The Bard’s Tale Trilogy Guide

Bard's Tale 3 - All the Maps with Hints for The Bard's Tale Trilogy

Bard’s Tale 3 – All the Maps with Hints

Overview

This guide contains all the maps for Bard’s Tale III: The Thief of Fate. Those are full maps with descriptions, location hints, lore, puzzle solutions and answers to questions. So, obviously, SPOILERS :)Guides with maps for other parts of the game can be found here:Bard’s Tale I maps Bard’s Tale II maps

Legend

Door
Secret Door
Wall
Destructible Wall (wall that can be destroyed with Geomancer’s spell)
Crumbled Wall
Portal Down
Portal Up
Portal Up-Down
Stairs Down
Stairs Up
Stairs Up-Down
Teleport Source
Teleport Destination
Hole in Time
Passageway
Unmarked Teleport Destination (teleport destination that for some reason does not get marked on a map in-game)
Darkness
Smoke

Events

Antimagic Field (all magical effects are dispelled and you can’t use magic here)
Silence (all the Bard’s songs are cancelled and you can’t sing here)
Combat
Hints / Journal Entries
Special Encounters
Hit Points Drain
Hit Points Regeneration
Spell Points Drain
Spell Points
Spinner
Trap
Malevolence
Magic Chains
Ignitable Gas
Something Odd (detection distance of traps/specials/secret doors is reduced to 1 square)
Unexplorable Tiles (places that are impossible to get to and explore)

Towns

Empty House
Gate
Obelisk
Tower
Wall

Temple
Inn / Tavern
Bard’s Hall
Wizards’ Guild
Adventurer’s Guild
Review Board

Forest Specific

Tree
Hut
Small Rocks
Large Rock

Wilderness

Doorways
  • (N8 E9) A doorway into Arboria. Deeply hidden in verdant shadows, this grove, the Twilight Copse, is quiet and feels very peaceful.

    You can transport to Arboria here. You’ll need a Chronomancer and “Apport Arboria” spell.

  • (N31 E2) A doorway into Gelidia. Here, halfway up Earthdagger Mountain, winds swirl around and make this place earn its name: Cold Peak.

    You can transport to Gelidia here. You’ll need a Chronomancer and “Apport Gelidia” spell.

  • (N28 E29) A doorway into Lucencia. Amid the bountiful trees you find a bubbling Crystal Spring that almost glows with purity.

    You can transport to Lucencia here. You’ll need a Chronomancer and “Apport Lucencia” spell.

  • (N4 E1) A doorway into Kinestria. Lovingly tunneled into the mountainside, the opening to the Old Dwarf Mine looks natural.

    You can transport to Kinestia here. You’ll need a Chronomancer and “Apport Kinestria” spell.

  • (N12 E31) A doorway into Tenebrosia. Stabbing up into the sky like an obsidian dagger. Shadow Rock is utterly alien to the surrounding landscape.

    You can transport to Tenebrosia here. You’ll need a Chronomancer and “Apport Tenebrosia” spell.

  • (N16 E15) A doorway into Tarmitia. That flat, grassy plain stretches peacefully out in all directions. This is the Vale of Lost Warriors.

    You can transport to Tarmitia here. You’ll need a Chronomancer and “Apport Tarmitia” spell.

  • (N0 E31) A doorway into Malefia. Foul, noious gases reeking of rotten eggs, bubble up through the turgid, yellow, mud-laden waters of Sulphur Springs.

    You can transport to Malefia here. You’ll need a Chronomancer and “Apport Malefia” spell.

    Hints / Journal Entries
    1. (N15 E25) A portal from Tarmitia took us to this spot.
    2. (N14 E25) To the north is the refugee camp.
    3. (N11 E16) A one-way dimensional hole from Tarjan’s realm dumped us out here.

    Locations

    (N24 E17) Skara Brae
    (N18 E30) Scrapwood Tavern
    (N16 E25) The Adventurer’s Guild
    (N11 E0) Shrine

Skara Brae

Buildings
  • (N20 E23) The Review Board

    Here you will find the guild elder who will be your guide through the story of Bard’s Tale 3.

  • (N15 E4) A Storage Building
  • (N15 E18) Temple of the Mad God

    Say ‘Tarjan’ to the priests here to gain access to the Catacombs. Say ‘chaos’ to gain access to to the UnterBrae.

  • (N7 E21) Dragonbreath Tavern

    Your bard can learn songs here from the Scarlet Bard.

  • (N15 E0) An Iron Gate out to the Wilderness
  • (N2 E23) There are some stairs leading down into the catacombs
  • (N0 E23) The home of Longinus

    You will find two notes with prophecies here.
    A tattered note, written in the hand of Longinus the Mad reads: “Faith will not save you, nor belief, pray fate blesses you with a thief.”
    The last prophecy of Longinus the Mad. “rage against it or sing its praises. A maze cares not if it amazes.”

Hints / Journal Entries
  1. (N21 E1) Through the rubble to the east uou can see the scorched walls to Harkyn’s Castle. In the distance, the partially toppled tower of Kylearan tells the tale of the good wizard’s tale.
  2. (N20 E12) The collapsed remains of Roscoe’s Energy Emporium lies before you to the north, its owner yet another victim of the Mad God’s attack.
  3. (N15 E1) Among the ruins of Skara Brae is an unnatural silence. As if death itself has come to stay.
  4. (N15 E15) There is a statue of the Mad God tarjan here. It’s strange that it is clean and shiny as if someone has been caring for it.
  5. (N10 E19) As you turn the corner, you think you hear singing and the skillful strumming of a lute?
  6. (N8 E3) The feeling of evil is foreboding.
  7. (N8 E21) To the south is all that remains of the old Dragonbreath Inn. You can clearly hear a melody now, cutting through the still smoldering wreckage of the tavern.
Tutorial

Searching the room, you discover some parchment from the Adventurer’s Guild Handbook. It reads:

  1. (N18 E0) Deeper dungeons require a higher hide-in-shadows skill. Keep upgrading your skill to 100 and beyond or you will be discovered more often.
  2. (N17 E2) Don’t be stingy. Equip your fighters with the best armor, weapon, shield, helmet and gauntlets money can buy. After all, they can’t take it with them.
  3. (N16 E6) If your spell points aren’t recharging fast enough, go see Roscoe. But be prepared for electrifyingly high fees.
  4. (N16 E21) Seek out Review Board. You need to visit there to be awarded new levels and spells.
  5. (N16 E23) Experiment with all items you find to determine their capabilities. Magical items are key to success. remember that an item may only be usable for certain characters and classes, so trade items around if you have to.
  6. (N14 E8) Cast a long lasting Bard spell right before entering a tavern. It’s like getting a free spell.
  7. (N14 E21) There are no cursed or bad items.
  8. (N13 E0) Manage your spell points carefully. Don’t waste a spell if you can accomplish the same thing without magic. Torches, for example, often work as well as magic light spells. On the other hand, don’t be shy about using magic in combat. When in doubt, blast ’em with magic.
  9. (N11 E5) Temples are divine places of ressurection and complete healing. In fact, this is the only place to cure characters who have been withered or turned to stone.
  10. (N11 E7) Gold you receive in battles is pooled for the party and can be used to buy weapons, heal your wounds or regenerate your spell points.
  11. (N11 E12) The temples can heal your wounds, cure your illnesses and even bring back the dead for the right donation.
  12. (N11 E18) Your highest dexterity character will attack earliest in combat. target particularly nasty monsters with spells and attacks from high dexterity characters first. Your less dexterous characters may not survive long enough to get in a first strike.
  13. (N10 E0) Monsters are smart. They usually attack your most vulnerable characters first, unless one of your members represents a significant threat.
  14. (N10 E9) Beware the Doppelganger monster. It enters your party and looks just like one of your members.
  15. (N10 E13) Develop a Sorcerer fast. They are very useful in dungeons. Wizards are extremly important in advanced levels: they can summon demons, extremly powerful specials. Develop an Archmage, too. You’ll need one; you’ll want more.
  16. (N10 E22) Don’t venture too far into any dungeon without your maximum spell points. A good rule is to leave a dungeon when you are down to one quarter of your maximum spell points.
  17. (N9 E2) Use your spells and Bard songs to lower the armor class of your entire party. The lower the better.
  18. (N9 E4) If you are attacked by more than 2 groups of monsters, concentrate on magic users first. If you cannot kill off all the magic-using monsters, you may want to cast anti-magic spells to protect against illusions, possessions and other spells.
  19. (N9 E7) You can minimize damage by killing off monsters in melee range first. Non-magic users, further than 10′ away, will need to advance before they can attack
  20. (N9 E11) Many of the undead monsters are capable of draining experience levels, turning characters old and gray or even turning characters to stone. Treat the undead with respect. In other words, kill them quickly.
  21. (N7 E0) When you are finding your bearings in a maze, remember that each succeeding level goes UP in a tower or castle and DOWN in a dungeon.
  22. (N7 E11) Explore and map every square in every maze. There are ‘Magic Mouths’ that give hints. There are 1-of-a-kind magic items and spell regeneration zones. Good maps will show you the logical spots for secret doors and secret rooms too.
  23. (N7 E13) Avoid traps. Higher level rogues are excellent at opening chests, but when in doubt use the ‘Trapzap’ spell.
  24. (N7 E14) You can use ‘Trapzap’ to disarm any traps you encounter.
  25. (N7 E17) Be sure that your party is fully healed before entering a new dungeon.
  26. (N2 E11) Your spell casters are able to identify what spells an enemy magic user is casting, if they know the spell themselves.
  27. (N2 E13) It’s possible for Bards to learn more songs. But first you need to find someone who will teach you. This is something a Bartender might be able to help you with.
  28. (N2 E14) Some places have a natural malevolance to them which may turn monsters against you. There is isaid to be a set of Bracers that, when equipped, will keep a monster calm. If you can’t find one, there is always magic.

Catacombs

Hints / Journal Entries
  1. (N7 E3) Foul reeking air is coming from under the door.
  2. (N6 E12) The priests seek another word…
  3. (N1 E1) There is a strange silence ahead.
  4. (N0 E1) The smoldering ruins smell odd and seem somewhat unfocused. It seems very much as if they do not belong here at all. Something very alien is present.

Stairs / Portals
  • Stairs down (N12 E2): Stairs down to the Tunnels (Catacombs, Level 2)
  • Stairs up (N0 E0): Stairs up to The Temple of the Mad God
  • Stairs up (N0 E8): Stairs up to Skara Brae, near the house of Longinus the Mad

    Among the rubble you find some serviceable stairs leading back up to the ruins of Skara Brae.

Tunnels (Catacombs, Level 2)

Hints / Journal Entries
  1. (N4 E11) This dark, gloomy tunnel reeks of death and mouldy rot. You shiver to think something could live down here, and you shiver to think you might die down here.
  2. (N1 E2) …this word will allow access to the unholy domain of Brilhasti ap Tarj.
  3. (N0 E20) Written in blood are large letters which spell out CHAOS.
Special Encounters
  • A (N3 E2) The floor sure feels sticky here.
  • B (N1 E9) Your magic wavers near here.
  • C (N1 E14) There seems to be an odd magnetic disturbance near.

Stairs / Portals
  • Stairs up (N0 E0): Stairs up to the Catacombs

UnterBrae, Level 1

Hints / Journal Entries
  1. (N14 E11) A magic mouth appears and says: “Speak the rhyming word to pass through!”

    Answer: blue. You need to answer correctly to open up the stairs down to the level 2.

  2. (N14 E14) The tint of melancholy paves the way.
  3. (N10 E13) Tacked on the door in the east wall you see the following message: Those who enter this door will never leave through it.
  4. (N9 E0) A splash of a noble’s blood colors the exit.
  5. (N0 E1) The shade of the wind’s home will make you free.
  6. (N0 E13) Although Skara Brae lay in ruins, it felt far more alive than this place. Something here just feels wrong: it is not of this world. Even breathing this air feels dirty.

Stairs / Portals
  • Stairs down (N14 E12): Stairs down to Unter Brae, Level 1
Teleporters
  1. Start (N10 E14) – Destination (N12 E2)

UnterBrae, Level 2

Hints / Journal Entries
  1. (N13 E12) The air down here smells of dry rot and other putrefaction. The dry air feels uncomfortable and leeches moisture from you as it saps your strength and courage.
  2. (N10 E14) Light hurts me and bleeds me, but leaves me behind it always.
  3. (N4 E0) Return from beyond this place is not possible by this means.
  4. (N3 E1) A faded figure appears and asks, “I am nothing, I make nothing, but my opposite creates me even as it destroys me. What am I?”

    Answer: shadow. You need to answer correctly to open the door leading to the stairs down to the level 3.

Special Encounters
  • A (N0 E10) Down below, eschew the first right thing to do.

Stairs / Portals
  • Stairs up (N14 E12): Stairs up to UnterBrae, Level 1
  • Stairs down (N5 E0): Stairs down to UnterBrae, Level 3

UnterBrae, Level 3

Hints / Journal Entries
  1. (N13 E1) The third Ward’s path of darkness is not without danger, but there is more to fear in the light of Brihasti’s insanity.
  2. (N10 E14) Things that lurk, In shadows below Make it an unsafe place to go. First Ward: Spin lest ye be spun.
  3. (N6 E0) The spectral hand of fear runs bony fingers down your spine. The air is hot and close. This place feels like the inside of a grave.
  4. (N5 E7) The first Ward’s Key: NevEr Now, EvEr iS SEEn, ElitE aNd NarroW, North by NorthWest Way, Doves MourN.
  5. (N2 E7) Only a fool would frontally assault the second Ward.
  6. (N0 E1) The three Wards below will try your soul, but that’s the only way out of this hole. Brihasti is cold and he is mean. Make sure his death is quick and clean.
  7. (N0 E2) A figure appears and asks, “I have no lips, yet my kiss is deadly. I am not a razor, but those I caress need never shave again. Your best friend, I will kill you.” “Speak my name, then ready me.”

    Answer: sword. You need to answer correctly to gain access to the potal down to the level 4.

Stairs / Portals
  • Portal down (N0 E0): Portal down to UnterBrae, Level 4
  • Stairs up (N5 E0): Stairs up to UnterBrae, Level 2

UnterBrae, Level 4

Hints / Journal Entries
  1. (N13 E4) So far, so good, this you all think, come even further, your blood I will drink. Brihasti am I, and great is my god. Come to me, come, down the path few have trod.
  2. (N5 E4) Diddledy high, Diddledy low, Come brave blood sheep, you’ve a goodly way to go.
Special Encounters
  • A (N20 E1) The party has entered the chamber of Brihasti ap Tarj! He doesn’t seem pleased to meet you. We encountered 4 Dark Guard, and Brilhasti.

    After the battle, you will be teleported back out to Skara Brae.

Stairs / Portals
  • Portal up (N0 E0): Portal up to UnterBrae, Level 3

Arboria

Places
  • (N20 E18) Runestone

    Here you can apport back to the Wilderness.

  • (N17 E4) An old hut sits by the shore of a beautiful lake. An old fisherman is here. He says, “For a few pieces of thy gold, I’ll let thee in on a few secrets.”

    For 500 or more gold the fisherman will teach you a Gilles Gills spell. You need this spell to breath underwater in the Crystal Palace.

  • (N17 E5) Beneath the waves of the lake, you see a building.

    Entrance to the Crystal Palace.

  • (N11 E12) Ciera Brannia
  • (N5 E9) Larg Oak Tree. You see a large oak tree here, and the ground is littered with acorns.

    Pick up an acorn. You will need it in the Valarian’s Tower to open the way.

  • (N4 E17) You see a deep, dark pit scarring the land like a wound. Foul noxious fumes rise from a gaping pit.
  • (N4 E3) Valarian’s Tower. You are inside an old, battered tower.
Hints / Journal Entries
  • (N18 E18) There is a large pile of Arefolia leaves here.

    You can pick up some leaves. They allow for temporary breathing under water.

  • (N16 E5) The Finger of the lake shimmers in a natural glow all it’s own.
  • (N16 E19) This field is full of beautiful flowers that float and dance on the light breezes.
  • (N15 E4) An old hut sits by the shore of a beautiful lake. Fishing equipment is stacked neatly against the hut’s wall.
  • (N5 E3, N4 E2-4) Reaching into the sky, Valarian’s Tower stands as a monument for what once was.

Ciera Brannia

Buildings

(N15 E8) An Iron Gate leading outside
(N10 E4) Forest Lawn
(N10 E9) King’s Castle

The King here will send you on a quest that you have to perform to get into the Sacred Grove.

(N8 E7) Sacred Grove
(N6 E12) Stagger Inn
(N5 E6) Wizard’s Guild

You can buy Gilles Gills spell for 10,000 gold here.

(N2 E3) Hic Hero

Crystal Palace

Hints / Journal Entries
  1. (N7 E0-2, N6 E0-2) Bubbling up through a hole in the floor is a glowing stream of water that fills the room. Your spirits feel joyful and the pains of recent combat are forgotten. Such is the nature of the Life Spring.

    You can use a Wineskin here to gather some Water of Life. You will need it in Valarian’s Tower.

  2. (N4-5 E12) The Palace’s beauty has been washed out by the centuries beneath the water, but it’s majesty is undiminished. The water is dark, yet warm, and you — an air breather — feel curiously welcome.

Stairs / Portals
  • Stairs up (N4 E14): Stairs up to Arborio

Valarian’s Tower

Level 1
Hints / Journal Entries
  1. (N1 E0) Beyond the shattered door you see a floor littered with dust and dry leaves. You see some signs of small animals, but, beyond that, you see no signs of normal life.
Special Encounters
  • A (N3 E4) An old tapestry adorns the wall here, it depicts a beautiful castle underneath a lake.

Stairs / Portals
  • Stairs up (N3 E3): Stairs up to Valarian’s Tower, Level 2
  • Stairs down (N2 E0): Stairs down to Arborio
Level 2
Hints / Journal Entries
  1. (N3 E4) Something here feels wrong. You sense the tower has been violated and, while you are not the offending party, you will share in the tower’s wrath.
  2. (N1 E1) The Water of Life has many regenerative powers.

Stairs / Portals
  • Stairs down (N3 E3): Stairs down to Valarian’s Tower, Level 1
  • Stairs up (N2 E0): Stairs up to Valarian’s Tower, Level 3
Level 3
Hints / Journal Entries
  1. (N4 E0) Seek the Water of Life in the Crystal Palace.
  2. (N2 E0) This level shows fewer signs of neglect, yet talon-slashes through bright murals suggest something has contemptuously desecrated Valarian’s private demense.
  3. (N2 E1) A round portal blocks your way into the central core. On the massive stone disk you see a carving of an oak tree holding a similar disk up. You see an acorn sized hole in the ground.

    Use the Acorn you picked up in Arborio here to plant it, and use the WIneskin with the Water of Life to water it. It will open the way.
    “The acorn, saturated with the Water of Life, burst into verdant action and a seedling rises up like Atlas, lifting the disk up and letting you pass freely.”

Stairs / Portals
  • Stairs down (N2 E0): Stairs down to Valarian’s Tower, Level 2
  • Stairs up (N2 E2): Stairs up to Valarian’s Tower, Level 4
Level 4
Hints / Journal Entries
  1. (N4 E3) Hidden away in this secret closet you see the gleaming Nightspear. No lights reflect from it, and the black metal looks like a slice from the starry night sky.

    You find the Nightspear here.

  2. (N2 E3) This level appears inviolate, which you should take as little consolation. Instead of fearing the beasts lurking below, you now face whatever has kept them from this level in the first place.

Stairs / Portals
  • Stairs down (N2 E2): Stairs down to Valarian’s Tower, Level 3

Festering Pit, Level 1

Hints / Journal Entries
  1. (N1 E0) A Magic Mouth appears and says… “White bones and bright blood, life very frail. Be wary, Mortal’s, indeed you shall fail. Tslotha Garnath knows but one fear: His life is absorbed with the Nightspear!”
  2. (N1 E7) This place feels very strange. The darkness is palpable, as if almost alive, and it hungers for your flesh.

Stairs / Portals
  • Stairs down (N14 E14): Stairs down to Festering Pit, Level 2
  • Portal down (N6 E10): Portal down to Festering Pit, Level 2
  • Portal down (N4 E9): Portal down to Festering Pit, Level 2
  • Stairs up (N14 E14): Stairs out to Arboria

Festering Pit, Level 2

Hints / Journal Entries
  1. (N11 E10) A chill raises the hairs on the back of your neck, but you realize it is not a physical cold. The evil in this place seeps through your flesh and worms its icy way into your bones.
Special Encounters
  • A (N11 E2) The party has entered the throne room of Tslotha Garnath. “Mortal fools, you have blundered into your deaths!” Wee encountered Tslotha Garnath.

    To deafeat him, you’ll need to have the Nightspear, which you can find in the Valarian’s Tower, Level 4. After the fight, you will get Tslotha Head and Tslotha Heart.

Stairs / Portals
  • Stairs up (N11 E11): Stairs up to Festering Pit, Level 1
  • Portal up (N3 E7): Portal up to Festering Pit, Level 1
  • Portal up (N1 E6): Portal up to Festering Pit, Level 1

Sacred Grove

Hints / Journal Entries
  1. (N9 E0) Two emotions thread the Sacred Grove. Despite the autumnal coloring, you feel life and peace here. Beneath that, though, a bitter taste of evil fills the air. The Grove has been invaded!
  2. (N4 E4) Through the gilded bars of the door between you and the tomb entrance, you see the flickering eternal flame. In its blue-white light you see writing on the walls within.
  3. (N3 E4) The door to the tomb looks like Valarian himself standing tall. The words beside the tomb read: “In life my heart knew but one ache, one task undone. Heal that pain so I may rest, and what is mine is yours.” There is a bowl in a cavity in Valarian’s chest. Small tubes just out the rim of the bowl.

    Use Tslotha’s Heart to place it in the bowl. Then use the Water of Life on the heart to get it pumping and open the way.

  4. (N0 E9) Valarian’s burial chamber appears to be intact. Murals depicting his valiant deeds cover the walls of his resting place. The bow that once belonged to the Great Valarian is here. The quiver of arrows that Valarian once fought his battles with are here.

    You will get Valarian’s Bow and Arrows of Life.

Stairs / Portals
  • Stairs up (N9 E0): Stairs out to the city

Gelidia

Places
  • (N15 E3) Runestones
  • (N12 E5) A small outpost. Found a snow-covered diary.
  • (N6 E10) Ice Keep
Hints / Journal Entries
  1. (N4 E10) To the north, you see a great keep.

Ice Keep, Level 1

Hints / Journal Entries
  1. (N9 E0) Scrawled on the wall you see: Wolf to sate hunger, A hero true, but not one at all, Focus its attention, but better not be seen at all. Between you an the doorway beyond, you see an opalescent, hulking creature with four arms and three eyes.

    This is an entrance to the Grey Tower. To open it, you need to cast the following spells in order: Instant Wolf, Wind Hero, Force Focus, Invisibility.

  2. (N9 E5) A slab of white marble fits flush into the floor. A gold plug sits in the center of it, and reeks of magic. Light from above falls directly onto the disk from a silver disk in the ceiling. Carved into the stone, above the gold disk, you see three overlapping circles. One arrow points from each circle toward the castle’s towers.

    Once you gather three Lenses (Black Lense, Crystal Lense, Smokey Lens), one from each tower, you need to use them here to open the way to the Ice Dungeon.

  3. (N9 E6) A stone guardian asks the party “Speak your name, defender, and pass a friend.”

    Answer: Hawkslayer. This will allow you to go to Level 2. There is no reason what so ever to go to there.

  4. (N9 E11) Scrawled on the wall you see: Lift the veil, Then counter it, False door frees, True door. A shimmering magical curtain that looks very much like an Aurora Borealis, shifts and sways between you and a door way.

    This is an entrance to the White Tower. To open it, you need to cast the following spells in order: Levitation, Anti-Magic, Phase Door.

  5. (N2 E11) A stone guardian asks the party “Speak your name, defender, and pass a friend.”

    Answer: Hawkslayer. This will allow you to go to Level 2. There is no reason what so ever to go to there.

  6. (N0 E3) A stone guardian asks the party “Speak your name, defender, and pass a friend.”

    Answer: Hawkslayer. This will allow you to go to Level 2. There is no reason what so ever to go to there.

  7. (N0 E11) Scrawled on the wall you see: Bright light, Loud thunder, Whispered terror term, Flaming guide to lead the way, Join the wall, Then no one will be the wall. A glistening black wall blocks the east wall and cuts off ingress to what you believe, from what you have seen outside, must be the Black Tower.

    This is an entrance to the Black Tower. To open it, you need to cast the following spells in order: Mage Flame, Shock Sphere, Word of Fear, Summon Elemental, Baylor’s Spell Bind.

Special Encounters
  • A (N1 E1) The solid, ice-laden walls of this massive castle help hold the savage storm outside. Even so, the keep is not warm and the danger of frosty death stays with you even here.

Stairs / Portals
  • Stairs up (N0 E3): Stairs up to the Ice Keep, Level 2
  • Stairs up (N9 E6): Stairs up to the Ice Keep, Level 2
  • Stairs up (N2 E11): Stairs up to the Ice Keep, Level 2
  • Stairs down (N0 E1): Stairs down to Gelidia

Ice Keep, Level 2

Stairs / Portals
  • Stairs down (N9 E6): Stairs down to the Ice Keep, Level 1
  • Stairs down (N2 E11): Stairs down to the Ice Keep, Level 1
  • Stairs down (N0 E3): Stairs down to the Ice Keep, Level 1

Grey Tower

Level 1
Hints / Journal Entries
  1. (N0 E4) This grey tower has an odd feel to it. Ice fills it, yet here has an etherial aspect. It does seem, curiously, as if the ice is here only because the tower does not take notice of it.

Stairs / Portals
  • Stairs up (N2 E2): Stairs up to Grey Tower, Level 2
  • Stairs down (N0 E4): Stairs down to Ice Keep, Level 1
Level 2
Hints / Journal Entries
  1. (N1 E2) This level feels odd because the walls warp and change. The light wavers and dims, making you unsure of everything you see.

Stairs / Portals
  • Stairs up (N4 E4): Stairs up to Grey Tower, Level 3
  • Stairs down (N2 E2): Stairs down to Grey Tower, Level 1
Level 3
Hints / Journal Entries
  1. (N4 E3) This level’s icy chill seeps deep in through your flesh and sucks the warmth from your bones. It feels almost alive, and malevolent. The dark miasma leeches your courage away and leaves you very uneasy.

Stairs / Portals
  • Stairs down (N4 E4): Stairs down to Grey Tower, Level 2
  • Stairs up (N0 E0): Stairs up to Grey Tower, Level 4
Level 4
Hints / Journal Entries
  1. (N0 E1) Broken cross is the goal, yet hidden it doth be. Through the flaw egress is won, but peril is not lost. Win the lense, one third your prize, but at what cost?

    To get to the ‘broken cross’, use Apport Arcane to teleport to N0 E2.

Special Encounters
  • A (N3 E2) On a small pedestal that was once guarded by the Grey Wizards is a Smokey Lens. Several bodies are stacked here and they look like they have been run through La Machine. We encountered 7 Grey Wizards.

    After you defeat the Wizards, you will get the Somokey Lens.

Stairs / Portals
  • Stairs down (N0 E0): Stairs down to Grey Tower, Level 3

White Tower

Level 1
Hints / Journal Entries
  1. (N0 E0) Inch thick sheets of ice coat the tower walls. Stone carvings, barely visible beneath the icy sheath, remind you of the splendor that once was Castle Lanatir.

Stairs / Portals
  • Stairs down (N0 E0): Stairs down to the Ice Keep, Level 1
  • Stairs up (N4 E4): Stairs up to White Tower, Level 2
Level 2
Hints / Journal Entries
  1. (N3 E4) Light shimmers over the ice on the north wall and reveals a brightly painted mural. It features a young Hawkslayer and a dozen baleful creatures locked in mortal combat. The painting is old in style, yet no less beautiful for it.

Stairs / Portals
  • Stairs up-down (N4 E4): Stairs up-down to White Tower, Level 2 and 1
Level 3
Special Encounters
  • A (N4 E3) Shattered ice on the wall reveals a small carving that reads: Cala and Hawkslayer, New Age, Anno Uno and eternity.
  • B (N2 E0) A small crib is here. Engraved in a heart shaped border is “Hawkslayer and Cala” and underneath this emblem is the name “Utor”.

Stairs / Portals
  • Stairs up-down (N4 E4): Stairs up-down to White Tower, Level 4 and 2
Level 4
Special Encounters
  • A (N3 E4) The rime crusted walls are a perfect example of antique architecture long since lost to the world you call home. The frozen beauty of this tower is a priceless treasure you will carry with you always.
  • B (N0 E4) On a small pedestal that was once guarded by the White Wizards is a Crystal Lens. Several bodies are stacked here and they look like they have been run through a food processor. We encountered 6 White Wizards.

    After you defeat the Wizards, you will get the Crystal Lens.

Stairs / Portals
  • Stairs down (N4 E4): Stairs down to White Tower, Level 3

Black Tower

Level 1
Hints / Journal Entries
  1. (N4 E0) You know it seems mad, and you can sense things in the darkness, but you see nothing, absolutely not a thing, making up the foundation of the Black Tower!

Stairs / Portals
  • Stairs down (N4 E0): Stairs down to the Ice Keep, Level 1
  • Stairs up (N2 E4): Stairs up to the Black Tower, Level 2
Level 2
Hints / Journal Entries
  1. (N2 E3) Again you see a level without visible barriers, but you feel this place is not as formless as the level below. You do know evil dwells in its black heart.

Stairs / Portals
  • Stairs down (N2 E4): Stairs down to the Black Tower, Level 1
  • Stairs up (N2 E0): Stairs up to the Black Tower, Level 3
Level 3
Special Encounters
  • A (N0 E3) As you climb higher in the Black Tower, the fabric of reality, though twisted and weird, becomes stronger. Chittering howls and gibbering laughter echoes throughout the void you now face.

Stairs / Portals
  • Stairs down (N2 E0): Stairs down to the Black Tower, Level 2
  • Stairs up (N3 E3): Stairs up to the Black Tower, Level 4
Level 4
Hints / Journal Entries
  1. (N2 E3) As you step into this area, you see a vision of a dark circle eclipsing a scarlet moon. The moon vanishes, and the dark disk pulses with vibrant and ebon power.
Special Encounters
  • A (N4 E3) On a small pedestal that was once guarded by the Black Wizards is a Black Lens. Several bodies are stacked here and they look like they have been run through a garbage disposal. We encountered 5 Black Wizards.

    After you defeat the Wizards, you will get the Black Lens.

Stairs / Portals
  • Stairs down (N3 E3): Stairs down to the Black Tower, Level 3

Ice Dungeon, Level 1

Hints / Journal Entries
  1. (N8 E2) A stairway leads up to the Ice Keep.
Special Encounters
  • A (N8 E1) Unlike the rest of the castle, the dungeon gives mute evidence of the invasion’s fierce fighting. Debris is scattered about and bodies lies encased in icy coffins.

Stairs / Portals
  • Stairs up (N8 E2): Stairs up to the Ice Keep, Level 1
  • Stairs down (N8 E8): Stairs down to the Ice Dungeon, Level 2

Ice Dungeon, Level 2

Hints / Journal Entries
  1. (N3 E4) A sign reads: Here lies Lanatir, last guardian of all magics. Only in the name of his blood may you enter.

    Answer: Utor. Correct answer opens the door.

  2. (N0 E4) Radiating with an inner glow all it’s own, Lanatir’s Wand of Power gives an aura of incredible power. Warm to the touch, the Sphere of Lanatir seems to want to be used in the name of Good.

    Here you find the Wand of Power and the Sphere of Lanatir.

Stairs / Portals
  • Stairs up (N4 E0): Stairs up to the Ice Dungeon, Level 1

Lucencia

Places
  • (N14 E1) Violet Mountain. To the East is the majestic Voilet Mountain. You can feel the dragon’s presence from here.
  • (N13 E12) Runestones. The ground seems well worn here.
  • (N11 E6) White Rose bush

    Pick a rose. You will need one.

  • (N8 E11) Celaria Brae
  • (N7 E0) Alliria’s Tomb
  • (N6 E4) Blue Rose bush

    Pick a rose. You will need one.

  • (N4 E9) Rainbow Rose bush

    This bush is whitered. You have to use use Rainbow Dragon’s Blood on it to rejuvenate it. Afterwards, you will be able to pick a Rainbow Rose from it – you will need one.

  • (N3 E4) Cyanis’ Tower
  • (N1 E1) Red Rose bush

    Pick a rose. You will need one.

  • (N2 E12) Yellow Rose bush

    Pick a rose. You will need one.

Celaria Brae

Buildings

(N13 E7) Cheers tavern
(N13 E9) Bards Hall

You can listen to the Dragon Song and the Flower Ballad (song that contain quest clues). Your Bard can also learn Kiel’s Overture song for 30,000 gold.

(N4 E5) Wizard’s Guild

Your mages can learn Divine Intervention spell for 50,000 gold.

(N2 E7) Alliria temple

Violet Mountain, Level 1

Hints / Journal Entries
  1. (N1 E9) The purple rock that forms to the mountain is warm to the touch. A rough-hewn tunnel extends forward a short way, and ends in a solid, but magically pulsing wall.

Stairs / Portals
  • Stairs up (N6 E8): Stairs up to the Violet Mountain, Level 2
  • Stairs down (N0 E9): Stairs down to Lucencia
Teleporters
  1. Start (N7 E8) – Destination (N2 E8)
  2. Start (N7 E9) – Destination (N2 E9)
  3. Start (N4 E16) – Destination (N15 E0)
  4. Start (N3 E8) – Destination (N8 E8)
  5. Start (N3 E9) – Destination (N8 E9)

Violet Mountain, Level 2

Hints / Journal Entries
  1. (N10 E1) The darkness seems thicker here below the mountain. The hot air is fetid and stirs with the breath of a mighty, yet unseen, beast.
  2. (N0 E3) The thick, wet air whistles sharply and the tang of brimstone tastes sour to you. A musty reptillian scent almost overpowers you. You know the dragon is far too near for peace of mind.
Special Encounters
  • A (N0 E5) You have entered the lair of a Rainbow Dragon. “Lunchtime!!” it says. We encountered 1 Rainbow Dragon.

    After the fight, you will get the Crystal Key used to open the Cyanis’ Tower. You will also need to use a Wineskin here to gather some Rainbow Dragon Blood. You will need one dose but you can gather more.

Stairs / Portals
  • Stairs down (N10 E0): Stairs down to the Violet Mountain, Level 1

Cyanis’ Tower

Level 1
Hints / Journal Entries
  1. (N1 E0) Cyanis’ Tower is made entirely of turquoise. A narrow corridor leads in to a wall that has a small keyhole in the center of it.

    Use the Crystal Key here to open the door.

Stairs / Portals
  • Stairs down (N0 E0): Stairs down to Lucencia
  • Stairs up (N3 E3): Stairs up to Cyanis’ Tower, Level 2
Teleporters
  1. Start (N6 E4) – Destination (N0 E3)
  2. Start (N4 E6) – Destination (N2 E0)
Level 2
Hints / Journal Entries
  1. (N5 E1) Somehow a sculpture on the south wall escaped Cyanis’ madness. It is a carved icon of Alliria, and you can see in its beauty the reason her death would unbalance Cyanis. Below it is the word, “Beloved.”
  2. (N5 E5) On the south wall you find an icon of Cyanis himself. It shows a handsome, intelligent man, but has only one disturbing aspect to it: its eye have been clawed out.
  3. (N2 E3) Strange grasping gargoyles frozen in the walls reach out toward you. Beyond them and on their bodies you see the carvings of Cyanis and Alliria as they once were.

Stairs / Portals
  • Stairs up (N5 E3): Stairs up to Cyanis’ Tower, Level 3
  • Stairs down (N3 E3): Stairs down to Cyanis’ Tower, Level 1
Level 3
Hints / Journal Entries
  1. (N6 E1) Trapped within azure stone that moves in sluggish slow motion, small demons repeatedly play through battles old and forgotten.
  2. (N5 E0) The once smooth wall now writhes with figures obscene and blasphemous. Cyanis and his foul insanity pulse through this tower level and chill you.
  3. (N2 E3) You see Cyanis huddled in a corner weeping underneath a painting of his lost love. “Why!!” he sobs in anguish.

    You need to use a healing spell on Cyanis (e.g. restoration). That will snap him out of his madness and you’ll get the Magic Triangle. You’ll need it to get into Alliria’s Tomb.

  4. (N0 E1) Set in the south wall you see the image of Hawkslayer. He looks younger than when you first met him and has no scars. You also hear Cyanis’ shrill voice crying, “Friend, why can you not save my beloved?”

Stairs / Portals
  • Stairs down (N5 E3): Stairs down to Cyanis’ Tower, Level 2

Alliria’s Tomb, Level 1

Hints / Journal Entries
  1. (N15 E6) There is a large black crystal blocking the way north.

    Your Bard need to use the Magic Triangle here to open the way. Ringing the ‘Magic Triangle’ causes the crystal to explode, erupting in a brilliant flash of light.

  2. (N6 E6) Throughout the tomb you see signs of violation. What was once beautiful has been defaced and what was sincere has been mocked.
  3. (N6 E7) Foul beasts slink through the shadows and derisive laughter echoes hauntingly through the halls.
  4. (N5 E6) The silver door is tinged with dark tarnish. Vile and obscene things have been scratched into its surface by sharp claws.
  5. (N0 E2) The necropolis near Alliria’s tomb once must have been a glorious sight, but now the white marble tombs are stained gray. You sense great evil from all directions.

Stairs / Portals
  • Stairs up (N16 E6): Stairs up to Alliria’s Tomb, Level 2
  • Stairs down (N0 E0): Stairs down to Lucencia

Alliria’s Tomb, Level 2

Hints / Journal Entries
  1. (N8 E6) You see a shadowy figure that resembles a beautiful woman. She says, “I want the Flower of Kinship.”

    Give a Red Rose to the shadow and it will let you through.

  2. (N5 E0) You see a shadowy figure that resembles a beautiful woman. She says, “I want the Flower of Valor.”

    Give a Blue Rose to the shadow and it will let you through.

  3. (N5 E9) You are in the resting place of Alliria. Objects of great beauty are lovingly placed in all the four corners. In this intricately decorated room sits the Crown of Truth. Lying over the coffin of Alliria is her belt.

    Pick up the Crown of Truth and the Belt of Alliria.

  4. (N4 E6) Inset into the creamy white walls you see roses of different shades carved from gemstones. They sparkle with a deep light and calm you even here in the heart of danger.
  5. (N4 E10) You see a shadowy figure that resembles a beautiful woman. She says, “I want the Flower of Alliria.”

    Give a Rainbow Rose to the shadow and it will let you through.

  6. (N0 E1) You see no signs of the desecration that took place in the outer chamber. Here the walls glow with intricate memorials lovingly created by the gnomes of Celaria Bree.
  7. (N0 E4) You see a shadowy figure that resembles a beautiful woman. She says, “I want the Flower of Truth.”

    Give a White Rose to the shadow and it will let you through.

  8. (N0 E10) You see a shadowy figure that resembles a beautiful woman. She says, “I want the Flower of Nature.”

    Give a Yellow Rose to the shadow and it will let you through.

Stairs / Portals
  • Stairs down (N0 E0): Stairs down to Alliria’s Tomb, Level 1
Teleporters
  1. Start (N8 E5) – Destination (N8 E6)
  2. Start (N8 E12) – Destination (N2 E0)
  3. Start (N5 E10) – Destination (N4 E10)
  4. Start (N4 E0) – Destination (N5 E0)
  5. Start (N3 E0) – Destination (N8 E11)
  6. Start (N0 E5) – Destination (N0 E4)
  7. Start (N0 E11) – Destination (N0 E10)

Ferofist’s

Hints / Journal Entries
  1. (N11 E10) Scratched deep into the wall, with coppery shards of metal embedded in the stone, you read: Why must those who rise to rival their creators always be considered damned?
  2. (N8 E4) The castle’s Grand Reception room looms high over your head, its vaulted ceiling lost in the dim light above you. Strewn throughout you see the torn and shattered bodies of dwarves and strange machines.
  3. (N8 E10) Ferofist’s Throne Room, stripped of the fine furnishings it once had, seems violated and dead. Broken and long dead combatants fill the room. It is a very grim sight.
  4. (N2 E3) Stadning before you, blocking the hallway, you see Hawkslayer. He’s younger than the last time you met, and shows none of the signs of his long adventuring career. He stares at you and says, “The old one said I’d find allies, but I don’t work with just anyone. I only want smart allies. Answe this riddle: Colder than myself, I cover myself with myself, and shrink so I can grow large again. What’s the answer?”

    Answer: iceberg.

  5. (N1 E2) Carved from solid rock, the dwarven castle you find yourself standing in radiates strength and power. Sadly, however, its walls also bear the scars of war — and many of them are very recent.
  6. (N0 E0) Runestones. The ground seems worn here.
Passageways
  • (N17 E13) Passageway to the Workshop
  • (N0 E11) Passageway to the Barracks
  • (N4 E17) Passageway to the Private Quarter
  • (N11 E17) Passageway to the Private Quarter

Barracks

Hints / Journal Entries
  1. (N13 E11) Despite the smoke choking the passageway, you see, nailed to the walls, battle standards of Dwarven battalions. Many have been torn and defaced, but they still hang in the barracks entrance.
  2. (N2 E11) Hidden away in a corner of this room is a strange key. Judging by the oddly shaped handle, it looks like you use your right hand to turn it. Found the Right Key.

    You’ll need this key to open the portal in the Workshop.

Passageways
  • (N14 E11) Passageway to the Ferofist’s

Private Quater

Hints / Journal Entries
  1. (N15 E2) A small band of Dwarves, accompanied by a dying Ferofist. A Dwarf handed us a message: Bright hand, true hand. Thine are the months of six summers. Sinister hand, Dark hand. Three plagues upon each finger. In opposition, you ward the lair of my foolish death.
  2. (N11 E8) Hidden away in a corner of this room is a strange key. Judging by the oddly shaped handle, it looks like you use your left hand to turn it. Found the Left Key.

    You’ll need this key to open the portal in the Workshop.

Special Encounters
  • A (N10 E1) Wisps of smoke and the sounds of battle echo throughout the halls of Ferofist’s private lodging wing. You see the grim reminders of war all over – most notably dying Dwarves and their mechanistic foes.
Passageways
  • (N10 E0) Passageway to the Ferofist’s
  • (N0 E0) Passageway to the Ferofist’s

Workshop

Hints / Journal Entries
  1. (N3 E2) There is a sealed portal on the floor. It is secured by two locks.

    You need two keys – one found in the Barracks and one in the Private Quater. Use the keys here. Turn the Right Key 18 times and the Left Key 15 times. This will unlock the portal.

Passageways
  • (N0 E6) Passageway to the Ferofist’s

Stairs / Portals
  • Portal down (N3 E2): Portal down to Urmech’s Paradise.

Urmech’s Paradise (Workshop, Level 2)

Hints / Journal Entries
  1. (N3 E7) Through the open portal you see a viscous, bubbling liquid the color of pine pitch.
  2. (N1 E7) A fresh breeze comes from the open portal above.

Stairs / Portals
  • Portal down (N3 E7): Portal down to Viscous Plane
  • Portal up (N1 E7): Portal up to the Workshop

Viscous Plane (Workshop, Level 3)

Hints / Journal Entries
  1. (N8 E7) The thick, amber liquid soaks through your clothing and chills your flesh. You fight against the smothering sensation as it seals your nostrils off and blink as the fluid stings your eyes.
  2. (N4 E7) You feel a slight current moving through the oily fluid. Something swishes through the murky lake and you feel a chainlike body writhe between your legs.
  3. (N1 E0) A light from the south cuts through the murk and reveals stone walls worn smooth by the thick liquid flowing through this underground lake.
  4. (N0 E0) There is an opening in the ceiling that seems to go to a new area.

    The opening leads to the Sanctum.

Stairs / Portals
  • Portal up (N8 E7): Portal up to Urmech’s Paradise

Sanctum

Hints / Journal Entries
  1. (N7 E6) We met Urmech here. He told us his story and eneterd a chamber to the south.

    Urmech will as you if you can work out accomodation. Agree to that and don’t fight him.

  2. (N4 E6) Urmach’s private sanctum is a beautiful world of symmetrical metal tubes, jeweled globes and silvery tools. Here you sense great power and feel a facet of magic you have never sensed before.
  3. (N3 E7) Among the cold steel funiture that adorns Urmech’s chamber is a small treasure chest.

    Pick up the Ferofist’s Helm and the Hammer of Wrath.

  4. (N3 E12) Through an open portal you see a viscous, bubbling liquid the color of pine pitch.

    This portal leads back to the Viscous Plane.

  5. (N2 E6) Urmech stands before a strange and magical machine. “This machine will transform a Warrior, Bard, Paladin, Hunter or Monk into a Geomancer!”

    You will need a Geomancer in the later part of the game. As your chosen character will loose his abilities during transformation, it’s best to chose a Warrior or Paladin for this.

Nowhere (Tenebrosia)

Places
  • (N14 E8) Runestones
  • (N13 E3) Tar Quarry
  • (N10 E12) Black Scar
  • (N2 E2) Dark Copse
  • (N2 E11) Shadow Canyon
Hints / Journal Entries
  1. (N7 E7) You seem to be in the middle of Nowhere.

    Use Shadow Door and Shadow Lock here to open a way to Sceadu’s Demens.

Black Scar

Buildings

(N7 E8) Bards Hall

You can listen to the Gale of Gods and the Evil’s Bane (songs that contain quest clues). Your Bard can also learn Minstrel Shield song for 60,000 gold.

(N7 E9) Wizard’s Guild

Your mages can learn Götterdämmerung (NUKE) spell for 50,000 gold.

Inns / Taverns
  • (N15 E9) Tavern
  • (N9 E13) Tavern
  • (N8 E11) Tavern
  • (N5 E2) Tavern
  • (N4 E8) Tavern
Temples
  • (N10 E0) Twilight Temple
  • (N9 E8) Twilight Temple
  • (N8 E4) Twilight Temple
  • (N5 E15) Twilight Temple

Shadow Canyon

Hints / Journal Entries
  1. (N15 E2) The walls are rotted around the traps.
  2. (N14 E8) The canyon recedes into the land’s twilight murk and you feel at the end of the canyon, yet still firmly in the middle of it. This place seems to ignore all logic.
  3. (N8 E5) Scrawled in a crude hand on the canyon wall you see the message: A castle is only as weak as its strongest wall.
  4. (N7 E3) Hidden away in a crevice on the cliff wall is a lock that looks more like a shadow than anything real.

    Pick up the Shadow Lock here. You’ll need it to open a way to Sceadu’s Demense later.

  5. (N5 E4) Gibbering howls echo from black sandstone walls. You cannot tell from whence they originate, but you do know no human throat uttered the cries. You shiver involuntarily.
Passages

(N21 E3) Passage back to Nowhere

Tar Quarry

Hints / Journal Entries
  1. (N11 E0) To the east you see a wide area of oozing tar that produces noxious burst of steam as bubbles burst and flick tar droplets around. To your horror you see things moving in the seething pool.
  2. (N11 E6) The roiling slime-pit to the west reeks of putrifaction and decay. You see something move within the tar, but you are wise enough to keep your distance.
  3. (N9 E4-6) In the middle of the little building you see a small fountain jetting viscous black tar.

    Gather some Molten Tar into a Wineskin. You’ll need it to burn through some trees.

  4. (N2 E5) North and south of you the skeletons and gnawed corpses of creatures trapped in the tar serve as grisly evidence of the deceptive dangers of the tarpit.
Passages

(N16 E10) Passage back to Nowhere

Dark Copse

Hints / Journal Entries
  1. (N5 E5) Amid the ashes of the burned forest, a black door rests on the soot and appears to have no real form.

    Pick up the Shadow Door here. You’ll need it to open a way to Sceadu’s Demense later.

  2. (N5 E7) The hot air ignites the tree into a fury of flame!

    Use Molten Tar here to burn down the adjoining tree and open the passage to the hut.

Passages

(N10 E5) Passage back to Nowhere

Sceadu’s Demense, Level 1

Hints / Journal Entries
  1. (N7 E5) Hushed whispers remind you of town gossips, and your ears burn as you are certain you’ve heard yourself mentioned several times, but you can recall no specific item and remember no definite words.
  2. (N5 E10) Scratched on the wall you see: Just because you’re paranoid, it doesn’t mean you don’t have enemies. You feel unfriendly eyes watching you closely.
  3. (N2 E1) The darkness feels warm and living, yet is not menacing. It conceals things, but the sharply defined shadows also reveals a stability that lets you know this is the heart of Tenebrosia.
  4. (N1 E2) Through the murk you see walls defining rooms with an utter absence of anything you would consider reason. You don’t feel mortal dread, but a healthy fear of the unknown mixed with fear of surprises.

Stairs / Portals
  • Portal down (N6 E9): Portal down to Sceadu’s Demense, Level 1
  • Portal up (N1 E1): Portal up to Nowhere

Sceadu’s Demense, Level 2

Hints / Journal Entries
  1. (N5 E3) A laugh floats hauntingly through the air. “Alas, this end is not the end you seek.”
  2. (N5 E7) Carved into the black basalt floor you see the gilded question: “If Nowhere is a circle, then the middle is at the end, isn’t it?”
  3. (N5 E11) You hear laughter echoing in your ears. “Close, but the other end is where your prize lurks.”
Special Encounters
  • (N13 E5) Seated in a tall throne you see a powerful figure, but you notice almost immediately that it’s easier to see him by not looking at him. He smiles somewhat uneasily. “I know what you have come for, but I cannot surrender it to you.” We encountered Sceadu.

    After the battle, pick up the Sceadu’s Cloak and the Helm of Justice.

Stairs / Portals
  • Portal up (N0 E0): Portal up to Sceadu’s Demense, Level 2

Berlin

Hints / Journal Entries
  1. (N7 E3) Men in ragged green uniforms, with red stars on their caps, stalk the streets. Children in black uniforms oppose them and battle fiercely for their city.
  2. (N4 E7) You see a ghostly death’s-head floating above this spot and hear a voice asks, “Who am I?”

    Answer: Tyr. When you give a proper answer, the voice asks a secon question: “Now speak my true name, if you dare…”. The answer: Werra.
    When you answer correctly, you will be teleported to Tarmitia. You can just give those two proper answers here right away and skip the whole cities exploration, if you’re so inclined.

  3. (N3 E9) Through the smoke you see children in uniforms carrying weapons and scurrying for cover. Men in green, with red stars on their caps, oppose them.
  4. (N1 E5) A cruel, harsh wind sweeps over you and your hear, “I am known as ARES,” whispered in your ear.
  5. (N0 E0) Runestones. The ground seems well worn here.
Holes in Time
  • (N10 E1) A hole in time to Rome
  • (N6 E10) A hole in time to Wasteland
  • (N5 E5) A hole in time to Nottingham

Rome

Hints / Journal Entries
  1. (N9 E5) Huns stalk the city streets looking for anyone to kill and anything to steal. Their cruel expressions send a chill up your spine. This city is doomed.
  2. (N6 E6) You see a ghostly death’s-head floating above his spot and hear a voice ask, “Who am I?”

    Answer: Mars. When you answer correctly, you’ll be teleported to K’un Wang (N1 E3).

  3. (N5 E8) Roman legionnaires wander the streets in small squads, rooting out Huns and other looters, thin killing them on the spot. Citizens flee lest they fall prey to these angry soldiers.
  4. (N1 E1) Huns roam this city of marble and brick, killing citizens and battling soldiers. Despite your strange garb, you are ignored by many of those fighting around you.
  5. (N0 E1) A cruel, harsh wind sweeps over you and you hear, “I am known as ST. GEORGE,” whispered in your ear.
Holes in Time
  • (N8 E9) A hole in time to Berlin
  • (N6 E2) A hole in time to Hiroshima
  • (N0 E3) A hole in time to Troy

Troy

Hints / Journal Entries
  1. (N11 E5) A cruel, harsh wind sweeps over you and you hear, “I am known as SVARAZIC,” whispered in your ear.
  2. (N10 E5) Greek warriors in ornate breastplates battle with bold Trojan warriors in the city streets. In the chaos you are able to pass through the area without organized opposition.
  3. (N6 E6) The Trojan palace is a gorgeous building filled with massive marble statues and gilded furnishings. Here warriors oppose your passage, but more, you sense, to stop your stealing their loot than out of loyalty.
  4. (N4 E2) You see a ghostly death’s-head floating above this spot and hear a voice ask, “Who am I?”

    Answer: Ares. When you answer correctly, you’ll be teleported to Nottingham (N8 E9).

  5. (N3 E7) Struggling warriors fight through the streets and attack anyone or anything belligerent within sight. You see bodies and blood everywhere, and you know this city is already lost.
Holes in Time
  • (N9 E4) A hole in time to K’un Wang
  • (N5 E7) A hole in time to Rome
  • (N2 E4) A hole in time to Hiroshima

Nottingham

Hints / Journal Entries
  1. (N9 E9) Ragged bands of Saxon peasants rush through the muddy streets and engage Norman knights wherever they meet. The Saxons appear to be winning their fight.
  2. (N8 E9) A cruel, harsh wind sweeps over you and you hear, “I am known as YEN-LO-WANG,” whispered in your ear.
  3. (N6 E6) You see a ghostly death’s-head floating above this spot and hear a voice ask, “Who am I?”

    Answer: St. George. When you answer correctly, you’ll be teleported to Stalingrad (N8 E9).

  4. (N3 E6) Norman knights, clad in mail armor, battle a rabble of peasants and men in Lincoln green. Though the battle ranges around you, no one side is clearly superior.
  5. (N0 E0) Warriors clad in Lincoln green lead a peasant mob in assaults against Norman knights. The battle appears to be even.
Holes in Time
  • (N8 E1) A hole in time to Stalingrad
  • (N1 E2) A hole in time to Wasteland
  • (N1 E10) A hole in time to Berlin

K’un Wang

Hints / Journal Entries
  1. (N6 E5) Mongol invaders and Chinese warriors battle openly in the streets around you. In the confusion you pass almost unnoticed despite your odd garb and looks.
  2. (N3 E4) You see a ghostly death’s-head floating above this spot and hear a voice asks, “Who am I?”

    Answer: yen-lo-wang. When you answer correctly, you’ll be teleported to Wasteland (N1 E1).

  3. (N1 E2) The acrid scent of burning wood floats on the air. Mongol warriors and Imperial soldiers fight in the streets around you while Chinese peasants flee for their lives.
  4. (N1 E3) A cruel, harsh wind sweeps over you and you hear, “I am known as SUSA-NO-O,” whispered in your ear.
Holes in Time
  • (N11 E4) A hole in time to Troy
  • (N8 E1) A hole in time to Stalingrad
  • (N6 E10) A hole in time to Wasteland

Wasteland

Hints / Journal Entries
  1. (N15 E2) You see a ghostly death’s-head floating above this spot and hear a voice ask, “Who am I?”

    Answer: Sdiabm. When you answer correctly, you’ll be teleported to Hiroshima (N8 E6).

  2. (N5 E7) Shattered buildings surround you. Misshappened and misbegotten creatures lurk in the ruins. What ever destroyed this place warped and destroyed these things as well.
  3. (N1 E1) A cruel, harsh wind sweeps over you and you hear, “I am known as MARS,” whispered in your ear.
  4. (N0 E1) A dry wind drives dust over you and it rattles off armor. The blood-red sky forms a bowl over a broken, glowing landscape that something hideous and powerful has smashed utterly.
Holes in Time
  • (N13 E4) A hole in time to Berlin
  • (N8 E8) A hole in time to Nottingham
  • (N4 E1) A hole in time to K’un Wang

Hiroshima

Hints / Journal Entries
  1. (N8 E6) A cruel, harsh wind sweeps over you and you hear, “I am known as TYR,” whispered in your ear.
  2. (N7 E6) Fierce warriors in tan fatigues patrol the streets. A rising sun flag flutters atop a nearby building, and your odd garb makes you an immediate object of everyone’s attention.
  3. (N3 E5) Building of wood and paper look out of place compared to the machined weapons the warriors carry through the streets. You are marked immediately as strangers and warriors move to engage you.
  4. (N2 E9) Warriors in tan fatigues contrast wildly with the subtle beauty of wooden and paper building in the city. Everyone stares at you because you are obviously foreigners.
  5. (N1 E10) You see a ghostly death’s-head floating above this spot and hear a voice ask, “Who am I?”

    Answer: susa-no-o. When you answer correctly, you’ll be teleported to Troy (N11 E5).

Holes in Time
  • (N10 E5) A hole in time to Stalingrad
  • (N8 E7) A hole in time to Troy
  • (N3 E10) A hole in time to Rome

Stalingrad

Hints / Journal Entries
  1. (N8 E8) Cold winds whip through the desolate streets. Men in black uniforms slink through the streets and battle with weary warriors in ragged green uniforms.
  2. (N8 E9) A cruel, harsh wind sweeps over you and you hear, “I am known as SDIABM,” whispered in your ear.
  3. (N3 E8) Men in ragged, green uniforms, with red stars on their caps, rage through the streets and assault warriors in black uniforms. Despite the biting cold, the battle is very nasty.
  4. (N0 E2) Here, out of the wind, you watch as men from opposing armies battle each other with clubs and shovels. All look weary, but they do not surrender to their fatigue.
  5. (N0 E9) You see a ghostly death’s-head floating above this spot and hear a voice ask, “Who am I?”

    Answer: Svarazic. When you answer correctly, you’ll be teleported to Rome (N0 E1).

Holes in Time
  • (N11 E9) A hole in time to Nottingham
  • (N6 E3) A hole in time to Hiroshima
  • (N2 E11) A hole in time to K’un Wang

Tarmitia

Hints / Journal Entries
  1. (N11 E1) Through the smoke you see only shadows and swirls of light. Things gibber and cavort just out of sight, and the wind sounds like the groans of dying warriors.
  2. (N11 E10) To the east is an image of the wilderness back home in Skara Brae.
  3. (N11 E11) A portal back to the Wilderness back home in Skara Brae.
  4. (N3 E9) Here is the strongest feeling of power you have had in this strange warland. Through the door to the south, fate awaits you.
  5. (N0 E10) Werra’s Shield is here, it looks as it was forged yesterday.

    Pick up Werra’s Shield.

Special Encounters
  • (N2 E9) A tall, hugely muscled man laughs. “You’ve come for my shield? Earn it!!” We encounter Werra.

    After you defeat Werra, you will be attacked by 6 Black Slayers. They will kill Werra.

Malefia, Level 1

Hints / Journal Entries
  1. (N16 E3) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Alliria. Here, sculpted from a black ice so frozen that it appears to be marble, you see the form of a god.

    Use the Belt of Alliria. Statue will disappear and leave you a message: “Legions horrid and vast.”

  2. (N2 E10) Lying sprawled on the cold marble floors you see a skeleton clad in armor. The back and breast plates are crushed as if some giant child grabbed a doll and squeezed it in rage. Suddenly someone gasps. Clutched in one had you see a magnificient weapon. It is a blackened steel spear with razored edges on the head and silver runes etched onto the flatter faces. It exudes power and you instantly recognize it as Werra’s Strifespear. That means, you realize, the skeleton belongs to Hawkslayer. It also means you are the only hope of reality…

    You get Strifespear here.

  3. (N0 E10) Runestones.

Stairs / Portals
  • Portal down (N21 E9): Portal down to Malefia, Level 2
  • Portal down (N21 E10): Portal down to Malefia, Level 2
  • Portal down (N21 E12): Portal down to Malefia, Level 2
  • Portal down (N18 E4): Portal down to Malefia, Level 2
  • Portal down (N17 E3): Portal down to Malefia, Level 2
  • Portal down (N14 E8): Portal down to Malefia, Level 2
  • Portal down (N12 E21): Portal down to Malefia, Level 2
  • Portal down (N11 E0): Portal down to Malefia, Level 2
  • Portal down (N11 E7): Portal down to Malefia, Level 2
  • Portal down (N11 E17): Portal down to Malefia, Level 2
  • Stairs down (N10 E0): Stairs down to Malefia, Level 2
  • Portal down (N10 E21): Portal down to Malefia, Level 2
  • Stairs down (N9 E21): Stairs down to Malefia, Level 2
  • Portal down (N8 E17): Portal down to Malefia, Level 2
  • Portal down (N6 E13): Portal down to Malefia, Level 2
  • Portal down (N2 E3): Portal down to Malefia, Level 2
Teleporters
  1. Start (N9 E5) – Destination (Level 3, N21 E11)
  2. Start (N0 E0) – Destination (Level 2, N0 E19)
  3. Start (N0 E21) – Destination (Level 3, N0 E1)

Malefia, Level 2

Hints / Journal Entries
  1. (N16 E18) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Valarian. Here, sculpted from a black ice so frozen that is appears to be marble, you see the form of a god.

    Use the Valarian’s Bow. Statue will disappear and leave you a message: “He cannot be defeated by what he can see.”

  2. (N12 E9) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Lanatir. Here, sculpted from a black ice so frozen that is appears to be marble, you see the form of a god.

    Use the Sphere of Lanatir. Statue will disappear and leave you a message: “To oppose the Usurper’s usurpers.”

Stairs / Portals
  • Portal up (N21 E9): Portal up to Malefia, Level 1
  • Portal up-down (N21 E10): Portal up to Malefia, Level 1 and down to Level 3
  • Portal up (N21 E12): Portal up to Malefia, Level 1
  • Portal down (N19 E18): Portal down to Malefia, Level 3
  • Portal up (N18 E4): Portal up to Malefia, Level 1
  • Portal down (N18 E5): Portal down to Malefia, Level 3
  • Portal up (N17 E3): Portal up to Malefia, Level 1
  • Portal down (N16 E0): Portal down to Malefia, Level 3
  • Portal down (N16 E15): Portal down to Malefia, Level 3
  • Portal down (N15 E7): Portal down to Malefia, Level 3
  • Portal up (N14 E8): Portal up to Malefia, Level 1
  • Portal up (N12 E21): Portal up to Malefia, Level 1
  • Portal up-down (N11 E0): Portal up to Malefia, Level 1 and down to Level 3
  • Portal up (N11 E7): Portal up to Malefia, Level 1
  • Portal up (N11 E17): Portal up to Malefia, Level 1
  • Stairs up (N10 E0): Stairs up to Malefia, Level 1
  • Portal down (N10 E15): Portal down to Malefia, Level 3
  • Portal up (N10 E21): Portal up to Malefia, Level 1
  • Stairs up (N9 E21): Stairs up to Malefia, Level 1
  • Portal up (N8 E17): Portal up to Malefia, Level 1
  • Portal down (N7 E19): Portal down to Malefia, Level 3
  • Portal up (N6 E13): Portal up to Malefia, Level 1
  • Portal down (N5 E11): Portal down to Malefia, Level 3
  • Portal down (N4 E21): Portal down to Malefia, Level 3
  • Portal down (N3 E5): Portal down to Malefia, Level 3
  • Portal up (N2 E3): Portal up to Malefia, Level 1
  • Portal down (N2 E12): Portal down to Malefia, Level 3
Teleporters
  1. Start (N0 E0) – Destination (Level 3, N0 E20)
  2. Start (N0 E21) – Destination (Level 1, N0 E1)

Malefia, Level 3

Hints / Journal Entries
  1. (N20 E15) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Sceadu. Here, sculpted from a black ice so frozen that it appers to be marble, you see the form of a god.

    Use the Sceadu’s Cloak. Statue will disappear and leave you a message: “Hold his allies at bay.”

  2. (N5 E12) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Werra.

    Use the Werra’s Shield. Statue will disappear and leave you a message: “It can be stolen from the jaws of defeat. The way is open for the new generation.”

  3. (N2 E21) Only the weak light burning in the eyes, and the expression of utter horror on the face tells you something is very wrong. The statue looks like Ferofist. Here, sculpted from a black ice so frozen that it appears to be marble, you see the form of a god.

    Use the Ferofist’s Helm. Statue will disappear and leave you a message: “He opens the Gates of Hell.”

Special Encounters
  • (N11 E10) As you enter the room, waves of heat wash over you from the lava pit in front of you. Guarding a narrow bridge that spans the chasm is a skeletal figure and his minions. “Fools, none shall pass!!” We encountered 10 Vortex, 20 Tarjan Warrior, 2 Black Dragon, and 1 Redbeard.
  • (N8 E11) You enter the room and stumble upon an arcane religious ceremony in progress. The priestess points in your direction. “They will make a perfect sacrifice for the Mad One!” We encountered 1 High Priestess, 20 Black Paladin, 3 Rock Demon, 3 Pit Demon.

Stairs / Portals
  • Portal up (N21 E10): Portal up to Malefia, Level 2
  • Portal up (N19 E18): Portal up to Malefia, Level 2
  • Portal up (N18 E5): Portal up to Malefia, Level 2
  • Portal up (N16 E0): Portal up to Malefia, Level 2
  • Portal up (N16 E15): Portal up to Malefia, Level 2
  • Portal up (N15 E7): Portal up to Malefia, Level 2
  • Portal up (N11 E0): Portal up to Malefia, Level 2
  • Portal up (N10 E15): Portal up to Malefia, Level 2
  • Portal up (N7 E19): Portal up to Malefia, Level 2
  • Portal up (N5 E11): Portal up to Malefia, Level 2
  • Portal up (N4 E21): Portal up to Malefia, Level 2
  • Portal up (N3 E5): Portal up to Malefia, Level 2
  • Portal up (N2 E12): Portal up to Malefia, Level 2
Teleporters
  1. Start (N20 E8) – Destination (Level 1, N3 E11)
  2. Start (N18 E11) – Destination (Level 1, N21 E10)
  3. Start (N0 E0) – Destination (Level 1, N0 E20)
  4. Start (N0 E21) – Destination (Level 2, N0 E1)
Special – Teleporter

(N11 E11) Teleporter to Tarjan. As the party walks into the room, the floor dissipates and the party falls through a field of stars.

Tarjan

Hints / Journal Entries
  1. (N3 E3) You fell power pulsing like a heartbeat. You are very close to the source of all evil!
  2. (N1 E0) You feel an overpowering aura of evil here. You are close to finally fulfilling your quest.
  3. (N0 E0) You feel that this is a gate back to Skara Brae.

    You can teleport to Skara Brae from here.

Special Encounters
  • (N2 E3) We encountered 30 Black Slayers, 30 Rock Demons, 30 Vampire Lords, and Tarjan.
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