Questron II
FAQ version 1.0.0
by Andrew Schultz
[email protected]
This document may not be reproduced for profit without my prior consent.
It is copyright 2001 Andrew Schultz and part of my effort to help
preserve the memory of fun old computer games.
Check out my Questron II color maps at:
http://members.fortunecity.com/cartographcs(overworld)
http://members.fortunecity.com/cartographcs/q2/q2index.htm(towns, etc.)
** AD SPACE **
More old game stuff at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
My home page:
http://www.geocities.com/SoHo/Exhibit/2762
================
INTRODUCTION
GETTING GOOD QUICKLY
GAMBLING
QUANTUM LEAPS
I HATE VIOLENCE! (A GUIDE TO COMBAT)
ADVICE
ITEMS
SPECIAL
WEAPONS
ARMOR
TRANSPORTS
SPELLS
MONSTERS
QUICK WALKTHROUGH SUMMARY
TOWNS, MAPS, ETC.
TEXT MAPS
TOWNS
CATHEDRALS
CASTLES
DUNGEONS
CONCLAVE
"EH?"
VERSIONS/CREDITS
================
INTRODUCTION
There are two big land masses you'll have to navigate. Don't worry
about the second until you've become an apprentice. You'll want to
avoid combat if you can, as it doesn't really get you much gold and can
be harmful. Casinos are better.
You need a boat or an eagle or a special item to make it from one
land to another. However, the world is tiled like a checkerboard with
the 90x90 maps of Landor and the Sorcerers' Realm.
GETTING GOOD QUICKLY
GAMBLING
Blackjack doesn't have 100% payout, so don't play it. There are
plenty of Blackjack FAQs, so I'll summarize briefly--you start with two
hole cards. Ace is worth 1 or 11, whichever is more favorable, and KQJ
are worth ten, and number cards are worth their value. You may "hit"
(draw another card) until you go over 21, when you "bust"(lose.) The
objective is to beat the dealer--if you bust, the dealer wins
automatically. If you draw to a 21, you have blackjack and win 250%
instead of 200%.
High/Low has a 100% payout, since it's equally probably a card will
be 2-7 or 9/10/JQKA, so I suppose you could save before playing(it's
nice that you can save in towns) and try.
Wizard's Squares is the best. You win six times your money(i.e. bet
100, get 700--technically, they present the game incorrectly, but the
game is better for you than advertised!) if you guess the square the
ball lands on, three times(bet 100, get 400) if you're one off, and
nothing if you lose. Let's break it down.
cc cc
cc cc
cc aa bb aa cc
cc aa bb aa cc
bb bb
bb bb
cc aa bb aa cc
cc aa bb aa cc
cc cc
cc cc
If you choose the c square, there is a 1/16 change you'll be
right(you get 7 times your original stake and a 1/16 chance the ball
will land on the a square next to it. Total winnings = 7*1/16+4*1/16 =
11/16, or a 68.75% payout. Almost as bad as Lotto tickets.
If you choose the b square, you have a 1/16 chance of guessing
right, and there's a 2/16 change the ball will land on an adjacent a
square. Payout = 7*1/16+4*2/16 = 93.75%. Not bad!
If you choose the a square, you have a 1/16 chance of guessing
right, and there's a 4/16 chance the ball will land on an adjacent
square, two b and two c. Payout = 7*1/16+4*4/16 = 143.75%.
All c, b and a squares are identical--you can use a simple
symmetry/rotational argument to prove this.
So if you bet a portion of your current boodle, you can usually win
nicely. But there's a way to win even bigger. It involves cheating.
Use "save state" on an emulator just when you're asked to choose
which square. Then pick any one, see where the ball lands, reload the
state, choose the square the ball landed on, and--oopsie-la! "I dunno
how I did it!" However, Questron II limits you to 65535 gold. Not that
you'll need much. Spells should cost 32000 to stock up on, so you won't
need much more. Repeat the Wizard's Square procedure when you get low,
and put winnings in the bank and come back immediately. Thankfully
guards don't attack big winners as they did in Questron.
QUANTUM LEAPS
You'll generally get good by quantum leaps(not counting casino
winnings.)
PLEBE: 300 = max hit points, 15 agility, strength, intelligence,
charisma, and stamina. Studded leather and a dagger are best bets.
Promotions
ADVENTURER: 400 = max hit points, +5 agility, +5 strength, and now
ring mail and a staff are sold in towns
**You must visit Mesron by using the gold key at the hall of
visions to get this.
SCOUT: 500 = max hit points, +10 stamina, and you can buy a
fauchard and bar mail
**You must return the Wand of Power to Mesron for this.
APPRENTICE: 600 = max hit points, +10 strength, and you can buy a
weighted spear and chain mail. You can also buy a trained eagle.
**You must return the Orb to Mesron for this.
KNIGHT: 5000 = max hit points, +5 Agility, Strength and
Intelligence, and you can buy ribbed plate and a crossbow(although I was
stuck with plate/shortbow)
**You must push back Mantor at Seacrest for this. You may need to
do something else--make sure you visit after you've got the black key.
Others:
You get +5 strength at Kelfor if you manage to speak to the king.
You can get +10 charisma in Redstone and may be able to do it twice
once you're a knight. I didn't check.
You also get +5 intelligence for winning at Seacrest--talk twice to
Mesron for the big improvement.
I HATE VIOLENCE! (A GUIDE TO COMBAT)
Dungeon combat is more forgiving than Questron, but castle and tomb
combat are grueling. For the dungeons, stock up on Sonic Whine and you
should be fine. You'll probably be more concerned with (X)amining
enough, so your armor doesn't get destroyed.
What makes castle and tomb combat so nasty is the following: if you
are a knight's move away from a guard and you pass, he will approach the
square diagonal to you and attack you. Of course, you can't attack him!
The best strategy is to try to force him into a narrow place where he'll
have to line up with you. When he's two squares away, sock him with a
Time Sap, then nail him with a Fireball or Magic Missile or, if you're
advanced in the game, fight him with a weighted spear. Repeat this as
necessary and only take one guard on at a time. Above all, if you must
flee, USE TIME SAP. Guards can outrun you in a maze(they cut corners
when you move) and can nail you badly as you flee.
In overland fights, after you've won, you can (X)amine for food, and
you may get lucky.
ADVICE
In Questron II, you can get advice from barbers, inns and taverns.
The laundry list is below:
ADVICE:
--Food is rare but can be found outside.
--The Hall of Visions is in Redstone Castle.
--You can loot, but be ready to fight or flee.
--Find the Holy Ones in the cathedrals.
--The gold key will unlock the Hall of Visions.
--Learn what to fight and what to flee.
--Put money in the bank, in case of death.
--Find a gift for the Holy Ones.
--There is more than one way to cross the mountains.
--Speak in the Hall of Visions and Mesron may help you.
--Some towns are cheaper than others.
--Visit the Hall of Visions often.
--The Wand of Power is in the tomb.
--Cathedrals can make you rich.
--Don't get lost in the tombs.
--Keys can be found in castle chests.
--I looted a merchant and got away.
--Coffins are worth the risk.
--Stock up on the Bread of Life.
--Be nice to Morle - he may help you.
--Time Sap the guards.
--Find the Eternal Flame in the fortress.
--Use the Room of Maps.
--Simon isn't what he seems.
ITEMS
SPECIAL[spoilers below]
Gold Key--you have this to start the game. It opens the Hall of
Visions.
Moonstone Amulet--found early in the Rivercrest Tomb. It allows you
to talk to the Holy One, who sells Bread of Life.
Brass Key--Morle gives you this in Rivercrest tomb. It unlocks
other doors in castle, leading you to new keys
Chalice of Arvyl--found in the Rivercrest tomb, presenting it to the
Holy One at the Twilight Cathedral allows you to buy more Bread of Life.
Wand of Power--found in the Rivercrest tomb, this gives a promotion
when you present it to Mesron.
Iron Key--found third in Castle Redstone, this allows you to see the
wizard to improve your charisma.
Copper Key--found second in Castle Redstone, this allows you to get
to the orb.
Silver Key--Mesron gives you it when you show him the Orb, and this
key allows you anywhere in Redstone.
Emerald Key--found first in Castle Redstone, this lets you in to the
southeast part of the Rivercrest Tomb and allows you to get the other of
the Chalice of Arvyl/Wand of Power that you don't have
Unicorn Horn--found last in Castle Redstone, this takes ten of your
hit points
Ruby Key--found in Kelfor's, it gets you to the Eternal Flame in
Kelfor's
Agate Key--found in the first dungeon, gets you to Kelfor's throne
room
Sapphire Key--found in Kelfor's, it unlocks the door to where the
Ruby Key is hidden
Opal Key--given to you by Kelfor, allows you anywhere in Kelfor
Crystal Goblet--found in the first dungeon, presenting it to the
Holy One at the Twilight Cathedral allows you to buy more Bread of Life.
Onyx Key--found in the first dungeon, allows you to enter the
Twilight Cathedral tombs
Black Key--found in the Twilight Cathedral tombs, allows you to
enter the Dungeon of Despair
Eternal Flame--found in Kelfor's fortress, it allows you to progress
in the Twilight Cathedral tombs
Book of Magic--with you from the start of the game, use it in the
end with the "Destruct" spell to knock off Mantor
Orb of Enchantment--found in the castle, and it will get Mesron to
advance you a level. Use it with Morle, and you are teleported to the
land of Sorcerers
Scroll of Scalna--auto-mapper found in the first dungeon, level
three
Rope & Hooks--bought at Bay View(among other places,) it allows you
to cross mountains. There are more sophisticated ways of travel, but
this is cheapest.
Bread of Life--restores up to 100 hit points. When you become an
apprentice, there is no maximum to what the cathedral will sell you,
although you cannot possess more than 99 at any time.
WEAPONS
All the weapons are listed below:
--Dagger
--Hammer
--Hatchet
--Staff
--Cudgel
--Rapier
--Axe
--Fauchard
--Sabre
--Weighted Spear
--Pike
--Shortbow
--Broadsword
--Crossbow
ARMOR
--Rawhide
--Studded Leather
--Ring Mail
--Bar Mail
--Chain Mail
--Plate Mail
--Ribbed Plate
TRANSPORTS
--Rope & Hooks
--Mule
--Pony
--Camalon
--Boat
--Trained eagle
SPELLS
--Magic Missile: moderate damage to an opponent. Can be used at a
distance but more effective close-range
--Fireball: moderate damage to an opponent. Can be used at a distance
but more effective close-range
--Sonic Whine: destroys a dungeon opponent at short range
--Time Sap: leaves an opponent paralyzed. The time depends on the
location
--Destruct: used at the very end to destroy the original Book of Magic
MONSTERS
I don't count the guards and wizards as monsters--only the random
encounters.
All the outside monsters are listed below:
--Sovan Priest
--Gypsy Imp
--Beggar
--Troll
--Brawn Warrior
--Wave Slapper
--Mutant Carp
--Hull Bore
--Spincer
--Mavin
--Snooper Slink
--Slasher Boar
--Antisaur
--Grub Snuffler
--Vipod
--Ramdart
--Swine Swallow
--Boll Rot
--Tangler
--Hornet Cloud
--Baboon
--Ball Slime
--Carrion Creeper
--Jelly Nymph
--Giant Cockroach
--Stink Worm
--Hurler
--Ice Urchin
--Cloud Creeper
--Spiker
--Venom Ant
--Constrictor
--Giant Mantray
--Ghoul
--Pincer
--Jovine Pig
--Blook Slake
--Cannibal
--Muck Grabber
--Swamp Slither
--Brine Flicker
--Gilgore
--Mind Scream
All the tomb monsters are listed below:
--Dust Fiend
--Rat Lord
--Asp of Pain
--Wrathful Vermin
--Vicious Toad
--Nasty Vine
--Weird Thing
--Hideous Pluck
All the dungeon monsters are listed below:
--Shape Shifter
--Hell Hulk
--Soul Seeker
--Warlock
--Winsel
--Thunder Lizard
--Mindless Drone
--Zabor
--Rotan Knight
--Mind Zap
--Disembowler
--Death Wraith
--Shredder Serpent
--A Vision
--A Squealer
--Churl Ogre
QUICK WALKTHROUGH SUMMARY
Stuff like how to get through the dungeons is in the dungeon
section.
First, you want to go to the castle and use your gold key on the
door to the hall of visions(the one with the freaky tiles.) Talk to
Mesron and you'll be improved. The strength and agility are nice, but
moving up to 400 hit points and getting new spells even bigger. Don't
forget to go to Bay View for Rope&Hooks and the best weapons and Folman
for the best armor after each promotion.
You'll probably want to build up spells for going down into the
tombs. To do this, you need to build cash flow. To do this, stop at
the casino and play Wizard's Squares until you've got a gob of cash.
Put most of it in the bank(maximum 65535) and play again until you're
flush with money. Use the save feature liberally--this is discussed
best in the getting better quickly section.
Your first trip down in Riverfront Cathedral will be a quick raid.
Take the first right, go north into the room, get the MOONSTONE, and get
out. For fights, you'll want to use Time Sap. Monsters are slow to
recover in tombs(unlike castles, where they recover in two turns) so you
can probably knock them out in ten turns before they wake up. If you
want to be sure, just bring some magic missiles or, better yet,
fireballs. Remember these have effect from a range, although they seem
to do more damage when you're closer. If monsters are not blocking your
way, you can consider a Time Sap to run away from them.
With the medallion, visit the Holy One to get Bread of Life.
Your second trip in Riverfront's tombs will be a little longer. Go
east as far as you can, then go north at the two T-intersections you
see. (S)peak to the man blocking your way, and giving 200 gold will
allow you access to a new area. Beware--there are lots of monsters past
the guy. Dispose of them. After walking diagonally, go east and take
the passage down into the room. There's another room below that where
you'll find Morle, who will give you the BRASS KEY.
Now, you will be looking for a random treasure. Go back north, go
east and then north at the "T" where you can't go east. Follow the
winding path and go east at the first opportunity. You'll reach a four-
way intersection with paths west, east, northeast, and southeast. Going
northeast will get you some fragrant herbs to restore hit points. Going
southeast will wind around a bit, and you'll receive one of two items:
the CHALICE OF ARVIL or the WAND OF POWER. If you have the chalice, go
back to the Holy One, who is willing to sell you more loaves.
Otherwise, you'll have to loot the castle first, but presenting the wand
to Mesron(speak to him) will raise you to scout. It's probably better
to have the wand, but you can still rout the castle with the chalice.
In the castle, you'll need the brass key to get where you want to.
If you have the wand, pick up the orb on the west side. In the formerly
closed-off northwest, which requires the brass key, you'll find that
looting the chests gives you, in order, an emerald key, a copper key
which also gives you +5 strength, an iron key and a unicorn horn. You
can probably get rid of all these guards while looting, and if you're
killed it's not so bad, as you'll still have the important items in your
inventory.
The keys are located in the following places: the northmost chest
behind the brass door(the one that needs the brass key), another chest
ten paces east, a chest five paces south, and a chest three south and
east from the original brass door.
The next time you go in the castle, open the door in the
southwest(iron key) to get +10 charisma for 1500 gold.
Now you'll want to go back to Rivercrest Tomb to get the item you
didn't the first time around. Go all the way south, all the way east,
all the way south, and take the second passage south and go east. Use
the emerald key and take the first passage south. Going east a few
squares, you'll see the room to the north where you'll get the other
item. See the Holy One or Mesron, and you're well on your way. If you
still haven't gotten the orb, the brass key should do the trick. Go
back to the Hall of Visions and (S)peak to Mesron, and POW! You've got
a SILVER KEY, which is not terribly useful, but you're much stronger.
Go pick up the better items, and go to Riverfront. Go see Morle(the guy
who gave you the brass key) again. He'll transport you to the Realm of
Sorcerers. It's cheaper than buying a boat at Bay View. You should
have at least 3600 gold before going to the Realm.
The first thing to do in the Realm of Sorcerers is that you can buy
a trained eagle in Grissold, to the southeast of Demph, where you start
out. You'll no longer be subject to attacks this way. Then there's the
dungeon in the northeast. It's not so bad, really.
The scroll of Scalna is on level 3, and it's not hard to look
around. Monsters and traps are much less dense than in Questron. Once
you have the SCROLL OF SCALNA, you'll have an auto-map feature, which is
very handy. On the sixth level, you'll find an AGATE KEY, needed in the
fortress of Kelfor, and the eighth yields the ONYX KEY which you need to
get in the tomb at the twilight cathedral.
The next thing to do is to loot Castle Kelfor. The first item to
find is the SAPPHIRE KEY, which opens the doors just north of the
entrance, behind which you can find the RUBY KEY. To visit the king,
use the agate key and then the ruby key on the successive doors. Of
course, you'll need to go outside first before he's willing to listen to
you. He'll also give you an OPAL KEY which replaces the other two. Go
south, west and tail along the passage to use the opal key and get the
ETERNAL FLAME. You're now ready for the second tombs, which zigzag much
more than the first.
The sapphire key is, if you go to the west side of the castle and
look for an opening, the second chest north of that opening on the west
side. The ruby key is in the northeastern chest of the lower door that
the sapphire key unlocks.
Take the second right, then go up at the
T(northwest/north/northeast) and then left at the next t. Then go north
into the room and exit to the north. At the next intersection, go left.
At the four-way intersection, detour south into the room to get the
fragrant herbs, then go left until the passage winds back around and
there is a north/west/south T. Go west, then go west at the next
intersection. After you bend south, turn west at the next intersection
and go north into the room on the resultant path. Leave to the west and
at the second right, go east, south and west to get to the room with the
BLACK KEY. From there, going back is not trivial. Go east, north, all
the way west, all the way north along the passage 'til you get to the
room. Go east to the T, then north all the way, east all the way,
northeast and follow the winding path. Go south at the T, then north at
the next t and then the four-way intersection. Go south at the next t,
and exit the room to the south. Go east, take the diagonal, go south at
the T then northwest at the next. The last T, go all the way north and
follow the winding path. You're done!
Well, you may want to go back to Landor now. Speak to Mesron, and
he should inform you that you need to go to Seacrest. When you get
there, cast a Fireball spell at Mesron to get him to go away. Seacrest
will be normal, and Mesron will promote you to knight. Now you need to
go to the final dungeon. Be sure to stock up on bread of life to the
maximum(do it at Twilight Cathedral, where you can enter the tomb, buy
bread, etc. rather efficiently. You may also want to take off your
armor for a while and let monsters bash you, as the fewer hit points you
have left, the more bread you can buy!)
Don't worry about looking for items. There aren't any. Beware that
some coffins are traps, but the fragrant herbs still get you hit points.
Just go down all the way until you find a way down from level eight.
Then, you'll want to head north at the first T, north at the next, west
at the third, then west again. From there, there's one way to go except
for a side passage to the south you should ignore. When you get to the
differently tiled room run for the book and use your own Book of Magic.
There's a new spell--DESTRUCT--which will destroy the book. You win!
TOWNS, MAPS, ETC.
TEXT MAPS
CATHEDRALS
Cathedrals are 23x23 in size.
Ledger
X = wall
G = guard
\/
/\ = "ruler"--you need the moonstone to visit here.
v = enter the tomb
. = grassland
$ = chest
W = wizard(priest?) to give money to
Snactuary Cathedral
......................
.XXXXXXXXXXXXXX.......
.XG GX X.......
.X X X.......
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.X X XG D X.
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Rivercrest Cathedral
......................
XXXXXXXXXXXXXXXXXXXXX.
X \/ X $$ X X.
XX /\ XX W X vv X.
XXXXXXXX XXXXX X vv X.
X X X X.
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X G G X XXXXX X X.
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Great Plains Cathedral
......................
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Twilight Cathedral
......................
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X G GX X X....
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TOWNS
Towns are either 30x30 or 40x40 in size.
Ledger for towns
lower case letters indicate a business establishment: arm=armor,
ar=arms. A Bit awkward, but that's the current convention.
$ = merchant
. = orange(normal) tiles
! = citizen
G = guard
* = bush
: = tiles where you can buy magic/speak to mystic
Hidden Rock
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Crooked Pine
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CASTLES
Ledger for Redstone
G = guard
$ = chest
D = door
% = +20 charisma(south) or 1000 gold for a map(north)
^ = orb(you can't take it until you're a scout)
! = person
O = counter
: = special tiles(speak to Mesron)
& = other tiles in Hall of Visions
Redstone
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X X,,,,,,X XXXDDDXX X X X
X X,,,,,,X X X X X
X X,.....X X XXXXXXXXX X X GX
X XXXXXXXX GX X G G X X X XXXXXXXX
X X GX YY X X X X X X
XXXXXXXDDDXXX X X XX X X X $$ X
X ::::::::: X $$ XXXXXXX X X X XXXXXXXXXXX GXXXXX GX
X :^::::::: X X X X X&&&&&&&&X X X X
X :^::::::: X XXXXXXXX X XX X X&&&&&&&&X X GX X
XXXXXXXXXXXXX X X X X&&::::&&X X X
X;;O;;;;;X $$ $$X X X X&&::::&&X X X X
X;%O;;;;;X X X X X X&&::::&&X X XXX XXX
X;;O;;;;;X X X X GX X&&::::&&X X X X
XXXXXDDDXXXXX XXXXXXXXXXX X X X&&&&&&&&X X X X
X G X X XXXX X&&&&&&&&X X X X
X $$ X X $$ X X X&&&&&&&&X X X X X
X X X XXXXX X XXXDDDXXXX XXXXX X X
X GX X $$ X GX G G G X X
X $$ X X $$X XX X X
X $$ X X X ! X X XXXXXXXXX GXXXXXXX X X
X GX X XXXXXXX X X
X $$ X GXXXXXXX X $$ X G$$ $$ G X X
X XXX GX X X X X X X
X XXX X X X GX XXXXXX XXXXXXX XXXXX G XXX X
X XXX GX X X G X X X
X $$ XXX GX X $$ X $$ X $$ $$ X $$ X
X X X X X X X X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Legend for Kelfor
G = guard
$ = chest
D = door
% = +20 charisma(south) or 1000 gold for a map(north)
^ = orb(you can't take it until you're a scout)
! = person
O = counter
: = special tiles(speak to king)
. = tiles by eternal flame or, on outside, grass
& = other tiles in Hall of Visions
\/
/\ = king
, = tiles by guy who sells intelligence
Kelfor
...........................................................
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
XX XX.
XX XX.
XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX.
XX X XXX GXX XX.
XX X XXXXXXXXXXXXXXXXXXDDDXXXXXXXXXXXXX X X XX.
XX X X X X:X::\/::X::XXXXX.....X........XXX X $$ X XX.
XX X X::X:/\:X:::GG XX.XXXXX.XXXXXX.XXX $$ X GX XX.
XX X XX X:::OOOO::::GG XX.X.....X....X.XXX X X XX.
XX X G X:::::::::::GG XX.X.....X....X.XXX X $$X XX.
XX X X::X::::X::: XX.X.....X.^..X.XXX $$X X XX.
XX XXX XXX:::::::::::XXXXX.......X....X.XXX X XXX XX.
XX X XXXXX:::XXXXXXXXXXXXXXXXXXXX.X.XXX X X X XX.
XX XXXXXX X:::::::X $$ GXXXX......X.XXX X X X XX.
XX XX X:XDDDX:XX XXXX.XXXXXX.XXX X X X XX.
XX X XXX XXX X X XXXX........XXX X X XX.
XX X GX X X X XXXXXXXXXXXXXXXXXXX XXX X XX.
XX XXXXXXX XDDDX X X X G G X XX.
XX X G X G X X X XX X XX X XX.
XX X YY X X X X X GX XX X XXXX X XX.
XX X X XX X X XX.
XX XXXXXXX X XXXXX GXX XXXXXXXX XXXXXXXXXXXXXX X XX.
XX X $$ G $$X XXXXX XX X G $$ X X XX.
XX X X XX D X XXXXXXXXXXXXXX X XX.
XX X XX XX D $$X $$ X XX.
XX GXXXXXXXXXXXXX XX XX GX $$ GX XXXXXXXX GX XX.
XX $$ XX XX X X X,,,,,,X ! X XX.
XX XX XX XXXXXXXX X,OOOO,X X XX.
XX XXXXXXXX $$XX XX X G X X,O,,O,X $$ X XX.
XX X G XX XX X X X,O,,O,X ! ! X XX.
XX X $$ XX XX D GX X,O,$O,X X XX.
XX X GXX XX D X X,O,,O,X X XX.
XX X GXX GX X X,OOOO,X X XX.
XX X GXXXXXXXXXXX X X X,,,,,,X X XX.
XX X X $$ XXX XXX X,,,,,,X X XX.
XX X X $$X XX X XXXXXXX,,X GX XX.
XX X X X $$ XX GX G $$G YY X,,X X XX.
XX X X $$ X X XX D X,,XX X XX.
XX X X X X XX D $$ $$ $$X,,,X X XX.
XX X GXXXXX G $$X XX GX X,,,X X XX.
XX X $$ X XX XXXXXXXXXXXXXXDDDX $$ X XX.
XX X $$ XX G G XX XX.
XX XX XX XX XX.
XX GXXXXXXXXXXXXXXXXXXXXX XXX XXXXXXXXXXXXXXXXXXXXXX XX.
XX G X G GXX.
XX XX.
XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
DUNGEONS
There's shorthand for walkthroughs below. 3W = 3 west, etc. Although
there are interesting sidetracks, I haven't listed them here. This is
just the shortest way in and out.
Although traps are listed on the map, they're not in the walkthrough.
Remember to (X)amine every few squares and especially when you turn or
are in a door.
Ledger
X = wall
^ = a way up
v = a way down(NOTE--this may be a trap. Always (X)amine to see
if this is the case, or you may take damage.)
T = trap(acid or spikes)
$ = chest(gold)
C = coffin(food or statistics)
H = fragrant herbs(hit points)
Dungeon Level 1
XXXXXXXXXXXXXXXX
X^XX XXXXX^vX
X XX X XXX
XXXXXXX XXvX X X
XXXXXXXT$XXX $ X
XXXXX XXXX XXX
XXXXX XXXXXX XX
XXX XXXXX XX
X XXX$X X
X X $ X XXXX$X
X XXXXXX XXXX X
XX H XX X
XXXXXX XXXX XXXX
XXXXXX $$ XXXX
XXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXX
S 3E N 3E 4S 2W 2S 2W S 2W 2S E S 7E 3N 4E 2N W 4N 2E S
Dungeon Level 2
XXXXXXXXXXXXXXXX
X XXXX $$Xv^X
X X XX XXXX
X XXXX X ^ X X
X $XXX XXXXXXX X
X XXT X v X X
X XX XXX XXXXX X
X $ XXX XX X
X XXXXXXX XX XXX
X $ XXHXXX
XXXXXXXXXXXXDXXX
XXX T X X
XXX$XX$XXXHXXX X
XXX XX XXXXXX X
XXX vX v X v$ X
XXXXXXXXXXXXXXXX
2W N 5W N 2W 8S 8E 2N W 2N 2E
Dungeon Level 3
XXXXXXXXXXXXXXXX
X XXXXXXX^vX
XX$XX D XXXXXXXX
XXv X$XXX$vTXHXX
XXX X XTXXXXX $X
XX $ ^ T XX
XXXXXXXXXXXXX XX
X X X X
X$X XDXDXDX XX X
X XT HTX $ X
XXXXXDXDXDXXXXXX
X $ C vX
X XXXXXXXXXXXX X
X XXX T X X
X $ ^XX^XXX^ X
XXXXXXXXXXXXXXXX
The coffin gives 400 hit points here.
Search to the east to find the Scroll of Scalna. Then...
3E 2S E 2S 3W 2N 4W 4S 7E
Dungeon Level 4
XXXXXXXXXXXXXXXX
XX XX X Xv^X
XX $ XXX X XXXX
XT^XX X X ^ T XX
X$XXX TX X X$XX
X XXXXXX HXXTXX
X X XXXXX T XX
X X XCXXX X XX
X $X X $ X XX
XXX X X $ XXXX
XXXXXXX XXXXXX
X T$ XX X $^X
X XXX XDXTXXX X
X X X X$XXX X
XXHXvX D DT X
XXXXXXXXXXXXXXXX
The coffin here gives +3 strength. I think it regenerates.
There is a crystal goblet in a chest on level 4.
3S 8W 2N W N 4W 2S 3E S
Dungeon Level 5
XXXXXXXXXXXXXXXX
XT XXXX $X^vX
X X D T XX XXXX
X X XX X $X X
X X XXXXXXXXXX X
X X D $ $ TX
X$X XXXXXXHXXXXX
X$X X XX XX
X$X D XX $X vX
X X XT HXX T XX
X X DXXXXXXXXXXX
X XX TXXXX H XX
XT XXX $ X$X XX
XX $XX XX X $X
XXX ^X T XX XX
XXXXXXXXXXXXXXXX
W N W N W 11N 2E 7S 2E S 3E N 3E S 2E N E
Dungeon Level 6
XXXXXXXXXXXXXXXX
X $ Xv^X
XXXDX XXXXX XXX
X X XXXX X C X
X XT$TXXXX$XXX X
X XXXX X X X X
X $ X TX X
X XX XXXXDX XX X
XTXX $T X XX^X
X XXXXXXXvX XXXX
X D $ XXT $TX
X XXXXXX XX X
X $ XXXXXHX
X XXXXXXXXXXXX X
X H $ X
XXXXXXXXXXXXXXXX
There's an Agate Key in a chest here.
The coffin here gives +2 agility.
5N 2W N W N 8W 2S 2W 3S 3E 2S 5E S
Dungeon Level 7
XXXXXXXXXXXXXXXX
X $ X^vX
X XXXXXXDXXXXXXX
X X H X
X$X XXXXXXXXXX X
X X X $ X X
XvX X XX XXX X X
X X X X X$XHX
XvX$X X XX$X X X
X X X X X^ X X X
XvX X X XX X X
X X X XXXXXX X X
X$XHX $ X X
X X XXXX XXXXXCX
X X $ $ X
XXXXXXXXXXXXXXXX
There's a corpse in the coffin here.
E 2N 2W 2N 3W 7S 3E 2S 5W 11N 5E 2N 7W and now 9S and rummage around to
get the Onyx Key, then back up and go 2N.
Dungeon Level 8
XXXXXXXXXXXXXXXX
XXXXXX XXX T^X
X $ X XXX XXX
X XXXXXXCXXXDX X
X X X $ X
XXX XXXXTX XXX X
X^ $ X X$X X
XXXXXXXXXXTX$X X
X^ T H TX XTXTX
XXXXXXXX X X X X
X^X $ X X TX X
X X XX X D X X
X $ XX$X XHXXX X
XXX XX XCX X
XX D X D XXXXX
XXXXXXXXXXXXXXXX
Coffin gives agility -1.
There's an Onyx Key in a chest down here.
7E 3S 2E 7N 2E 3N 2E and then climb up, turn around, examine, go
forward, etc. until you exit the dungeon.
Now, for the dungeon of despair, which has the same ledger. Note that
the way down from level 8 is to the conclave.
Dungeon of Despair Level 1
XXXXXXXXXXXXXXXX
X^XXX X
X X$ XXX XXXX$X
X XXX XHX XXXX X
X X X $ XX X
XXXXXXXDXXX XX X
X$ XXX X
X XXXXX XXXX XXX
X $ XCX
X XXXXXXXXXXXX X
X XX$X$X X X X X
X XXTX XHXTX$X X
X XX XTX XvX X X
X XXDXDXDXDXDXDX
X X
XXXXXXXXXXXXXXXX
3S 4E 3N 9E 5S 2W 2S 11W 6S 9E 2N
Dungeon of Despair Level 2
XXXXXXXXXXXXXXXX
Xv $ T D XXX
XXXXXXXXXXXX XX
X $ XHXX
XHXXXXXXXXX X
X X $TXXXX XX X
X X XX XXTD C X
X X XX XXXXXXXXX
X $ H D T X
X X XXTXXXXXXX X
X X $ X T X X
X$XXXXXX XXX$X X
X T X$X^ XTX
XXXXXX X XXXXX X
X v vD X X
XXXXXXXXXXXXXXXX
2E 2N 4W 4S 6E 6N 13W 4S 5E 2S 2W
Dungeon of Despair Level 3
XXXXXXXXXXXXXXXX
X^X H T XXX
X XXTXXX X X X
XHX X XTXXX X
X X XX $ X XXX$X
X X T X XDXXX X
XDX XX H DCD X X
X $XX$X XDX X
XDXXXX X XXXXX
X XXXXXDXX XX $X
XTX vX T XX
X X XXX XX XX XX
X X X$ T X$ XX
X XX XXDXXXXX XX
XT^XX H XX
XXXXXXXXXXXXXXXX
2N W 2N 3E--the shortest trip of all the levels!
Dungeon of Despair Level 4
XXXXXXXXXXXXXXXX
X X
X XXXXXXXXXXXX X
X X XXXXXvX X
X X XX $ XX X X
XTX CXX T X X
X X XX XXvXHXX X
X X H XXXXXXX X
X$X XXX $ XXXTX
X X XXXTXX D X
X X X^D XXXXX
XTXTXXXXXXXXXXXX
X X $ X
X XXXXXXXXXXXXTX
X T H X
XXXXXXXXXXXXXXXX
5E N 4E 8N 13W 13S 13E 2N 11W 5N 3E 3W 3E 2S
Dungeon of Despair Level 5
XXXXXXXXXXXXXXXX
X $ X T HXXX
X X XX X XXXvXXX
X XTXX XT $X XXX
X X XX X XXXXXXX
X$X X$ X XXX $ X
X XDX XX X X X
X T DCXXXXXX X
X XDX XDX $ TX
X X X H XX X X
X XT $X XT T X X
X XX XX XXXX $ X
XTvX XX $ XXX X
XX X XXXXX$XXX X
XX $ T HX
XXXXXXXXXXXXXXXX
3E N 2E 9S 12W 2N
Dungeon of Despair Level 6
XXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXX
X$ ^ HX
X XXXXXXXXXXXX X
X D T $ D X
X XXXXXXXXXXXX X
X D v TD X
X XXXXXXXXXXXX X
X D $ D X
X XXXXXXXXXXXX X
X D TCT D X
X XXXXXXXXXXXX X
X ^D T $ D X
X XXXXXXXXXXXX X
X $ X
XXXXXXXXXXXXXXXX
W 6N 9E
Dungeon of Despair Level 7
XXXXXXXXXXXXXXXX
XXXXXXX $ X
X $ D X XXXXXXXX
XXXXX X X$ XX
X TD X X XTX XX
X XXX X XDX TX
X XCD XTD XXX XX
X XX X XX D $XX
X X$T X XXXXXX X
X XX X $ X
XTXH X X X XXXX
X XXX XX$XX X
X $X XXTX
X XX XXXXXX $ X
X H vXX XX
XXXXXXXXXXXXXXXX
3W 3S 4E 3S 5W 8N 4W 10S 9E
Dungeon of Despair Level 8
XXXXXXXXXXXXXXXX
X D X D$X D XvX
XTXX$ X T X X X
X XDXXDXX XDX
XX XX D T XTX X
XH D X XXXDX D X
XXXX TX TD X XXX
X$XXDXCTXXXTXX X
X TD XX $ D X
XXXX XX X X XXDX
XC D D X XX X
XXXX XX D XT XXX
X TXDXTXXXXX D X
X$X D X XX X
X D X XX X^ T X
XXXXXXXXXXXXXXXX
4E 2N 2W 2N 2E 2N 5W 3S 2W N 3W 5N 2W 2N W 2N 3E S 2E N 2E S 2E N 2E 4S
2E 4N and climbing down leads to the conclave, so use up your bread of
life here first.
CONCLAVE
Ledger
X = unavailable, or wall
+,-,| = walls
1 = Morle
M = mantor
W = wizard
G = guard
--
(BB) = where the book is
~~
You start off in the bottom left.
Mantor's Conclave
XXXXXXXXXXXXXXXXXXXXX+-+XXXXXXXXXXXXXXXXXX+------+
XXXXXXXXXXXXXXXXXXXXX| +------------------+ |
XXXXXXXXXXXXXXXXXXXXX| |
XXXXXXXXXXXXXXXXXXXXX+-------------------------+ |
X+---------------+XXXXXXXXX+----------------+XX| |
X| |XXXXXXXXX|################|XX| |
X| |XXXXX+---+##############M#|XX| |
X| +---------+ +-----+ ####W#######W###|XX| |
X| |XXXXXX+--+ ################|XX| |
X| |XXXXXX| ################|XX| |
X| |XXXXXX| ####### __ #####|XX| |
X| |XXXXXX| +---------+###W###(BB)##W##|XX| |
X| |XXXXXX+--+ |XXXXXXXXX|####### ~~ #####|XX| |
X| +----+XXXX| |XXXXXXXXX|################|XX| |
X| |XXXX| |XX+-+XXXX|################|XX| |
X| +----+ |X++ |XXXX|####W#######W###|XX| |
X| |X| |XXXX|################|XX| |
X| |X|G |XXXX|################|XX| |
X+---+G G G+-+ +-+X++ ++XXX+----------------+XX| |
XXXXX| G G |X| |XX+-+ |XXXXXXXXXXXXXXXXXXXXXXX| |
XXXX++G G G++|G+--+ |XXXXXXXXXXXXXXXXXXXXXXX| |
X+--+ || ++ +-----------------------+ |
X| |+------+| G G G G G G |
X|GGG |XXXXXXXX+---------------------------+
X| O |XXXXXXX+----+XXX+--------------+XXXXX
X+--+ |XXXXXXX| 1 |XXX| |XXXXX
XXXX|OO> <OO|XXXXXXX++ ++XXX| +---------+ |XXXXX
XXX++ |X+------+==+----+ |XXXXXXXXX| |XXXXX
XXX| O G |X| G |XXXXXXXXX| |XXXXX
XXX| |X++ +-----------+ +---------+ |XXXXX
XXX| G |XX| |XXXXXXXXXXX| |XXXXX
XXX| ++++ ++XXXXXXXXXX+------------+ |XXXXX
XXX| || |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
XXX| ||GO |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
XXX| || |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
XXX| || |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
XX++ G G ++ |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
XX| |XXXXXXXX+--------------+ |XXXXX
XX| G |XX+-----+ |XXXXX
XX| |XX| +----+ ++ |XXXXX
XX+------------+ G|XX| +---+G|XXXX| G|| |XXXXX
XXXXXXXXXXXXXXX|G |XX| |XXX|G|XXXX| || |XXXXX
XXXXXXXXX+-+XXX+--+XX| +-+X|G|XXXX| || +-+XXX
+--------+G+---------+ |X|G|XXXX| || |XXX
| O |X|G|XXXX+------++-+ |XXX
| +-----+G+---------+ |X+-++------+XXXXXX| |XXX
| |XXXXX+-+XXXXXXXXX| +-+XXXX|G G G |XXXXXX| |XXX
| |XXXXXXXXXXXXXXXXX| +------+ G G G+------+ |XXX
| |XXXXXXXXXXXXXXXXX| +--+ |XXX
+--+XXXXXXXXXXXXXXXXX+----------+XX+----------+XXX
The quickest way to get to Mantor is to go north at the first t-
intersection, north at the second, then west, then west. Speak to the
imprisoned Morle if you must, but follow the winding path south, west,
north and east--don't take the detour to the south, or you'll run out of
hit points. You can safely ignore the wizards to get to the Book and
destroy it with the Destruct spell.
"EH?"
There are men in the tombs that will ask you for 500 gold and then
vanish.
END OF FAQ PROPER
================
VERSIONS
1.0.0 7/4/2001 submitted first version to GameFAQs.com. Text map and
item info, although detailed town info is left out.
CREDITS
ftp.apple.asimov.net
Quest for Clues II, which was an excellent reference which allowed me to
focus on details even if it left out some maps :).