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Map Key:

Buildings:
1=Verish the Cleric * - won't show on map
2=Spirit GM
3=Mind GM
4=Cleric Promotion: Prophesies book Quest, Body GM
5=Cauri info - Stones Quest, Light M
6=Learn E
7=Repair GM, Alchemy Quest (Personality) - won't show on map
8=Identify Monster M
9=Regenerate M
10=buy hartwood for 1000, sell dried sunfish, Alchemy M

E=Elementalist (buy light spells) - won't show on map
I=Inn
X=Dungeon

Wells:
a=Heroism (pedestal)
b=if pers<16, +2 personality perm
c=challenge
d=Immolation pedestal (as useless in mm8 as it was in mm7)
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 at The Adventurer's Inn in Ravenshore. But you need to talk to them at least once first, and the little asterisks (*) will tell you where to meet them.

There are 4 dungeons* in this area:
1)Plane of Air. One of the four planes. Fairly tough, as one would expect, yet I found the outdoors wisps and unicorns much harder.
2)Ancient Troll Lair. You must clear it for the Trolls in Ironsand. A few Basilisks, not many problems.
3)Stone Circle. The hardest bit was getting in. Just make sure you clear the outdoors areas first (anyone notice there is no temple in Murmurwoods?)
4)Cleric HQ. Not really a dungeon unless you attack. You can only talk to Oscar Tyre there, who, depending on the course of the game, might give you a Quest (to find some sacrophagus thingy he needs).

*=by "dungeons" I simply mean doors which, when crossed, would take you to an inside area.


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