Map Key:
-------South------------------
1=Merchant Library
2=Merchant's Home (this guy just lovesmail!)
-Merchant's Letter Quest
(that's the one you got from Dagger Wounds)
-Blackmail Letter Quest
(this is the one you get here and have to take to the Smuggler)
-Guild Letter Quest
(this is the one you get here and have to take to the Guild in Alvar)
Note that after the witness quest, this place will connect to the library and you basically get two empty chests as storage space. On the top floor is room #49
3=Spirit E
4=Identify GM
5=buy Vouchers for 6500/sell Dust
6=Plate M
7=Eclipse shield Quest
8=Bounty Guild (promotion)
9=Meditation E
10=info
11=Fire E
12=Sell Naga Hides for 500
13=Thorne Understone the Troll*
14=Dark Elf M
15=locked
16=info
17=Maylander the Cleric*
18=Arcomage Quest
19=Merchant GM
20=info
21=info
22=Dagger M
23=Spear E, Mace E
24=info
25=(Hostel)
26=(Hostel)
27=Arius the Minotaur*(will join)
28=Sword E
29=info
30=Memoria the Vampire *
-------North-------------
31=info
32=info
33=info
34=Sell Fruit, Buy Pulp (price:261/300 with my Dark Elf)
35=info
36=Chain E
37=Staff E
38=Water E
39=info
40=info
41=Light E
42=Bow M
43=Repair E
44=info
45=Sell Wolf Pelts for 250, Wolf Quest
46=Axe M
47=info
48=Smuggler Leader's Room:
-Save family Quest
-Letter to Regna Quest
49=Council of Jadame:
This consists of the representatives of the factions you chose to unite. Regardless of who your allies are, your enemies are the same, and you will get a specific Quest to fulfil (not mentioned here to avoid spoiling)
-------------------------------
A=Armoury
B=Bank
E=Self Guild (sells Body, Mind and Spirit spellbooks)
G=Training Grounds
H=Adventurer's Inn (hire any heroes who agreed to join you, even from other lands)
I=Inn
M=Magic Shop (the one on the right is cheaper)
P=Alchemist (potions)
T=Temple
W=Weaponry
X=Dungeon
Wells:
a=+25 Might (temporary)
b=Challenge (random)
c=if total gold<100, +200 gold (won't always work though)
d=poison
e=Earth Res. (pedestal)
f=Challenge (random)
o=Obelisk
$=Chest
*=PC Location (number of *=number of PCs)
Note: This shows where you first meet a PC. Non-hired PCs, as well as fired PCs, can all be found in The Adventurer's Inns in Ravenshore and Dagger Wound(marked H). But you need to talk to them at least once first, and the little asterisks (*) will tell you where to meet them.
There are 8 dungeons in this area:
1)Library. Not really a dungeon. No monsters.
2)Vault of Time. Need a key to get in. :(
3)Lord Brinne's Tomb. Not really a dungeon. I've heard many people ask who Lord Brinne was and whether the guards are the game developers. A short answer is that Lord Brinne was a regular poster at the old boards and even though I hardly knew him myself, those that did say he was always a friendly, helpful and wise person. His presence is certainly missed.
As for the "guards": King Louis (no "e", that's either a typo or some inside joke) and Guthwulf were a mod and the webmaster at 3do.com, while all the others are members of the GWF.
4)Eschaton's Crystal. Leave that for later.
5)Dire Wolf Den. You can do that with decent weapons, even at level 1. Don't try it alone though, unless you're a troll.
6)Eep...is the the new Baa Cult for mm8? Anyway, seems doable, a little harder than the others though (level 5?).
7)Smuggler's Cove. Piece of cake. Fun dungeon too :)
8)Merchant Guild of Alvar This is the same door as building #2 above and eventually connects to #1. This is where you'll find the council later in the game.