Legend of Grimrock 2

Legend of Grimrock 2

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"The Guardians" Guide (Legend of Grimrock 2 *Mod*)
By pecan and 1 collaborators
This guide is for the Legend of Grimrock 2 mod "The Guardians" by Ardrageron .

The guide's purpose is to bring together extensive information, hints, and "research" by mod players posted in the Comments & Discussion sections of the mod as well as my own experience, and curate them into a (somewhat) coherent format.

Please see Adrageron's workshop here for more information and to subscribe to the mod.
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Introduction & Scope of Guide
This guide is for the Legend of Grimrock 2 mod "The Guardians" by Ardrageron .

The guide's purpose is to bring together information, hints, and "research" by mod players posted in the Comments & Discussion sections of the mod as well as my own experience, and curate them into a (somewhat) coherent format.

Please see Adrageron's workshop here for more information and to subscribe to the mod.

The guide is based on v2.4 of The Guardians as of Nov 26, 2021 with substantive updates on July 23, 2022. This guide assumes you have played the original Legend of Grimrock 2 (a.k.a. "LOG2" or "vanilla") game. The guide will focus on content, mechanics, and concepts specific to The Guardians.

The guide seeks to cover:
  • Character creation differences from LOG2
  • Game mechanics & concepts
  • Suggestions when starting out
  • Maps
  • Secrets
  • Lists of information (for reference or planning) - *major spoilers*

The guide will not cover:
  • Answers to individual questions (comments disabled intentionally ... ;-P )
  • Character Builds
  • Walkthrough
  • Weapons, Items, & Gear
  • Lost City MOD

However, please do post civil feedback and suggestions in the relevant Discussion topic of The Guardians mod forum on Steam.
Acknowledgements
Ardrageron, for creating The Guardians mod for Legend of Grimrock 2. (His mod is so good, it inspired me to write my first guide.)

Frequent commentators on The Guardians' discussion and comments board:
Gold star contributors:
  • Sir Lucas
  • olavimuff.ee
  • kirill-busidow
  • Dartaen
Silver star contributors:
  • Enemy Unknown
  • ozkal.arayici
  • Bacchus
  • QsuSanOzk
  • meat for you
  • TheCowofEternalFlame for corrections on secrets including 4th Ratlington secret
Bronze star contributors
  • Others I likely have missed (sorry!) ... please post in the feedback thread any key folks worth calling out.

Changelog
History of guide changes:
  • v20220723 - added 6 missing secrets for late levels Livingrock, Maze of Madness, Pyramid, The Deeps, Homeworld, complete maps covering secrets & buried treasures, list of crafting formulas, updated a few errata on lists
  • v20220123 - added maps covering most secrets & buried treasures and updated acknowledgements
  • v20211130 - added remaining secrets except for 7 need to look up / check (135/142 secrets) & added Buried Treasures.
  • v20211129 - added world map and 42 secrets. (42 / 142 secrets)
  • v20211126 - Initial publication
Character Creation
There are some differences between vanilla LOG2 and The Guardians that I seek to outline below.

Races
Humans & Lizardmen are affected.
  • Human - 20% xp gain bonus
    • 10% increase from vanilla's 10%
  • Insectoid - Same as vanilla
    • +1 Str, -2 Dex, -1 Vit, +2 Wil; 50% body part resist
  • Lizardman - +15% resist elements, same stats (Dex +2, Will -2)
    • 10% decrease from vanilla's 25%
  • Minotaur - Same as vanilla
    • +5 Str, -4 Dex, +4 Vit, -3 Wil
  • Ratman - Same as vanilla
    • immune to disease, +15 kg max carry weight, -4 Str, +2 Dex, +2 Evasion

Classes
All classes have modifications except for the Alchemist.
  • Alchemist - Same as vanilla
    • potion components multiply based on steps; HP: 50/6, Energy: 50/4; 50% lower firearm malfunction chance
  • Barbarian - Lower HP and Energy / lvl
    • HP: 80 + 8/lvl, Energy: 20 + 2/lvl (decrease HP 2 /lvl & energy 10 + 1/lvl), +1 Str / lvl
  • Battle Mage - Lower HP/lvl and greater energy / lvl
    • HP: 50 + 4/lvl, Energy: 50 + 6/lvl (decrease HP 1/lvl, increase Energy 1/lvl) 50% armor weight, can cast w/ bare hands, +10 Protection & Resist All w/ staff or orb equipped
  • Farmer - gains Miner, Cook, & Green Thumb traits
    • HP: 30 + 5/lvl, Energy 30 + 5/lvl; XP gained from food, no starting skill points; can mine, cook, and food herbs (Spices, Wormroot) multiply
  • Fighter - gain +1 accuracy/lvl & 10 Energy
    • HP 60 + 7/lvl, Energy: 40 + 3/lvl (increase Energy 10), - 25% less energy used for special attacks with 1/2 the build up time
  • Knight - gain 10 HP and immune to Curse condition
    • HP: 70 + 7/lvl (increase HP 10), Energy: 30 + 3/lvl, 50% armor weight , +50% to shield evade value, +1 Protection / lvl
  • Rogue - gain 5 HP
    • HP: 50 +5/lvl (increase HP 5), Energy: 40 + 5/lvl; dual weapon attack damage penalty reduced from from 40% to 25%, +1% critical chance with missile & throwing weapons / lvl
  • Wizard - gain 5 HP & 10 Energy
    • HP: 40 + 3/lvl (increase HP 5), Energy: 60 + 7/lvl (increase Energy 10), Wil +2, can cast w/ bare hands

Attributes
Same as vanilla.

Traits
Generally the same with changes noted below.
  • Aggressive - +4 dmg
  • Aura - +20 max energy
  • Cold blooded - +30 cold resist, +1 Vit
    • Vanilla: +25 cold resist
  • Endurance - +25kg max carry; -25% food consumption
  • Evasive - +5 evade
  • Fast metabolism (Lizardman) - +30% Health & Energy regeneration & x2 heal potion effect; +20% food consumption
  • Healthy - +3 Vit
    • Vanilla: +2 Vit
  • Muscular - +2 Str
  • Natural Armor - +5 prot
  • Poison resist - +30 Poison resist, +1 Vit
    • Vanilla: +25 poison resist
  • Rage (minotaur) - +10 Str when HP <=20%
  • Strong Mind - +2 Wil
  • Agile - +2 Dex
  • Chitin armor (Insectoid) - +10 Protection
  • Daemon ancestor - +30 fire resist, +1 Vit
    • Vanilla: +25 fire resist
  • Endure elements (Lizardman) - +15% resist all
    • Vanilla: +25 resist all
  • Fast learner (Human) - +10% XP gain
  • Headhunter (Minotaur) - +1 Str / skull in inventory
  • Martial training - +7 melee accuracy
  • Mutation (Ratling) - +1 random stat / lvl
  • Poison immune (Lizardman) - poison immunity
  • Quick (Insectoid) - 10% faster cooldown
  • Skilled (human) - +1 skill point at start for one L1 skill
  • Tough - +20 health

Skills
A decent number of changes.
  • Alchemy - need to purchase tome for benefits of L4 creation of more powerful healing & energy potions and L5 creation of 3 bombs for one
    • Vanilla: no tomes needed
  • Athletics - +25 HP/lvl, L2 no negative raw food effect, L3 +15kg max carry, L5 +30% Health regeneration
    • Vanilla: 20 HP / lvl; L3 +15kg max carry
  • Concentration +20 MP/lvl; L3 +25% energy regen when resting
  • Light weapons - +20% dmg/lvl, L3 dual wield with dagger, L5 dual wield with light weapon, dual wield 40% dmg penalty (unless Rogue)
  • Heavy weapons - +20% dmg/lvl, L5 use 2H weapon in 1H
  • Missile - +20% dmg/lvl, L4 ignore 20 armor
  • Firearm - +1 range / lvl & lower misfire rate, L5 no malfunction, +2% critical chance / lvl
    • Vanilla: no critical chance increase
  • Accuracy - +10 accuracy / lvl, L2 melee attack from back row
  • Critical - +3% / lvl critical chance with weapons, L3 can backstab w/ dagger, L5 can backstab with light weapon
  • Armor - +5% / lvl, L2 no light armor penalty, L5 no heavy armor penalty
    • Vanilla: L4 no heavy armor penalty
  • Dodge +4 evade / lvl, L3 10% faster action cool down, L5 gain 40% chance to evade elemental damage
    • Vanilla: +3 evade / lvl, L3 10% faster action cool down
  • Air, Earth, Fire Water Magic - +20% dmg / lvl, L5 +50 resist to element
Mechanics & Concepts (part 1)
Magic & Spellcasting
To cast a spell you need to have the:
  1. magic skill prerequisites (i.e. "Fire 3, Air 1")
  2. spell scroll (i.e. "Scroll of Lightning Bolt") & right click for spellcaster to learn
  3. ability to cast bare handed or a casting focus (i.e. staff, orb, etc.)
Learning a spell gives the character +2 max energy per learned spell / scroll. Spell requirements are for the most part the same in The Guardians as for vanilla LOG2. There are five new spells that play powerful exploration and combat functions.

Negative Conditions
Conditions & negative effects on characters are mostly the same in The Guardians as in vanilla LOG2. There are two new deleterious conditions added in the Guardians. Curse prevents a character from gaining experience. Blind applies a -50 accuracy penalty to attacks.

Food & Cooking
Recipes for food are on scrolls found through the world. You must have a character with the "Cooking" trait to use the Kitchen in Livingrock. Eating cooked food increases a character's "fullness" level more than eating raw food and also avoids the negative health effects of eating raw food. Unlike spells, you do not need the recipe scroll to create a type of food. Characters will take damage and eventually die when they lack sufficient sustenance.

Mining
Some terrain features may be destroyed by mining with a pickaxe and occasionally using fire bombs. Pickaxes can be found in the world as well as acquired for one green gem in the Livingrock Hall of Creation once unlocked. You must have a character with the "Mining" trait to use a pickaxe. Each time a character mines successfully, the character's "fullness" decreases by a fixed amount. A character may not mine without sufficient "fullness".

Restoration
Recovery in The Guardians is the same as LOG2 with a few aspects worth calling out:
  • there is only one "reusable" healing crystal that uses crystal shards for recharging in order to heal, resurrect, and remove conditions from characters - you may unlock access to this crystal in your base (Restoration Room).
  • potions remain a means for restoring health, energy, and removing conditions - of particular note: antidote potions cure Blindness and holy water potions cure Cursed conditions.
  • Forest Tincture will cure injured body parts / wounds
  • resting removes some effects at the expense of time & food
  • there is a heal spell in the game that will restore health to your party
  • some items are charge-based and require crystal shards of recharging - a key difference from vanilla LOG2 (i.e. Orb with Light spell)

Alchemy
Recipes for potions are on scrolls found through the world. You need a mortar & pestle to create potions which you may acquire at the General Store. Unlike spells, you do not need the recipe scroll to create a potion.

Watchers
Stone heads in The Guardians are "Watchers". To interact with them, you will place items (typically Ore or Power Gems) into alcoves opposite the head.

Base Building / Upgrading
A key part of The Guardians is acquiring sufficient resources to restore your base of operations. Power Gems and Ore are needed to activate Watchers (stone heads) in your base and to reconstruct facilities respectively. Reactivated watchers will indicate the number of resources needed after using the first Ore.

The Archive
Unlock the archive to trade blank scrolls for world lore, total secrets per map, forge formulas, and late game for Tomes of Arcane Knowledge.

Kitchen
Place necessary ingredients on altar to create food. Placing stacks of ingredients will create as many items of that food type as are available.

Library
You can unlock in your base two libraries from which you may acquire spells. The following spells (acquired with red gems) cannot be found in the world and can only be acquired at the Libraries: Light, Heal, Force Field, Invisibility, Meteor Swarm.
Mechanics & Concepts (Part 2)
Economy
The Guardian's economy focuses on a few "currencies":
  • Power gems & ore
  • Gold keys
  • Gems
  • Barter for food / credit
Power gems and ore are used to unlock base facilities and to craft items at the Forge. Gold keys are used to unlock items at "shops". Gems are used to purchase items such as lockpicks, pickaxes, food, herbs, bombs, potions, spell scrolls, and tomes. You may also barter or exchange items like ammunition, firearms, clothing, and poison potions for food as well as light armor & melee weapons for "gem credit" in Ratlington . You may also gamble at the casino in Ratlington using rocks, cheese, and skulls to "win" various items. You may convert unneeded metal armor into ore at the Forge.

Crafting
You must unlock the Forge at your base in order to craft items. Item creation uses & consumes:
  • materials such as ore, colored gems, shards, and power gems
  • scrolls with formulas
Use the "materials" and "scroll" altars on the left and front for crafting.

Enchanting
You enchant items at the Forge using:
  • a variety consumed materials including a colored gem
  • a consumed Enchant Item scroll
  • the item to be enchanted
The item enchantment depends upon the materials consumed during the enchanting process and the color of the gem used. (From weakest to strongest gem: Blue < Green < Red.) A book in the Forge lists some enchantment components and their effects. You may discover more effects through experimentation or world exploration.

Windgates
Windgates provide the fastest means of travel between maps. There are 12 Windgates in The Guardians. Each Windgate must be unlocked with a Windgate key which you can get by placing a green gem in the Windgate chamber alcove in Livingrock after it is unlocked.

Secrets Tracking
There are well over one hundred secrets in The Guardians. To assist completionists and those with compulsive temperaments, the mod includes 1) a "Secrets" book that counts your discovered secrets and 2) Archive scrolls that indicate the number of secrets in a given area. The book is located in Livingrock after falling down a pit in Starfall Valley and the Archive scrolls come from placing blank scrolls in the alcove of the Archive.

Puzzles
Bwahahahahaha! You're hosed. ;-)

You will encounter puzzle types not found in vanilla LOG2. Good luck!

Environment Interaction
Major spoilers follow!
The Guardians includes environment interactions above and beyond those from vanilla LOG2. I list the following examples which may be significant spoilers:
  • Hidden buttons, large & small same as vanilla LOG2
  • Hidden keyholes
  • Mine-able barriers (typically rock), both stand alone (one tile) and as part of a wall (zero tile)
  • Illusory walls
  • Climbable walls
  • Mine-able walls
  • Fire bomb explode-able debris piles or walls
  • Pressure plates, triggered by both characters or by items
  • Effects triggered by pressure plates
  • Use of teleportation fields, triggered or interacted with by characters or thrown items
  • Item placement on altars or in alcoves or chests
  • Use or activation of specific items
  • Keys
  • Digging, particularly for Buried Treasure chests
  • Casting spells in specific places
  • Rapid movement among tiles
  • Logic puzzles involving letters, words, or numbers
  • combinations of the above ... ;-)
Starting Out Suggestions
Information for starting out and a spoiler section for "min-maxers".

Non- or limited-spoiler suggestions
  • Collect and save just about every item you find - they are frequently used or can be traded for something more valuable to your characters.
  • Some experienced players recommend using your first three gold keys in the General Store on cooking, mining, and the tribal spear (underwater weapon).
  • With Alchemists and characters with the Green Thumb trait, make sure to keep sufficient space in that character's inventory (NOT in bags) to allow herb "growth" - don't forget to stack them every so often.
  • Ratling characters can eat the "spoiled" grimcap rolls.
  • Some spells can only be purchased with a Red Gem at the Libraries - they will not be found in the world. The spells are Light, Heal, Dispel, Invisibility, Meteor Swarm.
  • Look inside tree stumps.
  • Items on walls don't have to be in an alcove ...
  • Farmers start with Cooking, Mining, and Green Thumb (grow herbs) traits. Consider the benefits and drawbacks of including one in your party.
  • Knights are immune to the Cursed condition and Ratlings are immune to Disease.
  • The Light and Water Breathing spells are very helpful for exploration.
  • Try using keys before using lockpicks on doors - I think you can end up with spare keys.
  • Chests are unlocked only with lockpicks. Keep a good stock handy.
  • Bring a Windgate key when visiting a new map.
  • Getting drunk on Wormbooze has consequences! (+2 Str & Vit, -5 Dex & Wil) ;-)

Spoiler Suggestions
  • You will need 25 torches at one point.
  • You will find tomes that increase skills and give traits. Check out the "Character Tomes" section of this guide for major spoilers (list of tomes & locations).
  • Give a Red gem to the ratling at the entrance to Ratlington - you'll receive an item that opens up alternate endings.
  • You can throw bombs (except fire) underwater.
  • Curse and Blindness do NOT wear off over time. They must be cured with an Antidote for blindness and Holy Water for Curse or use of the restoration crystal.
  • Forest balm cures some ailments. I need to research which ... ***
  • Learn Remove Curse before descending into the Pyramid. It also can be helpful in the Valley of the Dead and the Catacombs.
  • Use two power gems in the Undertown Watcher station before using them with the Engineer Watcher in Livingrock.
  • The pyramid and the Inferno have a section where enemies spawn continuously for those who want to rack up XP.
  • Air "elementals" can be damaged with Dispel and the Ethereal Dagger.
  • "Shadowy elementals" can be damaged by "burst" spells, elemental weapons, and the Ethereal Dagger.
  • Some "elementals" cannot be damaged and require use of a particular item to deal with them.
"Here be Drag.. Spoilers!"
Most of the content after this point will likely be a spoiler for new players and are intended to serve as a reference or lookup.
Maps (Part 1)
Maps should be complete. "!"s are secrets or Buried Treasure.

World of The Guardians
Spoiler: displays overview of all map areas in the game.

Maps

Livingrock

Starfall Valley

Cursed Cove

Forgotten God's Shrine

Grimwood

Ratlington
Maps (Part 2)
Maps should be complete. "!"s are secrets or Buried Treasure.

Lake of Tears

Sunken Temple

Misty Swamps

Moss Caves

Valley of the Dead

Catacombs
Maps (Part 3)
Maps should be complete. "!"s are secrets or Buried Treasure.

Bitter Hills

Gem Mine

Goldhaven

Upper Floors

Top Floors

Undertown

Citadel Approach

Maze of Madness
Maps (Part 4)
Maps should be complete. "!"s are secrets or Buried Treasure.

Pyramid

Pyramid Dungeon

Citadel

Citadel Dungeon

Hoary Mountain Caves

Gorge of the Seven Winds
Maps (Part 5)
Maps should be complete. "!"s are secrets or Buried Treasure.

Way of the Elements

Eye of the Storm

The Deeps

Inferno

The Abyss

Homeworld
Secrets (Part 1)
I have numbered each secret where secrets on the same map are grouped together and follow the same order as the maps section. There are 142 Secrets as of current version July 23, 2022.

    Livingrock (7/7)
  1. SE: "Emergency Supply" - close doors in hallway then step on pressure plate
  2. center SE "Equipment room" - close door(s) from outside until N wall in room opens
  3. center next to "Reserve Power Source" - throw rock from wind puzzle altar in Starfall Valley down pit to pressure plate - Gold Key
  4. E: "Storage" - drop down pit in E Starfall Valley - Power Gem & "Secret Journal" (counts found secrets)
  5. SW: "Guardians Prep Chamber" - mine rock W end of all, secret button - Gear Necklace
  6. Far NW: "Arcane Library" - press book on bookshelf - Tome of Knowledge
  7. near NE: "Reactor Room" - after finishing repairs for the Engineer Watcher, mine S wall in reactor room - Hissing, Bubbling, & Whispering potions + 4 Crystal Flowers if you use a Gold key to unlock

    Starfall Valley (3/3)
  8. center W: "Pool near chest" - throw rock S to pressure plate from N side of pool
  9. SSW: "Blessings puzzle" - Wind: place meat on raised altar in center for Tribal Mask, place mask; Wood: place stick on SE altar for Necterbranch wand, place wand; both open - Power Gem, Gold Key, Runestone Amulet
  10. center E: "Head & pit" - hidden button on wall SE of pit

    Cursed Cove (3/3)
  11. S: "Rock break" - mine rock to W of Starfall Valley entrance
  12. W: "Pickaxe drop" - secret button on E side of wall, wooden structure S of MS entrance
  13. Far WNW: "Tribal Legs" - mine rock to far W - Tribal Legplates

    Forgotten God's Shrine (9/9)
  14. SE: "Mining robbers" - hidden lever SE CC, opens wall, down ladder, mine N to shrine - note: hint
  15. NE: "Prep chamber" - place remains from SE on altar, N wall opens - note: hint and Scroll of Darkness
  16. center S: "Button head" - E of button triggering head poison bolts, hidden button - note: hint
  17. center N: "Matyr reward" - block poison bolts from reaching receptacles (party, force field) - Red Gem, Flintlock +3
  18. NE: "Poison redirect" - trigger N to S hall poison trap, at N end of hall after step on pressure plate quickly move E and use hidden button to redirect poison bolt to E receptacle - note: hint and Scroll of Poison Bolt
  19. NE: "Frost redirect" - place 2 blue gems in head firing poison bolts, do steps above - Plant Growing Guide
  20. SE: "Sidearm pitch" - stand on pressure plate that closed E gate, quickly move W and throw stone to pressure plate - note: hint and Nomad Mittens
  21. SE: "Hidden rock" - pick up rock on S wall after completing above secret - Scaled Cloak
  22. E: "Name puzzle" - place notes with letters in correct order (spoiler: "STYZHAXUR") - Circlet of War, "magic wand", Golden Deity figurine

    Grimwood (3/3)
  23. center: "Troll drop" - hidden lever to E of bridge, quickly drop onto magic platform in pit
  24. E: "Ore crystal" - mine rock S
  25. center NE: "Crowen fall" - drop off to N from highest level of "crowen hill" - Tribal Chestplate

    Ratlington (4/4)
  26. WNW: "cavern mining" - mine rock N
  27. center E: "champ robbery" - win 5th arena fight, hidden button behind mimic in "Arena Champions" area opens wall, climb & drop down to hidden button, magic platforms appear above, place rock on magic platform, turn off platform, rock falls to pressure plate below, opens wall in N to S hallway in E - Golden Chalice, Gold Key, Pit Fighter's Gloves, Dagger +3
  28. center NNW: "black market" - win 5th arena fight, go N from "lots of wayz are open to the champs" sign by water, drop down, hidden button opens wall to W - Black Market shop
  29. SSW: "above infestation" - break barrels in SW corner (while falling through floor to vermin infestation), then return to collect bag & bomb - Embalmer's Shoes

    Lake of Tears (4/4)
  30. Far NE: "throw puzzle" - place, move, & throw rocks
  31. E: "skipping stone" - throw rock from tile E of chest on center E island to pressure plate behind wall, underwater wall opens to E - Tribal Buckler and Scroll of Ice Shards
  32. center: "temple drop" - drop off dock to N, then W (water breathing helps)
  33. NNW: "Heavenly Fire" - activate all 5 pressure-plate-triggered sky teleporters and press button at Heavenly Fire tower: 1) center isle; 2) center Isle, mine rock E, throw stone E; 3) SE isle; 4) SW pressure plate near mimic (W exit from ST); 5) throw rock W from Heavenly Fire tower platform - Red Gem and Gold Key

    Sunken Temple (8/8)
  34. center E: "ladder climb" - top level near "Demon & Dead" sign, walk through S wall (access via water in far NE)
  35. center: "secret library" - N of Refectory, hidden button near E end of E to W corridor, opens wall to E - Scroll of Frost Bolt
  36. center N: "Demon & Dead" - place 1 skull each in center S and center E alcoves, then complete throwing puzzle to access altar in NW of room, place torch on altar, magic platform appears to get to bag
  37. far NW "Chapel fun" - place plants on altars across ST: 1) spices = E altar, 2) wormroot = NE altar, 3) Etherweed (N) and Palenut (S) = SE room, 4) torch = Hall of Peace to N, 5) Falconskyre = Chapel in NW; once complete, wall to N opens to become "True Believer" (access to SSE boss fight)
  38. S: "Block throw" - move puzzle blocks into position to allow crossing of room with water, throw rock E from S "island" in room, underwater wall opens to E - Scroll of Shield
  39. SW: "Triple teleporters" - move puzzle blocks into position so magic platform above all 3 pressure plates in W of water room, place rocks, press reset button next to teleporter hall, move quickly N once teleporters down - Embalmer's Pants and Scroll of Water Breathing
  40. WSW: "dive & break" - hidden button behind breakable pot in underwater room SE of "Cellar", S wall opens to ladder
  41. SSE: "True Faith" - complete Chapel puzzle, gate opens to room

    Misty Swamps (4/4)
  42. center E: "Stone Throw #1" - throw stone S from island to NE to pressure plate, wall opens, throw stone E from pressure plate to other plate, gate opens
  43. far NE: "Stone Throw #2" - mine rock next to water, throw stone E to pressure plate, wall opens - Reed Helmet
  44. NNE: "Stone Throw #3" - climb structure to W, throw stone from upper level E onto pressure plate, opens gate, press hidden button - Gold Key
  45. center S: "Not a Stone!" - mine rock W in SW of island - Bard's Doublet

    Moss Caves (6/6)
  46. NNE: "Mining #1" - mine W, then N
  47. NNW: "Plant Explosion" - press hidden button on N wall to N of poison plant, run from explosion - Arquebus +1
  48. SW: "Emergency Supply" - move all levers to "up" position in Watcher Station Gamma, step on pressure plate
  49. SSW: "Wall Climb" - in SE room of Watcher Station Gamma, climb wall with vines on it - Fireblade, Scroll of Frost Shield
  50. center N: "last pit" - drop down from E-most pit at pit puzzle above ground in MS - Ceremonial Cloak
  51. ESE: "Button bomb" - press hidden button on N side of wood frame - Lurker Pants
Secrets (Part 2)
    Valley of the Dead (3/3)
  1. SW: "twigs n' stones" - break twigs on N shore of water, break twigs S across water w/ ranged weapon, throw stone to pressure plate, wall opens in S - Reed Gauntlets
  2. center W: "Remains #1" - place remains on altar to open wall to NNW - Bard's Hose
  3. center NE: "stone & button" - press hidden button on wall to E near pit, opens wall to W, walk to center peninsula, throw stone E onto pressure plate then quickly move to press button in front of tree to N, teleporter redirects shot to receptacle in W, wall opens to chest - Reed Sabotons, Scroll of Remove Curse

    Catacombs (10/10)
  4. center SSE: "Remains #2" - place remains on E altar, wall to S opens - Backbiter
  5. center SE: "Remains #3" - place remains on S altar, walls to N open w/ skeletons - Lurker Vest
  6. far NE: "Remains #4" - place remains on N altar, walls to SW opens - Lightning Sword
  7. far NNE: "Remains #5" - place remains on SE corner altar, wall to NE opens & gas + skeleton trap
  8. NE: "Hidden button #1" - press hidden button to S of chest in room accessed by "Remains #5" above + press hidden button to N of chest in room accessed by "Remains #4" above, walls open - Gold Key, Skull Key
  9. NNE: "Too many plates" - place stone on pressure plate on W & E corridors running N to S, throw stone from 2nd floor balcony in E onto pressure plate in middle (keep W top gate closed) - Skull Key
  10. SSW: "Hidden button #2" - press hidden button in NW corner of room, S wall opens - Remains
  11. far SW: "Wall Climb" - climb E wall of room w/ vines on it - Lurker Boots
  12. far W: "Mimic fun" - press hidden button on N wall to open N wall in W to E corridor near skeleton keys gate - Cutlass & mimic trap
  13. far NW: "Curse you!" - place remains on altar in N of room, party cursed & frozen, N walls open w/ skeletons

    Bitter Hills (4/4)
  14. SE: "Long shot" - mine rocks to E of stone face in SW corner of map, open gate to E of face, press hidden button on wall in SE of map, shot from face opens wall to E - Bard's Hat, Gold Key
  15. SSE: "Short throw" - throw rock from W 1 level up over wall onto pressure plate - Bronze Brace
  16. center S: "Mine & fall" - Mine rocks N and drop into stony cave area - Reed Legmail
  17. center NE: "Drop & smash" - drop from L1 tile W of chest onto chest - Bard's Shoes

    Gem Mine (6/6)
  18. NE: "Barrels & burn" - break barrels in E to W corridor in N, trigger fireball trap using pressure plate in W, let fireball hit receptacle in E, wall opens - Lurker Hood
  19. center N: "Burn & Bash" - throw firebomb N at "cave in" in N to S dead end corridor - Red Gem
  20. far WNW: "Buttons & platforms" - find & press 3 hidden buttons in cavern with poison plants to turn on 3 magic platforms, drop down from far WNW pit in BH - Pearl Shield
  21. far SW: "Hidden keyhole" - find hidden keyhole, use Iron key - Fire Sting
  22. center SSW: "Mine lever" - mine wall on W to uncover lever, pull to open wall to E - Arquebus +2
  23. far SE: "Spirit Seal" - after defeating Rock Golem bosses, walk through wall to E where "Entrance Sealed by the Spirits" written - Red Gem

    Goldhaven (8/8)
  24. SE: "house to house" - press hidden button in house W of one w/ closed gate, gate opens
  25. far S: "cheese please" - place cheese in grate at bottom of tower in far S, opens S wall in building to W
  26. center S: "City Hall" - place 3 torches in brackets on roof, wall to E of ladder up opens
  27. center: "Treasury" - climb to roof of City Hall, walk 1 tile E onto invisible platform, then 2 tiles N, drop into treasury - Tome of Health, "Way Down" note
  28. center W: "Wall throw" - climb onto seawall in N, cross bridge S onto building 1 floor up, throw rock S toward alchemist guild over wall onto pressure plate, wall opens - Arquebus +3
  29. center N: "Mages' Guild" - climb onto seawall in N, drop down S onto fenced "plant" area, walk through S wall - Scroll of Fire Shield, Scroll of Dispel, Tome of Energy, Skull
  30. NNW: "Ancillary way" - in Mages' Guild, cut tapestry, pick up Skull, defeat Iron Golem, place one crystal shard of recharging into each alcove (6), walk through teleporter in N, pick up bag
  31. Far NW: "Hidden button" - press hidden button on E wall, opens wall to E - Mirror Greaves

    Goldhaven: Upper Floors (2/2)
  32. Upper Floors NE: "Run n' Throw" - complete throwing & running puzzle to open gate, activate throw stone to W pressure plate to redirect bolt N, run to middle pressure plate to activate teleporter in NW to redirect bolt E toward receptacle, wall in NE opens - Archmage Loafers
  33. Upper Floors center: "Way Up" - use way up in Mages' Guild, walk into N teleporter - Scroll of Mass Shield, Tome of Forbidden Knowledge, Archmage's Mantle

    Goldhaven: Top Floors (2/2)
  34. Top Floors NE: "Bouncing around" - complete teleportation puzzle until at stairs up, move S, walk through wall to S - "Way up" note
  35. Top Floors center: "Top Way" - use Top Way notes up in Mages' Guild, walk into N teleporter - Zhandul's Orb, Tome of Balance, Tome of Knowledge, Tome of Meditation

    Undertown (8/8)
  36. far SSW: "Mining walls" - enter from Gem Mine, mine E wall lacking metal reinforcement - mimic & Ancient Spear
  37. far S: "Falling stone" - throw rock S from "garden" building in S center of Goldhaven over building onto trap door, open City Flood Wells control in City Hall, access Undertown by SW stairs and take S passage after heading E - Boneblade, Gold Key, Top Way 1/4 note, hint note
  38. center N: "Way Down" - use "way down" in Mages' Guild, walk into N teleporter - Scroll of Shock Shield, Formula for Crystal Helmet, Tome of Meditation, Formula for Crystal Shard of Healing
  39. NNE: "Practical Alchemy" - place appropriate ingredient for potions along S wall altars (spoiler: from W to E - Mudwort, Falconskyre, Etherweed, Mudwort)
  40. far E: "Rogue Pattern" - reach thieves' guild area past W to E hallway of spike traps, place items on floor following pattern of hint note with "x" & "*" symbols (see Maps: Undertown) for pattern - Moonblade, Red Gem, Gold Key
  41. ESE: "Second Offering" - from tile to SW of bridge to the NW, throw rock E onto pressure plate to open underwater gate, head E & up ladder - Shaman Staff
  42. SE: "Third Offering" - place meat on altar to W to create magic platform, place power gem on second altar, underwater gate opens, follow water S & climb ladder at end - Scythe
  43. NW: "Buying spree" - unlock all gold key treasures in Undertown livingrock - Tome of Knowledge
Secrets (Part 3)
    Citadel Approach (5/5)
  1. far SW: "mine & illusion" - drop into water, mine W underwater, climb ladder, walk through W wall - Formula for Crystal Boots
  2. far NW: "bomb & mine" - drop into N end of "moat" w/ lightning trap, throw fire bomb W at "cave in", mine W, up ladder - Gauntlets of Valor
  3. center NNW: "illusions & chests" - walk S through illusory wall that is SE from exit to BH - Mirror Cuisse
  4. center N: "chests & bombs" - place fire bomb in chest from "illusions & chests" above, go to NE outside of maze, mine rock, press hidden button, explosion removes walls to secret - Icefall Hammer
  5. center S: "redirect fireball" - at N end of W half of trap gauntlet, press hidden button in S wall to redirect fireball to receptacle in S, N wall in S opens to secret - Rogue Boots

    Maze of Madness (5/5)
  6. NNW: "rock & alcove" - place magic rock in alcove, then use flute - Red Gem
  7. center E: "rock & altar" - place magic rock on altar, use flute, walk through illusory wall to S - mimic
  8. center: "rock & grate" - place magic rock in grate, use flute - Revolver +2
  9. Far SW: "Snail food?!" - give Magnus the Snail Treat (ring on a string -> Snail meat cook w/ Palenut) to get magic flute back & use to access new area
  10. Far ESE: "Trick throw" - place magic stone, throw magic stone into doorway before closes - Arcane Tome, Skull, Red Gem

    Pyramid (5/5)
  11. far W: "Sacred Way" - use "sacred way" in Goldhaven Mages' Guild, walk through teleporter to N - Spiritwalker Pendant, Tome of Balance, Jeweled Scepter of Silara, Tome of Fire
  12. far WNW: "Great Hall" - after boss fight, press hidden button in S wall, bolt fires from E in E to W corridor to receptacle in W wall, S wall opens - Formula for Meteor Cuisse, Neck Chain
  13. center NW: "run & throw" - in room w/ 4 pressure plates: 1) place item on NW plate through bars, 2) run S to SW plate, 3) throw rock E onto SE plate, 4) throw rock N onto NW plate, 5) move quickly throw gate in S to teleporter, 6) teleport to secret - Amulet of Corruption, Red Gem
  14. center W: "Death & Darkness" - in Halls of Unseen Death, in SE corner of SW room, cast darkness on S wall (where skull is located), press button, wall to S opens - Crossbow +2, Formula for Amulet of Power, Tome of Energy
  15. far SSW: "Guard Room Elements" - bring 1 each of Fire, Shock, Frost, and Poison Shield spell scrolls, place spell scrolls into alcoves based on the position of the elements in the spellcasting interface (e.g. "Fire" would be in the NW alcove) - Tome of Energy, Tome of Water, Potion of Willpower, Skull

    Pyramid Dungeon (5/5)
  16. NE: "Master buttons" - in resting place of Masters (NE), press hidden button in each of 3 rooms, wall opens to chest - Chitin Greaves
  17. NNE: "Bugs & buttons" - in E to W corridor with bugs & fire + lightning traps, press hidden button in each of 3 rooms, N wall opens in E-most room - Assassin's Dagger, Gold Key
  18. W: "Lightning trap" - place item on lightning trap at S end of N to S corridor avoiding N moving bolt, bolt goes through wall to N to receptacle, opens wall in N (use crystal shard of recharging on alcove to reset trap as needed) - Formula for Cloak of the Forest, Tome of Air
  19. center SW: "Offering Chamber" - in room with fire shrine, place item in SE corner of room, place crystal shard of recharging into alcove in NE corner of room, return to SE corner, go through teleporter - Tome of Health
  20. S: "Serpentine run" - press hidden button in NW room, quickly follow serpentine path (see hint note) E, S, and W to wall with "2" sign E wall, walk through illusory wall - Tome of Bodybuilding

    Citadel (5/5)
  21. W: "Red eyes" - place two sets of two red gems in the faces on W wall of pit trap puzzle, W wall opens - The Dismantler
  22. center W: "No pressure" - remove all items on pressure plates in pit trap puzzle to W, S wall opens - Formula for Meteor Hammer, Formulat for Meteor Cuirass, Skull (on wall)
  23. center N: "P teleport" - complete the teleport puzzle using the following word: POWER - Power Gem
  24. center: "C teleport" - complete the teleport puzzle using the following word: CREATION - Gold Crown
  25. center S: "D teleport" complete the teleport puzzle using the following word: DESTRUCTION - Ancient Axe

    Citadel Dungeon (5/5)
  26. center W: "Prisoner's Belongings" - mine S wall in SW corner, throw firebomb S to clear - Repeater +1, Red Gem
  27. far SW: "Windgate drop" - drop down pit farthest S in pit puzzle above in Citadel, head S, then E - Citadel Dungeon windgate
  28. far SE: "Invisible wall" - in the E-most room of trolls, walk through NE corner wall to E - Chitin Mask, Gold Key, Amnesia Potion
  29. E: "Bookworm" - after passing E through "Species Survival Testing", enter N room, pull book on NW shelf - Tome of Aggression, Tome of Knowledge, Tome of Health
  30. NE: "Dark Distortion" - in center of Elemental Distortion W to E corridor, cast Darkness on N wall, wall opens - Arcane Tome

    Hoary Mountain Caves (6/6)
  31. center SE: "Wake Beast" - drop 3 stones into water to W of "Do not wake the beast", fight, head E - Top Way 2/4 note, Archmage's Cap, Gold Key
  32. center N: "Underwater bolt" - mine rocks on N shore of water with lightning trap, press underwater button to S on N wall with bolt caster, quickly move N, climb out of water, head E to wall opened in N - Mirror Gauntlets, Scroll of Stone to Flesh
  33. far WNW: "Bombs away" - throw fire bomb S to "cave in", head S
  34. center WNW: "Bloody keyhole" - in N part of room with Trolls, check E wall for keyhole, use key to open E wall - Miner's Guide, Enchanted Sack
  35. far WSW: "Hidden lever" - pull hidden leaver in W
  36. center SW: "Rock throw" - throw rock W where spider cocoon used to be onto pressure plate, magic bridge appears - Rogue Gloves & Red Gem (mine)

    Gorge of the Seven Winds (7/7)
  37. far NW: "Hail Mary" - drop down N from Crystal Shrine 2 levels to walled area, stand N-most tile and throw rock E onto pressure plate, go through illusory wall to W, drop down N, go N - Archmage's Scapular
  38. Far WNW: "Illusory wall" - drop down N from Crystal Shrine 2 levels to walled area, go through illusory wall to W, drop down N - mimic + Formula for Crystal Greaves
  39. center SW: "Drop & button" - drop down 1 level to N from E end of bridge to Crystal Shrine, press hidden button on wall, magic platform appears, move onto tile w/ Ax & sack - Ax
  40. SSW: "Mine & throw" climb to lone rock in S, drop 1 level down to W, mine rock in W, throw stone W to pressure plate across lake, gate opens - Huntsman's Cloak
  41. SE: "Elemental Temple" - get past petrification trap to N using Crystal Amulet - Power Gem
  42. Far NE: "Caves & Shadows" - fire bomb & mine to NE of HMC, go up stairs to G7W - Amnesia Potion, Tome of Health, Formula for Shield of the Mountain (after capture or defeat "shadow elementals")
  43. center N: "Sky Orb" - at Air shrine, use Sky Orb to create magic platform to S until drop down onto raised cliff w/ altar - Tome of Balance
Secrets (Part 4)
    Way of the Elements (1/1)
  1. center: "Orbs & Mages" - at Goldhaven Mages' Guild, place elemental orbs in NW (Fire), SW (Earth), NE (Air), SE (Water) alcoves, go N through teleporter

    Eye of the Storm (0/0)
    None

    The Deeps (1/1)
  2. E: "Horn of blasting" - use Horn of Destruction (place Amulet of Power altar in Inferno to get) to break E wall

    Inferno (1/1)
  3. Near NE: "Disintegration" - use Wizard's Virge special ability on firey shadow demon in E alcove

    The Abyss (0/0)
  4. None

    Homeworld (2/2)
  5. Far SE: "Warp Speed" - use Scope at top of tower in NE in Goldhaven - Wizard's Virge
  6. Far NNE: "Plant the seed" - place Eternal Fruit (gotten from Ancient evil in The Deeps) on W altar
Buried Treasure
There is one buried treasure chest per outdoor area (10 in all).
  • Starfall Valley: ENE - climb ladder in SW of water, dig at end of path - Steel Armband
  • Cursed Coast: center W - dig to tile NE of gate separating Windgate from E CC
  • Grimwood: center S - dig to W of lone oak tree - Nomad Robe
  • Lake of Tears: W - before crossing water S to mimic and pressure plate, dig E - Tome of Forbidden Knowledge
  • Misty Swamps: W - dig on tile next to stone column next to water across from "four pit puzzle" to E - Gold Key
  • Valley of the Dead: N - dig 2 tiles N from secret chest, SW corner of 4-tile N area - Bard's Gloves
  • Bitter Hills: WSW - dig 4 tiles N from stone face - mimic
  • Goldhaven: NE - dig 2 tiles W and 1 S from stairs up to NE tower - Legplates of Valor
  • Citadel Approach: center E - dig 2 tiles E of L-shaped wall and 6 tiles N of end of stream to S - mimic + Cuisse of Valor
  • Gorge of 7 Winds: NNE - dig 2 tiles E of pedestal with boomerangs and 1 tile N from wall / forest to S - Rogue Hood
Lists: Facilities, Alchemy & Cooking Recipes, Spells
This section focuses on reference lists and information for the game including major spoilers.

Contents
  1. Base facilities
  2. Alchemy recipes
  3. Cooking recipes
  4. Spells

Base Facilities
  • The Archives - place blank scrolls into alcove to receive world information and forge formulas
  • Kitchen - place raw food items and herbs on altar to create different kinds of food and drink
  • Healing Crystal - place a crystal shard on the altar to recharge the Restoration room crystal which can remove all negative conditions and heal characters
  • Libraries - place the appropriate gem into alcove to receive spell scroll
  • General store - place the appropriate gem into alcove to receive item
  • Item shops - use gold key to unlock item
  • Book shop - place the appropriate gem into alcove to receive tome
  • Forge - see Crafting & Enchanting

Alchemy Recipes
Potions
  • Rage - Mudwort + Falconskyre
  • Speed - 2 Falconskyre + Etherweed
  • Holy Water - Blooddrop + Falconskyre + Mudwort
  • Resurrection- 3 Blackmoss + Mudwort
  • Antivenom - Blooddrop + Mudwort
  • Antidote - Etherweed + Flaconskyre
  • Shield - Etherweed + Mudowrt
  • Troll Blood - Blooddrop + Etherweed
  • Healing - 2 Blooddrop
  • Energy - 2 Etherweed
  • Poignant (Poison) - 2 Mudwort
  • Polymorph (Bear form) - Blooddrop + Falconskyre
  • Wisdom - 2 Mudwort + FalconSkyre
  • Stat Improvement - 2 Blooddrop, Falconskyre, Mudwort, or Etherweed + Crystal Flower
  • Amnesia - 2 Blackmoss + 2 Crystal Flower
  • Crystal Shard of Healing - 3 Crystal Flower

Bombs
  • Poison - Mudwort + Blackmoss
  • Fire - Blooddrop + Blackmoss
  • Lightning - 2 Falconskyre + Blackmoss
  • Frost - 2 Etherweed + 2 Blackmoss

Cooking Recipes
  • Grimcap Roll – Grimcap + Wormroot
  • Cooked Meat - Meat + Spices
  • Ham - Tenderloin + Spices
  • Cooked Insect Meat - Insect Meat + Spices
  • Smoked Fish – Fish + Wormroot
  • Sausage - Meat + Spices + Spices
  • Forest Milk - Grimcap + Palenut
  • Cheese – Milk + Herder Cap + Spices
  • Bread – Eggs + Wormroot
  • Pie - Egg + Spices + Grimcap + Filling (Ham, Smoked Fish, Cooked Insect Meat, Horned Fruit)
  • Forest Tincture - Fruit + Herder Cap + Mudwort
  • Wormbooze - Herder Cap + Wormroot
  • Octopus Liqueur- Fish + Palenut + Algae
  • Cheesecake - Cheese + Horned Fruit + Herder Cap
  • Cake – Palenut + Herder Cap + Egg + Fruit

Spells
Spell
Reqs
Location
Gem Cost
Fireburst
Fire 1
Starfall Valley: SW on pedestal near altar
Blue
Shock
Air 1
Starfall Valley: E on pedestal
Blue
Poison Cloud
Earth 1
Livingrock: room N of Kitchen on pedestal
Blue
Shield
Con 1
Sunken Temple: secret in SW from throwing stone from magic bridge over water
Blue
Ice Shards
Earth 1, Water 1
Lake of Tears: secret past east puzzle
Blue
Darkness
Con 2
Forgotten God's Shrine: secret after place remains in N
Blue
Light
Con 4
Livingrock: Library
Red
Cause Fear
Con 3
Forgotten's God's Shrine: S center secret in wall alcove
Blue
Dark Bolt
Con 3
Sunken Temple: secret involving devils & dead in N
Blue
Poison Bolt
Earth 2
Forgotten God's Shrine: secret past poison trap & hidden button
Blue
Frost Bolt
Air 1, Water 3
Sunken Temple: secret library room library N center
Green
Lightning Bolt
Air 4
Lake of Tears: NW chest (mimic) near NW Sunken temple exit
Green
Fireball
Air 1, Fire 3
Grimwood: NE on pedestal after plant attack
Green
Fire Shield
Con 3, Fire 3
Goldhaven: Mages Guild ground level
Green
Poison Shield
Con 3, Earth 3
Gem Mine: crate just past rock elemental boss fight
Green
Frost Shield
Con 3, Water 3
Moss Caves: SW secret in watcher outpost
Green
Shock Shield
Air 3, Con 3
Goldhaven: Mages Guild - Way Down note
Green
Mass Shield
Con 1, Earth 4
Goldhaven: Mages Guild - Way Up note
Green
Water Breathing
Air 3, Water 1
Sunken Temple: secret past 3-tile teleport puzzle
Green
Remove Curse
Con 2, Water 4
[tdValley of the Dead: secret in center of map, throw rock & hidden button[/td]
Green
Stone to Flesh
Earth 4
Hoary Mountain Caves: secret past underwater button puzzle
Green
Dispel
Con 2, Water 2
Goldhaven: Mages Guild ground level
Green
Heal
Earth 3, Water 3
Livingrock: Advanced Library
Red
Force Field
Con 2
Livingrock: Advanced Library
Red
Invisibility
Air 4, Con 2
Livingrock: Advanced Library
Red
Meteor Swarm
Air 3, Fire 5
Livingrock: Advanced Library
Red
Lists: Economy
There are four areas with "shops".
  • Livingrock
  • Ratlington
  • Undertown
  • Pyramid

Livingrock
General Store
One gold key each.
  • Rope - descend into pits safely
  • Mining Tome - gain Mining trait
  • Cooking Tome - gain Cooking trait
  • Tome of Leadership - gain Leadership trait - +1 to other characters' attributes while up
  • Tribal Spear - underwater weapon
  • Crystal Shard of Healing - portable full heal / resurrect
  • Bomb Mastery Tome - gain Bomb Mastery trait - make 3 bombs instead of one
  • Alchemy Mastery Tome - gain Alchemy Mastery trait - make greater healing & energy potions
  • Spirit Mirror Pendant - gain +25% XP
  • Mortar & Pestle - create potions from alchemy herbs

Hall of Creation
By Gem type.
  • Lockpick - Blue
  • Torch - Blue
  • Pickaxe - Green
  • Convert 1 Green gem to 3 Blue
  • Convert 1 Red gem to 3 Green
  • The teacher - gain XP
  • Shard - gain crystal shard(s)
  • Herb - gain alchemy herbs
  • Ammo - gain ammo
  • Food - gain food & cooking herbs

Jewelry Store
One gold key each.
  • Hardstone Bracelet - +2 Str, +3% Critical chance
  • Brace of Fortitude - +2 Vit, +20% Health Regeneration
  • Leafbond Bracelet - +2 Wil, +20% Energy Regeneration
  • Serpent Bracer - +2 Dex, +5 Evade
  • Crystal Shard of Healing
  • Red Gem
  • Jewel Pendant - +2 Dex, +30 Poison resist
  • Storm Amulet - +2 Wil, +30 Shock resist
  • Frostbite Necklace - +2 Str, +30 Frost resist
  • Fire Torc - +2 Vit, +30 Fire resist

Ratlington
  • Ragtman - Exchange clothing for food based on quality
    • low = grimcap roll
    • high = sausage
  • Armory - Exchange ammo for gems and firearms for food
    • 10 cannonballs = 1 Green gem
    • 100 bullets = 1 Blue Gem
    • Firearm (any) = 1 sausage
  • Pest Control - Exchange Poignant Potions (Poison) for food (grimcap roll)
  • Ratlington City Bank - exchange melee weapons, light armor, paper, cheese, and gems for "gem credit" (20 cr = Blue gem, 80 cr = 1 Green gem, 300 cr = Red gem)
  • Squizzus' Finest Potions - Exchange gems for potions or alchemy herbs for (gems?)
  • Casino - exchange rocks, cheese, and skulls for various items (notes, gems, torches, potions, blank scrolls, food, throwing weapons, firearm & missile ammo, pickaxes, etc.)
  • Ratlington Black Market - One gold key each.
    • Tomes of Air & Fire
    • Tomes of Earth & Water
    • Enchanted Bag with 9 cheese
    • Potions of Str, Dex, Vit, & Wil
    • 1 Red Gem

Undertown
Knowledge Store
One gold key each. Tome of:
  • Meditation - +1 Concentration skill
  • Water Apprentice - gain L1 Water Magic skill
  • Earth Apprentice - gain L1 Earth Magic skill
  • Fire Apprentice - gain L1 Fire Magic skill
  • Air Apprentice - gain L1 Air Magic skill
  • Balance - +1 all attributes
  • Aggression - gain Aggressive trait (+4 dmg)
  • Basic Defense - gain L1 Armor skill
  • Elusion - +1 Dodge skill
  • Bodybuilding - +1 Athletics skill

Pyramid
"Watcher Store"
One gold key each.
  • Gauntlets of Fire - +5 protection, +15 fire resist, changes melee weapon attack damage to Fire
  • Ethereal Blade - 10-30 + Dex dmg, Ethereal damage (works against elementals)
  • Lightning Bow -
  • Silver Scepter of Isochronos - +20 Energy, +10 resist all; Req Con 2; Invisibility (45 energy)
  • Shaman's Cloak - +#
  • Shield of the Elements - +# protection, +## resist all
  • Great Axe -
  • Enchant Item Scroll
  • Meteor Boots Recipe - create Meteor boots at Forge (+18 protection, +1 Str, Heavy Armor)
  • Chitin Cuisse - +9 protection (Light Armor)
Lists: Exploration
Underwater Weapons
Weapon
Location
Requirement
Tribal Spear
Livingrock: General store
1 Gold key
Tribal Spear
Starfall Valley: water in N center
ability to break down weeds underwater
Zarchton Harpoon
Sunken Temple: altar in NW
Pull 2 underwater levers (via Starfall Valley & Lake of Tears entrances)
Zarchton Harpoon
Sunken Temple: Hall of True Faith boss fight
True faith (complete altar item placement puzzle)
Lightning Rod
Misty Swamps: chest in far NW
Underwater weapons and Water Breathing or lots of healing
Ancient Spear
Undertown: SW next to skeletal corpse (enter from Gem Mine)
Miner's Guild Certificate to open way from Gem Mine

Windgates
Need one Power Gem and 11 green gems for all gates.
  • Cursed Coast
  • Grimwood
  • Lake of Tears
  • Misty Swamps
  • Valley of the Dead
  • Bitter Hills
  • Goldhaven
  • Gorge of the Seven Winds
  • Citadel Approach
  • Pyramid
  • Citadel Dungeon
  • Way of the Elements

"Ways" Notes
Way
Location
Reward
Down
Goldhaven: Treasury accessed via City hall roof
Crystal Helmet recipe, Scroll of Shock Shield, Tome of Meditation
Up
Goldhaven: Top Floors secret in room with teleport puzzle
Archmage's Mantle, Scroll of Mass Shield, Tome of Forbidden Knowledge
Sacred
Pyramid Dungeon: "Naktoz, Master of Ways" room in NE
Jeweled Scepter of Silara, Spiritwalker Pendant, Tomes of Balance and Fire
Ancillary
Goldhaven: Mages Guild ground level - defeat automaton
Secret enchanting components hints, Potion of Willpower
Top
4 locations:
  • (1/4) Citadel Dungeon: NW through bars in cell
  • (2/4) Hoary Mountain Caves: "Don't wake the Beast" secret
  • (3/4) Gorge of Seven Winds: mine rock by ledge E of windgate
  • (4/4) Undertown: S center secret (fallen item unlocks "Flesh" secret)
Zhandul's Orb, Tomes of Balance, Knowledge, & Meditation

Miners Guild Certificates
Four total.
  • Gem Mine: far NW at bottom of pit with oozes
  • Gem Mine: spider area in ENE
  • Gem Mine: "Power emitting vein" room to W of "rock" boss fight
  • Goldhaven: NW open building after dropping down from sea wall

Demiurge (Magnus) Items
Items are "figurines" or "golden" objects. Rewards received are based on number turned in (i.e. Tome of Knowledge for 10th item).
Item
Location
Reward
Skeleton
Catacombs: dropped by skeletal boss
1: Tome of Health
Ice Guardian
Sunken Temple: Hall of True Faith chest
2: Tome of Energy
Snail
Moss Caves: chest after defeat Ancient Evil
3: Golden Key
Golden Crown
Citadel: center teleportation word puzzle room
4: Golden Key
Golden Chalice
Ratlington: Ratlington city bank chest secret after becoming arena champion
5: Red Gem
Hooded
Undertown: chest after SE boss fight
6: Red Gem
Ogre
Undertown: dropped by Ogre in NNW on way to Guardian outpost
7: Tome of Balance
Crowen
Gem Mine: Chest to W of "rock" boss fight
8: Tome of Balance
Dragon
Gorge of the Seven Winds: complete Crystal Temple puzzle
9: Tome of Knowledge
Golden Sphere
Pyramid: NE room connected to Great Hall
10: Tome of Knowledge
Golden Deity
Forgotten God's Shrine: central altar after complete Dead God's name puzzle
11: Arcane Tome
Golden Relic
Livingrock: open 12th Windgate
12: Crystal Amulet
Ratlington Souvenir
Ratlington: give Red gem at Ratlington entrance
13: Scope
Lists: Power Gems, Gold Keys, and Skulls (oh, my!)
Power Gems
  1. Livingrock: Reserve Power Source
  2. Livingrock: Storage secret (drop down from Starfall Valley)
  3. Starfall Valley: center area over water
  4. Starfall Valley: NE area over water
  5. Starfall Valley: chest in S secret area
  6. Ratlington: Treasury
  7. Ratlington: 5th ot 6th Arena win
  8. Cursed Coast: SW area near large dead tree
  9. Forgotten God's Shrine: complete god's name puzzle
  10. Sunken Temple: near E underwater entrance (need 2 Round keys)
  11. Moss Caves: SW area in Watcher Station Gamma, need to mine
  12. Catacombs: complete lever & gate puzzles
  13. Gem Mine: mine power emitting vein, W of boss fight
  14. Goldhaven: top of NE tower (3rd level)
  15. Goldhaven: Captains Quarters in Barracks to SE
  16. Maze of Madness: at end of Maze
  17. Pyramid: altar center E, near main entrance
  18. Hoary Mountain Caves: near NNE chest past gate needing Miner's Certificate
  19. Gorge of Seven Winds: far W, in Crystal Temple
  20. Gorge of Seven Winds: far SE, in Temple of Elements
  21. Citadel: teleport word puzzle (Power)
  22. Citadel Dungeon: SSE hall past Species Survival Testing
  23. Eye of the Storm: center, create path with Orb of Sky
  24. The Abyss: center of map
  25. The Deeps: defeat boss to N
  26. Inferno: center of chamber after pulling all 6 levers

Gold Keys
  1. Livingrock: activating General Store
  2. Livingrock: activating Jewelry Store
  3. Livingrock: activating (7th) Windgate (Goldhaven)
  4. Starfall Valley: chest in S secret area
  5. Grimwood: NE area in chest after plant boss fight
  6. Ratlington: Ratlington City Bank secret chest (become arena champion)
  7. Ratlington: Arena - 4th victory
  8. Ratlington: Treasury
  9. Cursed Coast: NE area behind shipwreck
  10. Forgotten God's Shrine: altar room on altar
  11. Lake of Tears: complete Tower of Heavenly Fire puzzle
  12. Sunken Temple: chest in SE area (Treasury), move blocks to form bridge
  13. Misty Swamps: Secret in far NNE, throw stone & hidden button
  14. Misty Swamps: Buried Treasure in W area
  15. Moss Caves: chest in SE past Ancient Evil
  16. Catacombs: complete lever & gate puzzles, in alcove
  17. Catacombs: complete NE secret, hidden button in room to NE
  18. Bitter Hills: chest in SE Secret, mine to clear path W, press hidden button
  19. Gem Mine: chest in room to W past boss fight
  20. Undertown: chest in NW in destroyed Livingrock
  21. Maze of Madness: 3rd relic turned in to Magnus
  22. Maze of Madness: 4th relic turned in to Magnus
  23. Pyramid: Guard boss fight room in SSW
  24. Pyramid Dungeon: Urak, master of keys room in far NE
  25. Pyramid Dungeon: far NNE secret, press hidden buttons in rooms
  26. Pyramid Dungeon: far W on altar
  27. Pyramid Dungeon: far SW on altar past lightning trap
  28. Hoary Mountain Caves: "Do not wake beast" puzzle chest, center E
  29. Citadel Dungeon: secret through illusory wall in far SE

Skulls
  1. Ratlington: SW area (swim)
  2. Lake of Tears: SE area, mine to reach
  3. Valley of the Dead: grave of Muktus, great inventor to S
  4. Catacombs: dropped by boss (need 2 Skull keys)
  5. Bitter Hills: Troll's chest in N center
  6. Gem Mine: path to chest at S center Secret, mine + pull lever
  7. Goldhaven: Alcove in Mages Guild ground floor, cut curtain
  8. Hoary Mountain Caves: in W area, dropped by a troll
  9. Hoary Mountain Caves: far SW area, mine mound
  10. Pyramid: Guard Room "boss fight" secret (uses scrolls of elemental shielding to open)
  11. Citadel: "no pressure" puzzle in S, on shelf
  12. Citadel: 2 after using device on divine being
  13. Maze of Madness: final secret (post-Inferno)
Lists: Stats Tomes (part 1)
Ways to improve character attributes, skills, resistances, XP, etc.
Tome
Effect
Location
Cost
Health
+15 HP
  1. Livingrock: Arcane Library (repeatable)
  2. Livingrock: Windgate Chamber - activate Citadel Approach windgate
  3. Goldhaven: Treasury in City Hall, invisible bridge at 2nd story
  4. Maze of Madness: 1st relic turned in to Magnus
  5. Pyramid Dungeon: Offering Chamber (fire shrine) windgate, place rock, then recharge
  6. Gorge of Seven Winds: far NE secret chest, NE stairs from Hoary Mountain Caves
  7. Citadel Dungeon: SSE library room secret past Species Survival Testing, book
1 Red
Energy
+15 Energy
  1. Livingrock: Arcane Library (repeatable)
  2. Goldhaven: Alcove in Mages Guild ground floor
  3. Maze of Madness: 2nd relic turned in to Magnus
  4. Pyramid: Halls of Unseen Death, darkness secret
  5. Pyramid: Nesturs the Sage room in far NNW
  6. Pyramid: Guard Room "boss fight" secret (uses scrolls of elemental shielding to open)
1 Red
Air
+10 Shock Resist
  1. Livingrock: Arcane Library (repeatable)
  2. Livingrock: Windgate Chamber - activate G7W windgate
  3. Ratlington: Black Market
3 Green
Earth
+10 Poison Resist
  1. Livingrock: Arcane Library (repeatable)
  2. Ratlington: Black Market (need gold key)
  3. Ratlington: Arena - 3rd victory
  4. Moss Caves: chest in SE past Ancient Evil
3 Green
Fire
+10 Fire Resist
  1. Livingrock: Arcane Library (repeatable)
  2. Ratlington: Black Market (need gold key)
  3. Ratlington: Arena - 4th victory
  4. Pyramid: chest in SEE area, south of main entrance
  5. Pyramid: Sacred Way
3 Green
Water
+10 Frost Resist
  1. Livingrock: Arcane Library (repeatable)
  2. Ratlington: Black Market (need gold key)
  3. Sunken Temple: chest in Hall of True Faith (S area)
  4. Pyramid: Guard Room "boss fight" secret
3 Green
Balance
+1 all attributes
  1. Goldhaven: Top Floors via Top Way
  2. Maze of Madness: 7th relic turned in to Magnus
  3. Maze of Madness: 8th relic turned in to Magnus
  4. Pyramid: Sacred Way
  5. Gorge of Seven Winds: N Secret, use Orb of Sky, then drop down to ledge
n/a
Knowledge
+1 Skill
  1. Livingrock: Arcane Library (repeatable)
  2. Livingrock: Windgate Chamber - activate Citadel Dungeon windgate
  3. Undertown: Knowledge Store
  4. Goldhaven: Top Floors via Top Way
  5. Maze of Madness: 9th relic turned in to Magnus
  6. Maze of Madness: 10th relic turned in to Magnus
  7. Pyramid: Great Hall, room to NE after boss fight
  8. Citadel Dungeon: SSE library room secret past Species Survival Testing, book
3 Red
Arcane
+1 Skill, all characters
  1. Maze of Madness: 11th relic turned in to Magnus
  2. Citadel Dungeon: Elemental Distortion hall secret, darkness spell
  3. Maze of Madness: final secret (post-Inferno)
n/a
Forbidden Knowledge
+ 3000 XP, 1 negative condition
  1. Lake of Tears: Buried treasure chest (E area, exit from Sunken Temple)
  2. Goldhaven: Upper Floors via Way Up
n/a
Lists: Stats Tomes (part 2)
Tome
Effect
Location
Cost
Alchemy Mastery
gain Improved Alchemy trait (create Greater healing & energy potions)
  1. Livingrock: General Store
1 Gold Key
Bomb Mastery
gain ?Bomb Master? trait (create 3 bombs) - unlisted under traits*
  1. Livingrock: General Store
1 Gold Key
"Green Thumb"
gain Green Thumb trait
  1. Forgotten God's Shrine: Secret in far NW, place 2 blue gems in far SW statue eyes
1 Gold Key
Mining
gain Miner trait
  1. Livingrock: General Store
  2. Hoary Mountain Caves: Secret in W area w/ trolls, well hidden keyhole
1 Gold Key
Aggression
gain Aggressive trait (+4 dmg)
  1. Undertown: Knowledge Store
  2. Citadel Dungeon: SSE library room secret past Species Survival Testing, book
n/a or 1 Gold Key
Bodybuilding
+1 Athletics
  1. Undertown: Knowledge Store
  2. Pyramid Dungeon: "2" button / rapid walking puzzle in SSE (snakes & pots)
n/a or 1 Gold Key
Elusion
+1 Dodge
  1. Undertown: Knowledge Store
1 Gold Key
Meditation
+1 Concentration
  1. Undertown: Knowledge Store
  2. Goldhaven: Top Floors via Top Way
n/a or 1 Gold Key
Air Apprentice
gain L1 Air Magic
  1. Undertown: Knowledge Store
1 Gold Key
Earth Apprentice
gain L1 Earth Magic
  1. Undertown: Knowledge Store
1 Gold Key
Fire Apprentice
gain L1 Fire Magic
  1. Undertown: Knowledge Store
1 Gold Key
Water Apprentice
gain L1 Water Magic
  1. Undertown: Knowledge Store
1 Gold Key
Basic Defense
gain L1 Armor
  1. Undertown: Knowledge Store
1 Gold Key
Lists: Stats Potions
Ways to improve character attributes, XP, or reset skill points.
Potions
Potion
Effect
Location
Cost
Wisdom
+500 XP
  1. Mortar & Pestle
  2. Ratlington: SW secret, smash barrels above vermin infestation
  3. Valley of the Dead: grave of Askanta, priestess of Silara
  4. Goldhaven: secret on top of Alchemists Guild, throw stone from N
n/a
Strength
+1 Str
  1. Mortar & Pestle
  2. Ratlington: Black Market (need gold key)
  3. Ratlington: Arena - 2nd victory
  4. Forgotten God's Shrine: N & S rooms after complete god's name puzzle
  5. Catacombs: chest at SSE secret, place remains
  6. Citadel Approach: chest at SW secret, swim, mine, & illusory wall
  7. Pyramid Dungeon: far W near altar
  8. Gorge of Seven Winds: ledge S of windgate, drop from bridge to ledge w/ hidden button
  9. Citadel Dungeon: SSE library room past Species Survival Testing
n/a or 1 Gold Key
Dexterity
+1 Dex
  1. Mortar & Pestle
  2. Ratlington: Black Market (need gold key)
  3. Maze of Madness: center NE mimic secret, magic rock on altar
  4. Pyramid Dungeon: far NNE secret, press hidden buttons in rooms
  5. Gorge of Seven Winds: N Secret in chest, drop down from air shrine
  6. Gorge of Seven Winds: far NW N Secret, mimic
  7. Citadel Dungeon: SSE library room past Species Survival Testing
n/a or 1 Gold Key
Vitality
+1 Vit
  1. Mortar & Pestle
  2. Ratlington: Black Market (need gold key)
  3. Valley of the Dead: in chest for N secret, throw stone, push button
  4. Catacombs: in Boss fight room alcove (need 2 skeleton keys)
  5. Catacombs: complete NE secret, hidden button in room to NE
  6. Gem Mine: NW secret, 3 hidden buttons then drop down from Bitter Hills
  7. Citadel Approach: chest in center, fireball redirect secret / hidden button
  8. Hoary Mountain Caves: "Do not wake beast" puzzle chest, center E
  9. Citadel Dungeon: SSE library room past Species Survival Testing
n/a or 1 Gold Key
Willpower
+1 Wil
  1. Mortar & Pestle
  2. Ratlington: Black Market (need gold key)
  3. Sunken Temple: Hall of Peace, in enchanted sack
  4. Goldhaven: secret on top of Alchemists Guild, throw stone from N
  5. Goldhaven: secret on top of building W of Mages Guild, Ancillary Way
  6. Goldhaven: Upper Floors via Way Up
  7. Pyramid Dungeon: far SW on in alcove past lightning trap
  8. Pyramid: Guard Room "boss fight" secret (uses scrolls of elemental shielding to open)
  9. Citadel Dungeon: center S room w/ Old Species boss fight
n/a or 1 Gold Key
Amnesia
Reset skill points, -2 Wil
  1. Mortar & Pestle (?)
  2. Gorge of Seven Winds: far NE chest, NE stairs from Hoary Mountain Caves
  3. Citadel Dungeon: secret through illusory wall in far SE
  4. The Abyss: E of center of map on ledge, approach from NW
n/a
Lists: Item Sets, Crafting & Enchanting
After trying (and failing) to use Enchantments on gear I normally use, I gave up. I focus on crafted items. (Enchanting feedback or content welcome!)

List of armor with full set bonuses, crafting recipes, and enchantment effects & components.

Item Set Bonuses
  • Tribal set = +3 Willpower
  • Bard set = +2 bonus all stats
  • Nomad set = +10 fire/cold resist
  • Embalmer set = +25 energy
  • Reed bonus = +20 HP regeneration rate
  • Valor set = +3 bonus all stats (needs Shield)
  • Leather set = +5 Evasion
  • Sandmole set = +3 vitality
  • Lurker set = +20 poison resist, +4 dexterity
  • Plate set = Resist all +10
  • Ring set = +25 max health
  • Crystal set = +50 max health, +25 maximum energy (needs Shield)
  • Archmage set = +50 max energy
  • Mirror set = +3 stats
  • Chitin = maximum health +100
  • Rogue = +20% faster cool down
  • Meteor = +30% faster cool down (needs Shield)

Crafting Recipes
See original post here by kirill-busidow .

Amulet of power:
- Bone amulet
- Wargfang amulet
- Runestone amulet
- Worshippers amulet

Enchanted Sack: +5 kg carry
- Item: Sack (empty)
- Scroll: Enchant Item Scroll
- Material: Blue Gem x1

Formulas
This list may be incomplete. Please share content via the feedback discussion thread.
Set
Formula
Location
Cost
Crystal
Boots
Citadel Approach: far SW secret
1 ore, 1 blue gem
Crystal
Cuirass
HMC: far N in wood mine structure
1 ore, 1 blue gem
Crystal
Gauntlets
Livingrock: the Archive (blank scroll)
1 ore, 1 blue gem
Crystal
Greaves
G7W: mimic, WNE secret
1 ore, 1 blue gem
Crystal
Helmet
Undertown: Way Down
1 ore, 1 blue gem
Crystal
Shield
Undertown: far SE secret (boss fight)
1 ore, 1 blue gem
Meteor
Boots
Pyramid: store (1 gold key)
1 ore, 1 green gem
Meteor
Cuirass
Pyramid: Far WNW secret (boss room)
1 ore, 1 green gem
Meteor
Cuisse
Citadel: S room
1 ore, 1 green gem
Meteor
Gauntlets
Pyramid Dungeon: far NE room
1 ore, 1 green gem
Meteor
Hammer
Citadel: S room
1 ore, 1 red gem, 1 recharge crystal
Meteor
Helmet
Livingrock: the Archive (blank scroll)
1 ore, 1 green gem
Meteor
Shield
Pyramid Dungeon: east S door (tomb key)
1 ore, 1 green gem
Valor
Shield
Livingrock: the Archive (blank scroll)
TBD
---
Amulet of Power
Pyramid: secret, Halls of Unseen Death
4 primitive amulets
---
Ancient Claymore
Pyramid Dungeon: west N door (tomb key)
TBD
---
Bane
Livingrock: the Archive (blank scroll)
TBD
---
Bone Helmet
Catacombs: boss fight room
TBD
---
Cloak of the Forest
Pyramid Dungeon: recharge trap secret (near WSW)
TBD
---
Saber
Pyramid Dungeon: middle N door (tomb key)
TBD
---
Serpent Blade
Pyramid Dungeon: west S door (tomb key)
TBD
---
Shield of the Mountain
G7W: far NE (stairs from HMC)
5 ore, 1 red? gem, 1 recharge crystal
---
Shield of the Valaor (Credit: @bigalexphillips -- thank you
[Need to locate]
ore + 1 recharge crystal
---
Ore
Pyramid Dungeon: master of forge room
10 rocks
---
Pickaxe
Livingrock: forge
1 ore, 1 wooden stick

Enchantment components & effects
Enchantment effects
Stats: add +4
Crystal flower: add Crit 8%
Rock: add +8 protection
Palenut: add +12 evasion
Blackmoss: add +20% hp/mp regen
Wormroot: add+24 hp
Spices: add +24 mana
Fish: 10% weight of item
Meat: -20% food consumption
Holy water: add +12 resists
Dart: add Accuracy +12

Rock = +2/+4/+8 Protection (3/5/12)
Palenut = +3/+6/+12 Evasion (2/4/8)
Wormroot = Health
Spices = Energy
Blooddrop Cap= +1/+x/+x Strength (2/x/x)
Etherweed = Willpower
Mudwort = Vitality
Falconscyre = Dexterity
Blackmoss = Health & Energy Regeneration
Crystal Flower = Critical Chance (2/5/x)
Holy Water = +3/+x/+x Resist All (2/x/x)
Meat = -5%/-10%/-20% Food Consumption Rate (5/10/20)
Fish = Weight Reduction
Dart = Accuracy
References
Comments
Discussion

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