Unepic Single-Player Walkthrough v1.0 (C)2015 Jon Yoder, released under the Creative Commons (CC-BY-NC) license ******************************************************************************** * Table of Contents ******************************************************************************** I. Introduction II. Controls III. Character Building Tips IV. Rooms V. Weapons VI. Weapon / Armor Modifiers VII. Armor VIII. Robes IX. Magic X. Pets XI. Skills XII. Spells XIII. Quests XIV. Bestiary XV. Bosses XVI. About This Walkthrough / Contact Information XVII. Version History ******************************************************************************** * I. Introduction ******************************************************************************** Welcome to Unepic, a 2D side-scrolling action platforming game with a metric ton of geek cultural references! The protagonist is Daniel, a stereotypical geek with a personality that is as politically incorrect as it can get. A lot of tongue-in-cheek humor can be found here, so get ready for a lot of goofy scenes. ******************************************************************************** * II. Controls ******************************************************************************** The controls for this game are simple, but effective. Weapons, skills, spells, and items can be assigned to a hot key. The hot keys available are 0-9, both with and without the Shift key. Enter is used for selecting choices and can also be used to bypass individual lines of dialog. Tab is used for selecting targets, but doing so also requires line-of-sight. Space is for jumping. Escape will bring up the main menu, although shortcut keys will open specific menus. I - Inventory S - Spells R - Recipes C - Character sheet ******************************************************************************** * III. Character Building Tips ******************************************************************************** Building your character as you progress is one of the more fun -- and challenging -- aspects of Unepic. Not knowing what you'll need is the frustrating part of it. For each level, you get 5 character points (7 on Hard++). You can get up to 9 bonus character points by completing a couple of quests. There are 20 categories which can be improved on your character: Weapons, Wands, Armor, Potions, Constitution, and the 8 kinds of Magic. With that said, choosing where to spend your points requires a bit of thought to your play style. The customization system will accomodate almost any style of play from Paladin, to Necromancer, to Thief and more. Character points increase a weapon or spell's damage +5 and +1% to its critical rate for each level. Some magic will be more or less useful to you, depending on your style of play. Constitution should receive points as you see fit. Your HP is calculated as 110 + (Level * 20) + (Constitution * 20). At level 20, which is as far as most players will go, your HP can range from 530 to a whopping 910, not including equipment bonuses. Regardless of which play style you use, there are some ways to conserve point usage: - Wands only really needs to be raised to level 2 -- wands of frost bolt are really handy against Fire Helmets, but the others just aren't very useful later on and they can't be recharged except perhaps for the Wand of Fireball. - Potions doesn't need to be raised beyond 8 unless you really, really need Improved Detection or are going for the Potion Collector challenge. Even then, you may not need it that high, but that is a matter of personal taste. - Light magic only needs to be improved beyond level 3 if you want higher damage for Bolt of Light or want a way to collect Divine Favor more quickly. - Some players won't find much use for Arcane magic at all. - If you are playing as a mage, Armor and Maces won't need much -- if any -- and Rangers don't need to put anything into Staves or Robes. Experience is something you will want a lot of so that you have as many character points as you can have. In Hard++ mode, you receive 2 additional CP per level, and you *will* need them. Experience / CP Accumulated (Hard++) ---------------------------- 2 2500 5 (7) 3 3249 10 (14) 4 4223 15 (21) 5 5189 20 (28) 6 7135 25 (35) 7 9275 30 (42) 8 12057 35 (49) 9 15674 40 (56) 10 20376 45 (63) 11 26488 50 (70) 12 34434 55 (77) 13 44764 60 (84) 14 58193 65 (91) 15 75650 70 (98) 16 98344 75 (105) 17 127847 80 (112) 18 166201 85 (119) 19 216061 90 (126) 20 280879 95 (133) 21 365142 100 (140) 22 474684 105 (147) 23 617089 110 (154) 24 802215 115 (161) 25 1042879 120 (168) ******************************************************************************** * IV. Rooms ******************************************************************************** Rather than spoil the majority of plot surprises in the game, this walkthrough simply provides information on the different rooms. All coordinates are listed relative to the Save Point. Central Zone ------------------------------------- (-7, 0) Lights: None Barrels: None Enemies: None Chests: None Notes: This is the first screen of the tutorial. There is a spear trap along the first passage, but nothing else of interest. (-6, 0) Lights: None Barrels: None Enemies: None Chests: None Notes: This screen has a false wall to the right of the first ladder down, containing a chest with 2 small sapphires. (-5, 0) Lights: None Barrels: None Enemies: None Chests: None Notes: Your first weapon, the short sword is found here. There is also the cursed gold pieces, as well. (-4, 0) Lights: None Barrels: 5 Enemies: Snake (2) Chests: 3 - Mace, 15 coins, light short bow Notes: None (-3, 0) Lights: 5 Barrels: 2 Chests: 1 - Potion of minor healing Enemies: Skeleton, Green Serpent (hidden room accessible from above) (-2, 0) Lights: 5 Barrels: 3 Chests: 1 - Potion of minor healing Enemies: Spiky Balls (8) Notes: 3 Bear Traps (-1, 0) Lights: 7 Enemies: Blue Slugs (9) Notes: Door to Sewers, Main Gate to Room of Corridors (0, 0) Notes: Save / Healing Point. There is a false wall just above the bottom right corner which gives fast access to Gualix's shop in (1,-1). (1, 0) Lights: 8 Barrels: 6 Chests: 2 - Light Dagger, Halo Enemies: Bats (10) Notes: To the right of the base of the top right ladder is a false wall which hides the unlock for the challenge A Good Commence. (2, 0) Lights: 8 Barrels: 8 Chests: 1 - Small Axe Enemies: Red Ant(3), Green Serpent(3) (1, 1) Lights: 6 Barrels: 9 Chests: 3 - Ranger Clothes, 14 coins, Light Spear Enemies: Satyr (4), Red Slug (3) Notes: This is the home of Zoran's Shop and the door to the Library. Zoran's Shop ------------ Candle, 2 Scroll of Melee Protection, 25 Scroll: Heat Aura, 30 Scroll: Teleport to Zoran, 5 Scroll: Phase Door, 25 Scroll: Augury, 30 Scroll: Return, 5 Scroll: Positive Energy, 15 Spark of Life, 100 Pilgrim's Shell, 200 Golden Box, 100 Flare Launcher, 11 50 Short Arrows, 15 50 Long Arrows, 50 50 Arcane Arrows, 150 (2, 1) Lights: 5 Barrels: 0 Scroll Stands: 2 - Scroll of Melee Protection, Scroll of Heat Aura Jewelry Boxes: 1 - Ring of the Warrior Enemies: Librarian(2) False Wall: 15 coins - the left side of the passage at the top of the first ladder on the left. Notes: Blank Paper(1), Door to Library opens the way to HarnaBank. There is a false wall on the far right of the top passage which holds the unlock for the challenge Wet Floor, Watch Your Step. (0, -1) Lights: 8 Chests: 1 - Potion of Trap Detection Notes: This room holds the Spirit for the quest called The Room of Traps, which must be undertaken to get the key to the Mines. (1, -1) Lights: 6 Barrels: 3 Chests: 1 - Potion of Minor Healing Enemies: Satyr(4) Gualix's Shop ------------- Gualix sells items using UN points, which are accumulated by completing challenges. Black Amulet Cost: 10 Description: A quest item for the Key of the Necromancer quest. Salvation Ring Cost: 20 Description: Alerts you when the game is saved. Pretty worthless. Disrupter Cost: 40 Description: A 20 charge Wand which causes 200 Arcane damage. Laser Gun Cost: 40 Description: A 20 charge Wand which causes 150 Fire damage. White Plastic Armor Cost: 40 Description: Level 0 armor which grants +50 against melee, projectiles, and shadows. Jungle Magic Tanga Cost: 50 Description: Armor which grants a +40 damage bonus to all melee weapons Red Pajamas Cost: 50 Description: Level 4 armor which grants +20 against Fire and Frost and a +35 bonus to Bows. Space Elf Uniform Cost: 50 Description: Level 4 armor granting +50% Arcane damage and +40 against Fire and Frost. Space Warrior Sword Cost: 60 Description: A level 14 sword which causes 350 damage and inflicts triple damage on critical hits Armor of the Space Warrior Cost: 70 Description: Level 6 armor with +100 melee protection. Red English Suit of Power Cost: 80 Description: Level 8 armor which increases gives a 10% Bow speed bonus, +10% experience, and discounts from Fedora and her friends. Orb of Rebirth Cost: 100 Description: When used, unassigns all of your character points, allowing you to respec your character. Mummy's Magic Bands Cost: 120 Description: Level 1 armor which gives +15 vs melee and projectiles, but also conveys 15 HP regeneration every 2 seconds. Hatto Hanzori's Katana Cost: 150 Description: A level 12 sword which causes 360 damage and grants +50% attack speed with swords. S-115 WASP Cost: 150 Description: A pet unlocked only for owners of Syder Arcade on Steam. Shoots 5 bolts per second which deal 50 arcane damage each. Yellow Motorbiker Suit Cost: 200 Description: Level 10 armor granting +150 vs melee and projectiles and +80 sword damage bonus. Particularly wicked in combination with Hatto Hanzori's Katana. Arm and Claws Cost: 250 Description: A level 6 sword which causes 280 damage and inflicts triple damage on critical hits. Hand of Doom Cost: 300 Description: A level 6 mace wjocj causes 200 damage, grants a +25% bonus to Fire damage f, and can hit several targets at once. Space Cookie and Cigar Cost: 300 Description: A pet which fires a 100 Fire damage ball at long range and a 50 Fire damage energy beam at short range. Mini Spaceball Cost: 350 Description: A pet which only attacks strong enemies, but deals 2000 fire damage and can shoot 3 times at full charge. (2, -1) Lights: 5 Barrels: 1 Chests: 2 - Potion of Ogre Strength, 5 Empty Vials Enemies: Goblin Cook (4), Bat (8) Notes: This screen is home to Zorok's Potion Shop Zorok's Shop ------------- 10 Red Magic Essence, 10 10 Blue Magic Essence, 10 10 Green Magic Essence, 30 10 Golden Magic Essence, 30 10 Arcane Magic Essence, 20 10 Yellow Magic Essence, 40 10 Crystalline Magic Essence, 20 Scroll: Teleport to Kitchen, 5 Sea Shell, 200 Recipe: Potion of Minor Healing, 15 Recipe: Potion of Minor Regeneration, 20 Recipe: Potion of Slow Poison, 30 (0, -2) Lights: 6 Barrels: 2 Chests: 2 - Potion of Minor Healing, Coin Enemies: Blue Slugs (5) Notes: Gate to Room of Corridors. There is also a false wall which hides the Running of Traps challenge unlock. It is found on the right side of the topmost short platform on the right side of the screen which also has a blue slug on it. It can be reached only by the taking the top path from (1,-2). (1, -2) Lights: 9 Barrels: 7 Chests: 1 - Potion of Minor Regeneration Enemies: Spiky Balls (10) Notes: Door to the Mines. The bottom of the right wall above the chest hides the unlock for the challenge Dry Law in Arrakis. The Mines ------------------------------------- (6, -1) Lights: 3 Barrels: None Enemies: Goblin Guard (2) Chests: In the back room is a chest with a duster, obtainable only after starting the Oracle quest. Notes: The top left room contains the Oracle, who gives you more information about your purpose in the castle... for a price. (7, -1) Lights: 1 Barrels: None Enemies: None Chests: None Notes: The golden box containing the Fire Spirit is here. See the quest The Forge of Fire for details. (2 - 5, -2) Lights: None Barrels: None Enemies: None Chests: None Notes: Rocks fall from the sky and is the location for obtaining the challenge The King of Dodge. (5, -2) contains flying eyes, but these ones only float there and do nothing except serve as targets. (6, -2) Lights: 2 Barrels: None Enemies: None Jewelry Boxes: 1 - Ring of the Archer Scroll Stands: 1 - Scroll of Melee Mastery Notes: There is a false wall to the left of the top of the right ladder which is hiding the unlock for the challenge The King of Dodge. (6, -3) Lights: 6 Barrels: None Enemies: Goblin Guard (2), Green Serpent Jewelry Boxes: 1 - Precise Ring of the Archer Scroll Stands: 1 - Scroll of Melee Mastery Notes: None (7, -3) Lights: 7 Barrels: None Enemies: Goblin Blacksmith (3), Goblin Guard (2) Chests: 2 - Short Sword of the Necromancer, 16 Red Magic Essence Notes: The middle blacksmith drops a Bellows when killed, needed by the Fire Spirit. Also here is an Anvil. Be aware that once you enter this room, the only way out is to drop down to (7, -4). It might be wise to clear that room before entering this one. (5, -4) Lights: 4 Barrels: 9 Enemies: Goblin Guard (5), Goblin Warrior (2) Chests: 2 - 13 Coins, Short Sword of Arcane Defense Notes: None (6, -4) Lights: 3 Barrels: None Enemies: Green Serpent Chests: None Notes: None (7, -4) Lights: 7 Barrels: None Enemies: Goblin Guard (4), Goblin Warrior (2) Chests: 3 - Potion of Regeneration, 12 Coins, Hammer of the Blacksmith Notes: This room is best cleared from the left before clearing (7, -3). (5, -5) Lights: 6 Barrels: None Enemies: Red Ant (16), Anthill (2), Green Serpent (2) Chests: 3 - Potion of Minor Healing, 8 Coins, Red Magic Essence (10) Notes: A little goblin girl gives you the quest The Doll just outside the door where it can be completed. The Green Serpent at the top can be dispatched by targeting it with Tab from the very edge of the wooden platform and shooting it with your bow. (6, -5) Lights: 9 Barrels: None Enemies: Green Serpent (3) Chests: None Notes: None (7, -5) Lights: 8 Barrels: None Enemies: Red Slug (6), Green Serpent, Goblin Guard (3), Goblin Warrior (2) Chests: 3 - Potion of Ghost Shape, Small Axe of Skeleton Slaying, Red Magic Essence (17) Notes: Mine Shop. Mine Shop --------- Skill: Mastery 1, 200 Broad Dagger, 45 Gladius, 56 Hand Axe, 66 Hammer, 40 Spear, 57 50 Short Arrows, 15 Short Bow, 26 Quilted Armor, 15 Light Leather Armor, 25 Tome: Firebolt, 100 Scroll: Teleport to Mine, 15 Staff of Elemental Magic (L1), 25 Staff of Red Magic (L1), 25 Recipe: Potion of Ogre Strength, 40 Recipe: Potion of Trap Detection, 45 Recipe: Potion of Poison Reduction, 50 (3, -6) Lights: 4 Barrels: None Enemies: Boss - Dynidon Chests: None Notes: See the Bosses section for fighting strategy. (4, -6) Lights: 6 Barrels: None Enemies: Goblin Guard (3), Goblin Warrior (2), Goblin Cleric Chests: Red Magic Essence (18) Notes: The Iron Pyrite here is used in the quest The Philosopher's Stone. (5, -6) Lights: 7 Barrels: None Enemies: Bat (10), Green Serpent (2) Chests: None Notes: Gate to the Hall of Corridors. The Green Serpents can be killed by approaching from the right, jumping left into the overhang, and holding left as you fall. You will move over just as the right Serpent begins to bite. (6, -6) Lights: 6 Barrels: None Enemies: Red Ant (10), Anthill, Green Serpent (2) Chests: None Notes: None (7, -6) Lights: 8 Barrels: None Enemies: Goblin Warrior (3), Goblin Cleric Chests: 2 - Potion of Minor Healing, 14 Coins Notes: The Goblin by the door starts you on the A Dream Come True quest, which is completed inside the door. The Downs ------------------------------------- (-2, -1) Lights: 8 Barrels: 13 Enemies: Bat (16), Poison Orb (5), Green Serpent Chests: None Notes: A false wall at the right end of the bottom hallway has a hidden chest with 25 coins. (-1,-1) Lights: 5 Boss: Momoko Chests: 1 - 16 coins Doors: To the Lost Ring quest Notes: The mini boss Momoko is here. (-1, -2) Lights: 8 Barrels: 6 Enemies: Red Slug (11) Chests: 1 - Wand of Frostbolt Notes: Door to the Catacombs (-4, -3) Lights: 1 Barrels: None Enemies: None Chests: None Notes: The golden box containing the Frost Spirit is here. (-3, -3) Lights: 8 Barrels: 8 Enemies: Red Slug (4), Blue Frog (3), Poison Orb (5) Chests: 4 - 22 Coins, Wand of Frostbolt, Potion of Healing, 17 Blue Magic Essence Traps: Flame Trap (3), Dart Trap (2) Notes: 6 Statue Pieces (-2, -3) Lights: 6 Barrels: 4 Enemies: Blue Frog (4) Chests: 1 - 14 Blue Magic Essence Notes: Gate to the Hall of Corridors, 3 Statue Pieces, Door to a passage with many Red Slugs and 2 Potions of Slow Poison in a chest at the end. (-1, -3) Lights: 9 Barrels: 7 Enemies: Red Slug (2), Satyr, Red Helmet Chests: 1 - Wand of Frostbolt Notes: 5 Statue Pieces (0,-3) Lights: 8 Barrels: 5 Enemies: Crow (16) Chests: 1 - Hammer of Fire Rage Notes: A false section in the middle of the right wall hides a chest containing the unique sword Thimius. Crows in this room need to be killed to obtain Great Round Sapphires for the Frost Magic quest. (1, -3) Lights: 6 Barrels: 1 Enemies: Goblin Warrior Chests: None Traps: Spear Trap (2) Notes: Gate to the Hall of Corridors (2, -3) Lights: 3 Barrels: None Enemies: Goblin Guard (4), Goblin Warrior (2) Chests: None Notes: None (3, -3) Lights: 4 Barrels: None Enemies: Goblin Guard (4), Goblin Warrior (2) Chests: 1 - 33 Coins Notes: None (4, -3) Lights: 9 Barrels: 4 Enemies: Goblin Guard (6), Goblin Warrior (2), Goblin Cleric Chests: 2 - Random Weapon, Trident Notes: A false section in the right wall of the drop just left of center of the screen has a chest with 100 coins. (5, -3) Lights: 4 Barrels: None Enemies: Fire Helmet Jewelry Boxes: 1 - Dextrous Ring of the Blacksmith Scroll Stands: Scroll of Bow Mastery Traps: Fire Trap (2) Notes: None (-1, -4) Lights: 3 Barrels: None Enemies: Fire Helmet Chests: 1 - 24 Blue Magic Essence Traps: Fire Trap (2) Notes: 3 Statue Pieces (0, -4) Lights: 7 Barrels: 8 Enemies: Fire Helmet, Red Slug (2), Green Serpent Chests: 1 - Axe of Orc Slaying Traps: Dart Trap Notes: 3 Statue Pieces, Door to the Dagger of Adjanti quest (1, -4) Lights: 10 Barrels: 7 Enemies: Goblin Guard (4), Goblin Warrior (3), Goblin Cleric (2) Chests: 2 - 21 Blue Magic Essence, Random Weapon Notes: A false wall on the right side of the bottom hallway hides a kitchen with a chest containing 2 Potions of Regeneration. There is a hidden room accessible only from (1, -5) which contains a Ring of the Paladin and 2 Scrolls of Improve Weapon. The Sewers ------------------------------------- (-3, -4) Lights: 3 Barrels: None Enemies: None Chests: None Notes: The old goblin who gives you the Ferns in the Darkness quest is here along with a fern for the quest. A familiar face makes a surprise appearance here, too. (-2, -4) Lights: 1 Enemies: Poison Orb (2) Notes: Sewer Shop, Fern Sewer Shop ----------- Skill: Throwing Knife, 100 Skill: Enrage, 100 Skill: Poisoned Arrows, 100 Skill: Lunge, 600 Skill: Javelin, 100 Skill: Charge, 300 Poignard, 63 Broad Sword, 76 Assault Axe, 88 Combat Mace, 56 Heavy Spear, 78 50 Short Arrows, 15 Reinforced Short Bow, 36 Leather Armor, 40 Studded Leather Armor, 55 Tome: Fireball, 150 Tome: Fire Breath, 100 Tome: Frostbolt, 100 Scroll: Teleport to Sewer, 15 Staff of Elemental Magic (L3), 50 Staff of Red Magic (L3), 50 Staff of Blue Magic (L3), 50 Novice Fire Wizard Robe, 136 Novice Fire Wizard Robe of Concentration, 151 Novice Fire Wizard Robe of Defense, 401 Recipe: Potion of Speed, 60 Recipe: Potion of Infravision, 70 Recipe: Potion of See Invisible, 85 (2, -4) Lights: 3 Barrels: None Enemies: Frost Serpent (2) Chests: None Notes: Fern. (3, -4) Lights: 5 Barrels: None Enemies: Frost Serpent (3), Poison Orb (2), Tentacles (8) Chest: None Notes: Fern (3). There is a false wall just above right side of the bottom left passage. Walk off the top left platform and swing as you fall to find it, then walk off the right edge of the top passage and hold left to get to it. The chest contains a Magic Wand. Also here is an old goblin who gives you the Colder than Ice quest, which can be completed through the nearby door. (-2, -5) Lights: 3 Barrels: None Enemies: Tentacles (5), Frost Serpent Notes: Fern. There is a false wall on the right side of the middle passage hiding a chest containing 50 coins. (-1, -5) Lights: 2 Barrels: None Enemies: Poison Orb (2) Notes: The overhang on the right is a false wall hiding a ladder leading to a hidden room in (-1,-4) containing a Ring of the Paladin and 2 scrolls of Improve Weapon. (0, -5) Lights: None Barrels: None Enemies: None Chests: None Notes: Portal to the Volcano, home of the second guardian, Drakonius. (1, -5) Lights: 3 Barrels: None Enemies: Poison Orb, Frost Serpent Notes: Fern. There is a false section in the top of the right wall. Swing your mace as you walk off the top right platform to find it. It holds a Lantern. Walk off the ledge of the top right exit and hold right as you fall to get to it. (2, -5) Lights: 6 Barrels: None Enemies: Frost Serpent (3), Tentacles (19) Chests: None Notes: Fern (3). A door accessible only from (1, -5) leads to a Ring of the Butcher and Scroll of Illumination. (-2, -6) Lights: 4 Barrels: None Enemies: Octopus (3), Blue Frog (3), Tentacles (6) Chests: None Notes: Fern (2) (-1, -6) Lights: 4 Barrels: None Enemies: Frost Serpent (5) Chests: None Notes: Fern. (0, -6) Lights: 5 Barrels: None Enemies: Frost Serpent (3), Tentacles (12), Octopus Chests: 1 - Random Weapon Notes: Fern (2). The door to the chest is opened from a lock in the passage accessible only from (1, -6) at the lower right portion of the screen. (1, -6) Lights: 1 Barrels: None Enemies: Frost Serpent, Poison Orb (4) Notes: Fern (2). Use a mace or polearm while sliding down the rope to find a false wall to find Kathiel, a unique mace. (2, -6) Lights: 6 Barrels: None Enemies: Frost Serpent (2), Tentacles (10) Chests: None Notes: Fern. Gate to the Hall of Corridors The West Zone ------------------------------------- (-1, 1) Lights: 6 Barrels: 2 Enemies: Horned Satyr (4), Arcane Helmet Chests: 2 - Assault Axe, 2 Potions of Healing Notes: Just to the left of the Helmet is a false wall containing 25 coins. (-2, 1) Lights: 7 Barrels: 1 Enemies: Exploding Rat (3) Chests: 1, Coins (55) Notes: Using a quick Fire spell as soon as you enter the room from the right will make the first rat explode. (-3, 1) Lights: 5 Barrels: 6 Enemies: Spiky Ball (4), Fire Helmet Chests: 2 - 34 Red Magic Essence, Random Weapon Notes: A false wall just to the right of the helmet holds the Potion Collector challenge. Missing a jump will land you in the hidden room of (-3, 0) which holds traps and a skeleton, so watch your step. (-1, 2) Lights: 5 Barrels: None Enemies: Fire Helmet (2) Chests: None Notes: The two Fire Helmets in here are hard to target and kill. More often, it will be just better to run past. The door to the Gardens is in here, also. (-1, 3) Lights: 10 Barrels: 4 Enemies: Horned Satyr (5), Spiky Ball (3), Vampire Bat (4) Chests: 1 - Coins (66) Notes: The dark area at the top is a convenience shortcut from the Mage Tower, so don't worry about not being able to get to it. (-2, 3) Lights: 13 Barrels: 9 Enemies: Green Serpent (2), Exploding Rat (4) Chests: 3 - Coins (47), Random Weapon, Antidote (3) Notes: The first Rat is at the bottom of the first ladder. Nail him from behind. At the bottom of the second ladder, shoot a Firebolt to the left and watch the fun. The rest of the room is easy from there. The Gardens ------------------------------------- (-7, 1) Lights: 8 Barrels: None Enemies: Wasps, Wasp Nest, Spider (3), Red Ant Chest: 1 - Coins (47) Notes: Unfertilized Plant. There is a false wall on the left side of the second platform on the left. Inside is a kitchen, 3 Antidotes, and 70 Red Magic Essence. (-6, 1) Lights: 8 Barrels: 3 Enemies: Spider (4), Carnivorous Plant (4), Wasp (2) Scroll Stands: Scroll: Heat Aura Chests: None Notes: Unfertilized Plant. Door to goblin which starts the Fertilizer for Plants quest. (-5, 1) Lights: 8 Barrels: 5 Enemies: Spider (3), Carnivorous Plant (4) Chest: 1 - Coins (45) Notes: Unfertilized Plant (2), Door to Bathroom. Behind a false wall to the left of the chest is the door to the basement of the Bathroom, containing the Fertilizer needed for the Fertilizer for Plants quest. (-4, 1) Lights: 8 Barrels: 2 Enemies: Wasps, Wasp Nest Chest: 2 - Green Magic Essence (43), Random Weapon Notes: Unfertilized Plant (2). The Mandoragora pot is in the top right corner. A ladder leading to it will appear when all enemies are killed. There is a false wall in the left wall. Drop in from the top left passage onto the platform, and then jump up and swing to find a chest with a Wand of Fireball. (-2 - -5, 2) Notes: These are the Hall of Lights. Nothing to see except some preety lights. ;-) (-7, 2) Lights: 5 Barrels: 3 Enemies: Wasps (7), Carnivorous Plant (2), Spider (4), Skeleton Chests: 3 - Random Weapon, Wand of Polymorph, Potion of Infravision (2) Notes: Unfertilized Plant (2), Door to Laboratory. (-6, 2) Lights: 8 Barrels: 4 Enemies: Green Slug (4), Spider (3), Carnivorous Plant (2) Chests: None Notes: Unfertilized Plant (2), Shortcut door to Spirit of Healing, Gate to Hall of Corridors (-7, 3) Lights: 1 Barrels: None Enemies: None Chests: None Notes: The Spirit of Healing resides here. There is a door which leads to a passage going down to (-6, 2), which will provide an easy way to the Spirit of Healing without having to go through all the Spiders, Wasps, and Plants a second time. Thus begins the Search of the Mandoragora. (-6, 3) Lights: 3 Barrels: None Enemies: Skeleton (5) Chests: 1 - Coins (46) Notes: Fire Ball is a great opener to fighting all of these guys. (-5, 3) Lights: 4 Barrels: None Enemies: Skeleton Archer, Skeleton (4) Notes: The Skeletons are behind the gate here. There is a false wall behind the Skeleton Archer containing Venoma, a unique bow. (-4, 3) Lights: 4 Barrels: 1 Enemies: Skeleton Archer (2) Chests: 1 - Antidote Traps: Spear Trap Notes: Unfertilized Plant (2), Gate to Hall of Corridors (-3, 3) Lights: 3 Barrels: None Enemies: Boss: Arbolis Chests: None Notes: See the Bosses section on Arbolis for strategy. (-6, 4) Lights: 5 Barrels: None Enemies: Carnivorous Plant (), Green Slug (), Spider (), Wasp () Chests: 2 - Potion of Major Healing, Random Weapon Notes: Unfertilized Plant (2), Door to the Laboratory, Door to Mandoragora (and shortcut to Spirit of Healing). (-5, 4) Lights: 7 Barrels: None Enemies: Arcane Helmet, Fire Helmet, Green Slug (3) Chests: 1 - Potion of Speed (3) Jewelry Boxes: 1 - Ring of Ice Notes: Unfertilized Plant. There is a door here which leads to an goblin who gives you the A Leap of Faith quest. (-4, 4) Lights: 11 Barrels: 11 Enemies: Skeleton Archer, Skeleton (7), Fire Helmet Chest: 3 - Coins (34), Potion of Healing (4), Green Magic Essence (38) Notes: Gardens Shop. There is a gate closing off a shortcut to the Prison. Gardens Shop ------------ Skill: Breakthrough, 300 Skill: Ghost Axe, 300 Skill: Puff of Smoke, 300 Skill: Spirit Arrows, 300 Skill: Wrath, 600 Skill: Critical Strike, 300 Broad Knife, 81 Scimitar, 96 Double Axe, 111 Hammer of the Blacksmith, 72 Pike, 106 50 Short Arrows, 15 50 Long Arrows, 50 50 Arcane Arrows, 150 Composite Short Bow, 46 Reinforced Leather Armor, 70 Mail Armor, 180 Tome: Frost Breath, 150 Tome: Stalactites, 200 Tome: Healing, 150 Tome: Improved Firebolt, 220 Tome: Heat Aura, 220 Tome: Improved Frostbolt, 250 Scroll: Teleport to Gardens, 15 Staff of Elemental Magic (L5), 75 Staff of Red Magic (L5), 75 Staff of Blue Magic (L5), 75 Staff of Healing Magic (L5), 75 Novice Frost Wizard Robe, 136 Novice Frost Wizard Robe of Concentration, 151 Novice Frost Wizard Robe of Defense, 401 Novice Cleric Robe, 76 Novice Healer Robe of Concentration, 201 Novice Healer Robe of Defense, 191 Recipe: Antidote, 100 Recipe: Potion of Healing, 110 Recipe: Potion of Giant Strength, 125 The East Zone ------------------------------------- (0, 1) Lights: 6 Barrels: 6 Enemies: Yellow Slug (5), Vampire Bat (5) Chests: 1 - Potion of Major Regeneration (3) Notes: There is a false wall on the left side of the bottom passage containing 36 coins. (0,2) Lights: 8 Barrels: 10 Enemies: Orc (3), Yellow Slug (4) Chests: None Traps: Fire Trap Notes: The old goblin near the door gives you the quest The Vengeance. (0, 3) Lights: 11 Barrels: 7 Enemies: Gray Serpent (5), Yellow Slug (3), Vampire Bat (9) Chests: 2 - Blue Magic Essence (25), Random Weapon Notes: There is a false wall in the top left of the center section containing Vitathandis, a unique dagger. (1, 3) Lights: 13 Barrels: 14 Enemies: Orc (7) Chests: 1 - Potion of Ghost Shape (2) Notes: All enemies must be eliminated before the ladder to the chest will appear. Gate to the Hall of Corridors. There is a barrier which can be unlocked when accessed from (1, 4). (2, 3) Lights: 7 Barrels: 7 Enemies: Horned Satyr (4) Chests: 1 - Potion of Giant Strength (3) Traps: Spear Trap (2) Notes: There is a false wall above the horizontal spear trap to the right of the goblin child. The chest contains 52 coins. Inside the door is an old goblin who sends you on the quest The Great Fire. (3, 3) Lights: 5 Barrels: 2 Enemies: Mini-Boss: Leviathos Chests: None Notes: See the Bosses section for strategy. (4, 3) Lights: 7 Barrels: 10 Enemies: Crow (11) Chests: 2 - Red Magic Essence (31), Random Weapon Notes: Gate to Hall of Corridors. There is a false wall in the top left corner of the big section of the room containing a Wand of Polymorph. (5, 3) Lights: 7 Barrels: 7 Enemies: Scorpion (3), Orc (2), Poison Cockroach (2) Chests: 1 - Random Weapon Notes: The door here leads to the quest Eternal Youth. (6, 3) Lights: 7 Barrels: 11 Enemies: Wasp (3), Poison Cockroach (2), Spiky Ball (2) Chests: 1 - Coins (34) Traps: Spear Trap Notes: The door leads to a scroll stand containing 3 Scrolls of Illumination. (3, 4) Lights: 7 Barrels: 1 Enemies: Gray Serpent (2), Skeleton (4) Chests: None Notes: None (4, 4) Lights: 5 Barrels: 9 Enemies: Vampire Bat (16) Chests: None Notes: In the darkness at the top of the room is a shortcut from the Mage Tower, but nothing more. (5, 4) Lights: 11 Barrels: 6 Enemies: Yellow Slug (8) Chests: 2 - Wand of Paralysis, Hammer of the Blacksmith Notes: There is a barrier which blocks a shortcut from the Forgotten Tower. (6, 4) Lights: 9 Barrels: 7 Enemies: Vampire Bat (16) Chests: 1 - Potion of Giant Strength Notes: There is a false wall on the lower left side where the platforms and wall form a 'C'. It's easiest to get to it by standing above the platform, walking off, and holding Left as you fall. Inside is the Viscer Axis, a unique axe. (6, 5) Lights: 10 Barrels: 5 Enemies: Vampire Bat (9) Notes: There is a false wall on the left side above the box. Inside is a door leading to a Magic Bag. (6, 6) Lights: 8 Barrels: 2 Enemies: Vampire Bat (10), Orc (4), Librarian Chests: 2 - 56 Coins, Random Weapon Notes: Gate to the Hall of Corridors. There is a false wall right of the Librarian which a door to which the Name of the Spirit can be found. The Library ------------------------------------- (7, 6) Lights: 8 Barrels: 1 Enemies: Yellow Slug (2), Librarian (4) Chests: 1 - 30 Golden Magic Essence Scroll Stands: 2 - Scroll of Arcane Shock, Scroll of Arcane Immunity Jewelry Boxes: 2 - Ring of the Mutilator, Precise Ring of the Barbarian Notes: Library Shop. Library Shop ------------- Skill: Mastery 2, 400 Penetrating Dagger, 99 Assault Sword, 116 Boning, 133 War Mace, 88 Claw Spear, 134 50 Short Arrows, 15 50 Long Arrows, 50 50 Arcane Arrows, 150 Light Long Bow, 56 Windbreaker, 250 Reinforced Mail Armor, 240 Scale Armor, 290 Magic Red Candle, 80 Magic Blue Candle, 80 Tome: Frost Cone, 300 Tome: Sleep, 250 Tome: Regeneration, 300 Tome: Cold Blast, 100 Scroll: Teleport to Library, 15 Staff of Elemental Magic (L7), 100 Staff of Red Magic (L7), 100 Staff of Blue Magic (L7), 100 Staff of Healing Magic (L7), 100 Fire Wizard Robe, 271 Frost Wizard Robe, 271 Fire Wizard Robe of Concentration, 301 Frost Wizard Robe of Concentration, 301 Fire Wizard Robe of Defense, 676 Frost Wizard Robe of Defense, 676 Recipe: Potion of Regeneration, 135 Recipe: Potion of Ghost Shape, 150 Recipe: Potion of Invisibility, 200 (6, 7) Lights: 8 Barrels: 4 Enemies: Librarian Scroll Stands: 2 - Scroll of Melee Master (2), Scroll of Fire Immunity Jewelry Boxes: 1 - Ring of the Warlock Notes: There is a false wall left of the Librarian which hides a scroll stand with 2 Scrolls of Weapon Improvement. In the top left passage is the spirit who gives you the Name of the Spirit quest. (7, 7) Lights: 10 Barrels: None Enemies: Blue Knight (5), Arcane Helmet (3), Librarian Chests: 1 - Wand of Slow Notes: There is a door here which leads to the Library boss, Neuron. See the Bosses section for strategy. Inside the door are two chests, containing a total of 50 Golden Magic Essence, although 3 Red Helmets guard 30 of them. A ladder will appear when they are defeated. (6, 8) Lights: 8 Barrels: None Enemies: Fire Helmet, Blue Knight, Librarian Chests: None Scroll Stands: 2 - Scroll of Illumination (2), Scroll: Phase Door (3) Notes: There is a false wall to the left of the Librarian which contains a scroll stand with 3 Scrolls of Arcane Immunity. Through the doors into the back passage there is a path which leads to the roof, which is infested by 12 Ravens. On your way there, bash the false wall on the right side of the first ladder which hide challenge The Crow. Once on the roof, deal with the annoyance to get the real treasyre: there is a false wall on the roof on the right side which must be reached by jumping. Behind it is a scroll stand with a Scroll of Iron Golem. The door on the left leads to a catwalk that takes you to the Forgotten Tower. (7, 8) Lights: 10 Barrels: None Enemies: Yellow Slug (3), Blue Knight, Librarian (3), Arcane Helmet (2) Chests: 1 - Golden Magic Essence (26) Scroll Stands: 2 - Scroll: Illumination, Scroll: Melee Immunity Notes: To the right of the hole leading down to the next room is a false wall containing the Giant Fire Snake Scale Armor. It is most easily revealed with a polearm. (6, 9) Lights: 6 Barrels: 2 Enemies: Librarian (3), Red Helmet (4) Chests: 1 - Golden Magic Essence (34) Scroll Stands: 2 - Scroll: Arcane Shock (3), Scroll: Illumination (3) Small Chest: Precise Ring of the Knight Notes: This study is a difficult fight between the Librarians and the Fire Helmets, but it also contains a *ton* of paper and essence needed for the Writing Magic quest and some nice treasures to go along. (7, 9) Lights: 1 Barrels: 1 Enemies: None Chests: 1 - Random Weapon Scroll Stands: 1 - Scroll: Arcane Shock Notes: The Spirit of Mental Magic is here and sends you on the quest Writing Magic. The Catacombs ------------------------------------- (-7, -1) Lights: 1 Barrels: None Enemies: None Chests: None Notes: The Spirit of Necromancy resides here, putting you on the quest The Necronomicon. (-6, -1) Lights: 4 Barrels: None Enemies: None Chests: None Notes: None (-5, -1) Lights: 6 Barrels: None Enemies: Floating Eye (7), Skull Pile, Buried Skeleton (10) Chests: 1 - Skull pet Notes: The door here leads to a room to unpolymorph weapons at a cost of 100 Divine Favor. The far right wall of the top hall is false, hiding the challenge The Devil's Number. (-6, -2) Lights: 3 Barrels: None Enemies: None Notes: Gate to the Hall of Corridors, There is a false wall to the right of the top of the long ladder on the right. Inside is a Kitchen. The other door in the back room leads to a tiny room with the second false wall on this screen, which is at the bottom of the wall on the left. (-5 - -2, -2) Lights: None Barrels: None Enemies: Buried Skeletons Chests: None Notes: These four rooms contain buried skeletons and nothing else. (-7, -3) Lights: 8 Barrels: None Enemies: Buried Skeleton (5), Skull Pile (2) Chests: 4 - Coins (24), Scroll: Melee Immunity, 2 Empty Notes: The small passage in the middle of the left side of the screen has a false wall on the right which contains 50 Golden Magic Essence. The door at the top of the screen leads to the Mausoleum Magnum, where the Black Amulets for the quest The Key of the Necromancer. In the Mausoleum, the Light Pet is an invaluable ally and strong melee attacks. Obviously, Imbue Divine Light on a mace light the Lex Divinius and the Slicering are quite handy here. Do NOT let Thieves steal the amulets and make sure you clear each passage before dropping down to the next. There is also a false wall which is in the bottom left section of the drop that leads from the second to the third screen. This wall hides the unlock for the challenge Death Level 1. (-6, -3) Lights: 4 Barrels: None Enemies: Buried Skeleton (4) Chests: None Notes: Catacombs Shop Catacombs Shop -------------- Skill: Wind Cut, 100 Skill: Tremor, 300 Skill: Battle Cry, 600 Skill: Split Shot, 600 Skill: Bomb, 600 Skill: Move Out, 1000 Waved Dagger, 123 Falchion, 136 Combat Axe, 156 Morningstar, 104 Fire Scepter, 346 Ice Scepter, 346 Trident, 162 Long Bow, 66 Reinforced Scale Armor, 350 Plate Armor, 480 Tome: Infravision, 250 Tome: Invoke Ice Block, 350 Tome: Slow Poison, 150 Tome: Arcane Control, 400 Tome: Imbue Fire, 400 Tome: Imbue Frost, 400 Tome: Imbue Divine Light, 400 Scroll: Teleport to Catacombs, 15 Staff of Elemental Magic (L9), 200 Staff of Red Magic (L9), 200 Staff of Blue Magic (L9), 200 Staff of Healing Magic (L9), 200 Staff of Necromancy (L9), 200 Staff of Divine Light (L9), 200 Cleric Robe, 151 Healer Robe of Concentration, 401 Healer Robe of Defense, 381 Recipe: Improved Detection, 90 Recipe: Elixir of Resurrection, 150 (-5, -3) Lights: 7 Barrels: None Enemies: Skeleton Mage, Floating Eye (3), Buried Skeleton (14), Skull Pile (2) Chests: None Notes: The door here leads to a passage to the God of Light (-7, -4) Lights: 10 Barrels: None Enemies: Buried Skeleton (8), Skull Pile (3) Chests: 2 - Protective Ring of the Necromancer, Empty Notes: The skeleton creature here puts you on the Key of the Necromancer quest, which you must complete to get the Necronomicon. (-6, -4) Lights: 3 Barrels: None Enemies: Floating Eye (5) Chests: None Traps: Fire Trap Notes: The doors here go to a back passage containing Floating Eyes which allows you to bypass the elevator shaft. (-5, -4) Lights: None Barrels: None Enemies: None Chests: None Notes: This room contains a hidden door to the Necronomicon between the fifth and sixth candles. Also here is a skeleton creature who puts you on the Begin the Begun quest, which amounts to buying a Rebirth Orb for 100 Blue Magic Essence and 100 Arcane Magic Essence. In the room with the book, walk toward the book for a scene, walk a bit to the left, fight some skeletons, and then get the book. (-7, -5) Lights: 13 Barrels: None Enemies: Buried Skeleton (12), Skull Pile Chests: 4 - Random Weapon, Arcane Magic Essence (37), Small Ruby (4), Potion of Speed Notes: The door here is the exit to the Mausoleum Magnum (-6, -5) Lights: 6 Barrels: None Enemies: None Chests: None Notes: None (-5, -5) Lights: 8 Barrels: None Enemies: Floating Eye (2), Buried Skeleton (16), Skull Pile Chests: 2 - Arcane Magic Essence (66), Coins (65) Notes: In the top section of the right wall in the bottom right passage is a false wall hiding a random weapon. Also here is a skeleton which imparts the Skeleton with No Skull quest. (-7, -6) Lights: 8 Barrels: None Enemies: Buried Skeleton (4) Chests: 2 - Potion of Giant Strength, Empty Notes: Door to the Hall of Corridors. The second passage from the bottom in the middle of the screen has a false wall on the right which contains 63 coins. The door to Sux Mortis is also here, but it is blocked by a barrier. Going through the events related to the Light Pet will get you around it. (-6, -6) Lights: 4 Barrels: None Enemies: None Chests: None Notes: None (-5, -6) Lights: 3 Barrels: None Enemies: Skeleton Mage (4), Skeleton (4) Chests: None Notes: Be prepared before entering this room. Arcane defensive items aren't a bad idea, if you have them. Weapon skills like Tremor and Javelin are helpful, along with Imbue Divine Light. The last of the four Mages is at the top of the ladder on the right. Kill him, then pull the lever at the bottom right and open the lock at the top left before proceeding right. (-4, -6) Lights: None Barrels: None Enemies: None Chests: None Notes: Here we are witness to a morbid ceremony, much to Zera's chagrin. (-3, -6) Lights: 6 Barrels: None Enemies: Skeleton Mage (3), Buried Skeleton (11) Chests: None Notes: The Mage is immediately to the left as you drop down from the entrance. Deal with it quickly. There is a false wall in the overhang above you as you enter from the left. It hides 53 Arcane Magic Essence. Go through the door to start the events related to the Light Pet. Use Fire protection to get the Light Pet and move quickly to get to the Skeleton Mage going to kill it. Tremor is a great skill to clear the way. In the top hallway of the sigil room is a false wall on the left side. Jump and swing to reveal it and the Lex Divinius, a great unique mace. Go back and down at the fork to work your way toward (-7, -6) The Laboratory ------------------------------------- (-6, 5) Lights: 3 Barrels: 4 Enemies: Scientist, Mechanical Spider, Acid Slime (8) Chests: None Scroll Stands: 1 - Ray Immunity (2) Notes: To the left of the laboratory in the top passage is a false wall hiding the unique bow Meltroth. (-7, 6) Lights: 6 Barrels: 2 Enemies: Iron Golem (4), Mechanical Spider (2), Scientist, Arcane Helmet Chests: None Jewelry Boxes: 1 - Small Sapphire (8) Notes: The left wall in the small passage below the Scientist is false, hiding a door leading to some Scientist Clothes. (-6, 6) Lights: 4 Barrels: None Enemies: Iron Golem (3) Chests: None Notes: None (-7, 7) Lights: 8 Barrels: None Enemies: Yellow Slug (3), Mechanical Spider (6), Scientist, Acid Slime (8), Fire Helmet Chests: None Traps: Lighting Generators Notes: The Laboratory Shop is here, but this is a tough room if you enter from the bottom -- a confined space with a Scientist, a Fire Helmet, and a floor crawling Acid Slimes. Initially, it is also not possible to enter from the right because of a barrier that is unlocked from the other side. Coming in from the top is a MUCH easier proposition. Laboratory Shop ---------------- Skill: Triple shot, 1000 Skill: Extraordinary scope, 600 Skill: Axe Execution, 1000 Skill: Parry Wall, 1000 Skill: Web Trap, 1000 Skill: Justice, 1000 Silver Dagger, 147 Bastard Sword, 136 Sword of the Necromancer, 426 Battleaxe, 178 War Hammer, 120 Halberd, 190 50 Short Arrows, 15 50 Long Arrows, 50 50 Arcane Arrows, 150 Reinforced Long Bow, 76 Necromancer slothes, 560 Bronze Breastplate, 600 Azurite Insulated Armor, 250 Tome: Ogre Strength, 300 Tome: Curse of the Dead, 350 Tome: Latent Life, 450 Tome: Deadly Cloud, 480 Tome: Poison Reduction, 420 Tome: Bright Mind, 380 Tome: Transmute Ruby, 80 Tome: Transmute Sapphire, 80 Tome: Transmute Emerald, 80 Tome: Transmute Metal, 600 Tome: Healing Allies, 350 Tome: Telekinesis, 350 Scroll: Teleport to Laboratory, 15 Staff of Elemental Magic (L11), 300 Staff of Red Magic (L11), 300 Staff of Blue Magic (L11), 300 Staff of Healing Magic (L11), 300 Staff of Necromancy (L11), 300 Staff of Divine Light (L11), 300 Ring of the Mutilator, 170 Ring of the Ranger, 150 Ring of the Paladin, 160 Ring of the Barbarian, 140 Ring of Elements, 150 Ring of Life, 140 (-6, 7) Lights: 9 Barrels: 5 Enemies: Mechanical Spider, Scientist (2) Chests: None Scroll Stands: 1 - Scroll of Ray Protection (2) Notes: The door in the upper right leads to the catwalk to the Prison Tower. (-7, 8) Lights: 8 Barrels: 2 Enemies: Mechanical Spider (3), Acid Slime (16?), Arcane Helmet, Scientist (2) Chests: 1 - Yellow Magic Essence (50) Scroll Stands: 1 - Scroll: Ray Protection (2) Traps: Lightning Generator Notes: The door here leads to an orc which starts you on the Edward Scissorclaws quest. (-6, 8) Lights: 9 Barrels: 4 Enemies: Mechanical Spider (4), Arcane Helmet (2), Scientist, Yellow Slug (5) Chests: None Jewelry Boxes: 1 - Potion of Healing (2) Traps: Lightning Generator (2) Notes: The left wall of the passage just below the Scientist is false, containing 2 Major Healing potions. (-7, 9) Lights: 2 Barrels: 2 Enemies: None Chests: 1 - Random Weapon Notes: The Spirit of Alteration Magic puts you on the quest for The Philosopher's Stone. (-6, 9) Lights: 6 Barrels: 2 Enemies: Arcane Helmet (3), Mechanical Spider (3) Chests: 2 - Random Weapon. Coins (66) Traps: Lightning Generator Notes: The Scientist in this room is actually not an enemy. Instead he puts you on the quest Golems. The top left room has a false wall on the left hiding 50 Yellow Magic Essence. The Prison ------------------------------------- (-3, 4) Lights: 10 Barrels: None Enemies: Orc (10) Chests: None Notes: There are 10 Prison cells here with goblin captives that are part of the Liberation Day quest. 4 captives can be found on this screen. (-4, 5) Lights: 12 Barrels: 3 Enemies: Orc (10) Chests: 1 - Random Weapon Notes: There are 8 prison cells in here. Half of them are occupied with goblins for the Liberation Day quest. The Warden is the Orc in the bottom right of the screen with the Axe. (-3, 5) Lights: 8 Barrels: 10 Enemies: Orc (6), Fire Helmet (2) Chests: None Traps: Bear Trap Notes: None (-4, 6) Lights: 6 Barrels: 5 Enemies: Skeleton (3), Crow (9) Chests: None Notes: A goblin hiding in the barrel at the bottom of the screen starts you on the quest Liberation Day. (-3, 6) Lights: 9 Barrels: 5 Enemies: Acid Slime (5), Skeleton (2) Chests: None Notes: There is a barrier blocking a shortcut from the Mage Tower. There is a false wall in the left side of the small passage on the left side of the screen. Inside is a kitchen with a chest holding 3 Giant Strength potions. (-4, 7) Lights: 6 Barrels: None Enemies: Skeleton (2) Chests: None Notes: Gate to the Hall of Corridors. (-3, 7) Lights: 5 Barrels: None Enemies: Skeleton Chests: None Notes: The goblin here starts you on the Gates of Death quest. (-4, 8) Lights: 6 Barrels: 2 Enemies: Skeleton (2), Crow (12), Acid Slug (6), Red Helmet Chests: 2 - Goblin Axes, Goblin Axes Traps: Bear Trap (5) Notes: There is a door here which takes you to Gauntlik. See the Bosses section for strategy. The far left pit has a false wall. Drop off the left ledge to avoid the bear trap and hit the wall. Go left and dispel another false wall to get to unlock the challenge A Hand With Vampires. (-3, 8) Lights: 5 Barrels: 8 Enemies: Acid Slug (11), Skeleton (2) Chests: 1 - Coins (80) Notes: None The Halls ------------------------------------- (5, -1) Lights: 3 Barrels: None Enemies: Frost Helmet (3) Chests: None Jewelry Boxes: 1 - Black Key Notes: The Miniboss Lepha guards the Jewelry Boxes. (3, 0) Lights: 7 Barrels: 2 Enemies: Red Ghost Armor (3), Blue Slime (10) Chests: 2 - Random Weapon, Piece of Shield of Koth'Narak Scroll Stands: 1 - Scroll: Improve Weapon (3) Notes: There is a gate to the Hall of Corridors. The top left wall in the same passage as the gate is false, concealing Halbertus, a unique polearm. A door here leads to the Halls boss, Medeox. See the Bosses section for strategy. (4, 0) Lights: 7 Barrels: None Enemies: Green Ghost Armor (8), Blue Slime (6) Chests: 1 - Piece of Shield of Koth'Narak Notes: The door here leads to the Ghost Painter. Buy 2 cards from him. (5, 0) Lights: 10 Barrels: 5 Enemies: Blue Slime (2), Blue Knight (3), Jester Chests: 4 - Random Weapon, Crystalline Magic Essence (20), Piece of Shield of Koth'Narak (2) Scroll Stands: 1 - Scroll: Illumination (3) Notes: One of the shield pieces must be accessed from (4,0) and the other must be accessed from above or below. A door here leads to the Sword in the Stone quest. (6, 0) Lights: 9 Barrels: None Enemies: Red Ghost Knight (5), Jester (3) Chests: 4 - Coins (50), Coins (70), Crystalline Magic Essence (30), Piece of Shield of Koth'Narak Notes: The Halls Shop is located here. Halls Shop ----------- Skill: Mastery 3, 300 Carved Dagger, 171 Great Broad Sword, 176 War Axe, 201 Great Hammer, 136 Hammer of the Paladin, 800 Double Pike, 218 50 Short Arrows, 15 50 Long Arrows, 50 50 Arcane Arrows, 150 Composite Long Bow, 86 Silver Breastplate, 800 Tome: Arcane Wave, 350 Tome: Speed, 550 Tome: Invisibility, 500 Tome: See Invisible, 500 Tome: Stun, 600 Tome: Phase Door, 510 Tome: Antidote, 500 Tome: Improve Weapon, 700 Tome: Improve Armor, 700 Tome: Combat Protection, 500 Tome: Teleport to Hall Shop, 200 Tome: Invoke Fire Spirit, 1500 Scroll: Teleport to Halls Mage Staff, 800 Staff of Elemental Magic (L13), 500 Staff of Red Magic (L13), 500 Staff of Blue Magic (L13), 500 Staff of Healing Magic (L13), 500 Staff of Necromancy (L13), 500
Staff of Divine Light (L13), 500
Great Fire Wizard Robe, 1500
Great Frost Wizard Robe, 1500
Great Arcane Warlock Robe, 1500
Great Cleric Robe, 1500
Great Fire Wizard Robe of Concentration, 1500
Great Frost Wizard Robe of Concentration, 1500
Great Arcane Warlock Robe of Concentration, 1500
Great Healer Robe of Concentration, 1500
Great Fire Wizard Robe of Defense, 1500
Great Frost Wizard Robe of Defense, 1500
Great Arcane Warlock Robe of Defense, 1500
Great Healer Robe of Defense, 1500


(7, 0)
Lights: 9
Barrels: None
Enemies: Red Ghost Knight (2), Blue Slime (14), Jester (2)
Chests: 2 - Random Weapon, Piece of Shield of Koth'Narak
Notes: There is a door here where Ubuntu puts you on the Bureaucracy quest.

Note that the same back passage also hides two challenges. On the upper screen
there is a false wall to the left of the top of the tallest ladder. Jump off
and jab with a dagger to find a door leading to Eye For An Eye. However, jab
the false wall to the left of the revealed door to lead you down to The Toy
Hammer, as well.


(3, 1)
Lights: 9
Barrels: None
Enemies: Vampire Bat (26)
Chests: 3 - Piece of Shield of Koth'Narak, Small Sapphire (10), Random Weapon
Notes: The door here takes you to the 8-bit room where the pet Gatchan can be
found. Be sure to have Heat Aura at the ready. Gatchan should be in the block
of stone on the right side of the second passage from the top. It's easier to
avoid the white spike balls than to destroy them. Once you have him, teleport
out.


(4, 1)
Lights: 8
Barrels: 2
Enemies: Red Ghost Armor (6), Jester
Chests: 1 - Crystalline Magic Essence (30)
Notes: None


(5, 1)
Lights: 7
Barrels: None
Enemies: Blue Slimes (18), Green Knight (2), Red Helmet (3)
Chests: 4 - Coins (40), Random Weapon, Crystalline Magic Essence (30), Piece of
Shield of Koth'Narak
Scroll Stands: 1 - Melee Mastery (3)
Notes: None


(6, 1)
Lights: 7
Barrels: None
Enemies: Green Knight (8), Frost Helmet (2)
Chests: None
Scroll Stands: 1 - Scroll of Melee Mastery (3)
Notes: None


(7, 1)
Lights: 13
Barrels: None
Enemies: Red Ghost Knight (5), Red Helmet (2), Vampire Bat (11)
Chests: None
Notes: None


(1, 2)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: The assistant to the wizard hosts the Teleportation Shop.

Teleportation Shop
-------------------
Tome: Teleport to Mine, 50
Tome: Teleport to Sewers, 50
Tome: Teleport to Gardens, 50
Tome: Teleport to Library, 50
Tome: Teleport to Catacombs, 50
Tome: Teleport to Laboratory, 50
Tome: Portal, 150
Tome: Teleport to Portal, 380


(2-5, 2)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: These rooms house Time Spirits. Use Phase Door scrolls to cross without
frustration.


(6, 2)
Lights: 8
Barrels: 2
Enemies: Blue Knight (2)
Chests: 1 - Coins (50)
Notes: Gate to the Hall of Corridors.


(7, 2)
Lights: 3
Barrels: None
Enemies: None
Chests: 1 - Crystalline Magic Essence (30)
Notes: The Spirit of Protection Magic puts you on the quest for the Shield of
Koth'Narak.


The Forgotten Tower
-------------------------------------
(3, 5)
Lights: 3
Barrels: 4
Enemies: Vampire Bat (12)
Chests: None
Jewelry Boxes: 1 - Ring of Skies
Notes: Knock out all the bats before attempting this room or face a pointy end.
Heat Aura is also critical to getting through alive.


(4, 5)
Lights: 10
Barrels: None
Enemies: Thief Ghost (4), Vampire Bat (12)
Chests: None
Notes: None


(3, 6)
Lights: 7
Barrels: None
Enemies: Thief Ghost (3), Spirit in Torment (5)
Chests: None
Notes: None


(4, 6)
Lights: 10
Barrels: 3
Enemies: Thief Ghost, Spirit in Torment (4)
Chests: None
Notes: There is a false wall near the top right ladder which hides 14 small
sapphires.


(3, 7)
Lights: 6
Barrels: 8
Enemies: Black Widow (17)
Chests: 1 - Red Magic Essence (100)
Notes: This room is difficult because of the TON of Black Widows. A scroll of
Illumination is incredibly helpful here.


(4, 7)
Lights: 8
Barrels: 3
Enemies: Spirit in Torment (3)
Chests: 2 - Potion of See Invisible (2), Potion of See Invisible (3)
Notes: Lux the Spirit warns you of the presence of the invisible ghosts here.
There is also a barrier which can be unlocked when accessed from (4, 8).


(3, 8)
Lights: 6
Barrels: 5
Enemies: Black Widow (14)
Chests: 1 - Green Magic Essence (30)
Notes: The Tower Shop is here.


Tower Shop
-----------
Hardened Dagger, 199
Katana, 196
Double War Axe, 223
Great Morningstar, 152
Great Trident, 246
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Great Long Bow, 96
Gold Breastplate, 1000

Tome: Improved Healing, 800
Tome: Polymorph, 900
Tome: Improved Regeneration, 850
Tome: Teleport to Tower Shop, 300
Tome: Invoke Fire Spirit, 1500
Tome: Advanced Firebolt, 850
Tome: Mass Healing, 830
Tome: Advanced Frostbolt, 780
Tome: Mental Control, 800
Tome: Salvation, 350
Scroll: Teleport to Tower
Tome: Unholy Growth, 1000
Staff of Elemental Magic (L15), 700
Staff of Red Magic (L15), 700
Staff of Blue Magic (L15), 700
Staff of Healing Magic (L15), 700
Staff of Necromancy (L15), 700
Staff of Divine Light (L15), 700

Tome: Cold Protection, 150
Tome: Shadow Protection, 200
Tome: Fire Protection, 250
Tome: Poison Immunity, 400
Tome: Movement Freedom, 500
Tome: Mental Barrier, 600
Tome: Polymorph Immunity, 700
Tome: Return Projectiles, 800


(4, 8)
Lights: 9
Barrels: 16
Enemies: Black Widow (16)
Chests: 3 - Coins (85), Random Weapon, Arcane Magic Essence (60)
Scroll Stands: Scroll: Midas Transmutation
Notes: A ladder to the top right corner passage appears when all spiders have
been disposed of.


The Mage Tower
-------------------------------------
(-1, 4)
Lights: None
Barrels: None
Enemies: Floating Eye, Blue Sorceror (2)
Chests: None
Notes: None


(0, 4)
Lights: 8
Barrels: 4
Enemies: Blue Slime (10), Frost Mage (2), Gelatinous Cube
Chests: None
Notes: None


(1, 4)
Lights: 7
Barrels: None
Enemies: Blue Slime (6), Blue Sorceror (6)
Chests: None
Scroll Stands: 1 - Scroll: Madness
Notes: None


(-1, 5)
Lights: 1
Barrels: None
Enemies: Floating Eye (2)
Chests: None
Notes: The right eye casts Slow and the other Teleports you. Be careful.


(0, 5)
Lights: 4
Barrels: 2
Enemies: Red Sorceror, Floating Eye (2), Blue Slime (9)
Chests: None
Notes: There is a lever in the upper middle of the room which creates a bridge
across the lower pit.


(1, 5)
Lights: 1
Barrels: 3
Enemies: Blue Sorceror (6)
Chests: None
Notes: None


(-1, 6)
Lights: None
Barrels: 2
Enemies: Floating Eye, Blue Sorceror (3)
Chests: None
Notes: None


(0, 6)
Lights: 4
Barrels: 6
Enemies: Blue Slime (4), Red Sorceror (2)
Chests: None
Notes: There is a lever here which creates a small, relatively worthless, bridge


(1, 6)
Lights: 3
Barrels: 4
Enemies: Blue Sorceror (2), Floating Eye (2)
Chests: None
Notes: None


(-1, 7)
Lights: 3
Barrels: 4
Enemies: Red Sorceror (3)
Chests: None
Notes: The three sorcerors must be killed to make a ladder appear which permits
access to the upper part of (0, 7).


(0, 7)
Lights: 2
Barrels: 6
Enemies: Red Sorceror, Floating Eye, Blue Sorceror
Chests: None
Notes: The way to (1, 7) must be initially accessed from (-1, 7). There is a
lever which creates a stair step that removes this restriction once reached.


(1, 7)
Lights: 7
Barrels: None
Enemies: Gelatinous Cube (4)
Chests: None
Notes: There is a lever which, when triggered, eliminates the need to fight the
cubes.


(-1, 8)
Lights: 7
Barrels: 1
Enemies: Blue Sorceror, Red Sorceror (2), Arcane Sorceror (2)
Chests: None
Notes: All three types at once. Lovely. Fortunately, the same tactics needed
elsewhere work well here. With the sorcerors disposed of, a ladder appears
which makes the gate in (0, 8) accessible.


(0, 8)
Lights: 1
Barrels: 1
Enemies: Arcane Sorceror (4)
Chests: None
Notes: This room is harder than the last. *Sigh* There is a gate to the Hall of
Corridors, but it is not accessible when travelling from (1, 8). Arcane
Immunity or Reflect Projectiles plus Sleep will win the day here.


(1, 8)
Lights: 4
Barrels: None
Enemies: Arcane Sorceror (3)
Chests: None
Notes: This is a tricky room -- the three sorcerors keep summoning skeletons
and have Reflect Projectiles cast on them. Sleep magic is invaluable here.
Thankfully, once you pass this room, there is a lever which makes fighting them
optional.


(0, 9)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Harnakon is here. After going through the portal, two Challenges can be
found in the Elven Village: the first is Die Hard. You first pass it and have
to jump down from the screen above in order to reach it. The second is Mission:
Nearly Impossible, which is reached by jumping off the right edge of the
platform with the Twin Crystals.


********************************************************************************
* V. Weapons
********************************************************************************

--------
 Swords
--------
The most basic kind of weapon of the game. Not super necessary compared to
Polearms, but your sword is enough to get you by. They do less damage against
armored foes and skeletons.

Short Sword
Level: 0
Attack: 50
Effects: None
Location: Found in Tutorial
Price: Nil

Gladius
Level: 3
Attack: 80
Effects: None
Location: Mine Shop
Price: 56

Broad Sword
Level: 5
Attack: 120
Effects: None
Location: Sewer Shop
Price: 76

Thimius (Unique)
Level: 5
Attack: 130
Effects: +15% Fire Damage, +5% Sword Critical, Imbued with Fire
Location: The Downs (0, -3)
Price: Found

Scimitar
Level: 7
Attack: 160
Effects: None
Location: Gardens Shop
Price: 96

Assault Sword
Level: 9
Attack: 200
Effects: None
Location: Library Shop
Price: 116

Sword of the Necromancer
Level: 10
Attack: 220
Effects: +45% arcane damage, +5% arcane critical hit
Location: Laboratory Shop
Price: 426

Falchion
Level: 11
Attack: 240
Effects: None
Location: Catacombs Shop
Price: 136

Hatto Hanzori's Katana
Level: 12
Attack: 360
Effects: +50% speed with swords
Location: Gualik's Shop
Price: 150 UN points

Bastard Sword
Level: 13
Attack: 280
Effects: Longer range
Location: Laboratory Shop
Price: 156

Excalibur
Level: 13
Attack: 330
Effects: +25% Experience, +10% Sword Critical
Location: Quest Reward
Price: Found

Great Broad Sword
Level: 15
Attack: 320
Effects: None
Location: Halls Shop
Price: 180

Katana
Level: 17
Attack: 260
Effects: None
Location: Tower Shop
Price: 196

---------
 Daggers
---------
These have a shorter range and are faster than swords--one of the fastest
weapons in the game. They have the advantage of being able to backstab, causing
extra damage against humanoids.

Light Dagger
Level: 1
Attack: 29
Location: Found
Price: Found

Broad Dagger
Level: 3
Attack: 65
Location: Mine Shop
Price: 45

Crossed Dagger of Adjanti
Level: 5
Attack: 133
Effects: +30% Arcane damage
Location: Quest reward
Price: Quest reward

Poniard
Level: 5
Attack: 95
Location: Sewer Shop
Price: 63

Broad Knife
Level: 7
Attack: 125
Location: Gardens Shop
Price: 81

Penetrating Dagger
Level: 9
Attack: 160
Location: Library Shop
Price: 99

Vitathandis (Unique)
Level: 9
Attack: 180
Effect: +15 Health, +15% Healing, heals when non-Undead are killed
Location: Hidden chest in Library room (0,3)
Price: Found

Waved Dagger
Level: 11
Attack: 195
Location: Catacombs Shop
Price: 123

Edward's Cursed Blade (Unique)
Level: 12
Attack: 210
Effect: +10 Frost/Arcane Damage, +15% Sword Critical, Triple Damage on Critical
Hit
Location: Quest Reward
Price: Found

Silver Dagger
Level: 13
Attack: 235
Location: Laboratory Shop
Price: 147

Curved Dagger
Level: 15
Attack: 275
Location: Halls Shop
Price: 171

Hardened Dagger
Level: 17
Attack: 320
Location: Tower Shop
Price: 199

-------
 Maces
-------
Maces and hammers are used for their crushing power, having strength against
armored foes, skeletons, and barrels.

Mace
Level: 1
Attack: 45
Location: (0, -4)
Price: Found

Hammer
Level: 3
Attack: 80
Location: Mine Shop
Price: 40

Combat Mace
Level: 5
Attack: 120
Location: Sewer Shop
Price: 56

Kathiel (Unique)
Level: 5
Attack: 135
Effects: +10% Frost Damage, Soul Freeze
Location: Sewers (1, -6)
Price: Found

Hammer of the Blacksmith
Level: 7
Attack: 160
Location: Gardens Shop
Price: 72

War Mace
Level: 9
Attack: 200
Location: Library Shop
Price: 88

Fire Scepter
Level: 10
Attack: 220
Effects: Fire critical +5%, Fire damage +35%
Location: Catacombs Shop
Price: 346

Ice Scepter
Level: 10
Attack: 220
Effects: Frost critical +5%, Frost damage +35%
Location: Catacombs Shop
Price: 346

Morningstar
Level: 11
Attack: 240
Location: Catacombs Shop
Price: 104

War Hammer
Level: 13
Attack: 280
Location: Laboratory Shop
Price: 120

BoneBreaker
Level: 14
Attack: 290
Effects: Attack multiple opponents
Location: Halls
Price: Quest Reward

Great Hammer
Level: 15
Attack: 320
Location: Halls Shop
Price: 136

Hammer of the Paladin
Level: 15
Attack: 330
Effects: Light critical +5%, Light damage +60%, +2 Divine Favor drops from
undead
Location: Halls Shop
Price: 800

Great Morningstar
Level: 17
Attack: 360
Location: Tower Shop
Price: 152

------
 Axes
------
Axes in Unepic are a hybrid of swords and maces, able to both cut and smash
with the drawback of attack speed.

Small Axe
Level: 1
Attack: 45
Location: Chest (2, 0)
Price: Found

Hand axe
Level: 3
Attack: 90
Location: Mine Shop
Price: 66

Horga'hn Axe
Level: 3
Attack: 95
Effects: Occasionally does two fast strikes
Location:
Price: Found

Assault Axe
Level: 5
Attack: 135
Location: Sewer Shop
Price: 88

Double Axe
Level: 7
Attack: 180
Location: Gardens Shop
Price: 111

Viscer Axis
Level: 9
Attack: 194
Effects: +6% axe critical, causes triple damage on critical hit
Location: Hidden chest in Library room (6,4).

Boning
Level: 9
Attack: 230
Location: Library Shop
Price: 133

Combat Axe
Level: 11
Attack: 270
Location: Catacombs Shop
Price: 156

Battle Axe
Level: 13
Attack: 315
Location: Laboratory Shop
Price: 178

War Axe
Level: 15
Attack: 360
Location: Halls ShopHalls Shop
Price: 201

Double War Axe
Level: 17
Attack: 405
Location: Tower Shop
Price: 223

----------
 Polearms
----------
Spears and other poking weapons fall into this category. They typically have
lower damage, but they also have the best reach of any melee weapon. You'll
want to keep a spear around for poking snakes and when you have to go
toe-to-toe with orcs.

Light Spear
Level: 1
Attack: 28
Location: (1, 1)
Price: Found

Spear
Level: 3
Attack: 50
Location: Mine Shop
Price: 57

Heavy Spear
Level: 5
Attack: 80
Location: Sewer Shop
Price: 78

Pike
Level: 7
Attack: 120
Location: Gardens Shop
Price: 106

Claw Spear
Level: 9
Attack: 160
Location: Library Shop
Price: 134

Trident
Level: 11
Attack: 200
Location: Catacombs Shop
Price: 200

Halberd
Level: 13
Attack: 240
Location: Laboratory Shop
Price: 190

Halbertus
Level: 13
Attack: 260
Effects: +10% Attack Speed, Corrosive Attack
Location: Halls
Price: Found

Double Pike
Level: 15
Attack: 280
Location: Halls Shop
Price: 218

Great Trident
Level: 17
Attack: 320
Location: Tower Shop
Price: 246

------
 Bows
------
Bows are incredibly handy to have around as the easiest source of ranged
attacks. They aren't very good against armored foes, such as helmets and
knights. Be aware that short bows require short arrows, long bows need long
arrows, and certain specialty bows require arcane arrows.

Light Short Bow
Level: 1
Attack: 50
Location: (0, -4)
Price: Found

Reinforced Short Bow
Level: 5
Attack: 70
Location: Sewers Shop
Price: 36

Venoma (Unique)
Level: 6
Attack: 97
Effects: +5% Bow Critical, turns Arcane arrows into poison arrows.
Location: Garden room (-5, 3)
Price: Found

Composite Short Bow
Level: 7
Attack: 90
Location: Gardens Shop
Price: 46

Windbreaker
Level: 8
Attack: 150
Location: Gardens Shop
Price: 250

Light Long Bow
Level: 9
Attack: 110
Location: Gardens Shop
Price: 56

Long Bow
Level: 11
Attack: 130
Location: Catacombs Shop
Price: 66

Composite Great Longbow
Level: 15
Attack: 170
Location: Halls Shop
Price: 86

Great Longbow
Level: 17
Attack: 190
Location: Tower Shop
Price: 96

-------
 Wands
-------
These shoot magic bolts of various types. They have a limit on their charges,
but they cause good damage and have a fast rate of fire. They are quite handy
when you need to have a fast casting time. Unique wands also have a charge
limit, but they recharge automatically over time.

Flare Launcher
Level: 1
Effects: Creates flares which light up the dark
Charges: 20
Location: Zoran's Shop
Price: 11

Magic Wand
Level: 1
Effects: Arcane bolt
Charges: 20
Location: Hidden chest in Sewer room (3, -4)

Wand of Frostbolt
Level: 2
Effects: Frost Bolt
Charges: 20
Location: The Downs

Wand of Firebolt
Level: 2
Effects: Fire bolt
Charges: 20
Location: Unknown

Wand of Slow
Level: 3
Effects: Slow
Charges: 20
Location: (7, 7)

Wand of Polymorph
Level: 4
Effects: Polymorph
Charges: 8
Location: (-7, 2), (4,3)

Wand of Fireball
Level: 5
Effects: Fireball
Charges: 8
Location: (-4, 1)

Wand of Paralysis
Level: 5
Effects: Paralysis
Charges: 8
Location: (5, 4)

--------
 Staves
--------
Staves are blunt weapons similar to maces, but are oriented toward
spellcasting, so they typically have less crushing power than a mace of the
same level, but they also provide significant bonuses to magic use.

Staff of Elemental Magic
Level: 1
Attack:30
Effects: +2% Fire/Frost Critical, +10% Fire/Frost Damage
Location: Mine Shop
Price: 25

Staff of Red Magic
Level: 1
Attack: 30
Effects: +3% Fire Critical, +20% Fire Damage
Location: Mine Shop
Price: 25

Staff of Elemental Magic
Level: 3
Attack: 60
Effects: +3% Fire/Frost Critical, +15% Fire/Frost Damage
Location: Sewer Shop
Price: 50

Staff of Red Magic
Level: 3
Attack: 60
Effects: +5 Fire Critical, +30% Fire Damage
Location: Sewer Shop
Price: 50

Staff of Blue Magic
Level: 3
Attack: 60
Effects: +5% Frost Critical, +30% Frost Damage
Location: Sewer Shop
Price: 50

Staff of Elemental Magic
Level: 5
Attack: 90
Effects: +4% Fire/Frost Critical, +20% Fire/Frost Damage
Location: Gardens Shop
Price: 75

Staff of Red Magic
Level: 5
Attack: 90
Effects: +6% Fire Critical, +40% Fire Damage
Location: Gardens Shop
Price: 75

Staff of Blue Magic
Level: 5
Attack: 90
Effects: +6% Frost Critical, +40% Frost Damage
Location: Gardens Shop
Price: 75

Staff of Healing Magic
Level: 5
Attack: 90
Effects: +40% Healing
Location: Gardens Shop
Price: 75

Staff of Elemental Magic
Level: 7
Attack: 120
Effects: +5% Fire/Frost Critical, +25% Fire/Frost Damage
Location: Library Shop
Price: 100

Staff of Red Magic
Level: 7
Attack: 120
Effects: +7% Fire Critical, +50% Fire Damage
Location: Library Shop
Price: 100

Staff of Blue Magic
Level: 7
Attack: 120
Effects: +7% Frost Critical, +50% Frost Damage
Location: Library Shop
Price: 100

Staff of Healing Magic
Level: 7
Attack: 120
Effects: +50% Healing
Location: Library Shop
Price: 100

Staff of Elemental Magic
Level: 9
Attack: 150
Effects: +6% Fire/Frost Critical, +30% Fire/Frost Damage
Location: Catacombs Shop
Price: 200

Staff of Red Magic
Level: 9
Attack: 150
Effects: +8% Fire Critical, +60% Fire Damage
Location: Catacombs Shop
Price: 200

Staff of Blue Magic
Level: 9
Attack: 150
Effects: +8% Frost Critical, +60% Frost Damage
Location: Catacombs Shop
Price: 200

Staff of Healing Magic
Level: 9
Attack: 150
Effects: +60% Healing
Location: Catacombs Shop
Price: 200

Staff of Necromancy
Level: 9
Attack: 150
Effects: +8% Arcane Critical, +60% Arcane Damage
Location: Catacombs Shop
Price: 200

Staff of Divine Light
Level: 9
Attack: 150
Effects: +8% Light Critical, +60% Light Damage
Location: Catacombs Shop
Price: 200

Staff of Elemental Magic
Level: 11
Attack: 180
Effects: +7% Fire/Frost Critical, +35% Fire/Frost Damage
Location: Laboratory Shop
Price: 300

Staff of Red Magic
Level: 11
Attack: 180
Effects: +9% Fire Critical, +70% Fire Damage
Location: Laboratory Shop
Price: 300

Staff of Blue Magic
Level: 11
Attack: 180
Effects: +9% Frost Critical, +70% Frost Damage
Location: Laboratory Shop
Price: 300

Staff of Necromancy
Level: 11
Attack: 180
Effects: +9% Arcane Critical, +70% Arcane Damage
Location: Laboratory Shop
Price: 300

Staff of Healing Magic
Level: 11
Attack: 180
Effects: +70% Healing
Location: Laboratory Shop
Price: 300

Staff of Divine Light
Level: 11
Attack: 180
Effects: +9% Light Critical, +70% Light Damage
Location: Laboratory Shop
Price: 300

Staff of Elemental Magic
Level: 13
Attack: 210
Effects: +8% Fire/Frost Critical, +40% Fire/Frost Damage
Location: Halls Shop
Price: 500

Staff of Red Magic
Level: 13
Attack: 210
Effects: +10% Fire Critical, +80% Fire Damage
Location: Halls Shop
Price: 500

Staff of Frost Magic
Level: 13
Attack: 210
Effects: +10% Frost Critical, +80% Frost Damage
Location: Halls Shop
Price: 500

Staff of Healing Magic
Level: 13
Attack: 210
Effects: +80% Healing
Location: Halls Shop
Price: 500

Staff of Divine Light
Level: 13
Attack: 210
Effects: +10% Light Critical, +80% Light Damage
Location: Halls Shop
Price: 500

Staff of Necromancy
Level: 13
Attack: 210
Effects: +10% Arcane Critical, +80% Arcane Damage
Location: Halls Shop
Price: 500

Mage Staff
Level: 13
Attack: 210
Effects: +10% Fire/Frost Critical, +60% Fire/Frost Damage
Location: Halls Shop
Price: 800

Staff of Elemental Magic
Level: 15
Attack: 230
Effects: +9% Fire/Frost Critical, +45% Fire/Frost Damage
Location: Tower Shop
Price: 700

Staff of Red Magic
Level: 15
Attack: 230
Effects: +11% Fire Critical, +90% Fire Damage
Location: Tower Shop
Price: 700

Staff of Blue Magic
Level: 15
Attack: 230
Effects: +11% Frost Critical, +90% Frost Damage
Location: Tower Shop
Price: 700

Staff of Healing Magic
Level: 15
Attack: 230
Effects: +90% Healing
Location: Tower Shop
Price: 700

Staff of Necromancy
Level: 15
Attack: 230
Effects: +11% Arcane Critical, +90% Arcane Damage
Location: Tower Shop
Price: 700

Staff of Divine Light
Level: 15
Attack: 230
Effects: +11% Light Critical, +90% Light Damage
Location: Tower Shop
Price: 700


********************************************************************************
* VI. Weapon / Armor Modifiers
********************************************************************************

Combat-Use Effects - These modifiers add an effect to your weapon after being
used to kill enemies in combat.
-------------------
Fire Rage - Fire
Soul Freeze - Frost
Redemption -  Light
Arcane Rage - Arcane
Corrosion - Acid
Pain - Extra damage

Slaying - Weapons with these modifiers do extra damage agaist specific types of
enemies.
--------
Orc Slaying - Orcs
Bug Slaying - Vermin
Skeleton Slaying - Undead
Beast Slaying - Beasts
Snake Slaying - Snakes and Tentacles
Plant Slaying - Plants and Fungi

Damage Buffs - These add to damage or Critical Hit chance while the item is held
-------------
The Ranger - +2% weapon critical
The Soldier - +5% weapon critical
The Knight - +8% weapon critical
The Assassin - +10% weapon critical
The Fire Mage - +10% Fire damage
The Fire Wizard - +3% Fire critical
The Frost Mage - +10% Frost damage
The Frost Wizard - +3% Frost critical
The Necromancer - +10% Arcane damage
The Dark Wizard - +3% Arcane critical
The Healer - +20% Healing
The Paladin - +3% Light critical hit
The Cleric - +10 Light damage

Defense Buffs - These reduce damage while the item is held
--------------
Fire Defense - +25 Fire defense
Frost Defense - +25 Frost defense
Arcane Defense - +25 Arcane defense

Type-Specific - Buffs that are specific to certain weapons or armor
---------------
Poisoned Arrows (Bow) - All arrows shot are poisonous
Melf (Bow) - All arrows shot are acidic
Double Shot (Bow) - Slower shot speed in return for 2 arrows per shot
Hellfire (Mace) - Occasionally hits the target with a column of fire in
addition to regular damage.
Stunning (Mace) - Stuns target
Great Craft (Armor) - improved durability

Miscellaneous Effects
----------------------
Destruction - Triple damage on critical hits
Life-Stealing - vampiric damage
Rage - attack multiple targets at once
Rapid Attack - Faster attack speed
Twin Attack - Occasional double attacks

********************************************************************************
* VII. Armor
********************************************************************************

T-Shirt & Jeans
Level: 0
Defense: Fire +2%, Frost +2%
Location: Starting Equipment
Price: Starting Equipment

Ranger Clothes
Level: 1
Defense: None
Effects: +2% Bow Critical, +10% Bow Damage
Location: Chest (1,1)
Price: Found

Quilted Armor
Level: 2
Defense: Melee +2, Projectiles +2, Fire +2%, Frost +2%
Location: Mine Shop
Price: 15

Light Leather Armor
Level: 3
Defense: Melee +10, Projectiles +10, Fire +3%, Frost +3%
Location: Mine Shop
Price: 25

Leather Armor
Level: 4
Defense: Melee +10, Projectiles +10, Fire +4%, Frost +4%
Location: Sewers Shop
Price: 40g

Scientist Clothes
Level: 4
Defense: +40 vs Rays
Effects: +5% XP
Location: Laboratory
Price: Found

Studded Leather Armor
Level: 5
Defense: Melee +18, Projectiles +18, Fire +4%, Frost +4%
Location: Sewers Shop
Price: 55

Reinforced Leather Armor
Level: 6
Defense: Melee +20, Projectiles +20, Fire +4%, Frost +4%
Location: Gardens Shop
Price: 70

Mail Armor
Level: 7
Defense: Melee +35, Projectiles +35, Fire +8%, Frost +8%
Location: Gardens Shop
Price: 180

Reinforced Mail Armor
Level: 8
Defense: Melee +40, Projectiles +40, Fire +10%, Frost +10%
Location: Library Shop
Price: 240

Scale Armor
Level: 9
Defense: Melee +45, Projectiles +45, Fire +12%, Frost +12%
Location: Library Shop
Price: 290

Giant Fire Snake Scale Armor
Level: 8
Defense: Melee +100, Projectiles +100, Fire +30%
Location: Library (7,8)
Price: Found

Reinforced Scale Armor
Level: 10
Defense: Melee +50, Projectiles +50, Fire +14%, Frost +14%
Location: Catacombs Shop
Price: 350

Plate Armor
Level: 11
Defense: Melee +60, Projectiles +60, Fire +18%, Frost +18%
Location: Catacombs Shop, Drop: Blue Knight
Price: 480

Necromancer's Clothes
Level: 10
Defense: Melee +50, Projectiles +50
Effects: +25% Arcane Damage
Location: Laboratory Shop
Price: 560

Bronze Breastplate
Level: 12
Defense: Melee +82, Projectiles +82, Fire +15%, Frost +15%
Location: Laboratory Shop
Price: 600

Azurite Insulated Armor
Level: 12
Defense: Melee +25%, Projectiles +25%, Fire +25%, Frost +25%, Rays +75%
Location: Laboratory Shop
Price: 350

Silver Breastplate
Level: 14
Defense: Melee +90, Projectiles +90, Fire: +17%, Frost +17%
Location: Halls Shop
Price: 800g

Gold Breastplate
Level: 16
Defense: Melee +100, Projectiles +100, Fire +20%, Frost +20%
Location: Tower Shop
Price: 1000

********************************************************************************
* VIII. Robes
********************************************************************************

Novice Fire Wizard Robe
Level: 3
Defense: None
Effects: +4% Fire Critical, +15% Fire Damage
Location: Sewer Shop
Price: 136

Novice Fire Wizard Robe of Concentration
Level: 3
Defense: None
Effects: +10% Fire Casting Speed, -1 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Sewer Shop
Price: 151

Novice Fire Wizard Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Fire +50, Frost +20, Arcane +20
Effects: None
Location: Gardens Shop
Price: 401

Novice Frost Wizard Robe
Level: 3
Defense: None
Effects: +4% Frost Critical, +15% Frost Damage
Location: Gardens Shop
Price: 136

Novice Frost Wizard Robe of Concentration
Level: 3
Defense: None
Effects: +10% Frost Casting Speed, -1 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Gardens Shop
Price: 151

Novice Frost Wizard Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Frost +50, Fire +20, Arcane +20
Effects: +8% Healing
Location: Gardens Shop
Price: 401

Novice Cleric Robe
Level: 3
Defense: None
Effects: +15% Healing
Location: Gardens Shop
Price: 76

Novice Healer Robe of Concentration
Level: 3
Defense: None
Effects: +15% Healing Casting Speed, -1 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Gardens Shop
Price: 201

Novice Healer Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Frost +20, Fire +20, Arcane +20
Effects: +8% Healing
Location: Gardens Shop
Price: 401

Fire Wizard Robe
Level: 7
Defense: None
Effects: +8% Fire Critical, +30% Fire Damage
Location: Library Shop
Price: 271

Fire Wizard Robe of Concentration
Level: 7
Defense: None
Effects: +20% Fire Casting Speed, -2 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Library Shop
Price: 301

Fire Wizard Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Fire +75, Arcane +30
Effects: None
Location: Library Shop
Price: 676

Frost Wizard Robe

Level: 7
Defense: None
Effects: +8% Frost Critical, +30% Frost Damage
Location: Library Shop
Price: 271

Frost Wizard Robe of Concentration
Level: 7
Defense: None
Effects: +20% Frost Casting Speed, -2 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Library Shop
Price: 301

Frost Wizard Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Frost +75, Arcane +30
Effects: None
Location: Library Shop
Price: 676

Cleric Robe
Level: 7
Defense: None
Effects: +30% Healing
Location: Catacombs Shop
Price: 401

Healer Robe of Concentration
Level: 7
Defense: None
Effects: +30% Healing Casting Speed, -2 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Catacombs Shop
Price: 401

Healer Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Fire +30, Arcane +30
Effects: +16% Healing
Location: Catacombs Shop
Price: 401

Great Fire Wizard Robe
Level: 11
Defense: None
Effects: +12% Fire Critical, +45% Fire Damage
Location: Halls Shop
Price: 1500

Great Fire Wizard Robe of Concentration
Level: 11
Defense: None
Effects: +30% Fire Casting Speed, -3 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500

Great Fire Wizard Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +100, Arcane +40
Effects: None
Location: Halls Shop
Price: 1500

Great Frost Wizard Robe
Level: 11
Defense: None
Effects: +12% Frost Critical, +45% Frost Damage
Location: Halls Shop
Price: 1500

Great Frost Wizard Robe of Concentration
Level: 11
Defense: None
Effects: +30% Frost Casting Speed, -3 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500

Great Frost Wizard Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +100, Fire +40, Arcane +40
Effects: None
Location: Halls Shop
Price: 1500

Great Cleric Robe
Level: 11
Defense: None
Effects: +45% Healing
Location: Halls Shop
Price: 1500

Great Healer Robe of Concentration
Level: 11
Defense: None
Effects: +30% Healing Casting Speed, -3 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500

Great Healer Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +40, Arcane +40
Effects: +24% Healing
Location: Halls Shop
Price: 1500

Great Arcane Warlock Robe
Level: 11
Defense: None
Effects: +12% Arcane Critical, +45% Arcane Damage
Location: Halls Shop
Price: 1500

Great Arcane Warlock Robe of Concentration
Level: 11
Defense: None
Effects: +30% Arcane Casting Speed, -3 Arcane Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500

Great Arcane Warlock Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +40, Arcane +100
Effects: None
Location: Halls Shop
Price: 1500

********************************************************************************
* IX. Magic
********************************************************************************
---------
 Potions
---------

Minor Healing
Effect: Heal 75 HP
Duration: Instantaneous
Recipe Location: Kitchen Shop
Recipe Level: 1
Recipe: Small Vial, Bat Wing, Red Essence x3

Slow Poison
Effect: Poisons work more slowly
Duration: 60
Recipe Location: Kitchen Shop
Recipe Level: 2
Recipe: Small Vial, Red Slime, Blue Essence x2

Minor Regeneration
Effect: Restore 4 HP/second
Duration: 30
Recipe Location: Kitchen Shop
Recipe Level: 2
Recipe: Small vial, Satyr Intestine, Red Essence

Ogre Strength
Effect: Increase melee damage
Duration: 30
Recipe Location: Mine Shop
Recipe Level: 3
Recipe: Small vial, Blue Slime x4, Red Essence x2

Trap Detection
Effect: Points a red arrow at traps
Duration: 60
Recipe Location: Mine Shop
Recipe Level: 3
Recipe: Small vial, Eye of Satyr x2, Blue Essence x3

Poison Reduction
Effect: Cut the duration of poison debuffs in half
Duration: Instantaneous
Recipe Location: Mine Shop
Recipe Level: 4
Recipe: Medium Vial, Tongue of Snake, Blue Essence x3

See Invisible
Effect: Reveals invisible creatures
Duration: 120
Recipe Location: Sewer Shop
Recipe Level: 4
Recipe: Big vial, Eye of Frog x2, Yellow Essence x4

Speed
Effect: Increases movement speed
Duration: 30
Recipe Location: Sewer Shop
Recipe Level: 5
Recipe: Small Vial, Piece of Tentacle x2, Yellow Essence x4

Infravision
Effect: Makes enemies glow
Duration: 60
Recipe Location: Sewer Shop
Recipe Level: 5
Recipe: Medium Vial, Eye of Snake, Green Essence x3

Antidote
Effect: Cures poison
Duration: Instantaneous
Recipe Location: Gardens Shop
Recipe Level: 6
Recipe: Big Vial, Poisoned Sting, Green Essence x8

Giant Strength
Effect: Increases melee damage
Duration: 30
Recipe Location: Gardens Shop
Recipe Level: 6
Recipe: Medium Vial, Blue Slime x8, Red Essence x2

Healing
Effect: Heals 150 HP
Duration: Instantaneous
Recipe Location: Gardens Shop
Recipe Level: 7
Recipe: Medium Vial, Bat Wing x3, Red Essence x6

Regeneration
Effect: Restores 10 HP/second
Duration: 30
Recipe Location: Library Shop
Recipe Level: 7
Recipe: Medium Vial, Satyr Intestine x3, Red Essence x6

Ghost Shape
Effect: Makes you immaterial
Duration: 30
Recipe Location: Library Shop
Recipe Level: 8
Recipe: Medium Vial, Ghost Material, Yellow Essence x4

Invisibility
Effect: Makes you invisible
Duration: 30
Recipe Location: Library Shop
Recipe Level: 8
Recipe: Medium Vial, Green Slime x3, Yellow Essence x8

Improved Detection
Effect: See traps and fake walls
Duration: 60
Recipe Location: Catacombs Shop
Recipe Level: 9
Recipe: Medium Vial, Eye of Crow x2, Golden Essence x8

Resurrection Elixir
Effect: Revives a dead pet
Duration: Instantaneous
Recipe Location: Catacombs Shop
Recipe Level: 9
Recipe: Big Vial, Life Spark, Green Essence x8

Major Healing
Effect: Heals 250 HP
Duration: Instantaneous
Recipe Location: N/A
Recipe Level: N/A
Recipe: Can only be found

Major Regeneration
Effect: Heals 20 HP/second
Duration: 30
Recipe Location: N/A
Recipe Level: N/A
Recipe: Can only be found

---------
 Scrolls
---------
Most scrolls merely duplicate an existing spell effect, but there are a few
which are unique.

Strange Scroll -- This one teleports you to the Thieves' Hideout, where
everything they have stolen is deposited in the basement.

-------
 Rings
-------
Up to 8 rings can be worn at once.

Archer: +5 Bow damage
Assassin: +5 Dagger damage
Barbarian: +10 Mace and Axe damage
Blacksmith: +5 Mace damage
Butcher: +5 Axe damage
Cleric: +5% Light damage
Elements: +5% Fire and Frost damage
Fire: +5% Fire damage
Ice: +5% Frost damage
Life: +5 Health
Mage: +5% Arcane damage
Mutilator: +10 Dagger, Sword, and Axe damage
Necromancer: +4 Arcane protection
Paladin: +20 Sword, Mace, and Polearm damage
Ranger: +10 Sword and Bow damage
Skies: Increased jumping distance
Strength of Kol'Zarek: +64 melee damage
Warrior: +5 Sword damage
Underworld: +5% Frost/Arcane critical, +25% Frost/Arcane damage


********************************************************************************
* X. Pets
********************************************************************************

Globus Frog
Effect: Eats bugs and bats
Location: Reward for the quest The Doll

Coldax
Effect: Frost damage. Ignores cold enemies.
Location: Reward for the quest Colder Than Ice

Flying Plant
Effect: Starts at half health. Drains enemies' HP and heals you after healing
itself. Ignores undead.
Location: Reward for the quest Fertilizer for Plants

Skull
Effect: Drains health from enemies. Ignores undead.
Location: Catacombs

Spirit of Light
Effect: Light damage. Only attacks undead.
Location: Catacombs

Green Dragon Whelp
Effect: Fire damage. Ignores fire enemies.
Location: Reward for the quest Eternal Youth

Gatchan
Effect: Paralyzes any non-boss enemies
Location: Halls

Space Cookie and Cigar
Effect: Short-ranged laser for 50 arcane damage, Long-range energy ball for 100
arcane damage.
Location: Gualix Shop

Mini Space Ball
Effect: 2000 damage to strong, non-Fire enemies
Location: Gualix Shop

S-116 WASP
Effect: Attacks foes with bursts of arcane bolts. Unlocked only for owners of
Syder Arcade on Steam
Location: Gualix Shop


********************************************************************************
* XI. Skills
********************************************************************************
Weapon skills work much like spells except that they require Kill Points to be
used. 5 enemies slain constitute 1 KP.

Sword
------
Sword Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 2 times.


Sword Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 4 times.


Sword Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 6 times.


Lunge
Level: 4
KP: 1
Location: Sewer Shop
Cost: 600
Description: Rushes forward and attacks the nearest enemy twice.


Critical Strike
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: The next 3 sword attacks deal critical damage.


Wind Cut
Level: 10
KP: 1
Location: Catacombs Shop
Cost: 100
Description: For 15 seconds, sword strikes also a create a short-range
enemy-piercing wind wave.


Parry Wall
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Deflects melee attacks for 5 seconds.


Dagger
-------
Dagger Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 2 times.


Dagger Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 4 times.


Dagger Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 6 times.


Throwing Knife
Level: 4
KP: 1
Location: Sewer Shop
Cost: 100
Description: Throws a knife. Backstab damage against humanoids is massive.


Puff of Smoke
Level: 4
KP: 1
Location: Gardens Shop
Cost: 600
Description: Daniel throws down a smoke bomb and turns invisible for 5 seconds.
Actually more helpful than it sounds.


Bomb
Level: 10
KP: 1
Location: Catacombs Shop
Cost: 600
Description: Leaves a land mine on the ground. Note that Daniel can set them
off just as easily as an enemy can.


Web Trap
Level: 12
KP: 1
Location: Laboratory Shop
Cost: 1000
Description: Drops a trap that entangles enemies for 5 seconds.


Bows
-----
Bow Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases bow speed and damage. Lasts until death. Can be stacked
2 times.


Bow Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases bow speed and damage. Lasts until death. Can be stacked
4 times.


Bow Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases bow speed and damage. Lasts until death. Can be stacked
6 times.


Poison Arrows
Level: 4
KP: 1
Location: Sewers Shop
Cost: 100
Description: Adds a poison debuff to 1 arrow per level of Bows skill.


Spirit Arrows
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: Turns arrows into undead-piercing projectiles.


Split Shot
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 600
Description: For 30 seconds, arrows which hit a target split into two more
which cause 25% damage.


Triple Shot
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Fire 3 arrows at once for 10 seconds.


Maces
------
Mace Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases mace speed and damage. Lasts until death. Can be stacked
2 times.


Mace Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases mace speed and damage. Lasts until death. Can be stacked
4 times.


Mace Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases mace speed and damage. Lasts until death. Can be stacked
6 times.


Charge
Level: 4
KP: 1
Location: Sewers Shop
Cost: 300
Description: Rushes forward and strikes the nearest enemy, also stunning it.


Wrath
Level: 6
KP: 2
Location: Gardens Shop
Cost: 600
Description: Throws a hammer which creates a sonic boom on impact, causing
damage and stunning anyone nearby, including Daniel.


Tremor
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 300
Description: Strikes the ground, causing an earthquake which strikes all ground
based enemies in front of Daniel for heavy damage.


Justice
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Creates a field around you such that melee attacks have damage
returned to the attacker.


Polearms
---------
Polearm Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 2 times.


Polearm Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 4 times.


Polearm Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 6 times.


Javelin
Level: 4
KP: 1
Location: Sewers Shop
Cost: 100
Description: Fires 2 javelins which cause major damage.


Breakthrough
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: A polearm dash attack rushes through enemies, causing damage.


Move Out
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 1000
Description: Increases movement speed for 20 seconds.


Extraordinary Scope
Level: 12
KP: 3
Location: Laboratory Shop
Cost: 600
Description: Extends the reach of your polearm to ridiculous levels. Lasts
until death.


Axes
-----
Axe Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
2 times.


Axe Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
4 times.


Axe Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
6 times.


Enrage
Level: 4
KP: 2
Location: Sewers Shop
Cost: 100
Description: Increases axe damage while making attack speed slower. Considering
the slow attack speed of axes, this is kind of worthless.


Ghost Axe
Level: 6
KP: 2
Location: Gardens Shop
Cost: 300
Description: A piercing ranged axe attack with pretty good damage.


Battle Cry
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 600
Description: Increases attack speed of all weapons for 30 seconds.


Axe-Ecution
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Causes the next axe attack to be a 1-hit kill, but it doesn't work
on large creatures (AKA bosses).


********************************************************************************
* XII. Spells
********************************************************************************

Fire
------
Firebolt
Level: 1
Cost: 1
Duration: Instantaneous
Effect: 80 damage + Burning
Obtained: Reward for the quest The Forge of Fire
Description: A small fireball


Fire Breath
Level: 3
Cost: 6
Duration: 1.5 seconds
Effect: 40 damage + Burning
Obtained: Sewer Shop
Description: A short-range cone of fire which which deals multiple hits


Heat Aura
Level: 4
Cost: 5
Duration: 30 seconds
Effect: Damage over time in area of effect
Obtained: Gardens Shop
Description: A fire-based shield. Excellent against vermin and insects.


Fire Ball
Level: 5
Cost: 8
Duration: Instantaneous
Effect: 240 Fire damage area of effect + Burning
Obtained: Sewer Shop
Description: A Firebolt which explodes into a cloud of flame


Improved Firebolt
Level: 6
Cost: 3
Duration: Instantaneous
Effect: 150 + Burning
Obtained: Gardens Shop
Description: A small, but faster and more powerful fireball


Imbue Fire
Level: 8
Cost: 15
Duration: 90 seconds
Effect: Add fire damage to swords and bows
Obtained: Catacombs Shop
Description: Adds fire-aligned damage to affected weapons. Note that weapons
with inherent imbuements will cancel the effect when used.


Summon Fire Spirit
Level: 10
Cost: 20
Duration: Until killed or 30 seconds, whichever comes first.
Effect: 1 Fiery Pet
Obtained: Halls Shop
Description: Creates a Fire Spirit pet.


Advanced Firebolt
Level: 14
Cost: 6
Effect: 300 + Burning
Obtained: Tower Shop
Description: The fastest and strongest fire bolt available.


Frost
------
Frostbolt
Level: 1
Cost: 1
Duration: Instantaneous
Effect: 60 damage + Freezing
Obtained: Reward for the quest The Statue of Poseidon
Description: A small ball of frost. Two will turn most baddies solid.


Frost Breath
Level: 3
Cost: 6
Duration: 1.5 seconds
Effect: 32 damage + Freezing
Obtained: Gardens Shop
Description: Like Fire Breath, but cold.


Cold Blast
Level: 4
Cost: 2
Duration: 15 seconds
Effect: Adds Frozen buff
Obtained: Library Shop
Description: Burning debuffs are removed and prevented for the duration of the
spell.


Stalactites
Level: 5
Cost: 2
Duration: Instantaneous
Effect: 40
Obtained: Gardens Shop
Description: Fires a spray of icy shards.


Improved Frostbolt
Level: 6
Cost: 3
Duration: Instantaneous
Effect: 120 damage + Freezing
Obtained: Gardens Shop
Description: Like Frostbolt, but more damage and only one is needed to freeze a
critter.


Frost Cone
Level: 7
Cost: 12
Duration: 1.5 seconds
Effect: 80 damage
Obtained: Library Shop
Description: Creats a long cone of freezing air which deals multiple hits,
similar to Frost Breath, but for more damage and with a much longer reach.


Imbue Cold
Level: 8
Cost: 15
Duration: 90 seconds
Effect: Adds Frost damage to swords and daggers
Obtained: Catacomb Shop
Description: Imbued weapons inflict Frost-aligned damage, increase damage on
Fire-based foes. Weapons with inherent imbuements will cancel the effect when
used.


Invoke Ice Block
Level: 9
Cost: 8
Duration: Until destroyed
Effect: Summons an ice block to protect the player
Obtained: Catacomb Shop
Description: The ice block summoned protects against projectiles. Enemies are
free to walk through them and rays are not affected. It will withstand 200
points of damage before being destroyed.


Advanced Frost Bolt
Level: 14
Cost: 6
Duration: Instantaneous
Effect: 180 + Freezing
Obtained: Tower Shop
Description: The fastest, strongest Frost bolt available


Healing
--------
Healing
Level: 1
Cost: 3
Duration: Instantaneous
Effect: 75 HP
Obtained: Reward for the quest The Search of the Mandoragora for the Healing
Spirit.


Regeneration
Level: 3
Cost: 2
Duration: 30 Seconds
Effect: 4 HP / second
Obtained: Library Shop
Description: This spell, unlike Poison debuffs, cannot be stacked. Multiple
castings reset the timer.


Slow Poison
Level: 4
Cost: 3
Duration: 120 seconds
Effect: Reduces effects of poison for the spell duration
Obtained: Catacomb Shop
Description: The timer for poison damage is raised from 1 second to 2 seconds,
effectively halving damage from poison while the spell is in effect. Multiple
castings of this spell merely reset the timer.


Heal Allies
Level: 5
Cost: 6
Duration: Instantaneous
Effect: 200 HP
Obtained: Laboratory Shop
Description: Heals all allies except undead.


Poison Reduction
Level: 6
Cost: 5
Duration: Instantaneous
Effect: Cuts in half the duration of any poison in Daniel's system
Obtained: Laboratory Shop
Description: Timers for all poison debuffs are cut in half. In many ways, this
has a very similar effect as Slow Poison.


Antidote
Level: 8
Cost: 10
Duration: Instantaneous
Effect: Neutralizes all Poison debuffs
Obtained: Hall Shop
Description: If you have the points to cast this, get it.


Improved Healing
Level: 10
Cost: 6
Duration: Instantaneous
Effect: 150 HP
Obtained: Tower Shop
Description: A better healing spell


Improved Regeneration
Level: 12
Cost: 10
Duration: 30 seconds
Effect: 15 HP / second
Obtained: Tower Shop
Description: A better regeneration spell. Like the others, the effects do not
stack.


Mass Heal
Level: 14
Cost: 10
Duration: Instantaneous
Effect: 250 HP
Obtained: Tower Shop
Description: You and all allies on screen are healed, not including Undead.


Arcane
-------

Arcane Control
Level: 1
Cost: 4
Duration: Until destroyed
Effect: 1 Skeleton + 1 per 5 Levels
Obtained: Reward for completing the quest The Necronomicon.
Description: Makes one undead creature fight for you. It will have a little
indicator above itself indicating that it's friendly.


Curse of the Dead
Level: 3
Cost: 4
Duration: Until destroyed
Effect: 1 humanoid
Obtained: Laboratory Shop
Description: Marks a humanoid target such that when they die, they are
converted into a skeleton under your control. Note that if cast in such a way
that the skeleton would be over Daniel's Arcane Control limit, it will be
turned into a hostile skeleton.


Latent Life
Level: 4
Cost: 12
Duration: Until used
Effect: Caster
Obtained: Laboratory Shop
Description: Stores away half of your HP to be used to revive you upon death. A
purple cloud hovers above your head while the buff is in effect. Using this
spell at the Save Point is a smart idea.


Deadly Cloud
Level: 5
Cost: 6
Duration: Instantaneous
Effect: 100
Obtained: Laboratory Shop
Description: Creates a slow, horizontally-moving cloud which causes damage to
all inside it. It is not affected by gravity.


Arcane Wave
Level: 7
Cost: 4
Duration: ~2 seconds
Effect: 80
Obtained: Halls Shop
Description: Shoots a wave that bounces off walls. Beware of using this spell
in small spaces because it will injure Daniel just as much as it does baddies.


Light
------

Bolt of Light
Level: 1
Cost: 2
Duration: Instantaneous
Effect: 500 damage to Undead
Obtained: God of Light
Description: The bolt of light harms and stuns any undead it contacts. It will
pass through regular creatures, allowing you to target undead ones further on.


Imbue Divine Light
Level: 3
Cost: 16
Duration: 90 seconds
Effect: Adds Light damage effects to maces.
Obtained: Catacomb Shop
Description: Undead receive extra damage to Light-imbued weapons. Note that
maces with inherent imbuements will cancel the effect upon use.


Salvation
Level: 5
Cost: 1
Duration: Until destroyed, Daniel's death, or respawn.
Effect: All Undead on screen
Obtained: Tower Shop
Description: Marks all undead on screen to drop 4 Divine Favor when destroyed.


Mental
-------

Sleep
Level: 1
Cost: 2
Duration: Until broken
Effect: 1 enemy
Obtained: Reward for completing the quest Writing Magic
Description: Puts the nearest target to sleep. Line of sight is required to
cast the spell. The target will remain so until attacked. No damage bonus is
awarded to attacking sleeping targets.


Infravision
Level: 3
Cost: 5
Duration: 60 seconds
Effect: All non-invisible creatures on screen
Obtained: Catacomb Shop
Description: Shows the creatures on screen, regardless of darkness. This
include, oddly enough, undead and ghosts, making this spell an inexpensive
version of See Invisible.


Bright Mind
Level: 5
Cost: 10
Duration: 60 seconds
Effect: Improves casting speed
Obtained: Laboratory Shop
Description: Casting time is shortened while this spell is in effect.


Telekinesis
Level: 7
Cost: 1
Duration: Instantaneous
Effect: All items on screen
Obtained: Laboratory Shop
Description: Items on screen are teleported to your feet.


See Invisible
Level: 9
Cost: 9
Duration: 120 seconds
Effect: See invisible foes
Obtained: Halls Shop
Description: This spell makes Spirits in Torment and Thief Ghosts more opaque
and easier to see.


Stunning
Level: 11
Cost: 4
Duration: 15 seconds
Effect: 1 enemy
Obtained: Halls Shop
Description: Although distance is not a factor, the caster must have
line-of-sight with the target.


Mental Control
Level: 14
Cost: 10
Duration: Until target is destroyed or respawned
Effect: Turns a creature against its allies
Obtained: Tower Shop
Description: The target comes under the caster's control, fighting other
enemies to the death. The new ally cannot be harmed by Daniel.


Alteration
-----------

Ogre Strength
Level: 1
Cost: 3
Duration: 30 seconds
Effect: +5% damage
Obtained: Laboratory Shop
Description: This spell increases damage for all weapons.


Giant Strength
Level: 1
Cost: 4
Duration: 30 seconds
Effect: +20% damage
Obtained: Reward for the quest The Philosopher's Stone
Description: This spell is similar to Ogre Strength, but with greater effect.


Transmute Ruby
Level: 2
Cost: 1 + 1 Ruby
Duration: Instantaneous
Effect: 20 Red Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Ruby into 20 Red Magic Essence.


Transmute Sapphire
Level: 2
Cost: 1 + 1 Sapphire
Duration: Instantaneous
Effect: 20 Blue Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Sapphire into 20 Red Magic Essence.


Transmute Emerald
Level: 2
Cost: 1 + 1 Emerald
Duration: Instantaneous
Effect: 20 Green Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Emerald into 20 Red Magic Essence.


Transmute Metal
Level: 4
Cost: 3
Duration: Instantaneous
Effect: 200 damage
Obtained: Laboratory Shop
Description: When used against metallic enemies, it causes 200 damage to them
and turns it into about 14 coins.


Phase Door
Level: 7
Cost: 2

Duration: Instantaneous
Effect: Short-range teleport
Obtained: Halls Door
Description: Teleports you along the ground as far as you can go without using
a ladder or jumping.


Improve Weapon
Level: 8
Cost: 20
Duration: Permanent
Effect: +25% quality
Obtained: Halls Shop
Description: Improves the repair level of a weapon by 25%, even beyond 100%.
Note that even if the weapon is already above 100%, it will still impart the
25% bonus. A weapon can be improved only once, however


Improve Armor
Level: 9
Cost: 30
Duration: Permanent
Effect: +25% quality
Obtained: Halls Shop
Description: This spell works identically to Improve Weapon but only works on
robes and armor.


Teleport to Mine Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Sewer Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Gardens Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Library Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Catacombs Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Laboratory Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Halls Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Halls Shop
Description: This duplicates the effect of the scroll with the same name.


Teleport to Tower Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Tower Shop
Description: This duplicates the effect of the scroll with the same name.


Portal
Level: 12
Cost: 6
Duration: Until moved
Effect: 1 portal
Obtained: Portal Shop
Description: Creates a purple portal "anchor" at the location of the caster.
When Teleport to Portal is cast, it will teleport the caster to this location.


Teleport to Portal
Level: 12
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This teleports the caster to the portal he has created. If a
portal has not yet been created, the spell is cast but does nothing.


Invisibility
Level: 12
Cost: 10
Duration: 30 seconds
Effect: Makes the caster invisible
Obtained: Halls Shop
Description: This spell allows the caster to sneak past bad guys. Should Daniel
take damage or attack, the effect is broken immediately. This is a great spell
for moving through the castle when you don't really feel like fighting.


Speed
Level: 14
Cost: 8
Duration: 30 seconds
Effect: Increases the caster's movement speed.
Obtained: Halls Shop
Description: This spell duplicates the effect of the potion with the same name.


Polymorph
Level: 15
Cost: 5
Duration: Permanent
Effect: Turns target into a chicken
Obtained: Tower Shop
Description: No XP is gained for killing chickens. Note: it does work on
undead, but a second use on a chicken does nothing.


Protection
-----------

Melee Protection
Level: 1
Cost: 2
Duration: 60 seconds
Effect: Reduces melee damage by 1/3
Obtained: Reward for completing the quest The Shield of Koth'Narak
Description: This barrier reduces melee damage, including traps.


Cold Protection
Level: 3
Cost: 3
Duration: 60 seconds
Effect: Reduces Frost damage by 1/3
Obtained: Tower Shop
Description: Just like Melee Protection, but for Frost magic.


Shadow Protection
Level: 4
Cost: 4
Duration: 60 seconds
Effect: Reduces Arcane damage by 1/3
Obtained: Tower Shop
Description: Arcane damage is lessened while the spell is in effect.


Fire Protection
Level: 5
Cost: 4
Duration: 60 seconds
Effect: Reduces Fire damage by 1/3
Obtained: Tower Shop
Description: Fire damage


Poison Immunity
Level: 7
Cost: 10
Duration: 60 seconds
Effect: Prevents Poison debuffs
Obtained: Tower Shop
Description: This spell protects the caster from being poisoned. Note that it
does NOT cure any poisons in the caster's system when the spell takes effect.


Movement Freedom
Level: 9
Cost: 10
Duration: 60 seconds
Effect: Prevents movement debuffs like slow, paralysis, and teleportation
Obtained: Tower Shop
Description: Slow spells and other movement-related spells will not affect the
caster while this spell is in effect. It does not cure any existing debuffs
when the spell is cast.


Mental Barrier
Level: 11
Cost: 10
Duration: 60 seconds
Effect: Prevents mental attacks like stun, sleep, and control
Obtained: Tower Shop
Description: Confusion and other mental attacks cannot harm the caster while
this is in effect. It does not cure any existing debuffs when the spell is cast.


Polymorph Immunity
Level: 12
Cost: 10
Duration: 60 seconds
Effect: Prevents your items from being polymorphed
Obtained: Tower Shop
Description: This spell is obtained a little too late to be very useful,
unfortunately, unless you plan on spending a lot of time in the Halls after
reaching the Tower Shop.


Return Projectile
Level: 14
Cost: 20
Effect: Reflects projectiles4
Obtained: Tower Shop
Description: An incredibly handy spell. It will reflect all projectiles,
magical or otherwise, back at the caster. This will also provide protection
against spells like Cone of Frost and Fireball.


********************************************************************************
* XIII. Quests
********************************************************************************
The Room of Traps, Central Zone (0, -1)
Reward: Key to the Mines
Requirements: None

There are two ways to do this quest after speaking with the bluish-white
spirit: the fast way and the slow way. The slow way is more likely to incur
more damage overall, but requires no money. The fast way and the slow way. The
slow way is to move along slowly and trip each trap as you go, dodging and
such. The faster way involves purchasing two Phase Door scrolls at Zoran's shop.

Let's go with the faster way here. Go up the first ladder from the spirit.
Slowly work your way to the right. Be careful of the spear trap beside the
ladder--trigger it and then head up. Go left this time, doing the same thing
and going up the ladder to another small room. Use your first scroll here and
go down the ladder. Work past two traps and then another ladder trap. Go up the
long ladder to the last room. Face right and use the second scroll. You will
get past a ton of traps in return for getting speared. Quickly go up the
ladder, pull the lever at the right, and you're done!


The Oracle,  Mines (6,-1)
Reward: XP
Requirements: 30 gold

This is the first quest you encounter in the game. The old man Yogurt is at the
top of the mine shaft on the left side. Give him 30 gold, go into the door to
get the feather duster, hit the Enter key in front of the books, and then talk
to him. This quest would be pretty worthless for returning players were it not
for the fact that the experience you get for doing this quest makes it
worthwhile.


The Forge of Fire, Mines (7, -1)
Reward: Tome: Fire Magic, Firebolt
Requirements: Red Magic Essence (20), Anvil, Wooden Planks (30), Bellows,
Hammer of the Blacksmith

This quest is the first of many like it: finding a collection of stuff for one
of the Magic Spirits. Red Magic Essence, if you have been killing Bats at all,
shouldn't be difficult, especially being that a total of 27 of them can be had
from (5, -5) and (7, -5). Wood planks are gained by bashing up barrels. The
Bellows and Anvil can be obtained by clearing out (7, -2) and the Hammer of the
Blacksmith is found in a chest in the room below it, although you'll have to
kill a mess of goblins to get it and get out.


The Doll, Mines (5, -5)
Reward: Globus Frog pet
Requirements: High HP and/or potion of minor healing or minor regeneration

This quest involves killing an evil dog which stole a doll from a little goblin
girl. The dog is inside the door near the girl. Beware that when you go in, the
dog will begin barking, quickly whittling away at your HP. You can't target it
with your bow, so your only choice is to run. Unepic Challengers who have the
Mummy's Magic Bands can take their time here.


A Dream Come True, Mines (7, -6)
Reward: Horga'hn Axe
Requirements: None

Speak with the goblin Elder just outside the door. Inside is the Goblin
Champion. He has 500 HP and hits hard. To make matters worse, once you drop
down to fight him, you can't get out except by teleporting or killing him. Even
worse yet, the Champion is immune to stun. The solution? Ranged attacks. Drop
down while he is going to the left and just about the time he will turn around,
hurl Firebolts or shoot your bow. He should go down about the time he reaches
you if you are fast enough. Pick up the Horga'hn Totem that he drops and then
press Enter in front of each of the females. Return to the elder and receive
your Axe.


The Lost Ring, The Downs (-1,-1)
Reward: XP, Ring of the Spirit

This one's pretty easy--navigating a maze in the dark. Don't go down any
ladders on your way to the ring, just up. Go right, up, right, up, left, up,
left, and then up. You'll be in a small passage. Go all the way to the left and
smash the wall with an axe or mace to discover the ring. Go back the way you
came and talk to the spirit to get your reward.


The Statue of Poseidon, The Downs (-4, -3)
Reward: Frost Magic
Requirements: Blue Magic Essence (50), Pieces of Statue (20), Great Round
Sapphire (2), Trident, Coral Crown, Kill Red Helmets (5)

Most of the quest isn't terribly tricky and one pass through the Sewers and the
Downs should get you everything. Be VERY careful that a Thief doesn't steal any
of your Statue Pieces! Getting them back by repeatedly killing Thieves is not
very fun. The Great Round Sapphires can be obtained by killing Crows in (0,
-3), which is initially accessible only from (1, -3). Finding Red Helmets to
kill in the Downs is easy. The Coral Crown can be obtained by killing Frost
Serpents in the Sewers. The Trident can be found in an extra large chest in (4,
-3).


The Dagger of Adjanti, The Downs (0,-4)
Reward: XP, Dagger of Adjanti
Requirements: 80 gold

There is an elder goblin who will give you the means to get this strong dagger.
Pay him 80 gold and he will give you a glass of water. Continue to the screen
to the right and jump over the pits. Use the glass of water in your inventory
while in front of the flames and the dagger will drop. It's easiest to cross
the chasms by keeping a rhythm going as you cross.


Ferns in the Darkness, Sewers (-3, -4)
Reward: 37 Coins
Requirements: 14 Ferns

This is an easy side quest. Pick up ferns as you go through the sewers. They
look like 3-pointed plants that are harvested by pressing Enter. Don't pick up
more than 14, though, because you can't sell them and don't need any extra
clutter in your inventory.


Colder than Ice, Sewers (3, -4)
Reward: XP, Coldx Pet, 35 coins, 34 Red Magic Essence
Requirements: 50 Blue Magic Essence

Speak with the elder goblin just outside the door. Enter the door and kill the
Fire Helmets -- a Wand of Frostbolt comes in very handy here. Loot the chests,
climb the ladder at the right, bash the false wall, and go through the door. In
the next room, open the door and nail the two Walking Fire creatures. Once
again, Frostbolts are your best bet here. Be ready to jump over any Firebolts
they may send your way. Bash the far right wall for a switch to create a
platform by the cauldron. Hit Enter in front of it to rescue Coldax. Return to
the elder goblin to receive it as a pet.


Fertilizer for Plants, Gardens (-6, 1)
Reward: Flying Plant
Requirements: Fertilizer, Fertilized Plant (15)

Speak to the gardener to get the quest. The Fertilizer can be found behind a
false wall below the bathroom in (-5, 1). You must use this Fertilizer to fix
all the brown plants in the Gardens. This quest will require you to visit just
about every screen, so getting this quest before doing much else in the Gardens
is the most efficient.


The Search of the Mandoragora, Gardens (-7, 3)
Reward: Tome: Heal
Requirements: Mandoragora Pot, Mandoragora Plant, 100 Green Magic Essence

Speak to the Spirit and take the door down to the room with the Gate. Work your
way down and to the right to (-4, 1). Kill the Wasps and Nest and get the pot
from the top right corner. From there, work your way up to (-6, 4) and enter
the door. Pick up the Mandoragora and head back to the Spirit to receive
Healing Magic.


A Leap of Faith, Gardens (-5, 4)
Reward: 100 Coins or 5 Character Points
Requirements: Potion of Ghost Shape, Teleport Item

An elder goblin wishes to have the Book of Wisdom. The only problem is that
it's surrounded by a Wasp Nest, a bunch of wasps, and an indestructible Spiky
Ball hovering around the only rope. The solution? A Potion of Ghost Shape.
Drink it, jump on the rope, and drop off just after passing the medium-sized
dangly vine in between the two big ones on the right. Wait out the potion
duration and take the book. You have a choice on this quest: read the book for
5 Character Points (the better choice IMO) or 100 coins. Either way, teleport
out and get back to the old goblin either using either a Return Scroll or the
Hall of Corridors via the Halo. His reponse will depend on your choice.


The Vengeance, Library (0, 2)
Reward: Scroll: Midas Transformation
Requirements: Leeches (8), Scroll of Return, Healing Potions

For this, um, uncomfortable quest, you must get 8 leeches and put them on a
sleeping orc. First, make sure you have a Scroll of Return from Zoran. You will
need some healing on this quest because of the constant drain from the leeches.
Go into the pools of water as you work your way through the sewers. You will
need to work through a minimum of 4 rooms to have 8 leeches. Once you have
them, use the Scroll, go through the door, and press Enter in front of the orc
sleeping in the bed. Return to the elder to collect your reward.


The Great Fire, Library (2, 3)
Reward: Slicering
Requirements: Scroll of Phase Door (2)

Munkspa the goblin needs his key from beyond the great fire. Zera says it's an
illusion, but it's not. Use a Phase Door to get beyond it, hit Enter over the
skeleton to get the key, and use another one (or a Scroll of Return) to get
back. Your reward is very much worth it.


Eternal Youth, Library (5, 3)
Reward: Green Dragon Whelp or Kol'Zarek's Ring of Strength
Requirements: Dragon Egg

Meet the old goblin and descend the ladder. Beware that at the bottom some of
the mushrooms bite. Yes. Really. The next room contains 6 orcs, some of which
have Claw Spears and some have Axes.


The Name of the Spirit, Library (6, 7)
Reward: 4 Character Points
Requirements: None

The spirit who has helped you on several occasions in your journey needs to
know his name. It is hidden in a room in (6, 6) in the top right area of the
passage with the Librarian.


Writing Magic, Library (7, 9)
Reward: Tome: Sleep
Requirements: Golden Magic Essence (100), Blank Paper (200), Black Feather,
Black Ink

The Spirit of Mental Magic sends you on a quest which will require you to leave
the Library to obtain all of the components. Blank Paper can be found in
bookcases all over the library and there is far more than you will need. A
black feather can be obtained from any crow, and black ink must be taken from
an octopus in the Sewers.


The Begin of the Begun, Catacombs (-5, -4)
Reward: Orb of Rebirth
Requirements: Blue Magic Essence (100), Arcane Magic Essence (100)

For the price of 100 Blue and Arcane essences, you can get a very valuable item
which allows you to respec your character's skill points. Highly valuable (and
necessary) for the Death, Level 1 Unepic challenge.


The Key of the Necromancer, Catacombs (-7, -3)
Reward:
Requirements: Black Amulet (11)

This quest is given in the room below the Magnum Mausoleum, where the Black
Amulets can be found. This quest is a little easier if you have the Light Pet.
Go through the door in (-7, -2) and work your way down. Be aware that there are
lots of Buried Skeletons in there. Some will pop up just by walking around, and
others will emerge after opening a crypt. Make absolutely sure that you do not
miss picking up any of the amulets! Once through the crypt, return to the key
keeper and receive your reward.


The Necronomicon, Catacombs (-7, -1)
Reward: Arcane Magic, Tome: Arcane Control
Requirements: Necronomicon, 100 Arcane Magic Essence

See the Arcane Spirit and then complete the quest to get the Key of the
Necromancer. Go to the Sigil room and enter the hidden door between the fifth
and sixth candle. Be aware that once the book is removed from its stand, there
will be a mess of skeletons to deal with. Bring the book back to the Spirit and
you will then be able to control Undead. Yay!


Skeleton with No Skull, Catacombs (-5, -5)
Reward: Ring of the Underworld
Requirements: None

A headless skeleton stands in a room in the catacombs. According to Zera, its
head was taken by a stronger skeleton and Daniel decides to break the rules
again and give it back. Go into the door near the headless one. Inside are 8
skeletons in a rather confined space. The solution? If you have mace skills,
Tremor is an excellent choice. So is Fireball or one of the Breath spells.
Javelin could be handy here, as well. One of the initially standing skeletons
has the skull. Bash them up and return outside for your reward.


The Philosopher's Stone, Laboratory (-7, 9)
Reward: Tome: Giant Strength
Requirements: Yellow Magic Essence (100), Great Pyrite Stone, Mercury, Brimstone

This one has you going all over the castle to get the necessary items. The
Pyrite can be found in (4, -6) in the Mines. Brimstone is obtained from the
Walking Fire enemies in the Volcano. Mercury is found in the top right
laboratory area in (-7, 8)


Golems,  Laboratory (-6, 9)
Reward: Coins (400)
Requirements: Kill Durmok, Kill Golems (8)

The unarmed Scientist turns you into an assassin in this quest. Go back to the
beginning of the Laboratory area and wipe out the golems and the lone
scientist, who is Durmok. He will drop the medal. Return with proof and receive
your reward.


Edward Scissorclaws, Laboratory (-7, 8)
Reward: Edward's Cursed Blade
Requirements: Orc Claw (2)

This is the second easiest quest in the game. Talk to Edward in the back room
and kill two Orcs. Each one will drop a claw. Return to Edward with them and
get this nice sword in return.


Liberation Day, Prison (-4, 5)
Reward: Magic Bag (4)
Requirements: Prison Key, Kill Orc Jailers (10), Free Goblin (8), Goblin Axe (4)

This one requires some effort. First, meet the goblin hiding in the barrel in
(-4, 5). Next, go up 2 screens to the room with the door to Gauntlik and empty
both chest, getting axes for all 8 captives. Third, return and clear out the
bottom rooms of the prison before rescuing the goblins. Go back to the goblin
in the barrel to get an Unknown Key. At this point, you have a long way to the
Mine if doing the Long Way to Minerary challenge. Otherwise, use the Halo to
get back to the save point and head left to the Hall of Corridors.


The Gates of Death, Prison (-3, 7)
Reward: Scroll: Improve Weapon (4)
Requirements: Iron Key

This is quite literally the easiest quest in the game... if you know the
secret. After speaking to the goblin prisoner, enter the door and climb the
long ladder. Do NOT choose any of the visible doors. You will die. Instead
there is a hidden door between the second and third visible doors. It is
directly above the door on the outside. If you need to get the idea for
placement, go back out and use part of the status bar in the top right of the
screen for reference. Go through the hidden door and drop down. Enter the door
among the spikes. Get the Iron Key from the chest and return for your reward.


The Shield of Koth'Narak, Halls (7, 2)
Reward: Tome: Melee Protection
Requirements: Crystalline Magic Essence (100), Black Key, Pieces of the Shield
of Koth'Narak (8)

More than anything else, this quest is a matter of running around the Halls.
After going here, head to (5, -1), fight Lepha and its minions, and snag the
Black Key. Next, run around and pick up all of the pieces of the Shield in the
dark gray chests around the Halls. Finally, return here to receive what is
perhaps the most useful (if late-game) magic type in the game. The piece
locations are:

(3,0)
(4,0)
(5,0) x2
(6,0)
(7,0)
(3,1)
(5,1)


Bureaucracy, Halls (7, 0)
Reward: Bonebreaker
Requirements: Signed certificate, Picture ID, Coins (50)

To many players, this quest is initially funny but becomes a chore quickly.
Don't bother with this until you have gotten a picture ID from the Ghost
Painter.

Here is the fast way through this quest once it has been obtained. All counters
are labeled with S for Skull, B for Bone, and U/M/L for upper, middle, or lower
screen. Here is the order:

 SS M
BBB M
BBS U
BSB L
BSS L
SBB M
SBS U
SSB M
SSS M

Once you have gotten the certificate from the SSS counter, go see Ubuntu for a
very nice unique mace.


The Sword in the Stone, Halls (5, 0)
Reward: Excalibur
Requirements: Picture ID, Divine Favor (100), Coins (15)

This quest is easy, given advance notice. Show up with the necessities, which
should be easy if you found the Ghost Painter, and this excellent blade is
yours.


********************************************************************************
* XIV. Bestiary
********************************************************************************

Acid Slime
------------
Locations: Laboratory

Corrosive acid causes damage over time after contact.


Ant
------------
Locations: East Zone, Mines

Not very bright -- will return to non-attack state if you get out of sight.
They also tend to appear in large groups.


Anthill
------------
Locations: Mines

Anthills spew Ants. Crushing attacks work best against them, although magic is
a decent option, as well. Although their capacity is limited, they do store
quite a few ants, making them good for farming Red Essence.


Arcane Helmet
------------
Locations: West Zone, Gardens, Library, Laboratory

Just like other helmets except that they fire Arcane Bolts, although the range
of fire seems to be a bit longer.


Arcane Sorceror
----------------
Locations: Mage Tower

Perhaps one of the most dangerous non-Boss enemies in the game. They summon
Skeletons like Blue Sorcerors summon Ice Blocks. They also have a Reflect
Projectiles buff in effect and fire 3-way Arcane Bolts on top of everything
else. Put them to sleep, kill the Skeleton, and then nail them when the Reflect
runs out.


Bat
------------
Locations: All over the place

They are often hard to see, but they move in a predictable pattern.
Particularly weak against Heat Aura.


Black Widow
------------
Locations: Forgotten Tower

These spiders aren't much different from scorpions or the poison spiders in the
Gardens -- chasing or dropping on you, poisonous bite, etc, but the rooms they
occupy make them harder to kill, however.


Blue Frog
------------
Locations: Sewers

Has a fairly long-range tongue attack. Best handled with ranged attacks,
although melee attacks can be used if timed to hit just after they land from a
jump.


Blue Ghost Armor
-----------------
Locations: Library, Halls

These guys aren't very bright, but they are annoying because they are immune to
stun and have a lot of HP. The best option is to begin attacking from behind
with a polearm and after they turn around, jab them, jump out of the way of the
axe attack, and then jump in again to attack.


Blue Slime
------------
HP: 60
Locations: Halls

Inflicts Slippery Hands debuff on contact.


Blue Slug
------------
Locations: West Zone

The easiest enemy in the game. They crawl around, waiting to be turned into a
splatter on the ground. Hit them with edged weapons.


Blue Sorceror
--------------
Locations: Mage Tower

Be careful - these Frost wizards have a punch, capable of creating Ice Blocks,
Frost Bolts, and Frost Cones. Of note is that they won't cast any other spells
until they have Ice Blocks guarding them.


Buried Skeleton
----------------
Locations: Catacombs

Just like regular skeletons, but they hide in the ground and crawl out at the
most inopportune moments.


Carnivorous Plant
------------------
Locations: Gardens

These have relatively high HP for the area. Arrows aren't very effective, but
fire spells and polearm attacks work pretty well.


Crab
------------
Locations: Lepha's Room (Halls)

Low HP and to be treated like a spider -- ranged attacks or magic.


Crow
------------
Locations: Lots of places

75% chance of stealing a ring upon contact. Weak against Heat Aura.


Elven Archer
-------------
Locations: Elven Village

No different from any other archer. Yawn.


Elven Fire Mage
----------------
Locations: Elven Village

Hurls Fire Bolts, but not terribly difficult.


Elven Frost Mage
-----------------
Locations: Elven Village

Fires Frost Bolts, but otherwise nothing difficult.


Elven Healer
-------------
Locations: Elven Village

Heals other critters with Improved Heal. Highly annoying, to say the least.


Elven Paladin
--------------
Locations: Elven Village

Carries a Mace.


Elven Warrior
--------------
Locations: Elven Village

Carries a sword.


Exploding Rat
--------------
Locations: West Zone

These can be deadly. Treat them with respect. Backstab them with a dagger
attack or, if you can, hit them from afar with a fire spell, which causes them
to explode and is VERY effective against groups of them.


Firefly Hornet
---------------
Locations: Gardens

These are poisonous, so keep your distance. Bow attacks and Heat Aura are the
recommended strategies.


Fire Helmet
------------
Locations: Sewers

Fast on the draw, but weak against frost attacks and crushing attacks. Arrows
cause significantly reduced damage. Magic is best against these, although if
you're feeling brave, many of them are within reach for melee attacks. 5 of
these must be killed for the Water Spirit quest.


Fire Spirit
------------
Locations: Mage Tower

These pesky critters are dangerous, but only if you aren't on your toes. They
chase after you and can fly, but they will not pursue if you use a ladder. They
are immune to weapons, but they also have a limited spell effect, so they can
die either from magic or simply waiting them out.


Flying Skull
-------------
Locations: Catacombs

Not very strong, but highly annoying because of their numbers. A good whack
from a melee weapon and they go away.


Flying Eye
------------
Locations: Mines, Catacombs

Fires an arcane beam. The ones found in the Mines do not attack. Able to see
invisible.


Foregoblin
------------
Locations: East Zone, Mines

Carries a sword, but like other goblins, not very bright. Keep your distance or
get them from behind.


Frost Helmet
-------------
Locations: Halls

These are little different from the Fire Helmets except that they shoot Frost
bolts.


Frost Serpent
--------------
Locations: Sewers

Unlike Green Serpents, Frost Serpents will pace around. They will make an alert
sound when you are sighted, but will go back to pacing once you are out of
sight. Attacks with a frost bolt, which inflicts the Frozen debuff, and bites
at close range. They will also turn around to bite you if backstabbed. Weak
against fire magic.


Gelatinous Cube
----------------
Locations: Mage Tower

A foe which is hard to kill, but not terribly dangerous. They will slowly
shamble after you if nearby and cause corrosive damage if you touch them.
Weapons are worthless against them... only magic, particularly Fire, is
effective.


Goblin Champion
----------------
Locations: Mines

Unique monster which guards the goblin females. Immune to stun, so fight him
strictly with bow attacks and magic.


Goblin Cook
------------
Locations: Central Zone

Attacks with a meat cleaver. Keep your distance with ranged attacks or a
polearm because the cleavers hurt a lot.


Goblin Cleric
--------------
Locations: Mines

Attacks with a staff and can also heal. Using ranged attacks only causes him to
heal his wounds, so using a melee weapon or backstab is the best way to handle
him.


Goblin Guard
-------------
Locations: Mines

Carries a mace. It stands guard and looks back and forth. They are also know to
fall asleep on the job, making them easy prey.


Goblin Warrior
---------------
Locations: Central Zone

Carries a sword. Not very bright -- will turn passive if you get out of sight.
Easily handled with a polearm, backstab, or ranged attacks.


Green Ghost Armor
------------------
Locations: Halls

A tough enemy -- they carry polearms, are immune to stun like other knights,
and have the ability to poison you. The mace's Tremor attack is very handy for
putting the hurt on groups of these guys.


Green Serpent
--------------
Locations: Central Zone

The first potentially dangerous enemy you encounter. Stationary, but inflicts
poison with its bite. Attack with a polearm or ranged attacks.


Green Slug
------------
Locations: Gardens

Like other slugs, they are quite easy, but be aware that these are poisonous.


Hive
------------
Locations: Gardens

Spawns wasps.


Horned Satyr
-------------
Locations: West Zone

A stronger satyr, able to both teleport and cast Arcane Cloud, but also faster.
They are quite a bit stronger than regular ones, so be careful.


Ice Spirit
------------
Locations: Medeon's Room

Relatively simple to kill with Heat Aura, so no biggie here.


Iron Golem
------------
Locations: Laboratory

These hulking oafs are slow, but strong, and they often appear in pairs. Mace,
axe, or staff are the best options here. They don't do contact damage, so you
can whack them and then run through them as they raise their weapons.


Jester
------------
Locations: Halls

Perhaps one of the most annoying critters in the game. They shoot bolts from
their wands which turn your current weapon into a toy hammer that causes 1
point of damage. Luckily, they don't have a lot of HP.


Librarian
------------
Locations: Library

Librarians don't have particularly high defense or HP, but they make up for it
in their attacks, able to fire arcane bolts. Some of them will shoot three at
once or the fast-moving advanced ones. Back attacks are best for these.


Magma Ball
------------
Locations: Volcano

These pop out of the lava, hang there, and then explode into little balls of
fire (goodness gracious!). Not terribly difficult if you have Coldax or use
Frost magic.


Mechanical Spider
------------------
Locations: Laboratory

Mechanical spiders should be treated like others except for the fact that they
can shoot lighting when they spot you. Treat with care.


Octopus
------------
Locations: Sewers

Able to walk on walls and ceilings. When it sees you, it will move much more
quickly. They drop Black Ink needed for Healing Magic quest.


Orange Slug
------------
Locations: Laboratory

Corrosive slugs like the yellow ones, but otherwise easy to take out.


Orc Guard
------------
Locations: Prison

Carries an sword, but is nothing particularly problematic. Big and dumb with a
fair amount of HP.


Orc Lancer
------------
Locations: Multiplayer only

Carries a spear, but is otherwise nothing special compared to other Orcs.


Orc Warden
------------
Locations: The Warden

Carries a mace, but is otherwise nothing special compared to other Orcs.


Orc Warrior
------------
Locations: Prison

Carries an axe, but is otherwise nothing special compared to other Orcs.


Poison Cockroach
-----------------
Location: Library

These critters walk around, leaving a poison cloud behind them. If one sees
you, it will rush over to bite you. Oddly enough, a head-on attack works well
because they are easy to stunlock. Ranged attacks also work well.


Poison Hornet
--------------
Location: Gardens

Like other flying insects, keeping your distance is best and attacking with
Heat Aura or ranged attacks.


Poison Orb
------------
Locations: Sewers

Floating spiky ball which will stretch out a spike to attack you for physical
damage plus poison. Use ranged attacks at all costs.


Ray Crystal
------------
Location: Elven Village

Similar to Floating Eyes, they will use Lightning if you get too close. Low HP
and defense, so ranged attacks are quite effective.


Red Slug
------------
HP: 140
Location: Central Zone

Immune to fire, but otherwise nothing to be concerned about.


Red Ghost Armor
----------------
Locations: Halls

Not any different from fighting Green or Blue Ghost Armor except that these
guys will set you on fire should you touch them.


Red Sorceror
-------------
Locations: Mage Tower

A Fire-themed sorceror who summons a Fire Spirit instead of Ice Blocks. Treat
with care.


Satyr
------------
HP: 150
Locations: East Zone

Walks back and forth in passive mode. Once it sees you, it will remain in
attack mode, waiting to hit you with an Arcane Cloud. Will often teleport if
backstabbed.


Scientist
------------
Locations: Laboratory

These guys are super annoying. They can shoot lighting at you, dealing heavy
ray damage. Kill them quickly, preferably without them spotting you. The
Azurite Insulated Armor is a boon to fighting them.


Scorpion
------------
Locations: Library

These act just like the poisonous spiders in the Gardens except that they don't
generate a cloud of poison on death. Annoying, but not terrible to deal with.


Skeleton Archer
----------------
Locations: Gardens, Catacombs, Library

These are very annoying because they are often in out-of-reach locations,
making a good bash with a mace nearly impossible. Fortunately, their rate of
fire is not very fast, making avoiding their arrows fairly easy. Many times
it's easier to ignore them than kill them. In guard mode, they have a long time
before turning around, generally giving you enough time to run up and bash them.


Skeleton Fire Mage
-------------------
Locations: Catacombs

Ouch. Just ouch. Controlling them is the best bet when you come across them, if
possible.


Skeleton Guard
-----------------
Locations: Gardens

These can be quite difficult if you don't have decent mace skills, especially
when they tend to show up in groups. If they spot you, they will jump up
platforms or use ladders to pursue you. Use this to your advantage: nail them
on ladders or just as they drop off a ledge. Jumping over their axes seems to
work fairly well in more open areas. Watch out for their ability to spot you
from a long distance.


Skeleton Necromancer
---------------------
Locations: Catacombs

These undead mages are nothing to mess with. Light spells or control are the
best options.


Skeleton Warrior
-----------------
Locations: Prison

These aren't really any different from regular skeletons, so treat them as such.


Spider
------------
Locations: Gardens

These are perhaps the creature in the Gardens which requires the most care.
They will speed up to come to give you a poisonous bite, leave a poison cloud
behind on death, and most annoyingly, will drop from above onto you. Targeting
them with bow attacks is the best option here.


Spiked Orb
------------
Locations: Central Zone, West Zone, Sewers

Inflicts poison on contact. Easily dispatched with a mace or axe.


Spirit in Torment
------------------
Locations: Forgotten Tower

Hard to see, but just flies around and tries to touch you. Hit them with a
Light spell or Light-imbued weapon.


Tentacle
------------
Locations: Sewers

Holds you in place in addition to causing damage. Found in groups and will
slowly move toward you once it sees you. Use a fast edged weapon, like a
dagger, when possible.


Thief
------------
Locations: Thief Den, Zoran's Shop, Anywhere

Teleports in to steal items left on the ground.


Thief Ghost
------------
Locations: Forgotten Tower

Hard to see, but just walks around. Beware that if they touch you, they will
steal one of your weapons and hit you with it. Hit them with a Light spell or
Light-imbued weapon before they get to you.


Treant
------------
Locations: Elven Village, Castle Entrance

A difficult foe because of their high HP. Fire magic is the best choice here in
order to stay out of reach.


Vampire Bat
------------
Locations: Library

Like regular bats, but should one bump into you, it will glom on and start
sucking blood. They can be found in your inventory, so press Enter on one there
to kill it. Although they cannot kill you via blood drain, you can be reduced
to 1 HP, making you an easy target for other baddies.


Walking Fire
-------------
Locations: Volcano, West Zone (Coldax Hidden Room)

Where these are found, it is FAR the best option to use Frost spells.


White Spiked Orb
-----------------
Locations: 8-Bit Room

Lurks inside the large stone blocks. Flies around in an ever-increasing circle.
Not terribly difficult.


Wyvern
------------
Locations: Elven Village, Castle Entrance

This flying creature deserves some respect. It flies in a circle, breathing
Fire bolts.


Yellow Slug
------------
Locations: Library

These have high HP for slugs and they have a corrosive touch, so be careful
around them.


Yellow Serpent
---------------
Locations: Library

These snakes are no different in behavior from Green Serpents. Nail them from a
distance and no problem.


********************************************************************************
* XV. Bosses
********************************************************************************

Dynidon
--------
HP: 2500
Location: Mines
Rewards: 200 coins, Sewer Key

Attacks:	Emerges partway out of the ground and spits out eggs which turn into
slugs. Emerges further out of the ground and sways back and forth, hitting its
head on the ground.

Strategy: Dynidon can be a little unpredictable in that he often emerges
off-center, making it possible for him to hit you even if you are all the way
over. He does alternate between spitting eggs and flopping around, however. An
initial safe spot can be found a little bit to the side of where Dynidon
emerges. When he is waving around, run to a safe spot at the edge and nail him
with a strong, relatively fast weapon. Firebolts are hard to time later in the
battle when he speeds up, but they are effective. The slugs are an excellent
source of hearts during the battle, but don't be afraid to use a healing potion
or two unless you are going for the Dry Law in Arrakis challenge.


Momoko
-------
HP: 800
Location: Sewers
Rewards: 42 coins, open entrance to rest of the sewers

Attacks: Shoots energy rings

Strategy: Momoko isn't hard if you know the strategy. Drop to the ground from
as close to the top of the ladder as possible. Shoot arrows until the rings get
too close--usually you have just enough time to fire 2 arrows before you have
to start climbing the ladder. Climb it slowly so that Momoko shoots as many
rings as low as possible. Drop off the ladder once the last ring has passed and
repeat the process.


Drakonius
----------
HP: 8500
Location: Sewers (teleport to Volcano)
Rewards: Garden key, 300 coins

Strategy: Drakonius can be tricky. Coldax's attacks are quite helpful in this
battle. His two main attacks are peppering the area with fireballs and a strong
dash attack. Hiding under the bottom platform will protect you from the
fireballs. His dash attack is telegraphed by him flying off the top of the
screen. To avoid the dash, climb to the top platform when he does this and jump
off to the bottom when he gets back on screen. His head is his weak spot,
although getting the reticule to target it can be problematic. If you have a
Wand of Frost on hand, its lack of casting time is invaluable here. Otherwise,
Frost spells and Coldax will win the day.


Arbolus
--------
HP: 12800
Location: Gardens
Rewards: Library key, 440 coins

Strategy: Arbolus is easy with the right strategy. He has four attacks: raining
down Arcane bolts from the sky in meteor-like fashion, firing Arcane bolts from
his nose, summoning a bunch of wasps, and two Poison Orbs which rotate around
him and cause heavy poison damage on contact. When he raises his arms, he will
use his Arcane meteors. When they are down, he will shoot from his nose. Right
up against him is a safe spot from this or running to the left also works. Heat
Aura is your best friend against the wasps. If you stay close, watch for the
poison orbs. The best strategy is to equip an axe and hack him a couple times
in between orb passes, dodging arcane meteors, using Heat Aura (which has the
added benefit of hurting him at close range), and using the safe spot against
him when he nose attacks. Axe attacks do a lot of damage, especially the
Horga'hn Axe. You'll win this one in no time.


Leviathos
----------
HP: 1500
Location: Library entrance
Rewards: None

Strategy: Leviathos just shoots at you and occasionally tries to use a tractor
beam to pull you over the spikes and then drop you. He only attacks when he can
see you, so use this to your advantage: climb up, pelt him with Fire or arrows,
and climb back down. If you have the Javelin skill, it is also VERY useful.
Just don't stay up too long or he may use his tractor beam.


Neuron
-------
HP: 10000
Location: Library
Rewards: Catacombs key, 600 coins

Strategy: Neuron is deadly to the unprepared. Magic and arrows rebound. Its
mental magic can silence you, reverse your left/right controls, force you to
empty potions or even attempt suicide. Neuron must be hit in the eye with a
melee weapon. To make matters worse, it also can damage you with a drain beam.
With all of this said, Neuron isn't terribly hard.

Prepare by entering the boss room and dropping all potions and teleportation
items. Put Regeneration potions or spells on shortcut and equip your best melee
weapon. Once prepared, hit the invoker and begin the fight.

Fighting Neuron isn't terrible: scale the ladder on the side nearest the boss,
slide down the rope, and swing your weapon such that when you drop off the
rope, you score a hit to its eye. Keep Regeneration going to keep your hit
points up and you should be victorious relatively easily.


Sux Mortis
-----------
HP: Unknown
Location: Catacombs
Rewards: Laboratory key, 800 coins

Strategy: SM has three main attacks: floating in the center and throwing his
scythes at you three times, spawning a bunch of skeletons, or poking the scythe
points in the ground, setting off some arcane bolts along the ground. The
scythe attacks can be deadly, potentially scoring multiple hits. For each
throw, move toward the screen's center and away in time not to get hit. The
arcane bolt attack is your time to jump over the bolts and wail away. Handle
the skeletons quickly, either by controlling them or blasting them or else
you'll have to deal with SM and them. Imbue Divine Light can be a great effect
to have going for this battle.


Gauntlik
---------
HP: Unknown
Location: Prison
Rewards: Halls key, 1000 coins

Strategy: To prepare for this battle, stock up on arrows and several Phase Door
scrolls... around 4 or 5 just in case. Bow Mastery skills are also highly
useful.

Gauntlik plays rock, paper, scissors. The Rock attack turns him into a fist and
he attempts to pound you. Move to the center and move just enough to get out of
the way and wait for the next pound attempt. The Paper attack is a lightning
attack. Move to the center and walk back and forth, staying in between the
bolts. The Scissors attack starts at the right and finger snips its way across.
Stand at the left, wait a bit, and use a Phase Door scroll to get to the other
side. Once on the other side, shoot as many arrows into the glowing red back as
possible. Once the first scissor attack has been taken advantage of, you will
be able to get a target reticule on Gauntlik's weak spot, enabling you to shoot
him while he's in the air, as well.


Lepha
------
HP: Unknown
Location: Halls
Rewards: Black Key

Strategy: Lepha is easy. The crabs will not respawn. Target Lepha and shoot it
as much as possible. If you need a break, climb the ladder, provided that you
took out the Frost Helmets above.


Medeox
-------
HP: 18170
Location: Halls
Rewards: Tower key, 1200 gold

Strategy: Medeox can easily be deadly, but is also not hard to manage. Prepare
with Heat Aura and Antidote on hotkeys. Bow Mastery skills are highly
recommended if you are not using magical attacks. Medeox's snakes shoot potent
poison--not difficult to avoid, but they hurt a LOT if you do. Occasionally
Medeox will spawn some spirits to attack you, creating a need for Heat Aura.
Lastly, the beam that the central eye emits will petrify (and kill) you if you
are facing right when it hits you.

Strategy #1: Take your time and kill the snakes first. This makes for an easier
time in working on the central eye. Stand on the uppermost platforms and nail
them before dropping down to the top left platform to work on the main eye.

Strategy #2: Go fast and hard, ignoring the snakes. Using a Scroll of Bow
Mastery and Giant Strength are highly encouraged. Cast Heat Aura beforehand, as
well. Stand on the top attached platform at the left, jumping over the poison
shots as they come to you. This strategy has the added benefit of earning the
Eye for an Eye challenge.


Corvax
-------
HP: Unknown
Location: Elven Village
Rewards: None

Strategy: Corvax is pretty easy for a final boss. He teleports around and fires
a ton of Arcane Bolts. A scroll of Arcane Immunity is one option, although
Reflect Projectiles makes things quite simple.

********************************************************************************
* XVI.	About This Walkthrough / Contact
********************************************************************************
This walkthrough is the result of many, many hours of exploring, tinkering, and
hacking. Best effort has been made in its accuracy, but there are probably
areas where mistakes have been made. I will be happy to update this walkthrough
for everyone's benefit if notified of errata. I can be reached via e-mail at
.

********************************************************************************
* XVII. Version History
********************************************************************************

v1.0, 11/1/2015 - Initial release