ADOM (Ancient Domains Of Mystery)

ADOM (Ancient Domains Of Mystery)

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Early-Game Quests and Locations
By Yulgash
Where to go, what to do, and who to talk to, from the beginning of the game to the start of the main dungeon.
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Quests
Save the carpenter
Prerequisites: Mutually exclusive with 'Kill the black druid'
Difficulty: Easy
Quest giver: Rynt, the village elder
Rewards: Access to the Village Dungeon, Healing skill, Bridge building skill, hatchet, oil of rust removal

Rynt is found in a building West of where you enter Terinyo. Taking this quest immediately grants access to the Village Dungeon (VD). This quest is resolved by descending to VD: 7 and bringing Yrrigs, the mad carpenter, to Jharod, the healer, on VD: 4. Alternatively, Yrrigs can be killed, although this forfeits some rewards. Yrrigs is more dangerous than most of the monsters populating the VD, so having some decent equipment is necessary in any case.

When killed or saved, Yrrigs will drop a hatchet, a manual of bridge building, and a cursed oil of rust removal. Unless your character has the Fletchery skill, these rewards are not very useful, since Bridge building is not very practical. However, Jharod will reward non-Chaotic characters who save Yrrigs with the very useful Healing skill. Completing this quest is lawful.

Kill the healer
Prerequisites: Taking 'Save the carpenter'
Difficulty: Easy
Quest giver: Hotzenplotz, the crime lord
Reward: Healing skill

Hotzenplotz is found in the small building South of Yergius's house. This quest is resolved by descending to VD: 4 and killing Jharod, the healer. Jharod is a weak enemy, although he rapidly regenerates health. Hotzenplotz will reward characters with a favor from Kranf Niest, the mad doctor. This will teach the Healing skill at a high level while slightly reducing Learning, Willpower, and Appearance. This is easier than gaining Healing the lawful way, and may be necessary for chaotic characters who haven't found a way to change alignment. Completing this quest is Chaotic.

Kill the black druid
Prerequisites: Mutually exclusive with 'Save the carpenter'
Difficulty: Hard
Quest giver: Guth'Alak, the druid
Reward: Access to the Druid Dungeon, Herbalism skill, cold magic, the Black Torc, potion of cure corruption

Guth'Alak is found in the central area of Terinyo. Taking this quest immediately grants access to the Druid Dungeon (DD). This quest is resolved by descending to DD: 7 and killing Keethrax, the black druid. Keethrax is a difficult opponent, capable of draining attributes in melee, shooting physical and fire projectiles, casting darkness, and self-healing. He is also resistant to all of the elements besides acid. Killing him requires either an exceptionally powerful character, or waiting until the mid-game.

Keethrax drops the artifact Black Torc, which can be used as an amulet or a missile. As an amulet it grants a speed bonus and resistance to fire, cold, and shock, but it also curses itself and grants the cursed intrinsic. This trade-off is worth it, although you will later find better amulets. As a missile it slays undead and returns when thrown, but it does not use a missile weapon skill, making it somewhat weak against non-undead enemies. Guth'Alak will reward characters with a choice between knowledge (Herbalism or Gardening skill) and power (spellbook of Frost Bolt and wand of Cold). For most characters, Herbalism is the better long-term choice. Those without the patience for herb farming, and non-casting classes which aspire to use spells should consider taking the other reward. Non-chaotic characters will receive a potion of cure corruption for giving Keethrax's corpse to Guth'Alak.

Save the cute dog
Prerequisites: None
Difficulty: Medium
Quest giver: The tiny girl
Reward: Access to the Puppy Cave

The tiny girl is found wandering Terinyo. Taking this quest immediately grants access to the Puppy Cave (PC). This quest is resolved by descending to PC: 6 before four days have passed, finding the cute dog, and returning to Terinyo with it. Completing this quest (or failing it and reporting back) is a lawful act. As the main reward is access to the Puppy Cave, successfully completing this quest is not a priority.

Kill the raider lord
Prerequisites: Under level 6 and under 5000 XP
Difficulty: Medium
Quest giver: Tywat Pare, the sheriff
Reward: 3000 GP

Tywat Pare is found wandering Terinyo. Taking this quest enables the roving raiders wilderness encounter until either the level or XP limit is passed. This encounter has a 25% chance to occur any time you have a wilderness encounter. Due to this randomness, this can be a time-consuming quest to complete; the plains terrain near Terinyo is the most efficient place to look for the raiders. This quest is resolved by fighting the roving raiders wilderness encounter and killing Kranach, the raider lord. Tywat Pare gives 3000 GP upon completion of the quest, and an additional 300 GP for turning in Kranach's corpse. As there is little opportunity to get stronger before failing this quest, it is reserved for strong starting characters.

Kill the master thief
Prerequisites: Level 6-9 and under 12000 XP
Difficulty: Hard
Quest giver: Tywat Pare, the sheriff
Reward: 7000 GP, adjusted shop prices, keys

Once this quest is taken, Yergius, the master thief, will retreat to the thieves' guildhall beneath the large building in the North of Lawnilothehl. Taking this quest prevents joining the thieves' guild and training with Yergius. Yergius is a fairly dangerous opponent with PV-penetrating attacks, and his guild contains many traps. The area in which Yergius is found features keys, thieves picks, and potions. Killing Yergius makes you the head of the thieves' guild, which will adjust shop prices (lower in the black market, much higher elsewhere). Tywat Pare gives 7000 GP upon completion of the quest.

Kill the crime lord
Prerequisites: Level 10
Difficulty: Hard
Quest giver: Tywat Pare, the sheriff
Reward: Amulet of order, Law skill

Hotzenplotz, the crime lord, is a formidable opponent with multiple PV-penetrating and poisoning melee attacks. Killing him in melee at level 10 will likely be impossible, although it may be possible with missiles and especially spells. Tywat Pare will give an amulet of order upon completion of this quest, and also teaches the Law skill to characters who successfully completed 'Kill the raider lord'. Amulet of order is only useful to aspiring champions of law, who can use it to draw their alignment toward L+.

Join the thieves' guild
Prerequisites: Non-lawful alignment, does not have the kill the master thief quest
Difficulty: Easy
Quest giver: Yergius, the master thief
Reward: Pick pockets, adjusted shop prices, skill training

Yergius is found in the large building in the North of Lawenilothehl. This quest is initiated by either accepting his training in the Pick pockets skill, or shoplifting. Note that Yergius will no longer offer this training once you shoplift something. Shoplifting several items (the easiest method for this is picking up items in the black market while invisible) or successfully using the Pick pockets skill many times will allow you to enter the thieves' guild. This will adjust shop prices (lower in the black market, higher elsewhere), and allow you to pay Yergius to train various skills. This is primarily of interest to spellcasters who want to eventually visit the Sinister Library, for which having 100 Climbing and 100 Stealth is useful.

Kill the sheriff
Prerequisites: None
Difficulty: Hard
Quest giver: Hotzenplotz, the crime lord
Reward: Amulet of chaos

Tywat Pare, the sheriff, is a difficult opponent; luring him away from Terinyo is recommended. The reward for this quest is worthless. Completing this quest is Chaotic.
Quests (continued)
Kill 20 of your first kill
Prerequisites: 500 kills, and non-chaotic alignment
Difficulty: Easy
Quest giver: The old barbarian
Reward: Courage skill

The old barbarian is found in a small clearing in the center-South of the wilderness. This quest is resolved by killing 20 of the first monster you killed upon starting the game. The old barbarian will teach characters the Courage skill upon completion of this quest. Courage somewhat reduces the penalties for being in melee range of multiple monsters at once. Fighting monsters like this is ill-advised, even with the Courage skill, so this quest is not very important.
Locations
Unremarkable cave (UCa)
Location: 1 South, 2 West of start
Difficulty: Low
Features: Sometimes altars

Assuming you have died enough times to no longer get the tutorial version, this an easy 3 level dungeon. Its levels will sometimes feature altars, which can be used to sacrifice monsters, change alignment, bless water, and identify the status of items. The low monster generation rate in UCa makes crowning and precrowning attempts rather painful. Not to be confused with the considerably more remarkable UD.

Terinyo (Vlge)
Location: End of the starting road
Difficulty: None
Features: Quest givers, food shop

This is the first town in the game. There are no hostile monsters here. There is a food shop towards the Southeast of the village. Yggaz, the fool, will give random potions in exchange for potions of booze; this is generally not a good trade.

Lawenilothehl (BVL)
Location: 4 South, 5 West of Terinyo
Difficulty: Low
Features: Quest givers, general shop, keys salesman, beggars

This is a less reputable settlement with various sometimes-hostile monsters wandering around. There is a random item shop towards the Southwest of the village. It has exorbitantly high selling prices and low buying prices, but will occasionally have a worthwhile item. Beggars can be given 40 GP and chatted with for a chance to receive their potion of booze. Skriek, the cloaked ratling, sells random keys. While the keys are somewhat expensive, they are useful for avoiding trapped doors and locking monsters behind doors.

Thieves' guild (TG)
Location: Under Lawenilothehl
Difficulty: Medium
Features: Keys, traps, darkness, master thief

This is a one level area found beneath Lawenilothehl once the kill the master thief quest has been taken. It contains four chambers hidden within a corridor loop. The chamber containing the master thief has treasure rooms containing keys, thieves picks, and potions. All the doors are trapped, and there are assassins lurking in the dark areas.

Goblin camp (GC)
Location: Random forest
Difficulty: Low
Features: Rocks, miscellaneous equipment

This is a one level area that can be found as a low-level forest wilderness encounter. It is populated by various types of goblins and an ogre. Many rocks can be found strewn around the area, and there are a few piles of gear, including body armor, shields, and weapons.

Village dungeon (VD)
Location: 3 South, 4 East of Terinyo
Difficulty: Low (levels 1-6), Medium (level 7)
Features: Sometimes altars, healer, mad carpenter

This is a 7 level dungeon. VD: 4 features Jharod, the healer, who can fully heal your character several times. VD: 7 features the Yrrigs, the mad carpenter, and has significantly more dangerous monsters than the rest of the dungeon.

Druid dungeon (DD)
Location: 4 South, 5 East of Terinyo
Difficulty: Low (level 1-6), High (level 7)
Features: Sometimes altars, black druid

This is a 7 level dungeon. DD: 7 features Keethrax, the black druid, along with many animals.

Infinite dungeon (ID)
Location: 8 South, 1 East of Terinyo
Difficulty: Low (shallow levels)
Features: None

This is an arbitrarily deep dungeon. While the ID cannot have any notable dungeon features and has worse loot, every one of its levels is randomly generated anew upon entering, meaning that it can be used as an easy location to grind with weak characters.

Puppy cave (PC)
Location: 2 North, 3 East of Terinyo
Difficulty: Medium
Features: Ant hive, cavernous level, vault, random dungeon features

This is a 6 level dungeon. PC: 2 features an ant hive. Ants have unusually high PV, making this level dangerous to most starting characters. PC: 5 is a cavernous level, meaning that monster generation is high and there are fewer choke points to fight them in. PC: 6 features a lesser vault. Lesser vaults are areas with many monsters which drop a lot of loot. Vaults containing an assortment of random enemies are significantly more dangerous than themed vaults, and should probably be avoided. Unlike the VD, DD, UCa, and ID, any dungeon feature can be found on other levels of the PC.

Small cave (SMC)
Location: 3 North, 8 West of Terinyo
Difficulty: High
Features: Waterproof blanket

This is a 1 level area. SMC is special in that its difficulty increases drastically as level increases. Remaining in it for a significant amount of time without some means of completely avoiding enemies is suicidal. The corner furthest from the entrance has a waterproof blanket. There is also assorted equipment (occasionally including an incredibly powerful weapon) scattered across the SMC.

"Unremarkable" dungeon (UD)
Location: Under the SMC
Difficulty: Medium
Features: Many random dungeon features

This is an 8 level area found underneath the SMC. The UD features a remarkable amount of random dungeon features, making it a fun and profitable dungeon to explore. It also features significantly harder random enemies than the other starting dungeons.

High mountain village (HIVI)
Location: At the end of UD
Difficulty: Medium
Features: Random item shop, potion of ultra healing

This is a town found in the wilderness after the UD (UD: 8 has two up-staircases). It features a random item shop in the Northeast, and a secret exit (along with a potion of ultra healing) to the main wilderness in the East. The monsters in the high mountain village are generally tame, but a hostile stone giant lord will occasionally be generated. Running away may be the only option at this point in the game. The village has a number of other features which aren't relevant for the early or mid game.

Borderland settlement (BOS)
Location: Center-Northwest plains
Difficulty: None
Features: Potion shop, lawful altar, mercenaries

This is a town found in the wilderness after 8000 turns have passed. It features a potion shop in the Northwest, and a lawful altar in the Northeast. It is populated by mercenaries who will serve as companions for a fee.

Moldy dungeon (R1)
Location: Random
Difficulty: Medium
Features: Shifting level, stone golem, tome of donors

This is a 5 level dungeon found in a random wilderness location. Occasionally, it will require a climbing set to access. R1: 4 is a shifting dungeon level. The artifact tome of donors can be found on R1: 5, along with 9016 GP and a stone golem guardian. Your character must be under 90160 XP to generate the tome of donors, so visiting this location is useful, even if fighting the golem is impossible. The tome of donors can be periodically read to gain various random bonuses.

Small clearing (CCL)
Location: Center-South forest
Difficulty: None
Features: Old barbarian

This is a 1 level location. The only inhabitant is the old barbarian.
Routing
Conservative route
UCa -> ID (optional) -> VD/DD -> PC -> R1

This route maximizes safety by visiting the dungeons in order of difficulty, and avoids the risky SMC. This is ideal for weak starting characters, and if you really don't want your character to die.

UD dive
SMC -> UD -> HIVI -> R1

This route attempts to guarantee access to the UD and HIVI by skipping the starting quests and other dungeons. Due to the difficulty of the UD, this is only a good option for strong starting characters.

Obsessive route
SMC -> VD/DD -> PC -> SMC -> UD -> HIVI -> R1

This route attempts to do both the starting quests and the UD by generating the SMC at a low level and returning later. Depending on the location of the SMC down-stairs, it may be necessary to switch to one of the previous routes.

Goblin camp

The goblin camp can be revisited later, but can only be discovered at a low level. Thus it is possible to work it into any of these routes. It is worthwhile to complete prior to the VD/DD, especially for characters that don't start out with any ranged options.
5 Comments
jasque101478 23 Aug, 2020 @ 6:14pm 
Thank you for this guide! I have been doing a Candle Gnome Monk runs, and this last time I followed the obsessive route and made it back to the UD before dying. MOST fun!
Tebok 29 Nov, 2019 @ 11:45pm 
This is an excellent guide, thank you. Im fairly familiar with locations by now, but for very new players, adding a map would make this even better.
Mango Tree 30 Dec, 2018 @ 8:36am 
Very nice guide for the early, i recommend going to the SMC at lvl 1 and do your best to avoid any combat, just dodging creatures until you find the waterproof blanket.
Yulgash  [author] 28 Apr, 2017 @ 12:13am 
Road has equal travel time to plains and higher encounter rate, but I think the overall time to complete the quest is about the same when you factor in the additional travel time back to Terinyo from the road.

I suppose some uncharitable archers would want to consider killing the carpenter for his hatchet. I have the kill Jharod option mentioned as a separate quest, but it might make sense to move that up instead of grouping it with the other Lawnilothehl quests.

Yep, shoplifting is definitely a less awful way to qualify for the thieves' guild.
A few notes on this:
1. Just shoplifting one item is not sufficient: there's either a value or multiple number requirement. Usually dropping all the black market items in one spot, becoming invisible, and then stealing as many as possible is enough (but not always).
2. Once you shoplift anything, Yergius will no longer offer his free pick pocketing training.

Thanks for your comment; I will get around to updating the guide at some point.
Soirana 27 Apr, 2017 @ 9:54pm 
Random notes:

I think rode (next tp pyramid) is the best for finding raider lord
Saving carpenter - it is completely vaalid way to kill him -- tad less lawful. Kill jharod too (after healing up) for healing skill. It is no need to drag carpenter up to Jharod if you do not feel like doing it.
join thieves guild -- I think one shop steal (preferably BM with insibility) qualifies and is afster/easier than all the PP thing.