Tomb Raiders

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Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.
Campaigns
1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
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1. Steadwick's Liberation
2. Deal With the Devil
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2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
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1. Farming Towns
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1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
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3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
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5. Returning to Bracada
1. Target
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3. Finneas Vilmar
4. Duke Alarice
1. Harvest
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3. Search for a Killer
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7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
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1. Frontier
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1. World on Fire
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4. Tomb Raiders
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1. A Barbarian King
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1. Cerberus Gate
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1. The Trouble with Magic
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1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
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5. Distrust
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1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword
Frederick must find Henrietta, who has gone on a quest for the warlock Agar. The last message received from her read that her team had discovered an ancient tomb and headed inside to explore it. Landslides caused by giant worms blocked many of the roads through mountain passes. Airships must be the solution... Tomb Raiders Horn of the Abyss
4 Total Players / 1 Human Player
1
4
Size 5 (180×180) - H Underground enabled
Frederick must save Henrietta lost in the underground tunnels during her search for the warlock, Agar. Her last message was about finding the lost tomb, where her expedition then headed. The level of heroes is unlimited. The difficulty you choose would define your possibilities on the global map.
Victory condition:
Defeat Monster
Loss condition:
Lose All Your Towns and Heroes
Allies: Teal Enemies: GreenOrangePink
Choose a bonus:
Start with 8 Sentinel Automaton(s)
8
Start with 20 Engineer(s)
20
Start with +2 Defense on Frederick
2
Difficulty 4: Expert - The player starts with a handicap in resources, and the computer plays to the best of its ability.
Carried to next scenario:
FrederickFrederickWizard's WellRing of the Magi
Max level:

Prologue

KastoreKastore Kastore: Having to make do with less… the worst torment imaginable for one who knows his worth. There were times when the process of satisfying my interests involved discovering new worlds. I could unleash the awesome power hidden in a grain of matter–and now I roll around inside a stinky barrel for weeks, just to test a little hypothesis! Anyway, I must find out whether this self-professed artificer, Fenimore, Farragut, whatever his name, has indeed achieved something yet unseen in this world, or is he just another fairground mountebank like all other “scientists” I have met here thus far?

Scenario

Timed events

Day Title Message
Day 1 Henrietta's Expedition FrederickFrederick Frederick: Four years have passed since we defeated Dargem’s pirates. Much has changed in Burton, what with all the new inventions, new allies... and new, previously unfamiliar faces.

Sorcerers who had once been in the service of Archibald Ironfist began to appear more and more often in the cities of the Wastelands, now a haven for the rejected of this world. I remember well how I met Wrathmont during the battles with the pirates, but the influx did not end with him.

Not long ago, we heard rumors that the famous warlock Agar himself had come to the wastelands, supposedly settling in the western mountains and setting up a laboratory there. I was pretty sure that Agar had turned into a lich and then been destroyed. Didn't matter. Something completely different was really important now...

Soon after Agar had settled in the west, disturbing reports began to arrive in Burton. At first, it was news of rockfalls and landslides in the mountains, but we didn't pay much attention to them. Landslides are not uncommon in such a geologically heterogeneous landscape. Later, however, we found out that Sandworms might be involved. These creatures had been around for a long time, occasionally bothering farmers, but they were rarely seen. Most witnesses spoke either of wide furrows in the ground seemingly dug up from below, or of mysterious holes that caused posts and fences to fall, but there were no direct confrontations. However, the creatures of which recent rumors spoke were different: not only larger, but much more aggressive—they attacked mining camps, devoured herds, and attacked trade caravans and lone travelers.

Everything indicated that those were no ordinary worms. Those creatures were not plain animals—no, they looked like the product of someone's keen mind.

At the Burton town council meeting, the task was set to find Agar at all costs and to find out if he had anything to do with the strange worm attacks. Henrietta immediately volunteered to go on the expedition. Without wasting much time packing, her scouting party left Burton. Days, then weeks, passed, and it finally became clear that something had happened to her expedition. Any attempts to follow its trail were futile: constant rockfalls and earthquakes caused the road through the western mountains to keep changing like an enchanted labyrinth.

Then I realized what we needed. Airships, stopping at no obstacle—that was our solution! I had been doing other, albeit very important, things for too long, but it hurt me to see my favorite project stalled without any development.

Day 1 Frederick meets Kastore FrederickFrederick Frederick: I was on my way to Volta, a free city west of Burton. The recent earthquake had destroyed the factories there, but I hoped to find companions among those involuntarily out of jobs. This town was the last place Henrietta and her party were seen. That afternoon I boarded a ship at the port of Orca's Maw: I intended to round the first mountain range by sea and reach Volta, whence my air expedition would start.

Imagine my surprise when, just before we set sail, a messenger caught me and announced: "Kastore, the King of Deyja, intends to pay a visit to Burton to establish and strengthen economic ties and wishes to meet with Frederick."

The Deyjan King? Here? Of course, news had reached me of how a certain Kastore had come to power last year in that land of necromancers and dark sorcerers, but I had never been interested in those squabbles. Coups are commonplace in Deyja. But what would he want here, and what economic ties could there possibly be when there wasn't even a single port city in Deyja? And how did he know my name? On the other hand, the world of magic is small, and the artificers’ world, even smaller. I ordered a fast brig to go out and ask the captain of the Kastore’s ship to call at Volta instead of Orca's Maw. I was running out of time, but the preparations for the expedition were to last a few more days, and I hoped that the meeting with the unexpected guest would not take too long. I didn't want to ignore the visit of the ruler of Deyja and make a new enemy in him—too many powerful wizards were already on the list... and who knows, maybe Kastore would turn out to be an interesting conversation partner?

I was struck by the view that opened up as we approached the port of Volta. From afar, I saw a great ship under gray sails, easily capable of carrying an entire army. How fortunate that we had dredged the port the year before so that heavy ore freighters with a large draft could unload here.

That was when I first saw Kastore. An elf in shining armor stood at the gangway of the giant ship with his hands behind his back. On either side of him, multi-armed serpent women stood frozen like statues, armed to their teeth. Nagas are a common sight in Bracada, where they can be found in the service of many wealthy mages, but I knew that any skilled sorcerer could summon those fearsome creatures. It was harder to get them to obey commands, though, something only the most powerful wizards could do.

My arrival did not seem to make much impression on the lord of Deyja. Without even turning his head, he said dryly:

KastoreKastore Kastore: “I expected to see you, but you kept me waiting... Frederick, right?”

FrederickFrederick Frederick: “That is right," I answered. “What can I do for you?”

Kastore turned to me leisurely.

KastoreKastore Kastore: “Word of your inventions is spreading to every corner of Enroth. Deyja is no exception, of course. You know me only as the ruler of a distant land, but I would like you, Frederick, to think of me as a colleague. I am an inventor of sorts myself.”

Day 2 Conversation with Kastore FrederickFrederick Frederick: Kastore surprised me. Maybe I'd expected a lavish procession that would accompany the sovereign from the port to the city... or dark spirits hovering around the king of the Necromancer land. Kastore, however, was on a very ordinary horse, riding with enviable horsemanship beside my steed, all by himself. The Nagas were gone, but I had no doubt that, should the king be in danger, they wouldimmediately appear out of thin air. Everything in Kastore’s way of moving his body, in his stance on horseback, and in his skill of noticing even the smallest details around him, told me that he was an experienced traveler with many adventures under his belt. I did most of the talking, Kastore only occasionally asking for more details about this or that aspect of our life in the wastelands, and being particularly interested in how we'd gotten here. I was careful enough to keep some of the details to myself. He wasn't the least bit interested in my tales of demons falling from the sky with the stars, but my theory about the moon, where I assumed those demons had dwelt before, seemingly amused him. When it came to our airship journey, Kastore raised an eyebrow, looked me in the eye and asked:

KastoreKastore Kastore: “Can I hope to see your marvelous aeronautical machines? If they are even half as good as you describe them, it won't soon be a problem for even the scantiest knight to get safely to any point in Antagarich, and a wealthy, modern-minded merchant will be able to spread his customer network to cover the whole world!”

I couldn't believe my ears, but Kastore… it was as if he read my mind and saw my dreams in the palm of his hand. It was a risky decision, but the prospect of a powerful ally who could make the glory of my inventions known to the world was too tempting. I said yes.

FrederickFrederick Frederick: “Of course. In a few days I’ll have to bid you farewell; my assistant and apprentice Henrietta, of whom you already know from my story, is in trouble, and I plan to depart from Volta in search of her, precisely by airship. I have a few test flights to make with the new model before that, so I invite you to join me and see for yourself.”

Objects

Events

Location Message
120, 165, 0 FrederickFrederick Frederick: We left Volta the next day. The airship shipyard was a ways from the city, and we still had to reach it and load some equipment on board. Kastore was silent for most of the trip, only occasionally making some remark about the design of the automatons and other fruits of progress he'd seen in Volta. Sometimes the elf asked me technical questions—I didn’t fully grasp all of them, but I answered to the best of my knowledge and erudition. The elf gave short and dry answers to my questions, but it was challenging for me to deduct anything of use from them. Most of all I was surprised by his ability to perform complex calculations in his mind almost instantly; in those moments, he turned away and brought his hand with an inconspicuous-looking bracelet of strange material to his face. It looked a little funny: as if an all-knowing spirit was hiding in that piece of dull gray bone, providing him ready-made answers—but I knew for sure that spirits weren't any good at hard science.

Something told me that the ruler from overseas knew far more than any of the artificers in Burton, or perhaps even myself. Where did he get this knowledge? Why was he so interested in our inventions?

That’s not how I imagined a king of necromancers to be at all…

Note: ONLY applies to HUMAN player.

Contents: Set 50000 Movement Movement points

94, 104, 0 FrederickFrederick Frederick: There was the entrance to an immense tomb in front of us... if it was indeed a tomb. Kastore, who had been following me with his usual indifferent, even sour expression, suddenly perked up. He looked with keen interest at the strange symbols scattered here and there at the entrance to the tomb for a while. Then he said:

KastoreKastore Kastore: “Well, interesting. I've been in tombs like this before.”

FrederickFrederick Frederick: With these words, Kastore pulled an object of unknown purpose from his belt and took a few steps forward. That thing had long ago caught my attention. What was it? A scientific instrument unknown even to me? A family heirloom? Who knows...

The elf waved the object from side to side for a while, looking into the dark halls of the tomb, and finally exhaled:

KastoreKastore Kastore: “There seems to be no one in there; we can go in. Still, that doesn't mean we can afford to let our guard down," Kastore said in an instructive tone.

6, 49, 1 FrederickFrederick FrederickAgar. What did I expect from meeting this man? It's hard to say. There were all sorts of rumors about him, some contradicting others. Years ago, I heard that he'd turned into a lich, shortly after the Succession Wars. Then I heard that he had been killed during an experiment in his laboratory. I also heard a very naturalistic recount telling that Agar had been mauled to death by his own monsters. According to another credible source, Agar was killed in a wizard tournament. Finally, word came that Agar had arrived in Jadame, alive and well...

There was a wide range of speculation among the wizards and artificers of Burton regarding the sandworms. Some claimed that Agar had begun to experiment on wild worms, and the subjects had gotten out of control. Others insisted that he was deliberately siccing the worms at the settlements for purposes known only to himself.

And now Agar stood before me. The sorcerer was clearly as alive as it gets—at least, he didn't look anything like a lich. His eyes were racing, a nervous smile twitching on his face. He seemed undecided whether to talk to me or run away.

AgarAgar Agar: “Are they... are they still here?” He asked, looking into my eyes, then Kastore’s, then mine again.

FrederickFrederick Frederick: “The worms? The ones in the lab? Killed.”

Agar sighed with the relief of a man who had been dragged out of the noose and kicked off the scaffold.

AgarAgar Agar: “If only I'd known how this new experiment would turn out... I wouldn't have started it. At first everything was going great. The first batch of Olgoi-Khorkhois performed admirably, their voracity was admirable, and their teeth were stronger than any naturally occurring material I know. And then... then it seemed to me that someone had tapped into my work and brought chaos to it. A worm of a different kind appeared in the new brood—I called it, or rather her, Matriarch. I thought it was nothing special, just a new stage of accelerated evolution, something I was very familiar with... But the Matriarch's will felt stronger for the creatures than mine. Most of her brood no longer obeyed me, and now she was beginning to seize control over the earlier generations as well. I'd managed to keep some of them under my control, wasting an insane amount of magic, but it wasn't much use—they weren't even strong enough to help me get out of the lab! If you knew how much trouble those worms have been for me…”

FrederickFrederick Frederick: “If only for you," I said spitefully. “Your worms have made the area around the lab a living hell. Landslides are destroying the mountain roads. The Olgoi-Khorkhois attack mines and border settlements, and their burrowing causes earthquakes that wreak havoc even in places where they don't show up above the ground.”

Agar suddenly straightened up and looked at me carefully, squinting into my eyes.

AgarAgar Agar: “Young man... You're beautifully angry—I could almost believe you'd come all this way just to seek me out and admonish me for my carelessness. Now speak your mind. What happened? What do you really want here?”

FrederickFrederick Frederick: “No, this story indeed was all about you when it started. Not long ago, an expedition set out from Burton to find you. And then they disappeared. Apparently, they got lost in the underground passages and wandered into an ancient tomb, but the worms destroyed the passage to the northern part of the tomb, so now our companions are cut off from the outside world.”

AgarAgar Agar: “The worms... I'm afraid the only way to stop their spread is to destroy the Matriarch. I don't see any other option. Besides, I can't continue my research while she's alive, and I'm not in the habit of abandoning my work halfway through. I swear you'll shake old Agar's hand when I show you what my little worms can do when there’s no one else in their heads! As for your expedition... I think I know which tomb you're talking about. There are flooded caves adjacent to my lab that lead north, to the tomb caves and another entrance—behind it there is a strange hall, the Hall of Illusions. I have tried several times to traverse those caverns, but to no avail—they are full of strange thick fog, extremely hard to wade through. But if you insist... There are two magic scrolls left in my laboratory, which will be very useful for us.”

FrederickFrederick Frederick: With that, Agar gestured for me to follow him toward the lab.

41, 22, 1 FrederickFrederick Frederick: The flooded caverns appeared again, and it looked like we would have to take the boat again. Agar had warned us: he himself had tried several times to reach the other shore of this underground lake, by magic and by boat, but the lake was full of underwater rocks, and the other shore was too far away to be reached with a spell.

Perhaps we could see what we need to see, should we walk on water around our ship?

87, 68, 1 A strange sensation filled your mind. For a moment you felt as if the very march of time had stopped....

Note: ONLY applies to HUMAN player.

Contents: Set 90000 Movement Movement points
89, 38, 1 FrederickFrederick Frederick: The caves were getting deeper, and it was getting darker. Even the magical light I'd conjured up seemed to fade only a few cubits away.

“There's something up ahead," I said. “Or someone.”

Agar uttered a few words and waved his hands, casting some kind of spell. A weird noise came from somewhere in the depths—growls, bellows… moos?

AgarAgar Agar: “I could feel the presence of monsters. Three huge... groups of monsters, and there seems to be no one else in the dungeon but them,” he remarked. “Some of them are worms, but there are also manticores, behemoths, and other creatures... unfortunately, at this distance, it's hard to tell which ones.”

103, 107, 1 FrederickFrederick Frederick: Our expedition into the depths of the mysterious vault continued. We had to do our best so this tomb—built for whom? when?—would not become ours as well. Not only worms and the usual undead, but also all sorts of magical creatures prowled the dark corridors and dusty halls. Some of those monsters had probably infiltrated here from the nearby caves when the collapses had opened the passageways; others seemed to have always been here, guarding their ancient secrets. Though I called this place a tomb, we found no ritual burials here. I kept thinking about who and why had erected this majestic underground temple. However, my companion did not seem to care about such things. Kastore appeared a man changed—like a young alchemist, whom his master finally allowed to use his distillation pipes, reagents and incunabula after years of training, he kept rushing from one wall covered in writings unintelligible for me to another. Every now and then, he fervently flipped through a small book, making notes in it. Soon the elf apparently noticed that the ancient hieroglyphs did not arouse the same kind of enthusiasm in me.
122, 177, 1 FrederickFrederick Frederick: Kastore decided to continue the conversation we had begun about Enroth's long past:

KastoreKastore Kastore: “The masters of the Time of Wonders did not answer their subjects in their hour of need... and you and I are exploring this ancient tomb today. There seems to be no connection—but in fact, the reason for these events is the same. The Kreegans, or as they're known here, demons. Though these creatures have no affinity with those who inhabit the subterranean depths and ethereal planes, and only slightly resemble them in appearance," Kastore continued. I couldn't imagine interrupting him, though I wanted to ask and ask and ask.

Funny, isn’t it: I had once been an all-knowing mentor like that myself, sharing what I considered to be unrivaled knowledge, while the little wiggly girl interrupted me every now and then with her silly comments and clarifications. What a wonderful time it was in our lives… and what a doubly, triply wonderful time it is now. If I only can find Henrietta in these labyrinths—I want her to walk this path with me.

FrederickFrederick Frederick: The elf seemed to understand what was going on in my head, and went silent at times, letting my mind digest the revelations.

“But the Silence came more than a millennium ago... Had those Kreegans already invaded Enroth?”

KastoreKastore Kastore: “They didn’t manage to that time round. But before I tell you that part of the story, let me enlighten you about space and planets. Listening to your hypotheses about the origin of demons, I noticed: you stick to the geocentric system of the world, but astrologers and stargazers have long argued about whether the Sun revolves around Enroth, or it is the opposite.”

FrederickFrederick Frederick: “I, too, am a keen observer of the heavenly bodies, and I know a few thing about it..." I got indignant, realizing where this conversation was going, but I shut my trap when I saw Kastore’s face twist in the torchlight.

KastoreKastore Kastore: “The planet revolves around the sun. That’s the only truth. As is the fact that up there in the sky, every star to the last is also a sun. Many of those suns also have planets that revolve around those luminaries. I could prove it to you now, were we not underground... though the entangling charms of these places are so insidious, even I would find it difficult to tell when the next night would come. How long have we been here—days? Weeks?”

FrederickFrederick Frederick: “And it feels like months," I finished his thought. Kastore frowned and wrote something down in his book.

123, 177, 1 KastoreKastore Kastore: “Imagine these distant worlds as islands separated by a vast ocean of stars. And long ago, even I don't know when and where from, ships of a powerful, ancient civilization appeared in this ocean. Different sources have different names for them: Gods, Makers, Ancients... The interstellar empire expanded, swallowing worlds like a sea dominion absorbs uninhabited islands, building its settlements and fortresses on them. Enroth is just one of those islands, and this tomb is their ship... no, just a small fragment of it. The Ancients have other tools that allow them to cross the abyss of the void. In some ways they are even more efficient than ships. You've no doubt encountered portals.”

FrederickFrederick Frederick: “Of course I have! The art of portal placement is one of the disciplines taught at the Bracadian Academy of Magic. These portals give Bracada a link to hard-to-reach towers and palaces beyond the clouds, nearly impossible to reach by normal means. But the farther two points are from each other, the harder it is to create a stable portal between them.”

KastoreKastore Kastore: “That's right: the principle is the same, but these gates cover unimaginable cosmic distances. The Ancients covered their island worlds with a network of portals that became part of the great connecting Web of Worlds. As long as the colonies were connected, they thrived. And then came the Kreegans. They were strong, had high technology at their disposal, and were characterized by remarkable cohesion: a hivemind akin to that of ants.

They were also breeding incessantly and incredibly fast. More and more resources were needed to supply their ominous colonies and hives. So the Kreegans went to war against the Ancients, even though the Ancients tried to negotiate with them first. Like pirates, the devils ravaged worlds, and once they had looted and killed their fill, they went on to do the same elsewhere. The machines the Kreegan use to go from world to world look like celestial bodies,” I remembered the insides of the meteorites I'd seen on that unfortunate day! “But of course, like any ship, they are slow compared to traveling through a portal. The Kreegans are familiar with the principle of teleportation, they can summon beings, they have access to other planes of existence… But they have not mastered the art of traveling between worlds as perfectly as the Ancients.”

FrederickFrederick Frederick: Kastore was silent. I looked at him and realized that he expected to hear my conclusion. I cautiously began fishing a complete thought out of the ocean of assumptions and hypotheses:

“The thing that happened was that the Kreegans attacked not only the various worlds, but also the very portal system created by the Ancients... That's how contact between the planets broke down.”

KastoreKastore Kastore: “That is correct. The Kreegans infiltrated the gateway system between worlds. The Ancients were able to counter this threat, but eventually the unity of the portal network was broken. That damaged the invisible threads that held it together and carried the voice and guidance of the Ancients to countless colonies. The Web of Worlds was torn. And so began what many planets call the Silence, or other similar words.”

FrederickFrederick Frederick: “Orphaned, the colonies found they no longer had a higher power, and the viceroys got into bloody internecine wars," I finished.

My whole world turned upside down and expanded overnight to the size of the sky, maybe even further. I needed time to think about it.

126, 32, 1 FrederickFrederick Frederick:We were stepping cautiously through the large room. Kastore read the sign at the entrance; it read: "Hall of Illusions." It was oddly quiet here—we'd seen genies, efreeti, and other monsters in other halls, but this one was surprisingly empty. I was peeking around nervously.

In the blink of an eye, everything changed. A strange rumbling sound came from the depths of the tomb, and a moment later, the Efreeti and Kreegans appeared before me: dozens and dozens of huge red-skinned creatures! One of them looked familiar... Of course! It was the same Efreet we had to fight before fleeing from Eeofol. But how...? Ah, right! These are the illusions I was warned about. These phantoms are more than a play of light and shadow. Their scythes and whips can harm us just as much as the real thing.

155, 149, 1 The dwelling in the far corner of the cave looked abandoned at first glance, but you quickly realized it was not: once inside, you found yourself in a hut full of bookshelves and potion vials. The alchemist, clearly the place’s owner, was leaning over a crystal ball, looking at something.

“Finally!", he said. “I've been watching you for some time, and I knew you would come. You're looking for Agar’s lab, aren't you? I know where it is, and I know the man well. As for the lab, it used to be relatively easy to get to, but it all changed when he started experimenting with those... worms. Now many of the roads have been destroyed by landslides, and the place can only be reached by air. Please take a look at this," the alchemist points to his crystal ball. “I have something to show you.”

174, 137, 1 KastoreKastore Kastore: “Tell me, Frederick, what do you know about the era called the Time of Wonders?”

FrederickFrederick Frederick: Kastore asked me as we explored another room. As a young man, I had avidly studied even the most dubious sources on the subject, trying to find a way to rediscover the mysteries lost in time, but now, for some reason, the academy textbook sprang up in my mind. I recited aloud the text I had once memorized:

“The Time of Wonders was a time when the world was not yet divided into states and was ruled by all-powerful mages. Their unlimited powers allowed them to create mighty artifacts from pure energy and to control the elements a hundred times more skillfully than the most powerful elementalists alive today. Their rule was so wise and merciful that the world knew neither hunger nor war. The most sophisticated of their magical creations called Heavenly Forges could even create full-fledged copies of objects. Many of the items now known as legendary artifacts were regular soldier's gear in those days. The Time of Wonders lasted until one man, the viceroy of the mages in the land now known as Dragonsand, on the continent of Enroth, caused a devastating cataclysm. This calamity wiped out dozens of cities overnight and turned that area into a poisoned wasteland. Everyone waited for a response from the omnipotent mages, but there was only silence.

Then the regents of the lands realized there was no more supreme power over them, and an era of endless wars began, where power over the remnants of the perfect world was at stake. Of course, the world was never the same again. And only Bracaduun, an empire created out of discipline and the power of mind, remained...”

KastoreKastore Kastore: “You don't have to go on," Kastore waved his palm. “I'm not interested in what's written in the Bracadian books. Gavin Magnus will never let the truth out, though he knows it as well as I do.”

FrederickFrederick Frederick: I had never doubted that the king of Bracada was full of secrets and knew more than any other wizard in the land. He'd been alive for centuries, and it didn't look like he was planning on dying anytime soon. There were rumors of his secret vault, where relics from the Time of Wonders were supposedly collected after miraculously surviving the devastating raid of the barbarian king Tarnum that destroyed the Bracaduun Empire. It was not at all surprising that the old man was unwilling to share knowledge and did everything he could to hinder the academy scholars eager to find new ways to seek it. In Bracada, one can only use the cognition methods approved by him personally, and everything else is condemned or anathematized. I had experienced this firsthand!

I asked Kastore:

“So, the old books lie?”

KastoreKastore Kastore: “Yes and no. Rather, they don't tell the whole truth.”

FrederickFrederick Frederick: “Do you know the truth?" I asked Kastore. Our conversations were becoming less and less formal, and I no longer regarded him as a king. A scientist, an inventor, a teacher... I was hungry for answers to the questions that plagued my mind, and I braced myself for new knowledge.

15, 19, 1

Note: Blank event; ONLY applies to Pink AI player.

15, 20, 1

Note: Blank event; ONLY applies to Pink AI player.

50, 34, 1 Technical block event

Note: ONLY applies to Pink AI player.

Towns

Location Player Type Name
121, 163, 0 Teal Factory Volta
175, 179, 1 Green Necropolis -
34, 84, 0 Orange Stronghold -
121, 20, 0 Orange Stronghold -
141, 96, 0 Orange Stronghold -
179, 178, 0 Orange Conflux -
12, 34, 1 Pink Necropolis Darkness
45, 40, 1 Pink Necropolis Darkness

Heroes

Location Player Hero
154, 168, 0 Teal FrederickFrederick Frederick the Artificer
2, 150, 0 Green MormolykosMormolykos Mormolykos the Necromancer
Note: Hero identity is Nimbus.
86, 89, 0 Green VolothomonVolothomon Volothomon the Knight
39, 19, 1 Green TrophonTrophon Trophon the Necromancer
Note: Hero identity is Thant.
51, 2, 1 Green FulgheaFulghea Fulghea the Elementalist
61, 27, 1 Green MelineMeline Meline the Necromancer
122, 31, 1 Green ZydarZydar Zydar the Heretic
134, 63, 1 Green HenriettaHenrietta Henrietta the Mercenary
Note: Hero identity is Sam, whilst Henrietta is disabled on this map.
169, 11, 1 Green DargemDargem Dargem the Navigator
104, 98, 0 Orange UlkumiUlkumi Ulkumi the Planeswalker
34, 84, 0 Orange GorgheGorghe Gorghe the Barbarian
121, 20, 0 Orange AkratosAkratos Akratos the Barbarian
141, 96, 0 Orange SemachusSemachus Semachus the Barbarian
38, 85, 1 Orange PhlegethPhlegeth Phlegeth the Demoniac
92, 43, 1 Orange GhiusGhius Ghius the Overlord
106, 51, 1 Orange BreusBreus Breus the Overlord
121, 49, 1 Orange KotusKotus Kotus the Overlord
43, 103, 0 Pink ThammusThammus Thammus the Death Knight
12, 111, 1 Pink TonantTonant Tonant the Planeswalker
52, 136, 1 Pink TelchionTelchion Telchion the Elementalist
Note: Hero identity is Gelare.
64, 174, 1 Pink IokeIoke Ioke the Necromancer
111, 7, 1 Pink BoydBoyd Boyd the Death Knight
Note: Hero identity is Moandor.
120, 177, 1 Pink KeioKeio Keio the Ranger
Note: Hero identity is Giselle.
149, 94, 1 Pink YrkulaYrkula Yrkula the Elementalist
163, 51, 1 Pink FrederickFrederick Frederick the Alchemist
Note: Hero identity is Neela.
4, 48, 1 Encamped AgarAgar Agar the Artificer

Monsters

Location Type Message
11, 152, 0 Harpy Hag Harpy Hags When the last vampire collapsed, we were surprised to find several dozen harpies languishing in cages. No idea what the vampires had in store for them!
31, 159, 0 Bounty Hunter Bounty Hunters Among the prisoners, you recognize a familiar gunslinger from Burton.

“Frederick!”, he exclaims. “I never thought I'd see you again. After the rockslide we got trapped, and then these Dragonslayers showed up out of the blue and accused us of having caused the calamity.

From what I've heard from these soldiers, their commander, Volothomon, was hunting black dragons in the mountains north of a certain tomb, and he seems to have now fallen into the same trap as our group”.

32, 87, 0 Hobgoblin Hobgoblins Kastore talked about something with the leader of the goblins you met on the way. You have no idea what points were raised, but the elf easily convinced the entire gang to join. Do you accept their help?
28, 54, 1 Evil Eye Evil Eyes I was carefully stepping through the caves that led deeper from Agar's lab. For a moment, I felt as if my own magical powers were fizzling... but only for a moment. My thoughts were interrupted by odd noises. Evil Eyes appeared ahead! Of course. I could have guessed that Agar would leave his favorite “beasties” to guard the laboratory!
91, 106, 1 Master Genie Master Genies Lightning flashed, and a crowd of genies flew out from around the corner in front of me! The Genies and Efreeti are known to be sworn enemies... What power could force them to unite as the guards of this tomb?

I had made acquaintance with some genies in Bracada, but the ones I was seeing now… something was wrong about them. I was about to call out to one of them, but too late; without saying a word, the genies attacked.

107, 106, 1 Efreet Sultan Efreet Sultans As soon as I approached the portal, over a dozen fiery whirlwinds—Efreeti—appeared out of nowhere. I ordered my men to prepare their weapons.
135, 65, 1 Olgoi-Khorkhoi Olgoi-Khorkhoi FrederickFrederick Frederick: We had been running along the tunnel for hours. I can’t say how much time passed, but it’d been quite a while since I’d begun finding marks on the walls and columns, in a language I invented myself and taught Henrietta back in the day. The labyrinth of caves and catacombs did not seem to end, but we were undoubtedly warm on the trail. My only worry was getting there too late... no way the halfling’s team could have enough provisions to last them all these months, or however long we had been underground. Kastore gestured to me. Some of the cave’s walls appeared melted, as if they had been touched by a ray of fire. Then we heard weird humming; a light flashed above us, and everything froze again. A moment later, the stench of burning meat reached us. Kastore drew his weapon and I prepared my spells. We rushed into the passage whence this scorching light had just burst out. The closer we got to that horrible smell’s origin, the more charred chitinous shells of worms we came across. Finally I saw Henrietta. The girl was emaciated, her face dirty and scratched—but she was alive! She was holding something akin to a stone ball in her hands, waving it around.

HenriettaHenrietta Henrietta: “Frederick! Watch out! There are hundreds of them here! This thing, it... it burns them!”

FrederickFrederick Frederick: I didn't quite get what thing she was talking about. The stone ball? But how can…

The wall to our right collapsed. I saw the gaping maws of the worms—they were about to fall out of the hole, right at us. Suddenly the space was filled with a mechanical hum. I went blind for a second, and when my vision came back, the worms were writhing in the flames, and Henrietta’s stone ball shimmered with a glow similar to that flash, but softer.

KastoreKastore Kastore: “Frederick, don’t stand there like a fool! Look around!”

FrederickFrederick Frederick: Kastore hissed at me, but it was too late. The ground beneath us parted and sunk; we fell into an even lower cave. That was where we met the Matriarch. This was her lair; it was crawling with larvae and adult worms, and there were even more of her hideous eggs.

“Well... so we found both of them: Henrietta and the Matriarch,” I muttered and prepared for the fight.

Seer's Huts

Location Quest Reward Messages

11, 99, 0
Return with:
1 Bone Dragon Bone Dragon
200 Skeleton Skeletons
10 Gunslinger Gunslingers Proposal: You can hear men screaming. Rushing to the sound, you find a group of gunslingers surrounded by undead. You want to help them, but you are stopped by a necromancer directing the undead soldiers. He says:

“We can make a deal! Bring at least 200 Skeletons and 1 Bone Dragon, and I'll let these people leave.”

You are loath to trust a necromancer, but fighting him would put your army in danger.
Progress: (none)
Completion: The Necromancer is pleased with the reinforcements you brought him and is willing to keep his word. Do you want to exchange skeletons for the captured Gunslingers?


12, 50, 0
Defeat:
Rust Dragon Rust Dragons at 35, 74, 0
Sword of HellfireSword of Hellfire Proposal: Rust Dragons are menacing the northeastern region of this land. If you could be so bold as to defeat them, I would reward you richly.
Progress: (none)
Completion: At last, you defeated the Rust Dragons, and the countryside is safe again! Are you ready to accept the reward?

16, 172, 0
(repeatable)
Return with:
Amulet of the UndertakerAmulet of the Undertaker
+1  Attack skill or +1  Defense skill or
+1  Power skill or +1  Knowledge skill
Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Amulet of the Undertaker, you would be well rewarded.
Progress: (none)
Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Amulet of the Undertaker, yes?

32, 66, 0
Defeat AkratosAkratos Akratos the Barbarian Breastplate of BrimstoneBreastplate of Brimstone Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice.
Progress: (none)
Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward?

38, 157, 0
Return with:
20/40/60/80/100 Crystal
+1  Defense skill Proposal: I forge armor from rare and valuable metals such as Kergar and Erudine. Bring me 20/40/60/80/100 crystals and I will forge the finest armor for you and your troops.
Progress: (none)
Completion: These crystals are just what I need! I can start forging armor right now.

Would you like to give the crystals to the blacksmith?


42, 113, 0
Defeat:
ThammusThammus Thammus the Death Knight
40 Armadillo Armadillos Proposal: When you enter the tree hut, you find a troll. His heavy club is lying on the floor, and he doesn't seem to notice you at first. Finally, he turns to you.

“Leave me alone! I'm disgraced. I was once known as the strongest warrior of my tribe, but a while ago, returning from a hunt, I found my village burning. I followed the track and found an army of undead with a death knight in command. They are way too strong for me, so I can't avenge my tribesmen. Will you help me? Our tribe has never been wealthy, but I may have something to thank you with.”
Progress: (none)
Completion: I watched the battle from the hill and saw your victory. You humans value gold above all else, but I can not pay you. You could settle for this herd of armadillos, maybe?

Do you want to accept the reward?


67, 38, 0
Return with:
 Scroll of Resurrection Scroll of Resurrection
 Resurrection Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Resurrection, you would be well rewarded.
Progress: (none)
Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Resurrection, yes?

76, 19, 0
Reach:
 Level 40
100 Bellwether Armadillo Bellwether Armadillos Proposal: I am old and wise, and I do not admit just anyone into my home. You may enter when you have reached experience level 40.
Progress: (none)
Completion: I thought you had promise. You have indeed reached level 40. Come in, come in. Here, I have something to reward you for your efforts. Do you accept?

111, 123, 0
Defeat:
UlkumiUlkumi Ulkumi the Planeswalker
Ring of LifeRing of Life Proposal: Recently, our village north of here was destroyed by a volcanic eruption. We thought it was just another natural disaster; they tend to happen often enough in these parts of the world. However, the mage I spoke to claims it was the work of the evil earth spirit, Ulkumi, who dwells somewhere in these mountains. I don't know if it's true or not, but if the mage wasn't lying, the spirit is still around. Who knows what trouble it will bring us?

Please, find this monster and save us from this threat!
Progress: (none)
Completion: You say there was a horde of elementals? I didn't think there'd be so many of them. Anyway, Ulkumi is defeated. Take this Ring of Life. It didn't save our village, but it may help you.


144, 83, 0
Return with:
3 Master Genie Master Genies
2 Efreet Sultan Efreet Sultans
2 Wyvern Monarch Wyvern Monarchs
 Teleport Proposal: I am an agent for an emperor of a distant land. Recently, his armies have fallen on hard times. If you could bring 3 Master Genies, 2 Efreet Sultans and 2 Wyvern Monarchs to me, I could pay you handsomely.
Progress: (none)
Completion: At last, the 3 Master Genies, 2 Efreet Sultans and 2 Wyvern Monarchs that will save our empire! Here is your payment. Are they ready to depart?

145, 123, 0
(repeatable)
Return with:
4 Wyvern Wyverns
4 Wyvern Monarch Wyvern Monarchs Proposal: I am an agent for an emperor of a distant land. Recently, his armies have fallen on hard times. If you could bring 4 Wyverns to me, I could pay you handsomely.
Progress: (none)
Completion: At last, the 4 Wyverns that will save our empire! Here is your payment. Are they ready to depart?

153, 136, 0
Return with:
Vampire's CowlVampire's Cowl
20 Engineer Engineers Proposal: At the foothills of the mountains, you find a small mining camp and a group of armed Engineers. Upon hearing about Henrietta's missing expedition, they express their willingness to go with you, but unfortunately they cannot leave the camp unguarded because the vampire Mormolykos has recently been seen by the village, with several miners falling victim to him.

If you could track the vampire down and destroy him, the engineers would join you on your quest.
Progress: (none)
Completion: When the engineers see Mormolykos’ Cowl, they immediately express their willingness to go with you. They are surprised to learn that the vampire has been found so far away, but they nod understandingly when they hear your story about the old mansion.

Do you want to take the Engineers with you?


154, 7, 0
Defeat:
Rust Dragon Rust Dragons at 168, 37, 0
Shield of the DamnedShield of the Damned Proposal: Rust Dragons are menacing the northeastern region of this land. If you could be so bold as to defeat them, I would reward you richly.
Progress: (none)
Completion: At last, you defeated the Rust Dragons, and the countryside is safe again! Are you ready to accept the reward?

173, 117, 0
Defeat:
AkratosAkratos Akratos the Barbarian
Quiet Eye of the DragonQuiet Eye of the Dragon Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice.
Progress: (none)
Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward?

174, 17, 0
Defeat:
AkratosAkratos Akratos the Barbarian
Hellstorm HelmetHellstorm Helmet Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice.
Progress: (none)
Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward?

4, 104, 1
4, 117, 1
Defeat:
IokeIoke Ioke the Necromancer
Pendant of DeathPendant of Death Proposal: This room is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through.
Progress: (none)
Completion: Take Pendant of Death?

35, 82, 0
Be:
Teal player
24 Efreet Sultan Efreet Sultan Proposal: In the far corner of the cave you meet a group of Efreeti. Their leader calls out to you:

“Freedom! We have waited too long for this moment. When the Silence came to our world, we refused to guard this tomb. For that, we were imprisoned in the caves, and Phlegeth stayed behind to guard us. Please, allow us to go with you and finally leave this place!”
Progress: (none)
Completion: Do you want to take the Efreeti into your army?


62, 22, 1
Return with:
Sphere of PermanenceSphere of Permanence
+3  Attack skill Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Sphere of Permanence, you would be well rewarded.
Progress: (none)
Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Sphere of Permanence, yes?

68, 67, 1
Return with:
Orb of the FirmamentOrb of the Firmament
Orb of SiltOrb of Silt
Orb of Tempestuous FireOrb of Tempestuous Fire
Orb of Driving RainOrb of Driving Rain
 Scroll of Resurrection Scroll of Resurrection Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Orb of the Firmament, Orb of Silt, Orb of Tempestuous Fire and Orb of Driving Rain, you would be well rewarded.
Progress: (none)
Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Orb of the Firmament, Orb of Silt, Orb of Tempestuous Fire and Orb of Driving Rain, yes?

85, 32, 1
Be:
AgarAgar Agar the Artificer
70 Olgoi-Khorkhoi Olgoi-Khorkhoi Proposal: What I have is for Agar alone. I shall give it to none other.
Progress: (none)
Completion: Finally! It is you, Agar. Here is what I have for you. Do you accept?

Return with:
Wood
100
Mercury
100
Ore
100
Sulfur
100
Crystal
100
Gem
100
Gold
50000
Dragon Scale ArmorDragon Scale Armor Proposal: I am researching a way to turn base metals into gold, but I am short of materials for my workshop. If you could bring me 100 Wood, 100 Mercury, 100 Ore, 100 Sulfur, 100 Crystal, 100 Gems and 50000 Gold, I would be most grateful.
Progress: (none)
Completion: Finally! Here, give the 100 Wood, 100 Mercury, 100 Ore, 100 Sulfur, 100 Crystal, 100 Gems and 50000 Gold to me, and I'll give you this in return.

115, 31, 1
Defeat:
Faerie Dragon Faerie Dragons at 173, 5, 1
+5  Power skill Proposal: Faerie Dragons are menacing the northeastern underground region of this land. If you could be so bold as to defeat them, I would reward you richly.
Progress: (none)
Completion: At last, you defeated the Faerie Dragons, and the countryside is safe again! Are you ready to accept the reward?

130, 97, 1
Return with:
Recanter's CloakRecanter's Cloak
Cape of SilenceCape of Silence
Ring of OblivionRing of Oblivion Proposal: While you were staring at the trees and grass growing right in the tomb hall, you did not notice the genie floating aside. He was seemingly reading a book, but at length he turned toward you.

“It's been decades since anyone has visited this tomb," the Genie said. "Once upon a time, I swore to protect this tomb, as did other genies—but there is nothing of particular value here, and I have left my brethren a long time ago. Many of them, however, are still loyal to the masters who abandoned us.

I've spent the last few years studying the nature of things that suppress magic, but unfortunately I've never been able to get my hands on any truly powerful artifacts that would be useful in my endeavor. Could you help me? On the surface, among the mountains north of the tomb, there are some barbarian tribes. Those savages abhor magic and seek ways to suppress it. Perhaps you can find what I need with them.”
Progress: (none)
Completion: This cloak and this cape are exactly what I needed! I do not have gold to pay you, but I can give you an enchanted ring that suppresses any resurrection magic. Who knows, it could come in handy one day.


149, 177, 1
(repeatable)
Return with:
Wood
Mercury
Ore
Sulfur
10
Crystal
Gem
Gold
5000
(none) Proposal: You fight well, but perhaps you’ll like our equipment more than what you’ve got. Bring us 10 sulfur and 5000 gold and we will gladly provide you with new weapons.
Progress: (none)
Completion: That’s great!

Return with:
6 Mechanic Mechanics
6 Engineer Engineers Proposal: Bring us 6 Mechanics and we'll equip them with new tools.
Progress: (none)
Completion: Do you want to trade right now?

152, 176, 1
(repeatable)
Return with:
Wood
Mercury
Ore
Sulfur
Crystal
10
Gem
Gold
5000
(none) Proposal: You fight well, but perhaps you’ll like our beasts more than what you’ve got. Bring us 10 crystals and 5000 gold and we will gladly provide you with new beasts.
Progress: (none)
Completion: That’s great!

Return with:
4 Armadillo Armadillos
4 Bellwether Armadillo Bellwether Armadillos Proposal: Bring us 4 Armadillos and we'll replace them with stronger Armadillos.
Progress: (none)
Completion: Do you want to trade right now?

159, 176, 1
(repeatable)
Return with:
Wood
Mercury
10
Ore
Sulfur
Crystal
Gem
Gold
7500
(none) Proposal: You fight well, but perhaps you’ll like our automatons more than what you’ve got. Bring us 10 mercury and 7500 gold and we will gladly provide you new automatons.
Progress: (none)
Completion: That’s great!

Return with:
2 Automaton Automatons
2 Sentinel Automaton Sentinel Automatons Proposal: Bring us 2 Automatons and we'll replace them with better Automatons.
Progress: (none)
Completion: Do you want to trade right now?

161, 177, 1
(repeatable)
Return with:
Wood
Mercury
Ore
Sulfur
Crystal
Gem
10
Gold
10000
(none) Proposal: You fight well, but perhaps you’ll like our rifles more than what you’ve got. Bring us 10 gems and 10000 gold and we will gladly provide you with new weapons.
Progress: (none)
Completion: That’s great!

Return with:
1 Gunslinger Gunslinger
1 Bounty Hunter Bounty Hunter Proposal: Bring us 1 Gunslinger and we'll supply him with a new gun.
Progress: (none)
Completion: Do you want to trade right now?

Quest Guards

Location Quest Reward Messages

3, 132, 0
175, 99, 0
Return with:
Statue of LegionStatue of Legion
(remove) Proposal: Agar's lab is somewhere north of here. However, let's not forget that our main goal is to find Henrietta's expedition.
Progress: Our task is now to explore the tomb.
Completion: Our search in the tomb has been fruitless thus far, but there is still much of the tomb to explore. Now that the Sandworms destroyed the passageways leading into the depths, it is impossible to get any further. The only solution is to find Agar. Perhaps he can help. Would you like to go north?

8, 152, 0
Return with:
Emblem of CognizanceEmblem of Cognizance
(remove) Proposal: These gates are guarded by Power Liches. They are reluctant to talk to you, but eventually share that they would be willing to open the passage to the one who will give them back their Emblem of Cognizance. One of the Liches tells you that the Emblem was lost after an attack by a Gold Dragon that lives in a tower nearby.
Progress: These gates are guarded by Power Liches. They are reluctant to talk to you, but eventually share that they would be willing to open the passage to the one who will give them back their Emblem of Cognizance. One of the Liches tells you that the Emblem was lost after an attack by a Gold Dragon that lives in a tower nearby.
Completion: The Liches take the Symbol from you and reluctantly let you pass forward. Do you want to pass?

12, 178, 0
Return with:
Amulet of the UndertakerAmulet of the Undertaker
(remove) Proposal: A black-cloaked vampire watchman stands at the entrance to the Transformer, eyeing your army with suspicion.

“You're looking for a new way to replenish your army, aren't you?”, smirks the vampire. “Forget it! The Transformer was broken by giant worms, and now it doesn't work. We might be able to get it chugging again, though, if you could find a strong enough artifact.”
Progress: No artifact? That’s a shame.
Completion: “All right!”, the vampire rubs his skinny hands. “This amulet will help us restore the Transformer, so it can work again! Ah, yes, I almost forgot about that. We have some goblin prisoners here. Mormolykos came by recently; he was going to turn them into skeletons, but we haven't heard from him since the last rockslide. Perhaps you can find a better use for these worthless creatures?”, with these words, the vampire departs. Do you want to go to the Transformer and free the captured goblins?


18, 176, 0
Defeat:
Gold Golem Gold Golems at 83, 106, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

20, 72, 0
Defeat:
Centaur Captain Centaur Captains at 19, 72, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

24, 82, 0
Defeat:
Hobgoblin Hobgoblins at 32, 87, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

30, 160, 0
Return with:
Wood
Mercury
Ore
Sulfur
Crystal
25
Gem
25
Gold
50000
(remove) Proposal: You encounter other Dragonslayers at the back of the camp. They seem to have captured four of the bounty hunters. One of the knights says he's willing to release the prisoners if you provide his comrades with supplies for the journey home; apparently the wagon with their own provisions was destroyed in a mountain collapse. 25 crystals, 25 gems and 50,000 gold will suffice, according to the knights.
Progress: The knights are unwavering. They want exactly 25 crystals, 25 gems and 50,000 gold, not a coin less!
Completion: Grumbling sulkily, one of the knights releases the prisoners. Would you like to give 25 crystals, 25 gems and 50,000 gold to the knights?

38, 89, 0
Defeat:
GorgheGorghe Gorghe the Barbarian
(remove) Proposal: The guards here protect the lands beyond from the depredations of Gorghe. They will not let anyone pass so long as the threat remains.
Progress: The guards still fear Gorghe, so you cannot pass.
Completion: Now that you have vanquished Gorghe, the threat is gone. Do you wish to pass?

39, 9, 0
Return with:
100 Gem
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems.
Progress: Since you have not brought 100 Gems, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems. Do you wish to pay the toll?

40, 107, 0
Return with:
Wood
50
Mercury
20
Ore
50
Sulfur
20
Crystal
Gem
Gold
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur.
Progress: Since you have not brought 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur. Do you wish to pay the toll?

61, 3, 0
Defeat:
Ghost Dragon Ghost Dragon at 147, 32, 1
(remove) Proposal: The Belted Knights of Erathia guard this tower. They will only let one of their own pass. To join the order, you must first defeat the Ghost Dragons of the northeastern underground region.
Progress: The Belted Knights still will not let you pass, so you have not conquered the Ghost Dragon of the northeastern underground region.
Completion: News of your defeat of the Ghost Dragon of the northeastern underground region traveled quickly. Do you wish to pass, oh newly Belted Knight?

61, 51, 0
Return with:
Wood
Mercury
Ore
Sulfur
Crystal
40
Gem
40
Gold
90000
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 90000 Gold.
Progress: Since you have not brought 40 Crystal, 40 Gems and 90000 Gold, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 90000 Gold. Do you wish to pay the toll?

63, 128, 0
Return with:
Wood
Mercury
25
Ore
Sulfur
25
Crystal
25
Gem
25
Gold
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems.
Progress: Since you have not brought 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems. Do you wish to pay the toll?

84, 116, 0
Defeat:
Master Genie Master Genies at 90, 66, 1
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

90, 141, 0
Return with:
Orb of SiltOrb of Silt
(remove) Proposal: The entrance to the tomb is north of here. Henrietta's expedition passed here not long ago, but now this passageway through the mountains is buried under rocks. Perhaps if you could find a powerful artifact capable of amplifying Earth Magic, you might be able to break through the rock and pass through.
Progress: The entrance to the tomb is north of here. Henrietta's expedition passed here not long ago, but now this passageway through the mountains is buried under rocks. Perhaps if you could find a powerful artifact capable of amplifying Earth Magic, you might be able to break through the rock and pass through.
Completion: Using the full power of the Orb of Silt, you will be able to pass through. Unfortunately, if you do so, the orb will lose its magic power. Do you want to sacrifice the Orb and pass?

92, 150, 0
Return with:
Charm of EclipseCharm of Eclipse
Seal of SunsetSeal of Sunset
Plate of Dying LightPlate of Dying Light
(remove) Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Charm of Eclipse, Seal of Sunset and Plate of Dying Light.
Progress: The wizard is adamant. Without the Charm of Eclipse, Seal of Sunset and Plate of Dying Light, none will pass.
Completion: The wizard agrees to let you by in exchange for the Charm of Eclipse, Seal of Sunset and Plate of Dying Light. Do wish to pass at this time?

95, 21, 0
Return with:
Statue of LegionStatue of Legion
(remove) Proposal: Up ahead, you see a sealed entrance that leads deep underground to the far side of the tomb. You notice the footprints of humans and halflings that sand has not yet covered. No doubt Henrietta's expedition was here not too long ago. Attempts to open the entrance have failed. You notice an unusual pedestal, on which a huge statue clearly once stood. Strangely enough, there's no trace of the statue itself anywhere. Perhaps you should go look for it?
Progress: The passageway is still sealed, and attempts to get inside have come to nothing.
Completion: As soon as the statue is in place, a strange rumbling sound is heard. The passage to the depths of the tomb is opened by some unknown force.When you look inside, you are surprised to see not the tomb’s walls, but caves that go deep underground. It's hard to say why Henrietta and her expedition headed here—but at any rate, they're definitely somewhere ahead. All that's left is to find them. Would you like to go into the caves?

95, 125, 0
Return with:
Wood
50
Mercury
Ore
50
Sulfur
Crystal
Gem
20
Gold
75000
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 75000 Gold.
Progress: Since you have not brought 50 Wood, 50 Ore, 20 Gems and 75000 Gold, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 75000 Gold. Do you wish to pay the toll?

95, 176, 0
Return with:
Wood
Mercury
10
Ore
Sulfur
10
Crystal
10
Gem
10
Gold
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems.
Progress: Since you have not brought 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems. Do you wish to pay the toll?

98, 152, 0
Defeat:
Ghost Dragon Ghost Dragon at 147, 32, 1
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

110, 156, 0
Return with:
Wood
30
Mercury
Ore
30
Sulfur
20
Crystal
20
Gem
Gold
(remove) Proposal: The Mechanics who work in the village outside Volta refuse to join the expedition. Their factory was destroyed after the sandworm attack, and they won't go anywhere until it's rebuilt. After talking to them, you find out that 30 Wood, 30 Ore, 20 Sulfur and 20 Crystals will be enough to rebuild all the forges.
Progress: Unfortunately, these resources will not be enough.
Completion: After getting your support, the Mechanics were able to rebuild their forges and are now ready to go on an expedition with you in search of Henrietta. Would you like to take them on?

110, 156, 0
Return with:
Wood
Mercury
25
Ore
50
Sulfur
25
Crystal
Gem
Gold
(remove) Proposal: Outside the mine, you meet a man assembling Automatons; however, the artificer looks too inexperienced, and assembling new machines takes time, which you don't have. The artificer tells you that if you brought him 25 Mercury, 50 Ore and 25 Sulfur, he would be able to build Automatons faster.
Progress: Unfortunately, without resources, there is nothing you can do to help the artificer. The Manufactory in the town is destroyed, and there is no way to assemble automatons faster.
Completion: With your help, the inventor can quickly assemble 16 Automatons. Would you like to share resources with him?

114, 154, 0
Return with:
Wood
50
Mercury
Ore
Sulfur
Crystal
25
Gem
25
Gold
(remove) Proposal: Near the mine, you notice seven Gunslingers. They are ready to join anyone who provides them with 50 Wood, 25 Crystals and 25 Gems.
Progress: These resources are insufficient. The amount requested by the Gunslinger is exorbitant, but they don't seem to be willing to make concessions.
Completion: Seeing the resources, the Gunslingers pick up their guns, dust them off and get ready to join your troops. Do you want to hire them now?

130, 79, 0
Return with:
Wood
Mercury
30
Ore
Sulfur
30
Crystal
30
Gem
Gold
75000
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold.
Progress: Since you have not brought 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold. Do you wish to pay the toll?

137, 87, 0
Return with:
Wood
30
Mercury
30
Ore
30
Sulfur
30
Crystal
30
Gem
30
Gold
90000
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold.
Progress: Since you have not brought 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold. Do you wish to pay the toll?

139, 102, 0
Defeat:
SemachusSemachus Semachus the Barbarian
(remove) Proposal: The guards here protect the lands beyond from the depredations of Semachus. They will not let anyone pass so long as the threat remains.
Progress: The guards still fear Semachus, so you cannot pass.
Completion: Now that you have vanquished Semachus, the threat is gone. Do you wish to pass?

141, 153, 0
Defeat:
Gold Golem Gold Golems at 105, 106, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

147, 76, 0
Defeat:
Dendroid Soldier Dendroid Soldiers at 146, 76, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

147, 98, 0
Defeat:
Wolf Raider Wolf Raiders at 141, 100, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

147, 162, 0
Return with:
Stoic WatchmanStoic Watchman
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

152, 167, 0
Return with:
Emblem of CognizanceEmblem of Cognizance
(remove) Proposal: On my way here, I was attacked by wild centaurs. What’s even worse, they took my Emblem of Cognizance! Help me find it, and my shipwright friends will help you build a ship. The Centaurs were last seen near the old lighthouse west of here.
Progress: On my way here, I was attacked by wild centaurs. What’s even worse, they took my Emblem of Cognizance! Help me find it, and my shipwright friends will help you build a ship. The Centaurs were last seen near the old lighthouse west of here.
Completion: This is indeed my Emblem of Cognizance! I will immediately let my friends know what big help you’ve been. Do you want to pass?

162, 59, 0
Defeat:
Nymph Nymphs at 161, 28, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

167, 52, 0
Defeat:
Dread Knight Dread Knights at 166, 53, 0
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

168, 27, 0
Return with:
Wood
Mercury
Ore
Sulfur
40
Crystal
40
Gem
Gold
90000
(remove) Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Sulfur, 40 Crystal and 90000 Gold.
Progress: Since you have not brought 40 Sulfur, 40 Crystal and 90000 Gold, the guards forbid you passage.
Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Sulfur, 40 Crystal and 90000 Gold. Do you wish to pay the toll?

123, 172, 0
Return with:
Wood
10
Mercury
4
Ore
10
Sulfur
4
Crystal
4
Gem
4
Gold
10000
before Month 1, Week 1, Day 5
(remove) Proposal: {On the Expert or below difficulty level, you can access the Keymaster's Light Blue Tent}
Progress: {On the Expert or below difficulty level, you can access the Keymaster's Light Blue Tent}
Completion: {Do you want to pass through?}

133, 157, 0
Return with:
Wood
15
Mercury
7
Ore
15
Sulfur
7
Crystal
7
Gem
7
Gold
15000
before Month 1, Week 1, Day 5
(remove) Proposal: {On the Difficult or below difficulty level, you can access the Keymaster's Brown Tent}
Progress: {On the Difficult or below difficulty level, you can access the Keymaster's Brown Tent}
Completion: {Do you want to pass through?}

141, 164, 0
Return with:
Wood
20
Mercury
10
Ore
20
Sulfur
10
Crystal
10
Gem
10
Gold
20000
before Month 1, Week 1, Day 4
(remove) Proposal: {On the Normal or below difficulty level, you can access the Keymaster's Green Tent}
Progress: {On the Normal or below difficulty level, you can access the Keymaster's Green Tent}
Completion: {Do you want to pass through?}

157, 156, 0
Return with:
Wood
30
Mercury
15
Ore
30
Sulfur
15
Crystal
15
Gem
15
Gold
30000
before Month 1, Week 1, Day 3
(remove) Proposal: {On the Easy difficulty level, you can access the Keymaster's White Tent}
Progress: {On the Easy difficulty level, you can access the Keymaster's White Tent}
Completion: {Do you want to pass through?}

6, 5, 1
44, 36, 1
Return with:
Bird of PerceptionBird of Perception
(remove) Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Bird of Perception.
Progress: The wizard is adamant. Without the Bird of Perception, none will pass.
Completion: The wizard agrees to let you by in exchange for the Bird of Perception. Do wish to pass at this time?

8, 136, 1
172, 136, 1
Defeat:
IokeIoke Ioke the Necromancer
(remove) Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through.
Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through.
Completion: Now that Ioke has been defeated, the magic barrier is gone. Do you want to pass?

14, 84, 1
16, 160, 1
19, 110, 1
23, 137, 1
45, 140, 1
59, 140, 1
64, 166, 1
76, 89, 1
104, 137, 1
112, 165, 1
125, 140, 1
167, 101, 1
Return with:
Pendant of LifePendant of Life
(remove) Proposal: The gate leading to the depths of the tomb is tightly shut, and you fail to open it. However, when you take a closer look at the gate, you notice an unusual ankh-shaped keyhole.
Progress: This section of the tomb is yet closed to you. You have to look for another way.
Completion: Using the Pendant of Life you can open the gate, but it will lose its power. Do you want to enter?

24, 137, 1
79, 160, 1
Defeat:
UlkumiUlkumi Ulkumi the Planeswalker
(remove) Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Ulkumi. As long as he maintains this barrier, there is no way through.
Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Ulkumi. As long as he maintains this barrier, there is no way through.
Completion: Now that Ulkumi has been defeated, the magic barrier is gone. Do you want to pass?

53, 174, 1
55, 173, 1
62, 179, 1
66, 179, 1
73, 173, 1
75, 174, 1
Return with:
Pendant of DeathPendant of Death
(remove) Proposal: The gate leading to the depths of the tomb is tightly shut, and you fail to open it. However, when you take a closer look at the gate, you notice an unusual skull-shaped keyhole.
Progress: The treasure that is hidden behind this door is not yet available to you.
Completion: Using the Pendant of Death you can open the door, but it will lose its power. Do you want to enter?

53, 178, 1
Return with:
Pendant of DispassionPendant of Dispassion
Pendant of DeathPendant of Death
(remove) Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Dispassion and Pendant of Death.
Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Dispassion and Pendant of Death.
Completion: The genies notice you have the artifacts and are willing to let you in. Do you want to pass?

55, 74, 1
Defeat:
Ghost Dragon Ghost Dragon at 147, 32, 1
(remove) Proposal: This is a two-way portal, but you can only open the entrance from one side.
Progress: This is a two-way portal, but you can only open the entrance from one side.
Completion: Do you want to open the portal?

56, 61, 1
Return with:
Sword of HellfireSword of Hellfire
Shield of the DamnedShield of the Damned
Hellstorm HelmetHellstorm Helmet
Breastplate of BrimstoneBreastplate of Brimstone
(remove) Proposal: Behind the door you see a menacing-looking winged demon who stands in the way. Such creatures’ might is legendary, and you do not dare fight against him. How did Agar manage to earn the trust of one of these beasts? The demon remained silent for some time, eyeing the uninvited guests suspiciously, and finally roared: "Bring me back the relics, and I will let you pass!"
Progress: The demon is still here. You should not annoy him if there isn’t a good reason.
Completion: The demon approaches you, eager to have his artifacts back. Do you want to give them to the beast and proceed to the lab?

57, 60, 1
58, 64, 1
Defeat:
AkratosAkratos Akratos the Barbarian
(remove) Proposal: The first entrance to the Agar’s lab was blocked by a door made of a strange metal you had never seen before. After several attempts to break in or melt the door, it became obvious that you were wasting your time. You spotted a keyhole, but clearly the door could only be opened from the inside. Disappointed, you examine the door for the last time and are about to leave when you suddenly notice footprints of ogres and orcs on the cave’s floor. Some lead deep into the lab. Perhaps Agar is not the only one who can enter?
Progress: Further attempts to force the door open were unsuccessful. You have to find the key…
Completion: You found an odd-looking object in the mountain fortress of the barbarian Akratos. Having returned to the lab, you realize it is the key to Agar's lair! Would you like to enter?

66, 67, 1
Defeat:
FulgheaFulghea Fulghea the Elementalist
(remove) Proposal: The guards here protect the lands beyond from the depredations of Fulghea. They will not let anyone pass so long as the threat remains.
Progress: The guards still fear Fulghea, so you cannot pass.
Completion: Now that you have vanquished Fulghea, the threat is gone. Do you wish to pass?

74, 178, 1
Return with:
Pendant of DeathPendant of Death
Pendant of Free WillPendant of Free Will
(remove) Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Death and Pendant of Free Will.
Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Death and Pendant of Free Will.
Completion: The genies notice you have the artifacts and are willing to let you in. Do you want to pass?

79, 96, 1
80, 107, 1
100, 109, 1
Defeat:
Master Genie Master Genies at 90, 66, 1
(remove) Proposal: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Progress: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Completion: The Master Genies have been defeated, and the passage to this section of the tomb is open. Do you want to pass through?

106, 106, 1
Defeat:
Olgoi-Khorkhoi Olgoi-Khorkhoi at 104, 91, 1
(remove) Proposal: This one-way portal clearly leads deep into the tomb, but it is unlikely that Henrietta and her expedition could have traveled this way.
Progress: We need to find out where Henrietta's expedition went.
Completion: Do you want to proceed to the portal?

111, 164, 1
164, 136, 1
Defeat:
Ghost Dragon Ghost Dragons at 10, 152, 1
(remove) Proposal: The path to this section of the tomb was magically sealed by guards after the Ghost Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Progress: The path to this section of the tomb was magically sealed by guards after the Ghost Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through?

127, 32, 1
140, 8, 1
145, 8, 1
164, 30, 1
Return with:
Emblem of CognizanceEmblem of Cognizance
(remove) Proposal: The doors leading to the other Hall of Illusions are tightly shut, and your attempts to open them are to no avail. However, when you take a closer look at the doors, you notice an unusual keyhole in the shape of the Emblem of Cognizance.
Progress: These doors are closed to you. Perhaps the Emblem of Cognizance can unlock them?
Completion: The Emblem of Cognizance can open the doors, but you'll have to sacrifice the artifact. Do you wish to pass?

132, 32, 1
Defeat:
ZydarZydar Zydar the Heretic
(remove) Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a terrifying Efreeti.
Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in.
Completion: You have defeated Zydar's illusion. The gate opens and the way is clear.

140, 105, 1
Defeat:
YrkulaYrkula Yrkula the Elementalist
(remove) Proposal: This room is protected by a magical barrier, created perhaps by a powerful elementalist, Yrkula. As long as she maintains this barrier, there is no way through.
Progress: This room is protected by a magical barrier, created perhaps by a powerful elementalist, Yrkula. As long as she maintains this barrier, there is no way through.
Completion: Now that Yrkula has been defeated, the magic barrier is gone. Do you want to pass?

142, 13, 1
Defeat:
DargemDargem Dargem the Navigator
(remove) Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a cocky pirate.
Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in.
Completion: You have defeated Dargem's illusion. The gate opens and the way is clear.

143, 11, 1
Defeat:
BoydBoyd Boyd the Death Knight
(remove) Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a skeleton in a hat, in which you recognize Boyd.
Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in.
Completion: You have defeated Boyd's illusion. The gate opens and the way is clear.

154, 150, 1
Return with:
Ring of OblivionRing of Oblivion
(remove) Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Ring of Oblivion.
Progress: The wizard is adamant. Without the Ring of Oblivion, none will pass.
Completion: The wizard agrees to let you by in exchange for the Ring of Oblivion. Do wish to pass at this time?

154, 174, 1
Defeat:
Master Genie Master Genies at 90, 66, 1
(remove) Proposal: These doors have been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Progress: These doors have been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Completion: The Master Genies have been defeated, and the passage is open. Do you want to pass through?

159, 30, 1
Defeat:
FrederickFrederick Frederick the Alchemist
(remove) Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly the gate is transformed, and the bare stone is overlaid by an image of a young Bracadian wizard. His face looks oddly familiar....
Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in.
Completion: You have defeated Frederick's illusion. The gate opens and the way is clear.

160, 136, 1
Defeat:
Azure Dragon Azure Dragon at 169, 78, 1
(remove) Proposal: The path to this section of the tomb was magically sealed by guards after the Azure Dragon has broken in. Perhaps if you drive out the monster, the barrier will be removed.
Progress: The path to this section of the tomb was magically sealed by guards after the Azure Dragon has broken in. Perhaps if you drive out the monster, the barrier will be removed.
Completion: The dragon is gone and the passage to this section of the tomb is open. Do you want to pass through?

160, 138, 1
Return with:
Pendant of HolinessPendant of Holiness
(remove) Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Holiness.
Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Holiness.
Completion: The genies notice you have the pendant and are willing to let you in. Do you want to pass?

162, 93, 1
169, 82, 1
Defeat:
TelchionTelchion Telchion the Elementalist
(remove) Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful elementalist, Telchion. As long as he maintains this barrier, there is no way through.
Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful elementalist, Telchion. As long as he maintains this barrier, there is no way through.
Completion: Now that Telchion has been defeated, the magic barrier is gone. Do you want to pass?

164, 138, 1
Defeat:
Rust Dragon Rust Dragons at 19, 172, 1
(remove) Proposal: The path to this section of the tomb was magically sealed by guards after the Rust Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Progress: The path to this section of the tomb was magically sealed by guards after the Rust Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through?

168, 136, 1
Defeat:
Master Genie Master Genies at 79, 81, 1
(remove) Proposal: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Progress: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate.
Completion: The Master Genies have been defeated, and the passage to this section of the tomb is open. Do you want to pass through?

168, 138, 1
Defeat:
KeioKeio Keio the Ranger
(remove) Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful ranger, Keio. As long as she maintains this barrier, there is no way through.
Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful ranger, Keio. As long as she maintains this barrier, there is no way through.
Completion: Now that Keio has been defeated, the magic barrier is gone. Do you want to pass?

172, 138, 1
Defeat:
Faerie Dragon Faerie Dragons at 138, 137, 1
(remove) Proposal: The path to this section of the tomb was magically sealed by guards after the Faerie Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Progress: The path to this section of the tomb was magically sealed by guards after the Faerie Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed.
Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through?

176, 136, 1
Return with:
Pendant of CouragePendant of Courage
(remove) Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Courage.
Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Courage.
Completion: The genies notice you have the pendant and are willing to let you in. Do you want to pass?

176, 138, 1
Defeat:
TonantTonant Tonant the Planeswalker
(remove) Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Tonant. As long as he maintains this barrier, there is no way through.
Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Tonant. As long as he maintains this barrier, there is no way through.
Completion: Now that Tonat has been defeated, the magic barrier is gone. Do you want to pass?

Quest Gates

Location Quest Reward Messages

73, 177, 0
Return with:
1 Halfling (Factory) Halfling
(pass) Proposal: You see an airship yard up ahead.
Progress: You see an airship yard up ahead.
Completion: Do you wish to proceed?

45, 67, 1
Be:
AgarAgar Agar the Artificer
(pass) Proposal: The guards here say they have orders to only let Agar pass.
Progress: The guards here will only let Agar pass.
Completion: At last, it is Agar. Do you wish to pass?

51, 64, 1
Return with:
Diplomat's RingDiplomat's Ring
(pass) Proposal: The passage to the Agar's lab is ahead, but it’s one-way.
Progress: The passage to the Agar's lab is ahead, but it’s one-way.
Completion: Do you want to pass?

89, 39, 1
Return with:
Bird of PerceptionBird of Perception
(pass) Proposal: This gate can only be opened with a very special key. Bring back the Bird of Perception and you will be able to pass.
Progress: You have not yet found the key, without the Bird of Perception you cannot pass.
Completion: Using the Bird of Perception you may open the gate and pass through, but it will be spent. Do you wish to pass at this time?

Pandora's Boxes

Location Type Message
17, 151, 0 Pandora's Box
Contents: +1  Attack skill, +1  Defense skill, +1  Power skill, +1  Knowledge skill, Orb of VulnerabilityOrb of Vulnerability

31, 54, 0 Pandora's Box
Contents: +1  Attack skill, +1  Defense skill, +1  Power skill, +1  Knowledge skill, 4 Bounty Hunter Bounty Hunters, 8 Sentinel Automaton Sentinel Automatons, 12, Bellwether Armadillo Bellwether Armadillos, 16 Engineer Engineers

51, 37, 0 Pandora's Box
Contents: +3  Defense skill

57, 89, 0
16, 77, 1
169, 91, 1
Pandora's Box
Contents: (None)

103, 116, 0 Pandora's Box
Contents: +2  Attack skill, +2  Defense skill, +2  Power skill, +2  Knowledge skill, 4 Bounty Hunter Bounty Hunters, 8 Sentinel Automaton Sentinel Automatons, 12, Bellwether Armadillo Bellwether Armadillos, 16 Engineer Engineers

112, 92, 0 Pandora's Box
Contents: +2  Attack skill, +2  Defense skill, +2  Power skill, +2  Knowledge skill

115, 94, 0
140, 58, 0
165, 14, 1
168, 4, 1
Pandora's Box
Contents: +1  Attack skill, +1  Defense skill, +1  Power skill, +1  Knowledge skill

117, 78, 0 Pandora's Box
Contents: 500000  Experience, 200 Spell Points, 40 Engineer Engineers

128, 80, 0 Pandora's Box
Contents: 2 Gunslinger Gunslingers, 6 Automaton Automatons, 12, Mechanic Mechanics

147, 12, 0 Pandora's Box
Contents: 20 Dendroid Soldier Dendroid Soldiers

179, 114, 0 Pandora's Box
Contents: +2  Attack skill, +2  Defense skill, +1  Power skill, +1  Knowledge skill

8, 74, 1 Pandora's Box
Contents: -200 Spell Points

8, 78, 1 Pandora's Box
Contents: -10 Wood Wood, -10 Ore Ore, -10 Mercury Mercury, -10 Sulfur Sulfur, -10 Crystal Crystal, -10 Gem Gems

9, 75, 1 Pandora's Box
Guardians: 29 Efreet Sultan Efreet Sultans

9, 77, 1 Pandora's Box
Contents: Pendant of DeathPendant of Death

9, 79, 1 Pandora's Box
Contents: Nullify Movement Movement points

10, 74, 1 Pandora's Box
Contents: 1 Gold Dragon Gold Dragon

10, 76, 1 Pandora's Box
Contents: -3 -3 Luck Luck

10, 78, 1 Pandora's Box
Contents: 10000  Experience

11, 75, 1 Pandora's Box
Guardians: 30 Ancient Behemoth Ancient Behemoths, 20 Behemoth Behemoths

Contents: Pendant of CouragePendant of Courage

12, 77, 1 Pandora's Box
Guardians: 1 Troll Troll

Contents: +1  Defense skill

13, 79, 1 Pandora's Box
Guardians: 1000 Familiar Familiars

14, 75, 1 Pandora's Box
Guardians: 7 Azure Dragon Azure Dragons

Contents: 100 Gem Gems, +3  Knowledge skill

15, 74, 1 Pandora's Box
Contents: 10 Wood Wood, 10 Ore Ore

15, 76, 1 Pandora's Box
Contents: Pendant of LifePendant of Life

15, 78, 1 Pandora's Box
Contents: 1 Sulfur Sulfur, Pendant of Free WillPendant of Free Will

16, 75, 1 Pandora's Box
Guardians: 3 Rust Dragon Rust Dragons

Contents: 100000  Experience, +1  Attack skill

16, 79, 1 Pandora's Box
Guardians: 140 Dragon Fly Dragon Flies

Contents: -3 -3 Morale Morale, -3 -3 Luck Luck, 10000 Movement Movement points

17, 74, 1 Pandora's Box
Guardians: 40 Royal Griffin Royal Griffins, 40 Griffin Griffins

Contents: +3 +3 Morale Morale

17, 78, 1 Pandora's Box
Contents: 3 Crystal Crystal, 3 Gem Gems

23, 154, 1 Pandora's Box
Contents: 32 Bellwether Armadillo Bellwether Armadillos

32, 32, 1 Pandora's Box
Contents: 24 Olgoi-Khorkhoi Olgoi-Khorkhoi

37, 85, 1 Pandora's Box
Contents: Pendant of DispassionPendant of Dispassion

41, 114, 1 Pandora's Box
Contents: 20 Master Genie Master Genies

51, 178, 1
171, 15, 1
Pandora's Box
Contents: +1  Attack skill, +1  Defense skill

54, 54, 1 Pandora's Box
Contents: 2 Angel Angels

61, 179, 1 Pandora's Box
Contents: Vial of LifebloodVial of Lifeblood

62, 176, 1 Pandora's Box
Contents: 250000  Experience, +2  Attack skill, +2  Defense skill, +2  Power skill, +2  Knowledge skill, Pendant of DeathPendant of Death

66, 176, 1 Pandora's Box
Contents: 50000  Experience, +1  Attack skill, +1  Defense skill, +1  Power skill, +1  Knowledge skill, Pendant of DeathPendant of Death

67, 179, 1 Pandora's Box
Contents: Angel Feather ArrowsAngel Feather Arrows

108, 6, 0
76, 178, 1
173, 11, 1
Pandora's Box
Contents: +1  Power skill, +1  Knowledge skill

111, 13, 1 Pandora's Box
Contents: 10 Mercury Mercury, 10 Sulfur Sulfur, 10 Crystal Crystal, 10 Gem Gems

116, 3, 1 Pandora's Box
Contents: 36 Efreet Sultan Efreet Sultans

119, 12, 1 Pandora's Box
Contents: 500000  Experience

58, 178, 1
132, 122, 1
Pandora's Box
Contents: 8 Automaton Automatons

160, 135, 1
160, 139, 1
Pandora's Box
Contents: Head of LegionHead of Legion

164, 135, 1
164, 139, 1
Pandora's Box
Contents: Arms of LegionArms of Legion

168, 135, 1
168, 139, 1
Pandora's Box
Contents: Torso of LegionTorso of Legion

172, 135, 1
176, 139, 1
Pandora's Box
Contents: Loins of LegionLoins of Legion

176, 135, 1
176, 139, 1
Pandora's Box
Contents: Legs of LegionLegs of Legion

Epilogue

KastoreKastore Kastore: Rejoice, you halfling girl: Kastore himself goes out on a limb to get you out of this labyrinth. Well, of course you aren’t the reason I’m here, but I sure could use the good rap that comes with being your savior. For now, however, there are bigger things to attend to: knowledge lost in aeons, and forgotten wonders! This tomb is replete with them. Just this tiny speck in your hands holds unspoken power. Very soon, I swear, I will make it serve me, and me only, just like your friend with his freshly-found insight into the nature of things already does. My immediate plans are clear… and Deyja can wait for its king for a bit.

User commentary

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Some may find the information in this section subjective or irrelevant.

  • This level varies a lot based on the selected difficulty. Many options for extra troops/resources will be locked on higher difficulty levels.
  • On Impossible, the water-walking puzzles are extremely hard. Both involve parking boats in a way to block the shortest water-walking path, thus making a hero water walk on some strange path which grants just enough extra vision to go where you want to.
  • Entering Agar's lab (using the Diplomat's RingDiplomat's Ring) prevents the use of an airship for the rest of the level. Make sure you finish all the quests you want to before going in!
    • NOTE: You will eventually be able to access the teleport network again, just not the airship.
  • To get the Bone Dragon Bone Dragon needed by a seer's hut quest, you can get a Gold Dragon Gold Dragon from the room with a lot of Pandora's Boxes, then use the Skeleton Transformer in the SW of the upperworld.
  • Any time a creature wants to join you, accept! You may need them for quests or extra troops later. Just leave them in a garrison or mine if you don't have room for them in your army.
  • You can  Clone your Mechanic Mechanics or Engineer Engineers to get access to additional repairs for your Automaton Automatons or Sentinel Automaton Sentinel Automatons
  • There are plenty of Pendant of LifePendant of Life and Pendant of DeathPendant of Death artifacts to open all the quest guards.