Wizardry II -- FAQ and Walkthrough
By Mike Jenista
[email protected]
Version 2.00
May 2006
Table of Contents
-----------------
I. Introduction
II. Controls and Menus
III. Characters and Classes
IV. Equipment
V. Spells
VI. Enemies and Fighting
VII. Maps
VIII. Walkthrough
IX. Legal Mumbo-Jumbo
I. Introduction
---------------
The Wizardry series began on PC's back in the 80's. I never played them on PC,
but you can get the whole series on CD-ROM with updated graphics and such. For
the NES and SNES, the Wizardry series is decent, but you can not move characters
from adventure to the next because there is no way to move memory between the
cartridges (unless you were a computer genius and downloaded/uploaded the files
with some other hardware).
In this second chapter of the story, you must return the legendary Staff of
Gnilda to the temple to protect the village from an evil sorcerer who threatens
destruction. The staff is sealed deep beneath the temple in a labyrinth, and
only by proving your worth can you recover it.
How do you prove your worth? By collecting the armaments of the Knight of
Diamonds...
II. Controls and Menus
----------------------
The controls are actually pretty easy; it's the zillions of menus that get
confusing.
D-Pad: navigates menus; in the maze, L and R turn you left and right, Up moves
you forward one square, and Down turns you around completely.
A - choose option (in the maze, A moves you forward like Up)
B - quit menu (in the maze, B brings up the Camp menu)
Start - in the maze, this toggles your status screen on and off
Select - in the maze, this brings up the Game menu
*********
* Menus *
*********
Llylgamyn
---------
(everything in this menu takes you to a menu with the same name)
Gilgamesh's Tavern
Adventurer's Inn
Boltac's Trading Post
Temple of Cant
Edge of Town
Gilgamesh's Tavern
------------------
Add (add characters to party)
Remove (remove characters from party)
Inspect (brings up Inspect menu for the selected character)
Divvy Gold (divides the gold as evenly as possible among the characters in the
party)
Leave (quits menu)
Adventurer's Inn
----------------
You get prompted for who will stay at the Inn, then you have to choose which
room you want. Always choose Stables, because it is free. Your hit points are
not restored, but you level up and your spells reset. To get hit points back,
reset your cleric's spells and go to the maze to heal everyone.
Boltac's Trading Post
---------------------
You are prompted to choose a character to enter the trading post. Then you
have the following options:
Buy (buy things-you can't use an item if it has a #-symbol next to it)
Sell (sell items-unidentified items are always worth 100, UNLESS they are
special items in which case they are worth 0, I think)
Uncurse (remove the curse from a crappy item so you can unequip it)
Identify (costs 100 gold to find out what something is... never choose this
since your Wizard does it for free)
Pool Gold (takes all gold among party members and gives it to current character)
Leave (quits menu)
Temple of Cant
--------------
You are prompted to choose a character to help (their ailments and cost to heal
are listed), then you are prompted to choose someone to pay the tithe. If you
choose a character without the necessary gold, the priest tells you to get out.
Your own clerics will quickly be able to cure Paralysis, then Poison. They will
eventually be able to heal all ailments and revive dead characters, but until
then, you need to use the Temple to cure Death and Petrification. You can
easily cure Poison by returning to town; any poisoned characters will be cured
automatically.
Sometimes, bringing a character back to life does not work out, and they become
a pile of ashes. You can still revive them, but if the second cure (for Ashes)
fails, the character disappears forever, so take the dead character's gold and
good items before attempting this.
Edge of Town
------------
Each option takes you to a menu with the same name
Training Grounds
Maze
Restart an "OUT" Party
Leave Game
Castle (Llylgamyn)
Training Grounds
----------------
Create (create a character, see Character section)
Inspect (enter Inspect menu for selected character)
Delete (delete characters forever)
Change Name (choose a new name for selected character)
Change Class (choose a new class for which the character is eligible; note, your
stats RANDOMLY reset to much lower scores when you do this! Be sure you
really want to change class!)
Leave (quits menu)
Maze
----
Enters the maze, and immediately goes to Camp menu
Restart an "OUT" Party
----------------------
All characters currently in the maze are listed. When you choose one, you are
taken to the menu for that character and his party in the maze.
Leave Game
----------
Prompts you to turn off your NES while holding RESET so you can retain the
memory on the cartridge.
Inspect
-------
Inspect allows you to see all important info about a character and perform some
actions.
Equip (choose gear from among character's stuff)
Trade (give an item to another character in the party, as long as they have the
room for it)
Pool Gold (puts all gold in the party in the pocket of selected character)
Read (view character's spells)
Spell (uses a spell-you can only use this in the maze)
Use (uses items-you can only use this in the maze)
Identify (Wizard only-identifies items for free in the maze; if it fails, just
keep trying and it will work eventually)
Drop (throw item away)
Leave (quit menu)
Combat Menu
-----------
You will get a quick intro to the battle, sometimes saying that the group is
friendly and would you like to fight it? If you fight it, good characters may
turn evil. If you don't fight them, evil characters may turn good.
During your combat turn, each character has the following options:
Fight (first three characters only, choose a group to attack)
Run (party forfeits combat actions and immediately attempts to run)
Parry (raises possibility of dodging attack)
Use Item (use an item or activate the special power of an item)
Spell (use spell, can't choose this during surprise attack)
Dispell (makes undead monsters flee, Cleric/Wizard only)
Take Back (goes back one character)
Then you choose to execute your actions or choose different ones. This goes on
until you win or die. If characters in the first three slots (the ones who can
choose to fight) die or otherwise become incapacitated, they will move to the
end of the list, and the next characters will bump up. Monsters will attack
only the first three characters with direct physical attacks, but magic and
special attacks can hit anyone/everyone.
III. Characters and Classes
---------------------------
In Wizardry, you get to create all your characters from scratch. However, there
are certain aspects of the game that make character creation a very tricky
business. You may be tempted to be a "purist" and just take what you are given,
but this would really be unwise.
**************
* The Basics *
**************
To create a character, go to TRAINING GROUNDS and then CREATE.
You will be prompted for a name, race, alignment, and then class.
NAME - Using select to switch between upper and lower case letters, enter a
name.
RACE - Choose from Human, Elf, Dwarf, Gnome, Hobbit. The only difference
between the races is their base scores and starting maximums:
Race Base Scores Max Scores
---- Str IQ Piety Vit Agi Luck Str IQ Piety Vit Agi Luck
Human 8 8 5 8 8 8 18 18 15 18 18 19
Elf 7 10 10 6 9 6 17 20 20 16 19 16
Dwarf 10 7 10 10 5 6 20 17 20 20 15 16
Gnome 7 7 10 8 10 7 17 17 20 18 20 17
Hobbit 5 7 7 6 12 15 15 17 17 16 22 25
ALIGNMENT - Choose from Good, Neutral, Evil. Some classes have alignment
requirements, and good characters will not enter a party with evil
characters.
CLASS - You are given a "roll," which is a random number of extra points. The
lowest is 5, and the highest I have seen is 60, but I have only rolled
that twice out of about a zillion rolls. Then add these points to the
base score of your character and choose a class from the available ones
that show on the right.
The available classes (and their requirements) are:
Class Requirements
----- Str IQ Piety Vit Agi Luck Alignment
Fighter 11 - - - - - -
Cleric - - 11 - - - non-neutral
Mage - 11 - - - - -
Thief - - - - 11 - non-good
Lord 15 12 12 15 14 15 good
Samurai 15 11 10 14 10 - non-evil
Wizard - 12 12 - - - non-neutral
Ninja 17 17 17 17 17 17 evil
Descriptions
------------
Fighter - basic fighter
Cleric - basic healer, learns healing and helpful spells, a few attack
spells
Mage - basic attacker, learns damage spells and a few helpful spells
Thief - sucky fighter, but learns how to identify chest traps and disarm
them safely
Lord - awesome fighter, learns cleric spells
Samurai - awesome fighter, learns mage spells
Wizard - mix of cleric/mage, learns both sets of spells but slower, and
also can identify items for free
Ninja - extremely awesome fighter, most effective when unarmed and
unarmored. This includes Amulets and other items. Ninjas will
eventually gain the ability to make lethal hits, and the combat
text says that the enemy is "destroyed." Cool.
**********************************
* How SHOULD I Make a Character? *
**********************************
$$$$ Special Tip $$$$
Because you will throw away a lot of stinky characters, DO NOT spend time naming
them. Just name every character "0" until you roll a good one. Then you can
go to RENAME and change the name to something fitting. This saves you a lot of
time.
$$$$$$$$$$$$$$$$$$$$$
In order to win the game, it is best to eventually switch your character classes
to elite ones. BUT your stats randomly reset when you change character class,
so it is ideal to START with elite classes so your stats remain high.
Notice right away that this means only a Gnome can become a Ninja from scratch,
and even that requires an AWESOME roll of 53. However, you can expect to roll
double digits reasonably often, and you only need to get above 20 for three
characters. A roll of 35-40 will get you to Lord (depending on the race you
choose), while a roll of 20-25 will get you to Samurai right away.
You want to have three elite fighters in your group: a Lord, a Samurai, and then
one more of either.
For your other four characters, just take whatever roll you get and put it all
on the primary attribute for a Mage, Cleric, Thief, and then a Wizard. Yes,
this makes seven characters, and yes, you can only have up to six. Don't
worry about that right now. You may also wish to make a second Mage.
If you don't have the patience to roll up your Lords and Samurais from scratch,
you can take any large rolls you get and distribute the points so that the
character is ALMOST elite. Then choose Fighter. When you level up enough,
go back to TRAINING GROUNDS and change the class of that particular character
to what you want. Although the character will become elite, he will have his
stats randomly reset to low stuff. This is not really so bad, because the
elite status will start to kick in pretty quick.
The group of characters that you just made is nice and balanced, and you should
choose Good for everyone's alignment just to make things easy.
$$$$ Special Tip $$$$
When making a non-elite character, always put extra points on Vitality. A high
Vitality score will mean lots of extra HP when you gain levels, and nothing is
worse than a powerful character who gets killed in one hit because of low HP.
$$$$$$$$$$$$$$$$$$$$$
**************************
* I Really Want a Ninja! *
**************************
If you really want a Ninja, sit around for hours choosing Evil and Gnome for
a character until you roll a 60 or something very nearly 60. Choose Ninja, or
Fighter if you don't have quite enough. Level up until you can switch to Ninja.
Now, in order to make a party that this Ninja can travel with, you have two
options. You can either make an entire party of Evil and Neutral characters
(this lets you have Samurai, but not Lords), or you can do a very special
trick.
Take your Ninja into the maze, press SELECT and choose QUIT from the little
menu. This brings your menu back to town, but the Ninja is still in the maze.
Now choose a group of whoever else you want to be in the party (up to FIVE),
then go into the maze. Press SELECT again while standing on the first square
and choose SEARCH. You will find the Ninja and he joins your group, regardless
of the Good-Evil conflict.
There is actually a third option as well. You can take any Good characters you
want to travel with the Ninja and fight groups of Friendly enemies until their
alignment is forced to be Evil. This may take a lot of battles, but it works
eventually. But DO NOT do this if the character is not ALREADY the elite class
you intend them to be, because you won't be able to switch to Lord if the
character becomes Neutral or Evil.
And there is even a fourth way! By encountering friendly enemies and NOT
fighting them, you may eventually turn your Ninja to Good.
******************
* One More Trick *
******************
All your characters start with a modest amount of random gold. For the non-
fighters, the gold will be plenty. But for the fighters, you want to buy some
premium armor right away. If your other characters can not provide enough of
their own gold to get premium stuff, you can create a bunch of random characters
and TAKE their gold from them, and then DELETE them! Ha ha! Another reason to
do this is that Boltac's Trading Post might have a couple of sweet swords that
cost 15000. Needless to say, it takes a lot of extra characters to get up to
15000.
IV. Equipment
-------------
There is a lot of equipment in this game... LOTS of it. However, only some of
it is important so I will only describe the important stuff. If you want lists
of everything, there are better guides than mine out there.
Keep in mind that certain classes can not use certain items, weapons, and armor.
If your character can not use an item, a little #-symbol appears next to it.
***********
* Weapons *
***********
The Long Sword is a good first buy for all fighter-types, and Short Sword for
Thieves. Clerics should take Maces. You could give your magic-users a Staff,
but if they end up fighting you're dead anyway.
When you get to the lower levels of the maze, you will find lots of special
items. Give them to the Wizard if he is in the party, or give them to him when
you get back so he can identify all the stuff. Some things are CURSED or just
really bad, but they have names like Sword of Swishing or Corroded Chain, so
they are really obvious. If it sounds cool and sells for a lot gold, it is
good. Otherwise sell it.
Some good swords are Blade of Biting, Sword of Slicing, Were Slayer, Slayer of
Dragons, Soul Slayer, Blade Cusinart (really good!), Excalibur, Sword of
Slashing, and Epee of Excellence. The Slayer weapons (and any weapon named
for an enemy) not only work best against that enemy but also protect you from
its attacks. Very good for single-character questing if you are into that.
I'm pretty sure that the best swords are Excalibur, Epee of Excellence, and
Blade Cusinart (not counting Hrathnir, which I'll explain later).
Masher of Mages, Mace of Pounding, and Mace of Power are good Maces.
Some characters can not use certain weapons!
Remember, Ninjas don't use weapons.
*********
* Armor *
*********
Like I said before, you want to use most of your money on the three fighters
and their armor. Get Helms, Shields, and either Breast Plate or Full Plate.
If you take the time to make characters and steal their gold, buy Gloves of
Copper and Iron Shields.
Some good armor that you can find is Helm of Hardiness, 1st Class Plate and
Sturdy Plate. I have never found Silver Gloves, but they are out there. There
are also good Chain Mails like Elven Chain for your Clerics and Thieves.
***************
* Other Stuff *
***************
There are a LOT of items at Boltac's and they are mostly useless. The only two
items you should ever buy there are Bag of Neutralizing and Bag of Cure. These
are items that remove poison and restore hit points, respectively. The Bag of
Cure becomes obsolete pretty soon compared with your Cleric's powers, so really
only the Bag of Neutralizing is useful. I usually give one to each character
in case we get poisoned deep in the maze.
You may find special items like Amulets and Rings in the lower maze, but I don't
know what they do, so go look in a different guide.
The one item that I do know something about is the Amulet of Skill. When you
equip this item, you are asked if you want to invoke its special power. If you
say yes, you get one of two things: increased stats or DEATH. You can invoke
the power more than once, but if you die, the Amulet breaks.
Broken Item is what is left when you use an item and can't use it anymore. Just
drop them.
There are also "quest" items, things you need to complete the game. These are
Weird Emblem, Gory Badge, Corroded (red) Key, Ebony (black) Key, Cloister Key,
Mithril Key, Master Key, Knight of Diamond Armor, Knight of Diamond Shield,
Knight of Diamond Helmet, Knight of Diamond Sword, Knight of Diamond Gauntlets.
V. Spells
---------
The names of the spells are some kind of quasi-Latin. There are obvious
modifiers and bases which makes the spells kind of interesting to read, but in
any case here is a list of what they are and what they do.
***************
* Mage Spells *
***************
Dumapic - locater, tells you floor, position, and bearing. VERY useful for
mapping.
Halito - fire spell, 1-8 damage to a single target
Katino - sleep spell, randomly puts a group to sleep (some resist this)
Mogref - caster reduces AC by 2 during battle
Dilto - casts "darkness" around group of monsters, raising their AC
Sopic - reduces caster's AC by 4 during battle
Melito - broad fire spell, 1-8 damage to group of monsters
Molito - broader fire spell, 3-18 damage to half-group of monsters
Mahalito - stronger fire spell, 4-24 damage to group of monsters
Dalto - ice spell, 6-36 damage to a group of monsters
Lahalito - super-fire spell, 6-36 damage to group of monsters
Morlis - scares some monsters in a group into fleeing
Madalto - strong ice spell, 8-64 damage to group
Tzalik - good damage to a single target, maybe has a higher chance of hitting?
It seems to work well against the Knight of Diamond pieces...
Makanito - instant kill spell randomly killing monsters with low to medium level
Mamorlis - super-terror spell which is more effective than Morlis
Haman - extremely awesome spell with random effects (usually something really
bad for the enemy), but drains a level from the caster... use wisely...
Lakanito - randomly kills all the monsters unless they are immune
Masopic - reduces the party's AC by 4 during battle
Zilwan - randomly kills undead monsters (save this for vampires)
Mahaman - like Haman, but with even better effects
Malor - teleports by specified change of coordinates, NOT TO specified
coordinates. Therefore, you need to know WHERE you are and WHERE you
want to go before you use this spell; you can not Malor to the 6th floor
Tiltowait - ultra-damage spell, 10-100 damage to all monsters
*****************
* Cleric Spells *
*****************
Dios - basic heal spell, 1-8 points healed for one party member
Badios - some sort of curse, 1-8 damage to single monster
Kalki - reduces the party's AC by 1 during battle
Milwa - temporarily increases vision in the maze and sometimes reveals secret
doors
Porfic - reduces caster's AC by 4 during battle
Calfo - identifies the trap on a chest
Manifo - randomly paralyzes a group of monsters
Matu - reduces party's AC by 2 during battle
Montino - randomly silences group of monsters, blocking their spells
Bamatu - reduces party's AC by 4 during battle
Dialko - cures paralysis
Latumapic - identifies monsters while you are in the maze
Lomilwa - same as Milwa, but lasts until you enter a dark area
Badial - 2-16 damage to a single monster
Dial - 2-16 points restored to single party member
Latumofis - cures poison
Maporfic - reduces party's AC by 2 while you are in the maze (you can stack with
battle-only AC spells!)
Badi - kills a monster
Badialma - 3-24 damage to a group
Dialma - 3-24 points healed to a single party member
Di - restores a dead party member to life
Kandi - finds dead characters in the maze (if you pick them up, you can take
them back to the Temple of Cant)
Litokan - 3-24 damage to group of monsters
Loktofeit - transports back to town, but WITHOUT your equipment and much of
your gold; in short, never use this
Lorto - 6-36 damage to a group
Mabadi - reduces a monster's hit points to single digits
Madi - restores all hit points to one party member and cures any ailments
Kadorto - restores a dead party member to life with all hit points
Malikto - 12-72 damage to all monsters
VI. Enemies and Fighting
------------------------
Fighting in Wizardry has some quirks to it. First, you are prompted for the
actions of your characters in order. The first three characters have the
option to attack directly, while the others have to use indirect attacks or
items.
When you attack or use a spell on enemies, you need to choose which group you
are attacking. It's usually best to concentrate your attacks on the strong
monsters first.
Enemy groups are sometimes listed with a very general description like "Cave
Dweller" or "Shadowy Figure." Sometimes it is obvious what they are, like
"Shadowy Figure" is always Ninjas and "Unseen Entity" is always Murphy's Ghost.
But sometimes, like "Cave Dweller" or "Strange Animal," you simply don't know
what to expect. As such, using the spell Latumapic while in the maze is a good
idea because you will always know what you are up against.
When you beat the enemy, you will be awarded experience and treasure. Sometimes
you find a treasure chest. In this case, you can have someone inspect the chest
or have a Cleric use Calfo. High level Thieves are accurate, but Calfo is also
very accurate. Once you know what the trap is, only a Thief should try to
disarm it. High level Thieves can disarm traps with great reliability, but some
traps are not worth the risk because of their disastrous consequences. On the
other hand, some traps are so lame that you can just try to open them without
even disarming.
Here are the possible traps:
Poison Needle - poisons the opener if triggered, no big deal
Gas Bomb - poisons party randomly, basically forcing you to go back to town
Crossbow Bolt - low damage to opener, no big deal
Exploding Box - randomly damages party, risky unless HP is high all around
Stunner - paralyzes opener, risky unless Cleric knows Dialko
Teleporter - randomly throws party to another square on same floor, annoying
but not dangerous
Mage's Misery - bad stuff happens to Mages in the party, RISKY
Cleric's Crisis - same, but for clerics, RISKY
Alarm - attracts more monsters to fight, only risky if you are in lower levels
On the first few floors, chests contain lame stuff or modest gold. I don't
bother with them except to see how well my Thief is working. On lower levels,
like four and below, chests contain good stuff or lots of gold. Once you have
a good Thief built up, you can start amassing great treasure.
****************************
* Super Huge Important Tip *
****************************
You do not have the option to save whenever you want. Rather, your progress is
saved after every fight you win. This means that if you die in battle or from
poison and you have no more living characters... you are DEAD. You can have
some characters go into the maze and find them, but chances are you have to
build them up a lot to get down there anyway.
In light of this, here is a tip. If you are losing a battle and think you may
die, press RESET (this only works for NES players! If you are using a PC
version or an emulator, you will have to use other reset means). You will be
able to restart your "out" party and find them on the square of their last
battle.
This will allow you to avoid a lot of headaches. Is it cheating? Do not bother
me with such silly questions. It is the only way to make this game playable.
Keep in mind that you should run away from battles which you KNOW you will lose,
as it really would be lame if you used the RESET trick to beat monsters for
which you are not prepared to fight.
Now, if you are wondering which monsters are hard, etc, here is a list of the
monsters and short evaluations of them.
*****************
* Easy Monsters *
*****************
These guys are mostly found on the first and second floors.
Kobolds Rats
Orcs Blade Bears
Slimes (poisonous) Fuzzballs
Magicians No-See Um
Clerics Ninja (easy except when they
Hippos unexpectedly decapitate you)
Were Panthers (poisonous) Man at Arms
Constrictor Highwayman
Vorpal Bunny
*******************
* Medium Monsters *
*******************
Medium monsters can be found anywhere from the second through fifth floors, and
have all sorts of powers. In single groups, they are not so bad. In multiple
groups, medium monsters can eat you alive.
Swordsman Carrier (paralyzes you)
Manticores Webspinner (drains levels sometimes)
Sorceress (cast powerful magic) Rhino Beetle
Banshee Horrid Hound (breath weapon)
Boring Beetle Samurai
Lesser Demon (uses magic, worth good XP)
Boas Scorpion (poisonous)
Giant Vipers (poisonous) Wasps
Foaming Molds (petrify you) Medusa Lizard
Bats (many types, some poisonous) Evil Eyes (breath weapon)
*****************
* Hard Monsters *
*****************
This is only a list of hard monsters that can be found on the first five levels.
The sixth level is crawling with all types of hard monsters, so do your best
not to get killed down there.
Scrylls (drain levels)
Giant Zombie
Succubus (powerful magic)
Vampire (drain levels, paralyze you)
Air Giant (ultra-strong attack)
The High Master (super-skilled Ninja, probably will decapitate your characters)
***********************
* Some Juicy Monsters *
***********************
These monsters are worth far more experience than the effort required to kill
them. Fight them whenever possible.
Creeping Coins (small objects) - These appear in large groups and are worth a
ton of experience. They "breath" on you for 0 damage (sometimes 1),
but are generally very easy to kill.
Murphy's Ghost - Murphy's Ghost is a unique monster found on the first level.
He is in the same place and comes back infinitely many times. He is
worth a good amount of experience BUT he is very hard to hit at first.
You need to gain a few levels before you can beat him quickly. He is
not dangerous as he mostly misses and always does exactly 2 damage when
he hits, but if you can't hit him the battle will be long.
On the fifth floor, Murphy's Ghost appears in groups and they are still
really easy, although the experience is probably not as good anymore.
Poison Giants - On the sixth floor, you will find Poison Giants. They are
strong, but they are VERY susceptible to the killing spell Lakanito,
and worth a TON of experience. Of course, by the time you
can get to the sixth floor, you can beat the game right away. So only
seek out Poison Giants if you like building up for no reason.
Were Amoebas - Were Amoebas are poisonous but otherwise completely not
dangerous.
Orc Lord - Orc Lords are easy to kill so long as they appear alone. If you
find them with a bunch of other enemies, then you're in trouble.
***************
* Combat Tips *
***************
1) If a group of monsters has strong spells or super-powerful special attacks
that you can't survive, RUN AWAY.
2) Do not underestimate the effectiveness of putting monsters to sleep,
silencing them, etc. Some monsters are resistant to such spells.
3) When you get the really high level spells of destruction, USE THEM. It is a
really good idea to use all your spells in three or four battles and
then recharge rather than try to conserve your spells.
4) Use the RESET trick to avoid dying.
5) Develop an easy to remember path with lots of automatic battles on the way
so you can build up experience quick.
6) If you want to build up a particular character, leave a few others behind.
This gives the characters still there a higher share of the experience.
7) Don't heal Poison right away-wait until after the battle or not at all. You
will quickly burn through your Latumofis spells if you heal it too much
but you can easily use a bunch of Dios spells to counteract any damage
you take from Poison. Remember, in Wizardry II for NES, Poison does NOT
damage you when you are walking, ONLY in battle.
VII. Maps
---------
*******
* Key *
*******
S = Stairs
# = Door
& = Secret Door
P = Pit
Z = Cave-In (Floor 5 only)
>,<,^,v = One-Way Door (in direction of arrow, could be secret or visible)
* = Dark Area
@ = Spinner
Numbered Pair = Teleporter (only goes one way, explained in each map)
All Other Capital Letters = Point of Interest (explained in each map_
Note that if the edge of a map is open, it means it wraps around at that point.
Also, if a square has a '+' symbol in it, it is a SOLID ROCK square and you
should NOT Malor into that square (not to be confused with +-symbols
representing the corners of the maze).
***********
* Floor 1 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+-----+-----------+---+-------+-------+-+
19 | | | | | | | 19
| +--#+ +-+-----+ | + + +-+-+ | +---+ +#+
18 | | | | | | | | | | | | | 18
| | +#+ | | | +-+ +&+ +-+ +&+ +-+ |
17 | | |D| | | | | | | |2| | | 1| | 17
| +#--+-+ +----#+ | | +-+#+#+#+#+#+-+ | |
16 | | | | | | # # | | | 16
| +-----+ +----#+ + | +-+ +-+-+ |
15 | | | | | | # # | | 15
| +#+ | | +---+-+-+ +#+ +-+ | |
14 | | | | | | | # #C# # | | | 14
| | +-+-+#+-+#--+ + + +-+ +#+ +-+-+#+
13 | | # | | | | | # # | | 13
| +-+ | +-+ | | | +-+-+ +-+ +#+
12 | # | | | | B| | | # # | | | 12
| | | +-+ | | +-+ +-+#+#+#+#+#+-+ +#+
11 | | | | | | | | | | | | | | 11
| +---+-----+---+---+-+ +#+ +-+ +&+ +-+#+
10 | |1 | | | |K| 10
+#+---+---+-----+---+ +---+ | +-+---+ +#+
9 | | # | | | | # | |2| 9
| | | | | +---+---+---+ | +#+
8 | # | | # | | # | | | || 8
| | +--#+-+#--+ | + + +-+ +^+-+#+#+
7 | | # | | | | | | | | | 7
| +---+ | +---+ +---+ +#+ +--^+#+
6 | | | | # | | | |F | | 6
| | +#--+#+ | | + +-----+ +-+--^+ |
5 | |P | #S# | | | | | | 5
| | | +#+---+#--+ +-+ +-----+ | |
4 | | # | | | & | | | 4
| +#--+ | | +-+ +-+ +-+ +-+ | |
3 | | | | | | | | # | < | | 3
| | +---+#--+#+--#+ + | +-+-+ +-+ |
2 | | # | | | | |E #G#S| & | 2
| | | | | | +#+^+---+-+-+ +-+ |
1 | | | # | | #***# | | 1
| +---+---+---+--#--+-+***+---------+ +#+
0 |S #A#***# | | 0
+-------------------+-+---+-----------+-+
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
A - Only Officers may enter, you need the Weird Emblem
B - Corroded (red) Key
C - The Temple of Gnilda, describes the challenge before you
D - Murphy's Ghost
E - Hint about where the Magic Armor is
F - An old man trades Ebony (black) Key for Corroded (red) Key
G - Magic Armor
K - Kobold King (kill him for Gory Badge)
1 - Square 18E, 17N teleports to 11E, 10N
2 - Square 19E, 9N teleports to 14E, 17N
***********
* Floor 2 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+-----+-----+ +-+-+-+-+-----+-----------+
19 | | |4|3|2| | # 19
+---+ | +--#+-+ +#+#+#+ +-+ | +-------+
18 | | | | | | A | | # |C | | 18
| | | | +-+ | +-+ +-+ | +-+---+ +---+ |
17 | | | | | | | | > | | | | | 17
+#+-+ | | +#+ | | +-+ +-+-----+ +-+ | |
16 | | & | | | | | # | 1 4 # | 16
| | | | +-----+ +-+ +-+ +---+-+-+ +-+-+
15 | | | | 5 | # | # | # | | 15
| | | +---+---+-+-+ +-+---+ | +-+-+ |
14 | | | | | | | # | 14
| | +---+ | +#+ +---+ | +---+-+ | +-+
13 > | | | | | | | | | | > 13
| +---+ | | +---+#--+-+ | +-+ +-+-+--#+#+
12 | | | | | | | | | | # | | | 12
| + + | | +---+ + + +^+-+ | +-+ +-+ +#+
11 | | | | | | > > | | | | | 11
+-+ | +-+v--+ +---+-+^+-+-+-+ + | +-+ |
10 | | #D| | | 2 | | # | # | 10
+ +-+-+-+ +---+ | | + +---+---+ +-+
9 | | # | |G H B| | 9
+v+ | +-+ | +#+#+#+ +-------------+
8 | # | | | |5|*# | 8
| +-+---+ +-+ +#+-+-+-+-----+-----+ |
7 | # | | | | | | | | 7
+-+-+ | +#+-+ +-+ | +-+ | +-+ | +-+-+-+
6 | & | |1| | | # # | | | | # | | 6
+-+ +-+-+ +#+----#+ +-+ | +#+ | | +-+ |
5 | | # S| < | | | # # | | 5
| +-+ +---+ +-----+--#--+--#--+&+ +-+#+
4 | | | | | | | | | # | | 4
| | +-+ | | +-+ | +#+ | +-+ | +-+-+#+
3 | | # | < | # # | | | | # # | # | 3
| +---+ +-+ | +-+ | +-+ | +-+ +-+ | |
2 | | &3| | | | |S | | 2
+---+ +---+-+ +-+---+-----+-----+-+-+-+ |
1 | | |E# #F#S| | 1
| +--------^+#+-+---------------+-+-+ |
0 |S # < # # | 0
+---+-------+ +---+-------------------+-+
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
A - Choose wisely from three doors (teleporters)
B - Need the Ebony (black) Key to pass
C - An orc trades the Gory Badge for the Weird Emblem
D - An old man trades the Ebony (black) Key for the Clioster Key
E - Mithril Key needed to pass
F - Magic Shield
G - Need the Corroded (red) Key
H - Something is needed to pass this square, but I don't know what
1 - Square 6E, 6N teleports to 17E, 16N
2 - Square 10E, 19N teleports to 10E, 10N
3 - Square 9E, 19N teleports to 5E, 2N
4 - Square 8E, 19N teleports to 17E, 16N
5 - Square 10E, 8N teleports to 5E, 15N
***********
* Floor 3 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+ +-----+ +-------------+ +-------------+
19 | | # | 19
+-+---+ +-+-------------+-+ +-----+ +---+
18 18
+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
17 | # | # | # | # | # | # | # | # | # | # | 17
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +
16 # | # | # | # | # | # | # | # | # |B# | # 16
+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
15 15
+-+ +-----+---+ +-----+ +-+---+---+ +---+
14 | | | B | # 14
+ | + +-+ | +-----------+ | +-+---------+
13 | | 1 | | | | | | | 13
| +-+ + | + | | + | |
12 | | | | |S | | 12
+-----+ +--#+ +---+ +---+ +-+#+ |
11 | | | | | #2| | | 11
| +-+---+ +-+ | | +-+-+ |
10 | | | | | | | # | 10
+#+ | +---+ | +---+ +---+ +#+-+ |
9 | | | | | | 1# | 9
| | +-+#+ | | | +-+ |
8 | | | | | | | |2| | 8
| +-+ +-+ | +---+ +#+-+ +#+---+ +-+-+
7 | # | | | | |E# | | # | 7
+-+ +-+-+ +-+-+ | | +-+ +-+ | | +-+
6 | | | # | # | | #D|1| | 6
+ +-+ +#+ | +-+-+ +---+#+ +-+#+ +---+
5 | # | | | |1| | | 5
| +-+ | +-+ | +-+ | |
4 | | |B| | | # | | 4
| | +-+ +#+ | +#+-+ +---+ +-+-+ |
3 | | | | | | | | |G#F| | 3
| +-+ +-+ | | +-+-+ +#+#+ |
2 | | | | | # | | |S|S> | 2
+-+ +-+ + | | +-+#+ +---+ +-+-+ |
1 | | | | C# | 1
| +-+ +---+ | | +-+ |
0 |S| | | | >A| | 0
+ + +---+ + +-----------+ + +-----------+
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
A - Ever considered another line of work? (just some kind of taunt...)
B - Chute! Each B-square takes you to the square directly below on Floor 4
C - Need the Cloister Key to pass
D - Put 5000 gold in this wishing well and you get sent to town. Boooo!
E - Search the wizardress' room for the Mithril Key (trades with Weird Emblem)
F - Master Key needed to pass
G - Magic Sword
1 - Squares 12E, 5N; 15E, 6N; and 13E, 9N all teleport to 2E, 13N
2 - Square 13E, 8N teleports to 16E, 11N
***********
* Floor 4 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+-+ + + + + + + +++++#+ + + + ++
19 #@| |*| |*| | | |+++| |*| < | # 19
+-+ |*+#+ |*| | +#+---+ |*+#----+-+---+
18 |*| | |*| | | | | |*| 18
+---+*+-+---+*| | | +#+ | |*+-----------+
17 *************| | | | | | |************* 17
+---+*+-----+*| | | | +#+ |*+-----+*+-+#+
16 |*| |*| | | | | | |*# 1 2|*|+| 16
+-+ |*| |*| + | + | + |*| |*+-+-+
15 | |*| 1 |*| | | |*| |*|C| 15
+#+#+*| +#+*|^^^+^^^+^^^|*+-+ |*+#+ +
14 | | |*# | |*| A |*| # |*| | 14
+ | |*+---+-+*+----#------+*+-+---+*+-+-+
13 | |*********** ***********| # 13
+-+ +------#+-+-----+#----+*+---+-+#+ | +
12 # # | |S | S|*| # | | # 12
+-+-+-----+-+ | | | +#+ | +-+ +-+
11 # # | 3 | 1 | | | | # | 11
+---+---+ +-+ +#+^+ | | | +-+ +-+
10 | # | | # #D# # | # | # | | # 10
+-+ +-+-+ +-+ +---+#+#+---+ | +-+ +-+ +-+
9 # | # | | | # # > # | | # # 9
+-+-+ | +---+ | +v+#+ | | | +-+-+---+
8 | | # | 2 | | | | # # 8
+ | +-+-----+ | | | +#+-+-+ +-+-+
7 | # | | 2| | | |*| | | | 7
+-+-+ | +---+-+----#+-----+*+---+ +---+ +
6 | # |******* ***< | # | 6
+ | +-+-+*+-+*+---+-+#+---+-+ +-+-+ +-+
5 | # |*****|+|*| # |A | 3 #*| > # | 5
+-+-+*+-+-+-+*| +-+v+v+ | |*| | | +
4 #*|*|B#*|*| 3 | | | | |*| | | 4
+---+*|*+-+*|*| | | | +-+---+*| +#+-+
3 |*|*|+|*|*| | & | &*|****E|A| 3
+-+&+*|*+-+*|*+#+#--+ | | |*+#----+ +---+
2 | |*|*****>*| | | | | |*| S @ A 2
+#+ |*+-----+*| +#+ +&+ | |*+---+-+ +---+
1 | |*********| | | | | |*| # |A| 1
| |*+-----+*| | | +-+-+ |*| +-+ |
0 | |*| #*| | | | |+| |*| @ | | 0
+-+ + + + + + + + +++#+ + + + +
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
A - All your magic spells are rendered useless when you enter an A-square
B - An old man trades you the Mithril Key for the Master Key
C - If you pay the wise sage 100,000 gold, he tells you about your magic and
how it is more powerful... I don't know if it ACTUALLY makes your magic
more powerful
D - A familiar figure (Gnilda?) teleports you back to town
E - Magic Helmet
1 - Squares 15E, 16N and 4E, 15N teleport to 11E, 11N
2 - Squares 5E, 7N and 8E, 8N teleport to 16E, 16N
3 - Squares 8E, 4N and 14E, 5N teleport to 8E, 11N
***********
* Floor 5 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+-+ +++++++---+ +-+++---+ +++++++
19 | |+++++| |+++| |+++++| 19
+---+++---+ +---+ |+++| |++---+
18 |+++++| |+++| |+++| |+| | 18
|++---+ +---++++| |++++-+ |+| |
17 |+| B|+++++++| |+++++| |+| | 17
+-+ +-+ |++---++| +-----+ +-+++-+ +
16 |+| |+| |+| |+++++| 16
+---++| |+| |++---------+++-++|
15 |+++++| |+| |+++++++++++++| |+| 15
+---++++++| +-+-+ +-----+++++---+ +-+
14 |+++++++++| |+| |+++| 14
+-+-+++-+++-+ +-+ +-----+---+ +-+
13 ++| |+| |+| A |+++++| P |++ 13
++| +-+ |+| +-+ +---+++---+ +-+ |++
12 ++| |+| |+|S|+++++| |+| |++ 12
+++-+ +-+ |++^+++---+ +-+ |+| +-+
11 ++++| |+| |+|P |+| |+| | 11
+---+ +-----++| +-+ +---+++-+-+ +-+
10 | |+++++++| Z |+++++++| |+| 10
| +-+++++---+ +---+---+++-+ |+|
9 | |+++++| |+++| |+| |+| 9
+---+++---+ +-----+++-+ +-++| +-+ |++
8 ++++++| P |+++++++| |+++| |+| |++ 8
+++---+ +-+ +-++++++| +-++++| |++-+++
7 ++| |+| |+++++| |+++++|E|++++++ 7
+-+ +-+++-+ +-+++-+ +---+++-+++++-+
6 Z |+++++| |+| |+++++++| 6
+---+++++-+ +-+ +-+ |++++---+
5 |+++++++| |+| |+++| P 5
+---+++++---+ +-+-+-+ |++---+---+
4 |+++++++| |S#D#C# |+++++| 4
+-+++-----+ +-+ +-+-+-+ |++---+ +-+
3 ++++| |+| |+| |++ 3
+++++-----+ |++-------+v+-+ +---+++
2 ++++++++++| |+++++++++| Z |++++++ 2
+-----+---+ +-+++++---+ +---+++---+
1 | |+++|P |+++++| 1
+-+ +-+ +-----+---+ +---+++---+ +-+
0 ++| |+| |+++++| |+++++| |++ 0
+-+ +++-+++---+ +-+++++++ +---+++
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
A - You are in a cave
B - Warning about cave-ins
C - You can not enter through here without all KOD items
D - Magic Gauntlets
E - Magic Fountain (the previous squares tell a little poem) - you can wade in
this fountain, but the only stuff that has ever happened to me is bad,
so I don't recommend trying this out
***********
* Floor 6 *
***********
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
+-----------------------+---------+-+-+-+
19 |+++++++++++++++++++++++| > | # | 19
|++++++++++++++++-------+ +---+---+ +#+#|
18 |+++++++++++++++| # | > # |@| 18
|++---+-------++| +#+ +-+ | | +-+-+#+-+
17 |+| # |+| | | |+| | | |+++| | 17
|+| +-+ +#+ |+| +-+ +-+-+---+#+++-+#+-+
16 |+| |+| | | |+| | # @ |+| |+| 16
|+| |+| +#+ |+| | +-+-+ |+| +-++|
15 |+| |+| | | |+| | |+|D#@ |+| |+++| 15
|+| |+| +#+ |+| | |++-+---++| +-++|
14 |+| |+| |E| |+| | |+++++++++| # |+| 14
|+| |++-+#+-+#+-+ | |++++++++-+ | |+|
13 |+| |+++| # | | |+++++++|B# | |+| 13
|+| |+++| +-+ | +-+ |++++++++#+-+#+-+
12 |+| |+++| |+| # |+| |+++++++| # |@ | 12
|+| |+++| |++---+---+++#+---+++-+-+#+ |
11 |+| |+++| |+++++++++++| |+| | | 11
|++#+---+v+++++-----++| |+| +^+-|
10 |+| |+++| |+| |+| | |+| 10
|+| |+++| +-+#+-+ |+| | |+|
9 |+| |+++| |+| # |+| | |+| 9
|+| |+++| |+| | |+| +#++|
8 |+| |+++| |+| | |+| # |+| 8
|++-+-+#+-++++| |+| +---+#+++-----+ |+|
7 |+++| #C# |+++| |+| |+++| |+++++++| |+| 7
+---+ +#+ |+++| |+| |+++| |++---++| |+|
6 | |+++| |+| |+++| |+| |+| |+| 6
| +-------++++| |++---++++| +-+ |+| |+|
5 | |+++++++++++| |+++++++++| # |+| |+| 5
| +-+---+---+-+#+-+++++++++-+-----++| |+|
4 | |F| # # # |+++++++++++++++++| |+| 4
| +#+ +-+ +-+ |++-------+++++++-+#+-+
3 | | | |+| |+| |+| |+++++| | 3
| +#+ |++---++| |+| +-++++| |
2 | |A| |+++++++| |+| |+++| | 2
+#+#+ |++++++++---++| |+++| |
1 | # |+++++++++++++| |+++| | 1
+#+ +-+-------------+ +---+ |
0 |S# # # # # | 0
+-+-+---------------+---------+---+-----+
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9
Note - Dumapic and Lomilwa/Milwa do not work on this floor. You can not Malor
to this floor either.
A - You need to have ONE character in your party carrying the KOD items to pass
B - Ominous message in blood about the brave bringing stuff back
C - Message of warning (there are HARD enemies out there!)
D - A tomb for "Worthless"
E - An evil voice says: Where is the stuff now?
F - If your one character has EQUIPPED the KOD items, you get the Staff of
Gnilda and are teleported to town... otherwise Gnilda kills you and
sends your body back to town WITHOUT the KOD items.
VIII. Walkthrough
-----------------
I will refer to certain character groups. Here are their descriptions:
Core Group Treasure Group Boss Group Experience Group
---------- -------------- ---------- ----------------
Fighter Fighter Fighter Strongest Fighter
Fighter Fighter Fighter Character needing XP
Fighter Fighter Fighter
Cleric Thief Cleric
Mage Cleric Mage
Wizard Wizard Mage
Obviously, Fighter means any type of fighting-class character.
****************
* Starting Out *
****************
Get your characters made and equip your Fighters with Long Swords and some sort
of Plate armor. Other characters will not need equipment yet.
Take the Core Group through the southwest group of rooms looking for any and
all fights. Almost nothing will give you trouble at first. Be on the lookout
for Creeping Coins, as they are worth a ton of XP for low level characters.
Occasionally switch to the Boss Group to get the other Mage some action.
When your characters get to about Level 5, it is time to collect a bunch of
stuff for the quest.
***************
* Quest Items *
***************
Take the Core Group to the northwest area of Floor 1 to find the Corroded (red)
Key. Also look for the Kobold King in a series of single-square rooms on the
east edge of Floor 1. When you kill him you get the Gory Badge.
On Floor 2, you have to navigate very carefully. There are two rooms where
you must choose from "Doors 1,2,or 3." Choose the right-most door both times to
find a long hallway twisting around. Follow it to its END to find an Orc who
will trade you a Weird Emblem for your Gory Badge. The Weird Emblem is an
officer's badge that lets you in the "Officer's Only" area very near the
entrance to the maze.
Return to Floor 1 and go through the Officer door. You are in a dark area,
but if you walk one forward and turn left, you can then walk forward into the
area you want to be in. You read a message about the challenge being four
steps away, but ignore it for now.
Head to the back of this oddly shaped room and find the secret door going to
18E, 6N. On the left is an old man who trades you the Ebony (black) Key for
your Corroded (red) Key. You have to continue through a second secret door and
into the very annoying Temple of Gnilda area where you get transported all over
the place. Find your way out and return to Floor 2.
Head back through the two three-door rooms, but now take the left door in the
second one. In the dark room, turn left and go forward to exit. Take a left
and follow this corridor until you have wrapped around the map back to the
west edge and keep going a little more to square 2E, 10N. The door leads to
another old man who trades you the Cloister Key for your Ebony Key.
********************
* Build Up Forever *
********************
At this point, you should go to fight Murphy's Ghost a million times until your
level reaches somewhere between 8 and 10. You want to have purchased at least
one premium sword (premium = costs 10,000 or more) for your fighters and your
Mage(s) should have very powerful spells.
If Boltac's has a premium sword, you can use your Treasure Group to accumulate
much more gold than just fighting monsters. Whenever you find a chest, use
both your Thief and your Cleric's Calfo to determine what the trap is. If they
agree, try to disarm and get the treasure. If they don't agree, go with the
Cleric's determination. However you get the treasure, pass all items to the
Wizard for identification. Sell the stuff for gold or keep it if its good.
Items and scrolls sell for a couple hundred which is good.
I always fight the Friendly Murphy's Ghost because eventually all your Good
characters become Evil and you don't have to worry about that anymore.
An optional thing to do is use only the Experience Group to get your Mage and
then your Cleric up to good levels. You want to be able to cast Lahalito,
Tzalik, Dialma, and Latumofis.
Also, this is where you should build up any Fighters that you want to change to
an elite class, then build up the elite character as well in an Experience
Group. Again, the fastest way to do this is to fight Murphy's Ghost a bunch.
It will go pretty fast if your best Fighter has a premium sword. If you can't
buy one at Boltac's, use your Treasure Group on Floor 3 (take the MIDDLE door
in the second three-door room of Floor 2 to reach the stairs for Floor 3). It
may take longer than its worth to find a good sword on Floor 3, and you REALLY
don't want to go to Floor 4 yet unless you like the RESET button.
In any case, get your characters up to Level 8-10.
*******************
* The Magic Armor *
*******************
Take your Boss Group to the Officer area and go through the door at 14E, 2N.
You will face a Magic Armor. It is essentially Murphy's Ghost with 300 HP and
a better AC. If you happen to have decent armor, you will get hit very little,
but even so you can weather the storm.
Keep on swinging with your Fighters, heal them with your Cleric, and have your
Mages throw any and all spells at the Armor. The spells probably won't hit
unless you really leveled up a lot, but the Mages are along for the XP ride.
The fight takes a while but you should win it with no real problems. You get
5555 XP for your six characters and the Knight of Diamond (KOD) Armor. This
armor is really good, heals you for every step you take (and during combat) as
long as you are not Poisoned or something, AND the wearer can cast Matu (to do
this, select Use from that character's combat menu, and Use the armor).
In the next room is a staircase down to Floor 2!
****************
* The Cloister *
****************
From now on, you should go through this set of stairs to get to Floor 2 and
also Floor 3. In the first room there is one door leading to a hallway. Left
is a dead-end, but right is a longer hallway. At the end is a short hallway
with a one-way door ahead and a secret door on the right. The secret door
requires the Mithril Key to pass through, and the one-way door leads you right
near the stairs to Floor 3.
On Floor 3, there are strong enemies and weak enemies, and also the possibility
of good treasure. Don't worry about taking your Treasure Group down here just
yet, though.
There are also three chutes that lead to Floor 4, and each one deposits you in
darkness. Floor 4 is HARD to navigate, so avoid the following squares: 3E, 4N;
6E, 14N; and 17E, 16N.
But don't worry about that right now. From the stairs, go south and then west
so that you wrap around the northwest corner and into the northeast corner.
Continue west until you can go left (south), and you will be in another long
hallway with many alcoves and doors. Take any of these doors EXCEPT the one
that leads to 17E, 16N and go through the next door to yet another long hallway.
In this hallway, head to 1E, 15N and wiggle your way through some passages to
5E, 12N. Go through the door and bear right. Take this hallway until you
reach a door at 4E, 6N. Take it, and follow this hall to another door and
then to the room which enters the Cloister.
DO NOT take the door at 12E, 0N. It is a one-way door leading to the stairs
back up to Floor 2. Take the door at 13E, 1N which is the entrance to the
Cloister. The Cloister is a huge room with many substructures in it. There
are two squares of four one-square rooms filled with monsters. There are two
squares that you can not enter. The middle is taken up by a large cross-shaped
structure with some more rooms inside. Beware! There are teleporters in this
structure! Take the door at either 11E, 4N or 10E, 8N and go into the middle
of the cross to square 12E, 7N and go through the door. Inside is a wizardress
who tells you to get out, but first you can search her room and trade your
Weird Emblem for a Mithril Key. The Mithril Key still lets you through the
Officer door.
*************************************
* Build Up More and the Boss Fights *
*************************************
What you should do now is build up your levels and search for treasure on
Floors 3 and 4, mostly 4. Use your Boss Group and Treasure Group for these
purposes, although you may want to switch out your Wizard for a Mage in the
Treasure Group. You can kill the tough enemies easier and still open chests,
but you have to bring the stuff back to town and get your Wizard before you
identify it.
Map out Floor 4 for fun while you build your levels and find treasure. Your
Wizard is now mostly useless, as well as your Thief except for finding treasure.
This process becomes a lot faster when your Mage learns Makanito and Lakanito,
which kill almost everything on Floor 3, most things on Floor 4, and even some
stuff on Floor 5.
If you find that your levels are not going up fast enough, find the stairs to
Floor 5 (there are several ways to get there because there is a warp) and fight
the enemies there.
You also should get the Master Key, which (I assume) acts like all the keys at
once. To get it, go to Floor 3 and fall through the chute at 3E, 4N. You will
be in a dark area. Go south two squares, then east two squares (CAREFUL not to
go forward one more because it is a one-way door), then north two squares.
Head west through a door and an old man will give you the Master Key. Use the
aforementioned one-way door to get into the main part of Floor 4 (still the
dark part).
If at ANY time you want to get back to town, head to the central part of Floor
4 and go into the small series of four one-square rooms. The room in square
9E, 10N is home to a "familiar figure" (Gnilda?) who teleports you back to the
town.
Also on Floor 4 are a few places where a voice says, "Don't you know what's
happened to you?" This means that your magic has been taken away and you should
immediately go to square 9E, 10N to teleport to town and get your magic back.
At any time during this period when you reach the appropriate level and
equipment, fight the next KOD boss. They are listed below.
Magic Shield (Level 11-12 recommended, need premium swords)
-----------------------------------------------------------
Go through the Officer door, through the old Magic Armor room, through the halls
and then through the door that requires the Mithril Key. Follow this hall to
a room where you fight the Magic Shield. It has 150 HP and wields a powerful
physical attack. Tzalik and other spells will work every now and then. Your
best bet is if you surprise the Shield, then you can get in a round of free
hits.
You get 8888 XP and the KOD Shield, which casts Dialma and has the same healing
property as the armor.
Magic Sword (Level 11-12 recommended, need premium swords)
----------------------------------------------------------
From the Magic Shield room, go into the next room and down the stairs. You are
now in the Cloister on Floor 3, but in an area that can only be reached from
this path. Take the door on the LEFT, not the one in front (it is a one-way
door out into the Cloister). Take your next left door, and you run into the
Magic Sword.
The Magic Sword has 100 HP and is vulnerable to the same magic as the Shield.
Again, it is best if you surprise the Sword. Its physical attack is pretty
harsh and it also casts Lorto. It's actually better if it casts Lorto because
its physical attack can be far worse to a single character. With such low HP,
it is actually not hard to kill the Magic Sword in four to five hits.
The Magic Sword gives you 11111 XP and the KOD Sword (called Hrathnir). It is
the best sword in the game, so equip it right away. It also allows the wielder
to cast Lorto.
Magic Helmet (Level 13-14 recommended, need Hrathnir, premium swords, lots of HP
and it would be good to have Madalto or even Tiltowait)
-------------------------------------------------------
From the Magic Sword room, go left and down the stairs. You are now on Floor 4
and you should head west away from the spinner right next to you. Go through
the door to the west, and in the dark area go three squares to the east again.
You will encounter the Magic Helmet in the darkness.
The Magic Helmet has 200 HP, a powerful breath attack, and casts Tiltowait on
you sometimes. It is a hard battle. Pray that you surprise the Magic Helmet,
then go at it with everything. You might want to keep fighting even if one or
two characters die because it is pretty much inevitable. The best defense is
a lot of HP and luck, but you NEED to have hefty offense to take out the Magic
Helmet.
Once you win, you get 17777 XP and the KOD Helmet which has the healing benefit
and casts Madalto.
*************************************
* Floor 5, Malor, and the Gauntlets *
*************************************
Floor 5 is interesting. It is set up like a big continuous cave with little
cave offshoots, and at the "far side" of the cave is a small series of rooms
containing the Magic Gauntlets and the stairs to Floor 6.
On the way, you will find pits and cave-ins that hurt you, but they are NOT
marked with action squares like the chutes on Floor 3.
When you find the door on the other side of the cave, you find that you can not
enter it without the KOD items. But the last one is on the other side of the
door! Hmmmm.....
If your Mage(s) does not have Malor, walk around Floor 5 fighting enemies until
you get it. This would also be a good time to take the Treasure Group (with
a Mage instead of Wizard) to rack up sweet loot.
Once you have Malor, you can teleport to the Magic Gauntlets directly. They are
in square 9E, 4N. Because Malor teleports you BY the specified coordinates and
NOT TO the specified coordinates, I usually go to square 9E, 4N on Floor 1 and
then Malor straight down 4 floors.
The Magic Gauntlets have something like 50 HP each, maybe more, and they each
attack seperately. They cast Tiltowait like there's no tomorrow, they use other
powerful spells, and their attack hurts too. But their HP is really low, so if
you get in a lot of hits really quick, the fight is easy. You will probably
get really mad by dying a bunch and then one time it will suddenly go really
fast and you'll win easy. They are worth 16666 XP.
The KOD Gauntlets are good armor, but the best part is that they cast Tiltowait.
They turn the wearer into a walking nightmare.
*******************
* Ending the Game *
*******************
You can now go to Floor 6. On Floor 6 there are tough enemies, wondrous
treasures, and lots of wasted space. Dumapic does not work down here, so
mapping is a little difficult. There are NO teleporters, which is good, but
there ARE spinners, which is only a mild headache.
Sadly, though, there is no reason to go anywhere on Floor 6. To beat the game,
go to square 1E, 2N (the stairs are at 0E, 0N). Your party will be teleported
back to town. Give all the KOD stuff to one character and form a party with
ONLY that character. Make sure to give the character the Mithril and Master
Keys, and make sure that the character can EQUIP the KOD stuff.
Walk back down to Floor 6 and go to 1E, 2N. Now you can
pass through, and in the next couple of rooms you meet Gnilda, who gives you
the Staff of Gnilda and takes away your KOD stuff (wah!). You are then
teleported to the center of the Temple of Gnilda on Floor 1. Find your way
back to the entrance and you win the game.
You are rewarded with Knighthood, and you get to choose five companions who
also receive knighthood for helping. This is worth experience points. Also,
the KOD items are back in their hiding places waiting to be beaten again.
What happens if you try to give the KOD stuff to a character with Malor, i.e.,
a Mage, and try to teleport down to Floor 5 and waltz to the end? Gnilda will
instantly kill that character, reclaim the KOD items, and send the body back
to town. You have to beat those things all over again! Of course, you could
change your Mage's class to Fighter (or something that can wear the KOD stuff)
and THEN use Malor. I haven't tried this, so it may not work, I don't know.
If you want to play the game with more challenge, try beating it with a single
character. This is very time-consuming and probably involves a hefty dose of
the RESET spell, but I have a feeling it could be rewarding.
Congratulations!
**********************
* Lingering Question *
**********************
I have a feeling that the action squares on Floor 6 hold some other mysteries.
If anyone knows anything about them (squares B,D, and E on my map), let me know.
IX. Legal Mumbo-Jumbo
---------------------
Copyright 2006, Mike Jenista
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