Warriors of Destiny
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The cluster of locations around Britanny Bay is probably the best place to start. Talk to everyone you meet for clues. Go out at night for monster-hunting, but not far from the towns - retreat to a town if you're in danger of getting killed. Look for Mantras and Words of Power. When your group attains third or fourth level, explore dungeons for loot. Buy ships, get a grapple, sextant, Black Badge, Spy-Glass, lots of Skull Keys and the Magic Carpet. Stock up on Mandrake Root, Nightshade and other reagents. Use the Black Badge and get the Crown and Word Of Power from the prisoner.
While seeking one of the Shards, get the Mystic Armour. Get all the Shards and names of the Shadowlords. Learn what to do with the Shards. Destroy the Shadowlords and find their Keep. Get the Sceptre and Amulet. Complete all the Shrine Quests if you haven't already. Get the Sandalwood Box and stock up on supplies. Rescue Lord British.
The keys to character development lie in the Shrines and in living up to the virtues. Don't take food or crops, kill innocent people or do other 'unAvatarish' acts that will cost you points in a related Virtue and inhibit some characters from giving you clues. To boost Compassion, give one piece of gold to Beggars. Never lie or boast (say no when asked if you're proud of something, unless asked if you are the most humble). To boost Karma, complete a Shrine Quest, then return to that Shrine and give gold. People who will join the party are mentioned in the "TOWNES, CASTLES and KEEPS" section and in the TABLES. Release prisoners in Blackthorn or Yew.
Slings and Bows will serve you well until you get Magic Axes. You can equip with more than one weapon, such as a Magic Axe and a Short Sword. A Bow is good until you get a Magic Axe. Don't forget you can fire missile weapons diagonally this time. Use them until the enemy is within arm's reach. Step back as the enemy approaches, and they'll move into better positions for you to hit them. Line your team up in a pair of columns, keeping missile weapons and Mages in the back.
You will be able to reach most places by foot, horse or Magic Carpet. The In Por spell and the Grapple are essential for travelling, especially when seeking the Shards. The exceptions will require a ship or travel by Moongates. Avoid entering a location when Shadowlords are present. (You will get an audible warning; also, the trees will be bare of foiliage and the inhabitants will be reluctant to converse with you. By using a telescope at night, you can see the location of the Shadowlords). Some locations have locked doors or moats preventing entry during the night. You may have to wait until daylight, cross moats on the Magic Carpet, or find secret entrances. Inhabitants follow certain routines and will sleep, open or close shops, have lunch and so on only during certain hours. Generally it is best to "hole up" outside until morning. This also gives you an opportunity to revitalize spell points, heal and sometimes be visited by Lord British, who may reward you or caution you to follow a certain path to meet your goals.
Barkeeps will give you useful clues for a price. If short of cash, save the game before you bribe a Barkeep; get the information, then restore game. This may not seem 'Avatarish', but in the early stages of the adventure you must be prudent at times! Secret doors are marked with white dots in the walls, but these are sometimes hard to see. A ship is needed to reach some places; consult the map before setting out for a new location to see if this is the case.
This castle has five levels: four above ground and one below. Like most locations, it can be plotted on a 32 x 32 grid. On the Ground Level (near the stable), talk to Treanna. You may find items by searching the level below, where you will find an Armoury and items to be picked up by searching (but DON'T fight any Guards here!). And don't take anything from the locked room down there, since it belongs to Lord British. On one level above you may find an "orb" with which you may view the floor the way you would with a gem.
On the second level above you will find Lord British's quarters (use a Skull Key to enter, or blow the door off with a cannon). Here lies the Magic Carpet at the entrance and a secret door that opens if you play the harpsichord. The secret door permits you to obtain the Sandalwood Box. (DO NOT SAVE THE GAME HERE!!). You may also meet Saduj, who may offer to join you. (DON'T let him - he may cause you to lose the Sandalwood Box). In this room you can also go through the fireplace to a secret place. Going through fireplaces costs you hit points so be sure you can take a few hits coming and going. The stairway in Lord British's quarters leads to an Observatory with a telescope. Don't go to the roof unless you have Skull Keys.
The Towne of Compassion has an Inn and an Armoury. There are sleeping quarters, terrace and a balcony on the upper floors. Talk to Anon, Greyson, Terrance and Guenno.
Here there is a Healer and a Shipwright. Plans for the HMS Cape, which permit faster sailing aboard frigates, are in one of the drawers in the Shipwright's Quarters.
There is an Inn, a Stable and a small garden. A little north of the entrance is a tree stump with three gems. Talk to Joshua and Leof.
Here you will find two gardens, a Tavern and a Graveyard. The gravestones have humorous epitaphs if you have the patience to decipher them. Some graves yield corpses and loot if searched.
Located on an island west of the southern tip of the Isle of the Avatar, the palace is surrounded by a moat. You must be equipped with the Magic Carpet to avoid some of the trap doors inside. Hug the walls when going through the palace, because the traps are normally centered away from the walls. If captured by guards you will be taken to Blackthorn, asked to reveal the Mantra of a Shrine and whether you do or don't, the second man in your party will be tortured and killed. It is best to avoid detection. There are three levels above and a basement level from the ground floor. On the top level in the centre of the grid you will find the Crown of Lord British. When worn, it protects you from magic spells. You can avoid being captured by knowing the password and wearing the Black Badge. If captured after obtaining the Crown, you can escape in the following manner: In the dead of night, go to the down ladder at the northern central part of the Top Level. Go down to the bedroom and south to the wall and search for the secret door. Take the down ladder on the other side of the door, then search north for another secret door. Take the down ladder on the other side of the door and you will be on the Main Level. Go directly north through the triple doors, and the Magic Carpet will get you over the stream.
On the Upper Level, you will meet Dupre and Sentri, a pair of Fighters you should chat up. Talk to Sir Simon and Tessa for valuable information; an Armoury is available.
This location has a Guild, Armoury, an Inn, a Tavern and a Shipwright. Talk to Scally. You meet Geoffrey, an old friend who wants to join you. Sven gives a clue on where to obtain a glass sword. (It's a powerful weapon but disintegrates when used, so it may not be worth searching for). You can get information on a grapple for a drink for a woman.
Cove is southeast of Locklake and may be reached from there. You may purchase reagents and obtain healing here. Speak to the Sisters of Virtue about Tibse. Ambrose (around midnight at the Healers) will speak to you of the Mystic Arms.
Talk to Sin'Vraal for the name of a Shadowlord.
There are three levels: the first has a Healer, the second a balcony with the Flame of Love. Toshi, a student will offer to join you. Talk to Tim. Converse with Lord Michael (and say 'grapple'). Cory will give free food if you ask for 'squid' or 'shark'. Julia offers to join you. The third level is just a walk around the perimeter where you may find Tim at times.
In Farthing you may learn a spell from Temme and get a spyglass from Lord Seggallion if you answer "VIRTUE". Talk to Quintin.
This is the lighthouse on the island just south of Brittain. Jotham will speak of the Underworld.
This lighthouse is on a peninsula South of Trinsic. Here you will find Sir Arbuthnot, the royal coinmaker. David the Keeper will provide you with a sextant when you ask about it. Talk to Lord Kenneth, who will teach you to play the harpsichord. Be sure to search, for you will find five gems, 50GP and a blue potion.
Just a small hut and a graveyard occupy this small island. At 9:00am, a young mage, Sutek, arises and reveals the secret of destroying the Shadowlords. Check out the small graveyard for messages.
There are two levels, the second consisting mainly of sleeping quarters. The first level has an Inn, a Tavern, an Armoury and a Shipwright. You may obtain a magic axe outside the walls to the East, but must first find the secret door in the Northeast section on the main level. Talk to Thorne and the bewildered Mage who speaks and responds to "backward" words. (Ask for a "Word of Power", but spell it backwards - "Drow of Rewop", then say "Dratsed"). Searching will net you food, torches and a scroll.
This Keep houses the Flame of Truth and has three levels. On the first level is a stable. She also tells how to find a Shrine. On the second level, talk to Mariah in the Healer's Room during the day. There is a Library and a Tavern. Talk to Lady Janell, Rollo and Lord Shalineth. The third level has a Healer and the Flame of Truth. Sir Sean will explain how to get to Stonegate, the fortress of the Shadowlords. Search for items.
Some buildings on Minoc have second levels with sleeping quarters and items if you search for them. The ground level has a Healer (who does not charge for her services), a Shipwright and an Armoury. Follow Shenstone at noon. He leads you to a place where you can find keys. Rew reveals a Mantra and more useful information. Talk to Tactus, Fenelon and Fiona.
The towne of Honesty has second levels where you can search for items, plus a telescope. The ground level has many items, an orb for viewing, and a shop selling reagents. You may also purchase rations here. Talk to the man in the tower. Malifora knows a Word of Power and a Mantra.
Ron Wartow has a Mantra. Katrina will offer to join you. Talk to Kaiko.
The gates to Paws are closed at night. You will find a Guild, Inn and Tavern. Glinkie tells how to find a Shrine. Talk to Bandaii (if you know where to find the talking horse). Stables hold a clue to the wishing wells.
The gates open at 5:00am at this Bastion of Courage. Here you will find the Flame of Courage. An upper level has a large dining room. Kristi the cook will sell you five Skull Keys. Talk to Lord Malone, Monsieur Loubet and Gardner. Maxwell, a sleek Fighter, offers to join. A sub-level in Serpent's Hold contains the Flame of Courage. If you fall down a trap-door and appear to be closed in, search for secret doors.
The towne of Spirituality has a drawbridge that is raised at midnight. Here you will find an Inn, a Healer and a Shop selling reagents. Kindor reveals a Mantra. Talk to Saul about Mandrake and Nightshade. A wizard on the upper floor of the centre building (after you defeat the bats) will answer to the word "OPPRESSION". If you provide him with a name he will send you to Windmere to see Elistaria and give you the password. Find and talk to the child in town, son of a prisoner in Yew.
See the paragraph on the SHADOWLORDS and THE SCEPTRE.
A lighthouse located Southwest of Minoc, this has three levels and two inhabitants. Information is scarce, but try anyway.
On the upper level you will find sleepwalkers. Sindar gives a Word of Power. There is a Stable, a Healer and an Armoury.
A three-level lighthouse off the West coast of Verity Isle, this may not yield any information.
Elistaria, in response to "IMPERA", gives you a badge that, if worn, helps you in Blackthorn's Palace. She also says Thrud will provide you with jewelled weapons for the resistance password.
The towne of Justice closes it's gates at night. Search the cemetery graves for items. There is a Tavern, an Armoury and a Reagent shop on the ground level and quarters on the lower level. Janna will offer to join you. Ask Landon about the Crown. To reach the lower level, go through one of the fireplaces. Chamfort will tell you of resistance and a Mantra. If jailed, you will be taken to the cells behind Judge Dryden's office and should talk with Jerome. In another cell you will meet Felespar. Give him the password of the resistance, and he'll give you a Word of Power. Ask Judge Dryden of the oppression. Tell him Tactus of Minoc sent you. Tell Greymarch that Froed is well, and he tells of the Sceptre.
You may be able to defeat the Shadowlords in battle, but they will return unless you get rid of them permanently. To accomplish this you must first learn their names, obtain the Shards of Cowardice, Falsehood and Hatred from the Underworld, and finally destroy them at the Flames of Courage, Truth and Love. At the flames you must yell their names and, when they stand in the flames, use the Shards to destroy them. The Lords of the three locations of the Flames will reveal to you the names of the Shadowlords. Use each Shard in the Flame of the opposite alignment. The Shadowlord must be standing on or in the Flame, positioned so he's due North of your character and his icon is covering the Flame's icon.
Do not attempt to acquire the Sceptre until you have eliminated the Shadowlords. Stonegate, the Shadowlord's fortress, is located at EK JE. Just North of the Sceptre is a trap-door that leads to certain death; equip the Magic Carpet before entering. A leather-winged abomination guards the entrance. The answer to his riddle is "WELL" but even if you answer correctly, he will still attack you.
The Shards are located in the Underworld, which may be reached by dungeons. Be equipped with the Magic Carpet. The Shard of Hatred is reached by either dungeon Wrong or Covetous. Falsehood is reached from Deceit, and Cowardice from Hythloth. The In Por spell (Blink) and the Grapple are needed for this phase.
To descend in Wrong: Yell the Word of Power at the entrance. At the exit, head South into a room. Kill off monsters, then descend to Level 2 via the ladder in the middle of the room. Move South SIX times, then West FIVE times to the ladder leading Down. (Watch out for the pit trap and force field).
Descend to Level 4, then go South SIX times and take the ladder Down to Level 5, where you may heal at the fountain by going through a secret door North of you, then go West ONCE and North TWICE.
The other fountain, TWO spaces East, is poisonous! From where you entered Level 5, head South TWICE then follow along either East or West until you reach a chance to go Down, making sure to destroy electric fields in your way (use An Grav spell or the Sceptre), then descend to Level 6.
Wear the crown (to ward off Wisps as you enter Level 8). On Level 6 move East (or West) TWICE, then North TWICE and descend to Level 8. On Level 8 move North TWICE, East ONCE, then face North to reveal a secret door. Go through the secret door and West THREE spaces to a healing fountain. Going East all the way, then South all the way will bring you to the exit to the Underworld. Be prepared for battles, electric fields and bomb traps.
In the Underworld, go South on the path to the fork, then go East on it for a short while before heading South again. At the next fork, move South. At the next fork, go West and look for a gap in the High Mountains to your East. Find it and begin climbing East, following the path of low mountains between the High peaks. View the gem and you'll see a glen in the middle of some mountains; this is the Shard. Keep climbing until you reach it.
To descend in Deceit: At the entrance yell the Word of Power. From the exit of the dungeon, go North through a secret door to the ladder leading Down, then descend to find a healing fountain (you'll neeed it after battling the Daemons on the next level). Go due South down a hallway and take the ladder Down to Level 3.
You're now in a room filled with Daemons, where a force field blocks the middle of the room (dispell it). Take the ladder Down at the other end of the room to Level 4. Climb Down again to Level 5. Go West THREE times from the ladder, then due South and take the ladder Down to Level 6. Go West ONCE and search for the pit trap (in the middle of an intersection). Find it, step on the spot where it is and go North to take the ladder Down to Level 7.
Go West into the room and exit it to the North. Go North to the wall, East ONCE, North TWICE to a ladder Down to Level 8. Go South FOUR times from the ladder to the intersection, move East TWICE, then face South. Go South through two rooms (behind some pillars in here are some Dragons, which can be killed - but you can't get their treasure; also watch for a trip that releases some monsters).
Now enter the next room South to the room with 5 Black Squares in a wall (in the middle of the room) and a ladder Down on the other side. Take a Torch in the upper right-hand corner, walk into the space formerly occupied by the torch and push on the East wall there. (On the way out, however, push the WEST wall in the LOWER LEFT-HAND CORNER!). This allows you to access the first block, where you'll defeat a monster. Push on the West wall there to open a block to the East. Defeat the monster, enter the block he occupied and push the East wall. That opens a wall to your West, where you enter another block with a monster. Kill him, enter his space and push the West wall. That exposes the block furthest to the East and releases the Dragon. (Try to use Morningstars or spells on him before you release him).
Go all the way Down to the space he occupied and push the East wall. That releases the other Dragon. Kill him, then go East ONCE from the space he occupied and push the South wall to open a wall so you can access the ladder Down on the other side (but on the way out, push NORTH, not SOUTH!). Take the ladder to the Underworld. (On the way back out, push on the WEST wall in the LOWER LEFT-HAND corner to open the wall. Then follow the previous directions, except in the previously noted exceptions).
In the Underworld: You begin at (5) on the provided map). Go Southwest over lots of mountaintops until you reach some large caves. Then head Southwest to a major intersection, where you turn Northwest and go Northeast at the branch. Go North a long way, until the path switches West, through some rocky hills to the Southwest and finally you will come to a lake. Look for the river that flows South. Jump on the Carpet and take a ride down the rapids to find the Shard on a small island.
To descend in Hythloth: From the exit, descend to Level 7. On Level 7, move South TWICE (through a secret door), West ONCE and UP to Level 6. On Level 6 move West TWICE and Down to Level 7. On Level 7 move South TWICE, East ONCE, South TWICE, then East FOUR TIMES through a secret door. On Level 8 move West THREE TIMES to the Underworld exit. (Mystic Arms are found near the Underworld Exit in Hythloth).
In the Underworld: Carry lots of gems. Go to a clearing due South (as far as you can go on foot). "BLINK" into the clearing to the West, then go Northwest as far as you can walk and view a gem. "BLINK" into the clearing to the North. Then go North and "BLINK" over more mountains. Move West and "BLINK" across more mountains. Go North and "BLINK" again. Head Northwest to the clearing, where you'll find the Shard.
The Amulet is located in the Underworld (go through the dungeon Destard, then Southwest, using the Magic Carpet to avoid the poisonous area), among the Graves of Valiant Warriors (near OE GJ). (See Underworld Map).
To Descend Dungeon Destard:
You don't HAVE to enter through the dungeon: just follow the journal of Lord British's last trip in the manual. But you should exit through the dungeon by reversing these directions.
Yell the Word of Power.
From Level 1, head: S - S - E - E - E - E - S - S - E - E - E - E - S - S then descend to Level 2.
From Level 2, head: S - S - E - E - E - E - S - S - E - E then descend (through Level 3) to Level 4.
On Level 4, head: N - N into a room and fight off the monsters. Then take the grate down to Level 5.
On Level 5, head: S - S - E - E then descend to Level 7.
On Level 7, head: N then E into a room and exit N - N - W - N - N into a room, then descend through the grate to Level 8 (after a battle!).
On Level 8, you may DES POR to The Underworld or travel to the exit. Either way, you will have to fight your way through two rooms when you re-enter the Dungeon. The exit to the Underworld (from the ladder) is: S - S - S - S - S - S - W - W - S - S - W - W - S - S - S to a room entrance and enter. (Demons and Wisps are in here).
When exiting from this room, take North, East or West exit if going to the surface. If headed for the Underworld, go South, use any weapon and hit the torch in the middle to open the South exit and turn that half of the room into a lava field. (You'll need a high-level party to survive this and the next room). Then exit South and move South to the ladder to the Underworld.
Here you will finally meet rescue Lord British. The dungeon is located at the exact centre of the Underworld and is reached by descending through Dungeon Shame. Use the Amulet to get through the dark area to Doom. You must have the Crown, Sceptre, Amulet and Word of Power for Doom. You also need the Sandalwood Box.
To Descend Dungeon Shame:
Yell the Word of Power. At first you appear to be locked in, but by attacking rocks on the Southern edge of the level with magic axes, you'll eventually reveal a Southern exit.
Go through the exit and take the first corridor on your left. Follow it around to the descent to Level 7. A sign will inform you that this is the "deepest" level.
On Level 7, go: S - S - S - S then descend to Level 8.
On Level 8, go: W then DES POR to the Underworld. The exit, if you care to find it, is (from your entrance on Level 8): W - W - S - W - S - S - E - E - E through a secret door.
To find Doom, travel East as far as you can go, then "BLINK" to the Grassy Plain. Cross the water on the Magic Carpet.
You must have already killed all the Shadowlords before entering Doom. Also required are the Crown, Sceptre and Sandalwood Box. UP and DOWN Spells cannot be cast here, so you can only exit by saving Lord British or by being killed. Rings of Invisibility don't work well here. It helps to wear the Crown.
If you look at a gem, this area looks like a giant grid, with endless hallways in each direction. Right now you are in between intersections. (You're about to get bounced around between levels a few times here). There are pits going up at the intersection in this area. Go east to the first intersection, turn North and take the first pit that goes up between intersections (this is NOT shown on the maps). You should come out at (m) on Level Four.
Search for the pit at (l) in the area's Southwest corner, which takes you to a ladder that goes down through Level Five and drops you off at (n) on Level Six.
Lord British's Castle - Saduj (don't let him join!)
Brittain -------------- Guenno
Bordermarch ----------- Dupre and Sentri
Buccaneer's Den ------- Geoffrey
Empath Abbey ---------- Julia and Toshi
Lycaeum --------------- Mariah
New Magencia ---------- Katrina
Serpent's Hold -------- Maxwell
Yew ------------------- Jana
Ararat ---------------- Captain John
Name --- Location - Words of Power
Covetous | BL JM | AVIDUS
Deceit - | EJ PA | FALLAX
Destard- | KI EI | INOPIA
Despise- | ED FL | VILIS
Wrong -- | BE HO | MALUL
Hythloth | PA OP | IGNAVUS
Shame -- | GG DK | INFAMA
Doom --- | HA HA | VERAMOCOR
Falsehood - FAULINEI
Cowardice - NOSFENTOR
Hatred ---- ASTAROTH
Falsehood - FA MA
Cowardice - LA LI
Hatred ---- EB IC
Truth --- LYCAEUM
Courage - SERPENT'S HOLD
Love ---- EMPATH ABBEY
Spyglass -------------- Farthing (Lord Segallion)
Badge ----------------- Windemere (Elistaria)
Jewelled Sword/Shield - Windemere (Thrud)
Magic Carpet ---------- Lord British's Chambers
Sin'Vraal's Hut ------- DA, MJ
Sandalwood Box -------- Lord British's Chambers (behind secret door, after playing harpsichord)
Talking Horse --------- Iola's barn (NA LA)
HMS Cape plans -------- East Brittany
Stonegate ------------- EK JE
Blackthorn's Castle --- Isle of Avatar, southern tip
Harp lessons ---------- Greyhaven (Lord Kenneth)
Crown ----------------- Lord British's castle, top level
Sutek ----------------- Marshe Island in middle of ocean
Grapple --------------- Empath Abbey (Lord Michael)
Sextant --------------- Greyhaven (David)
Sceptre --------------- Stonegate
Skull Keys ------------ Serpent's Hold (Kristi), Minoc (can get 5 a day from NW tree)
Nightshade ------------ JF CO (Midnight only)
Mandrake Root --------- DG LG (Midnight only)
Glass Sword ----------- FA EA
Amulet ---------------- OE GD (Underworld)
Mystic Arms ----------- OL NF (Underworld: from Hythloth in lava, North across peaks)
Ararat (Ark)* --------- CJ CC (Underworld)
* Ararat is the only place in the Underworld that has an occupant. The person there will join you and is useful because he casts fairly high level spells.
Resistance - DAWN
Oppression - IMPERA
You must visit a Shrine, then the Codex, then the Shrine again, in order to be rewarded with an increase in attributes. After visiting all Shrines, you will be given an important clue (the Word of Power for the Dungeon Doom). The waterfall at IK DG will take you to the Underworld if you are on the Magic Carpet.
SHRINE ----- LOCATION - MANTRA
Honesty ---- | EJ OJ | ahm
Compassion - | FM IA | mu
Valor ------ | OF CE | ra
Justice ---- | AL EJ | beh
Sacrifice -- | CN MN | bah
Honor ------ | MP FB | summ
Spirituality | BD KF | om
Humility --- | NI OH | lum
Yellow - Heal
Green -- Poison yourself (Immunity to death, but rarely works)
Orange - Sleep yourself
White -- X-Ray vision
Black -- Invisibility
Blue --- Awaken yourself
Purple - Turns you into a rat
Red ---- Tures poison
In Xen Mani - Creates food
Rel Xen Bet - Changes into a rat
An Ylem ----- Vanish
When a Moongate disappears, you can search and find a Moonstone. these may be carried, and when used at any (grassy) location, will establish that Moongate at that spot. It is advisable to take one or more of the Moonstones from gates that are not absolutely necessary, because you can travel to the location by other means. For instance, it would not be wise to remove the Moonstone from New Magencia. Good candidates are the stones near Brittany Bay, Yew or Trinsic, because these locations are easy to get to by Magic Carpet.
|1||Moonglow||New Moon||IF / OA||1||2||3|
|2||Britain||Crescent Waxing||GG / GA||4||5||6|
|3||Jhelom||1st Quarter||OA / CG||7||8||1|
|4||Yew||Gibbous Waxing||CF / DC||2||3||4|
|5||Minoc||Full Moon||BD / KG||Shrine||6||7|
|6||Trinsic||Gibbous Waning||MC / GI||8||1||2|
|7||Skara Brae||Last Quarter||HO / BH||3||4||5|
|8||New Magencia||Crescent Waning||KH / LL||6||7||8|