Monday, June 22

Walkthrough · Might and Magic VIII: Day of the Destroyer

Might and Magic VIII: Day of the Destroyer

Contributor
Lu Richardson
Last updated
April 28, 2026
Sections

General tips

Those who have played the M&M games before will know the setup - there are several different townships with surrounding territory, in which you find the really interesting places. You start at one town and visit all the houses where you get given the different quests. Some are major quests, some are designed to give your characters experience. In any case, all are fun.

The whole map contains, left to right and top to bottom, Murmurwoods, Alvar, Ironsands; Garrote Gorge, Ravenshore, Shadowspire; Ravage Roaming and Dagger Wound Islands; and, directly S, Regna.

Starting as you do with the cheat file, equipped with the Lloyd's Beacon spell, make sure one of your characters sets it up in Murmurwoods, Ironsands, Garrote Gorge and Ravage Roaming, since the Town Gate spell doesn't give you quick access to these places.

In exploring the towns, be sure you mark on the map the places you will have to come back to after attending to a quest - alternatively, cast Lloyd's Beacon at each door. Once the quest is over, you can overwrite.

Observe that every time you complete a quest you should go back to whoever sent you on it to get your reward. If you are cheating, you might prefer to leave it to the end and then go round everybody.

Remember that the minor quests do not need to be followed up in order to finish the game, so if you don't find a quest item, don't lose sleep over it.

When you visit the various caves, castles, etc., keep left and make sure you cover all the ground, open all the doors, examine all the chests. Practically all quest items are in chests. Miss nothing. Look out for hardly noticeable buttons. The secret doors will glow red if you are cheating.

Don't overburden yourself with a lot of stuff. Every time you open a chest, see what you want to keep and put in it anything you no longer want. Dropping stuff on the floor causes it to disappear when you leave the location.

Donate at every healing Temple in each town.

Find and click on each obelisk in each location.

Some Stables get to you the Arena on Sundays, where you can fight for profit and glory from Page to higher levels.

It is best not to enter places unless you have been specifically asked to go into them and find something. However, it's entirely up to you - you might prefer to save on shoe leather and visit places while you are in the neighbourhood. Also, you can do things in any order you like.

The best strategy for playing Arcomage is, if the towers are small, to try to destroy the enemy while protecting yourself. It the towers are big, go for all the utilities to build up numbers of bricks, gems and recruits. It really depends on the cards you get, of course.

As to potions, when you cheat you don't really need any. You might want a few in hand, such as Divine Restoration and Divine Power. The first cures just about everything, the second restores spell points. To make them: Divine Restoration, combine a red potion with a yellow potion to get an orange potion. Combine a red potion with an orange potion. You get Haste.

Now combine a blue potion with a yellow potion to get a green potion. Combine a blue potion with a green potion to get Recharge Item. Combine a catalyst with Haste and another one with Recharge Item. Now combine Haste with Recharge Item - you've got Divine Restoration. Divine Power: combine a yellow and a green potion to get Harden Item. Combine a Recharge Item potion with a catalyst and the Harden Item with a catalyst, then combine Recharge Item with Harden Item.

You've got Divine Power. You can mess about with other potions, but these are the most important.

OK, here we go.

DAGGER WOUND ISLAND

Locations: Town, Flying Library, Earth Plane, Abandoned Temple, Obelisk and (much later) Entrance to Regna

Start by talking to the guy by the caravan (open the chests). He sends to you the Clan Leader's Hall (centre of town). Onefang gives you a crystal to take to Talimere. Dadeross wants you to go to Alvar to deliver a message to Fellmoon.

Minor tasks are: Tisk wants the book Prophecy of the Snake, which is in the Abandoned Temple. Aislen wants you to give Cure Disease scrolls to 6 huts in the outer islands. Hiss wants the Idol of Snake (also in the Abandoned Temple). Rothnax wants you to find Isthric. In another island, Languid wants an Anointed Herb Potion, to be found later in the Smuggler's Cave.

First of all, go to Talimere and recruit him. Next, go to the Inn and recruit the two guys there. This will be your team, since the fifth member will be the odd person here and there until you recruit Dyson Leyland, whom you'll need.

Having done that, go to the teleporter which works and find the next one. Explore each island and do your bit, but don't bother to fight all the pirates since they regenerate and you could spend the rest of your life trying to kill them off. Find the next teleporter and move on, exploring as you go and visiting huts. Particularly, look for chests - probably defended by pirates.

If you are able, visit the Uplifted Library to the SE. With your back to it you can fly up to the top of the mountain in front. You'll see a brown bit. Press X to get over the lip of the mountain and click on the obelisk.

Inside the Library, just keep using all the lifts you find to get right to the top, where a chest contains the Book of Khel.

Leave and carry on exploring.

Eventually you will find the...

Abandoned Temple

Wade in, keep left. Explore the place patiently, keeping an eye on the map to make sure you miss nothing. After you get in, the first room you'll come to has many blocks and also snake thingies. Kill them, go to the top two alcoves and push the buttons, then to the other two and do the same. Stairs form in front of the next door and you can move on. There are chests either side, behind secret doors.

Onwards, you will step into a room and probably fall through the floor. Come back up and look at the ceiling - the path is marked in red. Follow it and on to the next room. As soon as you click on the door opposite the one you entered, both doors will shut and panels will light up on all four walls. Quickly go around clicking on the panels to stop the floor from disappearing altogether before you can get out. You might need to press X to jump onto the different levels of the floor.

As you come out of this room, look to your right and go through the door. Keep left, push buttons, go through doors. You will come to a kind of bridge with a secret door to one side. Inside is a book you are going to need. Work your way out of here.

Back at the door through which you came into this section, continue to your right. You'll come to a big room with lots of red plates on the floor. Look to your left and spot a double headed snake panel. Go to it, avoiding the plates, and stand by it with your back to the wall. Look to your left and then stand on the red plate in front of the red plate by the wall, towards the centre of the room. This opens the panel and you can get the idol. Leave this room avoiding the plates and you will get to the exit.

Outside, walk towards a boat which will take you to Ravenshore. If you go to your left, though, you can step on the teleporter and get back to Dagger Wound Island to return whatever you've found and claim your rewards for whatever you've done. By the way, if you've opened all the chests in DWI, you will have found enough Cure Disease spells to do the job.

Although using the Fly spell you can visit the Library and the obelisk, there is no need to do that yet, unless you particularly want to.

Now you are ready to take the boat to...

RAVENSHORE

Locations: Town, Tomb of Lord Brinne, Dire Wolf Den, Oracle, Obelisk, Chapel of Eep, Smugglers' Cave

OK, visit everyone in town. The first person you ought to seek out is, of course, Fellmoon at the Merchants' House, who will give you a letter for Arion.

Blueswan will ask you to play (and win) Arcomage at each Inn. Well, there are two of them in this area, so save before you play and, if you win, save again. If not, reload and try again.

Note the huge crystal in the centre of town (you will come here towards the end), the Vault of Time (again, this comes later) and the empty Hostels, which will be occupied in due time.

Over the bridge, examine all trash heaps, you might find something useful. Discard, or sell, the rest.

Other quests will be the one from the Trader, who wants you to kill all the wolves (just use Wizard's Eye to spot them all and kill them - find, enter and sanitate the Dire Wolf Den).

Lathin will ask you to find the shield Eclipse, and you will, by and by. It's in a chest in the Necromancers' Guild.

You can do this in any order, but might as well explore the whole region. Nothing special about the Dire Wolf Den; keep to your left and kill everything in sight, specially the two nasties in a cage. In a chest you will find a quest bone. When outside, find and kill all the other wolves.

Speak to the Oracle, click on the obelisk nearby. The Oracle will return any quest item you've found but dropped by mistake.

The Chapel of Eep (the Micky Mouse building) offers no particular challenges, find the cheese in a chest behind a secret door.

I think the Tomb of Lord Brinne seems to be a place where you can meet some of the people who participated in the creation of this game; certainly, the flute you find by clicking on the tomb itself is not requested by anyone. And the inmates have funny names.

If you've done, we'll go to SW corner of the map, to the...

Smugglers' Cave

Keep left. You will have to fight your way in until you find Arion. Through a secret door to the right, just before you meet him, you will find the Anointed Herb Potion. Give Arion Fellmoon's letter and he will ask you to rescue his daughter from Zog at Alvar. He will also give you a letter for a Pirate.

When you come out of Arion's house you will find that the red dots which indicated before you were amongst enemies will have turned green. If you want to keep it that way, don't go into the Stores as requested. There is nothing very special there, anyway.

When you get to Fellmoon again, he will ask you to go to Alvar and meet Bastian Loudrin. So, why don't we walk N till we hit...

ALVAR

Locations: Town, Dark Dwarves Cave, Bees Nest, Ogre Raiding Fort, Obelisk

Start on this outpost (don't forget to play Arcomage at the Inn). Go N to find the town proper. By the way, a fountain here restores mana points.

Having visited everyone, you will have the following Quests: Loudrin, Find a witness in Ironsands Desert; Fromago, Find 3 cheeses (found in the Chapels of Eep); Keldon, Kill all the ogres. Jeebes asks you to find Cauri.

You can leave the Dwarves Cave till you are asked to enter it, of go in now if you prefer. Beware the boulder trap in the corridor at the SE complex. Click on doors before you cross into the rooms, let the dwarves come out, kill them then rush into the room. You will find Balthazar's Axe to the S of the caves. Leave when you are ready.

The bees nest is a pain, and all it contains is royal jelly, which you trade. You have to jump upwards (you need the spell Jump) to each level. Do this only if you want to, it is not necessary.

Ogre Raiding Fort

Beware a bug here which freezes the game. Save often. First, destroy all the people who greet you. Then, find the stairs up and, avoiding the red plates, climb up - enemy permitting. In the throne room you will find two chests and, on the wall, a barely visible button by the door. Press it. Go down the other stairs and kill everybody. Before you head for the door through which you came in, save. Then cautiously find the way down in front of this door.

Follow the corridors and find the jail with Isabelle Hunter in it. After killing everybody, search their pockets for a key. Click on the keyhole and talk to her. There is another jail and another key, but nothing to find.

Make sure you kill all the ogres. Again, approach the exit with caution - save before you go up the ramp. With a bit of luck you'll get out without the game freezing on you.

As ever, have a good look around the region (making sure you kill all the ogres) before you go N and venture into...

IRONSANDS DESERT

Locations: Troll Tomb, Cyclops Larder, Ilsingore's Cave, Chain of Fire, Obelisk

Cast Fire Resistance immediately, then go N to the village. Talk to everyone. You get the following quests: At Pole's Hovel, Pole wants you to deliver some Fire Resistance potions, and gives you 3. To make more, combine Haste + Catalyst with Harden Item + Catalyst (see above how to make these).

Julian wants a new home for Trolls. Sandwind requests you to go to Ravage Roaming about the Trolls homeland. Overdune asks you to take the ashes to the Tomb and then he'll come with you to Alvar.

On the way, start dishing out Fire Resistance potions at the houses and, when you've done, go back to Pole.

At the Troll Tomb, follow Overdune's directions, i.e., keep right till you come to a chamber with tombs. Click on the N one and the ashes will be placed. Leave.

You might as well have a look around this region. In the lake of fire you will find the obelisk, and also the entrance to the Chain of Fire tunnel - in a side chamber, a chest will contain interesting stuff.

Cyclops Larder

When you come in, turn right - avoid the red plate on the floor by going around the edge of this room. Enter the other door, turn around and pull the lever. Come out and, to your left, there will now be a lift. Go down, free the prisoners by clicking on the keyholes and examine the chests by the cages. In one of them, a quest skeleton. When you've finished, leave.

At Ilsingore's cave you will be attacked by the dragons, so unless you are cheating stay out. If you do go in and dispatch all the dragons, click on their bodies for some good stuff. Inside this cave you can recruit a dragon, if you like.

Now you can go to the town and recruit Overdune to take him to Loudrin in Alvar. You will have to dismiss Templar, but you can always recover him at the Adventurer's Inn in Ravenshore.

So, go to Loudrin and speak to him. Watch the movie. At the end you get your marching orders. You have to get on your side the Minotaurs, the Necromancers or the Temple of the Sun and the Dragons or the Dragon hunters.

This could be a good time to visit all the people who's quests you have finished so far in order to get your reward. On the other hand, you might prefer to move on and gather more information. If so, the handiest place to go from Alvar is to the N/W and from there to...

MURMURWOODS

Locations: Town, Temple of the Sun, Ancient Troll Home, Stone Circle, Obelisk

The town will yield Dantillion, who points you to Cauri.

Right, let's party. Visit the Temple of the Sun; just pop in, barge your way to the other door along and find out what Oskar Tyre wants. Which is for you to destroy the Skeleton machine at the Necromancers Guild. OK? Leave.

Go to the Ancient Troll Home - nothing much here, but you have to visit the place so that you can tell the folks at Ironsands Desert about it.

You will find the obelisk surrounded by unicorns - this is a place to remember for later.

To find Cauri: head for the Circle of Stone. If you can, cast the Invisible spell so that you get a minimum of hassle while you search. You might find some "statues", and clicking on them will release them. But Cauri is to be found to the NW of the circle, precisely at X 15744 Y 14990. Clicking on her statue will free her, and your Dark Elf will become a Patriarch.

Now enter the circle. A lift will take you below, where you must avoid the nasty red plates while fighting off the baddies. A search of this place will yield the Druid Circlet of Power, which you are going to need.

Well, that's about it, you can leave. Explore the area, by all means, but don't think you can best the wisps, they regenerate. You might as well leave by the easiest route, SW, and travel to...

GARROTE GORGE

Locations: Town, Naga Vault, Dragon Cave, Temple of Eep, Obelisk

Here is where you have the choice of trying to get the Dragons alliance or the Dragon Hunters'. Entirely up to you. Listen to what everyone wants from you, no need to make up your mind just yet.

Visit everyone in town and note requests. Zelim wants a drum, Calindril wants a Dragonbane flower and Stormlance wishes you to find Ebonest. At the camp, Quixote sends you off to get an egg.

Ignore requests to destroy the Dragons/the Hunters.

First visit the Temple of Eep. Search around, find a bedroom with a desk and press the button on the side of the desk. A secret door opens behind the altar in the chapel nearby. Go in and find a chest which contains the cheese you seek.

Next, the Naga Vault. Go in, press all the buttons on the one panel to open all the doors, then go along upstairs. In a room you will find a button on a pedestal which, when pressed, will uncover a chest in the circular chamber hard by. Inside the chest, the Drum of Victory.

Once outside, look around x -12575 y 19392 (by the river edge, lots of friendly dragons) to find the Dragonbane flower. There are more, so you could find two and give one to Calindril and another to Balion, a dragon in the Dragon Caves, who also wants it.

Visit the Dragon Caves and talk to whoever is available. Their leader also wants the egg.

So it seems we must go S from Garrote Gore to...

RAVAGE ROAMING

Locations: Chapel of Eep, Crypt of Korbu, Zog's Fortress, Belthazair's Lair, Obelisk

OK, do your stuff. Find the town and get talking.

Next, start exploring.

Crypt of Korbu: Get ready before you go in casting protective spells, specially against fire. Once in, find the secret door. Make sure one of your characters is carrying nothing, because when you get to Korbu's coffin, you will have to pick it up - and it is huge.

Barbarian Fortress: visit the four outer towers, they have chests. Go inside and go up the stairs of the inner SE tower to throw a lever. A new passage N to S will appear. Work your way southwards till you come to a blank wall - look out for a tiny button. The wall will slide away and, behind, two chests one of which contains the Dragon egg. You can leave, now.

Outside, you will find the Pirate's Treasure (I think) at x -3729 y -17701, six chests surrounded by gorgons which can turn you to stone. Also, here and elsewhere, if you point at a rock and you get the message "Rock", it could hide a chest.

Chapel of Eep: You will soon find out that when you step on the red areas doors shut. So you will have to use the Jump spell, and even then it ain't easy to get through doors. When you come to a room with a crate, look for a button on the wall to move the crate. From its new position you can jump to the next door. A lift will take you to a room with a path marked red on the floor. Avoid the red bits to get to the chest - inside, the last cheese. Hardly worth it. Jump your way out.

Balthazar's Lair

You'll see the black square on the ground as you explore around. Go in and knock at the first door. Thanys explains what has happened and asks you to help. Look around this area and pull lever A. Go down ramp and look at skeleton. Get the Notes (scroll) and read them.

You will be given the order in which to pull the levers, i. , ABCEGDJCEFDIC, lowest. Since you've already pulled A, keep to your left and find B. Keep looking and pulling the levers in the order given, always trying to go downwards. After the last one, find your way down as far as you can and you will see a lever without a letter. Pull that, and go down the ramp by it to meet the Minotaur leader, who will agree to the Alliance straight away.

Now work your way upwards clicking on each door you come to. You will meet Tessalar. Remember where he is, or cast Lloyd's Beacon in front of his door. Find your way out.

Before you take any decisions respecting the egg, it would be best to visit the last territory on the map, E of Ravenshore, either walking, by boat or by caravan, whichever way you can.

SHADOWSPIRE

Locations: Town, Guild of Necromancers, Vampire Crypt, Mad Necromancer's Laboratory, Dragon Cave, Obelisk

As you walk around town, Benefice will request a puzzle blox, Lathean wants Korbu's bones and the sarcophagus, both of which you've probably carting around, Teleshire wants the Book of Khel (in the Flying Library at DWI) and Hallien, a Vial of grave dirt. Tantilion wants the bone you found in the Dire Wolves Den.

All in all you are going to be busy.

The first thing to do is to visit the Guild of Necromancers. Without treading on anyone's toes, find your way via stairs to two towers to the SE and SW, using the lift (and pressing the button on the wall) to get to the SW tower, where you pick up Dyson Leyland (you need him), so ditch member number 5 before you speak to Dyson. Then, around the stairs again to the SE tower, taking the lift which will get you to Sandro. He wants a Brazier.

When you are outside, you can nip into the Dragon Cave, kill all the dragons and pick up the goodies. You can also try to recruit another dragon.

Vampire Crypt: the tomb to the W can be shifted to reveal a corridor. Follow it to get the Vial which is in a chest.

Mad Necromancer's Lab

Search around first, before you take the lift, and you will find Ebonest, lich jars and the Puzzle box in various chests.

Next go up the lift and meet Blazen Stormlance. He wants you to get a cure for him. Set Lloyd's Beacon here so that you can come back quickly once you have the cure.

Right, that's about it.

Decision time.

* * *

First, you might like to go around tying up loose ends. Then, you have to decide who you want in the Alliance.

To decide between Quixote or the Dragon, deliver the egg to either of them. You could save your game and try both options, see which one you like better.

If you deliver the egg to Quixote you'll see a video clip which will make you wish you hadn't. Ditto if you hand the egg over to the Dragon Leader. In the first instance, all you have to do is steer clear of the dragons because they will become enemies. In the second instance, Quixote's lot will also become your enemies, though he will still allow you to return Ebonex. You could stay away or kill all the Dragon Hunters at the tents to the SW of the map - if you click on the dead body of their leader you will find the sword requested by the Dragons.

To decide between the Necromancers Guild or the Temple of the Sun, you have to take more drastic action. Either way, you need to have Dyson Leyland with you. Again, you could save and try both options, the video clips are nice.

Supposing you desire to help the Temple of the Sun, go to the Necromancers Guild and through the door at the top of the first flight of stairs. Fight your way to the large circular room with the skeleton generator. Just before you enter this chamber there are some levers, buttons and what-have-you. Look at the row of levers and click on the ones which will raise till they are all up. Next, push the button and click on the beam, sit back and watch. To get out, move the beam and press the button by the door. Then all you have to do is visit the Temple of the Sun.

Alternatively, if you wish to help the Necromancers, go to the Temple of the Sun, enter, look down the central well and jump onto the star shaped block. Then go back upstairs and you will spot a red button on the wall. Press that, jump down again and find the way down by the block, which is now a lot taller. You will find the brazier, though getting it will get people mad at you. Stand on the pedestal on which the brazier was (or jump down the hole, if you wait too long) to get out. Next, visit the Necromancers Guild.

OK, now you can visit the Council at the Merchants House in Ravenshore, the Alliance will be complete. And you will get some more work.

* * *

Go to DWI. Find the two manned pirate ships and kill their captains. Next, find the Pirate Outpost on the island to the S of the main one. Go in and turn to your left - press the button and some stairs down will appear. Go down, look for hidden doors, explore thoroughly. In the large chamber, kill everybody and search the bodies for a key. Don't use it on the keyhole in this room yet. Continue exploring (don't miss the red button which opens a wall) and go up the stairs to the floor above. In a room with three levers, throw these (you are in for a bit of a shock) and a safe will appear. Use the key on this to get a nice sword.

Now go back to the large chamber and use the key on the keyhole - a wall moves and you can find your way to a submarine. Click on it to travel.

This brings you out into...

REGNA

Locations: Town, Fort, Obelisk, Old Loeb's Cave, Abandoned Fort, Cannon

Don't forget to have your last game of Arcomage and click on the last Obelisk. When you have done that, you can go and get your price from Blueswan, in the chest behind her house, and you can also look at your notes and read what the obelisks say. Basically, and provided you have the Druids Circlet, you go to Murmurwoods on the 24th June and look about for the Unicorn King - kill it and get the key to the Vault of Time. Go open it and don't be too disappointed.

To get back to the business in hand: visit everyone in town and travel also to the other island, visiting the other houses. When you have done that, you can go into Old Loeb's Cave, just dragons and the possibility of hiring another one. Not worth the trouble.

When you've done, enter the Fort. Search well and keep going down till you come to a secret door. This leads you into the Passage under Regna. You can search in every direction, but the one you want heads NW. You should get into the Abandoned Fort this way. Again, explore to your heart's content. You are mainly looking for a cannonball in a chest, up some stairs, where there are three chests. The way out is to the SW.

As you come out of the Abandoned Fort, go to the cannon nearby, find the button and sink the Regnan Fleet. If you've had enough fun, go to the Council in Ravenshore.

Now they send you to talk to a wizard. He is to be found in one of the Hostels (cast Lloyd's Beacon at his door) and he will tell you to get some stones from the four planes, the entrance to which is in the four corners of the map.

I don't know if you've completed all your quests, but now would be a good time to do so since we are nearing the end of the game.

THE PLANES

Start at any of the planes.

Finding the heartstone in each one of them is no different to what you've been doing all along: protect yourself with all the spells at your disposal (Day of Protection is a good one, for a start), make sure you have the heftiest weapons/armour at your disposal equipped and go for it. Of course, you don't want to tangle unnecessarily with the inmates of these planes, so you want to go straight to the place where the heartstone is, usually a Castle. Once there, explore carefully, miss nothing and you cannot fail. There are no particular difficulties which need to be pointed out. Just grab the thing and make yourself scarce.

However, it would be handy to know which way to head, so here it is. If you have the Fly spell, use it while you are outdoors to keep out of travel.

Air Plane: Head W and you will soon see the castle.

Water Plane: Fly NE - the heartstone is not in a castle but under a large frame.

Earth Plane: Head N, then up the stairs. You will soon find what you are looking for.

Fire Plane: This is the most difficult. Head N to find the castle. If you have the spell Levitate, use it. In, negotiate the bridges till you come to a room with a square block in the middle. A secret door hides some good stuff. Jump onto the block and it will come down. Go back to the entrance and step on the platform which will have descended. You will go up. Follow through till you come to a large room with hanging bridges. You have to get to the other side and press a button on a thin pedestal. Now jump through the firefall and go along the tunnel to the other side. This takes you to the heartstone, and you can work your way back or cast a spell (Town Portal, Lloyd's Beacon) to get out.

When you have all four heartstones, go to the Xanthor at Ravenshore. Next, you have to enter the Crystal in the middle of the town. Again, no big deal. One puzzle you will find is that of some crystals which start doing funny things when you press a button. It's actually a Simple Simon thing - click on the crystals in front when the ones at the back light up. If you do it right they will all lose their colour and, behind you, another pair of crystals will turn purple and if you step between them you will find yourself in the...

PLANE BETWEEN THE PLANES

Again, no need to linger. There are four prisons in the four corners of the map - you can go to them and use the Lloyd's Beacon spell to get back to them quickly, or leave them for now and head for the centre of the map to the castle. On the way, you might find purple things with tentacles which are tough to kill. Use spells on them, Drainlife works a treat.

At the castle, you just have to be patient and go around pulling levers which will open doors. Some doors will open by just clicking on them. Others won't. The aim is to get to the four corner towers and press the button you will find in each of them. Keep your eye on the map and start on the outside corridors and work you way inwards, always checking on the towers to see if the access doors have opened. Eventually you will get to the Destroyer. Talk to him and he will ask you riddles. The answers are Prison, Inside, Egg.

Go back to Xanthor and he will tell you to free the Elemental Lords. So go back to the Plane between the Planes and start at any one of the prisons you like. There is nothing special in any of them that you haven't experienced before. In the Air prison you will have to use the Jump spell to get from one slab to the next - save each time you have landed safely, otherwise you might get near the top, fall off and have to start all over again. A great nuisance, but there you are.

When you've freed all the Lords, get back to Ravenshore. Watch the finale. That's it.

Acknowledgement

Annotated by Lu Richardson for the RPG Gamers archive.