Arrowbridge I - Quest for the Orb FAQ

=====================
CONTENTS
=====================
01. INTRODUCTION
02. CHARACTER CLASSES
03. LEVELS/EXPERIENCE
04. EQUIPMENT
05. EQUIPMENT LOCATIONS
06. MAGIC ITEMS
07. TOWNS/SITES
08. MONSTERS
09. TERRAIN
10. BANKS
11. CASTLES
12. GAMBLING
13. POTIONS/HEALING
14. INNS
15. TAVERNS
16. ATTACKING
17. SPELLS
18. ARRANGING GEAR
19. LOOKING
20. GEMS
21. ENVIRONMENT
22. ARMIES
23. CASTLE DEFENSE
24. ASSASSINS/HENCHMEN
25. DRAGON LAIRS
26. QUESTS
27. FRIGATE/SEXTANT
28. COORDINATES
29. LANDMARKS
30. OXLEY
31. WALKTHROUGH - STARTING UP
32. WALKTHROUGH - MAMMON
33. WALKTHROUGH - BELLAIL
34. WALKTHROUGH - GERYON
35. WALKTHROUGH - MOLOCH
36. WALKTHROUGH - TIAMAT
37. CREDITS

=====================
INTRODUCTION
=====================
Arrowbridge is a BBS door game, distributed by Red Axe Software.  The game is
freeware and can be played locally or through a BBS.  As of this posting the
game can be downloaded here: http://www.redaxe.com/abr2.htm

The majority of this document was compiled from archived posts by Scott Adams
on FidoNet.  I have cleaned up the information and posted it for posterity's
sake.  I also added walkthroughs for each of the dungeons, based on my own
maps.

The main goal of Arrowbridge is to seek and find the Orb.  The path to this
goal is basically linear.  Once you reach level 8, each level there after
requires you to defeat a specific dungeon to advance further.  The final
dungeon, which you can enter at level 15, contains the orb.  See the Quests
section for more information.

=======================
CHARACTER CLASSES
=======================
There are four classes each with their own advantages and disadvantages.  You
should experiment with each.  Perosnally I have completed the game with the
Ranger, Wizard and thief in that order.  I find the ranger to be the overall
best class.  I could not get a decent Knight made.  But that doesn't mean its
not possible.

Class : KNIGHT
Moves Per Day : standard
Special Abilities -

Strength - A Knight is the strongest character class.  A Knight will inflict
more damage per hit in combat, have a higher maximum health point count, and
will be able to carry more equipment than other classes of similar level and
will defend more effectively.

Powerblow - A Knight will be able to use a special ability called the
Powerblow once every (20-level) combat rounds.  When an enemy is struck with a
Powerblow, double damage will be inflicted.

Army Command - A Knight will receive a 15% bonus on the strength of any army
that they command.

Comments: The strength advantage is nice.  But I could actually do more damage
at times with the ranger.  The powerblow is nice but it will not allow use
every time.  At the highest level (16) you can only use it every 4th turn.  So
if your hurt and you need the powerblow it could be risky using it.  The army
factor is also nice but if you have a large enough army numbers don't mean
much if your outnumbered.  He does good damage with hand to hand combat.  His
range attacks aren't as effective as the others.

Class : THIEF
Moves Per Day : (1+level/20) times that of other classes
Special Abilities -

Concealment - Thieves will not be visible to other players when travelling in
the wilderness unless accompanied by an army.

Perception - Thieves will be able to use their acute sense of perception to
detect most secret passages automatically in dungeons.

Agility - Thieves can avoid projectiles with greater ease and are typically
very difficult to strike.  A thief can also travel far greater distances in a
single day.  Thieves begin combat rounds at greater distances from the enemy
and will often have extra combat rounds.

Backstab - The first attack of a thief will incur in excess of double the
usual damage due to the backstab ability.

Steal - Thieves can steal gold from castle treasuries.  The amount they are
capable of stealing is (level^2)*20 but if funds are insufficient or if the
guards are particularly alert then they will be caught.

Comments: The thief can move alot more than the other classes.  This can give
you a edge over some other players.  The perception is a definite plus.  The
steal is good if you need cash in a hurry but it is dangerous.  If you are
caught you lose it all (the cash you stole) and get a night in jail (can play
tomorrow).  You should always use the formula to steal.  Never go above it and
you will likely not get jailed.

Class : WIZARD
Moves Per Day : standard
Special Abilities -

Magic - Wizards are masters of magic and can cast many powerful spells.  A
high level wizard is a very powerful adversary!  The ability to heal makes a
wizard difficult to defeat.

Comments: The magic is very good if you are high level.   At the start though
you are very weak.  They are no warriors so keep in mind in combat encounters.


Class : RANGER
Moves Per Day : standard
Special Abilities -

Non-offensive magic - Rangers have mastered some of the non-offensive spells
to assist them in their adventures.

Comments: This is the best to play if you wish a cross between a wizard, thief
and warrior.  It has all 3 rolled into one class.

In selecting a class you should determine what goal you wish.  Many players
have more than one character.  This is so they can experiment or help out
their other characters.  For example a thief can map dungeons better and give
the player information for his other characters.  If you wish to just kill
then the knight or ranger is your selection.  If you wish to have a very
powerful high level character later the wizard is your choice.  If you need
money for your other characters, try the thief.  The ranger is the best
overall for multi-purpose.  Don't be discouraged if you go through many
characters.  It will take some time to get used to it all.  The wizard is weak
at start but around level 10 becomes very powerful.  He can raise the dead
(free army) and has powerful magic for both defense and offense.

=======================
LEVELS/EXPERIENCE
=======================
Experience is accumulated by killing monsters that threaten thee or through
army battles.  Thy level will be promoted automatically when thy experience is
sufficient.  However, once level eight is reached, further advancement will
only be granted after completion of a special mission.

The following table shows the experience required for all character classes.

       *   ----------------------------
           Level     Experience
       *   ----------------------------
               1         0
               2         10
               3         60
               4         140
               5         290
               6         550
               7         1020
               8         1860
               9         3360
               10        6040
               11        10840
               12        19440
               13        34840
               14        62390
               15        111710
               16        200000
       *   ----------------------------

=====================
EQUIPMENT
=====================
Encumberance: This is important in the game.  A character can only carry so
much on his person.  Each item has a weight that adds to your  total equipment
weight.  Be careful when you buy items like potions.  Too many potions can add
up and give you 110% encumberance easilly (for example).  This means you walk
VERY slowly and it takes 2 turns instead of 1 turn per move for normal terrain.

             Weight Table
         (Order of ascension)
     Weapon Chart:         Mass (weight)
       Dagger                 1
       Cudgel                 3
       Whip                   4
       Mace                   6
       Short-Sword           12
       Sword                 19
       Morning Star          30
       Battleaxe             31
       Two-Handed Sword      50
     Armour
       Cloth                  4
       Padded Leather         9
       Hardened Leather      12
       Ring mail             15
       Scale mail            22
       Chain mail            33
       Full Plate            50
     Shields
       Wooden                 5
       Small                  8
       Medium                13
       Large                 20
       Dragon                36
       God                   43
     Projectile Weapons
       Sling                  2
       Short Bow              5
       Long Bow              10
       Cross Bow             40
     Other Items
       1000 gold pieces       1
       Torch                  2
       Healing Potion         8
       Gem                    1

Each class you play has a certain limit that they can carry, buy and use in
combat.

       Knight
         Weapon : Two-Handed Sword      Projectile : Crossbow
         Armour : Full Plate            Shield     : God
       Thief
         Weapon : Short-sword           Projectile : Crossbow
         Armour : Ring Mail             Shield     : Small
       Wizard
         Weapon : Mace                  Projectile : Sling
         Armour : Hardened Leather      Shield     : Wooden
       Ranger
         Weapon : Two-Handed Sword      Projectile : Crossbow
         Armour : Full Plate            Shield     : Dragon

As you can see the Knight has no equipment limits.  The thief can get almost
the best sword, moderate armour, best projectile, and a lousy shield.  The
wizard gets only a mace as its best weapon due to its   spells.  The wizard is
very limited as you can see since it has lousy equipment overall making him
prone to die often.  The ranger I belive is the best of the 4 in which he can
have all but the best shield PLUS
he can use offensive spells.  Magical items can go beyond these limits like a
Mace+2 is possible for the wizard.

=====================
EQUIPMENT LOCATIONS
=====================
The best equipment is found in certain cities.

              Item            Location                Cost (Gold)
        Two-Handed Sword: Castle of Arrowbridge     15,000
              Full plate: Castle of Entruscany      15,000
                Crossbow: Town of Oatshire           4,000
              God Shield: Castle of Kraete           9,000

Here is some info on other special items of note:

              Item            Location                Cost (Gold)
                 Sextant: Zentur-Dur                             2,000
                                Frigates: Rondor/Pryton             40,000
                                 Knights: Oxley                        500/ea

You will have to seek these places.  Be warned they are expensive and you
should get the sword, shield, crossbow, then armor in that order.  In the long
run this will help the best strategy.  The crossbow is the most difficult of
all to find.

=====================
MAGIC ITEMS
=====================

Arrowbridge has many magic items in the game.  In order to get these items you
have to be a certain level (level 5 and up typically).  You also have to be
approached by a 'old man'.  This NPC will ask if you wish to pay for
information.  If you pay he will give you clues as to what magic items or
quests you can go after.  Because of this 'old man' you should carry at least
200-500 gold on you at all times in the high levels.

The magic item you get will be dependend on your class.

       Sword +1                - Thief
       Ring Mail +1            - Thief
       Small +1                - Thief
       Mace +1                 - Wizard
       Hardened Leather +1     - Wizard
       Wooden +1               - Qizard
       Two-Handed Sword +1     - Knight
       Full Plate +1           - Knight/Ranger
       Dragon +1               - Ranger
       FireSword               - Ranger/Knight
       Ring of Fire            - Every class

These items will typically increase your protection or damage.

=====================
TOWNS/SITES
=====================

There are MANY sites in Arrowbridge as you explore.  I highly recommend you
map your journey through the game.  The game uses a sector system.  This
system is based on A-H (West to East), and A-H sectors (North to South).  This
gives 8x8 sectors.  Each sector is made up of 60 spaces across (0-59).  So
coordinates of various sites might read F1 H0 or A25 C4.  When you explore
there are two popular methods of mapping.  With the info I give above you can
either capture the maps or graph via graph paper.

If your communications program has a capture buffer you can orgznize your
mapping via this way.  If you have TSRs you could also capture the game
display (map) on the screen itself (not the entire screen).  Then you can bind
them all together.  This is slightly cumbersome however that you have alot of
work to gather them into a jigsaw like puzzle.  Graph paper allows you to plot
your points faster since the info above is known.  You start your point in the
center and go from there denoting trees, roads, etc.  You can make your own
legends.  Mapping will ALSO be benefical for dungeons/graveyards.    As the
dungeons get more difficult they will be EXTREMELY hard to follow since you
might be exploring them in a series of days.  This is why you should map.
Mapping however is NOT required for you to complete the game.  I did no
mapping myself but that is due to my memory.  I can remeber the layout of
where I was previously.  I did make global rough maps based on where cities
were in relation to each other but that was it.

Here is a list of the various main sites in the game.  Each area is made up of
Shires.  A shire can then be subdivided up into castles (the main city),
cities and towns.  The various shires will be harder to play as compared to
some others.  Here are the sites (in no particular order):

Castle of Xandar, Town of Baxton, Entruscany, Town of Woodbury, Castle of
Entruscany, Town of Lilton, City of Glissom, Town of Namir, Xandar Mystic,
Town of Foxland, Town of Zentor-Dur, Rimwolf Inn,  Castle of Arrowbridge, City
of Axbury, Castle of Kraete, Castle of Antibredes, Town of Oatshire, Town of
Farroe, City of Rondor,  City of Pryton, Castle of Philistia, Town of Hexford,
Castle of Bartainia, Bartainian Mystic, City of Braid, Mountain Pass,
Hillside, Town of Cilandar, Town of Darport, Town of Oxley, and the Wizard's
Tower.

There might be more sites but those are the main ones.  As you can see, what
you start out in is the Arrowbridge Shire.  This is the easiest of them all.
You should stay in AB shire until you are at least level 4 or 5.  The next
shire you should visit is Philistia (this is to the South of AB shire).  The
next shires to visit in order of difficulty are:

          Arrowbridge Shire (Start at)
          Philistia   Shire (South of AB)
          Kraete      Shire (East of Philistia)
          Xandar      Shire (West of AB shire, North of Bartainia Shire)
                             Eastern most area of the mainland)
          Bartainia   Shire (South of Xandar, East of Entruscany Shire,
                             West of Philistia Shire)
          Antibredes  Shire (OFF the mainland, south of Entruscany Shire)
          Entruscany  Shire (Western most area of Mainland)

As to what levels you should be at to explore here are my recomendation:

           Arrowbridge Shire - Levels  1-4
           Philistia   Shire - Levels  4-6
           Kraete      Shire - Levels  7-9
           Xandar      Shire - Levels 10-11
           Bartainia   Shire - Levels 11-13
           Antibredes  Shire - Level 13+
           Entruscany  Shire - Level 13+

This by no means means you HAVE to be that.  You should experiment with the
monsters to see if you can handle them.  Some areas have signs which denote
which areas you are entering.  So you know which sites are within each shires
here is a chart:

          Arrowbridge Shire: Castle Arrowbridge, Axbury, Baxton, Arrowbridge

            Graveyard, Mummon Dungeon, Arrowbridge Mystic.
          Philistia Shire: Castle Philistia, Philistia Graveyard, Braid,
            Darport, Foxland, Mountain Pass Inn, Hillside Healer, Bellal
            Dungeon.
          Kraete Shire: Kraete Castle, Cilandar, 4th Dungeon.
          Xandar Shire: Xandar Castle, Zentur-bur, Namir, Glissom, Lilton,
            Xandar Mystic, Xandar Graveyard, Xandar Dungeon.
          Bartainia Shire: Castle Bartainia, Hexford, Rimwolf Inn, Farroe,
            Bartainia Graveyard, Bartainia Mystic, Geryon Dungeon.
          Antibredes Shire: Antibredes Castle, Pryton, Antibredes Dungeon.
          Entruscany Shire: Entruscany Castle, Oatshire, Rondor, Woodbury,
            Entruscany Mystic, Ent. Graveyard, and Ent. Dungeon.
          Special: Oxley is its own shire, Wizard's tower is special and
            Citadel of Asmodeus is in Entruscany technically.

=====================
MONSTERS
=====================

There are many monsters in this game.  Some are simply wimps while others are
real pains.  This doesn't cover all monsters just some.

o Black Orc:  This is a real bad monster that is more annoying than dangerous.
If you are weak or damaged you should run when you encounter these.  They
have a tendency to be in numbers from 1-4 (they used to be in numbers from
1-12 ALWAYS).  They can fire their slings and hit you in numbers.  Once you
get high enough however they will be wimps.

o Kobald, Skeleton:  These also come in numbers usually but not as tough as
the orcs.  Wizards be advised skeletons are undead (hint).

o Goblin: These carry sometimes heavy bow weapons and do more damage than orcs
occasionally.

o Wolf: The thing to note about wolves are they run fast.  They will, once
wounded, run so be in a position you can fire several times before they leave
the screen.

o Cloudspider, Phase spider, Python/Giant Spider: They poison you.

o Golem/Gnomes: Semi powerful with their rocks that can do moderate damage so
be careful.  They sometimes come on even low levels.

o Death Head/curators: They are slightly high in Hit points and thus take
longer to kill.  During this time they may do damage to you.  So if you
encounter them and are hurt you might just be do better avoidng them.

o Gorgon: These tend to be tough and do heavy damage.

o Gargoyle: These tend to come in groups from 4-6.  They do MASSIVE damage so
you should be at least level 7+ to attack them and have plenty of potions.
They give nice experience (45 I belive per). These tend to be in Entruscany
and occasionally in Xandar.

o Barbed Devil/Bearded Devil:  These are slightly tougher than the gargolyes
and do heavy damage.

o Will-O-Wisp:  If you are equiped good you should have no problem with these
but they are cheap heavy experience kills.

o Margoyle: These come typically one per encounter and gives about 76
experience per.

o Dragons: These are tough but they can flee fast so be alert.  The weakest is
probably the cloud dragon which is typically in their lairs.  The others have
strong flame attacks and can do 40-60 damage easilly.  Experiement is the best
way to find out which monsters to attack and others to avoid at times.

=====================
TERRAIN
=====================
There are a few things you should know about terrain.

Open Country - the fastest terrain to cross over.

Road - this allows quick and easy travel also.  You should travel the roads
then occasionally explore the forests on sub trips.  You should use the roads
as a landmark for your exploration.

Path - some forests and mountains have hidden paths.  These might lead to the
Wizard's cabin, a inn, a mystic healer, a graveyard or a dungeon.  So not
everything you see is on the road.  You HAVE to explore in order to find many
hidden sites and such.

Forest - The forest gives you limited sight for exploration so you might wish
to explore the edges first and map them.

Mountains - this terrain will slow you down and takes you two of your tuens
per move compared to the 1 in open country.  You should keep this in mind when
exploring and you are low in turns.  Especially if someone is after you.

Ocean - Once you are high enough for the ocean (level 8+) you will likely go
sailing.  You should be careful of the light blue #s.  These are reefs and
destroy frigates.  What happens?  If you have a frigate with 100k of gold you
will lose ALL of it except 1k and then be adrift on a raft.  You will not die
but just be highly annoyed.

River -  this is a lighter color of blue and you will hopefully be able to
tell the difference between ocean and river and reefs.  Reefs are usually one
or two squares in the middle of a ocean area.  You should explore the rivers
for your mapping as well.  These will ocasionally lead you to hidden areas
hidden by land (due to mountains/hills).

Swamp - Swamps will not harm your ship as you will simply disembark onto it.
It does however take 2 turns per move in it.

Graveyard - this is a graveyard full of treasure and danger.  Before you go
onto the dungeons you should explore the graveyards.  Be warned however they
change EACH time you enter them.  So no two times will they be the same.
There are around 15 different dungeon types.  Here is a hint-in Entruscany
there is a graveyard where there is a HIDDEN wall you walk through.  This is
the only graveyard where a hidden wall exists.  Keep this in mind graveyards
do NOT (except for the above) have hidden walls so don't waste your time
exploring the walls).

Bridge - Some bridges will be submerged in snow or water during some weather.
So keep this in mind if you plan on going across bridges.  You will be stuck
until it clears.

Lava - This is a Red #.  Don't be scared.  You will not die if you walk on it.
As a matter of fact to complete one quest you MUST seek a lava field.

Volcano - You can only see them and not enter the purple square where it is.

Island - some islands are empty while others will have sites so you should
explore all you find.

Dungeon - this is a tougher graveyard.  The monsters and treasure is a lot
higher in quantity and quality.  Here you will have to kill the bad guy before
you can leave.  Some dungeons can give you easilly 100k in  gold and treasure.
The dungeons do NOT change each time you enter them.

Fountain- these are occasinally found while travelling or in underground areas
(dungeons).  They can either heal or poison you so be careful.  A rule of
thumb is if you are only 1 or 2 points below your max hit points don't drink.
Thouse found outside in the wilderness can give you Gems so its worth the risk!

Door - some doors will be locked (the last dungeon is an example) in which
case you need to find the keys (in that dungeon itself hidden).

Coffin - some coffins you find in graveyards/dungones will either reward you
with gold or treasure or a monster.  When the monster or in the case of the
dragon when awoke he will be RIGHT next to you so be careful.

Treasure Chamber/Vault - this is the big find it will reward you with  great
amounts of booty.

Armoury - The white A's will give you weapons.  Some will even give you swords
and two-handed swords free!  Armor and minor items as well.

Golden doors:  These are in dungeons.  If you see a yellow * it is the golden
doors.  Once you pass those doors the big dungeon bad guy is behind the door.
Therefore you should be ready to fight and not be wounded.

Secret Passage - Dungones have these.  They look just like walls but if you go
up to them and hit in that direction you MIGHT walk through them.  If you are
a thief you can see them as a BLACK wall square.  The high dungeons (3rd and
up) have them in quanties from 2 to 30 walls per dungeon.  Thief vision can
spot these pretty easy.

Stairs Up/down: Dungeons again.  Going up and down has no restrictions.

=======================
BANKS
=======================
Many players don't use the bank wisely.  Banks can give you interest and
increase your amounts.  You should store your gold here so you don't lose it.
There is a limit to what you can have so a castle vault is needed at high
levels.  Not every place you go to has a bank so keep this in mind.  You might
while taking notes record which town has potions and which have banks.  This
information will come in hand later when you are in desperate need.  I would
avoid loans.  Once you begin to get loans they can add up over time.

=======================
CASTLES
=======================
When the game starts (reset) many of the castles are unowned.  It is to your
benefit to try to capture these.  You will need to buy an army.  At the start
though no one else has an army so even 1 guard will take a castle.  The
benefits to a castle are:

o Taxes: you can charge taxes and then buy a taxman (100 gold) and you can get
taxes from anyone in that shire it meets.
o Vault: store more gold (but can be stolen from by a thief).
o Free Lodging
o Free healing!
o Cheaper assasins
o A fort for your exploration (center)

Even if you have one you have something the other players do not.  Having more
than one can lead to some GREAT army wars but the booty is nice if a person
has 500k in their castle!  When you win you GAIN that treasury.  ALSO you get
all the cities in that shire that belong to it.  You get free lodging and
healing there. For example if you own  Arrowbridge castle you own the 2 towns
in that shire!

Royal Guard: you get 200 guards FREE if you own AB castle but they only stay
in AB castle when YOU are there.  This is due to you being the Arrowbridge
king.

=======================
GAMBLING
=======================
In earlier versions there was a easy way to gain money.  But now its harder.
Gambling is risky and should only be done if your not hurting for cash.  You
still have a 50/50 chance of winning however.

=======================
POTIONS/HEALING
=======================
Paying a mystic or healer costs unless you own a castle.  You should carry a
few potions at all times.  When you get higher up you should typically carry
around 20-75.  If you go into dungeons you might carry more.  This is also a
factor of what character class you are.

=======================
INNS
=======================
You can pay to sleep in the inn or risk being found in the open.  If you are
found a player can either kill you or take your possessions so consider this
heavilly.

=======================
TAVERNS
=======================
The most common new player mistake is AVOIDING the taverns.  You should ALWAYS
visit the barkeep and get a drink.  This gives you hints, coordinates to
places, and other important info.  When you seek the Magic weapon you HAVE to
follow with this drinking.  Drinking too much however will cuase you to go
blind (not seeing where you go) (around 20 drinks or so).  You should drink
1-5 per place to learn its secrets.  Tipping does well if you pay the basic
price you may not get the good hints tipping 200% sometimes gives more info.
You will have to experiment on how much to tip the barkeep.  The blindness
does wear off after awhile.  You can also hire people here to do various
tasks.  ALSO in one tavern a farmer can let you buy a MULE.  This is very
useful in that it decreases your overall weight (encumberance) by 75% or more.
You REALLY need this for high level dungones so you can carry everything out
with ease.  The mule costs nothing to upkeep either.

=======================
ATTACKING
=======================
Don't forget you have directions like 1,7,9,3 to fire your weapons as well.
You can fire diagonally not just the four basic directions.  This helps on
fleeing monsters.  Many players forget this fact.

=======================
SPELLS
=======================
You can cast spells during combat and as normal.  Some non-combat spells are
protection and perception for example.  Detect traps are another.  These
should be kept in mind when playing a wizard.

Here are the various spells in the game.  A chart will follow as to which
class can use which spell.

     Tag  Spell                 Description
      A   Torchlight   Provides illumination in the darkest of places.
                       This takes the place of Torches (which is costly
                       and takes up weight).  Needed for underground travel.
      B   Cure         Cure thy poison.  This spell may have to be cast
                       several times to totally cure thee when thou art
                       severely poisoned.  This takes the place of potions.
      C   Detect Traps This spell will permit thee to detect traps when
                       opening treasure chests before they are discovered by
                       accident.  Note that there is a 20% chance of failure.

      D   Magic        The main offensive spell of the Wizard.  This spell
          Missile      is cast as a projectile and will damage thine enemy
                       according to thy level. This spell will never miss thy
                       target.
      E   Turn Dead    This spell will cause damage to any undead creature.
                       Note that it is effective only once per encounter.
      F   Strength     Added strength will permit thee to inflict more
                       damage and have a greater chance of penetrating thy
                       enemy's defenses during melee combat.  Missile
                       combat is unaffected by this spell.
      G   Heal         Heal thy wounds.  This spell may have to be cast
                       several times in order to fully heal a seriously
                       wounded adventurer.
      H   Protection   This will increase thine armour and shielding
                       strength, decreasing the chance of an enemy strike
                       against thee.
      I   Enslave      When cast on a Black Orc, the enemy will be
                       transformed into a Rider in thy army. FREE RIDERS!
      J   Perception   This will enable the caster to have an increased
                       perceptive ability, resulting in detection of
                       characters in the wilderness and secret passages in
                       the underworld.
      K   Raise Dead   When cast in a Graveyard during twilight, this
                       necromantic spell will raise several corpses per
                       casting and add them, as guards, to thine army.
                       FREE ARMY making wizard very powerful.
      L   Lightning    Perhaps the most powerful of all combat spells.
                       This spell will project a bolt of lightning causing
                       severe damage to thine enemy.  It does, however,
                       drain thy magic points quickly.

                                                                       Non
     Tag  Spell          Wizard    Ranger  Offensive Defensive Combat Combat
      A   Torchlight       X        X                    X              X
      B   Cure             X        X                    X        X     X
      C   Detect Traps     X        X                    X              X
      D   Magic Missile    X                   X                  X
      E   Turn Dead        X                   X                  X
      F   Strength         X                   X                  X     X
      G   Heal             X        X                    X        X     X
      H   Protection       X                             X
      I   Enslave          X                   X         X        X
      J   Perception       X        X                    X              X
      K   Raise Dead       X                             X              X
      L   Lightning        X                   X                  X

     Tag = This is what is pressed to invoke the spell after the C action.
     X denotes it applies to that column.
     Offensive = used in combat,    defenseive=used to defend yourself
     Combat = used during combat    non combat=used during non-combat times

When your ranger/wizard gains new levels you should ALWAYS view your spell
list to see if you gained any new spells.

=======================
ARRANGING GEAR
=======================
This confuses alot of players.  To arm yourself and use the equipment you buy.
You have to Arrange them (outside a town).  Then you can use them.  If you
see Hands and you have a sword it means its not arranged.

=======================
LOOKING
=======================
Pressing L gives info if there are other players in the area, lairs or
chambers.  You should use L for various areas.  On some quests its required in
order to find for example the Mulgash monster or the Amulets.  This also
spends one turn.

=======================
GEMS
=======================
Gems are NICE items but rare.  As a result you should use them only when you
need to or are lost.  Once it is used it goes away (that gem).  It gives you a
map of the area in a larger screen than the normal play field map.

=======================
ENVIRONMENT
=======================
Seasons - The seasons will change as the year progresses.

Weather - The weather changes hour by hour.  The bridges in the and may be
flooded during stormy weather and nastier monsters may appears the weather
degenerates.  Beware!

Time - The time of day will progress as thou move through the game.  The time
of day depends on the number of moves thou hast made.  Make haste to an Inn
when twilight strikes as sleeping outdoors gives thy enemies a chance to
attack thee. (excerpt from instructions file)

=======================
ARMIES
=======================
If the AB game you are playing is active with high level characters you will
need armies in order to protect yourself and your shires (towns and castles).
You can only buy army members in CERTAIN cities so keep this in mind if you
need reinforcements.  Armies may be purchased from any city (not towns).
There are three types of men that can be purchased and the prices vary
according to the number available.  The equivalent strengths of the type of
men are shown below:

               1 Guard  = 1  Guard
               1 Rider  = 5  Guards \
               1 Knight = 12 Guards /-Registered only

Knight adventurers will automatically receive a +15% bonus on the army
strength due to their ability to command armies.  The benefits of a army allow
protection for your castle and its treasury.  A army will also follow you
around anywhere you go (unless left at the castle).  This allows them to
protect you from other adventurers who might find you.  The army even goes
with you on frigates.

=======================
CASTLE DEFENSE
=======================
Defending a castle has these benefits:

          +10% when defending thy castle
          +10% if thou art sleeping in the castle with thy men

If the KING of Arrowbridge is sleeping in a castle then his personal escort of
200 Royal Knights will be on guard and "The Royal Guard is Posted" message
will be presented when thou enter the castle.

Henchmen: Castles allow you to get assassins alot cheaper and send higher
level assassins than what normal towns can produce.

Castle Army: You should ALWAYS leave money in your castle in order to support
the army in that castle.  It takes 1 gold per man in your army in expenses.
If you don't have enough to cover your men's expenses your army will start
deserting you in groups!

========================
ASSASSINS/HENCHMEN
========================
These are men you can hire to do your dirty deeds.  Once hired and given a
target they will seek this person out.  They will NOT stop until they are dead
or the person is.  This is one way to annoy and kill players.  If you know you
can't kill a person yourself sometimes a henchmen can do extra damage for you
rather than you chase and kill him.  In inter-bbs play a Level 15 henchmen is
sent to a bbs for ALL the players to kill or until its killed.

========================
DRAGON LAIRS
========================
These lairs has one sleeping dragon and alot treasure.  It is easy to come out
with 200k in one go.  But it is DANGEROUS.  You could wake the dragon and you
will have to fight him.  If your not powerful you will likely die.  The dragon
has about 30 Ts (treasure chests) surrounding him.  Here is a hint: Stay at
least 2 Ts from the dragon at all times.  The closer you get (the more greedy)
the chances of waking him are greater.  For example it might be:

               TT
              TTTT
             TTTTTT
            TT111TTT
            TT1D1TTT
             T111TT
              TTTT
               TT

I denote how it would look.  I would avoid the 1's spaces.  I really suggest
you only get about 10k then RUN out of there.  These lairs are random and if
you hit L occasionally in forests or mountains you might find them.  Once you
leave it will disappear.

========================
QUESTS
========================
Once you get to level 8 quests will become the mainstay of the game.  You will
have to complete these to go on.  Before seeking out a dungeon, you  will need
to go to the Wizard Tower location and speak to the wizard Merxon.  To find
the Wizard Tower do the following:

* Start at Castle Arrowbridge
* Head west on the main road
* Take the first south fork, taking the road through the forest
* Continue south, take the bridge over the river, and eventually the road will
reach an east-west fork.  Head east.
* You'll enter the mountains, and another fork.  Head north.
* Follow this road until you're on a section heading east that bends south.
Go north into the mountains from the bend.  Assuming you're in the right
place, there will be a path through the mountains lined by impassible blocks.
This leads you to the wizard tower.

There are two forms of quests magical and dungeons.  The magical quests are
searches for magical items:

                        o Amulet of Strength - increases your strength like the spell
            o Amulet of Protection - like protection spell
            o Magical Armor - See Magic item section
            o Magic Shield  - See Magic Item section
            o Magic Weapon  - See Magic Item Section
            o Ring of Fire  - See Magic Item Section

You will have to be approached by a old man to pay for information on how and
where to get these items.  Some like the magical armor takes THREE items to be
found all over the place to complete.

The dungeons are quests to complete and kill the big bad guy in them in order
to get to the next level.  I'll show what you have to look forward to:

       Duneon #   Bad Guy         Shire              Reward estimated
          1      Mammon         Arrowbridge     50K gold,  5k experience
          2      Bellail        Philistia      100k gold,  4k experience
          3      Geryon         Bartainia      110k gold,  6k experience
          4      Moloch         Kraete         250K gold
          5      Tiamat         Antibredes     200k gold, 10k experience
          6      Baalzebul      Xandar         410k gold,  8k experience
          7      Mephistopheles Entruscany     360k gold, 10k experience
          8      Asmodeus       Citadel!       890k gold, 20k experience

Once you complete a dungeon quest you should seek Merxon for your level raise
and the next mission.  Merxon is the wizard you should see at the point you
get 3360 experience.  He will allow you to enter the Mammon dungeon.
Otherwise you will get this message 'you are not worthy'.  BEWARE once you
enter a dungeon the doors lock.  You can't leave until a) you kill the bad guy
or b) die.  If you die you will have to still do the dungeon to go up.  I
suggest you map the dungeons since they have many areas that twist and wind.
There are huge mazes in some that will confuse you.  Here is a hint before you
logoff for the day - note the direction you were heading in a dungeon
(espceially a maze).  Then the next time you play you can continue.  This is
by far a common mistake of having players get lose and retracking themselves
(wasting days).

Here are some more details on the special quests:

o Amulet of Strength - Generally the first quest.  This one is given by the
old man.  You will have to basically go to the swamp area south-east of Braid
and search (look - hit L or 5) for a few times till it comes up.

o Amulet of Protection - Find Woodbury then go due south till you find a
single open (non-forested) square.  Rest until the time is Sunrise, then use
the Look command until you find the amulet.

o Ring of Fire (5) - This was a new quest added by the author at the last few
versions.  This is a battle you must complete on a lone island.  You can
recharge the ring when you need to in certain places.

o Mule - This is in the town of Lilton.  You must seek the tavern.  Drink a
few times till a person offers you the mule!  It is nice to have since it
saves you alot of encumberance %'s.

o Xorn - This quest is a seek and battle quest.  In this one you must first
get clues from 3 cities.  If you can't figure out the pattern then the final
location is in Rimwolf Inn (G)  But its nice to get all 3 clues.
Cilandar/Darport/Foxland/Rimwolf.

o Magic Weapon - This one I belive was a battle quest in which you had to
battle the Mulgash monster in the swamp of Bartainia.  He only comes out
during stormy weather so keep this in mind.

o Magic Shield - This is a battle quest as well in which you must battle and
defeat a Red Dragon in the lava fields of Antibredes (the field surrounding
the castle).

o Magic Armor - This is the most fun and detailed quest of AB I.  In this
quest you must complete several parts (including a set amount of gold), and
find several items including virgin hair, a ebony Twig.  This one might take a
few days to complete.

Note: in order to reach level 16 you will have to possibly battle Zombre for
this but doesn't occur always.

========================
FRIGATE/SEXTANT
========================
In order to reach certain locations you will need to sail onto the oceans or
rivers in a frigate.  The town of Rondor sells frigate, and is located on the
west side of the main continent along a main road.  You should eventually be
able to find this from just wandering around.

Once you have a frigate, you'll want to head to the town of Zentor-Dur and buy
the sextant.  This allows you to see your latitude/longitude, and thus use the
coordinates listed below to find all of the special locations.  To find
Zentor-Dur, head to the east side of the main continent.  Sail around until
you are due east of the city of Arrowbridge.  Now head south and take the
first river entrance to the west.  Sail down this river and eventually you'll
come to an inlet.  On the north-west side there is a mountain town.  This is
Zentor-Dur.

========================
COORDINATES
========================

  Legend : LAT = Latitude (X Axis) coordinates
           LON = Longitude (Y Axis) coordinates
           Shire = Which shire the site belongs to/is in.
           Code : K = Castle        T = Town           C = City
                  P = Potions here  B = Bank here      G = Graveyard
                  D = Dungeon       M = Mystic Healer  I = Inn here
                  S = Special Site

  Coordinates based on A-H West to East (left to right) Direction (each
  letter is a sector) with A-H North to south.  Each sector is made up of
  60 (0-59) spaces.  Thus the map is 480x480 spaces.

               This list is sorted by Shire of difficulty

    Site           LAT LON     Shire     Code      Notes
  ArrowBridge      C41 F5   Arrowbridge   KB    You start here
  Axbury           D5  E25  Arrowbridge   CB    Can buy initial armies here
  Baxton           B56 E21  Arrowbridge   TP    Important for new players
  Arrowbridge      E6  D48  Arrowbridge   G     500 exp, 1-2K gold per trip
  Arrowbridge      D15 E42  Arrowbridge   M     Heals players
  Mummon Dungeon   D32 E46  Arrowbridge   D     5k exp, 50k gold reward
  Philistia        F45 D46  Philistia     K     Forest Castle
  Phil. Graveyard  F29 F17  Philistia     G     2-4k Gold,1-2k Exp. per trip
  City of Braid    E46 E30  Philistia     CB    Near Amulet Quest
  Darport          G4  E30  Philistia     TP    Tavern can give free army!
  Foxland          D55 D48  Philistia     TP
  Mountain Pass    F21 E54  Philistia     I
  Hillside Healer  F41 F1   Philistia     M
  Bellail Dungeon  E41 E9   Philistia     D     100k gold, 4k Exp.
  Bartainia        F23 C27  Bartainia     K
  Cross-like Swamp E27 C46  Bartainia     S     Mulgash Quest
  Hexford          E40 D13  Bartainia     TP    Buy Riders
  Rimwolf Inn      E14 C40  Bartainia     I     Magic Weapon Quest Clue
  Farroe           E38 B55  Bartainia     TP    Crossbow location Clue
  Bartainia        E6  C20  Bartainia     G
  Bartainia Healer E30 C25  Bartainia     M
  Geryon Dungeon   E8  C9   Bartainia     D     110k gold, 6K Exp reward
  Kraete Castle    D48 F48  Kraete        K
  Moloch dungeon   D25 F48  Kraete        D     250k gold reward
  Cilandar         F18 F40  Kraete        TP    Xorn Quest clue
  Antibredes      F28 A50   Antibredes    K
  Tiamat Dungeon  F39 A14   Antibredes    D     280K+ gold, 10K exp. reward
  Pryton          F0  A43   Antibredes    CPB   Buy Frigates
  Xandar           B52 D14  Xandar        K
  Zentor-Dur       D32 D36  Xandar        TP    Sextant located here!
  Namir            D7  D17  Xandar        TP
  Glissom          E46 D4   Xandar        CB    Buy armies here
  Lilton           C29 C42  Xandar        T     Mule location here (tavern)
  Xandar Mystic    D24 C40  Xandar        M
  Xandar Graveyard D14 C58  Xandar        G
  Baalzebul Dung.  D1  D16  Xandar        D     8k exp, 410K gold reward
  Entruscany       D38 B27  Entruscany    K     Full plate (15k) here
  Oatshire         E16 B58  Entruscany    TP    Crossbows  (4K) here
  Rondor           E48 B4   Entruscany    CPB   Frigates can be bought here
  Woodbury         C53 B59  Entruscany    TP    Special amulet quest near
  Entrus.  Mystic  C52 B36  Entruscany    M     Armor Quest here
  Entrus.  Grave.  D4  B24  Entruscany    G     3,400 exp, 8k gold reward
  Ocean Dungeon    B51 B34  Entruscany    D     10K exp, 360k gold reward
  Oxley            A24 H40  Oxley         TP    Knights, TWIG here
  Asmodeus Citadel H25 A55  Entruscany  Citadel 890K gold, 20K Exp reward
  Wizard's Tower   F1  F25  Special      Tower  Get Missions here
  Ring Quest       A0  A0   Special     Special Ring quest can be found here

========================
LANDMARKS
========================
If your not sure of site landmarks this might help you out. I give points (if
road) directions from that site which it goes to. This by far is not the
complete landmarks that are possible but are used to give a general area for
locating.  If you need specific information seek the Sextant!

     Site               Landmark/Notes (If any)
  ArrowBridge       Starting location - no need to clarify
  Axbury            On Road can be found by going west from AB Castle then
                    south road that forks down.  Road north goes through
                    forest from Axbury, road south leads into Philistia.
  Baxton            NorthWest of AB castle, on road, on shore of North area
                    of the mainland.  Could go NW from AB castle quicker.
  AB Graveyard      On road south west of AB castle end of road.
  AB Mystic         SW on forest path from AB graveyard
  Mumman Dungeon    1st dungeon, 3 spaces left of AB Graveyard then DUE
                    south - Middle of clearing in the forest
  Philistia Castle  In forest (deep), On road - North goes to foxland,
                    East goes to mountains/fork up to AB shire.  East of
                    here is the Krate/Philistia Mountains.
  Phil. Graveyard   On shoreline, to find enter Phil/Krate Mountain chain,
                    Deep in hills, on the road that goes south in Mts.
  City of Braid     Near swamps, Port, On river, Near bridge, take road
                    due south of Axbury to find.
  Town of Darport   Port, Due south of Mountain pass inn almost, South of
                    Philistia Forest but on the shorline outside the forest.
  Town of Foxland   Near shorline, on Road - (West to Bartainia Shire
                    South road leads Philistia Castle.  Located near secret
                    Mountain/hill pass that conects Philistia/AB shires.
                    Go north of Foxland to find the pass and bridge!
  Mountain Pass Inn On road -East to philistia mts., West road to
                    Philistia Castle/Braid road
  Hillside Healer   In Phil/Kraete Mts. near Tower, SW of Phil. Graveyard
  Bellail Dungeon   in mts, West of Braid, SE of Foxland, penisuala
                    surrounded by river on 3 sides.  There are two secret
                    walls in this dungeon only.
  Bartainia Castle  On road -West road to Entruscany shire, East road leads
                    to Hexford.
  Cross-like Swamp  In Deep Bartainia Forest, south east of Rimwolf inn
                    almost.  The swamp is in the middle of a open area in
                    the forest.  Position yourself in the center.
  Hexford           Port, On road -West to Bartainia Castle, Nort to Glissom
  Bart. Graveyard   South of glissum, In mts. Near rimwolf inn
  Rimwolf Inn       Inn, South of glissom, In Bartainia Mts., when you reach
                    the southern tip of the mts where they meet the forest
                    search the mountain edge.
  Farroe            Middle of Open country, south West of Glissom
                    Can get to by boat or by a small mountain opening in
                    the northern edge of the mountain chain (Bartainia).
  Bartainia Mystic  Almost south of graveyard, in middle of forest, follow
                    a forest path to get there in the Bartainia Forest.
  Geryon Dungeon    In Bartainia Mts. near Rimwolf inn, follow mt. passes
  Kraete Castle     Port, On road -South to Cilandor
  Moloch Dungeon    Isloated, Hills, ISLAND north of Kraete Upper tip
  Cilandar          Port, on Road -West to Phil./Krate Mts, Tower, North
                    to Krate castle.
  Antibredes Castle On island, on Road, in middle of Lava Fields
                    Road north to Pryton.
  Tiamat Dungeon    On small island in middle of Hill/mountains west of
                    main Antibredes island.
  City of Pryton    Same island as Antibredes Castle, road south to Castle
  Xandar Castle     Port, North of the contient, on road near swamps
                    Near Lilton (Lilton to the SW), Road south leads to
                    fork which goes east (AB Shire), south (Bartainia Shire)
  Zentor-Dur        In hills, isolated, frigate to get there, BRAID river
                    Go NW of Braid, this is near the bridge you cross over
                    near the secret mountain passage near foxland!
  Namir             South of Xandor Dungeon on island in Xandarian River
  Glissom           On road - East road-AB/Xandor shires, West road-
                    Entruscany shire, South-Philistia/Bartainia shire.
  Lilton            Port, open country SW of Xandor Castle.  Follow the
                    coastline from Xandar Castle can't miss it.
                    On the western most edge of the mainland.
  Xandor Mystic     On road SE of Lilton, South-west(sorta) of Xandar Castle
                    near Xandar graveyard.
  Xandar Graveyard  In swamp north of Glissom, near road at Xandar mystic
  Xandar Dungeon    On island in Xandarian River.  Search the river good.
  Entruscany Castle Middle of Entruscany Forest, on road - South to Rondor
                    East road leads to Bartainia Shire (Glissom), North
                    of Castle (sorta) is Woodbury.
  Oatshire          Isolated, South of Entruscany Mts. near river,
                    in open land area
  Rondor            Port, On road - 2 way (East from Bartainia shire -
                    North road leads to Entruscany Castle.  South of Rondor
                    are the Antibredes island chain.
  Woodbury          In DEEP forest, North of Entruscany castle, DUE East of
                    either Entruscany Mystic or Graveyard (Evil grin)
  Entruscany Grav.  Open country, North west of castle/forest
  Entrus.  Mystic   Near Graveyard, North West of castle/Forest
  Ocean Dungeon     Dungeon surrouned by reef on an island.
  Oxley             On an island surrounded by reef, one way in
  Citadel of Asmodeus On island surrounded by reefs in mts. and hills.
  Wizard's Tower    Deep in philistia/Krate hill pass, Between Graveyard
                    and cilandar locations.  North of the hills.

===========================
OXLEY
===========================
The best armies (Knights) are found in Oxley, so you'll probably want to go
there at some point.  Oxley is on a island North East of the mainland and
Arrobridge Shire.  If you have the sextant, you shouldn't have too much
trouble finding it in the open ocean using the coordinates.  Otherwise, do the
following.  Position your boat north of Baxton Due north.  Then travel due
north about 92 spaces.  Then go due east.  Can't miss the island.  You should
travel about 180 spaces then slow down.  Twenty more spaces to the right and
you might hit a reef of the island so slow down.

===========================
WALKTHROUGH - STARTING UP
===========================
The first thing is selecting your class.  You should determine what is your
ultimate goal.  Do you seek power, money, or to support your other characters?
If you seek power all but the thief would be a good choice.  The wizard will
grow in power as he increases over level 8 or so.  If you want money the thief
can steal.  The wizard is very weak at first but grows in power.  Both the
wizard and knight will probably die quickly until they get a certain point
(5+).  The thief will average out over time while the ranger if done well
never dies early.  This doesn't mean it won't happen but this is my personal
experience.  Once you select a class you will need to buy equipment.  Don't
worry you don't have that much gold at this point so don't panic.  We will fix
this situation in a hurry.  Buy armor and a weapon.  The peojectile and shield
is optional at this point.  However, if your the ranger a sling might be good
since he specializes in projectile weapons over melee weapons.  You should
look around AB castle to get used to the menus and various areas.  You might
save 5 gold to drink in the Tavern.  You should look at the rankings in the
library to see what your up against.  I suggest reading the instructions while
your in there as well.  The stores of towns and castles change what you can
buy so be careful of this per town/castle.

Then you should exit the castle.  Hit A before you do anything to equip your
new possessions.  You can only equip weapons, armor, shields and projectiles.
The other items like torches and such you can't equip though you can use them.

You can go directly exploring the area or treasure seeking.  I suggest you
travel the road a few rounds to get your bearings.  Here is what is in
Arrowbridge for your information:

*  Arrowbridge Castle - crossroad of the two roads.   No potions but has a
bank.

*  Axbury City - This city is where you can buy some guards to form your army.
To find this go west on the road from the castle.  You should get to a point
it diverts south.  Take the southern road and you will come on this city on
the forest edge.  Can't buy potions but has a Bank.

*  Baxton Town - This is a vital town when you start out because here is where
you can find potions.  They are costly but it will be worth if you are
carrying lots of gold.  There is no bank here so carry cash to this town.  To
get to this town head West on the road from the castle and when the road goes
up/north head up that road and you will find it on the shoreline.  You could
also go NW (almost due NW) of the castle as a shortcut.

You might go get a potion or two first if you have the cash.  Or buy a guard
or two to get the AB castle.  Once you get the castle (assuming you want it)
you get FREE HEALING AND LODGING!  If you seek treasure seek the Graveyard in
every shire.  This graveyard is small enough to not get lost in.  The AB
graveyard yields around 500 experience and 1-2k PER trip in.  So its a quick
way to gain in both areas.  I suggest you go here within your first few days.
To find the AB graveyard follow the road that leads south of the AB castle.
You will eventually end up at a G this denotes a graveyard.  Go over the G and
hit L a few times until you are able to find a chamber.  Once you leave you
can then go and buy more items or bank your cash.  If you need to heal fast
and can't make it to the AB cities/towns there is a AB mystic.  To find this
mystic go west from the AB graveyard following the forest path then south you
will find it.  You will still have to pay for healing however (unless your the
king).  You can repeat the graveyard as many times as you wish since its not
like a dungeon (once in must complete).

Keep this cycle up until you are around level 4 or 5 then you might start
leaving AB castle.  Don't forget to keep drinking to learn of the barkeeps
limited secrets and hints.  I suggest once you get to this point head south to
philistia shire.  If you want to take the road south of Axbury this will lead
you into the shire.  Its a long jaunt but you will get there.

Once you get 3360 experience points you will need to seek the Wizard's Tower.
I won't say exactly where it is but look in the mountains between Philistia
and Kraete shires.  You should go there to get permission to enter the Mammon
dungeon.  Once you get this permission hurry up to AB shire again.  If you
haven't found the dungeon during your exploration I will tell you where it is.
It's in a clearing in the forest below the AB graveyard.  Go 3 spaces west of
the Graveyard then due south can't miss it.  It is in a clearing in the
forest.  Once you complete this dungeon you will get around 50,000 in gold and
5,000 in experience.  This is a fairly simple dungeon with no secret areas.
You should have around 30 torches and around 20 potions going in.  Depending
on if your a wizard or ranger (with the torch spell).  Once you complete this
dungeon you should go back to the Wizard's tower to get your Raise up to level
9 and your next mission.

======================
WALKTHROUGH - MAMMON
======================
Use the coordinates to find this dungeon.  This one is pretty
straight-forward.  There are no secret passages, so just wander around until
you find the golden door.

=======================
WALKTHROUGH - BELLAIL
=======================
Merxon has the courtesy to warn you that this dungeon has secret passages.  At
some point in the dungeon there will be a passage (3 squares wide I believe)
that leads south and comes to a dead end.  The middle square of the south wall
is the secret passage leading to the boss.

=======================
WALKTHROUGH - GERYON
=======================
This dungeon can be a pain to get to.  Get a boat, and head to the south side
of the main continent.  You'll need to find a particular river entrance along
the south coast, and head up it until you reach an inlet surrounded by
mountains.  Use the coordinates to guide you.  Once inside, you'll once again
be searching for a secret passage.  Here is the quickest route to reach it:

* Head south in the main coordior, skipping the first passage going west.
* Take the second passage going west.  This jogs to the south a bit, and then
leads to a door in the west wall.  Go through it.
* This room has a door in the south wall.  Go through.
* Head west and go through another door.
* You'll be in a small room.  Continue through the west door.
* Now you've entered a long cooridor.  Head south for a while until you reach
the end.
* Take the door to the east just before the end of the cooridor.  This takes
you into a small room.  Continue on through the east door.
* This room contains the secret passage leading to the boss.  It is along the
south wall.

Note that there is a good amount of other treasure in this dungeon, so it
might be worth doing some additional exploration.

=======================
WALKTHROUGH - MOLOCH
=======================
This dungeon is located on a small island, and is easily found using the
coordinates.  Head south-east from Arrowbridge in your frigate and you'll be
there shortly.

Once inside the dungeon you'll be in a large hall.  Head directly south until
you run into a fountain on the south wall.  Move one square east of this
fountain and then south into a secret passage.  From here there are three
paths you could take.  West, east, or south.  Jog one square west and take the
south path.  This leads you into a winding, linear maze that eventually leads
to the boss.  Note that you will encounter a dead end at one point, but there
is a secret passage in the east wall that lets you continue on.

=======================
WALKTHROUGH - TIAMAT
=======================
The dungeon of Tiamat is located on a small, mountainous island not too far
west of the castle Antibredes.  Sail towards the coordinates and you should
have no problem finding it.

This dungeon is once again renowned for its secret passages according to the
wizard.  And he's not kidding.  In this one you'll find secret passages
within secret passages, which is the new trick to get you lost.  You'll see
what I mean shortly.

In the first room of the dungeon, there are 3 secret passages along the 8 tile
southern wall.  Head south into the western-most passage, into a narrow
hallway.  Continue south until you hit the wall.  Jog two tiles east.  Now
head south until you reach a wall.  This wall is a secret passage, so go
through it and continue south.  After 2 tiles, you'll see a fork splitting
south and east.  South is a dead end, so go east and immediately turn south
(your only option).  Once you hit the wall going south, head west.  At the
next fork, go north and then continue west.  As you go west, start testing the
northern walls.  Eventually you'll find a secret passage.  This passage is 3
tiles long going north, and opens into a room to the north.  You don't want
to go into that room though.  In the middle of the secret passage, there is
actually another secret passage heading east.  This is the correct path, and
it takes you into another short, narrow hallway.  The eastern-most tile is
another secret passage.  Once you're in this passage, go north into another
secret passage, and north again to enter a small room.  In the room, head
immediately east to the corner of the room, and go south into a secret
passage.  Head east to the end of this small hallway.  If you go east, you
will again be in a 3-tile long secret passage.  Instead of going through to
the east, stop in the middle and head north.  You'll be in a small room,
and the golden doorway is at the north end.  Step through to battle Tiamat,
and the rights to level 13.

=====================
CREDITS
=====================
Thanks to Scott Adams, the Fidonet Arrowbridge Echo Moderator, who created the
majority of this content.