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

Approx. level 7-10 Castle Ironfist New Sorpigal

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 promotion ladders, recruits (and promptly loses) Prince Nicolai, and clears the three beginner-friendly dungeons in the Ironfist area: the Temple of Baa, the Shadow Guild, and Dragoon's Caverns. Two harder dungeons physically sit in this region (Corlagon's Estate and Snergle's Caverns) but belong to much later stages.

Travel to the Ironfist area

Take a stagecoach or boat from New Sorpigal to the Ironfist area (the coach runs Mon/Wed/Fri, 2 days, 50gp; the boat runs Tue/Thu/Sat, 2 days, 100gp). If neither is waiting, you can simply walk west along the northern shoreline and you will arrive near the town. The lower town sits at the foot of a hill, with Castle Ironfist itself up top.

Andrew's Harp quest + Berserker's Fury, then train Expert Bow

Head to the house by the stables that the road climbs up to and talk to Andrew Besper. He gives you the Find Andrew's Harp quest (the Harp is deep in Dragoon's Caverns) and sells a 50gp membership to the Berserker's Fury guild, which lets you buy and train Bow, Shield, Chain, Plate and Repair Item. This is the moment to bump everyone's Bow skill and pay Helen Teal (2000gp) for Expert Bow — ranged fire is the backbone of every fight in this stage. You can also grab the Mind Guild membership (Tracy Flauta, 50gp) while you are down here.

πŸ“œ Quest β€” Humphrey: deliver the letter, council quest + Paladin promotion

Climb to the castle town and explore for more guild memberships and Expert trainers, then enter the main castle and give the letter you have been carrying to Regent Wilbur Humphrey. He rewards you and hands over his high-council quest Find Lord Kilburn's Shield (the Shield is in a trapped chest out in Blackshire — a later stage) and the Paladin promotion quest, Rescue the Damsel in Distress. Talk to Humphrey a second time and he tells you who to save: Melody Silver, held at the Silver Helm Outpost in Mist. Both of these point to later stages; for now just collect the quests so the ladders are active.

πŸ“œ Quest β€” Recruit Prince Nicolai (he will flee on your first rest)

Talk to Nicolai Ironfist in the castle about being bored and he joins your party as a hireling-style companion. Be warned: he runs away the very first time you rest, after which his status flips to kidnapped and you lose access to the castle interior until you get him back. You rescue him from the biggest circus tent, and the circus only appears three months a year — 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 — so this rescue belongs to a much later stage. Either skip recruiting him for now, or recruit him only after you no longer need to re-enter the castle this trip.

βš” Combat β€” Clearing the Ironfist countryside

The roads to the dungeons are patrolled by Followers, Mystics and Fanatics of Baa, by Lizard Men/Archers/Wizards, and by Blood/Brain/Soul Suckers. The Baa followers are pushovers (9-25 HP) but very aggressive — use that: trigger them, back into a corner or onto high ground, and pick them off with bows in ones and twos. Before you commit to a dungeon, clear the road to it so you have a safe path back to the temple in town for healing. The Lizard Men are weak but fire endless arrows and electric balls, so they are worth killing rather than letting them chip at you mid-dungeon-run.

βœ… Clear

  • Followers/Mystics/Fanatics of Baa on the roads (9-25 HP, no resists) - free XP and they clear the path home
  • Lizard Men/Archers/Wizards - low HP but endless ranged shots, annoying if left alive behind you
  • Blood/Brain/Soul Suckers near the trails - easy, though their bites can cause disease
πŸ—Ί Dungeon β€” Temple of Baa (Chime of Harmony)

The Temple is southwest of the castle, down the trail past the Followers of Baa and Lizardmen. Recommended party level is 8-10; bring a Disarm Trap expert (every chest here is trapped), bows for everyone, and a fire caster — Fireball, Ring of Fire and a few wands shred the packed crowds. Make sure you took the Chime of Harmony quest from Janice at New Sorpigal Town Hall first.

The Great Hall. Down the stairs and through the door is a huge room with a small central chamber (four doors) flanked by four cave mouths. Open the four central doors in the correct order (see the spoiler below) to reach the chest. The instant you take the chest's key and close it, Skeleton Lords, Knights, Acolytes and Priests of Baa flood in from all sides. Retreat to the entry stairway — the enemies will not follow you back into the entry hall — and fight them in a doorway a few at a time. Skeletons are immune to poison and magic, so kill them with melee, bows and Ring of Fire; Fireball the Priests at range.

The six keys. Each side room opens with the previous room's key and contains the next key (Bathhouse, Store Room, and Secret Door keys, plus two Treasure Room keys). Every chest spawns another skeleton ambush, so clear, rest in town if needed, and grind your way through all six. Keep the Secret Door Key — it is the escape hatch for the altar room.

The altar room. The east door leads down a hall with a timed fireball trap; walk in the water troughs along the walls and the fireball misses you. Beyond, Priests and Acolytes ring a raised altar — weave between the pillars for cover and kill them all with Fireball and bows, but do NOT climb the altar yet. When ready, run behind the altar to the secret door in the east wall (use your key holder). Touching the area sets off the gong, materialising a small army of skeletons — bolt through the secret door into the hall. From the ledges overlooking the room you are safe (the skeletons have no ranged attack), so you can pepper them with bows at leisure. Up here you collect the Chime of Harmony, a second Treasure Room of gold, and you can click the unlabeled torch in the corridor for a free 5000 gold. Grab the gong on the altar (worth 2000gp in Free Haven), and time your exit past the fireball trap on the way out.

Show spoiler β€” Temple of Baa door order and key chain

Temple of Baa door order and key chain

Central door order: click the four doors in the central chamber as North, East, West, South (remember it as “NEWS”). Opening them out of order shocks you. The plaque hint reads “As the winds blow, the seasons change, and only at the end of all can the doors be opened.”

Key chain: the central chest holds the Bathhouse Key → Bathhouse holds a Treasure Room Key → Store Room holds the next Bathhouse Key → the second Bathhouse holds a Store Room Key → the second Store Room holds the Secret Door Key. Save the Secret Door Key — it opens the wall behind the altar (your escape) and the ledge room with the Chime of Harmony.

πŸ—Ί Dungeon β€” Shadow Guild (rescue Sharry)

From the lower town, follow the path northwest, fighting through Followers of Baa and Lizardmen, to a door set in the hillside. The Shadow Guild is one of the smallest dungeons in the game and holds no spellcasters — just thieves (Thief/Burglar/Rogue, who can steal items) and thugs (Thug/Ruffian/Brigand). The classic, cowardly tactic works perfectly here: dart into a room to trigger them, run back down the long hall, and shoot them full of arrows as they string out toward you.

Take the first left, clear the thieves, and hit the switch on the right; more switches around the guild open walls as you go. The important room is on the right near the top of the hall — its chest holds the Guild Key (and good loot). Take the Guild Key to the locked door in the east hall. Jump over the square tile directly in front of that door or a trap blasts you. Inside you free Sharry Carnegie, which completes the rescue. The other chests here hold only junk (a worthless Prince of Thieves scroll), so once you have Sharry you are done.

πŸ“œ Quest β€” Return to New Sorpigal Town Hall (turn in Sharry + Chime)

Take the quickest route back to New Sorpigal — coach, boat, or on foot — and report to Town Hall to complete both the Save Sharry and Chime of Harmony quests for XP and gold. While you are home this is a good time to pick up Expert in any magic school you still need, then head back to Ironfist for Dragoon's Caverns.

πŸ—Ί Dungeon β€” Dragoon's Caverns (Andrew's Harp - leave the oozes)

From Ironfist town head south on the road, then south again and turn left to find the cave in the hillside, ringed by Lizardmen. Inside it is almost all thug classes (Thug/Ruffian/Brigand) plus a few Armored Fighters (Fighter/Soldier/Veteran). A handy trick throughout this dungeon: when enemies are moving behind a door, stand to one side of the doorway where you can see them through the gap and shoot them while they cannot reach you.

Work through the halls hitting switches to open the way (an elevator drops you to a lower level with more thugs). Clear the rooms for chests, then reach the big double doors near the end. Behind them is a tough Veteran (huge HP, can break your gear) guarding several 'chests' — but only one of them is a teleport trap (it randomly warps you elsewhere in the dungeon). Run back and forth along the doors to wake the enemies, hit them through the crack between the doors so the Veteran can't reach you, then open up. Andrew's Harp is in a real chest along with loot; the rest are real chests too, so just open them all (only that single trap chest will warp you).

You can leave once you have the Harp. Do not bother fighting the Oozes (Ooze/Acidic/Corrosive) yet — they are immune to physical attacks, so you can only kill them with magic and you would burn through your spell points far too fast at this level. Come back later when you are stronger. Take the Harp back to Andrew by the stables to finish his quest.

βš” Combat β€” What to fight vs. what to leave (Ironfist dungeons)

The three dungeons you clear this stage are all melee/thief enemies plus, in the Temple, skeletons and Baa casters — all killable with bows and fire magic. The only things to deliberately leave alone are the Dragoon's Caverns Oozes (physical-immune; magic-only) and the two dungeons that belong to later stages (Corlagon's Estate spectres, Snergle's Caverns dwarves).

βœ… Clear

  • Temple of Baa Skeletons/Knights/Lords (poison+magic immune, but melee/Ring of Fire kill them) - huge XP from the gong horde
  • Temple of Baa Acolytes/Clerics/Priests (low HP, no resists) - Fireball/bow at range before they cast
  • Temple of Baa Spiders/Giant/Huge (poison-immune, but low HP) and the cave Rats - optional but easy XP
  • Shadow Guild Thieves/Burglars/Rogues (no resists; can steal items) - kill fast with bows in the long hall
  • Dragoon's Caverns Thug/Ruffian/Brigand and the Armored Fighter rooms (no/low resist) for chests and the Harp
⚠ Warning β€” Corlagon's Estate is here - skip for now

Corlagon's Estate sits in the southwest corner of the Ironfist area, but leave it for later. It is wall-to-wall Ghosts, Evil Spirits and Spectres (all magic-immune, and a single Spectre hit can knock a low-level character out cold), and you only need it for the Crystal of Terrax on the Archmage promotion track. Come back when you are much stronger.

⚠ Warning β€” Snergle's Caverns is here - skip until much later

Snergle's Caverns is also in the Ironfist area, but its locked inner door needs Snergle's Chambers Key, which you only get from Snergle's Iron Mines over in the Mire of the Damned. The dwarves here (Dwarf/Dwarf Warrior/Dwarf Lord) hit very hard with axes and resist most magic, and the boss Snergle himself waits behind that locked door — killing him here drops Snergle's Axe. Save this for a much later stage.

⚑ Power-Leveling β€” Free gold and horseshoe skill points

Two easy boosts while you are in the Ironfist area. First, the unlabeled torch on the ledge corridor in the Temple of Baa hands over a flat 5000 gold when clicked — do not walk past it. Second, grab the horseshoes from every stable (and again each time the area resets): each one gives a character 2 free skill points, which is perfect for topping a skill off to the next rank. There is also a picture in this area worth a permanent +10 Luck to one character — well worth clicking.

πŸ’‘ Tip β€” Ironfist-area fountains

The Castle Ironfist area has temporary-buff fountains worth visiting: one grants +10 Speed, one +10 Accuracy, and one +10 Hit Points (all temporary). Drink before a dungeon push for a small edge.

βš™ GrayFace Patch β€” GrayFace: fountain bug fix

If you are running the GrayFace patch, note that the old fountain exploit no longer works: you can no longer drink repeatedly by deactivating party members, and overlapping fountains no longer share a single 'used' flag. Each fountain now gives its buff once per buff period as intended.

βš™ Patch note: fountain bugs are fixed β€” you can no longer drink repeatedly by deactivating party members, and the Blackshire/Kriegspire fountains no longer wrongly share a single 'used' flag. Each fountain now works as intended (one use per buff period).

βš” Stage combat summary

βœ… Clear

  • Followers/Mystics/Fanatics of Baa and Lizardmen on the roads - pushovers, free XP, clear your retreat path
  • Temple of Baa: Skeletons/Knights/Lords (melee + Ring of Fire) and Acolytes/Clerics/Priests (Fireball/bow) - the gong horde is huge XP
  • Shadow Guild thieves (Thief/Burglar/Rogue) - bow them down in the long hall; watch for item theft
  • Dragoon's Caverns thugs and Armored Fighters - door-poke the Veteran, grab the Harp
πŸ—Ί Dungeons in this stage
  • Temple of Baa — now
  • Shadow Guild — now
  • Dragoon's Caverns — now (skip the magic-only oozes; return later)
  • Corlagon's Estate — later (Archmage promo; Spectres hit hard)
  • Snergle's Caverns — later (needs key from Snergle's Iron Mines, Mire of the Damned)