Aidyn Chronicles: The First Mage
Hint: Easy experience:
Behind the Wizard's School in Talewok are some Wolves.
Go and kill them. There are usually two Spirit Wolves who can
cast spells and at least six to eight Dire Wolves. After defeating
them, you will get 10,000 to 15,000 experience points. Go inside
the Wizard's School, then walk out. Go to the back of the school
and you will be able to fight the wolves again.
Information in this section was contributed by sturgesdj.
When going to the Jundar desert, you will meet the Jundar spirit.
It will ask you a riddle. Answer the riddle incorrectly. You will
then have to fight an Earth Elemental, an Air Elemental, a Fire
Elemental and a Water Elemental. Use the spell Banishing Of Control
Elemental to defeat them and gain at least 14,0000 to 15,000 experience
points each time.
Information in this section was contributed by sturgesdj.
If you have good stats, go to the Erroman Caves. Go through the
double doors that lead to the dragon's lair. They are a red color
with metal on them. Head in the direction you would go to see
the dragon. You will notice a side room to your left that has
Minotaurs walking around. There are three battles in this room.
The first battle gives you 26,400 experience points, the second
gives you 34,000 experience points, and the third gives you 8,400
experience points.
Information in this section was contributed by neo_50501.
Hint: Easy money:
In Terminor, go to the inn. Talk to the man there.
He sells boots of speed for 5,820 gold and buys them for 10,000
gold.
Information in this section was contributed by clingsch.
Go to the shop in Talewok that sells armor components. He sells
Chitin Plates for 660 gold and buys Scorpion Scale for 900 gold.
You must have a Mechanic skill of 4 to make the armor. The easiest
way is to buy as many Chitin Plates as you can afford. Then, save
the game and try to make the armor. If successful, save the game
and try again. If you fail, you can just reload the game.
When in Erromon there is a place to get unlimited gold. After
entering the town, continue down the path until you reach the
bridge leading to the houses and shops. Almost directly across
the bridge and slightly to the left is a shop. Go in this shop
and look for the closet-like room behind the male shopkeeper.
There should be a pile of gold inside (444 gold). Leave the area
for awhile and it will come back. There is another similar gold
pile in the same town, at the Inn. Go up to the second floor.
All the way to the back there should be another pile (555 gold).
This one also comes back after awhile.
Information in this section was contributed by Bobby Garcia.
Hint: Battle Axe and Armor:
When you talk to Brenna outside the castle and have
an extra space in your party, tell her it is too dangerous. She
will give you a free Battle Axe and Idem Scale.
Information in this section was contributed by Jon Rick.
Hint: Brilliance and Charming spell:
There are some caves on the Namers Island. Inside are
some Curing Potions, two Portals, and the Brilliance and Charming
spells.
Information in this section was contributed by DEMENTED4U147.
Hint: Chaos Sword:
After going over the bridge out of town, turn left
onto the beach and turn right at the shrubbery to find a path
leading upwards. You will find a campsite, and a short intermission
for your journal. Inside a trapped chest is the Chaos Sword. This
is a powerful sword that poisons, but requires a 25 Strength to
wield.
Information in this section was contributed by Jon Rick.
Hint: Dispel Necromancy Spell:
When in the Gwenerian Castle, go into one of the towers
that has "L" shaped corridors. Explore the rooms on
the base and the middle floors. One of the rooms will have a Dispel
Necro Scroll.
Information in this section was contributed by DEMENTED4U147.
In the Castle at Gwernia, go to the room where you have a chance
to recruit Rheda as part of your team. Go to the wall opposite
the door to the throne room. Turn left to find a door. Go inside
and next to the closet, you will find a Dispel Necromancy scroll.
Information in this section was contributed by Johan Tatoy.
Hint: Great Sword:
When heading to Port Saiid you will cross a natural
land bridge. The bridge has the beach on one side and a lake on
the other. At the other side of the land bridge there is a chest.
After opening the chest, go north. You will find another chest,
which contains the Great Sword.
Information in this section was contributed by DEMENTED4U147.
Hint: Inferno Flask:
In the town outside Gwernia castle, there is a house
with a lean-to built on. Inside is a bag with an Inferno Flask,
a powerful item for Godric, or anyone with Alchemy.
Information in this section was contributed by Jon Rick.
Hint: Lighthouse Scroll and Shasmuk Amulet:
Go to Port Saiid. Go to the first house on the right
side of the path that leads into town. Go to the right side of
the house and you will see a path. Follow the path to the seashore.
Go left at the waters edge and follow until you find a cave. Inside
the cave is the Lighthouse Scroll and the Shasmuk Amulet.
Information in this section was contributed by DEMENTED4U147.
Hint: Lightning Rod:
When you get to Port Saiid, go through the doors and
follow the path through the port. After it declines, there is
a row of houses along the side. The very last house to the left
contains a man talking about his dead wife. Walk over to her bones
on the bed and press A to pick up the Lightning Rod.
Information in this section was contributed by KT7358.
Hint: Mandrake Ring:
When going to the Barrow for the Keton Horn in the
Jundar desert, you have to give up all seven items you get from
the guards. There is a way around this, so you can keep the Mandrake
Ring. Once you get all the items from the guards, try to equip
the Mandrake Ring. It will not work. However, if you equip all
the other Drake armor on the main character first, such as the
Sword, Shield, Armor, Helm, and Gloves, the game will allow you
to also wear the Mandrake Ring. Do not unequip them. After you
do this, give up all the items to the Dragon Heads. If you keep
the items equipped to your main character, when you give them
up, you get to keep the Mandrake Ring. After you do this, wear
all your old items because you are about to fight Lugash The Undead
King.
Information in this section was contributed by Shadow_Dragon_311.
Hint: Namers Ring:
Go to the Abandoned Village (Alaron's home town) and
search all of the buildings. You will find a two story building.
On the second story is a chest that contains the ring. The ring
has a spell battery of 10.
Information in this section was contributed by DEMENTED4U147.
Hint: Rope:
In the Abandoned Village (Alaron's home town), go to
the two story building and take a left. You will climb up a hill.
On the hill you will find a chest containing the Rope. The Rope
adds 2 to the Thief skill.
Information in this section was contributed by DEMENTED4U147.
Hint: Sabre and Iden Scale in home town:
When leaving the castle, just as you get off of the
bridge (do not leave the village) go directly left (not up the
stone ramp). There should be an all tan building located here.
Go inside, and go down the ramp into the basement. Enter the door
at the bottom. Kill the bat that attacks as soon as enter. There
is a table in the room. To the right of it is a crack in the wall.
Press A near it and you will enter into another room. Kill
the goblin in the room to receive a Sabre and the Iden Scale.
Information in this section was contributed by Spikespm.
Hint: Strength Spell:
Return to Oriana's after starting for the Mirari city.
She will relate a tale and give you the spell of Strength for
free (if you did not already get it from her).
Information in this section was contributed by Jon Rick.
Hint: Sun Shield:
When you get to the lighthouse in Port Saiid, use the
box-type ladder to go downstairs. From here, there will be a hole
in the ground. Press A to jump in it and wander around.
Press A at the treasure lying on the ground to eventually
get the Sun Shield.
Information in this section was contributed by Xakat.
Hint: Teleportation Spell:
Just before you get to the entrance of Port Saiid (large
brown doors), turn left. If you went in the correct direction,
you will have to fight some Bandits. There will be a path; follow
it until you reach a small hill to walk down. Go left and into
the water. Keep walking until you see a chest. Open it to get
the Teleportation Spell.
Information in this section was contributed by Xakat.
Hint: Tower Shield in home town:
Go to the entrance of the castle, then follow the carpet
to the door with moon. Go down the stairs to the door with the
shield. However, instead of going inside, check the door by the
stairs you just took down. It should lead to a room with six treasure
chests. They all have random treasure, except one, which has a
Tower Shield. Unfortunately, you will need a level 4 or 5 Thief
to open that chest.
Information in this section was contributed by SpikeSPM.
Hint: Trahern's Sword:
Talk to Trahern and he will ask you to look for an
" Old Sword" of his. From there, go to the library.
Instead of taking the spiral passage downward to enter the laboratory,
take the passage upward. Then, circle the tower to find a door
that leads to Bowden. Talk to Bowden and ask about his "Experiments"
to inquire about the missing sword. He will give you a key. Take
the key to the locked door in the laboratory. The key will open
the door and lead you to a treasure chest containing the missing
sword.
Information in this section was contributed by DEMENTED4U147.
Hint: Troubadour's Gloves:
Go to the Erromon Inn, go straight to the purple statue
and press A.
Information in this section was contributed by DEMENTED4U147.
Hint: Wall "O" Bones Scroll:
Go towards the Darkling Bog and look on top of every
hill on the left side of the trail. You will eventually find a
hill with some of Trolls. Kill them and go to the top of the hill
to find a chest containing the scroll.
Information in this section was contributed by DEMENTED4U147.
Hint: Wall "O" Bones Wand:
Once you reach the Chaos Island, stay on the beach
and follow the shoreline. You will see a large hill. Climb over
the hill and go past it to find a treasure chest (there is also
a large warp gate nearby). Inside the treasure chest is a Wall
of Bones wand. You can use this wand to kill the Marquis.
Information in this section was contributed by Xakat.
Hint: Warfang sword:
You will receive the Warfang after defeating Kitrak.
Information in this section was contributed by SpikeSPM.
Hint: Wizards Hat:
On your way to Talewok is a place on the left side
of the road. It is an open area with is an Ogre Boss and five
Ogres. Defeat him and find the hole Go to it and press A.
There is a chest inside. Go to it. You will need a level 6 thief
in order to open it. Inside will be some gold and the Wizards
Hat, which raises the wizard one level.
Information in this section was contributed by doug&elly.
Hint: Money:
When in Port Saiid, enter the house of the man that
sells spells and herbs. Once there, buy as many herbs as possible,
then sell them back. The man sells herbs for 4 gold, but he buys
them for 5 gold.
Information in this section was contributed by DEMENTED4U147.
Before you reach the bridge outside Port Saiid. Turn right and
look in the bushes for a chest that contains 5,000 gold.
Information in this section was contributed by DEMENTED4U147.
In Erromon, go across the bridge with the big pink obelisk crystal
behind your back. Slightly to your left is a purple shop. Inside
is a man and woman Marari. Behind the man Marari is a room with
yellow curtains for a door. Enter it to find 444 gold. After getting
the gold, exit that small room and go down that ramp stairs behind
the Marari in the back of the house. After exiting through the
door, you should be in the Marari tunnels. Go left to get in the
part of the tunnels with two Marari next to each other. At that
location, turn around and go back to the door where you came from.
Since you are back in the house, the 444 gold should now reappear.
Repeat this process as many times as needed.
Information in this section was contributed by An Aidyn Master.
In Erromon, go inside the Inn and up the stairs to your right.
Keep going straight down the two halls until you get to the last
room on the end. Go in the curtained room, and in the back you
will find 555 gold. Follow the same route for the reappearing
444 gold in the Mirari merchant shop.
Information in this section was contributed by unclebrick.
Hint: Shortcut To Erromon:
Go to the abandoned Chaos camp site and get the Chaos
Sword. From there go north and follow the trail until you reach
a path. Follow the path to Erromon.
Information in this section was contributed by DEMENTED4U147.
Hint: Finding Kitrak The Goblin Leader:
Start at Erromon and go north on the west side of the
river that cuts Erromon in half. At the end of the river, go north
until you find a lone Ogre. Talk to him and kill him. From there,
go east and follow the wall until you reach a break in the rocks.
Take this path and you will fight some wolves and goblins. You
will soon reach a short wooden tree object that will take you
across a small canyon. From there, go right and continue. You
will eventually find a Goblin that you can talk to . You can fight
him if you wish. It is recommended that you fight every Goblin,
Wolf, and Minotaur you encouter, since Kitrak is difficult to
defeat and has seven Hobgoblins to protect him. From there you
should find a ramp. Take the ramp and the next Goblin tent you
find will be Kitrak's.
Information in this section was contributed by DEMENTED4U147.
Hint: Finding Shamshuk's Tower and Elisheva's
Tomb:
When you enter Darkling Bog, head straight east across
it. You will find Elisheva's Tomb. The entrance is on the south
side of the building. Heading north from Elisheva's tomb will
take you straight to the Lizardmen's King. He will fight you,
but he is easy to kill. After clearing through the tomb, walk
out of the tomb and head into the water. Go right and follow the
trail. When you reach a two-way split, look around. If you see
a large, very straight-up and ill-placed looking mountain to your
left, you are in the right place. Go over to it. You can walk
into that mountain on the south side. Shamshuk's Tower will be
on the left, and be lightly guarded. It looks very small and tilted.
Note: Going onto the roof will trap you up there; however, it
may be your only way into the Tower.
Information in this section was contributed by Jenn.
Hint: Unlock Shamshuk's door:
In order to unlock Shamshuk's door you have to find
all of the secret doors in the large room shaped like a hook (almost
a circle). To find them, look at the floor. Wherever there is
a roman numeral, there is a door. There should be four in each
circle for a total of eight.
Information in this section was contributed by Spikespm.
Hint: Passing the Jundar Spirit:
The Jundar Spirit will not let you pass into the desert
at the gate. When you approach it, press A and the spirit
will talk to you . It will ask you a riddle, and if you get it
wrong it says that you will die (you fight an Earth Elemental,
an Air Elemental, a Fire Elemental and a Water Elemental. Use
the Spell Banishing on them and you can do damage up to 244. To
get the correct answer to the riddle, always pick the longest
answer until it says "Myself". Select "Myself"
and you will solve the riddle and it will let you pass.
Information in this section was contributed by Spikespm.
Hint: Use high strength weapons sooner:
When you get a high strength weapon but you cannot
use it because your strength is too low, build your strength within
10 points of the weapon. Then, get into a battle. Use a strength
potion in one turn, then on the next turn equip the weapon. You
will get to use the weapon as long as you have it equipped.
Information in this section was contributed by Andrew Bates.
Hint: Defeating Chaos Minions:
This trick only works if you have the "Wall 'O'
Bones" wand or the "Wall 'O' Bones" scroll. After
defeating Marquis, travel to Namers isle. When fighting the Chaos
Minions, make sure you have the "Wall 'O' Bones" spell.
While fighting, use "Wall 'O' Bones" on the Chaos in
this order. First use it on Chaos Stormer, then on Chaos Spell
Weaver, and finally on Chaos Warrior. Do not try it on Chaos Mauler,
since it can easily deflect the spell. If done correctly, all
Chaos will be trapped, except the Chaos Mauler who will usually
flee from combat.
Information in this section was contributed by sturgesdj.
Hint: Defeating Marquis:
There is only one way to defeat the Demon Marquis.
You must use the Wall "O" Bones spell to incapacitate
him. Once you have defeated him, he will drop the Marquis Amulet
which has no effect until you find him later in the game. Note:
Do not fight Marquis without the Wall "O" Bones spell.
He can still do over 100 damage in one turn even if both the Air
Shield and Spirit Shield have been cast.
Information in this section was contributed by DEMENTED4U147.
Hint: Defeating Mistress Chaos:
Cast Mirror as many times as you can on your party
and go into the battle with plenty of curing potions, defense
potions, dexterity potions, and strength potions. If you know
the Dexterity or Strength spells, use them as soon as possible.
Harm her physically, with your weapons, from all sides. She will
try to cast fireball all the time, using up her turn. It takes
about 10 to 25 minutes to defeat her.
Information in this section was contributed by SpikeSPM.
Hint: Defeating Prince Shairden:
Do not try to use spells on him -- he will resist them
all regardless of how strong you are. Instead, use Air Shield,
Spirit Shield, and any other available shield. Also use any Defense,
Strength, and Dexterity Potions you have. Use Dexterity first,
as this will increase the amount of turns you take in a round,
then use Shields, then Strength. After all of that, surround him
from all sides and attack him "physically". This will
take some time. Immediately after he is defeated, you have to
fight Mistress Chaos.
Information in this section was contributed by SpikeSPM.
Hint: Defeating Shamshuk:
The Banishing Scroll, Haste Scroll, Spirit Shield Scroll,
Shield Amulet, and Herbs can be obtained after Shamshuk is defeated.
The Wall Of Bones spell works against Shamsuk, but first use Dispel
Necro and vs. Necromacy on your characters.
Information in this section was contributed by Spikespm.
Hint Weapon list:
Information in this section was contributed
by Spikespm.
| Name |
Min Str
| Base hit
| Damage
| Type
| Spell
| Misc
|
| Battle Axe | 14
| 65 | 3
| Hafted | |
|
| Broadsword | 15
| 40 | 3
| Sword | |
|
| Chaos Sword | 25
| 20 | 5
| Sword | Poison
| |
| Club | 10 |
55 | 2
| Hafted | |
|
| Dagger | 7 |
35 | 1
| Sword | |
|
| Giant Axe | 28
| 30 | 6
| Hafted | |
|
| Gladius | 8
| 40 | 1
| Sword | |
|
| Great Axe | 19
| 65 | 4
| Hafted | |
|
| Great Bow | 18
| 30 | 5
| Missile |
| |
| Great Sword | 22
| 40 | 4
| Sword | |
|
| Hatchet | 12
| 30 | 3
| Thrown | |
|
| Hunter's Bow | 16
| 35 | 3
| Missile |
| |
| Ironwood Staff | 10
| 50 | 3
| Pole | |
|
| Javelin | 14
| 35 | 4
| Thrown | |
|
| Long Bow | 16
| 30 | 4
| Missile |
| |
| Long Sword | 17
| 45 | 3
| Sword | |
|
| Mace | 16 |
55 | 3
| Hafted | |
|
| Mace of Glory | 20
| 75 | 5
| Hafted | Lightning, Light
| A:S |
| Poison Dart | 8
| 20 | 1
| Thrown | Poison
| |
| Pole Axe | 18
| 45 | 6
| Hafted | |
|
| Sabre | 10 |
45 | 2
| Sword | |
|
| Short Bow | 14
| 35 | 2
| Missile |
| |
| Short Sword | 10
| 40 | 2
| Sword | |
|
| Spear | 15 |
50 | 3
| Pole | |
|
| Staff | 8 |
45 | 2
| Pole | |
|
| Tanta | 7 |
70 | 1
| Sword | |
|
| Throwing Iron | 7
| 30 | 4
| Thrown | |
|
| Throwing Knife | 7
| 35 | 2
| Thrown | |
|
| Trahern's Sword | 15
| 55 | 3
| Sword | |
|
| Warfang | 20
| 55 | 4
| Sword | Tap, Stamina, Darkness
| SpellB:+15, Warrior:+2, A:S
|
Hint: Defenses:
Information in this section was contributed
by Spikespm.
| Name |
Protect
| Def
| Dex
| Stealth
| Misc
|
| Buckler Shield | 1
| 2 | 0
| 0 | 0
|
| Large Shield | 3
| 4 | -3
| 0 | 0
|
| Small Shield | 2
| 3 | -2
| 0 | 0
|
| Cloth Armor | 1
| 0 | 0
| +5 | 0
|
| Leather Armor | 2
| 0 | -1
| 0 | 0
|
| Scale Armor | 4
| 0 | -3
| -5 | 0
|
| Iden Scale Armor | 5
| 0 | -2
| -10 | 0
|
| Kite Shield | 4
| 5 | -4
| 0 | 0
|
| Kendall's Hat | +1
| 0 | 0
| -1 | 0
|
| Leather Boots | +1
| 0 | 0
| 0 | 0
|
| Mercenary Belt | +1
| 0 | 0
| 0 | 0
|
| Leather Cloak | +1
| 0 | 0
| 0 | 0
|
| Chain Mail Armor | 5
| 0 | -2
| -5 | 0
|
| Phantom Cloak | 0
| 0 | 0
| +3 | 0
|
| Boots of Adamant | +2
| 0 | 0
| 0 | 0
|
| Woodman's boots | 0
| 0 | 0
| 0 | Ranger: +2
|
| Mirari Cloak | +2
| 0 | 0
| 0 | 0
|
| Dragon Leather Armor | 6
| 0 | 0
| +10 | 0
|
| Chaos Robes | 10
| 0 | -1
| 0 | Endurance:-2; Resists: magic:25
|
| Chaos Shield | 8
| 8 | 0
| 0 | 0
|
| Scorpion Shield | 5
| 5 | -2
| 0 | 0
|
| Turtleshell Shield | 3
| 5 | -4
| 0 | 0
|
| Jundar Leather | 7
| 0 | 0
| +15 | 0
|
| Darken Bat Hide | 3
| 0 | 0
| +20 | 0
|
| Helm of Defense | +5
| 0 | 0
| 0 | Resists: Physical:25
|
| Sun Shield | 4
| 6 | -3
| -10 | Resists: Solar:50
|
| Ring of Healing | 0
| 0 | 0
| 0 | Endurance:+5; Magic: Photosynthesis
|
| Jundar Gauntlets | 0
| 0 | 0
| 0 | Damage:+1
|
| Boots of Speed | +1
| 0 | +3
| 0 | Magic: Haste
|
| Beast Hide | 2
| 0 | -2
| 0 | 0
|
| Enchanted Hide | 4
| 0 | -1
| +5 | 0
|
| Full Plate Mail | 7
| 0 | -3
| -20 | 0
|
| Scorpion Scale | 7
| 0 | -1
| 0 | 0
|
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Al Amaloo. All rights reserved.
|