Walkthrough

The recommended order of play, from the safest opening to the hardest end-game dungeons. Each stage breaks down into steps you can check off — your progress is tracked on the Dashboard. Configure a party in the Planner first to get party-aware tips and to hide promotion steps for classes you didn't pick.

Stage 1: Prelude: New Sorpigal Start & the +20 / NWC Power-Start

Level 1-5 New Sorpigal, Dragonsand, Misty Islands 16 steps

You begin as a fresh level-1 party in New Sorpigal , the game's starting town on its own island. Before doing any real fighting you will exploit two things the developers left wide open: a hidden rooftop teleporter that…

Stage 2: Early Town Circuit: Mist, Free Haven, Cavalier Promotion

Level 5-6 Misty Islands, Free Haven, New Sorpigal 11 steps

Fresh off the +20-to-all-stats shrine, your party is sitting on a fortune of raw attributes but almost no skills to spend them on. This stage is the banking run : you'll Town-Portal between Mist and Free Haven (still ri…

Stage 3: Clearing New Sorpigal: Goblinwatch & Abandoned Temple of Baa

Level 5-7 New Sorpigal 12 steps

You are back on the New Sorpigal mainland with a party that should be around level 5-6 and equipped with bows. With the early goblin and mage camps behind you, it is time to clear the region's first two real dungeons —…

Stage 4: Castle Ironfist Area: Temple of Baa, Shadow Guild, Dragoon's Caverns

Level 7-10 Castle Ironfist, New Sorpigal 16 steps

With the New Sorpigal starter quests behind you and the party around level 7-10, it is time to deliver Regent Humphrey's letter and open up Castle Ironfist. This stage kicks off the high-council and Paladin/Knight promo…

Stage 5: Free Haven Spell Run + Blackshire Fly-by (Fly Logistics Online)

Level 10-12 Free Haven, Blackshire, Castle Ironfist 12 steps

You are roughly level 10-12 with expert bows and a chest of saved gold. This is the stage where logistics come online: you buy the four travel spells in Free Haven's western guilds, then weaponize Fly to skim Blackshire…

Stage 6: Bootleg Bay: Fountain of Magic, Temple of the Fist & Tsantsa

Level 10-13 Bootleg Bay, Free Haven 12 steps

You arrive on the tropical, very-easy-rated shores of Bootleg Bay, fresh from Free Haven and sitting around level 10-13. The headline beat here is the main quest: drink from the Fountain of Magic to complete Lord Newton…

Stage 7: Mist Promotions: Silver Helm Outpost & Corlagon's Estate (Wizard -> Archmage)

Level 13-16 Misty Islands, Castle Ironfist 13 steps

You return to Mist around level 13-16 with the Fountain of Magic already drunk, so Lord Newton can hand your Sorcerers the Wizard promotion and immediately set the Archmage quest. This stage chains three promotions back…

Stage 8: Grand Tour: Silver Cove, Frozen Highlands, Kreigspire, Mire (Council & Promo Quests)

Level 16-20 Silver Cove, Frozen Highlands, Kriegspire, Mire of the Damned, Free Haven 17 steps

By now you should have master Town Portal, Fly, and Lloyd's Beacon, so the whole late-game continent is open to you. This stage is a logistics tour, not a dungeon grind: fly from region to region collecting every remain…

Stage 9: The Snergle Two-Step: Iron Mines (Mire) -> Caverns (Ironfist)

Level 18-22 Mire of the Damned, Castle Ironfist 11 steps

You are in the swampy Mire of the Damned around level 18-22, picking up the dwarven civil-war side quest you collected from Avinril Smithers on the Grand Tour. The job is a two-dungeon relay: clear Snergle’s Iron Mines…

Stage 10: Promotion Finale: Sewers, Temples of Sun/Moon, Keeps, Dragons & Artifacts

Level 20-28 Free Haven, Bootleg Bay, Frozen Highlands, Silver Cove, Mire of the Damned, Castle Ironfist, Blackshire 18 steps

This is the big promotion-clearing stage. You enter it at roughly level 20-28 with every Lord's council and promotion quest already in your log and a working Master Town Portal / Fly / Lloyd's Beacon network. From here…

Stage 11: Statuette & Obelisk Quests + the Dragonsand Cache

Level 26-32 Sweet Water, Dragonsand, Paradise Valley, Hermit's Isle, New Sorpigal, Free Haven, Silver Cove, Eel Infested Waters, Castle Ironfist, Mire of the Damned, Blackshire 12 steps

By now you should be roughly level 26-32 with master Fly, Town Portal and Lloyd's Beacon driving your logistics. This is the great "loose ends" stage: you finish Twillen's five-statuette quest, click every one of the fi…

Stage 12: Closing the Council: Demon Lair, Silvertongue's Treason & the Oracle

Level 28-34 Kriegspire, Free Haven, Castle Ironfist, Eel Infested Waters 18 steps

You are level 28-34 and one councillor short of an audience with the Oracle. This stage finishes the last High Council quest in the volcanic wastes of Kriegspire , then catches the Council's Baa-worshipping traitor, Sli…

Stage 13: The Four Memory Crystals: Hermit's Isle, Kreigspire, Eel Waters, Darkmoor

Level 30-38 Hermit's Isle, Kriegspire, Eel Infested Waters, Mire of the Damned, Free Haven 16 steps

You're a Saintly, level 30-38 party with full mobility — Town Portal, Lloyd's Beacon and Fly are all online — and you've just been admitted to the Oracle. Its first job: recover four Memory Crystals (Alpha, Beta, Delta,…

Stage 14: Tomb of Varn: The Control Cube (Hardest Dungeon)

Level 36-44 Dragonsand 11 steps

With all four Memory Crystals seated, the Oracle sends you after the fifth and final piece it needs: the Control Cube , buried deep in the Tomb of Varn in Dragonsand. This is, by every source's reckoning, the single har…

Stage 15: Endgame: Archibald, the Control Center & The Hive

Level 40-50 Castle Ironfist, Free Haven, New Sorpigal, Paradise Valley, Blackshire, Sweet Water 17 steps

This is it — the final stage. With the Control Cube delivered, the Oracle in Free Haven opens the last two doors of the game: free Archibald for the Ritual of the Void , then collect the alien Blaster weapons from the C…