Battle Master for Sega Genesis
Walkthrough, v2.0 (1/13/2010)
by Dammit9x
dammit9x at hotmail dot com
Copyright 2004-2010
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any unauthorized web site or as a part of any public display is strictly
prohibited and a violation of copyright.
-------------------------------------------------------------------------------
Changed, added or fixed since v1.3 (6/06/2005):
* various textual improvements and section reorganization
* introductory summary
* general information:
* GP item icons
* identification of healing potions
* initial equipment types
* more info on passcodes
* in-depth information:
* function of Optimise
* table of equipment types
* ring and jewel functions
* damage modifier depends on weapon/armor pairing
* damage reduction of wands and skill penalty for non-wizards
* damage reduction of all enemy attacks
* chance to hit depends on skill, armor rating, and rings/jewelry
* advice on picking equipment
* walkthrough:
* explanation of walkthrough format
* stages are numbered and have enemy count and quota
* table of enemy groups for each stage
* parley prices for wilderness stages
* found missing treasure, including Sulrandir's Fist in stage #50
* improved guide for many stages
* new passcode set for dwarf warrior
* old section on equipment is obsolete and has been removed
See here for the Lua script that was used for much of the new research:
http://lua.pastey.net/144828-1xf0
Lua scripting requires the Gens-rr emulator:
http://code.google.com/p/gens-rerecording/
***************************************
TABLE OF CONTENTS
I. INTRODUCTION
1. SUMMARY
2. FROM THE MANUAL
II. GENERAL INFORMATION
1. THE BARS
2. COMBAT
3. MANAGING YOUR TROOPS
4. CLEARING STAGES
5. GP AND PARLEYING
6. HOSTILITY
7. CHOOSING YOUR CHARACTER
8. PASSCODES
III. IN-DEPTH INFORMATION
1. EQUIPMENT TYPES
2. RINGS AND JEWELRY
3. DAMAGE FORMULA
4. CHANCE-TO-HIT FORMULA
5. EQUIPMENT ADVICE
IV. THE WALKTHROUGH
Chapter 1: The Southlands ~ 14 stages
Chapter 2: Elven Woods ~ 6 stages
Chapter 3: The Sunset Spires ~ 8 stages
Chapter 4: The Great Plain ~ 6 stages
Chapter 5: Mountains of Shadow ~ 7 stages
Chapter 6: Valley of the Kings ~ 5 stages
Chapter 7: The Saltplains ~ 6 stages
V. SAMPLE PASSCODES
CLOSING
***************************************
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I. INTRODUCTION
1. SUMMARY
Battlemaster is a squad-oriented combat RPG made for Amiga, Atari ST, and DOS
PCs and ported to Sega Genesis. It's very easy to get killed and hard to figure
out how to avoid getting killed. This guide completely breaks down the game
mechanics, while also offering practical survival advice.
2. FROM THE MANUAL
BATTLEMASTER: The Age of Conflict
Not much is known about the creation of the world. The
best we have to go on is the ancient book of Atan, passed
down through thousands of generations, whispering to us
the secrets of the Legend of Creation. This is its story.
The Four Lords of Creation shaped the world from the
random dynamics of time and space. This we know,
thanks to the chronicles written by Aran, the first king and
potentate of all Magic. It was he who possessed the
Keystone of Life set deep into a golden crown. With it he
determined the flux of Magical power. He was the
chronicler of this world's past, and his chapters are known
as the Age of Peace.
Just before his death--after all of his kind had died--he
crafted a final entry into the Book of Aran and placed it in a
crystal case to protect his words from the scars of time. In
a final act of despair, he shattered his crown with the
Keystone of Life, splitting it into uncountable shards, left
behind in his Tower.
All life ended for a time, but as things go, life returned to
our planet, four races led by four kins, wearing crowns
bearing the main shards of the splintered Keystone of Life.
Each had a queen at his side; all wandered from Aran's
Tower to build their kingdoms and weave their own
tapestry in the world. And in time, other dark and
nameless creatures crept from the cauldrons, bearing the
tiny shards of the Keystone that created them, following
the kings into a new world.
Four races developed and prospered: Elves, Dwarves,
Humans and Orcs. As time passed, the four territories
crossed, and their differences spilled out of the shadows.
The Elves are a natural people, loving sunlight and forest
shade--a tall, fair and elegant species, always vigilant
against attack. They have one skill on their side--a
knowledge of Magic. They protect their culture with the
double-edged sword of defense and art. Their's is the first
great empire, sprawling the central forest of Aldarien and
the vast tree belt of the Southlands.
The Dwarves, too, are a solitary race. They are short and
stocky, and few in number. As creatures of habit--mainly
miners, builders and smiths--their psyche is governed by
a desire to delve forever deeper for the magical core metal
of the world. They are a disparate, hostile people, going
wherever the mining is good, given to territorial defense.
Their main settlements are close to the Tower, the place
now known as Naugarth, the Dwarf realm.
Men are the Land's farmers. They breed quickly because
their lifespan is short, and this makes them more desperate
than most. They rejected the power of Magic long, long ago,
choosing instead the path of science. They have always
been an expansionist species and they soon spread their
corruption into the Great Plain and east into Hardor.
Finally, this world hosts Orcs. These creatures, as has been
well recorded elsewhere, are warriors--efficient fighting
machines who live and die by sword and statecraft, craving
power and glory. An Orc runs from battle when it
calculates that the odds are against it.
So, the world was divided among the races. The ELves
ruled the forests, the Dwarves held the underworld, Men
ploughed the plains and the Orcs held sway over the wastes
and mountains. The Age of Conflist begins.
After many years of interracial conflict had devastated the
land and its inhabitants, the Watcher came and settled in
Aran's Tower. From warring and poverty, all four races
have slowly declined, their economies and towns crum-
bling in unison. Once there were great cities here; now
there are villages and settlements. Once there were huge
nations; now there are dwindling rows of stragglers. Once
there were empires; now there are memories.
No one knows from where the Watcher came. Or why.
Perhaps he was an emissary from the Lords of Creation--
a restorer of balance. He has withdrawn the gift of
Magic--wizards have no power, and the only sorcery in
the land emanates from artifacts fashioned before he
arrived. It is a time for union: to this end, he has cast a spell
of apathy upon the four kings, and spoken this prophecy:
"Where there is chaos, there will be order;
where discord, harmony will flourish. From
the south will come a hero to conquer the land
and unite the crowns. Where there were
fragments, there will be a whole. Then will a
new age begin."
The land awaits its hero.
-------------------------------------------------------------------------------
II. GENERAL INFORMATION
1. THE BARS
Health ~ red bar
The HP bar indicates how close you are to getting killed. Health is damaged
by getting hit by melee or missile attacks and is restored by using food or
healing potions. The healing points from healing items is preferentially
distributed to the most wounded members of the group.
Health starts at 70/72 and the maximum increases by 2 for each new level
visited, regardless of whether you forced or bought your passage.
Morale ~ green bar
Low morale causes troops break formation and wander off, but morale seems to
have no other effect. It goes up when you hurt/kill enemies and goes down when
you or your troops get hurt/killed.
Whether it goes up or down, it eventually equilibrates to 31/125 and the
equilibrium increases by 1 for each new stage you visit, regardless of whether
you forced or bought your passage.
Skill ~ blue bar
Skill affects a character's chance to hit and chance to avoid getting hit in
combat.
It starts at 41/255 (warriors get a +10 bonus) and increases by 1 for each
stage in chapters 1-2, 2 for each stage in chapters 3-6, or 3 for each stage
in chapter 7, regardless of whether you forced or bought your passage.
In all cases, you don't earn the bonus until you travel to a stage you
haven't been to before.
The bars you see for your troops are the average values for all the troops.
If the health of one troop is low but all the others is high, the bar will
appear to be high. This makes it hard to tell if one of them needs healing.
If you see the red bar going down and then suddenly increase, that means one
of your guys just got killed. Get into the habit of using a healing item every
few seconds when your troops are in intense melee combat.
2. COMBAT
There are two types, melee and missile. To use your missile effectively,
approach the enemy from one of the eight cardinal directions. Even if you are
confident in your sword you should always try to line up a few shots because
it is basically free damage. Enemy missiles are generally weaker than yours.
Melee happens, whether you want it or not, when the enemy gets close to you.
If you are being melee'd you can't move or shoot; you can only melee back,
though you can opt not to defend yourself. Melee is more effective if you push
the button fast, but there's a limit to how much good this does, and your
troops always seem to be better at melee than your own character. (The game's
heavy lag can result in many of your button presses and releases to go missed.)
A good tactic is to have them melee while you support them with missiles.
For both attack types, there is a chance that the attack will fail: The
enemy doesn't flicker and doesn't take damage. This depends on the Skill stats
of both opponents, the attacker's weapon, the defender's armor, and random
factors. See section III.4 for details.
3. MANAGING YOUR TROOPS
This game can be very hard or not so hard depending on how well you can
control your troops. On many stages you have to fight enemies that are plain
better than you. In order to beat them you need to have a well controlled army
so that you can get as many swords on them at once as possible, otherwise you
get taken out one by one.
Battle Master has the distinction of having some of the worst AI pathing
ever. Troops will get lost and literally grope their way along if you try to
do something wild like walk along a wall or through a door. The best way to
prevent them from getting lost is to make sure they only walk where you walk.
You can do this by leading from the rear and choosing single file formation.
Waggle the stick up and down, left and right repeatedly. In their attempt to
get ahead of you your troops will eventually settle on top of you. As long as
you keep moving they should remain this way.
If your troops start going after enemies when you need them to be following
you, Rally them. This makes them ignore enemies and follow you for a few
seconds. Rallying is good for keeping your troops together until you are ready
to attack. Do not rally when they are in melee unless you are trying to pull
them out of combat. Rallying in no way cures the horrible pathfinding. You
cannot rally if you can parley or access the travel map.
You can save yourself a lot of trouble by telling your troops to wait behind
when you are doing something they can't help you with, like scouting and
getting treasure. Sometimes you have to make them stay put for their own good.
You can only buy troops when parleying with someone of the same race. The
cost for each man is twice the cost of safe passage. You can buy more than four
at a time by leaving the parley screen then returning to it.
If you can properly line up just one or two shots with a strong missile you
can devastate entire parties of enemies. There is a trick you can use to take
out enemies at a distance with your missile:
Stack up your troops as described above, then make then wait at a location
where they are lined up to hit enemies. Approach the enemies until they start
attacking you. Your guys should start firing, and not many enemies can survive
being hit by 10 or more missiles. Try to get the enemy to chase you so your
troops can keep shooting them. You can also do this trick while moving: if
everyone's shot is synchronized, you can retreat while they are reloading and
face the enemy just before they fire.
4. CLEARING STAGES
You are free to leave a stage when you've killed 3/4 of inital number of
residents, rounded up. That includes humanoids and monsters. Once you've done
this you can come and go at will. You can also buy safe passage, but this is
only good once per purchase. Whenever you leave a stage, any stage-specific
items (such as keys) are returned to their original places, and all triggers
(like pit traps) are reset.
You get the same bonus to your stats whether you pay for passage or kill
every last monster, so consider just getting what you want and leaving. If you
choose what treasure is important ahead of time (by using this guide) you can
decide which stages to skip by parleying, saving a lot of time and trouble.
While you don't need to go through every stage, it's a good idea to parley
through the uninteresting stages just to get the stat bonus. This only works
for non-wilderness stages, though wilderness stages tend to be a little easier.
So, try to visit every stage but don't fight through all of them. It takes
too long and you'll end up with more gold than you can spend.
5. GP AND PARLEYING
GP is used to buy healing items, equipment, troops and safe passage during
Parley. Therefore, GP gives you the choice to skip some levels you don't want
to deal with and still get the benefits. GP is collected in stages cleared by
force and spent in stages cleared by parley. It doesn't do you any good unless
you spend it, so plan on where and when to spend it to make the game easier.
The icon of a treasure item is automatically determined by the quantity of GP
it holds.
Table 1: GP item icons
+-----------+-------------+
| GP amount | icon |
+-----------+-------------+
| 0-24 | coin pile |
| 25-49 | small pouch |
| 50-99 | large sack |
| 100-4095 | chest |
+-----------+-------------+
Merchants get discounts on their purchases. This means less GP is needed to
buy passage and other goods, which means that fewer stages need to be raided
for money.
Table 2: Merchant discounts
+-------+----------------------------------+
| You | Them |
| | Human Elf Dwarf Orc wild |
+-------+----------------------------------+
| Human | 15% 10 5 10 - |
| Elf | 10 15 10 5 - |
| Dwarf | 5 10 15 - - |
| Orc | 10 5 - 20 - |
+-------+----------------------------------+
Dwarves and Orcs will never parley with each other, not even with merchants.
Also, Elves and Orcs will charge each other double for safe passage, but not
for other goods. Parleying is not available in wilderness stages.
6. HOSTILITY
Besides the distinctions when parleying, some races will attack others
without provocation.
Table 3: Racial hostility
+-------+----------------------------------+
| You | Them |
| | Human Elf Dwarf Orc wild |
+-------+----------------------------------+
| Human | - - - X X |
| Elf | - - X X X |
| Dwarf | - X - X X |
| Orc | X X X - X |
+-------+----------------------------------+
For example, if you have an Elf party in the presence of Dwarves, your
troops and their troops will spontaneously attack each other. Orcs are at a
disadvantage because they are hated by every other race, while Humans are the
least unwelcome. Wilderness stages are hostile to everyone.
Hostility does not prevent parleying, as long as no blood has been shed.
Taking GP and items, even zero-value items like keys, causes hostility to break
out, and also disables parleying for every class except thieves. Getting hit by
missile traps also causes hostility but oddly enough it's still cool if
characters get killed by pit traps.
7. CHOOSING YOUR CHARACTER
You need to pick a race and a class. There are four choices of each. Race
affects hostility and parleying, and also the starting stage. Class affect
starting conditions, and each class gets except warriors get special abilities.
Table 4: Initial conditions of each class
+----------+---------+---------+---------+---------+
| class | troops | gold | skill | missile |
+----------+---------+---------+---------+---------+
| Thief | 4 | 50 | 41 | +0 bow |
| Warrior | 0 | 0 | 51 | +0 bow |
| Wizard | 2 | 50 | 41 | +30 wand|
| Merchant | 3 | 100 | 41 | +0 bow |
+----------+---------+---------+---------+---------+
Table 5: Initial equipment types by race and class
+----------+--------------+--------------+--------------+--------------+
| class | race |
| | Human Elf Dwarf Orc |
+----------+--------------+--------------+--------------+--------------+
| Thief | [A0][W3][M2] | [A0][W2][M1] | [A1][W4][M0] | [A1][W4][M0] |
| Warrior | [A1][W3][M1] | [A0][W0][M2] | [A1][W1][M0] | [A1][W0][M0] |
| Wizard | [A0][W2][M3] | [A0][W2][M4] | [A0][W1][M3] | [A0][W4][M5] |
| Merchant | [A0][W3][M1] | [A0][W3][M2] | [A1][W0][M2] | [A1][W4][M2] |
+----------+--------------+--------------+--------------+--------------+
See section III.1 for details on equipment types.
Thieves can take items and still be able to parley. In this way they can
"steal". However, the enemy still attacks you and your troops as if they had
seen it anyway, so the peace doesn't last long.
You can steal something and immediately buy passage and leave. If for some
reason you come back the enemy will no longer be hostile. You can also push
your luck by hiding your troops out of the way and cleaning the stage out,
trying not to get hit, then buying passage. Since the implementation of
stealing is so poor, the thief is probably the worst class. A similar concept
is more reliably demonstrated by the merchant class.
Warriors start with an extra 10 skill points that may give them an edge in
the long run, but no money or friends. Those extra points will not prevent you
from getting killed at the beginning of the game, so get some troops as soon
as possible. Warriors don't seem to have any special ability.
Wizards start with a +30 wand: fire for the human and dwarf, lightning for
the elf and poison for the orc. Wizards are the only class that can use wands
effectively, and all the races use them equally well. Non-wizards have a high
failure rate with wands: You hit the enemy with the projectile but nothing
happens. See section III.3 for details on this. Because only they can exploit
the powerful wands effectively, wizards may be the best class.
Wizards are also the only class that can identify healing potions: other
classes see "(???)" in place of the number. But this is trivial since potions
can also be identified by color and cost.
Table 6: Healing potion identification
+-------+---------+---------+
| Price | Color | Healing |
+-------+---------+---------+
| 25 | blue | (100) |
| 37 | green | (150) |
| 50 | orange | (200) |
| 62 | red | (250) |
+-------+---------+---------+
Merchants get Parley discounts as shown in table 2. Since less GP and less
fighting is needed to fund parleying through stages, merchants may be the class
that can get through the game the fastest.
8. PASSCODES
A passcode is a sequence of symbols that codes for the party's current state.
They are only given at the end of chapters. You can resume play at the
beginning of the chapter by entering the passcode at the main menu.
The symbols are drawn from a pool of sixteen. The passcode is divided into
blocks of five/four/four symbols per line, and there are six lines for a
maximum length of 78 symbols. The block and line divisions do not mean
anything. The length is always an even number and each pair of symbols codes
for one byte of a particular parameter. The number of pairs required depends
on the size of your inventory, and the last two pairs are never used.
Table 7: Functions of passcode symbols
+-------+-----------------------------+
|symbols| function |
+-------+-----------------------------+
| 1- 2 | checksum |
| 3- 4 | max health |
| 5- 6 | current troop health |
| 7- 8 | number of troops |
| 9-10 | race and class |
| 11-12 | chapter and number of items |
| 13-14 | equilbrium morale |
| 15-16 | skill |
| 17-18 | GP, upper byte |
| 19-20 | GP, lower byte |
| 21-22 | affects identity of items? |
| 23-24 | equipped armor |
| 25-26 | equipped weapon |
| 27-28 | equipped missile |
| 29-74 | up to 21 inventory items |
| 75-78 | unused |
+-------+-----------------------------+
The checksum byte is what prevents any otherwise valid passcode from being
accepted: the given checksum must match the checksum generated from the
particular sequence of the other symbols or the passcode is rejected.
See section V for some sample passcodes.
-------------------------------------------------------------------------------
III. IN-DEPTH INFORMATION
Understanding how combat works at a fundamental level can make Battle Master
much less aggravating and more playable. This section explains what equipment
and jewelry does, how damage is computed, and how hits or misses are decided.
1. EQUIPMENT TYPES
Every object in the game world has a two-part identification number, which
indicates the item's main type and subtype. Some examples of main types are
armors, healing items, and keys. The main type determines, among other things,
what happens when you pick the item up and how it is sorted in inventory. The
subtype determines the icon and other subtype-specific properties.
The Optimise command in the inventory menu checks for multiple equipment
items of the same subtype and automatically throws away everything but the
strongest item. There's no benefit to keeping weaker items of the same subtype,
so Optimise is always safe to use. It won't appear unless there's something it
can throw away.
This guide will represent IDs in the format of [XY], where X shows the main
type and Y is the subtype. The main types of interest here will be called A
(armor), W (melee weapon), M (missile weapon), R (rings), and J (jewelry). The
following table explains what each equipment subtype looks like and where to
find the best specimen. (Some are not found anywhere in the game.) The meaning
of the plus values is different for each type and will be explained in this
section.
Table 8: Equipment types
+------+-------------------------+------+--------------------------+
| ID | icon appearance |stage | best example |
+------+-------------------------+------+--------------------------+
| [A0] | brown with hat | 5.34 | +20 Orcish Battle Armour |
| [A1] | chain with hat | 7.45 | +30 Bladebane |
| [A2] | gray with hat | 7.47 | +30 Dwarven Plate Armour |
| [A3] | brown with closed hat | 6.36 | +21 Full Chainmail |
| [A4] | green without hat | ?? | not in game? |
| [A5] | gray with helmet | ?? | not in game? |
| [A6] | brown with an arrow | 7.49 | +30 Naugar's Armor |
| [A7] | green with hat | 4.37 | +20 Feadil's Bladewall |
| [A8] | red breatplate | 4.32 | +20 Firearmour |
| [A9] | green breastplate | 3.23 | +5 Brown Mages Armour |
+------+-------------------------+------+--------------------------+
| [W0] | curved sword | 2.27 | +20 Headbringer |
| [W1] | single-headed axe | 3.18 | +15 Dwarven Runeaxe |
| [W2] | right-pointing sword | 6.36 | +22 Longsword |
| [W3] | left-pointing sword | 6.42 | +25 The Dreamsword |
| [W4] | club | 3.22 | +8 Club |
| [W5] | double-headed axe | 7.45 | +30 Orcruth |
| [W6] | green spiky sword | 4.37 | +10 Norbane |
| [W7] | crucifix sword | 5.44 | +30 Peacebringer |
| [W8] | gray sword | ?? | not in game? |
| [W9] | red sword | ?? | not in game? |
+------+-------------------------+------+--------------------------+
| [M0] | small brown crossbow | 5.31 | +20 Elf Shafter |
| [M1] | left-pointing bow | 6.42 | +40 The Dreambow |
| [M2] | right-pointing bow | 1.02 | +5 Superior Bow |
| [M3] | fire wand | 6.43 |+100 Sulrandirs Hand |
| [M4] | lightning wand | 7.50 |+120 Sulrandir's Fist |
| [M5] | gas wand | 5.31 | +80 Orcish Rankbuster |
| [M6] | large gray crossbow | 2.26 | +15 Elrins Hunting Bow |
+------+-------------------------+------+--------------------------+
| [R0] | small red stone | 6.46 | +25 Warshield |
| [R1] | small blue stone | 5.44 | +30 Normellon |
| [R2] | small green stone | 7.48 | +30 Sulandir |
| [R3] | small light blue stone | 2.27 | +10 Lightning Ring |
| [R4] | small dark red stone | 6.36 | +0 Nendil |
| [R5] | double red stone | 6.46 | +0 Gondrim |
| [R6] | large pink stone | ?? | not in game? |
| [R7] | large green stone | ?? | not in game? |
| [R8] | large gray stone | ?? | not in game? |
+------+-------------------------+------+--------------------------+
| [J0] | diamond red stone | 3.17 | +20 The Ruby Star |
| [J1] | blue stone set in gold | 4.37 | +1 Diamond Star |
| [J2] | cross, no stone | 3.19 | +10 Holy Necklace |
| [J3] | peace sign, no stone | 2.15 | +0 Faith |
| [J4] | triangle green stone | 5.28 | +20 Emerald Star |
| [J5] | round red stone | 6.40 | +15 Maledil's Gem |
| [J6] | small gray stone | 5.33 | +10 Magicbane |
| [J7] | blue stone set in black | ?? | not in game? |
+------+-------------------------+------+--------------------------+
2. RINGS AND JEWELRY
Unlike other item types, each ring and jewel subtype has a unique function.
Table 9: Ring and jewel functions
+------+---------------------------------+
| ID | function |
+------+---------------------------------+
| [R0] | resist all attacks |
| [R1] | resist fireballs |
| [R2] | resist gas |
| [R3] | resist lightning |
| [R4] | walk safely over water and lava |
| [R5] | walk safely over pits and lava |
| [R6] | unknown and not in game |
| [R7] | unknown and not in game |
| [R8] | unknown and not in game |
+------+---------------------------------+
| [J0] | resist fireballs* |
| [J1] | resist fireballs* |
| [J2] | resist scorpion attacks* |
| [J3] | unknown |
| [J4] | resist gas* |
| [J5] | resist fireballs/gas/lightning* |
| [J6] | resist fireballs/gas/lightning* |
| [J7] | resist lightning* |
+------+---------------------------------+
The only ring/jewel actually found in the game that has no known function is
[J3] Faith. Since it's +0 it probably has a non-combat effect like Nendil and
Gondrim.
The only ring/jewel that protects against a specific race is the [J2] Holy
Necklace. It resists any attack from any scorpion. Refer to table 14 for the
details on attack resistance.
3. DAMAGE FORMULA
For the player group attacking enemy groups, the damage dealt is:
[damage] = [weapon power]*[wand/crossbow reduction] + [armor modifier] + 1
For enemy groups attacking the player group, the damage dealt is:
[damage] = ([weapon power] + [armor modifier])*[enemy reduction] + 1
Skill and armor power affect whether the attack connects, but not the damage
done. However, the armor type plays a big role in damage. For each combination
of the attacker's weapon and the defender's armor there is a modifier added or
subtracted to the damage. (Pluses are good for the attacker and bad for the
defender.)
Table 10: Damage modifiers from weapon/armor pairings
+------+---------------------------------------------------+
|attack| armor |
| | [A0] [A1] [A2] [A3] [A4] [A5] [A6] [A7] [A8] [A9] |
+------+---------------------------------------------------+
| [W0] | +9 +4 0 +8 0 0 0 -32 0 0 |
| [W1] | +4 +4 +9 0 0 0 0 -16 0 0 |
| [W2] | +4 +9 0 +4 0 0 0 0 0 0 |
| [W3] | +6 0 0 0 0 0 0 -16 0 0 |
| [W4] | +8 +4 0 +4 0 +10 0 -32 0 0 |
| [W5] | +4 +4 +10 0 +64 0 0 -16 0 0 |
| [W6] | +4 +8 0 +8 0 0 0 +64 0 0 |
| [W7] | +4 0 0 +8 0 +64 0 0 0 0 |
+------+---------------------------------------------------+
| [M0] | 0 0 0 0 0 0 -128 -32 0 0 |
| [M1] | 0 +8 0 0 0 0 -128 0 0 0 |
| [M2] | +8 0 0 0 0 0 -128 -16 0 0 |
| [M3] | 0 0 0 0 0 0 0 -16 -32 0 |
| [M4] | 0 0 0 0 0 0 0 0 0 -32 |
| [M5] | 0 0 0 0 0 0 0 0 0 0 |
| [M6] | 0 0 0 +22 0 0 0 0 0 0 |
+------+---------------------------------------------------+
The base damage of wands ([M3], [M4], [M5]) and heavy crossbows ([M6]) is
less than advertised. The plus value of the missile weapon is multiplied by
$570A/$10000, or about 33%, rounded down. This applies to all classes and puts
wands only marginally above bows in terms of damage.
Table 11: Wand and heavy crossbow damage reduction
+--------------+---------+---------+
| missile type | nominal | actual |
+--------------+---------+---------+
| | +20 | +6 |
| | +30 | +10 |
| [M3][M4][M5] | +40 | +13 |
| wands | +60 | +20 |
| | +80 | +27 |
| | +100 | +33 |
| | +120 | +40 |
+--------------+---------+---------+
| [M6] | +5 | +1 |
| big crossbows| +15 | +5 |
+--------------+---------+---------+
Furthermore, for non-wizards only, the wand is used at a skill level equal to
the reduced damage level, which is always much lower than base skill. This
means that non-wizards have a high chance of missing with wands and should
stick to bows. Wizards take no penalty and use wands at normal skill. Any class
can use heavy crossbows at normal skill.
The wand/crossbow reduction only applies to the player group attacking enemy
groups. Enemy groups attacking the player get a different damage reduction.
Before adding the final +1, the damage is multiplied by $4CCC/$10000, or
about 30%, rounded down. This is applied after the armor modifier, so the
damage reduction of the player's armor is greatly reduced.
4. CHANCE-TO-HIT FORMULA
Whether an attack hits or misses is determined by the following algorithm.
Table 12: Chance to hit formula
+---------------------------------+---------------------------------------+
| operation | notes |
+---------------------------------+---------------------------------------+
| start from zero | |
| - defender group's skill | |
| + attacker group's weapon power | wand/crossbow power is reduced |
| + attacker group's skill | wand skill is reduced for non-wizards |
| - defender group's armor power | |
| + weapon/armor damage modifier | |
| + formation bonus | only applies to melee attacks |
| + random number from 0 to 31 | |
| + random number from 0 to 31 | |
| - ring/jewel protection | only applies to the player's group |
| - 25 | |
+---------------------------------+---------------------------------------+
If the result is greater than zero, the attack succeeds. (This algorithm does
not account for the neutralization effect that happens when the opponents are
attempting to melee one other simultaneously.)
The formation bonus only applies to melee attacks and the formations of each
group are only relevant if both groups have more than one member. If the
attacker is alone, the bonus is 6. If there's more than one member in the
attacker's group and the defender is alone, the bonus is 12. Otherwise, the
bonus is looked up from the following table.
Table 13: Group formation chance to hit bonuses
+--------+--------+--------+--------+--------+--------+--------+
|attacker| defender |
| | column wedge line single open huddle |
+--------+--------+--------+--------+--------+--------+--------+
| column | 0 | 5 | 9 | 5 | 5 | 5 |
| wedge | 5 | 8 | 11 | 5 | 10 | 5 |
| line | 0 | 5 | 0 | 0 | 5 | 0 |
| single | 0 | 0 | 0 | 0 | 0 | 0 |
| open | 0 | 0 | 0 | 0 | 0 | 0 |
| huddle | 0 | 5 | 0 | 5 | 5 | 0 |
+--------+--------+--------+--------+--------+--------+--------+
The best offensive formations are column and wedge, the best defensive
formations are column and huddle, and being alone is very disadvantageous.
You can't directly do anything with the rings and jewels in your inventory.
The combat-oriented rings and jewels are used automatically when you are
attacked, and each one protects against certain attacks.
Table 14: Ring/jewel attack resistances
+------+--------------------+------------------------------+
|attack| ring resistance | jewel resistance |
| | [R0] [R1] [R2] [R3]|[J0] [J1] [J4] [J5] [J6] [J7] |
+------+--------------------+------------------------------+
| [W0] | X . . . | . . . . . . |
| [W1] | X . . . | . . . . . . |
| [W2] | X . . . | . . . . . . |
| [W3] | X . . . | X X . X X . |
| [W4] | X . . . | . . . X X X |
| [W5] | X . . . | . . X X X . |
| [W6] | X . . . | . . . . . . |
| [W7] | X . . . | . . . . . . |
+------+--------------------+------------------------------+
| [M0] | X . . . | . . . . . . |
| [M1] | X . . . | . . . . . . |
| [M2] | X . . . | . . . . . . |
| [M3] | X X . . | X X . X X . |
| [M4] | X . . X | . . . X X X |
| [M5] | X . X . | . . X X X . |
| [M6] | X . . . | . . . . . . |
+------+--------------------+------------------------------+
The plus value of the item is subtracted from the quantity that will
determine if you get hit. You can only get the ring/jewel bonus from one item.
If multiple bonuses are applicable, only the best one is applied. For example,
if you have both The Emerald Star ([J4]) and Sulandir ([R2]), and you get
attacked by gas ([M5]), you get the +30 bonus from Sulandir while the +20 bonus
from The Emerald Star is overridden.
Unlike rings, the jewels that protect against magic also protect against
melee weapons with the same ID number. For example, the Ruby Star protects
against fire [M3] but also certain swords [W3]. This is clearly a glitch.
5. EQUIPMENT ADVICE
Picking the right equipment for the situation can make the difference between
certain doom and a chance at winning. The most important thing is to have the
best armor or weapon ready to counter the opponent's equipment. (Refer to table
10.) The weapon/armor matchup not only affects damage but the chance to hit.
Although the modifier along with the base damage is scaled down to 30% for the
enemy's attacks, you still get the full benefit or penalty for the chance to
hit calculation.
Leather and chainmail ([A0] and [A1]) are available with large plus values
but have poor modifiers, whereas dragonskin ([A7]) offers superb protection.
The best you can do for most of the game is gray armor ([A2]).
All the common melee weapon types are good against certain armors, so you
should keep strong weapons of various types ready for different situations.
Despite the base damage reduction, [M6] crossbows have a hefty bonus against
[A3] armor, which is common on wild creatures. Otherwise bows tend to be pretty
similar. Wizards should generally use wands, but be ready to use something
other than fire if the enemy has [A7] or [A8]. The scattershot effect of gas
wands can be good or bad depending on the tactical situation. Non-wizards
should not even touch wands.
Don't hang onto worthless rings and jewelry. You can only benefit from one
item at a time, and the shield rings work against everything, so anything that
isn't better than your shield ring should be tossed. Even then, magic attacks
are somewhat uncommon.
Try to observe the enemy's formation and pick a counter-formation to maximize
offense or minimize risk. (Refer to Table 13.) Formation only matters for
melee, so you can change it right before engaging the enemy.
-------------------------------------------------------------------------------
IV. THE WALKTHROUGH
The following information is available for each stage:
* The stage number according to the internal numbering
* The other stages that can be reached by Travel from this stage
* Travel that leads to the next chapter is one-way.
* The initial number of enemies
* Quota, the max number of enemies that may be left alive in order to Travel
* You must kill at least (initial - quota) to leave by force.
* A table of enemy groups that includes the number of members, race, formation,
max HP, skill, and equipment types and pluses for each group
* Hidden groups are indicated with a "*". Some hidden groups may be missing.
* The total amount of GP programmed in the stage
* Some GP in stages 2.15, 3.16, 3.23, and 5.34 is unreachable or invisible.
* A table of items available by parley along with their prices and attributes
* Parley is not available in wilderness stages without some kind of cheat.
* Items marked with a "*" are initially unavailable and must be uncovered.
* Some hints on playing through the stage
Additionally, the highest stats possible at the beginning of each chapter are
given. (Warriors have 10 higher skill.) These stats are achieved by visiting
every stage in all the previous chapters.
*******************************************************************************
*************** Chapter 1: The Southlands ~ 14 stages ***************
Initial stats:
70 max health
31 equilibrium morale
41 or 51 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#0 Dorin's Delve ~ dwarves ~ elf parties start here
travel: #3 Axehead Hill, #1 Dullham
initial enemies: 13 quota: 3
+--------------------------+----------------+---------------------------------+
| 4 dwarves line | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
| 2 dwarves line | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
| 4 dwarves single | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
| 2 dwarves line | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
| 1 dwarf column | 50 hp 10 sk | [A1] (+0) [W1] (+0) [M0](+10) |
|* 1 dwarf column | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
|*10 dwarves line | 10 hp 10 sk | [A1] (+0) [W1] (+0) [M0] (+0) |
+--------------------------+----------------+---------------------------------+
200 GP available
+------+-------+------------------+------+
| 20 | +0 | Chainmail Armour | [A1] |
| 20 | +0 | Battle Axe | [W1] |
| 5 | (10) | Bottle | |
| 5 | (10) | Water Carrier | |
| 10 | (15) | Carrots | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 10 | | Safe passage | |
+------+-------+------------------+------+
There is a chest of 100 GP guarded by arrow traps and pits to the right of
the starting location. Make your troops wait behind if you want to get it. In
the cave to the N, walk straight N to avoid the pit. Check the mirror in the
rooms beyond to find equipment and a 100 GP chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#1 Dullham ~ humans ~ orc parties start here
travel: #3 Axehead Hill, #0 Dorin's Delve, #2 Brightleaf, Trollforge
initial enemies: 15 quota: 3
+--------------------------+----------------+---------------------------------+
| 1 human column | 10 hp 10 sk | [A0] (+0) [W2] (+0) [M1] (+0) |
| 6 humans open | 10 hp 10 sk | [A0] (+0) [W2] (+0) [M1] (+0) |
| 6 humans open | 10 hp 10 sk | [A0] (+0) [W2] (+0) [M1] (+0) |
| 1 human open | 40 hp 20 sk | [A0] (+0) [W3] (+0) [M1] (+0) |
| 1 human column | 10 hp 10 sk | [A0] (+0) [W3] (+0) [M2] (+0) |
+--------------------------+----------------+---------------------------------+
45 GP available
+------+-------+-----------------------+------+
| 30 | +0 | Old Chainmail | [A1] |
| 50 | +5 | Blue Steel Broadsword | [W3] |
| 1 | (5) | Bottle | |
| 2 | (10) | Apple | |
| 2 | (10) | Tomato | |
| 10 | (40) | Melon | |
| 10 | | Safe passage | |
+------+-------+-----------------------+------+
There is a pit trap at the end of the main road. The Old Iron Key to the
locked hut is in the hut to the N of it. Check downstairs in the locked hut for
equipment and a 45 GP pouch.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#2 Brightleaf ~ elves ~ dwarf parties start here
travel: #1 Dullham, #7 The Lonely Isle
initial enemies: 9 quota: 2
+--------------------------+----------------+---------------------------------+
| 2 elves single | 5 hp 5 sk | [A0] (+2) [W2] (+2) [M1] (+2) |
| 2 elves column | 5 hp 5 sk | [A0] (+2) [W2] (+2) [M1] (+2) |
| 3 elves wedge | 5 hp 5 sk | [A0] (+2) [W2] (+2) [M1] (+2) |
| 2 elves huddle | 5 hp 5 sk | [A0] (+2) [W2] (+2) [M1] (+2) |
+--------------------------+----------------+---------------------------------+
45 GP available
+------+-------+--------------+------+
| 100 | +20 | Lightfinger | [M4] |
| 50 | +5 | Superior Bow | [M2] |
| 1 | (5) | Elvish Ale | |
| 10 | | Safe passage | |
+------+-------+--------------+------+
Go south across the bridge then left to the cave. Use the Small Glowing
Rocks to get past the spikes. Follow the passage to get a pouch of 45 GP. Back
outside, walk east to get teleported to the items and a Tree Rooters Spade.
You can use it on the hill tree to get out of the teleport trap area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#3 Axehead Hill ~ orcs ~ human parties start here
travel: #0 Dorin's Delve, #1 Dullham
initial enemies: 26 quota: 6
+--------------------------+----------------+---------------------------------+
| 6 orcs line | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M0] (+0) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M5](+20) |
| 8 spiders open | 5 hp 5 sk | [A3] (+0) [W4] (+0) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M0] (+0) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M0] (+0) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M0] (+0) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M5](+20) |
| 1 orc column | 10 hp 10 sk | [A0] (+0) [W0] (+0) [M5](+20) |
| 6 orcs open | 5 hp 5 sk | [A0] (+0) [W0] (+0) [M0] (+0) |
+--------------------------+----------------+---------------------------------+
90 GP available
+------+-------+----------------+------+
| 50 | +5 | Orcish Leather | [A0] |
| 100 | +20 | Orcish Wand | [M5] |
| 8 | (8) | Carrots | |
| 10 | (10) | Corn | |
| 5 | (25) | Corn* | |
| 20 | | Safe passage | |
+------+-------+----------------+------+
Flip the switch in the cave on the left to turn off the pit trap in the cave
on the right. The wand is partially hidden behind a spike in a room at the end
of the cave. Hug the left wall in this room to avoid another pit.
After exiting the cave, go N and enter the cave on the right. There is a sack
of 90 GP and some spiders in a hidden passage on the left, behind the water.
The rest of the action is in the cave on the left
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#4 Trollford ~ wilderness
travel: #1 Dullham, #5 Dullmouth, #6 Ironhome
initial enemies: 13 quota: 3
+--------------------------+----------------+---------------------------------+
| 1 ogre column | 40 hp 25 sk | [A3] (+0) [W4] (+0) [M0](+10) |
| 6 dragonflies open | 5 hp 5 sk | [A3] (+0) [W4] (+0) |
| 1 ogre column | 40 hp 20 sk | [A3] (+0) [W4] (+0) [M0] (+0) |
| 5 dragonflies open | 5 hp 5 sk | [A0] (+0) [W4] (+0) |
+--------------------------+----------------+---------------------------------+
90 GP available
+------+-------+--------------------+------+
| 50 | +5 | Orcish Scimitar | [W0] |
| 80 | +5 | Lesser Shield Ring | [R0] |
| 1 | (5) | Food of Some Kind | |
| 5 | (20) | Fish | |
+------+-------+--------------------+------+
You start off near an ogre (there aren't any trolls here) and some dragon-
flies. Enter the cave and head E to find the door key, then turn around and go
back to the intersection. Walking between the spikes will cause pits to appear.
Head left to find the food. Use the key and follow the path for a 90 GP sack,
the ring and the scimitar.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#5 Dullmouth ~ humans
travel: #4 Trollford, #8 Riverdale
initial enemies: 16 quota: 4
+--------------------------+----------------+---------------------------------+
| 3 humans wedge | 15 hp 20 sk | [A0](+20) [W3] (+0) [M0](+15) |
| 6 humans column | 20 hp 10 sk | [A0](+20) [W4](+20) [M0](+20) |
| 6 humans column | 15 hp 20 sk | [A0](+20) [W4](+20) [M0](+15) |
| 1 human line | 20 hp 50 sk | [A1](+20) [W1](+50) [M1](+30) |
+--------------------------+----------------+---------------------------------+
25 GP available
+------+-------+----------------+------+
| 45 | +10 | Leather Armour | [A0] |
| 50 | +10 | Scimitar | [W0] |
| 15 | (10) | Bottle | |
| 20 | (15) | Tomato | |
| 5 | (10) | Corn | |
| 20 | | Safe passage | |
+------+-------+----------------+------+
There is a Well Used Spade to the east of the great hall, which is locked.
Use it to enter the brownish patch to the SW. The Door Key and items are
upstairs, along with a 25 GP pouch. There is also another Spade.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#6 Ironhome ~ dwarves
travel: #4 Trollford, #9 Maggot's Pit
initial enemies: 13 quota: 3
+--------------------------+----------------+---------------------------------+
| 1 ghost open | 20 hp 30 sk | [A0](+50) [W0](+40) [M2](+30) |
| 1 ghost open | 20 hp 30 sk | [A0](+50) [W0](+40) [M2](+30) |
| 1 ghost open | 40 hp 30 sk | [A0](+50) [W0](+40) [M2](+30) |
| 1 dwarf open | 30 hp 30 sk | [A2] (+0) [W1](+20) [M0](+20) |
| 8 dwarves huddle | 30 hp 25 sk | [A2] (+0) [W1](+10) [M0](+10) |
| 1 dwarf open | 30 hp 30 sk | [A2] (+0) [W1](+20) [M0](+20) |
+--------------------------+----------------+---------------------------------+
150 GP available
+------+-------+--------------+------+
| 100 | +15 | Dwarf Chain | [A1] |
| 75 | +10 | Scimitar | [W0] |
| 10 | (40) | Corn | |
| 15 | (60) | Small Pie | |
| 20 | | Safe passage | |
+------+-------+--------------+------+
Use the ladder to climb the castle wall on the W. Once past the castle check
the walled in room to the W for a 50 GP sack. The armor is in the mines at the
far N with some ghosts. In the far E mine shaft, hidden behind the S wall, is a
100 GP chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#7 The Lonely Isle ~ elves
travel: #2 Brightleaf, #8 Riverdale, #11 Balmir's Glen
initial enemies: 18 quota: 4
+--------------------------+----------------+---------------------------------+
| 5 elves wedge | 10 hp 10 sk | [A0] (+3) [W2] (+3) [M1] (+3) |
| 4 elves huddle | 10 hp 10 sk | [A0] (+3) [W2] (+3) [M1] (+3) |
| 6 elves column | 10 hp 10 sk | [A1] (+4) [W2] (+4) [M1] (+4) |
| 1 elf open | 10 hp 10 sk | [A0] (+3) [W2] (+3) [M1] (+3) |
| 2 elves line | 10 hp 10 sk | [A0] (+3) [W2] (+3) [M1] (+3) |
+--------------------------+----------------+---------------------------------+
90 GP available
+------+-------+-------------------+------+
| 55 | +5 | Elven Chain Shirt | [A1] |
| 30 | +3 | Longbow | [M1] |
| 1 | (5) | Elven Ale | |
| 2 | (10) | Tomato | |
| 1 | (5) | Elven Ale | |
| 20 | | Safe passage | |
+------+-------+-------------------+------+
There is a 15 GP pile in the farmhouse to the SW, a 50 GP sack in the hut
at the S end of the road, and a 25 GP pouch in the hut at N end of the road.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#8 Riverdale ~ humans
travel: #5 Dullmouth, #7 The Lonely Isle, #9 Maggot's Pit, #10 Blind Ridge
initial enemies: 29 quota: 7
+--------------------------+----------------+---------------------------------+
| 6 humans wedge | 20 hp 20 sk | [A1] (+5) [W3] (+5) [M0] (+5) |
| 4 humans line | 40 hp 20 sk | [A1] (+5) [W3] (+5) |
| 8 humans open | 20 hp 20 sk | [A1] (+5) [W3] (+5) [M0] (+5) |
| 1 human open | 40 hp 30 sk | [A1] (+5) [W3] (+5) [M3](+10) |
| 5 humans column | 20 hp 20 sk | [A1] (+5) [W3] (+5) [M0] (+5) |
| 5 humans single | 20 hp 20 sk | [A1] (+5) [W3] (+5) |
+--------------------------+----------------+---------------------------------+
180 GP available
+------+-------+------------------------+------+
| 600 | +10 | Black Steel Broadsword | [W3] |
| 7 | (30) | Carrots | |
| 1 | (5) | Bottle of Ale | |
| 5 | (20) | Apple | |
| 1 | (5) | Bottle of Ale | |
| 5 | (20) | Apple | |
| 40 | | Safe passage | |
+------+-------+------------------------+------+
Approach the standing stone to cross the river to some food, a 30 GP pouch,
and a Spike Key. Get back across by walking around south of the larger flat
stone. Use the key to get into the keep and get a 150 GP chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#9 Maggot's Pit ~ orcs
travel: #6 Ironhome, #8 Riverdale, #10 Blind Ridge
initial enemies: 30 quota: 7
+--------------------------+----------------+---------------------------------+
| 8 orcs wedge | 10 hp 20 sk | [A0] (+5) [W0] (+5) [M0] (+5) |
| 6 orcs huddle | 40 hp 20 sk | [A0] (+5) [W0] (+5) |
| 6 orcs line | 20 hp 20 sk | [A0] (+5) [W0] (+5) [M0] (+5) |
| 4 orcs column | 20 hp 20 sk | [A0] (+5) [W0] (+5) |
| 3 orcs single | 20 hp 20 sk | [A0] (+5) [W0] (+5) [M0] (+5) |
| 3 orcs huddle | 20 hp 20 sk | [A0] (+5) [W0] (+5) [M0] (+5) |
+--------------------------+----------------+---------------------------------+
170 GP available
+------+-------+-----------------------+------+
| 125 | +10 | Orcish Leather Armour | [A0] |
| 100 | +10 | Orcish Battle Blade | [W0] |
| 200 | +40 | Skirmisher Wand | [M5] |
| 5 | (20) | Tomato | |
| 5 | (20) | Apple | |
| 1 | (5) | Bottle | |
| 1 | (5) | Bottle | |
| 7 | (30) | Carrots | |
| 40 | | Safe passage | |
+------+-------+-----------------------+------+
To the NW is a bottle half-shadowed by a fake cave entrance. To the E of that
hidden in the dirt is a 45 GP pouch.
Once in the cave to the N, avoid the E/W passage at the far N because of the
pits. There's a 60 GP sack in a central chamber and a 45 GP pouch E of there.
Follow the passages south to a 20 GP pile but don't take it yet. To get to the
wand, head W along the northern passage to avoid pits. Go around the long way
to the wand, then leave by the southern passage with the crucified person on
the wall and finally get the coins.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#10 Blind Ridge ~ dwarves
travel: #8 Riverdale, #9 Maggot's Pit, #13 Wind Pass
initial enemies: 46 quota: 11
+--------------------------+----------------+---------------------------------+
| 16 dwarves wedge | 20 hp 10 sk | [A1] (+5) [W1] (+5) [M0] (+5) |
| 16 dwarves column | 20 hp 10 sk | [A1] (+5) [W1] (+5) [M0] (+5) |
| 2 dwarves line | 40 hp 30 sk | [A1] (+5) [W1] (+5) [M0] (+5) |
| 12 dwarves open | 20 hp 20 sk | [A1] (+5) [W1] (+5) |
+--------------------------+----------------+---------------------------------+
180 GP available
+------+-------+--------------+------+
| 100 | +10 | Dwarf Nailer | [M0] |
| 1 | (5) | Dwarvish Ale | |
| 1 | (5) | Dwarvish Ale | |
| 7 | (30) | Carrots | |
| 3 | (10) | Tomato | |
| 7 | (30) | Carrots | |
| 40 | | Safe passage | |
+------+-------+--------------+------+
Cross the bridge and enter the cave. Off to the E there are two more cave
entrances which lead to the same large room, where there are five piles of 20
GP and a shovel. Leave the cave and bring the shovel back W to the suspicious
N end of the road. This brings you to a hidden cave with an 80 GP sack and
other goods.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#11 Balmir's Glen ~ elves
travel: #7 The Lonely Isle, #12 The Black Hills, #14 The Bloodwaste (ch.2)
initial enemies: 29 quota: 7
+--------------------------+----------------+---------------------------------+
| 4 elves wedge | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves column | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves line | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves huddle | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves single | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves wedge | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 4 elves column | 25 hp 25 sk | [A1] (+6) [W2] (+6) [M1] (+6) |
| 1 elf open | 50 hp 35 sk | [A2] (+6) [W2] (+6) [M4](+10) |
|*13 chompers open | 25 hp 25 sk | [A0] (+6) [W4] (+6) |
+--------------------------+----------------+---------------------------------+
225 GP available
+------+-------+-----------------+------+
| 110 | +10 | Elven Chainmail | [A1] |
| 100 | +10 | Elven Longsword | [W2] |
| 210 | +40 | Firehand | [M3] |
| 1 | (5) | Elvish Ale | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 3 | (10) | Tomato | |
| 11 | (45) | Melon | |
| 1 | (5) | Elvish Ale | |
| 50 | | Safe passage | |
+------+-------+-----------------+------+
There is a 30 GP pouch SE of your starting position and a 25 GP pouch to the
SW. There is a 120 GP chest in the fenced off area to the NW. Approaching it
will cause green monsters to appear to the E. Finally, there's a 50 GP sack
near the standing stones to the NE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#12 The Black Hills ~ orcs
travel: #11 Balmir's Glen, #13 Wind Pass
initial enemies: 45 quota: 11
+--------------------------+----------------+---------------------------------+
| 10 orcs open | 30 hp 30 sk | [A4] (+8) [W0] (+8) |
| 8 orcs huddle | 30 hp 30 sk | [A4] (+8) [W0] (+8) [M0] (+8) |
| 1 orc open | 60 hp 40 sk | [A4] (+8) [W0] (+8) [M5](+10) |
| 1 giant spider open | 180 hp 50 sk | [A3](+10) [W4](+25) [M5](+80) |
| 8 orcs column | 30 hp 30 sk | [A4] (+8) [W0] (+8) [M0] (+8) |
| 8 spiders open | 30 hp 30 sk | [A3] (+8) [W0] (+8) [M5] (+8) |
| 8 spiders huddle | 30 hp 30 sk | [A3] (+8) [W0] (+8) |
| 1 orc open | 40 hp 35 sk | [A1] (+0) [W0] (+0) [M5](+20) |
+--------------------------+----------------+---------------------------------+
270 GP available
+------+-------+------------------+------+
| 120 | +10 | Spiney Elfslicer | [W0] |
| 130 | +10 | Geek Bow | [M0] |
| 15 | (60) | Small Pie | |
| 7 | (30) | Carrots | |
| 10 | (40) | Corn | |
| 12 | (50) | Spider Food | |
| 60 | | Safe passage | |
+------+-------+------------------+------+
Approach the nearby altar to make the Holy Bone of Aegrog appear across the
river in the spider's lair. I recommend you leave your troops on the other side
of the river to shoot at the spiders. Go across and lure the big one to your
guys. Use the bone in the cave to the north to get the treasure, including
sacks of 55 GP and 65 GP, and a chest of 150 GP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#13 Wind Pass ~ wilderness
travel: #10 Blind Ridge, #12 The Black Hills, #14 The Bloodwaste (ch.2)
initial enemies: 27 quota: 6
+--------------------------+----------------+---------------------------------+
|* 1 dragonfly column | 30 hp 30 sk | [A3] (+7) [W4] (+7) [M3](+30) |
| 1 ogre column | 120 hp 40 sk | [A3] (+7) [W4] (+7) [M1](+37) |
| 6 dragonflies open | 30 hp 30 sk | [A3] (+7) [W4] (+7) |
| 4 bats line | 30 hp 30 sk | [A5] (+7) [W1] (+7) [M0](+37) |
| 10 spiders open | 30 hp 30 sk | [A3] (+7) [W4] (+7) [M5](+17) |
| 6 dragonflies column | 30 hp 30 sk | [A3] (+7) [W4](+15) |
|* 1 dragonfly column | 30 hp 30 sk | [A3] (+7) [W4] (+7) [M3](+30) |
+--------------------------+----------------+---------------------------------+
70 GP available
+------+-------+------------------------+------+
| 110 | +10 | Dwarven Chain Armour | [A1] |
| 100 | +10 | Dwarven Battle Axe* | [W1] |
| 210 | +40 | Lighthand* | [M4] |
| 5 | (20) | Mountain Apple | |
| 10 | (40) | Mountain Apple | |
| 10 | (40) | Mountain Apple | |
| 10 | (40) | Mountain Apple | |
| 5 | (20) | Bottle of Smelly Stuff | |
| 5 | (20) | Fresh Fish | |
+------+-------+------------------------+------+
Kill the ogre and cross to find a 70 GP sack, chainmail, and food.
To the N there is a Stout Pole which you will need to push the slab. Across
the river, there's some Pretty Flowers on the W. Go between the rocks to the NE
where the pillar is and you'll reach a shrine. Bring the flowers to the cave
and you'll get the axe and wand. If you try to enter the cave without bringing
flowers, or approach the shrine from the N instead of the W, you'll get killed.
To the N and NE are some spiders guarding some apples.
*******************************************************************************
*************** Chapter 2: Elven Woods ~ 6 stages ***************
Best stats at this point:
100 max health
51 equilibrium morale
55 or 65 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#14 The Bloodwaste ~ wilderness
travel: #24 Silverwood (one-way trip)
initial enemies: 51 quota: 12
+--------------------------+----------------+---------------------------------+
| 6 ghosts single | 70 hp 35 sk | [A5] (+9) [W0] (+9) |
| 10 giant eyes open | 35 hp 35 sk | [A5] (+9) [W0] (+9) [M4](+15) |
| 6 giant eyes huddle | 35 hp 45 sk | [A5] (+9) [W0] (+9) [M4](+15) |
| 5 chompers open | 35 hp 35 sk | [A5] (+9) [W0] (+9) [M5](+15) |
| 4 ghosts column | 35 hp 35 sk | [A5] (+9) [W0] (+9) |
| 10 ghosts wedge | 35 hp 35 sk | [A5] (+9) [W0] (+9) |
| 10 chompers open | 35 hp 35 sk | [A5] (+9) [W0] (+9) [M3](+15) |
+--------------------------+----------------+---------------------------------+
315 GP available
+------+-------+---------------------+------+
| 150 | +10 | Orcish Heavy Bolter | [M0] |
| 25 | (100) | Large Pie | |
| 11 | (45) | Melon | |
| 10 | (40) | Corn | |
| 15 | (60) | Small Pie | |
+------+-------+---------------------+------+
You are immediately attacked by a ghosts and giant eyes. There is a 10 GP
pile to the SE, a 60 GP sack to the SW, and a 45 GP pouch to the NW. Go between
the doorway-like stones to teleport. To the W is a 150 GP chest and the
crossbow, and to the NE is a 50 GP sack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#24 Silverwood ~ elves
travel: #30 Silver Hollow, #27 Gizzard's Gorge, #26 The Screaming Wilds
initial enemies: 69 quota: 17
+--------------------------+----------------+---------------------------------+
| 1 ogre open | 55 hp 55 sk | [A2](+16) [W4](+14) |
| 1 ogre open | 55 hp 55 sk | [A2](+34) [W4](+14) |
| 1 ogre open | 55 hp 55 sk | [A2](+14) [W4](+14) |
| 1 ogre open | 110 hp 55 sk | [A2](+14) [W4](+14) |
| 1 ogre open | 55 hp 65 sk | [A2](+14) [W4](+14) |
| 1 ogre open | 1 hp 1 sk | [A2] (+1) [W4] (+1) |
| 1 ogre open | 1 hp 1 sk | [A2] (+1) [W4] (+1) |
| 1 ogre open | 1 hp 1 sk | [A2] (+1) [W4] (+1) |
| 6 chompers wedge | 55 hp 55 sk | [A0](+14) [W4](+14) |
| 10 chompers open | 55 hp 65 sk | [A0](+14) [W4](+14) |
| 8 chompers column | 110 hp 55 sk | [A0](+14) [W4](+14) |
| 4 elves line | 110 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
| 1 elf open | 110 hp 65 sk | [A1](+14) [W2](+14) [M4](+35) |
| 10 elves wedge | 55 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
| 10 elves column | 55 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
| 2 elves column | 110 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
| 1 elf open | 110 hp 65 sk | [A1](+14) [W2](+14) [M1](+16) |
| 5 elves line | 55 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
| 4 elves huddle | 55 hp 55 sk | [A1](+14) [W2](+14) [M1](+14) |
+--------------------------+----------------+---------------------------------+
495 GP available
+------+-------+-------------------+------+
| 800 | +15 | Elven Breastplate | [A2] |
| 900 | +20 | Viliras Bow | [M1] |
| 25 | (100) | Large Pie | |
| 1 | (5) | Lager | |
| 38 | (150) | Large Fish | |
| 8 | (30) | Carrots | |
| 11 | (45) | Melon | |
| 2 | (7) | Water Carrier | |
| 3 | (10) | Tomato | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 5 | (20) | Apple | |
| 5 | (20) | Apple | |
| 15 | (60) | Small Pie | |
| 15 | (60) | Small Pie | |
| 110 | | Safe passage | |
+------+-------+-------------------+------+
Beware the green monsters on this stage. Avoid letting your guys melee
through walls, because they usually end up killed. Rally them if they do this.
The Square Key, which unlocks the compound, is found to the north. There's a
40 GP pouch in the hut. Once down the ladder, there's a 55 GP sack to the far
W, a 200 GP chest to the far N, and a 150 GP chest to the far S near the bow.
If big pits appear on the left and right sides of this area, there's enough
space next to them to squeeze by.
There's a 50 GP sack in the bedroom to N of the ladder room, but a pit will
trap you inside. You can get out by touching the W mirror behind the beds, then
the E mirror, then the S wall across from mirror in the ladder room. You might
want to do this after eliminating the enemies.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#27 Gizzard's Gorge ~ orcs
travel: #24 Silverwood, #30 Silver Hollow, #26 The Screaming Wilds
initial enemies: 45 quota: 11
+--------------------------+----------------+---------------------------------+
|* 1 orc open | 120 hp 60 sk | [A4](+35) [W0](+15) [M4](+80) |
| 1 giant beetle column | 240 hp 60 sk | [A2](+35) [W4](+30) [M5](+60) |
| 1 orc open | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 3 orcs wedge | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 3 orcs column | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 5 orcs line | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 5 orcs line | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 1 giant beetle wedge | 240 hp 60 sk | [A2](+35) [W4](+15) [M5](+40) |
| 5 orcs column | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 5 orcs column | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 5 orcs column | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 10 orcs open | 60 hp 60 sk | [A4](+15) [W0](+15) [M0](+15) |
| 1 orc open | 120 hp 60 sk | [A4](+35) [W0](+15) [M5](+40) |
+--------------------------+----------------+---------------------------------+
540 GP available
+------+-------+------------------+------+
| 220 | +20 | Headbringer | [W0] |
| 200 | +10 | Lightning Ring | [R3] |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 20 | (80) | Leg of Something | |
| 20 | (80) | Leg of Something | |
| 25 | (100) | Large Trail Cake | |
| 15 | (60) | Fish | |
| 25 | (100) | Large Trail Cake | |
| 20 | (80) | Fish | |
| 20 | (80) | Fruit | |
| 120 | | Safe passage | |
+------+-------+------------------+------+
Watch out for the humongous bug on your way N to the cave. Once inside, keep
left as the message says. This cave is a long, unbranching spiral. You can cut
to the end by touching the torch in the NW corner. The only thing you'll miss
is some pit traps and another bug. If going the long way, be sure to keep right
after the torch to avoid a pit.
The door at the end of the tunnel leads to a new cave area. There's another
door just to the NE which leads to a 120 GP chest. There's a 30 GP pouch to the
NW, a 20 GP pile to the NE, another at the E end, and a 40 GP pouch to the SE.
The door at the S end of this room leads to a shrine with a pit that traps
you with a very tough orc. Besides the other items, there's a 310 GP chest
here. To leave the shrine, walk toward the altar, then move to one side and
head back to the door. The pit should be gone.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#30 Silver Hollow ~ elves
travel: #24 Silverwood, #27 Gizzard's Gorge
initial enemies: 73 quota: 18
+--------------------------+----------------+---------------------------------+
| 12 elves open | 70 hp 40 sk | [A1](+17) [W2](+17) [M1](+17) |
| 12 elves open | 70 hp 40 sk | [A1](+17) [W2](+17) [M1](+17) |
| 10 elves line | 70 hp 40 sk | [A1](+17) [W2](+17) [M1](+17) |
| 8 elves huddle | 80 hp 50 sk | [A1](+17) [W2](+17) [M1](+17) |
| 16 elves open | 60 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 3 elves line | 50 hp 40 sk | [A1](+10) [W2](+10) [M1](+20) |
| 3 elves line | 70 hp 40 sk | [A1](+20) [W2](+10) [M1](+10) |
| 8 elves column | 69 hp 40 sk | [A1](+15) [W2](+10) [M1](+15) |
| 1 elf open | 80 hp 45 sk | [A1](+25) [W2](+10) [M4](+50) |
|* 1 elf column | 140 hp 80 sk | [A1](+17) [W2](+32) [M4](+65) |
+--------------------------+----------------+---------------------------------+
630 GP available
+------+-------+-----------------+------+
| 200 | +20 | Elven Platemail | [A2] |
| 300 | +60 | Lightfist | [M4] |
| 64 | (255) | Dragon Steak | |
| 62 | (250) | Healing Potion | |
| 1 | (5) | Milk Bottle | |
| 5 | (20) | Apple | |
| 12 | (50) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 37 | (150) | Healing Potion | |
| 7 | (30) | Carrots | |
| 25 | (100) | Large Pie | |
| 5 | (20) | Apple | |
| 140 | | Safe passage | |
+------+-------+-----------------+------+
There's a 55 GP sack off to the W, and SW across the river is a 45 GP pouch.
Approaching the treasures to the NE will teleport you into the caves. Inside,
there's an 80 GP sack nearby to the NE. The stone arches don't lead anywhere
yet. There's a 100 GP chest at the W end of these caves, and another by the
exit to the SE.
Find your way to three crucified guys. Go right until another victim at the
dead end talks to you. Now go back to the crossroads and go left this time. You
should get a Diamond Key at the dead end. (Sometimes this doesn't work, and you
get killed anyway by the pit trap on the left.)
Return with the key to the archways and walk through the one on the left,
which now leads to the treasure. Bring your troops, because an angry elf on
smack will appear and attack. Among the other goods is a 250 GP chest.
The bottle that appears half buried in the hillock by the cave exit seems to
be unreachable.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#26 The Screaming Wilds ~ wilderness
travel: #15 Marshport, #24 Silverwood, #27 Gizzard's Gorge
initial enemies: 63 quota: 15
+--------------------------+----------------+---------------------------------+
| 10 dragonflies wedge | 60 hp 60 sk | [A3](+15) [W0](+15) |
| 6 dragonflies single | 120 hp 60 sk | [A3](+15) [W0](+15) |
| 10 dragonflies open | 60 hp 70 sk | [A3](+15) [W0](+15) |
| 1 troll open | 120 hp 60 sk | [A0](+17) [W4](+15) |
| 1 troll open | 60 hp 60 sk | [A0](+17) [W4](+15) |
| 1 troll open | 60 hp 70 sk | [A0](+17) [W4](+15) |
| 1 ogre open | 120 hp 70 sk | [A2](+15) [W4](+15) |
| 1 ogre open | 120 hp 70 sk | [A2](+15) [W4](+15) |
| 10 snakes column | 60 hp 60 sk | [A3](+15) [W0](+15) |
| 10 snakes wedge | 60 hp 60 sk | [A3](+15) [W0](+15) |
| 6 snakes line | 120 hp 70 sk | [A3](+15) [W0](+15) |
| 1 troll open | 120 hp 70 sk | [A0](+17) [W4](+15) [M0](+15) |
| 5 dragonflies huddle | 60 hp 60 sk | [A3](+15) [W0](+15) |
+--------------------------+----------------+---------------------------------+
540 GP available
+------+-------+--------------------+------+
| 750 | +15 | Elrins Hunting Bow | [M6] |
| 25 | (100) | Large Pie | |
| 64 | (255) | Dragon Steak | |
| 7 | (30) | Carrots | |
| 11 | (45) | Melon | |
| 10 | (40) | Corn | |
| 63 | (250) | Dragon Steak | |
+------+-------+--------------------+------+
Heading NW you will come across the crossbow. Past the trolls is a 120 GP
chest. All the way to the NW is a 20 GP pile. Enter the house from the N and,
after fighting off the snakes, you'll find food, a Gold Key, and a 100 GP
chest. Back outside, there is a 50 GP sack to the far NE. Go back in the
direction of where the bow was and look for a place to go E into the swamp.
The path leads to two huts. The one to the N a 80 GP sack. Use the Gold Key to
open the one to the S. Inside there's food and a 170 GP chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#15 Marshport ~ humans
travel: #26 The Screaming Wilds, #16 Wetwych (ch.3)
initial enemies: 47 quota: 11
+--------------------------+----------------+---------------------------------+
| 4 humans column | 35 hp 35 sk | [A1] (+9) [W3] (+9) [M2] (+9) |
| 6 humans wedge | 70 hp 35 sk | [A1] (+9) [W3] (+9) |
| 2 humans line | 70 hp 45 sk | [A1] (+9) [W3] (+9) |
| 16 humans open | 35 hp 35 sk | [A1] (+9) [W3] (+9) [M2] (+9) |
| 10 humans line | 35 hp 35 sk | [A1] (+9) [W3] (+9) |
| 4 humans huddle | 70 hp 35 sk | [A1] (+9) [W3] (+9) [M2] (+9) |
| 5 humans line | 35 hp 35 sk | [A1] (+9) [W3] (+9) |
+--------------------------+----------------+---------------------------------+
315 GP available (missing: 50 GP sack, 120 GP chest)
+------+-------+---------------+------+
| 25 | (100) | Large Pie | |
| 7 | (30) | Carrots | |
| 1 | (5) | Bottle of Ale | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 1 | (5) | Bottle of Ale | |
| 11 | (45) | Melon | |
| 70 | | Safe passage | |
+------+-------+---------------+------+
The Grey Key, which unlocks the compound, is in the far NE corner. In the
far NW hut there is a 145 GP chest and a pendant, +0 Faith [J3], the use of
which is unknown.
*******************************************************************************
*************** Chapter 3: The Sunset Spires ~ 8 stages ***************
Best stats at this point:
112 max health
57 equilibrium morale
62 or 72 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#16 Wetwych ~ wilderness
travel: #17 The Sorcerer's Isle, #18 Deep Forgings, #20 The Great Cleft
initial enemies: 49 quota: 12
+--------------------------+----------------+---------------------------------+
| 10 dragonflies open | 40 hp 40 sk | [A3](+10) [W0](+10) |
| 8 dragonflies line | 80 hp 40 sk | [A3](+10) [W0](+10) |
| 6 snakes open | 40 hp 40 sk | [A3](+10) [W0](+10) |
| 4 snakes huddle | 80 hp 50 sk | [A5](+10) [W0](+10) |
| 10 ghosts wedge | 40 hp 40 sk | [A5](+10) [W0](+10) |
| 8 ghosts column | 40 hp 40 sk | [A4](+20) [W0](+10) |
| 3 giant eyes wedge | 80 hp 40 sk | [A5] (+0) [W5](+10) [M5] (+0) |
+--------------------------+----------------+---------------------------------+
360 GP available (missing: 20 GP pile, 20 GP pile, 40 GP pouch)
+------+-------+-----------------+------+
| 155 | +15 | Elven Runesword | [W2] |
| 64 | (255) | Dragon Steak | |
| 11 | (45) | Melon | |
| 5 | (20) | Apple | |
+------+-------+-----------------+------+
There's a 20 GP pile near the start position and a Gardeners Spade in the
center of the map. There is a teleport maze by the hut to the NE that you need
the shovel to bypass. Walk between the dancing flowers, then N a bit, then E
past the rock, then S, using the shovel to pass the leafy plant. Then go W.
You'll be teleported to an apple, the Earth Mages Spellbook, and a 60 GP sack.
The book opens the door to the house to the SW. Inside that house is food, the
sword, and a 200 GP chest. If a pit is blocking the door, Travel away and come
back.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#17 The Sorcerer's Isle ~ elves
travel: #16 Wetwych, #19 Westhaven
initial enemies: 61 quota: 15
+--------------------------+----------------+---------------------------------+
| 16 spiders open | 40 hp 40 sk | [A0] (+0) [W4](+20) |
| 16 spiders open | 40 hp 40 sk | [A3](+10) [W4](+25) |
| 4 elves line | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 1 elf column | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 1 elf column | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 2 elves line | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 2 elves column | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 2 elves column | 40 hp 40 sk | [A1](+10) [W2] (+1) [M1](+10) |
| 6 snakes open | 40 hp 40 sk | [A3](+10) [W4](+25) |
| 1 elf column | 80 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 1 elf column | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 4 elves line | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 1 elf wedge | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 3 elves line | 40 hp 40 sk | [A1](+10) [W2](+10) [M1](+10) |
| 1 elf wedge | 120 hp 40 sk | [A1](+10) [W2](+10) [M3](+60) |
|* 1 ghost open | 40 hp 40 sk | [A5](+10) [W4](+10) [M5](+20) |
+--------------------------+----------------+---------------------------------+
320 GP available
+------+-------+-------------------+------+
| 150 | +15 | Elven Runesword* | [W2] |
| 300 | +5 | Greenfletch* | [M6] |
| 200 | +10 | Minor Shield Ring | [R0] |
| 400 | +20 | The Ruby Star* | [J0] |
| 100 | +5 | Emerald Necklace | [J4] |
| 25 | (100) | Healing Potion* | |
| 5 | (20) | An Apple | |
| 5 | (20) | An Apple | |
| 5 | (20) | An Apple | |
| 10 | (40) | Carrots | |
| 5 | (20) | Corn | |
| 5 | (20) | Corn | |
| 5 | (20) | An Apple | |
| 5 | (20) | Wine | |
| 10 | (40) | Small Pie | |
| 5 | (20) | Wine | |
| 5 | (20) | Corn | |
| 15 | (60) | Large Pie | |
| 5 | (20) | Corn | |
| 80 | | Safe passage | |
+------+-------+-------------------+------+
The archway to the NE near the start leads to a 10 GP coin pile and an Iron
Key. It unlocks the bedroom that is reached by going through the double arch in
the center of the island. In the bedroom is a 10 GP pile and a Storeroom Key.
The storeroom is two levels down and has a 120 GP chest.
The archway in the SE has a Guardroom Key, which unlocks the room on the
right. Hidden in the SW corner is the Priests Key, which opens the other door.
In there is the Priests Prayer Book, and downstairs there is a 40 GP pouch and
an 80 GP sack.
The far NW archway leads to a 50 GP sack. The archway S of the shrine leads
to a room with a 10 GP pile and a false bookcase. The bookcase door just leads
to the shrine outside. Approach the blue orb with the book to make the treasure
appear, including the Ruby Star. The lightning traps should be deactivated.
Walking all the way to the N wall of the shrine will result in death.
One of the tombstones on the W on the island hides a random ghost.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#18 Deep Forgings ~ dwarves
travel: #16 Wetwych, #21 The Whispering Deep
initial enemies: 74 quota: 18
+--------------------------+----------------+---------------------------------+
| 4 snakes open | 40 hp 40 sk | [A3] (+0) [W4](+10) |
| 1 snake open | 100 hp 50 sk | [A3](+15) [W4](+10) [M5](+50) |
| 4 dwarves line | 40 hp 40 sk | [A1](+10) [W1](+10) [M0](+10) |
| 4 dwarves line | 40 hp 40 sk | [A1](+10) [W1](+10) [M0](+10) |
| 4 dwarves line | 40 hp 40 sk | [A1](+20) [W1] (+0) [M0](+10) |
| 1 dwarf single | 60 hp 60 sk | [A1](+40) [W1](+20) [M0] (+0) |
| 1 dragonfly open | 160 hp 80 sk | [A1](+10) [W4](+10) [M3](+60) |
| 1 dwarf open | 40 hp 60 sk | [A1](+10) [W1](+10) [M0](+10) |
| 2 dwarves line | 160 hp 40 sk | [A1] (+0) [W1](+10) [M0](+40) |
| 1 dwarf open | 40 hp 40 sk | [A1](+10) [W1](+10) [M0](+10) |
| 1 dwarf open | 80 hp 40 sk | [A1](+10) [W1](+40) [M0](+10) |
| 1 ghost open | 10 hp 20 sk | [A5](+10) [W5](+10) |
| 6 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 6 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 3 ghosts open | 20 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 6 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 3 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 6 ghosts open | 10 hp 20 sk | [A1](+10) [W5](+10) [M4](+20) |
| 3 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 6 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 3 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+20) |
| 2 ghosts open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+10) |
| 1 ghost open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+10) |
| 2 ghosts open | 20 hp 20 sk | [A5](+10) [W5](+10) [M4](+10) |
| 1 ghost open | 10 hp 20 sk | [A5](+10) [W5](+10) [M4](+10) |
| 1 ghost open | 160 hp 20 sk | [A5](+30) [W5](+10) [M3](+60) |
+--------------------------+----------------+---------------------------------+
600 GP available
+------+-------+----------------------+------+
| 155 | +15 | Dwarven Full Chain | [A1] |
| 150 | +15 | Dwarven Runeaxe | [W1] |
| 400 | +80 | Lighthammer | [M4] |
| 5 | (20) | Corn | |
| 5 | (20) | Corn | |
| 5 | (20) | Carrots | |
| 10 | (40) | Dwarven Trail Pie | |
| 1 | (5) | Ale | |
| 10 | (40) | Dwarven Trail Pie | |
| 5 | (20) | Water Flask | |
| 10 | (40) | Dwarven Trail Pie | |
| 10 | (40) | Melon | |
| 15 | (60) | Trail Cake | |
| 4 | (15) | Apple | |
| 50 | (200) | Super Healing Potion | |
| 80 | | Safe passage | |
+------+-------+----------------------+------+
There are three keeps in this area, to the E, SW and NW, and a huge main
gate to the N. The Portcullis Key to the E keep is in the bushes to the NE.
Inside in the unlocked central room there is a Bronze Key, which unlocks
the wooden door the the E. To the N is an 80 GP sack and a Small Key. The door
to the W unlocks from behind, without a key. There are three 10 GP piles but
beware the pits that appear if you walk along the door's wall. There are stairs
to the SW and SE. The SE stairs lead to food. The SW stairs leads to a trap
room. Flip the far left and far right switches to open the door. Other
combinations result in pits. Walking along the wall of the switches results in
gas traps, so approach them from below. There's a 50 GP sack partially hidden
in the SE of the next room. The wooden door is opened with the Small Key from
upstairs. In the far S room is another Portcullis Key, armor, and a 50 GP sack,
as well as a button on the wall, Gate Control No 1.
Take the key to the SW keep. Flip the switch on the wall and go through the
door that opens. There is a 30 GP pouch here, and a Strongroom Key hidden under
the table. Downstairs, unlock the strongroom and find a third Portcullis
Key, an axe, a 40 GP pouch, and Gate Control No 2. There is a Bedroom Key
hidden to the SW. It opens the wooden door that was locked upstairs, revealing
a 70 GP sack.
Now you can go to the NW keep. Inside there's a 50 GP sack and a Gold Key
which opens the locked room with food downstairs. Down another level there
is a second switch room. You have to get all the switches to go down. There is
a 200 GP chest and Gate Control No 3.
With the three gate controls pressed, you can now flip the Master Gate
Control by the main gate. After a long, dark passage and a whole lot of ghosts,
you can finally teleport to the Lighthammer wand. However, there's a shortcut
to the wand: walk E through the rocks at the main gate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#19 Westhaven ~ humans
travel: #17 The Sorcerer's Isle, #21 The Whispering Deep,
#23 Brown Mage's Demesne, #22 Blackgorge Bowels
initial enemies: 61 quota: 15
+--------------------------+----------------+---------------------------------+
| 10 humans wedge | 40 hp 40 sk | [A0](+10) [W2](+10) [M0](+10) |
| 10 humans line | 40 hp 40 sk | [A0](+10) [W2](+10) |
| 6 humans huddle | 40 hp 40 sk | [A0](+10) [W2](+10) [M0](+10) |
| 8 humans column | 80 hp 40 sk | [A0](+10) [W2](+10) [M0](+10) |
| 4 humans open | 40 hp 50 sk | [A0](+10) [W2](+10) [M0](+10) |
| 8 humans wedge | 40 hp 40 sk | [A0](+10) [W2](+10) |
| 10 humans single | 40 hp 40 sk | [A0](+10) [W2](+10) [M0](+10) |
| 1 human open | 80 hp 40 sk | [A0](+10) [W2](+10) [M3](+20) |
| 4 humans column | 40 hp 40 sk | [A0](+10) [W2](+10) [M0](+10) |
+--------------------------+----------------+---------------------------------+
360 GP available
+------+-------+---------------+------+
| 100 | +10 | Leatherjerkin | [A0] |
| 100 | +10 | Leatherjerkin | [A0] |
| 700 | +10 | Repentance | [W7] |
| 90 | +9 | Longsword | [W2] |
| 120 | +10 | Longbow | [M1] |
| 200 | +10 | Holy Necklace | [J2] |
| 10 | (40) | Corn | |
| 38 | (150) | Smelly Fish | |
| 7 | (30) | Carrots | |
| 1 | (5) | Holy Water | |
| 1 | (5) | Holy Water | |
| 5 | (20) | Apple | |
| 2 | (10) | Tomato | |
| 2 | (7) | Water Carrier | |
| 11 | (45) | Melon | |
| 7 | (30) | Carrots | |
| 80 | | Safe passage | |
+------+-------+---------------+------+
There is quicksand in the SE corner of the map, not that there's any reason
to go there. To get to the uninhabited island where Repentance is, walk between
the two trees to the NW.
There's a 50 GP sack in the NE corner of the village. In the NE hut there's a
55 GP sack and an Arrow Key. The unfinished building has a 35 GP pouch, a 200
GP chest, and a 20 GP pile. The key unlocks the door here. The passage connects
to a hut on the SW island, which has only enemies on it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#20 The Great Cleft ~ orcs
travel: #16 Wetwych, #23 Brown Mage's Demesne
initial enemies: 57 quota: 14
+--------------------------+----------------+---------------------------------+
| 1 ogre open | 180 hp 45 sk | [A3](+12) [W4](+12) [M0](+42) |
| 3 orcs line | 45 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 ogre open | 180 hp 45 sk | [A3](+12) [W4](+12) [M0](+42) |
| 6 orcs line | 45 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 3 orcs line | 90 hp 45 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 ogre open | 180 hp 45 sk | [A3](+32) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 35 sk | [A4](+12) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 35 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 orc open | 180 hp 75 sk | [A4](+30) [W0](+30) [M0](+30) |
| 1 orc open | 180 hp 65 sk | [A4](+30) [W0](+30) [M0](+30) |
| 1 orc column | 45 hp 25 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 orc column | 45 hp 25 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 orc column | 45 hp 25 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 ogre column | 90 hp 45 sk | [A3](+12) [W0](+12) [M0](+42) |
| 5 orcs line | 45 hp 25 sk | [A4](+12) [W0](+12) [M0](+12) |
| 5 orcs line | 45 hp 25 sk | [A4](+12) [W0](+12) [M0](+12) |
| 1 orc column | 90 hp 45 sk | [A2](+40) [W0](+20) [M5](+80) |
+--------------------------+----------------+---------------------------------+
470 GP available
+------+-------+--------------------+------+
| 150 | +15 | Skull Splitter | [W0] |
| 150 | +15 | Grums Bow | [M0] |
| 300 | +60 | Orcish Battle Wand | [M5] |
| 5 | (20) | Carrots | |
| 5 | (20) | Corn | |
| 10 | (40) | Fish | |
| 5 | (20) | Melon | |
| 20 | (80) | Leg of Something | |
| 10 | (40) | Fish | |
| 40 | (160) | Healing Potion | |
| 5 | (20) | Corn | |
| 50 | (200) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 5 | (20) | Apple | |
| 90 | | Safe passage | |
+------+-------+--------------------+------+
Across the bridge there is a small cave to the W that just has carrots. A
bit to the N there is another with just corn. N of that there is one with fish
and a 30 GP pouch. The northernmost cave takes you across the river. From here
follow the river north and you get teleported to the SE part of the map. At the
end of the trail is a cave.
The E path in the cave leads to treasure including a 30 GP pouch and a 80 GP
sack, but stay in the center of the tunnel to avoid pits. The W path at the
intersection goes outside to a new area. To the N is a cave behind some bushes
with treasure, including a 110 GP chest.
Outside, farther N is cave leading to the Gnak Brothers Pit. The messages say
they are invincible, but they happily fell before my weapons. There's a 100
GP chest S of the torture chamber. The wand and a 120 GP chest is in the SW
room. At the NW there's an exit that just leads to an apple and more orcs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#21 The Whispering Deep ~ dwarves
travel: #18 Deep Forgings, #19 Westhaven
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 13 dwarves line | 50 hp 40 sk | [A1](+13) [W1](+13) [M0](+42) |
| 13 dwarves line | 50 hp 40 sk | [A1](+13) [W1](+13) [M0](+42) |
| 13 dwarves line | 50 hp 40 sk | [A1](+13) [W1](+13) [M0](+42) |
| 10 dwarves column | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 6 dwarves line | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 2 dwarves line | 100 hp 50 sk | [A1](+32) [W1](+13) [M0](+13) |
| 3 dwarves open | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
| 1 dwarf wedge | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 1 dwarf wedge | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 2 dwarves line | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 2 dwarves open | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
| 6 chompers open | 200 hp 30 sk | [A3](+32) [W4](+42) |
| 1 dwarf open | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
| 1 dwarf column | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
| 1 dwarf column | 50 hp 30 sk | [A1](+13) [W1](+12) [M0](+13) |
| 1 dwarf column | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
| 1 dwarf column | 50 hp 50 sk | [A1](+13) [W1](+13) [M0](+13) |
| 3 dwarves open | 50 hp 30 sk | [A1](+13) [W1](+13) [M0](+13) |
+--------------------------+----------------+---------------------------------+
410 GP available
+------+-------+------------------------+------+
| 210 | +0 | Lokrist | [W2] |
| 160 | +15 | Dwarven Heavy Crossbow | [M0] |
| 100 | +5 | Ruby Necklace | [J0] |
| 10 | (40) | Trail Cake | |
| 25 | (100) | Healing Potion | |
| 5 | (20) | Beer | |
| 5 | (20) | Beer | |
| 5 | (20) | Beer | |
| 20 | (80) | Dwarven Trail Cake | |
| 20 | (80) | Large Melon | |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 100 | | Safe passage | |
+------+-------+------------------------+------+
The Gate Key is to the NE. Once through the gate you can clean out the huts.
The House Key is in the SE corner. The locked house is a little to the N and
has a 180 GP chest, a 150 GP chest, and a 80 GP sack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#22 Blackgorge Bowels ~ orcs
travel: #19 Westhaven, #25 Hell's Gate (ch.4)
initial enemies: 63 quota: 15
+--------------------------+----------------+---------------------------------+
| 1 orc open | 100 hp 60 sk | [A4](+13) [W0](+13) [M5](+30) |
| 1 ogre open | 100 hp 60 sk | [A3](+13) [W1](+43) |
| 6 orcs line | 50 hp 50 sk | [A4](+13) [W0](+13) [M0](+13) |
| 10 orcs column | 253 hp 50 sk | [A4](+13) [W0](+13) |
| 8 orcs open | 100 hp 50 sk | [A4](+13) [W0](+13) [M0](+13) |
| 9 orcs line | 100 hp 50 sk | [A4](+13) [W0](+13) |
| 4 orcs huddle | 50 hp 50 sk | [A4](+13) [W0](+13) [M0](+13) |
| 10 orcs line | 50 hp 50 sk | [A4](+13) [W0](+13) |
| 7 orcs wedge | 50 hp 50 sk | [A4](+13) [W0](+13) [M0](+13) |
| 7 orcs single | 50 hp 50 sk | [A4](+13) [W0](+13) |
+--------------------------+----------------+---------------------------------+
450 GP available
+------+-------+----------------+------+
| 120 | +12 | Leatherjerkin | [A0] |
| 100 | +10 | Leather Armour | [A0] |
| 150 | +15 | Throatmangler | [W0] |
| 100 | +10 | Scimitar | [W0] |
| 80 | +8 | Club | [W4] |
| 100 | +10 | Battle-Axe | [W1] |
| 100 | +10 | Crossbow | [M0] |
| 25 | (100) | Large Pie | |
| 11 | (45) | Melon | |
| 38 | (150) | Smelly Fish | |
| 7 | (30) | Carrots | |
| 2 | (10) | Tomato | |
| 10 | (40) | Corn | |
| 25 | (100) | Large Pie | |
| 11 | (45) | Melon | |
| 100 | | Safe passage | |
+------+-------+----------------+------+
The Diamond Key is sitting to the E of the wall. It unlocks the door on the
W side of the river, which leads to the Arrow Key in the SW corner. That
unlocks the jail cell in the NE fort to reveal the Grey Key, which in turn
unlocks the gate leading to the cave.
Downstairs, to the SW is the Square Key, which opens the door to the NE.
Through the door is a 15 GP pile, and to the SE is the Spike Key, which opens
the door to the SW. Through there is a 150 GP chest, and to the NW is a 50 GP
sack and a Gold Key.
Upstairs, the N exit goes outdoors to the feasting hall and a 200 GP chest.
You can walk S around the dividing wall to reach the W section. The Gold Key
unlocks the door for a 35 GP pouch.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#23 Brown Mage's Demesne ~ humans
travel: #20 The Great Cleft, #19 Westhaven, #25 Hell's Gate (ch.4)
initial enemies: 76 quota: 19
+--------------------------+----------------+---------------------------------+
| 1 human open | 220 hp 65 sk | [A0](+14) [W2](+14) [M3](+35) |
| 1 troll open | 110 hp 65 sk | [A0](+14) [W4](+16) |
| 10 humans wedge | 55 hp 55 sk | [A0](+14) [W2](+14) |
| 9 humans line | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 10 humans open | 55 hp 55 sk | [A0](+14) [W2](+14) |
| 10 humans huddle | 110 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 8 humans line | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 6 humans wedge | 55 hp 55 sk | [A0](+14) [W2](+14) |
| 10 humans column | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 4 humans single | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 2 humans open | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
| 1 human open | 110 hp 55 sk | [A0](+14) [W2](+44) |
| 4 humans wedge | 55 hp 55 sk | [A0](+14) [W2](+14) [M0](+14) |
+--------------------------+----------------+---------------------------------+
495 GP available (missing: 150 GP chest, 25 GP pouch)
+------+-------+--------------------+------+
| 650 | +5 | Brown Mages Armour | [A9] |
| 125 | +12 | Leather Armour | [A0] |
| 180 | +18 | Chainmail | [A1] |
| 25 | +3 | Brown Armour | [A1] |
| 50 | +5 | Blunt Scimitar | [W0] |
| 120 | +12 | Longsword | [W2] |
| 20 | +2 | Club | [W4] |
| 130 | +13 | Longbow | [M1] |
| 15 | (60) | Small Pie | |
| 2 | (10) | Tomato | |
| 10 | (40) | Corn | |
| 7 | (30) | Carrots | |
| 1 | (5) | Bottle | |
| 25 | (100) | Large Pie | |
| 5 | (20) | Apple | |
| 5 | (20) | Apple | |
| 37 | (150) | Fish | |
| 1 | (5) | Bottle | |
| 2 | (7) | Water Carrier | |
| 11 | (45) | Melon | |
| 7 | (30) | Melon | |
| 2 | (7) | Water Carrier | |
| 15 | (60) | Small Pie | |
| 5 | (20) | Apple | |
| 110 | | Safe passage | |
+------+-------+--------------------+------+
Climb down the pit, approaching the ladder directly or you'll die. In the
barracks, work your way E and find a 95 GP sack in a SE room. This passage
leads to the Guardroom Key which was visible from the entrance. It opens the
door in the central part of the barracks. The Iron Key is in the NW corner.
Outside, head E you'll find a 15 GP pile in the hut N of the large thatched
building. In the hut to the E of that there is a 20 GP pile and a Spike Key.
Unlock the fence outside to the NE with the Iron Key, and teleport. There is a
30 GP pouch here. The Spike Key unlocks the compound. In the hut is a 60 GP
sack. Through the arch is a new area with a 100 GP chest. Through the arch to
the N you'll find the armor on the tiny island.
*******************************************************************************
*************** Chapter 4: The Great Plain ~ 6 stages ***************
Best stats at this point:
128 max health
65 equilibrium morale
78 or 88 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#25 Hell's Gate ~ orcs
travel: #32 Hell's Kitchen, #29 Northholme
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 1 dragon column | 220 hp 65 sk | [A7](+14) [W4](+29) [M3](+75) |
| 8 orcs line | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 8 orcs line | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 8 orcs line | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 8 orcs line | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 9 orcs wedge | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 1 orc open | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 4 orcs open | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+14) |
| 4 orcs open | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+14) |
| 2 orcs line | 110 hp 55 sk | [A4](+34) [W0](+14) [M0](+14) |
| 1 orc column | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+44) |
| 7 orcs column | 55 hp 45 sk | [A4](+14) [W0](+14) [M0](+14) |
| 6 orcs wedge | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+14) |
| 6 orcs line | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+14) |
| 6 orcs line | 55 hp 55 sk | [A4](+14) [W0](+14) [M0](+14) |
| 1 orc wedge | 55 hp 55 sk | [A4](+34) [W0](+14) [M5](+75) |
+--------------------------+----------------+---------------------------------+
495 GP available
+------+-------+--------------------+------+
| 300 | +60 | Firefist | [M3] |
| 200 | +10 | Lesser Battle Ring | [R0] |
| 50 | (200) | Healing Potion | |
| 20 | (80) | Ripe Corn | |
| 20 | (80) | Leg of Something | |
| 20 | (80) | Large Fish | |
| 25 | (100) | Large Fresh Leg | |
| 20 | (80) | Magic Apple | |
| 110 | | Safe passage | |
+------+-------+--------------------+------+
There's a dragon just N of your position. Pick your weapons carefully and try
to take it out with missiles. Its hoard includes a 50 GP sack and a Gate Key.
The gate is to the NW. In the new area, there are two keeps, each with two
locked doors. The Gate Key for each is right in front of them. The Iron Key for
each is in the courtyard of the other keep. You will need to explore the E keep
first.
In there is a Brass Key and a 50 GP sack. Bring the key to the W keep and use
it to get into the storeroom, which contains a Gold Key. Back in the E keep,
this key unlocks a door that leads to a 100 GP chest. Watch out for the pit
trap at the bottom of the stairs. Take a step left to trigger it then wait for
it to disappear. In this room there are some punk teleport traps, but
eventually you'll make it to the potion, ring, and a 295 GP chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#29 Northholme ~ dwarves
travel: #25 Hell's Gate, #37 Mount Fang
initial enemies: 74 quota: 18
+--------------------------+----------------+---------------------------------+
| 10 dwarves line | 65 hp 65 sk | [A1](+16) [W1](+16) |
| 10 dwarves line | 65 hp 65 sk | [A1](+16) [W1](+16) [M0](+16) |
| 16 dwarves wedge | 130 hp 65 sk | [A1](+16) [W1](+16) [M0](+16) |
| 10 dwarves column | 65 hp 75 sk | [A1](+16) [W1](+16) |
| 8 dwarves single | 130 hp 65 sk | [A1](+16) [W1](+16) [M0](+16) |
| 16 dwarves line | 65 hp 65 sk | [A1](+16) [W1](+16) [M0](+16) |
| 3 dwarves single | 130 hp 75 sk | [A1](+16) [W1](+16) [M0](+16) |
| 1 dwarf column | 65 hp 65 sk | [A1](+16) [W1](+16) |
+--------------------------+----------------+---------------------------------+
585 GP available
+------+-------+--------------+------+
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 25 | (100) | Large Pie | |
| 3 | (10) | Tomato | |
| 7 | (30) | Carrots | |
| 1 | (5) | Dwarvish Ale | |
| 15 | (60) | Small Pie | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 3 | (10) | Tomato | |
| 15 | (60) | Small Pie | |
| 130 | | Safe passage | |
+------+-------+--------------+------+
In the hall to the NW there is a 150 GP chest. There is another in the
unlocked hut to the NE. Approach the table in the hut and you'll be told
where to find a key. There is an 85 GP sack in the false cave to the E, along
with the Gold Key. It unlocks the other hut to the NE, which contains a 200 GP
chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#32 Hell's Kitchen ~ orcs
travel: #25 Hell's Gate, #41 The Burning Waste
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 1 scorpion column | 150 hp 75 sk | [A6](+38) [W1](+18) [M3](+65) |
| 10 orcs open | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 1 orc open | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 9 orcs column | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 6 orcs line | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 6 orcs line | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 6 orcs line | 75 hp 75 sk | [A3](+18) [W0](+18) [M0](+18) |
| 6 orcs line | 75 hp 75 sk | [A4](+18) [W0](+18) [M0](+18) |
| 1 scorpion open | 75 hp 75 sk | [A2](+18) [W1](+18) [M3](+18) |
| 2 scorpions line | 75 hp 75 sk | [A1](+18) [W1](+18) [M5](+55) |
| 4 scorpions line | 75 hp 75 sk | [A2](+18) [W1](+18) [M5](+55) |
| 8 scorpions wedge | 75 hp 75 sk | [A1](+18) [W1](+18) [M3](+55) |
| 6 scorpions line | 75 hp 75 sk | [A2](+18) [W1](+18) [M3](+55) |
| 6 scorpions line | 75 hp 75 sk | [A2](+18) [W1](+18) [M3](+55) |
| 1 scorpion wedge | 150 hp 75 sk | [A2](+48) [W1](+18) [M3](+75) |
| 1 scorpion wedge | 150 hp 75 sk | [A2](+48) [W1](+18) [M3](+75) |
| 1 orc wedge | 150 hp 85 sk | [A1](+28) [W0](+18) [M0](+38) |
| 1 orc wedge | 150 hp 85 sk | [A1](+28) [W0](+38) [M0](+18) |
| 4 scorpions wedge | 150 hp 85 sk | [A2](+18) [W1](+18) [M3](+55) |
+--------------------------+----------------+---------------------------------+
675 GP available
+------+-------+----------------------+------+
| 400 | +20 | Firearmour | [A8] |
| 420 | +0 | Absolution | [W7] |
| 25 | (100) | Leg of Something | |
| 25 | (100) | Leg of Something | |
| 50 | (200) | Healing Potion | |
| 50 | (200) | Healing Potion | |
| 25 | (100) | Leg of Something | |
| 50 | (200) | Strange Drink | |
| 75 | (255) | Super Healing Potion | |
| 150 | | Safe passage | |
+------+-------+----------------------+------+
The lava bridge is covered by numerous fireball traps which you can't dodge
because there's no room. Walking off the bridge into the fire results in death.
On the island at the end of the bridge, guarded by a mean scorpion, is the
Portcullis Key.
If you walk off the N of the island you will be teleported over to the W to
the group of scorpions guarding the sword. If you try taking your troops, some
will throw themselves into the lava trying to get over to you. If you want
Absolution without losing troops, either buy it or take out the scorpions by
yourself little by little, doing teleport hit & runs with your missile.
In any case you can now enter the gate with the key. In the dormitory are
three 50 GP sacks and a 100 GP chest. The path to the E leads to food.
The cave at the N end of the dormitory leads to a track with lava on either
side, only this time the scorpions are attacking from the lava. You should
immediately tell your troops to halt and try to lure the scorpions onto the
tracks so your guys can nail them with missiles. There is a 225 GP chest and a
200 GP chest in the room at the end of the tracks, along with the super healing
potion and armor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#37 Mount Fang ~ wilderness
travel: #29 Northholme, #35 Magewood
initial enemies: 71 quota: 17
+--------------------------+----------------+---------------------------------+
| 10 dragonflies open | 75 hp 75 sk | [A3](+19) [W0](+19) [M3](+55) |
| 16 dragonflies line | 75 hp 75 sk | [A3](+19) [W0](+19) [M3](+55) |
| 10 dragonflies wedge | 75 hp 75 sk | [A3](+19) [W0](+19) [M3](+55) |
| 10 dragonflies huddle | 75 hp 75 sk | [A3](+19) [W0](+19) [M3](+55) |
| 10 snakes open | 75 hp 75 sk | [A3](+19) [W0](+19) |
| 5 snakes open | 75 hp 75 sk | [A3](+19) [W0](+19) |
| 10 snakes column | 75 hp 75 sk | [A3](+19) [W0](+19) |
|* 1 dragon open | 255 hp 95 sk | [A7](+50) [W4](+20) [M3](+75) |
+--------------------------+----------------+---------------------------------+
675 GP available
+------+-------+--------------------+------+
| 700 | +20 | Feadil's Bladewall | [A7] |
| 125 | +10 | Norbane | [W6] |
| 1000 | +1 | Diamond Star | [J1] |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 1 | (5) | Dragon Ale | |
| 25 | (100) | Dragonfly Pie | |
+------+-------+--------------------+------+
The ladder to the E of the start doesn't seem to lead anywhere. In the NW
corner is the Diamond Star, which is practically worthless because of its low
plus value. More useful is the non-steaming heap of Dragon Dung. In the cave
to the NE there is A Handy Lever on the far side of the river. From the close
side, follow the river W and use the lever to open the door from behind. Flip
the switch that you find down the ladder.
The switch makes a door appear in the wall just N of the starting position.
The door leads to four dragon steaks, Norbane, and the armor. The dung will
open the door by the switch, and that door will teleport you to the bridge near
the dragon. Past the dragon (easy with Norbane), there's a new cave entrance,
which leads to a total of 675 GP.
There are no more dragons in the game, so Norbane isn't so useful now, but
don't miss out on the best armor in the game, Feadil's Bladewall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#41 The Burning Waste ~ wilderness
travel: #32 Hell's Kitchen, #35 Magewood
initial enemies: 78 quota: 19
+--------------------------+----------------+---------------------------------+
| 1 armored giant open | 255 hp 90 sk | [A5](+20) [W4](+20) [M4](+60) |
| 1 troll open | 160 hp 80 sk | [A3](+20) [W4](+20) [M0](+20) |
| 1 ogre open | 255 hp 80 sk | [A3](+20) [W4](+20) [M0](+20) |
| 1 ogre open | 160 hp 80 sk | [A3](+20) [W4](+20) [M3](+60) |
| 1 troll open | 80 hp 80 sk | [A3](+20) [W4](+20) [M0](+20) |
| 8 scorpions wedge | 80 hp 80 sk | [A2](+40) [W0](+20) |
| 8 scorpions column | 160 hp 80 sk | [A2](+20) [W0](+20) [M5](+40) |
| 8 scorpions wedge | 80 hp 90 sk | [A2](+20) [W0](+20) |
| 10 scorpions line | 80 hp 80 sk | [A2](+20) [W0](+20) [M5](+40) |
| 9 scorpions open | 80 hp 80 sk | [A2](+20) [W0](+20) |
| 6 scorpions line | 160 hp 80 sk | [A2](+20) [W0](+20) [M5](+40) |
| 6 scorpions single | 160 hp 90 sk | [A2](+20) [W0](+20) [M5](+60) |
| 8 scorpions huddle | 80 hp 80 sk | [A2](+20) [W0](+20) [M5](+60) |
| 8 scorpions line | 80 hp 80 sk | [A2](+20) [W0](+20) |
| 1 armored giant open | 160 hp 80 sk | [A5](+20) [W4](+20) [M3](+80) |
| 1 ogre open | 160 hp 80 sk | [A3](+40) [W4](+20) [M0](+20) |
+--------------------------+----------------+---------------------------------+
720 GP available
+------+-------+----------------+------+
| 500 | +25 | Bowbane | [A1] |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 37 | (150) | Smelly Fish | |
| 30 | (30) | Carrots | |
| 40 | (40) | Corn | |
| 45 | (45) | Melon | |
+------+-------+----------------+------+
This stage is a huge brawl. Try to take each party of monsters individually.
Make your approaches straight on to maximize damage from your missiles.
At the N of this area is some food and a cave entrance. The rest of the food
is lying around the cave. At the far N is a 165 GP chest. You probably tripped
the pit barriers in front of the altar when you entered. You can avoid
triggering them by hugging the right wall, or you can teleport to the altar
from the spidery-looking rock in the room in the E side of the cave. By the
altar is a total of 555 in gold, and Bowbane.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#35 Magewood ~ elves
travel: #41 The Burning Waste, #37 Mount Fang, #33 Northmarch (ch.5)
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 10 elves open | 75 hp 75 sk | [A1](+37) [W2](+17) [M4](+55) |
| 10 elves open | 75 hp 75 sk | [A1](+37) [W2](+17) [M4](+55) |
| 1 fireball open | 75 hp 75 sk | [A3](+37) [W4](+17) [M5](+75) |
| 10 elves line | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 3 elves single | 150 hp 85 sk | [A1](+17) [W2](+17) [M1](+17) |
| 4 elves line | 75 hp 75 sk | [A1](+17) [W2](+47) [M1](+17) |
| 10 elves open | 150 hp 75 sk | [A1](+17) [W1](+17) [M1](+17) |
| 1 elf column | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 1 elf column | 75 hp 75 sk | [A1](+17) [W1](+17) [M1](+17) |
| 1 elf column | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 10 elves column | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 8 elves column | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 8 elves column | 75 hp 75 sk | [A1](+17) [W2](+17) [M1](+17) |
| 1 elf open | 150 hp 75 sk | [A1](+37) [W2](+17) [M4](+55) |
| 1 elf column | 150 hp 75 sk | [A1](+37) [W2](+17) [M4](+75) |
| 1 elf column | 75 hp 75 sk | [A1](+37) [W2](+37) [M1](+17) |
+--------------------------+----------------+---------------------------------+
675 GP available
+------+-------+---------------------+------+
| 400 | +80 | Firehammer | [M3] |
| 200 | +10 | Fire Ring | [R1] |
| 550 | +20 | Greater Shield Ring | [R0] |
| 100 | +5 | Lesser Magic Bane | [J6] |
| 37 | (150) | Healing Potion | |
| 30 | (120) | Elven Waybread | |
| 30 | (120) | Elven Waybread | |
| 30 | (120) | Elven Waybread | |
| 30 | (120) | Elven Waybread | |
| 30 | (120) | Elven Waybread | |
| 37 | (150) | Healing Potion | |
| 20 | (80) | Fish | |
| 25 | (100) | Healing Potion | |
| 150 | | Safe passage | |
+------+-------+---------------------+------+
The column in the NW corner leads to the pendant. The caves to the NW, E,
and S are all connected. There is a 230 GP chest, a 45 GP pouch, and the fire
ring down here, and a door in the NE part of the cave that leads to Firehammer
and 250 GP. The cave entrance in the SE of the forest leads to a 150 GP chest
and the shield ring.
*******************************************************************************
*************** Chapter 5: Mountains of Shadow ~ 7 stages ***************
Best stats at this point:
140 max health
71 equilibrium morale
90 or 100 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#33 Northmarch ~ humans
travel: #28 Orcwatch, #44 Kingshold
initial enemies: 59 quota: 14
+--------------------------+----------------+---------------------------------+
| 1 will-o-wisp open | 255 hp 85 sk | [A5](+19) [W0](+19) [M4](+75) |
| 16 humans open | 75 hp 75 sk | [A1](+19) [W3](+19) [M2](+19) |
| 10 humans huddle | 75 hp 75 sk | [A1](+19) [W3](+19) [M2](+19) |
| 5 humans single | 75 hp 75 sk | [A1](+19) [W3](+19) [M2](+19) |
| 8 humans column | 75 hp 75 sk | [A1](+19) [W3](+19) [M2](+19) |
| 10 humans single | 75 hp 75 sk | [A1](+19) [W3](+19) [M2](+19) |
| 2 humans open | 75 hp 75 sk | [A1](+19) [W3](+19) |
| 6 humans wedge | 75 hp 85 sk | [A1](+19) [W3](+19) [M2](+19) |
| 1 human open | 150 hp 85 sk | [A8](+39) [W3](+19) [M3](+55) |
|* 8 will-o-wisps open | 250 hp 85 sk | [A5](+20) [W4](+20) [M4](+65) |
+--------------------------+----------------+---------------------------------+
675 GP available
+------+-------+----------------+------+
| 200 | +10 | Magicbane | [J6] |
| 25 | (100) | Healing Potion | |
| 37 | (150) | Healing Potion | |
| 50 | (200) | Healing Potion | |
| 62 | (250) | Healing Potion | |
| 25 | (100) | Large Pie | |
| 7 | (30) | Carrots | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 3 | (10) | Tomato | |
| 11 | (45) | Melon | |
| 15 | (60) | Small Pie | |
| 3 | (10) | Tomato | |
| 5 | (20) | Apple | |
| 10 | (40) | Corn | |
| 1 | (5) | Bottle of Ale | |
| 11 | (45) | Melon | |
| 150 | | Safe passage | |
+------+-------+----------------+------+
Teleport from the standing stones to the E or walk across the bridge to
reach two other standing stones. You should get a message about a horn. Go to
the SW corner to find the Horn of the Gatekeeper. Watch out on the bridge: you
have to walk along the middle or you die. The horn will open the main gate of
the castle.
In the northern area there's a 100 GP chest and a Diamond Key. The key
unlocks the door on the W, near a 75 GP sack. Past the door and upstairs, go S
for a Grey Key and a 125 GP chest. Back in the courtyard go E for a 25 GP
pouch. You can unlock the door here with the Grey Key. Upstairs and S you'll
find the pendant and chests worth 350 GP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#28 Orcwatch ~ humans
travel: #33 Northmarch, #38 Orckingspit, #31 Gutrippers End
initial enemies: 78 quota: 19
+--------------------------+----------------+---------------------------------+
| 8 spiders wedge | 65 hp 65 sk | [A3](+16) [W0](+16) [M5](+35) |
| 10 spiders open | 65 hp 65 sk | [A3](+16) [W0](+16) |
| 6 spiders column | 130 hp 65 sk | [A3](+16) [W0](+16) [M5](+35) |
| 7 spiders line | 65 hp 65 sk | [A3](+16) [W0](+16) |
| 8 humans line | 65 hp 65 sk | [A1](+16) [W3](+16) [M2](+16) |
| 4 humans single | 130 hp 75 sk | [A1](+16) [W3](+16) [M2](+16) |
| 6 humans huddle | 65 hp 65 sk | [A1](+16) [W3](+18) |
| 2 humans open | 130 hp 75 sk | [A2](+16) [W3](+46) |
| 1 human open | 255 hp 75 sk | [A1](+16) [W3](+16) [M3](+45) |
| 10 humans column | 65 hp 65 sk | [A1](+16) [W3](+16) [M2](+16) |
| 6 humans huddle | 65 hp 65 sk | [A1](+16) [W3](+16) |
| 5 humans wedge | 65 hp 65 sk | [A1](+16) [W3](+16) [M2](+16) |
| 5 humans line | 65 hp 65 sk | [A1](+16) [W3](+16) [M2](+16) |
+--------------------------+----------------+---------------------------------+
585 GP available
+------+-------+------------------+------+
| 500 | +0 | Dragonskin Armor | [A7] |
| 400 | +20 | Emerald Star | [J4] |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 3 | (10) | Tomato | |
| 64 | (255) | Dragon Steak | |
| 7 | (30) | Carrots | |
| 25 | (100) | Large Pie | |
| 62 | (250) | Healing Potion | |
| 11 | (45) | Melon | |
| 15 | (60) | Small Pie | |
| 3 | (10) | Tomato | |
| 1 | (5) | Bottle of Ale | |
| 10 | (40) | Corn | |
| 130 | | Safe passage | |
+------+-------+------------------+------+
In this stage there are two separate underground networks, both with many
entrances from the surface. It's a mess. In one of the networks, which I will
call network A, there is a pit trap room to the S with a 100 GP chest. The
passage to the SE of the room leads to a cave with a 200 GP chest and the
Staff of Flight. There is also 20 GP pile to the SW and 80 GP sack to the NE
in network A.
The staff will teleport you across a long pit in the central part of network
A. The passage leads to the armor. If you return to where the pit was it is
now gone, unblocking the exit that leads to the jewel. Don't use the staff
before you are ready to Travel, because the programmers forgot to remove the
teleportation tiles after the staff has been used.
Network B has a 50 GP sack in the SW room and a 100 GP chest in the NW room,
a 35 GP pouch in the central room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#31 Gutrippers End ~ orcs
travel: #28 Orcwatch, #38 Orckingspit, #34 The Black City, #39 Silver Delving
initial enemies: 78 quota: 19
+--------------------------+----------------+---------------------------------+
| 1 orc open | 255 hp 80 sk | [A4](+17) [W0](+17) [M5](+50) |
| 8 orcs line | 140 hp 70 sk | [A4](+18) [W0](+18) [M0](+18) |
| 10 orcs wedge | 70 hp 70 sk | [A4](+17) [W0](+17) [M0](+17) |
| 10 orcs column | 70 hp 70 sk | [A4](+17) [W0](+17) [M0](+17) |
| 3 orcs open | 70 hp 70 sk | [A4](+17) [W0](+17) [M5](+40) |
| 1 ogre open | 140 hp 80 sk | [A3](+18) [W4](+18) |
| 8 orcs huddle | 70 hp 70 sk | [A4](+17) [W0](+17) [M0](+17) |
| 10 orcs line | 70 hp 70 sk | [A4](+18) [W0](+18) |
| 7 orcs wedge | 70 hp 70 sk | [A4](+17) [W0](+17) [M0](+17) |
| 10 orcs single | 140 hp 70 sk | [A4](+18) [W0](+18) |
| 5 orcs open | 140 hp 70 sk | [A4](+17) [W0](+17) [M0](+17) |
| 5 orcs single | 140 hp 80 sk | [A4](+18) [W0](+18) |
+--------------------------+----------------+---------------------------------+
630 GP available
+------+-------+-------------------+------+
| 200 | +20 | Elf Shafter | [M0] |
| 400 | +80 | Orcish Rankbuster | [M5] |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Smelly Fish | |
| 11 | (45) | Melon | |
| 5 | (20) | Apple | |
| 140 | | Safe passage | |
+------+-------+-------------------+------+
There's a 155 GP chest in the SE corner, a 50 GP sack to the SW, and a 45 GP
pouch in the NW corner. "The gate never opens," but there is a cave in the NE
corner that leads behind it.
The back area has a pit trap that opens when you take a step N, which will
probably kill some orcs and not you. There's a 130 GP chest to the W and
another cave entrance here. The cave leads to a 250 GP chest and the wand.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#34 The Black City ~ orcs
travel: #31 Gutripper's End, #44 Kingshold
initial enemies: 78 quota: 19
+--------------------------+----------------+---------------------------------+
| 1 ogre open | 150 hp 75 sk | [A3](+19) [W4](+19) |
| 1 troll open | 150 hp 85 sk | [A3](+19) [W4](+49) |
| 10 orcs column | 75 hp 75 sk | [A4](+19) [W0](+19) [M0](+19) |
| 10 orcs wedge | 75 hp 85 sk | [A4](+19) [W0](+19) |
| 10 orcs huddle | 150 hp 75 sk | [A4](+19) [W0](+19) [M0](+19) |
| 1 ogre open | 150 hp 85 sk | [A3](+19) [W4](+49) |
| 16 orcs open | 75 hp 75 sk | [A4](+19) [W0](+19) |
| 9 orcs single | 75 hp 75 sk | [A4](+19) [W0](+19) [M0](+19) |
| 4 orcs open | 255 hp 85 sk | [A4](+39) [W0](+19) [M0](+19) |
| 6 orcs column | 75 hp 85 sk | [A4](+19) [W0](+19) [M0](+19) |
| 4 orcs line | 150 hp 75 sk | [A4](+19) [W0](+19) [M0](+19) |
| 6 orcs open | 150 hp 85 sk | [A4](+19) [W0](+19) [M0](+19) |
+--------------------------+----------------+---------------------------------+
675 GP available (missing: 150 GP chest, 80 GP sack, 150 GP chest)
+------+-------+----------------------+------+
| 201 | +20 | Orcish Battle Armour | [A0] |
| 62 | (250) | Healing Potion | |
| 37 | (150) | Smelly Fish | |
| 7 | (30) | Carrots | |
| 64 | (255) | Dragon Steak | |
| 25 | (100) | Healing Potion | |
| 3 | (10) | Tomato | |
| 25 | (100) | Large Pie | |
| 7 | (30) | Carrots | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 11 | (45) | Melon | |
| 1 | (5) | Bottle of Ale | |
| 150 | | Safe passage | |
+------+-------+----------------------+------+
A Gold Key is just across the river to the E, but you have to walk all the
way around clockwise to get to it. The entrance to the caves is at the end of
the road near your starting point, partially concealed behind the rock.
Inside, the key unlocks the door on the S wall of the central chamber.
Through the door is a 95 GP sack to the E, a 100 GP chest to the W, a 50 GP
sack to the NE and another to the SW. The doors in these caves all teleport you
to other doors in the same area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#38 Orckingspit ~ orcs
travel: #28 Orcwatch, #31 Gutrippers End
initial enemies: 66 quota: 16
+--------------------------+----------------+---------------------------------+
| 4 orcs line | 80 hp 80 sk | [A4](+20) [W4](+35) [M5](+35) |
| 8 orcs wedge | 160 hp 80 sk | [A4](+40) [W4](+40) [M5](+20) |
| 3 orcs wedge | 80 hp 80 sk | [A4](+40) [W4](+40) [M5](+20) |
| 4 orcs open | 80 hp 80 sk | [A4](+20) [W4](+35) [M5](+35) |
| 5 orcs open | 80 hp 80 sk | [A4](+40) [W4](+35) [M5](+35) |
| 2 orcs line | 160 hp 80 sk | [A4](+20) [W4](+35) [M5](+35) |
| 10 will-o-wisps open | 80 hp 90 sk | [A5](+25) [W4](+20) [M4](+70) |
| 10 will-o-wisps open | 80 hp 90 sk | [A5](+25) [W4](+20) [M4](+70) |
| 10 will-o-wisps open | 80 hp 90 sk | [A5](+25) [W4](+20) [M4](+70) |
| 10 will-o-wisps open | 80 hp 90 sk | [A5](+25) [W4](+20) [M4](+70) |
+--------------------------+----------------+---------------------------------+
720 GP available
+------+-------+--------------+------+
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Fish | |
| 10 | (40) | Corn | |
| 7 | (30) | Carrots | |
| 5 | (20) | Apple | |
| 7 | (30) | Carrots | |
| 37 | (150) | Fish | |
| 64 | (255) | Dragon Steak | |
| 11 | (45) | Melon | |
| 7 | (30) | Carrots | |
| 5 | (20) | Apple | |
| 160 | | Safe passage | |
+------+-------+--------------+------+
This is the last chance for orcs to buy troops.
Cross the river of fire by walking around it on the W side. On the other
side there is 720 GP heaped around. There is a cave entrance in a false wall
to the NE. The crown piece is in the S part of the pitch black area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#44 Kingshold ~ humans
travel: #33 Northmarch, #34 The Black City, #39 Silver Delving
initial enemies: 77 quota: 19
+--------------------------+----------------+---------------------------------+
| 8 humans line | 100 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
| 8 humans line | 100 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
| 1 human column | 200 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
| 4 humans line | 100 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
| 6 humans wedge | 200 hp 110 sk | [A1](+25) [W3](+25) [M3](+80) |
| 6 humans wedge | 200 hp 110 sk | [A1](+25) [W3](+25) [M3](+80) |
| 8 humans line | 100 hp 110 sk | [A1](+35) [W3](+25) [M2](+45) |
| 6 humans column | 200 hp 100 sk | [A1](+45) [W3](+55) [M2](+25) |
| 14 humans column | 100 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
| 1 human open | 100 hp 100 sk | [A2](+55) [W3](+25) [M3](+120)|
| 1 human column | 100 hp 100 sk | [A1](+25) [W1](+55) [M2](+25) |
| 14 humans column | 100 hp 100 sk | [A1](+25) [W3](+25) [M2](+25) |
+--------------------------+----------------+---------------------------------+
1020 GP available
+------+-------+----------------------+------+
| 800 | +30 | Peacebringer | [W7] |
| 600 | +30 | Normellon | [R1] |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 50 | (200) | Strange Fruit | |
| 63 | (250) | Dragon Steak | |
| 50 | (200) | Super Healing Potion | |
| 50 | (200) | Rations | |
| 50 | (200) | Rations | |
| 50 | (200) | Rations | |
| 25 | (100) | Clupea Harengus | |
| 50 | (200) | Super Healing Potion | |
| 50 | (200) | Super Healing Potion | |
| 200 | | Safe passage | |
+------+-------+----------------------+------+
The E and W exits of the city teleport to each other. In the house a bit to
the W of your starting position there's a 120 GP chest. A house to the N of
that has a Rusty Old Key. It unlocks a room in a large building to the N that
contains the Palace Key. In that building there is a pit trap in front of the
blue potion. Avoid it by hugging the wall. The key unlocks the gate at the far
N. A house to the E of the gate has a 150 GP chest downstairs.
Within the outer walls of the castle, there is a Royal Key to the E. Within
the inner wall, there are a lot of very strong, very mean guys. Leave your
troops in the outer wall, lure a few guys toward the door, then go and bring
your troops back. Repeat this a couple times until you've broken them into
manageable groups. Through the N exit, there's 500 GP and a door that is
unlocked by the Royal Key. A piece of the crown is here. Through the door is
a 250 GP chest and Normellon.
The walls in the SE corners of the crown room and the great hall are fake and
you can walk around in the black area. It's probably a glitch. You might
exploit this to get to the crown more easily.
The NW stairs in the crown room take you to a dungeon a pit trap and a false
bookcase. Avoid the pit by hugging the N wall.
The bookcase leads you to the house that was locked in the W part of town, but
doesn't lead to treasure. This is a one-way trip: If you backtrack from the
house to the castle, traps will kill you or the game will crash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#39 Silver Delving ~ dwarves
travel: #31 Gutripper's End, #44 Kingshold, #42 Dream City (ch.6)
initial enemies: 47 quota: 11
+--------------------------+----------------+---------------------------------+
| 8 dwarves line | 160 hp 90 sk | [A2](+40) [W1](+20) [M0](+20) |
| 5 dwarves column | 80 hp 80 sk | [A2](+40) [W1](+20) [M0](+50) |
| 2 dwarves open | 80 hp 80 sk | [A2](+40) [W1](+20) [M0](+50) |
| 1 dwarf open | 160 hp 90 sk | [A2](+40) [W1](+20) [M0](+20) |
| 1 dwarf open | 160 hp 90 sk | [A2](+40) [W1](+20) [M0](+20) |
| 7 bats open | 80 hp 80 sk | [A3](+20) [W0](+35) |
| 7 bats open | 80 hp 80 sk | [A3](+20) [W0](+35) |
| 8 bats open | 80 hp 80 sk | [A3](+40) [W0](+35) |
| 4 bats open | 80 hp 80 sk | [A3](+20) [W0](+20) |
| 4 bats open | 80 hp 80 sk | [A3](+20) [W0](+20) |
+--------------------------+----------------+---------------------------------+
720 GP available
+------+-------+---------------------+------+
| 245 | +25 | Dwarven Breastplate | [A2] |
| 64 | (255) | Dragon Steak | |
| 7 | (30) | Carrots | |
| 7 | (30) | Carrots | |
| 10 | (40) | Corn | |
| 15 | (60) | Small Pie | |
| 2 | (7) | Water Carrier | |
| 62 | (250) | Healing Potion | |
| 11 | (45) | Melon | |
| 5 | (20) | Apple | |
| 37 | (150) | Salmon | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 25 | (100) | Healing Potion | |
| 7 | (30) | Carrots | |
| 3 | (10) | Tomato | |
| 25 | (100) | Large Pie | |
| 11 | (45) | Melon | |
| 10 | (40) | Corn | |
| 2 | (5) | Wine | |
| 160 | | Safe passage | |
+------+-------+---------------------+------+
There is a 150 GP chest to the SE and a 20 GP pile to the NW. The gate is
unlocked. There's a 20 GP pile at the altar. There's a 100 GP chest to the SW
and two 50 GP sacks to the NE. The Salmon triggers a pit trap. There's an exit
to the NW. In there you'll find a 50 GP sack to the NW and another to the SE.
There are two exits, NW and NE, both of which lead to the same room. In there
is an 80 GP sack by the SW entrance, four 20 GP piles to the NW, a 50 GP sack
to the N and a 20 GP pile to the NE.
*******************************************************************************
*************** Chapter 6: Valley of the Kings ~ 5 stages ***************
The crown pieces from Kingshold and Orckingspit are needed to reach to ch.6.
Best stats at this point:
154 max health
78 equilibrium morale
104 or 114 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#42 Dream City ~ humans
travel: #36 Greenshores, #43 Elvenholde
initial enemies: 77 quota: 19
+--------------------------+----------------+---------------------------------+
| 1 human column | 180 hp 80 sk | [A2](+53) [W3](+23) [M5](+23) |
| 8 fireballs open | 90 hp 90 sk | [A6](+23) [W1](+53) |
| 8 chompers huddle | 90 hp 90 sk | [A3](+23) [W4](+53) |
| 1 human column | 180 hp 100 sk | [A6](+43) [W3](+43) [M2](+23) |
| 15 fireballs open | 90 hp 90 sk | [A6](+23) [W1](+53) |
| 6 humans line | 90 hp 90 sk | [A1](+23) [W3](+23) [M0](+23) |
| 6 humans wedge | 180 hp 90 sk | [A1](+23) [W3](+23) [M2](+23) |
| 1 human column | 180 hp 90 sk | [A1](+43) [W3](+43) [M2](+23) |
| 4 humans line | 180 hp 90 sk | [A1](+43) [W3](+23) [M1](+23) |
| 1 human column | 180 hp 90 sk | [A1](+43) [W3](+23) [M3](+70) |
| 1 human column | 180 hp 90 sk | [A1](+23) [W3](+23) [M3](+70) |
| 1 human column | 180 hp 90 sk | [A1](+23) [W3](+23) [M3](+70) |
| 2 humans line | 90 hp 110 sk | [A1](+23) [W3](+23) [M3](+90) |
| 1 human line | 180 hp 90 sk | [A1](+43) [W3](+23) [M2](+43) |
| 1 human column | 180 hp 90 sk | [A1](+43) [W3](+23) [M3](+90) |
| 3 humans line | 180 hp 90 sk | [A1](+23) [W3](+23) [M3](+90) |
| 2 humans open | 90 hp 90 sk | [A1](+43) [W3](+43) [M2](+43) |
| 1 human column | 90 hp 90 sk | [A1](+23) [W3](+23) [M4](+80) |
| 2 humans column | 90 hp 90 sk | [A1](+23) [W3](+23) [M2](+23) |
| 2 humans wedge | 90 hp 90 sk | [A1](+23) [W2](+23) [M3](+80) |
| 1 human column | 180 hp 100 sk | [A1](+23) [W3](+43) [M2](+23) |
| 4 chompers open | 90 hp 90 sk | [A5](+43) [W4](+43) [M5](+90) |
| 4 giant eyes open | 90 hp 90 sk | [A5](+23) [W4](+23) [M4](+80) |
| 1 will-o-wisp open | 90 hp 90 sk | [A5](+23) [W4](+23) [M4](+90) |
|* 3 fireballs column | 90 hp 90 sk | [A6](+23) [W1](+53) |
+--------------------------+----------------+---------------------------------+
830 GP available
+------+-------+------------------------------+------+
| 410 | +25 | Dream Armour | [A1] |
| 20 | +1 | Naugars Armor (fake) | [A1] |
| 405 | +25 | The Dreamsword | [W3] |
| 15 | +1 | Orcruth (fake) | [W1] |
| 10 | +1 | The Hand of Sulrandir (fake) | [M3] |
| 888 | +40 | The Dreambow | [M1] |
| 25 | (100) | Healing Potion | |
| 30 | (120) | Tonic | |
| 40 | (160) | Leg of Beef | |
| 40 | (160) | Leg of Beef | |
| 25 | (100) | Trail Bread | |
| 25 | (100) | Trail Bread | |
| 50 | (200) | Healing Potion | |
| 20 | (80) | Large Melon | |
| 40 | (160) | Leg of Beef | |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 20 | (80) | Trail Bread | |
| 180 | | Safe passage | |
+------+-------+------------------------------+------+
This is the last chance for humans to buy troops.
In this stage the humans aren't so bad but their pets, especially the fire
elementals, are dangerous. It's worth taking the time to get all your troops
out of the starting enclosure to ensure they don't get picked off. An easy way
out is through the fake wall on the E side. There's a mess of similar-looking
huts here, and all of the doors can be entered from both the N and S.
In the hut to the W of the enclosure there is a 100 GP chest, and a 120 GP
chest in the hut to the E of it. There is an 80 GP sack in the NE stone hut
with the wide door, but enter the left side of the door or else it leads to the
inside of the NW hut. The half-and-half hut with the wide door leads to another
80 GP sack.
The W stone leads to the sword and armor, but you may have to grope around in
the dark to find the exit. There's a 100 GP chest in the central wooden hut
with the wide door, and another in the stone hut S of that with the wide door.
The SW hut has a 200 GP chest. There is a 50 GP sack in the hut to the E of
that. The bow, which is the best in the game, is sitting in the dirt S of the
starting position.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#36 Greenshores ~ elves
travel: #42 Dream City, Maledil's Hut
initial enemies: 76 quota: 19
+--------------------------+----------------+---------------------------------+
| 10 will-o-wisps open | 90 hp 90 sk | [A3](+23) [W4](+23) [M4](+60) |
| 8 will-o-wisps open | 90 hp 90 sk | [A3](+23) [W4](+23) [M4](+60) |
| 6 elves line | 180 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 8 elves column | 90 hp 100 sk | [A1](+23) [W2](+23) [M1](+23) |
| 10 elves open | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 8 elves wedge | 180 hp 100 sk | [A1](+23) [W2](+23) [M1](+23) |
| 7 elves single | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 1 elf open | 180 hp 100 sk | [A1](+23) [W2](+23) [M4](+70) |
| 4 elves column | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 6 elves line | 90 hp 90 sk | [A1](+23) [W2](+37) [M1](+37) |
| 2 elves open | 90 hp 90 sk | [A1](+43) [W2](+23) [M4](+60) |
| 3 elves single | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 3 elves wedge | 90 hp 90 sk | [A1](+23) [W2](+23) |
+--------------------------+----------------+---------------------------------+
675 GP available
+------+-------+----------------+------+
| 250 | +21 | Full Chainmail | [A3] |
| 700 | +10 | Bauglins Blade | [W5] |
| 220 | +22 | Longsword | [W2] |
| 200 | +20 | Longbow | [M1] |
| 400 | +0 | Nendil | [R4] |
| 64 | (255) | Dragon Steak | |
| 2 | (10) | Tomato | |
| 25 | (100) | Large Pie | |
| 5 | (20) | Apple | |
| 64 | (255) | Dragon Steak | |
| 7 | (30) | Carrots | |
| 37 | (150) | Smelly Fish | |
| 11 | (45) | Melon | |
| 1 | (5) | Elven Ale | |
| 15 | (60) | Small Pie | |
| 10 | (40) | Corn | |
| 2 | (7) | Water Carrier | |
| 2 | (7) | Water Carrier | |
| 11 | (45) | Melon | |
| 25 | (100) | Large Pie | |
| 25 | (100) | Large Pie | |
| 150 | | Safe passage | |
+------+-------+----------------+------+
You'll find some Dragon Droppings N of your starting position (use unknown).
50 GP sack and 100 GP chest in the great hall. There's an 80 GP sack in the
wooden hut to the N and 25 GP pouch in the stone hut. There is a 200 GP chest
in the fenced-in stone hut, a 55 GP sack outside in the NW corner, and a 20 GP
pile in the NW wooden hut.
There is a 45 GP pouch and a partially hidden Diamond Key in the SW house.
The key unlocks the door in the great hall for a 100 GP chest and the ring.
Once you have Nendil, you can walk over the lake to the axe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#40 Maleldil's Hut ~ elves
travel: #36 Greenshores, #43 Elvenholde, #46 Dwarvenhome
initial enemies: 41 quota: 10
+--------------------------+----------------+---------------------------------+
| 16 bats open | 160 hp 90 sk | [A5](+20) [W0](+20) [M4](+60) |
| 1 elf open | 255 hp 90 sk | [A2](+40) [W2](+20) [M4](+80) |
| 16 elves open | 160 hp 80 sk | [A1](+20) [W2](+20) [M1](+20) |
| 8 elves line | 80 hp 90 sk | [A1](+20) [W2](+20) [M1](+20) |
+--------------------------+----------------+---------------------------------+
720 GP available
+------+-------+----------------+------+
| 300 | +15 | Maledil's Gem | [J5] |
| 62 | (250) | Healing Potion | |
| 62 | (250) | Healing Potion | |
| 62 | (250) | Healing Potion | |
| 62 | (250) | Healing Potion | |
| 62 | (250) | Healing Potion | |
| 1 | (5) | Bottle of Ale | |
| 1 | (5) | Bottle of Ale | |
| 1 | (5) | Bottle of Ale | |
| 1 | (5) | Bottle of Ale | |
| 1 | (5) | Bottle of Ale | |
| 1 | (5) | Bottle of Ale | |
| 160 | | Safe passage | |
+------+-------+----------------+------+
There's a Gold Key S of your position. It opens a door in the house that has
720 GP and the pendant. This stage is very small.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#43 Elvenholde ~ elves
travel: #42 Dream City, #40 Maleldil's Hut,
#46 Dwarvenhome, #45 Rockheart Gorge (ch.7)
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 8 elves line | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 8 elves line | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 6 elves line | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 4 elves line | 90 hp 90 sk | [A2](+23) [W2](+23) [M1](+43) |
| 8 elves wedge | 90 hp 90 sk | [A1](+23) [W2](+43) [M1](+23) |
| 4 elves single | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 6 elves huddle | 90 hp 90 sk | [A1](+23) [W1](+43) [M2](+23) |
| 1 elf column | 90 hp 90 sk | [A2](+23) [W2](+23) [M1](+43) |
| 1 elf column | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
| 1 elf column | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 1 elf column | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+43) |
| 2 elves line | 90 hp 90 sk | [A2](+23) [W2](+23) [M1](+43) |
| 3 elves line | 90 hp 90 sk | [A1](+23) [W1](+23) [M1](+43) |
| 8 elves line | 90 hp 90 sk | [A1](+23) [W2](+43) [M1](+23) |
| 4 elves wedge | 90 hp 90 sk | [A1](+23) [W2](+43) [M1](+24) |
| 6 elves huddle | 90 hp 90 sk | [A2](+23) [W2](+23) [M1](+43) |
| 7 elves line | 90 hp 90 sk | [A1](+43) [W2](+23) [M1](+43) |
| 1 elf column | 180 hp 90 sk | [A1](+43) [W1](+53) [M2](+23) |
| 1 elf column | 90 hp 90 sk | [A1](+23) [W2](+23) [M1](+23) |
+--------------------------+----------------+---------------------------------+
810 GP available
+------+-------+-----------------+------+
| 500 | +100 | Sulrandirs Hand | [M3] |
| 1000 | +20 | Curandils Ring | [R0] |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Way Bread | |
| 20 | (80) | Magic Wine | |
| 20 | (80) | Magic Wine | |
| 20 | (80) | Magic Wine | |
| 35 | (150) | Healing Potion | |
| 50 | (200) | Healing Potion | |
| 100 | (250) | Dragon Steak | |
| 25 | (100) | Elven Carrots | |
| 25 | (100) | Good Stuff | |
| 20 | (80) | Odd Fruit | |
| 25 | (100) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 180 | | Safe passage | |
+------+-------+-----------------+------+
This is the last chance for elves to buy troops.
There's a 50 GP sack in the hut by the SW fountain. The wooden hut and stone
hut in the center are connected and have two 100 GP chests. There's an 80 GP
sack in the NW hut, a 100 GP chest in the hut S of that, and a 30 GP pouch in
the hut to the SE of that. The hut with a ladder to the N has a 100 GP chest
downstairs. The stone hut to the E and the NE house both connect to the ring,
wand, and crown piece. There's a 250 GP chest in the house.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#46 Dwarvenhome ~ dwarves
travel: #40 Maleldil's Hut, #43 Elvenholde, #45 Rockheart Gorge (ch.7)
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 8 dwarves wedge | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 8 dwarves column | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 8 dwarves line | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 8 dwarves line | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 4 dwarves line | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 4 dwarves line | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 2 dwarves line | 220 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 1 dwarf column | 220 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 3 dwarves line | 220 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 1 dwarf column | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf column | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf column | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 8 dwarves huddle | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf wedge | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 220 hp 110 sk | [A2](+28) [W1](+28) [M0](+58) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W2](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 1 dwarf open | 110 hp 110 sk | [A2](+28) [W1](+28) [M0](+28) |
| 3 dwarves line | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 4 dwarves column | 220 hp 120 sk | [A2](+28) [W1](+28) [M0](+28) |
| 2 dwarves wedge | 220 hp 120 sk | [A2](+58) [W1](+28) [M0](+28) |
+--------------------------+----------------+---------------------------------+
1110 GP available
+------+-------+----------------+------+
| 800 | +0 | Gondrim | [R5] |
| 987 | +25 | Warshield | [R0] |
| 63 | (250) | Healing Potion | |
| 63 | (250) | Healing Potion | |
| 63 | (250) | Healing Potion | |
| 50 | (200) | Strange Fruit | |
| 50 | (200) | Strange Fruit | |
| 63 | (250) | Healing Potion | |
| 50 | (200) | Rations | |
| 50 | (200) | Rations | |
| 220 | | Safe passage | |
+------+-------+----------------+------+
The dwarves here are very rough. Too bad you have no choice but to fight
them. There are pit traps scattered all over this stage, so consider buying
Gondrim from the dwarves before going to war with them.
There's a 200 GP chest in the N hut, an 80 GP sack in the SE hut, and
another in the E/central hut with the ladder, and a 100 GP chest in the NW
hut. As in Kingshold, the caves connect opposite sides of the map.
Inside the great hall, which is in front of the starting position, walking
by the left side of the table will trigger a pit. If you don't have Gondrim
yet, you should have your guys wait in the SE corner of the room and lure
enemies to them. The pit can be safely triggered from the N. In the hall
there is a 250 GP chest, the Gondrim ring, and the Palace Key. There is an E
entrance to the great hall but it doesn't seem to have a key. The palace is to
the E. On the top floor is Warshield. The crown piece and 400 GP is on the
bottom floor.
*******************************************************************************
*************** Chapter 7: The Saltplains ~ 6 stages ***************
The crown pieces from Elvenholde and Dwarvenhome are needed to advance to ch.7.
Best stats at this point:
164 max health
83 equilibrium morale
115 or 125 skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#45 Rockheart Gorge ~ dwarves
travel: #47 Scorpimar, #48 The Wastes
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 10 dwarves wedge | 100 hp 100 sk | [A2](+25) [W1](+40) [M0](+40) |
| 10 dwarves line | 100 hp 110 sk | [A2](+25) [W1](+25) [M0](+25) |
| 10 dwarves column | 200 hp 100 sk | [A2](+25) [W1](+25) [M0](+25) |
| 5 dwarves single | 200 hp 110 sk | [A2](+25) [W1](+25) [M0](+25) |
| 10 dwarves open | 200 hp 100 sk | [A2](+25) [W1](+25) [M0](+25) |
| 15 dwarves line | 200 hp 100 sk | [A2](+25) [W1](+55) |
| 10 dwarves wedge | 100 hp 110 sk | [A2](+25) [W1](+25) [M0](+25) |
| 5 dwarves column | 200 hp 100 sk | [A2](+25) [W1](+40) [M0](+40) |
| 5 dwarves line | 100 hp 100 sk | [A2](+45) [W1](+25) [M0](+25) |
+--------------------------+----------------+---------------------------------+
900 GP available
+------+-------+----------------+------+
| 300 | +30 | Bladebane | [A1] |
| 1100 | +30 | Orcruth | [W5] |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Healing Potion | |
| 15 | (60) | Small Pie | |
| 10 | (40) | Corn | |
| 7 | (30) | Carrots | |
| 25 | (100) | Large Pie | |
| 50 | (200) | Healing Potion | |
| 11 | (45) | Melon | |
| 3 | (10) | Tomato | |
| 37 | (150) | Smelly Fish | |
| 1 | (5) | Dwarven Ale | |
| 1 | (5) | Dwarven Ale | |
| 1 | (5) | Dwarven Ale | |
| 1 | (5) | Dwarven Ale | |
| 1 | (5) | Dwarven Ale | |
| 1 | (5) | Dwarven Ale | |
| 5 | (20) | Apple | |
| 200 | | Safe passage | |
+------+-------+----------------+------+
This is the last chance for dwarves to buy troops.
This stage has an outdoor area and a cavern area, connected by multiple
exits. The underground passages are all pit trapped, so you will have to
travel outside if you don't have Gondrim.
Outside, there's an 80 GP sack at the starting position and a 15 GP pile in
the SW corner. In the caves, there's a 35 GP pouch in the cave near the start
and a 45 GP pouch off to the W. There's a 120 GP chest in the E chamber and a
255 GP chest, a 95 GP sack, and the axe in the N/NE chamber. The armor and a
255 GP chest are in a branch that starts in the S and goes the NW.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#47 Scorpimar ~ wilderness
travel: #45 Rockheart Gorge, #48 The Wastes, #49 Death Swamp
initial enemies: 69 quota: 17
+--------------------------+----------------+---------------------------------+
| 6 scorpions single | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 4 scorpions wedge | 110 hp 120 sk | [A2](+28) [W0](+58) [M5](+60) |
| 6 scorpions line | 110 hp 110 sk | [A2](+48) [W0](+28) [M5](+60) |
| 4 scorpions column | 110 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 6 scorpions huddle | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 10 scorpions open | 220 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
| 4 scorpions wedge | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 6 scorpions huddle | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 6 scorpions open | 110 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
| 2 scorpions single | 220 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
| 2 scorpions single | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 4 scorpions column | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 2 scorpions line | 220 hp 110 sk | [A2](+48) [W0](+28) [M5](+60) |
| 4 scorpions single | 110 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
| 3 scorpions wedge | 110 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
+--------------------------+----------------+---------------------------------+
990 GP available
+------+-------+----------------------+------+
| 900 | +30 | Dwarven Plate Armour | [A2] |
| 64 | (255) | Dragon Steak | |
| 70 | (255) | Dragon Steak | |
| 60 | (255) | Dragon Steak | |
| 65 | (255) | Dragon Steak | |
| 1 | (5) | Water Bottle | |
| 7 | (30) | Carrots | |
| 1 | (5) | Water Bottle | |
| 2 | (10) | Tomato | |
| 5 | (20) | Apple | |
| 11 | (45) | Melon | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 25 | (100) | Large Pie | |
| 2 | (10) | Tomato | |
| 7 | (30) | Carrots | |
| 15 | (60) | Small Pie | |
| 5 | (20) | Apple | |
| 10 | (40) | Corn | |
| 1 | (5) | Water Bottle | |
| 1 | (5) | Water Bottle | |
| 7 | (30) | Carrots | |
+------+-------+----------------------+------+
This stage is entirely in a cave divided into large rooms. There's a 250 GP
chest and a bottle in the SW corner, where you start, and a 100 GP chest in the
SE corner. To the NE is a gap in the wall leading to the next area.
In a cubicle to the W is a 140 GP chest and there's a 100 GP chest in the NE
corner. The NW corner has the Gold Key, which unlocks the door in the NW of the
previous area.
Behind the door, there's a 100 GP chest to the W and a 50 GP sack in the NW
corner. In the S/central area is a 100 GP chest, and a NE branch leads to a 150
GP chest and the armor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#48 The Wastes ~ wilderness
travel: #45 Rockheart Gorge, #47 Scorpimar, #50 Fenrage
initial enemies: 80 quota: 20
+--------------------------+----------------+---------------------------------+
| 10 scorpions line | 220 hp 110 sk | [A2](+58) [W0](+28) [M5](+60) |
| 10 scorpions single | 110 hp 120 sk | [A2](+28) [W0](+43) [M5](+75) |
| 10 scorpions column | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 16 scorpions open | 110 hp 110 sk | [A2](+28) [W0](+28) |
| 16 scorpions single | 110 hp 120 sk | [A2](+28) [W0](+28) [M5](+60) |
| 8 scorpions wedge | 110 hp 110 sk | [A2](+28) [W0](+28) [M5](+60) |
| 6 scorpions huddle | 110 hp 110 sk | [A2](+110) [W0](+28) |
| 4 scorpions line | 220 hp 120 sk | [A2](+28) [W0](+28) [M5](+90) |
+--------------------------+----------------+---------------------------------+
990 GP available
+------+-------+----------------+------+
| 600 | +30 | Sulandir | [R2] |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Healing Potion | |
| 25 | (100) | Healing Potion | |
| 7 | (30) | Carrots | |
| 62 | (250) | Healing Potion | |
| 50 | (200) | Healing Potion | |
| 11 | (45) | Melon | |
| 10 | (40) | Corn | |
| 64 | (255) | Dragon Steak | |
| 5 | (20) | Apple | |
| 25 | (100) | Large Pie | |
| 3 | (10) | Tomato | |
| 1 | (5) | Bottle of Ale | |
| 11 | (45) | Melon | |
+------+-------+----------------+------+
There's a 135 GP chest to the W of the starting point. There's a healing
potion embedded in the rock near the false cave to the S. To the E of the rock
is a 255 GP chest. There's a 77 GP sack in the NE and in the NW/central area is
a 23 GP pile. There are two entrances to the caves, found in the NW and NE.
There is a group of six scorpions with extremely high defense inside. It's
actually impossible to damage them, even with the best weapons and highest
skill available at this point. Their armor is just too strong. Fortunately
their weapons are not any stronger than the other groups, and they have no
missile. In order to make quota and leave, you'll need to find and kill most of
the other scorpions.
The invincible group starts out N of the the NW entrance of the caves, so you
want to avoid that area. If you encounter them, you'll need to Rally and run
away, but it doesn't work if they are already engaged. Trying to get around
them in the narrow tunnels is hard, and coordinating your troops is made even
more difficult by the teleport traps.
There's a 45 GP pouch to the NE. If you try to walk to the SE room you'll
teleport NW, not far S of the invincible scorpions. Continue S and you'll be
moved NW again. Going N from here teleports you back to the entrance area, so
move S and you'll be moved SE this time. N from here is a teleport that goes
back to where you just came from. Go S and W instead to reach a room with a
mushroom formation.
The green mushrooms teleport you to that SE room where you'll find a 255 GP
chest, a healing potion, and Sulandir. The red mushrooms bring you to the NW
room with two healing potions and a 200 GP chest. The teleports are one-way so
you have to do some backtracking if you want both.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#49 Death Swamp ~ wilderness
travel: #47 Scorpimar, #51 The Watcher's Tower
initial enemies: 50 quota: 12
+--------------------------+----------------+---------------------------------+
| 3 scorpions open | 120 hp 120 sk | [A2](+50) [W1](+45) [M5](+45) |
| 5 scorpions wedge | 240 hp 120 sk | [A2](+30) [W1](+30) [M5](+30) |
| 6 scorpions open | 240 hp 120 sk | [A2](+30) [W1](+45) [M5](+45) |
| 3 scorpions open | 120 hp 130 sk | [A2](+30) [W1](+30) [M5](+60) |
| 4 fireballs open | 120 hp 120 sk | [A3](+50) [W4](+60) [M5](+30) |
| 4 fireballs open | 120 hp 120 sk | [A3](+50) [W4](+30) [M5](+30) |
| 5 will-o-wisps wedge | 120 hp 120 sk | [A5](+30) [W4](+60) [M4](+30) |
| 4 will-o-wisps open | 240 hp 120 sk | [A5](+30) [W4](+45) [M4](+45) |
| 7 chompers open | 240 hp 120 sk | [A5](+30) [W4](+30) [M4](+60) |
| 2 giant eyes line | 120 hp 120 sk | [A5](+50) [W4](+60) |
| 2 giant eyes line | 120 hp 120 sk | [A5](+50) [W4](+60) |
| 3 chompers open | 120 hp 120 sk | [A3](+50) [W4](+30) |
| 3 chompers open | 120 hp 120 sk | [A3](+50) [W4](+30) |
+--------------------------+----------------+---------------------------------+
1080 GP available
+------+-------+----------------+------+
| 1100 | +30 | Naugar's Armor | [A6] |
| 64 | (255) | Dragon Steak | |
| 37 | (150) | Fish | |
| 37 | (150) | Fish | |
| 37 | (150) | Fish | |
| 37 | (150) | Fish | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 10 | (40) | Corn | |
| 7 | (30) | Carrots | |
| 7 | (30) | Carrots | |
| 15 | (60) | Fish Pie | |
| 25 | (100) | Large Pie | |
| 5 | (20) | Apple | |
| 5 | (20) | Apple | |
| 2 | (10) | Tomato | |
| 2 | (10) | Tomato | |
| 11 | (45) | Melon | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 2 | (10) | Tomato | |
| 25 | (100) | Large Pie | |
+------+-------+----------------+------+
In this stage you can pound the scorpions from the safety of the water if you
have Nendil.
There's a 50 GP sack by the starting point. A bit to the N by a false cave is
a 20 GP pile. There's a 20 GP pile in the S/central area and an 80 GP sack and
a 150 GP chest to the SW. In the NW is a 100 GP chest and a 20 GP pile. In the
N is a 50 GP sack by a dragon steak. The NE has a 100 GP chest. In the N/
central area is an arch with a 50 GP sack, and 20 GP piles to the NE and SW.
The arch leads to the S/central part a cave system. The room to the E has a
20 GP pile. To the S is a 100 GP chest. The W room has a 100 GP chest and a 20
GP pile. In the passages to the N there's two 20 GP piles. In the room to the
N there's a 100 GP chest, and Naugar's Armor. N of that room is a 20 GP pile.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#50 Fenrage ~ wilderness
travel: #48 The Wastes, #51 The Watcher's Tower
initial enemies: 55 quota: 13
+--------------------------+----------------+---------------------------------+
| 10 dragonflies wedge | 240 hp 120 sk | [A3](+30) [W0](+60) |
| 8 dragonflies open | 120 hp 120 sk | [A3](+30) [W0](+60) |
| 1 fireball open | 240 hp 120 sk | [A3](+50) [W0](+30) [M3](+30) |
| 1 fireball open | 240 hp 120 sk | [A3](+50) [W0](+30) [M3](+30) |
| 4 will-o-wisps open | 240 hp 120 sk | [A5](+30) [W0](+30) [M4](+30) |
| 4 will-o-wisps open | 240 hp 120 sk | [A5](+30) [W0](+30) [M4](+30) |
| 8 dragonflies open | 240 hp 120 sk | [A3](+30) [W0](+60) |
| 7 dragonflies open | 240 hp 120 sk | [A3](+50) [W0](+30) [M3](+60) |
| 4 bats open | 120 hp 120 sk | [A5](+30) [W4](+60) |
| 4 bats open | 240 hp 120 sk | [A5](+30) [W4](+30) |
| 3 bats open | 240 hp 120 sk | [A5](+30) [W4](+60) |
| 1 dragonfly open | 240 hp 130 sk | [A7](+50) [W1](+60) [M5](+30) |
+--------------------------+----------------+---------------------------------+
1080 GP available
+------+-------+------------------+------+
| 120 | +120 | Sulrandir's Fist | [M4] |
| 2 | (5) | Wine | |
| 5 | (20) | Apple | |
| 3 | (10) | Tomato | |
| 64 | (255) | Dragon Steak | |
| 25 | (100) | Large Pie | |
| 10 | (40) | Corn | |
| 5 | (20) | Apple | |
| 38 | (150) | Fish | |
| 2 | (5) | Bottle of Ale | |
| 2 | (7) | Water Carrier | |
| 38 | (150) | Pike | |
| 8 | (30) | Carrots | |
| 15 | (60) | Fish Pie | |
| 10 | (40) | Corn | |
| 11 | (45) | Melon | |
| 11 | (45) | Melon | |
| 2 | (7) | Water Carrier | |
| 15 | (60) | Dragonfly Pie | |
| 25 | (100) | Large Pie | |
| 2 | (5) | Vinegar | |
| 15 | (60) | Carrot Cake | |
| 2 | (7) | Liquid Carrier | |
| 64 | (255) | Dragon Steak | |
| 64 | (255) | Dragon Steak | |
| 10 | (40) | Corn | |
| 11 | (45) | Melon | |
| 2 | (7) | Water Carrier | |
| 15 | (60) | Small Pie | |
| 8 | (30) | Carrots | |
| 2 | (7) | Water Carrier | |
+------+-------+------------------+------+
This stage has some very hard-hitting dragonfly groups on the surface and
bat groups in the caves. There's also pit traps on the surface.
On the surface level, you'll find in the SE: 20 GP pile, 100 GP chest. SW: 20
GP pile with the carrots on the little island. NW: 20 GP pile. NW/center: 10 GP
pile. N/middle: 30 GP pouch. Center: 180 GP and 200 GP chests. NE corner: 100
GP. E in some bushes: 20 GP pile.
There are two cave networks. The first has two entrances, NW (enter the rock
from the N) and W/central (enter from S). In the cave's tunnels is various food,
two 80 GP sacks, a 50 GP sack, and a 200 GP chest.
The second cave has only one entrance, to the NE. The long, winding tunnel
has food, a 50 GP sack, and the wand.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#51 The Watcher's Tower ~ wilderness
travel: #49 Death Swamp, #50 Fenrage
initial enemies: 40 quota: 10
+--------------------------+----------------+---------------------------------+
| 8 will-o-wisps line | 125 hp 125 sk | [A2](+30) [W0](+80) [M4](+50) |
| 5 giant eyes open | 225 hp 225 sk | [A2](+30) [W0](+60) [M4](+30) |
| 4 fireballs open | 125 hp 125 sk | [A2](+60) [W0](+60) [M3](+60) |
| 4 fireballs open | 125 hp 125 sk | [A2](+60) [W0](+60) [M3](+60) |
| 5 ghosts open | 125 hp 125 sk | [A2](+60) [W0](+30) [M4](+60) |
| 5 ghosts open | 125 hp 125 sk | [A2](+60) [W0](+30) [M4](+60) |
| 5 will-o-wisps open | 125 hp 125 sk | [A2](+60) [W0](+30) [M3](+60) |
| 4 will-o-wisps open | 125 hp 125 sk | [A2](+60) [W0](+30) [M4](+60) |
+--------------------------+----------------+---------------------------------+
999 GP available
There are two ways to approach the final stage. You can clear it by force and
even kill enough enemies to travel away and back again, or you can just run for
the objective. Fighting is only an option for well-prepared Warriors, but it's
not going to be easy because the giant eyes sitting right in front of the gate
are invincible. Their defense is too strong. But unlike the scorpions in The
Wastes, the eyes hit dangerously hard.
Either way, you have to get past the guard eyes somehow. You can lure them
away but if they lose sight of you they'll quickly return to their position.
Try to get them stuck on obstacles in the SE or SW, then run for the gate,
which is unlocked and one-way. It's pretty much impossible to get troops into
the tower because of the eyes. To do so would require having your men follow
you in lockstep for the evasive meneuvers, and never letting the eyes get too
close. You might instead use the troops as disposable decoys.
On the first floor of the tower there are a bunch of ghosts and will-o-wisps.
There is a lot of room to run around, except for the stairway area by the
entrance, where you'll be mobbed. There's a 999 GP chest by the altar, as if
there's anything to spend it on now. The stairs up are in the N/center of the
lobby.
There are fewer enemies on the second floor, just two groups of fireballs.
However, there are pit barriers which can trap you between enemies, so Gondrim
is really useful. Approach to the throne at the far N to finish the game.
-------------------------------------------------------------------------------
V. SAMPLE PASSCODES
This first set was collected a long time ago, before the current knowledge.
No stages were skipped and there's a lot of GP, but the equipment choices
aren't very good.
____________________
/ human wizard \________________________________________
| |
| Chapter 2 Chapter 3 Chapter 4 |
| W4W3W/3W3V/3KMX KNM7M/7M7V/3936 M9379/L37V/37KK |
| 73WX8/6V85/ZK32 ZK9XV/N9MM/ZKMX 9Z9V2/3ZVM/ZKMX |
| ZWK4L/N83N/6X68 33LVZ/LV9V/X6L6 W2LVZ/LV98/26LM |
| 5V7L5/X75V/WLXV K3V53/LL39/WL25 33VZ2/LL39/6967 |
| 2MWK8/5KW9/NL6M V884W/6WZZ/ZX87 V8LWX/5WZK/7M77 |
| WWXXN/6KMV/---- W986M/85VW/---- W8VXK/XL76/---- |
| |
| Chapter 5 Chapter 6 Chapter 7 |
| 89XLX/LXL7/35ZZ K7KNK/N5MV/3486 69L3L/3L39/32WV |
| 3VN6L/L874/ZVMX 48W8K/27X2/3692 795Z3/W29V/3692 |
| 6X56N/3V98/2N8N 6X562/8V9L/NN8N N756V/X6ML/NN8N |
| V5NZ2/449Z/5726 V5VZ2/449Z/M42X V5VZ2/ZN9Z/N63K |
| V8775/ZWZ2/NKZ7 V8775/ZKL2/NKZ7 K477X/WKL2/N8L7 |
| W8VX5/W276/---- W8VX5/W276/---- W8VXK/8276/---- |
| |
+-------------------------------------------------------------+
This set was collected after the v2.0 research and is much better prepared.
____________________
/ dwarf warrior \________________________________________
| |
| Chapter 2 Chapter 3 Chapter 4 |
| KLW3W/3W33/4KMK V4M7M/7M73/493X V8373/7373/47K4 |
| 345ZZ/N885/ZK64 NKWXV/97KN/ZK64 5ZWV2/ZNKN/ZKMX |
| Z9XVM/WMV9/NX68 92V8W/Z987/WVX4 92V8W/Z987/WVX6 |
| 5XN6Z/2MK4/N64M M25LL/6LKL/ZKV9 525LL/6LK7/4869 |
| V7LN8/5WLK/XL68 X2ZZ8/3WLV/WL66 X24X5/3Z22/32LL |
| K38WX/KKX7/---- MMXWX/3938/---- W7667/39XL/---- |
| |
| Chapter 5 Chapter 6 Chapter 7 |
| 8KXLX/LXL3/45ZK 7KKNK/NKN3/448W 26L3L/3L33/42W8 |
| WW36L/9494/ZVK7 X95K9/W7VX/ZV92 39L64/4VMX/ZV92 |
| 92V8W/Z487/W777 92V8W/ZKL7/W77M 4VV8W/ZKL7/W779 |
| 92N44/6L2L/269Z X2N44/6L36/269Z V2N8L/536M/269Z |
| X2MX4/3XM5/X4XN X28M7/WL52/XKNN 9WN67/WL5Z/Z82N |
| 87667/VZXL/---- 87627/VZXL/---- 87627/VZXL/---- |
| |
+-------------------------------------------------------------+
-------------------------------------------------------------------------------
CLOSING
This document is entirely my own work. Any questions, comments, corrections
or complaints should be addressed to the address below, with clear indication
in the subject line that the email is concerning this FAQ.
Does anyone actually play this game? If you used this gudie, drop me a line
and let me know what you think.
dammit9x at hotmail dot com