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Lords of Magic: Special Edition Walkthrough
Writen by ShadowedDeath
Copyright 2003 Jonathan Flores
-----------------
Table of Contents
-----------------
I. Introduction
II. Legal Stuff
III. Version History
IV. Quest Pack Walkthrough
I. Fire Quest
II. Death Quest
III. Order Quest
IV. Earth Quest
V. "Fifth" Quest
V. Lords of Magic Walkthrough
I. Faith Analysis
II. Normal or Custom?
III. General Tips
IV. What I Did
VI. Artifact List
VII. Spell List
VII. Codes
VIII. FAQs
IX. Contact Info
X. Special Thanks
------------
Introduction
------------
Having trouble with all those bonus Quests? I know the feeling. I
came here in search of some help only to find that... there are no
FAQs for this game! After getting a little help on the message
boards (and by little I mean little, seems these are hard for
everyone), I was linked to the Lords of Magic site where they gave
some tips to doing these. Using the help I got there, I was able to
complete the quest pack, and decided to write this FAQ to help out
everyone who is having trouble with these as well. Hope you enjoy
it!
-----------
Legal Stuff
-----------
This may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as part of any public
display is strictly prohibited, and a violation of copyright.
---------------
Version History
---------------
0.25 - April 23, 2003 - Post date. Fire Quest, partial Spell List,
cheats, legal stuff, special thanks, intro and contact information.
Next Update: Death Quest, Spell List completed, Artifact list
completed, Lords of Magic section completed.
----------------------
Quest Pack Walkthrough
----------------------
This is probably the main reason why this FAQ will be used, as the
normal portion of the game is the same as Lords of Magic (at least
as far as I know). Lords of Magic: Special Edition has 5 bonus
quest-type games, each quite different from the others. This will
be a step-by-step to completing each one. Here is the estimated
times each one will take for the average player. This information
is taken from the game's website, where there are tips and partial
walkthroughs that are mostly just specific tips for that quest.
---------------------------------------------------------------------
Quest Difficulty Time
Fire Medium 4-7 hours
Siegfried Medium-Hard 5-9 hours
Death Hard 5-9 hours
Order Hard-Expert 30-50+ hours
Earth Expert Only 30+ hours
---------------------------------------------------------------------
*Taken from http://games.sierra.com/games/lordsofmagic on the
information page.
----------
Fire Quest
----------
The fire quest is the easiest quest, I had little trouble completing
this quest. When doing this quest, you need to keep an eye on your
ale, as this might run out. That was my only problem with this
particular quest.
Your main character is a fire sorceress by the name of Crispin. She
has some excellent magical fire spells, which will be of much
importance in your journey to solve this quest. Here is a list of
her spells, what they do, and how best to use them.
-Flame Dart
Costs 2 mana, little damage. I never used this spell, don't bother.
-Flame Arrows
Costs 8 mana. Excellent spell, definatly worth the cost in mana.
In the earlier parts of the quest, you can only use this once, which
isn't such a big deal, since this is so good. Crispin fires arrows
of flame to a group of opponents. The damage isn't extraordinary,
but the range is. You can easily weaken a large group of enemies
quickly, so that the team you will be forming soon, will have a much
easier time taking care of them.
-Fire Ball
Costs 4 mana. This spell is single target, but does large amounts
of damage. This spell will be more useful later on in the quest.
-Flame Sword
Costs 2 mana. This increases the selected unit's attack by three.
This is good when you can afford it after using Flame Arrows.
-Immolation
Costs 2 mana. Adds four to attack and 25% to missle resistance, but
takes away 2 defense. I never used this, doesn't seem that
important to get an extra four attack at a sacrifice of two defense.
-Burning Skin
Costs 8 mana. This is good, but the cost is too high. Don't use it
until Crispin has 16 or more mana points, if ever.
Special Rules For This Quest:
In the time of Crispin the Fire Mage, the kingdom of Fire was ruled
buy a noble, but strict Lord named King Emberaken, therefore:
-You CANNOT ever become Lord, or receive any followers.
-You CANNOT train or higher any units.
-You CAN access Fire buildings to heal, purchase potions, and trade
in the capital.
-To win you must restore the lava flow from Mt. Etrnln.
When you get control of Crispin after watching the movie (or after
skipping it), you need to head north to see King Emberaken. There
are a few caves on the way over, but only one that you can take at
this time. Follow the road until the third cave that says "Cave"
when you highlight it for a few seconds. This is the only level one
cave, and you can take out it's inhabitants right now so enter it.
(Note: Always "Enter" battles, do not AutoCalc unless your 110%
sure that your enemy will not kill a single unit of your team. By
single unit, I count the individual units that make up 3 infantry or
archers. This will not happen until later, when you get into some
Maurading Party battles.)
(Note: Fight every battle you can, you need every bit of experience.
I will take you to every cave, but since the Maurading Parties have
minds of their own and move on their own, you have to be in charge
of taking care of them. Don't worry if it means going out of your
way, but do try to make your detours as short as possible. Use some
common sense, if they're more than one turn away... they're not
worth it, as they could get away, wasting your turn and resources.)
-Dark Elf Lair level 1
Very easy battle. There are three level 3 skeletons, and one level
1 bat. Flame Arrow one of them, and then take the rest out with
your staff. Collect your spoils, and proceed to the king.
Follow the road, cutting small corners if you can, they do make a
difference sometimes. When you arrive at the palace, enter it and
you will speak to King Emberaken.
You now have a party that can take out stronger foes, but before you
go out beating up monsters, make a stop at the forge that is a little
northwest of your location. It, like the Palace, has a red flag
fluttering on top of it. Enter the forge and parley. You will be
offered a helm and armor in exchange for the writ given to you by
King Emberaken. Accept the trade, and equip them on your Dwarven
Warrior.
Now it's time to do some real fighting. Head to the nearest cave
which is the cave inbetween the Forge and the Palace.
(Note: Now we're down to serious business. No more 3 Skeletons, and
a bat. Most of the battles from here on can easily be won, despite
how bad some may look. Your Dwarven Warrior may be your strongest
teammate, but he will not be attacking. You heard me right, he will
NOT attack. Now, before you go sending me hate mail, here is what
you do:
1)While the game is paused, order your Dwarven Warrior to be more or
less the center lone target, off ahead of your party. If need be, move your party back a little
too.
2)Order Crispin to Flame Arrows the enemy, trying to hit as many
enemies as possible.
3)Your Axe Throwers then must be behind where your Dwarven Warrior
will be, once he arrives at his chosen location after you unpause
the battle sequence.
4)Flame's are purely for defense, in case anyone gets passed your
Dwarven Warrior, and might hurt Crispin. Position them far away
from your Dwarven Warrior so they will not attack on their own, but
are still close enough to protect Crispin if need be.
5)Unpause the game and wait for Crispin to fire her Flame Arrows,
and for your Dwarven Warrior, Axe Throwers, and Flame's get into
position.
6)When they have arrived at their location, pause the game if you
want, but select the Dwarven Warrior, and order him to defend
himself, a.k.a Parry.
7)The Dwarven Warrior can parry most all attacks, even if he is
completely surrounded. I'd have to say, 90% of the time, he will
not be hit even once.
8)Now order your Axe Throwers to Aimed Missle a target, and repeat
this step for each physically attacking target that is attacking
your Dwarven Warrior. Ignore the archers if they are not attacking
your Axe Throwers. Your Axe Throwers are your number one concern,
if they fall, it's just as bad as Crispin dying.
9)Your Dwarven Warrior can take care of himself, don't bother with
him once he starts to parry. Continue your projectile assault
on all the enemies, with "Aimed Missle" 's. This does more damage,
and although takes longer, is much more worth the effort. You will
rarely miss, and do heavy damage.
10)If any enemies get passed your one-man blockage, send in your
Flame's to take them out, and have Crispin Flame Sword them (if you
can afford it) if you think you need that little extra umph.
This tactic will be used on almost every battle, so get used to it.
Now that you know how to fight, this quest becomes 100 times easier,
and actually completable. From here on, I will only list the Cave
Name, Cave Level, the enemies inside, and any thing you must do
differently than the tactic I stated.)
Writen by ShadowedDeath
Copyright 2003 Jonathan Flores
-----------------
Table of Contents
-----------------
I. Introduction
II. Legal Stuff
III. Version History
IV. Quest Pack Walkthrough
I. Fire Quest
II. Death Quest
III. Order Quest
IV. Earth Quest
V. "Fifth" Quest
V. Lords of Magic Walkthrough
I. Faith Analysis
II. Normal or Custom?
III. General Tips
IV. What I Did
VI. Artifact List
VII. Spell List
VII. Codes
VIII. FAQs
IX. Contact Info
X. Special Thanks
------------
Introduction
------------
Having trouble with all those bonus Quests? I know the feeling. I
came here in search of some help only to find that... there are no
FAQs for this game! After getting a little help on the message
boards (and by little I mean little, seems these are hard for
everyone), I was linked to the Lords of Magic site where they gave
some tips to doing these. Using the help I got there, I was able to
complete the quest pack, and decided to write this FAQ to help out
everyone who is having trouble with these as well. Hope you enjoy
it!
-----------
Legal Stuff
-----------
This may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as part of any public
display is strictly prohibited, and a violation of copyright.
---------------
Version History
---------------
0.25 - April 23, 2003 - Post date. Fire Quest, partial Spell List,
cheats, legal stuff, special thanks, intro and contact information.
Next Update: Death Quest, Spell List completed, Artifact list
completed, Lords of Magic section completed.
----------------------
Quest Pack Walkthrough
----------------------
This is probably the main reason why this FAQ will be used, as the
normal portion of the game is the same as Lords of Magic (at least
as far as I know). Lords of Magic: Special Edition has 5 bonus
quest-type games, each quite different from the others. This will
be a step-by-step to completing each one. Here is the estimated
times each one will take for the average player. This information
is taken from the game's website, where there are tips and partial
walkthroughs that are mostly just specific tips for that quest.
---------------------------------------------------------------------
Quest Difficulty Time
Fire Medium 4-7 hours
Siegfried Medium-Hard 5-9 hours
Death Hard 5-9 hours
Order Hard-Expert 30-50+ hours
Earth Expert Only 30+ hours
---------------------------------------------------------------------
*Taken from http://games.sierra.com/games/lordsofmagic on the
information page.
----------
Fire Quest
----------
The fire quest is the easiest quest, I had little trouble completing
this quest. When doing this quest, you need to keep an eye on your
ale, as this might run out. That was my only problem with this
particular quest.
Your main character is a fire sorceress by the name of Crispin. She
has some excellent magical fire spells, which will be of much
importance in your journey to solve this quest. Here is a list of
her spells, what they do, and how best to use them.
-Flame Dart
Costs 2 mana, little damage. I never used this spell, don't bother.
-Flame Arrows
Costs 8 mana. Excellent spell, definatly worth the cost in mana.
In the earlier parts of the quest, you can only use this once, which
isn't such a big deal, since this is so good. Crispin fires arrows
of flame to a group of opponents. The damage isn't extraordinary,
but the range is. You can easily weaken a large group of enemies
quickly, so that the team you will be forming soon, will have a much
easier time taking care of them.
-Fire Ball
Costs 4 mana. This spell is single target, but does large amounts
of damage. This spell will be more useful later on in the quest.
-Flame Sword
Costs 2 mana. This increases the selected unit's attack by three.
This is good when you can afford it after using Flame Arrows.
-Immolation
Costs 2 mana. Adds four to attack and 25% to missle resistance, but
takes away 2 defense. I never used this, doesn't seem that
important to get an extra four attack at a sacrifice of two defense.
-Burning Skin
Costs 8 mana. This is good, but the cost is too high. Don't use it
until Crispin has 16 or more mana points, if ever.
Special Rules For This Quest:
In the time of Crispin the Fire Mage, the kingdom of Fire was ruled
buy a noble, but strict Lord named King Emberaken, therefore:
-You CANNOT ever become Lord, or receive any followers.
-You CANNOT train or higher any units.
-You CAN access Fire buildings to heal, purchase potions, and trade
in the capital.
-To win you must restore the lava flow from Mt. Etrnln.
When you get control of Crispin after watching the movie (or after
skipping it), you need to head north to see King Emberaken. There
are a few caves on the way over, but only one that you can take at
this time. Follow the road until the third cave that says "Cave"
when you highlight it for a few seconds. This is the only level one
cave, and you can take out it's inhabitants right now so enter it.
(Note: Always "Enter" battles, do not AutoCalc unless your 110%
sure that your enemy will not kill a single unit of your team. By
single unit, I count the individual units that make up 3 infantry or
archers. This will not happen until later, when you get into some
Maurading Party battles.)
(Note: Fight every battle you can, you need every bit of experience.
I will take you to every cave, but since the Maurading Parties have
minds of their own and move on their own, you have to be in charge
of taking care of them. Don't worry if it means going out of your
way, but do try to make your detours as short as possible. Use some
common sense, if they're more than one turn away... they're not
worth it, as they could get away, wasting your turn and resources.)
-Dark Elf Lair level 1
Very easy battle. There are three level 3 skeletons, and one level
1 bat. Flame Arrow one of them, and then take the rest out with
your staff. Collect your spoils, and proceed to the king.
Follow the road, cutting small corners if you can, they do make a
difference sometimes. When you arrive at the palace, enter it and
you will speak to King Emberaken.
You now have a party that can take out stronger foes, but before you
go out beating up monsters, make a stop at the forge that is a little
northwest of your location. It, like the Palace, has a red flag
fluttering on top of it. Enter the forge and parley. You will be
offered a helm and armor in exchange for the writ given to you by
King Emberaken. Accept the trade, and equip them on your Dwarven
Warrior.
Now it's time to do some real fighting. Head to the nearest cave
which is the cave inbetween the Forge and the Palace.
(Note: Now we're down to serious business. No more 3 Skeletons, and
a bat. Most of the battles from here on can easily be won, despite
how bad some may look. Your Dwarven Warrior may be your strongest
teammate, but he will not be attacking. You heard me right, he will
NOT attack. Now, before you go sending me hate mail, here is what
you do:
1)While the game is paused, order your Dwarven Warrior to be more or
less the center lone target, off ahead of your party. If need be, move your party back a little
too.
2)Order Crispin to Flame Arrows the enemy, trying to hit as many
enemies as possible.
3)Your Axe Throwers then must be behind where your Dwarven Warrior
will be, once he arrives at his chosen location after you unpause
the battle sequence.
4)Flame's are purely for defense, in case anyone gets passed your
Dwarven Warrior, and might hurt Crispin. Position them far away
from your Dwarven Warrior so they will not attack on their own, but
are still close enough to protect Crispin if need be.
5)Unpause the game and wait for Crispin to fire her Flame Arrows,
and for your Dwarven Warrior, Axe Throwers, and Flame's get into
position.
6)When they have arrived at their location, pause the game if you
want, but select the Dwarven Warrior, and order him to defend
himself, a.k.a Parry.
7)The Dwarven Warrior can parry most all attacks, even if he is
completely surrounded. I'd have to say, 90% of the time, he will
not be hit even once.
8)Now order your Axe Throwers to Aimed Missle a target, and repeat
this step for each physically attacking target that is attacking
your Dwarven Warrior. Ignore the archers if they are not attacking
your Axe Throwers. Your Axe Throwers are your number one concern,
if they fall, it's just as bad as Crispin dying.
9)Your Dwarven Warrior can take care of himself, don't bother with
him once he starts to parry. Continue your projectile assault
on all the enemies, with "Aimed Missle" 's. This does more damage,
and although takes longer, is much more worth the effort. You will
rarely miss, and do heavy damage.
10)If any enemies get passed your one-man blockage, send in your
Flame's to take them out, and have Crispin Flame Sword them (if you
can afford it) if you think you need that little extra umph.
This tactic will be used on almost every battle, so get used to it.
Now that you know how to fight, this quest becomes 100 times easier,
and actually completable. From here on, I will only list the Cave
Name, Cave Level, the enemies inside, and any thing you must do
differently than the tactic I stated.)
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