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Umar Hills

(Chapter 2 or 3)

 
 
 
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You will gain a quest to help the Villagers in Umar Hills from Delon. You may have run across Delon while entering or exiting the "Gates" of Athkatla. If you accepted his quest, the Umar Hills location would appear on your world map.

When you enter the area, you will see the locals discussing their problems. After the "Town Meeting" ends, and the locals scatter, begin exploring. You should speak with the locals for a bit of information about their problems. Not only will you be able to follow the quest Delon gave you, you will find a few more "small" quests.

            

1. Enter Minister Lloyd's Home and speak with him. He will point you towards the Ogre in the north (location #7).

2. Enter the Umar Inn and speak with the locals. The Innkeep has his own "Blair Witch Project" in the works (and I believe his has a higher budget). Speak with him to find out more about that...

3. You will find Daar pouting outside Jermien's house . Speak with him about the problem, and then enter inside. You will meet Jermien, a Coweled Wizard, father of Daars love Colette. Ask him about his Golem. You will get a new quest : Mimic Blood

4. At location 4, you will meet a man named Jeb. He is selling an adventure (or so he calls it). You can buy it from him for as low as 20 gold. He will then tell you about Mr. Hendricks Chicken.

5. Speak with Mr. Hendrick, and tell him that you know about the Chicken. You can buy this from him also, and receive a Beljuril gem (value = 600g, but don't sell it. Hold it for later).

6. Just behind Jermien's house, you will meet 3 boys who want to be Adventurers. They will give you 200 gold if you would buy them some Ale and 3 Bastard Swords. If you accept, you can find Ale and swords on one of the Merchants near the Inn (or inside it if it is after dark). This quest is worth a few exp points (2000 or so). To continue with this quest, locate the Boys inside of the Umar Cave. You will need to return and locate them after you have saved Umar hills from their current crisis.

7. Madulf the Ogre is hanging around with his group of assorted Monsters. Remain calm... Madulf is friendly, and he is not responsible for the disappearing Villagers. In fact, his group has had a few people (err Monsters) turn up missing as well. Instead of killing him, return to Minister Lloyd and tell him that the Ogre is not the problem. Also tell him about the Ogres offer for a "Peace Treaty". Lloyd will head off to speak with Madulf. Step outside of the Minister's home, and then back inside. Lloyd should have returned by now. Speak with him to learn that the Peace has been agreed on. Now return to Madulf and speak with him. He will reward you with a "Shield of the Lost +2".

8. Enter the Umar Cave, and walk over to the "Treasure Chest". However, make no mistake about it.... This is not an ordinary Chest. This is what is known as a Mimic. Just what we needed... Kill the Mimic and then grab the "Mimic Blood". Take the Blood back to Jermien for a large exp reward and the "Ilbratha +1". Jermien will use the blood to activate his Golem. When he does that, the Golem will begin attacking everything. Kill it to save Jermien and his daughter Colette. Daar will rush in to see what is going on. At this point, he and Collette will run off, and Jermien will take a vacation. You can loot the items in the house now.

9. Visit Valygar's house before you are finished in this area. He seams to have a problem... Without going into all the details; he can open the Planar Sphere in the Slums, and the Cowled Wizards want him for that reason. Allow him to join you (even if you do it and then remove him). Doing so will give you the quest for the Planar Sphere. You will still need to have Valygar in your group in-order to enter the Sphere.

10. Visit the Rangers Shack in the southwest of the map. Inside you should locate a journal with information about what is killing the locals, and where the things are located. In the back room you will locate a note that mentions where the previous adventure group has gone, and a map of the location. After reading the note, the Temple Ruins will appear on your World Map. After you have read the Journal, return to Minister Lloyd and tell him of what you have learned. He will ask that you finish what you started, and find the Wolves Den.

          

Follow up: Basically, all that you need to do in this area is read the note inside the Rangers Shack (that will give you the location on the world map). I detailed everything above in one long chain of events because there was too much to single it all out into small sections.