Legend of Grimrock 2
35 оценки
Walkthrough "Final Adventure" (v1.3)
От Dartaen
A walkthough and strategy guide for the Grimrock 2 mod "Final Adventure" (version 1.3) by Adrageron, including maps.
2
6
   
Награда
Добавяне към любими
В любими
Премахване от любими
General tips
About this mod
Final Adventure is the third mod by steam user and Grimrock 2 enthusiast Adrageron (after "Lost City" and "The Guardians"). His mods are considered by many (including myself) to be superior to the vanilla Grimrock 2 campaign, so I highly recommend you give those a try as well.

New concepts and changes from base game
This mod has some unique concepts which are not found in Grimrock 2 vanilla. Some existing concepts have also been changed significantly.
  • Score and achievements: You are given a score upon completing the game, as well as a number of achievements to earn. Harder difficulty and fast completion earn higher scores.
  • Learning spell scrolls: A character cannot cast a spell before learning it first from a spell scroll, so you must find (or buy) the scroll first. The scroll is consumed on learning, so you need one scroll per char. Some spells can now only be learned by certain character classes.
  • Cooking food: All food must be cooked in the cooking set before it may be consumed safely. Monsters like turtles, wargs etc. only drop raw ingredients.
  • Mining and sapping: You can destroy rocks and some walls using pickaxes and blow up cave-ins using firebombs.
  • Item crafting: You can craft and upgrade items (including entire item sets) using a forge formula and crafting materials.
  • Enchanting items: You can improve items using an Enchant Item scroll, e.g. to give a weapon more damage, a piece of armour more protection or a wand increased cooldown speed.
  • Money & merchants: You can buy gear from merchants and sell stuff you do not need anymore for dollars (paper money), which is found and dropped as loot thoughout the game. As in the base game, you can also use gold keys to unlock specific treasures.
  • Improved firearms: All firearms deal more damage and now gain bonus damage from Dexterity.
  • Reworked skill and trait selection.
  • New spells, buffs and negative conditions.
  • New and rebalanced character classes.
  • New recipes for food, drinks and potions.
  • New items including new item sets and set bonuses.
  • New and reworked monsters, most significantly harder than in the base game.

What to look out for during character generation
  • Some of the higher level spells can only be cast by certain character classes. If at all possible, bring at least one character to cast Nature and Arcane spells. Sacred spells are helpful, but optional.
  • It is possible to beat the game without spellcasters, as you will find some relics which can also cast those spells. However, they must be recharged every few uses using a shard of Recharging.
  • If you are playing on the higher difficulties, late game monsters do so much damage that armor becomes almost useless. A very high evasion is a much better option here, so do not skimp on Dexterity on the frontline fighters.

What to look out for during play
  • Some of the enemies in the endgame are very strong, so try to save up the strongest power-ups for later (crystal shard of Healing, rage potions, Force traps, frost bombs etc.).
  • All stores in the game replace their inventory with random items at midnight on day 7 every week. Save and reload if you do not like the new selection.
  • Always buy these items when on offer: lizard on a stick (you need at least one for a secret, better two - to get it early) and palenuts (for the Evasion enchantment on items).
  • If possible, keep one spell scroll for each school (common, sacred, nature and arcane), i.e. do not learn it. You will need these for a puzzle in the Seven Tombs under the Burning Sands (you can learn them afterwards). Otherwise, you will have to buy the missing scrolls from a merchant or library.
  • You will need pickaxes to mine (i.e. shatter) rocks and lockpicks to open locked chests and iron locks. You will find some of these throughout the game, but to split every stone and plunder every chest in the game, you will need to buy some. You can buy lock picks in Garnodat for blue gems and in Cheeseburg for dollars. Pickaxes may be purchased in Garnodat or the Undershop for one blue gem apiece. For a green gem, the Undershop also provides magic pickaxes, which have thrice the durability and can be used underwater.
  • You can buy a tome in the Undershop which improve your mining skill and another one which allows your firebombs to clear cave-ins. The Herder hamlet has one which improves your cooking skill.
  • Once you have the trait to pick complex locks (which allows you to pick most locks using 2-4 lockpicks), begin saving one key of each kind (brass, skull, ornate etc.). You will need these for a puzzle in the Pyramid.
  • If you plan selling excess items for cash, consider buying the "Art of Trading" tome in Cheeseburg beforehand. For a price of $500 this will allow you to get about 15% higher sell prices.
  • You will find a limited number of Enchant Item scrolls (as well as minor Enchant Item scrolls). These can be very powerful, but are consumed upon use and each item can only be enchanted once. So do not use them until you have found the most powerful gear you can use until the end of the game. When you reach the Crystal Lake, you can also get a tome there which increases the power of your enchantments.

Completing the game
There are three ways of completing the game:

1. Find all the power gems and elemental essences for Beleth. He will then open up a teleporter near the starting location, which will take you back to the adventurers guild. This may make you miss out on most of the later parts of the mod and is also kind of anticlimactic, so I do not recommend it unless you are doing a speedrun.

2. Fully repair Outkeep using the Rod of Ruin (found in Urhold Dungeon), 16 power gems and the essence of Balance. This way, you do not miss out on the latter part of the game, but you will not get the boss fight.

3. After finding the power gems and essences for Beleth, ally with the Livingrock watchers, get new power gems from the Garnodat Dungeon, recreate the elemental essences and kill Beleth in his quarters. This walkthrough will follow this scenario.
Maps - Start of Game
What to do here
  • Step through the teleporter to the Wetlands to start your game.
  • Your goal for now is to find the mage who hired you, Beleth. He is found in castle Garnodat to the east. To open the way to Garnodat, you will need the Horn of Awakening, which is locked in the Abandoned Dungeon below.
  • In the Wetlands, you must first find the key for the iron lock, which will allow you to enter the Abandoned Dungeon below. This in turn allows you to reach the skull key in the southern part of the Wetlands, which is needed to get the Horn in the Dungeon below.

Adventurer's Guild

About this area
  • Before starting the actual mod (use the teleporter to the Wetlands), you can select game options (using the levers) which can make your game harder or easier. This can also affect your final score.
  • Difficulty affects the game options available (as well as your final score).
  • After completing the game, you return to the eastern part of the level. Here you can view your achievements and final score.





Wetlands

About this area
  • You arrive here with all your gear gone. There is no way to prevent that.
  • Most of the level is inaccessible at the moment. You cannot fully explore the level until you have a magic pickaxe (which will allows you to destroy the underwater rocks) and have opened some doors in the Abandoned Dungeon (which can only be unlocked from the areas north and south of this area). This will not happen for quite some time.



Hints
  • Be sure to return once you have an underwater weapon (you can find one in Glades Domini or buy one in Garnodat) to destroy the underwater reed. This gives you access to another small area.
  • The scroll of LAST WORDS allows one of your chars to talk to corpses when learned. Corpses often give hints where to find secrets and buried treasures.
  • Make a habit of inspecting every cracked wall, sewers grate or hollow tree you come across. The mod's creator likes to hide items there, the scoundrel.
  • There is a turtle swimming around in the southern waters. If you have no underwater weapon, you can squish it by dropping on it from land. You won't get any XP from the kill, however.




Abandoned Dungeon

About this area
  • As for the Wetlands, you cannot fully explore this level until much later in the game.



Hints
  • The secret to the NE of the NE stairs (next to the ladder and pressure plate) can only be opened from the Wetlands.
  • Picking up the Horn of Summoning closes the door and releases four mummies. You can open the door with the lever in the SE corner of the room. After you have got the secret in the NE corner (req. a green gem, you can take it back afterwards), close the door again and jump into the pit in the NW corner (opened with the secret switch in the SW). This allows you to get the secret in the poison bolt corridor.
  • Some of the ragged "curtains" on the walls hide items.
  • Be sure to return once you got an underwater weapon. It will give you another underwater weapon (the tribal spear) and a gold key.



Maps - Glades Domini & Garnodat
What to do here
  • You will find a rock blocking your path. To find a way to destroy it, you have to awaken the Gatekeeper (using the horn) and enter Garnodat. In the castle, you will find message from your employer telling you to find the power gems in the surrounding areas.
  • You can get the first power gem in the Glades Domini. After that, you must choose which area to do next. Options are Veilwoods (N), Skullcoast (E) and Hammerhills (S).
  • FOUR GRACES quest: The Glades contain the first of four altars which grant a temporary buff to one specific attribute. Having all four buffs active at the same time permanently grants the FOUR GRACES trait to all party members.

Glades Domini

About this area
  • This is the first level where you can destroy rocks and mine gems using a pickaxe. You can also find your first buried treasure and dig up your first corpse. Yay!
  • You can find a skeleton figurine here, which allows you to use LAST WISH on corpses underwater.
  • You can find one of the altars connected to the FOUR GRACES quest here.


Hints
  • After awakening the Gatekeeper, you find your first pickaxe to smash rocks blocking your path. You can buy more pickaxes - and also lock picks - in Garnodat.
  • The Zarchton merchant in the southwest sells four items for one gold key each: a cooking set, shovel, rope, and a mortar&pestle. This is the only way to get those crucial items, so I suggest to buy them as soon as you can.
  • You find your first "inscription in a foreign language" on this level. To decrypt it, you will need the TRANSLATION spell found on the Skullcoast.
  • You can sometimes find underwater vines growing on rock walls. Some of those you can climb like a ladder.
  • The Zarchton shaman wants you to clean the bad waters in the west (i.e. kill the eyetopus). You will need at least one underwater weapon to defeat it in the usual way. It can also be goomba-stomped (i.e killed by dropping onto it) from the shore, but then you won't get any XP. You can buy a tribal spear in Garnodat, if you are willing to sacrifice a gold key.
  • Alternative way to get two underwater weapons: get the Skeleton figurine and drop into the bad waters. Evade the eyectopus and use the figurine on the SW corpse (secret), which will drop a lightning rod. Take it and escape the waters by pulling the three levers scattered in the pond and using the teleport which appears. Now you have a (weak) underwater weapon, which you can use to destroy the underwater reed in the Wetlands and the Abandoned Dungeon. In the Abandoned Dungeon, you can now reach an area which contains a tribal spear.




Garnodat

About this area
  • Beleth wants you to find power gems for him. Returning them to the pedestal will yield rewards as well as unlock more rooms in Garnodat.
  • The third power gem unlocks the Windgate to Outkeep, your hideout. The sixth one unlocks the elevator, which will allow you to meet Beleth in person in his quarters.
  • You can buy equipment in Garnodat for gems or gold keys.


Hints
  • You can get extra pickaxes or lockpicks here for one blue gem each.
  • Unless you plan to go south to the Hammerhills after Garnodat, sacrifice a green gem to get the LIGHT spell. No one likes to hold torches all the time.
  • For most parties, the Growing Box and the Spirit Mirror Pendant should be among the first items purchased at the equipment store. You can also purchase Enchanted Soil, which can be used to unlock another slot in the Growing Box.
  • You can unlock a secret by bribing the Ice Guardians with a blue gem each.




Beleth's Quarters

About this area
  • Beleth wants the rest on the power gems and, after that, the four elemental essences.
  • You cannot access most of this level until the endgame.



Maps - Outkeep
Outkeep

About this area
  • This is your hideout, which serves as the destination for all the windgates you unlock throughout the game world. It also contains a lot of room to store excess items.
  • Outkeep starts in a basic state and must be restored (upgraded) to access its advanced functions. You will need crafting materials to upgrade Outkeep, which you will find during your journey. You can also buy materials at the crafting goods shop in exchange for dollars.
  • Once fully upgraded, Outkeep will grant you extra resources (food, herbs) from time to time, allow you to reset your characters' skills and perform advanced alchemy in the laboratory.


Hints
  • Like all vendors in the game, the crafting goods shop randomly resets its inventory every week (at midnight after day 7). Save beforehand and reload if you do not like the selection. You will not find enough materials to both fully rebuild Outkeep and craft every item in the game, so if you want to skip nothing, you will have to buy some materials here.
  • Buy an Outkeep key if you are heading to an area with an windgate in it. You won't get any Outkeep key outside of Outkeep itself except the very first one you get from Beleth.


Maps - Skullcoast, Old Tunnels & Lighthouse
What to do here
  • Skullcoast and Old Tunnels contain a power gem and allow you to reach both Cheeseburg and the Frozen Highlands, both which contain vendors. Both exits must be unlocked first.
  • The power gem will drop into the sub-level (Old Tunnels) when you approach. To reach it, you will have to access the stairways and drop into a few pits.
  • There is a boss fight in the Old Tunnels (The Shadow). To reach it, you need the DISPEL spell, which can be found in the Ruins of Naar or bought at the Garnodat common library. If this is your first area after Garnodat, better skip it for now, as it is quite tough for a low-level party.
  • You can also access the Garnodat Dungeon from the sub-level. Do NOT go there before the Watcher in Livingrock tells you to.

Skullcoast

About this area
  • This area contains the spell scroll for TRANSLATION, which allows you to decrypt inscriptions in foreign languages.
  • You can find one of the altars connected to the FOUR GRACES quest here.


Hints
  • The underwater chest in the NE is guarded by a mean old tentacle. Easiest way to kill it is to go in, have your two melee fighters land one hit each, then retreat some tiles away until it retracts into the sand again. Repeat until dead.




Old Tunnels

About this area
  • You will be ambushed by a few ratlings which should not be too tough. Beware of the snails though, they spit area effect poison bolts.


Hints
  • First instance of a secret hidden behind a waterfall. A second waterfall hides a rock which you can smash with the pickaxe.
  • Fireball corridor: The lever that activates the fireballs also opens the moving wall leading to the secret in the southern room. The wall closes again if the fireballs hit the receptor, so you must block the fireballs (best with FORCE FIELD, or with your party if you are desperate).




Old Lighthouse

About this area
  • Very small level with not much to see.
  • Contains the Selfidian Mirror which you can use in Outkeep.


Hints
  • You will need to collect a few torches on other levels.
  • To get through the illusionary wall, you need to activate a magic bridge in front of it, which disappears quickly.


Maps - Veilwoods & Rootling Hollows
What to do here
  • This area contains a power gem, which you can only access from the sub-level (Rootling Hollows). You can also reach the sub-level of Cheeseburg to the west from there. It is also possible to get to the Herder Moors to the east; just jump into the river.
  • You can also access the Garnodat Dungeon from the sub-level. Do NOT go there before the Watcher in Livingrock tells you to.

Veilwoods

About this area
  • You can find one of the altars connected to the FOUR GRACES quest here.


Hints
  • You will sometimes find small mounds of earth. Dig them up with a shovel, they usually contain items.




Rootling Hollows

About this area
  • The ratling merchant will sell you gold keys for $600 apiece.
  • To reach the SW part of Veilwoods, you will need to defeat the Ratling Druid. Alternatively, you can also bypass him by getting a brass key from the ratling merchant.


Hints
  • If you already have the Strange Key from Outkeep, you can unlock a teleport to Outkeep here.
  • The Ratling Druid is a shapechanger. He will change into a new form whenever he loses a portion of his life.


Maps - Hammerhills & Howling Caves
What to do here
  • This area contains the spell scroll for LIGHT, if you are too stingy to buy it in Garnodat.
  • The sub-level (Howling Caves) contains some cave-ins to blow up. To blow up cave-ins, you need the SAPPER trait, which you can only get by purchasing the Sapper's Handbook from Gluckenspiel's Undershop in the Frozen Highlands. He also sells the Miner's Guide, which makes mining easier, so you might try to visit that area first.
  • You can find another power gem here, which is however hidden behind a force field. You must shut it off first. To do so, you need to reach the four towers around the map.
  • You can get to the Frozen Highlands (with a key) and the Ruins of Naar (jump into the water) from here.

Hammerhills

About this area
  • The power gem is locked behind the force field under the NW tower. To shut it off, you need to activate the three other ones (NE, SE, SW), then push the switch on the NW tower. This fires off a blob which will shut off the force field.
  • Getting the power gem will also get you the scroll of LIGHT.
  • You can find one of the altars connected to the FOUR GRACES quest here.


Hints
  • You must first unlock the three towers with iron keys, then activate them with a shard of Recharging each. Press the switch on the tower with the force field to get the power gem and the scroll of LIGHT.
  • You can get the shards back afterwards using the deactivation lever next to the SW tower.




Howling Caves

About this area
  • Lots of rocks to mine with pickaxes and cave-is to blow up with firebombs (if you have the SAPPER trait). Mining makes the miner hungry, so I hope you brought enough food. Even better, get the Miner's Guide from Gluckenspiel's Undershop before doing any mining.
  • You will need a magic pickaxe to mine the underwater rocks. Unless you have already found one, Gluckenspiel can also help you with this.


Hints
  • Boss Fight: The hives continuously spawn scavengers until destroyed. Try to kill them off quickly using bombs. The scavengers can paralyze your chars, so pack something against that as well.


Maps - Frozen Highlands & Brokepick Mines
What to do here
  • This area contains Gluckenspiel's Undershop, which sells shards, bombs and magic pickaxes for gems. For one gold key each, you can also get the Sapper's Handbook (allows you to blow up cave-ins with fire bombs) and the Miner's Guide (halves the amount of hunger sustained when mining a rock).
  • You will need cold resistance.

Frozen Highlands

About this area
  • As you climb the mountain, at some point (cold area) the weather will get so cold you sustain cold damage every few seconds. You do not take damage with a cold resistance of 50 or higher, so keep FROST SHIELD (also found here) up all the time.
  • Gluckenspiel has a power gem for sale for 10 copper nuggets. You can either find some in the mines below or steal the power gem from him. For the latter, you will need 15 firebombs, but then you can keep the copper nuggets for crafting purposes.


Hints
  • Frozen lakes: For the central lake, the ice breaks when you try to reach the small southern landmass. You can reach it from the other side. There is also a small lake in the south where you can break the ice by jumping on it from above.
  • The ice doors can be blown up just like cave-ins.




Brokepick Mines

About this area
  • Lots of rocks to break and blocked passages to blow up.


Hints
  • If you want to rob Gluckenspiel of his power gem, drop 15 fire bombs into the stone circle in the NW corner of the map and pull the nearby lever. You can make new fire bombs using alchemy or buy some in his own undershop.
  • Some of the passages are guarded by wardens, which are not hostile unless attacked or when a nearby alarm is triggered. Best attack them one by one, so you do not have to fight two at once.


Maps - Cheeseburg & Burrows
What to do here
  • Most of the vendors in the game are located in Cheeseburg. Here you can purchase food, potions, gems, torches and lockpicks for dollars. As for all vendors, they get a fresh (random) inventory at the start of each week.
  • The mayor of Cheeseburg has a power gem, which he will give up only if you perform a series of quests for him.
  • You can become champions of the Cheeseburg Arena by winning eight fights of increasing difficulty). Beating each tier rewards you with money (dollars) and gems, with the final fight also giving you a piece of the Fifth Power item set. If you set foot into Cheeseburg for the first time, you will probably not be powerful enough to beat more than the first four tiers. Save the final fight for late, it is possibly the hardest fight in the game.

Cheeseburg

About this area
  • The city has multiple levels. You can find ratling vendors on the ground level as well as above and underground.
  • Do NOT pick the black market lock. You will find a key on one of the outlaws.
  • You must make a donation to enter the city hall. After breaking the mayor's stuff, you will have to pay restitution first to be granted a actual meeting. You must then solve his quests (finding his gold watch, killing the outlaws, defeating the boss in the Burrows below) to get the power gem without a fight.
  • The treasury can only be opened with a gear key. You will not find one until later in the game, but you can pick it if you have the ability to pick complex locks (the lockpick merchant sells a tome for that) and Nimbleness 5.
  • Breaking in the treasury turns the mayor and all of the guards (but not the vendors) hostile. He drops a gear key, so if you spent one to open the treasury, you now have a replacement. This is also a way to get the power gem without doing the mayor's quest.


Hints
  • The Black Market and the gem vendor contain some very sneakily hidden switches, partially obscured by the stone racks on the wall.




Burrows

About this area
  • The NE part can only be accessed from the Caves of the Drowned. You will not get there until much later.
  • Contains the Ancient Relic, which casts WATER BREATHING. Needs to be recharged after a few uses though.


Hints
  • Control Room: One of your chars needs Str 100 or more to move the stuck lever. Bear mead and Rage potions can help.
  • Secret central 3x3 room with lock picks (behind "3 clicks" note): There are 3 secret switches on this level which don't seem to do anything once pressed (they can be pressed only once). Once you have pushed all three, this area becomes accessible.
  • Trap Cruts in a force field and kill his extras first. He is easy to defeat when he is alone.
  • To get to the SE secret near the passage to the Rootling Hollows, you need to play around with the two pits north of it. First open the N pit using the lever and drop an item onto the plate below. Close the N pit again and cross it to push the secret switch. The passage to the S pit opens. Drop down and step through the open gate. This also closes the S pit so you can get the scrolls (if you return there later).
  • The wall to the nearby secret in the SE corridor is opened by throwing an item on the plate on the eastern end. You must throw from the place between the two raised moving platforms and the eastern one must be raised, which you can only do from the west. Unfortunately, both the lever and the western pressure plate close the secret off again, so you must throw your item, then pull the lever before it lands (E door must be shut).


Maps - Ruins of Naar & Lower Naar
What to do here
  • A number of ratling merchants have made Naar their home, much to the chagrin of the Watcher. They sell sacred scrolls for dollars, and will also purchase your parchments.
  • You can buy a total of 16 skill tomes here. If you have enough gold keys and have already repaired the Amnesia device in Outkeep, this gives you 16 skill extra skill points for your party. Very handy indeed!
  • The Enchanting Workshop is located here. Enchanting can improve items substantially. This becomes important in the late game, when you get access to the best items and enemies become much stronger.

Ruins of Naar

About this area
  • To get this area's power gem, you will need to take the bladed gear from the boss below. The watcher gives you the scroll of Opening which opens a passage near the central library. This in turn leads to a stairway to Lower Naar.
  • There is a ratling merchant here who buys notes, letters and parchments. If you sell him the scroll of Opening, he will give you the Ancient key, which allows you to steal the power gem (the watcher will curse you as a punishment). Not recommended, because parts of Lower Naar will be barred from you permanently without the scroll (unless you are speedrunning).
  • You find the Deity Figurine here. Removing it from the table triggers an ambush.


Hints
  • You may have already found the inscription "Thems all took" about a stolen rock collection. This is a hint about what to do with the NW table.




Lower Naar

About this area
  • The underwater passage to the northeast allows you to unlock the previously inaccessible southern part of the Abandoned Dungeon. You can reach the Scriptorium once you have accessed the Abandoned Dungeon from both Lower Naar and the Lichen Caves.


Hints
  • You need a number of differently coloured gems to unlock the SE secret room. Don't forget to pick them up afterwards!


Maps - Herder Moors & Lichen Caves
What to do here
  • The herder elder has a power gem. He will part with it if you bring him the three herder spores from below.
  • There are a number of merchants in the herder village. The most interesting one is the one who sells nature scrolls, if you do not want to wait until you find the respective scroll.
  • There are also a number of gold locks to unlock.

Herder Moors

About this area
  • In the "overgrown mycelium" area west of the hamlet, you will find your path blocked by mushroom patches. You can make them disappear by destroying their respective herder hive.


Hints
  • The hives in the SE spawn swarms. They cannot reach you in the Herder hamlet, but once you venture south, try to destroy them quickly to stop the swarms from pestering you.




Lichen Caves

About this area
  • The hives spawn plagued twigroots and small herders. Three of the hives spawn a Viper Root each on death. The Viper Roots in turn drop the corrupted herder spores to get the power gem on the level above.
  • The southern exit leads to the Abandoned Dungeon. You can reach the Scriptorium once you have accessed the Abandoned Dungeon from both Lower Naar and the Lichen Caves and unlocked the previously inaccessible areas there.


Hints
  • A tentacle lurks in the SE lake.


Maps - Wetlands, Ab. Dungeon & Scriptorium
What to do here
  • You cannot fully explore these levels until you have unlocked the gates in the N and S area of the Abandoned Dungeon, which can only be done coming from the Lichen Caves and Lower Naar. You should also have a magic pickaxe to destroy the underwater rocks, although it is not strictly necessary.
  • The Scriptorium contains advanced spells (JUMP, WATER WALKING, MASS HEAL, RAISE DEAD) and some quest items which you will need during the endgame. You cannot buy those spells anywhere else.

Wetlands

About this area
  • Bring an Outkeep key. The Scriptorium contains a windgate.
  • If you have already returned 8 power gems to Beleth, a teleporter has appeared in the same spot where you first arrived. It leads back to the Adventurer's Guild. Don't use it, you cannot get back otherwise.


Hints
  • The nests spawn Shrak-Torr (wasp-like creatures). Destroy them first if possible.




Abandoned Dungeon

About this area
  • The only way down to the Scriptorium is the central pit. You can come back via the staircase.


Hints
  • The secret near the western stairway (up to the Wetlands) contains a red gem. You cannot get it without the JUMP spell from the Scriptorium.
  • Right to the northwest of this, you can find another secret right next to the stairway. It is opened from the Scriptorium. Just close the gate that bars the stairway, leave the Scriptorium via the windgate, use the windgate to Garnodat and return to the stairway from the other side. The wall barring the secret has now disappeared.




Scriptorium

About this area
  • There are eight blocks here floating above a set of 32 (4x8) power squares. Each square corresponds to a letter of the alphabet or digits 1 to 6. You select a letter or digit by pushing a block on the respective square. Your task here is to push select letters so they form words. This will open up new parts of the area.
  • To get all the scrolls and quest items, you will need a total of 8 red gems and 8 gold keys. You will find some here, but you must bring some from other areas. Don't forget that you can buy gold keys from the ratling merchant in the Rootling Hollows.


Hints
  • Unlock the LIGHT, DARK and EXIT areas first. They are needed for some other words (RUDO14 & ZURELOG2 require DARK, GIPZE requires EXIT)
  • Try to get the JUMP spell (GIPZE) early. It is needed in some of the other areas (DROP and ZURELOG2).
  • You will need to activate LOTE sometime when getting ZURELOG2.
  • The areas accessed by CLOUDS, INSECT, OGRES and POWER each contain a lever which unlocks a gate in the next area, so they should be done in this exact order.
  • CHOLUX is the only word for which you can find no hint in this dungeon and which you cannot guess. The only way to properly guess it is to visit the CHOLUX area in the Necropolis first. Perceptive players might recognize the setup (floor spikes, teleporter and the charging sound).


Maps - Siren Deeps & Caves of the Drowned
What to do here
  • The Siren Deeps and large parts of the Caves are underwater, so you MUST have the WATER BREATHING spell and some underwater weapons before you venture here. You can refresh your spell in the air pockets found around the area.
  • The lower level contains the essence of Water.
  • To find everything in the caves, you will also need the WATER WALKING spell (found in the Scriptorium).

Siren Deeps

About this area
  • When you first enter this level, go find an air pocket straight away. The WATER BREATHING spell has only a short duration and cannot be cast while underwater, so always keep the way to the closest one in mind.
  • Your goal here is to find the way down (via the pit near the herder hives in the southern part).
  • This area contains the only underwater windgate (No idea how this works; wouldn't an underwater teleporter flood Outkeep?)
  • You will need a magic pickaxe to mine rocks underwater. The normal ones do not work.
  • This area contains the flute, which is needed for secrets in some other areas.


Hints
  • The NW secret requires you to clean the kelp forest of all items lying around. Anything south of the kelp plants can stay where it is.




Caves of the Drowned

About this area
  • The essence of Water is locked in a force field. To remove it, you must find the dark tentacle and the crystal heart, which you must both take from underwater monsters.
  • There are some bones lying around, some of which turn into ghouls when you approach. This even happens underwater.
  • You will need the Ogre figurine (from the Scriptorium).


Hints
  • The crystal heart drops from the crystal elemental. You can only open the way after sacrificing 4 shards of Recharging. It is not too hard, though. You can find the Icefall Hammer nearby.
  • The tentacle monster which drops the dark tentacle is quite mean, however; best try to approach it from the west instead from the east, otherwise you have no way to evade. If it's too hard, try freezing it with frost bombs or the Icefall Hammer.




Maps - Mournland & Necropolis
What to do here
  • There are remains (human skeletons) scattered across this area.
  • You will need to find four sets of remains to open the four stairways in the southwest. Search the Necropolis for four heavy keys to unlock the final stairway and the Windgate in the northwest.
  • The Necropolis contains the essence of Earth, locked behind a boss fight.
  • If you have already returned all four essences to Beleth, you can get to the eastern part of the Sacred Grove from here.

Mournland

About this area
  • Do you already have the flute (found in Siren Deeps)? You will need it here.
  • As always in Grimrock, you should dig up each and every grave you come across to rob the deceased of their belongings and their peace. You weirdo.
  • In the Spirit Wood (northern part) you can create teleporters (which redirect missiles) by dropping an item on the ground.


Hints
  • You will encounter tormented souls here. They are immune to physical attacks and protectiles pass right through them. Best defeat them with fireburst or ethereal weapons.




Necropolis

About this area
  • The essence is hidden behind a boss fight (SE room).


Hints
  • This is most likely the first time you will encounter burning skulls. They are immune to fire, best kill them with physical attacks. The Deathspeakers (boss) can also summon them.
  • The note about "key - green / lockpick - blue" gives you a hint what gems you need once you find these items. So once you find a key and a lockpick in two alcoves next to each other, replace them with a gem of the respective colour to open a secret.


Maps - Crystal Lake, Elemental Temple & Subways
What to do here
  • You must find your way into the Elemental Temple below which contains the essence of Air.
  • If you have already returned three essences to Beleth, you can get to the southern part of the Sacred Grove from here.
  • You will need the WATER WALKING and the JUMP spells to reach all areas.

Crystal Lake

About this area
  • You will need to find the Ornate key, which unlocks the door to the Elemental Temple.
  • If you already have retrieved the flute from the Siren Deeps, you can use it here once again.
  • You will also find the ticket to the Snail Paradise. You can use it in the tombs under the Burning Sands.


Hints
  • There are some levers on the shore which can only be reached when WATER WALKING is active.
  • To get the ticket, cast WATER WALKING, walk until you are right above the underwater snail. When the spell expires, you will drop onto the shell and destroy it.




Elemental Temple

About this area
  • The temple has four wings (NW, NE, SE, SW), each dedicated to one of the four elements. After defeating some creatures of the respective element in each wing, you will find one of the key which unlock the doors leading to the boss fight below.
  • You will need the flute (once again), a cake and gems of different colours in this area.


Hints
  • There are multiple secrets in the central pool. They become unlocked as you find other secrets on this level.
  • You can find a cheesecake in the Crystal Lake and a normal cake in the Temple Subways.




Temple Subways

About this area
  • Contains the Snail Paradise. You can only access it from the Seven Tombs, though.
  • Taking the essence of Air triggers a boss fight.
  • You will need a number of torches.


Hints
  • Put one torch in each holder which has a grate directly beneath it. Leave the other ones empty.
  • The boss fight has your party fighting six guardians of different elements. Try to disable some via force field and/or use the alcoves to your advantage, so you do not have to fight too many of them at a time.


Maps - Burning Sands, Seven Tombs & Tomb of Oadan
What to do here
  • You must find your way into the Tomb of Oadan, where the essence of Fire is hidden. To do so, you must drop into the pits in the center area, which will allow you to unlock areas of the Seven Tombs below.
  • The Burning Sands contain a the "Seven days, seven sacrifices" puzzle, where you must sacrifice a specific item on each day of the week. Once all sacrifices have been completed, you trigger a boss fight.
  • The Seven Tombs have a puzzle where you have to place different types of documents (letters, notes, spell scroll, recipes etc.) into alcoves. If you did not save any of a specific type, try to buy some at vendors.

Burning Sands

About this area
  • You will need a full week to unlock the "Seven days, seven sacrifices" puzzle. Try to make your first sacrifice as soon as you enter the area for the first time.
  • To get to the Tomb of Oadan, you must open the walled building in the center of the map and drop into a series of pits, each pit leading to a different section of the Seven Tombs. Each section contains a lever which closes the pit leading into it, which will allow you to reach the next one.
  • Whenever you find a corpse buried in the sand, dig it up and keep the remains. You will need them later.


Hints
  • When fighting Ignis, kill off his extras first. Being a magma golem, he moves very slow and is quite easy to defeat on his own.
  • If you want to figure out the 7 sacrifices yourself, search the map. There are clues for each one.




Seven Tombs

About this area
  • Contains multiple boss fights.
  • To reach every secret, you will need remains (some found here, some buried in the Burning Sands), food ingredients, potions and parchments/scrolls. If you do not have all those you need, craft or purchase some.
  • You can reach the Snail Paradise (in the Temple Subways) and a secret in the Tomb of Oadan using the portal in the room of the Master of Portals.


Hints
  • The ticket to Snail Paradise is in Crystal Lake. To reach the secret in the Tomb of Oadan, you will need a note which you will find after eating enough Lizards on a Stick. You must buy at least one lizard from the Food Market in Cheeseburg (randomly spawns at the start of each week). Try to buy another one if you want to get the secret before Urhold Keep.
  • In the NW section just before the Aeort boss fight, you will find a room strewn with corpses. One of the corpses has several lines of dialogue if you use LAST WISH repeatedly. This is the only instance in the game where this happens.
  • The small corridor north of the Master of Portal's arena can only be reached from above, via the pit in the Burning Sands.




Tomb of Oadan

About this area
  • Very small level. Contains the essence of Fire.


Hints
  • You will need the flute (from the Siren Deeps) and the Ogre figurine (from the Scriptorium).


Maps - Sacred Grove & Livingrock
What to do here
  • You can fully access this area only after you have returned all elemental essences to Beleth. Your goal here is to collect all the guardian figurines from the elemental altars so you can reach Livingrock below.
  • After first reaching Livingrock, the Watcher will give you the Orb of the Saints and ask you to retrieve an item from the Pyramid. After returning the item, the Watcher sends you to the Garnodat Dungeon to retrieve 16 power gems.
  • You can then use the power gems to forge new essences. Place those on the respective pedestals in the Sacred Grove. The Livingrock Watcher will then inform you how to reach Beleth, the final boss.

Sacred Grove

About this area
  • Picking up any of the guardian figurines summons some hostile creatures of the corresponding element. You need all four figurines to open the passage to Livingrock.
  • Once you have created new essences in Livingrock, place them on the respective shrine.


Hints
  • To destroy the magic boulders, enchant a magic pickaxe in the Enchanting Workshop in the Ruins of Naar. You need a scroll of Enchantment, a red gem and 4 copper nuggets.
  • There is a secret near each of the elemental shrines. For the Fire and Earth one, you must drop some items. For the Air and Water one. you need to mine rocks or dig up the soil respectively.




Livingrock

About this area
  • Upon entering here for the first time, the Watcher will inform you that sweet old Beleth is a villain. Well there's a suprise! He will initially ask you to retrieve an item from the Pyramid Dungeon, and give you the Orb of the Saints for that end.
  • You will return to Livingrock multiple times later in the game, so make sure to unlock the windgate.
  • Once you have the trophy from the Pyramid, the Watcher will ask you to retrieve the 16 power gems from the Garnodat Dungeon to reforge the essences. You can go there or go to Urhold Keep first.
  • Once you have defeated Beleth, you can travel back to the Adventurer's Guild from here.


Hints
  • If you have the Rod of Ruin from Urhold Keep, you can destroy the Livingrock Watcher with it. This triggers a boss fight and quite pleases old Beleth.
  • The library becomes accessible once you have reforged the essences.


Maps - Pyramid & Pyramid Dungeon
What to do here
  • The Pyramid can be accessed from both the Crystal Lake and the Burning Sands. You must use both entrances to reach unlock the central area.
  • Your goal is to reach the way down to the Pyramid Dungeon, which contains the Trophy from the Pyramid (this is the item the Livingrock Watcher wants). You will need the Orb of the Saints from Livingrock.
  • You have to sacrifice items of different classes (gems/shards, food, herbs and potions) on the altars of the respective gods. You need to sacrifice at least one item to open the gates in the central corridor, sacrificing more will open up the two secret area adjacent to each room. Try to sacrifice different items of the respective class instead of the same item twice, the gods like variety.
  • Mircanis, the god of thieves, wants you to sacrifice keys - preferably keys which are not lock picks. Remember that you can open almost any lock with a sufficient number of lock picks when you have the ability to open complex locks (get this trait in Cheeseburg). This way you can save up some keys for Mircanis. And remember - Mircanis also likes variety.

Pyramid

About this area
  • You need the Orb of the Saints (from Livingrock) to complete this level.
  • This level contains five altars where you have to sacrifice items to ancient gods. You will need to make at least one sacrifice to open the way forward. To get all the secrets, you need to sacrifice more, so carry some contains with food, potions, herbs and gems/shards with you. Try to not carry more than one or two item of the same type - the gods like variety. Be careful what you sacrifice - these items are lost forever!
  • The Pyramid has two entrances: one from the Crystal Lake and one from the Burning Sands. You must use both to unlock all areas and reach the Pyramid Dungeon from the central area (Path of the Saints/Pit of Sinners).
  • One secret requires four of the Relics of the 5th Power (the items which give +5 to all attributes). If you did the maps in the recommended order, you should have either found or crafted all of those by now. Another secret requires the 4 artifacts from the Scriptorium (the ones hidden behind gold locks); if you do not already have those, get them now.
  • There are also two secret altars, one of which requires you to sacrifice keys. You should only sacrifice keys if you got the trait to pick complex locks from Cheeseburg, otherwise you might get stuck later in the game!


Hints
  • As previously stated, you must sacrifice at least one item at each altar first item to progress. The first item can be anything of the respective god's domain, so it is best to sacrifice a common item (e.g. rock, meat, etherweed, energy potion).
  • Every god's room has two secrets. To open them, you have to sacrifice additional items. Both secrets seem to have an internal counter which evaluates both the rarity and the variety of the items you have sacrificed. One secret will open once you have sacrificed enough valuable items, another one if you have sacrificed many different items. Best save before you sacrifice stuff, then play around a bit. You do not want to sacrifice more of your valuable items than necessary.
  • The altar of the Myrcanis wants you to sacrifice keys (ornate, gear, iron keys etc.). As before, you get the best results if you sacrifice one key of each type you have (note: iron keys and lock picks do not seem to add much to the internal counter).
  • The altar of the Nameless One requires you to fill a sack with 9 items in a specific order. You will find 9 clues strewn about the Pyramid which tell you what they are.




Pyramid Dungeon

About this area
  • You made a new friend, and he just does not want to part with you! The Thing will teleport you back to its current location after a few seconds when you drop it on the ground.
  • Objective: Traverse through the dungeon and get rid of your pesky friend. Then you can retrieve the item the Livingrock Watcher wants.


Hints
  • Dropping the Thing through a gate will allow you to get to the other side. You can also throw the Thing to get over obstacles or avoid pressure plates.
  • The Eternal Guard is immune to all damage. But what happens if you drop the Thing in the same square he is currently standing in?


Maps - Urhold Keep & Urhold Dungeon
What to do here
  • Urhold Keep has two entrances: one from Mournland and one from the Siren Deeps, both behind a skull lock.
  • You will need the UrSkull (given by Beleth after the last essence) here.
  • Your goal here is to obtain the Rod of Ruin, hidden in the Urhold Dungeon and guarded by a boss.
  • These areas have some of the toughest enemies in the game which do very high physical damage, so you should do it when you have already completed the other areas and found/crafted the best equipment. If you have not enchanted any items yet, do it before going to Urhold Keep. Especially evasion enchantments will serve you well here.

Urhold Keep

About this area
  • Urhold Keep has two entrances: One from Mournland and an underwater one from the Siren Deeps. There is also an exit to the Veilwoods which can only be unlocked from within here.
  • You have to reach the pit that leads to the Urhold Dungeon. It is in the lower center area, just above the windgate and the exit to the Veilwoods.


Hints
  • You will be ambushed by very strong enemies multiple times in this area. Try to use FORCE FIELD and JUMP to your advantage so you do not have to take too many at once.
  • The Burning Dead archers spawn burning skulls on death, the warriors leave tormented souls. As the skull are easier to defeat with conventional weapons, try to kill the archers first. Then focus on the warriors/souls.
  • x




Urhold Dungeon

About this area
  • You must defeat the Artifact Keeper to get the Rod of Ruin.
  • Stealing the Rod places the area on lockdown. Destroy the Jail Watcher to unlock it.
  • Destroying the Jail Watcher raises all corpses on the level as Burning Dead warriors and archers or shadows. Try to fight them one at a time (e.g. at the spike room near the Artifact Keeper's arena).


Hints
  • The Artifact Keeper can only be harmed by his own missile. To do this, you must open the reverser (teleporter) to the east and goat him into shooting at it so the missile gets reversed back at him.
  • First, you must open the reverser by hitting the receptor in the south. Goad the Keeper into shooting at you, then evade the missile so it hits the receptor. Now do the same thing standing in front on the reverser.
  • You must make sure that the Keeper does not evade the missile. The pressure plate spawns some force fields, use these to your advantage.


Maps - Garnodat Dungeon & Beleth's Quarters
What to do here
  • You need to get 16 power gems from Garnodat Dungeon, take them to Livingrock and reforge the essences. This will allow you to reach Beleth, the final boss.
  • Garnodat Dungeon is inaccessible before fechting the Trophy from the Pyramid for the Livingrock Watcher, as the traps at the four entrance will kill the party instantly.
  • Once you have the four essences, place them on the correct pedestals in the Sacred Grove. The Livingrock Watcher will them give you an item which allows you to reach Beleth.

Garnodat Dungeon

About this area
  • You can enter this area once the Livingrock Watcher tells you. You are transported to the center of the level, bypassing the deadly traps. Oh, and you meet your old friend, the Thing, again.
  • Do NOT step near any of the deadlys trap before disarming them. And avoid the Wandering Darkness, it is just as deadly (but cannot be disarmed).


Hints
  • You cannot get away from the center as long as the Thing is there. This time, you cannot pick it up, but notice the weight floating over it?
  • The corridor with the Wandering Darkness spawns a tentacle once you pass the grate on the floor for the first time. Take it out as soon as possible, otherwise it will slow down you when you try to escape the Darkness.




Garnodat

About this area
  • Once you arrive here from the Garnodat Dungeon, you will find that the three ice guardians are now hostile.
  • All the stone crowerns on the walls have come alive. Try to take them one at a time, they do decent damage and can petrify. The stone cowerns in the Glades Domini are also hostile now.
  • After the level is clear, return to Livingrock via the Windgate.


Hints
  • Making the ice guardians hostile seems to break the script for the lockpick/pickaxe/torch item generators.




Beleth's Quarters

About this area

  • You will need the Interdimensional Visualizer from Livingrock to open the path to Beleth, and also in the final fight itself.


Hints

  • When preparing for the fight against Beleth, have one char hold the Visualizer. You will need to destroy two magic walls during the fight.
  • Try to stay out of Beleth's melee range, as his push attack does physical damage. On range he only uses spells, against which you are probably highly resistant by this point.
  • Beleth will heal himself using a crystal of Life once he gets low. Once he uses it for the first time, you can destroy the crystal by pulling the levers on both sides.
  • Beleth is joined by storm guardians and stone crowerns. The latter are the much greater threat, as they do high physical damage (especially against squishy casters in the back row). Deal with them first, or use force fields.


Secrets, treasures and materials found by level
Secrets and treasures found by level

Area
Secrets
Buried treasures
Has Windgate
Has shard of Insight
Abandoned Dungeon
22
-
-
yes
Adventurer's Guild
-
-
-
-
Beleth's Quarters
-
-
-
-
Brokepick Mines
12
-
-
yes
Burning Sands
9
1
yes
yes
Burrows
13
-
-
yes
Caves of the Drowned
11
-
-
yes
Cheeseburg
11
1
yes
yes
Crystal Lake
13
1
yes
yes
Elemental Temple
12
-
-
yes
Frozen Highlands
8
1
yes
yes
Garnodat
2
-
yes
yes
Garnodat Dungeon
-
-
-
-
Glades Domini
9
1
-
yes
Hammerhills
11
1
-
yes
Herder Moors
7
1
yes
yes
Howling Caves
9
-
-
yes
Lichen Caves
10
1
-
yes
Livingrock
-
-
yes
-
Lower Naar
9
-
-
yes
Mournland
12
1
yes
yes
Necropolis
11
-
-
yes
Old Lighthouse
3
-
-
yes
Old Tunnels
11
-
-
yes
Outkeep
5
-
-
-
Pyramid
21
-
yes
yes
Pyramid Dungeon
3
-
-
yes
Rootling Hollows
8
-
yes
yes
Ruins of Naar
8
1
yes
yes
Sacred Grove
7
1
-
yes
Scriptorium
16
-
yes
yes
Seven Tombs
14
-
-
yes
Siren Deeps
12
1
yes
yes
Skullcoast
7
1
-
-
Temple Subways
7
-
-
yes
Tomb of Oadan
2
-
-
-
Urhold Dungeon
6
-
-
-
Urhold Keep
13
-
yes
yes
Veilwoods
7
1
-
yes
Wetlands
9
1
-
yes
Total
350
15
14
32

Crafting materials found by level

Area
Ore
Copper nugget
Hide
Cloth
Enchanted soil
Remarks
Abandoned Dungeon
-
-
-
-
-
Adventurer's Guild
-
-
-
-
-
Beleth's Quarters
2
5
2
2
-
Brokepick Mines
4
14
-
-
-
Burning Sands
3
-
-
1
Burrows
-
-
-
1
1
Caves of the Drowned
2
1
1
1
-
Cheeseburg
-
-
-
-
-
Crystal Lake
1
2
1
1
1
Elemental Temple
1
-
1
-
1
Frozen Highlands
3
2
-
-
-
req. gold key
Garnodat
-
-
-
-
1
req. gold key
Garnodat Dungeon
-
1
-
-
-
Glades Domini
-
-
-
-
-
Hammerhills
-
-
-
-
-
Herder Moors
-
-
-
-
2
req. gold key
Howling Caves
-
1
-
-
-
Lichen Caves
-
1
-
-
-
Livingrock
-
-
-
-
-
Lower Naar
-
-
-
-
-
Mournland
1
1
1
1
-
Necropolis
1
1
1
1
-
Old Lighthouse
-
-
-
-
-
Old Tunnels
-
-
-
-
-
Outkeep
1
-
-
-
-
Pyramid
1
-
2
2
1
Pyramid Dungeon
-
-
-
-
Rootling Hollows
-
-
-
-
1
Ruins of Naar
-
-
-
-
1
Sacred Grove
2
-
1
1
Scriptorium
3
-
1
-
1
Seven Tombs
2
1
1
-
-
Siren Deeps
1
-
-
1
-
Skullcoast
-
-
-
-
-
Temple Subways
-
1
-
1
2
Tomb of Oadan
-
-
-
-
-
Urhold Dungeon
1
-
-
1
1
Urhold Keep
2
1
2
3
-
Veilwoods
-
-
-
-
-
Wetlands
1
1
-
-
1
Total
32
33
14
16
15
-
List of spells
Spell
School
Req. skill
Effect (if changed from base game)
Combo
Found in
Can be purchased in
Remarks
Burning Ground
Common
Fire 2, Earth 1
Deals fire dmg to enemies up to 4 squares in front of the party.
741
Hammerhills
Common lib, Garnodat (blue gem)
Clarity of Mind
Arcane
Conc 3
Cures entire party from MADNESS, SILENCED and DRUNK conditions. Can be cast while silenced.
54
Frozen Highlands
Arcane lib, Garnodat (green gem)
Cure Disease
Nature
Water 3
Cures entire party from DISEASED and PLAGUED conditions.
36
Frozen Highlands
Herder Hamlet, Herder Moors (green gem)
Cure Immobility
Nature
Earth 4
Cures entire party from PARALYZED and PETRIFIED conditions.
1 458
Wetlands
Herder Hamlet, Herder Moors (green gem)
after Lichen Caves, Lower Naar
Cure Poison
Nature
Earth 3
Cures entire party from POISONED and DEADLY POISON conditions.
14
Cheeseburg
Herder Hamlet, Herder Moors (green gem)
with JUMP
Darkbolt
Common
Conc 2
-
254
Veilwoods
Common lib, Garnodat (blue gem)
Dispel
Common
Water 2, Conc 2
-
3 258
Ruins of Naar
Common lib, Garnodat (green gem)
Falcon Wings
Nature
Air 3
Temporarily increases Dex and evasion, also negates all fall damage.
96
Lower Naar
Herder Hamlet, Herder Moors (green gem)
Fire Shield
Common
Fire 3, Conc 3
-
58 745
Herder Moors
Common lib, Garnodat (green gem)
Fireball
Common
Fire 3, Air 1
-
7 896
Rootling Hollows
Common lib, Garnodat (green gem)
Fireburst
Common
Fire 1
-
7
Abandoned Dungeon
Common lib, Garnodat (blue gem)
Force Field
Arcane
Conc 2
-
789 632 147
Old Tunnels
Arcane lib, Garnodat (green gem)
Frost Shield
Common
Water 3, Conc 3
-
52 365
Frozen Highlands
Common lib, Garnodat (green gem)
Frostbolt
Common
Water 3, Air 1
-
963
Old Tunnels
Common lib, Garnodat (green gem)
Frostburst
Common
Water 1
Deals cold damage and has chance to freeze enemies in front of the party.
3
Abandoned Dungeon
Common lib, Garnodat (blue gem)
Haste
Arcane
Air 3, Fire 1
Temporarily increases cooldown speed for entire party.
9 874
Burrows
Arcane lib, Garnodat (green gem)
Heal
Sacred
Earth 2
Heals most injured party member.
145
Rootling Hollows
Sacred scrolls for sale, Ruins of Naar ($250)
Heroism
Sacred
Fire 4
Increases Str, accuracy and crit chance for entire party.
7 856
Brokepick Mines
Sacred scrolls for sale, Ruins of Naar ($350)
Ice Shards
Common
Water 1, Earth 1
-
123
Skullcoast
Common lib, Garnodat (blue gem)
Invisibility
Arcane
Air 4, Conc 2
-
9 652
Lower Naar
Arcane lib, Garnodat (red gem)
Jump
Arcane
Air 5, Conc 4
Teleports the party two squares forward.
965
Scriptorium
-
Also cast by Dragon Figurine (limited uses).
Last Words
Common
Conc 1
Talk to corpse on the same square.
2
Wetlands
Common lib, Garnodat (blue gem)
Can be replaced by Skeleton figurine.
Light
Common
Fire 2, Conc 2
-
78
Hammerhills
Common lib, Garnodat (green gem)
Lightning Bolt
Common
Air 4
-
4 589
Howling Caves
Common lib, Garnodat (green gem)
Mass Heal
Sacred
Earth 3, Water 3
Partially heals entire party.
1 478 963
Scriptorium
-
Also cast by Chalice (limited uses).
Mass Shield
Sacred
Earth 4
Increases protection for entire party by 25 for 40 seconds.
14 569
Brokepick Mines
Sacred scrolls for sale, Ruins of Naar ($350)
Meteor Storm
Arcane
Fire 5, Air 3
-
74 569
Brokepick Mines
Arcane lib, Garnodat (red gem)
Poison Bolt
Common
Earth 2
-
12 369
Veilwoods
-
Poison Cloud
Common
Earth 1
-
1
Wetlands
Common lib, Garnodat (blue gem)
Poison Shield
Common
Earth 3, Conc 3
-
52 145
Ruins of Naar
Common lib, Garnodat (green gem)
Raise Dead
Sacred
Earth 5, Water 2
Resurrects a dead party member.
1 458 963
Scriptorium
-
Also cast by Hooded Figurine (limited uses).
Regain Sight
Sacred
Fire 3
Cures entire party from BLIND condition.
74
Burrows
Sacred scrolls for sale, Ruins of Naar ($300)
Regeneration
Nature
Earth 3
Party gains Vit +3 and slowly regenerates life for a period of time.
1 456
Rootling Hollows
Herder Hamlet, Herder Moors (green gem)
Very useful between fights.
Remove Curse
Sacred
Water 3, Fire 2
Removes the CURSED condition from entire party.
36 587
Lichen Caves
Sacred scrolls for sale, Ruins of Naar ($300)
Shield
Common
Conc 1
-
456
Glades Domini
Common lib, Garnodat (blue gem)
Shock
Common
Air 1
-
9
Abandoned Dungeon
Common lib, Garnodat (blue gem)
Shock Shield
Common
Air 3, Conc 3
-
58 965
Cheeseburg
Common lib, Garnodat (green gem)
Translation
Arcane
Conc 3
Translates an inscription.
458
Old Tunnels
Arcane lib, Garnodat (green gem)
Also cast by Deity Figurine (limited uses, but can also be used underwater).
Water Breathing
Nature
Air 3, Water 1
Party can breathe underwater temporarily.
98 563
Howling Caves
Herder Hamlet, Herder Moors (green gem)
Also cast by Ancient Relic (limited uses). Octopus Liqueur has similar effect, but one char only.
Water Walking
Nature
Water 5
Party can walk on water temporarily.
3 654
Scriptorium
-
Also cast by Golden Sphere (limited uses).
List of food & drink recipes
Recipe
Req. skill
Req. ingredients
Remarks
Baked Maggot
-
Insect meat + wormroot
Cooked Meat
-
Meat + spices or poisonous meat + mudworth
Grimcap Roll
-
Grimcap + wormroot or rotten grimcap roll + spices
Ham
-
Tenderloin + spices
Smoked Fish
-
Fish + saltweed
Bread
Alch 1
Egg + wormroot (alch 1)
Forest Milk
Alch 1
Grimcap + palenut (alch 1)
Sausage
Alch 1
Cooked meat + saltweed (alch 1)
Wormbooze
Alch 1
Herder cap + wormroot
Inflicts DRUNK condition (Str/Vit +2, Dex/WP-5) on the user.
Cheese
Alch 2
Forest milk + herder cap + spices (alch 2)
Forest Tincture
Alch 2
Wormroot + mudworth + bleeding blossom
Heals injuries to body parts and madness condition.
Nut roll
Alch 2
Herder cap + palenut + saltweed (alch 2)
Grants WELL FED condition (all stats +2) temporarily.
Pie
Alch 2
Grimcap + egg + spices + any filling (alch 2)
Troll Blood
Alch 2
Bleeding blossom + saltweed + bloddrop cap
Grants REGENERATION condition (Vit +3, increased health regen) temporarily. Does not stack with REGENERATION spell.
Bear Mead
Alch 3
Herder cap + falconskyre + bleeding blossom
Grants BEAR FORM condition (Str+50, claw attacks) until energy runs out.
Cake
Alch 3
Herder cap + egg + palenut + horned fruit (alch 3)
Cheesecake
Alch 3
Herder cap + cheese + horned fruit (alch 3)
Fae Nectar
Alch 3
Horned fruit + etherweed + bleeding blossom
Grants ENERGIZED condition (WP+3, increased energy regen) temporarily.
Octopus Liqueur
Alch 3
Palenut + fish + bleeding blossom
Grants WATER BREATHING condition temporarily (single user).
List of alchemical recipes
Recipe
Made in
Req. skill
Req. ingredients
Energy Potion
Mortar & Pestle
Alch 1
Etherweed x2
Healing Potion
Mortar & Pestle
Alch 1
Blooddrop cap x2
Toxic Potion
Mortar & Pestle
Alch 1
Mudworth x2
Cleansing Potion
Mortar & Pestle
Alch 2
Blooddrop cap + mudworth
Curative Potion
Mortar & Pestle
Alch 2
Etherweed + falconskyre
Poison Bomb
Mortar & Pestle
Alch 2
Mudworth + blackmoss
Shield Potion
Mortar & Pestle
Alch 2
Etherweed + mudworth
Agility Potion
Mortar & Pestle
Alch 3
Mudworth + falconskyre
Fire Bomb
Mortar & Pestle
Alch 3
Blooddrop cap + blackmoss
Holy Water
Mortar & Pestle
Alch 3
Blooddop cap + etherweed
Rage Potion
Mortar & Pestle
Alch 3
Blooddrop cap + falconskyre
Frost Bomb
Mortar & Pestle
Alch 4
Etherweed x2 + blackmoss x2
Greater Energy Potion
Mortar & Pestle
Alch 4
Etherweed x2
Greater Healing Potion
Mortar & Pestle
Alch 4
Blooddrop cap x2
Potion of Wisdom
Mortar & Pestle
Alch 4
Mudworth x2 + falconskyre
Shock Bomb
Mortar & Pestle
Alch 4
Falconskyre x2 + blackmoss
Speed Potion
Mortar & Pestle
Alch 4
Etherweed + falconskyre x2
Crystal Shard of Healing
Mortar & Pestle
Alch 5
Crystal flower x4
Potion of Dex
Mortar & Pestle
Alch 5
Crystal flower x2 + falconskyre x2
Potion of Resurrection
Mortar & Pestle
Alch 5
Mudworth + blackmoss x3
Potion of Str
Mortar & Pestle
Alch 5
Crystal flower x2 + blooddrop cap x2
Potion of Vit
Mortar & Pestle
Alch 5
Crystal flower x2 + mudworth x2
Potion of WP
Mortar & Pestle
Alch 5
Crystal flower x2 + etherweed x2
Pellet (50)
Laboratory
Alch 2
Blackmoss + rock x5
Cannon Ball (3)
Laboratory
Alch 3
Blackmoss + copper nugget
Force Trap
Laboratory
Alch 3
Blackmoss + etherweed + falconskyre
Elixir of Endurance
Laboratory
Alch 4
Blackmoss x2 + mudworth + falconskyre x3
Elixir of Energy
Laboratory
Alch 5
Crystal flower + grimcap x2
Elixir of Life
Laboratory
Alch 5
Crystal flower + saltweed x3
Elixir of Protection
Laboratory
Alch 5
Crystal flower rock x5
Elixir of Quickness
Laboratory
Alch 5
Crystal flower x2 + blackmoss x2
Elixir of Resistance
Laboratory
Alch 5
Crystal flower + bleeding blossom x2
Enchanted Soil
Laboratory
Alch 5
Rock x10 + mudworth x10 + blackmoss x10 + green gem x3
List of forge formulae (armour only)
Formula
Type
Req. skill
Req. ingredients
Found in
Remarks
Bear Skull Helmet
Lt Armour
-
Skull + blue gem
Scriptorium
Chitin Breastplate
Lt Armour
-
Hide + green gem
Urhold Keep
Chitin Cuisse
Lt Armour
-
Hide + green gem
Pyramid
Chitin Greaves
Lt Armour
-
Hide + green gem
Urhold Keep
Chitin Mask
Lt Armour
-
Hide + green gem
Pyramid
Crystal Boots
Hvy Armour
-
Ore + blue gem
Caves of the Drowned
Crystal Cuirass
Hvy Armour
-
Ore + blue gem
Seven Tombs
Crystal Gauntlets
Hvy Armour
-
Ore + blue gem
Elemental Temple
Crystal Greaves
Hvy Armour
-
Ore + blue gem
Necropolis
Crystal Helmet
Hvy Armour
-
Ore + blue gem
Temple Subways
Cuirass of Valor
Hvy Armour
-
Ore
Siren Deeps
Cuisse of Valor
Hvy Armour
-
Ore
Burning Sands
Gauntlets of Valor
Hvy Armour
-
Ore
Mournland
Greaves of Valor
Hvy Armour
-
Ore
Burning Sands
Helmet of Valor
Hvy Armour
-
Ore
Abandoned Dungeon
after Lichen Caves, Lower Naar
Meteor Boots
Hvy Armour
-
Ore + green gem
Pyramid
Meteor Cuirass
Hvy Armour
-
Ore + green gem
Pyramid
Meteor Cuisse
Hvy Armour
-
Ore + green gem
Sacred Grove
Meteor Gauntlets
Hvy Armour
-
Ore + green gem
Urhold Dungeon
Meteor Helmet
Hvy Armour
-
Ore + green gem
Sacred Grove
Mirror Chestplate
Lt Armour
-
Copper nugget + hide
Elemental Temple
Mirror Cuisse
Lt Armour
-
Copper nugget + hide
Caves of the Drowned
Mirror Gauntlets
Lt Armour
-
Copper nugget + hide
Necropolis
Mirror Greaves
Lt Armour
-
Copper nugget + hide
Elemental Temple
Mirror Tagelmust
Lt Armour
-
Copper nugget + hide
Seven Tombs
Rogue Boots
Lt Armour
-
Hide
Mournland
Rogue Gloves
Lt Armour
-
Hide
Burning Sands
Rogue Hood
Lt Armour
-
Hide
Crystal Lake
Rogue Pants
Lt Armour
-
Hide
Wetlands
after Lichen Caves, Lower Naar
Rogue Vest
Lt Armour
-
Hide
Siren Deeps
List of forge formulae (other)
Formula
Type
Req. skill
Req. ingredients
Found in
Remarks
Amulet of Darkness
Amulet
-
Amulet of Corruption + green gem + blackmoss
Urhold Dungeon
Amulet of Power
Amulet
-
Copper nugget + red gem
Scriptorium
Ancient Axe
Hvy 2h Weapon
Hvy Weap 3
Ore + green gem
Pyramid
Ancient Claymore
Hvy 2h Weapon
Hvy Weap 4
Ore + green gem + frost bomb
Pyramid Dungeon
Deals cold dmg.
Ancient Spear
Lt 2h Weapon (Str)
Lt Weap 3
Ore
Scriptorium, Siren Deeps
Underwater + reach weapon.
Archmage Hat
Clothing
-
Cloth
Mournland
Archmage Loafers
Clothing
-
Cloth
Crystal Lake
Archmage Mantle
Clothing
-
Cloth
Burning Sands
Archmage Scapular
Clothing
-
Cloth
Siren Deeps
Assassin Dagger
Lt Weapon (Dex)
Lt Weap 4
Ore + green gem
Pyramid
Ax
Hvy Weapon
Hvy Weap 3
Ore + blue gem
Elemental Temple
Underwater + reach weapon.
Bane
Hvy 2h Weapon
Hvy Weap 5
Ore + red gem + skull
Urhold Dungeon
Blizzard Necklace
Amulet
-
Frostbite Necklace + blue gem
Siren Deeps
Cape of the Saint
Cloak
-
Cloth + red gem + holy water
Pyramid
Cloak of the Forest
Cloak
-
Cloth + green gem + falconskyre
Urhold Dungeon
Crystal Shield
Shield
-
Ore + blue gem + shard of Recharging
Necropolis
Dismantler
Lt Weapon (Str)
Lt Weap 3
Ore + green gem + copper nugget
Pyramid Dungeon
Fifth Doublet
Clothing
-
Cloth + red gem + potion of wisdom
Pyramid
Flame Torc
Amulet
-
Fire Torc + blue gem
Burning Sands
Gauntlets of Fire
Clothing
-
Cloth + green gem + fire bomb
Tomb of Oadan
Meteor Hammer
Hvy 2h Weapon
Hvy Weap 5
Ore + green gem + fire bomb
Urhold Dungeon
Deals fire dmg.
Meteor Shield
Shield
-
Ore + green gem + shard of Recharging
Urhold Dungeon
Poleaxe
Hvy 2h Weapon
Hvy Weap 2
Ore
Mournland
Underwater + reach weapon.
Sabre
Lt Weapon (Str)
Lt Weap 3
Ore + green gem
Urhold Keep
Serpent Blade
Lt Weapon (Dex)
Lt Weap 4
Ore + green gem + poison bomb
Urhold Dungeon
Shadow Boots
Clothing
-
Cloth + green gem
Pyramid
Shadow Gloves
Clothing
-
Cloth + green gem
Pyramid
Shadow Hood
Clothing
-
Cloth + green gem
Urhold Dungeon
Shadow Pants
Clothing
-
Cloth + green gem
Urhold Dungeon
Shadow Vest
Clothing
-
Cloth + green gem
Sacred Grove
Shield of the Mountain
Shield
-
Ore + green gem + copper nugget
Pyramid Dungeon
Shield of Valor
Shield
-
Ore + shard of Recharging
Crystal Lake
Snail King Bracer
Bracer
-
Red gem + wormroot + mudworth + poisoned meat
Temple Subways
Storm Amulet
Amulet
-
Lighting Amulet + blue gem
Crystal Lake
Venom Pendant
Amulet
-
Jewel Pendant + blue gem
Mournland
Wizard Boots
Clothing
-
Cloth + blue gem
Seven Tombs
Wizard Caftan
Clothing
-
Cloth + blue gem
Necropolis
Wizard Gloves
Clothing
-
Cloth + blue gem
Caves of the Drowned
Wizard Hat
Clothing
-
Cloth + blue gem
Seven Tombs
Wizard Mantle
Clothing
-
Cloth + blue gem
Elemental Temple
List of item sets
Set
Parts
Set bonus
Remarks
Archmage set
4
Max energy +50.
Does not include gloves.
Bard set
5
All stats +2.
Bear set
4
Max health +20, health regen +10.
Helmet, gauntlets, pants and cloak.
Chitin set
4
Cooldown +30% faster, immune to injuries to body parts.
Does not include gloves.
Crystal set
6
Max health +50, max energy +25, immune to petrification.
Druid set
4
Spell cost -10%.
2h staff, necklace, bracers and cloak.
Embalmer's set
5
Max energy +25.
Fifth Power set
5
All stats +5, including invisible stats.
Leather set
5
Evasion +7.
Lurker set
5
Resist Poison +20, Dex +5.
Meteor set
6
Cooldown +30% faster.
Mirror set
5
All stats +5, immune to blindness.
Nomad set
5
Cold + Fire resist +10.
Plate set
5
Resist all +10.
Does not include a shield
Reed set
5
Health regen +20.
Ring set
5
Max health +25.
Rogue set
5
Cooldown +20% faster.
Sandmole Hide set
5
Vit +3.
Shadow set
5
Dex +10, immune to paralysis.
Thraelm Tribal set
4
WP +3.
Includes a shield, but no gloves or boots.
Valor set
6
All stats +5, immune to curses.
Wizard set
5
Cooldown +20% faster, immune to silence.
List of epic items
Note: There are only 51 epic items in the game. The statistics page shows 52 epic items; this is incorrect.

Item
Found in
Remarks
Amulet of Power
(crafted at forge)
Relics of the 5th Power set
Ancient Axe
(crafted at forge)
Ancient Claymore
(crafted at forge)
Assassin Dagger
(crafted at forge)
Bane
(crafted at forge)
Cape of the Saint
Pyramid
Relics of the 5th Power set
Champion's Crown
Cheeseburg
Relics of the 5th Power set
Chitin Breastplate
(crafted at forge)
Chitin set
Chitin Cuisse
(crafted at forge)
Chitin set
Chitin Greaves
(crafted at forge)
Chitin set
Chitin Mask
(crafted at forge)
Chitin set
Crossbow +2
Urhold Dungeon
Crystal Boots
(crafted at forge)
Crystal set
Crystal Cuirass
(crafted at forge)
Crystal set
Crystal Gauntlets
(crafted at forge)
Crystal set
Crystal Greaves
(crafted at forge)
Crystal set
Crystal Helmet
(crafted at forge)
Crystal set
Crystal Shield
(crafted at forge)
Crystal set
Dismantler
(crafted at forge)
Fifth Doublet
(crafted at forge)
Relics of the 5th Power set
Hand Cannon +1
Pyramid Dungeon
Meteor Gauntlets
(crafted at forge)
Meteor set
Meteor Greaves
(crafted at forge)
Meteor set
Meteor Hammer
(crafted at forge)
Meteor Helm
(crafted at forge)
Meteor set
Meteor Leg Plate
(crafted at forge)
Meteor set
Meteor Plate
(crafted at forge)
Meteor set
Meteor Shield
(crafted at forge)
Meteor set
Mirror Chestplate
(crafted at forge)
Mirror set
Mirror Cuisse
(crafted at forge)
Mirror set
Mirror Gauntlets
(crafted at forge)
Mirror set
Mirror Greaves
(crafted at forge)
Mirror set
Mirror Tagelmust
(crafted at forge)
Mirror set
Repeater +1
Urhold Dungeon
Ritual Dagger
Elemental Temple
Rod of Ruin
Urhold Dungeon
Sabre
(crafted at forge)
Serpent Blade
(crafted at forge)
Shadow Boots
(crafted at forge)
Shadow set
Shadow Gloves
(crafted at forge)
Shadow set
Shadow Hood
(crafted at forge)
Shadow set
Shadow Pants
(crafted at forge)
Shadow set
Shadow Vest
(crafted at forge)
Shadow set
Shield of the Mountain
(crafted at forge)
Snail King bracer
Temple Subways
Relics of the 5th Power set
Wizard's Boots
(crafted at forge)
Wizard set
Wizard's Caftan
(crafted at forge)
Wizard set
Wizard's Gloves
(crafted at forge)
Wizard set
Wizard's Hat
(crafted at forge)
Wizard set
Wizard's Mantle
(crafted at forge)
Wizard set
Zhandul's Orb
Urhold Dungeon
102 коментара
Vorvek 6 март в 16:04 
@Jonafer297 It opens the small corridor with a chest next to the pool, where the note with the hint was.
Jonafer297 6 март в 14:34 
Hello, good evening. Does anyone know what is happening or what is changing in the Outkeep with the puzzle of the fish on the tables and saltweed in the chests? Thanks in advance.
dgomez 10 февр. в 4:59 
@Vorvek you can get the essence of balance by using the rod of ruin at the watcher in Livingrock and killing some tough bosses there. I think this is the intended way.
dgomez 9 февр. в 23:23 
Why do you name those 3 endings and not the one where you have to fight these trash-tier bosses in Livingrock if you side with Beleth? Bruh, this guardian of balance is awful
Vorvek 30 ян. в 10:37 
Gah, I used the rod of Ruin in the fake guardian in the Outkeep and got the other one to ask for the 16 power gems and the essence of balance. I run the Garnodat dungeon and got the 16 gems, and completely forgot about Livingrock. Now I cannot get the Essence of Balance anymore, nor can I finish the Outkeep. Am I screwed? Have I forced myself into the bad ending?
Братик, не туда 6 ноем. 2024 в 8:33 
Thanks, that is so unintuitive
Dartaen  [автор] 5 ноем. 2024 в 10:04 
@Братик, не туда
You have to open it from the Wetlands above by droping an item into the grate in the wall .
Братик, не туда 5 ноем. 2024 в 3:36 
I spent like an hour trying to find the secret you marked at the very first entrance of abandoned dungeon (NE corner of first room with ladder and pressure plate). Help me please, i'm starting to feel like i'm stupid or smth.
Dartaen  [автор] 24 окт. 2024 в 8:43 
Perhaps that was changed in 1.4. I'll see if I can confirm it on my next playthrough. Thx.
WGzombie 23 окт. 2024 в 18:57 
Just finished a new playthrough of the mod and man, I gotta say, this guide was beyond helpful! Thanks a dozen! Though I did notice one thing, it seems like the recipe for the Elixir of Quickness is 2 Crystal Flower and 4 black moss instead? Drove me a bit crazy trying to craft one, the recipe note for it still said 2 black moss but it required 4... weird...