Unlocking Secrets
Now that you have magic keys from Rimuldar, backtrack through earlier areas. Locked doors hide quest items, shops, and the entrance to Garin's Grave. Not everything is worth a key — this chapter tells you what matters and what to skip.
Kol
Two locked doors here. One leads to a guy you can reach from the other side anyway — don't waste a key. The second door hides a man who confirms the Fairy Flute location: search 4 tiles south of the bath house. You already knew this from Rimuldar, so only spend a key if you missed that hint.
Grab the Fairy Flute now if you haven't. Stand 4 tiles south of the bath, use Search. The flute puts the Golem guarding Cantlin to sleep.
Brecconary
One locked door in the northeast corner. Inside, a woman sells Fairy Water for 38G. It repels weak enemies for a while — same effect as Repel, which you learn at level 15. Not worth a key. The door relocks when you leave town, so you'd burn another key each visit.
Tantegel Castle
Two locked doors. The first opens a treasure room with a guard who scolds you. The chests barely cover the cost of the key. Skip it.
The second door (near the back) is essential. Behind it you'll find NPCs with hints, a key shop selling keys for 85G (more expensive than Rimuldar but convenient), and barrier tiles that deal 15 HP per step. A warrior past the barriers mentions pushing against "the wall of darkness" in Garinham — remember that.
Garinham
The large building in the north has a wall of darkness inside. Don't waste a key on the interior door — it just leads to bickering guards. The chests have a Herb, Torch, and small gold.
The real secret: push against every tile of the dark wall until you find a hidden passage. It leads behind the building to stairs going down. That's the entrance to Garin's Grave.
Garin's Grave
Four floors. Bring at least 2 keys (one for the first floor door, one spare). Be level 12+ so you have Outside to escape if things go bad. Full Plate or Magic Armor recommended. Radiant beats Torches here — you'll need light constantly.
Floor 1: Drakeemas, Drolls, Poltergeists, Skeletons, Warlocks. Twisting corridors lead to a locked door in the southeast. Open it to reach the stairs down. The north alcove has a Herb and weak gold — not worth the detour.
Floor 2: Five staircases. Northeast and center lead to dead ends. Northwest and southeast connect to each other on floor 3. Only the southwest staircase progresses deeper.
Floors 3-4: Druinlords, Drollmagis, Specters, Wolflords, Wraith Knights. Wraith Knights heal themselves — annoying. Specters cast Sleep; use Stopspell. One chest contains the Cursed Belt. Don't equip it or you'll need the curse-breaker in Brecconary. Sells for 180G.
Take the southwest stairs from floor 2, follow the north path on floor 3 to reach floor 4. Climb the rising stairs to find the Silver Harp. Cast Outside to leave.
Trading the Harp
Using the Silver Harp outdoors summons a random enemy — decent for grinding if you want fights. But its real purpose is trade. Return to the Kol Shrine (west of Kol, past the northern mountains). The old man trades the harp for the Staff of Rain. You now have two of the three items needed to reach Charlock Castle.