-------------------------------
                          KONUNG: LEGEND OF THE NORTH
                        -------------------------------
                                 General FAQ
                                 version 1.1
                        -------------------------------
                                by Red Phoenix
                                
                         e-mail: [email protected]
  
                            Date: November 4th, 2003

==============================================================================
                                   AGREEMENT
==============================================================================

This General FAQ is owned solely by me, Red Phoenix.  Feel free to read this
FAQ, distribute it to friends and/or other website.  Please do *not* modify
this FAQ in any way and/or sell it.


==============================================================================
                                    PREFACE
==============================================================================

I bought this game as part of the First Knight 3-game pack from Strategy First
(i.e., from the bins...).  As it turned out, this is a very good game; a cross
between games of old (which were non-linear) and games of new (decent graphics
and kind of decent interface).  Reviewers simply did not give this game a
chance.  This game is *extremely* deep in terms of gameplay.  It's very hard
to classify this game in terms of genres.  Everyone compares this game to
"Diablo 1 wannabe".  I disagree totally: this game is not a mindless hack 'n
slash game.  Despite being very simple to play, this game is extremely complex.


==============================================================================
                           WHO WOULD LIKE THIS GAME?
==============================================================================

This game seems reminiscent of Actraiser, an old Super Nintendo game.  As in
Actraiser, you play an immortal who has to "recruit" various cities of your
tribe.  This means that you must first impress these tribes enough to convince
them to let them become your leader.  (Or you can always pound them into
submission)  You'll then need to tend to their needs, asking them to build
various structures, as well as training the locals and placing skilled people
in various positions (e.g., training an smith for your cities).  This, in turn,
allows you to come back to each city and ask for favors (such as tribute, free
healing, etc.).  City management isn't as deep as Actraiser, but since there
are many other things to focus on in this game, it ends up balancing itself.

Another thing that differentiates this game from others is that each character
has a unique storyline.  Most of the side quests will remain the same, but
since each character starts out on a different location on the map, you'll find
that replaying the game with different characters is actually very satisfying.
Also NPC reactions will be completely different, depending in which character
you've picked.

Micro-management and "penny pinching" are kept at a strict minimum in this
game: combat is mostly easily resolved via the Attack button (which activates
a primitive Artificial Intelligence to handle the brunt of managing multiple
units).

Gold is mostly obtained through city Tribute (which result is substantially
larger sums of money that scavenging goods off of fallen foes).

The item/magical item structure is simple (items are rated in a linear manner:
there's no "King's Savage Dagger of Slaughter" which ends up being better than
a standard "Great Sword").

Moreover, experience can be obtained in multiple ways: 1) Killing Monsters (just
like Diablo), 2) Concocting very powerful and complex potion brews, and 3)
Progressing the story (i.e., completing required story elements).  The EXP
rewards range for such tasks range from poor to great (in that order).  This
means that you don't have to pinch for EXP (after the beginning of the game,
anyway) and you don't have to micro manage each party member.  The idea of the
game is to hire and drop specific party members when you want, so building them
up isn't so much of a problem.

The thing that *really* sets the game appart from others is its Town Management
system, which allows you to create your own shops and specialty buildings and
put NPCs that *you* trained.  You can even build a building which will train all
(i.e., level up) NPCs in your town for free!

The character development model is also unique: you gain experience and increase
your stats "on the fly" and not based on sudden "leveling up" when you reach
enough experience.

The potion alchemy system is also pretty fun and refreshing too; the system is
surprisingly deep, simple and rewarding (those high leveled potions are *really*
powerful!).


==============================================================================
                                GOAL OF THIS FAQ
==============================================================================

The purpose of this FAQ is to help out new players understand the mechanics of
this game.  This FAQ is *not* meant to replace actual "trial and error" or
reading the on-line manual.

In fact, I *strongly* suggest reading the on-line manual on the Konung: Legend
of the North CD (on HTML or DOC format); *not* the PDF manual given on the
First Knight Bonus Demos and Manuals CD (which is *very* incomplete).  There
are many game details inside the HTML/DOC manual that are not immediately
noticable by a new player.

One other reason why I've written this FAQ is for it to be a reference guide.
As in all open-ended games (i.e., non-linear), you often end up wondering what
you have to do next.  This FAQ should prevent the situations where people
spend hours without having progressed at all.


==============================================================================
                                   CONTENTS
==============================================================================

  0) History Revisions                     (*UPDATED*)
  1) General Tips                          (*UPDATED*)
  2) The Main Character
    2.1) Choosing a Storyline
    2.2) Choosing a Class
    2.3) Main Character's Skills
  3) Stats Descriptions
    3.1) Leveling Up
    3.2) Description of Each Stat
    3.3) Weapons vs. Stats
  4) NPC Breakdown
    4.1) Basics
    4.2) Skill Priority
    4.3) My Preferences
  5) Combat
    5.1) Basics
    5.2) Tactics                           (*UPDATED*)
  6) Town Management
    6.1) Town Basics
    6.2) Structures and Personel
    6.3) Conquering Towns                  (*UPDATED*)
  7) Potions
    7.1) Town Healers and Potions
    7.2) Complete Potion Descriptions
    7.3) Potion Alchemy Introduction       (*UPDATED*)
    7.4) Complete List of Potion Alchemy
  8) Walkthrough
    8.1) General Overview
    8.2) Ultimate Goal
    8.3) End Game
    8.4) Erik's Quest                      (*UPDATED*)
    8.5) Wolf's Quest
    8.6) Constantine;s Quest
    8.7) All Area In-Depth Descriptions
  9) Quasi Artifacts                       (*UPDATED*)
  10) Hero Items
  11) Artifacts                            (*UPDATED*)
  A) In-Game Quasi-Cheats                  (*UPDATED*)
  B) Hacking                               (*UPDATED*)
  C) Future Contributors
  D) Thanks


==============================================================================
                             0) HISTORY REVISIONS
==============================================================================

Version 1.1: I'd like to thank all my contributors, without whom I would never
             have ever considered updating this FAQ.  In this revision, I
             added a Whole bunch of stuff, notably:
             -Added "Conquering Towns Without Fatalities" trick.
             -Added "Equiping Weapons/Armor Without Having The Stats For It"
                trick.
             -Added a short (incomplete) walkthrough for Erik.
             -Additional contributions by Moonraker (rebuilding Upper Camp and
                using the Hero's Bow against Carnivorous Plants in Witchdoctor
                near Forest Camp, where to find the Doll and Hare's Tale).
             -Correction of minor spelling mistakes.
             -Changed some of the entries in the FAQ; mostly for further
                clarification.

Version 1.0: -Initial release.

==============================================================================
                               1) GENERAL TIPS
==============================================================================

Before you start playing, I advise you to shift the video mode of the game to
800x600 resolution (this can be done in the Options menu).  This will allow
you to see more of the map on your screen as well as allowing you to move the
focus of the map further away from your main character (i.e., when you move
the mouse to the edges of the screen, the focus of the screen moves away, in
that direction, from your main character).

Other important things to remember when playing:

  -The speed throttle is your friend.  There are 3 speed settings: very fast,
   fast and normal.  To adjust the speed press + and - on the numeric key pad
   (i.e., the gray + and - keys).  Don't worry about combat: combat in this
   game is not a click-fest (unlike most other games).  Your character will
   automatically turn, face, and engage an enemy who is attacking him.  Also,
   you can use the A (Attack) and F (Follow Me) keys to tell your party to
   seek out the nearest hostile and to regroup around your leader,
   respectively.  If you want to force a retreat, simply run away with your
   leader and keep hitting F to force the rest of your party to follow.

  -The main map (the M key) is extremly important.  Your position on the map
   is light brown, dark brown locations are the ones that you have visited.
   Map areas are *detailed*.  E.g., the in the Pine Groove map, you'll see
   that you must enter from the West (from the Witchdoctor near Abyss) and
   you'll see that there is an undead lair to the north of the village.
   Another example is, in the Witchdoctor near Weasel Pine are, you'll see
   *two* lone houses, meaning that there are *two* witchdoctors here.

     Remember that upward triangles represent caves, big houses represent a
     village, lone houses next to a tree represent witchdoctors, and
     tombstones represent undead ground (gray ash-like ground).

  -Time has no bearing in this game.  You can leave the game in Very Fast
   speed for a long time, making days pass, without any concern.  If you do so,
   the Healer in towns will have time to brew more potions and you'll be able
   to collect tribute repeatedly (if you're low on cash).

  -Follow the dirt trails (i.e., the road).  Almost everything in the game can
   be reached by following the road: villages, witchdoctors, caves, etc.
   Sidelining and trying to completely explore the entire area is more often
   than not a complete waste of time.  None of the good items in the game can
   simply be found lying on the floor.  NPCs will tell you when and where you
   must sideline off of the roads.  (Note that at the beginning, it's a good
   idea to explore entire areas so that you can pick up and use all of the junk
   you find since you have no steady source of income to buy stuff from shops.)

Warning for Windows XP users:
  I've encountered a nasty reoccuring bug when playing Konung on a Windows XP
  computer.  If you step onto an area exit and nothing happens, you'll most
  probably need to save, exit the game, and reload again.  Everything should be
  fine after you reload.  I've had this happen to me many times on a Windows XP
  machine playing at 800x600 resolution.  Strangely enough, I don't ever
  remember running into this problem on a Windows 98 PC.

  This bug seems to happen a lot when you are trying to enter any of the three
  Key (Fire, ?, ?) caves required to finish the game.  Just persistently quit
  and reload seems to be the only cure.

  Alternatively, you can just Start a New Game, then reload your game where you
  got stuck.  That seems to work too.


==============================================================================
                             2) THE MAIN CHARACTER
==============================================================================
-----------------------------
  2.1) Choosing a Storyline
-----------------------------
There are three completely different storylines that you can choose from:

  ERIK: Easy.  Apparently, you can talk your way through most of the game,
        though I've only played his story half way through.
      
  WOLF: Normal.  You can make all the villages in the game join you through
        peaceful ways, except for three: Old Camp, Black Pine Forest and the
        Bizantine Camp, which you'll have to conquer, if you want them.
      
  KONSTANTINE: Hard.  Apparently, no village wants to ally with you because you
        are a foreigner.  Thus, you'll have to conquer all the towns that you
        want.

-------------------------
  2.2) Choosing a Class
-------------------------
The class you choose determines which stat is your main concern.  You should
expect your main stat to be at least 2 times greater than any of your other
stats at all times until you reach lvl 13 (the highest level in the game), your
stats will no longer be capped: you will be able to increase any attribute that
you want to whatever value that you want, just as long as you pay the
appropriate amount of EXP cost for it.

I suggest that you play either the Warrior or the Merchant.  The Warrior does
the most damage with his high STR and the Merchant can wear the heaviest armor
and wield the most powerful weapons (Axes) with his high VIT.  (Note that
swords/shields also require high STR and armors/clubs/axes require high VIT.)

I don't like Hunters because of low STR and low VIT.  Bows don't seem to be
really useful because bows have low damage ratings (compared to Swords and
Axes of the same requirement level).  Also, arrows are heavy, so carrying
enough ammunition can end up being a big problem.

The Leader class is also pretty weak because you'll be limiting all your other
stats until you reach lvl 13.  Also, I don't think that having too many NPCs
is a good thing, especially when you're just starting (since killing monsters
will more or less be the only way for you to gain EXP), although after the
game progresses a little, EXP for your main character will not be an issue.

--------------------------------
  2.3) Main Character's Skills
--------------------------------
For your main character, here's a breakdown of the skills that you should
concern yourself with:

  Fencing: Combat skills are always good to have.
  Archery: Combat skills are always good to have.
  Healing: Try maxing this to 500 ASAP.  This skill goes up reasonably fast
           whenever you mix or create a potion, but reading magic scrolls of
           "Healer's Work" boosts it up faster (100 per shot).  Since the
           coolest thing about this game is potion making, don't neglect this
           skill.  The higher the skill, the more concentrated the potions
           that you can create.
  Bartering: Lowers prices in stores; always a good thing.

The other skills (Blacksmithing, Building) are not so much useful for your
main character as it is for your NPCs.


==============================================================================
                             3) STATS DESCRIPTIONS
==============================================================================
--------------------
  3.1) Leveling Up
--------------------
The manual is kinda foggy on this one, so I will try explaining it in a
different way.

As per the manual says, you must round off all of your stats before you can
gain a level.  This means that you must reach the lowest value for each level
to be able to gain a level.  (Consult on-line manual for exact values.)

  E.g., Warrior Lvl 5 has
        CHA    STR    DEX    VIT
        16-22  38-53  16-22  16-22

        Thus, to get to lvl 5, you'll need a minimum of.

        CHA    STR    DEX   VIT
        16     38     16    16

        Likewise to get to Lvl 6, you'll need
        
        CHA    STR    DEX   VIT
        23     54     23    23
        
        Also note that once you've reach the maximum value of a stat for your
        level, you will be "capped".  (E.g., if you're at lvl 5 and you have
        53 STR, you will *not* be able to increase it further until you reach
        lvl 6).

As far as distributing EXP (experience) goes, the higher your stat is, the
more it will cost you to increase it.  At the beginning of the game, it will
cost you a handful of EXP to increase your stats, but at the end, increasing
STR from 80 to 81 will cost you 999 EXP!

---------------------------------
  3.2) Description of Each Stat
---------------------------------
Each stat affects your character in different ways.

CHA: Character can hire more NPCs.  (The maximum number of NPCs that you can
     have in your party at any given time is roughly CHA/15 [every 10-15 CHA
     allows you have an extra NPC in your party].)
STR: Character inflicts more damage.  (Don't neglect this stat or else you
     will be doing 1 damage against heavily armored foes!)
DEX: Increases your character's chance to dodge your enemy's blows as well as
     boosting your character's chance to hit a foe.
VIT: Determines the maximum amount of weight your character carry.  (Note that
     irrelevant on your max weight, you can only carry 32 items; I would
     suggest you hire more NPCs if you find yourself carrying too many items.)

--------------------------
  3.2) Weapons vs. Stats
--------------------------
Your physical stats determine the items that your character can wield/equip.

WEAPONS
  Daggers/Swords: Requires STR
  Club/Axe:       Requires VIT
  Bows:           Requires DEX

ARMOR
  Shield:  Requires STR
  Armor:   Requires VIT
  Helmets: Requires DEX


==============================================================================
                              4) NPC BREAKDOWN
==============================================================================
---------------
  4.1) Basics
---------------
NPCs do *not* share experince.  Experience is awarded to the person that did
the kill.  This is serious problem at the very beginning of the game, but as
you go on, you'll find out that you get much more experience when you progress
the story (e.g., when you become the leader of towns, etc.) than monster kills.

If you hire NPCs early into the game, I suggest that you micro-manage battles
so that your main character can gain the EXP for the kills (use the NPCs only
to weaken the enemies).

One final note is that when you assign NPCs to town structures (e.g., Barracks,
Healer's Quarter's, etc.), the game automatically selects the NPC with the
highest appropriate skill (Healer's Quarters -} Healing) in your party (you do
not get a say in the matter); or the first NPC if two or more NPCs have the
same skill level.  Thus, I suggest that the NPCs that you want to keep in your
party (as fighters, archers, or carrying people) never increase their skills
(other than Fencing and Archery).  It'll save you the hassle of having to drop
your NPC before giving away another to the Elder of a town.

One thing that I have noticed that the more people that you have in your party,
the higher the creature regeneration rate is in areas.  E.g., if you leave for
one day then come back to Springs, you'll see that the Giant Ants respawn at a
rate of one per day.  If your party contains 5-6 characters, the respawn rate
will be boosted to 4-5!  This can be a nightmare when you have to fight hoardes
of skeletons.

-----------------------
  4.1) Skill Priority
-----------------------
For the NPCs that you intend to keep in your party throughout the entire game,
either as mules (people used strictly to carry stuff) and/or warriors, I
suggest that you do *not* boost up any of their skills (except Fencing and
Archery).

This is because when you enter a town and drop off a character at an Elder
into a new profession (e.g., Healer, Smith), the Elder automatically selects
the NPC in your party with the highest appropriate skill (e.g.,
Healer -} Healing).

This is where the interface of the game starts to become really annoying.  If
the character you want to drop off has a lower skill rating than another NPC,
you will have to first dismiss the higher skilled NPC, talk to the Elder to
drop off the character that you wanted, then re-recruit the high skilled NPC
again.  What a pain.

In either case, this means that all the magical scrolls (like Healer's Works)
should be kept for low skilled NPCs already working in towns.  E.g., for a
Healer you'll know that their skill is limited because the potions that they
make have a low concentration (the max that a Healer can create is 5.00;
anything less is unsatisfactory).

-----------------------
  4.2) My Preferences
-----------------------
I would suggest creating a party of one Hunter and as many Merchants that you
want.  (Remember that too many characters in a party makes navigation
unwieldly.)  It's good to have at least one person skilled with a bow, while
you want to have lots of Merchant-class NPCs to help you carry heavy loads.

I finished the game with only four characters (includes my main character).
Two characters is good enough at the beginning, but near the end, you'll
simply have too many items for two people to carry.


==============================================================================
                                 5) COMBAT
==============================================================================
---------------
  5.1) Basics
---------------
Combat is simple.  Simply click on the Attack button (or hit A).  All members
in your party will immediately draw their weapons and go to attack the nearest
enemy.  Once done dispatching that enemy, they will go on to the next nearest
enemy and repeat until there are no more enemies in sight.  This helps keep
micro-management low.

Personally, I don't find it worth while to micro-manage each character in the
party during combat, telling each person what to do.  The Attack button works
fine for me.  You'll find yourself really breaking down when you're trying to
micro-manage a party of 6 characters against 20 monsters.  It's not worth the
pain.

----------------
  5.2) Tactics
----------------
THE "RUN-AND-GUN" TACTIC

When faced with an overwhelming amount and/or high lvled foes that you simply
cannot match up to, it's wise to employ this tactic.

You'll need a bow and LOTS of arrows to perform this maneuver.

Basically, all you do is shoot a volley of arrows at an intented target,
rousing his and all his nearly allies to come attack you.  When he gets too
close, start to back off (don't worry, all units in this game move at the
same speed; he won't be able to catch you).  If you have lots of NPCs,
remember to repeatedly keep pressing the F key (Follow Me) to force them to
follow - ignoring all danger, just in case the enemies try to engage your NPCs
in melee combat (which would quickly result in the NPC getting surrounded).
After running for a while, the enemies will get tired and then start heading
back to the original location that they were guarding.  Let them.  After they
are back to their original starting location, just head back and repeat ad
nauseum.

Please note that this tactic is very long and annoying since most arrow shots
are weak (they only do 1-3 damage early in the game).  It'll also require lots
of bow repairs and arrows (meaning frequent trips to nearby towns).  This makes
this trick only really useful if you are feeling overpowered, but aggravating
otherwise.

Dracolynx and Maciej both mentioned that you should always poison your arrows
(by mixing any arrows with Poison Potion), this greatly increases the effect
of bows and might actually make this tactic very effective.


==============================================================================
                              6) TOWN MANAGEMENT
==============================================================================
--------------------
  6.1) Town Basics
--------------------
Each town can have an Elder, a Warchief, a Merchant, a Smith and a Healer.
Should a town not have any of these professionals, you can bring an apprentice
from another town (ask the professional in question to train an apprentice for
you) and drop him off with the Elder to fill such a position.

Concerning items sold a Merchants, Smiths and Healers, from what I gather, once
you have visited a town with "new" equipment in it, all the other towns in your
control automatically start building it.  (E.g., I walked over to Huntington
Village, which had Oval Shields.  All of a sudden Springs started building it
too!)  The same goes for potions.  This is good, since you don't want to have
to walk all over the world just to buy good equipment!

--------------------------------
  6.2) Structures and Personel
--------------------------------
ELDER: Each town automatically has an elder.

  Q: What does the Elder do?
  A: 1) His main task is to supervise the construction of structures.  Whenever
        you talk to him, you can ask him if you can build any new buildings for
        this town.  Building any of these structures is absolutely free (it
        just takes a little time.
     2) Secondly, you must talk to him when you bring NPCs that you wish to
        part with so that they can operate any of the unoccupied structures in
        town.  (E.g., you need a Healer to run the Healer's Quarters.)
     3) Lastly, you can periodically collect Tribute from the Elder.  I have no
        idea how much time that you have to wait (a fairly long time; that's
        all I know), but you get between 1000-1500 gold per tribute.  Since you
        can collect tribute from each village that you control, the amount of
        gold can be rather quite substantial!

   Q: While conquering a town, I accidentally killed the Elder!
   A: I think - though I am not sure - that you can simply order an NPC in your
      group to stay at a town (and become Elder) by CTRL+Right Clicking on his
      portrait (to initiate conversation) and ordering him to leave the party.

BARRACKS: Requires a Warchief to operate.

  Q: Who is elligeable as a Warchief?
  A: The NPC in your party with the highest level.

  Q: What does this structure do?
  A: The Warchief will train all the individuals in this town.  I am not sure
     whether or not the Warchief increases the levels or the stats of the people
     in town.  I've left a lvl 9 Warchief for months on end, without seeing any
     results...  It may have been a bug though.

HEALERS QUARTERS: Requires a Healer to operate.

  Q: Who is elligeable as a Healer?
  A: The NPC in your party with the highest Healer rating.  (You get more
     Healing skill by mixing potions and/or reading Healer's Notes artifact
     [which give 100 skill and can be purchased at shops for only 100 gold!].)

  Q: What does this structure do?
  A: 1) The Healer's main function is to heal all the characters in your party.
        (for free if you control the village, for 500 gold if you don't)
     2) He will also sell you potions.  Their concentration (as well as the
        available variety) depends on the Healer's Healing skill rating.  I'm
        not sure, but I think that his levels also matter.
     3) Lastly, the Healer can train apprentices whom you can recruit, so that
        you can pass them onto other towns to run other Healer Quarters.

BLACKSMITH:
  Q: Who is elligeable as a Smith?
  A: The NPC in your party with the highest BlackSmith rating.  (You get more
     BlackSmith skill rating by reading "Blacksmith Scroll's" artifact scroll
     (randomly sold at shops).

  Q: What does this structure do?
  A: 1) The Smith's main function is to repair all of your damaged items.
        Please note that there's an associated cost with repairing items that
        the game does not tell you.  (I'm pretty sure that it's cheap though.)
     2) He will also sell you weapons.  Namely, bows, swords, club/axes, bows,
        armor, shields, and helms (in that order).  Note that near the
        beginning, he'll only sell you arrows, but his list will increase as
        the game progresses.  He will consistently sell you arrows, swords,
        axes/maces, armor, shields, and helmets (mostly non-magical).
     3) The Smith can train apprentices whom you can recruit, so that you can
        pass them onto other towns to run other BlackSmiths.
     4) Lastly, any surplus items that he makes will be distributed over to each
        NPC in the town (for free).  WARNING: In doing so, he will replace the
        current weapon/armor of the NPC.  So if you drop one of your NPCs in
        town (for whatever reason), please unequip all of his items first!

MARKET:
  Q: Who is elligeable as a Merchant?
  A: The NPC in your party with the highest Barter rating.  (You get more Barter
     skill rating by buying/selling stuff and by reading "Manuscript on Trade"
     artifact scroll (randomly sold at shops).

  Q: What does this structure do?
  A: 1) The Merchant's main function is sell you various items.  The quantity
        and quality is more or less completely random.  You can expect him to
        sell you a random number or weapons and armor, 4-6 rings/bracelets/
        amulets, 2 artifacts.  The list of artifacts is also random, from the
        list below:
  
          -Claw of Giant Falcon (+3 STR permanent)
          -Third Eye Berry (+100 Identification [100 is the max])
          -Manuscript on Trade (+10 Bartering [100 is the max])
          -Healer's Works (+100 Healing [500 is the max])
          -Blacksmith's Scroll (+4 Blacksmiths Skill)
          -Blueprints of Ancient Pyramids (+5 Building Skill)
          -Lost Map (Reveals a random location on your map)
          -Duplicator (Duplicates any other item it is "mixed" with)
          -Words of Resurrection (Resurrects all dead monsters on screen)
  
     2) The Merchant can train apprentices whom you can recruit, so that you can
        pass them onto other towns to run other Marketplaces.

-------------------------
  6.3) Conquering Towns
-------------------------
The easiest way to convert towns over to your side is to perform the Elder's
quests (almost every town's Elder has a quest which you can perform to
subjugate the town peacefully).  Although, if you are in a rush or cannot seem
to figure out how to solve the quest, you can always conquer the town by brute
force.

Conquering towns is as easy as force attacking villagers (i.e., draw your weapon
and right-click on a target).  As soon as you hit anyone, everyone in the town
will go hostile against you.  All you have to do is survive (obviously) and kill
as many people as you can.  After you've killed enough people, a FMV (cinematic
sequence) will pop up showing you that the town has capitulated.  Make sure that
you stop attacking after this FMV, otherwise the town will declare hostility
against you again!
  
IMPORTANT: Everyone that you kill during the battle stays dead, including
innocent bystandards!  This means that you might not be able to accomplish
certain missions if you randomly kill everything.  I would suggest sticking to
only killing the soldiers (Hunters, Warriors, Merchants and Couragers) and
avoiding women/children.  Also note that you can also kill people in key
positions in town (i.e., Healer, Elder, Smith, and Merchant); these people also
stay dead.  Avoid killing these people because it's always a hassle to try to
replace these people.

Even if you do end up killing the people in key positions, it is possible to
revive them all immediately after the battle by using a Words of Resurrection
scroll.  If you do so after the movie that shows the town capitulating to you
plays, all the revived villagers will no longer be hostile!  See under section
"A) In-Game Quasi-Cheats" more details.  (Thanks to all who contributed this
trick.)

Moonraker and Egbert have confirmed that it is possible to repopulate any empty
camp (such as Upper Camp).  All you need to do is to simply drop an NPC and he
will become the town Elder (from then on, just talk to the Elder to drop more
NPCs in key town positions).


==============================================================================
                                 7) POTIONS
==============================================================================
---------------------------------
  7.1) Town Healers and Potions
---------------------------------
If you keep buying out all of the town healer's base potions (Healing Salve,
Poison, and Oil), he will never be able to make potion combinations.  E.g., if
you leave the healer alone long enough, he will start making Home Brew,
Potions, Elixir of Wisdom, etc.  He might even be able to make multiple copies
of the same potions.  (E.g., 2 Poison Potions, 2 Elixirs of Wisdom, etc.)
(Of course, he will probably not make really good potions if he doesn't have
the skills for it yet; be patient.  Visit all the other towns (remember that
any new potions that you see in any new town will also allow all the other town
healers to concoct the same potions!).

To clarify, if you keep coming back to the same healer and buying out all his
stock of Healing Salves.  The next time you come back, he will have only had
the time to make more Healing Salves.  (If you would have left his stock of
Healing Salves alone, he would have had the time to make more complex potions,
such as Poison or Elixir of Wisdom.)

-------------------------------------
  7.2) Complete Potion Descriptions
-------------------------------------
These descriptions are all borrowed from my Potion Alchemy FAQ, which can also
be found at www.gamefaqs.com.  Please consult that FAQ if you want to have
more detailed information concerning Potions in Konung: Legend of the North.

  ----------------------------------------------------------------------------
    HEALING SALVE
  ----------------------------------------------------------------------------
  Heals the target character.

  EFFECT: +? Health/concentration pt
  DURATION: Permanent

  TIPS: A concentration 5.00 potion heals about 50-60 Health, and a 10.00
        concentration potion heals 100 Health.  Why you would want to carry
        15.00 potions is beyond my understanding.

  ----------------------------------------------------------------------------
    OIL
  ----------------------------------------------------------------------------
  Makes arrows incendiary.  These arrows can be used to burn down enemy
  buildings.  Also, apparently some monsters are afraid of fire, but I've yet
  to encounter one.

  EFFECT: Makes arrows "incendiary"
  DURATION: Permanent
  REQUIREMENT: Can only be used if Concentration } 10.0.

  TIPS: Use this to burn down buildings.  If you point to a structure that can
        be burnt down in town with your bow equiped, you should your pointer
        should change into a torch.  Just right click to fire away.  It must
        take a lot of shots to burn something down because I've yet to succeed
        in burning anything.  Maybe it only works in multiplayer mode.

        DracoLynx mentions that if the town has a fence, you first have to
        burn the fence down before you can burn anything in the village.

  ----------------------------------------------------------------------------
    POISON
  ----------------------------------------------------------------------------
  Combine a weapon/arrow with this potion to coat it with poison.  (Remember to
  put the weapon/arrow into the "mixing slot" in your inventory first, then put
  the Poison potion on top of it, otherwise it won't work.)

  EFFECT: +1 Poison Counter/concentration
  DURATION: Limited (number of Poison Counters on weapon gradually decreases
                    over time)

  TIPS: Use this against monsters/bosses that have lots of armor (i.e., when
        you hit, you only do 1 damage).  You can then run away to a safe
        distance and let the poison do its job!

  ----------------------------------------------------------------------------
    HOME BREW
  ----------------------------------------------------------------------------
  Temporarily boosts up target character's stats, while sacrificing DEX.

  EFFECT:   CHA + 1/concentration pt
            STR + 1/concentration pt
            DEX - 3/concentration pt (BAD!)
            VIT + 1/concentration pt
  DURATION: Limited

  TIPS: You can drink this potion to temporarily gain stats so that you can
        wear heavy weapons/armor.  You can even hire more NPCs when under the
        effects of this potion!

  NOTE: Homebrew, Potion, and Elixir of Wisdom are mutually exclusive: you can
        only be under the effects of one these at any given time.

  ----------------------------------------------------------------------------
    POISON CURE
  ----------------------------------------------------------------------------
  Removes Poison Counters from target character.  (I am not sure of the exact
  numbers, but a concentration 15.00 potion can easily remove 30 Poison
  Counters, but it won't remove all of 75 Poison Counters.)

  EFFECT: -? Poison Counters/concentration pt
  DURATION: Permanent

  TIPS: Avoid using this potion when you have less than 10 Poison Counters on
        your character.  Wait until you reach at least 30-50 Poison Counters
        before using it.  Don't let yourself get poisoned with more than 100
        Poison Counters because you probably won't have the time to reach into
        your backpack and drink it in time.

  ----------------------------------------------------------------------------
    CLEAN TEARDROP
  ----------------------------------------------------------------------------
  I've yet to figure out what this potion does.  If anybody knows, e-mail me.

  EFFECT: ???
  DURATION: ???
  TIPS: ???

  ----------------------------------------------------------------------------
    POTION
  ----------------------------------------------------------------------------
  Temporarily boosts up target character's physical stats.

  EFFECT:   STR + 1/concentration pt
            DEX + 1/concentration pt
            VIT + 1/concentration pt
  DURATION: Limited

  TIPS: You can drink this potion to temporarily gain stats so that you can
        wear heavy weapons/armor/bows.

  NOTE: Homebrew, Potion, and Elixir of Wisdom are mutually exclusive: you can
        only be under the effects of one these at any given time.

  ----------------------------------------------------------------------------
    WATER OF LIFE
  ----------------------------------------------------------------------------
  EFFECT:   Health = 100
               -or-
            Revives a dead character
  DURATION: Permanent
  REQUIREMENT: Can only be used if Concentration } 10.0.

  TIPS: You could use this potion to heal yourself, but I wouldn't see why
        since they are so rare and expensive.
        
        To give Water of Life to a dead NPC, simply drop the potion onto his
        portrait as though you were giving him a potion.

  ----------------------------------------------------------------------------
    ELIXIR OF WISDOM
  ----------------------------------------------------------------------------
  The king of all potions.  This potion permanently increases any character's
  EXP by *a lot* (300 EXP with a 15.00 concentration potion).  There are two
  major drawbacks though: 1) if reduces your character's Health to 1 (ok, if
  you are near a Healer) and 2) it reduces your character's STR greatly for a
  couple of days (that's ok if you spend more time in towns than you do
  fighting monsters).

  EFFECT:   Health = 1
            STR - 2/concentration pt   (roughly)
            EXP + 20/concentration pt  (roughly)
  DURATION: 1-2 days  (Health/stat point loss)
            Permanent (EXP gain)
  REQUIREMENT: Can only be used if Concentration } 10.0.

  TIPS: Use this potion to level up your main character or even your NPCs (who
        may be lagging behind in EXP).  You can level up NPCs to really high
        levels then drop them off in towns as Warchiefs to level up all the
        other NPCs in town!

  NOTE: Homebrew, Potion, and Elixir of Wisdom are mutually exclusive: you can
        only be under the effects of one these at any given time.

------------------------------------
  7.3) Potion Alchemy Introduction
------------------------------------
IMPORTANT POINTS TO KNOW WHEN MIXING POTIONS:
-When mixing two potions of different concentration, the resulting potion is
that of the *lowest* concentration.  (E.g., Healving Salve (15.00) with Poison
(5.00) = Cure Poison (5.00))

-Mixing two identical potions results in a potion whose concentration is the
sum of the two potions.  (E.g., Poison (0.40) + Poison (5.00) = Poison (5.40))

-The maximum concentration of any potion is 15.00.

-All potions weigh 0.50.  Thus, when you combine two potions, the resulting
mixture is also 0.50.  (You can combine lots of low concentration potions
together to reduce the overall weight.)

-Bad potion combinations result in "Weird Mixture" potions, which have no
concentration. Drinking the concoction reduces your Health by 50%!  (BAD!)

-The order in which you mix potions is not important.  I.e., Poison + Oil is
the same as Oil + Poison.

-When creating potions from raw materials (white root, peanut, poison stinger)
by mixing an empty jar with the raw material, the resulting potion will be of
concentration = your Healing skill divided by 100.  E.g., with a Healing skill
of 500, the resulting potion will have a concentration of 5.00.  (Thanks to
Dracolynx)

----------------------------------------
  7.4) Complete List of Potion Alchemy
----------------------------------------
  Healing Salve + Oil              = Home Brew
  Healing Salve + Poison           = Poison Cure
  Healing Salve + Home Brew        = Potion

  Oil + Poison                     = Clean Teardrop
  Oil + Poison Cure                = Water of Life

  Poison + Home Brew               = Elixir of Wisdom




==============================================================================
                                8) WALKTHROUGH
==============================================================================
-------------------------
  8.1) General Overview
-------------------------
Because this game is completely open-ended (i.e., not linear at all), you can
approach the game in any way that you see fit (which is really cool).  This
makes writing a linear walkthrough impossible, so for each storyline, I will
spend a little time explaining how to set you up until your party up at the
beginning so that you are strong enough to figure things out by yourself.

All quests are considered completely optional, though I would suggest that
you, at least, try to assemble all the Hero items before attempting to face
the challenges of the Dragon's Lair.

---------------------
  8.2) Ultimate Goal
---------------------
The ultimate goal of this game is to combine the 3 parts of the Amulet and
then use it to kill the Dragon and retrieve the bracelet of the gods.
  
To do this, you'll also need to find the 3 keys (Water, Fire, Moon).  Each
key unlocks one of the 3 magically locked doors in the Dragon's Lair.
  
Indirectly, to access the Dragon's Cave (in Witchdoctor near Stream Village),
you must bribe the centaur guarding the cave with a Dragon Amulet.  To do
this, you'll first need to have the combined Dragon Amulet and a Duplicator
(which you can buy from any Merchant).  Once you've duplicated the amulet,
give the centaur a copy so that you can enter the Underground City (which
eventually leads to the Dragon's Lair).

-----------------
  8.3) End Game
-----------------
After giving the centaur guardian a copy of the Dragon Amulet, proceed to enter
the cave.  You will be ambushed by skeletons.  You should make short work of
them.  Afterwards, you'll see two exits.  The one to the East leads back to
the Moon Cave (in the Witchdoctor Near Abyss area); so don't take it.  The
north exit is guarded by a Swamp Troll Bolotnik.  It's actually a shape-shifter.
Talk to him and learn that he was also once a hero.  He is cursed by the Dragon,
forcing him to defend that door.  He will also tell you where to find the Hero
Helmet.  You'll have to kill him.  I suggest you power-up your party because he
is lvl 13 and almost invincible (unless you're equiped with all the Hero items).
  
After you defeat him, you'll enter a corridor.  As you head north, more
Bolotnik's will ambush you.  They are high level (10), so they will give you
a hard time.  At the end of the hall, you'll find an exit and a green door.
You must stand on the exit and use the Moon key to proceed into the next room.
  
Again, another corridor and another ambush: this time, it's lvl 11 Skeletons.
They are extremely tough because skeletons revive at least 3-4 times before
they really die!  The fight is much easier if you found the Axe vs Skeletons
in Forest Camp (near skeleton army) (see below).  At the end of this hall is
the Fire door.  Use the Fire Key while standing on the exit to proceed.
  
In the next room is a group of lvl 12 Bolotniks.  At the end of the hall,
stands the Water Door.  Before going through it, go into the room to the left
and dig around until you find the Hero's Axe (480 Attack Power, requires 95
VIT).  Now, use the Water Key to proceed.

In the final room stands the Dragon.  You *must* have the completed Dragon
Amulet (all 3 parts combined together), or else you will not be able to
finish the game.  The Dragon has no Health and thus cannot be harmed (makes
you wonder why they gave you the Hero's Axe just before entering this room).
All you have to do it talk to the Dragon, pick up the bracelet and watch the
ending!  Congratulations!

(Incidentally, you can hit "Resume Game" after you watch the ending and
continue playing, but picking up the Bracelet will trigger the ending again.)

---------------------
  8.4) Erik's Quest
---------------------
Important Stuff
Amulet Pieces:
  Wolf: right outside Springs village or in the adjacent areas, you should
        find a deserter.  Talk to him and he will give you a hint on where to
        find Wolf.

        Wolf's exact location is in Witchdoctor near Black Pine area.
        Somewhere along the road, you should see a cow skeleton.  From there,
        head north until you see a (human) skeleton below a boulder.  The
        hidden teleporter is behind the boudler.  (Many thanks to all the
        contributors that helped me on this.)
  Constantine: talk to the black dressed man in Forest Camp's quest.  He'll send
               you to the warchief in Lower Camp, who will then send you back
               to the Warchief in Forest Camp.  Then go to the south exit of
               Witchdoctor near Byzantine Camp and talk to another black dressed
               man to find out where the teleporter to Constantine's hidden camp
               is (hint: 1 screen south west, stand in the middle of the 4
               totems).

Keys:
  Water: ?
  Fire: ?
  Moon: ?

Walkthrough
  You start out in Old Camp (near the top left part of the world map).  Start
  by equiping yourself with whatever equipment is lying around the camp.  At
  the northwest end of the village is a shield and in the south part are two
  quivers full of arrows.

  Your first quest will be given by the Healer.  He refuses to help you unless
  you defeat all the ants surrounding the village.

  Your second quest (a major quest) is given to you by the Elder, if I am not
  mistaken.  You will have to defeat the undead in the Upper Camp, repopulate
  it, then build a bridge.  I suggest you leave this one until you are more
  powerful.  Basically, this quest will require you to first find two magic
  sentences that will dispell the undead queen in the Upper Camp.  Read on to
  section 8.7 for more info.

  Before leaving the area, be sure to talk to *everybody* in the camp.  I
  received three quests from the villagers: 1) my part of the amulet was stolen
  by a slavonic man passing by the village, 2) the daughter of a village in the
  south is aflicted by a disease which the Feather of the Phoenix can cure (the
  feather is given to you at the same time as the quest), 3) the wife of a
  villager has been kidnapped by the Centaur.

  The most important thing to do is to get our Amulet piece back.  Without it,
  you cannot finish the game.  Head to Berezhki village (several areas southwest
  from your village).  Along the way, you should enter the Witchdoctor near
  Berezhki area.  Be sure to buy the Son of the Moon artifact from the
  witchdoctor.  It will cost you 500 gold and it weighs -10.0 pounds (yes,
  negative ten weight, effectively letting you carry a lot more stuff).  Get a
  Blessing for 100 gold too, if you can afford it: it gives a permanent +10
  Charisma bonus, allowing you to hire more NPCs.  Although if you can wait
  until you return the Golden Apple, you will get a free Blessing.  The only
  problem being that you have to fight lots of lvl 4 monsters to get the Apple.

  When you get to Berezhki, talk to the Merchant there.  He will tell you that
  he got your amulet piece from a thief and sold it to what-seems-to-be a
  witchdoctor.  You will gain roughly 200 experience for talking to him: be sure
  to pump up your stats. Afterwards, go talk to the village Elder.  He will tell
  you that the witchdoctor in question ran to the cave near the village (the
  cave is in the lower right part of this area).

  As a side quest, the village Elder will ask you to find his long lost son.
  Unfortunately, his son is the blacksmith for the Bizantine camp (which is on
  the other side of the world).  So leave that until *much* later.

  Now follow the trail south of town (leads roughly 1 screen down and left) and
  enter the cave.  Talk to the old man there.  He has your part of the amulet
  and wants you to get him a Golden Apple.  Accept, leave the cave and return to
  town.  Head to the Barracks.  Now, south east of there should be two birch
  trees.  Behind one of them is a hidden teleporter.  Get ready for a fight.

  The teleporter is hidden and is really hard to find it.  Another way to get to
  it is to start from the Warchief (guy standing next to the Barracks), take
  roughly 10 steps south and head as far right as you can.  One screen right,
  you should encounter two birch trees (white bark leaf trees).  The two trees
  are roughly 10 steps away from each other.  You are interested in the second
  tree (i.e., the furthest right until you hit the edge of the map).  The
  teleporter is roughly two steps south and one step right of that second tree.

  Once inside, you'll have to fight some lvl 4 monsters.  After beating them,
  take the Apple of Knowledge.  If you can, duplicate one for yourself before
  returning the Apple to the old man in the cave.  DO NOT EAT THE ORIGINAL
  APPLE.  You really need to return the apple to the old man, otherwise you will
  never obtain your piece of the amulet back and thus you'll never be able to
  finish the game.  In either case, if you do duplicate the apple, eating it
  instantly gives your character 200 exp (similar to an Elixir of Wisdom without
  the nasty side-effects).

  For obtaining your amulet back, you receive 100 exp. and a Blessing (the old
  man says that he blesses you, I don't know if this does anything since I
  already bought a blessing before completing this quest).

  Now for the Centaur subquest.  Your villager's wife is with the centaur in the
  Witchdoctor near Weasel Pine (specifically, the center south part of the
  area).  He wants a cure for his disease and sends you to his friend, a
  witchdoctor that lives very far away (no further description).  The
  witchdoctor in question is in the same map area.  Just head north west and
  you should find him.  He requests wine, a hare's tail, and a falcon's claw
  to make the cure.

  He gives you some hints as to where you are supposed to find these components.
  Wine: get it from the Witchdoctor near Spring
  Falcon's Claw: he lost it after he passed the scorched ground
  Hare's Tail: the goblin stole it from him.  Punish this goblin and get it back.

  This should get you started on Erik's quest.  One final note is that there is
  a girl in Stream village wants you to give her greetings to her boyfriend,
  Radagast, in Huntington.  Once you do so, Radagast will give you a Magical
  Pipe.  I am not sure if other characters can get this quest.

----------------------------
  8.5) Wolf's Quest
----------------------------
Important Stuff
Amulet Pieces:
  Erik: in Moon cave, which is in the Witchdoctor near Abyss area.  (He's
        standing in your way to get the Moon Key.)
  Constantine: talk to the black dressed man in Forest Camp's quest.  He'll send
               you to the warchief in Lower Camp, who will then send you back
               to the Warchief in Forest Camp.  Then go to the south exit of
               Witchdoctor near Byzantine Camp and talk to another black dressed
               man to find out where the teleporter to Constantine's hidden camp
               is (hint: 1 screen south west, stand in the middle of the 4
               totems).

Keys:
  Water: in a cave to the south of Springs.
  Fire: two entrances.  1) In the Byzantine Camp, 2) at the center north of
        Witchdoctor near Byzantine Camp.
  Moon: in Moon cave, which is in the Witchdoctor near Abyss area.

Walkthrough
  You'll start in Springs (lower left corner of the map).  Try to recruit
  Putata, a super powerful hunter, if you are a Leader-Class.  (Otherwise, you
  will have to wait until you gain more CHA.)
  
  Walk around town and grab all the items on the floor (there's a shield, among
  other stuff).  Then exit town on the left side.  Draw the ants onto the bridge
  so that you can confront them one at a time.  Whenever you get weak, talk to
  the healer to get fully healed for free.  Afterwards, head north.  Along the
  beach, you'll find a suit of Leather Armor.  Once you're done there head back
  to the bridge where you fought the Giant Ants.  A little bit south (follow
  the stream on its left side), you should find a Club (the graphic looks like
  that of an Axe).  Kill all remaining Giant Ants here to level up.  Stay away
  from the Poisonous Spider.  Poison is really killer in this game, and Poison
  Cures aren't always obvious to find.  Also, stay away from the cave at the
  bottom of the area: it leads to the Water Key, but you'll have to fight
  *tons* of Poisonous Worms to get to it.  Again, poison is very deadly in this
  game because it does not wear out over time: it'll keep hurting you until you
  cure it or unti you die.  If your main character dies, the game ends
  immediately.
  
  Afterwards, head to the East exit to Huntington Village.  There, you'll
  immedately enter the village (you can go around it to find some minor useful
  weapons/armor/arrows).  There are no monsters here, so don't worry.  In the
  village, find the elder and talk to him.  Say 1-2-2-1-2-1-2-1 to convince him
  to join your cause.  (Basically, show them that you're tougher than them, but
  don't go over the line and insult them.)  If you say anything else, the entire
  town will come down and attack you.  This spells almost instant death at this
  stage in the game.  Once the town has joined you you will gain tons of EXP, so
  don't forget to increase your stats.  This will be all for this area.
  
  Head back to Springs and take the West exit to Witchdoctor near Springs.
  Avoid going right and confronting the Carnivorous Plants; they too are
  poisonous.  Head west.  Fight the ants.  A little further, you'll meet 3
  Skeletons.  Be warned, skeletons "revive" 3-4 times before they really "die".
  Don't worry, though, you get EXP for each "kill".  A little bit to the north
  of where you encounter the skeletons is a totem-like pilar.  Use the shovel
  (right click on it, then right click on a tile) at one tile down and one tile
  to the left to get a Magical Orb of Witchdoctor of Springs that will teleport
  you to the Witchdoctor (you could walk there it you wanted to).  This orb has
  infinite uses and can be used anywhere, but it *must* be used by the main
  character (just like all Orbs of Magic Jump).

  When you meet the Witchdoctor, follow the conversation and listen carefully.
  Afterwards, talk to him and ask him for a blessing.  It will cost you 100
  gold, but it gives you a permanent +10 CHA!  With a little more work, you
  should be able to go back to Springs and hire Putata (if you didn't already).
  You should need somewhere around 15-18 CHA.

  When you're done, go north towards Weasel Pine Forest.  Talk to the leader and
  take up his quest to kill their Witchdoctor to remove the curse.
  
  Now head north to get to Witchdoctor near Weasel Pine.  There are two
  witchdoctors here.  The one that you want is the top right one.  Follow the
  path to reach him.  Listen to him and take up his quest to free his son from
  the magic spell.  (From here you should be experienced enough to figure the
  rest out on your own.  Feel free to read section 8.7 for all quest/area
  related material.)
  
----------------------------
  8.6) Constantine's Quest
----------------------------
(Under construction)


---------------------------------------
  8.7) All Area In-Depth Descriptions
---------------------------------------
All areas will be listed alphabetically.  You will be able to find all relevant
details and quests for these areas inside each section.

Note: all of these descriptions were made after I finished Wolf's Quest, some
of these things may change for the other heroes' quests.

List of all areas:
  BEREZHKI
  BIZANTINE CAMP
  BLACK PINE FOREST
  FOREST CAMP
  GROVE VILLAGE
  HUNTINGTON VILLAGE
  LOWER CAMP
  MIDDLE CAMP
  OLD CAMP
  PINE GROVE VILLAGE
  ROCKS VILLAGE
  SPRINGS
  STREAM VILLAGE
  UPPER CAMP
  WEASEL PINE FOREST
  WITCHDOCTOR AT GROVE VILLAGE
  WITCHDOCTOR AT MIDDLE CAMP
  WITCHDOCTOR AT WEASEL PINE
  WITCHDOCTOR NEAR ABYSS
  WITCHDOCTOR NEAR BYZANTINE CAMP
  WITCHDOCTOR NEAR BLACK PINE
  WITCHDOCTOR NEAR FOREST CAMP
  WITCHDOCTOR NEAR HUNTINGTON
  WITCHDOCTOR NEAR LOWER CAMP
  WITCHDOCTOR NEAR OLD CAMP
  WITCHDOCTOR NEAR RIVER BANKS
  WITCHDOCTOR NEAR ROCKS
  WITCHDOCTOR NEAR SPRINGS
  WITCHDOCTOR NEAR STREAM VILLAGE
  WITCHDOCTOR NEAR UPPER CAMP

Detailed descriptions:

----- BEREZHKI -----
  EXITS: -Witchdoctor near Rocks (north east)
  
  The elder of the town wants you to find his long lost son.  The son is
  named Izaslav, and he is currently the Blacksmith in the Bizantine Camp.
  Just talk to the son and he will join your cause.
  
  There is a man in a cave to the south.  He just says nonsense.  (This is
  related to Erik's Quest.  Neither of the other two characters can benefit
  anything from talking to this man.)
  
  
----- BIZANTINE CAMP -----
  EXITS: -Witchdoctor near Byzantine Camp (north)
         -Witchdoctor near Stream Village (south)

  Remember not to walk into this camp armed, or else everyone will attack
  you, including the two high level door guards (extremely powerful).  One
  way to bring weapons deep into the camp while avoiding the door guards is
  to leave all your NPCs outside of the camp (with Follow Me turned "Off"
  [individually give them orders to move away], then make your main character
  run towards the cave which is in the middle of the camp.  Once inside, all
  your NPCs will magically teleport to your side.  When you are ready, you
  can exit and fight the camp.  Alternatively, you can just use the other
  entrance to the Fire Cave in Witchdoctor near Byzantine Camp area.
  
  The Fire Cave is in the center of this town.  You must get the Fire Key if
  you want to finish the game.

  Izaslav, the Blacksmith in the camp, is the long lost son of the elder in
  Berezhki (the elder mentioned that he was taked by bandits in the East).  I
  have no idea how he got from all the way on the West side of the map to all
  the way on the East side though...  Just talk to him to convince him to join
  you.  If you've undertaken the "assassinate Konstantine" mission, he will
  also give you weapons (he has a bunch on him when he joins), so you don't
  have to fight Konstantine barehanded...  If the Byzantine camp is not yet
  allied with you, then everyone will instantly become hostile with you once
  you enlist the Blacksmith.  So be prepared.

----- BLACK PINE FOREST -----
  EXITS: -Witchdoctor near Stream Village (north west - bridge)
         -Witchdoctor near Black Pine (West)

  You should meet a man dressed in black upon your arrival.  He will tell you
  that the leader here is crooked.  True enough.  He wants you to give him all
  4 villages on this side of the stream (which ones, I am not sure, but Weasel
  Pine and Huntington villages for sure).  Only after you've handed them over
  will he build a bridge to the other side.  At the time, I had already used
  lots of Lost Map magic scrolls (found in Merchant shops) and I already went
  to the other side (which is the Bizantine Camp among other things), so I
  really didn't care about what he had to say.  Also, I defeated him in combat
  as well as some of his men to force the surrender of the village (as well as
  to claim his Hero's Armor).

----- FOREST CAMP -----
  EXITS: -Witchdoctor at Forest Camp (west)
         -Witchdoctor near Byzantine Camp (south)
         -Witchdoctor at Grove Village (south east)

  Standing near the elder, there is a man dressed in black.  Talk to him.  He'll
  tell you that he's fighting against the Bizantines.  Agree with him and he'll
  tell you about Constantine.  Agree to kill him to get his amulet piece.  The
  man will tell you to talk to the Warchief in Lower Camp.  Talk to the
  Warchief.  Agree to the proposal.  He'll send to back to Forest Camp to talk
  to the Warchief there.  Agree again.  This guy will then tell you to talk to
  the scout in the Witchdoctor near Bizantines area to get information on his
  exact location.
  
  Warp to Bizantines Camp, then head to the northern exit.  This will lead you
  to the south exit of Witchdoctor near Bizantines Camp.  Talk to the man right
  in front of your (he would normally tell you to bug off).  He'll tell you how
  to get to the wealthy merchant (i.e., Constantine).  Head south west until you
  reach the totems (i.e., the standing stones).  In the middle (well out of
  sight), there is a teleporter that will lead you to an enclosed area (called
  Secret Area) in the Forest.  Simply beat Constantine and all his men (there
  are quite a few of them) to get his amulet piece.  Don't forget to collect the
  bounty on his head (both of them) when you're done.
  
  Elder of Forest Camp wants you to clear the skeleton army to the east near the
  bridge.  Don't bother, they're all lvl 13 skeletons.  They should pummel you
  really fast (my char was maxed out and was still killed).  He references you
  to the Witchdoctor near Bizantines to find a solution.

  Talk to the Witchdoctor and he will send you to his neighbour, the Witchdoctor
  near Grove Village.  Talk to that witchdoctor and buy his lamp for 500 gold.
  He will tell you that you need a rune to make it work.  Go back to the
  Witchdoctor near Byzantine Camp and he will inscribe the rune on it for you
  for free.  Simply use the Lamp in Forest Camp and all the skeletons should die
  (even the ones inside the cave).  Remember to pick up the Axe vs Skeletons
  near where all the skeletons fell (read section 9.0 for more details).

----- GROVE VILLAGE -----
  EXITS: -Witchdoctor near Byzantine Camp (west)
         -Witchdoctor at Grove Village (north)

  The elder here wants a Warchief and a Merchant.  Simply bring him two suc NPCs
  to gain control of the village.

----- HUNTINGTON VILLAGE -----
  EXITS: -Witchdoctor near Huntington (north)
         -Springs (west)
         -Witchdoctor near Black Pine (east)

  There are no monsters here.  To get this village to join, talk to the Elder
  and say: 1-2-2-1-2-1-2-1.  (Basically, show them that you're tougher than
  them, but don't go over the line and insult them.)  Your main character will
  gain tons of EXP.

----- LOWER CAMP -----
  EXITS: -Witchdoctor at Lower Camp (north)
         -Witchdoctor near Byzantine Camp (east)

  The elder's quest requires yo to kill the lvl 12 Carnivorous Plant near the
  lower right bridge.  The plant will not attack you unless you attack it first,
  so you can walk right past it without fear.  The plant is almost unkillable
  unless you get the Sword (144 power, vs Plants) that's on top of a mountain
  nearby.  The only way to do so is to visit the Witchdoctor in the area to the
  north.  He'll ask you to kill a nearby lair of Giant Worms.  Afterwards, he'll
  give you the Great Magnetic artifact.  Return to the bridge with the artifact
  then use it to "suck up" the sword that's on the mountain.  Now you can kill
  the plant in just a few hits.
  
  Note that you can kill the plant yourself, but it's not suggested.  The plant
  hits for big damage and inflicts 40-50 Poison Counters per hit!  (Even with
  the Hero Shield and a bunch of superpowerful equipment, the plant gave me a
  hard time.)  Using the sword mentioned above, you can easily do 25% of his
  Health per hit!

  There is also a sidequest where a man is imprisoned on an island in the left
  part of the area.  The Elder claims that the man is a shapeshifter trying to
  kill him, while the old man claims that he is in love with the Elder's
  daughter and the Elder made the story up because he does not like him.  The
  prisoner asks you to free him by killing the guard.  (Note, next to him is a
  shield.)  This prisoner is guarded by a lvl 6 warrior.  If you do kill the
  guard, the old man shapeshifts into a troll-like monster and wanders around
  the village.  It has no health and thus cannot be killed, but will attack you
  if you get close.  I don't know if he actually attacks the people in the camp
  or not because I never bothered freeing him.

----- MIDDLE CAMP -----
  EXITS: -Witchdoctor at Middle Camp (south)
  
  The elder here wants a Warchief.  Simply give him one (talk to him with an
  NPC in your party).  Talk to him again to gain control of the city.  You can
  now reclaim you NPC, if you want.

----- OLD CAMP -----
  EXITS: -Witchdoctor near Abyss (north west)
         -Witchdoctor near Rocks (west)
         -Witchdoctor near Upper Camp (south)
         -Witchdoctor near Old Camp (east)

  The elder here does not want anything.  He challenges you to fight him, if
  you want control of the village.
  
  The healer will ask you to clear the north of green Giant Ants before he
  will provide any services to you.

----- PINE GROVE VILLAGE -----
  EXITS: -Witchdoctor near Abyss (west)

  Elder wants you to rescue his son.  Exit village to the west and follow the
  path north at the end of the path is a bunch of ghouls and a child attached
  to a totem.  Kill the ghouls and talk to the child to free him.  The village
  is now yours.

----- ROCKS VILLAGE -----
  EXITS: -Witchdoctor near Abyss (east)
         -Witchdoctor near Rocks (south)

  The elder wants you to get a Rock back from a Witchdoctor nearby.  Head to
  the east part of that area; the exit is somewhere near there.  This will
  lead you to the Witchdoctor near the Abyss area.  When you return, make sure
  that your main characer is carrying the Rock, or else nothing will happen.
  He will then give you control of the village, as well as tell you the second
  magical phrase required to destroy the Undead Queen.

----- SPRINGS -----
  EXITS: -Witchdoctor near Springs (west)
         -Huntington Village (East)
         
  There is a cave to south of town which contains the water key.  It's guarded
  by lots of lvl 6 poisonous snakes.  Really tough.  Use run and gun tactics
  with a bow.  At the end is a winged woman creature (the guardian).  Talk to
  her and tell her that you are the last of the titans.  Follow the
  conversation until she gives you the key.  [Your main character automatically
  receives 50+ bonus EXPs!])

----- STREAM VILLAGE -----
  EXITS: -Witchdoctor near Weasel Pine (north west)
         -Witchdoctor near Huntington (south east - bridge)

  The elder wants you to bring a master builder to the village to complete the
  bridge in the south east.  Use "Blueprints of Ancient Pyramids" to increase
  an NPC's Building skill.  I have no idea how much you need, but I don't think
  that you need more than 5 Building skill (my character had 16 Building skill).
  In any case, when done, bring the NPC to the Elder and dismiss him (CTRL+Right
  Click on Portrait).  Talk to the elder to gain control of the village.  (Note:
  You can talk to the NPC again to re-recruit him.)

----- UPPER CAMP -----
  EXITS: -Witchdoctor near Upper Camp (west)
         -Witchdoctor at Middle Camp (east)
         -Witchdoctor at Weasel Pine (south)

  The city here has been decimated by undead.  Near the center of town are
  large totems (there are hoards of skeletons surrounding them).  Near the
  lower right part of the village is a still intact house.  In front of it
  is the Undead Queen, a necromancer.  You cannot defeat her with weapons,
  as she has no Health rating.  You must talk to Witchdoctor near Old Camp
  (to get the 1st part of the magic spell) and do the Rocks village quest
  (to get the 2nd part of the spell: this involves doing the elder's quest).
  Once you have the magic phrase, talk to her and choose the first option,
  then the first option (again), then say "You already lost.  Evil turns upon
  evil and earth will swallow you forever!"  For this, you (not your NPCs)
  get 500-600 EXP.

  After this threat has been dealt with, you can choose to repopulate this
  town, if you wish.  Simply drop one of your NPCs in the area and he will
  become the town Elder.  From there on, just talk to the Elder to assign
  other NPCs to other positions in the town.  (thanks to Moonraker)

----- WEASEL PINE FOREST -----
  EXITS: -Witchdoctor near Weasel Pine (north east)
         -Witchdoctor near Springs (south)

----- WITCHDOCTOR AT GROVE VILLAGE -----
  EXITS: -Forest Camp (north)
         -Witchdoctor near Byzantine Camp (west)
         -Grove Village (south)
         
  Most of the area is covered with undead ground (there's a city in ruins here.)

----- WITCHDOCTOR AT MIDDLE CAMP -----
  EXITS: -Witchdoctor near Old Camp (north west)
         -Middle Camp (east)
         -Upper Camp (south west)

  The witchdoctor here wants you to find his White Fang item.  Go to the center
  bottom of the map, enter the cave and you'll enter one of the previously
  inaccessible ditches.  Fight the monsters here and dig around for the Handle of
  the Ancient Sword.  Now, time to decide which teleporters to take.  Take the
  right teleporter, then the left, then the left again.  You'll have to fight
  hoards of monsters each time, so be prepared!  After that, you'll end up on a
  tiny platform on top of the swamp.  Pick up the fang and use the teleporter to
  get out of there!  Talk to the witchdoctor and receive the Eternal Coin as your
  reward.

----- WITCHDOCTOR AT WEASEL PINE -----
  EXITS: -Witchdoctor near River Banks (west)
         -Upper Camp (north east)
         -Weasel Pine Forest (south west)
         -Stream Village (south east)

  There are two Witchdoctors here.  The one to the West is a normal Witchdoctor.
  The one to the east (north east actually), is the one who cursed the Weasel
  Pine Forest village.  Talk to him and convince him that you can help him.
  Bring the Magic Water potion that he gives you to the Goblin that is peaceful
  (i.e., he has no "Health" rating) in the Witchdoctor Near River Banks to
  uncurse his son.  Afterwards, talk to him again to make him undo the curse.

----- WITCHDOCTOR NEAR ABYSS -----
  EXITS: -Rocks Village (west)
         -Pine Grove Village (east - along a very narrow path)
         -Old Camp (south west)

  Head south.  Nearby should be the Witchdoctor in question.  You can buy up
  to 4 hints from him on to where the Rock is, but if you explore the whole
  place, like I did, you will find some pretty neat items (Elixir of Wisdom,
  etc.) and lots of monsters to fight to keep you busy.  I would suggest using
  a Copper Mirror of the Mage, just to make sure that you don't miss out on
  any cool items.  (There's also another mirror somewhere else in this area.)
  
  The Moon Cave is here.  You must obtain the Moon Key if you are to have any
  hope of finishing the game.  I also met Erik here and took his piece of the
  Amulet from him.  I made sure to stand in the doorway so that I could not
  get surrounded (and so that his archers had no clear line of sight).

----- WITCHDOCTOR NEAR BYZANTINE CAMP -----
  EXITS: -Lower Camp (north west)
         -Forest Camp (north east)
         -Witchdoctor at Grove Willage (east)
         -Grove Village (south east)

  He wants you to find his Magic Chest for information.  Just north of the south
  exit (towards the Bizantines Camp), there is a group of Asps.  Near them is a
  box.  Just return the box to witchdoctor to complete the quest.
  
  There is an entrance to the Fire Cave in the top center portion of the area.
  You must get the Fire Key if you want to finish the game.

----- WITCHDOCTOR NEAR BLACK PINE -----
  EXITS: -Huntington Village (west)
         -Black Pine Forest (east)

  Wants you to return a doll to his daughter living in the Bizantine Camp.  Her
  name is Svyatoslava.  (She's dressed in a pink dress with white sleeves.)  
  Moonraker confirms that he found the doll on the body of a monster he killed in
  this area.  In either case, she'll give you the Magic Orb of Witchdoctor of
  Black Pine Forest.

----- WITCHDOCTOR NEAR FOREST CAMP -----
  EXITS: -Witchdoctor at Lower Camp (south west)
         -Forest Camp (east)

  Lots of Carnivorous Plants (lvl 7) and Ghouls here.  Bring lots of Poison Cure
  potions (at least 4-5).  Following the trail towards the north west leds you
  to the witchdoctor.  He has some useful information about all sorts of
  artifacts, but nothing more.

  Moonraker has confirmed that he managed to use the Hero's Bow against the
  Carnivorous Plants in that area (and *only* the plants in this area).  He did
  not try using other bows though.

----- WITCHDOCTOR NEAR HUNTINGTON -----
  EXITS: -Stream Village (north east)
         -Huntington Village (south)

  (...)

----- WITCHDOCTOR NEAR LOWER CAMP -----
  EXITS: -Witchdoctor at Forest Camp (north)
         -Lower Camp (south)

  To obtain the Great Magnet, you must first clear out the nest of Giant Worms
  to the south east.  Use the Magnet to get the Sword vs. Plants in the Lower
  Camp area.

----- WITCHDOCTOR NEAR OLD CAMP -----
  EXITS: -Old Camp (west)
         -Witchdoctor at Middle Camp (south east)

  I forget the quest, but his reward is the 1st part of the magic spell required
  to defeat the Undead Queen in Upper Camp.
  
  There is a cave here, along the path, that teleports you to an enclosed part
  of the forest.  There are a few monsters here.  You will find a Mailshirt on
  the floor in the middle of the secret area.

----- WITCHDOCTOR NEAR RIVER BANKS -----
  EXITS: -Witchdoctor at Weasel Pine (east)

  He asks you to deliver a bottle of wine to the elder of Lower Camp.  You must
  first finish the elder's quest in Lower Camp before you can give the bottle to
  him.  Convince him to forgive the witchdoctor.

----- WITCHDOCTOR NEAR ROCKS -----
  EXITS: -Rocks Village (north)
         -Old Camp (east)
         -Berezhki (south west)

  You can buy the Son of the Moon artifact here for 500 gold.  Carrying it
  reduces your current weight by -10kg!
         
----- WITCHDOCTOR NEAR SPRINGS -----
  EXITS: -Weasel Pine Forest (north)
         -Springs (south east)

  You should enter a desert-like area.  To the right is a series of lvl 5
  Carnivorous Plants.  Don't bother with this because you'll get killed really
  fast (they're super tough and poisonous as well).  There's at least 10-15 of
  them.  (They're guarding the "Hero's Shield".)  I would suggest that you wait
  until you get the Sword vs Plants later (in the quest of the Lower Camp's
  village elder [the village is just north of Witchdoctor near Bizantines
  Camp area]

  Somewhere in the desert be a totem like pilar.  Use the shovel (right click
  on it, then right click on a tile) at one tile down and one tile to the left
  to get a Magical Orb of Witchdoctor of Springs that will teleport you to the
  Witchdoctor (you could walk there it you wanted to).  This orb has infinite
  uses and can be used anywhere.

  When you meet the Witchdoctor, remember to buy magic orbs as well as ask
  for a blessing (for 100 gold), which gives you a one-time +10 CHA bonus.
  
  Further west is a trench containing the Hero's Bow (and guarded by two
  rather high level Moss-Dweller lizard men).

----- WITCHDOCTOR NEAR STREAM VILLAGE -----
  EXITS: -Bizantine Camp (north)
         -Black Pine Forest (south east)

  Don't let the name fool you: there is no witchdoctor here, only a centaur
  guarding the entrance to the Dragon's Cave.  You must bribe him with a
  copy of the complete Dragon's Amulet to get inside (see ENDGAME above for
  more details).

----- WITCHDOCTOR NEAR UPPER CAMP -----
  EXITS: -Old Camp (west)
         -Upper Camp (east)

  The witchdoctor here wants you to clear out the bandits to the south west.
  As a reward, he will tell you where the Blade of the Ancient Sword is (1
  screen left of his house is a lone leafless tree; dig around there to find
  it).

  I met a merchant here (in the west of the area near the bridge) who wanted
  me to escort him to the nearest city.  I brought him to Old Camp and dismissed
  him (CTRL+Right Click on Portrait and dismiss).  He paid me for safe passage.


==============================================================================
                              9) QUASI ARTIFACTS
==============================================================================

I call these weapons quasi artifacts because they are special (they are good
versus certain types of monsters).  Their "vs." attribute is very powerful:
it multiplies damage done against that type of monster.

  Sword vs Plants: In the Lower Camp, do the quest to get rid of the super
                   powerful carnivorous plant.  Get the Great Magnet from the
                   Witchdoctor near Lower Camp (you'll have to do his quest)
                   and use it near the bridge where the plant standing is to
                   "grab" the sword.  Instead of doing a handful of damage,
                   you'll be doing 25-100 damage (instant death!!!) against
                   most plants!  Be warned that this sword has *very little*
                   durability and must be repaired often or else it will
                   break and be forever lost.

  Axe vs Skeletons: In the Forest Camp, do the quest to get rid of the
                    invincible skeleton army.  Near the skeleton's main totem
                    is a fallen skeleton body.  There should be a bag at its
                    feet.  In the bag is a random bracelet/ring/necklace and
                    the Axe.  It has a rather high durability value, so you
                    needed be as careful as the Sword vs. Plants.

DracoLynx also found several other quasi artifacts throughout his adventures:

  Gladius (sword) vs Morok: In the Witchdoctor of Grove Village, from a Morok.
                            Req STR:28  DAM:112  DUR: 120/120  WGT: .50

  Spatum (sword) vs Wood-Golbin: location unknown.
                                 Req STR:55  DAM:220  DUR: 90/90  WGT: .70

  Club (axe) vs Spiders (?): In the Springs Village area, from the spiders
                             south of the Springs Village.  (Unconfirmed)
                             Req VIT:10  DAM: 80  DUR: 90/90  WGT: 1.20


==============================================================================
                                10) HERO ITEMS
==============================================================================
Hero items are the most powerful weapons/armor in the game.  Also, the
requirements for wielding such items is extremely steep.

  Ancient Sword: Broken in two pieces.  #1) Handle of the Ancient Sword is in
                 Witchdoctor near Middle Camp.  Go to the cave near the center
                 southmost part of the map.  You'll see a cave entrance.  Go
                 inside and you'll be teleported to one of the ditches that
                 you could not access before.  Fight all the zombies and in
                 the middle of the room will be a bag containing the Handle.
                 You might have to use a Copper Mirror of the Mage to find it.
                 #2) Blade of the Ancient Sword is in the Witchdoctor near
                 Upper Camp area.  You should see a leafless tree to the west
                 of the Witchdoctor's house.  During the day, dig where its
                 shadow ends.  Just combine the two pieces the same way you
                 would mix a potion to form the Ancient Sword.  REQUIREMENT:
                 300 STR.  380 Weapon Power.  Good vs. against Swamp-Trolls
                 and Bolotniks.

  Hero's Axe: In the Dragon's Lair (at the very end of the game), in the Water
              room (after Moon room, after Fire room), at the end of the hall
              stands the Water Door.  Before going through it, go into the room
              to the left and dig around until you find the Hero's Axe.
              REQUIREMENT: 95 VIT.  480 Attack Power.

  Hero's Bow: In Witchdoctor near Springs area.  West-most part of area.
              You'll have to face two high leveled Moss-Dwellers for it.
              REQUIREMENT: 95 DEX.  160 Weapon Power.
  
  Hero's Shield: In Witchdoctor near Springs area.  East-most part of area,
                 you'll have to fight through endless hoards of Carnivorous
                 Plants.  They are poisonous, so be prepared.  REQUIREMENT:
                 100 DEX and 95 STR!  It gives +300 STR!  (Effectively making
                 anyone a killing machine!)  160 Armor rating.
  
  Hero's Armor: In Black Pine Forest.  The village Elder has it on his person.
                Kill him to get it.  REQUIREMENT: 35 CHA and 95 VIT.  It sets
                your DEX=100 and reduces your VIT by -20.  200 Armor rating.

  Hero's Helm: In Byzantine Camp.  Walk to the top right corner of the area.
               You should see five white-trunk trees in an inverse V formation,
               simply dig two tiles south of the middle tree.  REQUIREMENT:
               95 DEX.  100 Armor rating.


==============================================================================
                                11) ARTIFACTS
==============================================================================

All artifacts are single-use unless otherwise noted.

Also please note that the location of these artifacts may depend on which
character you are playing and may even be somewhat random.  E.g., playing as
Erik, I did not find the Warchief's Chalice in the Lower Camp, it was some
random generic necklace instead.  This is the reason why I have also included
locations where my contributors found these artifacts.  This should give you
a general idea of where to look for them.

APPLE OF KNOWLEDGE
  +200 EXP with no side-effects.  Best to be duplicated before you hand it
  over to the witchdoctor.  (Erik's quest only.  See his walkthrough in the
  above section for exact details on where and how to obtain it.)

SON OF THE MOON  
  Carrying it reduces your weight by -10kg!  You definately want to duplicate
  this one!
  
  Witchdoctor near Rock area.  Just buy it from the witchdoctor for 500 gold.
  (Go to Berezhki and take the top right exit of the town, he should be right in
  front of you.  Talk to him about your story and then ask him if you can buy
  an artifact.  He'll sell you the Son of Moon for 500 gold.)

WINE
  Acts as a Home Brew potion.

  Witchdoctor near River Banks.  Talk to him and he will ask you to give the
  wine as a reconciliation present for the elder of Lower Camp.  Of course,
  you'll have to complete the Elder's quest to kill the super Carnivorous
  plant blocking the bridge first before you can offer the wine to him.

GREAT MAGNET
  All "bags" of items in the area are instantly "grabbed" and put in your
  inventory.
  
  Witchdoctor near Lower Camp.  Take his quest to destroy the Giant Worm
  lair.  Do so (the lair is in the lower right part of the area).  Return
  to him for the reward.

CHILDREN'S TOYS
  Permanently increases a character's CHA by +5.

  Witchdoctor Near Abyss area.  Hard to describe, but since you'll already be
  looking for the Rock there, you'll probably stumble upon it (better use a
  Copper Mirror of Mage just in case).

HANDLE OF THE ANCIENT SWORD
  Must be combined with Blade of the Ancient Sword to create the Ancient Sword.

  Witchdoctor near Middle Camp area.  Go to the cave near the center southmost
  part of the map.  You'll see a cave entrance.  Go inside and you'll be
  teleported to one of the ditches that you could not access before.  Inside
  the first room that you are teleportd to, fight all the zombies and in the
  middle of the room will be a bag containing the Handle.  You might have to
  use a Copper Mirror of the Mage to find it...
  
BLADE OF THE ANCIENT SWORD
  Must be combined with Handle of the Ancient Sword to create the Ancient
  Sword.
  
  Witchdoctor near Upper Camp area.  Perform the witchdoctor's quest to rid
  him of the bandits to the south west.  Upon completion, he will tell you to
  find a leafless tree during the day and dig where its shadow ends.  He also
  mentions that this tree is away from normal dirt trails.  Just head 1-1.5
  screens to the left of his house to find that tree.  (It's a lone big tree;
  you can't miss it).  Dig nearby to get the Blade (use a Copper Mirror of the
  Mage, if you must).

COPPER LAMP WITH THE NAME OF THE SKELETON KING
  Instantly kills all monsters in current area.  (For the Forest Camp, this
  includes the skeletons that are *in* the cave too!)

  Long winded quest.  Elder of Forest Camp will give you a quest to clear out
  an invincible skeleton army to the east (further right of the area).  First,
  go to the Witchdoctor near Byzantine Camp for information.  He will then send
  you to his neighbour, the Witchdoctor near Grove Village.  Talk to that
  witchdoctor and buy his lamp for 500 gold.  He will tell you that you need a
  rune to make it work.  Go back to the Witchdoctor near Byzantine Camp and he
  will inscribe the rune on it for you for free.  

TORCH
  When used, it creates "light" around all items that can be picked up in the
  area (very useful at night).  Can be used indefinately.

  Witchdoctor near Bizantines area.  Just follow the path east all the way
  until the exit.  A little bit to the left is a bunch of totems.  Dig in the
  middle to obtain the torch.

ETERNAL COIN
  Goods cost 50 gold less.

  Witchdoctor near Middle Camp.  Go to the center top of the map to find the
  Witchdoctor.  Do his quest (find the White Fang item): go to the center bottom
  of the map, enter the cave and you'll be met with lots of teleporters.  Take
  the right teleporter, then the left, then the left again.  You'll have to
  fight hoards of monsters each time, so be prepared!  After that, you'll end
  up on a tiny platform on top of the swamp.  Pick up the fang and use the
  teleporter to get out of there!  Your reward will be the Coin.

DOLL
  Curses all enemies on current location.  I don't know what cursing does, but
  you'll need this item to complete the Witchdoctor near Black Pine's quest,
  so don't use it.

  Moonraker confirms that he found the doll on the body of a monster he killed
  in the Witchdoctor near Black Pine area.

  Brian Smith says that, playing Erik, he found the Doll by killing the
  moss-dwellers at Witchdoctor near River Banks.

  Mark Baker found the doll on one of the Goblins near the cursed goblin boy
  in Witchdoctor near River Banks.

HARE'S TALE (is this a typo?)
  Protects from curse.  You'll need this item to complete the Witchdoctor near
  Weasel Pine Forest (Erik only?).

  Moonraker confirms that he found the Hare's Tale lying on the ground in 
  Witchdoctor near Old Camp area.  He also confirmed that he found a second
  Hare's Tale in Witchdoctor near Black Pine.  He found another one on a
  purple Moss Dweller north-easy of Witchdoctor near River Banks.

  Brian Smith says that, playing Erik, he found the Hares Tail by killing
  goblins at Witchdoctor near River Banks.

  Jon mentions that, playing as Erik, he found it in the Witchdoctor At Lower
  Camp area, start from the witchdoctor's house and then head roughly one screen
  south and two screens east.

WHISTLE
  Can be used infinitely.  It seems to make all monsters (including humans) run
  away or roam about aimlessly for 1-2 seconds.  Useful to avoid combat.

  Witchdoctor near Upper Camp.  (From Upper Camp, take the West exit)  It's near
  the East entrance in front of one of the 5 tombstones.  Use a Copper Mirro of
  the Mage to find it.

WARCHIEF'S CHALICE:
  There are many chalices throughout the game.  It permanently increases CHA
  +10.  I would suggest using Duplicators on it before using it.

  Note that these were the locations of where I found different copies of
  this artifact (playing as Wolf):
  #1) Lower Camp area.  It's in the top middle part of the map (slightly to
      the right of the northern exit to Witchdoctor near Lower Camp).  Simply
      dig in front of the lone grave there to find it.
  #2) Witchdoctor Near Abyss area.  Inside the Moon Cave.  It's in the main
      room, where I found Erik (I was playing as Wolf).  Use a Copper Mirror
      of the Mage, if you must.
  #3) Witchdoctor near Black Pine area.  From the West entrance, follow the
      path north for 2 screens until you meet 4 totems close by to each other.
      Dig 1 tile to the left of the center stone.

PIPE
  No monster can resist it's tune: they will all flee in terror.  Or so that's
  what the man that gave you the pipe says.  Truth is that when you play the
  pipes, monsters will only stagger back 0-1 tile.  This is actually better than
  it sounds.  Since you can use the pipes undefinately and repeatedly, I
  normally keep right-clicking on the pipes as fast as I can when my
  characters engages monsters in melee.  This way, monsters don't get a chance
  to actually attack any of my guys!  This is definately very cheap...
  
  Grove Village (take lower right exit from Witchdoctor near Bizantines).  Talk
  to the man near the entrance.  He'll tell you to go kill the Asps to the
  south.  Do so (not so tough).  Find his money around there (500 gold) and
  return to him with it.  Alternatively, you can just pay him 500 gold and
  pretend to him that you actually found the money.  He'll give you the Pipe as
  a reward.

  While playing as Erik, a girl in Stream village gave me a quest to give her
  greetings to her boyfriend, Radagast, in Huntington.  After doing so, Radagast
  gave me a magical pipe.  I am not sure if other characters can get this quest.

SAINT RELIC
  Blesses a character.  (+10 CHA Permanently, a character can only be blessed
  *once*)  Identical to when you ask a Witchdoctor to bless you for 100 gold.

  Witchdoctor near Lower Camp area.  Just head north west for 1.5 screens and
  then you should meet the Witchdoctor.  Right next to his house, simply dig
  one tile to the right of the bull's skull beside the totem.


==============================================================================
                           A) IN-GAME QUASI-CHEATS
==============================================================================

----- Recycling Merchant's Artifacts List -----
I discovered this one when I had to do the Stream Village bridge building
quest.  Merchants can normally sell up to 1 or 2 artifacts at any given time
(sometimes they don't sell any).  These "artifacts" can be:

-Claw of Giant Falcon (+3 STR permanent)
-Third Eye Berry (+100 Identification [100 is the max])
-Manuscript on Trade (+10 Bartering [100 is the max])
-Healer's Works (+100 Healing [500 is the max])
-Blacksmith's Scroll (+4 Blacksmiths Skill)
-Blueprints of Ancient Pyramids (+5 Building Skill)
-Lost Map (Reveals a random location on your map)
-Duplicator (Duplicates any other item it is "mixed" with)
-Words of Resurrection (Resurrects everything dead (both NPCs and creatures)
   on screen)

The "cheat", if you will, is that if you save in front of the merchant, then
load your game, the game will reroll again to see if that merchant has an
artifact or not.  Basically what this means is that you can keep reloading
until the merchant sells the artifact that you want!  (Note that each time you
reload, *all* the other items that he is selling stay the same; only the
artifact(s) being sold have a chance of changing (even this is not 100%
effective).  So don't be discouraged if you still see him selling the same
stuff, even after a couple of loads; just keep reloading.  Sometimes it takes
up to 4-5 loads before you see a change.)

----- Accessing Parts of the Map Very Far Away -----
This trick allows you to teleport to places that you have never visited
before.  You can use this trick if you simply cannot figure out how to build
bridges or if you want to buy more powerful equipment than what is currently
available to you.

You will need both Lost Map magic scrolls (found in Merchant shops) and Orbs
of Magic Jump (bought at any Witchdoctor).  First, use several Lost Map
scrolls.  With any luck, this should reveal new sections of the map far away
from your current location.  Then just use the Orb to teleport there.

Be warned though, if you teleport into a wilderness (i.e., not a town) area,
you will most probably encounter monsters that will make short work of your
party unless you run away quickly.

----- Conquering Towns Without Fatalities -----
When going after a town that you want to conquer, simply attack the nearest
villager and the entire town will go hostile.  Stand your ground (i.e., don't
move) and kill anyone who attacks you until the movie animation comes up
showing that the village gives itself up to you.  After, simply use a Words
of Resurrection scroll and voila: everyone who died revives and goes about
their business (as though you had never even attacked them).

This trick comes in useful in strong towns, like the Byzantine Camp, where
you would rather keep all the villagers alive after conquering it so that you
can still buy weapons/potions, as well as to recruit the powerful NPCs there.

(Thanks to Egbert, Maciej, and all the others who contributed this trick.)

----- Equiping Weapons/Armor Without Having The Stats For It -----
This trick may be obvious to some, but you can equip anything (weapons,
armor, helmets, shields, bows) even if you do not have enough stats to do so.
All you need is to have necklaces and rings that increase attributes (+STR,
+DEX, or +VIT).  Simply equip enough rings/necklace to be able to equip a
given item that is too powerful for you, equip the item, then remove the
rings/necklace.  Even though you removed the rings/necklace and you no longer
have the requirements, the item will remain equiped (until you remove it)!
You can then pass the rings/necklace onto your next party member and repeat
the process to equip everyone with more powerful items than theoretically
allowed.

As a final step after equiping more powerful items than normally allowed,
you can replace your rings/necklace slots with +Armor or +Damage accessories
to guarantee maximum power.

----- Reviving Party Members with Words of Resurrection -----
Moonraker found a neat way to revive lots of dead party members after a
battle.  Just use a Words of Resurrection scroll.  Sounds simple enough, but
just remember not to have any dead monsters on the screen when you use the
scroll, or else you will have to fight them again!  Here's the trick: if your
NPC died near a dead monster which you don't want to fight again, just slowly
walk away from both of them until only your dead NPC can be seen (i.e., the
monster's body is outside your field of vision), *then* use the scroll.


==============================================================================
                                 B) HACKING
==============================================================================

Be sure to back up your savegame before attempting to hack the files.  The
savegame files are called "Konung.sa#", where # is a number between 0 and 9).
You'll find them in your Konung: Legend of the North installation directory.

I am *not* responsible for any lost information and/or corrupted files and/or
computers.  If you are not experienced with hex editing, I would suggest that
you just go on the internet and find a trainer or editor.  Back up all your
save games before proceeding.

You'll also need a hex editor to hack your savegames.

For you hex editor experts, this game is very easy to hack because the
savegames are fixed size!  This means that all the values are all stored at
the same location!

Money Cheat:

  Your current Gold amount is stored at address: 0002d970h +13 bytes.  Simply
  change the value to "FF FF 7F 00" (offsets 13, 14, 15, and 16) and you should
  have all the money you'll ever need in the game.

  If this is the first time that you play this game, I suggest that you use
  this cheat, because otherwise, you'll get overwhelmed by the number of things
  happening in the game.  With infinite money, that's one less thing to worry
  about.  Also, don't worry about becoming a "Power-Gamer" character early on
  in the game, since the quality of the equipment that you can wear is limited
  by the list of available items as well as your characters stats.

Warning to Many: Again, I would like to repeat that if you are inexperienced
with hexadecimal hacking files, then I would *greatly* advise you to find
another way to cheat.  The best suggestion is to find a small program that
will hack the game for you.  For best results, go on www.google.com and type up
"Konung money cheat", "Konung money trainer", or "Konung save game editor".


==============================================================================
                           C) FUTURE CONTRIBUTORS
==============================================================================

Should you have any extra insight into this wonderful game or if you feel as
though I have made any serious mistakes, please feel free to e-mail me at
[email protected].  Since this is a rather outdated game, please do not
e-mail me for trivial matters.  This includes, but is not limited to: asking
me how I feel about the game, any spelling mistakes that I have made, why you
think this game rocks/sucks.  Question and inquiries are always welcome, though.


==============================================================================
                                  D) THANKS
==============================================================================

Thanks to all you guys who contributed info to this FAQ.  This update would
not have been possible without your contribution.


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