Castle Ironfist

Castle Ironfist is the second mainland region, overlorded by Regent Wilbur Humphrey (seat of one of the six High Council Lords). It is the hub for the Paladin/Crusader/Hero promotion ladder and Humphrey's council quest, and it holds five dungeons spanning the whole game's difficulty curve. rpggamers rates the open region itself ‘very easy’.

You first arrive around level 7-10 in Stage 4 to deliver Humphrey's letter, take his council and Paladin quests, recruit (and lose) Prince Nicolai, and clear the three beginner dungeons (Temple of Baa, Shadow Guild, Dragoon's Caverns). You return repeatedly: in Stage 5 to bring back Nicolai and complete the Kilburn's Shield quest; in Stage 7 for the Crusader promotion (return Melody Silver) and Corlagon's Estate (Crystal of Terrax / Archmage); in Stage 9 for Snergle's Caverns (Snergle's Axe); to touch its obelisk in Stage 11; and finally in Stage 15 to recover the Third Eye and free Archibald for the Ritual of the Void. Its Training Hall (max level 200) makes it a prime late-game grinding spot.

πŸ—Ί Internals (from game scripts)

Rewards

  • treasure-tier-4 Sword
  • Meteor Shower
  • The Third Eye

Ambushes

  • event 200: monsters
  • event 210: monsters

Traps

  • event 210: Armageddon

Connections

  • β†’ Shadow Guild
  • β†’ Snergle's Caverns
  • β†’ Dragoon's Caverns
  • β†’ Corlagon's Estate
  • β†’ Temple of Baa

Visit in: Stage 4 Β· Stage 5 Β· Stage 7 Β· Stage 9 Β· Stage 11 Β· Stage 15

Quests

Find Lord Kilburn's Shield (High Council quest)

[stage]

Giver: Regent Wilbur Humphrey (Castle Ironfist)

Humphrey's council quest: recover Lord Kilburn's Shield (a +9 AC shield) from a heavily-trapped chest in the Blackshire mountains. Save before opening it — the trap stings even an Expert disarmer. Returning the Shield secures Kilburn's council vote.

Rescue the Damsel in Distress (Paladin -> Crusader promotion)

[stage]

Giver: Regent Wilbur Humphrey (Castle Ironfist)

Humphrey's Paladin promotion quest. Talk to him twice to learn the damsel is Melody Silver, held at the Silver Helm Outpost in Mist. Free her and bring her back to Humphrey to turn Paladins into Crusaders; he then offers the Crusader-to-Hero quest (slay Longfang Witherhide).

Slay Longfang Witherhide (Crusader -> Hero promotion)

[stage]

Giver: Regent Wilbur Humphrey (Castle Ironfist)

Offered right after the Crusader promotion: kill the named dragon Longfang Witherhide in his cave (Dragon's Lair) behind Castle Darkmoor in the Mire of the Damned, then return for the Hero promotion. Collect it in Stage 7 but fulfill it during the later dungeon push.

Find Andrew's Harp

[stage]

Giver: Andrew Besper (by the stables)

Andrew (who also sells the 50gp Berserker's Fury guild membership) wants his Harp recovered from deep inside Dragoon's Caverns. Bring it back to him by the stables to finish the quest.

Save Sharry Carnegie

[stage]

Giver: Frank Fairchild / New Sorpigal Town Hall (rescue is in Ironfist's Shadow Guild)

A New Sorpigal Town Hall quest whose objective sits in the Ironfist region: free Sharry Carnegie, held behind a locked door in the Shadow Guild (you need the Guild Key from a chest inside). Turn it in back at New Sorpigal Town Hall.

Chime of Harmony

[stage]

Giver: Janice / New Sorpigal Town Hall (Chime is in Ironfist's Temple of Baa)

Take the Chime of Harmony quest at New Sorpigal Town Hall first, then recover the Chime from the Temple of Baa's altar-room ledge. Turn it in at New Sorpigal Town Hall.

Recover the Crystal of Terrax (Wizard -> Archmage promotion)

[stage]

Giver: Marquis Newton (Mist); crystal is in Ironfist's Corlagon's Estate

Newton's Archmage quest sends you to Corlagon's Estate in the southwest of the Ironfist area. Kill Corlagon the Power Lich and disarm the trapped chest for the Crystal of Terrax, then return it to Newton in Mist for the Archmage promotion.

Kill Snergle

[stage]

Giver: Avinril Smithers (Darkmoor inn, Mire); Snergle is in Ironfist's Snergle's Caverns

Smithers, the dwarf king, asks you to kill the usurper Snergle. First clear Snergle's Iron Mines in the Mire for the Room/Chambers Key, then storm Snergle's Caverns in Ironfist, kill Snergle for Snergle's Axe, and show it to Smithers (this also unlocks Master Axe training).

Recruit & rescue Prince Nicolai

[stage]

Giver: Nicolai Ironfist (Castle Ironfist)

Nicolai joins out of boredom, then flees the first time you rest (status flips to ‘kidnapped,’ locking castle access). Recover him from the biggest circus tent — the circus visits northeast of Blackshire in April, the northeast corner of the Mire of the Damned in August, and the east side of Bootleg Bay in December — and return him to Castle Ironfist to restore access.

Find the Third Eye (free Archibald)

[stage]

Giver: Prince Nicolai (Castle Ironfist)

Endgame errand. Nicolai asks for the Third Eye; recover it from the well northwest of the castle and bring it back for Tanir's Bell. Ring the bell in the castle library upstairs to free Archibald, who hands you the Ritual of the Void scroll needed for the good ending.

Dungeons

πŸ—Ί Temple of Baa medium (early; party ~level 8-10)

When: now (Stage 4) [cleared in stage]

Door puzzle + 6-key chain; gong horde of skeletons; Chime of Harmony and a free 5000-gold torch.

πŸ—Ί Internals (from game scripts)

Rewards

  • Store Room Key

Keys

  • Secret Door Key β†’ door 1
  • Treasure Room Key β†’ door 2
  • Treasure Room Key β†’ door 3
  • Store Room Key β†’ door 5
  • Store Room Key β†’ door 6
  • Bathhouse Key β†’ door 9
  • Bathhouse Key β†’ door 10

Ambushes

  • Door: monsters
  • Chest: monsters
  • event 52: monsters

Traps

  • Door: DamagePlayer
  • event 26: Mass Curse
  • event 51: Fireball

Connections

  • β†’ Castle Ironfist
Puzzle solution

Four doors guarded by signs reading "As the winds blow, the seasons change, and only at the end of all can the doors be opened." Each must be touched in the correct seasonal sequence β€” one at a time. A correct touch says "The door clicks."; any out-of-order touch deals 10 fire damage ("Zap!") and resets the whole chain to the start.

  1. Touch the first door to begin the sequence (it sets the chain β€” "clicks").
  2. Touch the second door (only valid after step 1).
  3. Touch the third door (only valid after step 2).
  4. Touch the fourth door last β€” this opens all four doors at once.

Touching any door twice, or skipping ahead, zaps you and forces you to restart from the first door.

πŸ—Ί Shadow Guild Hideout easy (one of the smallest dungeons; no casters)

When: now (Stage 4) [cleared in stage]

Thieves + thugs only. Get the Guild Key, jump the trap tile before Sharry's door, free Sharry.

πŸ—Ί Dragoon's Caverns medium

When: now, but skip the oozes (Stage 4) [cleared in stage]

Thugs + Armored Fighters; Andrew's Harp is the 2nd chest from the left (the rest teleport-trap). Leave the physical-immune oozes for later.

πŸ—Ί Internals (from game scripts)

Connections

  • β†’ Castle Ironfist
πŸ—Ί Corlagon's Estate medium per rpggamers, but Spectres are brutal (magic-immune, can KO in one hit)

When: later (Stage 7, Archmage promo) [cleared in stage]

Southwest corner. Switch-puzzle grind through ghosts/skeletons to Corlagon the Power Lich; trapped chest holds the Crystal of Terrax.

πŸ—Ί Internals (from game scripts)

Ambushes

  • event 71: monsters

Connections

  • β†’ Castle Ironfist
πŸ—Ί Snergle's Caverns medium

When: later (Stage 9, after Snergle's Iron Mines) [cleared in stage]

Far western Ironfist. SET A LLOYD'S BEACON inside immediately; the final locked door spawns a wall-to-wall dwarf swarm. Needs Snergle's Chambers Key from the Mire. Kill Snergle for his Axe.

πŸ—Ί Internals (from game scripts)

Rewards

  • treasure-tier-5 Ring
  • treasure-tier-5 Weapon
  • treasure-tier-5 Armor

Keys

  • Key to Snergle's Chambers β†’ door 9

Ambushes

  • Door: monsters

Traps

  • Gold vein: DamagePlayer
  • Gems: DamagePlayer

Connections

  • β†’ Castle Ironfist

Trainers

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NPCs & Shops

Regent Wilbur Humphrey (in the castle) is the High Council Lord here and gives most of the region's quests; Prince Nicolai Ironfist is the recruitable companion and later the Third-Eye quest-giver. Andrew Besper by the stables sells the 50gp Berserker's Fury membership (Bow, Shield, Chain/Plate Armor, Repair) and gives the Harp quest; Tracy Flauta sells the 50gp Mind Guild membership. The Seer (center-west of the castle) tells you the current month's active shrine on the pilgrimage tour.

Guilds: Spirit Guild, Mind Guild and Body Guild (all 50gp membership; sell Meditation + their school, spellbooks 1-7, 1000gp). Shops: Armor stores, Weapon stores, Alchemist store, a Temple, the Inn and the Docks. The Training Hall (max level 200) is one of the best grinding spots in the game late on.

Fountains: three temporary-buff fountains — +10 Speed, +10 Accuracy, and +10 Hit Points (all temporary). There is also a picture in the region worth a permanent +10 Luck to one character. Obelisk #12 stands in the Ironfist area (touch it for the obelisk-quest clue). Shrine of Electricity appears here in September (center-west of the castle) for a permanent stat/resist bump — ask the Seer to confirm the active shrine.

Travel: by foot W to the Mire of the Damned, E to New Sorpigal, N to Bootleg Bay (5 days each); by boat to the Misty Islands (Mon/Wed/Fri, 2 days, 100gp) or New Sorpigal (Tue/Thu/Sat, 2 days, 100gp); by coach to New Sorpigal (Mon/Wed/Fri, 2 days, 50gp) or Free Haven (Tue/Sat, 4 days, 50gp).

Secrets

Show spoiler β€” Temple of Baa - central door order (NEWS)

In the Temple of Baa's central chamber, open the four doors in the order North, East, West, South (“NEWS”). Opening them out of order shocks you; each correct door gives a ‘click’ instead. The plaque hint: “As the winds blow, the seasons change, and only at the end of all can the doors be opened.”

Show spoiler β€” Temple of Baa - the 6-key chain & Secret Door Key

The central chest holds the Bathhouse Key → Bathhouse 1 holds a Treasure Room Key → Store Room 1 holds the next Bathhouse Key → Bathhouse 2 holds a Store Room Key → Store Room 2 holds the Secret Door Key. Keep the Secret Door Key: it opens the wall behind the altar (your escape from the gong horde) and the ledge room holding the Chime of Harmony and a second treasure room. In the altar hall, walk in the wall water troughs to dodge the timed fireball trap.

Show spoiler β€” Temple of Baa - free 5000 gold torch

On the ledge corridor above the altar room, click the unlabeled torch in the corner for a flat 5000 gold. Also grab the gong on the altar (sells for ~2000gp in Free Haven).

Show spoiler β€” Shadow Guild - Sharry's door trap

The chest in the room near the top of the long hall holds the Guild Key. Take it to the locked door in the east hall, but jump over the square tile directly in front of that door or a trap blasts you. Inside is Sharry Carnegie. The other chests here hold only junk (a worthless Prince of Thieves scroll).

Show spoiler β€” Dragoon's Caverns - which chest is the Harp

Behind the big double doors a Veteran guards several ‘chests’ — only one is a teleport trap that randomly warps you elsewhere; the rest, including the one with Andrew's Harp and loot, are real chests, so just open them all. Hit the Veteran through the crack between the doors so he can't reach you.

Show spoiler β€” Snergle's Caverns - beacon before the final door

Cast Lloyd's Beacon the moment you enter. The inner door needs Snergle's Chambers Key (from Snergle's Iron Mines in the Mire). Opening the final locked door (in turn-based mode) erupts a wall-to-wall dwarf swarm — recall the beacon to bounce back to the entrance, then grind them down in the open corridor. Take Snergle's body for Snergle's Axe; do not drink the black liquid in the barrels, and save before mining each gold vein (cave-in risk). Three bone piles inside each give one character a permanent boost: +5 Magic Resistance, +5 Poison Resistance, and +5 Might.

Show spoiler β€” Corlagon's Estate - reaching the Crystal of Terrax

Work the switch chain: hit the switch behind the two west doors deep in the manor, then return to the start where the previously stuck left-room door is now open; wind around it, hit the north-path switch, then the final switch in the first fissure south of the empty well room. A new doorway appears in the big skeleton hall — save, then enter; running teleports you behind Corlagon (a Power Lich) with ghosts spawning behind you. Kill all, then disarm the trapped chest for the Crystal of Terrax. Use the well as a chokepoint (or Jump out of it) to fight Specters one at a time.

Show spoiler β€” Free Archibald - the Third Eye & bell

Endgame: ask Prince Nicolai about the Third Eye, recover it from the well northwest of the castle, and bring it back for Tanir's Bell. Carry the bell upstairs to the castle library and ring it to free Archibald, who gives you the Ritual of the Void scroll. Confirm the scroll is in your inventory before leaving — it is required for the good ending. Note: freeing Archibald drops your reputation, so train Light Magic Master (needs Saintly) first if any caster still needs it.

Combat

βš” What to clear / skip

βœ… Clear

  • Followers/Mystics/Fanatics of Baa on the roads (9-25 HP, no resists) - free XP; they clear your retreat path
  • Lizard Men/Archers/Wizards (13-45 HP) - weak but fire endless arrows/electric balls, so kill rather than leave behind you
  • Blood/Brain/Soul Suckers near the trails (6-30 HP) - easy, though bites can disease
  • Temple of Baa Skeletons/Knights/Lords (poison- & magic-immune, but melee + Ring of Fire kill them) - the gong horde is huge XP
  • Temple of Baa Acolytes/Clerics/Priests of Baa (30-137 HP, no resists) - Fireball/bow them at range before they cast
  • Shadow Guild Thieves/Burglars/Rogues and Thug/Ruffian (no resists; thieves can steal) - bow them down in the long hall
  • Dragoon's Caverns Thug/Ruffian/Brigand and Armored Fighters (Fighter/Soldier/Veteran) - door-poke the Veteran for the Harp
  • Snergle's Caverns Dwarves/Dwarf Warriors/Dwarf Lords (high elemental/magic resist but NO physical immunity) - bow/melee from ledges and the lower elevator
  • Snergle himself (150 HP, 50% physical resist, no magic resist, an armor-breaking special) - soften him with bows; he drops Snergle's Axe
  • Corlagon's Estate Specters (93 HP, AC 35) FIRST every fight - an un-killed Specter can knock a character unconscious in one hit; then Corlagon the Power Lich