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room with lumber. Elsewhere, you'll find a blessed dagger on the altar (guarded by goblin shamans and such) which summons 2 lost souls when taken. To the NE are the halls of learning. In the first hall of learning you'll find the hasting draught recipe. In the second hall of learning, the west book summons 2 lost souls, and the east book will teach you 1-4 craft circle spells. In the third hall a book teaches you beast circle 1-4, and gives you some later info. To the SW of this level is an arena with a secret room with a fine spear, and fine leather armor. You have to fight a lizard to get out, then pull a wheel. To the SE there is a room that you get up through the third floor, and it has a blessed leather armor, 20 coins, and a jade necklace. Descend to the third floor.
THIRD FLOOR: The room to the SE leads up to floor 2. There is a pool with crone, it just supplies story info. In the "Rat room" there is a secret passage to coins, and food. Key 3 can be obtained by getting to the body on the ledge- go around the N side and search for secret passages. The fire lizards to the SW are guarding a cursed ring and a few other items. Finally, you can't get to the NW as the Celts, but can as the Romans. Now head back up to the first floor.
FIRST FLOOR: You can explore the area with the goblins now that you're better equipped and have more experience. There's a lot of stuff here, and the rooms have nice small treasure. The Goblin chief has key I. If you want you can kill the sheep and cows to get some meat and amber charms (non-magical). Now that you have all of the keys, you can open up the doors found in this dungeon:
First floor: II- wolf pen door: fine leather armor, potions.
III- Goblin room door: Wand of ice, draught.
Second floor: I or II- NW corner: experience pool (2 skill points). SE corner, undead area: 100c, chain mail. Fomorian home: fine chain mail, ring of skill. I, II or III- in arena: Woad, scroll (darts of ice).
Third floor: I or II: NE, secret room: healing herbs, ceremonial dagger. III- SE: Monsters attack if you try for the chest south. The trapped chests south have coins, a silver ring, several potions and a ring.
Head back to Nethergate, and give Cormac your disk. Cartumnus will see you (5xp) now. He tells you to go to the Ruined hall. Before doing so, you may want to hit a few more areas, and build up your levels for a bit. The best place to do this for now is Galag-Trav.
Alternatively, you may want to hurry through the initial story and grab a fifth PC in Vanarium, then have them join you in accumulating skill points.
GALAG-TRAV (0)
This is a relatively easy level with some decent rewards.
Q: Retrieve Hathwisa.
OUTSIDE: There is a misletoe patch in trees, and a fine sword in the looped trees. There's a talking fish on river's edge. North of Goagh-
Nar is a goblin with a skull, the same is true to the south (you must first have received the quest from area 9). The south goblin will attack you, the north won't. I've not seen any difference between having mercy and not in this case. There's a bunch of cheating goblins here too. In order to have them play fair, bring your own dice. Or, better yet, bring Sylak's dice! When you do this, they attack you (minor reward).
FLOOR 1: Bevan of the Iceni greets you when you enter. He wants you to find his daughter. Sounds like a worthy quest. In the Fomorian shrine, destroy the altar (5xp) to summon up a spectral warrior and wolf. Kill them, take the knife, then check W for a box with herbs.
West of here there's a room with a secret passage with a fire barrier.
Beyond is a trapped chest containing a ring of accuracy, a set of magic lockpicks, and a few other goodies. Shade room S, go through doors to find a battle axe. There are 3 buttons, 1 N, 1 SSE, 1 SSW. Pushing the S buttons followed looping around to the N enables you to pass this level without too much hassle. There's a secret pillar with a button to push to the SW, use this to access the area slightly east, there's a
III key on the body there. There's a final button on the pillar near the stairs, use it when you need to leave, after taking the stairs down. There's a box that requires either keys I, II, or III: NW crypt- a wight and a tomb with a fine chain mail (sell it). There's also a pillar with information.
FLOOR 2: Hug the walls, and avoid the pit. There are Fomorians up above who would love to throw a lot of rocks at you. You'll want to make your way to the SE, and open the door, freeing the annoying
Hathwisa. Get her out of here after fighting off all the goblins she attracts (5xp, endurance bracelet). There's a secret room SE, with ruby hidden in pile of skulls. In the fire lizard room in the central
SE is a body with a fine spear, fine leather armor, and some lockpicks.
To the NE is a secret area with a barrier blocking the passage, which is passable, but damaging. Open the box (and get poisoned) for a fury helm, which is a great piece of armor, as anyone can wear it (it's non- encumbering). Give it to a druid. To the N is a passage to get up, and fight all those stone-throwing Fomorians. They're a tough foe, and you may want to wait for a while. The leader is a Fomorian with a ruby imbedded in his skull, the object of a later quest. Go ahead and grab it, if you can. Also while you're here, check the NW room for a bunch of goodies (gold ring, wine, entertaining scrolls, paper, magic lockpicks). Near the altar there's a secret chamber with 4 spiritual herbs nearby. The area to the SW can't be explored fully as the Celts.
Now that you're done there, you'll want to head someplace else, maybe to the Burial Glen.
BLACKFANG WOODS (9)
This is the only outdoor section without any indoor dungeon.
Q: Retrieve the lady's two skulls.
OUTSIDE: Stay away from the forest, at least until you have good reason to explore them (which you eventually will). Go up to the rock on the S side of the river to get a minor quest. Returning the skulls nets you a wand of the coils. The skulls are found near Galag-Trav.
RUINED HALL (D)
You can't get here till after you speak with the crones. Approach the building, and you'll be informed that such is the way of things.
OUTSIDE: Pearlblossom- no clue on this one, her earrings don't seem to be retrievable. You can't cross the west bridge until after you've done everything in the Ruined Hall. At the Shepherd's place, killing the sheep summons a Fomorian and 2 worgs. There's a patch of spiritual herbs hidden in the NE section (just good once).
MUCH LATER: A bit to the N on the W side of the river, near the rock you can find Sylak's exuberant trash (woopee!).
ANNWN (E)
You won't be coming here for a looong time.
Q: Deliver the message to hermit 2.
OUTSIDE: There's a hut with herbs here, but you'd have to steal them, which is probably not a good idea. There's a boulder to the NE that can not be climbed. Come back with a captured soul from the Vale of the Sould. There are 2 necklaces (Jade and magical Silver) up there. Healing herbs can be found at the tree N of Annwn. The first hermit can be found in the hut S of Annwn. There's a bunch of Celt warriors who'll party with you.
BURIAL GLEN (I)
This is an optional quest that you may want to save till after you've crossed the bridge.
Q: Honor the Celt warrior.
OUTSIDE: The bridge is guarded by a bunch of inbred Fomorians. Teach them a lesson, if you're strong enough (300c, fine small metal shield).
There's a misletoe patch on the N of the river. There's a stone circle here with miscellaneous items. Return with a piece of horn (from area
B) to get a ring of accuracy. There's a scroll in the garbage piles to the NW.
INSIDE: A decent level with good rewards. Pray at the eastern altar,
Celts receive healing and, after further exploring, a nether arts spell, Miraculous Revival (come back after you've done more quests).
Talk to the lost soul in the SW building, and he'll tell you about the vengeance blade (which does extra damage against Romans). The sword is located in the W statue in the N building. In the courtyard you can get the main quest in this area. In the NW building are 3 tombs with buttons. W-opens up a door in the NE, C-summons 4 shades, E- summons lava, which is bad. Enter the portal in the northern building, kill the 2 wights, and go through the portal. In the next one, place "crate crate barrel" from N to S, then go through the portal. This takes you to the "cross" room. Go south through the barrier, and look at the treasures (cursed ring of grief, paper, poison, energetic herb, silver chalice). Kill the monsters that appear, this causes an earthquake.
Go look at the tomb again, and you'll burn the body (5xp, onyx necklace on pillar). Then you can leave.
SPIDER AREA (J)
This is a rather bizarre area, with the GIFTSs that occur in all of spiderweb's games.
Q: Talk with the spider queen.
Q: Kill the nasty spider.
Q: Get the insect-attracting amber.
OUTSIDE: You'll find Grizzle the sprite on the N side of the river.
SE of the spider area, you'll find a spider. Wait to talk with it.
INSIDE: If you enter from the west, you can speak with the intelligent friendly spiders right away. Talk with the chief to get an interesting quest. There's not too much here. There are some herbs hidden to the SE, and there's a cursed ring to the NW. There are some dead bodies SW, who have some minor items. Once you've talked with the queen spider, come back for (5xp, necklace). They then give you a quest to go kill a nasty spider to the north. Do so, and you'll get 5xp, and a blessed leather helmet. They then give you an amber quest.
If you complete this, you get Sylak's enlightening amber.
SHADOW VALLEY FORT (P)
This is the head of operations for the Romans. You get here via a second tunnel, which opens once you've completed Castle Aethdoc.
OUTSIDE: Celts can't go very far South. They can get into a fight with a bunch of roman soldiers, and get some nice items out of it (blessed sword).
LATER: If you have some special boots, give them to Julius for a fine small wooden buckler.
TUNNEL (N)
Once you've complete Castle Aethdoc, you can get to the southern section.
OUTSIDE: There's a goblin village nearby. Don't hurt them, and you can claim a nice magic item later, then you can kill them (100 coins,
50 food, blessed metal helmet). If you're lucky enough, you can find a skill ring on the bony plain.
HAGFEN (M)
You can only access the Eastern half of this sector for now.
OUTSIDE: There's a ring of trees here that'll be important later.
There's a special ball on the coast, pick it up, there's a minor quest for it later. There's a healer, Becca in this area. There are a bunch of lizards on the hill there. Killing them gets you some food and a fine large metal shield.
LATER: When you get to the other side, go to the center peninsula, and a selkie child will want the ball. Give it to him.
THREE CRONES (H)
This map can only be partially explored for now.
OUTSIDE: There are some energetic herbs past the swampy area on the peninsula near to the hut (just once).
LATER: To the N, find a sprite near the columnar rock, pay him, and from the mushrooms, go straight N. You'll find a Shaynee who'll sell you recipes. Near the dead tree you'll be attacked by sprites. Once you've done the ball quest in the Hagfen area, go to the tree and rock to the south, and you'll get a druid's bracelet. After you've done more stuff, you can attack some carytids guarding their base.
INSIDE: Going to see the 3 crones is a major point in the game for the Celts. They don't much care for you, and send you to their pits.
PITS: All of your equipment is confiscated, and you're pretty much on your own. There are a few secrets with crappy equipment here, pick it up just to have something. In the rat room, there's a secret leading to a bracelet and necklace (non-magical). As the Celts, you can't get passed the green rune. In the rat ruins room, there's a secret to the
NW leading to fine lockpicks, and a wand of venom. When you get to the spider ruins, there's a way to climb down to the west. This takes you to 4 chests that hold your stuff! Reequip it! There's a secret room to the NW that has a magic lockpick in it. Smash the wheel and leave.
Once you get out, there's a good bit of stuff out here to do. Rob each of the witch's rooms, you get a lot of nice stuff for this, and hey, they're evil anyway. A bit west, there's a room with a wight that is guarding a few magic lockpicks in a box. In the NNE witch room there is a secret passage leading to an altar and 3 wights. The altar teaches heartshock, an excellent spell. There's a bunch of cursed items in the rewards chamber. There are also some nice items hidden a bit to the NW of the center crone room. There's a wolf to the west that isn't really a wolf. Go grab the key found in the NNW tile room (stay on the * tiles to avoid being transported to fight a basilisk).
Free the wolf to release Galitan, who will repay you later. There's a blocked area to the east, use break barrier on it to fight a wind warrior.
Now that you've completed the crone's quest, you can go to the Ruined
Hall.
RUINED HALL (D)
Q: Recover the scroll, if possible.
Once you've freed the crone's prisoners, come back, and circle this building. There are herbs to the NW, and a batch of hidden scrolls to the NE. Enter the building proper. This gets you to Chapter 2. Go north, and things'll go badly. Time to search the castle. W is a box with lockpicks and a potion. Explore everything, there are secret doors everywhere (use far sight), and eventually you'll want to go down the stairs to the east.
BASEMENT: Straightforward enough, kill the spiders, pass the ghosts.
At the 3 pools, don't drink from the W one. The E one gives you a piercing crystal, use it on the nearby barrier to access a box which has some goodies, including a druid's bracelet. The altar will teach you total healing. In the room with the 2 toned tiles, step on the lower hexagon, and you'll fight 2 shades. They are carrying scrolls.
You can get the energy and strength draught recipes in the NW section.
Make it to center north and you'll fight the guilty sprite. On your
THIRD FLOOR: The room to the SE leads up to floor 2. There is a pool with crone, it just supplies story info. In the "Rat room" there is a secret passage to coins, and food. Key 3 can be obtained by getting to the body on the ledge- go around the N side and search for secret passages. The fire lizards to the SW are guarding a cursed ring and a few other items. Finally, you can't get to the NW as the Celts, but can as the Romans. Now head back up to the first floor.
FIRST FLOOR: You can explore the area with the goblins now that you're better equipped and have more experience. There's a lot of stuff here, and the rooms have nice small treasure. The Goblin chief has key I. If you want you can kill the sheep and cows to get some meat and amber charms (non-magical). Now that you have all of the keys, you can open up the doors found in this dungeon:
First floor: II- wolf pen door: fine leather armor, potions.
III- Goblin room door: Wand of ice, draught.
Second floor: I or II- NW corner: experience pool (2 skill points). SE corner, undead area: 100c, chain mail. Fomorian home: fine chain mail, ring of skill. I, II or III- in arena: Woad, scroll (darts of ice).
Third floor: I or II: NE, secret room: healing herbs, ceremonial dagger. III- SE: Monsters attack if you try for the chest south. The trapped chests south have coins, a silver ring, several potions and a ring.
Head back to Nethergate, and give Cormac your disk. Cartumnus will see you (5xp) now. He tells you to go to the Ruined hall. Before doing so, you may want to hit a few more areas, and build up your levels for a bit. The best place to do this for now is Galag-Trav.
Alternatively, you may want to hurry through the initial story and grab a fifth PC in Vanarium, then have them join you in accumulating skill points.
GALAG-TRAV (0)
This is a relatively easy level with some decent rewards.
Q: Retrieve Hathwisa.
OUTSIDE: There is a misletoe patch in trees, and a fine sword in the looped trees. There's a talking fish on river's edge. North of Goagh-
Nar is a goblin with a skull, the same is true to the south (you must first have received the quest from area 9). The south goblin will attack you, the north won't. I've not seen any difference between having mercy and not in this case. There's a bunch of cheating goblins here too. In order to have them play fair, bring your own dice. Or, better yet, bring Sylak's dice! When you do this, they attack you (minor reward).
FLOOR 1: Bevan of the Iceni greets you when you enter. He wants you to find his daughter. Sounds like a worthy quest. In the Fomorian shrine, destroy the altar (5xp) to summon up a spectral warrior and wolf. Kill them, take the knife, then check W for a box with herbs.
West of here there's a room with a secret passage with a fire barrier.
Beyond is a trapped chest containing a ring of accuracy, a set of magic lockpicks, and a few other goodies. Shade room S, go through doors to find a battle axe. There are 3 buttons, 1 N, 1 SSE, 1 SSW. Pushing the S buttons followed looping around to the N enables you to pass this level without too much hassle. There's a secret pillar with a button to push to the SW, use this to access the area slightly east, there's a
III key on the body there. There's a final button on the pillar near the stairs, use it when you need to leave, after taking the stairs down. There's a box that requires either keys I, II, or III: NW crypt- a wight and a tomb with a fine chain mail (sell it). There's also a pillar with information.
FLOOR 2: Hug the walls, and avoid the pit. There are Fomorians up above who would love to throw a lot of rocks at you. You'll want to make your way to the SE, and open the door, freeing the annoying
Hathwisa. Get her out of here after fighting off all the goblins she attracts (5xp, endurance bracelet). There's a secret room SE, with ruby hidden in pile of skulls. In the fire lizard room in the central
SE is a body with a fine spear, fine leather armor, and some lockpicks.
To the NE is a secret area with a barrier blocking the passage, which is passable, but damaging. Open the box (and get poisoned) for a fury helm, which is a great piece of armor, as anyone can wear it (it's non- encumbering). Give it to a druid. To the N is a passage to get up, and fight all those stone-throwing Fomorians. They're a tough foe, and you may want to wait for a while. The leader is a Fomorian with a ruby imbedded in his skull, the object of a later quest. Go ahead and grab it, if you can. Also while you're here, check the NW room for a bunch of goodies (gold ring, wine, entertaining scrolls, paper, magic lockpicks). Near the altar there's a secret chamber with 4 spiritual herbs nearby. The area to the SW can't be explored fully as the Celts.
Now that you're done there, you'll want to head someplace else, maybe to the Burial Glen.
BLACKFANG WOODS (9)
This is the only outdoor section without any indoor dungeon.
Q: Retrieve the lady's two skulls.
OUTSIDE: Stay away from the forest, at least until you have good reason to explore them (which you eventually will). Go up to the rock on the S side of the river to get a minor quest. Returning the skulls nets you a wand of the coils. The skulls are found near Galag-Trav.
RUINED HALL (D)
You can't get here till after you speak with the crones. Approach the building, and you'll be informed that such is the way of things.
OUTSIDE: Pearlblossom- no clue on this one, her earrings don't seem to be retrievable. You can't cross the west bridge until after you've done everything in the Ruined Hall. At the Shepherd's place, killing the sheep summons a Fomorian and 2 worgs. There's a patch of spiritual herbs hidden in the NE section (just good once).
MUCH LATER: A bit to the N on the W side of the river, near the rock you can find Sylak's exuberant trash (woopee!).
ANNWN (E)
You won't be coming here for a looong time.
Q: Deliver the message to hermit 2.
OUTSIDE: There's a hut with herbs here, but you'd have to steal them, which is probably not a good idea. There's a boulder to the NE that can not be climbed. Come back with a captured soul from the Vale of the Sould. There are 2 necklaces (Jade and magical Silver) up there. Healing herbs can be found at the tree N of Annwn. The first hermit can be found in the hut S of Annwn. There's a bunch of Celt warriors who'll party with you.
BURIAL GLEN (I)
This is an optional quest that you may want to save till after you've crossed the bridge.
Q: Honor the Celt warrior.
OUTSIDE: The bridge is guarded by a bunch of inbred Fomorians. Teach them a lesson, if you're strong enough (300c, fine small metal shield).
There's a misletoe patch on the N of the river. There's a stone circle here with miscellaneous items. Return with a piece of horn (from area
B) to get a ring of accuracy. There's a scroll in the garbage piles to the NW.
INSIDE: A decent level with good rewards. Pray at the eastern altar,
Celts receive healing and, after further exploring, a nether arts spell, Miraculous Revival (come back after you've done more quests).
Talk to the lost soul in the SW building, and he'll tell you about the vengeance blade (which does extra damage against Romans). The sword is located in the W statue in the N building. In the courtyard you can get the main quest in this area. In the NW building are 3 tombs with buttons. W-opens up a door in the NE, C-summons 4 shades, E- summons lava, which is bad. Enter the portal in the northern building, kill the 2 wights, and go through the portal. In the next one, place "crate crate barrel" from N to S, then go through the portal. This takes you to the "cross" room. Go south through the barrier, and look at the treasures (cursed ring of grief, paper, poison, energetic herb, silver chalice). Kill the monsters that appear, this causes an earthquake.
Go look at the tomb again, and you'll burn the body (5xp, onyx necklace on pillar). Then you can leave.
SPIDER AREA (J)
This is a rather bizarre area, with the GIFTSs that occur in all of spiderweb's games.
Q: Talk with the spider queen.
Q: Kill the nasty spider.
Q: Get the insect-attracting amber.
OUTSIDE: You'll find Grizzle the sprite on the N side of the river.
SE of the spider area, you'll find a spider. Wait to talk with it.
INSIDE: If you enter from the west, you can speak with the intelligent friendly spiders right away. Talk with the chief to get an interesting quest. There's not too much here. There are some herbs hidden to the SE, and there's a cursed ring to the NW. There are some dead bodies SW, who have some minor items. Once you've talked with the queen spider, come back for (5xp, necklace). They then give you a quest to go kill a nasty spider to the north. Do so, and you'll get 5xp, and a blessed leather helmet. They then give you an amber quest.
If you complete this, you get Sylak's enlightening amber.
SHADOW VALLEY FORT (P)
This is the head of operations for the Romans. You get here via a second tunnel, which opens once you've completed Castle Aethdoc.
OUTSIDE: Celts can't go very far South. They can get into a fight with a bunch of roman soldiers, and get some nice items out of it (blessed sword).
LATER: If you have some special boots, give them to Julius for a fine small wooden buckler.
TUNNEL (N)
Once you've complete Castle Aethdoc, you can get to the southern section.
OUTSIDE: There's a goblin village nearby. Don't hurt them, and you can claim a nice magic item later, then you can kill them (100 coins,
50 food, blessed metal helmet). If you're lucky enough, you can find a skill ring on the bony plain.
HAGFEN (M)
You can only access the Eastern half of this sector for now.
OUTSIDE: There's a ring of trees here that'll be important later.
There's a special ball on the coast, pick it up, there's a minor quest for it later. There's a healer, Becca in this area. There are a bunch of lizards on the hill there. Killing them gets you some food and a fine large metal shield.
LATER: When you get to the other side, go to the center peninsula, and a selkie child will want the ball. Give it to him.
THREE CRONES (H)
This map can only be partially explored for now.
OUTSIDE: There are some energetic herbs past the swampy area on the peninsula near to the hut (just once).
LATER: To the N, find a sprite near the columnar rock, pay him, and from the mushrooms, go straight N. You'll find a Shaynee who'll sell you recipes. Near the dead tree you'll be attacked by sprites. Once you've done the ball quest in the Hagfen area, go to the tree and rock to the south, and you'll get a druid's bracelet. After you've done more stuff, you can attack some carytids guarding their base.
INSIDE: Going to see the 3 crones is a major point in the game for the Celts. They don't much care for you, and send you to their pits.
PITS: All of your equipment is confiscated, and you're pretty much on your own. There are a few secrets with crappy equipment here, pick it up just to have something. In the rat room, there's a secret leading to a bracelet and necklace (non-magical). As the Celts, you can't get passed the green rune. In the rat ruins room, there's a secret to the
NW leading to fine lockpicks, and a wand of venom. When you get to the spider ruins, there's a way to climb down to the west. This takes you to 4 chests that hold your stuff! Reequip it! There's a secret room to the NW that has a magic lockpick in it. Smash the wheel and leave.
Once you get out, there's a good bit of stuff out here to do. Rob each of the witch's rooms, you get a lot of nice stuff for this, and hey, they're evil anyway. A bit west, there's a room with a wight that is guarding a few magic lockpicks in a box. In the NNE witch room there is a secret passage leading to an altar and 3 wights. The altar teaches heartshock, an excellent spell. There's a bunch of cursed items in the rewards chamber. There are also some nice items hidden a bit to the NW of the center crone room. There's a wolf to the west that isn't really a wolf. Go grab the key found in the NNW tile room (stay on the * tiles to avoid being transported to fight a basilisk).
Free the wolf to release Galitan, who will repay you later. There's a blocked area to the east, use break barrier on it to fight a wind warrior.
Now that you've completed the crone's quest, you can go to the Ruined
Hall.
RUINED HALL (D)
Q: Recover the scroll, if possible.
Once you've freed the crone's prisoners, come back, and circle this building. There are herbs to the NW, and a batch of hidden scrolls to the NE. Enter the building proper. This gets you to Chapter 2. Go north, and things'll go badly. Time to search the castle. W is a box with lockpicks and a potion. Explore everything, there are secret doors everywhere (use far sight), and eventually you'll want to go down the stairs to the east.
BASEMENT: Straightforward enough, kill the spiders, pass the ghosts.
At the 3 pools, don't drink from the W one. The E one gives you a piercing crystal, use it on the nearby barrier to access a box which has some goodies, including a druid's bracelet. The altar will teach you total healing. In the room with the 2 toned tiles, step on the lower hexagon, and you'll fight 2 shades. They are carrying scrolls.
You can get the energy and strength draught recipes in the NW section.
Make it to center north and you'll fight the guilty sprite. On your
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- Nethergate FAQ by System on 09/03/2006, 09:50






