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Might and Magic IX Hints
Drangheim
1 of 8: When you arrive, enter Drangheim City and do all the usual "city slicker" type activities (cleaning off the Town Portal stone, gathering clovers, getting quests, etc.).
2 of 8: Also, find Edina A'Mor in the bank and Beagan A'Ghrie in the tavern and hire them both. Edina is great for "making" money (see the "Unlimiteds" List) and A'Ghrie boosts your Disarm Trap and Perception skills by 4 besides being a decent fighter.
3 of 8: Check your Disarm Trap guy's skill to see how many points he has in it now with A'Ghrie's bonus. If it's less than 10, use however many skill points (and clovers if you're short of points) you need to get it up to 10. That way you can open the black chest in Drangheim Prison and get a genu-wine artifact today!
4 of 8: As for the skill points your other characters are saving up, you could put them in Elemental and Light skills now since you know you'll be able to train both of those skills up to expert status soon in Guberland. Also, you can't go amiss putting some points in the Learning skill early -- that'll get you more XP to level up with.
5 of 8: Even though you're not fighter-types, take on and do the Fighter to Crusader promotion quest. It'll get you some valuable XP.
6 of 8: Then go clean out the Drangheim Prison, not neglecting to open the black chest and get your artifact. (NOTE: If you save your game just before entering the prison for the first time, you can restore and try again if you don't get an artifact you really want.)
7 of 8: You have two days to finish off all the good stuff in Drangheim, so take your time and get it all. One neat optional thing you can do if you have extra time is invade Kluso's House in the city and see if you're tough enough to trash all of the guards. I was when I played. (Note that you won't be able to open the black chest, but that's okay since it has a fixed artifact that's never "overwritten.")
8 of 8: Sometime on January 14, report to the docks and set sail for Guberland.