Stage 7: Mist Promotions: Silver Helm Outpost & Corlagon's Estate (Wizard -> Archmage)
Approx. level 13-16 Misty Islands Castle Ironfist
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-to-back: collect Wizard at Mist Castle, storm the Silver Helm Outpost right in town for the Mayor's evidence, Gharik's Lab key, and the captive Melody Silver (which turns Paladins into Crusaders at Humphrey), then grind the spectre-infested Corlagon's Estate for the Crystal of Terrax that makes your Wizards Archmages. By the end you also hold the Gharik's Lab key needed far later, and you should set Lloyd's Beacons in Mist and Ironfist for fast travel.
Arrive in Mist: Wizard promotion + the Archmage quest
Sail (or Town Portal) to Mist and go up to Marquis Newton's castle. Because you already drank the Fountain of Magic in Bootleg Bay, Newton completes the Sorcerer-to-Wizard promotion on the spot, then hands you the next quest: recover the Crystal of Terrax from Corlagon's Estate to become an Archmage. Take both before leaving the castle.
While you are here, this is the cheapest place to buy guild memberships and spellbooks for Fire, Water and Air. Newton's town also holds the Master trainers for Water Magic (Harper Collins) and Air Magic (Caao Salem) - but Air Magic Master can only be learned once a character is actually an Archmage, so loop back to the Air Master after this stage's Archmage promotion lands.
Clear the Mist island portal chain (obelisk clue)
Earlier you activated Mist's teleporter via Kathleen Mester in the southern lighthouse (her unlisted quest just to switch the portal on). Step through it now and work along the small bridge-linked islands, killing the Followers of Baa and Cutpurses guarding each one. Every island has a chest with enemies stacked on it - the loot is ordinary but the experience and the cleanup are worth it before the harder dungeons. At the far end, touch the Obelisk #14 clue, then take the nearby portal back to Mist.
The open Misty Islands are rated 'very easy': Followers/Mystics/Fanatics of Baa (9-25 HP) and the female thieves Cutpurse/Bounty Hunter/Assassin (9-25 HP) cast almost nothing and die to a single volley. Mop them up freely for the experience. The only nuisance is the thieves' steal attack, so kill them first if a fight stacks up. None of this outside trash is worth avoiding.
β Clear
- Followers/Mystics/Fanatics of Baa (9-25 HP, pushovers) - free XP and they barely hit back
- Cutpurse/Bounty Hunter/Assassin (9-25 HP, no spells) - easy, but drop them fast so they can't steal
- Every island chest in the portal chain - enemies sit on it, so clearing the island clears the loot
β Skip
- Nothing on the open islands needs avoiding - the whole map is 'very easy'
The outpost is the building in the southeast of Mist. It hands you three payoffs at once: the Mayor's Enemies List Scroll (Mist City Hall's 'storm the outpost' quest), the key to Gharik's Lab (needed far later for Gharik's Forge), and the captive Melody Silver (the Paladin-to-Crusader damsel).
Past the entry guards, turn the corner and clear the swordsmen and monks in the main hall. Working clockwise from the left door: room 1 is a temple of monks (a free spellbook hides in the third pew from the front on the left); room 2 holds swordsmen and, through a south door, a Master Monk - kill him, hit the wall switch, then open the chest (save first; the trap is inconsistent) to get the Enemies List Scroll. That switch opens a new room with two loaded chests, one holding the Gharik's Lab key - grab it and set it aside for later. Rooms 3-6 are barrels, food, and more guards/swordsmen.
Room 7 is the important one: free the prisoner (he hints at a hidden door), open that door at the end of the wall, fight the Captains and Lieutenants and hit their switch. From here a vertical climb leads up to the captive Melody Silver and a two-chest secret room - the exact step-by-step route (and the murals to avoid) is in the spoiler block below. Reopening the secret door on the way out spawns a last batch of guards/swordsmen in the entrance hall; kill them and leave.
If you cannot find Melody after freeing the prisoner, the answer is that the secret area is reached vertically - left/right/forward/back are only two dimensions, so look up. The full route is in the spoiler below.
Show spoiler β Solution: reaching Melody Silver
Free the prisoner in room 7, open the hidden door at the end of his wall, kill the Captains/Lieutenants and hit the switch in their room. A platform incline appears - run up it three separate times to reach an elevator. At the top, do not touch the murals: go right for a two-chest secret room, then go left for Melody Silver.
This is the outpost, not the later Silver Helm Stronghold in Silver Cove - it has no mages, only human fighters, so it is very doable at this level. The dangerous ranks are the high-HP officers: Lieutenants (93 HP, AC 24) and especially Captains (207 HP, AC 32, 20 to every resist, and a break-armor attack). The rank-and-file Swordsmen (40 HP) are easy, but the Master Swordsman (129 HP) can break a weapon. Funnel the officers into a doorway and focus them down with arrows so they cannot trade blows.
β Clear
- Guards, Swordsmen, Expert Swordsmen, Monks/Master Monk - clear every room; the Master Monk guards the Enemies List switch
- Lieutenants (93 HP) and Captains (207 HP) in room 7's path - they block the switch and the elevator; mind the Captain's break-armor hit
- Both secret-room chests at the top of the elevator (next to Melody) and the room-2 chest with Gharik's key
β Skip
- Nothing - the outpost is linear and every officer sits between you and a quest objective; just shoot the Captains, do not melee them
Return Melody to Humphrey -> Crusader; collect the Hero quest
Turn the Enemies List Scroll in at Mist Town Hall for its experience and quest credit. Then sail (Mon/Wed/Fri) or Town Portal to Castle Ironfist and bring Melody Silver to Regent Humphrey: your Paladins become Crusaders. Humphrey immediately offers the Crusader-to-Hero quest - slay the named dragon Longfang Witherhide in his cave behind Castle Darkmoor - so take it now even though you will not fulfill it until the later dungeon push. Before you leave Ironfist, set a Lloyd's Beacon here (and one in Mist if you have not already); you will be bouncing between the two for Corlagon's Estate.
The manor sits in the southwest corner of the Ironfist area; clear the Baa Followers, Lizardmen, and Bloodsuckers outside and enter. This is a long undead grind of ghosts and skeletons, so pace yourself and lure enemies into hallways instead of charging rooms - that is the only way to collect their loot.
From the first door, both sides hold ghosts (the left room's door is stuck for now). Work right and north through room after room of ghosts and the occasional skeleton mix; a coffin on one north branch is heavily trapped (disarm or skip it). Cross the narrow ledge over the big skeleton hall to a teleport corridor - watch the three ghosts in the second fissure - and continue to a room where you hit a switch behind two west doors. Backtrack to the start: the previously stuck left-room door is now open. Wind all the way around it (note the well you will use as a chokepoint), hit the switch on the north path, then the final switch in the first fissure south of the empty well room.
Follow the corridor back to the big skeleton room, where a new doorway has appeared. Save, then enter: running teleports you to the back of the room where Corlagon (a Power Lich) waits with skeletons, and ghosts spawn behind you. Kill everything, then carefully disarm the trapped chest for the Crystal of Terrax.
This dungeon earns its bad reputation. The undead are immune to poison and magic and carry 10-20 resistance to fire/cold/electric, so elemental nukes and poison do little - rely on physical hits and Light/Spirit, but note the ghosts' very high AC (Ghost 25, Evil Spirit 30, Specter 35) makes arrows miss a lot, exactly the complaint the guide voices. The real killers are Specters (93 HP, AC 35): an un-killed Specter can deliver a knock-out (unconscious) blow, so make them your top target. Skeleton Lords curse and Evil Spirits can age you. Lure groups into a corridor or use the well as a chokepoint, jumping out and picking off ghosts as they emerge.
β Clear
- Specters (93 HP, AC 35, can knock a character out in one hit) - kill these FIRST every fight; they are why the dungeon is dangerous
- Ghosts and Evil Spirits - mild on their own; lure them into hallways so you can land hits and collect loot
- Corlagon the Power Lich and his guard skeletons - the boss; clears the way to the trapped Crystal of Terrax chest
β Skip
- Do not waste fire/cold/electric or poison spells on the undead - they resist or are immune; use physical and Light/Spirit instead
- The huge skeleton hall can be left until late - lure the ghosts out and ignore the skeletons until you must pass
For the worst rooms, the guide's trick is to enter turn-based, open a door, and have a Sorcerer cast Jump to leap your party out of (or above) the well, then kill ghosts one at a time as they funnel up to you - a safe way to fight Specters without the whole pack hitting at once. Combine it with a Lloyd's Beacon set in Mist or Ironfist so you can bail out, rest, and re-enter if a Specter knocks someone cold.
Crystal of Terrax to Newton -> Archmage; train Air Master
Leave the estate and Town Portal to Mist (it returns you there if Mist was your last town). Give the Crystal of Terrax to Newton and your Wizards become Archmages. Now that they qualify, head to south Mist and have Caao Salem train Air Magic toward Master (Air Master needs the Archmage title and only rank 4+ to begin). From here the guide assumes you have Town Portal, Fly and Lloyd's Beacon at Master level - buy any you still lack from the Free Haven guilds before the grand continental tour next stage.
If you are playing with the GrayFace patch, be aware that several dungeon chest and artifact bugs are fixed (for example in the Warlord's Fortress and Agar's Laboratory). Artifacts no longer spawn in inaccessible chests and chest-duplication glitches are corrected - so any old guide telling you to dupe items from a chest will no longer work on the patch. The Corlagon and Silver Helm chests here behave normally; just disarm them.
β Patch note: several dungeon chest/artifact bugs are fixed (e.g., Warlord's Fortress, Agar's Laboratory). Artifacts no longer generate in inaccessible chests, and chest-duplication glitches are corrected β if an old guide tells you to dupe items here, that no longer works on the patch.
β Clear
- Misty Islands open trash (Baa Followers, Cutpurse/Bounty Hunter/Assassin, 9-25 HP) - 'very easy', free XP
- Silver Helm Outpost guards/swordsmen/monks - linear, no mages; focus Captains (207 HP, break-armor) and Lieutenants with arrows
- Corlagon's Estate Specters (93 HP, AC 35) FIRST - they knock characters unconscious in one hit; then Corlagon the Power Lich for the Crystal of Terrax
β Skip
- Do not use fire/cold/electric or poison on Corlagon's undead - poison and magic are immune, elements resisted; use physical + Light/Spirit
- Do not melee Silver Helm Captains - shoot them; their break-armor hit and 207 HP make trading blows costly
- Leave Corlagon's big skeleton hall until you must pass it; lure ghosts out one corridor at a time
- Silver Helm Outpost — now
- Corlagon's Estate — now