Demon's Winter FAQ/Walkthrough
Version 2.0.0
by Andrew Schultz
[email protected]
Please do not copy for profit without my written consent. However, a
written e-mail addressing me by my first name will probably meet a
positive response.
**AD SPACE**
My home page:
http://www.geocities.com/SoHo/Exhibit/2762
My Apple games page:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htmn
My Demon's Winter color maps:
http://members.fortunecity.com/cartographics
**************************
OUTLINE
ABOUT YOUR CHARACTERS
GAME START ROLLING
MOVEMENT
SEA COMBAT
EXPERIENCE CHART
SKILLS LIST[ANNOTATED]
APPENDICES FROM THE MANUAL
WHAT THE GODS DO[IF THEY LISTEN]
THE BIG MAP
OVERLAND CO-ORDINATES
WHAT'S UNDERGROUND
BY-COLLEGE/CHURCH LIST
LONG WALKTHROUGH(WITH SIDE TRIPS)
TEXT MAPS
SPECIAL ITEMS
VERY BRIEF WALKTHROUGH
MONSTER LIST
EVERYDAY ITEMS AND SUCH
MONTHS
TAVERN TALK
WINNING ENDGAME STUFF
CHEATING
VERSIONS/CREDITS
**************************
ABOUT YOUR CHARACTERS
Much of this is taken from the manual at theunderdogs.org. In the
interest of [relative] brevity I only included stuff of major interest.
GAME START ROLLING
RACE BONUS SKILL RACIAL MODIFIERS
HUMAN none none
ELF Sense magic -2 Str, +2 Int, -1 End
DWARF See in dark -1 Spd, +1 Str, -2 Int
DARK ELF Power Leech -2 Str, +2 Int, -1 End,
-1 Skill
TROLL Regeneration -1 Str, -3 Int, +2 End
[Interesting! I thought trolls were stronger than humans as a general
rule.]
SEA COMBAT
MOVEMENT POINTS: Since it's easier to keep going in one direction on
a ship than to turn, the following adjustments are made:
KEY ACTION MOVEMENT POINTS
Return Move forward 1
> Turn clockwise 2
< Turn counter-clockwise 2
/ Turn around 3
I,J,K,M Fire cannonball 3
? Tells hull strength 0
MOVEMENT
Characters and monsters move in an order determined by their speed
ratings, from highest to lowest. Each character has movements points
equal to their speed, which they can spend on the following actions:
KEY ACTION MOVEMENT POINTS
Return Move forward 2
< Turn clockwise
< Turn counter-clockwise 1
/ Turn around 1
A Attack 3
C Cast a spell 3*
U Use an item 3*
T Turn undead 3*
D Dodge special
? Examine 0
S Sound 0
P Pray (deity call) 3*
L Power leech 3*
ESC End turn *
*Ends character's turn
EXPERIENCE CHART
LEVEL EXPERIENCE
1 300
2 700
3 1,100
4 1,800
5 2,800
6 4,600
7 7,500
8 12,600
9 21,600
10 37,700
11 66,400
12 118,000
13 210,800
14 377,600
15 677,600
16 1,217,500
17 2,189,300
18 3,938,200
19 7,086,100
20 12,752,200
Note FWIW this approximately follows the formula L(x-1)+L(x-2)+L(x-
3)>L(x)>L(x-1)+L(x-2).
SKILLS LIST[ANNOTATED]
WEAPON SKILLS
Each of these skills represents the training required to use a weapon
of that type. Characters without the appropriate skill for a weapon
may not use it. Daggers require no skill. See Appendix F for a
complete list.
AXE: Use of the small axe and the dreaded battle axe.
KARATE: Use of the hands as a weapon. When a character has this
skill and "equips" (see the section on Camp) with his hands, he does
damage dependent on his Skill Trait. A skillful warrior with karate
can do as much damage as the mightiest sword.
MACE: Use of the mace and morningstar.
SWORD: Use of the short sword, broadsword, or the mighty two-handed
sword.
OTHER COMBAT SKILLS
ARMORED SKIN This skill will give you the tough skin of a veteran
warrior, adding the protection of leather armor to whatever armor you
may be wearing.
BERSERKING: The ability to go beserk in combat, giving the character
a 25% chance of doing critical damage instead of the normal 10%
chance.
FENCING: Advanced swordplay that gives the character an additional
10% bonus to hit and an additional 8% chance to do critical damage.
KUNG-FU: Advanced karate that gives the character a chance of
stunning his opponent when attacking with his hands. The stunned foe
is motionless for one round for each critical hit. In this state the
foe is easier to hit. Karate is not necessary to learn kung fu, but
it is helpful.
TACTICS: Allows the character to know who each monster is planning to
attack before it does, which is helpful in deciding what to do.
[Seems pretty darned useless.]
RUNE MAGIC
[Note: If you don't start the game with these, the places to learn them
are not easy to find.
FIRE RUNES: Six spell dealing with fire, an element of destruction.
METAL RUNES: Seven spells dealing with metal, an element of weapons and
binding.
WIND RUNES: Seven spells dealing with the wind, an element of speed,
movement, and subtle power.
ICE RUNES: Six spells dealing with ice, an element of confinement and
damage.
SPIRIT RUNES: Nine spells dealing with the spirit, an element of life
forces, mental powers, and resurrection.
[Note: there are also the God Runes, which cast Uncurse(for the three
glyphs, 50 points) and Imprison(for Malifon, 100 points.)
CHANTS
[None of these seem terribly useful.]
ILLUSION: Allows the caster to conjure an illusionary ally who will
fight until killed or is disbelieved.
SUMMON: Allows the caster to conjure a true summoned being who will
follow the summoner's orders until killed. Costs twice as much as an
illusion.
POSSESSION: A very powerful chant that allows the caster to take
control of one of his foes and command him. See "Possession".
VISIONARY SKILLS
VIEW LAND: allows the user to get a bird's eye view of his surrounding
outdoors, even at night.
[I've got maps up, making this less useful. Still, in a pinch, it's
nice, since you can see 100 squares away vertically AND horizontally!
Since it costs so much for a non-visionary, you might want to leave it.]
VIEW ROOM: Allows the user to look forward into a room or passage and
see what's there without danger.
[Not too useful--SAVE THE GAME BEFORE ENTERING :)]
VIEW MIND: Used to detect if a merchant is lying about an item for
sale.
[Can be handy.]
LORE
[These are all expensive ones to pick up, unless you have an IMO
otherwise worthless Scholar. You can have weapons shops ID them for
free by saving the game, entering a town, ID'ing at the marketplace, and
then rebooting.]
WEAPON LORE: Knowledge of various weapons and armaments.
POTION LORE: Knowledge of vials and salves.
ITEM LORE: Knowledge of miscellaneous magic items.
MONSTER LORE: Knowledge of wandering monsters and their abilities.
MISCELLANEOUS SKILLS
DETECT TRAPS: The ability to check the passage in front of you for
traps.
DISARM TRAPS: Allows you to disarm traps found with Detect Traps.
HUNTING: The ability to hunt for food while outdoors; if the party is
on a ship, this skill applies to fishing.
PERSUASIVENESS: Improves the party's ability to haggle with merchants
for a decent price.
PRIESTHOOD: Allows the character choose a deity from the Priestly gods.
See "Religion".
SHAMAN: Allows the character to choose a deity from the Shaman gods.
See "Religion".
APPENDICES FROM THE MANUAL
I couldn't think of any better way to include this relatively important
information, so I contained it below.
SKILL POINT COSTS BY CLASS
SKILL 1 2 3 4 5 6 7 8 9 10
----------------------------------------------------------------------
Axe 3 5 1 6 10 3 9 8 8 8
Armored Skin 5 6 4 6 10 10 10 10 10 10
Berserking 4 6 2 4 5 4 9 9 8 8
Detect Traps 3 4 3 3 4 1 6 6 5 6
Disarm Traps 6 7 7 7 8 3 9 9 9 8
Fencing 4 3 5 10 8 6 10 10 7 7
Fire Runes 10 10 10 9 8 10 5 10 10 9
Hunting 1 4 2 4 5 4 7 9 7 6
Ice Runes 10 10 6 9 8 10 4 10 9 9
Illusion 9 9 10 8 7 8 10 3 5 9
Item Lore 9 10 10 6 10 10 6 7 7 4
Karate 3 6 5 1 3 2 6 6 4 4
Kung Fu 6 8 8 3 5 5 8 8 7 7
Mace 2 4 1 4 2 1 6 6 5 5
Metal Runes 10 10 10 9 8 10 4 10 9 9
Monster Lore 2 4 5 4 5 5 5 5 4 2
Persuasiveness 4 2 7 5 2 4 5 7 6 7
Possession 10 10 10 9 8 10 10 5 7 10
Potion Lore 8 10 10 4 8 10 3 4 8 2
Priesthood 5 2 9 4 3 9 5 7 4 8
Shaman 5 8 5 4 3 9 7 5 4 8
Spirit Runes 10 7 10 9 6 10 4 10 7 9
Summoning 10 10 10 10 9 10 10 5 8 10
Sword 3 2 4 6 10 3 8 7 6 6
Tactics 3 2 5 4 4 4 6 6 4 1
View Items 10 10 10 10 8 10 10 10 2 8
View Land 10 10 10 10 10 10 10 10 3 7
View Mind 9 2 10 8 4 5 8 8 2 10
View Room 10 10 10 9 10 9 10 10 4 10
Weapon Lore 7 7 7 8 10 7 9 9 8 3
Wind Runes 6 10 10 9 8 8 5 10 10 9
------------------------------------------------------------------
1=Ranger, 2=Paladin, 3=Barbarian, 4=Monk, 5=Cleric, 6=Thief,
7=Wizard, 8=Sorcerer, 9=Visionary, 10=Scholar
[This is not from the manual: you can buy a skill from a college. The
cost depends solely on how many intellect points you need for the skill
and is calculated as follows:
Cost = 5x(x+5). So it comes to something like this(note the difference
in cost per intellect point increases by ten as you go up:)
Pts needed | Cost
------------+--------
1 | 30
2 | 70
3 | 120
4 | 180
5 | 250
6 | 330
7 | 420
8 | 520
9 | 630
10 | 750
APPENDIX B: RACIAL TRAIT MAXIMA
TRAIT HUMAN ELF DWARF DARK ELF TROLL
------------------------------------------------------------------
Speed 20 20 15 22 14
Strength 24 15 30 14 24
Intellect 32 40 24 40 20
Endurance 22 15 25 15 30
Skill 21 20 22 17 18
-------------------------------------------------------------------
APPENDIX C: MAGIC ITEMS
WEAPONS: May be enchanted with Invoked, Dormant, and Constant powers.
For Invoked powers, they may have a wide variety of spells such as
damage spells, storm spells, healing, light spells, death spells, and
chants. Invoked spells must be of the "usable x times per day" type;
no charges or breakable weapons.
ARMOR: May contain Invoked or Constant powers. The only invoked
powers found on armor are such spells as Flame Shield and Ice Shield.
Like weapons, Invoked spells must be of the "usable x times per day"
type; no charges or breakable weapons.
CROWN: Not found in breakable form or with charges. Crowns possess
powers dealing with death, summoning, illusions, magic power
transference, and armor spells such as sanctuary.
VIAL: All vials are breakable (100% chance), yielding only one use.
They contain useful spells like Heal, Wings, Strength, Cure Poison, or
Transference. Don't drink them without knowing their contents,
because vials of Weakness, Slow, Clumsiness, and Withering exist.
RING: Can have any form of power (breakable, charges, etc.). They
can cast just about any spell except Resurrection and Wind Walking.
WAND: All wands work on the charge system. They can possess spells
for increasing and decreasing traits (Strength, Slow) and conjuring.
STAFF: Also has charges. Staves are much more powerful than wands,
and possess death spells, damage spells, armor spells, and
occasionally healing spells.
ROD: Rods possess freezing and unfreezing spells, damage, healing
spells, and Cure POison. They also use charges.
GEM: Magical gems can use charges, be usable x times per day, or be
breakable. Different gems are used to gain strength, magical power,
light, and conjuring.
AMULET: Amulets may have any type of power, including armor spells,
cure poison, and rarely Resurrection.
MEDALLION: Medallions only exist in the "x times per day" form. They
can contain damage and mass damage spells as well as Heal, Wings of
Victory, Chill, and Clumsiness.
TALISMAN: A talisman will always work on the charge system. They are
very powerful and often contain spells such as Flame Strike, Spirit
Wrack, Freeze, Strength, Weaken, and Possession.
FIGURINE: Figurines may be of any form of power (charges, breakable,
etc.). They appear in the shape of an animal or creature, and this is
the creature they conjure. They are only used for summoning or
illusions.
SALVE: Salves are like vials, but have more than one use. They work
with charges. While salves can heal, be careful to identify them
first, for they may also Wither, Flame, or even slice up the victim.
RUNES
MINIMUM SPELL POINT COSTS
----------------------------------------------------------------------
FIRE RUNES: METAL RUNES:
Column of Fire 1 Armor 2
Fire Storm 10 Break Bonds 11
Flame Shield 4 Chains 10
Flame Strike 16 Death Blade 15
Magic Torch 3 Rust Armor 3
Melt 11 Strength 1
Sword 2
ICE RUNES: WIND RUNES:
Chill 1 Breath of Life 5
Crystalight 2 Freedom 13
Freeze 9 Still Air 11
Hail Storm 7 Tempest 6
Ice Shield 3 Wind Walk 10
Slow 3 Wings 4
Wings of Victory 1
SPIRIT RUNES:
Clumsiness 2
Cure Poison 9
Heal 1
Resurrect 25
Sanctuary 3
Spirit Wrack 20
Transference 3
Weaken 1
Wither Strike 15
CHANTS
CREATURE ILLUSION SP COST SUMMONED SP COST
----------------------------------------------------------------------
Coyote 2 4
Zombie 4 8
Brown Bear 6 12
Small Dragon 8 16
Ogre 10 20
Evil Spirit 14 28
Fire Demon 18 36
Fire Elemental 20 40
Metal Elemental 20 40
Wind Elemental 20 40
Ice Elemental 20 40
Spirit Elemental 20 40
APPENDIX E: STANDARD EQUIPMENT LIST
WEAPONS:
WEAPON MINIMUM DAMAGE STRENGTH SKILL
----------------------------------------------------------------------
Dagger 1-3 N/A N/A
Small Axe 1-4 N/A Axe
Short Sword 1-6 6 Sword
Mace 1-6 7 Mace
Morning Star 1-7 11 Mace
Broad Sword 1-8 13 Sword
Battle Axe 1-10 16 Axe
2-Handed Sword 1-12 18 Sword
----------------------------------------------------------------------
ARMOR:
ARMOR PROTECTION RAN PAL BAR MON CLE THF WIZ SOR VIS SCH
----------------------------------------------------------------------
Cloth 1 X X X X X X X X X X
Leather 2 X X X X X X X X
Chain 3 X X X X X X
Scale 4 X X X
Plate 5 X X
[Summarized from the manual: There are five each of shaman and priest
gods. They're listed below with what they do when you pray to them and
they hear.]
WHAT THE GODS DO[IF THEY LISTEN]
****SHAMAN GODS****
Omizeh = resurrect
Gamur = kill opponents
Acisc = add weapons skill
Volobews = add speed
Theryni = add magic power
****PRIEST GODS****
Balmur = wither foes
Vemarkn = add magic power
Maldorath = fiery death
Illo = resurrect
Camear = flee combat
WHO I HANG WITH
This is not the definitive guide to a party, although hopefully my
detailing the advantages and disadvantages will allow you to make a more
calculated choice. The classes' main difference is the relative
intelligence needed to pick up a skill. There's a lot of variety to
skills, and some are more useful than others(and some of those "others"
are a LOT less useful!) There's no purge ability as in other games, so
you need to plan skill-gaining carefully.
Out of all classes, the following seem like they can be eliminated:
--Barbarian: great fighters, which usually means they give dwindling
returns as the game goes on.
--Thief: best at checking for traps, which aren't too prevalent and
really don't hurt you much anyway. And they're too hard to look for
even if you do have the skills.
--Cleric: wimpy version of a Monk. Does some things a little better
than a Monk, but not enough.
--Sorcerer: only really good for casting illusions and summoning.
--Visionary: not up to much. "View" skills are pretty worthless.
--Scholar: knows how to ID items, but that costs a lot of intellect
anyway. Just cough up the cash after you save a game. The game seems a
bit unfair against you, why not see if two wrongs make a right? They'll
certainly waste less time.
So there are four classes left, and there are five slots. I'd
probably go with two paladins, since they seem the most versatile. Here
are all the recommended classes and what is so great about them:
--Ranger: hunting is easy to get. Don't get it right away--there's a
college of hunting east of Elbarat. He works best with a mace or an
axe.
--Paladin: should use a sword. Note that he can elect for priesthood
easily as well, but take another skill first. In fact, since sword is
easy to find, don't start off with that, either. Consider starting with
fencing. A paladin may acquire hunting skills, and two hunters mean
you'll never have to buy food, useful for dungeon expeditions.
--Monk: start with kung fu and karate, since they are not in mainland
colleges. Easy instant offense with more long-term potential than the
barbarian.
--Wizard: get the ice runes and another type of runes(NOT fire, because
you can pick that up two other places. Ice runes are the toughest to
find.) My suggestion is metal runes.
In general, don't pick up a skill with a college close to where you
begin the game. If you start with a lot of skills that are hard to
find, the easy ones will fall into place after you've built up your bank
from a few battles.
Having Illo as a deity helps you not have to pay if a party member
dies(oh, yeah. You can always use the "save trick" to give your party
member a 100% instead of a 20% chance of resurrection.) Shamanism
doesn't seem to be worth it and is really too expensive. As for races,
I'd make one party member a dwarf so you can see at night. Trolls'
regenerative powers don't make up for their other deficiencies unless
you cheat your characters :), but otherwise humans and elves are safe
choices even if it's been done before.
THE BIG MAP
The map of Demon's Winter is divided by disk into seven 64x64
sections. Each one overlaps any adjacent ones by a width/height of 8
squares so that when you are on a border between sections, you can view
the other side. The world of Demon's Winter is flat and not round, and
your crew won't sail beyond the boundaries. So there are 64*7-6*8=400
units to a side. The world of Demon's Winter has 160000 squares, more
than double the Ultima V outerworld--this is due to the compression
used, which works roughly as follows:
[read a. read b. if (a&0x80) put a&0x7f out b times, unless b=0, then
put it out x100 times.]
For instance, the bytes x94 x13 say that you put out 0x14 0x13 times,
and 0x94 0x00 says put out 0x14 0x100 times. It's a lot like Deathlord
and although it may save a bit more space it doesn't allow for as many
special squares(127 possible icons in DW, 255 in Deathlord.) It's neat
to know that the disk will load on the Apple when you change sectors,
which allows you to keep track of where you are even when you think
you're lost. But as they said in Spinal Tap, enough of my yackin'.
Let's boogie.
****HOW THE 56x56 sections are divided up****
Brief note: blank=all water
A B C D E F G
+-------+-------+-------+-------+-------+-------+-------+
| | | | DESERT|DESERT+| | |
1 | |DUNGEON| | |DUNGEON| | |
| | (ICE) | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | | | | | | |
2 | KUDZU | KUDZU | | | DESERT| | |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | | | | | | |
3 | KUDZU | KUDZU | YMROS | YMROS | | | |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | | | | | HUT | |
4 | | | YMROS | YMROS | POOL | INLET | |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | FIRE | WOOD | 3 | | | |
5 | |ISLAND | ISLE | ISLES |MALIFON| | |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | | 1 | |MALIFON| | |
6 | | | ISLE | |DUNGEON|MALIFON| |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
| | | | | | | |
7 | | | | | | | |
| | | | | | | |
+-------+-------+-------+-------+-------+-------+-------+
OVERLAND CO-ORDINATES
A2:
MAINLAND(KUDZU)
(23,33) Ynoth
Church of Theryni
College of Potion Lore, College of View Land
Inn: 32/night
Pub: food=3
A3:
MAINLAND(KUDZU)
(37,7) Land's Edge
Church of Camear
College of Item Lore
Docks: 600/ship
Guild
Healers: 120/resurrect
Pub: food=2
(35,15) Lumisle Island
Church of Vemarkn
College of Persuasiveness
Guild
Inn: 27/night
B1:
SOUTHWEST ISLE
(10,29) Aurora
College of Monster Lore
College of Item Lore
Guild
Healers 220/resurrect
Inn: 44/night
NORTHWEST ISLE
(12,51) Ruined Temple Dungeon
EASTERN ISLE
(45,51) Ice Dragon's Caves
B2:
MAINLAND(KUDZU)
(4,4) Dwarves' dungeon dungeon(non-kudzu path to it from Ynoth)
(45,48) Temple of Balmur(NE of the land)
B3:
MAINLAND(KUDZU)
(17,6) Mojured
College of Weapon Lore
Inn: 16/night
ISLAND EAST OF MOJURED
(47,15) Loven
College of Mace, College of Axe
Inn: 20/night
(41,10) College of Hunting
ISLAND NORTH OF LOVEN
(40,25) College of Summoning
B5:
FIERY ISLAND
(14,26) College of Fire Runes
C3:
NORTHWEST YMROS MAINLAND
(14,33) Temple of Theryni
(44,29) Temple of Volobews
(40,27) Iris
Church of Balmur
Healers: 110/resurrect
Inn: 22/night
(46,17) Temple of Maldorath
(47,19) Dragontooth
College of Axe
College of Mace
Docks: Ship=670
Healers: 200/resurrect
Inn: 40/night
Pub: food=4
(29,21) Chandris
Church of Omizeh
College of Persuasiveness
Healers: 139/resurrect
Pub: food=2
(36,4) Urlock
Church of Acisc
Inn: 25/night
(40,8) Temple of Omizeh
(9,5) College of Monster Lore
ACCESSIBLE BY BRIDGE
(10,22) College of Sword
(19,23) College of Weapon Lore
ISLE TO NORTH
(20,44) Temple of Balmur
C4:
(5,34) Temple of Illo
(33,36) Alynhawk
College of Detect Traps
College of Sword
Inn: 24/night
(51,41) (51,43) Double dungeon
(29,26) Temple of Camear
(41,25) Akistu
Church of Acisc
College of Axe
College of Mace
College of Tactics
Healers: 110/resurrect
Inn: 22/night
Pub: food=2
(45,19) College of Hunting
(42,14) Elbarat
Church of Illo
College of Potion Lore
Healers: 89/resurrect
Inn: 17/night
(27,14) Seaside
Church of Camear
Healers 100/resurrect
Pub: food=2
(14,11) College of Sword
(41,9) Kobold Camp
(25,9) Ruins of Ildryn(where you start)
ACROSS A BRIDGE
(42,52) College of View Land
THROUGH THE DUNGEON
(51,51) Temple of Gamur
SMALL ISLE IN INLET
(38,23) Temple of Vemarkn
NORTHWEST ISLE
(4,50) College of View Room
C5:
SOUTH OF YMROS
(6,23) Idlewood
College of Disarm Traps
Church of Omizeh
Inn: 34/night
Pub: food=3
(15,30) College of Hunting
(33,22) Temple of Gamur
(18,6) Temple of Volobews
(21,1) College of Metal Runes
(41,44) Temple of Acisc
(22,50) Woodhaven
Church of Illo
College of Sword
College of Potion Lore
College of Tactics
Guild
Healers 150/resurrect
Inn: 30/night
(37,53) Temple of Camear
ON AN ISLAND IN THE MIDDLE OF THE CONTINENT
(33,40) College of Wind Runes
D1:
MAINLAND
(47,33) Temple of Volobews
NORTHERNMOST OF WESTERN ISLES
(17,48) College of Possession
EASTERNMOST OF WESTERN ISLES
(24,29) College of Illusion
D3:
MAINLAND
(41,44) Irondome(town, but only with marketplace)
(50,39) College of Karate
(24,34) College of Axe
(17,27) College of Mace
(35,20) Asaht
Docks: ship=680
Church of ????? [Ancient One]
Guild
College of Potion Lore
Healers: 89/resurrect
Inn: 17/night
Pub: food=1
SOUTHWEST OF MAINLAND
(13,21) College of Illusion
D4:
(28,7) Pirates' Cove
(53,37) Janthrin
Inn: 20/night
Pub: food=?
Docks: 570/ship
(36,34) College of Item Lore
(21,35) Erguard
Church of Illo
Guild
(30,48) New Gleon
Docks: ship=610
Guild
(6,43) Temple of Camear
(6,20) Paladine
Inn: 16/night
Pub: food=1
(47,19) Temple of Vemarkn
FAR NORTHEAST ISLE
(41,53) College of Berserking
(53,51) Myrquacid
Church of Vemarkn
College of View Room
Guild
Healers: 100/resurrect
Inn: 20/night
NEAR NORTHEAST ISLE
(38,42) Temple of Maldorath
EASTERN ISLE
(49,23) College of Karate
INLET TO SOUTH, WESTERN ISLE
(11,16) College of Armored Skin
INLET TO SOUTH, EASTERN ISLE
(16,13) College of View Items
(19,17) College of View Mind
E1:
(10,44) Temple of Gamur
(41,51) Dungeon: Knights' tomb
(48,30) College of View Mind
(25,20) College of Kung Fu
(30,36) College of Spirit Runes
E2:
(18,28) Terlabba
Church of Acisc
College of Detect Traps
Guild
Healers: 250/resurrect
Inn: 50/night
(25,22) College of Fencing
(32,20) College of Armored Skin
E5:
(43,37) Glyph
E6:
(16,14) Glyph
(39,42) (41,42) Double-dungeon(to Malifon)
(36,25) Dungeon(Dark Chapel)
F4:
(21,11) Building dungeon, with Bellkeeper's place and Malifon's temple
behind it
(24,22) Old woman's hut dungeon
Other stuff of note:
--Ymros is much like Ymros in Shard of Spring. Many of the same cities
in the south, but up north there are a few added on. Of course the
dungeons are in different places and Islanda is gone as well.
--Don't ask me why they have the entire east and south waters landless.
Ah well....
SPECIAL PLACES BELOW GROUND
ICE DRAGON'S CAVE
College of Ice Runes: NW part of caves(go N, then W)
PIRATES' COVE
Pirates' Cove(town):(across river)
Guild
Inn: 22/night
Pub: 1/food
College of Disarm Traps:(south branch)
College of Detect Traps:(north branch)
BY-COLLEGE/CHURCH LIST
You can search through the document for the discipline you want and find
it. But this seems to have its own use, so I included it below.
College of Axe:
Loven B3(47,15), Dragontooth C3(47,19), Akistu C4(41,25), D3(21,34)
College of Armored Skin:
D4(11,16), E2(32,20)
College of Berserking:
D4(41,53)
College of Detect Traps:
Alynhawk C4(33,36), E2(18,28), Pirates' Cove D4(28,7) below ground,
north branch
College of Disarm Traps:
Idlewood C5(6,23), Pirates' Cove D4(28,7) below ground, south branch
College of Fencing:
E2(25,22)
College of Fire Runes:
B5(14,26)
College of Hunting:
B3(41,10), C4(45,19), C5(15,30)
College of Ice Runes:
North and West of the entrance to the Ice Dragon's Lair
College of Illusion:
D1(24,29), D3(13,21)
College of Item Lore:
D4(36,34), Land's Edge A3(37,7), B1(10,29)
College of Karate:
D3(50,39), D4(49,23)
College of Kung Fu:
E1(25,20)
College of Mace:
Loven B3(47,15), Dragontooth C3(47,19), Akistu C4(41,25), D3(17,27)
College of Metal Runes:
C5(21,1)
College of Monster Lore:
Aurora B1(10,29), C3(9,5)
College of Persuasion:
Lumisle Island A3(35,15), Chandris C3(29,21)
College of Possession:
D1(17,48)
College of Potion Lore:
Asaht D3(35,20), Ynoth A2(23,33), Elbarat C4(42,14), Woodhaven
C5(22,50)
College of Priesthood:
[NONE. You need to convert at a church.]
College of Shaman:
[NONE. You need to convert at a temple.]
College of Spirit Runes:
E1(30,36)
College of Summoning:
B3(40,25)
College of Sword:
C3(10,22), Alynhawk C4(33,36), C4(14,11) Woodhaven C5(22,50)
College of Tactics:
Akistu C4(41,25), Woodhaven C5(22,50)
College of View Item:
D4(16,13)
College of View Land:
Ynoth A2(23,33), C4(42,52)
College of View Mind:
D4(19,17), E1(48,30)
College of View Room:
C4(4,50), D4(53,51)
College of Weapon Lore:
Mojured B3(17,6), C3(19,23)
College of Wind Runes:
C3(33,40)
Temple of Omizeh:
Chandris C3(29,21), C3(40,8), Idlewood C5(22,50)
Temple of Gamur:
C4(51,51), C5(33,22), E1(10,44)
Temple of Acisc:
Urlock C3(36,4), Akistu C4(41,25), C5(41,44), Terlabba E2(18,28)
Temple of Volobews:
C3(44,29), C5(18,6), D1(47,33)
Temple of Theryni:
Ynoth A2(23,33), C3(14,33)
Church of Balmur:
B2(45,48), Iris C3(40,27), C3(20,44)
Church of Vemarkn:
Lumisle Island A3(35,15), C3(38,23), D4(47,19), Myrquacid D4(53,51)
Church of Maldorath:
C3(46,17), D4(38,42)
Church of Illo:
C4(5,34), Elbarat C4(42,14), Woodhaven C5(22,50), Erguard D4(21,35)
Church of Camear:
Land's Edge A3(37,7), C4(29,26), Seaside C5(27,14), C5(37,53),
D4(6,43)
LONG WALKTHROUGH(WITH SIDE TRIPS)
You can actually skip a lot of Demon's Winter, but the story isn't as
filled-out. For instance, if you restart a party you know the clue from
Uffuspgot's and can proceed from there as if you knew it. Note: to
find what you can skip, search for the next occurrence of "xyzzy."
The general technique for walking through a dungeon is as follows:
use the "I" key to see where items are(usually in a room with a
description,) "E" on that square, try to T/Take or M/Move the object.
Also try to U/Use every object you find on that square. This trial-and-
error should get you through the puzzle part of the game.
****UFFUSPGOT'S****
This is a smash-and-grab expedition requiring no ingenuity whatsoever.
It's just an open square space with a bunch of tents and campfires.
I'll list below all the relevant locations. Monster roll calls indicate
a fight:
4W, 3S: tent with 4 kobolds
3W, 6S: note
3E, 4S: note
7E, 2S: 4 kobolds
11S: 4 kobolds
13S: Uffuspgot, 2 orcs, 2 kobolds
12S, 3W: woman held captive
****TUNNEL TO GAMUR'S TEMPLE****
This, due north of the bridge northeast of the College of hunting,
doesn't have much besides a guy saying the person you seek is a puppet.
This comes into play near the end, but it may be a confusing clue for
now.
****GAMUR'S TEMPLE****
From the kobold camp, you know the password. Actually, it's a pass-
letter. "-x-" should be x. Type it, and you are welcomed. This is the
first "real" dungeon in Demon's Winter. There are a lot of items to
find, and there are even puzzles with clues.
There are two areas, beyond the secret door maze and before it.
Before it, you find, when you go west from the stairs, a hallway. To
the north, west and south is a room with a bed and an IRON KEY which you
can take. Back to the hallway, if you go south, there is a SCROLL that
tells you about Qoorik in the room to the south. There's also a MAN IN
THE GLASS CASE that you'll have to come back for. Back in the hallway,
follow it to a lab. Two south of the entry is a CAGE. Use the iron key
to get wind of a secret passage. Then two west of entry are a RED SERUM
and BLUE SERUM. You'll only need the blue stuff. Go through the secret
passage in the west wall. Turning south, take a detour to pick up the
mallet(north center of the side room) and then back in the main passage
move the altar to reveal a secret passage. You can go there, but you
haven't found the information on what to do. That's past the maze. So
return to the start and stop off by the MAN IN THE GLASS CASE. Use the
mallet on it, and then use the blue serum. He'll tell you where to find
Qoorik. You can leave now or complete the dungeon entirely.
Now go north and east to see the corridor you missed before. The
second door south has a room with a secret wall to the east. There's
also a desultory encounter with two hill giants. The pattern through
the maze is 4E 3N 3E 5S 3E 3S 5W S 2W 2N 2W N 6W and the full map is in
my text map section. Beyond that, there are some skeletons and skeleton
mages to fight. To the south you'll find a clue, and to the west and
east are two rooms each with a valuable item. You will find a dagger, a
mace, chain mail, and a short sword to the side. Retreat to the
entrance and go back past the altar room. Save first, follow the secret
passage, and eventually you'll see a message that you hear machinery.
Only 3E S will let you survive. After that there is a fight with a
hobgoblin. Then you will fight Remondadin. There's a back-door exit
you'll have to take to get out.
****QOORIK****
Oo, this one's fun. South of the main continent, there's a town
called Idlewood. Three north and four west is the Demon City of Qoorik,
invisible 'til you step in it. Yeah, there's some **** going down in
that place, too, but at least you can't smell it.
xyzzy
NOTE: You didn't actually have to go through any of the previous
dungeons. The following ones are pretty necessary.
****ICE DRAGON'S****
This is north of the kudzu continent, just south of the northern edge
of the world, and 80 squares east from the west edge. It's also known
as the crystal cave. To the north, you find the ice dragon, and west of
there is a path to the College of Ice Runes. Going back to the "lobby"
you can go south(the west passage, as the east passage exits) and fight
a yeti to pick up the ICICLE, the first item in the game you'll actually
need. Not much else to do.
****ICE CATHEDRAL****
This is just a bit west of the Ice Dragon's. Your first time around,
find the scroll(northwest corner) and Jesric(to the east of that.)
Beating Jesric in combat gets you the HEAVY AMULET. While you're at it
there's an area that can't be mapped, south of Jesric. There's a secret
door on the west side, and you'll find the DEMON CRYSTAL there. Then
just use the icicle(southwest part) to get to the ALTAR. Use the PRAYER
SCROLL at the altar. You'll be given a mission. You'll also be told to
convert to the ancient god's religion, but that's not necessary.
****KALEK-ZIN'S****
IMPORTANT: You may want to improve your party before going on this.
If you want to read more, see below.
Go east a while, and you'll find an island with desert and mountains.
The inlet will lead you to Kalek-Zin's. Go north, and in the room
there's a secret door in the north wall. In the fire room there are
secret doors in the west and east walls. Visit Kalek-Zin's ghost for
kicks and then go through one of the doors. To be "worthy" you must
visit all ten locations and they are laid out as follows(order doesn't
matter:)
0 1 2
| | |
| | |
3 4 5
| | |
| | |
+-+---+---+-+
| |
6-+-S-------S-+-7
| |
8---+ +---9
In each one, if you have a member of a certain class, they are given a
task--or not.
0=scholar. No fight, just a message with a clue--the words "use faceted
mirror in dark chapel" are in code.
1=sorcerer. You must fight a stalker.
2=barbarian. You must fight a large dragon.
3=cleric. You must fight 5 zombies, 2 ghosts.
4=thief. There are traps before this room, but you're still worthy even
if they're set off.
5=ranger. You must fight a cave bear.
6=visionary. You are told "to lead the way." Worthless advice, but no
fight.
7=monk. You must fight a karate master.
8=paladin. You must fight an evil spirit.
6=wizard. You must fight an imp.
After going through these, return to Kalek-Zin's(the north niche of
the room) to get the ORB OF EVERTIME. Back to the Ice Cathedral.
****[Guy Smiley voice]NEWS FLASH![/Guy Smiley voice]****
The first time you rest after getting the Orb, Malifon will start
talking trash. The next time, he kinda trashes all the towns. Be
forewarned that there's no turning back once you get the Orb. You can't
repair your ship, get food, etc.
****RETURN TO THE ICE CATHEDRAL****
Back at the altar(use your icicle to get in,) use the prayer scroll
and get one of your guys the God Runes. And now for a light-hearted
break. You may want to get better weapons to fight Malifon. A good
method is listed below.
****SIDE TRIP: DWARVES' PLACE****
On the kudzu continent(west of Ymros, south of the Ice Cathedral)
there is an obvious path between Ynoth and some dungeon or other. Time
to explore this place. There is not too much to do here(but stuff is
done for you), although you must watch out for some traps. The dwarves
are in the northeast corner.
You are charged approximately 550 gold times the enchantment for each
"+" you add you your armor. So to enchant something from +2 to +6, you
would need to pay 1650+2200+2750+3300=9900 gold. After the towns are
destroyed, it's the only place besides colleges(and temples--an apparent
bug!) where your gold is worth a plug nickel.
****ISLAND EAST OF SOUTHERN YMROS****
Well, that title explains where to go next. This island(not the one
with the healing pool) boasts two dungeons. A mountain path leads to an
old lady's hut. Sleep there and go to the buildings(follow the mountain
range that goes off to the north to where it curves south) and then in
the dungeon, go east, south, across the bridge, and when you enter the
barrow, go west. Ring the bell. The runes before it say "ring bell at
midnight" and you just did, if you made it in time(if the screen said
"The sun is rising," try again.) You can also take out the bellkeeper
and his dog in separate rooms if you'd like.
Now go to the west side of the lake and fight the titans and mountain
giant. Go southeast with the ship and through the gate. Go south and
you'll be asked your name. Respond JESRIC. Following the path to a
room teleports you. From there you go east, and at the crossroads,
going north shows you the runes "AT COMETFALL CAST THE SPELL TO BREAK MY
BINDING" but going south and walking around the room teleports you to an
anteroom--across the bridge to the north and south are teleport rooms.
Once you exit the room you are teleported to, don't go east--that's a
teleport back. Instead go north(or west and north, depending which you
went to) and you'll be asked to show evidence you belong. Use the HEAVY
AMULET. Go all the way north, east and then north and you'll be in a
small room. Go east through the secret wall, north, and the second door
on the west leads to a winding trail and eventually Eregore. Respond as
follows to the questions: "You cannot harm us..." and "He was the
greatest..." and "If he plans." If not, no big deal. You just have to
fight Eregore. At the north is the Facet Mirror. Take it. Then get
out by going to the east teleport room you avoided before--the teleport
in the center, followed by taking the past east, leads you back to where
you answered "Jesric."
****DU COTE DE CHEZ MALIFON****
He's not quite in the southeast corner of the world. But if you go
northwest from there, you'll find his island. It's also directly south
of the temple. Find the glyphs on the island, walk over to them, camp
and cast UNCURSE. There's one in each of the three arms of the island.
When you're done with that, make sure to bide time until your God Runes
person's spell points are over 100(so he can cast imprison) and go
between the two bottom arms to find the dark chapel. Enter it, and at
the center, use the Facet Mirror. Then go north, answer the
puzzle(there are runes, and the chanters say "Power, Spirit, Divinity."
You can find the fourth set of runes's meaning from the first three.
[filler to avoid spoiler of a neat puzzle]
After you answer "Void" go north until you see stairs. You're
outside, but inside the mountain. Go west two and the two-part maze is
not difficult. In the meantime note the demon crystal, once glowing
dimly, is now purple. Just push east and you'll hit a teleport. Push
east again, and after a while you must go north(the demon crystal turns
red here) and after crossing a nastily guarded bridge keep going north.
Enter the tent in the replica of Ymros, just like you entered the
kobolds' tent. Then go through the replica of Malifon's temple and find
your way to the replica of the old lady's hut, noting that the crystal
has turned orange. Then before you enter the dragon's cave, note that
the crystal is white. Cast imprison, and you'll have won the game. But
DON'T step in the dragon's cave.
I think you need the Demon's Crystal to win the game, but I'm not
sure. It's one of the cases I didn't check.
VERY BRIEF WALKTHROUGH
The *very brief* walkthrough is as follows:
1. Kobold Camp(not necessary)--attack Uffuspgot, win the fight.
You get the info that "-x-" is the code word for the temple of
Gamur.
2. Temple of Gamur, D4(not necessary)--find Remondadin, and kill him.
3. Qoorik(not necessary)--ancient demon city NW of Idlewood in C5--
3N4W of Idlewood--kill Xeres in big fight.
4. Ice Dragon's Cave(B1)--kill the dragon and get the icicle.
5. Ice Cathedral(B1)--behind a secret door, you find the Demon
Crystal. A fight with Jesric is here(get the medallion.) Use icicle to
enter the altar room.
6a. Improve your characters and stock up, as the towns will all be
destroyed after the next step.
6. White Knights(D1)--complete the class-specific quest and get the
orb from Kalek-Zin
7. Ice Cathedral(B1)--back to the altar room. Get the orb blessed,
and one character learns God Runes too.
8. Old lady's hut(F4)--accept her offer to sleep there.
9. Buildings(F4)--move quickly to accomplish your mission before
daybreak. To the east and south of the entrance is an island with the
Bellkeeper's Tower on it. Go forward to ring the bell, then get out.
Back around to the left, take the boat across to the temple. Use the
medallion and identify yourself as "JESRIC." To avoid fighting Eregore,
you must choose the dialog "You cannot harm us..." and "He was the
greatest..." and "If he plans."
10. Malifon's (E5, F5, F6)--cast UNCURSE on each glyph. You'll need
50 spell points each, or a total of 150. Enter the dungeon below in E6.
It comes back up inside the mountains.
11. Answer "void" at the center of the temple. Go north and through
the maze. When you get to the place that looks like the Ice Dragon's
cavern, camp and cast Imprison. You'll have won the game.
TEXT MAPS
The text maps may not be *100* percent accurate(see the tombstones, for
instance) and they are collated a bit, but they seemed to be worthy
enough to include here.
Key:
! = special event
X = walls
S = secret door
F = fire(can't pass through)
' = forest terrain
= normal terrain
H = bridge
* = tent
v = dwelling/new location
^ = stairs(up/down)
****Text map for Malifon's Temple, some endgame,
and many beginning dungeons****
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXFFFFFX
XXXXXXXX~~XXXXXXXXXXX..............XXXXXXXXXXHXXXXXXXXXXXFFF!FFF
XXXXXXXX~~XXXXXXXXXXX.XXXXXXXXXXXXXX....XXXX...XXXXXXXXXXFF...FF
X#.XXX~~~XXXXXXXXXXXX.XXXXXXXXXXXXXX....XXXX...XXXXXXXXXXFF...FF
X....~~XXXX...!.XXXXX.XXXXXXXXXXXXXX~\...XXXX+XXXXXXXXXXXFFF!FFF
XX....~X....XXX..XXXX.XXX.XXX...XXXX~~\..XXXX!...XXXXXXXXXFF.FFX
XXX.~H~~.XXXXXXX..XXX.XX...XX..!XXXX~~~..XXXX....XXXXXXXXXXX.XXX
XX.~~H~...XXXXXXX.XXX.X.....XXX+XXXX\~~..XXXXX...XXXXXXXXXXX.XXX
X~~~~.....!^X...X.XXX.X..B!!.......+!.H..X~~~~XX~~~~~XXXXXXX.XXX
X~XX..X...XXX!X.X#XXX.X.....XX+XXXXX/~~..X~~~~~~~~~~~X.......XXX
X~XXXXXXX.XXX.X!XXXXX.XX...XXX!.XXXX~/...X~~~~~~~~~~~X.XXXXXXXXX
XXXXXXXXX.....X.XXXXX.XXX.XXXX..XXXX/....X~~~~~~~~~~~X.XXXXX...X
XXXXXXXXXXXXXXX....#X.XXXXXXXXXXXXXX.....X~~~~~~~~~~~X.X/..X...X
XXXXXXXXXXXXXXXXXXXXX.X.....XXXXXXXXXXXXXXXXXXXXXXXXXX.+..!+...X
XXXXXXXXXXXXXXXXXXXXX.XXXXXXXXXXXXXXXXXXSSSXXXXX/..\XXXX/..X...X
XXXXXXXXXXXXXXXXXXXXX............XXXXXXXSXSXXXX/.......XXXXX...X
XXXXXXXX..XX...XXXXXXXXXXXXXXXXXXXSSSSXXSXSXXXX.......!+.F.X...X
XXXXXXXX.!.!..!..!.!.............XXXXSSSSXXXXXX/.......X..!+...X
XX^XXXXX..XX...XXXXX.XXXXX+XXX+XXXXSXSXXSXXSSSSX/..\XXXXFF.X...X
XX!XXXXXXXXXX.XXXXXX.XXX....X.!..XXSXSXXSXXXXXSXXXXXXXXXXXXX...X
XX.XXXXXXXXXX.XXXXXX...X....X....SSSSSXXSXSSXXSXSSSXXXXXXXXX...X
XX.XXXXXXXXX.!.XXXXX.X^X....X....XXXXXXXSXXSXXSSSXSXXXXXXX!X/.\X
XX.XXXXXXXXX...XXXXX!XXXXXXXXXXXXXSXXSSSSSSSXXSXSXSXXXXXXXSXX.XX
XX..XXXXXXXXXXXXXXXX!XXXXXXX.SSSSSSXXXXXSXXSXXSXSXSXXXXXX/.\XSXX
XXX.XXXXXXXXXXX......XXXXXXX.XXXXXSSSXXXXXXSSSSXSXXXXXX!S.!.S.XX
XXX.XXXXXXXXXXX.XXXX+XXXXXXX+XXXXXXXSXSSSSSSXXXXSSSXXXXXX/.\XXXX
XXX....X..XXX..!.XX.!.X....X!X....XXSSSXXXXSSSSXXXXXXXXXXX.XXXXX
XXX.XX.X.!..S....XX...X!..X...X..!XXXXSXXXXXXXXXXXXXXXXXXX+XXXXX
XX...X.XX.XXX....XX...X.XX.....XX.XXXXXXXXXXXXXXXXXXXXXXX...XXXX
XX...X!.X.XXXXXXXXXX.XX.+.......+.XXXXXXXXXXXXXXXXXXXXXXX...XXXX
XX.!.X..X.....!..XX.!.X.XX.....XX.XXXXXXXXXXXXXXXXXXXXXXX...XXXX
XXX.XXXXX+XXXX...XX...X!..X...X..!XXXXXXXXXXXXXXXXXXXXXXX...XXXX
XXX^XXX..!..XXXXXXX...X....X.X....XXXXXXXXXXXXXXXXXXXXXXX...XXXX
XXXXXXX.....XXXXXXX...XXXXXX+XXXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXX
XXXXXXX.....XXXXXXXXXXXXXXXX.X...X.....XXXXXXXXXXXXXXXXX/...\/XX
XXXXXXX.....XXXX......XX..!......X.....X.....................\/X
XXXXXXXXXXXXXXXX!.....XX...XXXXXXX....!+......................XX
XXXXXXXXX.XXXXXX!!!...XXXXXX...XXX.....X......................XX
XXMMMMMMX......!.!!!!.+!..!+!..XXX.....XXXX/...\XXXXXXXXXX/...XX
MMM...MMXXXXXXXX!!!...XXXXXX...XXXXXXXXXXXXX...XXXX/!!\XXXX...XX
MM.....MMXXXXXXX!.....XXXXXXX.XXMMMXXXXXXXXX...X~~~....~~~X...XX
M..M..v~MMXXXXXX......XXXXXXX^XMM.MMXXXXXXXX...X~........~X...XX
M..MM~~~MMXXXXXXXXXXXXXXXXXXXXXMM..MXXXXXXXX...X~........~X...XX
M.MM~~~~MMMMMMMMMMXM.MXMMMMMMMMM...MMXXXXXXX...X~.\/..\/.~X...XX
M.MM~MMMM......MMXXM.MXMMM..........MXXXXXXX...X~.\/..\/.~X...XX
M.M~MMMM........MXXM.MXMM.../~~\....MMXXXXXX...X~........~X...XX
M.MMMM..........MMXM.MMM.../~~~~\....MXXXXXX...X~........~X...XX
M.MM.............MMMHMMM../~~~~~~....MXXXXXX...X~.\/..\/.~X...XX
M.M......./~~~~\...M.MM../~~/.\~~...MMXXXXXX...X~.\/..\/.~X...XX
M......../~~~~~~\........~~/.v..H...MXXXXXXX...X~........~X...XX
M......./~~~~~~~~\....../~~\../~~...MXXXXXXX/!\X~.......!~X...XX
MM......~~~~~"~~~~.../~~~~~~~~~/...MMXXXXXXXX.XX~.\/..\/.~X..\/X
MMM.....~~~~/.\~~~\./~~~~~~~~~/....MXXXXXXXXX.XX~.\/..\/.H+.\/XX
MMMMM...\~~/...~~~~~~~~~~~~~~~....MMXXXXXXXXXfXX~~~~~~~~~~XXXXXX
MMMMMMM....!../~~~~~~~~~~~~~~~\..MMXXXXXXXXXX!XXXXXXXXXXXXXXXXXX
MMMXXXMMMM~~~~~~~~~~~~~~~~~~~~~~MMXX...XXXXX...XXXXX...XXXXXXXXX
MXMMMXXXMMMMM~~~~~/..\~\~~~~~~MMMXXX.................?.XXXXXXXXX
XXXXMMMMMMMMMMMM~~......\~~MMMMXXXXX...XXXXXXXXX.XXX...XXXXXXXXX
XXXXXXXMMMXMMMMMMMM.....MMMMXXXXXXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX
XXXXXXXXXMMXXXXXMMMMMHMMMXXXXXXXXXXXXXXXXXXXXXX.XXXXXXXXXXXXXXXX
XXXXXXXXXXMMXXXXXMMMM!MXXXXXXXXXXXXXXXXXXXXXXXF.FXXXXXXXXXXXXXXX
XXXXXXXXXXXMMMMXXXXXM.MXXXXXXXXXXXXXXXXXXXXXXXF..XXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXM.MXXXXXXXXXXXXXXXXXXXXXXXF.FXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXM.MXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
****Text Map for Endgame****
........XF.FX.........XXXXXXXXXXX..~~~~~MMM~~~~~FFFFFFFX.XFFFFF
........XF.FX.........X...X^X.FFX..~~~~MMMMM~~~~FFFFFFXX.XXFFFF
........XF.FX.........X.......FFX..~~~~MMvMM~~~~FFFFFFXX.XXFFFF
........XF.FX.........X.......FFX..~~~~MM..M~~~~FFFFFFXX..XFFFF
........XF!FX.........X..F.!.FFFX..~~~~M....~~~~FFFFFFX....FFFF
........XF.FX.........X.FFF.FFFFX..~~~......~~~~FFFFF......FFFF
........XF.FX.........XFFXF.FXFFX..~~.......~~~~FFFF.......FFFF
........XF.FX.......FFFFFXF.FXFFFFF~~......~~~~~FFFF......FFFFF
........XF.FX.......FFFFFXF.FXFFFFFX.......~~~~~FFF.......FFFFF
........XF.FX.......FFFFFXF.FXFFFFFX.......~~~~~FFF.......FFFFF
........XF.FX.......FFFFFXF.FXFFFFFX........~~~~FFF........FFFF
........XF.FX............XF.FXFFFFFXXXXXXXXXXXXXFXXFF......FFFF
........XF.FX............XF.FX..................FXXXFF......FF.
........XF.FX............XF.FX.......XXXXXXXXXXXXX!XXFF......F.
........XF.FX............XF.FX...''MMM'''''.XXXXXXSXXXFF.....F.
........XF.FX............XF.FX...'MMMMMM'''.XXXXX/.\XSXF.....F.
........XF.FX............XF.FX...'MMM...''''XXX!S...S?XF.....F.
........XF.FX............XF.FX...MMM..MMM'''XXXXX/.\XXXFFFFFFF.
........XXXXX............XF.FX...MMM.MMMMM..XXXXXX.XXXXX.FF....
........XX.XX............XF.FX...MM...MMMMM.XXXXXX+XXXXXFFX.XFF
F...XXXXXX.!.XXXXXX.......XF.FX...'Mv.MMM~MM.XXXXX...XXXXFXX.XXF
FXXXX.............XXXX....XF.FX...'MMMM~~~~~~XXXXX...XXXXFX...XF
FX...................X....XF.FXXXXXXXXXXXXXX~~XXXX...XXXXFX...XF
FX..XX...........XX..XX...XF.FX~\....''''''.~~XXXX...XXXXFX....F
F.!.XX.F.......F.XX.!.X...XF.FX~~\....''''..~~XXXX...XXXXF.....F
XX.....F.......F.....XX...XF.FX~~~~\..'*''..~~XXXX...XXXXF.....F
X.....F..X.X..F.....X....XF.FX~~~~/..'''...XXXXX/...\/XXFFFFFFF
X..XX.F...!...F.XX..X....XF.FX~~/....''....XX........\/X.......
X..XX.F..X.X..F.XX..X....XF.FX\/.....''....XXX........XX.......
X.....F.......F.....X....XF.FX......'''....XXX........XX.......
XX.....F.......F.....XX...XF.FX......''.....X.XXXXX/...XX.......
X.!.XX.F.......F.XX.!.X...XF.FX\....'''.....X.!.XXXX...XX.......
XX..XX...........XX..XX...XF.FX~\...'''.....XXX.XXXX...XX.......
X...................X....XF.FX~~~~\.''.....XXf.fffXX..X........
X...................X....XF.FX~~~~~~~~~~~~~~Xf..ffXXXXX........
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You enter at the southwest. From there you go to the center of that
location, answer the riddle, jump to the other, use the mirror. Then
there's a long corridor to the north(there's a teleport at the top that
goes to the bottom of this map.) The left-hand dungeon after you climb
out stars in the lower right. There's a teleporter in the lower right
corner.
****Text Map for Qoorik****
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First level NW, second NE, third SW.
****Map for Amber Vault/Ice places****
IIIIIIIIIIIIIIIIIIIII.I...........IIIIIIIIIIIIIIIIIIIIIIIIIIIII.
.I.....!..I..I..I..I....I........IIIIIIIIIIIIIIIIIIIIIIIIIIIII'
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..................XXXXXXX.....................................~
Ice Cathedral in NW, Ice Dragon's in NE, bottom of Qoorik in center.
The old lady's hut is at the bottom, and parts of Malifon's temple
dungeon are also here.
****Map for Kalek-Zin's and Dwarves' Lair****
.XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.XXXXX..XXXXX..XXXXX...........
.XXXXXX...!..........XXX......XXXX...XXXX...XXXX...XX..........
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..........................~...~~~~~~~~~~~~~~~~~~~~~~...........
..............................~~~~~~~~~~~~~~~~~~~~~~...........
Kalek-Zin and friends are in the east, Uffuspgot's is southwest, and the
upper left is the dwarves' hideout.
SPECIAL ITEMS
****Items beneath Gamur's Temple****
Iron key
Bed-Just wood with a straw mattress
Bookcase
Scroll-It is about the mythical demon city of Qoorik that lies beneath
the earth
Cage-There are rats locked in it
(use Iron key:)One of the rats runs out and through a secret door in
the middle of the west wall
Blue serum-A glass vial filled with clear blue liquid
Red serum-A glass vial filled with a clear reddish liquid
Mallet-Good for pounding things. Or breaking them
Anvil-Work has been done here
Fireplace-Ashes
Charcoal fire-Its coals glow orange
Red candle-Tall thin candle. Half burnt
Wooden altar-It is made of black wood.
Man in glass-A man has been sealed inside a glass case here. He appears
to be in a trance
(use Mallet:) [he becomes Man in trance]
Man in trance-He stares off into space and cannot be spoken to.
(use Blue serum:)He comes out of the trance and speaks- 'Qoorik! I've
seen it! They tried to shut me up but I've seen it! Its entrance is
hidden in the forest to the northwest of Idlewood.'
****Items in Qoorik****
Bag-Empty
Red dust-Red powder
(try to take without bag: It slips through your fingers)
(use Bag:) [becomes Bag/red dust]
Bag/red dust
Censer-Residue of red stuff
(try to take: Its anchored to the floor)
(use Bag/red dust:) A demon appears and speaks- 'The father of demons
sees all. Only those who possess the demon crystal can escape his sight'
Magic circle-Mystic markings
(try to take: It is drawn on the ground)
Ancient tome-It is written in an unknown language
(use Spectacles:) Through the spectacles you can now read the book.
It tells of gods called the Ancients who created everything and then
died out many eons ago before Man ever walked the earth
Spectacles-Wearing them makes you feel smarter
Silver pen-The barrel is empty
(use Unicorn blood: becomes Glowing pen)
Papyrus-It is blank
(use Glowing pen:) The pen takes control of your hand and writes in
glowing letters- 'Asaht is the Holy City of the Ancients'
Glowing pen-It seems to guide your hand
Unicorn blood-A transparent silver fluid
Goblin blood-A greenish ooze
Serpent pillar-The pillar is a statue of a serpent with its mouth open.
Its mouth is filled with oil
(use Jade torch: Open passage to west)
Jade torch-It burns with magic green flame
Ouiji board-It has the alphabet on it and is used by the gypsy for
spiritual messages
(use Scryer:)The scryer guides your hand to letters spelling out 'Walk
along river Styx until you find Ferryman'
Microscope-Looking through it makes tiny things seem larger
[try to take:Its kind of bulky]
(use Tiny scroll:) Reading the tiny writing reveals that the ruins of
the Ice Temple of the Ancients lies in the tundra far to the north
Scryer-It is wooden with a circular glass window and used by psychics to
interpret psychic messages
Black wand-It is made of black metal
Black archway-Made of a curious black metal and carved with runes
(Black wand: teleports you to the southwest area otherwise
inaccessible)
Old bookcase-It is dusty
(move it: passage opens to north)
Altar-It has demonic references to the demon Xeres
Black coins-Ominous black coins with a picture of a scythe
Ferryman-A skeletal figure with a black cloak and a scythe. He is on a
raft and holds his skeletal hand out palm up
[try to take:] He dodges you
(use Black coins: go 2 north across river)
Tomb door-it is carved with pictures of skeletons and has a keyhole
(use Skeleton key: teleports you to the southwest corner and the tomb
maze)
Skeleton key-A key made of white bone
Bed-Just a straw mattress
Tiny scroll-Its print is too small to read
****Items for Ice Cathedral****
Prayer scroll-It contains an ancient prayer
Ice altar-It has a blue glow
(use Prayer scroll:) [You are told of your mission.]
Ice door-It has a round hole in it
(use Icicle: teleports you two south through the "door")
Icicle-A large round icicle
Heavy amulet-It signifies Jesric as a high priest of Malifon
****Items for Malifon's Temple****
Crystal eye-It seems to be a scanner of sorts
(use Heavy amulet: destroys barrier in front)
Facet mirror-Multifaceted mirror
Circle light-A blinding circle of light
(use Facet mirror: Dialogue with Eregore)
MONSTER LIST
The monsters are very similar to what you see in Shard of Spring. The
main difference may be the inclusion of a type. The types are
abbreviated a bit in this chart but "BRE" means breathes, and other
words mean the sort of spells they cast.
| | | | |MAG| |
MONSTER NAME |SPD|HIT|ICO| EXP | IC|TYPE |
----------------+---+---+---+-----+---+--------+
Lvl 1 fighter |7 |8 |1 |23 |0 |Normal |
Lvl 1 mage |7 |5 |0 |22 |8 |Normal |
Orc |6 |15 |2 |26 |0 |Normal |
Spider |8 |4 |1 |16 |0 |Normal |
Rat |10 |4 |0 |14 |0 |Normal |
Bat |10 |3 |0 |16 |0 |Normal |
Bugem |7 |10 |1 |24 |0 |Normal |
Skeleton |6 |7 |0 |22 |0 |UNDEAD |
Skeleton mage |9 |25 |0 |77 |20 |UNDEAD |
Cobra |13 |5 |0 |21 |0 |Normal |
Hill giant |4 |28 |2 |45 |0 |Normal |
Evil spirit |15 |40 |0 |208 |15 |UNDEAD |
Death adder |14 |10 |0 |48 |0 |Normal |
Lvl 2 fighter |9 |14 |2 |34 |0 |Normal |
Lvl 2 mage |8 |10 |1 |33 |12 |Normal |
Lvl 3 fighter |10 |18 |3 |41 |0 |Normal |
Lvl 3 mage |8 |14 |1 |38 |18 |Normal |
Zombie |8 |12 |1 |30 |0 |UNDEAD |
Cobra mage |11 |12 |0 |34 |15 |Normal |
Spellbinder |15 |30 |1 |204 |50 |Normal |
Lvl 4 fighter |11 |25 |4 |70 |0 |Normal |
Lvl 4 mage |9 |17 |1 |66 |24 |Normal |
Ghost |11 |15 |1 |32 |8 |UNDEAD |
Ghoul |12 |32 |2 |128 |0 |UNDEAD |
Goblin |9 |18 |2 |41 |0 |Normal |
Spectre |13 |47 |2 |360 |30 |UNDEAD |
Kobold |7 |7 |0 |16 |0 |Normal |
Hobgoblin |9 |25 |2 |58 |0 |Normal |
Lvl 6 fighter |12 |32 |4 |84 |0 |Normal |
Lvl 6 mage |9 |21 |1 |112 |35 |Normal |
Gargoyle |13 |45 |5 |205 |5 |Normal |
Lvl 8 fighter |12 |36 |4 |165 |0 |Normal |
Lvl 8 mage |12 |28 |2 |165 |40 |Normal |
Lvl 10 fighter |13 |42 |5 |215 |0 |Normal |
Lvl 10 mage |13 |37 |2 |183 |45 |Normal |
Lvl 12 fighter |14 |48 |6 |372 |0 |Normal |
Lvl 13 mage |13 |40 |2 |427 |50 |Normal |
Lvl 15 fighter |15 |55 |6 |650 |0 |Normal |
Lvl 16 wizard |14 |45 |2 |556 |55 |Normal |
Fire elemental |16 |70 |2 |1682 |50 |FIERY |
Metal elemental |18 |70 |5 |2176 |50 |METAL |
Wind elemental |26 |60 |1 |1350 |58 |WIND |
Ice elemental |12 |80 |7 |1753 |55 |ICY |
Spirit elemental|23 |65 |0 |2176 |80 |SPIRIT |
Fire demon |14 |60 |6 |837 |40 |FIERY |
Ice demon |13 |60 |6 |1024 |30 |ICY |
Demon lord |16 |86 |7 |2529 |50 |Normal |
Devil |16 |85 |7 |2529 |88 |Normal |
Wraith |15 |55 |1 |743 |50 |UNDEAD |
Swarm |13 |24 |0 |49 |0 |Normal |
Baby dragon |9 |5 |1 |31 |0 |Normal |
Small dragon |11 |25 |3 |62 |0 |Normal |
Large dragon |13 |50 |5 |277 |15 |Normal |
Great dragon |16 |80 |7 |2388 |42 |+++-BRE |
Titan |15 |90 |7 |2529 |0 |Normal |
Ogre |8 |35 |2 |75 |0 |Normal |
Warrior king |17 |70 |7 |1294 |0 |Normal |
Arch mage |15 |40 |3 |1118 |65 |Normal |
Pit viper |14 |17 |0 |75 |0 |Normal |
Rattlesnake |9 |8 |0 |28 |0 |Normal |
Giant spider |8 |18 |0 |26 |0 |Normal |
Giant snake |14 |40 |4 |125 |0 |Normal |
Mountain giant |9 |55 |5 |215 |0 |Normal |
Shambling mound |6 |33 |1 |65 |0 |Normal |
Brown bear |8 |24 |1 |38 |0 |Normal |
Grizzly bear |9 |40 |2 |75 |0 |Normal |
Arctic bear |10 |45 |3 |128 |0 |ICY |
Cave bear |10 |60 |4 |215 |0 |Normal |
Coyote |7 |8 |0 |15 |0 |Normal |
Timber wolf |10 |16 |1 |36 |0 |Normal |
Winter wolf |13 |25 |2 |70 |0 |ICY |
Devil dog |14 |27 |3 |127 |0 |Normal |
Yeti |12 |46 |4 |208 |0 |ICY |
Snow giant |14 |50 |6 |372 |0 |ICY |
Fire dragon |15 |50 |5 |650 |30 |FIRE-BRE|
Wind dragon |17 |50 |5 |650 |30 |WIND-BRE|
Ice dragon |13 |52 |6 |650 |30 |ICE-BRE |
Stalker |11 |20 |1 |54 |25 |????? |
Will o wisp |11 |22 |0 |53 |25 |Normal |
Thug |10 |14 |1 |34 |0 |Normal |
Rogue |11 |17 |2 |41 |0 |Normal |
Brigand |12 |24 |3 |70 |0 |Normal |
Highwayman |13 |32 |3 |165 |0 |Normal |
Master thief |14 |38 |4 |215 |0 |Normal |
Assassin |17 |44 |4 |372 |0 |Normal |
Uffuspgot |11 |22 |2 |500 |13 |Normal |
Mane |7 |10 |0 |26 |0 |Normal |
Slaver |9 |32 |3 |80 |0 |Normal |
Imp |12 |16 |2 |59 |20 |Normal |
Grave keeper |14 |62 |4 |750 |42 |SPIRIT |
Salamander |16 |41 |4 |227 |33 |FIERY |
Xeres |15 |66 |6 |3500 |56 |FIERY |
Silver snake |14 |43 |7 |198 |0 |Normal |
Remondadin |11 |35 |1 |300 |30 |Normal |
Dervish |16 |24 |1 |73 |0 |Normal |
Karate master |16 |45 |1 |200 |0 |Normal |
Jesric |15 |75 |4 |5000 |45 |????? |
Eregore |17 |200|5 |5000 |200|FIERY |
Guardian |14 |75 |15 |10000|0 |ICY |
EVERYDAY ITEMS AND SUCH
There are only so many basic items in Demon's Winter. However, they
may have additions in the way of enchantment(up to +10) as well as
material properties like Jade, Well Made,
dagger |2 |1 |3 |0 |10 |8 |9 |
small axe |6 |1 |3 |0 |10 |8 |9 |
short sword |15 |1 |3 |0 |10 |8 |9 |
mace |13 |1 |3 |0 |10 |8 |9 |
morning star |20 |1 |3 |0 |10 |8 |9 |
broad sword |30 |1 |3 |0 |10 |8 |9 |
battle axe |65 |1 |3 |0 |10 |8 |9 |
2-hand sword |100|1 |3 |0 |10 |8 |9 |
cloth |5 |0 |3 |12 |7 |7 |7 |
leather |15 |0 |3 |12 |7 |7 |7 |
chain |40 |0 |3 |12 |7 |7 |7 |
scale |200|0 |3 |12 |7 |7 |7 |
plate |400|0 |3 |12 |7 |7 |7 |
crown |350|0 |3 |2 |7 |13 |15 |
vial |50 |0 |2 |3 |4 |5 |6 |
ring |225|1 |0 |0 |16 |17 |8 |
wand |40 |1 |1 |4 |3 |6 |15 |
staff |80 |1 |1 |1 |5 |2 |7 |
rod |60 |1 |1 |10 |11 |9 |5 |
gem |500|0 |0 |13 |12 |4 |15 |
amulet |100|1 |0 |9 |8 |7 |7 |
medallion |125|1 |3 |1 |5 |3 |1 |
figurine |180|1 |0 |15 |15 |15 |15 |
talisman |140|1 |1 |2 |4 |11 |16 |
salve |45 |1 |1 |5 |8 |9 |14 |
vial |28 |0 |2 |9 |13 |5 |14 |
torch |3 |0 |0 |0 |0 |0 |0 |
lantern |8 |0 |0 |0 |0 |0 |0 |
Demon Crystal |10 |0 |0 |0 |0 |0 |0 |
Orb/Evertime |10 |0 |0 |0 |0 |0 |0 |
MONTHS
This was extracted from the disk. It seems right. Each month is about
33 days.
Ruby
Ebony
Gold
Comet
Spirit
Dragon
Rose
Sword
Unicorn
Metal
Lotus
Axe
Panther
Ice
Mandrake
Aurora
Onyx
Phoenix
Wind
Jade
Fire
Hyacinth
TAVERN TALK
The tavern talk adds nicely to the story, so I thought I'd add it here.
--SEASIDE:
..Jesric embarked yesterday on a quest for some powerful crystal. He's
some kind of evil priest ...works for some guy named Eregore
--ASAHT:
..We would not have all these problems if the White Knights were still
around. They were great warriors, and especially adept at fighting
demons...
--JANTHRIN:
Whatever you do, son, don't sail too far southeast. The volcano doesn't
like visitors. It has three crimson Glyphs that cause anyone who walks
even near it to rot away into a lifeless husk
--IDLEWOOD:
Deep within the ancient demon city of Qoorik lies a place called the
Amber Vault where one may seek guidance in the flaming runes...
--MOJURED:
..With the Ancients gone and Malifon imprisoned, the Earth awoke from
its creation and life appeared. As Man began to pray, new gods began to
appear, each aiding mankind with the limited powers endowed by his
worship
--AKISTU:
Do not sail near the edge of the world, Matey, or you will surely fall
off into oblivion!
--CHANDRIS, PALADINE:
The adventurers seem rather glum and don't have much to say
--DRAGONTOOTH:
I heard that a few months back some guy found the Shard of Spring.
Hasn't been seen since it disappeared 200 years ago. If anything happens
to that Shard we will all be destroyed by the Winter that follows
--YNOTH:
..and a valiant band of adventurers stormed the Tower of Ralith and
killed the evil dragon Siriadne, returning the Shard of Spring to Ymros
--LAND'S EDGE:
..and the wizard set a huge tidal wave upon the attacking fleet sending
it down in the depths of the ocean. Late on foggy nights at sea one
should beware the ghosts of the pirate fleet...
--[forgot]:
..and Malifon made the Earth his home. Soon the Ancients became angry
at Malifon and in a great battle, banished him inside a volcano to live
until the end of time...
--ELBARAT:
An old woman is talking about how her house was burnt to the ground the
last time the Kobolds attacked. The Kobolds have a camp to the south and
are led by Uffuspgot
As a bonus(I didn't know where to put it) here is a list of the types of
merchants you may find in Ymros, from poorest to richest:
ragged looking
poor looking
travelling
adventuring
well dressed
upper class
wealthy
WINNING ENDGAME STUFF
If you win the game and do not elect immortality, each of your
characters succeeds in different ways. They are listed below.
1. [RANGER] went back to the town of Woodhaven and was instrumental in
its reconstruction. After rebuilding the city, he settled down there and
lived to a ripe old age
2. [PALADIN] went on to unite the remaining peoples of Ymros and
quickly became its first King. He ruled Ymros wisely until the end of
his days.
3. [BARBARIAN] walked off alone to fight the monsters that still
wandered aimlessly after Malifon was imprisoned. His bravery became well
known throughout Ymros and he still lives on in legends.
4. [MONK] wandered for a while and then dissapeared into the mountains,
never to be seen again. Many a tale says he will return to Ymros if ever
needed again.
5. [CLERIC] became the first in two millenium to take the title of High
Priest of the Ancient One. With his accumulated wealth, he built an
enormous temple to the Ancients and spread word of the new god.
6. [THIEF] heard in the tavern of untold wealth in lands to the North
and went in search of the fortune. He gathered a party and explored many
dungeons, eventually retiring in luxury.
7. [WIZARD] went on a great quest for the Lifestone in order to build a
new Shard of Spring. While he did not live to see its completion, the
new Shard was named in memory of him and still protects Ymros.
8. [SORCERER] went to the hills to build a school of magic. It soon
became famous and many of his pupils later became legends in their own
right.
9. [VISIONARY] served as advisor to the new King of Ymros. Due to his
excellent advice and forsight, the land of Ymros remained in peace as
long as he lived.
10. [SCHOLAR] devoted his life to studying the Battle of the Gods. His
life's work was compiled into a tome of a thousand pages and stood as an
example for all scholars to follow.
If you have two characters of the same class, it will say:
[CHARACTER 2] followed in the footsteps of [CHARACTER 1].
CHEATING
I felt this game was too tough as it was. Maybe I was overawed by
it, but it is rather complex, so if you just want to concentrate on the
puzzles and storyline, this section may be for you.
This is not so bad, actually. I don't have the actual offsets for
each system but here's general information on how to find them. See my
Shard of Spring FAQ for more details. Basically, you want to search for
your characters' names, possibly shifted by 0x80. For instance, TIM is
0x54 0x49 0x4d (Tim would be 0x54 0x69 0x6d) and so you would search for
that or for 0xd4 0xc9 0xcd--0x80+everything. When you get there you
might want to look for your stats. It's a good idea to write down Tim's
stats, and if they are 6, 8, 11, 8, and 7 you would want to search for
that hex sequence in the area where you find Tim(you might want to name
your character something more exotic since the word Tim or a part of it
might be found elsewhere.) Once you find it search for 6, 8, 11, 8, and
7 or something like them and edit those bytes. The four bytes just
after comprise current/max hit points and spell points.
VERSIONS/CREDITS
Version 2.0.0 written 12/31/2000 and submitted then too. The Demon's
Winter abated a couple of days ago, coincident with my *solving* the
game, strangely :).
Version 1.0.0 written 12/13/2000 with weather conditions outside that
sure do seem like Demon's Winter :). Items, overland maps, monsters and
cheating techniques are included in this version. Submitted to GameFAQs
on 12/21/2000.
Thanks to www.theunderdogs.org for preserving the manual.
ftp.apple.asimov.net preserved the original Apple images(cracked,
actually, so you bypass copy protection,) and they may have the manual
too.
www.kahei.com's freeware hex editor allowed me to improve my characters
to 250 attributes so I could crack this thing.
There is a strong anonymous walkthrough found at the following locations
that I visit frequently:
--vgstrategies.about.com
--gamexperts.com
It has helped me immensely in figuring out what parts of the map go
where.
Send all comments to
[email protected].