ADAMANTIUM CHAIN:
SHAKE BOOKCASE at library, after that, ENTER PAINTING. In evil mansion basement, PUSH WALL.
ANTHILL:
antlion guards entrance - aggro. Queen ant 64K, non-agro. Secret area under slime 'odd slime covering something' - east pool has tinderbox.. Need to find 3 items to give to Nicodemus - toolkit, pouch, tinderbox.
ATLANTIS:
Search throne for key - take it quickly or priestess will.
Apollo:
After killing the gully dwarf leader, take the bow and go give it to Tanis, who will
give you the Gem of Eternity. Then go kill the golden commander, go to temple and pray
in the altar, and Apollo will appear. Give the Gem Of Eternity to Apollo and you will
get the Dragon Lance. Then go to Draconian Captain and kill it. After killing it you
have to kill the ice dragon freezing the world, it's quite big(~350-400k), so take care.
After you kill the dragon, you get Rakirsai, The Blue Flame. It's +3 con +fireprot +prot
headslot, very light weight. Then you must open the chests, can't remember how anymore,
but it's easy. Then put the dragonlance in the empty space that appears after opening the
chests. Then an exit to south opens and you can get The circlet of flame from there, it's
an +2-3 spr headslot.
ATTIC:
swim, dive in
ANCONA MANOR:
secret room - in attic, jump window (or somthing like that)
BARD'S GUILD:
Located in shadowkeep.
Statue arm in bards guild turns - touch it
BC DUNGEON:
chant ZONNI. Some rooms have 'only the innocent may enter'. The dungeon periodically moves. Crypt guardian hits hard, can cast banish.
BOULDER: (aka Trilloch's)
Push boulder, 'climb ladder' or 'climb down'. At doors, 'search floor'
BUCKTHORN:
Ask Iason about help - he tells you to talk to the chief.
Ask Eirik about Millie, ask about Hoekh, ask about enemy, ask about foe, ask about leech
Ask Gothe about leech - they dwell somewhere in northern swamp
Type 'maps' in room North of Eirik.
Exit Buckthorn area and go to outerworld map...walk ne and look for area as mapped.
'small campsite sw'...go sw..at campsite, search leftovers...then get this message:
...You feel oddly drowsy. Maybe you should sleep a bit?...
Type 'sleep'. You will be transported to dream world: (cannot teleport out)
13696: an eyeless rabbit, not hopping anymore
17720: a wingless bat is crawling in the mud
24556: a deformed squirrel is having horrible spasms
13330: a skinned fox, dying slowly
14382: an empty corpse of a spider, animated by your fears
17331: a small hedgehog, skin turned upside down
28617: a bloated shape of a spider with many red eyes
25141: a tortured buckthorn tree, bleeding sap from severe cuts
BURNING VILLAGE: [S,SW of Diggas]
Hidden area - type 'pray' at shrine. To leave, go north and
'enter light'.
CAVERN OF CHAOS:
look at large stones and read runes carved on it when in the dead-end
COTTAGE:
West of Calythien. Down to basement. 'Pull crate'. 'Enter hole'. Area with poison darts and nasty mobs.
CRACK:
In Tower area, search box in messenger's room for running shoes.
ELF Village:
Couple small hidden areas here. In the hut area, going to the
east hut, 'search crap' then 'pull ring' will open hatch down - 2 rats
are here, and a portal [i dont know how to make it appear
- it is part of area quest] which leads to rooms with trolls.
For the quest, try asking Eldaron about box, zorthas, quest, reward.
DALESMEN:
Helmed horror south of sergeant has a tiny key made of steel - flip latch to open secret door. In NE area, LA shelves, LA stone, LA hook, pull hook - doorway - LA casks, open cask - crawlway - roll log - from portal may need summon to get out. Also, at door that goes west - la torch, la corner rack, enter hole, kill guard, get key that opens door.
DARK CASTLE:
At gnomish engineer, open manhole, pull lever, then go basement NW and la pipe, open lid or pull lid, then go back pull lever - basement will have flowing water. This may be how to get rid of rats? Or just kill them...
Basement se area - search shelf to find cheese. Give cheese to cook and he will tell you to get rid of rats.
Give Kylie cheesecake and vial of poison and she will kill Maximillian. Then you can loot the Nullium breastplate and search desk for small scroll (armory permit).
2930: A henchman, disciplining a prisoner
3938: An old prisoner
DARK FOREST:
In clearing, climb tree, climb branches.
DARKWOODS:
Kill mobs for key, search Rangers hut carpet, unlock trapdoor, go down. Ranger does not have the key. Hunter does not have the key.
DIGGA'S: [SW of bc]
Barbarian guild *joining* hidden inside here. Go ? N, N, and Ne,
then 'enter bushes'.
DOMGROTH'S MANSION: NE of Reavers guild
To enter: Push button. Say Domgroth. go North.
DRAWBRIDGE:
In main hall, la fireplace, push brick, and pull lever.
DUNAMOR:
North from entrance, 'climb slope'.
e of guards, on bridge, move plank - need teleport to get out.
In Berul, kill guardian, push altar, find Jacobi/girl.
ENCHANTED FOREST:
In area SW of haggard elves, at brambles, la root, push knothole. You will be in a small temple. Searching the trash in an east room will reveal an agro Dread Lord. All the way south of entrance is a veil - 'enter veil' to meet The High Cleric of Woodland Temple.
The brambles on the west side lead to a newbie only area.
FRAGGLE:
1367: A fraggle strolling around the marketplace
5257: A fraggle walking around
6018: A sophisticated fraggle butler
14130: Sheela, the sexy mayor of the town
1101: An old fraggle stands here bored with life
8578: A shady fraggle standing in a corner
2192: A female fraggle flirting with bypassers
3958: A drunken fraggle wobbling around
2853: A fraggle enjoying his beer
9446: A drunken singing fraggle
3085: A fast fraggle running for fun
5133: A paranoid fraggle ambushing you
6105: A fraggle showing off firebreathing tricks
3010: A fraggle strolling around the marketplace
3803: A fraggle walking around
1963: A rapid fraggle running around the block
5306: A hyperactive fraggle
GIANT KILLERS: [far NE map]
A few hidden areas here. At lockers 'search lockers'.
At chicken coop 'clean coop'. Looking or
searching coat rack - but beware doing this - you may drop into agros. Also check out the shelves
and closets in the house. Be careful looking at slime on walls - aggro
appears.
Bottom of well - 2 diff areas - one dig, two swim down / squirm to exit..
In waterfall jump, 'tread water'. Guards are agro. Queen has amulet of power.
HELL'S DOJO/AMNET: [N of bc]
Small hidden area just outside Amnet's hut.
Type climb string.
HOBBIT: [S,SE of cornfields]
At umbrella stand, type 'search stand' to find a small copper key - this opens door to west, and searching pile reveals dagger.
At shack, 'search sacks' to find trapdoor down.
Yumra Swampstream can cast poison, but has large iron key which unlocks door to pantry SW from kitchen.
At west house, to open the north trapdoor, go to the west fireplace, enter fireplace, pull lever.
Moving the mirror in the bedroom reveals a 4 digit combo safe... turn safe to 3 4 6 8.
HUGOVILLE:
1385: one-stump Tommy stands behind the bar
4075: Utah Johnny is sitting here with a scowl
Johnny drops Sword of Bashing, Spiked Knee Guards, and Big Ugly Grey Key
"move boxes" at warehouse north of bar, unlock door with key to find Billy Bob Jack.
IVORY TOWER:
Exit is 'jump' after going down from winged warriors.
JONDALAR:
From butler, up, then 'search chandelier'. Kill butler to get black umbrella.
JURKAJEFF'S TOWER:
Passwords have been: vlodikih, quistik, ghuulhog, tynguikl, felbnuld, flabonek, asolkub
Over 11 rooms. Knock door, then type 'state xxx' (xxx can be anything). do this until someone gives away the password.
Four agro goblin guards inside door, 2-6k each, drop Shining steel key (this unlocks main door). 2 floors up are more stronger agro guards - they drop A big rusty iron key that opens dungeon. Kobold in dungeon asks to be freed (but no key if you kill him)
If you free kobold, he says:
The kobold cheers at you and says 'I saw the evil orc put the bright stone behind a'
'brick in the western wall of the treasury'. The kobold then runs quickly away from the cell.
On the top floor are these agro nasties:
32772: An orc guard watches the stairs closely
23944: An orc guard watches the stairs closely
19529: A nasty goblin, the finest warrior of his race
Kill them, but you realize no key fits either the north or south door...
la painting - artist has name...
Litteboy chants 'blughf whiirf bdunk' and the ear on the door seems to listen eagerly.
The ear seems happy!
You hear a humming sound as the magick door opens!
Inside the north door is this agro:
91515: Jurkajef Yellow-Beard, the infamous orc wizard
He drops:
A sturdy mithril key,
A humming magick key,
Ring of Wizardry [red glow]
One of them opens the south door, which is the treasury. Inside, do as the kobold said, and you get a treasure box which in the past has been filled with gold.
LIGHTHOUSE:
'climb ladder'. down at crates.
LOLTH/ARCH/PERINS:
If trapped in room with 4 walls, 'read runes' to get out [Vipdaddy].
At:You are at a dead end. The room is triangular in shape
and leads out to the southwest. This room is disgusting.
The bones of the dead are piled almost to the ceiling.
The smell of death and decay here makes you puke. This is where
the driders go to die after failing their queen.
Type enter exit.
amazon area: all n then ne to exit, fight n, w to barracks
en sabah nur use exit command, head n/ne
LOR:
At Great Hunter's Lodge, 'walk through painting'.
LORENCHIA, city of: [far S of BC]
Small hidden area in garden. Type 'enter hole' - some 1-2k monsies.
KALEVALA:
'ask for permission'
Smith has Hammer Blessed by All-father.
KING EOWYNS LAND/ZIN's AREA:
Dive into pond to get iron key.
When you see hayfield with deer tracks, CLIMB at the mashed wall..
'One of the highest oaks has fallen down and mashed..'
KUTANAKOR:
*push knothole*
Gritty, choking dust gags you as your feet stir up the
grey particles, which assault your nostrils and clothing.
It must have been ages since the last person has been in
this room, a circular cul-de-sac in the middle of nowhere.
In the center of this room stands a stone sculpture, but
is so dust covered that you can not make out what it is.
Grax has blooddrinker axe.
15491: Felkor Mastersmith
20704: The High Cleric of Understone Temple
18184: Brugge the Stalwart, King's Champion
15585: Garthac Strongarm, King of the Dwarves
17965: Kalron, the king's advisor
3209: A crazed dwarf miner
52114: A drider
24444: A nasty imp