--==[ The Tome of Knowledge ]==--

The Frequently Asked Questions

Table of Content

Topics related to the Dungeons of the Game:
If you want to bring your own contribution to this FAQ, I'm entirely open to all your propositions. If you have other questions that needs quick answers fell free to ask and contact me.

The Dungeons

Abondoned Pirate Keep

Overview

This is the dungeon you need to enter in order to find the Cannon bullet to Sink the Regna Fleet. The main entrance at I gives to the outside near the Cannon in Regna. But the door inside this room is close. There is no way to open the door from this side of the dungeon. You need to come from the other side in order to unlock the door, there is not key needed.

Map & Statistics

A real spider form dungeon. Just the entrance to this place isn't trivial.

Abondoned Pirate Keep

Monsters Regnan Mage (Regnan Sorcerer, Regnan Battlemage and Regnan Archmage),
Bandit (Regnan Bandit, Regnan Pirate and Regnan Brigadier) and
Orge Mage (Orge Mage Apprentice, Ogre Warrior, Ogre Magi et Orge Mage)
Quests Sink the Regna Fleet.
StatisticsRespawn: 1 year, Traps: 5, Treasure: 4, Hostile Encounter: 10% {50%, 25%, 25%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

Since the door at I is close you need to find another way to come in. Well only one choice, using entrance II. But this entrance does not lead to Regna itself but to another dungeon: Passage Under Regna. You have to first enter the last dungeon before you can enter the Keep.

The bullet is located in the chest at the blue 1. In the chest at the cyan a, you can find the Mace of the Sun, a special item.

- Abondoned Pirate Keep
- The Region of Regna
- Dungeons Statistics
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Abandoned Temple

Overview

The Abandoned Temple is the first dungeon you enter, at least for your first trip trough Jadame. It is an interesting dungeon with fight, traps and problems to solve. If all the dungeons were like this one the game would be great.

The dungeon is on the 3rd island you visit with the telepods in Dagger Wound Island. It is a pyramid shape budding from the outside. Before entering don't forget to touch the Fire resistance and the Game Brazier for +3 skill points.

When you enter the dungeon you will stump on a crazy looking knight: Simon Templar. He is not a Saint and don't looks like Roger Moor in any way. He offers to join your team, he is a level 5 Knight.

The temple has 5 sections or 5 contests. Each testing one of your attributes, it's more a personal view of the place and test more your own abilities then the teams once.

Map & Statistics

The dungeon has not a real smooth architecture, but due to its different compartments (one for each challenge) it rather a succession of different smaller dungeons.

Abandonned Temple

Monsters Serpent (Young Couatl, Couatl and Winged Serpent),
Serpentman (Serpentman, Serpentman Elder, and Serpentman Warrior)
QuestsIdol of the Snake, Prophecy of the Snake and Priest of the Sun.
StatisticsRespawn: 2 year, Traps: 1, Treasure: 1, Hostile Encounter: 10% {50%, 50%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

First test: Speed

You have the choice to cross the room a by:
  • Being very fast and jumping from block to block in the room. If you are too slow the blocks will slowly sink into the floor.
  • Use the jump scroll or spell.
  • Press the 4 buttons in each alcove to let the staircase appear.

You find the first quest item in the chest 1, the Prophecy of the Snake.

Second Test: Accuracy

You need to cross the room b without falling down to the lower part and need to start again. This is actually very simple. Put your nose in the ceiling direction and be sure your team always walks below the Red Zone.

It is possible to reach 3 of the 4 chests without falling through the floor. Else jump near the chest and open it when you are close, when you close the chest you will fall down and you need to walk up again.

Third Test: Intelligence

The room c is the one that causes the most trouble to the players. When you enter the room and try to open the door on the other side, the floor will slowly slip open. You need to stop the floor sliding open before you fall down and kills yourself. On each walls of the room you have 2 pairs of glowing red snake eyes. Press on each of them. Once all are off, the floor will stop sliding open and the door will be unlocked to you.

Forth Test: Endurance

This is the maze part of the temple, section d. You actually don't need to cross it in order to get out. But there is a quest item to take. Once you find your way trough the mini maze and slaughter all the Snakemen you can find the Prophecy of the Sun in the ovoid room (blue 3 on the map).

The closeted Snakemen in the maze respawn as soon as you close their closet. This can help you if you seek some extra XP. In the oval room at the end of the bridge you can find a gem. It's often a diamond, hold it and transmute it in Murmurwoods in a horseshoe (see Gems link).

Fifth Test: Chance

The last room e is fully trapped. The traps are visible to your team whatever you have perception or not. One of the traps is fake (Red Dot on the map) and will open a panel that hides a chest (blue 2 on the map) with the quest item: Idol of the Snake.

In an early chest of the dungeon, there is a scroll that gives away the floor tile on which you need to step to get to the Idol: "The sixth, not the fourteenth.".

Conclusion

Now you are free to leave this nice little temple and finish all the quests with the items you have. Also, Don't enter the dungeon in turn based mode. A bug will kick you out as soon as you have spoken to Simon Templar. Simply enter in real-time mode.

- Abandonned Temple
- The Region of Dagger Wound Island
- Dungeons Statistics
- The Abandoned Temple Bug
- Gems
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Balthazar Lair

Overview

Balthazar Lair is the stronghold of the Minotaurs. They build their lair under the land of Ravage Roaming. This powerful bulls unfortunately cannot swim well and when they where flowed they had to hide.

Map & Statistics

The Lair is a succession of room and corridors without apparent order. It goes up and down a lot and all the switches system to drain isn't logical for an Engineer mind.

Balthazar Lair

Monsters Triton (Triton, Triton Warrior and Triton Crusader),
Minotaur1 (Minotaur Guard, Minotaur Warrior and Minotaur Battleleader),
Minotaur Peasant1 (3 types)
Quests The Rescue, Minotaur Alliance and Minotaur Lord.
StatisticsRespawn: 2 year, Traps: 6, Treasure: 4, Hostile Encounter: 0% {0%, 100%, 0%}

1 These monsters are pacific; they will only attack you if you take the initiative.

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

Your first goal when you arrive there is to drain the full lair. In the first house when you enter you will find Thanys (map in house 1), he give you the quest to drain the lair. In the second room from the entrance you'll find a scroll with the instruction on how to drain the lair (see plan near the magenta B).

To drain this place you need to pull up and down a group of levers. Each lever is number with a letter. So according to the instructions found on the ground you need to switch up or down the levers in this order: A, B, C, E, G, D, J, C, E, F, D, I, C, X. Note that you must only touch once the lever. An up and down means two hit!

When you see the drain the lair (pulled down the X switch) you have a nice animation and you can then speak to Masul, the leader of the Minotaurs (house 2 on the map). Then don't forget to speak to Thanys for the reward and eventually hire him if you want.

Once you have spoken to the Lord you will not have access to the houses. All the houses still remain flowed. The inhabitants come back ONLY when you finish the alliance quest with the Minotaurs!

If the lair is still flowed (no one in the houses) you must go out trough the same way in: the air pipe (map entrance I). Else a new entrance (map entrance II) will be available and the air pipe will be closed.

Quirks

Some house remain flowed even after the Minotaurs return to there house and shops. They are probably houses from dead Minotaurs you saw in the introduction of the game.

Don't forget to drink from the well (map green I) in the center of the Lair to activate the Town Portal spell.

- The Region of Ravage Roaming
- Balthazar Lair
- Dungeons Statistics
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Barbarian Fortress

Overview

The Barbarian Fortress has a nice looking dungeon with a big outside as well as a quite realistic inside (in accordance with the external aspect). It is located in the northwest part of Ravage Roaming (cyan B on the map). There are many goods to take in the inside court of the fortress before you enter.

Map & Statistics

The fort from inside is looks like the outside. But unfortunately you cannot see outside. Anyway this is the beast:

Barbarian Fortress

Monsters Ogre (Ogre Brawler, Ogre Warrior and Ogre Warleader),
Orge Mage (Orge Mage Apprentice, Ogre Warrior, Ogre Magi and Orge Mage) and
Mercenary (Soldier of Fortune, Mercenary and Mercenary Capitain)
Quests Dragon and Dragon Hunter alliance quest.
StatisticsRespawn: 2 year, Traps: 5, Treasure: 5, Hostile Encounter: 20% {20%, 50%, 30%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

The item you are looking for (the Egg) is located in the basement of the fort. Zog, of course, is protecting the place. The egg is in the chest with the blue 1. To get into the basement you need to open the doors to the stairs. The doors open if you pull the lever on top of the tower (cyan a).

- The Region of Ravage Roaming
- Barbarian Fortress - Outside Zoom
- Barbarian Fortress
- Dungeons Statistics
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Castle of Fire

Overview

The Castle of Fire is a nice dungeon. It's not as complicate as others are, but need some brain in the first part. The castle is populated only with Fire Elemental like the plane of Fire, making fights hard, no speaking about the lava that hurt as much. A nice hellish castle. You must come here to get the Heart of fire.

Map & Statistics

The outside of the castle is very nice. It looks like a real magus castle with towers and all. The inside on the other side doesn't reflect as well the outside, but that is mostly the case in the Might and Magic games.

Castle of Fire

Monsters Fire Elemental (Lesser Fire Elemental, Fire Elemental and Greater Fire Elemental)
Quests Heart of Elementals.
StatisticsRespawn: 1 year, Traps: 9, Treasure: 5, Hostile Encounter: 10% {100%, 0%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

When you enter the castle, go up on the "S" way. It's the way above the fire to the room with the cyan a. From there you need to jump on the pillar in the middle of the room. This will activate the elevator, cyan b. Don't forget to have a look in the secret room at c. On the ground you have a big chance to find an Artifact or Relic.

When you can use the elevator head to the north part of the castle. On the way don't forget to loot the chests, magenta c. They contain plenty of awesome items and some of them are Relics and Artifacts.

The Heart of Fire is located in the circular room at the blue 1. To go there you need to use the teleporters e, f and g respectively. But before you can enter the first teleporter at e you need to push the lever at d.

- The Plane of Fire
- The Castle of Fire
- Dungeons Statistics
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Church of Eep

Overview

The church of Eep in Ravage Roaming (yellow 1 on the map) is one of the best in the game. It's very tricky the first time and you need to think. It's not a big one but gives fun. In my opinion, it should be done in the beginning since the monsters are weak. Of course if you have a high level team with the good skills its ways too easy.

Map & Statistics

From the outside the dungeon is shaped as a cheese. Even the color and the holes are present. Ha, these cheese lovers (I'm myself a huge cheese lover).

Church of Eep

Monsters Animalist (Animalist, Sphapeshifter et Lycantrope),
Ratman (Ratman, Wererat et Greater Wererat) and
Rat (Bestial Animalist, Bestial Shapeshifter et Bestial Lycantrope)
Quests Cheeses.
StatisticsRespawn: 2 year, Traps: 4, Treasure: 2, Hostile Encounter: 10% {34%, 33%, 33%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

You enter the dungeon at the red I. The dungeon is small but frustrating. To avoid the door that closes in front of your nose every time you need to jump over the critical zones (pastel red). Yes if you didn't see them you know it now :) The best way to know where these red zones are to have a good level in Perception skill. In more precise words:
  • Basic: level 16
  • Expert: level 8
  • Master: level 7
  • GM: level 10
But with this map you can do it too. Each block represents a square tile on the floor.

The last room is filled will teleport tiles. If you walk on one of the pastel magenta tiles you are teleported back on the magenta dot. The cheese you seek is in the chest with the blue 1.

- The Region of Ravage Roaming
- The Church of Eep
- Dungeons Statistics
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Dark Dwarf Compound

Overview

This is one of the few place in the Jadame where you can find Dwarfs. Also the Dwarfs from Jadame are Dark, do wonder :). The other odd particularity is that they have their base right under the nose of the Elves!

Map & Statistics

The Dark Dwarf Compound is located in the West part of Alvar (See Alvar city map yellow 1). The compound is divided in two sections. The first looks more like a mine and the second like a well designed hideout for Dwarves.

The Dark Dwarf Compound

Monsters Dark Dwarf (Dark Dwarf Grunt, Dark Dwarf Pounder et Dark Dwarf Berserker) and
Malevolent Boulder (3 sizes)
Quests Minotaur Lord.
StatisticsRespawn: 1 year, Traps: 4, Treasure: 4, Hostile Encounter: 10% {100%, 0%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

This dungeon is the one you need to visit if you want to do the Minotaur Lord Promotion. Here you can find the famous axe of Balthazar. It is located in a chest in one of the south caves of the first part of the Compound, see the blue 1 on the map.

If you are not the one that love exploring you can finish here. But there is an interesting artifact to take in the second part of the Compound: The Ring of Planes. Go in the room marked with the cyan b and look in the chest.

The main corridor is heavily trapped and impossible to disarm. You need to pass this by a way or another. There are several ways to avoid the traps:
  • Use the Vampire special spell: levitate.
  • Run and dodge the rock when it passes.
  • When you enter the corridor always strictly hold your right and rest in the doorframes.
The last tip is useful and you have very few chances to be hit by the rock.

- The Region of Alvar
- The City of Alvar
- The Dark Dwarf Compound
- Dungeons Statistics
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Druid Circle

Overview

This is one of the odd dungeons of game. It is located in the forest of Murmurwoods (yellow 2 on the map) not far from the devastated patch of the Air Plane Gate. No one knows exactly the purpose of this dungeon but one thing is sure it's not the easiest one. Speculation is that this dungeon was linked to the druid class promotion quest. This class was removed from the game in one of the game's development stage.

Finally there isn't much to do here. The result is that this dungeon is totally optional but can be good to gather some extra XP and goodies. Especially some extra diamonds.

Map & Statistics

The dungeon is like octopus like shaped. To enter really the dungeon you need to use an elevator (red I). The odd thing is that you will drop in an open area filled with monsters. And the locals are not wimpy ones.

Druide Circle

Monsters Dark Dwarf (Dark Dwarf Grunt, Dark Dwarf Pounder et Dark Dwarf Berserker),
Malevolent Boulder (3 sizes) and
Juggernaut (Charger, Juggernaut et Demolisher)
StatisticsRespawn: 1 year, Traps: 5, Treasure: 4, Hostile Encounter: 10% {50%, 0%, 50%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

In the main area there are color patches on the ground. Don't walk on them because they trig a nasty trap that can easily kill you in one blow. In the south branch in the only chest (marked with a magenta c), there is a nice "unusefull" item to take: "Druid Circlet of Power". Juste take care of the chest trap!

- The Region of Murmurwoods
- The Druid Circle
- The Druid Circlet of Power
- Dungeons Statistics
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Escaton's Crystal

Overview

The Escaton's crystal is one of the last dungeons you enter. You have no choice but to enter it in order to finish the game. At high level (+50), this dungeon is relative easy.

It is located in the center of the main town of Jadame: Ravenshore (see city map yellow 1). You cannot miss it because Haustin Power helped for the decoration, the hideous pink color can be seen at parsecs.

To enter the crystal you need the elemental key made by Xanthor (house 37 on the city map). But this is another chapter.

Map & Statistics

This dungeon looks more link a long corridor leading to an unknown place. This is small pink dungeon. The wall reminds a little the crystals structure and color.

Escaton's Crystal

Monsters Crystal Guardian (Crystal Walker, Crystal Guardian and Crystal Sentry) and
Crystal Dragon (Sapphire Dragon, Emerald Dragon and Ruby Dragon)
Quests Source of the Cataclysm.
StatisticsRespawn: 2 year, Traps: 10, Treasure: 5, Hostile Encounter: 10% {50%, 50%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

The Crystal Dragon is the only class that has energy attacks, you cannot protect against it and will take full damage from them when hit. The Crystal Sentry at the other hand has paralyze has special attack, so it is strongly recommended to cast protection against magic before entering the place.

Walkthrough

When you enter at I you must first kill the Walkers and Dragons that will directly attack you. You can also try to sneak past them, but save and reload a lot because it's not always an easy task too. Once you are around the first corner thinks are much easier.

It is a good recommendation to loot the chest at the cyan a, it contains an artifact (Mace of the Sun). Take care because this chest, and the only chest of the dungeon, is well trapped. In fact one of the highest trap for a chest in the game.

Once you arrive in the b room you need to play a little tune in order to activate the teleportet at 1.The teleporter will bring you to the Plane between Planes, the land of Escaton. First push on the button below the desk and listen to the melody and colors. Once it's finished you need to play the same tune on the other row of crystals. If you are to lazy here is the combination [1,3,2,1,2,3,1,3,1], where 1 is the most left crystal and 3 the most right.

- Escaton's Crystal
- The Region of Ravenshore
- The city of Ravenshore
- Dungeons Statistics
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Escaton's Palace

Overview

Another dungeon with the name of the Planeswalker! Well at least this dungeon is not pink at all. It is located into a huge skull of a long death titanic monster.

The Escaton's dungeon is located in center the Plane between Planes, see yellow 1 on the map. It's just East of the big sword. You enter the palace via the mouth socket.

Map & Statistics

Escaton's Palace is in fact a big maze with many door, switches and buttons. It takes some time to get trough but is far from complicated. Each switch or button will open a new section of the maze until you can open the last section to Escaton's room.

Escaton's Palace

Monsters Ether Knight (Ether Knight, Ether Champion et Ether Lord) and
Guardian (Chaos Guardian, Chaos Protector et Chaos Overlord)
Quests Source of the Cataclysm, Riddles and the Elemental Lords.
StatisticsRespawn: 1 year, Traps: 10, Treasure: 6, Hostile Encounter: 10% {100%, 0%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

The other particularity of this dungeon is that it has a unique class of monsters to guard it: Chaos Guardians. Also you will never find an as big concentration of Relics and Artifacts here. There are so many that you cannot hold all the super things you find in your inventory. This is a real good dungeon to go shopping for good equipment.

Walkthrough

To get trough the maze you can follow this combination: l1, l2, l3, l4, l6, l5, b2, b3, l8, b1, l7, l9, b4. There are other solutions as well.

- The Plane between Planes
- Escaton's Palace
- Dungeons Statistics
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Grand Temple of Eep

Overview

The Grand Temple of Eep is located in Garrote Gorge, in the northeast part of the region (see yellow 1 on the map). If you have a look closely to the map you can see that this Temple has the shape of a Rat/Mouse.

This temple must be visited if you seek the Wheel of Frelandeau for the cheese quest.

Map & Statistics

The inside is not as cool as th outside! But it's a temple.

Grand Temple of Eep

Monsters Animalist (Animalist, Sphapeshifter et Lycantrope),
Ratman (Ratman, Wererat et Greater Wererat) and
Rat (Bestial Animalist, Bestial Shapeshifter et Bestial Lycantrope)
Quests Cheeses.
StatisticsRespawn: 1 year, Traps: 5, Treasure: 3, Hostile Encounter: 15% {34%, 33%, 33%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

The cheese is located in chest (map on the blue 1) in the caves behind the main altar. To open the passage behind the altar you need to push a button.

Go in the room with a desk (map with the cyan a), on the right side of the desk you will find a small button. Push it to open the back of the altar (map with the cyan b).

- The Region of Garrote Gorge
- The Grand Temple of Eep
- Dungeons Statistics
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Ogres Fortress

Overview

The fortress is located in the west part of Alvar on the road to Murmurwoods. (See map yellow 1) It base of the Ogres of Alvar. There is not much special about the place if it was for some nice Easter egg.

Map & Statistics

The fortress has two sections. The main part in the building, you have plenty of Ogres walking around with other nice monsters. The basement is the place to go to finish the quests.

Ogres Fortress

Monsters Ogre Warrior (Ogre Brawler, Ogre Warrior and Ogre Warleader),
Human Mercenary (Soldier of Fortune, Mercenary and Mercenary Capitain) and
Orge Mage (Orge Mage Apprentice, Ogre Warrior, Ogre Magi and Orge Mage)
Quests Irabelle et Ogres Fortres.
StatisticsRespawn: 2 year, Traps: 3, Treasure: 2, Hostile Encounter: 10% {50%, 10%, 40%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

When you enter the Ogres Fortress you will need to kill a lot of hostile guards. Irabelle is located in the basement of the Fortress at the blue 1. To be able to go down you need to open the entrance to the basement. Go to the upper level of the Fortress and go to the Throne room. When you are sitting on the throne you can see a button (the cyan a) on the opposite left wall, just push it.

To get access to Irabelle you need a key to open the cell. This key can be found on one of the Ogre Warleader (a big red hostile guy) in the basement.

- The Region of Alvar
- The Ogres Fortress
- Dungeons Statistics
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Pirate Outpost

Overview

This is the only dungeon that pops out of nowhere during the game. The Pirate Outpost is just small building located on small Island south of the main island in Dagger Wounds Island (see map, yellow 4).

You can find this outpost ONLY and ONLY if you have received the quest "Sink the Regna Fleet" from Fellmon is Ravenshore. If this quest is not in your quest logbook you will not see it. To receive the "Sink the Regna Fleet" quest you need to make an Alliance with 3 of the factions of Jadame. Once you have the quest head to Dagger Wounds Island and seek for the Outpost.

Map & Statistics

This is an underground outpost and you can find one of the few high-tech elements of the game: a submarine. Yes few high-tech goodies did make it in MM8 but the submarine is one of the most advanced technologies of Jadame. Funny to use as well ;P.

Pirate Outpost

Monsters Pirates (Pirate Wizard, Pirate Magi and Pirate Seer),
Pirates Warrior (Pirate, Boucanier and Corsaire),
Regnan Crossbowman (Regnan Crossbowman, Reganan Arbalester et Regnan Lieutenant) and
Bandit (Ragnan Bandit, Regnan Pirate et Regnan Brigadier)
Quests Sink the Regna Fleet
StatisticsRespawn: 2 year, Traps: 2, Treasure: 1, Hostile Encounter: 10% {34%, 33%, 33%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthroug

Press on the button at a to open the passage way to the underground passage. At b you find a button that opens on a secret room. In the room at c you find Blackwell Cooper, you must kill to get his key. The key enables to open the access passage (at the cyan d) to the submarine (blue 1).

On the top floor (cyan e) you have a room with levers. Just push the middle one to access the vault. With the key of Blackwell Cooper you can open the vault.

Quirks

If you are sick from killing in this game you can make a 1-kill game. This means you will only kill one monster in the entire game. In the Outpost lives the only guy you must kill to do follow the main plot. This is Blackwell Cooper he hold a key you absolutely need to continue the game.

You can put a Beacon on the place where later the Outpost will pop up. If you beacon back on the place when you have the quest you will be inside the structure but on the Dagger Wound Island. Trapped like a rat in the decor :).

- The Region of Dagger Wound Island
- The Pirate Outpost
- Dungeons Statistics
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Dungeons Statistics

Description

Here some statistics about the dungeons of Jadame. Each dungeons has some default settings that can come to hand. Each dungeons is considered as an indoor area, thus uses the indoor 3D Engine. Here you cannot cast any outside area spells. But first some explanation about the bases.

Respawn

Each dungeon has a counter that is activated the first time you enter it. Each day that passes on Jadame the counter will increase. If it reaches the respawn limit of the given dungeon, this one will be reset. By reset we mean all monsters, chest and ground goodies are regenerated. This also means that you have to fight again to kill all the hostile inhabitants. All this means that all the objects that where on the ground you didn't pick up will be replaced as well as the content of each chest.

The time counting in Jadame goes as follow:
1 week  = 7 days
1 month = 4 weeks
1 year  = 12 month
This bring use to 6 months is equivalent to 168 days and 1 year is 336 days. All respawn times are given in days but are a mutable of month or years.

Traps and Treasures

Each dungeon has a certain difficulty, when the difficulty increases the traps level will increase. You will need a better disarm skill in order to remove them. I'm personally not sure how the traps point work, but it's possible you need to have a level 3 times the trap level. This corresponds approximately to the disarm skill capability.

The same goes for the treasures. The better the dungeon is (higher treasure level) the better the items you find. A Level 6 means you have a good chance to find a Artifact, Relic, Special Item or high level magical item.

This will have a direct impact as well on the chests you will find. But better treasure means better trap and more damage if you didn't disarm it properly.

Random Encounter

This factor is only applied to you if your team is camping inside a dungeon. If you rest in an Inn you won't be affected. The encounter fact gives a probability that a group of monsters will attack you.

If you sleep in a dungeon and the system defines a hostile encounter, the attacking monsters will be one of the 3 type of monsters you can find in the given dungeon. The number and level is randomly chosen, but the attacking group will be always small.

Monsters

In some dungeons you will encounter more then 3 type of monsters. But if you do so one or more of them will be friendly, most of the time the 4th or more monster classes you see are peasants or uniques. It seems that the peasant class is an extra add-on to dungeons and is not considered as a monster. Same for some unique monsters you can find, they are not part of the default description and added later on.

Statistics

DungeonRefil DaysTrapsTres
Random Encounter
Monsters
%M1M2M3
Abandoned Temple
672
1
1
10
50
50
0
Serpentmen and Couatl (winged snake)
Pirate Outpost
672
2
1
10
34
33
33
Wimpy Pirate Mage Male, Pirate Warrior Male and Pirate Crossbowman (Female)
Smuggler's Cove
168
2
2
10
33
33
34
Wererat Human Form Male, Wererat Ratman Form Male and Wererat Rat Form Male
Dire Wolf Den
168
2
2
10
100
0
0
Dire Wolf and Wererat Ratman Form Male
Merchant House of Alvar
672
0
3
0
100
0
0
Dark Elf Pesant Male and Dark Elf Pesant Female
Escaton's Crystal
672
10
5
10
50
50
0
Crystal Walker and Crystal Dragon
Wasp Nest
168
3
2
10
100
0
0
Wasp Warrior
Ogre Fortress
672
3
2
10
50
10
40
Ogre Warrior, Human Mercenary and Ogre Mage
Troll Tomb
672
3
3
10
100
0
0
Gog
Cyclops Larder
168
7
4
10
100
0
0
Cyclops and Bedraggled Human (peasant)
Chain of Fire
672
6
3
10
70
30
0
Gog and Salamander
Dragon Hunter's Camp
168
5
3
0
100
0
0
Dragon Hunter and Human Mercenary
Dragon Cave
168
8
5
0
100
0
0
Dragon and Wimpy Dragon
Naga Vault
336
7
3
10
100
0
0
Naga and Serpentmen
Necromancers' Guild
168
4
4
0
100
0
0
Necromancer (monster), Skeletons Archer and Vampire (monster)
Mad Necromancer's Lab
336
6
4
10
50
20
30
Necromancer (monster), Bone Dragon and Skeletons Archer
Vampire Crypt
336
4
3
10
100
0
0
Vampire (monster)
Temple of the Sun
336
4
3
0
100
0
0
Cleric (human male)
Druid Circle
336
5
4
10
50
0
50
Dark Dwarf, Malevolent Boulder and Juggernaut
Balthazar Lair
672
6
4
0
100
0
0
Minotaur and Triton
Barbarian Fortress
672
5
5
20
20
50
30
Human Mercenary, Ogre Warrior and Ogre Mage
The Crypt of Korbu
672
7
4
10
50
50
0
Efreeti and Naga
Castle of Air
336
9
5
10
100
0
0
Air Elemental
Tomb of Lord Brinne
336
0
2
0
100
0
0
-
Castle of Fire
336
9
5
10
100
0
0
Fire Elemental
War Camp
336
7
5
10
30
30
40
Gog, Phoenix and Efreeti
Pirate Stronghold
336
4
4
10
50
50
0
Pirate Warrior Male, Pirate Crossbowman (Female) and Human Mercenary
Abandoned Pirate Keep
336
5
4
10
50
25
25
Pirate Mage Male, Pirate Warrior and Male Ogre Mage
Passage Under Regna
336
5
4
10
40
30
30
Pirate Mage Male, Pirate Warrior Male and Ogre Warrior
Small Sub Pen
336
4
4
10
50
30
20
Pirate Warrior Male, Pirate Crossbowman (Female) and Pirate Mage Male
Escaton's Palace
336
10
6
10
100
0
0
Wimpy Plane Guardian and Ether Knight
Prison of the Lord of Air
336
10
6
10
34
33
33
Crystal Walker, Ether Knight and Earth Elemental
Prison of the Lord of Fire
336
10
6
10
34
33
33
Crystal Dragon, Ether Knight and Water Elemental
Prison of the Lord of Water
336
10
6
10
33
34
33
Nightmare, Ether Knight and Fire Elemental
Prison of the Lord of Earth
336
10
6
10
34
33
33
Plane Guardian, Nightmareand Air Elemental
Uplifted Library
336
3
4
10
100
0
0
Triton and Malevolent Boulder
Dark Dwarf Compound
336
4
4
10
100
0
0
Dark Dwarf and Malevolent Boulder
Arena
0
1
1
0
0
0
0
-
Ancient Troll Home
336
5
3
10
50
50
0
Basilisk and Will 'O Wisp
Grand Temple of Eep
336
5
3
15
34
33
33
Wererat Human Form Male, Wererat Ratman Form Male and Wererat Rat Form Male
Chapel of Eep
672
3
2
10
34
33
33
Wererat Human Form Male, Wererat Ratman Form Male and Wererat Rat Form Male
Church of Eep
672
4
2
10
34
33
33
Wererat Human Form Male, Wererat Ratman Form Male and Wererat Rat Form Male
Old Loeb's Cave
672
8
4
10
20
80
0
Dragon and Wimpy Dragon
Ilsingore's Cave
672
8
4
10
20
80
0
Dragon and Wimpy Dragon
Yaardrake's Cave
672
9
5
10
20
80
0
Dragon and Wimpy Dragon
NWC
0
0
0
0
0
0
0
-

The monster classes are given by M1 to M3. In some cases there are only one or two type of monsters in a given place.

- The 3D Dungeon Engine
- Jadame Regions
- Jadame Dungeons
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Troll Tomb

Overview

The Troll Tomb is the big structure you see when you first enter the Ironsand Desert region by foot (map yellow 1). This dungeon must be visited for the sub-quest given by Overdune Snapfinger for the Witness of the Lake.

Map & Statistics

This dungeon is one of the few in the game where you need to take a pen and a paper (unless you are spoiled by a guide or a map) to find your way. This dungeon is an old style maze on several levels. on several levels with a network of small hubs (see map below).

Using the old technique of following a wall you can make it.

Troll Tomb

Monsters Gog (Smoke Gog, Ember Gog et Fire Gog)
Quests Vilebite's Ashes
StatisticsRespawn: 2 year, Traps: 3, Treasure: 3, Hostile Encounter: 10% {100%, 0%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Walkthrough

You need to put the Vilebite's ashes in the Tomb (blue 1), to be more exact in one of the sarcophagus in the crypt. When you enter the tomb follow the red path on the map.

The best way to find you way to the crypt is to follow this simple rule. When you arrive in a hub take the first door left hand, turn clockwise to find the first door in each hub. If you follow this rule you will walk the exact red path marked on the map.

Troll Tomb Levels Map

If you read carefully the text when you speak with Overdune Snapfinger, he informs you on how to go trough the tomb as well.

- The Region of Ironsand Desert
- The Troll Tomb
- The Troll Tomb - Walkthrough Map
- Dungeons Statistics
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Wasp Nest

Overview

The Wasp Nest is a small dungeon in Alvar (see map yellow 2). There is no quest related to this dungeon. Inside you will have no chest! This dungeon is only here to help you to make some XP and find items. You can find plenty of Wasp Tails and Royal Wasp Jelly that you can sell for a good price. If you are an alchemy geek you can also find plenty of Wasp Wings.

The dungeon is a waste Wasp Nest and you have to fight your way trough to kill all the nasty Wasps. They are good fighter and give a nice time.

Map & Statistics

The nest is a succession of oval rooms linked with gaps in the floor. Each level of the nest can be reached by jump trough a gap in the floor. To go up you need a scroll of jump or a character with this spell learned (basic air magic spell).

Wasp Nest

Monsters Wasp (Wasp Worker, Wasp Sentry et Wasp Warrior)
StatisticsRespawn: 6 months, Traps: 3, Treasure: 2, Hostile Encounter: 10% {100%, 0%, 0%}

The Monsters are the classes and each type you can find in the dungeon. All quests linked to this dungeon are listed in the second row. The statistics are, in order, the number of years before respawn, the trap level, treasure level and hostile encounter. For more details see the dungeons statistics section (link below).

Save before jumping trough the gap if you use the scrolls. You will need several time to find out the good angle and timing. You can find a bunch of scrolls in the tents chests near the entrance of the dungeon in Alvar (see map red 5).

Note: due to a bug of the 3D Engine monsters can attack you trough the floor. This is nasty because you can't see them when they can see you.

- The Region of Alvar
- The Wasp Nest
- Dungeons Statistics
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