1. Castle Harmondale 2. Town Hall (bounty hunt) 3. Healing & QUEST: lantern of light 4. Alchemist Shop 5. Otto’s Oddities (store) 6. Training grounds 7. Bank 8. Withersmythe’s residence - Expert staff, Expert leather 9. Krewlen residence - Expert identify item, Expert repair item 10. Temper residence - master fire magic, QUEST: find ArcoMage player 11. Mist residence - Expert dodging, Expert unarmed 12. Stables - ride to Erathia (horseshoes give experience points) 13a. Stillwater residence - Expert spirit magic, spirit guild membership 13b. Hillsman residence - Expert body, body guild membership 14. Weapons shop
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15. Armory 16. Inn & QUEST: signet ring and talk to dwarf king 17. Mark Manor - grand master bow, QUEST: master archer 18. Torret’s residence - Grand master water magic 19. Skinner’s residence - Master disarm, Expert stealing 20. fountain - $200 if less than $200 in party and $100 in bank 21. Bowes residence - fire & air guild memberships 22. Mind guild 23. Body guild 24. Air guild 25. Water guild 26. Spirit guild 27. Fire guild 28. Earth guild (cave in hill)
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Village south of town
Kern residence - expert earth magice
Weider residence - expert perception, grand master identify monster
Chadric residence - grand master sword, expert axe
Hume residence - mind guild membership, QUEST: monk initiatefountain - +10 might temporary
Castle Harmondale
Rats, Bats, and Goblins
H1 - Entrance
H2 - Throne Room
H2 - Swords inc. (weapons shop)
H2 - Thel's Armor and Shields (armor shop)
H2 - Breakers and Bottles (alchemist)
H2 - Sanctuary (temple)
H3 - Library
B - barrel(s)
CH - chest(s)
SD - secret door
White Cliffs Caves
Troglodytes and Oozes
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W1 - Entrance
W2 - ArcoMage Deck
B - barrel(s)
C - chest(s)
SD - secret door
(NOTE: Oozes can only be damaged by magic, but they move slow and the troglodytes fight them also.)
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