The High Mountain Village is a town located deep within the mountains in the south-east corner of the Drakalor Chain. It can only be found by traveling through the Unremarkable Dungeon. The town has several features, including a guaranteed shop and a 'jail'. Also guaranteed are: scroll of corruption removal, strange message, potion of ultra healing.
Monsters generated in the HMV are 10% random based on DL, 90% from the following list: ratling warrior (double chance), ratling thief, ratling archer, ratling fencer, ratling trader, ratling master thief, ratling warlord, ratling duelist, orc, goblin slavemaster, swordsman, outlaw, raider, goodwife (double chance), kobold, kobold shaman, farmer (quadruple chance), goblin, goblin rockthrower, ghul, stone giant, stone giant lord, jackalwere.

| Level: 1, DV: 15, PV: 30, Hits: 130, Attacks: 2, Damage: 3d12+8, Speed: 100. |
| Level: 1, DV: 24, PV: 15, Hits: 350, Attacks: 1, Damage: 4d10+10, Speed: 120. |
Hawkslayer is not super-buff as companions go, but he is not bad.
A report from the Russian ADOM newsgroup on September 14th, 2000 described a PC who was very careful with Hawkslayer to start, training him in the upper levels of the CoC, proceeding to the Big Room then deeper into the CoC until he was able to take on molochs and balors. Using a blessed stethoscope on him at that point gave the following:
You examine Hawkslayer, the burly adventurer. Diagnosis: Level: 110, DV: 96, PV: 36, Hits: 805, Attacks: 11, Damage: 50-86, Speed: 120.Quite impressive.
Hawkslayer uses eternium arrows which can be retrieved for the PC's own use. It is possible to equip Hawkslayer with items. If the PC drops certain equipment to the ground next to him he will pick up the items and equip them. Unfortunately he will not wear body armor, but will equip boots, cloaks, gauntlets and shields. Be very careful, however. He will not equip these items after he is the PC's companion. The items must simply be dropped next to him before giving him the secret password.
If the PC falls to chaotic alignment after recruiting him, Hawkslayer will turn hostile to the PC. In this state he has no qualms about killing innocent NPCs that get in his way. He will also attack chaotic Chaos Knights if they just chat with him.

| Level: 1, DV: 18, PV: 7, Hits: 35, Attacks: 1, Damage: 2d6+2, Speed: 110. |
Thanks to gut for the following:
They have a peculiarity that makes them useful for one thing. This strategy is really only worthwhile if the PC has no means of teleportation, and no potions of invisibility, or Leggot sees invisible too quickly. They are motionless, and will let the PC swap places with them. This means they can be maneuvered in front of Leggot's shop. Place a ratling near the doorway, gather the shop items, repeatedly drop them and pick them up until the shopkeeper doesn't block the doorway (this can take many tries, and being fast helps), stand in the doorway, and swap places with the ratling. An alarm sounds, and the PC will be cursed if she's not chaotically aligned. Just kill or outrun the summoned thugs, which the PC should be able to do at this point in the game. Leggot won't kill the ratling to get at you, and many thugs will be trapped in his shop as well, they will just look on you angrily as you leave. :)
| Level 11, DV: 19, PV: 10, Hits: 350, Attacks: 3, Damage: 3d6+18, Speed: 150. |
| Level: 1, DV: 13, PV: 13, Hits: 90, Attacks: 1, Damage: 4d8+6, Speed: 99. |
| Level: 1, DV: 45, PV: 28, Hits: 380, Attacks: 2, Damage: 2d24+16, Speed: 200. |
Gaab'Baay is of critical importance for those attempting a special ending. She assigns several quests; the reward is the Medal of Chaos, which is required to pass through the Chaos Gate. She will assign her first quest only to PCs with chaotic alignment – if the PC is lawful or neutral, she will just tell them to mature. Furthermore, she will not assign quests until the Demented Ratling has been given six artifacts ("Talk to the mutated one."). Her quests are as follows:
After successfully delivering all of these items, Gaab'Baay produces the Medal of Chaos.
Like all parts of Chaos Trinity, the Medal of Chaos inflicts both Cursing and Dooming when worn, and also corrupts the PC merely by carrying it (this effect is doubled if it is equipped).
Leave it somewhere safe until it is needed. It appears as "obsidian amulet" when unidentified.
------------------------ Medal of Chaos [+12, +3] {Ap+12} -----------------------
Weight: 300s
When worn it modifies DV by +12 and PV by +3.
When used in melee combat it grants a -4 bonus to hit and causes 1d3 points of damage.
When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage.
It modifies your appearance attribute by +12.
It is a permanently cursed item.
It contains the essence of Chaos and Corruption.
It grants bad luck.
It grants resistance to petrification.
Wearing it makes you doomed.
It grants resistance to stunning.
It grants the ability to see invisible things.
It grants the ability to breathe water.
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| Level: 1, DV: 10, PV: 1, Hits: 30, Attacks: 1, Damage: 1d8+3, Speed: 120. |
The Oracle is a karmic being, so missile weapons are recommended to kill her. More importantly, the Oracle is capable of casting the Death Ray spell, which can instantly kill unprepared characters. Death rays can only be cast in the straight line, however, and the Oracle is incapable of walking on the water and leaving her position. As a consequence, she can be killed quite easily if the PC is not standing in direct line with her. Curiously, it appears companions will not attack the Oracle when ordered.
| Level: 1, DV: 10, PV: 2, Hits: 27, Attacks: 1, Damage: 1d3+1, Speed: 120. |
Note that the Malicious Doctor will not sell this companion to lawful PCs. When lawful PCs Chat with him, the game responds with "The malicious doctor eyes you with suspicion. "My office is closed." "

| Level: 1, DV: 16, PV: 0, Hits: 10, Attacks: 1, Damage: 1d6+1, Speed: 100. |
####### .#.?.#. .#^..#. .#####. ^......The carets represent locations where a teleportation trap may be created. A teleportation trap can also be created on the tile where the scrolls lie, of course.
The two scrolls are a cursed scroll of corruption removal and a "strange message". See section 5.2 for the contents. The final location is a hidden passage in the western wall. It contains a potion of ultra healing and a staircase behind yet another hidden door. The staircase leads to the northern central part of the wilderness.
| Level: 1, DV: 9, PV: 15, Hits: 250, Attacks: 2, Damage: 2d8+8, Speed: 100. |