Might and magic 10 coordinates lost city. Might & Magic X – Legacy: review. in a small world

Back in 2014, the next game “Might and Magic 10” was released, which became the last in the series. It was expected that old ideas would be resurrected, gameplay would be rethought, and graphics would be updated. However, everything turned out the other way around. A lot of dissatisfied reviews, disappointed fans and the final death of a once great epic. But there were heroes who completed this creation to the end. It is thanks to them that people can now familiarize themselves with the passage of Might and Magic 10. In order not to spoil the impression of the game, only group selection, Act 1, as well as the most difficult dungeons with which players usually have problems will be considered.

Birth of Heroes

There are only 4 races in the game, but they affect the available leveling options. People, dwarves, elves and orcs. The player can choose 1 of 3 classes for each - warrior, mage, hybrid. However, most players do not recommend using “pure” classes and shooters, since they are “useless”. So what should the ideal party be?

  1. Human Crusader (hybrid). Is an excellent tank with a heal. Can become a Grandmaster of Heavy Armor, Sword, Arcane Discipline (Magic Defense) and Light Magic.
  2. Orc hunter (hybrid). Can become a giant in stamina, evasion and magical defense. Masterfully wields air magic and maces. Unfortunately, he only uses light armor and shields at a basic level. The basis of his survival is a large supply of health and evasion. If desired, you can replace it with a gnome defender (warrior). Can become a grand axe, heavy armor, shield, and martial artist.
  3. Magician man. The only one capable of learning black magic. He uses spells of any school, but is especially successful in the spells of earth, darkness and primordial ones. He is not able to use armor, and his “passive” skills do not even reach the master level. If you need survivability, you can replace it with an elf druid. But this way the party will lose the spells of the dark school and fire. And that means “Whispering Shadows”, showing secret passages.
  4. The last slot should be used at discretion. Can be left for any gnome (warrior or hybrid).

However, you should definitely not take classes that specialize in shooting - elf (warrior or hybrid). In this game, the most important part is the heroes. The passage of "Might and Magic 10" is such that in certain moment the group risks finding themselves in the middle of the plot, unable to resist.

Sorpigal

This city has nothing in common with its “sister city” from part 6. In addition, the passage of Might and Magic 10 begins here. Here you need to do the same thing as when you first visit any city:

  • go around all the buildings to get quests and information about teachers;
  • search the nooks and crannies for chests and barrels;
  • sell unnecessary junk from inventory;
  • buy potions;
  • hand in assignments.

If you walk around the entire town, the following entries should appear in the list of tasks:


Having finished sightseeing, the party advances to their first dungeon - “The Well with Spiders”. It refers to the corresponding task. Also in the dungeon you will find “Smugglers’ Cove”. After opening the quest chest, monsters will attack the heroes. The dungeon itself is not too difficult and linear, but it is worth remembering that spiders are very poisonous. Before going on a hike, you should buy “green” potions, or try to shoot monsters from afar. Upon returning to the city, you will need to pass both tasks and receive the quest “The Extinguished Lighthouse”.

Aegina Peninsula

You can go here from the starting city. But don't rush through the tasks. One of the main tasks when completing Might and Magic 10 is leveling up the group. This location is ideal for this. The cleaning procedure is as follows:

  1. The plain between the entrance to the city and the bay.
  2. Den of thieves in the west.
  3. Ash Hills (in the center of the map there is an altar for the quest).
  4. The valley around the castle in the north.

It is advisable not to miss a single chest. To restore, you should use either fountains (once a day) or supplies. There is no need to go to the "Dangerous Caves" yet. But you can visit another location.

Passing the "Mysterious Crypt" in "Might and Magic 10" is not considered very difficult. It's just a little mystery. The player just needs to turn all the torches to the center of the room by pressing the tiles on the floor. To do this, enter the following combination:

  1. Click on the right tile once.
  2. Twice to the left.
  3. And three times to the far one.

After completing the "Mysterious Crypt" in "Might and Magic 10", the player receives the first artifact in the game - "Sacred Sandals" (Titan Gaiters).

Den of Thieves

The second serious dungeon. Here the player will need even more antidote potions, as local enemies can shoot poisoned projectiles. You will also need the “Whispering Shadows” spell, studied by adepts of fire magic. It will allow you to see hidden doors. The location itself is not too confusing.

Important: all directions are indicated if you look at the map:

  1. Immediately to the left of the entrance is a room with a chest.
  2. Symmetrical to it is the room with the quest key.
  3. Next you need to move down.
  4. First you should turn right. On the left hand there should be a secret passage with a chest.
  5. After going straight, the player will find himself in a room with a teleport book to the “Remote Star”.
  6. Returning to the place with the cache, you need to go down. At the end of the corridor is a room with a treasure.
  7. Then you can go to the left side of the dungeon. On the right hand is another cache with a lever. By pressing it, you can safely go down.
  8. On the left is a room with a chest. Opens with a lever in the hiding place.
  9. To the right is a chest and a transition to the lower floor.

The second floor is much simpler:

  1. To the right of the entrance is a room with a barrel.
  2. A little further to the left are 2 chests.
  3. Having walked along the “linear” corridor, at the fork, you should first look to the right to the next treasure.
  4. Return to the fork and continue straight up to the end. Don't miss the lever. At the end there will be a chest.
  5. Return to the turn and go left.
  6. At the end there will be a room with a boss and a quest chest.

At this point, the passage of “Den of Thieves” in “Might and Magic 10” can be considered complete.

Lighthouse

After leveling up "in the field" and passing tasks, you can go to the lighthouse by storyline. If the player's group has raised several levels previously, then there should not be any difficulties.

  1. On the ground floor you can find a chest and a barrel. If you go down from the exit from the floor, the party will come across a quest NPC, next to whom there is a cache.
  2. There is also a chest and a barrel on the second floor.
  3. The third stage will require pressing two tiles at different ends of the location. There is a secret passage in the left corridor.
  4. On the last floor the group will meet the boss. You must stay away from the edge of the area, otherwise the monster will throw off the heroes. In addition, it deals damage to all characters at once, so it is worth using massive defensive spells.

Portmeyron

Continuing the passage of the game "Might and Magic 10", the group goes to the local governor, but even such a trivial task turns into a test.

  1. There will be few forks on the first floor. It is recommended to first visit the tunnel to the left of the entrance, then the right. Be careful, there will be a secret passage near the lever.
  2. The second floor is simply huge. It is recommended to simply go around it completely, collecting all the treasures. Don't miss the secret room. Use Whispering Shadows. It will contain the key to the locked door with a book. At the end of the dungeon there is a room with levers. There are three of them, so choosing a combination is not difficult.
  3. There are no surprises on the third floor. 3 chests, a barrel, a book and a boss.

This is how the first act of the game ends. After talking to Morgan, the difficulty will increase exponentially.

Door fragments

The first quest that the player will have to face in Act 2 is “Forge of the Elements”. Completing Might and Magic 10 in its entirety will allow you not only to complete the story quest, but also to receive Shalasa's blessing, which allows you to walk on water and get to some interesting points in game world. Therefore, it is initially recommended to visit some places and collect all the “keys”.

  1. A fragment of the Earth. The group will receive it by story quest when you first move to the Forge.
  2. The Water Shard must be found in the Abandoned City at level 4.
  3. The Shard of Light is kept in Falagar's mansion on the 2nd floor.
  4. Wind Shard in the skull cave on level 2.
  5. The Shard of Fire, again, is in the Abandoned City only at stage 3.
  6. A Shard of Darkness in Kartal prison.

Having collected all the items, you can safely go to complete the plot.

Elemental Forge

The passage of the forge itself is not too confusing. The group will appear on the 3rd level of the catacombs. With each transition there will be more and more enemies, so you should prepare for serious resistance. Since most corridors are straight, it is enough to provide only a list of caches on each level so that the player knows what to find:

  1. On the 3rd floor you should look for 2 chests, a barrel, a book and a key. Another chest can be found in the "Area of ​​Light".
  2. The second floor is a little larger. It has 3 secret passages. Hidden behind the first one is the master teacher of "Enhancing Magic". Turn 2 is nearby, and behind it is a chest. The third move is next to the door to the "Area of ​​Water".
  3. On the first floor you can take a book and a chest. There is a chest hidden in the "Area of ​​Darkness". There is also a barrel and treasure in the "Earth Area".

That's all. After opening the quest door, the party will face a golem boss. It hits one target, but can put the entire group to sleep. For battle, you should stock up on spell removal scrolls. You can find them immediately as you progress through the dungeon.

"Unknown Peninsula"

One of the most unpleasant quests for "superficial" players. If a person does not like to read books and notes in the game, or is simply inattentive, then he is unlikely to be able to answer all the questions of this quiz himself. The game also doesn’t encourage detailed exploration of the world. So here is a list of answers:

  1. The name of the bay is "Tyria Bay".
  2. The river in Kartal is "Navea".
  3. The name of the lake on the island is "Eye".
  4. Rocky coast - "Mentil".
  5. North Sea - "Iris".
  6. The old name of the land is "Malin".
  7. Eastern forest - "Shady forests".
  8. Songs of the wind - "Vaislin".

The heroes will be rewarded with 1500 experience and an artifact. Thus, in "Might and Magic 10" the passage of the "Unknown Peninsula" does not represent anything serious.

Questions and answers

Another unpleasant moment is the “Tower of Mysteries”. The passage of "Might and Magic 10" can reach a dead end if you do not answer several rather interesting questions. The group enters this dungeon through two quests - “Advancement to Archmages” and “Forbidden Saga”. The player should not expect strong resistance from monsters, however, most caches and chests can only be opened by solving riddles:

  1. The first floor has a square shape. In each corner there are parts of the code for the door to the second floor. Behind three secret doors you can find chests. The answers to the riddles are as follows: “Cloud”, “Death”, “Nothing”. Near the exit you can find the quest book “Night of the Destroyer”. The answer is "Age".
  2. At the second stage, the corridors are “linear”. The first test will be the pressure plates. The order of passage, if you are facing them, is as follows - WDAWAWDDA. In front of this room you need to visit a cache with a chest. Then there will be a room with traps. Upon entering the room, you need to turn left and walk along the wall, but do not stand right in the corners. In the last passage in the cache there is another riddle. The answer is "Coin".
  3. You can walk around the 3rd floor in a straight line. From the entrance you need to go straight all the way, not forgetting the barrel along the way. Then go left and all the way to the statue for the quest. She needs to answer - “Fear”. Then up the map. The group will run straight into a cache with a chest and a flute. Then you need to leave the cache and go all the way to the right - on the left there will be another cache with the answer to the riddle - “Mushroom”. Here you can also find a grandee teaching “Primordial Magic”. You should exit through the upper corridor, in which you can find a relic.

If a player is worried about whether Might and Magic 10 will launch for him, then he should calm down. Despite the year of release, it is very difficult to find a PC that will not run the game. Below is the required configuration.

This concludes the descriptions of the passage of Might and Magic 10. Legacy. Heroes will be able to survive and complete their journey only with the help of the player and careful leveling. In order not to discourage interest in the plot and game, give people the opportunity to independently explore new world, below only general tips by passing:

  1. Carefully examine each area. You never know in advance where you can find a treasure or hiding place.
  2. Kill everything that moves. The flow of experience is severely limited, monsters do not recover. Therefore, the player is forced to extract every grain.
  3. If during the first act you get the feeling that the party is too weak, then perhaps you should start over with other playable classes.
  4. You shouldn't go headlong. If the first monster in the dungeon is too strong, it is better to leave and come back later.
  5. Elixirs are life. In previous parts of the game they did not play such an important role.
  6. Think carefully about pumping. What skills are needed now, what later.
  7. Learn spells. More than half of them will never be useful. It's a shame to spend money on unnecessary things.

Our squad starts from the Soprigal pier.

We arrive in the city with the quest “Ashes to Ashes” (additional quest).

Task description: You were trained by Owen, an adventurer who fought demons while defending Hammerhal during the Second Eclipse. Before he died, Owen asked that his ashes be taken to the small chapel in his hometown Kartale to be buried next to his ancestors. You have decided to fulfill your mentor's last wish.

Coming off the pier, Dustan meets you and gives you the first main task - “Looking for work”
Task description: Arriving in the small town of Sorpigal-by-the-Sea, the adventurers found out that the gates of Kartal were currently closed. Following the precepts of their mentor, they decided to look for work. A friendly interlocutor at the port directed them to Maxim, the captain of the local garrison.

Dustan joins the party, and if you explore the city, he talks about its inhabitants.

It makes sense to go around the city, collect valuables in chests, open barrels and collect Additional tasks for city residents:
- Bestiary of Yassad (coordinates on the city map 16,14)
- Lost Sheep (10.28)
- Flowers for fallen heroes (1,22)
- Robbers (10,12) – take Rosaleen with you
- Smuggler's Bay (24.9)

Maxim is located in the City Garrison of Sorpigal (19.21) - at the entrance to the city.

Upon completion of the quest “Looking for a Job,” Dustan leaves you.

Maxim gives you the next main task - “Spiders in the Well”.
Task description: Giant spiders have taken up residence in the caves beneath Sorpigal and are attacking the inhabitants. The heroes, accompanied by Maxim, must go down into the city well and kill the spiders.

You need to go down to the spiders' lair and kill the spider queen. The entrance to the lair is located in Soprigal's well (15.8).

Before going down into the well, it makes sense to use the gold you find to buy bottles of health and mana (Amulets and Talismans of Dzhokhara - 6.22), learn several new spells (Library of Secret Knowledge - 8.3) or improve ammunition.

Maxim goes with you on the “Spiders in the Well” mission.


The spider queen is in the center of the lair (14,11). Maxim accepts the task of destroying the spider queen immediately after completing it and returns to the garrison.

Simultaneously with the main quest in the spiders' lair, we find Smuggler's Cove and a Smuggler's Chest (15.0) for the quest "Smuggler's Cove".

We go back to the city, hand over extra. task “Smugglers Bay” and go to the garrison for the next main task.

From Maxim we receive the following task - “The Extinguished Lighthouse”
Task description: South of Sorpigal there is an old lighthouse. Not long ago, just before the fire went out, strange nagas were seen there. Maxim wants to make sure that these nagas do not belong to the Flooder Cult, and has asked you to take care of this matter.

You can now leave the city.

Part of the Aegina Peninsula opens before you.

The lighthouse is located northwest of Soprigal. But it’s better not to go there right away. Your squad is still weak. It's better to swing, clearing the accessible part of the peninsula.

At the same time, you can complete several previously taken tasks.
"Flowers for Fallen Heroes" is available for rent on the Ashen Hills (108.43)
"Robbers" is a den of thieves in the shady forests.


In the mysterious script (126.64), turning the torches towards the center, we get a relic.

We don’t go into dangerous caves or ghosts in cursed ruins. They are too tough for us yet.

There is a Wandering Trader in the Ash Hills (119.55) who you can buy supplies from and trade with.

Let's get several levels and new skills, and set off to complete the current main task to the Lighthouse.

The lighthouse turns out to be captured by the Flooder cult. We systematically clear the levels one by one.

At the first level we free Hamato. Upon completion of clearing the lighthouse, you can take two additional tasks from him and train the squad in two-handed combat at the master level.

At the very top of the lighthouse, on the fourth level we meet the boss Mamushi. The most important thing during a fight with him is not to stand at the edge. He has a special blow that moves our squad one square back and is capable of throwing us off the Lighthouse.


After winning, you need to light the fire at the lighthouse by pressing four plates in the correct sequence. The lighthouse is working! We return for a reward and a new task to Maxim.

This time we are instructed to go to Portmeyron Castle and meet with the governor.
Quest: The Thorny Path to Portmeiron
Description: Maxim has sent you to Portmeiron Castle, where you must meet with the Governor of the Aegina Peninsula. He may need your services.

The main part of the castle was captured by robbers. The governor holds the defense on the third level of the dungeon. Having freed the governor, we complete Act 1.



Before the start of the game, you can assemble your squad (create 4 various characters, distribute their skills, etc.). Note that in the game everything is divided into cells that have coordinates on the world map. Therefore, some places will be indicated as coordinates.

Act 1

Watch a bright and epic video in which the plot and your task will be revealed. You will begin your journey at the harbour. Walk straight and a guy will talk to you. He will offer you a job, agree and, on his advice, go to the general. After going through the arch, go through the first door on the right. Get the task.

Destroy the spiders

The creeping creatures just want to ruin the lives of the townspeople, go to the town hall (the largest building). There is a well on the left (15.8). Go down it. You find yourself in a cave, explore everything in it and most importantly - kill all the spiders. Be sure to collect everything from the chests. Go back.

Bestiary of Yassad

You will be asked to kill various creatures. It's simple, when you kill every tenth monster, go to Yassad for a bonus.

Bandit Bay

The guard will ask you to get the treasure. It's funny, but you found it in one of the chests in the well, so just return the item to the owner. Next, you will have the opportunity to go to the lighthouse to find out new details about your mission, but it is better to complete additional tasks and just kill the monsters in the area.

The thieves

Go to the bandits' lair. You need to kill everyone in the building and collect treasures. Study every corner carefully. Secret rooms are available at 10.6 and 7.2.

Headhunter's Sword

Follow the cave (31,26). You need to go through two levels, each of them has a bunch of enemies that you have to kill. At the end, defeat the leader, take the sword and take it to the owner.

Flowers for fallen heroes

Leave the city, go to 108.43. Put flowers.

Lighthouse

Go south to the water, there you will see a lighthouse (113.22). Then everything is simple, kill the enemies at the entrance. You need to climb to the fourth level. There will be soldiers and monsters on your way, and you will have to eliminate them. Reach your goal. A fake boss will appear, so don't expect an easy fight. Be careful of the edges, otherwise the villain will simply throw you down. Try to attack long-range combat, if you don’t have such a character, then go to the enemy with the strongest one. When you're done, teleport to Maxim.

Path to Portmeyron

Go to the governor's house. Proceed to one of the outer rooms, press the lever. A passage will open. Follow it and just forward, kill enemies on your way. When you're done, go back, go west, and use the lever to open access to the eastern rooms. Go further through them to the ruins, eliminating opponents along the way. Activate the lever on the left, go to the spearman.

Follow to the second level. The new lever is on the wall (0.15). Go to the other lever that appears, kill the enemies on the way. Next to the door (8,11). Next, you have the opportunity to choose a path. Try to go through each of them. Let us note right away that bad people and creatures are waiting everywhere, fight them back. After much fighting, pull the two levers and open the gate. Follow to the third level.

Continue your way, kill enemies. Go to open door, get a golden key. Now go to the eastern part, there you will find another key. Then go southeast to the door and open it. A battle with Ivan awaits you. Move more often in battle with him; it is better to fight against him with an archer or knight. Talk to the guard, go to the forge.

Act 2

Elemental Discontent

You find yourself in a forge, it consists of three levels. Each of them will have to go through. You won’t have any major difficulties, unless, of course, you consider the huge number of enemies on your way to be a problem. When you're done, collect the trophies and go to Morgan.

Eyes and ears

Visit Horse Paradise and move to another city. Talk to the guy who is at 60.66.

Hunt for Mandbat

If you are located where you took the task, then the passage is at 75.75. First, buy potions and only then hit the road. Kill your enemies, don't be afraid to retreat. The dead soldiers have the key to the door. When you're done, go to the next level.

Clear the area again. You cannot go further because of the closed door, go towards the harbor and eliminate everyone on your way. Now go upstairs, open the door with the bronze key. A large crowd of enemies will attack you, so be prepared for massacres. Reach the end and defeat Mandbat using magic.

Last wish

Go to the church, which is located in the starting town.

Morgan's spy

Follow the harbor, then south through the forests. Turn right and find the entrance (71,32). Talk to the girl, and then kill everyone in your way. As a result, you will find yourself in a mansion. Chat with Ripley, turn the levers (4,7;12,0;12) and finally make your way to the door (3,3). Take the ashes to the church.

Naga tea

Collect several varieties of tea (5 pieces from each merchant in each city). Take the herbs to the store (4,23).

Archdruid

Take the book from the guy in the slums (7,26). Take the book to Minho (40,53).

Fallen star

Go to the abandoned lands, find the artifact (45,19). Take it to the blade shop, which is located in the harbor. Wait. Get a rare sword.

Master of the Art of War

Kill all monsters.

Great Salvation

First talk to the witch in the tavern, and then with Hamza (14.31).

Sewer key

Follow to the tavern (17,23). Give the tramp a drink and take the key from him.

Accomplices

Go to the poor area of ​​Kartal, find shelter (3,23). Visit the blacksmith to receive a blessing. Give the water to the blacksmith, it is in the chest (fourth level lost city). The key lies under the cabinet (4.15).

Follow the door made of fire. Open it, then place the plates and activate the levers. Kill the leader. Head towards the sunken ship. Kill the guards, talk to the man. Make your way to the Fang's lair through the area where there used to be water.

Master of Archery

Get to the cave of skulls. Eliminate the mermaid and return to the guy who gave you the task.

Truce with pirates

Go west into the empty lands. Find the Greek in the fort, give him the letter.

Dunstan

Go to Kartal. Talk to the bartender at the tavern. Go east through the jungle. Find the tent (25,76). Talk to the girl.

Rank leader

Go through swamps and jungles. Go through the mountains, find a nest. Kill the dragon, talk to the leader.

Rank Guardian

Pass the sea harbour. Go northeast across the river. Go into the cave. Kill the cyclops, talk to the gnome. Continue to the Nevean Plains.

Act 3

Dive into horror

Stock up on supplies because there's no going back. Punch through crowds of enemy creatures up to level four. Walk on it on the yellow slabs. Go downstairs. Destroy the eye of fear. Talk to the locals, return to Morgan.

Battle for Kartal

Head to the pirate city. Talk to the Greek, then go to Kartal. Find a necromancer, he will tell you what ingredients are needed for the medicine. Buy mercury from a merchant, and sulfur in the harbor. Give the medicine to the Greek. Follow to the pier. You won't be able to return, so stock up on everything you need.

Find the parts ( 13.21 and 2.20). Well, then just kill a huge number of enemies, demons. Inspect all the rooms. As a result, you will find a lot of fragments. Kill Erebos. He will try to kill you, so keep moving. When you collect the item, place it on the platform that is in the center of the bridges. The general's name is Mikhail. The game is over.

For the first time in the entire game, I couldn’t complete the puzzle myself and looked for a solution on the Internet, and so I’m starting to add it here as a souvenir for others to find useful.

Firstly, the air fragment must be found in the Skull Cave (Abandoned Lands), it will be on the second level, near the Blackfang chest.

After that, go to look for a balcony. Kill the monsters that are on the right. They are strong, but quite defeatable. Further in the room there are flying platforms and movable slabs on the floor. You need to click on the plates in the following order.

  1. Stand facing the flying platforms in the middle, without stepping on any of the plates (except for the one at the entrance, which by the way resets the entire combination, as I understand it).
  2. There are 4 slabs on the floor: in front of you, behind you, to the right and to the left.
  3. Press the plate in front of you 3 times.
  4. Press the left plate once.
  5. Press the right plate twice.
  6. Press the back plate 4 times.

After that, you go up the slabs and at the end you will have a battle with a monster. Get ready.

After the battle, find the teleport in the corner; there will be a lot of interesting things in the chest below! Good luck.


To make it faster and easier to complete the game, gather a squad of four characters, do not forget to distribute their skills and other necessary attributes. A special feature of this game is the division of the screen into cells that have their own coordinates on the map. Further, some places will be indicated using these coordinates.

Act 1

A colorful video that briefly tells you about the plot of the game and your goal. You can, of course, safely skip it. Next, your journey will begin from the harbor. Don't turn anywhere and you will see a guy who will offer you a job. Don't refuse! After listening to his advice, go to the general. On the way you will come across an arch, immediately after which enter the door on the right. You receive your first task: destroying spiders.
Nasty spiders want to ruin people's lives in the city. To get rid of them, go to the town hall, which is a large building. On the left side of it there is a well (15.8). You go down the well and find yourself in a cave. In addition to completing the main task - killing spiders, carefully inspect and study everything in this cave. Then head back.

Bestiary of Yassad

The next tasks of the same plan are to kill all sorts of different creatures. However, do not forget to visit Yassad after killing every tenth monster to receive a bonus.

Bandit Bay

The guard needs one treasure. But thanks to your diligence, you have already found it in the well. Give the item you found to the guard. Now you have the opportunity to go to the lighthouse to continue completing new tasks.
But don’t rush to go there, complete other, additional tasks, for example, just kill creatures nearby.

The thieves

Now go to the bandits. Look around carefully, killing everyone you meet on the way, as well as collecting treasures. Look into the corners, maybe there is something interesting for you.
Next, go to the cave at 31, 26. The cave consists of two levels with enemies that, of course, need to be killed. But the main thing is to defeat the leader, take the sword and take it to the one who asked.

Flowers for the fallen

Move to coordinates 108, 43. There you need to put flowers.

Lighthouse

The lighthouse is located in the south, next to the water (113, 22). Kill the enemies at the entrance and rise to the 4th level. Of course, you can’t do without enemies, who will be not only monsters, but also soldiers. Don't forget to kill them.
On the fourth level you will have a difficult boss fight. Don't go close to the edge, otherwise you'll just end up at the bottom. It's better to use a ranged attack.
If you didn’t think of taking such a character initially, then use the strongest character in this battle. After the battle, use the teleport to go to Maxim.

Path to Portmeyron

Now look for the governor's house. In the last room there will be a lever; use it to open the passage. Follow this passage only forward. When you kill everyone, go back and then west. Using the lever, go to the eastern rooms. Then walk through them to the ruins. Don't forget to kill your enemies. Now there will be a lever on the left and a spearman.
Go up to the second level. And again look for the lever - it will be on the wall (0, 15). Again the lever and new enemies. Then on the way you will meet a door (8, 11). Now you have a choice. You can try all the options, but there will be many different creatures and people who will need to fight back. As soon as the battles are over, pull the two levers towards you and the gate will open, which will open the way to the third level.
Then you also kill enemies. Look for the open door, there you will be given a golden key. Then you will need to find another key, which is located in the east. Then go towards the southeast. After you open the door, you will come face to face with Ivan. In order to defeat him, you need to move quickly and better use an archer or knight. After the fight, you will have a conversation with the guard, and then go to the forge.



Act 2

Elemental Discontent

The forge consists of three levels, each of which will need to be completed. Apart from a lot of enemies, you shouldn't have any other difficulties.
Don't forget to collect the trophies and go to Morgan.

Eyes and ears

Visit Horse Paradise and go to another city. At coordinates 60, 66, talk to the guy.

Hunt for Mandbat

If your location coincides with the place where the task was taken, then you will find a free passage at coordinates 75, 75. Before going there, purchase potions. Don't always kill enemies; if you can't, retreat.
You will take the door key from one of the dead soldiers. Then you can safely go to new level, where you will also have to kill enemies. But ahead of you closed door. To open it, go to the harbor, then up. Open the door with a bronze key.
And there will be many opponents. Go to the end, where you will have a fight with Mandbat, use magic to win.

Last wish

Go to the first city, look for the church.

Morgan's spy

Next, head towards the harbor, and then south, you will encounter a forest on the way. Go right and look for the entrance (71, 32). Talk to the girl and go kill everyone again. Eventually you will end up in a cottage. Talk to Ripley and use the levers (4, 7; 12, 0), and then go to the door (3, 3). The ashes should rest only in the church.

Naga tea

In each city, you need to buy several types of tea from each seller, and then take them to the store (4, 23).

Archdruid

Look for the guy who is in the slums (7, 26), and take the book from him, which you then need to take to Minho (40, 53).

Fallen star

Go to the abandoned lands: you can find an artifact there (45, 19). Head to the harbor and look for the blade shop. Wait. And now you have a rare sword.

Master of the Art of War

Just kill everyone.

Great Salvation

Head to the witch who is waiting for you in the tavern, and then to Hamza (14, 31).

Sewer key

The tavern again (17, 23). Give water to the tramp, for which you will receive a key.

Accomplices

Now go to the Kartal area (3, 23) - there will be a shelter there. Then go to the forge to receive a blessing. Give the blacksmith the water that is in the chest. Look for the key under the cabinet. Door made of fire, plates and levers. The death of the leader and the flight to the sunken ship. Killing the guards, talking to the person. Next, go to the fang’s home along the place where the water used to be.

Master of Archery

In the cave of skulls, kill the mermaid and go back.

Truce with pirates

In the west, in the empty lands, look for the Greek, to whom you need to give the letter.

Dunstan

In Kartal, talk to the bartender who is waiting at the tavern, then head east, braving the jungle. Look for a tent and a girl.

Rank leader

Swamps, jungle, mountains, nest. Kill the dragon and talk to the leader.

Rank Guardian

In the northeast, behind the sea harbour, across the river, go into the cave where you will need to kill the Cyclops and chat with the gnome. Then move on to the Nevean plains.



Act 3
Dive into horror

Stock up on the store and kill everyone until the fourth level. There, walk on the yellow slabs. Then go down to destroy the eye of fear. Chat with the locals and go to Morgan.

Battle for Kartal

After talking with the Greek in the pirate city, go to Kartal. Look for the necromancer. Mercury is sold by a merchant, sulfur can be found in the harbor. Heal the Greek and go to the pier. Don't forget to empty the magazine. At coordinates 13, 21 and 2, 20, look for details. Well, then kill the enemies, explore the rooms in search of fragments. Defeat Erebos by moving all the time.
Collect an object from the fragments and place it in the center of the bridges. The general's name is Mikhail.
Finally, victory awaits you!



Checkers