Legacy

Revenge Expansion Pack

Revenge Quests

1. Bartender - Gem Collection - side quest
2. Mayor - Thug's notebook - side quest
3. Land in jail (rescue prisoner's mother in thug hideout) - side quest
4. Rescue Mage's servant from kidnapping plot- part of main quest
5. Help distressed woman - side quest
6. Recover sword stolen from you - part of main quest
6. Save Daughters - side quest
- Stephanie
- Gabriel
- Obtain mystic orb to seal entry to netherworld - extra sub quest
7. Dark Mage - side quest
- Find special weapon to destroy lich
- Put to rest king's son's bones
- Return relic to Mage
8. Obtain coin from Dwarf ruins game room - part of main quest
9. Obtain Book from dwarf ruins library - part of main quest
19. Destroy Dagon - main quest

Thug's Notebook quest:The Thug's notebook quest can't be accomplished before you finish the dwarf one.

Jail House: to get in, think like a Peeping Tom, and go and pry in some windows. In the jail house you should receive another quest, so talk to the prisoners.

Chess Room: In the chess room, with the two yellow pads and the red one, there is a teleporter that will bring you in a corridor leading to a sort of command room (pullchains). The pullchains make some budda statue appear in the chess room. One of them is right in front of the red pad. When you have found that one, step on the pad.

Use of the Demon Book: Go back and talk to the strange women whom you gave the coin to.

Revenge Bow: To get the Revenge Bow, you need to unlock the keyhole by the strange mage in the Damsel's House (the one you gave the orb to close the "demon hole"). The hole takes the "Revenge Key". There is, however, no indication whatsoever you have successfully unlocked it. The bow is directly to the south, where a wall or something opens up and there is a pergamen that says "Secret Area".

Fire Lizard Combat Tip: Using a lot of paralysis, those fire lizards in hell are quite easy to take down. Fire lightning bolts as it seems to affect the ones standing behind. Let them advance on you so you can paralyse them one-by-one, otherwise if two are facing you and one is paralysed, it's hit-or-miss whether you will be able to paralyse the other (I think the game should have more AI here - it's not as though a Mage would be so stupid as to fire off spells at the already-paralysed one).

End of Hell Corridor: this isn't much of a spoiler really so I will reveal what is at the end: a hole in the wall, that is "Magically Sealed" so you can't enter. At this stage I have the orb but haven't given it to the wizard, so technically it should be closed.

Red dots on automap: there are many red dots on the automap but there is no person there. These belong to persons who will appear once you've talked to somebody else somewhere else. And also to people that you've already spoken to that have now disappeared.