Home arrow Šifre arrow Evil Islands (walkthrough)
www.pcigre.com
Anketa
Opisi na sajtu su:
 
Mailing Lista
Budite u toku, prijavite se na mailing listu
Email:


Statistika
  • Vesti: 3536
  • Šifara: 6002
  • Walkthroughs: 1387
  • Wallpapers & Screens: 13968
Mikro
Check it out
Va Flash dodatak je neispravan.Kliknite ovde da biste preuzeli novi kako bi mogli da vidite ispravno sadraj strane.

Evil Islands (walkthrough)

PDF Štampaj
Pomoć - Walkthroughs | Autor Miloš Vučić | 27 mart 2008
Evil Islands

Walkthrough
------------------------


Certainly not the greatest RPG in the world, but it was 
cheap as a part of the Cinemaware "Wizard's War Chest"
bundle, and the concept of initially being a stone-aged
character is rather interesting.  The game gets bogged
down in too much walking and mini-quests, but it's still 
a steal at 9 bucks when combined with Etherlords 1 & 2.  

Unfortunately the game had no manual - not even a PDF 
file and it doesn't explain the mechanics in-game outside 
of the pop-up hints.

Reasons for liking this?  Well the action is pretty
decent for a low budget game and the world is rather 
interesting in a small-scale way.  Additionally, 
the voice-acting is really cheesy in a fun way.  Anyways
note that this faq/walkthrough is for North America ver. 1.0

Sorry if there is a bit too much hand-holding in this faq,
I'm basing off my experience with no manual and really
suffered for that.


Hints and Tips
--------------

25 for a stat is the average for a person in this
game.  At 25, a character gets no bonuses or penalties.
That said the stat I personally favor working on first
is intelligence.  The reason is that intelligence gives
you a bonus to the amount of experience you earn if you
are intelligent enough.  This is good as each time you
purchase a skill, the cost in experience in raising a
skill level or buying a new skill goes up tremendously.
If you intend on carrying a lot, such as best quality
armour - you'll need to be able to take about 630 
encumberance (480 if your equipment is all meteorite-based
and less if you go for even lighter materials).  Besides
using experience to buy more skill points or special
attributes, whenever you get enough experience - your
health and stamina go up by 1.  So eventually you will
grow tough enough to take some strong hits, even if you
never increase any stats or buy attributes.

Having a hard time harming a tough enemy?  Try to go
around them or see if you can backstab then in the head.
Backstabbing can also get a critical hit bonus and it's
much easier to land a blow, so go for the head if you 
can.  Plus Zak starts off talented in backstabbing, so 
he does greater than normal damage with a backstab.  Also
spell damage on a weapon kicks in before the actual weapon
damage; so a Weaken spell will significantly reduce an
enemy's maximum health, before the sword it's on lands
during a backstab. Just keep in mind that some enemies
are INDESTRUCTIBLE!!!!! and are there for you to outwit
or avoid.

Your enemies never run out of stamina.  So enemies
can shoot spells like a machine gun and it's almost
impossible to flee enemies.  Running away can actually
make things worse, not only do you end up wasting
stamina but your footsteps can alert nearby monsters.
Besides many monsters can run faster than you.  The
best way to flee is probably to break a foe's leg and
then you can walk away (since I played this game on
a laptop, I could only get limb hits by accident as
I had no keypad - then I found out about changing the
command keystrokes).  There is still some use for running
away.  If you know an enemy has friends, but they're
too far away to hear you then you can run away and 
lead the foe to isolate it.

Even lowly goblins pose a big threat to you initially,
especially with the huge damage that can be done in
critical hits.  When you get the chance to add some
characters, I'd go for it.  Stealth and backstabbing
can only go so far.  Zak can fight small animals and
goblins solo, but unless he's well equipped and very
skilled then any monster tougher than that will likely
mop the floor with him.  So it might be good to grab
some followers early.  Also keep in mind that backstabs
can get critical hit bonuses as well!  You can almost
kill an Ogre outright with your starting weapon if
you backstab him in the head.

Unlike other rpgs, metal equipment doesn't show up for
a long time.  While the best material in Gipath (the
starting island that you're stranded on) is Green Dragon 
bone, the usual top materials that appears on Gipath, are 
Shell bones (from Armadillos), Hard leather (from Lizards 
and Ogres) and Obsidian (from Orcs in Sands).  The bronze 
dagger you start with can last a long time and you don't 
have to buy any armour as you can get decent armour early 
by killing specific foes during early quests.  Eventually 
you can get equipment made from Meteorite - except at the 
very last battle, these metal goods are the finest you can 
get.

Not only does good material make equipment mightier and/or 
lighter but it can also increase durability and hold more 
complex runes.  Equipment only drops during special 
encounters.  Since it takes money to deconstruct equipment 
or spells and make new ones from scratch, save the game 
before experimenting.  Runes and Equipment sold to a shop 
will enable that particular shop to replicate their designs 
but this happens only after you complete whatever quest
you are currently on. Note that a spell can only be modified
up to the rating of the best spell-caster in the party.  
This includes spells that will be used to enchant equipment.

Magic is not nearly as powerful as in other games.  
It's still useful, but usually a good clout to 
the head does much more than a souped-up fire arrow 
spell.  If you get a warrior to join you, the only 
magic that they need is of the astral variety - these 
heal and can alter stats.  Magic is quite weak in 
intensity and there's not much variety, but a few 
runes can change a spell dramatically.  Also when you 
get the Trigger Rune or other item rune, you can build 
nice enchanted items depending on the complexity of the 
item.  Keep in mind that there is a limit to how many
runes you can add to a spell and no item can hold spells
of truly great power.  Also you cannot build an enchantment 
greater than what your best spellcaster can normally cast
(if all you have are warriors, you're out of luck).  Note
that unlike many other games, wands can be built to 
constantly a spell, since they have by far the best threshold
for complexity and energy - they can make the finest items
for giving you passive abilities.

Armour doesn't just reduce damage from physical attacks,
it also protects against magical ones as well.  
Additionally, it appears that nothing is fully immune
to a particular attack - eg. you can burn a Lava 
Elemental, though such creatures usually have very good
resistance to the particular attack.  Also keep in mind 
Armour vulnerabilities, attacks from such will go through 
with much less damage reduction.

When it comes to shops, Gipath only sells bone and stone
weapons plus leather armour.  Gipath also only stocks up
on Fire spells when it comes to elemental magic.  Ingos 
sells metal equipment, plus cloth and hide armour - they 
also sell the blueprints for leather armour but DO NOT 
carry any leather in stock.  Ingos only has Lightning spells
for elemental magic, but they have everything else that
Gipath has and more.  Suslanger is like Ingos in terms of
what equipment they stock, the key difference is that 
Suslanger, except for the final stage, is the only place 
that carries crossbows!!  However Suslanger has no regular
bows, so bow technology hits its peak in Ingos.  Suslanger
only carries Acid spells for elemental magic.  Also unlike
Gipath and Ingos, Suslanger has Ultra runes for enchantment!
However they lack the regular runes, so if you didn't bring
your own then fine-tuning an enchantment can be a hassle.
Otherwise in all the other magic, they have everything
Ingos and Gipath has plus more.

 
If things get way too tough then you might want to 
temporarily reduce the difficulty.  Regular difficulty
is actually the hard difficulty level and monsters are
far more damage resistant and better at avoiding your
attacks.

The sentiment is ugly, but if your party is strong and
ruthless enough to handle it, try to thoroughly wipe
out all enemies in the area.  There is no monster 
re-spawn in this game and equipment drops are few and 
not random (however it is NOT only quest enemies or 
tough foes that drop equipment, some normal opponents
have them as well).  So to make sure you get every 
bit of equipment and experience you can. 


* Parts of this walkthrough is done from events I didn't
write down and are from my memory so the early parts
might have some inaccuracies.  Also I tend to use some
creature names interchangablely, because I'm too lazy



The Characters for your Party
=============================

These are the possible characters in your party.  You
can only have 2 heroes in addition to Zak.  If you want
someone new you'll have to release someone.  Don't worry
as you can re-enlist people.  Note that to release someone,
you'll have to go to the person's home area.

When you travel to other lands, you'll be going alone.
Your party members can't travel out of their native land.


Zak
----------------
Strength 23
Dexterity 30
Intelligence 25
Health 39
Stamina 50

Equipment: Ritual bronze knife
	   Light shirt of rough fabric
	   Light gauntlets of rough fabric
	   Light trousers of rough fabric
	   Light boots of rough fabric

Spells: Healing
	Eagle sight

Skills: Melee 10
	Use/Steal 3
	Sensory Magic 12
	Astral Magic 9

Abilities: Backstab


* Zak is the main character of the game and the
only who stays throughout the whole game.  He's
very agile but a bit low on the strength side
and of average intelligence (which is still 
better than lot of people).  Since he'll be the 
one to collect the most experience by a far 
margin, you'll probably want to make him 
something of a jack of all trades with a mastery
in a few useful departments especially in the 
times when he's alone.

As it is he's strongly oriented to stealth but
I'd personally have him learn the Encumberance
ability so he can have the best armour and
Swords so he can benefit even more from the 
defence bonus innate to swords.  Since he already
starts with Backstab, you might wish to master
it completely.  Also keep in mind that he's a 
competent magician to start and it'll be useful 
for him to have a high Elemental magic skill, 
especially for casting solid protection spells.





Khador the Rowdy
---------------------
Strength 31
Dexterity 22
Intelligence 19
Health 48
Stamina 34

Equipment: Stone axe
	   Bow (stone head arrows)
	   Gipath simple coat of thin leather
	   Gipath simple breastplate of thin leather
	   Gipath simple leggigs of thin leather
	   Gipath simple gauntlets of thin leather

Skills: Melee 10
	Archery 8

* Khador is certainly strong, unfortunately
everything else about him is below average.
As such he misses a lot and he gains 
experience at a much slower rate.  Still, 
he's there early for you and makes a decent
meat shield (barring that he is an easy, clumsy 
target).  He also has some potential as his 
abilities aren't heavily pre-selected.

Besides his stats, the other factor against
him is Gipath's technology.  All the armour 
in Gipath is light enough that Zak can wear the 
heaviest available armour with ease and he can 
become your choice front-line fighter.  
Likewise there's no weapon that's so heavy
that no one other than a strong guy can use it.

Since he's going to get hurt, I'd get him more
health and some Astral magic so he can heal.
Besides increasing his melee and archery, I'd
also have him get more actions for more attacks.
	

Naya the Secretive
---------------------
Strength 16
Dexterity 26
Intelligence 30 
Health 27
Stamina 44

Equipment: Bow (granite head arrows)
	   Gipath light shirt of thin leather
	   Gipath light leggings of thin leather
	   Gipath gauntlets of tiger skin

Skills: Archery 11
	Elemental Magic 18
	Astral Magic 9

Spells: Healing
	Protection from fire E+
	Fire arrow E+

* I like Naya alot for the most part.  She's quicker
than the average person and certainly a lot smarter.
However her strength is so horrible that she can't
wear much armour and her health level is atrocious.
This hurts her but since she spends most of her time
in the back, it's surprisingly not too much of a 
problem.

Because of her intelligence, she'll earn a lot of
experience and since she doesn't start off with
any abilities, it'll be very cheap for her to get
some.  She's a good archer and a potent starting
mage in Elemental and Astral magic.  She even has
the potential to be a decent 3rd melee fighter
provided that the enemy is too occupied to go after
her.  

It might be nice to increase her intelligence, but 
I would definitely suggest increasing her magic 
abilities.  In any case she's very flexible in terms 
of how you wish to develop her.


Rint the Archer
----------------
Strength 21
Dexterity 32
Intelligence 19
Health 48
Stamina 73

Equipment: Short bone bow (shell bone head arrows)
	   Gipath stitched breastplate of thin leather
	   Gipath stitched gauntlets of tough leather
	   Gipath long stiched trousers of tough leather

Skills: Archery 31

Abilities: Bow (Level 2)

* I personally think he's too overspecialized and I'm not
a big fan of his stats which are pretty bad overall other
than his agility.  But he certainly is a fantastic archer.  
And he comes with some decent items.  If you pick him, I'd 
recommend learning things that will balance him out such 
as Melee skills, as he has potential to be a good fighter.
The major problem is that he's done in by the local 
technology.  Gipath lacks equipment to really make him
shine and a pure melee fighter or magician is more useful
in Gipath, where you have less margin for error.


Eila the Sandwoman
-------------------
Strength 18
Dexterity 30
Intelligence 24 
Health 37
Stamina 61

Equipment: Stone dagger
	   Gipath leggings of tiger skin
	   Gipath breastplate of tiger skin
	   Gipath gauntlets of tiger skin

Skills: Melee 4
	Elemental Magic 23
	Astral Magic 20

Spells: Fire arrow E+
	Fireball E+
	Strengthen D+

Abilities: Magic of Fire 

* I'm not a real fan of Eila.  She's got plenty of
stamina from her high dexterity but she's kind of
dumb, especially for a mage.  Her good magic skills 
come from brute force point buying, but she'll soon 
find it harder to gain the experience to buy more 
magic.  She can make a good archer if you build up 
that skill, but why bother with this old hag.  Just
pick her up long enough to strip her of spells 
and equipment.





Mairana
-------
Strength 18
Dexterity 30
Intelligence 24 
Health 37
Stamina 61

Equipment: Short bronze bow
	   Canian woolen hunting jerkin
	   Canian heavy gauntlets of thin leather
	   Canian heavy trousers of tough leather
	   Canian heavy boots of thin leather

Skills: Melee 23
	Archery 37

Abilities: Bow

* I like her a lot.  She has a good basic bow and her
stats are more balanced than most.  While she is
highly specialized, she has good melee skills in
combination with her agility and so she'll be quite
good in a melee fight as a secondary fighter if
you give her some good armour that's not so heavy. 


Rinas
-----
Strength 16
Dexterity 27
Intelligence 30
Health 44
Stamina 74

Equipment: Bronze dagger
	   Canian light coat of tough leather
	   Canian silk hunting jerkin
	   Canian heavy trousers of hard leather
	   Canian cotton hunting boots

Skills: Elemental Magic 41
	Sensory Magic 29
	Astral Magic 32

Abilities: Magic of Lightning

Spells: Lightning E+, E+, M-
	Clairvoyance A+, D+
	Haste D+

* Rinas is a very useful wizard to have.  He has
fantastic skill in all the branches of magic and
comes with a couple of strong spells.  His stats
outside of his strength is very good too.  Sure 
he's never learnt to pick up a sword but if you give
him an accurate bow, he can be a pretty accurate
shot with it because of his dexterity.  Also with
his high intelligence, it should be pretty easy
to learn new skills.  Still it's best to have him
focus on magic.  


Brissen
-------
Strength 21
Dexterity 35
Intelligence 17
Health 61
Stamina 101

Equipment: Steel long sword
	   The family helmet of Knight Brissen
	   The family cuirass of Knight Brissen
	   Canian army bronze leggings
	   Canian jerkin of green Troll hide
	   Canian silk hunting gauntlets
	   Canian cotton hunting trousers
	   Canian silk hunting boots

Skills: Melee 42

Abilities: Sword (Level 3)

* Brissen is a rather strange one but effective.  
He's got low strength especially for a fighter 
but then he's not going to get hit too often 
because of his fantastic agility and mastery of 
the sword.  Even if he does get hit, his two pieces
of unique, enchanted armour will boost his health
and heal wounds - if an attack manages to breach
his armour's strong protection.  

On pure strength of items alone, he's a worthy 
pick-up if only to strip him of his equipment.  
His skill in a fight and his high agility means 
that he'll be consistently striking his foes and
attacking at a quick rate.
  
He's probably the dumbest guy you'll ever meet, 
but since he's already a melee machine - the 
experience he gets could go far in fleshing 
him out as an expert archer.  

I'd definitely consider him a keeper.  His health, 
encumberance and strength could use some work, but 
the good points he has are very impressive.  Just 
remember that he starts off overloaded and can't 
run!  So probably best to up his encumberance a bit.
Unfortunately, because of his stupidity - he likely
won't earn enough experience for more attributes
once you modify his encumberance.  When that happens,
cram his skills into melee and to a lesser degree,
the archery skill.




Kharad
------
Strength 30
Dexterity 25
Intelligence 20
Health 134
Stamina 112

Equipment: "Lethal Lightning" spear
	   Light top trousers of thin leather
	   Khadaganian tough leather gauntlets
	   Khadaganian tough leather trousers
	   Khadaganian thin leather leggings

Skills: Melee 62
	Archery 55

He's a fantastic front-line fighter with an incredible
unique weapon.  His starting equipment is otherwise
really poor at this stage, but his spear more than
makes up for it and you can always buy some new armor
or give him some extra ones from your stockpile.
Kharad is a master of combat, but he could benefit from
a bit of tweaking here and there - such as some new 
abilities.  Pretty much anything will work for him and 
while he's still dumb, he's smarter than the average 
fighter as well which is kind of a bonus.  


Fayrakh
-------
Strength 20
Dexterity 30
Intelligence 25
Health 92
Stamina 222

Equipment: Mithrill dirk
	   Long Khadaganian woollen shirt
	   Silk gauntlets
	   Khadaganian silk trousers

Skills: Elemental Magic 68
	Sensory Magic 56

Abilities: Stamina (Level 2)

Spells: Acid blast E+, E+, E+, E+, E+
	Acid fog T++, E+, E+, E+, En
	Silence T++, D++, Fr
	Night vision D++

Fayrakh is a great magician.  His equipment is sparse
on armour, but that dirk of his can't be sneered at.

Where he really shines is this - no one compares to 
him in terms of how many spells he can lob without
exhausting himself.  

He is not the most intelligent guy around with only
average intellect, but certainly he is the most muscular
of magicians, and can take some really good hits - his 
stats pretty much balance well.  With some tweaking, 
he can even be a strong melee fighter, though he'll
better off as a crossbowman.  

I'd recommend boosting his intelligence and getting 
him to learn some Astral Magic, then add even more 
to his other magic skills.  Beyond that, you can be
pretty flexible in how to develop him.


Sahilia
-------
Strength 21
Dexterity 34
Intelligence 19
Health 91
Stamina 148

Equipment: Adamantite dirk
	   Light woollen shirt
	   Woollen gauntlets
	   Light top trousers of tough leather

Skills: Melee 42
	Use/Steal 57
	Sensory Magic 54

Abilities: Dagger

Spells: Invisibility D++, D++, M-
	Field of vision T++, D+, :En
	Clairvoyance A++, A++

Sahilia is my least favourite member of the Suslanger
bunch.  I personally don't see much use for stealing,
when it's almost always much easier just to kill your
foe.  However, barring that - Sahilia is still a very
good character to have.  Her current armour sucks, but 
her dirk packs a powerful punch and she's good with it.  
Sahilia has fantastic Dexterity and while the rest of 
her stats are pretty low - she has a number of skills 
and spells at very high levels.  As such she can actually 
be a very good fighter provided that you have someone 
else take the hits.   

Personally I'd have her learn to use Missile weapons 
and let her potshot foes.  After that, anything else 
should work okay - though take into account her low 
intelligence, so she'll have trouble gaining experience 
for new abilities.  



The Walkthrough
-------------------


1) Gipath

Zak first starts off waking up from the ruins 
and there you'll startle some praying villagers.  
They'll bolt too quickly for you to run after.  
So just continue to the west and you'll fight 
your first enemy.  Kill that wolf and there'll 
soon be a boar.  The initial parts of this land 
will mainly have you fighting Toads, Boars and 
Wolves.  Since these creatures are all immature, 
it'll be easy to defeat them especially the Toads.  
Just make sure not to be surrounded.  This is 
a good time to earn some easy experience so have 
at it!

Now as you progress further down south you'll 
reach a shallow brook where you can go east or 
south.  Taking the east route will have you fight 
some Toads.  Gut them and go south.  There you'll 
encounter an Ogre who's way too much for you to 
handle.  But he carries some money so you'll want 
to sneak up on him and pickpocket him.  Make sure 
to save before you do so, the amount the Ogre has 
is random and you can get money over 100 or just 
under 70.  After that go south and you'll see a 
lazy Ogre who's too stuffed to be alert.  Go 
behind and rob him and then you can go either 
south or east.  For now go east, you'll see a 
fairly active Ogre but it's still easy to sneak 
up on him and make off with his loot.  From there 
continue on east and you'll encounter Goblin 
Spearmen.  Take them out and head back to where
you robbed th Ogre who's stuffed.  Now move south
past the bridge and then backstab those goblins.  
You're now safe at the village.

Once you are given the welcome, talk around.  
There's nothing to buy right now as Babur the 
craftsman is in no mood to talk to you.  Talk 
to Khador the Rowdy and he'll be wanting to join 
you but not immediately.  Talk to Erfarr and Gort 
for your first real assignment.




Your first task is to kill the Goblin Sentry.  With 
luck you should be able to backstab him but even if 
you don't he's still easy to defeat.  Hold back on 
branching out too far.  The wildlife here is a fair 
bit tougher than what you faced earlier.

With the sentry dead, go back and get your next 
assignment which is to kill a White Wolf.  Also talk 
to Babur and he'll tell you why he can't work for you 
yet, he's had his tools stolen.  The Brigand Chief and 
his wife have them.  You can now recruit Khador

To kill the White Wolf simply follow the path north 
to where it's outlined on your map.  If you saw it 
earlier, it's backed by an adult White Wolf but now 
it's alone.  Move close to some young Boars and this 
will panick them into running to the wolf pack that 
helps the White Wolf.  While the wolves are distracted, 
go to the White Wolf, it's much tougher than you so 
backstab it.  This is pretty easy as it's pre-occupied 
with eating a pig.  Killing the White Wolf will earn 
you 150 gold from either Gort or Erfar depending on 
who talk to (sorry you can only get one reward but 
who you talk to doesn't matter).

As for the tools, go northeast and fight some young 
poisonous toads.  Watch out for Bats, these guys shoot 
damaging fire!!!  When your way is clear, walk across 
the shallow stream to the Free Hunter campsite.  Now 
the Free Hunters are just brigands and will attack you 
on sight.  However the Free Hunters are also carrying 
pieces of Tiger Skin armour, enough to cover your whole 
body.  Tiger Skin is lighter than leather and almost as 
effective as Tough Leather.  Not only that, but Babur 
cannot make Tiger Skin equipment unless you sell them 
or their blueprints to him.  So kill off all the Brigands 
except for the Chief and his wife.  These two are way 
too powerful for you.  The wife can use lightning 
spells while the Chief is a strong warrior with an 
obsidian battle-axe.  Instead crawl behind each one 
and pickpocket them.  Babur will now be able to sell 
you stuff when you return to the Village.  Even though 
you have new armour, I'd refrain from selling the 
clothes you start with.  While Babur can duplicate 
their blueprints, there is no fabric to make new clothes 
on Gipath.  Your clothes have some fairly decent innate 
stats and you might want to wait until you go to a place 
where they can manufacture fabrics before selling them.

After returning his tools, if you talk further to Babur, 
he'll mention about a Redheaded Brigand who's a contact 
with the Orcs.  He wants you to get evidence from the 
brigand regarding this alliance.

Also Gort wants you to go on a punitive mission to kill 
7 or more goblins.  He'll also make mention of the Orc 
Seer in that area which will eventually lead to a quest 
from Babur.  Between you and Khador itt should be quite 
easy fighting the Goblins unless you face a mob of 5.  
So go east through a southern path from your start.  
There'll be some boars to fight but that's fairly easy, 
going across you'll cross some swamps with a Weak Banshee 
and some poisonout toads.  Kill them and you'll bypass 
the bridges with their heavy sentry presence.  Now 
whenever you see a campfire in this region, there's 
going to be a group of 4 goblins - 2 spearmen and 2 
slingers.  That might still be a bit tough so try to 
look around for stragglers.  Whatever happens avoid 
going too far out to the southeast.  There is a stone 
idol that will kill you outright from the damage its 
lightning inflicts!!!  When you  kill 7, it's time to 
go after the Redhead brigand.  Before Babur gave you 
the quest, Red'll be talking to 3 Orcs but now he's 
only with one Orc.  The two of them will still be 
a challenge but you should do fine.  Backstabbing 
may not work because the pair is watching each other's 
back, but it is still possible to nail one guy with 
a knife to the back (I got the Orc before with a 
backstab to the head).  Kill them both and now you can 
get the Redhead's map.  Time to return to the Village.

Babur will check out the map and point out that it 
mentions the location of a Magic bit in another region 
called the Cave.  Also if you talk further with him, 
you'll mention what Gort said about the Orcs and this 
will get you a quest to disable that Stone Idol of theirs.  
Now Babur mentions that the Cave can only be reached by 
a drawbridge and Gort has the mechanism for it.  Gort 
will trade you the mechanism in exchange for letting 
him take the credit.  Erfar is dismayed by the killing 
of the Redhead.  He does have a new quest for you, the 
crystal eye of the Goblin Chief Gogo is the same material
as what's used in Portals to other lands, he wants you 
to force Gogo into a bargain by having you steal the 
Goblin's sacred Head of the First Chief.  You might 
want to hold off on it for just a little bit as you 
can soon get another new character. 

You could do the Stone Idol quest now but it can be 
fairly tough and you might want to wait until you get 
the third person and access from the River and Islands 
area.  Otherwise here's how to do it.  Crawl in from 
the north to the Orc village.  There's 4 Young Orcs 
guarding the area but you can still crawl pass the 
furthest Young Orc to the east.  This can be done even 
in broad daylight.  Now once you are past, there are some 
random young Orcs mucking about and an Adult Ogre hanging 
about the huts closest to the mountain.  Pick off the 
Orcs you can and avoid that Ogre.  Check your map to 
see the location of the controller and make your way
there.  You'll need to kill the Young Orc Seer controlling
it and so as the Seer makes his rounds, jump him when he's
at his most isolated.  He's quite skilled so he does have
a firewall and fireball spell but his health is low, so it 
should be easy to kill him.  Do that and he'll drop an
Extra Area rune.  Now you can use the Obelisk to stop the 
lightning.  In this Orc village is a bunch of goblins, so 
your choice if you want to fight them.  Anyways with the 
Idol stopped, head north and exit through the way to the 
cave.  As you reach the path, be on the lookout for a Young 
Troll patrolling the area.  He is easy to avoid and so just 
sneak past him to exit.  Time to collect the reward from 
Babur before going to the Cave area.

Babur has 200 gold and a Gipath simple coat of hard leather 
waiting for you (note that while the material is great, the 
armour type isn't the best of its kind - you might want to 
get Babur to reconstruct it to a better class, Hard Leather 
is the best armor material you can get in Gipath).  The 
silicon gained from the Orcs also makes some good starting 
weapons.  If you do get some silicon weapons, I'd still hold 
off selling the Ritual bronze knife as even when Babur does 
replicate the blueprints, there's no metals to make use 
of it.




Use the mechanism to release the drawbridge.  This cave has
a few Orcs and quite a few rats on the other side of where
you are.  It also has Earth Elementals, Evileyes and 
Armadillos, these guys are far beyond what you can currently
fight so don't venture too far.  The object now is find the
crypt with the Magic bit in it and kill the young Orc Seer
who has the key to opening the crypt.  This Seer will go
back and forth between Young Orcs to cast Strengthen on them.
The Young Orcs here are usually facing a single direction and
so you might want to backstab a few to thin out the numbers,
but make sure to leave a few alive on either side.  This will
make the Seer walk longer distances and give you the chance
to attack him when he's at the most isolated.  Kill the 
Seer and you'll receive an Extra Targets rune as well as
the Sarcophagus key.  Best to gut the rest of the Orcs from 
behind for more experience and wealth.  Use the key found 
on the Seer to open the crypt.  Get the Magic bit and go home.  
Babur will then tell you the location of the Witch as you know 
have the Magic bit as a bargaining tool.




The Witch really doesn't like tresspassers and so she has
a number of traps and 2 Young Trolls to keep outsiders
away.  All the of the above will kill you right away, but
besides them there's also the local wildlife and a Weak
Banshee to deal with.  Where you first start from is a few
boars to fight.

Now first go to the area that is furthest to the west on
the map.  You'll see a number of stone structures.  These
are lightning traps and you must go through these before
you can deactivate the next traps.  Look for scorched
patches on the ground.  This is where the lightning traps 
will fire their bolts.  So long as you avoid stepping on
these you're completely safe.  When you get past the last
of these, you'll see the 1st Young Troll and to his west is
a tree stump with an object on it.  Grab the object - it's
the deactivation key.  Now look for a stone obelisk that's
north of the stump.  Use the key on it to deactivate the 
the obelisk and the lightning will shut off.

To shut off the fire trap, go to the east and turn off that
obelisk.  Now to shut off the acid trap, go to the centre
of the map.  There'll be some wolves to kill but they're
nothing serious, when you reach that final obelisk - you'll
have turned all the traps off.

Cross the swamp to the east, you'll face the Weak Banshee
and some Poisonous Toads.  When you cross the swamp you'll
see the 2nd Troll guarding the entrance to the Witch's
home.  So turn west and sneak past the 1st Troll.  You'll
be able to go see the Witch.

After the intro with the Witch, Estera, you'll get a free 
Field of Vision spell keystone from her.  As well Estera 
will make Naya the Secretive available for recruiting.  
Estera mentions about a Magic Orb to let her see your past.  
This doesn't give you a quest but it triggers a conversation 
to Erfar about the Magic Orb. Note that some of Naya's spells
have the Enhanced Effect rune in them.  The Witch currently
can't make Enhanced Effect runes so if you wish you can
take one of Naya's spells like Fire arrow and have it broken
down.  After removing and selling the rune, you can then
make a spell out of the remaining keystone.

You can buy spells and runes from Estera but I'd hold off
for now, her prices are very expensive and some runes can
be found only by killing enemy Seers.  Also she will only 
sell spells of Fire when it comes to the offensive stuff.
One important thing though, eventually you'll leave Gipath
and Estera's is the only magic shop ever!!!!!!  Take whatever 
opportunity to get the spells you need before you leave the 
land!




Go back to the Village and talk to Erfar about the Magic
Orb, no quest yet but it does trigger the event after you
get the Goblin Sacred Object.  First thing is Erfar's 
mission.  From your starting point go southeast and then 
straighten out east.  You should find some trained goblins 
lurking in the area.  Go kill the goblins and one of them 
will have a Cage key on them.  With the goblins dead, 
you're free to get the First Goblin's head.  Also the 
Goblin Village has 4 Forest Lizards in their stockade, 
so you can free them if you wish.

With the head in his position, Erfar will try to
finangle a deal with the Goblin Chief Gogo.  Gogo had
all the relevant information stolen by Orcs and so
he can't do anything.  You can give the head back to
Gogo and he will reward you with a fantastic treasure.
You will get a Magic Doll that can cast the Weaken
spell on enemies.  This is fantastic and I used it
heavily on any tough cases.  Every fight should make
use of the doll unless you don't want to accidentally
hit a nearby strong foe with the weakness spell.

Now you can go after some new leads, talk to the people
to get some new quests.  Erfar finally gives you the 
Magic Orb quest but you'll need the Island Orc Drawbridge 
mechanism.  Gort mentions how the Drawbridge mechanism 
was lost in the Middle Mountains.

Without the mechanism, there's nothing more to do here but
it might be a good idea to thin out the monster population
here.  There are regular wolves and boars plus the odd
poison toads.  But there are also White Wolves and Black
Boars, these Black Boars do provide useful Thick Leather
though you can hold using these for a long time (the Tiger
Skin items you find are plenty effective enough for now).  
In the swamp, north of the Goblin village, there are weak 
and strong Banshees.  Also there are Willow-o'the-Wisps.  
They come as regular and a more powerful Hot version.  
The deadliest creature is a single Searing Willow-o'the- 
Wisp, it's very agile, quite damage resistant and packs 
a heavy punch.  If you encounter it, either run or have 
Naya keep blasting it with fire arrow while your men act 
as meat shields.  Finally there are more Goblins and some
dangerous Bats kicking about - the Bats are probably the
greatest danger to you after the Searing Willow-o'the-Wisp.
Make sure to fight them individually or you'll get scorched.


 

Plenty of Black Boars lurk in this area as does a few 
Orcs including archers.  Fight or stealth works, so
just keep following the path detailed in the map until
you reach the smashed cart.  Take the Drawbridge mechanism
and leave.  The monsters that are located beyond the cart
are very powerful so best to leave them alone for now.



Time to return and lower the drawbridges, you'll want 
to lower the drawbridges from all areas even though 
it'll take some trudging.  The reason is that there's 
3 Ogres patrolling the southern central island and a 
number of bridges on the islands are broken so access 
is limited.  For the Magic Orb, you'll be cutting through 
an Orc Village and pasting a Trained Orc Seer.  The danger 
of this improved Seer is that he can unleash an onslaught 
of fireballs and fire walls in addition to the spells 
you saw before.  Besides isolating the Seers, if you have 
trouble with them then try to lure the Seer into his own 
firewall and pin him there with melee combat.  Shooting 
him with arrows is a bad idea as that usually provokes 
him into ripping off a flurry of spells at the poor archer.

Go down the path detailed in the map and kill off every 
Orc you see.  Eventually you'll see a pedestal on a hill 
with the Magic Orb on it.  The Seer is guarding the Orb 
and should be alone, so run in there and let him have it.  
With the Seer dead, he'll drop an Extra Effect rune.  
Another rune to sell to Estera.

For the stolen document, this mission is easy just go and 
lower the eastern drawbridge while killing any wildlife 
in your way.  With that done, go to the island indicated 
by the map and open the coffer.  Voila!  The Hide with 
letters is yours.

Time to go to Estera, she'll use the Orb to see a Great 
Magician but then the Orb will break and you'll need a 
record of the Magic Orb's origin so she wants you to go 
back and get it.  Go to the Village and talk to Erfar 
about your recent adventures.  Erfar acts if the Hide 
with letters is useless and now tells you of quest in 
Dead City to record a sack of gold.  If you talk to Babur 
about this, he'll tell the truth of your quest and you 
will have then have the option of aborting the mission.  
Still I'd go through with it because of the nice prize.




This is a very dangerous mission and it'd be tempting to
put it off.  Unfortunately, you won't be getting much more 
powerful for a while.  This mission is going to involve
seeing the enemies before they see you, but they have an
advantage.  The Skeletons detect enemies by life force
and so they can spot enemies behind them plus darkness
doesn't reduce their sight radius.  You might want to get
the Fireworks spell to work as a distraction, but it's 
rather iffy especially with no modifications.

From where you start, you'll encounter a lot of Tigers
and smaller numbers of the regular wildlife.  You may
also find a few Willow-o'the-Wisps.  These guys aren't
a problem.

The real danger are the Skeletons.  Commoner Skeletons
aren't too bad but can still put up a fight.  Recruit
Skeletons are definitely tougher.  Warrior Skeletons will
likely take your whole party to fight.  The worst by
far are the Veteran Warrior Skeletons, these guys are
devastating fighters and will mop up your heroes quicker
than an Ogre onslaught!  Unlike the others who all look
the same, the Veteran Warrior Skeletons are brownish
in colour.  Well at least the Skeletons have some money
and they drop Hard Bone which makes good bow material.

To reach the caravan, you'll have to take the long way
around in order to avoid Veteran Warrior Skeleton patrols.
Fight isolated skeletons of the other kinds to a clear path 
for yourself.  Remember stealth is much less of an option 
due to skeleton magical senses.  Darkness is not your 
friend here, as this reduces your sight only.  If night 
comes, you might want to wait it out.  

The caravan is guarded by some Recruit Skeletons.  There
are 2 coffers and I strongly recommend grabbing the extra
one.  But before you do so, you'll need to prepare yourself.
The moment you open the coffer with the gold in it, Veteran
Warrior Skeletons will come down and block off both routes
out of the caravan area.  

Now for the gold, take out the Recruit Skeletons (if you're
lucky one might wander off on a patrol) but first save the
game.  Where the vengeful Veteran Warrior Skeletons will 
appear is somewhat randomized.  Now grab the gold and grab 
what's in the other coffer.  The prize is an Ancient Helm.  
Not only is it made of iron and fantastic protection for 
your poor noggin, it also generates a constant Eagle Sight 
spell on the wearer!  Now run out as long as you can, the 
Fireworks spell can be pretty useful at baiting the enemy 
here, until you get the message that you have escaped. 
with luck you'll have left before the enemy converge on you.  
In your quest log, it mentions a second coffer full of gold.  
That one is located roughly south of where you started off 
from, you'll also see it in your map as a treasure icon.  
It's in a ruin that's guarded by some Commoner Skeletons 
and a Warrior Skeleton with a few Young White Wolves in 
the area.  Smack these idiots about and you can go
open the coffer to a tune of 500 gold!  When you return 
home, you'll give Erfar a piece of your mind and he'll give 
you 400 gold to placate you.  Whether you do this gold 
retrieval quest or abort it, you'll be told of an impending 
goblin attack and Erfar wants you to go in alliance with the 
Free Hunters and stop the attack.




I'd recommend taking on Erfar's quest first as you can 
receive some really useful items here.  As you make your 
way to the Free Hunter Lieutenant, you see he's broken the 
agreement by coming armed and not alone.  You've been set 
up by these damn Brigands!!!  Now if you fight the Lieutenant 
and the 2 Brigands with him, you'll get crushed by a mob 
of incoming brigands.  So you'll have to destroy his ambushers.  
There are 4 groups of them located in the area and they're 
spread quite far from each other.  So take your time and 
hunt about until your quest log notesthe death of all 4 
groups, killing the Brigands is also worthwhile because 
they have tough leather equipment of a design that's superior 
to what Babur can make.  Since one of the groups is really 
close to the goblin encampment, you might as well kill them 
too.  There's quite a number of goblins but they should pose 
no threat to you.  With all the Brigands and Goblins dead, 
there's just the Lieutenant and his friends.  The Lieutenant 
is carrying a Heavy silicon hammer which is superior to the 
regular hammer type and he's a pretty dangerous fighter.  
So kill his Brigands first, then focus all your might on 
the Lieutenant and then he's dead.  Besides the heavy hammer, 
the Lieutenant also has a letter in Orc writing.

Now for the Orc records, go through the second northern 
drawbridge.  As usual keep killing Orcs until you reach 
the objective island.  Now you'll need to be more careful, 
there are 3 Orcs by the campfire and more Orcs to the south 
of it.  Between them is the Seer who goes back and forth 
strengthening the Orcs.  So lure out the Orcs at the campfire 
one at a time with an arrow or two before running past the 
bridge but leave at least one guy alive so that the Seer 
is still making his patrols.  Now move about so you can 
potshot the Seer where his guards won't notice.  Lure 
the Seer out and then let him have it.  Besides the Orc 
records, he also drops an Extra Energy rune.  Without the 
Seer, the Orcs are easy pickings so time to clear the islands 
of them.

Going back to Estera you find that she can only read a bit 
of the record but she does find out that the Orb came from 
Dead City.  Airy will go out to find out more information.  
Sell the Extra Energy rune to Estera, this is one of the 
most useful runes you can get so far and having a regular 
supply of these will be helpful.

Now go to the Village and talk to Babur about the letter 
you found during the ambush.  He'll tell you to take it 
to Estera.  Talk some more about it to Erfar and Gort.  
When you get the dialogue regarding Airy from Erfar, that's 
the trigger to a new bout of quests.

When you return to Estera, Airy will have returned.  Ask 
them and they will give you a rather convoluted list of 
quests which will eventually take you to the Master of 
Dead City.  You need to go to the Observatory in the Middle 
Mountains for records of the password that lets you into 
the secret passage to Dead City's interior.  But to reach 
that observatory, you'll need to get a Green Crystal from 
Dead City to freeze the lake blocking your way and you'll 
need a Dragon Amulet to lure a dragon out to fight the 
Harpies occupying the Observatory.  Airy knows that a 
Lizard has the Amulet and she knows where to find him.  
By this point you should have a lot of cash so if you can 
afford it, you might want to invest in a Fire wall spell.  
The Fire wall will be of great use in any fight.  With this 
done, ask Estera about the Orc letter you just found.  
From this dialogue, you have two new quests open up - the 
Green crystal and the Dragon amulet.

Estera cannot read it and so she'll need an Orc ABC book 
to decipher the letter.  You can find that item in Sands.  
So yet another quest.  But before you take on Sands, you 
might want to go for the Amulet first.  The Lizard holding 
the Amulet, also has a very strong weapon that you can 
also recover.  It's also only a short trip to go and take 
the amulet, so you might want to tackle this quest first.




Time to go on part of the Witch's major quest.  The first 
phase would be to get the Dragon Amulet.  The Lizard-tamer 
has it and he's guarded by a pair of Adult Poisonous Toads.  
Because the Lizard isn't too far away from where you got 
Island Orc's Drawbridge mechanism, the local wildlife is 
probably a lot thinner and you can probably fight the 
Lizard-tamer and his Toads without interference.  Kill them 
and not only do you get the Amulet but you get a nice Bone 
Spear.  Keep it if you wish, I personally sold it so that 
Babur could duplicate the design.

Bring the Dragon Amulet to Estera and Airy will join in your
conversation.  It turns out that if you proceed now on your
quest for the Observatory, you will get slaughtered by once
pacifist Lizards in that area.  You find out that you'll be 
going to certain death if you go to the Observatory now.  
The Lizards in the way were formerly peaceful but are now 
at war with humans since the Big Shell - a symbol of that 
peace accord was stolen.  However Babur is somehow able to 
go and fetch stone from his quarry and is never attacked by 
the Lizards. The effects of this conversation gets you the
quest regarding the Observatory.

Now return to the Village and talk to Babur.  He'll be 
reluctant to give out his secret, so go talk to Erfar 
who'll mention more details about the Lizards.  Armed with 
this new information, go and confront Babur.  Eventually Zak 
will realize that Babur is the thief of the Big shell and 
now you'll have to retrieve it, triggering a new quest.  
Talk to Gort for more details about Babur's involvement 
with the Lizards.  But right now, it's time to go to Sands.




The region you are in has a number of Adult Orcs of various
Clans.  Unlike regular Orcs, these Clan guys carry 
obsidian - the best material for making stone weapons!!!  
Unfortunately there's also a pair of Trained Seers, some 
Veteran White Wolves and Veteran Orcs.  But these are in 
a somewhat more northerly area and we're going south.

So kill what you can for the obsidian and you'll eventually 
see an Ogre bumming around in his lair.  He isn't going 
anywhere unless you provoke him and his lair is far down 
enough that there's plenty of room to avoid him.  Go over 
to the area indicated in the map and you'll find the Seer 
and his little isolated hut.  Since he's alone, he's easy 
prey.  Kill him and recover the ABC book for Estera.  He 
also drops an Extra Target rune.

Estera will translate the Orc note and find that there's 
a letter waiting on the Islands for some Orcs.  This 
document is a request for assassinating Zak!  A group of 
Orcs is on their way to get the letter, so time to head 
them off.




Back to this place again!  You only have a limited time 
before the messenger escapes but because the wildlife here 
is likely all extinct from your earlier trip, you'll have 
a free run to the Orcs.  The messenger Orc is an Adult Orc 
and he's as dangerous as the Kharu Clan Orcs you just fought 
(unfortunately he doesn't drop obsidian despite his obsidian 
axe).  He's also got back up from a Young Orc and a Female 
Orc (maybe it's 2 Female Orcs, I forget).  Kill the Orcs 
and if the messenger looks to make a run for it, provoke 
him an arrow or spell.  Now grab the letter and return to 
the Village.  It turns out the letter was written by Gort 
and he makes a run for it in the Foothills.  Time to go Gort 
hunting!




Go where the map points to.  Gort is a powerful fighter with
a Silicon battle axe.  He also has some Skilled Brigands with 
him (one is a female archer).  Still with your new obsidian 
weapons and all that experience you've gained, you should be 
able to defeat them all.  And Gort's mighty axe is now yours!!  
Sell it or upgrade it to obsidian, the price is very steep and 
understandably so.  Gort has been replaced by Rivar the Hulk 
and he'll use a magic word to increase your strength by 1 point!
  
You can also recruit Rint the Archer (I personally didn't like 
the guy as I think he's overly specialized and missed out on a 
lot of experience opportunities but he has a short bone bow 
made of shell bone and some decent armour so I took those and 
left him with only a loin cloth to guard his virtue).




If you return to the Village, Erfar is likely to give
you a quest for a Magic Herb to save the village from
illness.  Talking to Babur and you'll find he doesn't
feel ill at all but he'd like to get the Herb and market it.

So go back and kill the wildlife in your way until you reach
the forest where this Herb is.  You'll see a ring of Orcs
scattered about, so time for some wet works.  When you finish
picking them off, grab the Herb and go to the Witch. 

She also says that the Herb is actually rather common and 
confirms that you've been setup.  Go to the Village to make 
your accusations and that's it.  However this talk will set 
in motion, plans to trap the traitor.  Go back to Estera and
talk to her about the Villagers, she'll give you her advice
and now you should return to the Village and talk to Babur
and Erfar to set your trap.  A new quest for you to finally
deal with the backstabber!  I'd recommend delaying your main
quest just a little longer, if you go after the Traitor, you'll
get a very nice weapon out of the deal.

Now time to find the Traitor, go to the spot you mentioned
to Babur and there's only some Adult Poisonous Toads,
so he's innocent.  Get ready for tough fight, when you
approach the spot mentioned to Erfar.  There's a Young
Seer, 2 Female Orcs and an Adult Orc.  I had the Seer killed
with a barrage of arrows and magic before trying to hold 
off the Adult Orc with my most heavily armoured guy.  The
rest of my team then picked off the Female Orcs and we 
finished the last guy.  The  Young Female Orc has a Long
Bone Bow which is a definite sell for Babur.  Once he 
replicates that, having 3 Long Bone Bows is truly a fearsome 
thing and you can make some with Green Dragon Bones later on.
With the ambush broken, you now have evidence of the Traitor!

Time to bust the Traitor.  Everyone but Erfar is happy
but no further rewards here.  Oh well it's good to see that
pig Erfar sweat a little.  




Going back to the main quest, it's time to go to Dead City 
and get the Green Crystal.  Follow the path indicated while
avoiding the Veteran Warrior Skeletons.  Eventually you
see the the opening of your objective and it is blocked off
by a massive Slow Adult Black Troll.  It's far more powerful 
than you can take on so you'll have to lure it out.  Use 
Fireworks if you have it, or else you can shoot some arrows 
at it and back away.  As it follows, run around it and you'll 
eventually get to an area too narrow for it to follow.  
There'll be all manner of skeletons inside so be cautious.  
Your target is the Green Crystal in the north part but when 
you get those, I suggest getting Blue Crystal as well.  The 
Witch will buy the Blue Crystal from you for 400 gold during 
this quest.

Time to head back.  As you probably noticed, the Black Troll
really is slow.  His stride is long enough that he can catch
up to you when you're walking but you can blow by him each
time you run.  So if you run long distances then stop to
recover stamina, you'll be able to run all the way back to
your start point if you had cleared the area of interfering
monsters.




Stupid Babur!  The reason why he's not attacked is that he
stole the Big Shell and left it in Remote Mountain so that the
Lizards won't attack him there.  So you need to steal it back.
There's plenty of Forest Lizards and Black Boars but right
now only the Black Boars are a threat.  So go boar-hunting
until you're clear.  Now make your way to the Big Shell but
remember the moment you take it, the local Lizards will be
at war with you.  However they drop Hard Leather, the best
stuff for your type of armour.  So pick off as many Lizards
as you can but avoid the ones near the altar that you took
the Big Shell from.  There's a Green Dragon in the skies,
near the vicinity and he's allied with the Forest Lizards.
Now you can go home.

Babur will complain that he can't go to his quarry anymore
but there is another route.  Unfortunately it's blocked
by a Cyclops who stole some village pigs and is tending
them there.  The Cyclops hurls boulders at anyone getting
too close to where it keeps the pigs, but if you kill the
pigs then it will leave and Babur will reward you handsomely.

Going back to the Remote Mountains, you should keep an eye
out for a Green Dragon in the sky as you make your way through
the area where you stole the Big Shell.  This route avoids
direct confrontation with the Cyclops.  So keep going north
until you find Babur's quarry.  Now go east and you'll find
the Pigs.  There are 7 of them, so time to let fly with the
arrows.  If you don't kill them all and you hear the Cyclops
returning, then go back and hide somewhere out of his sight
radius.  The Cyclops will investigate but won't go too far
from the pig lair.  When he resumes his patrol, you now have 
a lot of time to finish off the remaining pigs.  When that's 
done the Cyclops will eventually leave, so bum around until 
the quest ends.  Now return to Babur and you get a pair
of Green Dragon Bones (probably stolen from a grave).  These
make fantastic bone weapons as they are as strong as iron 
and are good at containing enchantments.




Time to go to the Observatory.  But first we want to make
peace with the Forest Lizards, especially since they have
a massive Green Dragon with them.  So go to them and you'll
have to fight a few Lizards.  With the way a bit more clear,
sneak in and put the Big Shell on the altar indicated.
The Lizards are now at peace with you.  So time to go to
the Lake.  There are some local wildlife to deal with but
also there is an Ogre in the tunnels so be wary of him.
Get to the lake and go find the Green Dragon that the amulet
is for.  When you get him, he'll only be under control for
a limited time before he flys away.  So quickly go to the
Observatory and let him kill the 3 Young Red Harpies there.
They have some very deadly fire magic that'll mop the floor
with you but are clearly no match for your Dragon friend.  
Each Harpy will drop an Extra Effect rune.

But when you kill the last Harpy don't go for the document 
yet.  Instead go west and look for a village of Mountain 
Lizards.  You'll see a pen but don't open it unless you 
look forward to fighting a horde of Young Black Boars 
and that'll just waste your Dragon's time.  Instead have 
him annihilate the powerful Mountain Lizards and if you're 
lucky you might even encounter a patrolling Ogre that the 
Dragon can paste.  By the time the carnage is over, the 
Dragon will leave so go and sort through the loot and get 
the Observatory record.  

Now when you return to the frozen lake, look on your map 
and you will find a path in the southeast corner of the map.  
You can't proceed far in the region as the doors are held 
fast and there's nothing to activate the altar controlling
them.  However you can find a humble wooden casket and 
inside is Lightning keystone.  Time to put that Lightning 
spell to good use.  The Lightning keystone is extremely 
expensive.  Little else in Gipath compares to it, so if you 
do sell it to Estera, you may not have the money to buy a 
copy back from her.  It's a great spell base though and will 
be an extrememly nice tool for the future, so I personally
recommend selling it.  If you do sell it, then it'll take a 
great effort to buy more copies and will drastically eat into 
your ability to buy decent equipment in the immediate future.  
However, you won't have the opportunity to otherwise get more
lightning spells for a very long time - so sell that keystone.  
Anyways when you get the Lightning keystone, an Earth 
Elemental appears and blocks your way.  By this time 
you should be tough enough to defeat it without too much 
difficulty.  Time to go see Estera and then continue with 
the quest.  Also talk to Airy, you'll find out how she 
survived going to the Observatory and she'll boost your 
Sensory Magic skill for 10 points!
 



At long last you can finally meet the Master of Dead City.
Going through the front would be near suicidal but now you 
have knowledge of the secret entrance.  Go there and you'll
see an Earth Elemental of ridiculous amounts of health.
Because you have the password, he'll let you in freely.
You might bump into some skeletons but most are of the
Commoner type.  Just keep an eye out for tougher guys.
Now go to the hilltop where the Master of Dead City and
you get a cutscene.

It turns out the Master isn't a wizard but an old Dragon!
He is friendly and has a request for you before he helps
you out.  He wants you to go kill all the Armadillos and
the Armadillo Mother in the Cave region.  He gives you
a bottle of poison to do in the young and which will 
reduce the Armadillo Mother to something much less 
tougher.  




This is still going to be tough because of the Evileyes.
I hope you're capable of killing them because if not you'll
need to look into either reducing the difficulty or changing
your troops skills and stats.  Evileyes are fairly damage
resistant and they shoot fire arrows at 3 targets.  Their
health isn't that great but they are fairly damage resistant
and they see all around themselves.  There is also a 
patrolling Earth Elemental.  If you can't take on the 
Evileyes, then see if you can kill the Elemental and 
avoid the Evileyes.

When you get past this danger zone, go to the closest 
fountain and poison it.  This will kill every Armadillo 
in the cave so plenty of free Shell Bones to collect!  
The Armadillo Mother is reduced from a titanic 500 HP 
to a much humbler 70.  She's still very vicious so try 
to go for a backstab first.




The Dragon is happy but unfortunately he doesn't know 
how to help you.  He is however very honourable in his 
own way and he knows of a camp of foreign humans with 
metal equipment!  He had his skeletons attack the camp, 
but to help you he has withdrawn them from the camp.  
Also talk further and he gives you the Ancient Sword!  
This is a great magical weapon, the damage isn't as 
good as you might expect but it provides a fantastic
defense bonus and there is a permanent Weakness spell 
that only affects targets you swing at which works even 
if you miss!  Oh happy day!

Go to the camp clearing out any wildlife in your way.
Of interest are the Banshees near the camp.  Unlike
your typical Banshee, these guys don't carry scythes.
They have magic crystals which project lightning instead.
Anyways the camp turns out to be destroyed but if you
search the corpse you get an Item: Trigger rune and a 
letter.  The Item: Trigger is fantastic as now you can 
build nice magic items (such as a Fire Arrow built into 
a Green Dragon Bone weapon - extra damage that never 
misses).

See the Witch and sell her the Trigger Rune, so she can
replicate it later.  She can't read the letter but knows 
that Erfar can.  Go and get it translated.  Also her 
grand-daughter Airy has left and the Witch had a dream 
about Airy being imprisoned by Goblins that she wants 
verified.

Going to Erfar, he will translate the letter for
you.  This will trigger an event where Estera 
encounters a foreign agent.  So go see Estera and 
talk to her.  She'll introduce you to the diplomat 
and he invites you to check out the Khadaganian camp.




The Goblins are near the area you had setup for Babur.  
Go in and crush the Orcs and Goblins in your way.  There
is also an Ogre in the compound, so watch for him.  When 
you get to the stockade, you'll find Airy's jug and a 
letter in it.  Go back to see the Witch and she reads 
the  letter which leads to a quest in Sands to go 
negotiate with Shei-Var who holds Airy hostage.

Going to the village you find that Erfar has 
escaped.  So now all you can do is go on a quest.
I would recommend meeting the Khadaganians first.  
You can get a pretty nice prize in a few short 
quests linked to this.




You start off with a number of Warrior Skeletons in
the area.  If you don't want to fight, keep an eye out
for them.  They're all guarding that ruin you're in,
so no need to worry once you're past there.  In the
forest though are plenty of Veteran Black Boars, so
expect in a tough fight every so often.

Follow all the way to the camp and suddenly your team
gets jumped by the Khadaganians!  A cut scene happens
and Zak is interrogated by the Expedition Captain.
When the talk ends, you get a look at the camp from
your prison.  There is a blue Lizard and you have
the option of talking to him.  Speak twice to him and
he'll free you (there's also the option to talk to
the Captain but he won't help) if you meet him at his
home in Sands.  Zak agrees and is released while getting
an Ancient Claw to get him there safely.  Make your way 
back and go to Sands.




Go to the Hermit Lizard's home in the Northwest.  
The entrance is blocked by a lightning trap but the 
controlling stone is nearby and it can be stopped by 
puting the Ancient Claw into the stone.  Now you can 
go and talk to the Hermit Lizard.

The Lizard says that Orcs are stealing his water by
damming up the river.  He wants you to redirect the
water, he already has half the work done.  All you
need is to use a lever he gives you to turn the dam's 
gear and then go drop a prepared boulder into the 
water.  He also mentions that you can pick up a 
treasure from the Lake Lizards to the south.  Note
that the Hermit Lizard thinks that last bit is an 
attempt at a joke.

From earlier ventures, here you should only encounter
a few Orcs, a Seer and a Veteran White Wolf.  Go over 
and restore the Lizard's water, when that's done go 
to the islands mentioned by the Lizard.  The area has 
some Lake Lizards who are hostile to you.  They don't 
have many members here but each is very strong.  Still
beat them all and you can get a pair of Green Dragon
Bones that the Lizards were guarding.  Also these
Lizards are just loaded with money and have the 
standard Hard Leather drop.

Head back to the Hermit Lizard and he will tell you
about the Old Wizard and how to reach him, as well
as the Golem guarding that area.  As a gift, he also 
gives you the Green Dragon Horn which can generate 
Acid Clouds (like a large area Fire Wall).  Very nice!

If you are playing on Easy and have a ton of money
(say 40 000 gold), you might want to do a part of
the quest to find the Great Magician before you get
Airy.  This can get you the Ultra Effect rune which
you can then sell to Estera for duplication.  Frankly
I would sell it - the Ultra Effect rune can be pretty
inefficient in terms of stamina cost so you won't be
able to use it well right now and you get alot of money
for selling it.  Finally you'll get some more of them 
for free in the future.

Now to fetch Airy.  Go to the area indicated regarding
the Orc who has the Drawbridge mechanism.  He's fairly
well guarded, so you'll need to backstab him.  With
the way clearer, you can go through the drawbridge
and reach Shei-Var.  Beware of fighting Orcs of the 
Sheivar clan, each one of them is a Veteran type and
much stronger than the average Orc.  As well they tend
to cluster in large groups so if you do fight them, do
what you can to isolate an Orc and then pick them off.

Shei-Var has no beef with you and he's very reasonable
for an Orc.  He wants Airy so that she can be sent
to a "Demon" in order to spare his people.  Zak offers
to kill this Demon but Sheivar wants to see if you
have the skill.  Shei-Var makes the magician Eila the
Sandwoman available for recruitment and he gets the
Orcs of Sheivar clan to make peace with you.  So the
Orcs of Sheivar will not attack you anymore.  Eila is
a powerful sorceress and she has modified Strengthen,
Fireball, and Fire arrow spells, as well as some skill
in Magic of Fire.  Still I personally stuck with Naya,
and just stripped Eila of her belongings before 
stranding her back in Sands.

Shei-Var mentions that there 3 Ogres and these must be 
dealt with and their money stolen.  The money is all 
located in the eldest brother, Utundry's casket.  
However the way to unlock the casket is through the 
younger brothers' keys and so you must kill them all.  
The first Ogre to take out is Byr who is north of the 
Sheivar settlement.  Watch out as Byr is guarded more 
heavily than the others and Byr even has 2 Seers 
helping him out.  Killing Byr will get you the key 
to Gym.  Gym is the one with the key to Utundry's 
gold and he's west of Sheivar, in a narrow lair.  
Gym is a bit stronger than Byr, but still not a
full adult, so it shouldn't be too bad to kill him.
Once Gym is dead, it's time to kill Utundry who's 
a full grown Ogre.  Go over and backstab him, then 
hammer him down if he survived that.  With this done 
you get 1000 gold from the coffer and you can go 
back to Shei-Var.  Despite what Shei-Var said you get
to keep the gold you found off Utundry.  Now  Shei-Var 
feels you can kill the Demon.

The Demon is located south from Shei-Var.  He's inside
a spiral rock formation and the area is crawling with
Adult Bats.  Going further in, you find out that the
Demon is nothing more than a somewhat weaker Khadaganian 
warrior with a heavy spiked mace.  This guy is very 
formidable as a fighter but you should still be able 
to kill him.  I wished the Demon would drop a piece of 
equipment when he died.  Too bad, but the Demon does 
drop a large sum of money.  Go back to Shei-Var and tell 
him the deed is done.  Shei-Var accepts and has Airy sent 
back to the Witch.  

Go back to the Witch's Cave and you will see Estera 
give Ari a stern lecture.  To thank you, Estera 
gives you a Rune of Extra Duration.  She will also
tell you more about the Golem, the Hermit Lizard
mentioned.  Before you go, make sure to buy a fireworks
spell if you haven't already done so before, upgrade it
extensively and give it to Zak!!!  In fact, you might 
want to buy 2 of these upgraded fireworks spells - as you 
will encounter friendly magicians who will join you in 
the future.  So now it's off to see the Wizard.




The Remote Mountains should be a lot more barren after
your team went through it in the past.  Your first
task is to go Northwest to find the entrance of the
objective.  As you go further you'll encounter Veteran
White Wolves and Baby Armadillos, smash through these
and you'll find that you can't enter the entrance as
it's been sealed.  To break the seal you must activate
the lever which is somewhere far to the east as shown
on the map.  I also would strongly recommend following
the Hermit Lizard's advice.  If you go directly to the
Great Magician, the hostile Lizards there are no problem.
The big trouble comes from a massive Blue Dragon in the
area and because the area you enter from is so narrow,
you're bound to attract the Dragon's attention.  Still
you can lure out a couple of Lizards from a safe spot
and kill them for Hard leather and money.

Unfortunately, you'll have to fight some Willow-o'the- 
Wisps and Veteran Poisonous Toads, along the way.  
As well you'll have to sneak past the Khadaganian camp,
you might be able to defeat one of them but they're
so closely clustered together that a fight with one
will end up having more join in.  The Leader is the
one to especially watch for, by your current standards 
he's an absolute juggernaut in melee with his battle axe.  
Besides their fantastic amounts of health, these warriors 
are brutal in hitting power for Khadaganian equipment is 
of the finest craftsmanship and these are made of 
mithrill - one of the best metals in the game!!  So try 
to avoid them for now and just go to the opening of the 
narrow passage.  If you must fight them, well their metal 
armour does conduct lightning very nicely.  So lay them 
out with some lightning and any other effective spell, 
front-line fighters will mostly be trying to hold off 
enemies from attacking your mage.

Now before you continue, I have to say that on your
map is the symbol of treasure just south of where you
are.  It is a Firewall keystone and heavily guarded
by Young Red Harpies.  Unlike the Harpies you fought
at the Observatory, they don't drop runes if you kill
them.  Still you can take their heads for a large
sum of gold and they drop quite a tidy sum of money as 
well.  Grabbing the Firewall keystone is actually a
quest and so will you get the quest experience as well.

As for your actual current quest, you'll find lots of 
Adult Bats to test your patience and many of these are 
located in areas that you can't walk to, so you'll need 
a lot of bow work here!  There's also Veteran Tigers 
as well so be prepared for some melee.  Keep pressing 
north until you see a chasm and then follow it, like 
your quest log says.  Eventually you'll reach your 
objective.  Too bad there's a Young Green Troll there.  
Best to sneak the past the blithering idiot and have 
someone reach that lever mechanism and turn it on.  
This not only lifts the door on that earlier entrance 
but it also activated the teleportation grids in the 
region.  Go into the teleport grid and transport 
yourself to where the entrance has opened. 




Your first thing is to grab the key to the Altar
Room for controlling a Golem.  You can fight
the Earth Elementals and even the far mightier
Lava Elementals (they're not immune to fire) but
the Golems are more than 5 times stronger than
the devastating Lava Elementals!!!  Just send Zak
out as the fewer people the better and have him
go to the path indicated to the key room.  The
map indicates where the Golems are as well and
you'll see that the key room has a golem guarding
it.  Before this you'll have to sneak past 2 Lava
Elementals and 2 Earth Elementals.  

Once you snuck past the Elementals, use the Fireworks
spell to lure the Golem away from the entrance and
grab the key.  When leaving the room do likewise.
Return to where you started from and open the 
chamber to the right.  This is the Altar Room and 
so place the key as indicated.  The Altar controls
only 1 Golem but it's the Golem who has is by 3
Lava Elementals and a corpse.  The Golem will 
utterly pummel the Elementals and so go across 
to the area of the battle.  The Golem is now 
inactive and you can help yourself to everything
here.  The Corpse has an Ultra Effect rune!!!  
Backtrack and sell it to Estera.  There'll be
more in the future for free, so don't worry about
it.

Now go back and cross your way past the circular 
pass at the Northwest corner of the map.  Keep 
going, killing anything in your path until you 
reach past the rockslide and go to the room with 
many Golems.  The Golems are made of diamond, so
they are essentially indestructible.

When you're there, stay still.  The Golems are 
active and will kill anyone setting them off.  
There are also 2 coffers.  One at the southwestern
corner of the room, which holds 1500 gold and the
other at the northeast corner which has 1000.  Use
the Field of Vision spell to see where the Golems
are facing and then move through their blindspots.
Grab the money and then escape from the room into
the last stage of the tunnel.  One thing is that
you should make one final use of your camp feature
and transfer items and spells over from your party 
as your friends will not accompany you for your 
next trek.

Anyways when you leave the Golems and that path,
you're on the next mission which is to find this
Great Magician.  The Great Magician's chamber is
nearby and there's no monsters here, so you get
a lot of experience just for taking a light stroll!

When you're in you get a cut-scene and will be
given a mission from the Tka Rik the Great Magician.
Tka Rik will send you to the land of Ingos in the
Canian Empire to find a girl that belonged to his 
people, the Joon.  Unfortunately, your friends 
cannot come with you and so you must tell them 
good-bye.  This is the reason why you should
remove their equipment and spells after you escape 
the Golems.  Also you might want to stock some hard
or tough leather on hand for a new set of armor, and
maybe all the various fire spells.


2) Ingos

You are teleported to the middle of nowhere in
this icy tundra.  Throughout the land are Snow Tigers
to watch for, killing one individually isn't too hard
and they drop a really good fur.  Now first go south 
and you'll see a large village of Woodcutters.  These 
guys are good fighters as are all armed Ingos people,
but do drop significant gold so fighting is a viable 
option here if the odds aren't too bad against you.  
Whatever you do, avoid fight the Woodsfolk as they 
have powerful Unicorns who have devastating lightning 
attacks.  Still if you could fight the Woodsfolk
in a safe ambush, it can be really rewarding as they
drop steel and steel is the best stuff you can get
her in Ingos!

Now on your map you'll see to that there is a treasure
symbol.  That is a treasure for the Ultra Duration Rune
Getting it means fighting some more Snow Tigers but
it is entirely a good gambit (just be careful of a
Blue Troll when you head to the city again).  If you do
meet the Blue Troll and are capable of beating him, 
there is no better hide material in Ingos than Blue 
Troll.  After that cross the closest bridge and you'll 
see a tiny village that does not show up on the map.  

As for the village, the villagers here are also hostile, 
so sneak through or start fighting.  Do this and you 
can force your way through until you fight clear to 
the eastern city gates.  

Now before you go into the city, look on your map for 
the site where you see a green head of a Woodsfolk.  If 
you go there you can encounter a knight named Brissen.  
Talk to him and while he will not join right away, he 
will be willing to join when he's free up.  Going to
this area now is purely optional but eventually you
will have to come to the area in a future quest.

With that done, you can expect a cut scene with the
City Guard but at least they're not hostile.  With
that done talk around with everyone, Svern the Trapper
is a friendly man with the most info while you can
almost certainly feel the tension with Diera, Valrasian 
and Tilvar.  You can recruit the archer Mairana and the 
mage Rinas (though he won't join you until you finish 
your quest first).  

Now through Karansul, you can finally get your hands 
on metal equipment and troll hide armour!!  The items 
sold can often come with magic placed in them, but these are 
extremely expensive, many items sold by Karansul can go for 
tens of thousands of gold.  Still it'd be nice to get some 
armour that has a Heal spell in it.  Keep in mind too, that 
your Green Dragon Bones are as good as iron, but the items 
used to house them have only a low threshold for complex 
spells.  One last thing to remember is that Karansul has 
blueprints for some nice leather armour, but he doesn't have 
any material for them nor does he sell pre-made leather armour.  
So you'll have to provide your own supply of leather!  If 
you are willing to risk it, you can avoid buying top-line 
armour as you can soon find even better.  

Karansul also sells spells, but you will need to activate 
the switch between magic/equipment shop.  The spells sold 
are better than the basic selection found in Gipath, but it 
will cost you a lot of money!  As well Karansul doesn't have 
any fire-based spells and so you have to sell him whatever 
fire spells you have if you want him to manufacture duplicates. 
On the other hand, there are plenty of spells based on 
lightning.  These are fantastic for battling enemies wearing 
metal armour and that's most of the humans in this and later 
areas.  

The girl you are looking for, the Princess - well she's
been kidnapped it seems and a snoop was on her trail
before he got killed.  So it's your turn to look for
his body.  Hmm, looks like it's going to be another
long stretch before we find her.




So that's the name of the area you were teleported to,
anyways you'll need to head east to the Woodcutter's
village.  There'll be more Snow Tigers.  The biggest
threat will be from the villagers themselves, but
with Mairana's help you should be able to fight them
off and it's not too hard to sneak by them as well.
There is a Snow Tiger trapped in a pit by the open fire.
You can kill it without fear of attack with your bows.
After that continue on to the Snoop's corpse.  The 
corpse is watched over by an unarmed Commoner woman, 
so you better assassinate her before she gives the 
alarm.

The Snoop has been killed with a poison dart, so it's
time to ask questions back at the City of Ingos.  
Asking Tilvar will enable you to make friendly with
Valrasian and when you talk to Valrasian, you will
discover that his collection of exotic weapons has been
stolen.  Staying with the Snoop case, talk to Sver
and he will give you a quest to rescue the Keeper of 
the Sacred Flower belonging to the Woodfolk Green Clan,
as well he has more info on them later.  If you talk 
to Karansul about the theft, he will let slip a name 
that will lead to a later quest.  In the meantime, 
go back to Sver and ask him about Karansul.  Sver has 
a way to squeeze Karansul but he needs a favour from 
you first.  He needs you to go to Karansul's domain 
to contact a trader as Sver is marked by Karansul.

By this time Rinas will be able to travel with you.
The man is a fantastic magician and an expert with
every form of magic.  He has Haste, Clairvoyance,
and Lightning, these will definitely come in handy.   

I'd recommend doing the Sver's fur exchange first as
that quest is a lot easier than his quest to rescue
the Green clan Keeper.




For contacting the trader, go to the area indicated
by the map.  You will fight a number of Armed 
Commoners.  But with that done, you're free to
leave the furs that Sver gave you.  For contacting
the trader, Sver will give you a lot of info and
1200 gold.  He gives you a quest to find Karansul's
account in order to blackmail the corrupt Karansul.  
Sver also sets you up to meet Trickster.  Trickster 
can be found in the southeast section of the city 
and he will add 10 points to your Use/Steal skill.  
If you're up to it, you might wish to go do Sver's 
quest of rescuing the Keeper now.




So to make friends with the Green clan Woodsfolk, you 
need to rescue their Keeper from the White clan Woodsfolk.
Because you encounter hostile Unicorns, you might want
to have a strong Protection from Lighting spell in your
party.  Go west from the city and fight or evade the 
hostile villagers in your way.  It shouldn't be too hard 
as many of them are unarmed and will prefer to flee from
you.  Once you're past the village, head north to
the White Woodsfolk territory.  Now with 3 members, 
you should be more than a match for the Woodsfolk even
the dreaded Trained Black Woodsfolk.  If you have 
2 Green Dragon long bone bows from before, they and 
Mairana's Bronze short bow will be enough to take down 
individual Woodsfolk in your way.  Some funky magic and 
strong armour that's been enchanted with healing spells 
should enable you to be a match for the odd Unicorn, 
though try to open things up with a backstab to the 
head first.  There's also a Black Clan trained Seer, as
well so expect a couple of nasty lightning bolts from 
him.  When you fight your way through you can see the
prison where the Keeper is.  The opening is on the south
but it's trapped and will blast you with devastating 
lightning.  The way to nullify the trap is to look for 
the Green leaf to put on the mushroom stump on
the northern wall of the prison.

So go west and you'll see another prison but much smaller.
You can free the inhabitants here without any special
procedures.  The White Clan Seer carrying the Green leaf 
is just a bit west of this second prison, so go kill him 
- being wary of his lightning and use the leaf to disarm 
the prison trap.  Meet the Keeper and he'll give you the 
Sacred flower.  Now you have a new but easy quest.  Simply 
take the flower to meet Green Clan, who are directly south 
of the City.  Do that and the Green clan chief Grey Leaf 
will have a new task - rescue the elder from Karansul's 
domain.




As for rescuing Habbura, the guard camp is just north 
of the trader.  Go in and ambush the Guards that wander 
the area, eventually you will face the Commander who is 
wearing full heavy armour and carrying an Iron Axe.  
Kill him and the Axe is yours.  He'll also drop the key 
to the stockade and you can now free the Elder.  But 
first make sure to clear the area of hostiles as the 
Elder is badly weakened by his ordeal and he could end 
up getting killed by incoming Guards.  When you do 
finish the rescue, go back to the Green Clan residence
and talk to Grey Leaf.  Grey Leaf now gives a quest to 
kill the kidnapper of the Elder.  He also tells you that 
the arrow doesn't belong to any clan.  You will now 
be able to learn that the Green Clan will be moving to 
another residence in the east, in Karansul's Domain.  
However, don't go there yet.  If you do, this can trigger 
a bug that utterly kills your game!  Finally, Brissen will 
now be recruitable (this usually happens, if not then do
the spy-killing mission first and then come back to
recruit him)!




When you decide to kill the spy, go east to the armed
encampment.  There are plenty of soldiers plus some dogs,
but killing the Sentry Guards can net you the excellent 
Canian heavy army armour pieces.  When you find the Spy, 
you'll see he's a potent archer.  However after all you've 
been through, this should be a cakewalk for you.  Kill him 
to get the Spy badge and and Long iron bow from Spy.  
Return to the Green Clan and give the Spy badge to Grey 
Leaf, you'll receive a keystone "Celestial Lightning" as 
a reward.  

Note that a bit to the northeast of your starting point
is the hideout of the Black Clan.  They are much mightier
warriors than the other clans and they have alot more 
Magicians.  However they have no Unicorns to protect them.
So go and in kill for dropped steel and money.  Eventually
you can find a chest with the Ultra Effect rune.  Note
that despite the quest description, Green Leaf is not 
particularly happy about this and so he does not reward
you any further.




When you're up to it, nows a good time to grab Karansul's
account.  Go east just above the camp where you rescued
the Elder.  Keep going and you'll see a small mining camp
to the north on your map.  If you go there you'll find
an isolated mine, that you can raid as a quest.  Robbing
the place will net you some nice experience, as well there's
a chest with 10 Steel inside of it.  So if you haven't been
killing many Woodsfolk, here's an opportunity to get more
steel.  Also nearby is the abode of the Old brigand, you
encounter an armed commoner and he has trained dogs all over
his area.  Kill them all and look for the chest near his
cabin.  Inside is a nice Ultra Effect rune.

Now you can take the long way around to the mining site,
just go south of the lone mine you found.  Once you get
past the bridge, you'll encounter hostile dogs.  Wipe them
out and continue following the path.  You'll mostly 
encounter unarmed workers, but there are the odd mercenaries
kicking about.  Further up the mercenary count goes up, but
this can be real profitable for you.

By killing them en masse, these mercenaries will net 
you some pieces of Canian army armour including a new
type of light armor.  When you find what looks like a 
giant windmill, go and use it to break it down.  This will 
alert nearby forces to investigate and so you'll have more 
room to look for the Foreman.  When you find the Foreman, 
you'll see he's a wimp.  The guy does have a pretty mighty 
bodyguard with him.  Still just go in and kill the two.  
You'll get an Iron spear from the bodyguard while the Foreman 
nets you an Iron mace.  The Foreman is also carrying the 
notes you need.  With that done, go out west of where you 
have likely killed the Foreman.  On your map, there's a 
treasure chest at the head of a nearby river.  Go there 
and you'll find a very useful Ultra Energy rune.  Now go 
back and head out west further.

From there you'll find an open gate that has guards around 
it.  Still you should be able to take them and in the process,
you'll win some nice armor from the mercenaries.  Time to
go back to the city and talk to Karansul.  He'll get the
picture and tell you about the robbery at the Governor's
house.  It was the fault of Baldie Flein and Karansul tells
you to find him in the Abandoned Mine area.




You can also take this opportunity to deal with Baldie
Flein.  Just go northwest of the area where you killed
the Spy.  There'll be plenty of tough brigands and Snow
Tigers to fight.  There's even a stockade full of Snow
Tigers, if you wish to pick a fight for more experience.
The two characters to watch for is the Fence and the Killer.
The Killer is a vicious axe-murderer and is the toughest
nut amongst these thieves, while the Fence is a coward with
decent health for such a wimp.  The Fence's point of interest
isn't his non-existent fighting prowess, rather he's carrying
a fortune on himself.  Kill what you can and go north to
grab the box with the collection.  Now return to the city
and talk to Karansul.  There'll be a cut-scene with Flein
the Baldie there, it turns out he was the man who had the
Snoop killed.  It was his idea to use a Woodsfolk arrow
from the governor's collection to throw off any suspicion.
The person who ordered him to do it, was a guy in grey.
Baldie believes that the Green Woodsfolk saw the grey man.
So now we can safely go on the quest to find the Green 
Woodsfolk's new residence.




If you go east of the Green Clan residence, you'll find
a gate that you can open.  It leads to a dangerous area
with Snow Tigers, Snow Elementals and Blue Trolls.  Pick
your fights carefully even if you are able to handle them.
Continue until you reach the end point.  You'll now be
going to the labyrinth in Karansul's Domain which leads 
to the new residence.




Now you are in a labyrinth, with plenty of Snow Tigers
and Blue Trolls.  The worst of the lot is an Old Blue Troll,
so keep an eye out for it.  Keep heading south until you
find what looks like a tree stump with some mushrooms around.
Activate it, otherwise the altar further up will zap you with
lightning.  With the altar de-activated, you can now go to
the new residence.  If you go north of the altar into a narrow
pass, you'll meet an Adult Blue Troll.  Kill it and then help
yourself to the chest.  There you can get an Ultra Targets 
rune.  Talk to Grey Leaf here, and you find out that the man 
in grey was actually a woman with white hair.  In fact, it's 
magician Diera!  Go back to the city and talk to Diera.  
You'll trick her into divulging her hideout location.  Now 
you have a new quest, to kill Diera!




Go pass the military camp where you earlier killed the Spy.
You'll meet Diera.  Diera has very powerful lightning spells 
which can strike all 3 members of your team at once and she has 
a pair of bodyguards.  However she often moves too far behind 
the pair for them to catch up to her in an ambush, and armour 
with healing enchantment can help immensely against her.  Just 
go and beat the crap out of her.  You'll get an Ultra Effect 
rune for your troubles.

Head back to the city to talk to Tilvar about the Abandoned
mines.  He'll tell you the reason they are abandoned.  Deadly
beings known as Wormheads or Lords of the Dungeons haunt the 
place.  To get the mines open again, you'll need to convince 
Valrasian to give you the keys.  Hmm, Tilvar seems to be a 
pretty nice guy here for once.  Now talk to Karansul, Karansul 
suggests you fetch a gold nugget from an abandoned pit and use 
that to bribe Valrasian.  He gives you the Gate key to open 
the path to the pit.

Go back to the Abandoned mines and head northeast of the 
military camp.  There you'll see the gates, so use your key 
and enter.  There'll be plenty of Snow Tigers, Snow Elementals 
and Blue Trolls for you to fight.  Crush all in your way and 
fetch the nugget from where it's located on your map.  Note
that even though one of the objectives says to find the body
of the dead miner, when you enter a narrow passage full of
Snow Tigers it'll say you found the body and it tells you
to take what he was holding - well no body appears at all!!!
Lovely little bug there.

Return to the city and talk to Valrasian.  He is much taken 
with your nugget, so he'll give you the keys.  It's time to 
head back.  We're in the final stretch of the Ingos missions.
The trek into the Forbidden Catacombs will be very dangerous.
So you might wish to invest in strong Protection from Lightning
spells and upgrade your Protection from Fire, if you hadn't
done so before.

Going to the mines' outer quarter, you'll encounter a Blue 
Troll and assorted Snow Tigers.  Smash through and you'll
encounter brigands, including a bunch of Veteran Brigands
who are loaded with money.  Slaughter these and take your pick
of the 3 tunnel entrances.  The further west you go the
quicker, you'll reach the "believed" location of the Princess.
Of course, you'll encounter more monsters along the way.




Anyways, inside there'll be plenty of powerful brigands, 
including the Brigand leader.  He's found in a lair that
has 2 chests with 10000 and 15000 gold!  He's a mean bastard,
who has strong armor and a steel axe - so he hits hard and
can take it too!  Lightning is your friend and Brissen can
hold him at bay with his sword skills.  The bum only drops
the North lever and money, so no new weapons or armor this 
time.

You'll need to go east, along the way you'll encounter 
more Giant Rats, deadly Fox-bats shooting lightning, and 
devastating Red Evileyes who shoot powerful fireballs. 
All you can do is be careful and look for a turn-stile to 
use the key on.  If you have to fight the Fox-bats, try 
to isolate them with fireworks spells.  Against the Red 
Evileyes - haVe some distance between your wizard and 
fighters, this will keep the Evileyes from targeting your 
wizard.

Keep going and look for a nest of 3 Stony Harpies.  They
can blast you with devastating Celestial Lightning spells.
Still you should win through.  When you do, go north of the
nest and follow the path until you reach the next turn-stile.
You don't need a key to activate this.  So use it and go 
through the door that opened.  Head on south and eventually
you'll find a southern turn-stile, use that and you can 
go through a previously locked door surrounded by water 
and high on a ledge.  This has an Ultra Effect rune.

You will now encounter Wormheads, who blast you with Lightning
and Celestial lightning.  They also use Haste on themselves.  
However, they are really unhealthy and will go down quick.  
Continuing forward, you will find the lair of the Wormheads.  
None of these guys are a big threat and so you can mop the 
floor with them.  Likewise roughly in the same area are Stony 
Harpies.  They also tend to use Celestial lightning to blast you
as well as the odd Lightning, these Stony Harpies stay together 
in one room so you can avoid them if you wish.  The most powerful 
creature in the catacombs is the Old Stony Harpy, you must get 
past her to reach the Princess and you can sneak by, but killing 
her can net you well over 100000 gold!  Okay, if you use the 
switch to the northeast, you can get the ol' chest near the 
Brigand's lair.  This has 3 medium Healing vials for you!  With 
the way clear, go and strip your team of all their equipment and 
spells.  Trust me, you'll want to have the extra equipment!!!  
You might also want to return to the city to get your equipment 
repaired... it'll be a while before you can get repairs and you'll 
be fighting enemies that can really tear it up on your equipment.

Find the Princess and talk to her.  Her real name is Lu-a-Jalla,
and she tells you of her seperation from her true love At-Zarko.
She also tells you of her kidnapping by Diera and the Joon
treaty with the Wormheads that allowed her to escape the 
Brigands.  Take her back to Gipath and Tka Rik will have you 
go to Suslanger.  You might want to have some Hard leather 
remaining and bring over some fire and lightning spells, before
you set out.

Remember the Khadaganians from before?  Well unfortunately, 
you'll be facing hordes of them with even more elite troops 
amongst the bunch.  So be prepared for gruelling battles!  Also 
this is the last third of the game, so be willing to fork out 
money for the best equipment money can buy - as you will not 
need any more cash when this area is done.  Top class
Khadaganian enchanted items are a must in Suslanger, if you
don't want your weapons blunting themselves on the enemy or
watching your foes cut your armour to shreds.


3) Suslanger

The moment you arrive, you are captured and stripped of all your
equipment.  You wake up and see a pair of bald thugs Aiset-Bek 
and Kardaur talking about the new "slave" and a little game they
wish to play with you.  You are now the target for the military 
to train on.  Also beware of giant spiders sent for hunting 
fugitives.  You have only a Bronze sabre and a pair of cheap 
pants.  Damn, not a good way to start!  Oh well time for the 
most dangerous game.




This area is one big military training ground, so it's crawling
with young rookie soldiers - archers with powerful crossbows, 
warriors carrying sabres and magicians with lightning spells.  
While the archers are easy to take down with their slow reload time, 
the warriors can be dangerous if you are a poor swordsman and the
magicians will quickly whittle you to nothing with their lightning.

To help you are 3 magic obelisks or fountains, the first is nearby 
and will cast a long Strengthen spell.  Between the soldiers and 
Haunt Spiders, you'll be in serious danger.  Avoid a head-on fight 
and sneak past or backstab your foes.  There's also 2 chests 
that have 50000 gold in them.  The next fountain will have a 
lot of Haunt Spiders, this fountain will cast Night vision.  Also 
near this fountain, on the map there'll be a small niche with a 
big red mark, right now this area is empty but it'll be of 
importance soon.  Finally the last fountain will cast Healing.  

If you continue along much further, you'll be in a tight area with 
a pair of magicians, to avoid them - go back to the 2nd bridge 
linking to the Healing fountain and cross through the other side
before crossing back with the northernmost bridge.  Don't go to 
the cave section to the northwest, it's guarded by a mighty 
Imperial Guardsman.  Instead go to the northeast and immediately 
enter in the military compound.  Trying to explore the area around 
it, would not be good.  There's a lot of strong Guards all over
the place so you'd be committing suicide.  So go to the designated  
area and it's back to the prison for you.

A girl called the Odalisque appears in front of your cell.  Talk 
to her and she will offer to help you escape.  You now have full 
control of her.  The Odalisque has virtually no fighting ability 
and low health, but she's a fantastic sorceress in the Sensory 
category.  Amongst her spells are invisibility and silence.  So 
cast these two spells on her and explore the area a bit.  While 
regular guards can't see her while she's invisible, the wandering 
warrior-magicians can, so be careful. Now head east and look for 
Kardaur, when you find him - go and steal from him.  You'll get 
the key, so return to Zak and free him.

Now it's Zak's turn, he'll now be fully equipped.  Have him use 
sneak about and evade the guards until he can exit the prison gate.  
If you are good at backstabbing, try to kill as many guards as you
can (if you can do it, then a complete massacre is easily the best
option).  Now head north and you'll see that Kardaur is guarding the 
compound gate.  Kardaur is a tough nut to crack especially with his 
adamantite armour.  Since you must kill him, you should wait until 
his back is turned and then stab him in the head as he has no helmet.  
When he's dead, take his key and activate the lever next to him.  
The lever frees all the animals in the compound.  If you don't use 
the lever, in a fairly short time, all the surviving guards will 
get your scent and run after you - since they never lose stamina, 
they'll quickly catch up.  Now use the key to open the gate and leave.  
You're back in the place you first started from, but now you're 
well-equipped.  The Haunt Spiders are back, but the young punks 
chasing you before have been replaced with Black Banshees who have 
powerful lightning spells.  So make the run as you did before, taking 
into account your newly re-armed status.  

Remember the empty niche that was marked on your map, there'll 
be a small camp of 3 young Warriors and their Archery Instructor.  
Kill these guys for an impromptu quest and you will get a very lovely 
Mithrill heavy crossbow from the Archery Instructor's cold dead hands.  
Make sure you do kill them as there is no returning here after you 
leave the Wormheads's Cave.  Continue on but instead of going northeast, 
this time head to the northwest.  The Imperial Guardsman has been 
replaced with a far less powerful, special Young Warrior, though he's 
still quite tough - his armour is of a cheaper design but it's made of 
adamantite.  You likely won't be able to backstab him, so try to give 
him a taste of lightning in your weapons.




There are some old friends here, in the form of Lava Elementals
and Giant Rats.  Unfortunately the Giant Rats here are viciously
big and can really wear down your already damaged leg armour.

Hopefully you remember the Protection spells from earlier lands.
The Black Wormheads are dangerous in large numbers as they're
significantly tougher than the ones you fought in Ingos and use
more devastating Lightning and Celestial lightning.  Add some 
Green Evileyes and it gets pretty ugly without some Protection.  
The worst though would have to be the Grey Harpies.  Indeed, 
the meanest creature I found there was a solo Veteran Grey Harpy
who is actually invulnerable!  What makes them so dangerous is 
their heavy use of souped-up acid spells including Acid Cloud.  
Still whenever you get the chance to isolate and backstab - go 
for it, especially against the Black Wormheads who drop Meteorite,
the strongest metal in the game!!!  Your new Heavy crossbow will be 
pretty useful here, especially if you're a good enough marksman 
that you can pull off head shots on a regular basis - possibly 
killing some creatures in a single shot. 

East of your starting point is a drawbridge.  This unfortunately
has been raised.  You'll need to find the lever controlling it
to your south.  The lever area is guarded by some Lava Elementals
but by now you should be able to pick them off without help.
Activate and cross the bridge.

Now to get to the exit, you'll need to find the next drawbridge.
It is also raised, so you need to find the switch on a tiny island 
to the southeast corner of the Wormhead's temple.  The temple is 
guarded by a mighty Veteran Grey Harpy, so avoid her as she does 
her patrol and then crawl down to the island.  Kill the Lava 
Elemental and turn on the switch.  Leave through the temple and
go to the now lowered drawbridge.  Cross it and you're home-free.
However try to destroy as much as you can, once you leave you
can't return!

You have found your way to Last Sanctuary and get to meet a 
resistance movement, who will help you once you prove your 
worth to them.  There are a number of mighty companions 
available but they won't join you yet until this quest is 
complete.  You must recover the Emperor's seal from a Cyclops 
lair.




Head northwards from your starting point.  There'll be plenty
of Hyenas which should be easy for you to take down.  Too bad
there's also Veteran Black Banshees who are vicious in melee,
Old Spiders and even a Veteran Sand Ogre in the immediate area.
Note that Sand Ogres carry rare and valuable meteorite, if you
manage to bring one down!  Avoid these unless you're confident 
you can take them and your equipment is in good shape.  

As you go further north, you'll eventually see Green Evileyes.
Kill any in your path, as you'll need a clear way back from
the Cyclops.  When you kill enough, continue north and you'll
see the Cyclops.  There's no way to sneak past him, but for
now leave him be.  Instead go to the narrow passage to his
northeast.  There are two Green Evileyes there and they'll
join forces with the Cyclops if you steal the treasure now.
Kill the two Evileyes, and you'll have a lot less problems.

One way to lure them out is to use Clairvoyance to detect the 
Evileyes and shoot at them from long-range before running away.  
They'll follow, but the Cyclops can't.  Ambush the Evileyes
with vicious melee attacks, as you spring from an angle where 
the wall cuts off their fireball attack until it's too late. 
When they're dead, remember to turn off attack mode and
run to the chest where the seal is.  Grab the contents and
run away.  The Cyclops will nail you with a few stones, but
he's too large to leave his lair.  So you'll be safe soon.
Heal up any hurts in case you bump into some more enemies,
and then go back to the Last Sanctuary.  If you have a Black
Banshee following you, it's possible to outrun it as they do
move pretty slow.

You are now officially accepted as a Brother to them.  Brother
Blacksmith will be happy to deal with you and he's got some
awesome items for sale!  The valuable steel you had to win in 
Ingos, is worse than the least of the metal he sells!  So truly 
there are excellent items to buy in this land.  Just prepare 
for the costs, as they can run you over 2 million gold for magic 
weapons!!!  Alas Brother Blacksmith has no leather to go with 
his leather armor blueprints so you'll have to bring your own 
if you like that kind of stuff.  Now sell that heavy crossbow 
you won, Brother Blacksmith can eventually duplicate it and your 
party will have some serious firepower to menace the enemy with, 
once you put some spells and meteorite in it.  If you have the 
money, use the meteorite you won in the Wormshead's cave to make 
reinforced armor - Brother Blacksmith has the best armor design 
next to the Joon items you get at the end; the one Suslanger 
encounter where the enemies drop armor, well it's not as good 
as Brother Blacksmith's reinforced armor design.  Brother 
Blacksmith also has the best wand design around, so you might
want to make a meteorite version.

Brother Blacksmith is your source of spells here, and you can 
toggle between buying in his equipment shop or his magic shop.  
The spells he sells are very potent, but come with a nasty price 
tag.  Since his focus is on acid spells, he has no spells of other
elements.  This is bad as the lightning spells you got earlier 
are more useful as almost all of the human enemies you face are
wearing strong metal armour - if you don't have an adequate number
of lightning-based spells, then sell one of each type that you 
do have so he can duplicate them for you.  If you have any fire 
spells, you could also sell those to him for duplication, but 
that's more of a novelty.  Additionally, Brother Blacksmith sells
Ultra runes, but lack the regular kind.  So sell him some regular
ones for duplication and then you can mix-and-match to squeeze
every last ounce of potential for your enchanted items!  As for the 
party, Kharad and Fayrakh will join you.  Now you have some serious 
backup! 

Now talk further with Brother Blacksmith and you will get a
quest to kill Whip-Aga and Lash-Aga, a pair of slavers.  You
can also talk with Sahilia, she won't join you yet, but talking
with her will set you on a quest to find the Joon artifacts
that she stashed away.  You'll also get a letter of invitation
from her as a quest item. This nets you a quest to meet the
collector of Joon artifacts, so that you can get info from
him.  Additionally go down to near the entrance where Brother
Blacksmith found you from the Wormshead's cave, there you will
find Kehel.  He will give you a quest to find and kill a Harpy
found in the Necromancer's desert.

Hopefully you have massed millions in cash, as you can really 
benefit from the new equipment - especially since your new 
friends are poorly armoured and lack missile weapons.  With 
new equipment and new allies, you'll be well set for your 
expedition.




It might be best to fight the slavers first.  When you enter
the desert, you will have to battle Strong Black Banshees of
the scythe and lightning stone types.  There are also Hyenas,
but with your new friends - these animals will get crushed 
with ease.  Provided they've been given good armour, your party
should also have no real problems with the Banshees.  The worst
threat you can face is a small Blue Dragon that is just south
of the area you start from, so avoid it when you see it.  

Now continue on to the area, shown on your map where the 2 Slavers
are marked.  Go down and cross the central bridge, but be sure 
to kill everything in the immediate vicinity-not just the guards.  
The guards are in cahoots with the Hyenas and Black Banshees in 
the area, so the more you thin out before you take on the bridge -
the less possible reinforcements for the guards, who include
Female Guards that are archers with crossbows.  When you wipe
them out, go past the bridge and start hunting.  Whip-Aga is to
the north while Lash-Aga is to the southwest to your location.
It'll be easiest to take on Lash-Aga first, so head southwest 
until you see a guard standing on a strange looking bridge.  Kill
him and you'll see a ton of unarmed Peons.  It sounds ugly, but
kill the Peons!  These Peons will alert the Veteran Guards in
the area, so make sure to wipe them out.  Luckily these mighty
Veteran Guards don't move about in patrols, so both Slavers will
be without escort.  Still both Slavers are almost as tough as a
Veteran Guard, so be ready for that.  Anyways, if possible 
backstab Lash-Aga or fire upon him to draw him well away from
any Veteran Guards.  With your party jumping on Lash-Aga, he 
should perish fairly quickly.  Lash-Aga's foul corpse gives
up a Mithrill heavy spiked mace.  

Now go back through the strange bridge and onto Whip-Aga.  First 
clear out the patrolling Banshees and Hyenas, then continue north 
to the field that Whip-Aga is managing.  Luckily he'll be alone 
as his Peons are further north of him.  So fire a shot at him, to 
lead him out.  Jump him with your friends and soon dead Whip-Aga 
coughs up