CRUSADERS OF THE DARK SAVANT is a BIG game. Plan on playing for a
couple of months, at least. It is also a very non-linear game. You
can wander pretty much all over as you choose. But there are certain
times when you must have a certain thing in hand to go on from where
you are, and it could require a long search far across the countryside
before you found it - and even then you might not recognize it. In
order to avoid multiple cross-country searches, I have chosen to lead
you along a much more linear path which will take you first to the
required item, and later on we will come to the place where it is used.
There is also a lot of randomness in the game. Even though you may
choose to follow me step by step in this walkthrough, your game will
NOT be exactly like mine. Where you come across happenings that I do
not describe, you're on your own.

   For example: This particular paragraph is being written as I
   (we, if you're following) am/are en route from Nyctalinth to
   Dionysceus. I have just met/traded with 'Mick the Pick' (an NPC)
   and also met 'Rodan Lewarx' (another NPC) from whom I bought the
   ?CRYPT? map. I can have no idea where/when/from whom you'll get
   it. (Or even IF you will!). In this connection, the only map which
   you must actually have in your inventory (at a point very late in
   the game) is the ?LEGEND? map. If you get it, guard it carefully.
   Other maps are important. Though called 'maps' they are not what
   you might expect - to use one, you click on the item, click on
   'READ' and a valuable (but usually obscure) instruction appears
   on your screen. I will quote the essentials when it's time.


       This walkthru is intended to be used in conjunction with
       a set of 79 - count 'em - 79 !!! GIF maps available as
       CDSMAP.ZIP in GAMERS forum LIB 9. MAPALL.GIF shows the
       layout of the maps covering the outside territory. Exterior
       maps are uniformly on 30x20 grids. If you have a system
       capable of printing .GIF files they can be printed, trimmed
       and pasted. DON'T try to paste them ALL together - at 1/4"
       per square, the whole thing will cover a 40x50 inch area.
       I told you this was big! City and dungeon/cave maps mostly
       DO need to be either pasted or hand-copied together, though.
       The Dragon Cave map, for example, is in 4 sections.

       These maps are not perfect. There are a couple of missing
       squares in the Witch Mountains, and a couple more missing in
       the Dragon Cave. They should suffice for finding your way around.

GENERAL HINTS AND TIPS

   CHEAT - READ THE MANUAL!
       Your game package includes a very well-written manual. I am
       not about to include a re-write here. Build your party
       carefully - you'll be spending a long time with it. My team,
       if you care, is a vanilla combination of two fighters, a
       thief, a ranger, a bishop and a psionic. And I did not use
       the 'change profession' option which many players report having
       used to great advantage. I did use a couple of Dracons. I found
       their acid-breathing ability a big help in the early stages
       while I was still at low levels with poor weapons and armor.

   FORESTED AREAS - This walkthru will instruct you to 'leave city A
       by the east gate, and follow the road to the south gate of
       city B'. But you should pause and smell the flowers. The
       off-road forest contains many, many encounters. Most are battles,
       rewarding you with experience points, gold and other treasures.
       Some are trading/learning opportunities. Some are simply 'found'
       treasures. So, even tho your main objective is to get from A to B,
       take the time to get off the road and explore the forest.

   SAVE - QUIT/NO SAVE - RESTORE. The most useful survival technique.
       Many treasure chests contain random items. Some traps cannot be
       disarmed. Saving immediately before opening the chest allows you
       to back up to the save if you trigger the trap and are seriously
       hurt and/or if you don't like the goodies inside. But don't be
       greedy. While critical items will be re-offered each time the
       chest is opened, if you repeat when offered one good item along
       with a collection of losers, you may not ever be offered the good
       item again.

       Item identification is costly. An 'assay' is free, but gives you
       only the name of the item, who can/cannot use it, effect on Armor
       Class (if any) and the like. Learning more of what it will do
       requires a level 3-6 Identify spell at 8 points per level. Saving
       before identifying, then restoring allows you to do it free.

       Many combats take place at random times and in random locations.
       Many have a random number and assortment of monsters. Saving
       frequently as you move along allows the luxury of terminating
       a too-tough battle and either trying again or avoiding it
       altogether until your stats/equipment have improved (without
       having to go too far back).

   INVENTORY MANAGEMENT
       Each team member can carry 20 items in inventory. Of these, up to
       8 are necessary to hold 1 or 2 weapons, a protective item such as
       a ring or amulet, a helmet, body armor, leg armor, shoes and
       gloves, leaving 12 open. 6x12, or 72 slots may sound like a lot,
       but not so. You will get items quite early in the game which are
       not used until much later. Especially until you acquire enough
       spell points, you need to carry potions to cure poison, disease,
       paralysis and the like. You need space to carry treasures to sell
       and you need space to accept treasure-chest items until you can
       decide what to keep. For some items (potions and keys, for
       example) identical items can be merged to save slots. But once
       merged, they cannot be 'unmerged'. They can be used one unit at a
       time, but if you have 12 merged potions, you cannot divide them
       between two members and you cannot sell half. If the member who
       is paralyzed during battle is the ONLY member carrying the
       'cure paralyze' potions, he cannot cure himself during battle.
       (If the battle is won without his help, however, the potions can
       be transferred to another member who can accomplish the cure.)

       DROPPING items is easy, but dangerous. In review mode, click on
       the item and click on drop. Going back to adventure mode, the
       item's symbol will appear in the lower right corner. (Easy to see
       if it's a bright colored potion - not so easy if a tan doublet.).
       Same for items you choose to 'leave' when unloadig a treasure chest.
       They appear in the lower right corner. Click on an item there, and
       the cursor asks 'WHO?'. Click on a member and the item is added to
       his inventory.

       If you are not sure whether a found item is critical to the
       game, you can attempt to sell it. If the item IS critical,
       you will get a message 'You need that!'. But a critical item
       CAN be DROPPED. And dropping is the only way to dispose of a
       critical item after it has served its purpose.

       Most players choose one or more specific places to stash
       unneeded items they cannot or prefer not to sell. The Abbey
       in NEW CITY is one popular location. Partly because it is
       reputedly safe from thieves and looters, (tho I never lost
       any item anywhere) but also because it has enough squares
       to accomodate several piles. If you decide to retrieve an
       item you don't have to go through dozens to find the one you
       want. (Of course, if you think you might want to retrieve an
       item it would be well to write down what it is and where you
       left it. Nobody said life was easy!)

   ARTIFACTS
       The purpose of this walkthru is to take the reader to a successful
       ending of the game. It does NOT attempt to evaluate all 500-some
       items available to be found, and I will comment on them only when
       they are significant or particularly interesting.

   CRITICAL SKILLS
       SWIMMING - You WILL need to swim, several times, to complete CDS.
       Start collecting swim points at the earliest opportunity. All
       team members need it. Anything less than 10 points and you drown
       instantly upon entering the water. Above 10, you gain one point
       of ability for each square of swiming. Each additional 10 points
       (to 50-60) allows an additional square of swimming. Even 100
       allows only 5 or occasionally six squares of movement. Battle
       while swimming or heavy loads carried also drain stamina. The
       Restfull spell helps, but does nothing for the caster, who uses
       as much stamina to cast it as is gained by the spell. Best
       solution is to carry LOTS of 'Heavy Stamina' potions. Rest and
       SAVE before entering the water, and watch those points!

       MAPPING - The member carrying the Journey Map Kit needs to
       increase Mapping skill as quickly as possible, up to about 70,
       to take full advantage of the kit.

       ARTIFACTS - One member needs the Artifacts skill to be able
       to 'assay' found objects.

       SCOUTING - One member needs the Scouting skill to notice buttons
       which will open secret doors and to find treasures buried in trash.

       SKULDUGGERY - one member needs to build this skill for successfully
       opening doors and treasure chests

STARTING OUT

BANE OF THE COSMIC FORGE (Wizardry 6) had three different endings. If you
finished BANE, your party can be imported to CRUSADERS OF THE DARK SAVANT.
Your starting location in CDS depends on which BANE ending you experienced.
A fourth starting location is for newly created parties not imported from
BANE. Another major difference is that imported parties will have a
Journey Map Kit (though not yet the mapping skill to use it) while new starts
will have neither. NEW CITY is the real jumping-off location, and this
walkthru will begin near there.

     IMPORTED TEAMS will find themselves somewhere in a forested area.
                    DON'T FORGET TO EQUIP BEFORE YOU MOVE.

      1. If you finished with the 'best' BANE ending, you will start
         CDS in location 1 on map B-4. Move south 2, west 1, south 1
         and west 2 to a road. Moving south on the road you will come
         to a field of Wild Orchids which will put you to sleep.
         You will wake at location 2 on map B-5.

      2. If you travelled with the T'RANG you will start in location 1
         on map B/C-0. Go west 1, south 4 to a road. Follow the road
         generally west (do NOT enter NYCTALINTH) then generally south
         (zig-zagging on the way). When you reach a left turn (east) on
         map A-4, follow the road east then south again until you reach
         the field of flowers which will put you to sleep. You will wake
         at location 2 on map B-5. Go south to 4 to find a treasure chest.

      3. If you travelled with the UMPANI you will start in location 1
         on map F/G-5. North 1, West 4, South 1, West 1 and South 2 to
         a road. Follow the road East, south and west to UKPYR. A guard
         will ask if you want to be a recruit - the answer is yes. Using
         the UKPYR map, travel easterly, then south to 1 and exit. GOOD
         LUCK - the monsters here are tough. Follow the road to
         MUNKHARAMA. Using the MUNKHARAMA map go north to location 1
         and exit. Follow the road to New City. Using the NEW CITY map,
         go to location 1 and exit. You are now with the rest of us,
         on map B-5, at location 6. Go west, then south to 4 to find
         a treasure chest.

      NEW TEAMS will start at location 1, map B-5. EQUIP. You NEED a
         Journey Map Kit. You are facing west. Carefully follow  map
         B-5 to 4 at the southern tip of this small peninsula. Here
         you will find a treasure chest containing the Map Kit.

      ALL - Just before reaching the chest, you will find skull bones on
        the beach at the water's edge AT 3. Take them. If you don't
        use them they can be sold. Imported teams should take the map
        kit even tho they don't need it. It too, is salable.

BEGINNER DUNGEON
   At location 5 on map B-5 is a ladder leading to a small dungeon. Not
   a required exercise, but will provide some experience points (XP),
   some goodies (and some not so good - check 'em before using) and a good
   fountain.

   After descending the ladder to location 1 on the BEGINNER map,
   explore the area to the north for some easy fights and XP.
   Search to find a parchment at A. Read it.

   Next, west to 2 - press the button to open a secret door. Explore
   to find a chest. Returning to the ladder room go south and then
   west to find a fountain at 3 which will restore ALL points (may
   require multiple drinks). Go to 4 to find another button to open
   another secret door. Find a chest which will, among other things,
   contain the Old Gate Key. Use the key at 5 to open a grate and find
   the ladder to the lower level at 6. At the far end of the lower
   level maze is a grate leading to the lair of Ra-Sep-Re-Tep. Pull
   the lever at 7 to open the grate. After defeating the monster,
   find a chest at the east end of the pool. Notice that Ra-Sep's
   bones return to the pool - he will resurrect and you'll meet him
   again much later. This completes the BEGINNER DUNGEON and you can
   return to the surface. But remember the fountain. At this stage
   your hit, stamina and magic points are low and you may want to
   return here to get healthy again.

   At location 6 on map B-5,  find the entrance to

NEW CITY (1) (FIRST VISIT)
   Two maps - NEWCTY_N and NEWCTY_S. Should be used together, as
   they make up one city. Explore the non-numbered areas for XP and
   loot. We will be here several times, and I will lead you to the
   critical items you will need for each foray into the hinterlands
   so that your inventory won't fill up early with items not needed
   until much later.

   You will find that most locked doors in NEW CITY can be opened
   with either Iron or Pewter keys which you will get after battles
   with Rattkin. However, most are 'picked' fairly easily by a low-
   level thief and each pick will build the skill so it's a good
   idea to SAVE and pick. If the pick fails and the lock jams, you
   can restore and try again. If you can't pick it and don't have
   a key, the knock-knock spell may work. If THAT doesn't work,
   then the door probably requires a special key, or it can't be
   opened from that side, or in some few cases, can't be opened at
   all. Doors which look like metal-barred prison cell doors (which
   I will refer to as 'grates') ALL require a special key or other
   opening technique. None can be picked or 'knock-knocked'.

   Upon entering the city at 1, the guards will stop you and ask
   what you want. Recalling the parchment you found, you can say
   'PALUKES' and they'll let you in. If you're feeling strong, you
   can tell them nothing and try to fight your way in.

   Visit Paluke at 3 and trade as you like. Ask about RUMORS to learn
   that a prisoner has been taken. Visit the inn at 4 and learn there
   is a black market being operated at the Arms of Argus. Buy a bunch
   of bananas. (Critical for Orkogre) Visit Arms of Argus at 5 and when
   asked 'Who sent you?',say 'BLACK MARKET'. From now on you can
   talk/trade here. BELCAZOR's Magik Emporium is at 6. Here in New
   City, he's only open at night.

       TRADING note: Anytime you have the opportunity to buy/sell, you
       can sell anything salable. The magic shop will buy weapons and
       the armor shop will buy magiks. Even 'Mick the Pick', who you
       will meet in the countryside, will buy off your whole inventory.
       He has unlimited gold and a MUCH bigger swag-bag than you. When
       you buy an item it disappears from the seller's inventory. If
       you should want more of the same (and in some cases you will)
       you must 'leave', then exit the shop and re-enter. His inventory
       will have been replenished. Only works in shops - when you meet
       a trader on the road and click 'leave' - he's GONE.

   Search at 7 to find a Black Wafer. Now let's see about that prisoner.
   Go to 8 and battle the guards. The door at 9 has a combination lock
   with color buttons. Examine the Black Wafer. 'BYYR' Press the buttons
   in that sequence - blue, yellow, yellow again and red. Find a ring of
   keys on the north wall at 10, and release the prisoner at 11. Before
   he leaves, he will give you a letter to get you past Lord Galiere at
   the border and he will give you a verbal message (critical for
   Orkogre) to take to the GORN King at

ORKOGRE

   Leave NEW CITY by the east gate. Follow the road thru D-5, D-4,
   D-3, C-3, back into D-3 and at location 1 on D-3 (or thereabouts -
   may be random) meet LORD GALIERE and his troops. If you give him Capt.
   BOERIGARD's letter he will pass you through, and if asked, will tell
   you that ORKOGRE is to the west and a little north. You will also
   have the opportunity to talk/trade with him. (ALWAYS check out what's
   available - maybe there will be a map that you have missed getting -
   maybe other goodies. And anyone willing to sell will be willing to
   buy, so it's an opportunity to clear out your inventory if you need
   space or cash.)

   You CAN also choose not to give the letter, and try to defeat GALIERE.
   Lots of XP if you win. Usually it's a bad idea to fight anyone who
   doesn't attack you - his friends don't like it - or you. In this case,
   it doesn't seem to matter. My first time thru, I met GALIERE before
   I even got to NEW CITY or met BOERIGARD, so I had no alternative
   but to tromp on him. Didn't run into trouble later.

   Either way, go west into the forest (into C-3) and work your way
   to the far northwest corner. Go north into C-2, and find the entrance
   to ORKOGRE at location 1. It is a ladder down, in the middle of a
   3x3 clearing in the forest.

   ORKOGRE is a 3-level dungeon, illustrated on maps ORKOG-1 and
   ORKOG-23. Remember once again that I have marked and will be
   describing only essential areas. You should explore all - for needed
   XP and loot.

   Starting from location 1, level 1, go to 2 and descend to the cell
   block. Ignore it for now. Go to the far end and at 3 descend into
   the guard barracks. After a battle at 4 get the Armory Key and after
   a battle at 5 get the Crown Key. Use the Armory Key to open the grate
   leading to 6 and 7. LOTS of armor and weapons at 6 (several piles -
   search all squares). If your inventory space is crowded, you may want
   to haul it back and stash it at the foot of the ladder on level 1.
   At 7 find Munk Meat and Munk Innards. One package of Munk Innards is
   a critical item for DANE TOWER.

   Return to level 1 and use the Crown Key to open the grate at 8. Pull
   the lever at 9 to open the grate into 10 and find a chest. Pull the
   lever at 11 to open the grate into 12. Press the button at 13 to open
   a secret door. Find the ape at 14. Use the bananas. After the ape has
   grabbed the bananas and gone, press the button at 15 to open a secret
   door at 16. Pull the lever at 16 to open the grate into the Throne
   Room. Meet the Gorn King at 17 and listen to his sad tale. When it's
   your turn to talk, deliver the message from Capt. BOERIGARD. Remember
   it? 'THE DARTAEN ALLIANCE IS BROKEN' (Spell it right - the CDS parser
   accepts nothing but perfection.) He will give you some instructions
   and the Key of the Gorn King.

   Use the stair at 18 to level 2. Find and pull the lever at 19 to open
   the grate at 20. Search the bedroom on the right (not marked) to get
   Bone Combs and Brushes, and a Polished Steel Plate. (Both critical
   items for later - the Bone Combs and Brushes for MUCH later.)
   Press the button at 21 to open a secret door. Use the Key of the King
   to open the grate at 22 and find a chest containing the ?TEMPLE? MAP.
   (For MUNKHARAMA.)

   Return to level 1 by the stair at 18 and work your way back to the
   blood spot on the floor at 23. Search at 23 to learn there is a ray
   of light coming from overhead. Facing south, use the Polished Steel
   Plate to reflect the light onto the grate at 24 - the entrance to
   MURKATOS' OUTER SANCTUM. Search at 25 to open the secret door at 26.
   Search 26 to get a Ring of Steel Keys and a parchment containing
   Murkatos' Last Words.  Read the parchment. 'THE PRISON IS THE KEY'.
   OK, let's do the prison.

   Return to the stair at 2, descend to the cell block and start opening
   cell doors, using the ring of steel keys. At 27, find bread and (in
   case you didn't get them at the inn) some bananas. At 28 and 29 are
   battles. At 30, find a button to open a secret door at 31. At 31,
   pull the lever to open a hole in the floor at 32. (Now would be a
   good time to cast the 'levitate' spell if you have it.) Click on the
   hole to drop down to a different section of level 3. Find a button
   at 33 to open a secret door at 34, and find a ladder at 35. Up to
   level 2 and find the lever at 36 to open the grate at 37 leading
   into the Inner Sanctum. Defeat the Guardian and meet Murkatos' Ghost,
   who is sufficiently pleased with your progress that he has a quest
   for you. (To find the Tomb of Vilet Kenabe, in the Old Cemetery at
   NYCTALINTH) At 38 find some potions and a Bonsai Tree (critical for
   the Rattkin gate) At 39 press the button to open a secret door and
   find a chest containing the Key of Azure and the Gem of Power.
   The Gem, when equipped, will provide one party member with the POWER
   STRIKE skill. At 40, pull the lever to open the grate at 41, leading
   to a ladder at 42 which will return you to level 1. A lever at 43
   opens the grate at 44.

   Use the Azure Key to open the grate at 45, where you will find a
   fountain which will restore Magic points. This completes the ORKOGRE
   castle/dungeon. The ladder at 1 will return you to the surface,
   and you can haul your excess loot back to the shops in  NEW CITY,
   sell it off and buy better weapons/armor/spells. Might take a couple
   of trips - maybe pick up some XP along the way.

NEW CITY (2)

   You no longer need BOERIGARD'S LETTER or the POLISHED STEEL PLATE.
   Might as well drop/stash them - we're headed for the Abbey anyhow.
   Enter at 12 (or either of the side entrances), go to 13 and meet
   Father Rulae who will talk to you about the Holy Work, MUNKHARAMA,
   what to say when you meet Brother Tshober and the statue near the
   Abbey entrance . I hope everyone has 15 or more Swim points by now.
   We've got to get to that statue. If not, go exploring around till
   you get them, then come back. Ready? Swim to the statue at 14 and
   search. Search again and get the MOONSTONE. (critical for MUNKHARAMA)
   Now head for the west gate out of the city.

BROTHER TSHOBER
   Murkatos said to find a tomb in NYCTALINTH - but we are nowhere
   near ready for that. Next stop is MUNKHARAMA (which is where
   Father Rulae told us to go). At location 1 on map D-4 is the road
   east to meet Brother Tshober at 1 on E-4. When he gives you the
   opportunity to speak, say the words that Father Rulae gave you
   'SLAY NOT HE THAT CANNOT HEAR'. Remember his response. (Critical
   for the Secret School) He will give you a Cable Trolley. Talk to
   him about the Holy Work and get some tips on finding it. Trade
   with him if you like. When he leaves, use the Cable Trolley to
   cross the river. Or maybe not.

SIDE TRIP
  While you are right here, if your swimming skill is up to it, I can
  tell you about some pretty good loot. If not, remember this note
  and pick up on it later. If you examine this neighborhood on
  the map carefully, you will see that just to the north and east are
  a couple of forest areas that you can get to with two or three
  squares of swimming. The trick is to move (on land) to the square
  north of where the road meets the water. Sidestep and swim two
  squares north to a landing place. Rest, explore around 2 and rest.
  Then another two-square swim north. Now you can explore the area
  around 3. You can get to 4 on land, then go north to 5 on map E-3,
  where you will find a chest. Return to the road by retracing
  your steps.

        FOOTNOTE HERE: If you didn't use the password and get the Cable
        Trolley from him, B.Tshober will charge a fee for helping you
        across the river. And he'll be stuck here forever in case you
        come back and need another ride. But since you did, he's now
        free to roam and you'll meet him from time to time, happy (and
        not so shober). He'll trade with you (might even have a map to
        sell). If you should decide to kill him (not really a GOOD idea
        because it will make Father Rulae unhappy) his ghost will lie
        in wait for you here. But you can kill the ghost for lots of
        points, go back out of the area (about to the north/south road)
        return here and kill the ghost again - and again - and again.

  When you are ready, use the Cable Trolley to cross the river and
  follow the road south to

MUNKHARAMA
   There are two maps for the surface level - MUNK_N and MUNK_S. They
   are not divided by a straight east/west line as you will see, in
   order to give each of two main puzzles its own undivided area.

   After entering at 1, visit the well at 2. The answer to the question
   'What do you shout' is COIN. You will get four Well Coins for your
   trouble. Go to 3 and open the door by using one of the coins. Pull
   the lever at 4 to open a secret door behind door 5. Use a coin to
   open 5 and get ready for the famous (infamous ?)

BEAN PUZZLE.
  Study the southeast area past door 5. At the center is a room marked
  'X'. To the NE, SE, SW and NW (clockwise) are four 1-square rooms
  marked 'W', 'C', 'P' and 'S'. In each of these rooms you will find
  a stone - the Bean of 'W'ands, 'C'ups, 'P'entacles and 'S'words.
  Further to the NE, SE, SW and NW are four 4-square rooms, each
  having a chalice in the corner adjacent to the nearest 'bean'
  room. The object is to collect the four beans, put (by 'using')
  a bean in each of the four chalices, then go to room X and
  pull the spindle. Whether you have placed the correct bean in the
  correct chalice is shown by a listing of BLACKs and WHITEs, NOT in
  meaningful sequence. BWWW simply means that one bean was placed
  correctly and three were not. If you have it, cast the levitate
  spell before entering room X. Anything but BBBB gets you dumped
  into a dungeon below at 'A' where you will eventually find a ladder
  at 'B' leading up to the NE 4-square room and the opportunity to try
  again.

  I have never heard of anyone getting all black on the first try. I
  think the first try will always result in four whites. To avoid the
  necessity to blunder through all 24 possible combinations, I offer
  a more logical approach that worked for me. (The method, that is -
  the specific solution is not necessarily repeatable.)

                     Chalice located  NW   NE   SE   SW     Result
     Beans placed     first  try       S    W    C    P      WWWW
                      second try       W    S    P    C      BBWW
                      third  try       C    S    P    W      WWWW
                      fourth try       W    P    S    C      BBBB

   Explanation - on the first try (for lack of a better thought) each
   bean was placed in the chalice next to the room from which it came.
   Since all were wrong, all were moved. 'S' and 'W' were swapped and
   so were 'C' and 'P'. Two correct - two wrong. Third try - swap one
   pair only (but a different pairing). Swap 'C' and 'W'. All wrong
   again, BUT - it looks like the only possibility is that putting 'C'
   and 'W' back would give us two correct again, and that 'P' and 'S'
   are the ones in the wrong place and should be swapped. Result ?
   Success! All black. Reward ? A little gold, some XP and a secret door
   opened at 6 in the SE corner of the SE chalice room .

     FOOTNOTE: I replayed this, thinking that I knew the answer. After
     repeating the first try arrangement, I jumped straight to the
     previously successful fourth try arrangement but got all wrong -
     all white. I also think that different first try arrangements will
     lead to different final solutions. VERY clever design/programming.

   Go through the newly opened door. Use the SOUTH map. Find a 1-square
   pool at 7. Try it if you like. SAVE FIRST! Facing west at 8 you will
   see a chest. Find in it a rubber bear. Equipping it and invoking its
   power will give one person 5 swim points. Visit Brother Moser's
   Apothecary at 9. Here is where you can buy the Heavy Stamina potions
   you will need later. Talk to Brother Moser and follow up on rumors
   about the Secret School and Land of Dreams. He won't tell you all
   he knows until you have found the Land of Dreams for yourself. Go
   through the door at 10, press the button at 11 to open a secret door
   and you are in the main pool-patio again. Use your third well-coin
   at 12 and pull the lever at 13. This opens a secret door behind 14.
   Use your final coin at 14 and go through to the 'Gran Melange' at 15.
   Click and the sign changes to read 'Land of Dreams'. You can enter, but
   you won't know 'what you are seeking' and will get thrown out. Now
   that you know where to find the Land of Dreams (at the Gran Melange)
   you can return to Brother Moser and he will lecture some more. If
   you listen carefully you will get the clues you need in order to
   get into the Land of Dreams. But if you go in now, you'll only get
   an important door slammed in your face at the end. We've another
   quest. Remember - Father Rulae at New City said to find the Holy Work.

THE HOLY WORK

   Time to read the ?TEMPLE? map. 'Find the Builder' ??? - Maybe on
   the island in the middle of the pool? - we've been everywhere else.
   Find a landing spot before you start. Can't wast those precious
   swim points!. At 16, for example, it's a straight shot from beach-
   to-beach. In the center of the island is the statue of a familiar
   figure. Search and you discover that he is also known as the Builder.
   Search (while swimming) at each corner of the island ( J, J, J, and J)
   to find diamond, ruby, emerald and amber coins. Back to the shore.

   In the four corners of the patio (at K) are four gazebos, each
   sheltering an urn. One silver, one cuprum, one viridian and one
   gold. Do a color compare and guess what to do with the coins. Make
   the offering as the map instructed. (Diamond to silver, ruby
   to cuprum, emerald to viridian and amber to gold. But it doesn't
   matter - the urn won't accept the wrong coin. There was something
   about opacity turning to radiance. Back to the statue and use the
   Moonstone you got from the similar statue back at New City. Some
   reward! KLUNK into a dungeon!

   Fear not. Using TEMPL-1A map, you have been dropped at location 1.
   on level 1 of the dungeon. (TEMPL-1B joins at the SW corner of 1A.)

   To the west, stay away from 23 for now. If you decide to explore
   it despite this warning, be prepared to be dumped painfully into
   Level 2 at A (map TEMPL-23). A long and tough trip south and then
   west will bring you to a teleport station at B (if you survive)
   which will return you to 2 back here on level 1.

   Press a button at 3 to open a secret door. Search at 5 to pull the
   sconce and open another secret door. Find a chest containing the
   Munk Key. At 7, find a ring of Rusty Keys. (They fit four doors at
   R.) Moving to TEMPL-1B, use the Munk Key at 8 and find your way to
   the stairs at 9. BE SURE to be rested and 'saved', and have all
   possible protective spells in place. You are about to face the Lord
   of the Dark Forest Munks and his gang, and they are TOUGH!. Ready? -
   Go on down the stairs (TEMPL-23, level 2) and take him on.

   Get the Key of Good Keep at 10 and the Key of the Temple at 11.
   (There are a couple more chests at C.) Press the button at 13 to
   open a secret door at 14. At 15, get a 'bo' (which when assayed will
   turn out to be a notched stick). OK? - Return to level 1 on
   map TEMPL-1A. Press the button at 16 to open a secret door at 17.
   Use the Key of Good Keep at 18 to get the Onyx Key at 19. Find a
   hole in the wall (looks a little like a button) at 22 and use the
   notched stick. (This locks that trap door.) Pull the lever at 23
   to open the grate at 24 and go down the ladder at 25 to a different
   section of level 2 on map TEMPL-23.

   Use the Onyx Key at 26 to get to a stair at 27 leading down to
   level 3. Press the button at 28 and pull the lever at 29. SAVE.
   An altar holding a black globe will rise out of the hole in the
   floor at 30. When you take the globe you will likely be gassed,
   one to most of the team will be paralyzed, and before you have
   a chance to recover you will have to fight. Be prepared to quit
   and restore. At the same time, a grate will close the exit.
   After the battle, you will discover that the globe is Wickum's
   Powerglobe - a critical item for the boat, much later. Pull the
   lever at 29 again to re-open the grate and return to level 2.

   Go to 31 and look around. Directly south you will see a fountain
   at 32. Swim to it and have everybody drink to restore stamina.
   Beside the fountain to the left, find and press a button to open
   a secret door. Use the Key of the Temple at 33 to open the grate
   and find the Holy Work at 34. By the way - none of the grates at
   D can be opened from either side. Return to level 1. Find the
   lever at 20 to open the adjacent grate and find a ladder at 21
   which is the exit from the dungeon. You will find yourself in a
   field at 'X' on map EF6. Follow the road west and north to return
   to MUNKHARAMA.

   Now that we have the Holy Work and Brother Moser's clues, it is
   time to do the

LAND OF DREAMS
   Go to 15 on the MUNKHARAMA map and enter. In answer to the question
   'What do you seek?' reply 'INNER DREAMS'.In answer to the second
   question reply 'WALK THE LAND OF THE LIVING DEAD'.

   Make a donation of 500 gold and you will be allowed access, but with
   a stern warning to stay away from the Black Door.

   The upcoming maze of rooms with up and down ladders can be very
   confusing, especially since some ladders face north/south and others
   east/west. Be sure to cast the Direction spell and keep track of your
   orientation. Note that 1 in the first room is the bottom of the same
   ladder the top of which is numbered 1 in the second room.

   Start - Up ladder 1, down 2.
           Up 3 (3 ladders here)
              Down 4. Find a monk, then find a smoking pipe at A
              Return up 4
           Down 5 and up 6
           Down 7 (3 ladders here)
               Up 8 and down 9 to get a lecture at B and find a chest at C
               Return up 9 and down 8
           Up 10 and down 11 (3 ladders here)
               Up 12. Find a monk, then find a pouch(Pastille) at D
               Return down 12
           Finally, down 13 and around the corner to the Black Door at 14.

   Stop here.   You will shortly be offered the choice
                'Do you take the SWORD, GOWN, STONE, STAFF or RING',
   with no idea what any of them might be. I suggest that you do a
   special save before you go on. When you pop out of the dungeon
   you can assay and identify the item you chose, and do a temporary
   save. You can then reload this special save and go through the routine
   again, selecting a different item. You can do it again and again,
   till you have seen each item. (My temporary saves were TGOWN,
   TSWORD etc.) When you have decided on the item you want to keep,
   you can reload that temporary game as your ongoing game and proceed
   from there.

   As you step through the Black door, you will fall (but no damage),
   Move forward and see a vision. When the vision is done, move ahead
   again - and fall again. You are caught in a loop and can go 'round
   again if you like. To break the loop, as soon as you finish falling
   the second (or later) time, merge the pastille with the pipe, and
   'use' the merged 'pipe and pastille'. Then go forward again. This
   time will be a different scenario, and you will get the sword/gown
   offer. Depending on the item you choose, each member will get a
   point increase in one statistic (all get the same). One choice
   gives Piety, another Vitality and so on. Then each member gets a
   point of Kharma, regardless of selection. Finally, you are popped
   out at 15, where you can re-do if and as you choose.

   When you have made your final selection and are ready to move on,
   meet Xen Xheng at 16. He will greet you with one of the passwords
   revealed to you by Father Rulae and Brother Tshober. Whichever he
   offers, respond with the other. (Slay Not He etc., and Be Thankful
   Ye etc.) He will ask for the Holy Work. He will ask if you would
   like to study in the School of Five Flowers. Might just as well -
   this quest can be accomplished along the way without detracting
   from other tasks, and there is a small reward. Finally he will tell
   you there's a chest available to you in the back room at 17. Then
   he's open to talk/trade/lore. When you go for the chest, don't be
   disconcerted by the 'disarm' anomaly. Xheng said to help yourself,
   so the chest is not trapped. Incidentally, one of the benefits of
   this quest is that Master Xheng will meet you from time to time
   hereafter, which will give you the opportunity to get the latest
   rumors and will give you the chance to sell off excess loot in
   wilderness places where there is no other such opportunity. At
   last, leave the area by pressing the button on the south wall at
   17 to open a secret door and you will find yourself in the northwest
   corner of the MUNKHARAMA pool/patio.

   If you didn't sell off to Master Xheng, you can do so at Brother
   Moser's, and I'll met you at the south gate, where we can head for

UKPYR
   Departing by the gate at 18, follw the road east, south and back to
   the north on maps EF-6, and F-7 to the UKPYR entrance. As usual,
   don't ignore the forest. Enter UKPYR at 1, meet the gate guard at 2
   and tell him that you want to enlist. Go to the recruiting station
   at 3, get accepted and sent to the Supply Depot at 4 for outfitting,
   which will cost 8000 gold. (The Supply Sergeant will want 9000, but
   if you tell him you don't have it he'll give you a bargain - actually
   a REAL bargain - when you sell the outfit back, you'll get more than
   you paid.)

   Next, to the firing range at 5, where you'll need 750 more for practice
   targets (no bargains here!). Ignore the comment that anybody who
   gets 3 hits gets a promotion from the Captain. I practiced repeatedly
   with one member, eventually got three hits - but never saw a Captain
   and never got a promotion. Each member who practices gets the firearms
   skill. Have the member carrying the targets 'use' them at the far end
   of the range. Have someone with a gun 'use' it. Three shots, get a
   report and do it again. Simply pass the gun from one member to the
   next. (Even tho the weapon will assay as 'unusable' for a profession,
   it gets used anyhow.)

   Return to the recruiting station at 3 for your next mission - 'Find and
   kill the T'rang spies in the forest to the north'.

   Exit the north gate at 6. I found the T'rang at location 2 on F-5,
   just past where the road ends. They will offer a reward if you will
   betray the Umpani and get the location of the Umpani space ship
   for the T'rang.

    FOOTNOTE here: I lied and said I would. Every time I returned to the
    area they popped out of the bushes and asked if I had it yet. Had
    to say no, so they said they would wait. Returned to the recruiter
    and admitted I had found the T'rang but had not killed them. He told
    me to 'go DO it'. Then I lied and told him I HAD killed the T'rang,
    but he simply took my typed 'YES' as tho I had said 'NO' and sent me
    back out again. Finally had to lie again to the T'rang, tell them
    I had the spaceship location, but refused to give it. That, at last.
    brought about the necessary battle - I tromped 'em, reported back
    that I had done so, and finally got the next mission.

   I keep reminding you to explore the forest. While you're in this area,
   might as well find some of the flowers. On G-4, the blue flower is
   at 1 and the yellow one is at 2.  The white flower is at 3 on F-4. At 1
   on F-4, you will feel a cold chill and a blackbird will fly overhead
   crying 'AY-BIE'. (Maybe trying to say 'help me'? More about that later.)
   And don't go past 2 on F4. That's the entrance to the Sphynx (Whirlpool)
   cave, and we're not ready for it yet.

   Your next mission is to carry a message to Rodan Lewarx. Note:
   read the message and see how obedient he is (not!) when he gets
   it. When given the message, you will also get a Humpa Card. Use
   the card at 7 and pull the lever at 8. You will be teleported to
   inside location 21 at New City. Show your orders and deliver the
   message.  While you are here, exit into the New City street, then
   turn around and come back in.  This is one of the doors you could
   not open before, but from now on you will be able to enter at will.
   And you can use the teleport device from now on to go back and forth
   between New City and Upkyr. Take note of the door at 22 with the
   combination lock. Use the teleporter to return to Ukpyr to report
   to the recruiter.

   Final UKPYR mission - 'Report to General Yamo'. Before you do,
   however, go back to the Supply Depot at 4 and sell off any excess
   inventory. Things are going to get exciting in a bit, and you'll
   need space. When you're ready, go to 9, find the general at 10
   and report to him. After he has given you the Thermal Pineapple
   (critical for Nyctalinth) and the bombs have stopped falling,
   loot the city.

   Search at 11 to find a security code. Searching at 12 will show you
   a map emphasizing an island south of NEW CITY. Find chests at 13 and 14.
   Searching the star map on the wall at 15 will give you the starship
   coordinates the T'rang wanted - HORATHA Tracking S:48,9 D:34,82,+17
   Using the WizardEye spell at the Firing Range and Supply Depot will
   show you there are areas beyond the locked doors. They can't be
   picked, but they CAN be forced, tho it takes tremendous strength.
   Don't bother. No goodies in either place.

   If you explored the area in NEW CITY where you delivered the message,
   you found a door at 22 with numbered buttons. Wonder if that security
   code you just found would work? Use the teleporter back to NEW CITY
   and try. Yep, it does. (2723539). Behind the door find the Comm-Link
   device. (Critical for the Forbidden Area)

NEW CITY (3)

   While you are here, you can sell off your excess inventory, and you
   can drop/stash some items you no longer need - the Pipe/Pastille,
   the IUF orders you got in UPKYR, the IUF badge, YAMO's dispatch and
   the Moonstone . Off again to more adventure! Next we go to NYCTALINTH,
   with a stop on the way.

GATE TO RATTKIN RUINS

   Out the east gate - Follow the road thru D-5, north thru D-4, D-3,
   C-3, D-3 again and C-2 to location 1 on C-1 - at the T-intersection
   where the road enters C-1. Leave the road at 2, go north and a
   little west toward 3. As you approach, there will be a series of
   battles. When they are done, use the Bonsai at 3. When asked who
   craves a boon, give the name of your party leader. There's a chest
   at 4. Return to location 1 on the road and follow the road west thru
   B/C-0 and on to the entrance to NYCTALINTH at 1 on B-1.

NYCTALINTH
   This area is mapped on NYCT-N and NYCT-S. Go to the Landing Port
   at 5 and get the T'rang Port Book at 6. Enter the Observation
   Control Tower at 2. Learn a Computer Access Code at 3 and find
   the TX-Coder at 4. (All critical for later.)

   Enter the High Chamber at 8 and talk to H'Jenn-Ra T'rang at 9. Pull
   the lever at 10 to teleport to 29 in the T'rang house in New City.
   Meet Shritis T'rang at 30. Whether you accept or decline the mission
   he wants to give you seems to make no difference. He will leave.
   Find a chest at 31 and get a Control Card. (Critical) As with the Umpani
   quarters, exit to the street and re-entry will free up the door so
   you can use it (and this teleporter) anytime. Pull the lever at 29
   and return to Nyctalinth. Report back to H'Jenn-Ra. and get a new
   mission to acquire the ?BOAT? map for him/her. Make a careful note
   of the spear code.

   After this interview is over, be prepared for some tough battles. Get
   1 Finger Rod at 11 and 2 more at 7. (Notice that tho they seem to be
   the same, they can't be merged, so they must be different.)
   Go to the Tactical Depot at 13. Use a Finger Rod to unlock the door at
   14. (If one doesn't work, try another.) Nothing there but a battle.
   Use a Finger rod on the door at 15, and after a battle at 16, get a
   weapon. Search at 17 to learn that it emits a mysterious ray.

   Now go to the LiveStock Breeding Grounds and use the last Finger Rod
   at 18. At 19, at what appears to be a solid wall, meet a 'familiar
   figure' (Murkatos' Ghost - remember - he sent you here) who says
   'follow me' - and you can simply walk through the wall. Note - you can
   (and will) later walk thru again, in the same direction, but it's a
   one way trip. You cannot exit this way.
   At 20, find a chest containing a 'long-stemmed spade'. While exploring
   the graveyard, STAY OUT of location 36. Or, if you would like to see
   what happens there, SAVE, then enter. You NEED the object the
   fast-moving banshee stole - and having lost it, there's nothing to do
   but restore. At 21, find the grave of Notera Formi. First cast
   levitate, then dig. You will drop into the south end of the Nyctalinth
   Dungeon at 21. (The NYCT-DUN map shows a little bit of the south end
   offset.)

NYCTALINTH DUNGEON

   Be prepared for LOTS of poisoning, tho fortunately when you pass thru
   each trap the first time, it exhausts itself and you can go thru again
   safely. There are two main tasks and one smaller (tho no less important)
   Least travel goes like this:

   Clear out the chest at 22. Find a ladder at 24 and go up to Nyctalinth
   proper at 24. Find the chest at 25. Find the statue at 26. Search. Dig
   to get the little green statue with the funny name. Read the name
   backwards. 'Time Bandit' - Hmm - might help outwit that quick little
   guy back in the graveyard. Press the button at 27 to open a door.
   Back down the ladder to the dungeon at 24, and find some goodies
   at 23. Now for the real battle.

   At 28 see some eggs. SAVE. Cast the Fire Shield spell if you have it,
   then use the Thermal Pineapple. If you burn up, restore and try again.
   Find another ladder up into the city at 29. Just before you round the
   corner to 30, rest, save and get ready to fight. At 30, you are in
   H'Jenn-Ra's chamber. Kill him/her to get one or more maps. This time,
   I got the ?FOOLS? map and the ?DRAGON? map. As I mentioned before,
   some maps are in fixed locations, others are random. For example,
   my first time thru, I got the ?FOOLS? map by killing Ratsputin.
   (?FOOLS? map has no use, tho one of the characters you meet on the
   road and trade with may buy it, but probably not.)

   Buttons at 31 and 32 will open secret doors. Go thru 32 to get to
   a down ladder at 12. At 33, 34 and 35 you will find three seemingly dead
   Savants. Use the Mysterious Ray Gun on each in turn. (Don't equip it -
   just use it.) From one of the three, after re-killing him, you will
   get another Computer Access Code. Leave the vats alone. Back up the
   ladder at 12, find your way back to 18 and reenter the graveyard.

   Enter the cubicle at 37 and use the little green statue to get the
   Crux of Crossing. This is what you need to get through the energy
   field at 38. Be sure you have the Remove Curse spell. The Crux is
   cursed, but must be equipped for it to be effective. While some
   cursed items are good, this one is not. Having equipped the Crux,
   go thru 38 and find the tomb of Vilet Kanebe at 39. Enter and go
   down the ladder at 40. Find a chest at 41. Murkatos' Ghost said </pre><pre id="faqspan-2">
   that you would find 'a part of what you seek' here. In this case
   it is the ?SERPENT? map. Retrace your steps an when outside the
   energy field, remove the curse and uneqip the Crux.

   We've done all that needs doing except to get out of here and back
   on the road. You can't get out at 19, so it's back to the dungeon.
   At 21, again cast levitate, click on the hole to drop into the
   dungeon and find your way out. I preferred 24 to 29, but it doesn't
   matter. I'll see you at the NYCTALINTH exit at 1, from where we will
   head south to

DIONYSCEUS
   En route, at or near location 1 on B-2 you should come across a
   battle. JAN'ETTE the Helazoid is being beaten on by a gang of
   T'rang. You will be asked if you want to help her - and you do.
   When you have won, and set her free, she will give yoa a token
   of her appreciation. Much later, when you follow her instructions
   and give it to the Helazoid Queen, you will gain a personal skill.

DANE TOWER  (Maps DANE-12, DANE34 and DANE-56
   Find a ladder at 1 on map A-4. There are six levels here - one below
   ground and five above (tho you really can't tell the difference). I
   did a semi-permanent save just before entering each level (DANE1,
   DANE2, etc) so that if something went wrong, I could restart at
   the beginning of a level, and not have to restart the whole tower.
   So - down the ladder to

DANE LEVEL 1
   From the ladder at 1, find the trading post at 2. Buy 2 packs
   (3 each - total 6) of Jonga Powder. Talk and join the fellowship.
   Dues - 100 gold. Press the button at 3 to open a secret door. Use
   the Jonga Powder at 4. (This protects against a poison gas trap
   at 5.) Find a chest at 6, defeat the Spirit of the Dane and get
   Ashes of DIAM (critical). Get a Golden Idol from the chest. Place
   the idol on the altar at 7 to open a door at 8. Go thru, pay a
   fee of 250 gold and find the stairs at 9 to go up to level 2.

DANE LEVEL 2
   From the top of the stairs at 1, find an ad for BELCAZOR's Magik
   shop at 2. Use Jonga Powder at 3. Across the hall you enter a room
   with a bunch of open holes in the floor. DON'T MOVE YET!. When you
   do move about, stepping on certain squares will cause various holes
   to open and close. if you step in a hole, you drop down,  into
   the matching square on level 1. (The Jonga Powder on this level
   acts like a levitate spell, protecting you from harm.) The object
   right now is to get to C. I think there may be some randomness
   right after B - note the repeat of the 4-7-4-5 sequence - but
   what worked for me was this routine.

         A - 4 - 5 - B - 4 - 7 - 4 - 5 -
                         4 - 7 - 4 - 5 - 8 - 5 - 6 - 5 - 9

   and through to C. At 10 is BELCANZOR's Emporium. (Per the ad, he's
   here only in the daytime.) Press the button on the south wall at 11
   to open a secret door; press another on the west wall at 12 and find
   a Golden Idol at 13. Use the idol at 14 to open the grate at 15.
   At 16, pay your fee of 500 gold and find the stair to the next level
   at 17.

DANE LEVEL 3
   From the top ot the stair at 1, follow the passage until you gome to
   a black 'door'. From here on, this level is mostly dark. Find the urn
   at 2 and use Jonga Powder. Protects against a 'purple haze' which
   would otherwise clobber you here and there. A fountain at 3 will
   restore stamina. Go to 4 and be teleported to 5. At 6 you will find
   out you don't know 'the word' and be abandoned but you will find the
   Key of the Beast. Go thru the door at 7 (as far as you can) and
   search at 8 to find a Golden Idol. Exit from 8 to the west. Find a
   grate at 9 - the 'Lair of the Beast' and use the Beast key. Enter
   and defeat the beast. With his dying breath he says 'MOO'. Now you know
   the word. Go back through the routine at 4 and 5. When you get to
   6 again you will be asked if you wish to meditate on the word. You
   do. One or more team members will probably fall asleep. Those who do
   not will get the Mind Control skill. All should have it, so step back
   to 5 when the sleepers awake. Step forward to 6 and do it again,
   until everyone has the skill. You can do this as many times as you
   like. Each time someone who already has the skill stays awake, he/she
   gets another point in the skill, which protects against some spells
   and ennables you to walk through the Orchid Field (north of NEW CITY)
   without falling asleep. When you are ready, go thru the door at 10,
   and walk right thru the wall to 11. Take the idol to the altar at 12
   and use it, which will open the grate at 13. Enter, pay your fee of
   1000 gold, and at 14 find the stairs to level 4.

DANE LEVEL 4
   This is a teleport maze. I have tried to make the coding as clear
   as possible by matching numbered jump-spots with lettered landing
   spots. That is, you jump from 1 to A, from 2 to B, 3 to C and so
   on. (Although actually location 1 is the start-point at the head
   of the stairs from level 3.) 'X' marks two places that will drop
   you back to 13 on level 3. The numbered spots are NOT all in the
   order we will use them. Clear as mud? - Let's go.

   From 1 go to 3 - jump to C. Westerly to 4 - jump to D. From 5 jump
   to E. West to 6 - jump to F.  North to 7 - jump to G where you will
   find a chest contaning the Key of Stone. Move a step to 4 - jump
   back to D. Find 9 and jump to I. Find 2 in the SE corner and jump
   to B. Open the grate at 31 with the Stone key, and open the chest
   to get (among other things) the Stone of Gates . From 20 jump to
   T. Get to a 4 in the SW corner and jump back again to D. From 13
   jump into darkness (NW corner). Move 1 square north and see a
   vision of a black orb on a pedestal disappearing into the floor,
   then a girl making hand motions above it. You may not remember her
   from the game's introductory sequence, but she's Vi Domina and
   we'll meet her again. She's important. When she's gone, you'll
   get another Golden Idol. Move 1 square west and jump to P. Find the
   altar at 17  and use the idol to open the grate at 18. Go thru to
   8 - jump to H. Head SW toward 10, meet the priest and pay your
   fee - 2500 Gold. From 10 jump to J and at 21 find the stair to level 5.

DANE LEVEL 5
   From the stair at 1, enter the Chamber of Deadly Coffers at 2. ALL
   of the chests labelled A thru K are trapped - they will clobber you
   as soon as you approach them from the side showing the lock. The
   damage is random. The same chest that will kill several members of
   the party on one occasion will slightly wound only one or two on
   another. Be SURE to save before you approach each chest so that you
   can quit, restore, and try again if the damage is too great.

   First, use Jonga Powder at 3 to protect against that purple haze.
   Get the key from C and use it on the grate at 4. Get the key from F
   and use it on the grate at 5. Get a Golden Idol at K. Get a key
   from G and use it on the grate at 6 to get to the altar. Use the
   idol there, which will open the grate at 7.

   Before you leave, however, there is another chest at 10. When you
   get to it, it will likely be empty, with an indication that someone
   got there before you. (Wasn't me! - all three times I tried it was
   already empty.) Randomness here. Twice, for me, the key from A opened
   the grate at 9. Once, it was the key from B. At any rate, if you want
   to try (and you should), get a key, find a button at 8 and press it
   to open the secret door to 9. If the key works, open the chest at 10
   and hope for the best. If not, restore (you DID save, didn't you?)
   and try the other key. Chests at D, E, J and H have nothing in them
   but keys that don't fit anywhere. I has a few low-calibre items in it,
   but is usually pretty damaging. Don't spend a lot of time on it.
   When you are ready, go thru the door at 7, pay your fee (5000
   this time!) and find the stair at 12 for

DANE LEVEL 6.
   Actually, as you will see, Level 6 has two additional small levels
   associated with it. Level 6 has a couple of unique features, too.
   Be prepared to use the Map Kit OFTEN. The room at 2 spins you
   around and drops you in a different spot (tho fortunately in the
   same room) each time you enter it. And certain doors turn into walls
   (and walls into doors) as you move about. I have defined some, but
   not all, of these locations.

   From the top of the stair at 1, go thru 2 to 3 to find a chest with
   a Chrome Key. Step into the alcove at 4 to open a door at 5. Same at
   6 to open a door at 7. Go to 8 to open the door at 9. Around the
   corner at 10, stop. The four grates on the left are going to spew
   fire as you pass. The fire shield spell may help, tho I didn't see
   that it helped much. Rest and save at 10. I found that I could get
   all the way to 12 and survive. Go into 11. Pull the lever on the west
   wall - JUST ONE TIME. (It re-sets itself and looks like it didn't
   work - but it did.) Rest and save again, because you're going to get
   scortched again when you come out and then be faced with a battle.

   Use the Chrome Key on the grate at 12, and after a battle find a chest
   at 13 containing, among other things, the Book of IMMORTALS (critical).
   Go to 14 to find a chest with another Golden Idol. (If you can't
   get to 14, you didn't handle the lever at 11 properly. Go back and try
   again.)

   Work your way through those opening/closing wall-doors to the northwest
   corner and find a button on the south wall of 15 to open the door to the
   altar. Use the Idol at 15 which opens the door at 16. Enter and pay your
   10,000 fee. But you're not done yet.

MAGNA DANE
   We've been hearing about this guy - now it's time to meet him. Step
   in at 17 to open a secret door at 18 and reveal a chest containing the
   Key of Ascension. Use it at 19 and be teleported to 20 on level 8.
   Don't pull the lever. Go down the stair at 21 to level 7 and down
   again at 22 to the northeast corner of level 6. Talk to (actually,
   listen to) the Magna Dane at 23. He will tell you how to summon the
   DEMONSPAWN and will tell you of the great reward that is yours when
   you bring him the Horn of Cornu. (These are the same instructions
   you can read in the Book of the Immortals.)

   Go back up the stairs to 24 on level 8. SAVE and then pull the lever.
   You will be transported to the edge of the hole at 25. Cast levitate,
   then follow the instructions to summon the Demon. Use the Munk Innards.
   Use the Ashes of Diam. Use the Stone of Gates. When the battle starts,
   use the Book of the Immortals. When the battle is won, click on the hole
   to drop down to 26 on level 7. Search to get the Cornu. Learn that
   the Magna Dane is a double crossing so-and-so who isn't about to
   fulfill his promises. Follow the passage to 27 and drop back to level 6
   at 28. (No fire from the grates this time.)

   One more trip thru level 6 to 20 and back to level 8. Down the stairs
   again (21, 22) and before you round the corner to confront Magna Dane
   for the last time, set up all your best defenses and SAVE. Gonna be
   a heckuva battle (probably - random enough that you can never tell.)
   Meet the Dane and his gang at 23 and flail away. When you are
   victorious, search the Danes' body to get the Ring of Demons. Use it
   on the grate at 23 to enter his lair. Press the button at 29 to open
   a secret door and use the Cornu at 30 to get to the chest. The chest
   contains the Coil of Serpents (critical for later) and a Jewelled
   Cushion which can be sold. On the east wall at 31 is a restorative
   fountain. (Be careful - the one next to it on the left is poison.)
   Somewhere during this episode you should have gotten the ?CRYSTAL? map.

   Up the stairs (22, 21) to 20. NOW pull the lever and drop back to 32
   on level 6. We are finished with the Dane Tower. You CAN retrace your
   way back down all those stairs and through the various mazes, but
   the easy way out is to go to the EGRESS at 33 for the express transport
   down to the lobby with the exit ladder on level 1. You can sell off
   your excess inventory here, or at NEW CITY, which is our next stop.
   Following map A-4, turn east at the intersection, then east and south.
   On the way, we'll pass thru the Orchid Field (Mind Control protects
   here.) And should see a 'great gray whale' sail thru the sky overhead.
   Not sure what that's all about - may be a reference to one of the
   space ships.

NEW CITY (4)
   Time to find out about Vi Domina. Enter the Forbidden Zone at 17,
   use the control card at 18 and  find a computer terminal at 19.
   Check the two parchments with computer codes that you acquired in
   Nyctalinth. Use the Comm-Link Device on the computer. When it asks
   for SERVER, give it 023@41A2; and for HOST say BLACK SHIP COMMAND.
   Ask for PERSONNEL FILES, and then for VI DOMINA. Get her data and
   note particularly the reference to 'Pz'. Maybe Phoonzang? She will
   shortly appear, but the Dark Savant will toss her in the Security
   Cell. Notice that the door at 20 has flashing lights, and thru the
   adjacent window  you can see Vi  on the floor. Back to the
   computer - use the Comm-Link Device again, and this time use the other
   code -  SERVER 018@67C1 and HOST - Central Security Access. Deactivate
   the Security Cell. The lights on the door at 20 will have gone out
   and you can enter. When Vi comes to, she rambles on about finding
   the Astral Dominae, 'located on a small island beneath a morgue' and
   about 'making a deal' with the Dark Savant. She will give you an
   item - Vitalia's Device - with which to call her when you find the
   globe.

   You can now drop/stash the Comm-Link Device and the parchments with
   the codes. (Keep the Control Card.) The Cable Trolly is no longer
   needed. (If you want to cross the river again, you can now swim it.)
   The Cornu of Demonspawn, the Book of Immortals and the Ring of Demons
   can be kept or dropped as you choose. They have some utility as weapons,
   but have no further Critical use. (DON'T equip the ring, though -
   it will kill you.)

   Go to the Bank at 23, break into the vault at 24 and search to find a
   Copper Penny. Take the Penny to the Curio Museum at 25 and use it
   to enter. Be sure you have the Cure Disease spell. At 26 try to take
   the Wand Majestik, but instead find a Rebus Egge - and get diseased.
   Cure the disease. (If you don't have the spell, Father Rulae at the
   Abbey (13) will cure you, but he'll want ALL your gold!)

   If you don't have a Holy Water potion, visit Father Rulae and buy one.
   Go to the Library at 27. Inside, take the red book (Book of Fables)
   and at 28  meet Professor Wunderland, who will tell you a long story.
   Ask him about ARCHIVES, and he'll give you a Key of the Old City.

   When you are ready, leave NEW CITY by either gate -  the east gate
   to go north past the road to Munkharama or the west gate to go north
   past Nyctalinth then east. You can also go to the T'rang house here
   in NEW CITY and use the ANTHRACAX to teleport to Nyctalinth.
   I'll meet you at the  'T' intersection at location 1 on map C-1 and
   we'll head off for the

RATTKIN RUINS
   Follow the road a little east then north and east again into msp D-1.
   (If you're cutting and pasting the maps, note that D-1 is offset 5
   squares to the north.) Follow the road to its end, then work your way
   eastward thru the forest to location 1 on D-1, where you will find
   the 'smiling tree'. As soon as you approach the tree you will be
   picked up and tossed over the wall into a second story apartment of
   the RATTKIN RUINS (at location X  on map RATKIN-1. This area is
   covered by three maps - RATKIN-1, -2 and -3. -1 covers the upper
   and lower levels of the structures. -2 is the western outdoor area
   and -3 is the eastern forest. A note here - If you step away from X
   and then back onto it, the tree will pick you up again and redeposit
   you on the outside. We will, however, use a different exit.

   The structured area is a ladder-maze sort of like the early part of
   Land Of Dreams. Ladders are numbered 1 thru 10, same on the top and
   bottom ends. You should be able to handle it from here. There are
   chests at A, B and C. If your lockpick skill is not that great, be
   sure to get the Brass Key from B before going after C. At 16,
   near the top of ladder 4, is  Bertie's Weapon shop. Whatever else
   you do, buy a Featherweight Potion.

   After exploring the interior, EXCEPT 15, find your way to 17 at the
   southeast corner of level 1. In this vicinity you should meet
   Blienmeis. Go ahead and make a charitable donation (only 20 Gold).
   This guy we do NOT want to irritate - not yet, anyway. Talk
   (trade if you like). Ask about rumors. Follow up on, or ask
   directly about RAKUZA, FUNHOUSE, and REFLEXTION. You may or may
   not get some good answers.

   Now go to 15, around the corner from the top of ladder 9. You will
   be told to put your hands through the window to prove you are a
   genuine Thief! Do so, but they will find you not qualified, and you
   will be sent away. They said you were so dumb you couldn't steal
   from a blind man. Try to prove them wrong. Go back to 17 and meet
   Blienmeis again - attempt to steal from him. You will fumble, but you
   should get a ring. Equip it and you will be allowed into the Thieve's
   Guild. Lo and behold - old Blienmeis is the proprietor. Talk to him
   again about RAKUZA, FUNHOUSE, and REFLEXTION. At this point, he should
   offer you the Ring of Reflextion (for 12000!) and should offer you
   a Nose (only 1000). You MUST have the Nose (shows in your inventory
   as a red rubber ball). I bought the Ring - had plenty of gold - it
   gives one member the Reflextion skill. But I never found that it did
   much good.. (Check the Manual.)

   One more item on Blienmeis - If you have a fairy ninja, (or you just
   want the gold you can get for it) he has a Cane of Corpus. You have to
   kill him to get it, but he's very fast. Usually manages to run away
   and avoid the battle. If not (blind or no) he's supposed to be a tough
   opponent. I never managed to get him, but I understand some players
   have done.

   Now go ahead and explore the rest of the outdoors for fun, adventure,
   XP and Gold, using maps RATKIN 2 and 3. When you're ready, I'll meet
   you at location 20, at the door of the

FUNHOUSE
   Use the Red Rubber Ball on the door to gain entrance. Explore, but
   leave the door at 23 for last. Find a chest at 21 containing a
   'bo' (which will assay to become a wooden dowel - critical). This
   chest sometimes also contains a LODESTONE. It has no use and you
   can't sell it - all it does is weigh you down. Dump it! At 22
   find a 200-pound iron pyramid - also critical. You may need to do
   some inventory rearrangement in order to carry it, but carry it you
   must. Thru the door at 23 find a ladder at 1 and go down.

   You are at 1 on Funhouse level -1. There are four levels, and I have
   numbered the ladders, stairs etc., identically on the top and bottom
   ends (1 through 16). Locations 20 and up are places to visit. You will
   need all of the maps at the same time, because there are many trips
   to make from level to level. There are four maps - FUN -1, -2,
   FUN -12 (some small areas that wouldn't fit on -1 and -2) and
   FUN -34 (combined). (Good practice for a later episode with
   50-some up-n-downs on EIGHT levels!)

   Go down 2 to level -3. At 5/5 find a teeter-board. Step on the
   right-hand end and a chain will descend thru the ceiling over the
   left end. Use the pyramid to attach it to the chain. Take the
   stair at 3 to level -2. Find a button at 20 to open a secret door
   and find a spool handle at 21. Use the spool handle at 22 to wind
   the chain up. Go up ladder 4 and around the corner at 23 find a
   Tarnished Key. Down 4, down 3 and use the key at 24 to find a
   Rubber Band. Take that back up 3 and 4 - use it at 25 next to a
   grate which will not ever open. Back down 4 and 3 to the
   teeter-board. DON'T step on it yet!. Use the Featherweight potion,
   and THEN step on the right-hand end of the board. Clever!

   Before we take on the major puzzle of the Funhouse - the Water Slide -
   we may as well handle a small side matter. Let's meet with BARLONE'.
   Take the stair at 9 down, and go to the grate at 26 to meet the Rakuza
   and Barlone'. He will offer a reward if you perform a task for him.
   Agree. After te tosses you out, back off to the foot of the stair
   and (in 'review mode') use the TX-CODER on the T'RANG PORTBOOK. You
   will learn of the next spaceship arrival that Barlone' wants. Go
   back to 26 and tell him '088:53'. He will tell you that a member of
   his family has placed a map in the Old City Archives, and will tell
   you that he may have another deal for you later. And out you go again.

   Your choice here. If you go back to the foot of the stair and come in
   again, he will tell you that he and his party are leaving, and that
   for the small sum of 40,000 Gold you can have all the treasure he's
   leaving behind. The treasure is random, so I don't know what you might
   get. Suggestion: Save your ongoing game here, then do a save under a
   'temporary' name. Pay the money (assuming you've got it), and after
   he leaves, search at 27 to pull the sconce and open the grate at 28.
   Get the treasure (4 chests) and decide what you want to keep. There
   is a large number of items and your inventory will be quite full.
   Go back up at 9 and down at 6, around the corner and up at 8. Pull the
   lever at 29 to open the grate at 30. Now you can take the ladder up
   at 1 and go off to Bertie's shop and sell off the residue. If you
   think you got a good deal, come back to the Funhouse and continue. If
   not, restore, bypass the treasure and continue from where you left
   off.  Of course, you could also restore and do the deal a second
   time, hoping for a better selection.

       On one time thru, I liked some of the treasure and kept it.
       Testing for you on a different trip, I took the treasure,
       kept it intact and sold it all. Result was that I lost 6000
       gold in the deal. Not that it matters much - at this point
       I had around 200,000 and there wasn't much that I wanted to buy.
       As I said, your choice.

       If you don't need to go back to Bertie's, you don't need to
       open the grate at 30. And it can always be done later.
       Whichever/whatever, meet me on level -1 at the top of ladder 6.

   Go to the top of the 'troughs' at T, cast levitate and jump in.
   You will bounce off a grate on level -2 and land at T on level -3.
   Find a painted ball at 31. Pull the lever at 32 to open the adjacent
   grate. Take the ladder at 7 down to level -4. Swim around the corner
   from 53 to 54 and find a Bar and Rope at 55. Retrace your way back
   to 7. Up 7 and up 6 to level -1. Now find your way to ladder 11.
   Take it down and follow the passage, but stop at 33. SAVE, then go
   on until you see a brightly painted target. Use (throw) the ball.
   You may or may not hit the target, partly depending on the throwing
   skill of the thrower. If you miss, and had not saved, it would mean
   a trip back to 31 to get the ball to bring it back here and try
   again. With the save in place, you can restore to try again - as
   many times as need be until you hit. There's some randomness here,
   too. My best thrower has missed and my worst has hit! When you DO
   hit you will open the grate that you bounced off when you went down
   the troughs.

   Work your way back up 11 and around again to the troughs at T. Jump
   in again and wind up at T on level -2 (now that the grate is open).
   Go to 34 and use the Bar & Rope on the hole.

   Now to set the switches on the water slide. (Yep - this ain't called
   the 'funhouse' for nothin'!) Start by going all the way around to 36,
   where you'll find a view of the water and a lever on the left.

         A NOTE here: I'm not sure which way this lever should
         be set. There are FIVE of them (we'll soon see the rest)
         and the only thing that's sure is that all the left-hand
         ones should be the same, and all on the right-hand (as
         you face the water) should be the opposite. What worked for
         me when I tested for you was UP on the left and DOWN on the
         right. When you go down the slide you should catch the
         rope you just hung. If you wind up in the pool on level
         -4, just come back to this point and reverse everything.

   So - set this lever UP. At 13 go up, down at 14 to find a lever on
   the right at 37. DOWN. Up 14, down 13 and at 38 is a lever on the
   right. DOWN. Go down at 12, find a lever on the left at 39 - UP,
   and a lever on the right at 40 - DOWN. OK - lets test it. Up at 12,
   and around on level -2 to BB. ride the belt up to B on level -1
   and go around the corner to S - the top of the slide. Jump in and
   enjoy the ride. If you catch the rope, fine. (If not, go back and
   reverse the levers.) Follow the passage til you come to a strange
   device at 43. Move forward, and at 41 you should get a black ball.
   Go back around to the hole in the water and jump in. You will land
   in the pool on level -4. Climb out and take 7 to level -3. Ride
   the belt at B up to level -1. Go all the way around to 47 and use
   the black ball to put it into the tube. Come back and go down the
   ladder at 10. Use that wooden dowel you've been carrying all day
   on the hole in the wall at 35. Now to S, and another trip down the
   water slide. Grab the rope again on your way by, swing out and
   you're  ready to go back around the corner to 43. THIS time when
   you step on the platform, you'll be glad the dowel is there.

   Up-up and awaaayy - to 44 on level -2.

   Around the corner and up on 15 - down on 16 and at 45 find a rack
   of spears. Do you remember what H'Jenn-Ra T'rang told you?

            First is not before the Third nor the Second,
            but first after the Sixth
            It is the Fifth that is first
            and the Fourth after the Third
            which is second - then The Way is revealed.

   Press the buttons as follows: 534261 - the grate will open and
   you can get the ?BOAT? map from the chest at 46. Up 16, pull the lever
   at 47 to open the grate at 48 and up the ladder at 49 to a field.
   You now stand at location 1 on map F-2. Work your way south to 1
   on F-3, then west into E-3 and back east to 2 on F-3. This is the
   entrance to the

GIANT CAVE
   This is a fairly small and simple cave. The red flower is at 2. Find
   and pull a lever at 3 to open the grate to SPOT's lair. Defeat him
   and find the Necromantic Helm at 4 (Critical). There is a chest at
   5 containing some pretty good armor and weapons, but it's a long
   7-square swim from the nearest point at 6. You will probably need
   at least 24 Heavy Stamina potions to make it out and back.

WITCH QUEST
   Find your way back to location 1 of map F-3. Get a vine at 3. (When
   you try to climb it, it will fall into your hands.) Find two more
   vines at 4 and another at 5. These are heavy - watch out for an
   overweight condition. Find the purple flower at 6. Take the vines
   to 7, merge them and use them. Climb down to 8. (SAVE first, of
   course.) Work your way to 1 on F-4. (Where you heard the crow
   calling, remember?)

   This next exercise gets a little tricky. Read the Book of Fables
   to learn about the witches. It says that they gather 'just before
   the witching hour'. But they won't gather if you are there. so
   go just to the west, at 4, and with a combination of 'resting' and
   pacing back and forth to use up some time, wait until the sky turns
   full black. Then equip the Necromantic Helm, and re-enter the
   chilly glade. If your timing is right, you will see a vision, and
   by moving to the squares north, south, east and west of 1, you will
   meet the companions of the four wicked witches, and will learn the
   names of the witches. At 1, the unfortunate good witch dances and
   says 'Help Me'. If this sequence of events doesn't happen, the time
   was wrong. Try again.

   Go back to the steep cliff at 8 on F-3, climb to 7 and go to 9 for
   the entrance to the

WITCH CAVE
   The map of this area is in two parts - WITCH-N and -S.
   From the entrance at 1, go to 2 and find a mirror to meet the bad
   witch of the South. Her name is 'Xandasa'. Pay the 1000 Gold, fight
   the battle and get the gold Teeth. At 3 is 'Barbana' of the east,
   at 4 is 'Carmela' of the West and at 5 is 'Naralda' of the north.
   Having acquired all four of the facial features see the image of the
   good witch at 6. Turn to 7 as she instructs and use the eyes, ears,
   nose and mouth. She will give you the ELYSIAD 'for the final battle'.

        I never used it. By the time I got to the end-game I had
        a very powerful team and was fighting in 'easy' mode to
        take no chances. I understand that at that time, equipping
        the Elysiad will automatically resurrect any members who have
        been killed (assuming SOMEbody survived, and you won the
        battle) and gives them XP as though they had survived.
        I always restored and re-fought anytime anybody got killed,
        so I had no experience with that.

   She will also open a secret door so thet you can get to a chest at
   8, containing the ?SPHINX? map. There is also a chest with some
   goodies at 9. After leaving the Witch Cave, go back down the vine
   at 7/8 on map F-4 and go to location 2 on F-4 to enter the

SPHYNX (Whirlpool) CAVE
   Read the ?Sphynx? Map to learn that the Rebus Egge needs to be brought
   into contact with salt. From the entrance at 1, go to 2 and swim to
   3. Pull the lever which will open a secret door at 4 so you can get to
   5. Use the Egge there and the Sphynx will provide a bridge to 6. Search
   6 to get the Wand Majestik (Critical). (Don't try to swim in the
   'W'-marked water area - you'll drown in the whirlpool.)

   When he gave you the 5-Flower quest, Xen Xheng said to return to him
   when you had collected them all. After leaving the Sphynx Cave, find
   your way south through UKPYR to MUNKHARAMA. Go to 15 at the school
   (Land of Dreams) and find a note left for you by Xheng. Follow the
   instructions. Merge the red and blue flowers. Merge the yellow and
   purple flowers. Merge the two combinations to get 'Orchid Ambrosia'.
   OK so far. Now you are to merge that whole thing with a 'solution'
   of the white flower. Takes liquid to make a solution, so merge the
   white flower with the Holy Water you've been carrying around to get
   'Dahlia Water'. Now merge THAT with the Ambrosia to get a SNAKESPEED
   Potion, which will give that skill to one member.

   He also said to report to Father Rulae the finding of the Holy
   Sacrament. On to

NEW CITY. (5)
   When you greet the good Father, simply say 'Holy Sacrament' and
   after he leaves, you can enter the door behind him and go down the
   ladder at 32 to find a healing fountain at 33 and a chest at 34.
   It has been said that this chest should contain the important
   ?LEGEND? map - but it never does. From now on, any time you want
   to use the fountain, say 'Holy Sacrament' to Father Rulae, the door
   to the ladder will be opened and the fountain will be available.

   You have no further use for the following items, so you can drop/stash
   them if you choose - Book of Fables, TXCoder, T'rang Port Book, Spool
   Handle and the Note fron Xen Xheng.

   Barlone' said that the ?LEGEND? map was in the OLD CITY. Well, let's
   look.

OLD CITY
   Find the 'Condemned Area' at NEW CITY location 36. If you can't pick
   the lock, a Pewter Key will work. Thru the door to the left, at 37
   find an odd sign on the wall and a hole. Use the Old City Key  to
   open a secret door and find a ladder down. You are now at location 1
   on the OLD CITY map. Notice the footprints in the dust indicating that
   someone has been here. At 2, find a lever to open the grate at 3. At 4
   find a button to open a secret door and give you access to a chest at
   5. This chest should contain, among other things, another Old City Key.
   Use it to open the grate at 6. At 7, find a button to open a secret
   door. Find a chest at 8. Find a button at 9 to give access to a chest
   at 10. I don't know what you will find, but on three different tries,
   all I found was wrappings - the map was gone. After exploring the rest
   of OLD CITY, find your way back to the ladder at 1 and return to the
   surface.

   Well - we've GOT to have that map. There are two possibilities - one
   legitimate and one cheat. First, you can use the 'Find Person' spell
   and go off to find all the people still alive, hoping that one of them
   has the map and will sell it to you or that you can fight for it or steal
   it.  I'll tell you the other way if we can't get it using the right way.

       Here's what I did. I used FindPerson and leearned that all of
       the T'rang NPCs were dead. The Umpani easiest to get to was
       Tracker Rhallik, in Ukpyr. By the time I got to Ukpyr, FindPerson
       told me he was in Tremontaine (the forest north of Ukpyr). Sure
       enough, there he was, just a little way north. But he didn't have
       the map available for sale. LOREing with him told me that Rodan
       Lewarx had acquired the map from King Ulgar, and talking with
       Rhallik told me that Lewarx was hunting for Shritis T'rang.
       (Remember - he went storming off after Shritis when you delivered
       the message from General Yamo.) FindPerson told me he was at
       the Old Cemetery in Nyctalinth. So I used the Humpa Card and
       teleported from Ukpyr to New City, then (using the T'rang
       Anthracax) teleported to Nyctalinth. I tramped up and down in
       the cemetery for a long while, but Lewarx was a no-show. Finally,
       FindPerson told me he was in Nyctalinth proper. Down thru the
       underground and out to the surface. (Remember that's the only
       way out of the cemetery.)

       After just a little exploration of Nyctalinth, Lewarx showed up
       and he DID have the ?Legend? map for sale! So I've got mine -
       and I hope you do too. It's gotta be there somewhere! The
       legitimate thing to do is check out each living person - maybe
       more than once - since the map passes from hand to hand. The far
       less satisfying way is to cheat - download DSEDIT from CompuServe
       Gamers Lib 9 and give it to yourself.


   So let's get the boat and take to the high seas. First, visit Sogheim
   at location 38 at the New City Dock and Marina. Ask about rumors to
   learn about BROMBADEG, the Demon of the Sea, who rises when the
   moon is full.

   Now go back to the Curio Museum, and at 39 see three twisty heads.
   The clue to the sequence is in the ?BOAT? map. Read it to see -
           'When fear has turned to anger, thee has lost thy
            soul and make the devil laugh. But to still thy
            tongue and become amazed thou begets enlightenment
            and thus know bliss.

   Click on the heads as follows: scared imp, angry demon, laughing devil,
   silent devil, surprised imp, happy demon.

   A secret door will open and around the corner at 40 is a boat. Go on
   board, Use Wikum's PowerGlobe. Move forward one square and press the
   button on the south wall to open the way to the sea.

       Now you have some thinking to do and decisions to make. There
       are two main areas left in the game - the Dragon Mountains
       (Cave)/Sky City and Crypt Isle.

       Your party should be up around level 20 or better. The sea
       provides LOTS of opportunity for battles and points - almost
       every second or third square. And there are two more forests
       - the Greater Wilds, entered on map B-7 and Lesser Wilds entered
       on map D-7. No treasure in either, but some tough battles with
       good point potential. A word of warning - if you decide to explore
       the sea for points, be sure to keep careful track of your location.
       It's easy to get lost. And if you find a fog-bank stay out of
       it for now.

   Crypt Isle is on map C-7, 23 squares due south from the boat dock.
   Work your way south between the islands, then go 11 sqaures west.
   In the southwest corner of C-7 is a promontory labelled 5. That is
   the start-point for our next adventure, whenever you are ready.

DRAGON CAVE
   From 5 on C-7 follow the coastline east and south to the fog bank
   at 5 on B-8. Move straight south til you come out of the fog at 6.
   By the way - if you choose to move around in the fog bank, be
   warned that if you move into the squares marked 'x', you will
   run into a shoal and take considerable damage. (You, not the boat.)
   Now rest until the sky shows blackest night. While facing south,
   sidle east to 7 and notice a light on the cliff. Move to 8 and
   see the change in the light. Read the ?SERPENT? map. (Didn't make
   a lot of sense to me, either.)  Use the Coil of the Serpent to
   open a secret door into the cliff.

   The Dragon Cave is a big area, on four maps - DRAG-NW, -NE
   -SW and -SE. The whole area is 38 squares east-west and 32
   squares north-south. Can be confusing, especially if you try to
   consult the maps separately. I suggest that if you have a printer
   which handles GIF files, you cut and paste these four together,
   otherwise that you hand-copy the four onto one sheet. In order
   to help clarify the map, I have shaded some of the caverns.

   Before entering, be sure you are healed and have your defenses up -
   (Enchanted Blade, Magic Screen, Armor-plate, etc.) Be sure to save.
   Tough fight coming up. From the cave entrance at 1, move south and
   a little east to hear the siren's song and meet BROMBADEG! at 2.

   There are 5 caverns, reachable from different landing spots
   (labelled 'L1-7') on the shores of the entry pool. As you move
   about, there can be cave-ins which will hit you with considerable
   damage (so stay well-healed) and will block the passage. (Blockages
   are marked 'X', trigger squares 'x') You will not be totally trapped.
   There will be another way out - you just can't retrace your steps.
   But don't park the boat at the westernmost landing spots (L2 and L3).
   After a certain cave-in you won't be able to get back there on foot,
   and it's a heckuva swim from the landing spot you WILL be able to
   get to (L4).

   Read the ?DRAGON? map. (It means that in a couple of places you must
   go back to someplace you have already been, and 'look again' to find
   something new.)

   Park the boat at L1 and explore the small cave. Nothing there but a
   battle.

   Move the boat to L7. Explore to find a chest at 3. Good stuff.

   Move to L5 and explore to find several battles.

   Move to L4. Now things begin to get more complicated - and more
   rewarding. Walk east from L4, ignoring the first passage on the south.
   There's a cave-in site there. Find a chest at 4. There is talk about
   a 'pirate's curse'. You will find that when you opened the chest,
   the exit path was blocked at 5 - but a new path opened at 6. Face
   east at 6 (your scout should 'notice something') and search to open
   a secret door. Enter and pull the lever at 7. (Hard to see.) The
   lever has re-opened the passage at 5, and opened a new passage at
   8. You will find four chests at 9, 10, 11 and 12. BE SURE to SAVE
   before opening each chest. The traps on these chests often trigger
   and cause great harm. Some good armor and weapons here, and in 11,
   the Dragon Key (critical for later). Work your way back to L4,
   avoiding the western part of this cavern to stay away from the
   cave-ins.

   Now, finally, move to L6. This cavern leads to our chief reason for
   being here - the entrance to SKY CITY. Work your way to the southeast
   and facing south at 13, search to open a secret door. Find a chest at
   14. Around the corner at 15 is the ladder leading to

SKY CITY

   The main puzzle in SKY CITY is the patio in which you arrive. The
   squares are bordered with a maze of invisible glass walls. You can pass
   thrugh some of these walls, but not others. Even more interesting -
   some of the walls are passable in one direction only! So you may enter
   a square but not be able to back out again. What look to be 'X' marks
   on the accompanying map are actually opposing arrowheads. A few walls
   are marked with a single arrow. You can move in the direction of an
   arrow pointing away from you but not in the direction of one facing
   you. So an 'X' wall cannot be passed in either direction. An unmarked
   wall can be passed in both directions. There are two squares (marked
   with a cross) that cannot be entered at all and there are no squares
   from which you cannot escape. Confused? - well, I've gone one step
   further and put in dotted lines to show the necessary paths to follow.

   You ARE going to save as you go, and keep a backup save too, aren't you?

   I hate square-by-square instructions, but just to get you started, I'll
   give them to you for the first step - the vist to

DAME KE-LI
   From the arrival point at location 1, go 4 squares south, 1 west,
   1 south, 2 east, 1 north, 1 east, 2 north, 1 east, 1 south, 2 east,
   2 south, 1 west, 1 south, 1 east, 1 south and you are at location 2.
   Follow the map to the entrance to the Queen's chamber at 3. More
   walls. Meet the Queen at 4. Give her the Halazoid Banner you got for
   rescuing Jan-Ette and get in exchange a pendant which will give the
   Eagle Eye skill to one team member. Sell off your excess inventory
   as you like - you should be loaded after the Dragon Cave. Buy whatever
   you want - there's not much use for gold after this point. The Ankhs
   and Amulets she has for sale will help your statistics. Be sure to
   buy at least two credit cards. Talk to her about rumors and the
   Great Test.  When you have completed your business with the Queen,
   exit at 5 for the

FIRST TEST
   Find a statue at 6. Search. You should know the answer to the question
   "What is my name?". If you've forgotten, it's PHOONZANG. Go through
   the next door to the

SECOND TEST
   Search at the statue at 7, and find one of those push-button thingies
   reading as follows:

                  SERPENT      PYRAMID      CROSS
                  GATE         STAR         SKULL
                  WAND         DRAGON       MAP

   The proper way to the solve the sequence is to use the ?STAR? map,
   to be found on Crypt Isle in the Hall of the past, in conjunction
   with the Gaelin Stone - also on Crypt Isle, in the Hall of Gorrors.
   You could also use the trial-and-error approach (362,000
   possibilities). If you have enough strength (and it takes plenty)
   you can skip the test by forcing the door. I've teased long enough.
   I don't want to interrupt this episode by making a trip to Crypt
   Isle and back. Besides - I've already been there. Push pyramid,
   cross, serpent, dragon, wand, skull, gate and star. (I'll show you
   how to get this answer when we get to Crypt Isle.) Get ready for a
   battle and go thru the door for the

THIRD TEST
   Meet and defeat a METADROID. Tough. You'll meet a whole bumch of his
   brothers (and his sisters and cousins and aunts) later on. Search
   at the statue at 8 to learn that 'a part of the key lies ahead' -
   the usual hint that a map is in the offing. Go thru the door and at
   9 find a

SPACE SHIP
   You may not see it at first, but it's there. TALK to it and say
   PHOONZANG to get in. (You won't actually get to see the inside - this
   is handled in on-screen text.) Keep on answering 'yes' until you have
   acquired a parchment (the ?GLOBE? map) and a ring (Ring of the Globe).
   Then you can exit. Retrace your steps almost to the ladder at 1, but
   not quite. Follow the dotted line a couple of squares west then north
   til you are out of the glass-wall maze. Then at 10 find the

HALL OF PRESERVATION
   Use one of the Credit Cards you bought from the Queen on the door
   and enter. Don't drool too much over the weapons you can see (but
   not touch) at A, B, C and D. You'll be able to get one (maybe two)
   of them later. In the rooms on the north and south sides of the main
   hall are some interesting views which may help in your understanding
   of the whole great background story. At 11, find a chest containing,
   among other things, the Storage Key. Go to the northwest corner of
   the glass-wall maze, follow the dotted line straight south then move
   southwest to 12 and use the Storage Key to enter the

STORAGE AREA
   At 13 there is a vending machine (which accepts Credit Cards) for
   Power Packs. You don't need any now, but you may want some later.
   Be sure to save at 14. (A misstep in the next few squares could
   require a long trip to get back here.) Step into 15 and be teleported
   to 16. Now we are looking for the

LIGHT KEY
   Follow the dotted line east 1, then go north to get the Key of Light
   at 17. Come back south and follow the dotted line  east, south and
   southeast to 18. Trek on back to the Hall of Preservation to get your
   booty. The Light Key will open up any one of the four weapon lockers,
   but will then (as usual) disappear. You might want to save, get one,
   ASSAY and IDENTIFY it, quit/nosave/restore  and try the next til
   you're sure which you want. If you have a party imported from BANE
   and you happen to have brought over the Diamond Ring, you can use it
   to get a second item, but the ring will be destroyed in the process.

   If you chose a weapon requiring power packs, you may want to go back
   to 13 and get some (you may even want to go back to Dame KE-LI and
   get some more Credit Cards for even more Power Packs) In any event,
   when you're ready, work your way back to location 1. Go down the ladder
   to the Dragon Cave, find your boat and we'll be off to more adventure
   on

CRYPT ISLE.
   After leaving the Dragon Cave, move back to 6 on map B-8. Head
   straight north til you're out of the fog bank. Then hug the coast on
   your right til you're back to 5 on C-7. East 11 squares and you will
   find the islands. Land at 1 and use the Wand Majestik to meet the Sphynx
   who helped you get it. Doesn't matter what you respond to her riddle.
   (Correct 'question' is "What is man?") She'll babble on briefly, then
   open a door for you. Go down the ladder into CRYPT level 1, the

HALL OF THE DEAD  (Map CRYPT -1)
   Some unusual dangers here. An ugly spirit wants her 'BMOCYENOBBB'.
   (Remember the little green statue in Nyctalinth? Try reading this
   backwards.) A strange aura surrounds you, paralyzes everyone and
   puts you to sleep. (Fortunately, this sleep will cure the paralysis.)
   And EVILSPEAK will clobber you from time to time. Wander if you like,
   but you'll get hurt. I'm going to lead you as quickly as possible
   to the actions which will turn these things off.

   From the entrance ladder at 1, go to 2, press the button to open a
   secret door and pull the lever at 3 to open the grate at 4. Go thru
   and find a button at 5 to open a secret door. Pull the lever at
   6 to open the grate at 7. Go thru and head west, then south to 11,
   but circle around to avoid a fire-ball trap at 10. At 11, find the
   body of an ugly Gorn Queen. Remember where you got the Bone Comb (!!)
   and Brush" ?. (From the Gorn King's bedchamber) Use them here. Now
   go east to 12 to find an urn. Remember DANE Tower? Use that Jonga
   Powder you've been hauling around.

   Now that the invisible traps have been turned off, you can go back to
   1 and start exploring. You need to search every square   maybe more
   than once around. There is some booty available, but what you're
   really after is 2 TOMB keys for the grates at A and B, 2 CRYPT keys
   for C and D and 6 GORROR keys (usable on the next level down).
   You may even have gotten some of these keys earlier in the game.
   I got one at Orkogre and a couple at Rattkin. And if you don't get
   enough now, they sometimes show up in the lower levels. None of
   these keys is critical to the game, but there are good battles
   to be had and good treasure to be acquired if you can get them.

   A button at 16 will give you access to a chest at 17. Should be a
   couple of keys there. The fountains at 8 and 9 are poison. The ones at
   13 and 15 restore stamina. The one at 14 restores hit points, but
   drains magic points. Remember - always save before testing a new</pre><pre id="faqspan-3">
   fountain! At 18 you get a choice of unwrapping a mummy or leaving
   it alone. Best leave it alone - it carries the Ankh of Death.

   The Key of the Dragon will open the grate at 19. Be prepared to meet
   the monster *DOOM*. When you are ready, go down the stair at 20 to the

CHAMBER OF GORRORS (Map CRYPT -2)
   Let's take care of first things first. Read the ?CRYPT? map to learn
   that 'secrets lie along outskirting waters'. From the entry stair
   at 1, go around the corner and swim to 2. Press the button to open
   a secret door, then follow the passage to 3 to find a chest
   containing the Jewel of the Sun.

   What to do with it? Go back upstairs and back to your boat. Move west
   and land at 2, where you will see a block at 3 which looks solid.
   But looks can be deceiving. Just walk into the west side of the
   block to find an odd fixture on the wall. Use the Jewel of the Sun -
   but nothing happens. Turn around and walk out. Walk and swim south
   to find another block at 4. Again enter from the west to find -
   nothing! Turn around and step out - Whoops! Not out! there's another
   statue of old Phooney. You know what to do, don't you? - Right. Search.
   Listen to a long speech and get the Locket of the Tomb. Turn around
   and exit - to find yourself magically back at the block at 3. Your
   boat is around the corner. Use it to get back to 1, then come back
   to Crypt Level 2 - the Chamber of Gorrors.

   And now - if you're ready - the GORRORS themselves. At the lettered
   spots on your map you will find grates (use Gorror Keys) leading to
   the following monsters:

            A- The Spirit of DARBULLA
            B- The FIEND of 9 Worlds
            C- The HORRAGOTH
            D- The BEAST of 1000 Eyes
            E- The Thing from HELL
            F- The reincarnated Ra-Sep-Re-Tep (yep- from the very first)

   Make no mistake - except for wimpy Ra-Sep, these guys are TOUGH.
   Very few players have been able to defeat the BEAST, and even fewer
   the FIEND. The other three can be had by most with a good fight. Do a
   backup save before you take off for each battle. Your stamina will
   be down from the swim when you reach the doorstep so rest and
   recuperate before entering the door. Do a temporary save just after
   opening the door, but before entering. That way, if you lose and want
   to try again, you don't have to re-do the swim. And if you decide
   to quit - either entirely or to come back later - you can
   restore the backup save. The monster won't show until you enter,
   so you can cast all the protective spells you want and really get
   ready before you step in. When you DO win a battle, save again before
   touching the chest. The traps often trigger with disastrous results.
   There are great treasures here, too, but they show up randomly. You
   may have to restore and re-try a number of times before you both
   survive the trap AND get the best goodies.

   There are two more mazes to solve before the next-to-final episode.
   You can come back here whenever you like to hit on any GORRORS you
   left behind, and you will have to come back through here in any
   event before the final episode. When you are ready to move on, use
   the ?LEGEND? map while facing the west side of the Gaelin Stone at
   5 to get the Skull Key. Use the key at 6 to enter the

HALL OF THE PAST
   and go down the stair at 7.

   This is the area I meant when I said that the up-n-down ladders in the
   Funhouse were practice for the future. There are 8 levels here
   with more than 50 vertical teleports. There are holes in the floor and
   (hard to see) holes in the ceiling. A hole in the ceiling tells you
   that if you step into the square under it, (whether or not there is
   a floor-hole) you'll go up one or more levels. A hole in the floor
   with no ceiling hole above says you'll go down. (No need for Levitate
   here, these drops are harmless.) Most of Level 2 is dark, there are
   small dark areas on levels 3 and 4 and there's a water area on level 3.

   Map CRYPT -3 covers levels 1-4 and map CRYPT -4 covers levels 5-8.

   This is the kind of puzzle I really enjoy working out. I spent several
   DAYS mapping it. I have numbered the teleport 'tubes' identically on
   each level. (For example - if you move into 9 on level 2, 3 or 4, you'll
   end at 9 on level 1.) An 'up' arrowhead below the number says you go up
   from here and a 'down' arrowhead says you go down. A solid bar says
   the tube stops here so you can walk across without teleporting.

   One problem area - in the NW corner of level 6 is a 5x5 room with 5 down
   holes. Tho it looks like you should be able to get to 35 (in the middle)
   from any direction, you can get there ONLY from the west. Even then,
   about two times out of three, you'll jog to the side and hit 47 or 48
   instead. Save while standing at the west wall. When you move east toward
   35, and the jump takes place, if you don't see the entrance door just
   before you go down, you didn't make it. Restore and try again.

   This area has LOTS of battles with lots of points and some pretty good
   treasure. And as I said, I thought it was real fun to explore and work
   out. I'd really like you do do this area on your own, but if you want
   the short step-by-step, here it is. Save often. Try not to step into or
   under holes by accident.

   From the entrance on level 1, take 1 down to level 2. One square west,
   a button on the south wall gets you to a chest at A. Take 2 to level 1.
   Take 7 to level 2(dark). Face south and search to press a button. One
   step south to chest B containing the Water Key.

   Take 4 to level 1, 5 to level 2 (dark), 15 to level 3, 16 to level
   4 (dark), 17 to level 5. Use the Water Key at C to get to a fountain
   at D which will restore Hit points.

   Take 33 to level 4, 28 to level 6, 19 to level 5, 34 to level 6, 35
   to level 7 (remember my warning about 35) and 38 to level 6 for chest
   E containing the Gate Key.

   Take 43 to level 5. At F there is a always a battle, usually with high
   points. If you still need points you can step back after each battle,
   rest if necessary and step forward again for another - and another -
   and another.

   Take 25 to level 4, Use the Gate key to get to 50, and take 50 to level
   3. The chest at G contains the ?STAR? Map for Test 2 back in Sky City.
   Now do you see why I didn't want to come all the way here to get it?

   Take 30 to level 4, 28 to level 6 and 29 to level 5. In the four rooms
   north and south of the passage are buttons for Dragon, Skull, Cross,
   Tower, Egg, Moon, Sun and Star. Read the ?CRYSTAL? map to solve the
   puzzle. The DRAGON is 'D' etc. (Note that it spells out 'DOMINAE'.)
   Press Dragon, Tower, Moon, Cross, Skull, Sun. Star and Egg. Now equip
   the Locket of the Tomb and step into the pentagram at H to open a
   secret door to 61. Take 61 down to level 7 and 62 down to 8. Around
   the corner at 63 is the stair to the final (at last!) dungeon/maze.

FINAL DUNGEON  Map CRYPT -5

   Remember the META-DROID back in Sky City? Here's where you'll meet his
   relatives - by the drove - around every corner. You may hear that
   you must 'step on every square' on this level - not so. At A thru G
   are eight symbols - CRYSTAL, DRAGON, TEMPLE, SERPENT, SPHYNX, STAR,
   CRYPT and BOAT. You MUST step on each of these. But those mechnical
   monsters Do provide tons of points. Exploring the whole area is
   certainly worthwhile. But rest often enough to stay well-healed. And
   keeping ArmorPlate, Enchanted Blade, and Bless (among others) in force
   is very helpful.

   At I find a button to open a secret door. Step into J and the grate
   will open. Remember? 'You are the Key'. Stop at J, not only to rest
   fully and set up your best defenses but to do a permanent save. I'll
   tell you now, there are four (five if you count a duplicate pair)
   endings to this game. The first dividing point comes at the end of
   this automated episode, so if you want to check out all the options
   (and save them for the probable sequel) you need to be able to
   re-start at this point. And depending on the roll of the random dice,
   the upcoming battle may be impossible. You need to be able to restart
   here for that reason, too.

   When you're ready, go to the center of the chamber at K. Search to
   find a crack in the floor. Use Vitalia's Device to call her. Reply
   'YES' to the questions she asks - "Do you have the keys? - Have you
   tried them? - Shall I try? After all the action is over, Vi will ask
   "Did you find a space ship? (Actually, kind of a dumb question, since
   that's where you got the ring she used to release the GLOBE. Well,
   maybe she doesn't know that.) For now, please answer truthfully - YES.
   (I'll tell you later what happens with a 'NO' answer, and you can
   decide if you want to play out the other endings.) She will tell you
   to go to the spaceship and call her when you're there.

   Find your way back to the entrance and go up the stairs to 63. The
   quickest way out that I know of is this. Take 43 to level 5, 25 to
   level 4, 50 to level 3, 30 to level 4 and 9 to level 1 and there
   around the corner is the exit to the Chamber of Gorrors.

   Pause here a moment - I promised I'd explain the solution to the
   Second Test in Sky City. Did you read the runes on the GAELIN Stone
   here? (At 4) If you did, you'll know that rearranged to read
   counter-clockwise from the south, they are as follows:

     South                East              North                 West
     TEMPLE               BOAT             SERPENT               DRAGON
 Man Pyramd Moon -  Devil Boat Cross - Towr Serpnt Lantrn - Dragn Chest Key
     SPHYNX               CRYPT            CRYSTAL                 STAR
 Egg Chimra Wand    Skull Jewel Statu  Cube  Ball   Gate    Tablt Statu Star

   The ?STAR? map says 'find a man, then read rightly' (in conjunction
   with the buttons at the second test). To the right of 'Man' is
   'Pyramid', which matches one of the test buttons. 'Devil' does not,
   nor does 'Boat, but 'Cross' does. 'Tower' does not but 'Serpent' does.
   'Lantern does not but 'Dragon' does. So the first four buttons to
   push are Pyramid, Cross, Serpent and Dragon. The map then says 'when
   you have come full circle, go below 'Man' and read rightly'. Thus in
   like manner, we find Wand, Skull, Gate and Star. OK?

   By the way - in this game we will not pass this way again, so if you
   have any of the GORRORS still alive and you want to have another go
   at them, now is the time. And there has been a lot of treasure
   available, so if you've stashed some here and there and want to haul
   it to Sky City for sale, this is the time to consolidate it near the
   entrance where you left the boat. Probably take several trips. Do as
   you like.

   Next stop - SKY CITY. Find your way back to the boat, retrace your
   way to and through the Dragon Cave and through Sky City to the
   space ship for the

GRAND FINALE.
   You might want to do a save just before you reach the spaceship -
   it's all in automatic from that point and you might want to see
   it again. If you don't want to read about it - STOP HERE.

   When you get to the space ship you will use Vitalia's Device once
   more to call her. But who shows up but the resurrected Dark Savant
   along with a badly beaten-on Vi Domina. No battle this time, But
   you have a choice - keep the GLOBE and Vi dies, or give up the globe
   to the Dark Savant and save the GIRL. If you did a save you can see
   both endings. The text strongly suggests that you be a hero and save
   the girl. You will have an opportunity to do a special end-game save
   for use in the sequel.

   (If you do the unheroic thing and keep the globe, letting Vi die,
   you will 'float endlessly in space'.)

   Alternate Endings - If you restore from just before getting the Globe,
   and lie - telling Vi you did NOT find a space ship, she will tell
   you to 'meet again where first we met' - The Forbidden Zone in
   New City. This is why you still have the Control Card which is
   necessary for entry. Again, there are two 'good' endings here, so
   set up a save before entering. After calling Vi, you will go through
   the same routine as at Sky City, except there will then be a great
   final battle between the UMPANI and the T'RANG. You must choose
   between aiding one side of the other. Either way, the side you support
   will win, and they will give you and Vi a ride to the sequel in their
   ship.

   I hope this walkthru has been helpful and that you have enjoyed
   playing the game as much as I have enjoyed describing it to you.
   I'll wait for you at the beginning of the sequel!.


          WIZARDRY 7, CRUSADERS OF THE DARK SAVANT is published
          and distributed by Sir-Tech Software.

          This walkthru written and the accompanying maps drawn
          by Tom Needham, 70353,3477. Copyright (c) 1994 by
          Tom Needham and TEG Magazine. All rights reserved.