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Главная » Статьи » Разное » Might & Magic 9: Walkthrough (English) (#3925)

Might & Magic 9: Walkthrough (English) (#3925)



Might & Magic 9: Walkthrough (English)
Send feedback to tim@wfn-shop.princeton.edu.



Things not yet included (feel free to contribute):



The Training Hall quest.

Deliver the bad news quest.

Promotion quests other than Mercenary, Scholar, Gladiator, Mage.

Yanmir's fort.

Anything during or after Unite the Clans.



---------- Party Creation ----------



Secondary classes are less necessary in MM9: a mage can do good direct

damage, heal, disarm traps, and identify everything. So to get a

kickass party at high level, I went with one fighter, three initiates.

Those on their first time through probably want a more traditional

two/two split. Anyway, since classes are chosen later, your fighter

mage distribution is the only choice you have here. If you like to

hack and slash, by all means feel free to go with three fighters. You

can turn one into a spellcaster (Ranger or Druid) later if you want,

though I don't personally suggest it. At least one mage is good to

have for transportation spells once you get tired of walking.



So Tank, the fighter, is my #1 character. Never pass up 2 pts/1 pick

in an RPG: I give him 25 Might. Lower his Magic to 7 since he won't

nead it, and kick his Endurance to 22. More hitpoints means less

death, and death is Bad [tm].



For skills, I give him merchant (more money = more levels at the end

of the game; leveling in MM9 is mostly gold limited instead of xp

limited) and bow. This gets you a free bow at the start of the game.

Damage at a distance is key. He will also be the one to read the

disarm trap skill scroll you are given at the start. DO NOT PICK

DISARM TRAP FOR ANYONE! Wait for it to be given to you. Yes, my

bruiser is also going to be my trap opener.



For the three initiates (Brahma, Shiva, and Vishnu), I drop their

might and endurance to 7. This lowers their hitpoints and damage, but

the effects aren't that drastic. They'll be doing damage with their

bows and spells anyway. I give them accuracy 25 because of the

two-fer and to make them lethal with their bows. Endurance 7 instead

of 10 for elves gives you 6 skill points back because of the reverse

2/1. So for -3 in Endurance you get +12 Accuracy; you'd be insane to

pass that up. Magic 25, of course. The spare point I put on speed on

some, luck on others. Skills are learning and bow. Learning at level

1 is worth a 10% bonus, and the skill is harder to find/buy than most

are early in the game so get it if you can.



---------- Ravensford -----------



Stop and equip your bows after the intro.



If you want to learn the interface, follow the scrolls in the intro

area. Return to grampa, get and use his skill scrolls. The identify

item I gave to one of my initiates. When done, exit north towards the

boat. The lobber pods there are easy even with my 3 initiates, because

with 25 accuracy and a bow, you rarely miss and nothing makes it to

melee range.



Get on the boat. Whee!



---------- Isle of Ashes ----------



The Isle of ashes has annoying short skeletons. Look down if you're

getting hit and see nothing. Make your way north through the

mountains and across the bridge, fighting as you go. Might want to

set elemental blast as your quick spell on your initiates. The skeletoids

are actually pretty nasty. MM9 doesn't start out easy. Remember, you

can rest and get all those sps and hps back at any time the danger

light is green. So rest after each fight if you have to. 25 magic

means quite a few spell points, so 3x elemental blast knocks em back

pretty quick. Grab the little bags they drop if they drop one

... they can be hard to see since they are similar in color to the

ground.



On the bridge and across it in the mountains are flying monsters.

Tough if you have to try to hit them hand to hand, but we were smart,

we have bows and spells. Yippee!



At the next bridge, talk to Mr. Pointless Plot Twist (Forad Darre).

He will join you soon, has absolutely no personality, and you have no

reason not to trust him. But later on the game will try to make you

feel guilty about having him. The story is certainly not the strong

point of MM9, to say the least. He tells us about Yrsa. (Hmm, enough

xp to level everyone ... too bad there's no trainer here ...) Do not

cross the bridge, instead continue along the trail (to the right of

Forad, NW). More of the same until you get to the hut. The well

heals you, but who cares, so does resting. Inside the hut is Yrsa.

She will help you if you help her. What a suprise. Go through the

tunnel, kill the dragonflies. There is a chest here too. Try the new

dialogue option with Yrsa. At many times in the game, what people say

will be inconsistent with what already happened; do not let this trick

you. It is just the low quality of the NPC scripts. Looking for new

dialogue options is the key to whether you can do anything. We find

out we have a destiny, and it isn't cabbage farming. What a suprise.



Talk to Forad Darre. He joins. What are his stats? Who knows.

There isn't any way to see them. Stupid game. He's not a bad

fighter, tho. Return to Yrsa, ask about the door, get the key. You

may also want to hit "F" and put Forad in your front row. You must

have three people in your front row. If you have two fighters, then

them and Forad will keep your initiates out of harm's way.



Cross the bridge by where Forad was. Kill the nasties until they stop

being summoned.



Here is the first good secret: Go up and to the left around the ruins

to the entrance. Enter. This is a very high level dungeon that will

kill you in seconds. But go forward and right along the river to the

chest. Open it, take the loot which is much better than you'll see

for a long time. First time I got a shield which alone was any armor

I wore for another 10 levels or so; this time I got AC 9 boots, two

excellent pows, a AC 8/+5 Spirit belt, and a scroll of the best dark

magic spell in the game (Souldrinker). Not bad!



Exit the ruins. Anything else is suicide even with our new loot.



Go back left and down the steps to the door, fight the nasties. If

you stay right next to the door, the big bone thrasher can't get to

you and you can pick him off with arrows and spells. Open the door,

open the book, watch cutscene as you sail off. Area one done!



------------ Stumford -----------



We need levels, so we need a town. Leave the dock, the town is on the

right. Make your way south to the large building surrounded by a wood

fence. Go in by the front door, click on the stone square thing under

the banner. That will allow us to Town Portal to here once we learn that

spell. Take the west door, talk to Bjarni. Get quests:



- Deliver letter to Kira

- clear Anskram

- Rescue Ivar from Drangheim Prison



Exit the building. In the northeast corner is a clover (1 skill point

when used). There are some shops on the west side; pick one and sell

your loot. I wouldn't buy anything ... you need the gold for levels

and there is plenty of loot lying around soon. Except maybe

skills... I had enough for Perception and Armsmaster. Continue south.

Through the wall/door, continue south to the small square with a well.

Jump in. Dive to grab the bags of gold, climb out. Continue west to

the training area. There is a brute here you can hire if you want him

... I don't hire NPCs.



Level 3 for everyone ... here's what I did with skill points. A good

guide is keep track of what you can become expert/master in and

concentrate on those. Tank's Blade to 4 ... the blade expert gal

hangs out just east of the well, so I'm saving for it. I give the

initiates Elemental 4.



Before a dungeon, let's travel and do some non-combat quests for quick

cash. Go to the tavern by the entrance, buy a drink for the guy and

the bar and he wants you to find some saboteurs. While you're here,

also talk to the guy in the house on the south side, who will give you

the manuscript quest. Just northwest is another clover; I'm not going

to list them all so keep your eyes out. There are one or two per

city.



Around the corner to the left is the building with the quill and

scroll sign; talk to the guy on the first floor and find out he is the

saboteur. He runs off. Return to tavern for reward. Not much xp,

but enough gold to make Tank a blade expert.



Now for a little tour. (You're going to need about 100 gold in boat

fares here, so if you've squandered your wealth, skip down and do a

bit of the Beethoven dungeon. If you have 100, don't worry about

spending it though. You're about to get 3000 without much effort)



---------- A Little Tour ----------



Go out to the docks, take a boat to Drangheim.



Follow the city walls to the gate, on your left. Enter the big

building on the right; in the back left is a door that leads out to a

+2 Luck barrel. Exit the building and go up the stone ramp on your

right. Continue to the left across the bridge. Inside the building

is the second Jarl. More quests:



- Disable Anskram defenses

- Retrieve Crona Kiga



Also, the Town Portal altar is in here. Click it. Return across the

bridge and go down to the lowest part of the city. On the left is the

tavern ... talk to a guy there about Swordbrothers. Outside by a note

is King Nicolai. Talk to him about duty. Exit the city. Sail to

Guberland. Up to the wood city wall, the gate is around to the left.



Go straight to the big building, enter on the left. (The well on the

other side gives +5 speed) Talk to Jarl #3. Still more quests:



- Get Book of Rules

- Challenge Ivan the Smart

- Get rid of Dook



Go out, straight ahead (east) then take the door on your left. Second

building on your left, go inside, click on the Town Portal altar

(disguised as a table).



Go to the Jarl's building, west, then north. Enter the building with

the stained glass window. Talk to the man between the bookcases. You

should be able to get the "cure the insane guy quest" from him but I

can't get it on my second time through the game. E-mail me details if

you do it. ***FIXME***



Exit the town. To the east is the "Gathering." Ask the guy in the

center if he needs help. How convenient. Ivan the Smart is also

nearby. Challenge him. To the death. Resist the urge to shout, "No,

to the pain!"



1. Stumford and Drangheim.

2. Verhoffin.

3. Hallenhalt.

4. Hubris.

5. Making Magic Items.

6. Murdered by his personal guards.

7. Ivan the Smart.



Return to the Jarl. Our first completed Jarl quest! The northern

side of the east section of town has several trainers in the magic

arts. I used 1500 of the 3000 gold to get expert Elemental skill for

my 3 initiates. The rest went towards levels. Need more gold, though!



The levels I do get get Tank to Armor 4. My initiates go to Learning

3. Learning takes quite a while to break even though and even longer

for non-mages so you might want to pick something else.



Back to the docks. Keep waiting until dawn until you can get a ship

to Thronheim. Enter. To the right, go through the tunnel right of

the gate. Continue forward, enter the door at the far side of the

culdesac. Go left at the entrance, then right. Kira is the woman

behind the curved table. Get more quests:



- Get rid of the Honkies

- Open the Mountain Pass



Also, give her the letter. The Town Portal Altar is in a building

across the way. Exit the town and talk to the guy at the docks. Ask

for a favor, send the people to Guberland. Reenter Thronheim. Go

through the tunnel again but this time turn left after exiting it.

The road curves left, go through another tunnel. Follow the road to

another tunnel. Just before it, you'll see a guy in white. Talk to

him and convince him to meet you at the docks. After going through

the tunnel, you'll see two people in white, one in a duck hat. Talk

to them too. Around the corner on the right is the tavern, go in.

Talk to the guy there about a Mercenary promotion. Select anyone you

want to become a Mercenary (all your fighters, in my opinion.

Assassins and Gladiators are the best fighters. And I'm not going to

do the Crusader/Paladin/Ranger quests so they won't be in this

walkthrough =)



Return to Kira. Tell her about the Honkies. Two Jarl quests down,

ten to go. Back to the docks, catch a boat to Thjorgard. Make your

way to the large building in the NE part of town with the low wall,

and enter. The guy to the left offers you the Scholar promotion. All

my initiates took him up on it.



There is a training area here, but don't use it, it is one of the most

expensive. We'll level up when we're done with the tour. Enter the

castle on the hill, go to the top floor. Click on the altar, talk to

the Jarl:



- Retrieve Thjorad

- Fix all the problems at the Mine



There's one more Jarl, but we can't get to him yet. Exit Thjorgard.



---------- Some loose ends -----



As soon as we can kill bandits, we can do two promotion quests. So we

need to train; take a boat to Drangheim. Talk to Nicolai again. The

trainer is in the lower area on the right in back. Initiates get to

Elemental 6 and Learning 4. This kicks their elemental bolt to 5-30.

Sweet. Exit Drangheim, go north then east. Go past the buildings

with the windmill and then north and a bit west. Enter the large

black castle, Drangheim Prison.



Talk to the guard straight ahead, get a visitors pass. Common sense

answers will get you it (No, no (a lie), and no. While hilarious, the

other answer is suicide =)). Talk to a guard, he'll move aside. Go

through the door into the prison.



Take the second door on your left. After going up the stairs, turn

right. Through the door, first door on your left. Talk to the guy in

there, and be honest about your intentions (rescue Ivar!). Open the

cage door, click the wall behind the cow. Walk straight ahead

(through what looks like a door) and up the ladders; on the

ceiling to open it.



Exit the smithy, up the stairs, go through the door on the left. The

guards leave ... pull the levers in that room (right next to the

door). Talk to the two prisoners. Return the way you came, making

sure the general is following you (sometimes he gets stuck). Near the

entrance a few guards will attack you ... I just ran. Go east, then

north. The monsters here should be no problem. Since we've been

being so nonviolent, take out your aggression. Continue west, to

Stumford. Continue mostly due north to the town. In Stumford, stop

off at the tavern and talk to the general. Then talk to the Jarl for

your reward. Also let him know Kira isn't interested. More xp, more

gold! I trained some more, since there is a dungeon entrance right at

the trainer here. We'll do that next since it should be simple by now

(I was levels 10 and 11 here).



Tank went to Merchant 4, Disarm Trap 2, and Armsmaster 4, and Bow 2.

My initiates got to Elemental 7 or 8, and one got Identify Item 4,

another Perception 2.



They only have 1 spell, but when it's Elemental Bolt for 8-48, who cares? =)



Since I finally had some cash, Tank became an Armor expert (NW of the

Jarl). I also used my Merchant 4 to get some cheap skills I was

missing: Light (x2), Dark (x3), Meditation, Repair Item. This allowed

me to learn that Turn Undead spell I found on the way here.



Through the door in the training area, down the spiral stair to Beet Hoven.



---------- Beet Hoven ----------



Look up. That's a lobber. They spit out little baby monsters, so

kill it first. Whenever you see lobber pods coming after you, look

for the lobber and take it out. Imagine if you were down here 7

levels ago and had no range weapons =) That's why it's nice to do the

tour first.



Continue down the passageway taking out lobbers on the roof as you go.

Straight at the first intersection. Right at the second. There are

two lobbers in this room, take them out. Go down the ladder. Jump up

out of the water after diving out of the tube that the ladder is in.



Points of interest on this level:



If you head south (jumping across the pit in the room where the floor

is broken), you'll find a maze with some nice stuff in it. The switch

just to the right of the door opens it. As you clear this level,

you'll find miscelaneous stuff you can equip since we haven't bought

anything. The well in the center gives +5 speed.



West is, among other things, the ladder down to the bottom level.

There is also a vase and the end of a wooden beam here. Break it to

get loot.



Mostly, we're just collecting stuff to sell. Clearing the dungeon for

the heck of it. Down to the bottom level.



More lobbers down here. Directions to the manuscript: left, right,

straight. Not much else worth getting down here. Return to the surface.

Go back to the guy in the house near the Tavern for your reward.



Jarl quests 4 and 5 both involve Anskram, so we'll do them next.

After that, we'll have enough xp that Bandits will be a piece of cake.



First, though, sell all the crap you picked up. Then exit Stumford.



---------- Anskram ----------



Go back south the way we came here last time. At the three way

intersection, head west. When you get to the castle, head around it

to the right. You can bash a hole in the wall in the back right

corner. There is also a basilisk and a chest back here. Basilisks

have basilisk skin ... keep one (we'll need it later) but sell any

others you find. We only need one.



Attack the wall to get through it; crouch to walk through the hole.

Climb the tower stairs to the top. Head west then north to the center

keep. Walk around the keep to the northwest corner, click on the

trapdoor. Go down, pull the lever by the north wall to raise the

portcullis. Go back to the south side of the keep STILL ON THE TOP

LEVEL and enter.



NOTE: if your game is unpatched, you have to do the whole keep WITHOUT

LEAVING and you must enter the top part FIRST. Get the patch.



Kill the nasties, head right. Jump over the trap (you do have

perception, don't you?), and enter the door. Use the skill barrels

and leave. Continue north, avoiding traps, and take the door on the

right. Kill imps until the little hole stops burning.



At the south end, take the east door. South, then west ... kill more

imps at the south end of the room. West, across the hall, continue

west ... kill more imps. Pull the lever.



East to the passageway, south, then west. There is a chest by the

bed. Exit, south, west into the central room. Take the southwest

door and go to the end of the hall. Through the door, kill the imps.



East, north, west, kill the bug. East, north, west, more imps. East,

north, west, skill barrel. East, east, kill imps, pull lever.



West, south, east, north, chest. East to the central room. A switch

has been revealed by the big doors. Use it, then slip between the

first set of doors before they close.



Fight the imp elders. East, south, kill imps. West, west, south,

kill imps. North, east ... out comes the Imp Boss. Terminate with

extreme prejudice. Go north and exit the keep.



Look up. Aim at chains. Shoot chains. Return to the Jarl in Stumford.

Get reward, ask him to join the coalition, level up. Boat to Drangheim.

Talk to the Jarl here, level up.



Five down Jarl quests down, seven to go.



---------- Promotions ----------



Warning: leveling costs more after promotions, so always level up

completely before doing a promotion.



Sail to Guberland. Talk to the head of the Gathering for your Nicolai

reward. Talk to the couple by the entrance to the gathering, tell

them you're hear to guard their boat. Go to dock, wait til 3 am.

Then wait till 6 am, kill the bandits. Talk to the couple again, and

now your fighters are Mercenaries!



Head north between the city and gathering. Turn south at the

intersection, enter the castle. Go north, take the second left, then

turn north again. Talk to the Dook. Threaten him. Return to the

Jarl for a reward.



Hop a ship to Thjorgard. Head west through the tunnel south of the

city. Then turn north. When you get to an open area, head east north

east to a lake; just north of there you should see the Magreeb Spawn,

which will run from you.



---------- More promotions ----------



Return to Thjorgard, and go to the Scholar promotion guy. Get

promoted! While here, ask about the Mage promotion quest at the front

desk. You have to get Verhoffin's diary.



A few trainers you may want to visit now that you have plenty of cash and

some promotions:



Learning, Bodybuilding trainer: near the southwest gate of Thjorgard.

Identify Item trainer: Along the west wall of Thjorgard.

Merchant trainer: Thjorgard, just east of the castle.



We'll be swinging by these soon, so pick them off then if you need them:



Armsmaster trainer: Stumford, just south of the tavern area.

Meditation, Dark, Elemental, Light, Spirit trainers: by Guberland magic shop.



I went to Stumford next, to level up and hit the Armsmaster trainer.

Then, in the building where the saboteur was (with the quill and

scroll sign) at the very top is the Gladiator promotion guy. He wants

you to:



- kill a basilisk (give yours to him)

- steal Kira's shield

- win at the Arena on Lord



I stopped off at Guberland next for the magic expert trainers. Then off

to Thronheim. Go to Kira's place. Her shield is in the corner by the door

to her room. Leave Thronheim, sail to Thjorgard.



The Arena is on along the inside of the east wall of Thjorgard ... it

looks like an exit from the city. Talk to the desk, ask to fight on

Lord. We're going to try this now, but you may get your butt kicked.

If so, come back later. My three Scholars with their obscene bolts

had no problem (they're now 7-42, 10-60, and 10-60).



Hint: if you go into turned based mode as the doors open, they will

close again before the monsters can come out, allowing you to fight

one set first and then the other.



Before we return to Stumford, we'll sail to the Isle of Ashes. It

saves a few boat trips to go there first. Return to the ruins, and

enter. This will be a bit tough in places; we're here early to get a

Mage promotion, which will allow us to cast decent spells.



Go left, kill the skeletons as they appear. Make your way to the door

past the cells. Turn north and break the bar across the door.

Continue north. The Frights here will be tough. If you're careful

you can fight them one at a time. Go east. At the four pillar room,

go south. Go southeast along the river to the end, then south into it

and up east back out again (we're bypassing a tough room to the

north). Kill the skeletons in the room to the east. Go south. Save.



Open the door, grab the key on the table to the right, run like hell.

Frights move around a bit erratically so sometimes you can get away

from them. Even if one of two party members die, we're almost done.



If you're agile, spinning and closing the door helps slow them down.

You can't do this in turn based mode, so be quick!



Make your way to the four pillar room and go north. Go through the

east door, kill the last Fright. Take the book, loot the chest. Exit

the ruins, take the boat to Stumford. Ressurect anyone who needs it

at the temple (east side of town), and get your gladiator promotion.



Off to Thjorgard and promote your mages. You have the wrong one.

Doh! Back to Drangheim. Sell your loot and level up. Tank had 4's

in all his secondary skills now, so he started on the path towards

Blade GM. The scholars are working towards Elemental 10, with 4's in

Light and Dark, Spirit, Meditation and Learning. Plenty of choices and

good cheap picks.



Exit Drangheim, head for the windmill. Your key opens the building

north of it; you can break the floor and take the gold book here.

Return to Thjorgard for the Mage promotion.



---------- Lindisfarne ----------



The promotion quests allow us to concentrate on GM'ing important

skills as we advance. Now that we have them out of the way, we can

return to the Jarl quests.



Sail to Lindisfarne. Head northwest and follow the path up into the

mountains. Turn left at the intersection. Loot the chest and enter

the building. Kill the guards in the first room, turn right then

left. Kill more guards. As you enter here, many guards will come

from the central room on your left. Kill them. Cross the room to the

east. There is a switch on the east wall that opens a secret door.

At the end is a fight and some chests.



Return to the secret door and go south. Follow the passage west,

south, then east through a door. Move through the library, go up the

stairs to the south. Behind a panel is another switch. More treasure.



Continue back and then out the other door of the library. You will

come to a room with 4 books. Do this part of the quest if you wish.

Or just go south, and click on the book sticking out of the bookcase.

Grab the book of rules. Exit the area.



Return to the fork, and go north. Down into the open area, then

northeast into the next area. Go north from here to the Monastery.



Go through two sets of double doors. In the open area to the right,

climb the ladder. Then climb the next ladder. Talk to the organist,

climb the next ladder. Pull the ropes in this sequence: 1 5 2 4 3.



Climb all the way down. Go east across the chapel and through the

door. Then down the hall, to the end where a hammer is in a niche in

the wall. Take it.



Leave the monastery. Return to the Jarls in Thjorgard and Guberland.

Seven down, five to go. (I bought Town Portal around here after

getting tired of walking)



---------- More Quests! ----------



Off to Thjorgard. Head towards where the Magreeb Spawn was, but go

south. Enter the mines. Turn right. Talk to the dwarf. Follow his

instructions; beyond this is a LONG loop with side passages. Search

the mine carts for ore. Go around the loop to the right and clear it.

When you get to the rock wall, break it. After the loop, talk to the

dwarf again.



Go west, north, west. Talk to the dwarf. Leave the mines and head to

Thorjard. A block east of the castle is the weapon and armor shop.

Talk to the armor merchant. Sell him your Thjorad ore. In southeast

Thjorad, west of the temple, is Hjarrand the Fixer's house. Tell him

about the broken machine. Pay him 1000.



Return to the mines. North, then west. Go up the circular stairs.

Go west. Talk to and follow the fixer. Open the machine, take the

broken part. Go east, then down, then east. Talk to the dwarf.

Follow him.



Walk forward, fall through the floor. Fight your way up the ramp.

Clear the rest of the mines for treasure if you wish. Return to where

the cave in was, talk to the dwarf. Return to town.



Go to the armor merchant, get a new slag extractor. Return to the mine.



Return to the machine, replace the slag extractor. Talk to the dwarf

at the bottom of the stairs, then talk to the Jarl.



---------- Frosgard ----------



Go to the Magreeb Spawn lake near Thjorgard, head down the northwest

path out of the area. Take the right path at the intersection (NE),

continue NW, then due north leaning slightly east. Walk into Frosgard

City. The jarl is in the quill and scroll building east of town. On

the west side is the trainer; the Town Portal altar is in the magic

shop near there.



The last two Jarl quests:



- Kill the Frost Giant

- Free the harbor of ice



Skulkil the Dark is by the tavern entrance; talk to him about becoming

a Lich. Talk to the man by the barrel west of town. Ask him to make

a delivery. Go to the dock. Shoot the barrel on the ice, return to

the Jarl.



---------- Mountain Pass ----------



Go to Thronheim. Walk north of the city, up the path, then east, then

south to the Mountain Pass area. This is pretty linear, with just one

side area, clear it. Return to Kira.



---------- Crona Kiga ----------



Two more Jarl quests to go. This is also part of the Lich promotion

quest. In Drangheim, head north out of town up the path, take the

right fork. Enter the Chasm of the Dead. Head down through the first

area, killing skeletons and avoiding traps. This part should be

ridiculously easy at your level.



Now things get significantly harder. As you walk down the cliff path

outdoors, apparitions will appear behind you. When your danger

indicator turns yellow, turn around and kill them. Enter the door on

the left. (Actually, you can skip these side areas if you want, but

this one is part of the Lich quest ...)



Lots of traps here. In the side rooms, attack the mummies one at a

time FIRST in their coffins to avoid fighting them all at once. The

Lich scroll is at the top of the pyramid in the large room with the

mummies.



Like many of the dungeons in this game, this one is mostly linear

... in the large room in the raised center, proceed slowly to fight as

few mummies at once as possible. Go back up the stairs and rest when

you need to.



At the bottom of the slope, between two statues, is another side area.

It's pretty boring, clear it if you want.



Head to the other end of the valley. Go straight down the main

passageway, avoiding traps. Loot the side rooms if you wish. You'll

end up in another big mummy room. Proceed as above. The Crona Kiga

is the crown on the pedestal. Loot the chests too.



Return to Sigmund in Drangheim for your reward.



---------- Lich Promotion ----------



This would be a good time to do the Lich promotion. Unfortunately, I

can't find the second scroll in this game .... bug?



---------- Last Jarl Quest ----------



>From Frosjard, head south and take the first left. On your left will

be a tunnel; enter it. Stay to the left to get the chests, then

return and continue up the ice passageway. After the tunnel, walk

through the portal to Yanmir's fort.




315 Прочтений •  [Might & Magic 9: Walkthrough (English) (#3925)] [16.05.2012] [Комментариев: 0]
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