board for a
very nice final quest.
If you head up Melanchion's keep stairs from the SE you will find several
books as well as the potions that Melanchion trades with you for items of
power. A jar near one book spills a Gloppy popslime if you get close to it.
It will drop a popslime every turn, so try to kill it fast. Read the nearby
books for points in arcane blow and divine retribution.
Upstairs you will also find Belichick, a darkside loyalist. There's not
much you can do with him at this time. If you decide to join the Darkside
Loyalists, you will be given a quest to free him. Talk to Melanchion. He
let you free him provided you have done some of his tribute quests.

Dark River (B9)
I: Knowledge Elixir
C: Blessed Armor Band
S: Luck (+2)
D: Throughout challenge
I usually don't note caches, but there's one in the maze of rocks to the NW.
Remember to row your boat with your number pad, or space by space with the
mouse. Get to the island and grab the blessed armor band from the cache
(requires 16 nature lore). Also, search behind all of the columns on the
islands for minor nice loot.
This area is home to the gremlin king, from whom Melanchion would like to
win tribute. Buff up before talking to High King Fwizzle. Take his
challenge. You must now collect nine trinkets from the area to the north.
The trinkets look like trash of the *** type- kind of like little gray golf
tees.
There is one set of trinkets in the right skull pile nearby the entrance of
the trial.
There is one set of trinkets if you hit the button to the north (guarded by
giants), go through the secret door to the west, and look in the crates.
There are some trinkets nearby the pustulent zombie in the tomb east of the
secret door you just went through.
More trinkets on the floor near the horde of worms to the NE.
More trinkets in the crate behind the barriers to the east.
More trinkets on the gremlin body behind the bushes to the east.
More trinkets hidden to the east on a crate which is behind one of the
crystal pillars.
Hitting the button to the NW near the entrance opens a room to the east
which has some trinkets.
South of the room above, dispel the barriers and grab the trinkets in the
crate.
Just east of the entrance is a writhing mass guarding a tomb with some
trinkets.
Drink out of the east-most basin of the batch to the east for some trinkets.
Some more trinkets are in the room to the north, though you'll have to find
the secret door somewhere south.
Any nine of the above will make King Fwizzle happy. Return promptly and
you'll get a free knowledge elixir and two points added to your luck stat
(nice!). There's also a nice chest to the SE that can be looted at your
leisure. Be sure to get the tribute guarantee from Fwizzle as well so as to
complete the job board quest. Once you've completed the tribute quests come
back and kill him for some more knowledge elixirs.

Dark River (C0)
Q: Chitrach Advice
I: Eliavri's Bow
C: Graymold
$: Spider
Head to the south here. Go kill the chitrach, then go talk with the GIFTS.
You can get a quest here to find out about the chitrachs living to the north.
Additionally you can trade with Spider (you'll know it when you see it). This
place gives a bit of levity to this fairly foreboding region. Tell the
spiders once you meet the chitrach for eliavri's bow.
There are some less friendly spiders on the island to the north. Kill them
and take their stuff.

Dark River (C1)
I: Emerald Chestguard
This plot of land is home to the arena, in which the black horror lives.
Kill the golems and make it to the arena. If you have the hint from Goro,
buff up big time (probably including some invulnerability potions for everyone
just in case) and hit the gong to summon the black horror (you need Goro's
advice to do so correctly). You'll have to tell it of all the foes you've
slain. Then it will attack you. The shade is always weak against disruption
magic, lightning spray, and firebolt, so keep that in mind.
First you must fight its flaming form. Luckily it's not too difficult a
foe- just hit it and heal. If it hits you, you'll be stunned heavily, and you
should also beware of the omni-fire it can cast. Once you've brought down
nearly all of its HP it will transform.
In the second form, it summons a bunch of golems and have poison attacks.
These golems are quite annoying since they will usually target your casters.
They are weak against fire. You may want to go ahead and kill all of them
while fighting so as to maximize your caster's life. Whittle the shade down
to near 0 HP and it'll transform again.
The third form will freeze you if you hit it with melee. Hit it with spells
as best you can. Use missiles when not hitting it with spells. Bring it down
to near 0 HP and it'll transform again.
This form gives you a death curse and summons a hoard of vengeful shades.
At this point, use those jeweled wands you've been saving up with your melee
fighters! They do about 100 damage a hit, and you can use them several times
per round (especially with battle frenzy). This will take care of the
vengeful shades and do decent damage to the battle horror. Bring this final
form down to 0 HP and you'll win (emerald chestguard + wisdom crystal). Whew!
Go back to Melanchion's island and return to Lark for your mega reward.

Dark River (C2)
I: Quicksilver Bulwark
A lich lives here. Kill the dancing bones and skeletons that replace them
then head up the stairs. Your goal here is to threaten the lich Vesna, and
then go a bit south. Destroy a pylon here, then go whack on the lich. You
have about 3-5 rounds of attack, then the pylon regenerates. Kill one again,
and repeat until the lich surrenders. Get its tribute to Melanchion, then you
can loot a bit. You can only loot fully if you kill Vesna, which I'd
recommend doing only after you've gotten the various tributes to Melanchion.
You'll have to fight it like you did the first battle (destroying the pylons
before you can do any significant damage), but Vesna will fall. As a result,
the gate to the south will open. Go up it and kill the demonic sentinel, then
loot the place. You get the most excellent Quicksilver Bulwark for your
efforts.

Dark River (C3)
I: Polychromous Girdle.
C: Mandrake, Graymold
Go on down the stairs here. Buff up, then threaten the vahnatai shade.
Move your mages and priests far away from the shade and keep it occupied with
your melee fighters. It'll summon a lot of undead help, but you'll know
you're near the end when it summons vahnavoi. Kill them and the shade will
disappear. Then loot the place. The most notable item here is the
polychromous girdle just up the stairs.

Dark River (C4)
C: Graymold
D: To Nashazzar
A haakai lives here. Kill the guardian hellhounds and head down the stairs.
Destroy the fungi on the nearby islands using missiles and magic, then head
up. Kill the demonic doormen and go up the stairs. Use the secret button to
open a door and face Nashazzar. Threaten him on behalf of Melanchion, then
whack him till he runs away. Head down the nearby stairs.
This battle is a bit more intense. What you will have to do in order to not
all die horrible deaths is concentrate your attacks also on some of his
soultender imps. Once you kill an imp, a shade will spawn which will cast
healthy magic on you before it disappears. Once you've summoned one, hit
Nashazzar as hard as you can. The shade will eventually be wiped out, so then
go summon another one. Rinse and repeat and Nashazzar will surrender. I'd
recommend getting him to give tribute, as you can then collect the reward from
Melanchion.

Dark River (C5)
I: Spirit Cloak
C: Mined Crystal x 3, Wisdom Crystal, Mandrake x 2
S: Divine Restoration
D: One in room with book, one up ladder.
Here you will find some more cultists of the monster-loving sort. Go ahead
and investigate their property. You'll meet Beastkeeper Vyck. Threaten her,
and whack her till she runs away. Then head into the nearby room. Vyck will
lock you in and will summon a bunch of crawlers. Kill them then kill the
cultists to the north. Continue west to the next gong. Kill the spineworms
that pop out. Continue west and go ahead and kill Vyck. You get a spirit
cloak for your troubles, excellent garb for priests. Continue exploring to
claim a spell point in divine restoration and other nice goods. Then head up
the path and you'll come out in the Azure Gallery (92). Tell Dionicio to
complete his quest.
After you've found this route, head back here using the magic boat
(belonging to Melanchion) and reclaim you old craft.

Dark River (C6)
S: Thalon Ten Eyes (Expensive)
D: Popping slime room
A minor item of note here is a stairway down that leads to a bunch of
popping slimes. Some of your characters will be rendered unconscious if you
try to take them on. To avoid losing everyone, you can hit the nearby switch
and send someone to hide in the secret area.
The major item of note is the lair of Thalon Ten Eyes. Before you enter the
ruins here, buff up. Then run past the first set of stairs to the second
level. Kill the rats, then kill the ogres and giants. Then go whack Thalon.
He will run away, but keep concentrating on him until he gives up. Killing
his minions first saves you lots of pain later on. Thalon Ten Eyes will
surrender, and will offer tribute. Also, he will train you in some skills,
including mage and priest spells. Not too bad!

Dark River (C7)
I: Coated Cloak, Stained Swamp Gloves
C: Healing Herb, Spiritual Herb
There is a small landing spot here to the NE. Go down, buff up, and kill
the fungi. Loot the body at the end for a coated cloak. Then head to the
central area and kill the shamblers. Claim the caches, and the giant shambler
drops a pair of stained swamp gloves.

Dark River (C8)
D: Several
This is a nasty little area. Land at the spat of land, then hit the secret
button. Go a bit east and hit the next secret button. Kill the demons, and
grab the potions from behind the barriers. Head back to the boat. The
lizards are guarding some mined crystals if you want to take them out. Up to
you- it may be worthwhile. That's it for here.
////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\ 9. The Darkside Loyalists \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////// D3 (C9) Dark River | (D0) Darkside Lands D2 (D1) Darkside Lands | (D2) Darkside Lands C9-D0-D1 (D3) Fortress of Dorikas Dark River (C9) You have reached the home of the darkside loyalists. Most of the boxes here are trapped with no goods. As you head a bit east you'll be attacked by a bunch of nasty hellhounds (if you have no chance of becoming a loyalist). They can catch you off guard, so be prepared and use ice. Most of the boxes here are highly trapped (~20 Tool use required to disarm); one of the box has a few herbs but that's about it, so don't worry if you can't disarm them all (or heal up after triggering all the traps). Darkside Lands (D0) Q: Free Belichik C: Assault Crystal There are several possible scenarios here depending on your past actions. You will be greeted by Dervish Tholmen, if you spared him; otherwise it will Dervish Kelehr who greets you. If you have made a pro-Avernum choice (Ruth at Exodus and Vahnatai gate) then no matter what you do, he'll turn hostile. Kill him and his cronies for some decent (but non-magical and non-noteworthy) items. Once he dies, go through the gate. If you convinced Ruth that you want to be loyal (just past the Vahnatai gates), you can convince the dervish to let you pass, provided you go back and free Belichik from Melanchion's prison. Of course you can still turn pro-Avernum and fight your way through. If you have taken the pro-Avernum stance, from here up to the last board there is a steady stream of enemies that constantly respawn. While annoying, you can take their items and sell them to max out the last few points with trainers or spell teachers, if you so desire. If you are taking the loyalist side (for now), you can pass these lands with less trouble. Darkside Lands (D1) C: Wisdom Crystal D: East wall to open west wall to cache Go south as you enter here. You'll find some graves and the final pillar of the game. Talk with Captain Waxman for some info. He's pretty well beaten up. This is the location to go to if you need to sell off any of your last items and boost up spells/skills. Use the pillar if you'd like, then return when you're ready to take out the darksiders. Head north. If you are pro-Avernum prepare for some fights. You'll face a non-stop batch of battles from here to the final fortress. Cultist Bhras is the first named foe you will meet. If he is friendly, he will let you pass; otherwise, kill them and continue north. Darkside Lands (D2) Continue north then west and you'll find more loyalists, including Woodswalker Thrah. Again, if he is friendly, he will let you pass. Continue north, then head east, and deal with Incantrix Bella. Disarm the chest (it's tough but necessary) for a rod of alacrity. When done continue north to the final area (for pro-Avernites). Fortress of Dorikas (D3) I: Armor Band, Polar Fur Cloak, Radiant Plate, Blasted Vambraces, Chaotic Halberd, Radiant Shield. C: Energy Elixir S: Fireblast, Arcane Summon, Arcane Shield, Arcane Blow D: North of Ximens ** Pro-Avernum Scenario ** This is it, the final area. Head north and kill the archers (probably grab the cache hidden to the west beforehand). Enter the fortress, but don't head to the end of the hall just yet (you'll trigger the end fight with a lot of help for Dorikas). Instead, let's take the west door. Loot this room, taking advantage of the two basins of healing and energy re-charges, then head up the stairs. Kill the foes here and you'll find Dionicio for the last time. Recruit him when you're ready to take on Dorikas. Otherwise head down the stairs. Head north along the west wall, you'll find an armor band and a polar fur cloak. Head north and go up the stairs. Kill Regicide Pharon and search the area for the wand that may have killed the Empress. Head down the stairs, go east, and you'll find Cultist Thran. Kill him and his group. Continue east, kill
Cultist Zouala, Dervish Ximens, and friends. Go up the stairs if you'd like
and continue to loot and kill. Go south, kill Incantrix Damita, and read her
book to improve Fireblast, Arcane Summon, Arcane Shield, and Arcane Blow.
Head up the stairs to the SE, and you'll find Dorikas' room. Loot for a
radiant plate, blasted vambraces, chaotic halberd, and radiant shield. You
can't enter the main SE chamber yet.
When ready, confront Dorikas. Recruit Dionicio, buff up heavily, and parley
with him. Don't surrender (it's a trap) and start smacking him around. Kill
his cronies first, then take him down. He'll first hit you with an energy-
spreading wand. Heal up with divine restoration after these hits. When you
get him down by about a third he casts a fear spell on you and runs. Get him
down to about half of his HP and he'll summon four orbs that must be slain to
get past his defenses (the bladeward needs to be hit with melee weapons, the
iceward ice/smite, etc.). Continue after him once they're gone. He now has
some defenses against normal attacks compared to earlier in the fight, so hit
him with energy and fire based attacks. He'll run to the SE sector with some
accomplices. Kill them. Then hit Dorikas till he runs out of HP. I'm not
sure what the difference between the two endings is, but it may not matter
much if you spare him humiliation. Leave the fortress and you'll have your
ending!

** Pro-Loyalist Scenario **
Enter the fortress and head west. If you spared her, Sgt Cienna will be
here. She is grousing about how Dorikas is ignoring her and hints that
you will be given some sort of mission. Head up the stairs to find Dionicio.
You can either kill him, tell him you are pro-loyalist, or you can tell him
that you are playing a double agent role - pro-loyalist for now until you
are ready to kill Dorikas, in which case you can come back and get Dionicio
to join you. You can explore the fortress using the walkthrough above.
When you are ready, meet with Dorikas in his throne room.
Dorikas wants you to kill General Redmarck. He gives you information on
how to do that along with a key to gain access to the secure section west
of Blackchasm outpost. If you accept his mission, his lieutenants will help
you. In a room at the northern side of the fortress you will meet Domont, the
architect you met at Solberg's castle. You can sell your excess stuff to him,
and he can sell you a variety of potions including knowledge brew. To the east
is Dervish Tholmen (if you spared him) or Dervish Ximes. He can train you in
all the combat skills including those you cannot normally train in such as
blademaster and riposte. Ruth is here as well and she will train you all the
high level mage and priest spells.
You can still turn against Dorikas at this point. Follow the walkthrough
for the pro-Avernite scenario above. Otherwise, head south to the portal and
go to Blackcrag Outpost. Go up the stairs and approach the locked gate.
Unlock the gate and the outpost becomes violent.

Inner Blackchasm (D4)
I: Mercuric Plate, Cryos Spear, Heartstriker Bow, Warriors Cloak,
Blessed Armor Band
The first group of defenders is led by Father Kallan. There is also a
group of archers on the ledge above. Kill them. A little further on you
run into another, stronger group led by Krossh. After fighting through
them, head south then east where meet with three maintenance wizards. Don't
pass up the re-energizing basin. Head up to the second level. At a bridge
you will run into Dervish Springs and his gang. Get past them to a stair
that takes you back down to the first level. As you pass the elevator, a
pack of empire war worgs attacks you. Past them is another elevator. As
you rise on it, you will be attacked by more archers. As you reach the top
Incantor Sylar will appear. To the north of this elevator are some worg pens.
In the last one is a single worg you can tame. Once tamed, he will follow
you. To the south, High Priest Nathan and his pet rat Whiskers await.
Further on you run into a pair of dervishes, Javier and Seville, guarding a
throne room to the east. You can snipe at them from the blocked hallway.
Once in the throne room, you will be confronted by General Redmark. Short
or surrendering (and dying), there is no way to end this peacefully. There
are five defense pylons in the room that protect Redmark. You cannot kill
them, but if you weaken them enough you can inflict damage to the general.
When you finally kill the general, all the pylons self destruct.
Past the throne room are General Redmark's quarters. Ransack them for
some loot, wands, a blessed armor band. In a locker you will find mercuric
plate armor, a cryos spear, a heartstriker bow and a warriors cloak. Leave
the inner fortress and you'll have your ending; not a very pretty one.

The game's ending is decided by a few things- Most important is of course
which side you played. Also, if you still have Gladwell's Geas, if you joined
the Underworld Joint Trade Company, and possibly if you joined the Anama.

THE END!
  1. (FM) Fort Monastery
  2. (MB) Monastery Bridge
  3. (LS) Lizard Shore
  4. (GL) Goblin Lands
  5. (SS) Swampy Shore
  6. (GF) Goblin Fen
  7. (GS) Grindstone
  8. (OS) Ogre Swamp
  9. (JL) Giant Lands
  10. (JW) Giant Warren