Might and Magic I
Full game script(incl. text maps) for Apple, NES and PC
Version 1.0.0
Copyright 2000-2005 by Andrew Schultz
[email protected] but the
original ideas/disk format, etc. are copyright New World Computing/3DO.
Please do not copy this without permission. You're not going to make much of
a profit off it anyway, but it did take *considerable* time and thought on my
part, and if you would like to use it for your site, please address me *by
name* in a friendly letter and I will almost certainly say yes. Text is
extracted from images of Apple disks off Apple.Asimov.net. It is in ALL CAPS
because that is the way MM1 handles it. This document contains no big-picture
instructions on how to solve the game; however, you can probably solve the
game from the clues given by the script if you have knowledge of the critical
puzzles. Combine this with my FAQ for best results.
http://www.geocities.com/SoHo/Exhibit/2762/mm1/maps.htm which has maps that
correspond to the text maps here and will (as of 11/25/2005) be a little more
descriptive. In this case text maps can display some things rather clearly,
and it was my first real attempt at the genre.
================================
OUTLINE
1. INTRODUCTION
1-1. ABOUT THIS DOCUMENT
1-2. GENERAL LEDGER
2. TOWNS
2-1. SORPIGAL
2-2. PORTSMOUTH
2-3. ALGARY
2-4. DUSK
2-5. ERLIQUIN
3. UNDER TOWNS
3-1. UNDER SORPIGAL
3-2. UNDER PORTSMOUTH
3-3. [NOTHING UNDER ALGARY]
3-4. UNDER DUSK
3-5. UNDER ERLIQUIN
4. OUTSIDE
4-1. A1
4-2. A2
4-3. A3
4-4. A4
4-5. B1
4-6. B2
4-7. B3
4-8. B4
4-9. C1
4-10. C2
4-11. C3
4-12. C4
4-13. D1
4-14. D2
4-15. D3
4-16. D4
4-17. E1
4-18. E2
4-19. E3
4-20. E4
5. NON-CASTLE DUNGEONS
5-1. MEDUSA'S LAIR
5-2. WIZARD'S LAIR
5-2-1. WIZARD'S LAIR LEVEL 1
5-2-2. WIZARD'S LAIR LEVEL 2
5-3. C2 DUNGEON
5-4. RANALOU'S LAIR
5-5. RAVEN'S WOOD FORTRESS
5-5-1. RAVEN'S WOOD FORTRESS LEVEL 1
5-5-2. RAVEN'S WOOD FORTRESS LEVEL 2
5-6. SQUARE MAGIC CAVE
5-7. MINOTAUR'S LAIR
5-7-1. MINOTAUR'S LAIR LEVEL 1
5-7-2. MINOTAUR'S LAIR LEVEL 2
5-8. VOLCANO GOD'S LAIR
5-9. SOUL MAZE
5-10. ASTRAL PLANE
6. CASTLE DUNGEONS
6-1. CASTLE ALAMAR
6-2. CASTLE BLACKRIDGE NORTH
6-3. CASTLE BLACKRIDGE SOUTH
6-4. CASTLE DOOM
6-5. CASTLE DRAGADUNE
6-5-1. CASTLE DRAGADUNE LEVEL 1
6-5-2. CASTLE DRAGADUNE LEVEL 2
6-5-3. CASTLE DRAGADUNE LEVEL 3
6-5-4. CASTLE DRAGADUNE LEVEL 4
6-6. CASTLE WHITE WOLF
6-7. CITY OF GOLD
6-7-1. CITY OF GOLD LEVEL 1
6-7-2. CITY OF GOLD LEVEL 2
6-7-3. CITY OF GOLD LEVEL 3
6-7-4. CITY OF GOLD LEVEL 4
7. WHAT THE MESSAGES MEAN
================================
1-2. GENERAL LEDGER
There is a basic code for all the annotations on the map. Any deviations from
this will be annotated.
***********************************
* = VERY important
- = lose hit points(pit, drain)
T = tree
! = encounter
$ = treasure
& = encounter with fixed monsters
v = stairs down
^ = stairs up
: = portal
N = non-fight meeting with NPC's
1 = sign
2 = business
@ = important landmark
= "ordinary"
? = where you are given a choice
# = raise attributes(?)
| = teleport
Some of these are awkward, but this was my first try, and I should fix them
soon.
2. TOWNS
Each town follows a general pattern. It has an inn, a guild, a tavern, a
temple, a weapon shop, an exit to the surface and (except for Algary) a
dungeon. There's also a seedy area in each one, too, but these can reap
rewards. Sorpigal has the easiest random monsters, then Algary, Portsmouth,
Erliquin and Dusk, where I've faced a Grey Dragon.
2-1. SORPIGAL
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|!| :!| |! !: | < | | | |
+S+ +-+ +v+-+-+^+-+ +-+ + + +-+ +
| : | | |. :T | |*~ |
+v+ +-+ + +-+-+-+ + +-+-+-+ +-+ +
| > : | | | | | >!| | | |
+^+ +-+ + +:+ +:+ + +-+ +-+-+ + +
| : | | | ! | | *| | | | |
+S+ +-+ + +-+ +-+ + +-+ + + + + +
|!| : | | !| |! | | | L| | |
+-+ +-+v+v+-+:+-+-+ +-+-+-+:+v+ +
| . . |
+ +-+-+ +-+-+:+-+-+ +-+-+ +-+ +-+
|*| | | | !| | : : | : | | | |
+-+ + + + + + + +-+-+-+-+-+ + + +
| | | |t | | | |
+ +-+-+ + +-+-+ +-+-+-+-+-+-+ + +
| | | | < |
+v+ +-+:+ +-+-+ + +-+-+-+ +-+ +-+
|* | |!| | | | | | | | |
+-+ + +-+ + + +-+ +-+-+ + + + +-+
| | | | E: . :F| | | | |
+S+ +-+ + +-+-+-+:+-+-+ + + + +-+
|* *| | | | | | |
+-+ +-+ +-+-+ +-+ +-+ +-+ + +-+-+
| | | | |!| | I < |p~ | |
+S+ + +-+ +S+ +-+-+^+-+-+ +v+-+-+
|* | | | | |
+S+ + +-+ +-+ +-+-+ + +^+ +^+-+ +
| | | |H| |* | | | | | | |
+-+ +-+-+:+-+-+ + +-+ + + + +-+ +
|!: . | |^| |v |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Sorpigal's a good introductory town, with a few secret doors to the really
neat stuff. The armory and food are located right by the inn, and you even
have this map with the game. A lot of the statues have bad poetry that won't
make sense 'til later. Avoid the chute down to the cellars until you're
comfortable upstairs. The jail is the best place to get fights if you want to
go that route, but you probably want to cheat your way into affluence with
something mentioned in the FAQ.
There's a way back from each town you can teleport to, but it may not be
obvious.
Text:
A SIGN ABOVE THE DOOR READS:
(8,5) "THE INN OF SORPIGAL"
(8,3) THE INNKEEPER ASKS: "WOULD YOU LIKE TO SIGN IN (Y/N)?"
(8,5) "EULARDS FINE FOODS"
(10,5) BEHIND THE COUNTER, AN OVERWEIGHT DWARF EXCLAIMS: "YOU LOOK LIKE
A HUNGRY BUNCH!WOULD YOU LIKE TO BUY SOME FOOD (Y/N)?"
(8,5) "B AND B BLACKSMITHS"
(6,5) A MAN WEARING A LEATHER APRON SPEAKS: "DISTINGUISHED TRAVELERS,
YOU'VE COME TOTHE RIGHT PLACE.CAN I HELP YOU (Y/N)?"
(9,14) "YE OLDE HOGGE TAVERN"
(11,14)STEP UP TO THE BAR (Y/N)?
(4,0) "TEMPLE MOONSHADOW"
(4,1) SEVERAL ORNATELY ROBED CLERICS APPROACH THE PARTY AND ASK, "DO YOU
SEEK OUR HELP(Y/N)?"
(13,10)"OTTO'S TRAINING"
(13,11)BEFORE YOU ARE VARIOUS GROUPS ENGAGED INTRAINING EXERCISES.
WORG,THE GUILDMASTERASKS, "DO YOU REQUIRE TRAINING(Y/N)?"
(6,10)"JAIL, KEEP OUT!"
(14,0) STAIRS GOING DOWN! TAKE THEM (Y/N)?
(12,0) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(11,3) A TENACIOUS LEPRECHAUN APPEARS SAYING, "TRAVELING THE ROADS IS
QUITE DANGEROUS SAVE FOR THE STRONG AND COURAGEOUS, ONLY 1 GEM YOU LOOSE
AND I'LL SEND YOU TO THE TOWN YOU CHOOSE." 'ESC' TO GO BACK WHICH
TOWN (1-5)?
[Eight statues in Sorpigal tell you what your quest should be.]
THERE IS A STATUE HERE, SEARCH IT (Y/N)?
ON THIS STONE STATUE OF (insert monster/class here) A PLAQUE READS...
(0,9) AN ELVEN WIZARD: SEEK THE WIZARD RANALOU/IN HIS LAIR AT THE KORIN
BLUFFS/SIX CASTLES HE WILL SEND YOU TO/BUT DOOM WILL BE QUITE
TOUGH!/CRUELTY AND KINDNESS MEASURED THOUGHOUT/JUDGEMENT DAY IS THEN
SOUGHT OUT
(2,4) A HUMAN KNIGHT: SERVICES RENDERED, SECRETS UNFOLD/THE BROTHERS
TOGETHER LEAD TO TREASURES UNTOLD/FIVE TOWNS YOU MUST TRAVEL/FOR THIS
QUEST TO UNRAVEL
(12,10)A GNOME ROBBER: ONE BY WATER, ONE BY LAND/ONE BY AIR, AND ONE BY
SAND/THE WHEEL OF LUCK WILL FAVORABLY PAY, THE MORE OF THESE MENACING
BEASTS YOU SLAY!/ALTHOUGH WISHES MAY COME TRUE/ALL THE BEASTS WILL
BECOME ANEW
(14,14)A DWARF PALADIN PAINTED A BLACK & WHITE CHECKERED MOTIF: THERE
ARE MANY DUNGEONS LIKE ME/FIND THE RIGHT PAIR AND YOU'LL DISCOVER THE
KEY/THE ANCIENT SEER OG HAS LOST HIS SIGHT/THE IDOLS WILL HELP TO END
HIS PLIGHT
(7,1) AN H-ORC ARCHER: IN HONOR OF CORAK... FOR HIS MAPPING EXPEDITION
OF THE LAND OF VARN AND REDISCOVERY OF THE LOST TOWN OF DUSK
(0,4) A HUMAN CLERIC: IN HONOR OF GALA... FOR HER BRAVE ATTEMPT TO WORK
WITH THE SAVAGES OF THE VOLCANIC ISLES
(0,2) A BLUE DRAGON: IN MEMORY OF A TIME LONG AGO... BEFORE THE DAYS
WHEN THE TOWNS MOVED UNDERGROUND, DRAGONS WERE FEW AND FAR BETWEEN
(0,6) A GRAY MINOTAUR: THIS BEAST ONCE ROAMED THE ENCHANTED FOREST AND
NOW RULES A GREAT FORTRESS THERE
The following locations contain encounters:
(0,15) (2,15) (4,15) (5,15) (6,12) (0,11) (5,11) (7,11) (6,9) (5,8)
(3,6) (5,3) (0,0)
2-2. PORTSMOUTH
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|v|^| | | | | | |* |
+ + +-+:+-+ +-+:+-+ +-+:+-+ +:+-+
| | - . - . - |
+ + +-+-+-+ +:+-+-+ +-+-+:+ +:+-+
| | | | | | |L | | E| | |
+ + +-+ + + + + + + + + + + + + +
| |.: I| | | | | | | |
+ + +-+ + + +-+-+-+ +-+-+-+ +-+-+
| |.:F| | | | | | | | |
+ + +-+-+ + + + + + + + + + + + +
| | | | | | | | | |
+:+ +-+-+-+ +:+-+-+ +-+-+:+ +:+-+
| - - - - |
+-+ +:+-+-+ +-+-+:+ +-+^+-+ +-+-+
| | |! | | !| :!|#|!: > |!|
+ + + +-+-+ +-+-+ + +-+:+-+ + + +
| | | | | :! | | :!| |!: | | |
+ + + + + + + + + + +-+ +-+ +-+ +
|T:.| | !: | | | :!| |!:.:H |
+ + + +-+-+ +-+-+ + +-+ +-+ +-+ +
| | | | !: | | | :!| |!: | | |
+ + + + + + + + + + +-+ +-+ + + +
| | | | | :! | | :!> |!: | |!|
+-+ +-+-+-+ +-+-+-+ +-+-+-+ +-+-+
| - - - - |
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +
| | | | | | | | | | | | <*| | | |
+-+ +-+ +-+ +-+ +-+ +-+ +^+ +-+ +
| | | | | | | | | | | | | | | | |
+-+ +-+ +-+ +-+ +-+ +-+ +^+ +-+ +
| |!| |!| |!| |!| |!| |!> |!| |!|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Portsmouth features drains at the intersections--each male loses 1/2 his hit
points. As even more of a pain, you lose 1/2 again if you rotate. But you can
teleport around, or jump over the teleports(which only gets you so far.) If
you have 0 hit points you won't go unconscious or die, but beware of any
fights There's also no way to maneuver around in the rooms that the streets
divide. Your best bet is to use teleport spells when you must get somewhere
or, in the case of finding Zam in the early going, jump over as much as you
can and rest before the encounter at (11,0) that guards him. Encounters are
particularly nasty here, and there's nothing good in the stores, so don't
bother. You may want to go down the stairs to get the might bonus, but you'll
need the bronze key and it'll be tough sledding if you're below level 9. If
you're above, use the teleport spells.
A SIGN ABOVE THE DOOR READS:
(1,12) "INN OF PORTSMITH"
(3,12) LARA, THE INKEEPERS VOLUPTUOUS DAUGHTER, ASKS IF YOU WILL BE
SPENDING THE NIGHT... SIGN IN (Y/N)?
(1,11) "MAID MARION'S MARKET"
(12,14)BUSILY FORGING A LONG SWORD,AN EXTREMELY BEAUTIFUL YOUNG GIRL
SAYS WITH A SEDUCTIVE SMILE, "CAN I HELP YOU (Y/N)?"
(12,13)"B. SMITH'S WORKSHOP"
(2,11) FROM BEHIND THE FRUIT STAND A SULTRY VOICE ASKS, "SEE ANYTHING
YOU LIKE (Y/N)?"
(13,6) "TEMPLE SUCCUBON"
(14,6) THE ONCE MAGNIFICENT TEMPLE SHOWS SIGNS OF NEGLECT AND DECAY. THE
HIGH PRIESTESS ASKS,"NEED HELP (Y/N)?"
(6,14) "AMAZONIA'S TRAINING"
(6,13) A TALL, MUSCULAR FEMALE CLAD IN LEATHER ARMOR APPROACHES ASKING,
"STRANGERS, ARE YOU HERE FOR TRAINING (Y/N)?"
(1,6) "ZORELDA'S WATERING HOLE"
(0,6) STEP UP TO THE BAR (Y/N)?
(1,15) PASSAGE OUTSIDE, EXIT (Y/N)?
(0,15) STAIRS GOING DOWN! TAKE THEM (Y/N)?
(12,2) "I AM ZAM, ASTRAL BROTHER OF ZOM AND ONLY LIVING MALE RESIDING IN
PORTSMITH
[Delivered scroll to Telgoran:] MY CLUE IS C-15"
[Or not:] YOU'RE NOT THE COURIERS!"
(11,8) A SENSUOUS FEMALE VOICE SPEAKS FROM WITHIN AN INTOXICATING MIST,
"YOU'VE DISCOVERED MY SECRET!"
[Encounter with Succubus Queen]
(15,14)NOTE: ZAM 12,2
(6,14) (9,14) (13,14) (2,8) (6,8) (9,8) (13,8) (2,3) (6,3) (10,3) (14,3)
MALES ARE DRAINED!
Encounters at (2,8) (8,8) (10,8) (12,8) (15,8) (10,7) (12,7) (4,6)
(10,6) (12,6) (4,5) (10,5) (12,5) (6,4) (10,4) (12,4) (15,4) (1,0) (3,0)
(5,0) (7,0) (9,0) (11,0) (13,0) (15,0)
2-3. ALGARY
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|!: | : : | : | |^| | ~ |
+-+ +-+ +-+-+ + + + +-+-+ + +v+ +
|!: | : : |7: | | | | .:F | | |
+-+ +-+ +-+-+ +-+ +-+ + +-+-+ + +
| .: I| |
+-+ +-+ +-+-+-+ + + + + +-+-+ + +
| | : | | | . . .:E | | |
+ + + + + + + +-+:+-+:+-+ + +S+ +
| : | | | | H |L | | | |
+-+ +-+ +-+-+ +-+-+-+ + +-+S+ + +
| | : | | | | | | | |
+ + + + +-+-+ +-+-+-+ + + + + + +
| : | | | | :! | | | | | |
+-+ +-+ +-+-+ + + + +-+S+ + + + +
| | : | !| | > | | | |*| | |
+ + + + +-+-+ + +-+-+ + + +-+ + +
| : | | | | :! | | | | | |
+-+ +-+ + + + + + + + + +-+ + + +
| | :!| | | | | | | | | |
+ + + + +-+-+-+ +-+-+ + + + + + +
|!: | | .:T | | p| | | |
+-+-+-+:+-+-+-+ + + + +-+-+ + + +
| | :! | | | | | |
+ +-+ + + + + + +-+-+ +S+ +-+ + +
| |. | | :! | | | | | |
+ +-+ +:+-+-+-+ + + + + + + + + +
|! | | | |p| |Y | |
+ +-+ + + + + + +-+-+ +-+ +-+-+ +
| *| | | | | | :! | |
+ +-+ + + + + + + + +-+-+-+-+S+-+
| ! | | p|p ! |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Algary doesn't have an underground but it does have some neat features:
portals to a bunch of places, an armory with an item you need for a quest,
and a Swaze pit with infinite encounters. Note the secret doros behind each
vendor. This should give you a feel for the sort of things to expect and look
for later. The most convenient portal is back to Sorpigal but the one to the
City of Gold cuts across the swamp. Zom is also here in the lower left and
you can check your resistance at Morango's.
Algary:
(11,12)"SWAMPSIDE SUPPLIES"
(12,12)A MAN ENCLOSED IN A STEEL CAGE SAYS, "CAN I HELP YOU FIND
ANYTHING (Y/N)?"
(7,5) "JOLLY JESTER TAVERN"
(8,5) STEP UP TO THE BAR (Y/N)?
(11,14)"ARCON'S SLOP"
(12,14)A PUTRID SMELL PERVADES THE ROOM...LOOK FOR SOME FOOD (Y/N)?
(11,13)"THE INN OF ALGARY"
(14,13)STANDING BEHIND A LARGE DESK, A TALL BEARDED HALF-ORC GRUNTS, "IF
YOU DON'T SIGN IN, YOU CAN'T STAY! WELL (Y/N)?"
(8,12) "TEMPLE HALF-DEAD"
(8,11) AN ANCIENT LOOKING CLERIC STAGGERS UP TOTHE PARTY GASPING, "I CAN
HELP, REALLY I CAN!" ACCEPT THE OFFER (Y/N)?
(10,12)"DRAGONS CLAW TRAINING"
(10,11)SEVERAL ADVENTURERS ARMORED IN DRAGON SCALES, ADDRESS THE PARTY,
"LOOKING FOR TRAINING (Y/N)?"
(8,15) PASSAGE OUTSIDE, EXIT (Y/N)?
(3,3) "YE OLD DOCKS"
(1,1) [Returned scroll to Telgoran] "I AM ZOM, ASTRAL BROTHER OF ZAM.
MY CLUE IS 1-15."
[Haven't completed scroll quest] "YOU'RE NOT THE COURIERS!"
(5,14) MORANGO THE MYSTIC ASKS, "WHO SHALL I MEASURE (1-6)?"
% RESISTANCE FOR MAGIC FIRE COLD ELEC ACID FEAR
POISON SLEEP
(13,2) SWAZE PIT! JUMP IN (Y/N)? [Unlimited encounters]
(9,0) A MAGIC PORTAL! ENTER (Y/N)? [To Portsmith 8,4]
(10,0) A MAGIC PORTAL! ENTER (Y/N)? [To B1 15,0]
(12,5) A MAGIC PORTAL! ENTER (Y/N)? [To Sorpigal 5,13]
(11,2) A MAGIC PORTAL! ENTER (Y/N)? [To City of Gold level 1(0,0)]
Encounters at (15,15), (15,14), (8,9), (5,8), (8,7), (2,6), (0,5),
(5,4), (8,3), (0,2), (8,1), (2,0), (14,0)
2-4. DUSK
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | :.| | | |
+ + + + + +-+ + + + +-+-+ + +-+ +
|$ @ @ @ @ @:@ | | | : | | |
+ + + + + +-+ +-+ + +-+-+ +-+ + +
| | | | | | .:@| | | | : | | |
+-+-+-+-+-+-+-+-+ + + + + + + + +
|@ | | .:H| | | |
+ +-+-+-+-+-+-+-+-+ +-+-+ +-+-+ +
| ! | |
+-+ +-+-+-+ +-+-+-+ +-+-+ +-+-+ +
| | | .:F| !: |
+ +-+-+-+ +-+-+-+ + +-+-+ +-+ + +
| ! | | | | | | |
+-+ +-+-+-+ +-+-+-+ + + + + +-+ +
| | | .:I| : |
+ +-+-+-+ +-+-+-+ + +-+-+ +-+-+ +
| ^|
+ +-+ + +-+ +-+-+ + +-+-+ +-+-+ +
| | | | | .:T| : |
+-+ +-+ + + +-+ +-+ +-+-+ +-+ + +
| |! | | | | | | | | |
+ +-+ +-+ +-+ + + + + + + + +-+ +
| | | | | .:E| !: |
+ + + + + +-+ +-+ + +-+-+ +-+-+ +
| | ! | | | | |
+ +-+ +-+ + + + + + +-+-+ +:+-+ +
| | | | | .:L| | | |
+ + +-+ +-+ + +-+ + + + + +-+ + +
| | |! | | | | | | |
+ +-+ + +-+ +-+ + + +-+-+ + +-+ +
| | |*| | |v |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Dusk is the coolest town to get to but it's also the toughest to keep alive
in. There's a dark maze in the west part and the encounters can be quite
tough. I've gotten a grey dragon. But the armory is well worth the price.
Food is expensive so buy that in Sorpigal. There's also Telgoran in the SE
part of the maze, who gives you gold and experience if you have the scroll.
In the northwest there's a gauntlet of undead monsters in an anti-magic zone,
but there's a nice trick to get around them. If you have spell level 6 you
can cast etherealize east from 15,14 to get gems and an Undead amulet, then
etherealize west, then east, west, etc. You just have to hope your robber
doesn't spring a trap opening the goodies.
Note that you need a portal to get out of Dusk if your players are under
level 5. It's in the dungeon, where you should never go without levitate and
psychic blast, or blessings from clerics(which are very cheap in this town.)
Dusk:
SIGN ABOVE THE DOOR READS:
(12,6) "CASPER'S FINE SPIRITS"
(11,6) STEP UP TO THE BAR (Y/N)?
(12,8) "THE INN OF DUSK"
(11,8) AN EERIE SILENCE PERVADES THE DESERTED INN. SUDDENLY, A GHOSTLY
APPARITION APPEARS, ASKING, "SIGN IN (Y/N)?"
(12,10) "FEWLERD'S FEED"
(11,10)A FAINT OUTLINE OF A MAN APPEARS, SAYING, "NEED SOME FEED (Y/N)?"
(12,4) "MYSTICAL METAL WORKS"
(11,4) A YOUNG GNOME MATERIALIZES, ASKING, "WOULD YOU BE WANTING MY
SERVICES(Y/N)?"
(12,12)"TEMPLE GEIST"
(11,12)BRIGHT LIGHTS SWIRL THROUGHOUT THE ROOM.A HORRIFYING VOICE
SHRIEKS, "NEED HELP (Y/N)?"
(12,2) "CLEARMAN'S TRAINING"
(11,2) SEVERAL EMPTY SUITS OF ARMOR APPROACH ASKING, "NEED TRAINING
(Y/N)?"
(14,0) STAIRS GOING DOWN! TAKE THEM (Y/N)?
(15,7) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(8,0) AN ELF DRESSED IN ROBES APPROACHES...
[You don't have Agar's scroll:]"YOU'RE NOT THE COURIERS!
[You have Agar's scroll:]"FRIENDS, I AM TELGORAN. THIS SCROLL YOUHAVE
BROUGHT ME WILL BE VERY HELPFUL (+1000 EXP) HERE'S 500 GOLD FOR YOUR
SERVICES. I'LL TELL YOU A SECRET, IF TREASURE IS WHAT YOU WANT..." "THE
BROTHERS YOU MUST FIND... PORTSMITH AND ALGARY ARE COMBINED."
(6,14) "FORBIDDEN CRYPT"
(6,13) "ETERNAL REST CHAMBER"
2-5. ERLIQUIN
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | |$| |$|
+ + +-+-+ + + +v+ + + + +-+-+ +v+
| : |$ $| |$ $| |
+-+ +-+v+ +-+ + +-+-+ + +-+v+ + +
| | |$| |$ $| |
+ + + + + +v+ + +-+v+ +-+ + + + +
| : |$| |
+-+ +-+-+-+-+-+-+ +-+-+S+-+-+ +-+
| | | | | | | | | |
+ + + +-+-+-+-+ + + + + + + + + +
| : | | | | ~ | | | | : |
+ + + + + + + + + + + + + + + +-+
| | | |E |T | | | | L | | : |
+-+ +-+:+-+:+-+-+ +:+-+:+-+:+ + +
| G . . G . G| |
+ + + +-+^+-+^+-+ +-+^+-+^+-+ +-+
|^ |$~ ~$< <$|t|$~ |$~ ~$| v|
+ + + +-+v+-+v+-+ +-+v+-+v+-+ +-+
| G . . G . G<$|
+-+ +-+-+:+S+:+-+ +-+-+:+-+-+ +^+
| : | | | |F| | | | H | | : |
+ + + +-+ +-+ + + + + + + + + + +
| | | ~ I X ~ | | ~ | | | |
+-+ +-+-+S+-+-+-+ +-+ + + + + + +
| |* | | ~ | | |
+ +^+^+ + + + +^+^+ +S+-+-+-+ +-+
| <$|$> | | <$|$> | | |
+ +-+-+ +-+-+ +-+-+ +-+-+-+ +^+ +
| <$|$> <$|$> <$> |
+ +v+v+ +-+-+ +v+v+ +-+-+-+ +v+ +
| ~ | ~ | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The gold in Erliquin is very tempting but there's better stuff underground.
You can cast a surface spell to get out, but by then it won't be worthwhile.
Guards will block both stairs if you rob anything--usually by hitting the
teleport in the center of Erliquin. The weapon vendor here is pretty good and
has Belladonna, needed for the quest to the north in Blackridge South.
Erliquin:
A SIGN ABOVE THE DOOR READS:
(4,6) "THE INN OF ERLIQUIN"
(4,4) ADJUSTING HIS SPECTACLES, AN ELDERLY GNOME EYES THE PARTY AND
ASKS, "SIGNING IN (Y/N)?"
(5,8) "TAVERN OF TALL TALES"
(5,9) STEP UP TO THE BAR (Y/N)?
(6,6) "FOUR STAR FOODS"
(6,5) THE CHEF SAYS,"I ONLY SERVE THE BEST! HUNGRY (Y/N)?"
(3,8) "CURRENT TRENDS IRONWORKS"
(3,9) A BOISTROUS HALF-ORC PROCLAIMS, "WE CARRY THE VERY LATEST, BROWSE
(Y/N)?"
(11,6) "TEMPLE GAUCHE"
(11,5) SEVERAL FAT CLERICS WELCOME YOU. NEED HELP (Y/N)?
(11,8) "SUPERIOR TRAINING"
(11,9) THREE HUGE ARMOR CLAD KNIGHTS BARK IN UNISON, "WANT A GOOD
WORKOUT (Y/N)?"
(15,7) STAIRS GOING DOWN! TAKE THEM (Y/N)?
(0,7) PASSAGE OUTSIDE, EXIT (Y/N)?
(4,3) THE WIZARD AGAR SPEAKS:
[You don't have the scroll from under Sorpigal]: "I HAVE NO BUSINESS
WITH YOU. BEGONE!"
[You have the scroll]: "YOU HAVE DONE WELL TO BRING ME THIS SCROLL.
(+500 EXP) NOW TAKE IT TO MY PROTEGE TELGORAN IN DUSK."
[If you've stolen town treasure]TOWN GUARDS: YOU'RE UNDER ARREST!
A)ATTACK B)BRIBE C)RUN D)SURRENDER
[If you bribe or surrender]: HIGH COURT SENTENCE: YEARS=
[If you run, a player is eradicated.]
(15,7) (15,15) (2,14) (3,14) (4,13) (7,13) (8,13) (10,12) (3,7) (5,7)
(7,7) (9,7) (11,7) (13,7) (15,6) (1,2) (2,2) (7,2) (8,2) (1,1) (2,1)
(7,1) (8,1) (14,1) TOWN TREASURE, STEAL (Y/N)?
(8,7) POOF! [Or when you flee from town guards. This causes a random
teleport.]
3. UNDER TOWNS
3-1. UNDER SORPIGAL
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| . | |.| |.| | !|
+-+:+-+ + +-+ + + +-+ +-+ + +-+-+
| | | |.| | | | | |
+ + + + + + +-+-+-+-+ +-+ + +-+-+
| Y | | | | | | | |
+ + + + + +-+-+ + + + + + +-+-+ +
| | | | | | | | |
+-+:+-+ +-+-+ + +-+-+ +-+-+ +-+ +
| . | | | | | |
+-+#+-+ + + + +-+-+-+-+-+ + +-+ +
| |!| | | !| | | | |
+-+#+ + +-+:+-+ + +-+:+-+ +-+-+ +
| | | | | | !| | |
+-+ +-+-+-+-+ + + + + + +#+-+-+#+
| | | | | | | | | | | | |
+ + + + + + + + + +-+-+ + +-+-+ +
|!| | !|! | | | | | | |
+:+ +-+:+:+-+ + +:+:+:+-+-+-+ + +
| | | | | | | | | | | |
+:+:+-+-+ + + + + +-+-+-+ +-+ + +
| | | | | | | |! | |@# | |
+-+-+-+-+ +-+ +-+-+-+-+-+ +-+ + +
| | | | | | |
+-+-+ + +-+-+-+-+-+-+-+ + +-+ + +
| |! |!| | | | | | |.# | |
+ + +:+-+#+#+#+#+-+-+ + + +-+ + +
| Q: @ @ @ @ | | | | | |
+-+-+ +-+#+#+#+#+-+ + + +-+-+ + +
| !: | |!| | | | | | | : | |
+-+-+ + +-+-+-+-+ + +-+-+-+ + + +
| !: | | # ^|p|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This isn't a very tricky dungeon and in fact a lot of the random encounters
don't even pop up. Here you can experiment with the jump spell to avoid a few
monster groups on your way to your first quest--just follow the path west-
wise to get there. The arena is a nice place to try your experience but I
prefer not to play the game so honestly. There's a portal to the C2 dungeon
too behind a gate.
Under Sorpigal:
(1,15) (1,11) A SIGN ABOVE THE DOOR READS: "THE ARENA"
(1,13) AROUND THE ROOM THERE ARE SEVERAL BALCONIES FILLED WITH CHEERING
PEASANTS A MAN ASKS "WILL YOU PARTICIPATE (Y/N)?"
(15,0) A SHIMMERING BLUE AND WHITE PORTAL APPEARS! ENTER (Y/N)?
(5,14) (8,15) (10,15) SCRAWLED ON THE WALL, A MESSAGE READS: DON'T TURN
AROUND!
(13,3) THE JAIL ABOVE HAS MANY CELLS.
(14,0) A LADDER GOING UP, TAKE IT (Y/N)?
(1,2) The man with the scroll quest. Need to put this in the script.
3-2. UNDER PORTSMOUTH
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| ! | | :! |
+ +-+ +-+-+-+ +-+ +-+ + + + +-+-+
| | | | | | | | | |Y| | |
+ + + + +-+-+ + + + +-+-+-+ + + +
| | | | |Y | | | | :! |
+ + + + +-+-+-+-+#+ +-+-+ + +-+-+
|+| | | | | | | | | | |
+-+ + +-+-+-+ + +#+-+ + + + + + +
| | $| !# # | | | :! |
+-+-+ + +-+-+#+-+#+-+ + + + +-+-+
|Y | | | | |! | | | |
+-+-+-+-+ + +#+ +-+ +-+#+ + + + +
| | | | | | | :! |
+-+-+-+-+-+-+#+#+-+-+ +#+ + +-+-+
|! # | | | | | |
+-+-+ +-+-+-+ + + + + +#+ + + + +
| | | | | @ | | | | :! |
+ + + +-+-+ + +-+:+-+-+ +-+ +-+-+
|@ | | | | |.| | !|
+:+-+-+-+ + + + + + + +-+-+-+-+-+
| | | | |!| | | | | |
+ +-+-+ + +-+ +-+#+-+ + +-+-+-+-+
| | | | # # | | | |
+ + + + +-+-+-+-+#+-+-+ + + + + +
| | @| | | | @| @|
+ +-+:+-+-+-+-+ +#+ + +-+-+:+-+:+
| | |.| | |
+ +-+-+ +-+-+ + + + + + +:+-+:+-+
| | | | | | | | | |@ |@ |
+ + + + + + + +-+ +-+-+ + + + + +
|p| @: :@ | ^ | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Not a very nasty dungeon without the demon encounter, but with it, you have
to just tiptoe around. If you don't have the Bronze Key, forget it. If you
do, you can detour west and around to get to the +2 might pool. There's also
a pool with treasure but the others are toxic.
Beneath Portsmouth:
(0,0) BLUE AND WHITE PORTAL, ENTER (Y/N)? [to Under Erliquin (2,7)]
(8,2) BRONZE GRATE REPELS YOU! [You can teleport around it.]
(8,6) DEMONS IN CONFERENCE, DO NOT DISTURB!
(8,7) Lots of Demons.
GLOWING POOL, STEP IN (Y/N)?
(0,12) THOSE WHO ARE WORTHY +2 MIGHT!
(12,14) REVERSAL!
(0,10) (4,13) TOXIC!
(5,11) Items, treasure
(8,0) STAIRS GOING UP! TAKE THEM (Y/N)?
3-3. [NOTHING UNDER ALGARY]
I put this sub-section in to keep sections 2 and 3 consistent. Nothing to see
here, please move on...
3-4. UNDER DUSK
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|Y :!:! | | | | | | | | | |+|
+ + + + + + +-+ +-+ +-+ +-+ +-+ +
| | | | | ! x ! X X X ! - |
+-+-+ +-+-+ + +-+ +-+ +-+ +-+ +-+
| !: :! | | | | | | | | | | | |
+ + + + + + + +-+-+-+-+-+-+-+-+-+
| | | | | | !# #! ^|
+-+-+ +-+-+-+ +-+-+-+-+ +-+-+-+-+
| !: | | !# #! |
+ + +-+ + +-+-+-+-+-+-+ +-+-+-+-+
| | | | | | !# #! |
+-+-+-+ + +-+-+-+-+-+-+ +-+-+-+-+
| X - x |
+ +-+-+-+-+-+ + +-+-+-+ +-+-+-+-+
| | | | | | | | | | | | |
+ + +-+-+-+-+ + +:+:+:+ +:+:+:+:+
| | | | - x |
+ +-+-+ + +-+ +-+#+#+#+ +#+#+#+ +
|X |!: | | | |!|!|!| |!|!|!| |
+ +-+-+-+ + + + + + + + +v+-+-+ +
| | |*| | | | | | | | | | +| |
+ + + +-+ + + +-+-+-+-+ +-+-+v+ +
| | |. !: | | - x | |
+ + +-+-+ + +-+-+ +-+-+-+-+-+ + +
| | | | | | | .| | |
+ + +-+-+ +-+-+ + + + + + + + + +
| | | X | | | | | | |
+ + + +-+-+-+ + + +-+ +-+ +-+ + +
| | | | | | | | |p|!|p|!|p| | |
+ +-+ + + +-+ +-+ +:+#+:+#+:+ + +
| | !:X - ^|p|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The traps in this dungeon are bad enough, but what's even worse is that the
monsters are nasty. Still, if you can beat a one-off fight you can get +2
speed, and if you manage to level up your spells to L6 you can just
etherealize to +2 accuracy and, better yet, to the Shrine of Okzar where you
can keep pumping it for items. If you run out of spell points, cast surface.
Stalactites are also nasty, but thankfully you can avoid forced encounters
unless you go busting down doors.
There's a passage to Dragadune level 2 as well.
Under Dusk:
(15,0) BLUE AND WHITE PORTAL, ENTER (Y/N)? [to Sorpigal]
(15,15)THE PRISM OF PRECISION GRANTS THOSE WHO ARE WORTHY +2 ACCURACY!
(14,5) THE FLAME OF AGILITY GRANTS THOSE WHO ARE WORTHY +2 SPEED!
(0,15) THE SHRINE OF OKZAR, PRAY (Y/N)?
[Right alignment:] YOUR LEADER IS OF CLEAR MIND. (Search for good treasure)
[Wrong alignment:] YOUR LEADER IS INCONSISTENT. BEGONE!
(6,7) (8,4) (8,0) (14,14) STALACTITES SHOWER THE PARTY! [1/2 damage. No
protection spells.]
TRAP DOOR!/A PIT OF POISONOUS SPIKES! LEVITATION SAVED YOU.
(6,0) (4,2) (0,6) (4,9) (8,14) (10,14) (11,14) (12,14) PSYCHIC BLAST!
(PROTECTION SAVED YOU.) If not, one person gets killed.
(14,0) STAIRS GOING UP! TAKE THEM (Y/N)?
(15,12)A CAVERNOUS PASSAGE, TAKE IT (Y/N)?
(12,3) SCRAWLED IN STONE: CHARACTER #1 LEADS THE WAY. BEWARE, TRAPS ABOUND!
(2,4) CORAK WAS HERE
(2,5) BEHIND AN OLD TAPESTRY, A MESSAGE ETCHED IN GOLD READS: YICU2ME3
(This is for the Erliquin dungeon)
3-5. UNDER ERLIQUIN
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | : X : | | | |
+-+-+ +-+-+-+ +-+-+ +-+-+-+ +-+-+
| X |
+-+-+ +-+:+-+ +-+-+ +-+:+-+ +-+-+
|!# | |$ $ $| | X | |$ $ $| | #!|
+-+ + + +^+ + + + + + +^+ + + +-+
|!# | |$<$>$| < X | |$<$>$| | #!|
+-+ + + +v+ + + + + + +v+ + + +-+
|!# | :$ $ $: < X | :$ $ $: | #!|
+-+ + +-+-+-+ + + + +-+-+-+ + +-+
|!# | | | : X : | | | #!|
+-+ + + +-+ + + + + + +-+ + + +-+
|!# | | |Y| | | X | | |Y| | | #!|
+-+ +X+ + + +X+ + +X+ + + +X+ +-+
|!# |-| | | |-| X |-| | | |-| #!|
+-+S+ +-+#+-+ +-+-+ +-+#+-+ +S+-+
|^ . . -X- . . ^|
+-+S+ +-+#+-+ +-+-+ +-+#+-+ +S+-+
|!# |-| | | |-| X |-| | | |-| #!|
+-+ +X+ + + +X+ + +X+ + + +X+ +-+
|t# | | | | | | X | | | | | | #t|
+-+ + + +-+ + + + + + +-+ + + +-+
|!# | | | : X : | | | #!|
+-+ + +-+-+-+ + + + +-+-+-+ + +-+
|!# | :$<$>$: | X | :$<$>$: | #!|
+-+ + + +v+ + + + + + +v+ + + +-+
|!# | |$ $ $| | X | |$ $ $| | #!|
+-+-+ +-+:+-+ +-+-+ +-+:+-+ +-+-+
| X |
+-+-+ +-+-+-+ +-+-+ +-+-+-+ +-+-+
| | | | : X : | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This seems like a nice easy dungeon if you have the access code, but the
traps are nasty if you don't. In addition doors really seem booby trapped, so
it's perhaps best to get in, get the treasure(which despite being in cloth
sacks can be trapped too,) and get out. 26 instances of ~25 treasure per
person make this a good place to snoop around in once or twice. Two trips and
you should be able to afford everything in Dusk. The treasure behind the
barriers isn't worth any more than the others, so I don't worry about it.
Raising the barriers connects the left side with the right, and there's
nothing stopping you from taking the treasure on each side.
Exiting on the east puts you in the forest 1E of Erliquin, where you can look
for Okrim's. But that's for advanced parties.
There are teleports from one side to the other here. It's easier just to go
to Dusk and find the access code, and you'll have a nasty fight after getting
beamed around, but if you find the teleport at (0,5) you can sneak out the
back door and see the wood in B1. There's another at (15,5) kicking you back
over.
You can find the access code in Dusk. Say the letters individually for a
weird nonsense message.
SCRIPT INFO:
ALARM!
(4,9) (11,9)COVERED WITH FLASHING LIGHTS THE WALL SPEAKS: "PLEASE ENTER
ACCESS CODE:"
[not YICU2ME3]: "IMPROPER ACCESS CODE!"
[YICU2ME3]: "THANK YOU, FIELDS DEACTIVATED."
(2,6) (2,8) (6,6) (6,8) (9,6) (9,8) (13,6) (13,8) ZAP! [Lose 1/2 hit
points]
(2,7) (6,7) (9,7) (13,7) DANCING LIGHTS FLICKER AND CRACKEL IN THE AREA
IN FRONT OF YOU!
(0,7) (15,7) STAIRS GOING UP! TAKE THEM (Y/N)?
(0,5) teleport to (15,9)
(15,5) teleport to (0,10)
Treasures at (3 4 5 10 11 12 x 2 3 11 12 13)
4-1. A1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| ~ ~ ~ |!| |C| |
+S+-+S+S+S+ + + + +-+-+-+-+-+-+ +
| |!| | ~ | | |/| | | |
+S+S+S+S+-+ + + + + +-+-+-+-+ + +
| ~ | | ~ | | | | | | |
+-+-+S+S+S+ + + + +-+-+-+-+ +-+-+
|!~ ~ | | | | | | | |
+-+-+-+S+S+ +-+-+ + +-+-+ +-+-+ +
|! | | | | | |
+-+-+ + + +-+-+-+-+ + + +-+-+-+-+
| ~ | | | | |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ + +
| | |! |! | |
+ +-+ + + + + +-+-+-+-+-+-+-+ + +
| | | | | | | |
+ +-+ + + + +-+-+-+-+-+ +-+-+-+ +
| | | | | !| =
+ +-+ + + +-+-+-+-+-+ +-+ +-+-+-+
| | | | |! | | |
+ +-+ + +-+ + +-+-+-+ + +-+ +-+ +
| | | | | | |.| |
+ +-+ +-+-+-+ +-+-+-+ + + +-+S+ +
| | | !| | | | |
+ +-+ + + +-+-+-+-+ +-+ + + + + +
| | | | | | | | | | |
+ +-+ + + + +-+-+-+ + +-+ + + + +
| | | L| | | | |!| |
+ +-+ +-+-+-+ +-+-+ + + +-+ +-+ +
| | | | |+ ! |
+ +-+-+-+-+-+-+-+-+ + + +-+-+-+-+
|! ~ |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
A1 is a very hard area and while you have some nice random combats for
experience here, if you pump your characters up, you'll probably want to stay
away from it for the start of the game. You can etherealize but not teleport,
which is handy to get to some hidden locations, and you can back-door
somewhere important to A2 at (1,0). You even have one of the Wheel of Luck
fights. Doom's in the top bit and you may want to go 3N etherealize 3W N 3W
etherealizex2 3N to get there. The secret passage leads to the center spiral
and King Alamar. Doom is very tough to fight in.
The southeast chunk is inaccessible except from B1 or by etherealize, but it
holds the Pool of Endurance. Jump over the encounter even though it is not as
tough as A1 usually is.
Scripts:
(14,5) CARVED ON A BLOCK OF ICE ARE THE WORDS: START AT 15-7 AND WALK TO
DOOM!
(7,14) SECRET PASSAGE TO DOOM, TAKE IT (Y/N)? (this leads to the inner spiral
of Doom, where King Alamar is)
(12,1) THE POOL OF HEALTH GRANTS THOSE WHO ARE WORTHY +2 ENDURANCE!
(5,2) YOU'VE BEEN SURROUNDED BY THE DARK RIDER AND HIS MEN! HE
CHALLENGES YOU TO A DUEL...ACCEPT (Y/N)? (Dark Rider+Warriors challenge you.
If you decline you go to 15,10.)
(7,15) THE FABELED(sic) CASTLE DOOM! WILL YOU ENTER (Y/N)? (this leads to the
outside area of Doom, which is still plenty tough.)
(4,15) (1,14) (0,12) (0,11) (4,9) (6,9) (11,7) (6,6) (10,4) (14,2)
(13,1) (0,0) Encounter
4-2. A2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
|%~ | | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ | |
+-+ + +S+S+S+S+-+-+-+-+-+-+-+S+ +
| | | | | | | | | | | |
+S+-+ +S+S+S+-+ +-+-+-+ +S+S+S+ +
| | | | | |- - -| | |
+ +-+-+S+S+-+ +-+ +-+ +-+ + + + +
| | | | | |- -|-|- -| | |
+ + + +S+-+ +-+ +-+ +-+ +-+ + + +
| | | | | |- -|- - -|- -| | |
+ + + +S+ +-+ +-+ +-+ +-+ +-+-+ +
| | | | | . - - - - - - - - . |
+ + + +S+ +-+ +-+ +-+ +-+ +-+-+-+
| | | | |- -|- - -|- -| | |
+-+-+ +S+-+ +-+ +-+ +-+ +-+ + + +
| | ~ | |- -|-|- -| | |
+ +-+-+-+S+-+ +-+ +-+ +-+ +-+-+-+
| ~ ~ | ~ |- - -| | | =
+S+-+-+-+S+-+-+ +-+-+-+ +-+ + +-+
| | | ~ ~ | ~ |
+-+-+-+ +S+-+-+-+-+ + + + +-+ +S+
| ~ $| | ~ ~ | ~ | | | |
+S+-+-+ +-+-+-+S+-+ +-+-+ + +-+ +
| | ~$| | ~ ~ |@ | | |
+ + +-+-+-+-+ +-+-+-+ +-+-+ + +-+
| | | | |@ | | |
+~+~+~+~+~+ +-+-+-+-+-+ + +-+ + +
|~~~~~~~~~~ | @| |
+~+~+~+~+~+~+~+~+~+ + +S+-+ +-+-+
|~~~~~~~~~~~~~~~~~~ | | | | |
+~+~+~+~+~+~+~+~+~+-+ + +-+ + +-+
|~~~~~~~~~~~~~~~~~~ | | | | |
+ + + + + + + + + +-+-+-+ + + +-+
A2 is useful to fly to. You can power your party up, beat the red dragon
along the way, and fly back out. The really tricky part is beating the red
dragons just above. If you go WSW from the place where you start, then you'll
come across many dragons. Be sure to have resistance to fire. Beyond them is
another secret door that leads, eventually, to Percella and the Key Card.
There are lots of dragons here but nothing as tough as E4.
Note that the Valley of Fire takes off 15 hit points for each step or turn.
You can't teleport but you can jump over it if you have to. But you're better
off etherealizing from another sector to get to A2 NW.
Script:
(5,10) (14,10) LAVA FILLS THE VALLEY OF FIRE!
(11,3) [Red Dragon and other monsters] THE DRAGONS BODY DISAPPEARS, EXCEPT
FOR
A SHINY TOOTH!
(2,4) (2,5) A PIRATES SECRET COVE, SEARCH (Y/N)? [Empty unless quested]
(0,15) I AM PERCELLA THE DRUID AND I HAVE WHAT YOU NEED. BUT PROMISE ME
THAT YOU WON'T HELP THAT DEMONIC MENACE. ACCEPT (Y/N)?
[No:]THEN MEET MY PETS! (teleport to 10,4)
[Yes: get kings pass]
[inside the octagon formed by (6,9) (8,7) (10,7) (12,9) (12,11) (10,13)
(8,13) (6,11)]: IT'S HOT!
(10,4) Encounter(8-10 red dragons)
(14,2) Encounter(2 red dragons)
4-3. A3
+ + + + + + + + + +-+-+-+ + + +-+
|~~~~~~~~~~~~~~~~~~ | =
+~+~+~+~+~+~+~+~+~+ +-+-+ +-+-+ +
|~~~~~~~~ ~~~~~~~~~ | | |
+~+~+~+~+-+~+~+~+~+~+~+ + + + + +
|~~~~~~ ~!| ~ ~~~~~~~~~ | | |
+~+~+~+~+-+S+-+~+~+~+~+ + +-+S+-+
|~~~~~~~~ ~ |!~ ~~~~~~~ | |
+~+~+~+~+~+~+-+~+~+~+~+~+ +-+ +-+
|~~~~~~~~~~~~ ~~~~~~~~~~~ |! |
+~+~+~+~+~+~+~+~+~+~+~+~+ +-+ + +
|~~~~~~~~~~~~~~~~~~~~~~~~ | | |
+~+~+~+~+~+~+~+~+~+~+~+~+~+ + + +
|~~~~~~~~~~~~~~L~~~~~~~~~~~ | | |
+~+~+~+~+~+~+~+~+~+~+~+~+~+ + + +
|~~ ~~~~~~~~~~~~~~~ | | |
+~+ +-+-+-+ +~+~+~+~+~+~+~+ + +-+
|~~ | | ~~~~~~~~~~~~~~~ | |
+~+ + +-+ + +~+~+~+~+~+~+~+ +-+ +
|~~ | |l| | ~~~~~~~~~~~ | |
+~+ + + + +-+-+ +~+~+~+~+~+~+~+~+
|~~ | | | | ~~~~~~~~~~~~~~~~
+~+ + + +-+-+ + +~+~+~+~+~+~+~+~+
|~~ | | | ~~~~~~~~~~~~~~~~
+~+ + +-+-+-+ + +~+~+~+~+~+~+~+~+
|~~ | | ~~~ ~~~~~~~~
+~+ +S+-+-+-+-+ +~+ +-+ +~+~+~+~+
|~~ ~~~ !| ~~~~~~~
+~+~+~+~+~+~+~+~+~+ +-+ +~+~+~+S+
|~~~~~~~~~~~~~~~~~~ ~~~~~ | |
+~+~+~+~+~+~+~+~+~+~+~+~+~+~+-+ +
|~~~~~~~~~~~~~~~~~~~~~~~~~~ |! |
+ + + + + + + + + + + + + + +-+-+
There's not much in A3 except the Wheel of Luck and some random combats. The
water combats are nasty, too. The Great Sea Shark is one of the combats for
the Wheel of Luck.
4000 exp, 30 gems, or 1000 gold for winning one combat
8000 exp, 60 gems, or 2000 gold for winning two combats
16000 exp, 120 gems, or 4000 gold for winning two combats
32000 exp, 240 gems, or 8000 gold for winning two combats
The combats are:
A1 12,5 Dark Rider + warriors
A3 7,9 Great Sea Shark + sharks
D1 10,5 Scorpion + giant scorpions
D4 9,9 Winged Beast + celestial stags
Scripts:
(7,9) THE WATER ERUPTS VIOLENTLY, REVEALING A TREMENDOUS SERPENT
(Encounter, Great Sea Shark + sharks)
(3,6) EMBEDDED IN THE SIDE OF THE MOUNTAIN IS A LARGE WHEEL COVERED IN
STRANGE AND ARCHAIC SYMBOLS. SPIN THE WHEEL (Y/N)?
(2,5) Secret cove 2000 gold/200 gems if you have Pirates' Map A
(2,4) Secret cove 2000 gold/100 gems if you have Pirates' Map B
4-4. A4
+ + + + + + + + + + + + + + +-+-+
|~~~~~~~~~~~~~~~~~~~~~~~~~~ |. |
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|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Here the only thing to do is to visit the island in the southwest, where you
can take a bridge to where the coral key is hidden. You won't see anything if
you teleport there. Be sure to have the gypsy tell you your signs before
venturing here or you're automatically wrong; the game doesn't assign signs
until you visit her.
Monsters are standard sea fare with some fights on islands not worth staying
for.
Script:
(4,6) teleport to (4,2)
(4,2) A WOODEN BRIDGE EXTENDES ACROSS THE OCEAN INTO THE MIST. A HOODED
FIGURE MATERIALIZES, "TO CROSS YOU MUST EACH ANSWER A QUESTION, ACCEPT
(Y/N)?"
1) RED THORAC
2) BLUE OGRAM
3) GREEN BAGAR
4) YELLOW LIMRA
5) PURPLE SAGRAN
6) ORANGE OOLAK
7) BLACK DRESIDION
8) WHITE DILITHIUM
WHAT IS YOUR COLOR(1-8)?
[See C2 (9,11)]
WRONG! [eradicated] / CORRECT!
(14,15) ATOP THIS PEAK 5 ISLANDS CAN BE SEEN TO THE SOUTHEAST
A TIDAL WAVE SWEEPS THE PARTY AWAY! (Costs damage and you go to (14,0) (?)
4-5. B1
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A very flexible sector with lots of places to visit. The safe-square is
(8,10) and if you go south and head west you will find the pool of endurance.
South and east, Blackridge South and Erliquin. East, Blackridge North and the
passage back to Sorpigal. West and north, gates to another world. The silver
key is west and south along the long passage.
You need to use the Erliquin Dungeon or magic to get to the east central wood
and the wizard's lair.
Script:
(13,1) CAVERNOUS PASSAGE TO ERLIQUIN, TAKE IT (Y/N)?
(14,10)CASTLE BLACKRIDGE NORTH, ENTER (Y/N)?
(11,2) CASTLE BLACKRIDGE SOUTH, ENTER (Y/N)?
(13,5) ANCIENT RUINS OF A DESERTED WIZARDS LAIRSHOW SIGNS OF RECENT USE,
ENTER (Y/N)?
(4,15) THE GATES TO ANOTHER WORLD!
[If you've won the game:] CONGRATULATIONS DISTINGUISHED TRAVELERS! THE
GATES ARE NOW OPEN TO YOU, IN ORDER TO PASS THROUGH YOU MUST FIRST
FIND MIGHT AND MAGIC BOOK TWO !!!
(14,12)A SIGN POINTING S. READS: BLACKRIDGE N.
(9,2) A SIGN POINTING E. READS: BLACKRIDGE S.
(11,1) A SIGN POINTING E. READS: ERLIQUIN
(14,1) A CAVE, ENTER (Y/N)? [Back door to Erliquin]
(13,2) CARVED ON A TREE "9-9 RAVENS LAIR"
(4,7) You search to find the Silver Key here, after a chain of long combats.
4-6. B2
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A very busy sector. Without teleports it's tough to access the east side from
anywhere other than C2, where Caryatid guards block your way. The Medusa's
Lair is a tough dungeon in B2 (8,4) as most of the critical fights will turn
your characters to stone. The Raven's Lair is a two-level dungeon not really
critical but fun. A secret door on the main passage through the middle leads
to the Ice Princess's throne. She holds two keys. The forest is confusing
with many one-way passages.
Script:
(9,9) A DESCENDING STAIRCASE IS THE ENTRANCE TO A WARRIORS STRONGHOLD, GO IN
(Y/N)? [Lord Archer and the Raven's Lair]
(4,4) ON A THRONE ADORNED WITH PRECIOUS GEMS THE ICE PRINCESS SPEAKS,
"CONQUEROR OF WORLDS, MAKER OF DREAMS THE GREATEST FORCE OF ALL, YET
ELUSIVE IT SEEMS." ANSWER:
[wrong:] WRONG, YOU'RE TOO YOUNG TO UNDERSTAND.
[love:] CORRECT!
[1st time you get a diamond key, second time you get bronze]
(13,2) Raven's Lair 9-9
(8,4) THERE'S A CAVE HERE, ENTER (Y/N)? [Medusa's Lair]
4-7. B3
+ +-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+
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| | ~~~~~~~~~~~~~~~~~ ~ ~ ~!|
+-+-+-+ + + + + + + + +-+-+-+-+-+
B3 holds Portsmouth and White Wolf. You can explore the Wyverns Peak in the
water, and the Minotaur's Fortress is in the SE in an anti-magic zone.
There's a teleport to Wyverns Peak if you search the north bits and secret
doors, and there's an easy way to the Minotaur's Fortress through the water
from Portsmith.
Scripts:
(3,3) PASSAGE TO PORTSMITH, TAKE IT (Y/N)?
(0,7) A CAVE, ENTER (Y/N)?
(9,13) CASTLE WHITE WOLF, ENTER (Y/N)?
(14,2) [Have Ruby Whistle] YOUR RUBY WHISTLE BEGINS TO GLOW, BLOW IT (0-
9 TIMES)?
[Blown 2 times:] STAIRS GOING DOWN, ENTER (Y/N)?
[No Ruby Whistle] AN ANCIENT TEMPLE CONVERTED TO A STRONGHOLD HAS NO
APPARENT ENTRANCE.
(9,6) ATOP THIS PEAK LOOKING: N= A CAVE BEYOND WHITE WOLF. E= LARGE
BEASTS ABOVE WYVERN PEAKS! S= DISTANT UNCHARTED ISLES. W= A PIRATE SHIP
BEYOND KORIN BLUFFS.
(8,12) A SIGN POINTING N. READS: WHITE WOLF
(3,12) A SIGN POINTING S. READS: PORTSMITH
4-8. B4
+-+-+-+ + + + + + + + + + + + + +
| | ~~~~~~~~~~~~~~~=~!~!~!~Y
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~~~~ ~~~ ~~~ ~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~ ~!~ ~~
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~~~~~~~~~~~~~~~~~~~~~~~~ ~~
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~~~~~~~~~~ ~~~~~~~~
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~~~~~~ ~!| ~R~R~R~R~ |!~ ~~
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This is a patently frivolous sector where you don't have much to do other
than answer the trivia questions. The Pirate Ghostship Anarchist is needed
for a quest. It moves around randomly. The prizes, 50 gems for each right
answer, aren't worth it even if you find the free branch-pull in the NE. You
can't back up typos on the Apple which makes it all even sillier. Lots of
encounters, though, and they aren't easy.
Script:
(8,2) TRIVIA ISLAND! 500 GOLD, ENTER (Y/N)?
NOT ENOUGH GOLD!
(Random): PIRATE GHOSTSHIP ANARCHIST! (8 pirates, 1 pirate captain 4 ghosts
you can't turn undead. I just try to shoot the pirate captain and hope not
too many are in melee.)
(8,1) WHO RULES CASTLE W.W.? [LORD IRONFIST]
(6,0) WHO IS THE VOLUPTUOUS ONE? [LARA--Portsmith]
(7,0) WHO'S LOST SIGHT? [OG--Sorpigal statues]
(8,0) WHERE'S THE VERY LATEST? [CURRENT TRENDS, the name of the Erliquin
Armory]
(9,0) WHO BE YE? [I BE ME--Dragadune]
[Right] CORRECT!+50 GEMS
[Wrong] WRONG! [Note: If you make a typo you can't back up. Grr.]
(15,15)FREE TRIVIA CHANCE, PULL BRANCH (Y/N)?
4-9. C1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | $|
+ +-+-+S+ +-+-+-+-+-+-+ + +-+-+-+
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C1 holds an important treasure once you've solved the town quest, and it
holds the Merchants Pass as well. The random fights aren't too bad but the
trolls in the merchants wagon are. The enemies in the north woods are
particularly nasty because it's a no magic zone there. But if you can swing
around without having too much damage done you can get a spell boost. This is
useful early on when you need a mass heal(Moon Ray.) You have to face one
group of monsters in an anti-magic zone and then remember which fountains to
drink from.
In the area from (3,5) to (9,9) you have deserted merchant wagons which hold
Hill Trolls or just plan Trolls, but at (5,7) is the Merchants Pass you are
looking for. 6N 6W N from the safe-square 11,0 gets you there. Then you can
just exit north.
(3,8) (4,9) (6,5) (7,7) (8,8) (9,5) DESERTED MERCHANT WAGONS, SEARCH (Y/N)?
[Yes:] AMBUSH! (Hill trolls/trolls)
(5,7) [Find Merchants Pass if you search the wagon]
(5-10,14) A FOUNTAIN SPEAKS: "WILL THE PARTY DRINK (Y/N)?"
(5-7+10,14) ARGHHH... POISON!
(8,14) TODAY MIGHT!
(9,14) TODAY SPELLS!
(15,15) [If you've completed the town quest] YOU FOUND A CHEST UPON WHICH AN
INSCRIPTION READS: PROPERTY OF XX!XX! INSIDE YOU FOUND A RUBY WHISTLE, 2000
GOLD AND A NOTE: THE STRONGHOLD LIES AT B-3,14-2 BLOW TWICE TO ENTER.
(11,0) ROADSIGN: SORPIGAL S.17, W.1, N.2
4-10. C2
+-+-+-+-+-+-+-+-+-+-+-+ + + + + +
| !| | | |
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+-+ +-+ +-+-+-+-+-+ +-+-+ +-+ + +
| | !| | ~ |!
+ + + + + + +-+-+ +-+ + + +-+ + +
| | | | | ~ | |
+-+-+-+ + +-+-+-+-+-+-+-+ +-+-+-+
C2 is probably the first sector you'll lay eyes on, and it makes sense a lot
should be happening there. Visit the fountains behind the trees you can walk
through but watch out for the pits in the grove. If you're clever you can
find the secret mountain pass to treasure. Watch out for the pits, which
poison you, give damage and force an encounter. There's a cave to the east of
Sorpigal but it's a bit tricky, and there's an avalanche to watch out for at
(15,8).
Script:
(10,10): A CAVERNOUS PASSAGE LEADS TO SORPIGAL, TAKE IT (Y/N)?
(5,5) (7,5) (9,5) (5,11) (7,11) (9,11) A PIT!....
[If S2-5 has been cast]: YOUR LEVITATION SAVED YOU!
[If not]: AN AMBUSH!
(8,8) A GLOWING WHITE COLUMN, TOUCH IT (Y/N)?
(0,2) STATUES BLOCK THE PATH,SMASH THEM (Y/N)?
[Yes: encounter with Caryatid Guards, not affected by non-magic items,
allows you to pass]
(4,7) (4,9) A STRANGE FOUNTAIN, DRINK (Y/N)?
CHEERS!
(15,8) AVALANCHE!
(15,11)THERE'S A CAVE HERE, ENTER (Y/N)?
(9,11): A TOOTHLESS GYPSY SEER ASKS,"WHO WOULD LIKE TO HEAR THEIR SIGN
(1-6)?"
"YOUR SIGN IS THE
[Eight choices below:]
RED THORAC"
BLUE OGRAM"
GREEN BAGAR"
YELLOW LIMRA"
PURPLE SAGRAN"
ORANGE OOLAK"
BLACK DRESIDION"
WHITE DILITHIUM"
--Before each planned encounter, the words "Look out!" appear on the screen.
4-11. C3
+-+-+-+ + +-+-+-+-+-+-+-+ +-+-+-+
| ~ | | !| ~ ~
+ +-+-+ +-+ +-+ + + +S+ + +S+S+S+
| | | |%| | ~ ~ ~ ~
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| ~ | |!~ | | ~ ~ ~ ~
+ + +-+ + +-+-+ + + +S+ + +S+S+S+
| | ~%| | ~ ~
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=< ~ |
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| | | | ! | ~ |
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| | | | | | !~ | ~
+S+S+ + + +-+ +-+-+ + + + + +S+ +
> | | @| | | ~
+^+S+ + + +-+-+ +-+-+-+-+ +S+S+S+
> ~ | |! @| ,
+ +-+ +-+-+ +-+-+ +S+S+S+S+S+S+ +
| | ~
+ + +-+-+-+-+-+-+-+ +S+ +S+ +S+S+
! !~! .|
+ + + + + +-+-+-+-+ + + + + + + +
C3 is divided in half, with the top being convoluted maze to Lord Kilburn's
and the bottom being a bunch of encounters with Wyverns. Skill potions help
dust the Wyverns off, and they might make reaching Lord Kilburn easier. He's
got the map of the desert. Lots of secret enclaves here including one with a
clue about the Idols quest.
Fleeing sticks you at (3,9) which is far away from any questing area, so try
not to flee.
Script:
@: WYVERNS ATTACK FROM ABOVE!
(7,7) A WYVERN'S LAIR, INVESTIGATE (Y/N)? (8 headed hydra+wyverns)
[Win fight:] ONE OF THE WYVERN'S EYES BEGINS TO GLOW!TAKE IT (Y/N)?
(Wyvern's eye, quest items)
(12,2) ROADSIGN: SORPIGAL N.22, W.2, N.2
(6,14) THE EXILED LORD KILBURN SPEAKS: "TAKE THIS MAP AND EXPLORE THE
DESERT. REPORT YOUR FINDINGS TO THE OTHER LORDS.THEN THEY WILL
UNDERSTAND!" ACCEPT(Y/N)?
(8,0) PAINTED IN A BLACK AND WHITE PATTERN, A SIGN READS: THE FIRST
PART IS FEMALE.
(2,10) THE HERMIT SAYS: "TRADE WARES (Y/N)?"(if you accept, you get Pirates
Map A and B and the rest of your items turn useless)
4-12. C4
+ + + + + +-+-+-+-+ + + + + + + +
~ ~ ~ ~ ~=< < | | ~.~.~.~.~.
+S+S+S+S+S+ +-+ + + +S+S+S+S+S+S+
~ ~ ~ ~ ~ | | | ~.~.~.~.~.~.
+S+S+S+S+S+S+ +-+ + +S+S+S+S+S+S+
~ ~ ~ ~ ~ |Y| ~.~.~.~t~.~.
+S+S+S+S+S+ +~+~+~+ +S+S+S+S+S+S+
~ ~ ~ |~~~~~~~ ~.~.~.~.~.~.
+ +S+S+ +~+~+~+~+~+ +S+S+S+S+S+S+
~ |~~~~~~~~~~~| ~.~.~.~.
+S+ +~+~+~+~+~+~+~+~+~+ +S+S+S+S+
|~~~~~~~~~~~~~~~~~~~ ~.~.~.~
+~+~+~+~+~+~+~+~+~+~+~+ +S+S+S+ +
~~~~~~~~~~ ~~~~~~~ ~~~| ~
+~+~+~+~+~+S+~+~+~+S+~+~+~+~+ +S+
~~~~~~~~ ~@~ ~~~ ~@~ ~~~~~~~|
+~+~+~+~+~+S+~+~+~+S+~+~+~+~+~+~+
~~~~ ~~~~~ ~~~~~~~ ~~~~~~~~~~~~
+~+~+S+~+~+~+~+~+~+~+~+~+~+~+~+~+
~~ ~@~ ~~~~~~~~~~~~~~~~~ ~~~~~~
+~+~+S+~+~+~+~+~+~+~+~+~+S+~+~+~+
~~~~ ~~~~~~~ ~~~ ~~~~~ ~@~ ~~~~
+~+~+~+~+~+~+-+~+-+~+~+~+S+~+~+~+
~~~~~~~~ ~ | |@| | ~ ~~~ ~~~~~~
+~+~+~+~+-+-+ + + +-+-+~+S+~+~+~+
~~~~ ~ | | ~ ~~~~~~
+~+~+S+S+-+-+-+S+-+-+-+S+S+~+~+~+
~~ ~@~ ~ ~ ~ |&| ~ ~ ~ ~@~ ~~~~
+~+~+S+~+~+~+~+-+~+~+~+~+S+~+~+~+
~~~~ ~~~~~~~~~ ~~~~~~~~~ ~~~~~~
+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The Jolly Raven is hidden away here along with some ships that are cursed if
you search. The Portal of Power is the main attraction but eventually you'll
want to see the Volcano God's dungeon for the Key Card. For that you'll need
the Coral Key from A4. The islands hold natives, who are very nasty. They
frenzy which can kill your party. It's a straight shot S E S E and casting
walk on water south.
Script:
(7,4) combat with natives in no-magic zone. You can and should teleport
around this fight.
(7,2) [No coral key:] A LARGE SLAB OF CORAL BLOCKS A PASSAGE!
[Have coral key:]YOUR CORAL KEY FITS PERFECTLY IN THE LOCK, ENTER
(Y/N)?
(1,10) (3,11) (5,12) (9,11) (11,9) (14,8) AT THE WATERS EDGE ARE THE
DECAYING REMAINS OF A LARGE SHIP. SEARCH(Y/N)?
(8,13) THE JOLLY RAVEN! [Otherwise, cursed and an encounter]
(2,2) (2,6) (5,8) (9,8) (12,5) (12,2) CRAZED NATIVES ATTACK!
THE VOLCANO ERUPTS!
PIRATES ATTACK!
(Northeast corner) MYSTERIOUS WEEPING ECHOES THROUGHOUT!
(13,13)PORTAL OF POWER, ENTER (Y/N)? (Takes you to City of Gold basement ?? )
4-13. D1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | ``````````` ``````
+ + +-+`+`+`+`+`+ +-+ +-+ +`+`+`+
| | | ``````````` | ~ ~ | ``````
+ + +-+`+`+`+`+`+ +S+ +S+ +`+`+`+
| | | ``````````` | % | ``````
+ + + +`+`+`+`+`+ +S+ +S+ +`+`+`+
| | | ````````` | ~ ~ | ``````
+ + +-+ +`+`+`+`+ +-+-+-+ +`+`+`+
| | | ````````` ``````
+ +-+ +-+`+`+`+`+S+S+`+`+`+`+`+`+
| | | ````` ~ ~ ````````````
+S+S+S+ + +`+`+S+S+S+`+`+`+`+`+`+
````` ``` ~ ~ ~ ~
+S+S+S+ + +`+`+S+S+S+`+ +S+S+S+S+
|= | | ````` ~ ~ ``` ~
+ + + +-+ +`+`+`+`+`+`+`+S+S+S+S+
| | | | ``````````````` ~ ~ ~
+ + + + +`+`+`+`+`+`+`+`+`+`+`+`+
| | | | ````````````````````````
+ +-+ + +`+`+`+`+`+`+`+`+`+`+`+`+
| | | `````````````L``````````
+ + +-+ +`+`+`+`+`+`+`+`+`+`+`+`+
| | | ````````````````````````
+ + + +`+`+`+`+`+`+`+`+`+`+`+`+`+
| | | ``````````````````````````
+ + + +`+`+`+`+`+`+`+`+`+`+`+`+`+
| | ``````````````````````````
+ + +-+`+`+`+`+`+`+`+`+`+`+`+`+`+
| | | ``````````````````````````
+ + +-+`+`+`+`+`+`+`+`+`+`+`+`+`+
| |.| ``````````````` ``````````
+-+-+-+ + + + + + + +-+ + + + + +
D1 has a nice oasis where you can trade cheap items for real ones and maybe
make a small profit. The scorpion isn't too tough to beat, and it's one of
the enemies for the Wheel of Luck. Remember that you need food and Lord
Kilburn's map to navigate the desert without taking damage and that if you
get stuck without food there's a possibility your players will die. Know
where you are going and use Y=9 as a conduit to conserve food. Teleport south
9 if you want to reach D2 the back way.
Script:
(10,5) SUDDENLY, A GARGANTUAN SCORPION ATTACKS!
(Combat with Scorpion and Giant Scorpions)
(10,13)A SMALL TRIBE OF DESERT NOMADS HAVE ESTABLISHED A TRADING POST
HERE. TRADE ITEM (Y/N)? [Get a cactus for 1st item in player 1's backpack]
YOUR LEADER HAS NOTHING TO TRADE!
(1,0) KILBURN,C-3 6-14
[In the desert:] IT'S HOT...
[No map in the desert:] YOU'RE LOST!!!
[Random:] A WHIRLWIND SWOOPS THE PARTY AWAY! / A VIOLENT SANDSTORM BLASTS THE
PARTY! (causes damage but is thankfully rare)
4-14. D2
+-+-+-+ + + + + + + +-+ + + + + +
|!|!| ``````````` | | ``````
+ + +-+`+`+`+`+`+ +-+S+-+ +`+`+`+
|!|!| ````````` | ~H~ | ````
+ + +-+`+`+`+`+ +-+ + + +-+ +`+`+
|!|!| ``````` | ~ ~ | ``
+ + + +`+`+`+ +-+S+S+ +S+S+-+ +`+
|!|!| ````` | ~H + H~ | ``
+ + +-+ +`+`+ +-+S+S+ +S+S+-+ +`+
|!|! | ````` | ~ ~ | ``
+ +-+ + +`+`+`+ +-+ + + +-+ +`+`+
|! | | ``````` |.~.~ | ````
+ + + + +`+`+`+`+ +-+ +-+ +`+`+`+
| | | | ``````` ``````
+ + + +-+ +`+`+`+`+`+`+`+`+`+`+`+
| | |! | ``````````````````````
+ + + + + +`+`+`+`+`+`+`+`+`+`+`+
| | | | | ``````````````````````
+ + + + + +`+`+`+`+`+`+`+`+`+`+`+
| ! | | ``````````````````
+ +-+ + +-+-+ +`+`+`+`+`+`+`+`+`+
| | | | ! ````````````
+ + + +-+-+ +-+ +-+ +`+`+`+`+`+`+
|!| | ! |! | ````````
+-+ +-+-+-+ + + + +-+-+ +`+`+`+`+
! ! | | | |
+-+-+-+-+-+ + + +-+-+ +-+-+-+-+-+
| | |
+S+S+ + +-+ +-+-+-+-+-+-+-+ +-+-+
~ !| | | |!
+ + +S+S+ + + + + + + +v+ +-+-+ +
~= | |
+ + + + + + + +-+-+-+-+ + + + + +
Sector D2 has the Clerics of the various directions. Except South. This is a
Westing Game sort of clue, although The Westing Game was a much cooler book
than this was a game. The clerics are far beneath Dragadune. More desert here
means you need to be rather careful about conserving food. Some tough combats
in the non-desert too so you probably just want to visit the clerics, get
your personality bonus, and get out.
Script:
(10,12) THE POOL OF WISDOM GRANTS THOSE WHO ARE WORTHY +2 PERSONALITY.
(10,10) CLERICAL RETREAT
WE ARE THE CLERICS OF THE
N: YOUR PARTY IS CURED!
E: YOUR ALIGNMENT IS RESTORED!
W: ALL CURSES ARE REMOVED!
(9,10) THE CLERICS OF THE S. SHALL DEEM YOU WORTHY, IF YOU CAN FIND
THEM!
IT'S HOT...
YOU'RE LOST!!!
4-15. D3
+-+-+-+-+-+-+-+-+-+-+-+-+ + + + +
|^~ ~^~ ~^~ ~^~ ~
+S+ +S+ +S+ +S+ + + +-+ +S+ +S+ +
| |! | ~!~ ~!~
+S+ +S+ +S+ + +-+-+ + + +S+ +S+ +
|^~ ~^~ ~^~ | |v| | |
+S+ +S+ +S+ + + + +-+ + + +S+ +S+
| | | | | ~!~ ~!
+S+ +S+ +S+ + + + + +-+ + +S+ +S+
|^~ ~^~ ~^~ | | | | |
+S+ +S+ +S+ + + + + + + +S+ +S+ +
| | | | | | ~!~ ~!~
+S+ +S+ +S+ + + + + +-+ +S+ +S+ +
|^~ ~^~ ~^~ | | | | |
+S+ +S+ +S+ + + + + + + + +S+ +S+
| | | | | | ~!~ ~!
+S+ +S+ +S+ + + + + +-+ + +S+ +S+
|^~ ~^~ ~^~ | !| |
+S+ +S+ +S+ +-+ +-+ + + +S+ +S+ +
| | ~!~ ~!~
+S+ +S+ +S+ + + +-+-+-+ +S+ +S+ +
|^~ ~^~ ~^~
+S+S+S+S+S+S+ +S+S+S+S+S+S+S+S+S+
| ~ ~ ~
+S+S+S+S+S+S+ + +S+S+S+S+S+S+ +S+
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
+ + + + + + + + +S+S+ +S+ + +S+S+
|Q ~ ~ ~!~ ~
+S+ + + + + + + + +S+ +S+ +S+ + +
~ ~ ~ ~ ~ ~ ~ ~ ~!~ ~
+ +S+S+S+S+S+S+ + +S+ +S+ +S+S+ +
,~ ~!~ ~!~ ~
+ + + + + + + + + + + + + + + + +
Safe square (9,0) South to algary, north to cave
Guire's Grove spans most of the top part here, and the swamp is emptier in
the south. The cave with weird lights is an enjoyable challenge without too
many fights, and it's directly north of Algary and the road sign to boot. The
swamp doesn't hold anything much, and the trees in the NE just have more
random encounters.
Be sure to have plenty of food and be of level 4 before undertaking Guire's
quest. His trees are 3x6 on the left, not including the one on the top at
(6,15) too. You'll want to make sure you don't go off into the next area and
for that I recommend you either plot out where you are on paper or remember
to plot location. You can also start at (6,15) and walk west and then south
and cover the trees in the middle later. There is a temptation not to rest
and to try to win a combat on your own, but I recommend bringing 40 food and
resting whenever you need to. You'll probably also want a level 6 cleric to
cast Moon Ray if you do get zapped and get an encounter right after.
Script:
(7,13) A CAVE, ENTER (Y/N)?
(7,0) ROADSIGN: ALGARY S.9
(0,2) I AM ARENKO GUIRE AND THIS IS MY GROVE. CLIMB ALL THE TREES,
WITHOUT LEAVING THE AREA, AND RETURN.
[Not all visited:] KEEP CLIMBING
[All trees visited]: WELL DONE! WHAT IS YOUR PLEASURE? A) GOLD B) GEMS
C) ITEM [My advice--take the item!]
(0,15) (2,15) (4,15) (6,15) (12,14) (14,14) (0,13) (2,13) (4,13) (13,12)
(15,12) (0,11) (2,11) (4,11) (12,10) (14,10) (0,9) (2,9) (4,9) (13,8)
(15,8) 0,7) (2,7) (4,7) (12,6) (14,6) (0,5) (2,5) (4,5) CLIMB TREE
(Y/N)?
Possible(random) responses to climbing a tree:
+5 FOOD
POISON THORNS (-1/2 HP, 1+ character poisoned)
YOU FELL
LIGHTNING
INFECTIOUS SAP (-1/2 spell points, diseased)
FLASH (1+ people lose spell points)
POOF (teleport)
NOTHING HERE.
CURSED (-10 to attacks)
Negative responses also may mean an encounter right after. Here's how you
want to react to everything:
Flash: check SP and make sure your cleric/sorcerer lost nothing. Otherwise if
combined with diseased/poison it will be hard to regain stuff, so rest.
Teleport: check to make sure where you are. If you are in an anti magic zone
then you are in the SE. Try to remember the way you faced. Work your way
north to the trees. For the swamp area you need to work your way north. Of
course you can teleport back as well once out of the anti-magic zone.
Cursed: have cleric cast 5-2. You can then move on safely.
4-16. D4
+ + + + + + + + + + + + + + + + +
~ ~ ~ ~ ~ ~
+S+S+ +S+S+ + + +S+S+S+S+ +S+S+ +
~ ~ ~! ~ ~ ~
+S+ +S+ + +S+S+ +S+S+S+S+ + +S+S+
~ ~ !~ ~ ~ ~ ! ~
+S+ +S+S+S+ + + +S+S+ + +S+S+ +S+
~!~ !~ ~ ! !~@ ! ~
+ +S+ +S+S+S+ + +S+ + +S+ +S+S+ +
~ ~ ~ ~ ~ ~ !~ ~[~
+ +S+ +S+S+S+S+ + + + + +S+ +S+S+
~ !~ ~! ~ ~ ~ ~ ~ !~[~[
+ +S+S+ + +S+S+ + + +S+S+S+S+S+S+
~ ~ !~ ~ ~L~ ~ ~ ~[~[
+ + +S+S+S+S+S+ +S+ + + +S+S+S+S+
~ ~ ~ ~!~[~[
+~+~+~+~+ + +S+S+S+ + + + + +S+S+
~~~~~~~~ ~c ~ ~ ~ ~ ~ ~[~[
+~+~+~+~+~+~+~+S+S+ +S+ +S+S+S+S+
~~~~~~~~~~~~~~ ~ ~ !~[~[
+~+~+~+~+~+~+~+~+~+~+ + +S+S+S+S+
~~~~~~~~~~~~~~~~~~~~ ~ ~ ~[~[
+~+~+~+~+~+~+~+~+~+~+ + +S+ +S+S+
~~~~~~~~~~~~~~~~~~~~ ~ ~[~[~[
+~+~+~+~+~+~+~+~+~+~+ +S+ +S+S+S+
~~~~~~~~~~ ~~~ ~ ~[~[~[
+~+~+~+~+~+ +S+S+ +~+~+ +S+S+S+S+
~~~~~~~~ ~ ~ ~~~~~ ~[~[~[~[
+~+~+~+~+ +S+ +S+ +~+~+ +S+S+S+S+
~~~~~~~~ ~ ~R~ ~~~~~ ~[~[~[~[
+~+~+~+~+ +S+S+S+ +~+~+ +S+S+S+S+
~~~~~~~~ ~~~~~ ~
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
D4 contains Algary, Og directly south, and a passage to E4. You can visit the
Winged Beast 2E 2N to fight for the Wheel of Luck, but if you accept her
offer to fly to safety, you get to fight Paul Pead who is no slouch. There's
a combat on each surrounding square as well. So try to avoid this--and the
anti-magic part of the swamp to the northwest. Follow the shore to the west
to get to C4's portal of power or to get to E4's swamp(the bottom strip is
safe.) The swamp to the east will push you back west if you walk around it
the wrong way.
Sector D4:
(7,7) ALGARY, ENTER (Y/N)?
(12,12)PAUL PEAD AND HIS MEN ATTACK!
(9,9) A HUGE WINGED BEAST EXCLAIMS, "THIS SWAMP IS QUITE DANGEROUS. FLY
YOU TO SAFETY (Y/N)?"
(7,1): [You don't have the idols] OG SAYS, "BEGONE!"
[You have the idols] PAINTED ON THESE GROUNDS IS A BLACK & WHITE
CHECKERED MOTIF COVERED WITH IDOLS SIMILAR TO THE ONES YOU CARRY. A
LARGE BEING APPROACHES... OG SPEAKS, "QUEEN TO QUEENS LEVEL 3" RESPONSE:
[Queen to Kings Level 1] YOU HAVE RESTORED MY SIGHT! (+25000 EXP)I SEE
AN IMPORTANT PRISONER IN A CASTLE ON MT. DOOM! HE HAS YOUR SIGHT.
[Wrong answer] OG CURSES AS THE IDOLS VANISH!
4-17. E1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
```````````` ````|
+`+`+`+`+`+`+ +S+S+S+S+S+S+ +`+`+
```````````` ````|
+`+`+`+`+`+`+ +-+-+-+-+-+ + +`+`+
```````````` ~ Q| | | ````|
+`+`+`+`+`+`+ +-+-+-+ + + + +`+`+
```````````` ~ | | |C| ````|
+`+`+`+`+`+`+ +S+ +-+-+ +-+ +`+`+
```````````` |c | ````|
+`+`+`+`+`+`+ +S+ +-+-+-+ + +`+`+
```````````` ~ | | ````|
+`+`+`+`+`+`+ +-+-+-+ +-+-+ +`+`+
```````````` ~ | | ~ ~ | | ````|
+`+`+`+`+`+`+ +S+S+S+ +S+S+ +`+`+
~ ````|
+`+`+`+`+`+`+`+`+`+`+`+`+S+`+`+`+
```````````````````````` ``````|
+`+`+`+`+`+`+`+`+`+`+`+`+ +`+`+`+
``````````` ``````|
+ +-+-+-+-+-+ +`+`+`+`+`+ +`+`+`+
| |@ | ``````````` ``````|
+ + +S+S+S+ + +`+`+`+`+`+ +`+`+`+
| ~@ @ @~ | ``````````` ``````|
+ + + +S+ +-+ +`+`+`+`+`+ +`+`+`+
|@~@~+~@~@| ``````````` ``````|
+ +-+ +S+ + + +`+`+`+`+`+ +`+`+`+
| ~@ @ @~ | ``````````` ``````|
+ + +S+S+S+ + +`+`+`+`+`+ +`+`+`+
| @| | ``````````` ``````|
+ +-+-+-+-+-+ +`+`+`+`+`+ +`+`+`+
````````` ``````|
+ + + + + + + + + + + + + + + + +
The NE area is surprisingly loopy for such a small area, but it also has
Dragadune, Dusk, and the scales for when you visit a prisoner in each castle.
You have a safe passage to the west or the south where you won't step in the
desert, but in the southwest you have a dark land full of random dinosaurs
etc. There are at least two combats before you get to the center, where you
will be able to reduce everyone's age by 10. No magic allowed there though
and no teleporting in/out either. You need to etherealize.
Sector E1:
(9,11) PASSAGE TO DUSK, ENTER (Y/N)?
(12,12)RUINS OF CASTLE DRAGADUNE, ENTER (Y/N)?
A WHIRLWIND SWOOPS THE PARTY AWAY!
A VIOLENT SANDSTORM BLASTS THE PARTY!
(3,3) AT THE CENTER OF THE LAND THAT TIME FORGOT STANDS AN
HOURGLASS,TURN IT(Y/N)?
(9,13) STATUE OF A GIANT HOLDING THE SCALE OF JUDGEMENT. WHO WILL CLIMB
ON (1-6)?
NOT WORTHY!
YOUR ACTIONS REFLECT YOUR VIEWS OF 6 +
4-18. E2
+ + + + + + + + + + + + + + + + +
``````````````````` ~ ~ ~ ````|
+ +`+`+`+`+`+`+`+`+`+S+ + +S+`+`+
~ ! ````````` ~ ~ ~ ````|
+ + + +-+ + +`+`+`+`+S+ + +S+`+`+
~ !|+|t ````````` ~ ~ ~ ````|
+ + +-+S+-+ +`+`+`+`+S+ + +S+`+`+
~t| ~ ~ |t````````` ~ ~ ~ ````|
+S+S+S+ +S+-+`+`+`+`+`+S+S+`+`+`+
~t | ~ | ````````` ``````|
+S+S+S+ +S+-+`+`+`+`+`+S+S+`+`+`+
~t| ~t~ |!````````` ~ ~ ``````|
+ + +-+ +-+S+`+`+`+`+S+ +S+`+`+`+
~ t t ````````` ~ ~ ``````|
+`+`+`+`+`+`+`+`+`+`+`+ +S+`+`+`+
`````````````````````` ~ ``````|
+`+`+`+`+`+`+`+`+`+`+`+`+`+`+`+`+
``````````````````````````````t|
+`+`+`+`+`+`+`+`+`+`+`+`+`+`+`+ +
`````````````````````````` |
+`+`+`+`+`+`+`+`+`+`+`+`+`+ +-+-+
`````````````````` !| |
+`+`+`+`+`+`+`+`+`+ +-+ +-+-+ +-+
`````` ``````` |! ! |!|
+`+`+`+ +-+ +`+`+`+ + + + +-+-+ +
| |t |t| t| ~ ~ | |
+-+-+-+-+ +-+-+-+-+-+ + + + +-+-+
|t |t t| ~ ~ | !|
+-+-+-+-+ +-+-+-+-+ + + + +-+ + +
|t | | t| ~ ~ |
+ + + + + + + + + +-+ + + + + + +
| ~=~ t|
+ + + + + + + + + + + + +-+-+-+-+
The main thing to do here is to find the aliens and get your intelligence
bonus. I've found that the barriers to the alien ship can be random, and it's
advisable to fly to E2 at (10,0) and go 5N and 2W S 5W and go north. When you
get back out of the desert, cast a jump to reach the alien ship. Some of the
teleports seem random and there may be one blocking you out. The +2
intelligence is beyond ship, in a grove.
If you are neutral to the aliens, they attack you and have nasty kill spells.
Other monsters then appear at (3,12) (5,11) and (6,11) so just be friendly.
Sector E2:
(3,13) STRANGE ALIEN DEVICE GRANTS THOSE WHO ARE WORTHY +2 INTELECT!
(3,11) SCATTERED REMAINS OF A METALLIC CRAFT! AN ALIEN GRUNTS, "EEP OP OOP!"
REACTION: A)HOSTILE B)NEUTRAL C)FRIENDLY
[Hostile:] A BRIGHT FLASH! [All players killed]
[Friendly:] "VARNLINGS TAKE HEED! OUR PRISONER HAS ESCAPED AND MAY BE
DISGUISED AS A NOBLE.FIND HIS COUNTERPART TO EXPOSE HIM!"
[Neutral:] Combat with alien beings
[Many teleports around where the aliens are:] POOF!
4-19. E3
+ + + + + + + + + + + + +-+-+-+-+
!~ ~!~ ~!~ ~ | |
+S+ + +S+ +S+ + +S+ +S+ + +-+-+ +
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. .~ ~ H~ ~ ~ ~ |
+S+S+S+S+S+S+S+S+S+S+ + +S+S+S+S+
~ ~ ~ ~ ~ |
+S+S+S+S+S+S+S+S+S+S+ + +S+S+S+ +
~ ~ ~ ~ |
+ + + + + + + + + + + + + + + + +
The safe square here is a lion that asks you for a password. If you give the
wrong one you're booted 1W which is a dark square. Heratio Harper is then
4S2W of that. The Diamond Door leads to the astral plane, and there are
combats in each tree in the King's grove. The area behind the castle peppered
with encounters can be accessed by teleport or a chute in Alamar's castle.
You can't guess at the password; you have to see Heratio. But his clue-words
tell you about the quest to regain worthiness.
Sector E3:
(14,7) KING ALAMAR'S CASTLE, ENTER (Y/N)?
(1,4) A DIAMOND DOOR! USE YOUR KEY (Y/N)?
(12,6) (12,8) STATUE OF A LION GROWLS,"PASSWORD?" RESPONSE:> ..........
[Wrong: teleport one square west]
[Right:]CORRECT! YOU MAY PASS.
(0,2) (3,2) (4,3) (7,3) (8,4) (12,4) DISTANT HARP MUSIC...
(9,2) HERATIO HARPER SINGS: "******IS THE PASSWORD FOR TODAY, LEAVE THE
AREA AND CHANGE IT I MAY!"
[Choices:] MUSICAL,TONES,TOGETHER,CLERICS,SOUTH,DEEM,WORTHY
(At any tree:) TRESPASSING! (Encounter)
4-20. E4
+ + + + + + + + + + + + + + + + +
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ =|
+S+S+S+S+S+S+S+S+S+S+S+S+S+ +S+S+
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_______ ______________|
+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+
_______________________________|
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_______________________________|
+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+
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+_+_+_+_+_+_+ +-+ +-+ +-+ +_+_+_+
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+S+S+S+S+S+S+ +-+ + +-+ + +S+S+S+
~ ~n~n~n|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
A treacherous sector but with some neat treasure. The random combats in the
north aren't tough but the dragons will challenge you for quite a while.
Sector E4:
(10,5) THE FABLED BUILDING OF GOLD, ENTER (Y/N)?
ECTOPLASMIC SLIME SLUSHES BENEATH YOU!
TOPPLED TOMBSTONES ABOUND!
(2,6) UNEARTHED COFFIN! EXAMINE (Y/N)? (encounter vampire+mummies)
(3,6) OPEN CRYPT! EXAMINE (Y/N)? (encounter lich+mummies)
(4,6) HALF BURIED CORPSE ASKS FOR HELP! ASSIST (Y/N)?
[Yes:] THANKS! IT AIN'T EASY BEING A CORPSE! TAKE THESE... (+50 gems)
(8,5) DRAGON CITY, TOWN MEETING... DISRUPT (Y/N)?
(encounter green blue white gray black red gold silver dragons
+ arch devil, demon lord--the last 2 will eradicate on touch
This is the toughest fixed encounter in the game. But if you
have enough spells you can win it & get big treasure.)
QUICKSAND!
5. NON-CASTLE DUNGEONS
5-1. MEDUSA'S LAIR
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |@| | |@ |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This is a nasty dungeon you'll want to get in and out of quickly. Basically
the basilisks here can turn your party to stone no matter what your level is.
But unfortunately a lot of combats are set. If you are sneaky then you can
get spells in C1 and use teleports to get to the medusa combat and then
flee(fly to B2, teleport e5, go N2, N4 teleport W7 in the dungeon, surface.)
Otherwise it is very hard to make any headway.
The random encounters also stink because there are a lot of white wolves that
breathe frost. The only thing worth getting is the Medusa's Head for Lord
Hacker's quest.
(8,0) A PASSAGE LEADS OUTDOORS, EXIT (Y/N)?
(12,10) (11,12) (14,12) (13,7) (13,8) (15,6) (15,9) (15,1) (13,2) A
TRAP! A PIT FULL OF POISONOUS SPIKES OPENS BELLOW THE PARTY!
[LUCKILY,YOUR LEVITATION SPELL SAVED YOU!]
SNAKE PIT! [LEVITATION SAVED YOU.]
(12,4)SMASHED REMAINS OF STONE STATUES SEEM SUSPICIOUSLY LIFELIKE.
(2 3 4, 6 7 11 12) encounters
(15,4) has a Medusa's Head.
5-2. WIZARD'S LAIR
A really nasty dungeon with two levels that intertwine. You can for mapping
purposes assume that level 1 is to the right of level 2, so the stairs act as
secret passages more than stairs. The ultimate goal is to find Okrim and
defeat him, solving Lord Hacker's 7th quest, but you can also find an idol if
you move on past Okrim's.
This is all so inane that you need to have high-level players to look around,
in which case you might as well use the teleport spell to save yourself some
sanity.
5-2-1. WIZARD'S LAIR LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
There are three parts to this dungeon--the first being finding the down
stairs and the second being fighting Okrim. 7E 3S and go west and just keep
rotating and going forward to get by the spinners. If you're using an
emulator wait for the fourth view before hitting forward--you can jump onto
the west spinner by going 3W jump.
4S 4E 2N and E gets you to Okrim. Then you can get the treasure in the north
and go 3S 3E 6N and west(jump over the spinners) to get the queen idol.
Or you could just teleport.
There's also a gold message here.
Script:
(3,14) ETCHED IN GOLD, MESSAGE 1 READS: COMPLETION-MUST-EACH-KINGS-OF-ASTRAL-
WITH-9TH-SANCTUM-AND-WONDROUS
(12,12)A GHOSTLIKE FIGURE RISES FROM THE BODY OF OKRIM AND SPEAKS,"IN
EXCHANGE FOR MY RING, FORFEIT A LIFE, ACCEPT (Y/N)?"
[Y]: "MAY THE SHADOW OF DEATH GREET YOU WITH OPEN ARMS!" (1 person
eradicated)
(11,12)A GEM ENCRUSTED ARCHWAY READS: LAIR OF THE OMNIPOTENT WIZARD OKRIM
(2,2) AN OPENING ABOVE LEADS OUTSIDE, CLIMB OUT (Y/N)?
(0,7) (0,14) STAIRS GOING DOWN, TAKE THEM (Y/N)?
(places marked O) THE FLOOR SPINS!
(0,15) THE WALL IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN! [Search for b queen idol]
5-2-2. WIZARD'S LAIR LEVEL 2
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Here you need to jump all over just to get around, but of course you can
cheat by teleporting 8 up from the stairs you descended by. There's even a
gold message near the end.
N 4W jump 4W S W N W S W N W 4S E N E 2S 3W jump-N 4N jump-N 4N 7E jump 6E S
Script:
(12,13) ETCHED IN GOLD, MESSAGE 4 READS: OF-BE-HAS-TRUE-KNOWLEDGE-PLANE-A-
LEVEL-TO-REALITY-IT
(15,7) A BANNER READS: THE LABYRINTH OF LAZZERUTH... FEW HAVE ENTERED,
NONE HAVE RETURNED!
(0,8) INSET IN THE WALL, A STONE FACE YELLS: "MY BRAIN HURTS!"
(3,15) INSET IN THE WALL, A STONE FACE SPEAKS: "I WOULD PAY HIGHLY FOR A
GREEN HANDLED, PEARL ENCRUSTED ABELNUSKI."
(12,0) INSET IN THE WALL, A STONE FACE SPEAKS: "I SEE ALL, HEAR ALL,
KNOW NOTHING..."
(15,15)INSET IN THE WALL, A STONE FACE PROCLAIMS: "OKRIM IS WATCHING. HE
STUDIES YOUR WEAKNESSES!"
(15,14)STAIRS GOING UP, TAKE THEM (Y/N)?
(7,1) THE WALL IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(any of the teleports) A STRANGE RINGING SOUND STARTLES THE PARTY. YOU ARE
TELEPORTED!
5-3. C2 DUNGEON
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
In this dungeon, you have to defeat 13 monster groups in combat. If you can
do so, you will win the prize, which is a bronze key. It's probably easier to
just visit the princess in B2, but for the sake of completeness, let's go
through everything here. First order of business is to turn off the slide. E
3N E 3N 2E N and push the button. You'll already have hit two of the
encounters. Now you can clean out the ones in the SE--there are 4 at 11,1
14,0 14,3 and 14,4.
Back to the three doors at the start. There are two encounters in the room to
the north, Then 3N 1W 1N of the left door and also at (3,2) off to the side
of where the slide was. The final one here is at (0,12). Now go back to the
right door and don't forget to get the encounter at (10,11) which is off to
the east near the end of your trek up.
The last bit features a corridor of endless encounters. If you step on one
you're teleported east and the fight regenerates. 2W jump W jump 2W jump to
get to the crazed wizard. You'll get the bronze key.
C2 dungeon(15,11)
(4,4) SHIMMERING BLUE AND WHITE PORTAL, ENTER (Y/N)?
(3,13) (15,10) SPLASH! A POOL OF ACID! Slides begin at (7,4) and
(13,4).
(11,7) BUTTON ON THE WALL, PRESS IT (Y/N)? (If you do, it stops the slides
from working.)
(teleport squares:) POOF!
(15,15)A BANNER READS: CORRIDOR OF ENDLESS ENCOUNTERS!
(1,15) A CRAZED WIZARD EXCLAIMS, "ENCOUNTER THE 13, WIN THE PRIZE!"
[2000 gold if you do so.]
(8,0) PASSAGE OUTSIDE, EXIT (Y/N)?
5-4. RANALOU'S LAIR
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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(portals at x,13 or x,14): POOF! YOU'VE BEEN TELEPORTED...
JAGGED SLIME PIT! (LEVITATION SAVED YOU.)
(15,0) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(5,15) "I'M THE WIZARD RANALOU. ARE YOU HERE TO USE THE PORTALS (Y/N)?"
[No:] "THEN BEGONE!"
[Yes:] "GOOD! INSIDE THIS ROOM ARE 6 PORTALS, EACH OF WHICH LEADS TO A
CASTLE. THE STATUE OF JUDGEMENT REQUIRES YOU TO FIND ONE PRISONER FROM
EACH OF THESE CASTLES BEFORE YOU MAY BE FOUND WORTHY."
[From (0,13) west they are White Wolf, Blackridge North, Blackridge
South, Alamar, Dragadune, and Doom.]
(15,1) A SIGN: EXPERIMENT IN PROGRESS, DO NOT ENTER!
(12,0) AUTHORIZED PERSONNEL ONLY! KEEP OUT.
5-5. RAVEN'S WOOD FORTRESS
5-5-1. RAVEN'S WOOD FORTRESS LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|! | !| | |! |$ | |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
There are two simple-stupid ways to get to level 1. The extra-silly is 4N
1E(secret door) 4S. But you can also go 4N jump 2x E jump S 2x 4S D.
The puzzle here gives you the Crystal Key which helps in the City of Gold.
And there is a Message in gold too. You get the Silver Key from B2.
Raven's Wood(level 1):
(4,0) ETCHED IN GOLD, MESSAGE 6 READS: BOOK-DONE.-A-SELF-THAT-FROM-HE-
YOU- BE-TO-SEEMS
(6,11) IN THE CENTER OF THE ROOM, A HUGE RUBY STANDS ATOP A PEDESTAL.
HEXOGONALLY SHAPED, IT GLOWS RHYTMICALLY! MESMERIZED BY ITS LIGHT, YOU
HEAR: GLASS THAT GLITTERS, RUBIES THAT GLOW WHEN I TWINKLE, I CAST A
RAINBOW WHAT AM I? :> ...............
[CRYSTAL:] You get the crystal key.
[WRONG:] WRONG! A BRIGHT FLASH
(1,4) A SILVER DOOR REPELS YOU! / A SILVER DOOR, YOUR SILVER KEY GLOWS!
(7,1) STAIRS TO SURFACE, TAKE THEM (Y/N)?
(8,1) STAIRS DOWN, TAKE THEM (Y/N)?
(?,?) THE ROOM IS PAINTED IN A BLACK AND WHITE CHECKERED PATTERN!
5-5-2. RAVEN'S WOOD FORTRESS LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| :! | ~ |
+ +-+ + + +-+ +-+-+-+-+-+-+-+-+-+
| | | .| | |. # - |
+ + +-+-+ + +:+-+-+-+-+-+-+-+ +-+
| | | | |! | |s| |
+ + + + +-+ + + +-+-+-+-+-+-+ +-+
|x| | | |. # s |
+ + + + + + +:+-+-+-+-+-+-+-+ +-+
| | | | |! | |s| |
+ + + + + + + + +-+-+-+-+-+-+ +-+
| | | | |. # s |
+ + + + + + +:+-+-+-+-+-+-+-+ +-+
|x| | | |! | |s| |
+ + + + + + + + +-+-+-+-+-+-+ +-+
| | | | |. # s |
+ + + + + + +:+-+-+-+-+-+-+-+ +-+
| | | | |! | |s| |
+ + + + + + + + +-+-+-+-+-+-+ +-+
|x| | | | # s M|
+ + + + + + +-+-+-+-+-+-+-+-+ +-+
| | | | |s| |
+ +-+-+ +-+-+-+-+-+-+-+-+-+-+ +-+
| ~! s Y|
+ +-+-+-+-+-+-+-+-+-+-+ +-+-+ +-+
| | | | | | | | |s| |
+ + + + + + + + + + + + + + + + +
| | !| !| !| |! | | |s| |
+ +-+:+-+:+-+:+ +-+#+-+ + +-+:+-+
| | | | | | | | |^ | | | | # |
+ +S+S+S+S+S+S+-+ + + + + + + + +
| | | | | ? |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This is an amusing challenge or it would be if the monsters weren't so tough.
Basically no matter what you seem to do you get squished into a wall of
spears. But the trick is that, even before walking all the way to the tests,
there's a secret door that leads to a place where you can jump over the
spears. You should surrender to Lord Archer to solve Lord Ironfist's quest.
Raven's Wood(level 2):
(15,6) ETCHED IN GOLD, MESSAGE 2 READS: ONE,-RIDDLES-VALUE-YOU-YOU-5-
CARD-MUST- CLAIMED.-DREAMS,-...
(14,1) I AM LORD ARCHER, THE RAVEN, I TAKE FROM THOSE WHO HAVE AND GIVE
TO THOSE WHO HAVE NOT! SUBMIT (Y/N)?"
(0,12) (2,15)GIANTS HURL BOULDERS!
(15,4) A BUTTON ON THE WALL, PUSH IT (Y/N)?
(14,14)SQUISH! THE PARTY IS IMPALED ON A WALL OF SPEARS!
(3,14) A BOULDER SAYS:"THERE SHOULD BE 5 TESTS"
(6,14) THE FIRST TEST
(6,12) THE SECOND TEST
(6,10) THE THIRD TEST
(6,8) THE FOURTH TEST
(1,8) STAIRS GOING UP, TAKE THEM (Y/N)?
(14,2) to (14,14): CONVEYOR BELT
5-6. SQUARE MAGIC CAVE
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|Y| |!| |!| |!| |
+ + +#+ + + +#+ + + +#+ + + +#+ +
| |!|6| | |!|9| | |!|9| | |!|3| |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | | | | | | | |
+ +:+-+-+ +:+-+-+ +:+-+-+ +:+-+-+
| |
+ +-+-+:+ +-+-+:+ +-+-+:+ +-+-+:+
| | | | | | | | |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | #9# | | #9# | | #1# | | #9# |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | | | | | | | |
+ +:+-+-+ +:+-+-+ +:+-+-+ +:+-+-+
| ^ |
+ +-+-+:+ +-+-+:+ +-+-+:+ +-+-+:+
| | | | | | | | |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | #9# | | #9# | | #9# | | #2# |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | | | | | | | |
+ +:+-+-+ +:+-+-+ +:+-+-+ +:+-+-+
| ! ! |
+ +-+-+:+ +-+-+:+ +-+-+:+ +-+-+:+
| | | | | | | | |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | #9# | | #5# | | #4# | | #9# |
+ + +-+ + + +-+ + + +-+ + + +-+ +
| | | | | | | | |
+ +:+-+-+ +:+-+-+ +:+-+-+ +:+-+-+
| ! !|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This is one of my favorite dungeons in the whole Might and Magic series
despite its ambiguity. It's simple and clever and you can guess at its
meaning. Basically you have 16 squares and 6 are fixed. The others, you can
change. The monsters are largely a nonfactor, and for doing something clever
you get...+2 intelligence! There are a lot of annoying doors to unlock and
you may have to write down what you've changed but once you know that the
diagonals/rows have to add up to the same number, you can figure out what it
is(1+...+16/4) and go from there.
(8,0) LADDER UP, CLIMB (Y/N)?
(6,14) (10,14) (2,10) (14,10) (2,6) (6,6) (10,6) (2,2) (14,2) [The first
time, you need to stop the polyhedron.] ATOP A CRYSTAL PYRAMID SPINS A
GLOWING POLYHEDRON. STOP IT ON SIDE (1-9)?
[After stopping the polyhedron] THE POLYHEDRON IS SET ON [1-9] SPIN IT
(Y/N)?
A GLOWING POLYHEDRON IS SET ON SIDE [10-16]
[16:(2,14) 15:(6,2) 14: (10,2) 13:(14,14) 12:(14,6) 11:(10,10)
10:(6,10)]
(0,15) PLATINUM LEVER PROTRUDES FROM THE WALL. PULL IT (Y/N)?
[Not all polyhedra set or not worthy] IT WON'T BUDGE!
INCORRECT SETTINGS!
[Magic square set up:] YOU HAVE MASTERED THE MAGIC SQUARE! +2 INT, +20
GEMS, +200 GOLD, +2000 EXP
[There are two ways to make all the rows and columns add up to 34("magic
square.") The magic square can be:
16 3 2 13
5 10 11 8
9 6 7 12
4 15 14 1
which I have verified works
or
16 1 4 13
7 10 11 6
9 8 5 12
2 15 14 3
so the solution is not unique. the second doesn't work.]
5-7. MINOTAUR'S LAIR
The Minotaur's Lair contains a couple of gold messages, some obnoxious
fights, a weird puzzle before visiting the Minotaur, and a major element in
winning the game in the Gold Key.
5-7-1. MINOTAUR'S LAIR LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| # |.| | | | | |M| | | # |
+-+ +#+ + + + + + + +#+ + + + +-+
| # | @:! | | | @| # |
+-+ + + +-+-+ + + + + + +-+:+ +-+
| # | | ! # |
+-+-+-+-+-+-+-+#+ +#+-+-+-+-+-+-+
| v @| | | | | |@ v |
+-+-+-+-+ + + + + + + + + +-+-+-+
| | | | | | | | | |
+ + + + + + + + + + + + + + + + +
| | | | | | | | | |
+ +-+-+ + + + +#+-+#+ + + + +-+-+
| | | | | | | | | | |
+ + + +-+ +-+-+ + + +-+-+ +-+ + +
| | @: . : ^ : . :@ |
+ + + +-+ +-+-+ + + +-+-+ +-+ + +
| | | | | | | | | | |
+ +-+-+ + + +-+:+:+:+-+ + + +-+-+
| | | | | | | | | |
+-+-+-+-+ + + +-+ +-+ + + +-+-+-+
|. | | | | | | | | .|
+-+-+-+-+ + + + + + + + + +-+-+-+
| | | | | | | | | | | |
+ +-+-+ + +-+:+ + + +:+-+ + +-+-+
| | | | | @| |!| |@ | | | |
+ + + +-+ + + +-+:+-+^+ + +-+ + +
| | @:! | ~ @ ~ | !:@ |
+ + + +-+ +-+-+ + + +-+-+ +-+ + +
| | | | | | | | | | |
+ +-+-+ + + + + + + + + + + +-+-+
| | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Go west and up and west to see the stairs down, although there's a gold
mesage in the NE. The stairs E-N-E lead away from where you want to go.
SCRIPT:
(1/14,12) STAIRS GOING DOWN, TAKE THEM (Y/N)?
(12,2) THE UGLIES CLUB - MEMBERS ONLY!
(13,2) 4 troll 2 ogre cave giant
(0,5) A TAPESTRY ON THE WALL DEPICTS A GRAY MINOTAUR STOMPING ON A GROUP OF
KNIGHTS
(15,5) A TAPESTRY ON THE WALL DEPICTS A KINGDOM RULED BY MINOTAURS
(3,2) THE ENCHANTED CHAMBER
(2,2) 4 cycl 3 unic 1 ogre ch 1 encha
(6,4) 6 swordsmen + druid
(10,4) 8 barbarians
(8,3) THE COUNCIL OF STRENGTH IS IN SESSION
(8,2) 6 barb 2 chf 3 warr
(2,8) 10 minor devil 2 gargoyles
(2,15) THE ROOM IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(5,14) 3 cockatrice 2 pegasus 2 strangling vine
(6,14) SPECIMEN TANK - KEEP CLOSED
(10,15) ETCHED IN GOLD, MESSAGE 3 READS: FOR-TASKS-AND-RATING.-BE-FROM-6TH-
FRUSTRATIONS!-THE-TO-IN
(13,13) CLEPTOMIAN GUILD, DO NOT DISTURB!
(13,14) 10 thief 4 cleric
(4/12,12) 10 strangling vines
(4/11,8) MINOTAUR DUNG SLUSHES BENEATH YOU!
(14,8) 6 militiamen 4 swordsmen magician
(8,8) SPIRALLING STAIRS GO UP,TAKE THEM (Y/N)?
5-7-2. MINOTAUR'S LAIR LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | |$~ ~$| | |
+ +-+#+#+ +-+ + + + +-+ +#+#+-+ +
| | |@|@| | # | |@ @| | |
+ + +-+-+ + +-+-+:+-+ + +-+-+ + +
| | | | | |
+ +-+ +-+-+ +-+:+:+-+ +-+-+ +-+ +
| ^| | | | s s| | | |^ |
+ +-+ + + + + + + + + + + + +-+ +
| | |@ | | |s s|s| | @| | |
+ +-+-+:+-+ + + + + + +-+:+-+-+ +
| | | |s s| | |
+ +-+-+-+:+ + + + + + +:+-+-+-+ +
| | | @| |s| |s| |@ | | |
+ + + + + + + + + + + + + + + + +
| | | | |s s| s| | | | |
+ + + +-+-+ + + + + + +-+-+ + + +
| | |s| |s| | |
+:+-+-+-+-+-+ + + + +-+-+-+-+-+:+
|@ # |s |s s| | # @|
+ + +-+-+-+ + + + + + + + +-+ + +
| # | |s| s|s| | | | # |
+#+#+-+-+ + + + + + + + + + +#+#+
| | | $| | |s s s s|M| | | | |
+ + + +-+ + +:+:+:+:+-+-+-+ + + +
| | | | .|.|.|. | | |
+ + +-+-+-+-+-+ + +-+-+-+-+-+ + +
| | | | |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | | | |
+ +-+-+-+-+-+-+ + +-+-+-+-+-+-+ +
| | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Getting past the slide without magic is tricky but it's useful to recognize
it goes west to east and that you can turn to stop it, or move forward or
backward. So just after the left wall disappears, you can push forward. Then
2N E 2N W N W 2N E. Any mistake kicks you back to the start.
SCRIPT:
(4,9) 6 wood golems 4 clerics
(11,9) 4 minor demon 2 lesser demon rakshasha
(10,4) ETCHED IN GOLD, MESSAGE 9 READS: SUCCESSFUL-THAT-TRAINING,-THE-WORTHY-
THE-VISIT-YET-INNER-REALITY,-ORDER
(15,6) 8 werewolf 2 werebear
(6-9,3) ENTER THE MAZE OF THE MINOTAUR...IF YOU DARE!
(3,4) STANDING ATOP A PEDESTAL IN THE CENTER OF THE ROOM IS A STATUE OF A
SMALL SABLE AND WHITE DOG. DESECRATE IT (Y/N)?
(No:) IT COMES TO LIFE AND SPEAKS,"CONGRATULATIONS, YOU'VE COMPLETED A MAJOR
QUEST (+10000 EXP) REMEMBER B.J.!" (for Volcano God)
(3,11) 6 swordsmen 2 enchantress
(12,11) 4 minor devil 2 lesser devil medusa
(0,6) 10 deadly spores
(12,14) 8 wick wit 1 wrai
(3,14) 6 dust dem 2 sw was
(5,15) (10,15) treasure, 7500 total gold in each
(1,12) (14,12) STAIRS GOING UP, TAKE THEM (Y/N)?
(2,14) 6 hill troll 2 cave giant
(3,14) 6 cave troll 2 cave giant
(8,14) gray minotaur + 12 minotaurs (win: "THE MASTER OF THIS STRONGHOLD HAS
BEEN DEFEATED!"
5-8. VOLCANO GOD'S LAIR
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| t | | | | < | |
+-+-+-+ +-+-+-+ + +-+ + +-+-+-+ +
| >t< | | |t | | |
+-+-+-+ +-+-+-+-+ + + + +-+ + + +
| t | | | | | | |
+-+-+-+ +-+-+-+-+-+v+-+ + +-+ + +
| >t< |t | | |
+-+-+-+ +-+-+ +-+ + +-+-+-+-+v+ +
| | |Y| | | | t |
+-+-+-+ +-+-+ +v+-+ + + + +-+ +-+
| |t| | x | | | | | |
+-+-+ + +-+-+ +S+-+^+v+-+ + +-+ +
| | | | |t| | | |
+ +-+ +-+-+ + +#+ + + +-+-+ +-+-+
| | | | |t| | | > |
+ +-+v+-+-+ + + +-+ + +-+-+ + +-+
| t t| | | |t | | | |
+-+-+ +-+-+ + + +-+ + +-+-+ + + +
| | | | | | | | | | | |
+-+ + + + + +-+ +-+-+ + +v+-+ +v+
|.| | | >x ^ x | | t |
+ +v+ +-+-+-+-+ +-+-+-+ + +-+-+-+
| t t | | | |t< |
+-+-+-+-+ + +-+ +-+ +-+-+ +-+-+ +
| |t| |1: :2| | t t | |
+-+-+-+ + + +-+ +-+ + +^+ +^+ +-+
| | | | | | | | |t| | |
+-+-+ + + +-+-+ +-+-+ + + + +-+-+
| > | > x | | | |
+-+-+ +-+ +#+#+#+#+#+-+ + +-+-+-+
| t |P|!|!|.|!| | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This dungeon is very simple if you know what you're doing and find the
important character right away. The teleports are dumped all over. But if you
find the virgin and get the clue and set the dials, you can see the Volcano
God right away.
SCRIPT:
Volcano God's(C4 7,2)
(8,0) THIS CAVERN IS RANDOM UNTIL THE DIALS ARE SET.
(6,3)[1] (8,3)[2] STABILIZATION DIAL # SET (A-Z)?
POOF! YOU'VE BEEN TELEPORTED...
(7,11) THE VOLCANO GOD BELLOWS, "WHAT DO YOU SEEK HERE?" A) A CHALLENGE B) A
RIDDLE C) A CLUE
A) fight Volcano God
B) WHO WAS BRAVE YET FAILED? ANSWER:> .......... [GALA]: gets key card
[WRONG:] kicked back to Sorpigal outside inn
C) teleport to (0,5)
(0,5) PAINTED IN A BLACK AND WHITE PATTERN, A SIGN READS: THE SECOND PART IS
THE MOST VALUABLE. [ask for clue]
PIT OF BUBBLING LAVA! LEVITATION SAVES YOU.
(5,0) A LUSCIOUS VIRGIN SHACKLED TO THE WALL! A) KISS HER B) RELEASE HER C)
LEAVE
[A:] TRY SETTING 1B,2J
[B:] Encounter with Volcano God
5-9. SOUL MAZE
+-+ +-+-+ +-+-+-+-+ +-+ +-+-+ +-+
|
+ + + + + +-+ + + +-+ +-+ + + +-+
| | | | | | | | | | |
+ + + + + +-+ + + + + +-+ +-+ +-+
| | | | | | | | | |
+ + +-+-+ +-+ +-+-+ + +-+ + + +-+
|
+-+ + +-+ + + +-+ + +-+ +-+ +-+-+
| | | | | | | | | |
+ +-+ +-+ + + +-+ + +-+ + + +-+ +
| | | | | | | |
+ +-+ + +-+-+ +-+ + + +-+ +-+ +-+
|
+ +-+ + + + + + +-+ + + +-+ + + +
| | | | | | | | | | | | | |
+ +-+ + + + +-+ + + + + +-+ + + +
| | | | | | | | | | | | | |
+ +-+ +-+-+ +-+ + +-+ + + + +-+-+
|
+ +-+-+ +-+ + + +-+-+ +-+ +-+ +-+
| | | | | | | | |
+ + + + + + +-+ + +-+-+ +-+ + +-+
| | | |
+^+ +-+ +-+-+ + + + +-+ + + +-+ +
| : | | | | | | | |
+-+ +^+ + + +^+ +-+ +-+ + + +-+ +
| : | | | | |
+-+ +-+-+ + +-+:+ + +-+ +-+ + +^+
| > | | | |
+ + + +-+ + + + + + +-+ + +-+ +-+
| | |R | | : | : |
+-+:+-+ +-+ +-+-+ +-+ +-+ +-+ +-+
There's really nothing to do in the soul maze--a few random combats, but if
you plot it out you'll see "MY NAME IS SHELTEM" and that is the answer at
(6,0). Remember to be careful as you don't have the locate spell to help you.
SCRIPT:
(6,0) A STRANGE ALIEN BEING IN A SHIMMERING SILVER JUMPSUIT PROCLAIMS, "THIS
IS A SOUL MAZE AND YOU ARE ITS PRISONER! TO ESCAPE, YOU MUST FIND YOUR
CAPTOR'S NAME HIDDEN WITHIN THESE WALLS." ANSWER:> ...............
[Wrong:] KEEP LOOKING!
[Sheltem:] AGENT ORANGO SEVENTEEN REPORTING: IMPOSTER XX21A7-3 VOIDED!
STARPHASE 5281.6 AT 120-VARN-161 POD #41YOU ARE NOW RANK 1 AND ELIGIBLE FOR
TRANSFER. FIND INNER SANCTUM FOR NEW ASSIGNMENT. THE WALLS BEGIN TO FADE...
(PRESS SPACE)
5-10. ASTRAL PLANE
+ + + + + + + + + + + + + + + + +
X X X X
+ + + + + +X+ +:+ +X+ + + + + + +
X X X |3| X X X X
+ +X+X+X+X+ + +-+ + +X+X+X+X+X+ +
X X X
+ +X+X+X+X+ +X+X+X+ +X+X+X+X+ + +
X X X X X X X X
+ + +X+X+ + + + + + + +X+X+ + + +
X X X X X X X X X X X
+ +X+X+ +#+ + + + + +#+ + + + + +
X |2| X&X |4| X X X
+ + +X+X+-+X+X+:+X+X+-+ +X+X+ + +
X | | < X X
+ +X+X+X+X+X+ + + + +X+X+X+ + + +
X | | X X X X X
+ + +X+X+X+X+-+ + + + +X+ + + + +
X |* | X X X X X
+ +v+X+X+-+ +-+-+ + +-+ +X+X+ + +
X X |1| X X |5| X X
+ + + + +-+X+X+ + + +-+X+X+ + + +
X X X X X X X X X X X
+ + +X+X+X+ + + + + + + + + + + +
X X X X X X X X X X X X
+ +X+ + + + + + + + +X+X+ + + + +
X X X X X X X X X X
+ + + + +X+X+^+^+^+X+X+X+X+ + + +
X X X X X X X > X X
+ + +X+X+ + + + + + +X+X+X+X+ + +
X X X
+ +X+X+X+X+X+ + + +X+X+X+X+X+X+ +
X X
+ + + + + + + + + + + + + + + + +
The Astral Plane is a tricky place where you don't have much magic in the
upper half. It's most useful to cast etherealize to get from the starting
point at (7,0) to projector #3 and the final door.
There aren't many monsters here but getting lost is horrendous, and the best
way to get your bearings if you're lost is to focus on where a transporter
is. You don't even get to locate or (NES) automap.
You'll need to be level 13 to get here, and the only way to get out is by
going through one of the projectors. They're called Gates on the NES.
I have no idea how the final score is calculated.
Astral plane:
(4,6) ASTRAL PROJECTOR # 1, ZAP!
(4,10) ASTRAL PROJECTOR # 2, ZAP!
(7,14) ASTRAL PROJECTOR # 3, ZAP!
(10,10)ASTRAL PROJECTOR # 4, ZAP!
(10,6) ASTRAL PROJECTOR # 5, ZAP!
(7,10) THERE'S A SMALL SLOT IN THE DOOR.
[No Key Card:] NO ADMITTANCE!
[Not been to all 5 projectors:] KEY CARD IS REJECTED!
[Been to all 5 projectors:] KEY CARD IS ACCEPTED!
(7,9) THE METALLIC ROOM IS DIMLY LIT BY A PULSATING WHITE GLOW!
(6,7) A METALLIC PANEL SLIDES OPEN, REVEALING A MYSTERIOUS MAN IN A
WHITE COAT... (PRESS SPACE TO COMMUNICATE)
IN A SERENE VOICE, THE DATA KEEPER SAYS,"WELCOME TO YOUR INNER SANCTUM
VARNLINGS! I AM VERY PLEASED THAT YOU'VE MADE IT THIS FAR. YOU ARE TO BE
COMMENDED. I'VE BEEN MONITORING YOUR PROGRESS." TURNING TO THE
STRANGE MECHANICAL DEVICE, HE INSERTS A FLAT OBJECT INTO A SLOT. YOUR
PARTY'S CURRENT PERFORMANCE TOTAL=[You get 400000 if you have "defeated
the imposter." [sic]
"YOU ARE NOT YET WORTHY FOR TRANSFER. RETURN AFTER DEFEATING THE
IMPOSTER."
EXCELLENT RATING! THIS IS A RARE OCCASION, FOR ONLY A PRIVILEGED FEW ARE
GIVEN THE OPPORTUNITY FOR TRANSFER TO ANOTHER V.A.R.N. (VEHICULAR
ASTROPOD RESEARCH NACELLE). RETURN NOW TO THE INN OF SORPIGAL FOR
REST AND CELEBRATION THEN CONTINUE ON TO YOUR NEW ASSIGNMENT AT THE
GATES TO ANOTHER WORLD..."(+500,000 EXP FOR YOUR ACCOMPLISHMENT!) ------
----------------------------------PLEASE SEND YOUR PERFORMANCE TOTAL TO
NEW WORLD COMPUTING,INC. P.O. BOX 491415 LA, CA 90049
(On the NES only your first player gets the +500000 bonus.)
:::INNER SANCTUM:::
6. CASTLE DUNGEONS
6-1. CASTLE ALAMAR
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
+ +-+-+-+ +-+-+-+-+-+-+-+-+-+-+ +
| |! ! !| | ~ t| |
+ + +-+ + +-+ +-+-+-+-+-+-+-+-+ +
| |! t|!| | |m | | | | |
+ +-+-+ + +-+ + + + + + + + + + +
|.:! ! !| | |! |! |! |! | |
+ +-+-+-+ +-+ +:+-+:+-+:+-+:+-+ +
| | | | | | | |
+ +:+:+:+ +-+ +-+-+-+-+-+-+-+-+ +
| | | | | | | |
+ +:+ +:+ +-+ +:+-+-+-+:+-+-+-+ +
| | | | | | | | |
+ +-+:+-+ +-+ + + +-+-+-+-+-+-+ +
|! ! | | | :!| |! !|$|!|
+-+-+-+ + + + + + + +-+ + + +S+ +
|^ G: : : G: .:K ! !|!|
+-+-+-+ + + + + + + +-+ + + +S+ +
|! ! | | | :!| |! !|$|!|
+ +:+:+:+ +-+ + + +-+-+-+-+-+-+ +
| | | | | | | | |
+ + + + + +-+ +:+-+-+-+:+-+-+-+ +
| | | | | | | | | |
+ +-+-+-+ +-+ +-+-+-+-+-+-+-+-+ +
|.:! ! !| | | |
+ +-+-+ + +-+ +:+-+:+-+:+-+:+-+ +
| |! P|!| | |! |! |! |! | |
+ + +-+ + +-+ + + + + + + + + + +
| |! ! !| | | | | | | |
+ +-+-+-+ +-+-+-+-+-+-+-+-+-+-+ +
| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This is a tough place--the prisoner is behind many combats(etherealize E from
0,2) and you need two passes to see Alamar--or the guy pretending to be him.
Many combats behind doors have traps which drain you.
You can get a ton of gold here even if you can't teleport. Etherealize
through the back door W from where you enter, twice. Two combats, but if you
win them, treasure in secret doors north and south. This also avoids needing
the Kings Pass. But otherwise there's not much reason to explore the side
rooms--lots of damage. The chute and catapult are pretty dangerous. There is
a silver message though.
Script:
(2,13) A CATAPULT EJECTS YOU FROM THE TOWER! (teleport to E3 4,7--trespass
encounter)
(2,2) INSIDE A STEEL CAGE,A FAIR MAIDEN WEEPS.
OPTIONS: 1) TORMENT THE PRISONER. €2) SET PRISONE R FREE. €3) LEAVE
WITHOUT DISTURBING.
THE PRISONER CRIES!
THE PRISONER STAYS!
(0,7) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(7,13) ETCHED IN SILVER, MESSAGE E READS: OEI/:1-33-1EK5;D-ET,
(12,7) THE OMNIPOTENT KING ALAMAR SPEAKS,
(Have Eye of Goros:) "YOU'VE DISCOVERED MY TRUE IDENTITY! INTO THE SOUL
MAZE YOU GO..."
(Saved Alamar:) "MY SAVIORS, YOU'RE ALWAYS WELCOME HERE!YOU SHOULD FIND THE
INNER
SANCTUM... LIVE LONG AND PROSPER."
(Impostor:) "VARNLINGS, I QUEST THEE TO FIND THE CRYPT OF CARMENCA. AWAY
WITH
YOU..." [Unsolvable quest]
(8,7) KINGS GUARDS APPROACH. "NO KING'S PASS, NO ADMITTANCE!"
(2,7) CASTLE GUARDS EXCLAIM, "NO MERCHANTS PASS! BEGONE PEASANTS."
(0,3) (0,12) A LOUD SCREAM FROM BEHIND THE DOOR!
(7 9 11 13, 12) SINGE! ACID TRAP.
(7 9 11 13, 2) BOOM! A FIERY EXPLOSION.
(11,7) THRONE ROOM
(14,6/8) 2000 gold each
(14,14) A CHUTE (to E3 15,7 behind castle--lots of nasty encounters, need to
flee/teleport somewhere normal)
6-2. CASTLE BLACKRIDGE NORTH
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Blackridge North and South are cookie cutter dungeons that are at an angle
from each other. If you can etherealize you can get some easy treasure. The
quests here aren't really as easy as Blackridge South but they do fold into
other things you want to do and are the most fun and least violent of all
three. Even defeating the Enchanted Forest can be done by surrendering.
Script:
(7,4) LORD INSPECTRON SPEAKS: "YOUR SERVICES ARE NEEDED!"ACCEPT (Y/N)?
"RETURN NOT UNTIL THY QUEST IS COMPLETE"
"SORRY, BUT SINCE YOU ARE CURRENTLY QUESTED, I CAN'T ENGAGE YOUR
SERVICES."
[1]FIND THE ANCIENT RUINS IN THE QUIVERING FOREST
[2]VISIT BLITHES PEAK, AND REPORT
[3]THE PEOPLE OF THE DESERT HAVE MUCH TO TRADE,BRING ME A SAMPLE OF
THEIR GOODS
[4]FIND THE SHRINE OF OKZAR IN THE CAVES BELOW DUSK
[5]FIND THE FABELED FOUNTAIN IN DRAGADUNE
[6]SOLVE THE RIDDLE OF THE RUBY
[7]DEFEAT THE STRONGHOLD IN THE ENCHANTED FOREST
(12,2) MAN IN SHACKELES MOANS IN AGONY! OPTIONS: 1) TORMENT THE PRISONER.
€2) SET PRISONER FREE. €3) LEAVE WITHOUT DISTURBING.
THE PRISONER CRIES!
THE PRISONER STAYS!
(10,7) ETCHED IN SILVER, MESSAGE A READS: ATIS-19-31UD54AEUPI1
(11,4) A SLIDE! (to B1 14,9 quivering forest, near Okrim's)
(4,3) (10,3) EMPTY VAULT, ALARM! (search for 50 gems)
(5,5) 30 gems
6-3. CASTLE BLACKRIDGE SOUTH
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Blackridge South doesn't have much challenge in it. But it does have a
shortcut to Dragadune Level 4 and a few good quests to start your poarty off.
Script:
(0,7) EXIT CASTLE, (Y/N)?
(3,7) CASTLE GUARDS EXCLAIM, "NO MERCHANTS PASS! BEGONE PEASANTS."
(11,7) LORD HACKER SPEAKS:
"YOUR SERVICES ARE NEEDED!"ACCEPT (Y/N)?
BRING ME
[1]GARLIC
[2]WOLFSBANE
[3]BELLADONNA
[4]THE HEAD OF A MEDUSA
[5]AN EYE OF A WYVERN
[6]A DRAGONS TOOTH
[7]THE RING OF OKIRM
"RETURN NOT UNTIL THY QUEST IS COMPLETE"(LEADER SHOULD PRESENT ITEMS)
"SORRY, YOUR ALREADY QUESTED.
'MY BREW IS COMPLETE, GUARDS TAKE THEIR ITEMS AND SEND THEM TO THE PIT!
(13,2) A MYSTERIOUS CLOAKED FIGURE, BOUND AND GAGGED, LIES MOTIONLESS IN
THE CORNER.
OPTIONS: 1) TORMENT THE PRISONER. 2) SET PRISONER FREE. 3) LEAVE
WITHOUT DISTURBING.
THE PRISONER CRIES!
THE PRISONER STAYS!
(11,11)SLIDE! (to B1 12,2)
(11,5) THE PIT OF PERIL... (to Dragadune level 4 7,4)
(0,5) (11,9) EMPTY VAULT, ALARM! (30 gems)
(9,4) (9,10) 30 gems
(15,8) ETCHED IN SILVER, MESSAGE C READS: IACI1;-2;0NU--G,NOT2
6-4. CASTLE DOOM
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Doom is a terrible castle to wade through. Its random encounters range from
very beatable to nearly impossible. Arch Devils appear in random combats
without warning.
For the spiral on the inside you just have to watch the teleport squares.
Eventually you'll get to the gold door and King Alamar. For the outside
you'll notice there's something in every corner spiral. The interleaves are
behind the big east room--it and the north and west have encounters
everywhere, and you need to find secret doors to get into them. There's a
silver message and a prisoner here too as usual. What's nastiest though is 1)
no teleporting and 2) no magic in the corridors.
Script:
(14,13)A GRUESOME STATUE SAYS: "START AT 15-7 AND WALK TO DOOM!"
(5,4) A BANNER READS: THE ENDLESS SPIRAL!!!
(12,3) A SIGN ABOVE THE DOOR READS: MONSTER BREEDING GROUNDS, KEEP OUT!
(6,2) A LOUD MACHINE PULSATES RHYTHMICALLY.
(8,2) A METALIC BOX ECHOES: "INTRUDER ALERT!"
(9,13) SCRATCHED ON THE WALL: SEARCH AFTER THE CANINE REWARDS YOU!
(2,5) SCRAWLED ON THE WALL: FOR THE WORLD IS HOLLOW AND I HAVE TOUCHED THE
SKY!
(1,14) A SMALL CHILD SHIVERS FEARFULLY AS` YOU APPROACH.
OPTIONS: 1) TORMENT THE PRISONER. €2) SET PRISONER FREE. €3) LEAVE
WITHOUT DISTURBING.
THE PRISONER CRIES!
THE PRISONER STAYS!
(4,4) (6,0) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(1,1) ETCHED IN SILVER, MESSAGE D READS: //SV/21;-22R,;DU1RS0
(7,7) A GOLDEN DOOR REPELS YOU!
(13,1) WRITTEN IN BLUE BLOOD: THE CANINE HAS THE KEY!
(7,8) SUSPENDED IN A FORCEFIELD IS THE BODY OF A MAN ENCLOSED IN AN IRON
SUIT. TELEPATHIC COMMUNICATION:"I AM THE TRUE KING ALAMAR, IMPRISONED BY A
DEMONIC ALIEN BEING! CONFRONT HIM WITH THIS EYE OF GOROS AND YOU SHALL SEE
HIS TRUE SELF. THE FATE OF THE REALM IS AT STAKE."
(15,0) ETCHED IN SILVER: MESSAGE INTERLEAVE 'FEDBAC'
(15,15)ETCHED IN GOLD: MESSAGE INTERLEAVE '8,5,3,9,1,4,6,2,7'
(5,4) WRITTEN ON THE WALL: JUMP THREE TIMES TO REACH CENTER
6-5. CASTLE DRAGADUNE
Dragadune's a rather big and overall frivolous castle. But it's still pretty
interesing even if most of the best stuff is on the first and last levels.
It's not bad to make it all the way down to the bottom.
6-5-1. CASTLE DRAGADUNE LEVEL 1
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Dragadune level 1 has a lot of useful places to visit. +2 luck, a prisoner,
the fountain(gold to experience) and stairs down. But you can't find any of
them unless you know where the secret doors are. When the bones crunch, a
secret door is there. Oh, and there's one next to the stairs up, too.
Script:
(14,1) A MUTATED CREATURE CHAINED TO THE FLOOR GRUNTS AS YOU APPROACH.
OPTIONS: 1) TORMENT THE PRISONER. €2) SET PRISONER FREE. €3) LEAVE
WITHOUT DISTURBING.
[1] THE PRISONER CRIES!
[3] THE PRISONER STAYS!
(10,3) ETCHED IN SILVER, MESSAGE F READS: TSTST,E1,D-DS15A1DRH
(1,1) THE GREEN CLOVER GRANTS THOSE WHO ARE WORTHY +2 LUCK!
(13,15)THE FABULOUS FABLED FOUNTAIN OF DRAGADUNE CONVERTS ALL GOLD INTO
EXPERIENCE, ACCEPT (Y/N)?
(5,5) CARVED IN STONE, A TRIVIAL MESSAGE READS: I BE ME
(2,7) (7,7) (13,7) (7,10) (7,15) DECAYED BONES CRUNCH BENEATH YOU!
[There is a secret door around]
(4,10) STAIRS GOING DOWN, TAKE THEM (Y/N)?
(7,15) STAIRS GOING UP, TAKE THEM (Y/N)?
6-5-2. CASTLE DRAGADUNE LEVEL 2
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Script:
(13,12)ETCHED IN GOLD, MESSAGE 8 READS: THE-ARE-QUESTS,-INCREASES-
IDENTIFY,- APPLY.-LOCATIONS,-END-ATTAINED-MY-SEQUEL
(12,7) PAINTED IN A BLACK AND WHITE PATTERN, A SIGN READS: THE LAST PART
IS THE FIRST
(3,11) THE WALLS GLOW RYTHMICALLY
(8,8) ETCHED IN STONE: "28 DAYS OUT. NO FOOD, LOW ON SUPPLIES. WE FEAR
THE WORST YET WE CONTINUE-CORAK
(4,14) (7,15) STAIRS GOING DOWN, TAKE THEM (Y/N)? ( 4,14 leads to trapped
square but you can etherealize))
(4,10) STAIRS GOING UP, TAKE THEM (Y/N)?
(15,0) A CAVERNOUS PASSAGE, TAKE IT (Y/N)? [Goes to Dusk 12,15]
A SIGN ON THE DOOR READS:
(6,1) (6,4) "TEMPLE WOLF PASS"
(12,10)"CULT OF THE NEW ORDER"
(12,7) THE WALL IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(9,13) PAINTED IN A BLACK AND WHITE PATTERN, A SIGN READS: THE LAST PART IS
THE FIRST
(11,11) 6 Gargoyle 4 Clerics
(12,6) 10 acidic blobs 2 shadow beasts
(12,2) 8 shadow beast 2 harpy
(3,6) 4 giant spider 6 killer bees
(6,2) 4 wild boar 8 wolverine
(6,3) 6 centaur 6 cleric
(1,3) 3 gargantu ant 3 dinolizard 4 fire beetle
6-5-3. CASTLE DRAGADUNE LEVEL 3
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A very nondescript level with a lot of wasted squares--the ground shaking
seems to mean nothing. Just circle around the perimeter to descend.
Script:
(2,12) THE ROOM IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(4,5) THE GROUND SHAKES!
(8,15) STAIRS GOING DOWN, TAKE THEM (Y/N)?
(4,14) (7,15) STAIRS GOING UP, TAKE THEM (Y/N)?
(13,2) CLERICS OF THE SOUTH JUST BELOW-CORAK
(8,2) teleport to (7,2)
6-5-4. CASTLE DRAGADUNE LEVEL 4
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The object here is to visit the clerics at (12,0) and then ring all the gongs
you can. You may need to etherealize to get there, and the gongs give random
tones. Teleporting sends you to some pretty nasty fixed fights if you're
unlucky. Be sure to have your sorcerer able to cast flee.
Script:
(14,11)ETCHED IN GOLD, MESSAGE 5 READS: SCOOP:-THE-DICOVERIES-YOUR-TO-
RETURN- THE-YOUR-FOR-DREAMS-IS
(0,6) (0,8) (15,8) (8,0) (6,0) COVERED WITH CRYPTIC SYMBOLS, A LARGE BRASS
GONG
HANGS FROM THE CEILING. STRIKE IT (Y/N)?
[A LOUD TONE RESOUNDS THROUGHOUT THE ROOM!/A SHARP TONE ASSAULTS YOUR
SENSES!/A MELLOW TONE RELAXES YOU./POOF]
(12,0) THE CLERICS OF THE SOUTH SPEAK: "WE DEEM YOU WORTHY OF
ADVANCEMENT!"/"HEAR THE 3 TONES AND RETURN!"
(8,15) STAIRS GOING UP, TAKE THEM (Y/N)?
(7,14) ON THE RIGHT WALL IS A PAINTING OF A BOX,ON THE LEFT A PAINTING
OF A CURTAIN.
(6,12) DOOR NUMBER 1
(7,12) DOOR NUMBER 2
(8,12) DOOR NUMBER 3
(5,14) 4 8h hydra, 4 stone giant
(3,14) 4 earth elemental, 2 air
(1,14) 3 evil eye, 2 lava beast, naga
(11,14) 8 dinobeetle, sphinx, evil eye
(13,14) 2 white dragon, 6 warrior, wizard
(15,14) 4 frost giant4 green dragon
(0,7) 8 mummy 2 gorgon
(0,5) 4 ghost 2 vampire
(15,7) 6 executioner 2 lesser devil 2 lesser demon
(15,5) 8 specter 2 gray dragon
(9,0) 4 warrior 1 arch druid 4 high cleric 1 arch mage
(7,0) 4 steel golem 1 invisible thing 2 werephase mummy 2 guardian spirit
(5,0) 4 chaotic knight arch druid 2 master thief mage
6-6. CASTLE WHITE WOLF
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |
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+-+:+-+:+ +-+-+ +-+-+ +-+-+ +-+ +
| | | : | : | | | |
+-+-+-+ + + + + +-+-+ +:+ + +-+-+
| | | | | : | | : | |
+ + + + +-+-+-+ +-+-+ +-+-+ +-+-+
|Y Q :. . G ^|
+ + + + +-+S+-+ +:+-+v+-+-+-+-+-+
| | | | | | | | |
+-+-+-+ + + + + + + +-+-+-+-+-+ +
| | | | | | | | | |
+-+:+-+:+ +^+ + + + + +-+-+-+ + +
| | | |@| | | | | | | | |
+ + + + + +-+-+:+ + + + +-+ + + +
| | | | | | | | |P| | | |
+-+-+-+-+ + + + + + + + + + + + +
|!: : | | | | | | | | | |
+-+ +-+-+-+-+-+:+ + + +-+-+ + + +
| : : | |!| | | | | |! | | |
+-+ +-+:+:+:+:+ + + +-+-+-+-+ + +
|m: | | | |
+-+:+:+:+:+:+:+:+ +-+-+-+-+-+-+ +
| | | |!| | |!| | t |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Script:
(15,8) EXIT CASTLE, (Y/N)?
(0,8) BUTTON ON THE WALL, PUSH IT (Y/N)? (Dunno WHAT it does)
(1,8) LORD IRONFIST SPEAKS: "YOUR SERVICES ARE NEEDED!" ACCEPT(Y/N)?
"RETURN NOT UNTIL THY QUEST IS COMPLETE"
"SORRY, BUT SINCE YOU ARE CURRENTLY QUESTED, I CAN'T ENGAGE YOUR
SERVICES."
[1]FIND THE STRONGHOLD IN RAVENS WOOD
[2]FIND LORD KILBURN
[3]DISCOVER THE SECRET OF PORTSMITH
[4]FIND THE PIRATES SECRET COVE
[5]FIND THE SHIPWRECK OF THE JOLLY RAVEN
[6]DEFEAT THE PIRATE GHOST SHIP ANARCHIST
[7]DEFEAT THE STRONGHOLD IN RAVENS WOOD
(12,4) A VICIOUS DEMON LUNGES AT THE PARTY, RESTRAINED ONLY BY A COLLAR
AND CHAIN!
OPTIONS: 1) TORMENT THE PRISONER. 2) SET PRISONER FREE. 3) LEAVE
WITHOUT DISTURBING.
THE PRISONER CRIES!
THE PRISONER STAYS!
(0,1) ETCHED IN SILVER, MESSAGE B READS: RSTIA-,E1,;/11RN;/M-
(13,8) CASTLE GUARDS EXCLAIM, "NO MERCHANTS PASS! BEGONE PEASANTS."
WELL DONE, QUEST COMPLETE! +
EXP
(8,8) THE TOWER
(3,8) THRONE ROOM
(12,0) teleport to (12,8)
(5,5) 8 white wolves, 3000 gold
6-7. CITY OF GOLD
6-7-1. CITY OF GOLD LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
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| | | |
+ + +-+-+-+ +-+ +-+ +-+-+-+-+ + +
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+ + + + + +-+ + + +-+ + + +-+ + +
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| | | | | | | | | |&| | |
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| | | @| | @| |@ | |@ # | | |
+ +-+-+:+-+-+:+ +:+-+-+:+-+-+-+ +
|^ . . . . |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Script:
(8,13)ETCHED IN GOLD, MESSAGE 7 READS: THESE-AND-THAT-MUST-CAN-
DIFFERENT- SHALL-HAVE-FROM-A-JVC
(7,9) CLUB DEAD... THE ANTIDOTE TO HUMANIZATION!
(7,3) TEMPLE OF THE OLD ORDER
(3,0) GLASS ROOM
(6,0) RUBY ROOM
(8,0) TWINKLE ROOM
(11,0) RAINBOW ROOM
(0,0) A PASSAGE LEADS OUTSIDE, TAKE IT (Y/N)?
(1,3) STAIRS GOING DOWN, TAKE THEM (Y/N)? (level 2)
(13,5) STAIRS GOING DOWN, TAKE THEM (Y/N)? (level 3)
(13,4) STAIRS GOING DOWN, TAKE THEM (Y/N)? (level 4)
(13,13)THE ROOM IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(13,2) THE CRYSTAL GRATE REPELS YOU!
7,3 temple old order
(7,4) 12 gargoyles
(11,1) 2 silver dragons
(8,1) 8 wild boar
(6,1) 6 killer bees
(3,1) 8 hags
(4,4) 12 giant scorpions
(10,4) 13 clerics
(10,2) 13 magicians
(3,11) 13 wights
(11,11) 5 stone golems
(7,10) 4 cleric 4 5 headed hydra 1 arch mage 1 high cleric
6-7-2. CITY OF GOLD LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|t: | | | | :t|$|
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+ +-+-+ + +-+-+-+-+-+-+ +-+ + + +
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+ + + + + +-+-+-+-+-+ +-+ +-+-+ +
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+ + + + + + +-+-+-+ +-+ +-+-+ + +
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+ + + + + +-+-+-+ +-+ +-+-+ + + +
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+ + + + + + +-+ +-+ +-+-+ + + + +
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+ + + + + +-+ +-+ +-+-+ + + + + +
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|@ | :@ |@# :@ | :@ | |
+ + + + + + +-+ + + + + + + + + +
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The encounters at the bottom here are interesting because you get to fight
monsters 0-125. There's also some thundranium at the end. Other than that you
have an arduous maze before going down the stairs. Or you can just guess at
things and etherealize the square behind the stairs.
Script:
(0,3) STAIRS GOING DOWN, TAKE THEM (Y/N)?
(1,3) STAIRS GOING UP, TAKE THEM (Y/N)?
(3,13) THE WALL IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED PATTERN!
(0,15) (13,14) (14,15) (11,5) WITHOUT EXPERIMENTAL SUBSTANCE THERE IS NO
HOPE...POOF!
(4,4) Cave giants
(0,1) flesh eat bat rat sli beast gno gob grem guar kob mut larv orc polterg
rabid j skel snake 0-13
(2,0) 16-29
(4,1) 32-45
(6,0) 48-61
(6,1) 14 15 30 31 46 47 62 63 78 79 94 95 110 111
(9,1) 64-77
(11,0) 80-93
(13,1) 96-109
(15,0) 112-125
6-7-3. CITY OF GOLD LEVEL 3
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|t| | | | | : | | |
+ +-+ +-+ +-+ + +-+ +-+ +-+#+ + +
| | | > | | : | : |
+ +-+ +-+ + +-+ +-+ +-+ +-+ +-+-+
| | | | | | | :!| | |
+ +-+ + + + +-+ +-+ +-+ +-+ + + +
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+ + +-+ + +-+ + +-+ +-+-+-+ +:+-+
| | | | | | | | |
+ + +-+ + +-+ + +-+ + +-+-+-+-+-+
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+ +-+ + +-+ + + +-+ + + + + + +#+
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+ +-+ + +-+ + + +-+ + +-+:+:+-+ +
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+ +-+ +-+ +-+ + +-+ + + +-+-+-+ +
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+ +-+ + + +-+ + +-+ + + + +#+ + +
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+ + + +-+ + + + +-+ + + + +-+ + +
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+ +-+-+-+-+-+ +X+X+ + +-+:+-+:+ +
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+ + + + + +-+ +X+X+ + + + + + +#+
| | | | | |t: > | | |t|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Another level with a pretty simple design. But this time the teleports aren't
optional. They head to a nasty fight where you have another one to the west.
There are two stairs up. If you flee you're kicked back to the stairs leading
to level 1, but tha's not a big deal, since there's not much down here
anyway.
Script:
(5,0) (8,5) (0,15) YOU HAVE BEEN SUMMONED...POOF!
(0,3) STAIRS GOING UP, TAKE THEM (Y/N)? (level 2)
(13,5) STAIRS GOING UP, TAKE THEM (Y/N)? (level 1)
(14,1) THE ROOM IS PAINTED FROM CEILING TO FLOOR IN A BLACK AND WHITE
CHECKERED
PATTERN!
6-7-4. CITY OF GOLD LEVEL 4
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|$| | | |
+ + + +#+ + + +:+ + +-+ + + + + +
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+ + + + + + +v+ + + + + +-+-+-+ +
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+ + + +^+ + +X+ + + + + + +v+ + +
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+ +-+ +#+ + + + + +-+ + + + + + +
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+ +-+ + + + +-+ + +#+ + + +:+ + +
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+ + + + + + +-+ + + + + +v+ + + +
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+^+ + + +:+ +^+ + + + + +-+:+-+ +
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+ + + +X+ + + + +-+ + + + + + + +
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+ + + +X+ + + + + + +:+ +-+-+:+ +
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+ + +-+-+-+ + + + + + + +:+ + +-+
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+ + + + + + +#+ + + + +#+ + + +-+
| | | : | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This level is only accessible from level 1 and has several nasty fight-
groups. It also has one of the idols. You may wish to jump over a few dragons
to get the treasure and then surface out of here. Every fight here is worth
trying though. If you get here via the Portal of Power and etherealize to the
barriered fights in the 3x3 room you can make out pretty well. Random fights
are good challenges if you can find them, but you may prefer to wrestle with
the dragons.
Script:
(14,3) (13,5) DANGER! DONGEON UNDER CONSTRUCTION.
(13,4) A LADDER GOING UP, CLIMB IT (Y/N)?
(0,15) THE WALL IS PAINTED IN A BLACK AND WHITE CHECKERED PATTERN! (search to
find idol)
(4,4) 4 warrior 2 wizard mage 3 dust demon
(3,3) 2 chaotic knight 2 mage 1 master thief1 arch druid
(0,11) blue dragon 2 green dragons
(0,12) 2 gray dragon white dragon
(0,13) 2 red dragon 1 black dragon
(0,14) 2 silver dragon 1 gold dragon
(13,11) 6 chaotic knight 2 black knight 1 titan 4 panthro mist ogre chief
(12,11) 10 warrior 1 chaotic knight
(6,11) 3 8 headed hydra 4 12 headed hydra
(6,12) 4 16 headed hydra 1 gold dragon
7. WHAT THE MESSAGES MEAN
Silver messages unwrapped:
The interleave in doom tells the order(fedbac)
TSTST,E1,D-DS15A1DRH dragadune 10,3
OEI/:1-33-1EK5;D-ET, alamar 7,13
//SV/21;-22R,;DU1RS0 doom 1,1
RSTIA-,E1,;/11RN;/M- white wolf 0,1
ATIS-19-31UD54AEUPI1 Blackridge N 2,2
IACI1;-2;0NU--G,NOT2 Blackridge S 15,8
Tells you where to raise statistics.
Gold messages unwrapped:
8-5-3-9-1-4-6-2-7 from Doom
8 THE-ARE-QUESTS,-INCREASES-IDENTIFY,-APPLY.-LOCATIONS,-END-ATTAINED-MY-
SEQUEL
(Dragadune L2 13,12)
5 SCOOP:-THE-DICOVERIES-YOUR-TO-RETURN-THE-YOUR-FOR-DREAMS-IS
(Dragadune L4 14,11)
3 FOR-TASKS-AND-RATING.-BE-FROM-6TH-FRUSTRATIONS!-THE-TO-IN
(Minotaur's L1 10,15)
9 SUCCESSFUL-THAT-TRAINING,-THE-WORTHY-THE-VISIT-YET-INNER-REALITY,-ORDER,
(Minotaur's L2 10,4)
1 COMPLETION-MUST-EACH-KINGS-OF-ASTRAL-WITH-9TH-SANCTUM-AND-WONDROUS
(Okrim's L1 3,14)
4 OF-BE-HAS-TRUE-KNOWLEDGE-PLANE-A-LEVEL-TO-REALITY-IT
(Wizard's L2 12,13)
6 BOOK-DONE.-A-SELF-THAT-FROM-HE-YOU-BE-TO-SEEMS
(Raven's Lair L1 4,0)
2 ONE,-RIDDLES-VALUE-YOU-YOU-5-CARD-MUST-CLAIMED.-DREAMS,-...
(Raven's Lair L2 15,6)
7 THESE-AND-THAT-MUST-CAN-DIFFERENT-SHALL-HAVE-FROM-A-JVC
(City of Gold L1 8,13)
The scoop: for successful completion of book one, these
are the tasks that must be done. Riddles and
quests, discoveries and training, each has a value that
increases your rating. The kings true self you must
identify, to be worthy of knowledge that you can
apply. return from the astral plane from 5 different
locations, the 6th visit with a he card shall <-(sic) key
end your frustrations! Yet 9th level you must have
attained, for the inner sanctum to be claimed. From
my dreams to reality, and reality to dreams, a
sequel is in order, wondrous it seems. ... JVC
End of FAQ proper
================================
Versions:
0.2.0 submitted 10/22/2000 contains the very basics of the town and outside
scripts
0.5.0 submitted 10/25/2000 contains maps with outside/towns very accurate
1.0.0 submitted 11/25/2000 and completed, missing some details to be ironed
out
Credits:
ftp://ftp.apple.asimov.net had this game and an emulator.
New World Computing for making a very intricate game despite its faults. And
for following it up with stronger efforts!
People who've asked me about the game and encouraged me including Ziad from
Lebanon to show this game is still remembered.
New World Computing(now 3DO) for making the "original" Might & Magic
mirror.apple.asimov.net--for the original!
project64.c64.org for the FULL Might and Magic I manual, from which I
extracted the spells. This was a big help and I am grateful to them!
Whoever sold me the M&M collection on eBay
Jennifer King, e-mail unknown, whose walkthrough that I saw on Gamefaqs.com
made this much easier.
CJayC for having GameFAQs and offering an NES bounty
For all the people I've gotten to know since this guide came out. There are
too many to list off the top of my head. Sashanan for being a fellow M&M
enthusiast, Stephen Lee for enjoying M&M -and- byte editing/analysis, AdamL
for his support when this guide wasn't touched up(but still apparently
worked,) bloomer, Retro, falsehead, Snow Dragon, Masters and *who knows* who
else.
Brian Sulpher and Lisanne for putting up with me going on the side bounty
project(this game) to put off FAQs I co-authored with them.
After 5 minutes we remembered they'd gained a year with each level. So half
his party was about 120 years old. OOPS! Happily by then his cleric could
cast a FEW rejuvenation spells.
PS Aric, if you ever read this, which I doubt, Deathlord was a MUCH better
game. The one you made fun of? The one you didn't say I had to have? :)