Walkthroughs
- by Vox Clamant
Here is the real start of the game. The first place you can visit and receive training, equip yourself, and take on significant quests.
Don't miss adding the paladin NPC in the temple!
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- by Vox Clamant
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The village of Lindisfarne is most valuable for the five magic grandmaster trainers that will enable your promoted Mages, Liches, Druids, and priests to cast the most powerful spells in the game!
Lindisfarne also contains the Monastery -- at the heart of many quest and promotions.
An awesome hint (Thanks Claus) -- Claus says there's a way to climb through the mountains west of Lindisfarne! There is a way to slide down the cliff down where the South central thralls are located, but per Clause there is another way north of that (near "A" on the above map. Neat!
- by Vox Clamant
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This is a TOUGH dungeon. The main problem is Apparitions and Terrors. A lot of skeleton warriors and undead infest the place, as well.
The Ruins are central to the Mage Promotion Quest and to the whole endgame sequence.
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- by Vox Clamant
You've left the training center, hopped on the boat not sure of what lay before you. Next thing you know, you're stranded on an island, and hear the disturbing sound of clicking bones in the distance.
Or is that the sounds of your knees knocking!
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- by Vox Clamant
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Guberland is your first access to skills trainers in the magics! The Jaarl and Healer quests are quite easy, even for a young party. There's an easy source of cheap treasure up in the Honks Temple (along with the world's only level 250 "peck-of-death" goose!)
- by Vox Clamant
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- by Vox Clamant
Drangheim is the twin of Sturmford. The same skills trainers, two more promotion masters, and three significant quests. You don't want to even think about taking on the Chasm of the Dead for a while. The first half is fine --- but then you meet a pack of apparitions! The other two quests -- prison and thieves -- can be attacked early in the game.
- by Vox Clamant
Well, if you are here, you are dead. Sorry about that. But it also means that you figured out how to get to Aslengard!
The Missing Council |
When you returned from getting Bikki her doll, Kira's hall in Thronheim is empty. All the Jaarls have gone.
Hint: The guards probably know where they went. |
Betrayal in Yorwick |
You rush to Yorwick, and find the Jaarls and army dead or dying. Forad Dare was a traitor! You must "get the army back" and save Chedian. It's all up to you, now.
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Getting to Arslegard | So, where is Arslegard? Most of us searched everywhere for an entrance and spoke to anyone you met ... but do not find out where Arslegard is located. Yet the hints were all along the way in various dialogs throughout the game.
Hint: The army you need to get back is a "dead" army. Hint: How do you meet the dead? SPOILER: Kill yourself. Drowning is a convenient way! (Side note: I agree with Ran that this was a pretty strange quest requirement by NWC. This is one of the few very "forced" quest actions in MM9 that does not live up to the caliber of the rest of the RPG.) But the Gatekeeper won't let you in. You need a "Writ of Fate" to enter. So he sends you to the Dark Passage. |
This is a fun dungeon. Clever design. Classic RPG!
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Capstone of Order |
Head to the Guberland circus and win all six prizes so you can trade for the Capstone.
(See the Guberland walkthrough.) |
Writ of Fate | WARNING: Major scripting bug here! Careful!!
Head to the Verhoffin Ruins again, step on the pentagram in the correct order, and enter the room. Place the capstone on the pedestal at the far end of the room, and then make sure you pick up the Writ of Fate off the table, behind you, before you leave! If you die without it in your inventory you will have to restore from a saved game other than the autosave. (See Praetor's bug in the "Scripting Errors" section of the bugs summary. Now, with the Writ safely in your pocket, head back to Arslegard again via the usual way. Glug ... glug ... glug. (See the Isle of Ashes Part 2 walkthrough for map details.) |
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- by Vox Clamant
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- by Vox Clamant
Shadowspire
Expert teachers:
- Vampire
Master teachers:
- M: Dark
- S: learning, perception, Vampire
GM Teachers:
- Staff, Identify Item, Mediation, Vampire
Training:
- To maximum level. The best training center in the game.
Magic shops:
- Dark
Quests:
- Necromancer Promotion
- Destroy skeleton transformer
- Vampire Promotion
- Bone of Doom
- Grave Dirt
- Puzzle Box
- Potion of Pure Intellect
Dungeons:
- Necromancer's Guild
- Mad necromancer’s lab
- Vampire Crypt
- Yaardrake’s cave
Shadowspire is the toughest area in the game. You have to come here to get the best training, and dark magic spells. There’s probably the best potion and magic items shops in the game, as well. But, other than running as fast as you can along the E-W road to Ravenshore, or the N-S road to Rust, avoid Shadowspire until you have a senior party. You will be inundated with powerful magic attacks. I suspect that without GM level "Protection from Magic," there is no way to get past the bone dragons, vampires, and necromancers.
- Bone of Doom. You found this back in Ravenshore in the Dire Wolf cave.
- Necromancer Guild. (Up the mountain road E of the town.) This is a mainline alliance quest if you have sided with the Temple of the Sun. To succeed, you will have to dump one of your party members and add Dysan Leander (a weak character who easily can be killed.) Your cleric should have "Raise Dead" by now. You’ll probably need it for Dysan! Things are fine when you first enter. Wander around. One important door, and all the bedrooms, are locked. Up a level, around, and down on both sides leads you to elevators to two separate towers. Up one is Sandro. You must see him if you have allied with the Necromancers to get the Nightshade Brazier quest against the temple of the Sun. Up the other is Dysan. Add him to your party. Whoever you dump will be back in the guild at Ravenshore, waiting. Now, head down to the door that was straight-ahead and up when you first entered. Fight your way through to the room with that is the control room for the skeleton transformer. You will be taking on a lot of necromancers and archers! When you have sent them back to the pit that spawned them, you will destroy the transformer. First click the levers to allow the door slider to move, then press the button that closes the door. Click the slider to secure things. Now walk into the transformer area, and a cut scene will let you know you succeeded. When you leave, expect even more baddies. Use Dysan and his key to get into all the bedrooms. There is good treasure in each, including the shield "Eclipse" that Laithus wants back in Ravenshore. Report back to the Temple of the Sun, and they will join the alliance.
- Mad Necromancer’s Lab. This is in the NW part of the area and is surrounded by bone dragons and vampires. VERY heavy magic attacks! When you cross the moat and enter you are fighting vampires and necromancers on all sides. To the right is well-guarded room (bone dragons) and an elevator to a second floor. The ghost of Brazen Stormlance is here. He will give you the rest of the Knight promotion quest you got from his daughter in Garrote Gorge. (Go to Dervishe’s house in the NW part of the village of Ravenshore to get a potion that will restore him.) Back in the entrance, and this time to the left leads you through two very difficult rooms to a set of stairs down. Here are many necromancers, bone dragons, and archers. There are quite a few good chests here. They contain lich jars for the Lich Promotion Quest, and the spear Ebonest (part of the Knight Promotion Quest.) You will also find the puzzle box wanted by Benefice back in Shadowspire.
- Vampire Crypt. Another tough fight, inside. When you enter, one of the tombs on the right side is a secret door to some treasure. A room to the left has an altar that moves aside when you touch it to reveal a passage down. There are two rooms with nice treasures below. One has the Vial of Grave Dirt needed by Hallien back in Shadowspire.
- Yaardrake’s cave. If you can fly, and are a high level (methinks you have to be at least level 30-35?) then you can get the dragon Yaardrake to join your party. Use the fly and invisibility trick you used up in Rust to enter his cave and safely pass his "friends." His cave is high on a mountain in the NE of Shadowspire just before you cross over into Rust. As with the other dragon cave, there’s one great (highly trapped) chest that contains great stuff and a rare item.
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