XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Might & Magic II: Gates to Another World - Walkthrough XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX for the Sega Genesis/Mega Drive 123456789112345678921234567893123456789412345678951234567896123456789712345678 Content: 1. Version History 2. Legal Info 3. General Info 4. The Party 5. General Tips 6. Shops 6.1. Today's Special Bonus 6.2. Weapons and Items 7. Tavern Specialties 8. Spell List 8.1. Location of all spells 8.2. Description of all spells 9. Weapons and Armor List 10. Useful Items 11. Monster List 12. Magic Fountains and Trees 12.1. Outdoors 12.2. Indoors 13. Timetables 13.1. Centuries 13.2. Days 13.3. Nature's Gate 14. Hirelings 14.1. Professions and Skills 14.2. Costs and Locations 15. Unsolved Questions 16. Bugs 17. Easter Eggs 18. Walkthrough 18.1. Middlegate 18.2. Quest: The Death Spider's Riddle 18.3. Gemmaker Volcano 18.4. Vulcania 18.5. Atlantium 18.6. Sandsobar 18.7. Tundara 18.8. Quest: The Castle Key 18.9. Quest: The Guardian Pegasus' Name 18.10. Quest: Mt. Farview Clerics (I): Corak's Soul 18.11. Quest: Nordon's Golden Goblet 18.12. Cavern Beneath Middlegate 18.13. Quest: Nordonna's Children 18.14. Quest: The Green Triple Crown 18.15. Quest: Free The Bishop of Green Battle 18.16. Castle Woodhaven 18.17. Quest: The Green Message 18.18. Quest: The Three Hidden Swords of Chivalry: Valor 18.19. Quest: The Three Hidden Swords of Chivalry: Nobility 18.20. Quest: The Three Hidden Swords of Chivalry: Honor 18.21. Quest: The Yellow Triple Crown 18.22. Quest: Free The Bishop of Yellow Battle 18.23. Castle Pinehurst 18.24. The Slums of Sandsobar 18.25. Cavern Beneath Sandsobar 18.26. Quest: Mt. Farview Clerics (II): The Admit 8 Pass =================== 1. Version History =================== Version 0.45 (April 9, 2006) ============== 2. Legal Info ============== It's mine. Contact me at lazyoli@yahoo.com if you want to mail me anything regarding this game. Put "Might & Magic II: Gates to Another World Walkthrough" as subject. Or visit me at http://www.vgmuseum.com/ . ================ 3. General Info ================ ***IMPORTANT! PLEASE READ! (No, really!)*** So far this walkthrough's goal and concept is to get you as fast to the end -without cheating - as possible. I do make use of my knowledge from previous games. This might be a spoiler sometimes since, you wouldn't probably have gotten the benefits of a certain event or a spell, at that early stage in the game unless you were somewhat lucky. I will also make heavy use of the various statistics boosting fountains and the like. They must be there for a reason, right? Nevertheless I will try to not ruin all the fun of the game and I think that the challenges will still be entertaining the way I went through them. What I am trying to say is, that if you want to follow the imaginery red line completely step by step, you'd be better advised to explore the world of Cron on your own. If you can live with the fact of killing high level monsters at a very low level then go ahead! Have fun! ***THANKS FOR READING!*** ============= 4. The Party ============= Mgt = Might : Defines how much damage is dealt through weapons. Int = Intellect : Sorcerer spell points depend on this value. Per = Personality: Cleric spell points depend on this value. End = Endurance : Hit points depend on this value. Spd = Speed : Armor class and initiative in battle depend on this value. Acc = Accuracy : The Ability to actually hit a target. Lck = Luck : Random factor for all dice rolls. Class Main primary skill(s) Minimum required stats Knight Might 15 Paladin Might, Personality, Endurance 13 Archer Intellect, Accuracy 13 Cleric Personality 13 Sorcerer Intellect 13 Robber Luck 13 Ninja Speed, Accuracy 13 Barbarian Endurance 15 Race bonus/malus compared to Humans: Elf +1 Accuracy +1 Intellect -1 Endurance -1 Might Dwarf +1 Luck +1 Endurance -1 Speed -1 Intellect Gnome +2 Luck -1 Speed -1 Accuracy Half-Orc +1 Might +1 Endurance -1 Intellect -1 Personality -1 Luck Natural resistance and protection for each race: Human Elf Dwarf Gnome Half-Orc Magic : 0 0 0 35 0 Energy: 0 0 0 0 0 Fire : 5 0 10 0 5 Sleep : 60 30 0 0 30 Electr: 5 0 10 0 5 Poison: 60 5 60 0 30 Cold : 5 0 10 0 5 Acid : 0 0 0 0 0 0 = no protection 100 = maximum protection First of all it is a good idea to create the characters in the order in which you want them to be later in the game. First the fighters then the spell caster. This will save you the trouble of re-arranging them every time you leave the inn. I am myself a big fan of the two clerics party. If one dies you still can revive him with the other one and don't have to head back to town to get your party complete again. And one thief or ninja for locks and traps is always handy too. Also thiefs are the only ones that may accompany others on the single character Mt. Farview quest. Archers may learn sorcerer spells and Paladins cleric spells later on. But in the end it's all up to you. If you're playing the game for the first time I would suggest though, that you spread class, race, sex and alignment as much as possible. There will be situations when that matters and the more variety your party has, the more quests and benefits you can get. If you're using this walkthrough as a steady guide, I highly recommend to put at least one cleric and one sorcerer in your party. Their spells make traveling and a lot of the quests easier. My party consisted of two clerics, a sorcerer, a barbarian, a ninja and a knight. I like to give them expressive names, like Robin (Hood) for a human, male, good aligned archer since the characters don't have any pictures, so that I can see at one glance who's who. But that's just me. Theoretically it's also possible to play with a party including every class, hirelings not counted. You just have to leave two at the inn and exchange them from time to time, so that those left behind may level up too. This may cause some confusion with ongoing quests though. If you notice during the game that you made a bad choice by NOT taking a certain class there's of course always the option to use a hireling with the same profession instead. And now... CONTINUE TO WALKTHROUGH SECTION! ================ 5. General Tips ================ - If you wait a while at the main menu, a demo will start which will introduce you into the world of Cron. - A hint for almost any RPG: Save often! At least before any major battle. - Go to the blacksmith if you want to see how much '+' bonus your weapons have! Unequip the item and go to the sell menu, but don't sell it of course! - There's a city ranking. They get better (training, items, etc.) but also more expensive. They are connected by portals which allow you to travel in the appropriate order, from the cheapest to the most expensive city. The ranking is this: Middlegate - Sandsobar - Tundara - Vulcania - Atlantium. - The colors stand for different difficulties going from green (easy), over yellow, over red, to black (toughest). - Sometimes you cannot find a clue or a place because you are FACING in the wrong direction. - Leave the heavy wounded monsters for the weak fighters in your party. - In order to enable a bonus from a newly aqquired skill you have to REST. Resting is always a good option to turn on/off a certain effect or spell. If you want to leave an elemental plane resting will help too. - You start with a cautious disposition which will be the one I use throughout this walkthrough, too. - If you rest many times at the same spot, you may be attacked even at such safe places like a city. Resting inside a building seems to be secure. - Always search the place after you have won a battle. It's the only way to find any treasures. - If you're looking for a certain item, for Lord Hoardalls quests for example, use the "search" tool on this text to find it. Most text writing and viewing programs have one. - Hirelings get cheaper if you treat them well and don't let them fight bare-handed. - You can only have two hirelings in your party at the same time. - Hirelings cost money every day even if you don't rest. - In other eras the roads aren't safe anymore! - Stealing castle treasures really doesn't pay. - The four corners of the coordination system: NW = 0,15 NE = 15,15 SW = 0,0 SE = 15,0 ======== 6.Shops ======== 6.1.*Today's Special Bonus* Today's Specials weapon bonus for each day Day 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 1 +1 2 0 3 +1 4 +2 5 0 6 +1 7 0 8 +1 9 +2 10 0 11 +1 12 0 13 +1 14 +3 15 0 16 +1 17 0 18 +1 19 +4 20 0 21 +1 22 0 23 +2 24 0 25 +3 26 0 27 +4 28 0 29 +5 30 0 31 +1 32 0 33 +1 34 +2 35 0 36 +1 37 0 38 +1 39 +2 40 0 41 +1 42 0 43 +1 44 +3 45 0 46 +1 47 0 48 +1 49 +4 50 0 51 +1 52 0 53 +2 54 0 55 +3 56 0 57 +4 58 0 59 +6 60 0 61 +1 62 0 63 +1 64 +2 65 0 66 +1 67 0 68 +1 69 +2 70 0 71 +1 72 0 73 +1 74 +3 75 0 76 +1 77 0 78 +1 79 +4 80 0 81 +1 82 0 83 +2 84 0 85 +3 86 0 87 +4 88 0 89 +7 90 0 91 +1 92 0 93 +1 94 +2 95 0 96 +1 97 0 98 +1 99 +2 100 0 101 +1 102 0 103 +1 104 +3 105 0 106 +1 107 0 108 +1 109 +4 110 0 111 +1 112 0 113 +2 114 0 115 +3 116 0 117 +4 118 0 119 +8 120 0 121 +1 122 0 123 +1 124 +2 125 0 126 +1 127 0 128 +1 129 +2 130 0 131 +1 132 0 133 +1 134 +3 135 0 136 +1 137 0 138 +1 139 +4 140 0 141 +1 142 0 143 +2 144 0 145 +3 146 0 147 +4 148 0 149 +9 150 0 151 +1 152 0 153 +1 154 +2 155 0 156 +1 157 0 158 +1 159 +2 160 0 161 +1 162 0 163 +1 164 +3 165 0 166 +1 167 0 168 +1 169 +4 170 0 171 +1 172 0 173 +2 174 0 175 +3 176 0 177 +4 178 0 179 +12 180 0 So good days to buy weapons would be from day 29 on, every thirty days (29, 59, 89, 119, 149, 179). The bonuses apply for any year. It's only the day that matters. 6.2.*Weapons and Item* Weapons: Middlegate S.J. Blacksmith Dagger Hand Axe Cudgel Long Dagger Short Sword Nunchakas Sandsobar Big Al's Accessories Cutlass Spear Mace Long Sword Scimitar Wakizashi Tundara Thundrax Weaponry Spiked Club +1 Sabre Flail Battle Axe Broad Sword Katana Vulcania Bestway Blacksmith Bull Whip +1 Sabre +1 Short Sword +2 Mace +2 Dagger +4 Nunchakas +1 Atlantium Drewnhald Ironworks Spear +3 Long Sword +2 Wakizashi +2 Flail +3 Cutlass +3 Long Dagger +5 Today's Specials: Middlegate S.J. Blacksmith Staff Sickle Scythe Blowpipe Sling Crossbow Sandsobar Big Al's Accessories Short Bow Glaive War Hammer Bull Whip Long Dagger Maul Tundara Thundrax Weaponry Long Bow Trident Bardiche Spear Long Sword Wakizashi Vulcania Bestway Blacksmith Katana Pike Halberd Battle Axe Flail Scimitar Atlantium Drewnhald Ironworks Great Bow Great Axe Flamberge Great Hammer Naginata Broad Sword Armor: Middlegate S.J. Blacksmith Small Shield Padded Armor Leather Suit Scale Armor Ring Mail Helm Sandsobar Big Al's Accessories Large Shield Leather Suit Scale Armor Ring Mail Chain Mail Splint Mail Tundara Thundrax Weaponry Great Shield Chain Mail Splint Mail Plate Mail Plate Armor Helm +1 Vulcania Bestway Blacksmith Helm +2 Large Shield +1 Padded Armor +1 Scale Armor +1 Ring Mail +1 Plate Mail +1 Atlantium Drewnhald Ironworks Helm +4 Great Shield +1 Padded Armor +3 Chain Mail +2 Splint Mail +1 Plate Armor +1 Misc Items: Middlegate S.J. Blacksmith Torch Lantern Magic Herbs Thief's Pick Rope 'n Hooks Green Ticket Sandsobar Big Al's Accessories Force Potion Magic Meal Lantern Wakeup Horn Compass Yellow Ticket Tundara Thundrax Weaponry Skill Potion Antidote Ale Super Flare Dove's Blood Witch's Broom Defense Ring Vulcania Bestway Blacksmith Holy Charm Herbal Patch Cure-all Wand Instant Keep Lava Grenade Red Ticket Atlantium Drewnhald Ironworks Max HP Potion Sextant Thief's Pick +5 Teleport Orb Defense Ring +2 Black Ticket ====================== 7. Tavern Specialties ====================== Middlegate Horrors d’oeuvres - Let's you get past C1 2,10. Combat! Soup de Ghoul with Garlic Toast - Ghouls at C1 2,6 flee. Dragon Steak Tartar - D1 2,7 ??? Sandsobar Gourmet Dinner B: Wyrm Chop Suey - H.K. Phooey shows up. Roast Peasant Under Glass - Some peasants at E4 3,10. Combat! Phantom Pudding (Very Low-Cal) - Sarakin's Mine 7,3 help Jed I, Sir Kill. Tundara Sizzling Swine Soup - Red Hot Wolf Nipple Chips - Get Nature's Gate at C3 1,9. Roast Leg of Wyvern - Vulcania Pickled Pixie Brains - Deep Fried Troll Liver - Thund R. and Ariel appear. Combat! Cream of Kobold Soup - About 100 Kobolds at E1 2,3. Combat! Atlantium Lightly Salted Tongue of Toad - Toad at C4 14,8 tells about Mt.Farview. Puree of Gnome - Some Gnomes at A2 14,10. Combat! Devil’s Food Brownie - Get Fingers of Death at C1 1,8. Combat! ============== 8. Spell List ============== Every two character levels you will gain a new spell level! Level : 1 3 5 7 9 11 13 15 17 Spell Level : 1 2 5 4 5 6 7 8 9 8.1.*Location of all spells* SB = Spell Book Clerical Spells Location Wallkthrough Section C1/1 Apparition Middlegate; SB - C1/2 Awaken Middlegate; SB - C1/3 Bless SB - C1/4 First Aid SB - C1/5 Light SB - C1/6 Power Cure Middlegate - C1/7 Turn Undead SB - C2/1 Cure Wounds SB - C2/2 Heroism Sandsobar - C2/3 Nature's Gate C3 1,9 5.9 C2/4 Pain SB - C2/5 Protct/Elements Sandsobar - C2/6 Silence SB - C2/7 Weaken Sandsobar - C3/1 Cold Ray Tundara - C3/2 Create Food SB - C3/3 Cure Poison SB - C3/4 Immobilize SB - C3/5 Lasting Light Tundara - C3/6 Walk on Water C2 11,1 5.6 C4/1 Acid Spray SB - C4/2 Air Transm. A1 8,8 5.8 C4/3 Cure Disease SB - C4/4 Restore Align. Tundara - C4/5 Surface SB - C4/6 Holy Bonus Vulcania - C5/1 Air Encasement A1 1,14 5.8 C5/2 Deadly Swarm SB - C5/3 Frenzy B4 8,1 ? C5/4 Paralyze SB - C5/5 Remove Cond. Vulcania - C6/1 Earth Transm. E4 8,8 5.20 C6/2 Rejuvenate SB - C6/3 Stone to Flesh SB - C6/4 Water Encase. A4 1,1 ? C6/5 Water Transm. A4 8,8 ? C7/1 Earth Encasem. E4 14,1 5.20 C7/2 Fiery Flail Vulcania - C7/3 Moon Ray SB - C7/4 Raise Dead SB - C8/1 Fire Encasement E1 14,14 ? C8/2 Fire Transm. E1 8,8 ? C8/3 Mass Distortion Atlantium - C8/4 Town Portal SB - C9/1 Divine Interv. Druid's P. Cavern 14,14 ? C9/2 Holy Word C1 5,5 5.6 C9/3 Resurrection Atlantium - C9/4 Uncurse Item Atlantium - Sorcerer Spells Location Section S1/1 Awaken Middlegate - S1/2 Detect Magic SB - S1/3 Energy Blast Middlegate - S1/4 Flame Arrow SB - S1/5 Light SB - S1/6 Location SB - S1/7 Sleep Middlegate - S2/1 Eagle Eye Middlegate 10,2 5.12 S2/2 Electric Arrow SB - S2/3 Ident. Monster Middlegate - S2/4 Jump SB - S2/5 Levitate SB - S2/6 Lloyd's Beacon Corak's Cave 7,11 5.2 S2/7 Protect/Magic Sandsobar - S3/1 Acid Stream Sandsobar - S3/2 Fly SB - S3/3 Invisibility SB - S3/4 Lightning Bolt Sandsobar - S3/5 Web SB - S3/6 Wizard Eye Sandsobar 7,4 5.6 S4/1 Cold Beam Sandsobar - S4/2 Feeble Mind Tundara - S4/3 Fireball Tundara - S4/4 Guard Dog SB - S4/5 Shield SB - S4/6 Time Distortion SB - S5/1 Disrupt Tundara - S5/2 Fingers/Death C1 1,8 5.16 S5/3 Sand Storm Tundara - S5/4 Shelter SB - S5/5 Teleport SB - S6/1 Disintegration Vulcania - S6/2 Entrapment SB - S6/3 Fantas. Freeze Vulcania - S6/4 Recharge Item SB - S6/5 Super Shock Vulcania - S7/1 Dancing Sword A2 15,11 5.8 S7/2 Duplication Vulcania - S7/3 Etherealize SB - S7/4 Prismatic Light SB - S8/1 Incinerate SB - S8/2 Mega Volts Atlantium - S8/3 Meteor Shower Atlantium - S8/4 Power Shield SB - S9/1 Implosion Atlantium - S9/2 Inferno Atlantium - S9/3 Star Burst D1 5,6 ? S9/4 Enchant Item Gemmaker Volcano 3,3 5.17 8.2.*Description of all spells (PC Manual)* Clerical Spells Level 1 1. Apparition Cost: 1 SP Type: Combat Object: 10 monsters Description: Creates a frightening apparition in the monsters memory causing them to be afraid, reducing their chance to hit. 2. Awaken Cost: 1 SP Type: Anytime Object: All sleeping party members Description: Awakens all sleeping members of the party, instantaneously canceling the sleep condition. May be critical if party is attacked during rest. 3. Bless Cost: 1 SP Type: Combat Object: Entire party Description: Increases the accuracy with which all characters fight, for the duration of combat. 4. First Aid Cost: 1 SP Type: Anytime Object: 1 character Description: Heals minor battle wounds, restoring 8 Hit Points to that character. Comment: Even at the lowest level it won't provide full healing. Stick to Power Cure as long as you have any gems. If you don't have any, use Cure Wounds instead. 5. Light Cost: 1 SP Type: Non-combat Object: Entire party Description: Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors. 6. Power Cure Cost: 1/L+1 Gem Type: Anytime Object: 1 character Description: Restores character's health and 1-10 Hit Points per experience level of caster. Comment: This is the spell you will probably use often like no other. It's THE cleric spell! 7. Turn Undead Cost: 1 SP Type: Combat Object: All undead monsters Description: Destroys some or all undead monsters, depending on caster's experience level and monster's power level. Comment: Can be cast only once in each battle but is very useful since it usually kills more monsters than you would have killed by other means. There is a better one though which is even more powerful: Holy Word. Level 2 1. Cure Wounds Cost: 2 SP Type: Anytime Object: 1 character Description: Cures more serious wounds, restoring 15 Hit Points to the character. 2. Heroism Cost: 2 SP+1 Gem Type: Combat Object: 1 character Description: Temporarily elevates a character 6 levels of experience. Spell lasts for the duration of combat. 3. Nature's Gate Cost: 2 SP Type: Non-combat, Outside Object: Entire party Description: Using the forces of nature, opens a portal between two locations in the land of Cron. These locations vary with time (days/years). Comment: Check the timetable to see at which location you will get out. 4. Pain Cost: 2 SP Type: Combat Object: 1 monster, not undead Description: Cripples monster with pain, inflicting 2-16 damage points, unless the monster is immune to pain. 5. Protection From Elements Cost: 2 SP+1 Gem Type: Anytime Object: Entire party Description: Increases all character's resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 6. Silence Cost: 2 SP Type: Combat Object: 4 monsters +1 per level Description: Prevents the monsters from casting spells for the duration of combat, or until they overcome the spell. 7. Weaken Cost: 2 SP+1 Gem Type: Combat Object: 10 monsters Description: Weakens all monsters affected, reducing their physical damage by half until the spell is overcome. Level 3 1. Cold Ray Cost: 3 SP+2 Gems Type: Combat, not in hand to hand Object: 5 monsters Description: Attacks with a ray of intensive cold that penetrates to the monsters heart and inflicts 25 points of damage to each monster affected. 2. Create Food Cost: 3 SP+2 Gems Type: Non-combat Object: Spell caster Description: Adds 8 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires. 3. Cure Poison Cost: 3 SP Type: Anytime Object: I character Description: Flushes poison out of a character's system, instantaneously removing the poisoned condition. 4. Immobilize Cost: 3 SP Type: Combat Object: 5 monsters Description: Immobilizes any monster affected. 5. Lasting Light Cost: 3 SP Type: Non-combat Object: Entire party Description: Bestows 20 light factors on the party, for use in dispelling darkness. 6. Walk on Water Cost: 3 SP+2 Gems Type: Non-combat, Outdoor Object: Entire party Description: Creates a floating sand dune upon which the party may walk on. Lasts 1 day. Comment: Some places can only be reached with this spell. Level 4 1. Acid Spray Cost: 4 SP+3 Gems Type: Combat, not in hand to hand Object: 3 monsters Description: Sprays a corrosive stream of acid inflicting 6-60 points of damage, unless immune to acid. 2. Air Transmutation Cost: 4 SP+3 Gems Type: Non-combat, Outdoor Object: Entire party Description: Transforms the party into air, allowing the exploration of the elemental plane of air. 3. Cure Disease Cost: 4 SP SP Type: Anytime Object: 1 character Description: Restores full health to sick character, instantaneously removing the diseased condition. 4. Restore Alignment Cost: 4 SP+3 Gems Type: Non-combat Object: 1 character Description: Restores a character's original alignment, after actions and responses have caused it to shift. 5. Surface Cost: 4 SP Type: Non-combat Object: Entire party Description: Instantly transports all party members from an underground location to grounds surface. 6. Holy Bonus Cost: 4 SP+3 Gems Type: Combat Object: Entire party Description: The generous forces of the cleric's deity increase the damage done by party members by 1 point per 2 levels of the caster. Level 5 1. Air Encasement Cost: 5 SP+5 Gems Type: Combat Object: 1 monster Description: Encases the target in a field of air, inflicting 10 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. Comment: Well it says 10 points in the manual but actually I managed to inflict over 2000 points with spell level 5 on a Viking once. The average damage seems to be around 150, that's if the spell works. 2. Deadly Swarm Cost: 5 SP+5 Gems Type: Combat Object: 10 monsters Description: Sends a swarm of killer insects against the monsters, inflicting 4-40 damage points against each monster. 3. Frenzy Cost: 5 SP+5 Gems Type: Combat Object: 1 character, once per character Description: Sends one party member into a frenzy, allowing him/her to attack all the monsters on the screen. Drained from the experience, the character loses 1 point of endurance and is then rendered unconscious. 4. Paralyze Cost: 5 SP+5 Gems Type: Combat Object: 10 monsters Description: Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely effective on some or all monsters. 5. Remove Condition Cost: 5 SP+5 Gems Type: Anytime Object: 1 character Description: Releases character from all undesirable conditions except dead, stoned or eradicated. Level 6 1. Earth Transmutation Cost: 6 SP+6 Gems Type: Non-combat, outdoor Object: Entire party Description: Transforms the party into earth, allowing the exploration of the elemental plane of earth. 2. Rejuvenate Cost: 6 SP+6 Gems Type: Non-combat Object: 1 character Description: A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the younger level. Spell carries some risk of producing the opposite effect. 3. Stone to Flesh Cost: 6 SP+6 Gems Type: Anytime Object: 1 character Description: Re-animates a character who has been turned to stone, removing the stoned condition. 4. Water Encasement Cost: 6 SP+6 Gems Type: Combat Object. 1 monster Description: Encases the target in a field of water, inflicting 20 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 5. Water Transmutation Cost: 6 SP+6 Gems Type: Non-combat, outdoor Object: Entire party Description: Transforms the party into water, allowing the exploration of the elemental plane of water. Level 7 1. Earth Encasement Cost: 7 SP+7 Gems Type: Combat Object: 1 monster Description: Encases the target in a field of earth, inflicting 40 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 2. Fiery Flail Cost: 7 SP+7 Gems Type: Combat Object: 1 monster Description: Creates a huge flail of fire, striking a single opponent, inflicting 100-400 points of damage. 3. Moon Ray Cost: 7 SP+7 Gems Type: Combat, outdoors Object: 10 monsters Description: Bathes all combatants in a beneficent ray that bestows 10-100 Hit Points on each character and removes 10-100 Hit Points from each monster. 4. Raise Dead Cost: 7 SP+7 Gems Type: Anytime Object: 1 character Description: Brings the character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character. (Note: Spell-caster and recipient age by 1 year.) Level 8 1. Fire Encasement Cost: 8 SP+8 Gems Type: Combat Object: 1 monster Description: Encases the target in a field of fire, inflicting 80 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. 2. Fire Transmutation Cost: 8 SP+8 Gems Type: Non-combat, outdoors Object: Entire party Description: Transforms the party into fire, allowing the exploration of the elemental plane of fire. 3. Mass Distortion Cost: 8 SP+8 Gems Type: Combat Object: 2 monsters Description: Increases the weight of monsters causing them to fall and subsequently lose half their hit points. 4. Town Portal Cost: 8 SP+8 Gems Type: Non-combat Object: Entire party Description: Opens a temporary portal to any town and moves the party through the portal to that town. Level 9 1. Divine Intervention Cost: 10 SP+20 Gems Type: Combat Object: Entire party Description: Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated. (Note: Spell-caster ages 5 years every time this spell is cast.) 2. Holy Word Cost: 10 SP+10 Gems Type: Combat Object: All Description: Utters a single word of devastating power, that destroys all undead monsters. Comment: Can only be used once during each battle. Powerful spell. 3. Resurrection Cost: 10 SP+10 Gems Type: Non-combat Object: 1 character Description: Removes the eradicated condition from the character, adding 5 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail. (Note: Ages caster 1 year.) 4. Uncurse Item Cost: 10 SP+50 Gems Type: Non-combat Object: Spell caster Description: Attempts to remove the curse from an item in casters backpack. Sorcerer Spells Level 1 1. Awaken Cost: 1 SP Type: Anytime Object: All sleeping party members Description: Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. 2. Detect Magic Cost: 1 SP Type: Non-combat Object: Items in spell casters backpack Description: Reveals any magical items in caster's backpack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside a chest. 3. Energy Blast Cost: 1/L+1 Gem Type: Combat Object: 1 monster Description: Zaps the monster with a blast of pure energy, inflicting 1-6 damage points per experience level of caster. 4. Flame Arrow Cost: 1 SP Type: Combat Object: 1 monster Description: Sends a burning shaft into the monster, inflicting 2-8 points of fire damage, unless monster is immune to fire. 5. Light Cost: 1 SP Type: Non-combat Object: Entire party Description: Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors. 6. Location Cost: 1 SP Type: Non-combat Object: Entire party Description: Gives precise information on party's location. Shows a map of the current 16xl6 area that the party has mapped and shows your present location on that map. May be critical when party is lost or magically transported. In general, this spell is the key to successful mapping. Comment: It's the same as the Cartographer skill. 7. Sleep Cost: 1 SP Type: Combat Object: 4 monsters +1 monster/L of caster Description: Sends monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged or overcomes the spell. Level 2 1. Eagle Eye Cost: 2 SP/L Type: Non-combat, outdoor Object: 5 steps per level of caster Description: An eagle eye view of the outdoor terrain appears on the screen, providing a 5x5 overhead view of the area and your party's location. 2. Electric Arrow Cost: 2 SP Type: Combat Object: 1 monster Description: Electrocutes a monster, inflicting 4-16 damage points, unless monster is immune to electrical attack. 3. Identify Monster Cost: 2 SP+ 1 Gem Type: Combat Object: 1 monster Description: Informs caster of the current condition of any one monster during combat. Comment: Check the monster list. 4. Jump Cost: 2 SP Type: Non-combat Object: Entire party Description: Moves the party 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way. Comment: Actually any wall or obstacle will cause this spell to fail. Use it only in open territory. 5. Levitate Cost: 2 SP Type: Non-combat Object: Entire party Description: Raises all characters above ground level, protecting them from various dangers for 1 day. Comment: It will save you from rift holes and lava! 6. Lloyd's Beacon Cost: 2 SP+1 Gem Type: Non-combat, Dungeon Object: Entire party Description: Leaves a beacon at your current location so that you may instantaneously return to that location the next time you cast this spell. 7. Protection from Magic Cost: 1/L+1 Gem Type: Anytime Object: Entire party Description: Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day. Level 3 1. Acid Stream Cost: 1/L+2 Gems Type: Combat Object: 1 monster Description: Sprays a burning stream of acid inflicting 2-8 points of damage per level of caster, unless immune to acid. 2. Fly Cost: 3 SP Type: Non-combat, Outdoors Object: Entire party Description: Grants magical flight to all characters, allowing the party as a whole to move to any other outdoor area. The party will land in the safest square in that area. Comment: One of the most important sorcerer spells in this game. It will save you much time when you have to travel far distances. 3. Invisibility Cost: 3 SP Type: Combat Object: Entire party Description: Drops a cloak of invisibility over all characters, greatly decreasing the monsters' chances of hitting them. 4. Lightning Bolt Cost: 1/L+2 Gems Type: Combat Object: 4 monsters Description: Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 damage points per level of caster. 5. Web Cost: 3 SP+2 Gems Type: Combat, not in hand to hand Object: 4 monsters +1 monster/L of caster Description: Wraps monsters in a supernatural web, preventing them from fighting for the duration of combat or until they escape. 6. Wizard Eye Cost: 3/L+2 Gems Type: Non-combat, indoors Object: 5 steps per level of caster Description: Uses the magical eye of a powerful wizard to show a 5x5 overhead view of your party's location in any indoor maze. Level 4 1. Cold Beam Cost: 1/L+3 Gems Type: Combat Object: 1 monster Description: Attacks with a beam of intense cold that penetrates to the monster's heart and inflicts 6 damage point per level of caster, unless the monster is immune to cold. 2. Feeble Mind Cost: 4 SP+3 Gems Type: Combat Object: 5 monsters Description: Erases the monsters brain, removing all its abilities for the duration of combat or until the monster overcomes the spell. 3. Fire Ball Cost: 1/L+3 Gems Type: Combat, not in hand to hand Object: 6 monsters Description: Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of caster. 4. Guard Dog Cost: 4 SP Type: Non-combat Object: Entire party Description: Places a supernatural guard over party, preventing surprise attacks for 1 day. 5. Shield Cost: 4 SP Type: Combat Object: Entire party Description: Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat. 6. Time Distortion Cost: 4 SP+3 Gems Type: Combat Object: Entire party Description: Creates a warp in time that enables the party to retreat safely from most battles. Level 5 1. Disrupt Cost: 5 SP+5 Gems Type: Combat, not in hand to hand Object: 1 monster Description: Creates a powerful energy field that disrupts the molecular bonds of the target, inflicting 100 points of damage. 2. Fingers of Death Cost: 5 SP+5 Gems Type: Combat Object: 3 monsters (not undead) Description: Channels the ancient power of all dead sorcerers through the caster, resulting in death to the monsters at whom the caster points a finger. 3. Sand Storm Cost: 2/L+5 Gems Type: Combat, outdoors Object: 10 monsters Description: Calls upon the forces of nature to create a violent sand storm inflicting 1-8 points of damage per level of caster. 4. Shelter Cost: 5 SP Type: Non-combat Object: Entire party Description: Provides 1 day's rest free of the danger of encounter. 5. Teleport Cost: 5 SP Type: Non-combat Object: Entire party Description: Instantly moves the party from its present position, up to 9 squares in any direction. Comment: Works only indoors. Quite useful if you want to avoid confrontation or want to get quickly in and out of a dungeon. Level 6 1. Disintegration Cost: 6 SP+6 Gems Type: Combat Object: 3 monsters Description: Inflicts 50 damage points while disintegrating parts or all of the target. 2. Entrapment Cost: 6 SP+6 Gems Type: Combat Object: All Description: Surrounds the battle with a magical energy field preventing all from escaping. 3. Fantastic Freeze Cost: 2/L+6 Gems Type: Combat, not in hand to hand Object: 3 monsters Description: Shoots a fantastic beam of cold at 3 monsters, crystalizing them and inflicting 10 damage points per level of caster. 4. Recharge Item Cost: 6 SP+6 Gems Type: Non-combat Object: Spell caster Description: Restores 1-6 charges to any item in caster's backpack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item. 5. Super Shock Cost: 2/L+6 Gems Type: Combat Object: 1 monster Description: Shoots an intense beam of electricity, shocking a monster with 20 damage points per level of caster. Level 7 1. Dancing Sword Cost: 3/L+7 Gems Type: Combat Object: 10 monsters Description: A magical sword that moves with lightning speed and inflicts 1-12 damage points per level of caster. 2. Duplication Cost: 7 SP+100 Gems Type: Non-combat Object: Spell caster Description: Allows the caster to exactly duplicate any item in his/her backpack, provided that there is room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item. 3. Etherealize Cost: 7 SP+7 Gems Type: Non-combat Object: Entire party Description: Alters all characters' molecular structure long enough to allow them to move 1 square forward through any barrier (force field, wall, mountain, etc.). 4. Prismatic Light Cost: 7 SP+7 Gems Type: Combat Object: 10 monsters Description: A powerful, but erratic spell that has completely unpredictable effects. Level 8 1. Incinerate Cost: 3/L+8 Gems Type: Combat Object: 1 monster Description:Engulfs a monster with the heat of a thousand fires doing 20-40 damage points per level of caster. 2. Mega Volts Cost: 3/L+8 Gems Type: Combat Object: 10 monsters Description: Creates a chain of electricity connecting all opponents with the deadly voltage doing 4-16 damage points per level of caster. 3. Meteor Shower Cost: 8+1 per monster+8 Gems Type: Combat, Outdoors Object: All (limited by spell points) Description: Buries all monsters under a hail of meteors, inflicting 5-30 damage points on each monster. 4. Power Shield Cost: 8 SP+8 Gems Type: Combat Object: Entire party Description: Reduces the damage inflicted on all characters by any attack, by 1/2. Lasts for the duration of combat. Level 9 1. Implosion Cost: 10 SP+10 Gems Type: Combat Object: 1 monster Description: Creates a hole in space, at the center of the target creature, sucking it into nothingness. 2. Inferno Cost: 3/L+10 Gems Type: Combat Object: 10 monsters Description: Unleashes the heat of the sun on all monsters shown, doing 1-20 points damage per level of caster. 3. Star Burst Cost: 10+1 per monster+20 Gems Type: Combat, outdoor Object: All (limited by spell points) Description: Showers all monsters with pieces of an exploding star, doing 20-200 points of damage. 4. Enchant Item Cost: 50 per plus of item+50 Gems Type: Non-combat Object: Spell caster Description: Attempts to raise the magic ability of an item by increasing it's '+' by 1. ===================== 9. Weapons and Armor ===================== Classes: KSPRANCB K = Knight S = Sorcerer P = Paladin R = Robber A = Archer N = Ninja C = Cleric B = Barbarian Equip: The '+' number is the bonus that is added to the according protection. It's different from the '+' which is on the weapon itself, which counts also for the damage or armor. Meaning if you have a 'Flaming Sword +10', the sword does 10-20 damage and it's fire protection is 25. If you have "Fire Shield +4", it has 19 Fire Protection and a Armor Bonus of 7 (3 normally, plus the +4 enchantment). Use: If available usually a cleric or sorcerer spell of any kind or a statistics raise. Shields and most of the armor can't be used even though they may have charges. Damage: Normally ranging from 1 to 40. Armor Bonus: For shields between 1 and 7, for helmets between 2 and 4 and for armor between 2 and 12. The higher your armor class is the harder it gets to hit you. The quality raises in this order: Standard item, Bronze (B) and Iron (I), Silver (S), Gold (G). Charges: How often you can use the spell it contains. You can recharge items above their initial charges. Sometimes you will even find items with empty charges. They range from 0 to 250(?). ² = two handed ~ = missile weapon Item Classes Equip Use Damage Charges Accurate Sword KPRA +10 Acc - 1-10 Acidic Sword KPRA +10 Acid S3/1 (Acid Stream) 1-10 Ancient Bow~ KPA +15 Acc +15 Acc 1-35 Bardiche² KPAB - - 1-13 0 Battle Axe KPRAB - - 1-10 0 Blazing Axe KPRAB +15 Fire - 1-10 Blowpipe~ KSPRANB - - 1- 4 Broad Sword KPRA - - 1-10 0 Bull Whip KSRNCB - - 1- 6 0 Burning Bow~ KPRAN +10 Fire C3/5 (Lasting Light) 1- 8 Chance Sword KPRA +15 Luck - 1-10 Cinder Pipe~ KSPRANB +10 Fire S4/3 (Fireball) 1- 4 Cold Blade KPRA +15 Cold S4/1 (Cold Beam) 1-10 Crossbow~ KPRAN - - 1- 8 Cudgel KPRACB - - 1- 5 0 Cutlass KPRA - - 1- 7 0 Dagger KSPRANB - - 1- 4 0 Dark Trident² KPAB +15 AC - 1-30 Death Bow~ KPA +15 Luck +15 Lvl 1-24 Divine Mace KPRACB +10 AC C9/1 (Divine Interv.) 1-14 Dyno Katana KN +15 Elec +15 Lvl 1-20 Ego Scimitar KPRA +12 Per - 1- 9 Electric Axe KPRAB +15 Elec S3/4 (Lightning Bolt) 1-10 Electric Sword KPRA +15 Elec S6/5 (Super Shock) 1-10 200 Energy Blade KPRA +15 Enrg S6/1 (Disintegration) 1-20 Energy Sling~ KPRANB +15 Enrg S1/3 (Energy Blast) 1-10 Energy Whip KSRNCB +15 Enrg S1/3 (Energy Blast) 1- 6 Exacto Spear KPRANB +6 Acc - 1- 7 Fast Cutlass KPRA +4 Spd - 1- 7 Fiery Spear KPRANB +15 Fire S4/3 (Fireball) 1- 7 5 Fireball Bow~ KPAN +15 Fire S4/3 (Fireball) 1-10 Fire Glaive² KPAB +15 Fire S4/3 (Fireball) 1-10 5 Flail KPRAC - - 1- 8 0 Flamberge² KPA - - 1-16 Flaming Sword KPRA +15 Fire S4/3 (Fireball) 1-10 200 Flash Sword KPRA +15 Enrg S3/4 (Lightning Bolt) 1-10 Force Sword KPRA +15 Mgt +15 Mgt 1-20 Genius Staff² KSANC +10 Int +15 Lvl 1-16 Giant Sling~ KPRANB +15 PHP +15 Mgt 1-15 Glaive² KPAB - - 1-10 0 Grand Axe KPRAB +15 Mgt +15 Mgt 1-20 Great Axe² KPAB - - 1-15 Great Bow~ KPA - - 1-12 Great Hammer² KPACB - - 1-14 Halberd² KPAB - - 1-14 0 Harsh Hammer² KPACB +3 Mgt - 1-15 Hand Axe KPRANB - - 1- 5 Holy Cudgel PC +15 Per C9/2 (Holy Word) 1-10 Ice Scimitar KPRA +15 Cold S6/3 (Fantas. Freeze) 1-18 Ice Sickle² KPAB +15 Cold S4/1 (Cold Beam) 1-16 10 Katana KN - - 1-10 0 Large Club KSPRANCB - - 1- 4 Large Knife KSPRANB - - 1- 5 0 Looter Knife KSPRANB +15 Thf - 1- 6 Long Bow~ KPAN - - 1-10 0 Long Dagger KSPRANB - - 1- 6 Long Sword KPRA - - 1- 8 0 Lucky Knife KSPRANB +10 Luck - 1- 5 Mace KPRACB - - 1- 7 0 Magic Sword KPRA +15 Magic +15 Lvl 1-20 Maul KPRACB - - 1- 6 0 Mauler Mace KPRACB +6 Mgt - 1- 7 Meteor Bow~ KPA +15 AC S8/3 (Meteor Shower) 1-24 Mighty Whip KSRNCB +3 Mgt - 1- 6 Moon Halberd² KPAB +15 Luck C7/3 (Moon Ray) 1-30 Naginata² KN - - 1-12 Nunchakas KN - - 1- 6 Photon Blade K +15 Mgt S9/1 (Implosion) 1-25 Pike² KPAB - - 1-12 0 Pirates Bow~ KPRAN +10 Thf +15 Acc 1- 8 Power Club KSPRANCB +3 Mgt - 1- 6 Power Cudgel KPRACB +3 Mgt - 1- 5 Quick Flail KPRAC +5 Spd - 1- 8 Quiet Sling~ KPRANB +15 Sleep C2/6 (Silence) 1- 5 Rapid Katana KN +6 Spd - 1-10 Sabre KPRA - - 1- 8 0 Sage Dagger SA +15 Int +15 Lvl 1- 8 Scimitar KPRA - - 1- 9 0 Scortch Maul KPRACB +15 Fire - 1- 6 Scythe² KPAB - - 1- 9 Shaman Pipe~ KSPRANB +10 Magic +1 SpLvl 1- 4 Sharp Sabre KPRA +5 Acc - 1- 8 Shock Flail KPRAC +15 Elec S2/2 (Electric Arrow) 1- 8 Short Bow~ KPAN - - 1- 6 0 Short Sword KPRAN - - 1- 6 0 Sickle² KPAB - - 1- 8 Sling~ KPRANB - - 1- 5 Slumber Club KSPRANCB +15 Sleep S1/7 (Sleep) 1- 4 Small Club KSPRANCB - - 1- 2 Small Knife KSPRANB - - 1- 3 Sonic Whip KSRNCB +15 PHP C2/4 (Pain) 1- 6 Soul Scythe² KPAB +15 Magic S5/2 (Fingers/Death) 1-18 Spear KPRANB - - 1- 7 0 Speedy Sword KPRA +10 Spd - 1-10 Spiked Club KSPRANB - - 1- 6 0 Staff² KSPANCB - - 1- 8 Star Bow~ KPA +15 Enrg S9/3 (Star Burst) 1-24 Stone Hammer² KPACB +15 Magic - 1-18 Sun Naginata² KN +15 AC +15 Lvl 1-25 Swift Axe KPRAB +15 Spd +15 Spd 1-20 Thunder Sword KPRA +15 Mgt S3/4 (Lightning Bolt) 1-20 Titans Pike² KPAB +15 Mgt +15 Mgt 1-40 Trident² KPAB - - 1-11 0 Tri-Sickle² KPAB - - 1-24 True Axe KPRAB +5 Acc - 1-10 Voltage Bow~ KPAN +10 Elec S3/4 (Lightning Bolt) 1-10 Wakizashi KN - - 1- 8 0 War Hammer² KPACB - - 1-10 0 Wind Staff² KSPANCB +5 Spd C5/1 (Air Encasement) 1- 8 Wizard Staff² S +15 Int S7/4 (Prismatic Light) 1-16 Armor Item Classes Equip Use Armor Bonus Charges B Chain Mail KPRAC +15 PHP - 6 B Plate Mail KP +15 PHP - 8 B Ring Mail KPRANC +15 PHP - 5 B Scale Mail KPRANCB +15 PHP - 4 B SplintMail KPC +15 PHP - 7 Chain Mail KPRAC - - 6 0 G Chain Mail KPRAC +15 Luck +10 Lvl 8 G Plate Mail KP +15 Luck +15 Lvl 12 G Ring Mail KPRANC +15 Luck +10 Lvl 7 G Scale Mail KPRANCB +15 Luck +10 Lvl 6 G SplintMail KPC +15 Luck +12 Lvl 9 I Chain Mail KPRAC +15 Sleep - 6 I Plate Mail KP +15 Sleep - 8 I Ring Mail KPRANC +15 Sleep - 5 I Scale Mail KPRANCB +15 Sleep - 4 I SplintMail KPC +15 Sleep - 7 Leather Suit KPRANCB - - 3 0 Padded Armor KSPRANCB - - 2 0 Plate Armor KP - - 10 5 Plate Mail KP - - 8 Ring Mail KPRANC - - 5 0 Scale Armor KPRANCB - - 4 0 Splint Mail KPC - - 7 0 S Chain Mail KPRAC +15 Energy - 6 S Plate Mail KP +15 Energy - 8 S Ring Mail KPANC +15 Energy - 5 S Scale Mail KPANCB +15 Energy - 4 S SplintMail KPC +15 Energy - 7 Helmets Item Classes Equip Use Armor Bonus Charges Bronze Helm KPCB +15 PHP - 2 Gold Helm KPCB +15 Luck +5 Lvl 4 Helm KPCB - - 2 0 Iron Helm KPCB +15 Sleep - 2 0 Silver Helm KPCB +15 Energy - 3 Shields Item Classes Equip Use Armor Bonus Charges Acid Shield KPRCB +15 Acid - 3 Bronze Shld KPRCB +15 PHP - 3 Cold Shield KPRCB +15 Cold - 3 Electric Shd KPRCB +15 Elec - 3 Fire Shield KPRCB +15 Fire - 3 5 (0) Gold Shield KPRCB +15 Luck - 7 Great Shield KPRCB - - 3 Iron Shield KPRCB +15 Sleep - 3 Large Shield KPRCB - - 2 0 Magic Shield KPRCB +15 Magic - 5 Silver Shld KPRCB +15 Energy - 3 Small Shield KPRCB - - 1 0 ================= 10. Useful Items ================= ³ = Quest item Item Classes Equip Use Charges Accuracy Gauntlet KPRANCB Acc+6 Acc+10 Admit 8 Pass³ KSPRANCB - - Agate Grail P Per+15 - Air Disc³ KSPRANCB - C4/2 (Air Transm.) Air Talon³ KSPRANCB - C5/1 (Air Encasement) Amber Skull S Int+15 - Amethyst Box R Luc+15 - Antidote Ale KSPRANCB - C3/3 (Cure Poison) A-1 Tolidor³ KSPRANCB - - Black Key³ KSPRANCB - - Black Ticket³ KSPRANCB - - 0 Castle Key³ RN Thf+5 - Compass KSPRANCB - S1/6 (Location) 50 Corak's Soul³ KSPRANCB - - 0 Coral Brooch B Mgt+15 - Crystal Vial N Spd+15 - Cupie Doll³ KSPRANCB - - 0 Cure-all Wand KSPRANCB PHP+15 C5/5 (Remove Cond.) Defense Ring KSPRANCB AC+2 S4/5 (Shield) Disruptor KSPRANCB Enrg+15 S5/1 (Disrupt) Dog Whistle KSPRANCB - S4/4 (Guard Dog) Dove's Blood KSPRANCB - C4/3 (Cure Disease) Earth Disc³ KSPRANCB - C6/1 (Earth Transm.) Earth Talon³ KSPRANCB - C7/1 (Earth Encasem.) Element Orb³ KSPRANCB - S9/3 (Star Burst) Elven Boots RA Spd+5 - Elven Cloak RA AC+5 S3/3 (Invisibility) Emerald Ring³ KSPRANCB AC+15 - Enchanted ID KSPRANCB Per+15 Lvl+15 Energizer KSPRANCB - S6/4 (Recharge Item) Fe Farthing³ KSPRANCB - - Fire Disc³ KSPRANCB - C8/2 (Fire Transm.) Fire Talon³ KSPRANCB - C8/1 (Fire Encasem.) Force Potion KSPRANCB - Mgt+10 3 Freeze Wand KSPRANCB Cold+15 S6/3 (Fantas. Freeze) Gold Goblet³ KSPRANCB - - Green Key³ KSPRANCB - - Green Ticket³ KSPRANCB - - Herbal Patch KSPRANCB - C2/1 (Cure Wounds) Hero Medal KSPRANCB Per+4 C2/2 (Heroism) Holy Charm KSPRANCB - C1/7 (Turn Undead) Honor Sword³ KSPRANCB - - Hourglass KSPRANCB - S4/6 (Time Distortion) Instant Keep KSPRANCB - S5/4 (Shelter) Invisocloak KSPRANCB AC+6 S3/3 (Invisibility) Ivory Cameo K Mgt+15 - J-26 Fluxer³ KSPRANCB - - Lantern KSPRANCB - S1/5 (Light) 20 Lapis Scarab B Mgt+15 - Lava Grenade KSPRANCB - S4/3 (Fireball) Lich Hand KSR - S5/2 (Fingers/Death) Loincloth³ KSPRANCB Per+10 - Magic Charm KSPRANCB Magic+10 S2/7 (Protect/Magic) Magic Herbs KSPRANCB - C1/4 (First Aid) 5 Magic Meal KSPRANCB - C3/2 (Create Food) 1 Magic Mirror KSPRANCB - S7/2 (Duplication) Mark's Keys³ KSPRANCB - - Max HP Potion KSPRANCB - HPts +2 (raises HP max temp.) 5 (2) Might Gauntlet KPRACB Mgt+6 Mgt+10 60 Monster Tome KSPRANCB - S2/3 (Ident. Monster) Moon Rock KSPRANCB - C7/3 (Moon Ray) M-27 Radicon³ KSPRANCB - - 0 N-19 Capitor³ KSPRANCB - - Noble Sword³ KSPRANCB - - Onyx Effigy C Per+15 - Opal Pendant P Mgt+15 - Pearl Choker C Per+15 - Phaser³ KSPRANCB Acc+5 S6/1 (Disintegration) Quartz Skull S Int+15 - Ray Gun KSPRANCB Acc+5 S1/3 (Energy Blast) Red Ticket³ KSPRANCB - - Rope 'n' Hooks KSPRANCB - S2/4 (Jump) Ruby Amulet N Luc+15 - Ruby Ankh KSPRANCB Luc+10 C7/4 (Raise Dead) Ruby Tiara K Acc+15 - Sage Robe S Int+6 Lvl+10 Sapphire Pin R Luc+15 - Sextant KSPRANCB - S1/6 (Location) 5 Silent Horn KSPRANCB PHP+10 C2/6 (Silence) Skeleton Key RN Thf+10 - Skill Potion KSPRANCB - Lvl+5 Speed Boots KSPRANCB Spd+15 C5/3 (Frenzy) Stealth Cape RN Thf+10 Spd+15 Storm Wand KSPRANCB Elec+10 S3/4 (Lightning Bolt) Sun Crown A Int+15 - Super Flare KSPRANCB - C3/5 (Lasting Light) Teleport Orb KSPRANCB - S5/5 (Teleport) Thief's Pick RN Thf+15 - Topaz Shard A Acc+15 - Torch KSPRANCB - - Valor Sword³ KSPRANCB - - Wakeup Horn KSPRANCB - S1/1 (Awaken) 250 Water Disc³ KSPRANCB - C6/5 (Water Transm.) Water Talon³ KSPRANCB - C6/4 (Water Encase.) Web Caster KSPRANCB - S3/5 (Web) Witch Broom KSPRANCB - S3/2 (Fly) Yellow Key³ KSPRANCB - - Yellow Ticket³ KSPRANCB - - 0 ================= 11. Monster List ================= The Results of the Identify Monster spell for every creature that dwells in Cron. HP = Hit Points; How much damage a creature can take before it dies. AC = Armor Class; How hard it is to hit a creature. Sometimes the AC can be so high that the creature won't even be affected by your weapons. Undead = Important for the cleric spells "Turn Undead" and "Holy Word" some others like "Pain" or the sorcerer spell "Fingers of Death" won't work on undead creatures. Special Power = ALL have one according to the Identify Monster spell,though I haven't seen all of them use it. The special powers of the creatures vary and are described in the brackets. Bonus on Touch = ? Magic Resistance = Immunity to some or all magic spells. Also depends on the level of the spellcaster. Special Powers: swarm, breathes, sprays = attacks the whole group collapse = unconscious juggle = changes the order of the party casts and invokes power = mostly a very powerful hit lose statistics = lose levels and/or statistics Letter Name: HP,AC,Undead,Special Power,Bonus on Touch,Magic Resistance (Special P.) A Acidic Blob : 60,15,N,Y,N,N (sprays acid) Air Elemental : 250,26,N,Y,N,Y Alien Probe : 500,31,N,Y,N,Y (incinerate) Amazon : 90,12,N,Y,N,N (females only) Ancient Dragon : 5000,50,N,Y,N,Y (energy breath) Apparation : 100,20,Y,Y,Y,Y (aging) Aquasaurus : 160,25,N,Y,N,N Arachnoid : 45, 8,N,Y,Y,N (poison) Archer : 250,31,N,Y,N,Y (lightning bolt) Armored Dragon : 216,31,N,Y,N,Y (breathes gas) Assassin : 100,22,N,Y,Y,N Avenger : 160,23,N,Y,N,Y B Barbarian : 200,16,N,Y,N,Y Baron Wilfrey : 300,50,N,Y,N,N Beggar : 10, 4,N,Y,Y,N Bloodsucker : 1,10,N,Y,Y,N (lose statistics) Bonehead : 90,20,Y,Y,Y,Y (explosion, curse) Bozorc the Orc : 200,25,N,Y,Y,N (lose all gold) Brain Eater : 10, 5,Y,Y,Y,Y (sleep) Brainless One : 20, 6,N,Y,N,N Brutal Bruno : 300,30,?,?,?,? Burglar : 22, 5,N,Y,Y,N (lose all gold) C Canine Creep : 64, 15,N,Y,N,N Carnage Spirit : 25, 8,Y,Y,Y,Y (females only,lose statistics) Castle Guard : 70, 17,N,Y,N,N Cat Corpse : 40, 10,Y,Y,N,Y Cat from Hell : 2000, 40,N,Y,Y,Y (casts and invokes power, lose exp.) Cavalier : 70, 17,N,Y,Y,Y Champion : 80, 20,N,Y,N,Y Chancellor : 90, 20,N,Y,N,Y Chomper : 50, 15,N,Y,N,N (frenzy) Cloud Dragon : 160, 19,N,Y,N,Y Cockatrice : 50, 10,N,Y,Y,N (stone) Coffin Creep : 50, 6,Y,Y,N,Y (drains spell points) Conjurer : 12, 3,N,Y,N,N (energy blast) Court Bowman : 150, 25,N,Y,N,N Court Jester : 80, 17,N,Y,Y,Y (scrambles items) Court Mage : 100, 19,N,Y,N,Y (super shock) Cosmic Sludge : 130, 25,N,Y,Y,N (disease) Crazed Dwarf : 45, 7,N,Y,N,N (frenzy) Crazed Native : 30, 8,N,Y,N,Y (frenzy) Creepy Crawler : 5, 4,N,Y,Y,N Cripple : 1, 1,N,Y,Y,N Cron Man Trap : 400, 21,N,Y,N,N (explosion) Crusader : 200, 29,N,Y,N,Y Crypt Fiend : 150, 32,Y,Y,Y,Y (lose statistics) Cuisinart : 1000, 60,N,Y,N,Y (can frenzy) Cursed Corpse : 60, 8,Y,Y,Y,Y (curse, males only) Cursed Slayer : 50, 13,N,Y,Y,Y (curse) D Dagger Jaw : 360, 22,N,Y,Y,N (poison) Dancing Bones : 35, 4,Y,Y,N,Y (females only) Dancing Dead : 45, 6,Y,Y,Y,Y (disease) Dark Knight : 700, 60,N,Y,Y,Y (lose levels) Dawn : 300, 25,N,Y,Y,Y (breathes gas) Dead Head : 250, 15,N,Y,Y,N (lose exp.) Deadly Rattler : 40, 5,N,Y,Y,N (poison) Death in a Box : 2000, 40,N,Y,Y,Y (eradicate) Death's Agent : 600, 40,N,Y,Y,Y (aging) Death Spider : 90, 19,N,Y,Y,N (poison spray) Demon Soldier : 200, 22,N,Y,N,Y Devil King : 5000, 60,N,Y,Y,Y (eradicate) Devil's Envoy : 500, 40,N,Y,Y,Y (fireball) Devil's Mouse : 500, 31,N,Y,Y,Y Dinobug : 100, 10,N,Y,N,N Dinosaur : 250, 16,N,Y,N,N Dino Spider : 250, 20,N,Y,Y,N (poison spray, poison) Dragon Lord : 340, 40,N,Y,Y,Y (stone) Dread Knight : 300, 28,?,?,?,? Druid : 40, 9,N,Y,N,Y Dwarven Elder : 300, 24,N,Y,N,Y Dwarven Knight : 100, 23,N,Y,N,Y E Earth Elemental: 250, 26,N,Y,N,Y (breathes acid) Earth Wyrm : 130, 19,N,Y,N,Y (fire breath) Element Hydra : 600, 40,N,Y,N,Y (breathes energy) Elf Warrior : 120, 22,N,Y,N,N Elven Archer : 1000, 40,N,Y,N,Y Enchantress : 100, 13,N,Y,Y,Y (lose spell points) Endless Knight : 300, 50,N,Y,N,N Ethereal Being : 250, 70,N,Y,Y,Y (lose levels) F Fire Devil : 150, 22,N,Y,N,Y Fire Dragon : 300, 25,N,Y,N,Y (fire breath) Fire Fairy : 230, 22,N,Y,Y,Y (lose all gems) Fire Elemental : 250, 26,N,Y,N,Y (breathes fire) Flaming Fear : 70, 18,N,Y,N,Y (breathes fire) Flesh Eater : 6, 4,Y,Y,Y,N (disease) Fool : 6, 4,N,Y,N,N Foot Soldier : 35, 10,N,Y,N,N Friar : 20, 3,N,Y,N,N Frost Dragon : 250, 22,N,Y,N,Y G Gargoyle : 50, 10,N,Y,Y,Y (paralyze) Gate Keeper : 60, 15,N,Y,N,Y Ghost : 200, 17,Y,Y,Y,Y (aging) Ghoul : 25, 7,Y,Y,Y,N (paralyze) Giant Beetle : 10, 7,N,Y,N,N Giant Lizard : 40, 8,N,Y,N,N Giant Ogre : 70, 8,N,Y,N,Y Giant Scorpion : 60, 11,N,Y,Y,N (poison) Gnasher : 25, 8,N,Y,N,N Gnome : 40, 10,N,Y,Y,Y (steals gold) Gnome Elder : 20, 4,N,Y,N,Y Goblin : 6, 6,N,Y,N,N Gorgon : 150, 14,N,Y,N,Y (stone) Gravewalker : 70, 15,Y,Y,Y,Y (lose levels) Greedy Snitch : 12, 4,N,Y,Y,N (steals food) Griffin : 150, 20,N,Y,Y,Y (stone) Grim Reaper : 70, 16,Y,Y,Y,Y (fingers of death) Guardian : 150, 13,N,Y,N,Y (breathes gas) Guardian Hound : 200, 15,N,Y,N,Y (acid breath) H Hatchet Man : 200, 25,N,Y,Y,N (assassination) Hermit : 30, 9,N,Y,Y,N (steals items) High Priest : 1000, 32,N,Y,N,Y (casts and invokes power) Hill Giant : 120, 17,N,Y,N,N Holy Man : 100, 20,N,Y,N,Y (casts and invokes power) Holy Warrior : 1000, 80,N,Y,N,Y Horned Fiend : 80, 18,N,Y,Y,Y (stone, lose statistics) Horvath,the : 400, 50,N,Y,Y,Y (paralyze) Hunchback : 35, 3,N,Y,N,N (males only) Hungry Plant : 10, 4,N,Y,Y,Y (poison) Hypno Beetle : 20, 8,N,Y,Y,N (sleep) I Illusionist : 45, 11,N,Y,Y,Y (drains spell level) Inept Wizard : 2, 2,N,Y,N,N (spell casting) Insect Plague : 35, 3,N,Y,N,N Iron Wizard : 80, 21,N,Y,N,N (fireball) J Jouster : 500, 50,N,Y,N,Y Juggler : 20, 4,N,Y,N,Y K Kensai : 500, 40,N,Y,N,N Killer Bees : 40, 9,N,Y,Y,N (swarm) Killer Cadaver : 30, 6,Y,Y,Y,N (explosion) Killer Canine : 50, 13,N,Y,N,N Killer Cobra : 50, 10,N,Y,Y,N (poison) Kobold : 8, 6,N,Y,N,N Kobold Captain : 28, 8,N,Y,N,N L Leper : 40, 5,N,Y,Y,N (disease) Leprechaun : 40, 28,N,Y,Y,Y Lich Lord : 2000, 40,Y,Y,Y,Y (eradicate, implosion) Lightning Bugs : 80, 19,N,Y,N,N (lightning breath) Living Dead : 180, 50,Y,Y,Y,Y (death) Long One, The : 300, 30,?,?,?,? Lord Acwalandar: 2000, 80,N,Y,Y,Y (eradicate) Lord Gralkor : 1700, 70,N,Y,Y,Y (eradicate) Lord Pyrannaste: 1500, 60,N,Y,Y,Y (eradicate) Lord Shalwend : 1000, 70,N,Y,Y,Y (eradicate) Lost Soul : 80, 18,Y,Y,Y,Y (aging) Lucky Dog : 70, 20,N,Y,Y,Y (juggles party) M Mad Peasant : 60, 13,N,Y,N,N (frenzy) Magic Serpent : 800. 40,N,Y,N,Y (energy breath) Man-at-arms : 20, 9,N,Y,N,N Mandagual : 100, 20,N,Y,Y,N (poison) Master Ninja : 1000, 60,N,Y,Y,Y (assassination) Master Robber : 1000, 40,N,Y,Y,Y (lose valuables) Mega Dragon : 64000,250,N,Y,Y,Y (eradicate) Mega Troll : 2500, 50,N,Y,N,Y Melting Man : 130, 22,N,Y,Y,N (paralyze) Merchant : 6, 5,N,Y,N,N Mini-Rex : 10, 6,N,Y,N,N Minor Demon : 50, 13,N,Y,N,Y (energy blast) Minor Devil : 60, 16,N,Y,N,Y (fireball) Minotaur : 150, 30,N,Y,Y,Y (fireball) Mist Rider : 350, 50,N,Y,N,Y (breathes cold) Mist Warrior : 350, 30,N,Y,N,Y Monster Masher : 500, 40,N,Y,Y,N (disintegration) Mountain Man : 90, 11,N,Y,N,N Mounted Patrol : 70, 22,N,Y,N,N Mugger : 10, 6,N,Y,Y,N (steals gold) Mummy : 150, 11,Y,Y,Y,Y Mutant : 70, 16,N,Y,N,Y (energy blast) Mutant Fish : 6, 6,N,Y,Y,N (poison) Mutant Swine : 50, 8,N,Y,N,N Mystic Clown : 100, 16,N,Y,Y,Y (lose all food, gems, gold, lose levels, statistics or backpack, silence, collapse, stone, juggle party, eradicate, scramble items) N Nasty Witch : 38, 7,N,Y,N,Y Necromancer : 60, 13,N,Y,N,Y Neophyte Thief : 14, 6,N,Y,Y,N Night Stalker : 60, 14,Y,Y,Y,N (lose statistics) Ninja : 35, 15,N,Y,Y,Y (assassination) O Old Miser : 1, 4,N,Y,N,N Ooze Warrior : 350, 22,N,Y,Y,N (sprays acid) Orb Guardian : 300, 32,?,?,?,? (lose spell points, no magic allowed) Orc : 20, 6,N,Y,N,N Orc God : 50000, 40,N,Y,N,Y P Paladin : 120, 24,N,Y,N,Y Pegasus : 120, 26,N,Y,N,Y Phantasm : 12, 7,Y,Y,N,N Phantom : 64, 19,Y,Y,Y,Y (drains spell points, lose spell points) Phase Spirit : 200, 60,Y,Y,Y,Y (lose spell points) Pixie : 90, 20,N,Y,Y,Y (curse) Plant Golem : 250, 30,N,Y,N,Y Poltergeist : 8, 6,Y,Y,N,Y Priest : 100, 20,N,Y,N,N Pyro Hydra : 80, 15,N,Y,N,Y Q Queen Beetle : 350, 50,N,Y,Y,N (breathes gas) R Rabid Rodent : 20, 3,N,Y,Y,N (disease) Ranger : 28, 7,N,Y,N,Y Reptoid : 2500, 32,N,Y,N,Y Roc : 400, 21,N,Y,N,N Royal Horseman : 250, 32,N,Y,N,N S Sarakin : 250, 25,N,Y,Y,Y (stone, aging) Screaming Pods : 15, 4,N,Y,Y,N (paralyze) Sea Monster : 70, 16,N,Y,N,N (stone) Seductress : 60, 9,N,Y,Y,Y (paralyze) Sewer Rat : 8, 2,N,Y,Y,N (disease) Serpent King : 400, 60,N,Y,Y,Y (poison) Shadow Rogue : 150, 23,N,Y,Y,N (steals gold, lose all gold) Shaman : 45, 8,N,Y,N,Y Sheltem : 500, 60,?,?,?,? Skeleton : 6, 5,Y,Y,N,N Slasher : 60, 11,Y,Y,Y,N Sludge Beast : 20, 4,N,Y,Y,Y (acid spray) Snapping Spore : 40, 6,N,Y,N,N (explosion) Snowbeast,The : 60, 16,?,?,?,? (no magic allowed) Soldier : 25, 8,N,Y,N,Y Sorcerer : 300, 24,N,Y,N,Y Sorceress : 150, 18,N,Y,N,Y Spaz Twit : 50,200,?,?,?,? Spido Bug : 300, 22,N,Y,Y,N (poison) Sprite : 12, 8,N,Y,N,N Squire : 40, 10,N,Y,N,N Stalker : 140, 24,N,Y,N,N Stone Golem : 250, 30,N,Y,N,Y Strangler : 80, 18,N,Y,Y,N (paralyze) Super Sprite : 40, 10,N,Y,Y,Y (curse) Swamp Beast : 100, 11,N,Y,N,N (sprays acid) Swamp Dog : 40, 7,N,Y,Y,N (disease) Swamp Thing : 70, 11,N,Y,Y,N (sprays poison) Swarming Wasps : 50, 15,N,Y,Y,N (swarm) T Thief : 50, 16,N,Y,Y,N (lose all gems) Thug Leader : 220, 22,N,Y,Y,N (collapse) Thug Trainee : 18, 7,N,Y,N,N Time Lord : 3000,110,N,Y,Y,Y (casts and invokes power, every single bad status effect, gold, gem or valuable steal) Titan : 2000, 40,N,Y,Y,Y (collapse) Trickster : 90, 19,N,Y,Y,N (lose all gems) Troll : 70, 13,N,Y,N,N Troubadour : 120, 16,N,Y,N,N Tyrannosaurus : 500, 24,N,Y,N,N U V Valiant Knight : 300, 32,N,Y,N,Y Vampire : 250, 24,Y,Y,Y,Y (lightning bolts, lose statistics) Vampiric Rat : 45, 9,N,Y,N,N Venomous Snake : 12, 3,N,Y,Y,N Viking : 80, 14,N,Y,N,N W Warbot : 300, 25,N,Y,N,Y (disintegration) War Eagle : 300, 21,N,Y,N,N Warlock : 90, 20,N,Y,N,Y Warrior Boar : 60, 11,N,Y,N,N Warrior Maiden : 50, 19,N,Y,N,Y Water Elemental: 250, 26,N,Y,N,Y (breathes cold) Werebat : 35, 13,N,Y,Y,Y (disease) Werebull : 62, 10,N,Y,Y,Y (disease) Werewolf : 70, 17,N,Y,Y,Y White Knight : 100, 18,N,Y,N,Y (Only males can hurt it) Wind Mare : 50, 15,N,Y,Y,Y (sleep) Winged Steed : 30, 6,N,Y,N,Y Witch's Cat : 4, 3,N,Y,N,N Wizard : 150, 22,N,Y,N,Y Woodsman : 50, 10,N,Y,N,Y Wraith : 50, 10,Y,Y,Y,Y (aging) Wyvern : 100, 15,N,Y,Y,N (poison) X Y Z Zombie : 20, 7,Y,Y,Y,Y ============================== 12. Magic Fountains and Trees ============================== 12.1. All changes from the fountains are only temporary and will disappear after the next battle or the next rest, except for changes of condition and age. All are located outdoors. Good (sorted by effect) Accuracy 40................................C2 1,13 Cure Poison................................B4 2,4 Food 40....................................E2, E3 Any Oasis Intelligence 65............................B2 8,8 Level random...............................C2 2,1 Level 20, Statistics all 40................E1 1,5 Level 25...................................A1 2,3 Level 50, Statistics all 200...............E2 11,9 Might random...............................B4 14,9 Might 40...................................B1 11,14 Might 200..................................D2 1,12 Personality 65.............................D1 13,9 Personality 75.............................B4 3,2 Raise Dead.................................E1 3,10 Rejuvenate 5 years (book spa trip first)...B4 2,3 Resurrection...............................E4 1,6 Speed +25..................................A3 1,13 Speed 200..................................D2 1,7 Spell Level 9..............................C1 1,11 Spell Points 20............................C2 14,10 Spell Points 200...........................C1 1,5 Spell Points 200...........................D3 3,14 Statistics all 100.........................A4 10,10 Bad (sorted by squares) A2 1,3 .........................Condition Diseased A3 1,14 ........................Condition: Poisoned A4 12,7 ..........................Condition: Cursed A4 13,13...........One Char., Condition: Eradicated B4 4,2 .............Random, Condition: Unconscious B4 4,4 ........................Condition: Poisoned E1 11,2..................One Char., Condition: Dead Quest Pool in the Inner Limits...................E3 10,12 The Circus Might - ring bell Intelligence - shell game Personality - kissing booth Endurance - head dunk Speed - sack race Accuracy - horseshoes Luck - lucky dice 12.2. ... =============== 13. Timetables =============== 13.1. Centuries Era Event 0 Void 100 Century of Water 200 Century of Air 300 Century of Fire 400 Century of Earth 500 The land of CRON has been formed. 600 First humans. Lord Haarts' Ancestor Spaz Twit 700 King Khalon. Lord Haarts' Ancestor The Long One. 800 King Khalon battles the Mega Dragon. Castle Xabran. 900 Present Time 1000 Proclaimed End of the World Note: The 9th century is of course era 8 and NOT 9! And so on. 13.2. Days Day Event 1 beginning of year 93 Nature's Day 140 the circus opens 170 the circus closes 180 end of year 13.3. Nature's Gate Odd days 1 - 19: (C2 5,11) Corak's Cave Even days 2 - 150: (C2 8,11) Square Lake Odd days 21 - 39: (C3 1,6) Druid's Point Odd days 41 - 59: (E1 4,7) Gemmaker Vulcano Odd days 61 - 79: (A2 12,2) Sarakin's Mine Odd days 81 - 91: (E3 5,5) Nomadic Rift Odd day 93: (D1 5,6) Dead Zone Odd days 95 - 99: (E3 5,5) Nomadic Rift Odd days 101 - 119: (B1 4,13) Ice Cavern Odd days 121 - 129: (C3 15,0) Forbidden Forest Odd days 131 - 139: (D4 3,7) Quagmire of Doom Odd days 141 - 149: (D1 12,14) Dragon's Dominion All days 151 - 180: (C2 7,3) Era 8 ============== 14. Hirelings ============== 14.1. Professions and Skills Name Name Class Lvl Skills Sir Hyron Drog KB 1|1 No H K Phooey - N 1|- No Thund R. Aeriel BS 3|3 Crusader | Cartographer Big Bootay Cleogotcha CA 5|5 Linguist | Athelete Harry Kari No Name NP 6|6 Arms Master | Crusader Gertrude Rat Fink BR 7|7 Pathf., Mountain. | Pickpock., Gambler Friar Fly Dark Mage CS 9|9 Navigat., Diplomat | Linguist, Merchant Red Duke Dead Eye PA 11|11 Soldier, Crusader | Arms M., Pathfinder Nakazawa Sherman NP 13|13 Diplomat, Hero | Merchant, Crusader Flailer Fumbler KR 13|16 Gladiator,Soldier | Gambler, Athelete Sir Kill Jed I KA 15|15 Gladiat., Arms M. | Mountain., Arms M. Holy Moley Slick Pick CR 19|25 Gambler, Diplomat | Navigator, Gambler Mr. Wizard - S 50|- Merchant, Linguist 14.2. Costs and Locations Name Name Cost Location/Map Sir Hyron Drog 2|2 [0,15] Cavern Ben. Middlegate (Kobold HQ) H K Phooey - 2|- [4,10] Sandsobar (tavern) Thund R. Aeriel 12|12 [4,2] Vulcania (tavern, low-level guards) Big Bootay Cleogotcha 35|35 [0,14] Atlantium (prison, guards(2)) Harry Kari No Name 25|55 [1,14] Cavern Beneath Vulcania (prison) Gertrude Rat Fink 55|45 [15,10] Tundara (outer walls, Snowbeast) Friar Fly Dark Mage 200|250 [8,4] Castle Hillstone (prison) Red Duke Dead Eye 500|600 [14,1 D1] Ambush Valley (Bozorc, guards) Nakazawa Sherman 700|1200 [10,1 B4] Native's Cove (Amazons) Flailer Fumbler 2K|2K [8,1 A3] Pearl Islands (prison) Sir Kill Jed I 4K|6K [7,2] Sarakin's Mine (trapped in cave) Holy Moley Slick Pick 15K|25K [4,11] Dawn's Mist Bog (guards) Mr. Wizard - 50K|- [1,14 D3] Arcane Wilderness (Lich Lord) ======================= 15. Unsolved Questions ======================= - Why is there a special power for "identify monster", if ALL monsters have one!? In the manual for the PC version, many monsters don't have a 'Y' at their special power. - What's the exact use of the Navigator skill? wide, open places? desert Does it work on this system or only PC version? - some meals - Bonus on Touch? - Hand to hand combat? Fight? Shoot? - Year 1000, end of the world? It doesn't happen, why is it written there? - Drinks have no effect in this version? In the PC version they have the following effects: Orc Beer - Strength Straight Shot - Accuracy Id Elixir - Personality Academic Ale - Intelligence Rare Vintage - Level Mystic Brew - Spell-Casting ========= 16. Bugs ========= - Hirelings mostly name the wrong inn. - If you want to consider this a bug: Almost all quests can be redone. ================ 17. Easter Eggs ================ - At 11,3 in the Sandsobar there's a message written backwards on the wall. It says: 'All roads lead to Tundara. Are you lost yet. Kilroy was here! Slumrats rule.' Kilroy is that famous, very simple drawn guy who is looking over the edge of a brick wall. Only his eyes, his long nose and his bold head can be seen. A popular graffiti in the 80's. - Queen Lamanda's Dungeon: The walls are actually letters. When turned around 180° they read: "Central Research Observational Nacelle" Now if you take the first letters of each word, it says, you may have guessed it: CRON Most hirelings are characters taken from movies or comic books: Name Name Sir Hyron Drog H K Phooey - A series from the 70's. The main character is kung-fu-fighting dog, named "Hong Kong Phooey". Thund R. Aeriel In "Thundarr the Barbarian" from the early 80's there is a character Thundarr and a Princess Ariel. Big Bootay Cleogotcha Harry Kari No Name Gertrude Rat Fink Friar Fly Dark Mage Red Duke Dead Eye Nakazawa Sherman Flailer Fumbler Sir Kill Jed I From the "Star Wars" movies in which the Jedi Knights appear. Holy Moley Slick Pick Mr. Wizard - From the TV-series "Watch Mr. Wizard" in which Mr. Wizard performed interesting scientific experiments for a young audience using materials found around the home (IMDB). The series ran from 1951 - 1972. ================ 18. Walkthrough ================ 18.1.* Middlegate* Shops: Standard shops: Middlegate Inn - Well, the inn. Save your progress here. Also the place to pick up your hirelings (if you got any). Slaughtered Lamb - Local tavern. Listen for rumors and buy food here. Gateway Temple - Local temple. Healing and new cleric spells are found here. 1,12 (no sign) - Join the local mage guild to learn new spells. Costs: 20G. Sleepy's Mage Guild - Buy your sorcerer spells here. Members only! S.J. Blacksmith - Weapons, armor and other useful stuff. Lock and Key LTD - Buy the Green Castle Key here. Frees the Green Bishop in Castle Woodhaven. Turkov's Training - My fave, it has the best music of all shops. Level up here. It costs a fee though. You should only train here if absolutely necessary. The better the city, the better the training, the more Hit Points you get. Here's the city ranking: 1. Middlegate (as you wouldn't have known) 2. Sandsobar 3. Tundara 4. Vulcania 5. Atlantium The Poorman's Portal - Buy a trip to Sandsobar for 10G. Cheap traveling that saves you time. A trip across the nearby river costs you 5G btw. Arena - You can fight monsters here for money. It's also part of a quest. Buy a ticket at the local blacksmith for 10G. Unique shops: Brain Detoxification - Very useful later in the game, when you want to get rid of that useless secondary skill you wasted your money on. Can only be found at Middlegate . Cost: 100G. Unfortunately it removes BOTH secondary skills! Travel Moore - Ah, lovely Murray's Resort Isle! A trip can be bought here for the *cheap* price of 5000G. If you always wanted to see giants playing volley ball book this. Not recommended for beginners. You do get to see somewhat of Cron though, on the way to the island. Nice sightseeing! Ah well, not really. Track and Trail - Forest travel for 2000G. Actually 4000G since at least two party member need this skill. Edmund's Expeditions - Mountaineering for 2000G. Same as forest travel. Two people need it. Otto Mapper, Esquire - Pay 10G and the places you visited will stay visible on your auto-map. We start our journey at Middlegate. Exchange your team members if necessary. Strong characters like knights in the front row and weak ones like sorcerers in the back of course. Oh and don't forget to give everybody a weapon in the equipment menu! One step forward and the dead Corak greets you and tells you what lies ahead. Innumerable battles indeed. Step through the door and turn right. At x8 y4 (check auto map) is the fountain of clairvoyance. It has the same effect as the sorcerer spells "Eagle Eye" and "Wizard's Eye" and is insanely helpful. Sadly it'll vanish after you rest but since you're practically lost without it, I prefer to go back to Middlegate and rest there. It's really worth the way! Now go the Tavern left of the Inn which you just left. Enter the "Slaughtered Lamb" and listen for rumors. You will hear that the children can be found at 0,15 (=x0, y15 on your auto map). This refers to the dungeon underneath the city. If you tip Amber (as soon as you have money of course) she'll tell you to donate at all temples. Leave. Leave the town at the city gate (5,15) to the north. Make one step forward and you meet a Pegasus. It will tell you that it's your guardian pegasus and it will help you once per year if you find out his name. Later more on this quest... 18.2.*Quest: The Death Spider's Riddle* Ahh, the outer world of Cron. Take a deep breath, smell the green grass and walk north, then west towards Castle Pinehurst. We need to get to A2 2,9 (remember? auto map!). In order not to trigger random fights, walk all the way on the road straight ahead till it makes the first turn south. There's also one more sign here. Now instead of following the road, go straight ahead (facing W) to the mountains and from there into the Ice Tundra to 2,9. You will meet a hungry giant spider which has a riddle for you. The answer to the riddle is KEYS (capitals or not doesn't matter, thank god!). If you visit Mark BEFORE visiting the spider, you'll find out what he's missing but he will also kill one of your party members just for not having his keys, the friendly guy he is. Anyway the reward for his keys is great. Go to C1 1,1. That means walking the whole way back to Middlegate and instead of walking west, go north this time and follow the road north. 1,1 is two squares away of the road. This is no forest so you can walk through the trees without any trouble. So you give the young lad his keys back and you gain unbelievable 10K experience for each character. Now if you only had the money to train! *Quest End* So, I fear we have to do some fighting. Before we begin we can take some preparations. Go back on the road and walk a little back south from where you came. Now don't follow the road toward the river but keep going on south on the grass way. Follow the left one to reach a fountain at C2 1,13. Drink from it to boost your accuracy up to 40. This will only last for one fight though, sadly. Most statistic changes are not permanent. Then take the right way and enter the legendary Corak's Cave, but Corak has still to wait a bit for our visit. We're here for something else. After you entered face south. There's a secret passage there. Just go two steps forward (don't leave of course) and voila! - you got the powerful Lloyds Beacon spell for your sorcerer which lets your party return to any place (outside) you want. And it's only Lvl 2! Leave the cave. Back on the track! Follow the road north and then west towards Tundara till you reach the Ice Tundra, then go north on the grass way next to the mountains till you reach the very end of it (B1 11,14). Break the frozen water in the fountain to raise your might to 40. Now you're well prepared for a (one) fight with low level creatures. I'd suggest you go to Tundara and do some fighting at A1 12,4 or in the city. This way you can easily go back to the frozen water fountain and repeat the process. Don't forget to search after you have defeated your enemy to get your treasures. Monsters that you have defeated in the ouside, in cities and dungeons do respawn after you leave the map or area except if they're unique monsters! After two battles I had gathered in total 438 gold. Enough for now. You can also already start training your characters. The costs are for Middlegate 100G, Sandsobar and Tundara 200G, Vulcania 300G, Atlantium 500G for each character. It gets more expensive every level.Keep in mind the city ranking if you do so. Better city, better training. That simple! You should raise your sorcerer up to level 3, so that he may cast level 2 spells, because we're going to need the spell "Levitate" to get us some 'real' money! 18.3.*Gemmaker Volcano* And what could be a better place for that then a dungeon with the name 'Gemmaker Vulcano' or how I like to call it - treasure cave? A place with no monsters but a lot of gems and some treasures. Sounds fun, huh? Where's the hook, you're asking? There's one, well, two in fact. First, levitation is essential, but we already took care of that. Second, and that is the nasty part, we need to get past a volcano which randomly erupts and likes to throw hot lava and magma chunks on our heads, which of course means at our level instant death for all party members. Luckily I do know a shortcut, even for the non-climbers among us. First we need to get to Vulcania. Either by traveling through the portal at Tundara or by crossing the river with a ferry which is cheaper (5G). You have to take the upper road since you cannot cross the mountains yet. The way to Vulcania is Goblin territory and on the road you have a good chance of being ambushed by them randomly. So either you can run and try again or you can try to fight your way through. They're among the weakest creatures of Cron but they come in packs of twenty, which might be to much at this point. If you get too frustrated over it just use the Tundarian portal inside of the 'Lucky Dog Saloon', as i said. It costs 50 bucks but for me it was worth it, saving me that Goblin trouble. 'Peaceful Goblin village nestled in the mountains', they must be kidding! Anyway, leave Vulcania towards the west, traveling on the road till you reach the end of the canyon (the first grass square), then take the path north. At D1 13,9 a wishing well can be found which raises everybody's personality to 65. Go further north on this way till you almost reach the end of the Cron world map. To the east is an entrance to a larger valley but don't enter here before you haven't cast your levitation spell or else you will become hot and crispy. Go to the single tree square with the exotic fountain at E1 3,10. Face east, you can get on the mountain here. Then face south, one more step and you're back on the grass. Now keep going south on the mountain with the cave. Note: You can only enter the cave from this side unless you have mountaineering skill! 'Your levitation spell saved you!' A sentence you will be reading annoyingly often from now on. Enter and cast a "Light" spell or use a comparable item. No monsters in here. At 3,3 you can find the sorcerer Lvl 9 spell "Enchant Item", but we're not able to reach it, since we can't walk through walls yet (spell!). Loot the place! Nothing can happen! Things of interest: 1. Gems variously scatterd around. You will need tons of them later on for all the powerful spells. A rich deposit of them is located in the large hall. 2. Some info concerning elemental talons and 3. of course the reason we came here for - fiery weapons. They can all be found in the large hall. Make sure you grab everything: Fire shield (AC 7), Fire Glaive +4, Fiery Spear +4 and of course the Flaming Sword +10 which is worth 22K(!). When used as an item the weapons also create a "Fireball" (S4/3). In the end I came out with a total of 580 gems. Leave the vulcano and go back the way you came. *Dungeon End* Shopping time! Even though it hurts, you have to sell the Flaming Sword. 18.4.*Vulcania* Shops: Standard shops: Hotel Four - Save your progress here. Also the place to pick up your hirelings (if you got any). Belinthra's Bar - Local tavern. Listen for rumors and buy food here. Vulcan Temple - Local temple. Healing and new cleric spells are found here. 3,7 (no sign) - Join the local mage guild to learn new spells. Costs: 10,000G. Blackrock Mage Guild - Buy your sorcerer spells here. Members only! Bestway Blacksmith - Weapons, armor and other useful stuff. Lava Locksmith - Buy the Red Key here for 2500 gold. Training Academy - Ah, the lovely music. Level up here.You should only train here if you need to save some money. City ranking: 1. Middlegate 2. Sandsobar 3. Tundara 4. Vulcania 5. Atlantium Vulcanian Transport - Buy a trip to Tundara for 30G. Vulcanian Export Co. - Buy a trip to the rich city of Atlantium for 100G. Arena - Not available in this city. Unique shops: Sergeant Pain School - Increase your stamina and become a Soldier (Endurance +5) for 500G. Disembowelments R Us - Get stronger and become a Gladiator (Might +5) for 500G. Proficiency Expert - Improve your accuracy and become an Arms Master (Accuracy +5) for 500G. 10,5 (no sign) - A scale which shows your current protections. Neat info. Sell the sword to the blacksmith and make a donation at the temple (300G). Time to travel to Atlantium. 18.5.*Atlantium* Shops: Standard shops: Carriage Inn - Save your progress here. Also the place to pick up your hirelings (if you got any). Boar's Tongue Tavern - Local tavern. Listen for rumors and buy food here. Eleusinian Temple - Local temple. Healing and new cleric spells are found here. 11,7 (no sign) - Join the local mage guild to learn new spells. Costs: 50,000G. Cobalist Mage Guild - Buy your sorcerer spells here. Members only! Drewnhald Ironworks - Weapons, armor and other useful stuff. Classic Key Shoppe - Buy the Black Key here for 50,000 gold. Island Training - THE place to train and level up. Also of course the most expensive one. Nothing more to say! Beautify(!) Atlantium - Boy, are these guys friendly over here. Best shop name ever! Beautify Atlantium and travel to Vulcania for 50G. The Mystic Portal - The Keep Atalantium Beautiful Committee, again! Buy a trip to Middlegate for 25G. The Colosseum - You can fight monsters here for money. It's also part of a quest. Buy a ticket at the local blacksmith. Unique shops: Hippomenes + Atlanta - Become the Hero/Heroine (all primary skills +1) of your dreams for 1000G. Odysseus' Tongue - Become a Linguist (Intelligence +5) for 500G. The Olympic Trial - Be an Athlete (Speed +5) for 500G. First of all take a look at all the statues in the slots on the west and east side of town. They provide you with vital information to solve the Mt. Farview Quest. Don't worry, I will remind you later! Go to Odysseus' Tongue and let your sorcerer learn the Linguist skill (Int +5) for 500G. Then make a donation at the temple (500G). Leave the city at 15,15. Face west and go through the wood till you get to the western tip of the island. There's a fetid pool but this yummy brewery really is a statistic booster (one fight). Actually it's the second highest boost you can get from a fountain. Only a well guarded fountain in the Desert of Desolation gives you more power. All your primary skills are at 100 now. Get back to the city. Oh, and drinking of the other fountains is NOT a good idea. Use the portal to travel back to Middlegate. And don't get yourself in any fights! Buy forest travel and mountaineering for two party members each. Also buy the cartographer skill and join the local mage guild. After that buy all sorcerer and cleric spells and make a donation at the temple (100G). You'll probably get blessed for one day by the cleric. This blessing also includes the cleric spell "Walk On Water"! Your gold should have melted to 10K or near that but now you have all the basic skills you need to get to wherever you want to. Well, almost let's say. We still can't enter the castles yet. Time to change that! We have actually been working on it already. It's all about being generous. Yup, that means more donations. Onward we go to Sandsobar. 18.6.*Sandsobar* Shops: Standard shops: Hourglass Inn - Save your progress here. Also the place to pick up your hirelings (if you got any). Red Lantern Tavern - Local tavern. Listen for rumors and buy food here. Temple Benedictus - Local temple. Healing and new cleric spells are found here. 0,12 (no sign) - Join the drunken mage guild to learn new spells. Costs: 200G. Whirlwind Mage Guild - Buy your sorcerer spells here. Members only! Big Al's Accessories - Weapons, armor and other useful stuff. Fitpro Locksmith - Buy the Yellow Key here for 1000G. Sheik Training Arena - Better train somewhere else! Check the city ranking! Portal Dune - Magical Transport to Middlegate for 20G. Sirocco Portal - Buy a trip to icy Tundara for 50G. Monster Bowl - You can fight monsters here for money. It's also part of a quest. Buy a ticket at the local blacksmith. Unique shops: The Sandy Dunes - Become a Gambler (Luck +5) for 200G. The Embassy - Become a Diplomat (Personality +5) for 500G. Sly's Opportunities - Learn how to Pickpocket (Thievery +15) for 300G. Ninjas and robbers only. The Wizard's Eye/The Beggar's Gift - You can buy the sorcerer spell "Wizard's Eye" here for 100G. Go to The Wizard's Eye and buy the spell. After that we make another donation at the next temple (200G). Leave the town through the citygates. Walk westward and at the junction head north.Walk the whole way back to the river near Middlegate. Go to C2 11,1 and buy the cleric spell "Walk On Water" for 50G from the curious looking fellow. Go to the road near Middlegate and keep on going north towards Woodhaven. Go to C1 5,3, then 5,5 and look south. You'll find the Lvl 9 cleric spell "Holy Word", which is at the moment of course of no use for you. Back on the road. Walk two squares west now, instead of east and drink of the fountain there (C1 1,5). That will give you 200 spell points for the next fight. Remember that spot, when in need! Now head over to Tundara. 18.7.*Tundara* Shops: Standard shops: Tundaran Arms Inn - Save your progress here. Also the place to pick up your hirelings (if you got any). Lucky Dog Saloon - Local tavern. Listen for rumors and buy food here. White Dove Temple - Local temple. Healing and new cleric spells are found here. Can be found in the northern part of the monster freezing section. 9,7 (no sign) - Join the local mage guild for the "low, low" price of 2000G. Mystical Mage Guild - Buy your sorcerer spells here. Members only! Can be found in the northern part of the monster freezing section. Thundrax Weaponry - Weapons, armor and other useful stuff. Locksmith - Not available here. Enhancement Center - Average training. Check the city ranking to find a better city to train! Lovely music, did I mention that already? La Porte - Can be found inside the inn! Portal to Sandsobar. Costs: 10G. Polar Passage Portal - A talkative polar bear sells a trip to hot Vulcania for 50G. Hm, whatever. The portal is inside the saloon! Arena - Not available here. Unique shops: Saracen's Denial - Become a Crusader (needed for all castle quests) for 250G. Can be found in the northern part of the monster freezing section. International Market - Become a Merchant (prizes in weapon shops drop about two thirds, selling prize doubles for the character) for 1000G. Can be found in the northern part of the monster freezing section. Columbus' Sextant - Become a Navigator (skill) for 750G. Can be found in the northern part of the monster freezing section. Keeps party from becoming lost in large, open spaces. Go to the "Lucky Dog Saloon" and order a specialty. We are going to eat 'Wolf Nipple Chips'! Mmh, tasty! Costs:100. Leave. 18.8.*Quest: The Castle Key* Go the final temple, the "White Dove Temple" in the restricted area (2,7) and donate one more time (200G)! Now that we have donated at all five temples we deserve an award. Leave the cleric and you're going to find a 'Fe Farthing'. All we have to do now is go back to Middlegate and flick the 'Fe Farthing' into the fountain at 15,15. *Quest End* But before we do that there's still something else to do. I hope you still have that statistic boost from the Atlantium fountain on you (No resting, no encounters, please!)! You'd better save at the inn because the following part is a bit risky. Leave Tundara through the city gates. Once outside face west, don't enter the city but instead go west across the ice tundra till you reach the mountains. Eventually you get caught by a snowdrift. Try your luck and restart if it hits you nasty. Step on the mountainsquare at A1 2,3 and drink from the fountain. You're now level 25, not permanently of course. Advance further in the same direction and go straight into the elemental plane of air. Two steps and you reach the end of the Cron world map (So the planet IS a disk and not a globe. Cron scientists were wrong!). Now walk north till you see the northwest corner of the world map. Don't enter here (works only if you are blessed) but go to A1 1,14 and you will find the Lvl 5 cleric spell "Air Encasement". Now go east but stick to the edge of the world map or you might have an encounter. As soon as you are on the mountains again keep mountaineering to position A1 8,8. You'll find the Lvl 4 cleric spell "Air Transmutation" here. Back the way you came to the mountain and world map edge. Again stick to the edge and walk through the tundra. Notice the cavern here! At the end you should get to the Might+40 fountain which you already know. Don't drink from it. It will lower your Might back to 40. Go back to the road and walk to Middlegate but still we're not going into town yet. Take the road west towards Castle Pinehurst. Follow it past the circus sign till you are in the ice tundra again. There's a huge mountain there. Go to A2 15,7 and from there walk north to the tip of the mountain. The Mist Warrior will attack you, but you should be able to kill him with low casualties. You'll receive 26K experience points and learn the Lvl 7 sorcerer spell "Dancing Sword". Don't forget to search for treasure! You can revive dead party members at the temple in Middlegate. And that's exactly where we are going now. Enter the city and go to 15,15. You have to figtht your way through, but it shouldn't be too much of a problem. Flick the Fe Farthing into Feldecarb Fountain to receive a fabulous Castle Key! At last! Give it to your robber or ninja and equip it (Thvy +5)! Rest and drink from the fountain of clairvoyance. Leave Middlegate. Cross the river and go to Vulcania. If you want to avoid an ambush in Ambush Valley (hence the name!) just walk on the mountain squares next to the road. Use the portal to get to Atlantium and train (one of) your cleric(s) till she/he reaches level 5 and may cast level 3 cleric spells. Leave the city. Drink of the fetid pool in the west again and let your cleric cast the spell "Walk On Water". Face east and walk across the water eastwards till you reach the Isle of the Ancients B4 3,10. Go north to the evil zone and from there east again till you reach the coast. Walk north and around the coastal line till you get to C3 0,11. 18.9.*Quest: The Guardian Pegasus' Name* From there walk south to C3 0,7 to find out the name of the Guardian Pegasus. It's Meenu. Luckily we have a linguist in our party or else we would not be able to read it. We'll pay a visit to the pegasus soon at B1 9,9. *Quest End* Go two steps back the way you came to 0,9 and then to 1,9. We're not the only fans of Red Hot Wolf Nipple Chips! He's so excited over it that he gives us the Lvl 2 cleric spell "Nature's Gate" as a gift. Now cast Nature's Gate. At this early stage in the game, I casted it on day 12 during daytime, you should be transported to the lake near Middlegate. From there go to Castle Woodhaven. Stand in front of it at C1 3,13, then go west to B1 15,13. You'll meet some jolly lumberjacks with blood dripping axes in their hands. Makes us feel at home here, doesn't it? I hope you haven't fought in the meantime! Accept the challenge. Should be easy with a might boost of 100. Even your sorcerer can do this. The prize is an Instant Keep (sorcerer spell "Shelter" Lvl 5). Go back to Woodhaven then go to C1 1,11 but take the way over the forest square to avoid the sight of ghastly 'horrors'! Face north and drink from the sparkling fountain to gain spell level 9(!) for the next battle! Now go to the decorated fountain at 1,5 to raise your spell points to 200. Again take the way over the forest to avoid battling with ghouls. Follow the road towards Tundara and go to B1 10,15 near the Might +40 fountain. Make one step forward into the ice tundra and go south till you finally get to the pegasus at B1 9,9. Remember? His name is MEENU. Our reward for finding out his name is 100,000G. That should last for a while! Search for the treasure and go back the way you came to avoid blizzards and avalanches. 18.10.*Quest: Mt. Farview Clerics (I): Corak's Soul* Go back to the road and towards Castle Woodhaven at C1 3,14 but don't enter here, walk past the castle instead, to the edge of Cron. We need to get to 10,15 without a fight on the way. Walk east across the mountains on the edge. Remember those statues back in Atlantium? One told us where to find Corak's soul. Yes, you guessed right! It was C1 10,15! Since you can cast level 9 spells, you can also cast "Holy Word" with your clerics. We already found that spell in the woods nearby. This is a good opportunity for casting it. All your foes are undead, which means "Holy Word" will eradicate all of them! Defeat the undead creatures to gain about 50K experience points and receive the soul of Corak. This might be handy later. *Quest End* Hm, your characters still look a bit weak, don't you think? In the nighttime of day 12 I had 5 battles fought, 113K gold, 610 gems, 9 food and still a complete level 1 party except for my level 5 cleric and my level 3 sorcerer! And I hope that you're still with me here! So we're going to do some training then. At Atlantium of course! Walk past the water or travel with the portals to Atlantium. Since we're already here we might also drink from the +100 pool outside again. After practicing my fighting skills a bit (dum-dee-dum) I had all party members at level 7 and 77K gold left. Take the portal back home (Middlegate)! 18.11.*Quest: Nordon's Golden Goblet* Visit Nordon at 10,2. 'Numerous rewards'. huh? On we go to the cave below (8,0)! The dungeon should be easy since you're already level 7. Cast a light spell and proceed. 18.12.*Cavern Beneath Middlegate* Straight ahead is a message, saying that the moon phase of Cron lasts sixty days. Go north from there. You will have to do some fighting. We need to find the goblin lair but that's not too hard since you basically have to walk just straight ahead. Go to 0,7 to find Nordon's goblet. On the way you will have to unlock a door or you can bash your way through. "Sleep" spells and "Acid Spray" worked well for me to deal with larger crowds of goblins and orcs. Exit the goblin lair and return to Nordon. You get 2K experience, the sorcerer spell Lvl 2 "Eagle Eye" and unbelievable 1000G if you search. The greedy ...! I'd rather should have sold the goblet! He tells you to visit his sister. *Dungeon End* 18.13.*Quest: Nordonna's Children* She's at 1,2 in the city. Talk to her and she will say that her sons have been kidnapped and have been taken to the cavern. So go back there. There are several clues around here. One tells you where to find the "Lloyd's Beacon" spell, but we already got it. Another one at 8,14 (secret passage!) will help you to decipher the green messages that are scatterd in the outside world. Later more on that. Others have info on the Water Disc, the Long One, Earth Encasement, black battle and J-26 Fluxers. You can go and check them for yourself but I will tell you everything when it's needed of course. Now we need to find Nordonna's children. Remember the beginning? We overheard rumors at the tavern that they were at 0,15. That should be the northwest corner! There's a Kobold HQ which is located at 5,14. A little fighting lies ahead. I used the same spell combination as before, a little curing in between, and my first rest(!). Don't forget to cast the spell "Wizard's Eye" ("Eagle Eye" on the outside) afterwards or you can get lost pretty easily. Free Drog and Sir Hyron. They can be found at the inn and be recruited as hirelings for a small fee. Leave the dungeon. Nothing interesting here anymore. Go back to Nordonna. She'll be grateful and all that and tells you that she has info for you that help you gain untold riches! Wait, somehow this seems familiar... it's the way to get to the Castle Key, that we already have! 'Untold riches'!! If you loot all the castles maybe. Silly woman! *Quest End* I wouldn't bother hiring her sons. They are low level hirelings and all they'll probably do in battle is die. There are better ones to get. Go to the 'Slaughtered Lamb' and eat the specialty 'Soup de Ghoul' for 50G! Let your cleric cure the party if somebody got sick (diseased) because the dinner was spoiled. 18.14.*Quest: The Green Triple Crown* Buy THREE Green Tickets at the blacksmith here in Middlegate. Go the Arena and win one fight. Be careful not to turn around on the fighting spot or you will unneccessarily waste one ticket! No need to search, at the arena since you won't find any treasure. The gold is reward enough. You'll get 200 bucks for the first fight. Leave the arena and use the portal to Sandsobar. Buy yourself into the local mage guild and then buy the missing cleric and sorcerer spells. Battle in the Monster Bowl. You'll get 500 gold. Let your sorcerer cast "Fly" to A4 to get to Atlantium. Drink of the +100 fountain and enter the city to do one final battle at The Colosseum. You'll receive 1500G. *Quest End* 18.15.*Quest: Free The Bishop of Green Battle* Now that we have completed the Green Triple Crown Quest we can take the whole benefits of rescueing the bishop. Take the portal to get to Middlegate. Go to the locksmith and buy the Green Key for 500 gold. Now leave the city and go to ... 18.16.*Castle Woodhaven* Go straight ahead into 'Hoardalls Palace' and continue going north. A jester will be behind the door, telling orc jokes. All castles have one of them. Keep going north but don't enter the throne room yet. Take the door east. Then go south into the Green Room to 10,6 to free The Bishop of Green Battle. You'll receive 3K experience for freeing him and additional 10K if you have completed the Green Triple Crown Quest. *Quest End* Leave the castle. Scare the ghouls away on C1 2,6. Just visit this spot. "Fly" (S3/2) to E2. Pick up the inviting fruits. You have 40 food now for everybody. Lunch still ain't over though, it just began! Go straight up north and you will arrive at Vulvania or you just cast fly to E1 if you fear to be killed by the volcano south of the city (watch out E1 3,1!)! Go to Belinthra's Bar and order a specialty. Meal B - Troll Liver. If you are trying to leave the bar now, you will be attacked! Seems somebody didn't like what you ate. The enemies should be easy to kill though. I got only creatures with one hit point. One or two "Sleep" spells will do. After that a barbarian and a sorcerer will confront you. Well, seems like somebody DID like your menu then or at least your fighting style! You can hire them at Hotel Four (So they say but actually they are in Atlantium!). Be warned that you will always be attacked in Belinthra's Bar from now on! Meal B is a riot, indeed! Use the portal to go to Atlantium (or "Fly" to A4) and go to the Boar's Tongue Tavern. More eating. Let Rowena bring you one of those delecious Devil's Brownies (specialty). 3000G! Now that's one expensive brownie! Go to the Carriage Inn and hire Thund R. and Aeril at the hirelings menu. Leave the inn. It's always good to check the secondary skills of your hirelings before excluding them from your party forever. Look at Thund R. for example he's a Crusader and that's exactly what we need right now. Leave the city, drink of the +100 pool and fly to C1. Drink of the spell level 9 and the spell points 200 fountains. Go to 1,8 where the devils footprints were. You will encounter two Grim Reapers who can cast a quite naughty spell - "Fingers of Death", but they should absolutely be no problem for you. Just cast "Holy Word". You can even kill them with your bare hands. Pretty easy, really! You get only 2500 exp. but you find a scroll that allows you to cast "Fingers of Death", too. It's a Lvl 5 sorcerer spell. Enter Hoardall's Palace (Castle Woodhaven) and go north directly into the throne room. Lord Hoardall will only talk to a Crusader about his quest(s). That's why we brought Thund.R with us! The lord wants us to find some item's for him. He has four quests of different difficulties for us. Page's Quest being the easiest of course. You have to seek one non '+' item which can be found practically in every shop in Cron (check the 'Shop' list of this walkthrough!). The item he's looking for is randomly chosen. For me it was a Scorch Maul (Plate Armor, Shock Flail). The Squire's Quest is a bit tougher: B Ring Mail (Flaming Sword(!), Rapid Katana). The Knight's Quest is very tough: Dyno Katana (Green Key, G Plate Mail). As long as you haven't solved the quest you're on, Lord Hoardall won't give you a new one. The Lord's Quest of course then is the only real quest, if you want to say so. No random items, but you have to find the Sword of Valor, of Honor and of Nobility. If you have trouble finding an item or are stuck in any way you can find a quest removal elixir (19 G) in both random quest castles. In this castle (the other one is Castle Hillstone) it's in the guard tower at 13,2 but you'll have to get past the guards first. There's some food (40) at 8,6 which can be reached through a secret passage from the northern side but it's guarded too and is not worth the fight. Depending on the item the lower quests get each character between 64 to 8000 experience points. Don't forget that the experience is now distributed along eight people instead of six! So don't bother with the lower quests, just accept the Lord's Quest and leave the throne room through the door you came in. Enter the next door on the west side (8,9). At 6,12 (secret door like all small rooms here) you'll find Rope 'n' Hooks (S2/4) but they have no charges. At 5,9 you'll find a Large Club. At 4,11 you can find Torches. At 7,10 you'll find a Cupie Doll. Take one. 3,9 also has Cupie Dolls. Go to 2,11 to get the 'M-27 Radicon'. Leave the room and go south then east into the Grand Hall. It's full of Large Clubs, Cupie Dolls and Rope 'n' Hooks. Don't take any of them. They're worthless. There's a 'safe passage' through the hall, where no items lie to avoid that annoying messages: three steps east, then north till you reach the door. Enter and take the way to the right. Enter the next room. At 12,12 you can find Black Tickets. Take three of them. Don't take anything else. Go back to the hall and back through the eastern door and leave the castle. *Dungeon End* Go to the spell level 9 fountain again and drink. Now look closely at Aeriel's character. The ugly duckling has become a beautiful swan! Why is that you're asking? Well, unlike your sorcerer(s), this sorcerer knows ALL spells. She was just not able to cast them. Till now. 18.17.*Quest: The Green Message* Various messages can be found across the land of Cron. Look at the following spots to find all Green Messages. B2 (14,9) Green Message No. 1: o a ivaoc eehu whss na eTeno aoacs bciltsth k B3 (12,2) Green Message No. 2: F e iuteeustj ceetuF i virs ri sAb aaoritrs B2 (14,5) Green Message No. 3: r c nil ot,eer h i Mtr wrl uopptl.Readlh het. B3 (12,9) Green Message No. 4: h dd bmr y irdao v .a gpfprea orn ew ia We already found the code to decipher the message in the cavern below Middlegate. It was " One letter after another 2-1-3-4." Put them in this order Green Message No. 2: F e iuteeustj ceetuF i virs ri sAb aaoritrs Green Message No. 1: o a ivaoc eehu whss na eTeno aoacs bciltsth k Green Message No. 3: r c nil ot,eer h i Mtr wrl uopptl.Readlh het. Green Message No. 4: h dd bmr y irdao v .a gpfprea orn ew ia and read from the top downwards to get this message: For each individual to become true, see the jury which resides at Mount Farview. Travel in groups of appropriate class. A Robber can aid all others with their task. *Quest End* Fly to E1 and drink from the fountain at 1,5. Your characters will be level 20 and all statistics will raise to 40. Cast "Levitate" and enter Gemmaker Vulcano. Once inside, cast a "Light" spell and go to 3,5. You can collect some gems on the way. Also all items, including the Flaming Sword have respawned. Collect everything you need and don't forget the gem deposit (about 500 gems)! When you arrive at 3,5 let Ariel cast "Etherealize" (Lvl 7) to get through the wall. A sweaty person wants to sell you the Lvl 9 sorcerer spell "Enchant Item". The cost is ten years of your lifetime. All your characters age ten years. Buy it, cast "Etherealize" again to get out of the room and leave Gemmaker Volcano. 18.18.*Quest: The Three Hidden Swords of Chivalry: Valor* Fly to A2 and let your sorcerer cast "Guard Dog" to avoid being surprised by any monster. Go east till you find the wagon tracks that lead off the road. This is the way to Sarakin's Mine but we won't enter there, yet. We go to A2 11,2. Prepare for battle! You will encounter six Mountain Men. Being at level 20 your strikes are quite powerful. If that shouldn't be enough to kill them, let Ariel cast some high level offensive spells like "Star Burst", "Inferno" or "Implosion". Your may want to let your own sorcerer cast "Dancing Sword", too. You get 3000 exp. Search the area after you have won the fight to find the Sword of Valor. *Quest End* 18.19.*Quest: The Three Hidden Swords of Chivalry: Nobility* Go to C1 drink of the spell level 9 fountain and fly back to the level 20 fountain near Vulcania. Drink from it, go to 1,4 and from there on continue westwards past Ambush Valley and the Radiation Zone till the road turns south. Climb up the northern mountains to get to D1 0,8. Four Priests are guarding the Sword of Nobility. Use the same tactic as before. They're even easier than the Mountain Men. Search to find the Noble Sword. *Quest End* 18.20.*Quest: The Three Hidden Swords of Chivalry: Honor* Well, you know the routine... Spell level 9, character level 20, then go to D4 14,11. It's easy to find, since it's only one square northeast of your "Fly" arrival point. The Guardian (six actually) defends the Sword of Honor. I found this to be the hardest of all three fights. The monsters have higher HPs than the ones before (Check the monster list!) and you also do get 6000 exp. instead of 3000. The monsters have a high magic resistance, so offensive spells seemed rather useless to me, except maybe "Implosion". Try your luck with Aeriel's "Power Shield" (Lvl 8) to survive the gas breath and for the rest of the party it's just plain monster bashing. If the battle seems too tough for you, you might consider using the level 25 fountain (between Tundara and plane of air, remember?) plus the one near Atlantium. After you have (hopefully) won, search to get the final sword. Time to claim our bounty. Go to Woodhaven and talk to Hoardall. You will earn 100.000 experience points. *Quest End* Since we're already here we can drink of both magic fountains (SP and SL) again. I think now would be a good opportunity to raise our statistics a bit. Go to all the cities and buy all skills according to the class which makes the best use of it. That would be thievery for ninjas and robbers or personality for clerics for example. Maybe you will have to remove some of the old ones at the detoxification specialist in Middlegate to make them fit for each character. Also buy the Merchant skill which makes things a lot cheapier at the shops. You don't have to save any space for new skills. Make a hero of those who still have one space left or give them the same skill twice to double their main statistics. Use the "Fly" spell to travel from one city to another. All cities are in one corner of the world map (A1, A4, E1, E4) except for Middlegate which can be found at C2. You can use the spell even inside the city as long as you are outside of a building. Along the way you can go to Sandsobar and eat the Gourmet Dinner B at the Red Lantern Tavern. You will meet the ninja H.K. Phooey who likes your taste. You can hire him at the Hourglass Inn so he says but for me he was at Hotel Four in Vulcania. When you are in Tundara buy yourself into the local mage guild and buy the Lvl 3 and Lvl 4 clerics spells that you're still missing ("Cold Ray","Lasting Light","Restore Alignment",that'd be.) and the Lvl 4 sorcerer spells ("Feeble Mind" and "Fireball"). You can find some clues about missing persons and the snowbeast which is roaming the outskirts of this city. They are at 13,9, 13,4 and 8,8, if you haven't already stumbled upon them. There's also a magical barrier at 3,5 through which you can walk now with the spell "Etherealize" but there seems to be nothing at that spot. In Vulcania check the squares 6,9, 6,11, 8,9, 8,11 and read about the four elemental kings. Before entering Atlantium you can drink of the +100 pool. Go to the blacksmith then. If you have the chance of buying some good weapons or armor, then do it. I bought a Plate Armor +1 for my knight for 2K (merchant skill!), and I bought two 'Thief's Pick +5' (2K each) for my ninja but don't spent all of your hard earned cash on expensive items like a Defense Ring or a Teleport Orb. Buying stuff for 6 - 10K should be sufficent for now. You may also want to duplicate, recharge or enchant some of your items (Flaming Sword for example) but be warned that it will cost a LOT of gems ("Duplication" 100 and "Enchant Item" 50)! I enchanted the Flaming Sword two times to get it up to +12, then duplicated it and sold one of it with my merchant for 45K along with that Instant Keep (25K) we got from the lumberjack competition near Woodhaven. You might want to train a bit too. It's not necessary to train the hirelings at the moment I'd say. Their training is free but they get more expensive. After I left Island Training it was day 20. I had one knight, one barbarian and two clerics at level 9 and one ninja and one sorcerer at level 8. My gathered belongings were 104K gold, 906 gems and 40 Food. All party members except the hirelings were 28 years old. ACs were between 3 (sorcerer) and 24 (cleric), HPs between 67 (sorcerer) and 176 (barbarian) and SP for the spellcasters between 60 and 70. Each character had 226K experience points and I had fought 22 battles so far. ...I hope your party is somewhere near mine! If your level is way too low you might want to go back through some of the previous battles till you're strong enough. I try to use the shortest way to advance, so if you have lesser gold (or exp. or whatever) than me, chance is that you left something out. Fly to Middlegate and rest near the fountain of clairvoyance. It's time to get some sleep, so that all your new +5 skill bonuses may apply! Go to Amber in the Slaughtered Lamb and order "Horrors d'oeuvres" for ten bucks but be warned: You can now pass the grass path on the way to the spell level 9 fountain but you will be attacked by the undead monsters dwelling there (for me they were Coffin Creeps). Of course you can also keep on going through the woods like you're used to. Leave the city, follow the road towards Tundara and go from B1 5,3 to B2 5,13 (just go south) to find an Ice Sickle +2. Fly to E4, go east but don't enter Sandsobar, just continue till you reach the Lithospheric Barrier of the Elemental Plane of Earth. Walk on to E4 8,8, staying on the mountains all the time, to find the Lvl 6 cleric spell "Earth Transmutation". Go east again, into the plane of earth till you reach the end of the Cron world map. Go south to the corner (you cannot and should not enter the passage yet) and then to E4 14,1 to find the Lvl 7 cleric spell "Earth Encasement" Fly back to Sandsobar (E4). Note the "Fly" spell doesn't work as usual in the elemental planes. If you cast it on the area you're already in, like here E4, you might end up somewhere else. I got transported to D4 15,15 instead. The other squares seemed to work though. If you want to be on the safe side cast D4 or go back the way you came. Maybe the elemental plane disturbs your sorcerer's mental abilities? Who knows! If you cast A1 in the elemental plane of air, you end up at E1 15,15 in the plane of fire. If you cast E1 there, you go to D1 15,15 and if you cast A4 in the plane of water you get to the earth plane at E4 15,15. 18.21.*Quest: The Yellow Triple Crown* Now enter Sandsobar and go to Big Al's Accessories to buy three Yellow Tickets. Put them, and now this is important, in the first character's backpack. They have to be at a place in front of the Black Tickets or else the Black Tickets will be used in the next arena fight, which is where we're going. Enter the Monster Bowl and win one battle. Helpful spells at this point are "Deadly Swarm" for clerics and "Fireball" for sorcerers. Your hirelings are still pretty weak so maybe you will have to heal them, or even revive them in the worst case, but all in all this fight shouldn't be too much of a problem. You'll receive 3000 G if you win. Go to the Fitpro Locksmith and buy the Yellow Key for 1000 G. Heal yourself, fly to C2 and enter Middlegate. Battle in the Arena and you'll receive another 2000 G. Heal yourself again and restore your condition if it has been altered. Fly to Atlantium drink of the +100 pool and make one more fight in the Colloseum to get additional 5000 G. Congrats you have won the Yellow Triple Crown! *Quest End* 18.22.*Quest: Free The Bishop of Yellow Battle* Since you already bought the Yellow Key in Sandsobar and won the Yellow Triple Crown we can fly directly to Castle Pinehurst (A2) to pay Lord Peaboy a visit. Walk towards the castle but don't enter yet. Instead go to A3 1,14 and 1,13. You'll find two fountains here and a voice trying to tempt you. Drink only of the left (southern) one at 1,13 (+25 speed) and go to 0,14 to find the owner of the voice: a troll. He should be no match for your party. Spells that focus on one monster only, like "Air Encasement", "Acid Spray" or "Cold Beam" should do the job, but by now your fighters should be already strong enough to take him out without any aid. If you manage to kill him he'll probably have some interesting stuff on him. I got a Battle Axe +5 and even an Admit 8 Pass which is a quest item (Corak's Cave). Don't worry if you didn't get it. There will be another chance later. The main purpose of this fight was to give you one or two better weapons. Still we're not going to enter the castle. Walk north but stay on the mountain squares all the time till you reach A2 3,7. From here go straight north to get to our level 25 fountain at A1 2,3. If you want you can set a beacon here to save you some traveling in the future. Now go back the whole way (exactly) and enter the castle. 18.23.*Castle Pinehurst* Welcome to Castle Pinehurst or as I like to call it 'Timehurst'! You'll find yourself in a large hall with many doors some having signs above them. They read: 'Beware The Time Traps As The World Will End In The Year 1000.' Quite a threat! A time trap can be found at 2,7. Every time you walk on this square a full year will pass! If you want to try it, the world doesn't end in the year 1000. I got to 1002 and noticed no difference. Your characters won't age in the process, by the way. Turn left (south) and enter the unmarked door at 12,5. Battle ahead!. After you have (hopefully) won, go to the Yellow Room and free the bishop. This will give you 5000 experience plus 50,000 for winning the Yellow Triple Crown. *Quest End* This might be a good opportunity to rest. My sorcerer already ran out of spell points a while ago. If you rest, cast "Wizard Eye" afterwards. Leave the room and enter the hall again. There are various teleporter in this castle which may cause some confusion while exploring this castle. So if you want to avoid any unneccessary fights, just enter the door marked as 'The' at 10,7. You will be forced to fight to get through the hallway, and even if the monsters are quite a few in numbers in this battle, they're still pretty weak (about 40 HP max). Offensive spells targeting many monsters at once, like "Deadly Swarm", "Fireball" and "Sleep" should be sufficient. Pick up the 'J-26 Fluxer at' 7,6 and continue your way to the end of the hallway. There's a secret passage straight ahead. A message will tell you about the Queen's Triple Crown. As I told you there's a time trap here at 2,7 already waiting for us. You can avoid it if you use the sorcerer spell "Jump". Though if you actually lose one year it doesn't really matter since all events are tied to days and not to years. It doesn't make any difference really. Go to 4,3 to talk to Peabody. He will send you on a quest to rescue his lost son Sherman. Maybe he will let us use his pretty time machine then which is in the corner through which you just slipped into the throne room (2,5). Leave the room through the door at 4,3 and leave the castle, too. *Dungeon End* Cast "Eagle Eye" if you rested. Fly to A4 and drink of the fetid pool. Enter Atlantium and train those who can level up. Your sorcerer should have reached spell level 5 now and everybody of your party should be level 9 except for the hirelings. There's an interesting spell that you have aqquired now: Teleport! 18.24.*The Slums of Sandsobar* Fly to Sandsobar and go to 10,1 to enter the slums. Watch out for your gold and valuables when in battle. Sandsobar is the capital of the thieves and fast kills when dealing with those are essential. You might want to consider leaving a hireling with all your valuables at the inn. At 11,3 there's a secret message which isn't that hard to deceipher. If you can't get it, check section 17 of this walkthrough. At 13,2 an old wino tells you that the snowbeast lives in the city walls of Tundara and if you continue at 14,3 you will be ambushed by some muggers. There are secret passages to all the small rooms there but they will all lead you to some sort of enemy. At 15,0 there's a crowd of beggars. If you don't give them a gold piece, they will attack you. If you do, they'll tell you that day 93 is Nature's day. Go to 11,0. Someone is fighting for his life against a horde of giant rats. Help him and kill the rats. Use "Deadly Swarm" and similar spells. After the fight the guy has already vanished and you won't find any great treasure either but we came here for another reason anyway. Go to 10,0 to find the entrance to the cavern. Descend. *Dungeon End* 18.25.*Cavern Beneath Sandsobar* Let your cleric cast "Lasting Light" and your sorcerer "Guard Dog". Beware the cavern is full of ankle traps! You can avoid them if you cast "Jump" or "Teleport". Like in almost every dungeon you can find various clues along the way. One concerns the code to free the good wizard from the Isle of the Ancients (14,14), one tells you where to find the Earth Disc (0,11), another one tells you where the N-19 Capitor lies (4,2) and the last one tells you where you can find the spell "Water Encasement" (5,8). A 'Dog Whistle' ("Guard Dog") can be found at 12,3 but you have to get past a pack of Killer Canines first. It isn't really worth the trouble in my opinion but if you want to get it head south, then through the door east and south again to get to the Sharp Tooth Den. Teleport is of course always an option. There are also two famous thiefs that can be found in this cave. One, the Thieving Fiend Maxwell (13,9), will trick you and won't teach you anything after you paid him 250 G. The other one can raise your robbers' (and robbers only) Thievery +10 for 700 G. He can be found in the northwest corner of this dungeon at 0,12. If you can't, or don't want to, use "Teleport" be warned that some fighting will lie ahead! Three fights to be precisely and the last one will probably be against Ninjas who have that painful assassination skill. Your cleric(s) will have a busy time there. If they still have a round in which there isn't anyone unconscious let them cast the usually swarm spell, for your sorcerer I wouldn't bother with any low level spells. The secret passage to get to his room by foot lies at 4,9. 18.26.*Quest: Mt. Farview Clerics (II): The Admit 8 Pass* Go to the door at 10,4 and from there south and then west. There's an ankle trap at 6,1. Enter the door to the left right after the trap. Combat! It shouldn't be a tough fight. From here go west again to reach 0,0. You will meet a zombie who will give you an Admit 8 Pass which is needed in Corak's Cavern. What a nice zombie! If you're done with the cavern let your cleric cast "Surface" or just go back to the entrance the normal way. *Dungeon End* *Quest End* 18.27.*Nomadic Rift Cavern* As soon as you're outside of the city again cast "Levitate" with your sorcerer. This will protect you from rift holes. ======================================= ... MORE TO COME!!! =======================================