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Might and Magic IX Hints
Get a Writ of Fate.
1 of 11: The gate guy will start you on your way by teleporting you to the Dark Passageway. Check out its section for hints on how to get to the end and talk to Igrid, who has your Writ of Fate.
2 of 11: However, she wants you to go on a quest for her before she'll let you have it.
3 of 11: You need to get the Capstone of Order and put it in a special place in the Verhoffin Ruins.
4 of 11: After you're through talking to Igrid, approach the floating stone in the back of her cave to be conveniently teleported to Guberland.
5 of 11: Head over to the Gathering (which is an outdoor area a short ways SE of the Guberland docks) and win the six prizes if you haven't already.
6 of 11: Then talk to Thorir Mouth and tell him you've got all the prizes. He'll take them and give you the Capstone of Order.
7 of 11: Now travel to the Isle of Ashes (check the Ship Schedule to see when ships go there if you haven't set a beacon there) and enter the Verhoffin Ruins.
8 of 11: Approach the door with the big red pentagram in front of it, but stand off to the side of the door as you open it to avoid damage from a trap that always fires when these doors are opened. (Remember that on your way out.)
9 of 11: Watching out for the pit trap and the thing that tries to sweep you into it, make your way to the west part of the room, where you can use a little white pedestal to place the Capstone of Order.
10 of 11: After you do, turn around to find that your Writ of Fate has appeared on a nearby table. Be sure to pick it up. If you don't, it'll disappear forever when you leave the ruins, and you can't finish the game without restoring back to before you placed the Capstone.
11 of 11: Oh, and don't forget to raid the nearby black chest (which only requires a Disarm Trap skill of level 5 expert).