MIGHT AND MAGIC 9 Help from Richard Batey The following are some ways you can improve your chances in the game by taking advantage of some `features' (alright then.bugs!) within the game: Isle of Ashes Once you have cleared the island of skeletons and have got the key from Yrsa, proceed to the locked door and open it. Just behind the door is a chest, which tends to have some useful stuff in it including spells and skills. At this stage DO NOT READ THE BOOK as this will instigate the cut-scene and finish that level. Instead make your way to the ruins on the hill and enter them but don't even think about exploring too far as the monsters wondering about the place will make mincemeat of your party. Head for the opening on your right and you will see a chest that will contain some particularly nice loot (if not just restore and try again..you did save before going in didn't you?). Now leave the ruins pronto. Now onto the best bit! Once you leave the ruins all the chests on the island reset including the one behind the locked door, but not the one in the ruins itself I'm afraid. All you have to do is go back to the chest and open it to find some nice trinkets, re-enter the ruins, exit immediately and go back to the chest, empty chest then re-enter the ruins etc. etc. etc. until you get bored or consider yourself tooled sufficiently. This should give your party a nice start. Drangheim Within Drangheim you will find a house belonging to Count Kluso that you need to rob as part of the Assassins promotion quest (though you can take advantage of this bug even if you decide not to take this quest). The house is heavily defended by some really tough guards and even the Count himself is one mean fighter who can do tremendous damage per hit. He will more than likely polish off your party by himself in no time at all. If you enter the house during daylight hours all the guards will descend upon you and you will not survive long. Take the time to scout around the house and you will find a ladder leading up to the second floor where there are a number of windows. If your party has sufficient skills in perception you will notice that you can enter through one of these windows instead of going in through the front door. Even better, if you enter after midnight all the guards will be asleep at their posts! Pick them off one at a time while their comrades sleep blissfully just a few feet away oblivious to the sounds of battle. Once you have done for the guards it is time for Kluso himself. As I said, if you enter his room he will surely do for your party. Instead if you stay on the second floor you will see a balcony overlooking the room where you will find the Count. If you jump from this balcony you can land on top of a bookcase where you will be able to shoot the Count but he will be unable to hit you back! He takes a lot to kill, he has well over 7,000 hit points but when he dies he leaves some nice loot, over 500 gold and is worth over one thousand experience points, which is nice. Now onto the good bit..leave the house and re-enter through the upstairs window again. All the guards will still be dead but miraculously you will find the Count alive and you will be able to jump on the bookcase and kill him all over again for yet more experience points. Pick up the loot, exit house, re- enter, kill the Count, pick up loot, exit the house, re-enter the house, kill the Count and repeat, repeat, repeat until you have enough money and experience points to really level up. Thjorgard You will not be able to take advantage of this feature until later in the game as the monsters you will have to face are quite tough so you have been warned. As part of the Dragon quest you will be asked to enter and survive the Training Hall just outside of the town. It is very easy to enter but believe me when I tell you that it will not be so easy to leave! Once you have finished off the two Ghouls in the first room, take the door to the west and you will come to a room with two Lizard-Orcs. Now these are tough with a capital T. If you survive this fight you will find in the room a couple of attribute enhancing barrels and, if you chop up the right crate, a black chest containing an artefact (a magical piece of armour or weapon). The good news is that if you now exit the training hall and re-enter, kill the Ghouls and Orcs, the chest re- spawns with a new artefact. You can repeat this until you collect virtually every artefact in the game (excepting those that are in specific locations for you to find). You can keep the good artefacts and sell the rest for oodles of money. The bad news is that you have to leave the hall first. The only two ways to leave is either by magic (Town Portal or Lloyd's Beacon) or through the exit that is guarded by no less than nine Lizard-Orcs. Now that will be one tough fight, good luck! - o -