Might and Magic FAQ version 2.2.0
Copyright 2000-2005 by Andrew Schultz
[email protected]
Might and Magic II is copyright 1988 New World Computing. I am not
associated with them in any way. Rather, this is a part of my efforts
to help preserve the memory of some great old games.
This version may not be redistributed for profit in any way without my
consent. Although I appreciate the publicity, this took a *lot* of time so
please request permission to post this politely and refer to me by
name(don't, like, depersonalize me, man :) ) in doing so. Thanks!
Any feedback can be sent to
[email protected]
My home page is at:
http://www.geocities.com/SoHo/Exhibit/2762/
My games page is at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Might and Magic II page is at:
http://www.geocities.com/SoHo/Exhibit/2762/mm2/main.htm
The maps should be revamped very soon.
================================
OUTLINE
1. INTRODUCTION
1-1. THE GAME ITSELF AND THE SERIES
1-2. APPLE VERSION, RUNNING
1-3. PC VERSION, RUNNING
1-4. SHORTHAND IN THIS GUIDE
2. CONTROLS AND METRICS
2-1. WHAT TO LEARN
2-2. BACKING UP TRICK
2-3. DISK SWAPPING TRICK
2-4. BEST SETTINGS
2-5. ATTRIBUTES VS. SPELL AND HIT POINTS
3. STRATEGY AND COMMERCE
3-1. WHAT SORT OF PARTY?
3-2. SPELLS
3-2-1. LAUNDRY LIST
3-2-2. WHERE TO GET THEM
3-2-2-1. CLERICAL
3-2-2-2. SORCERERS
3-2-3. WHAT YOU'LL USE
3-2-3-1. CLERICS
3-2-3-2. SORCERERS
3-3. SKILLS
3-3-1. WHERE TO FIND THEM
3-3-2. WHAT THEY DO
3-3-3. WHICH TO USE
3-4. HIRELINGS
3-4-1. OVERVIEW TABLE
3-4-2. WHERE TO FIND THEM
3-4-3. WHO TO USE AND WHEN
3-5. GROSS CHEATS
3-6. SHOP COMPARISONS
3-7. ITEM LISTS
3-8. MONSTER LISTS(AND MONSTERS I HATE)
3-9. LEVEL LISTS
3-10. AT THE BAR
3-10-1. ENTREES AND WHAT THEY DO
3-10-2. TIPS
3-10-3. DRINKING (SUB) GAME
4. DETAILED WALKTHROUGH
4-1. MIDDLEGATE
4-2. AND UNDER AND BACK AND SO ON...
4-3. SANDSOBAR
4-4. TUNDARA
4-4-1. TUNDARA: A DISHONEST ASIDE
4-5. VULCANIA
4-6. ATLANTIUM
4-7. ATTRIBUTE FISHING EXPEDITIONS, PLUS SOME GOLD
4-7-1. VULCANIA CAVERN: ENDURANCE
4-7-2. DRUIDS CAVE: MIGHT
4-7-3. ATLANTIUM CAVERN: INTELLIGENCE
4-7-4. NOMADIC RIFT: SPEED
4-7-5. B1 CAVERN: PERSONALITY
4-7-6. DAWN'S MIST BOG: LUCK
4-7-7. PINEHURST LEVEL 2: ACCURACY
4-7-8. MEENU'S GOLD
4-8. THE TRIPLE CROWN PROCESSIONS
4-9. FUN WAYS TO GET GOLD AND ITEMS
4-9-1. THE ATLANTIUM/A4 FOUNTAIN
4-9-2. THE GEMMAKER'S CAVE
4-9-3. PREFERRED QUESTS
4-9-4. SINGLE COMBATS--FAIR AND UNFAIR
4-9-5. DRAGON'S DOMINION
4-10. IMPROVEMENTS, PART TWO
4-11. THE CLASS QUESTS
5. WALKTHROUGH ROUGH OUTLINE
6. CLASS SPECIFIC QUEST DETAILS
6-1. ARCHER
6-2. BARBARIAN
6-3. CLERIC
6-4. KNIGHT
6-5. NINJA
6-6. PALADIN
6-7. SORCERER
7. MISCELLANEOUS QUESTS
7-1. NONVIOLENT
7-2. LORDS' QUESTS
7-3. THE CIRCUS
8. TOWNS AND BELOW
8-1. ATLANTIUM
8-2. ATLANTIUM DUNGEON
8-3. MIDDLEGATE
8-4. MIDDLEGATE DUNGEON
8-5. SANDSOBAR
8-6. SANDSOBAR DUNGEON
8-7. TUNDARA
8-8. TUNDARA DUNGEON
8-9. VULCANIA
8-10. VULCANIA DUNGEON
9. DUNGEONS
9-1. CASTLE OF EVIL
9-2. CASTLE OF GOOD
9-3. CORAK'S CAVE
9-4. DAWN'S MIST BOG
9-5. DRAGON'S DOMINION
9-6. DRUIDS' CAVE
9-7. FROST DRAGON'S CAVE
9-8. GEMMAKER'S CAVE
9-9. ICE CAVERNS
9-10. MURRAY'S CAVE
9-11. NOMADIC RIFT
9-12. SARAKIN'S MINE
9-13. SQUARE LAKE
9-14. XABRAN
10. CASTLES AND BELOW
10-1-1. HILLSTONE
10-1-2. HILLSTONE DUNGEON LEVEL 1
10-1-3. HILLSTONE DUNGEON LEVEL 2
10-2-1. LUXUS
10-2-2. LUXUS DUNGEON LEVEL 1
10-2-3. LUXUS DUNGEON LEVEL 2
10-3-1. PINEHURST
10-3-2. PINEHURST DUNGEON LEVEL 1
10-3-3. PINEHURST DUNGEON LEVEL 2
10-4-1. WOODHAVEN
10-4-2. WOODHAVEN DUNGEON LEVEL 1
10-4-3. WOODHAVEN DUNGEON LEVEL 2
11. OUTSIDE AND ELEMENTAL PLANES
11-1-1. A1
11-1-2. A2
11-1-3. A3
11-1-4. A4
11-2-1. B1
11-2-2. B2
11-2-3. B3
11-2-4. B4
11-3-1. C1
11-3-2. C2
11-3-3. C3
11-3-4. C4
11-4-1. D1
11-4-2. D2
11-4-3. D3
11-4-4. D4
11-5-1. E1
11-5-2. E2
11-5-3. E3
11-5-4. E4
11-6. ELEMENTAL PLANES
11-6-1. AIR
11-6-2. EARTH
11-6-3. FIRE
11-6-4. WATER
12. HEX CHEATS(APPLE)
13. APPLE VS PC NOTES, ETC.
13-1. APPLE DISK FORMAT
13-2. APPLE BUGS
13-3. PC BUGS
13-4. MM1/MM2 LINKS IN THE STORY
13-5. NON-ORC JOKES
14. VERSIONS
15. CREDITS
================================
1. INTRODUCTION
1-1. THE GAME ITSELF AND THE SERIES
Might and Magic began inauspiciously on the Apple IIe. It wasn't really a
very good game. A bit less dull than Wizardry and decidedly bigger and more
forgiving, new players still found it hard to get a handle. People moved
about in 3-d view in a bunch of 16x16 dungeons and really didn't know what
the ultimate object was. Surely they didn't realize there were lots of ways
to flat out trap themselves. The final solution was unsatisfying, the puzzles
were obscure, and there were far too many ways to get killed. Plus there just
weren't enough hints.
But Might and Magic II was a different story. It followed the same formula: 5
towns, with dungeons, several castles, and a bunch of sub-quests. But here
the sub-quests led to the bigger ones. Diligent exploration of a cavern gave
valuable hints. And you had many ways to improve. Maybe too many--each time I
play I find a new way to cheat. But there were more interesting items and
puzzles, and castles had multiple levels. Also the game had a symmetrical
theme based on the four elements: one town for each, based in one corner of
the world. The game was also politer--less beeping and more explanation. And
the humor bit even worked this time!
This guide will attempt to acquaint the player with various levels of
cheating in order to solve the game. It will also diagram towns, item lists,
and dungeons in detail, including the hellish lower levels of castle
dungeons. It's inspired by Kelly Flewin's well organized script guides, but I
wanted to give an idea of what the dialogues were for and just a general idea
of which places were worth bothering with for someone who wanted to zip
through the game. Or for someone who liked this game and wanted to know
everything...did they need to bother with dungeon X?
1-2. APPLE VERSION, RUNNING
I recommend the AppleWin emulator by Tom Charlesworth even over any PC
versions. The emulator's fantastic and with recently added save states you
can save your position, technically, outside the inns in town. Then go to
ftp://ftp.apple.asimov.net/pub/images/games/rpg and download the .nib.gz
files. You should be able to find a gunzip utility--the ancient ones require
you to rename the files to mm2b.gz, and then you have to rename mm2b to
mm2b.nib, but once you've done that you can back up the files(just in case)
and be off and running. You can set the game to go fast and even ignore the
usual disk coughing that indicated how slow the Apple was.
1-3. PC VERSION, RUNNING
You can probably buy an early MM collection on eBay, and yeah, I bet there
are pirated versions on the net. But pirated or not, you'll find
dosbox(
http://dosbox.sourceforge.net) a useful wrapper over which to run MM2.
Just go to the directory where MM2.EXE is and run that. Now you can play
without a full screen and have this helpful walkthrough in one window and the
game in the other!
1-4. SHORTHAND IN THIS GUIDE
MM1=Might and Magic I
MM2(or MM][ or MMII)=Might and Magic II
Kt, Pa, Ar, Cl, Ro, So, Ni, Ba: Shorthand for the classes.
Knight, Paladin, Archer, Cleric, Robber, Sorceror, Ninja, Barbarian.
M/F: Male/Female
G/N/E: Good/neutral/evil
Mig/Int/Per/End/Spe/Acc/Luc: Shorthand for rolled attributes.
Might, Intelligence, Personality, Endurance, Speed, Accuracy, Luck
HP, SP=hit points, spell points.
FAQ = Frequently Asked Questions :).
1N 2E 3S 4W = 1 north 2 east 3 south 4 west. I'll often put these in
instructions.
2. CONTROLS AND METRICS
2-1. WHAT TO LEARN
ctrl-A is critical during the game for easy battles you know you can plow
through. On the Apple emulator you can crank up the speed.
Pushing C from the main screen doesn't cast a spell--you need to push the
player number for that. However you should set the delay to 0 and the
adventure type to inconspicuous or you will wind up fighting groups of 60
orcs, which flee when you approach. Time wasting.
2-2. BACKING UP TRICK
Often events in MM2 only occur if you are facing a certain way. The game
anticipates that you'll be going forward and you will turn. But if you back
up and turn, you avoid the direction-based event. One simple example of this
is if you follow the path to the stairs down to the Middlegate dungeon.
Retreat to the square where you would descend. Nothing happens until you turn
around. This later caused me to miss some Yellow and Red messages, so it is
double-edged. It also doesn't help you avoid general encounters, but if
there's something special to be said or a Y/N that causes you to get into
combat or retreat, you can bypass that.
2-3. DISK SWAPPING TRICK
This trick is based on the fact that the game assigns each player a slot.
Let's say that you have a party in slots 1-6 and you make a backup disk B of
disk A. Create a new player on disk A and he will go in slot 7. Give him an
item and disperse your party, except for him, at an inn on disk A. Now leave
the inn, switch disk A for disk B, and re-enter the inn. You'll see your old
party, with the items they gave to #7. The game will only have saved #7 on
disk B. It has saved the old characters without items on disk A, but you can
replace them by switching items from 7 to 1-6 and saving to disk B, removing
7 from the party, exiting, replacing disk B with disk A, and reentering.
You can use this trick to beef up your gold or gems as well as to duplicate
hard to find, valuable items.
2-4. BEST SETTINGS
2-5. ATTRIBUTES VS. SPELL POINTS AND HIT POINTS
Rolled stats:might, intelligence, personality, speed, endurance, accuracy,
luck
We will only discuss intelligence, personality, speed, and endurance here.
Attrubite value |INT/PER: |SPD: |END: |
|Spell points/level|AC Bonus|HP Bonus|
----------------+------------------+--------+--------+
11-12 | 3 | 0 | 0 |
13-14 | 4 | 1 | 1 |
15-16 | 5 | 2 | 2 |
17-18 | 6 | 3 | 3 |
19-21 | 7 | 4 | 4 |
22-25 | 8 | 5 | 5 |
26-29 | 9 | 6 | 6 |
30-44 | 10 | 7 | 7 |
45-59 | 11 | 8 | 8 |
60-74 | 12 | 9 | 9 |
75-89 | 13 | 10 | 10 |
90-104 | 14 | 11 | 11 |
105-119 | 15 | 12 | 12 |
120-134 | 16 | 13 | 13 |
135-149 | 17 | 14 | 14 |
150-174 | 18 | 15 | 15 |
175-199 | 19 | 16 | 16 |
200-224 | 20 | 17 | 17 |
225-249 | 21 | 18 | 18 |
----------------+------------------+--------+--------+
Note that if you have someone with 13 intelligence and you make him a
sorcerer and half orc you can get 11-12. It's a dumb thing to do, but there
you go. The game also records negative speed/endurance bonuses.
From 60 up was determined through save states and comparing speed/armor class
or intelligence/spell points. It jibes with totals in Might and Magic III.
Similar spell point formulas work for archers and paladins, too, only just
after they
are promoted, max points = points per level * (level - 6). Looks like a bug
but makes sense, since fighter/spellcasters start late. (That was how MM1
calculated it too.)
You'll want to put high priority on finding an item that can raise your
intelligence/personality. If you raise your endurance, you can get a few hit
points next time you gain a level. Since spell points are a DIRECT MULTIPLE
of your level and another factor, one item can make your spellcaster quite a
bit more powerful. There's also a place in the
Here is the max. hit points/level for classes, if their endurance is 11-12(no
bonus):
Knights 12
Paladins 10
Archers 10
Clerics 8
Sorcerors 6
Robbers 8
Barbarians 15
Ninjas 10
So a sorceror with endurance 20 would be capable of 6(basic)+4(bonus)=10
points per level if he trained at Atlantium. By the way, it's a good idea to
do so ASAP. I've pushed for level 5 but level 9 is still pretty good. Just
use teleports and cross your fingers.
Also, robbers start out with 30% thieving, and ninjas start out with 10%.
They each gain a percentage point of ability per level, although 100%
thieving doesn't guarantee that you'll be safe against a chest trap. Not even
the maximum 255% does that.
For other statistics: extra attacks are determined as follows.
(level)/x where x is a number dependent on class
4 - Knight, Paladin, Barbarian
5 - Archer, Robber, Ninja
7 - Cleric
10- Sorcerer
3. STRATEGY
3-1. WHAT SORT OF PARTY?
I find the two new sorts of classes pretty much useless. Alignment and gender
don't matter much either, with the exception that you may want, for
expediency, your paladin and cleric and sorcerer to be the same gender. That
is because the square where they get their personality bonus teleports you if
you are not unisex. And it's easier to get there with a sorcerer.
Still the best way to go about creating characters is to have as many as
possible at 19. I actually recommend against starting with an attribute of
20+, because it's possible to improve an attribute 10 at a time up to a
maximum of 59. If someone starts with 20, they wind up with 50. With a score
of 59, you can make a character a hero and get a stat to 60, which gets an
extra bonus point.
For starters, everyone should have good speed, because that lets them strike
first. Good endurance is also nice, but not necessary if you use the
endurance cheat early and often. But it makes things much easier at the
beginning. Might and accuracy are nice for fighting types, but I really
recommend 19 personality for clerics/paladins and 19 intelligence for
archers/sorcerers. You can do this by getting 19 initially or getting 18 and
a raise.
You don't even have to be terribly lucky for this. Just note that races can
lower stats for some of your initial character's rolls and raise others. And
also make liberal use of exchanging to flip stats if one is abnormally low.
For instance, clerics and paladins don't need intelligence. That also means a
good race for a paladin might be one that loses intelligence. Archers and
sorcerers don't need personality. Spellcasting types don't need might and
accuracy so much, but it seems everyone can use luck.
Character races affect the final attributes as well. There are some signs
that say "no humans" or "elves only" so you can't really explore everywhere
with any party. Humans can be pretty much anything but if you want some
variety I've listed good matches below. Note that the net stat change is zero
except for Half-Orcs, who would not make good magic users but would be good
fighters.
1. Humans: no change
2. Elves: Str- Int+ End- Acc+ (good sorcerers/archers)
3. Dwarves: Int- End+ Spe- Luc+ (good paladin/cleric)
4. Gnomes: Spe- Acc- Luc++
5. Half-Orcs: Str+ Int- Per- End+ Luc-(good
knights/barbarians/ninjas/robbers)
My order generally is
1. Kni 2. Pal 3. Arc 4. Cle 5. Rob 6. Sor
Why? Because the knight and paladin have the most protection. The archer can
fire away when your first two are engaged. The robber and sorcerer have
missile capability, too, but the cleric does not. So you'll want the cleric,
who also has good armor, to fight up front. It's one more weapon when you're
short on magic. Although if you have a tough fight you may want to kick the
cleric to the back to cast heal spells.
3-2. SPELLS
There are two types of spells in MM2: cleric and sorcerer. Each spell has a
pure caster class and a fighter-magic user class.
In general, "true" magic users like clerics and sorcerors gain spell
level x when they reach level 2x-1.
Fighter-magic users(paladins and archers) gain spell level x at level
2x+5. Fighter-magic users can only get to spell level 7 naturally but
there's a fountain that can boost them to 9.
3-2-1. LAUNDRY LIST
Clerical
1-1 apparition, ??, 1 SP
1-2 awaken, remove sleep, 1 SP
1-3 bless, +accuracy, 1 SP(opposite of sprites)
1-4 first aid, +8 HP, 1 SP
1-5 light, +1 light, 1 SP
1-6 power cure, +1-10/lev, 1SP/lev+1gem
1-7 turn undead, kills undead, 1 SP
2-1 cure wounds, +15HP, 2SP
2-2 heroism, +6exp, 2SP+1gem
2-3 nature's gate, teleport, 2SP
2-4 pain, 2-16, 2SP
2-5 protection from elements, 20%+#levels, 2SP+1gem
(vs fear cold fire poison acid electricity)
2-6 silence, 4monsters+1/level, 2SP
2-7 weaken, 10monsters do 1/2damage, 2SP+1gem
3-1 cold ray, 25 damage/5monsters in back, 3SP+2gem
3-2 create food, +8food, 3SP+2gem
3-3 cure poison, 1char, 3SP
3-4 immobilize, 5 monsters, 3SP
3-5 lasting light, 20 light, 3SP
3-6 walk on water, [sea or river], 3SP+2gem
4-1 acid spray, 3 monsters 6-60 in back, 4SP+3gem
4-2 air transmutation, enter Plane/Air, 4SP+3gem
4-3 cure disease, 1 char, 4SP
4-4 restore alignment, 1 char, 4SP+3gem
4-5 surface, party, 4SP
4-6 holy bonus, +1dmg/2lvl, 4SP+3gem
5-1 air encasement, 10 dmg/r on 1 monster, 5SP+5gem
5-2 deadly swarm, 10 monsters 4-40, 5SP+5gem
5-3 frenzy, lose 1ptendurance+attack all, 5SP+5gem
5-4 paralyze, 10 monsters, 5SP+5gem
5-5 remove condition, 1 player, 5SP+5gem(exc dead/ston/erad)
6-1 earth transmutation, enter Plane/Earth, 6SP+6gem
6-2 rejuvenate, 1-10yrs 1 char, 6SP+6gem
6-3 stone to flesh, 1 char, 6SP+6gem
6-4 water encasement, 20 dmg/r on 1 monster, 6SP+6gem
6-5 water transmutation, enter Plane/Water, 6SP+6gem
7-1 earth encasement, 40 dmg/r on 1 monster, 7SP+7gem
7-2 fiery flail, 100-400/1monster, 7SP+7gem
7-3 moon ray, -10-100/+10-100, 7SP+7gem
7-4 raise dead, +1age caster, recipient, 7SP+7gem
8-1 fire encasement, 80 dmb/r on 1 monster, 8SP+8gem
8-2 fire transmutation, enter Plane/Fire, 8SP+8gem
8-3 mass distortion, 1/2 HP off monsters, 8SP+8gem
8-4 town portal, go to any town, 8SP+8gem
9-1 divine intervention, +5age(caster)-mass heal, 10SP+20gem
9-2 holy word, kill all undead +1 age, 10SP+20gem
9-3 resurrection, -1end+5age de-eradicate +1casterage, 10SP+10gem
9-4 uncurse item, remove curse from backpack item,10SP+50gem
Sorcerer
1-1 awaken, all party, 1SP
1-2 detect magic, charges in backpack, 1SP
1-3 energy blast, 1-6*lev, 1/lev+1gem
1-4 flame arrow 2-8 on 1 monster, 1SP
1-5 light, 1 factor, 1SP
1-6 location, XY+overall map, 1SP
1-7 sleep, 4+1/level monsters, 1SP
2-1 eagle eye, see terain, 5 steps/lev, 2SP/lev
2-2 electric arrow, 4-16, 2SP
2-3 ID monster, see its stats, 2SP+1gem
2-4 Jump, 2 squares fwd, 2SP
2-5 Levitate, avoid traps walking, 2SP
2-6 Lloyd's Beacon, set location, 2SP+1gem
2-7 protect from magic, 20%+lev, 1/level+1gem
3-1 acid stream, 2-8/lev 1 monster, 1/lev+2gems
3-2 fly, to a-e/1-4, 3SP
3-3 invisibility, AC+, 3SP
3-4 lightning bolt, 1-6/lev 4 monsters, 1/lev+2gems
3-5 web, 4monster+1/level, 3SP+2gem
3-6 wizard eye, 5x5 indoor view, 3/Lev+2gems
4-1 cold beam, 6/lev 1 monst, 1/L+3gems
4-2 feeble mind, remove spell abilities, 4SP+3gems
4-3 fire ball,
4-4 guard dog, avoid surprise attacks, 4 SP
4-5 shield, protect vs missile, 4 SP
4-6 time distortion, flee(most of time), 4 SP+3 gems
5-1 Disrupt, 100/1 monster, 5SP+5gems
5-2 Fingers of Death, death(?), 5SP+5gems
5-3 Sand Storm, 1-8/L/10 monsters, 2/L+5gems
5-4 Shelter, 1 day rest, 5 SP
5-5 Teleport, 9 in any direction, 5 SP
6-1 Disintegration, 50dmg+worse/3 monsters, 6SP+6gems
6-2 Entrapment, no escape for enemy, 6SP+6gems
6-3 fantastic freeze, 10/L 3 monsters not h2h, 2/L+6 gems
6-4 Recharge item, 1-6 charges, may destroy, 6SP+6gems
6-5 Super Shock 20/L/1mon, 2/L+6gems
7-1 Dancing sword, 1-12/L/10 mon, 3/L+7gems
7-2 Duplication, duplicate item, 7SP+100gems
7-3 Etherealize, forward 1 square, 7SP+7gems
7-4 Prismatic Light, powerful unpredictable, 7SP+7gems
8-1 Incinerate, 1 monster 20-40/L, 3/L+8 gems
8-2 Mega Volts 4-16dmg/L/10 monsters, 3/L+8gems
8-3 Meteor Shower 5-30 dmg/monster, 8+1/mon+8gems
8-4 Power Shield 1/2 damage, 8SP+8gems
9-1 Implosion, big damage, 10SP+10gems
9-2 Inferno, 1-20/L/10monsters, 3/L+10gems
9-3 Star burst, 20-200/all, 10+1/monster+20gems
9-4 enchant item, +1 to magic item, 50SP+50gems
3-2-2. WHERE TO FIND THEM
First note that if you learn a spell before you have the spell level, you've
still got it. And hirelings have all spells.
I've pretty much listed the spells in order of accessibility.
3-2-2-1. CLERICAL
On advancement:
Middlegate temple: 1-1 $10 | 1-2 $10 | 1-6 $1000
Sandsobar temple: 2-2 $250 | 2-5 $300 | 2-7 $200
Tundara temple: 3-1 $400 | 3-5 $100 | 4-4 $500
Vulcania temple: 4-6 $2000 | 5-5 $3000 | 7-2 $10000
Atlantium temple: 8-3 $20000 | 9-3 $50000 | 9-4 $100000
To get C3-6, go to C2(11,1)--just north of Middlegate, turn east and take the
ferry and go south a few squares and west one at the mountain.
For C9-2, go to C1(5,5)and face south to see Holy Word written on a tree.
It's actually rather easy to pick up, once you know where it is.
To get C2-3, buy Red Hot Wolf Nipple Chips in Tundara. Then visit C3(1,9) for
this esoteric spell.
The encasement spells are found in a handy square:
A1 (1,14) A4 (1,1) E4 (14,1) E1 (14,14)
The transmutation spells are found in a handy square, too. But there may be
encounters along the way.
A1 (8,8) C4-2 air
A4 (8,8) C6-5 water
E4 (8,8) C6-1 earth
E1 (8,8) C8-2 fire
C5-3 is after you defeat 15 Crazed Natives. You may want to soften them up
with a spell like Moon Ray before getting this spell, which isn't terribly
useful anyway. But getting the complete list is fun.
C9-1 is in Druid's Cave (15,14) after a mini-quest. See the druid at (15,14)
first. Defeat The Horvath at (1,5) and return. Teleporting makes it trivial.
3-2-2-2. SORCERERS
Middlegate guild: 1-1 $10 | 1-3 $1000 | 1-7 $50 | 2-3 $100
Sandsobar guild: 2-7 $400 | 3-1 $200 | 3-4 $1000 | 4-1 $500
Tundara guild: 4-2 $600 | 4-3 $2000 | 5-1 $3000 | 5-3 $3000
Vulcania guild: 6-1 $5000 | 6-3 $5000 | 6-5 $5000 | 7-2 $25000
Atlantium guild: 8-2 $50000 | 8-3 $50000 | 9-1 $100000 | 9-2 $100000
Nordon's Quest gives you S2-1, visiting him at (10,2) and going to the
basement (0,7) for the goblet and returning.
S2-6 is in Corak's Cave, behind the fake walls that are also partially
shielded by the stairs-up dialogue.
S3-6 is in Sandsobar (7,4), where you can buy it for 100 gold.
S9-4 is in the Gemmaker's Cave (3,3). The price is 10 years onto everyone's
age. The precise location is behind an etherealize spell.
S5-2 is in C1 (1,8). You must have eaten the Devils Food Brownie and you need
to face east too.
S7-1 is at A2(15,11) in the mountains. It's a difficult fight with the Mist
Rider because...well, he casts Dancing Sword and your party learns from him.
S9-3 is in D1(5,6). You must wait until day 93 to cast C2-3 Nature's Gate to
make it here. If you get good at the game it may be more expedient just to
hang around the Dragon's Dominion and then go to Hillstone Dungeon level 2
and buy all the spells.
3-2-3. WHAT YOU'LL USE
In general spells that cost X per level should be dished out cautiously
especially since you only have a fixed amount of spell points per level. So
fixed-cost spells are at a premium, unless you have some really powerful
monsters.
3-2-3-1. CLERICS
3-2-3-2. SORCERERS
C1-1 turned out to be useful in the early orc/goblin fights to get Nordon's
Goblet.
C1-2 may be useful if you get caught resting, but if you really needed the
sleep, Instant Keep should have been cast. Only low level monsters cast
sleep, so they're not much of a threat as things go on.
C1-3 is a nice throwaway spell you might as well cast if there's nobody to
heal.
C1-4 is the only spell to use early on. Cast it before opening traps or
during combat. It's also useful against a fighter who's doing 200 points of
damage on one party member per round--a better heal spell makes no
difference.
C1-5 is the first light spell you'll get, and though it's superseded by C3-5
it works well.
C1-6 is a good high level cure. Though not as efficient or predictable per
spell point as C1-4 or C2-1, it ensures that in combat, a fighter will take
more time to be knocked down.
C1-7 is great if you know some undeads you can consistently beat up for
experience. You get credit for each one you turn.
C2-1 is microscopically less efficient than C1-4 but your cleric shouldn't
run out of spell points in battle unless he power-cures.
C2-2 is great against monsters with a ton of hit points. If you only have one
spell, see who might get a couple of attacks from it. You can cast it on a
spellcaster, but that can drain their spells even quicker for by-level
spells.
C2-3 helps you get another spell if you use it on Nature's Day. Otherwise it
goes somewhere random in C2. It's not terribly useful otherwise, but it's
cheaper than $2 million to get all spells.
C2-4 is a useful offensive spell that goes well against the undead and magic
users. It's hard to resist.
C2-5 is a great spell which is unlike its sorcerers' counterparts NOT per-
level. It protects (20+level #)%. But even 100% doesn't leave you safe.
C2-6 is worth a shot against really good spellcasters. It binds your
characters well.
C2-7 is one of those fun spells to throw out there and see if it sticks. It
can save the cost of a heal spell several times over if cast early on.
C3-1 hits out at monsters in the back ranks for constant damage. It's okay.
C3-2 is largely useless since you usually won't get food stolen, and it's
cheap enough to buy.
C3-3 is a spell number you'll wind up memorizing.
C3-4 is worth a spin if you've got nothing else to do and a lot of enemies
are in melee.
C3-5 is good in dark areas that suck out your light, although you can also
rely on auto map if you are clever.
C3-6 while not strictly necessary helps you cut across certain areas instead
of teleporting. It helped shrink the world in my mind.
C4-1 is proportionally weaker than C3-1(33 vs 25 damage, but for fewer
monsters) but take into account monster types/resistance.
C4-2 is necessary to get into the plane of air.
C4-3 is another spell you'll remember because you characters will get
diseased a lot.
C4-4 can restore alignment and save you money at the temple. Having an
alignment shift is not all bad--your character can try different items with
his new temporary alignment. And if you change the alignment back the item is
still equipped.
C4-5 gets you out of a real mess and sends you to the surface--where it
works. You can combine it with Lloyd's Beacon to keep looking into a dungeon.
Or to keep hitting a certain treasure square.
C5-1 might be handy, but I never used those spells despite their being easy
to pick up.
C5-2 is a good offensive spell against magic resistant types.
C5-3 isn't worth the cost.
C5-4 is a step up from the old web. It's more permanent.
C5-5 beats having to cast a bunch of spells on one person. And it gets rid of
paralysis etc--even, out of combat, one's own silence.
C6-1 is necessary to get into the Earth plane.
C6-2 may not be necessary but it's a nice resource to have if your players
get older than you want them to. Just save before casting as it can backfire.
C6-3 turns stone to flesh.
C6-4 is one I haven't tried, but it might be fun
C6-5, water transmutation, is necessary to get into the water plane.
C7-1 is a bit more powerful than 6-4, but I don't know how often it works.
C7-2 is a good flat-fee spell.
C7-3 is my favorite clerics' offensive spell. It takes away spell points from
opponents and gives them to you. This is great against a dragon that just
breathed--your opponents won't be able to kill you--and the spell works on
just about anything. I've beaten so many breathing monsters hitting ctrl-a x
5 + C-7-3.
C7-4 raise dead isn't worth it as if you got a guy killed in combat you're
probably either toast or you goofed. Just go to the healers after. Unless
it's a critical fight and you forgot to save.
C8-1 is the final encasement spell I never tried.
C8-2 allows you into the plane of fire
C8-3 is best early in combat--and flat fee too.
C8-4 lets you move between towns. This is actually significantly handier than
fly because you don't have to flip between disk E and B for
Vulcania/Sandsobar. And you don't have to be above ground either.
C9-1 is a heal-all spell but it ages your cleric.
C9-2 is well worth the 1 year it adds to your caster's age. There's always
rejuvenation.
C9-3 is...well, leave it to the clerics to de-eradicate. Scoop up the dough
from the Dragons Dominion
C9-4 is confusing because I've never had a cursed item.
Sorcerers
S1-1 overlaps with C1-2 but these may come in handy if you're attacked during
rest.
S1-2 is nice for checking an item's charges if you want to sell it and buy it
back(i.e. Teleport Orb)
S1-3 is great for nailing a tough monster.
S1-4 picks off goblins well early on.
S1-5--well, I save these spell points for C3-5.
S1-6 shows your location. But you had automap anyway.
S1-7 puts weak monsters to sleep. This is handy against goblins and orcs but
it gets a bit useless later.
S2-1 is a nice spell, but it simply costs too much. Drink from the fountain
of clairvoyance or donate to temples instead.
S2-2 is a bread and butter spell early on. It can hit fire-based creatures
and undeads S1-4 can't.
S2-3--ehh, why when you have this guide?
S2-4 can save you the hassle of an encounter at a crossroads. But it
sometimes fails. Still, handy.
S2-5 saves major hit points in lava filled areas(E1, Vulcania Dungeon,
Gemmaker's Cave.)
S2-6 is one of the most useful spells in the game for convenience, though I
didn't see the point of it at first. When you cast it you have the option of
returning to a set location or making a new set location. Let's say there's a
square in a dungeon that has a special item that reloads. But that dungeon's
tough to get out of. Enter the dungeon, get to the square, and cast Lloyd's
Beacon to get out. An even more extreme example is with teleport spells--one
Lloyd's Beacon can do what several teleport spells would have taken. However,
if two different people cast Lloyd's Beacon, they don't get separate
locations(this was rectified in MM3.)
S2-7 is a good spell but it costs too much. If you want that protection, just
donate to temples.
S3-1 is a nice spell, but level based.
S3-2 is extremely useful. It sends you to a relatively safe square on the map
in any of the twenty sectors. I've listed what's where below.
A B C D E
1 13,3 14,3 3,3 5,3 1,3
2 8,7 13,7 8,4 4,4 3,7(e2=oasis)
3 14,14 15,3 14,3 13,3 0,0
4 14,10 13,15 3,14 13,10 3,10
Often you can chain two fly spells together, for instance, if you go to A4
and drink from the pool and then fly to take on a tough combat, you can get a
big jump.
S3-3 helps in tough melee fights.
S3-4 is an early lifesaver against monsters who don't want to be damaged any
other way.
S3-5 is a fair enough spell if you have nothing else. It may pin down some
spellcasters.
S3-6 is like S2-1--nice, but it costs too much. Better to donate at a temple
for it.
S4-1 can nail a fire-based monster prety well.
S4-2 I haven't really used.
S4-3 is great against monsters skulking in back.
S4-4 prevents surprise attacks, which is nice if you're on the run. With S4-6
you have a way out of pretty much anything.
S4-5 is handy if you're fighting, say, Castle Guards.
S4-6 is an eponymous spell for just getting out of a mess.
S5-1 is great for those spellcasters lagging.
S5-2 never seems to kill the ones you really need to.
S5-3 is nice outside, because sand isn't an element to be resisted.
S5-4 may be critical after completing an important quest. Don't take chances.
S5-5 is very useful in areas where it's not banned. Just remember to face in
the direction you want to go. With some exact calculation you can even drop
in on a spot where you know you want to go. It can make a laughingstock of
some heavily guarded areas as well.
S6-1 is a great spell for taking out low-hit-point monsters that just won't
be damaged any way else(i.e. immune to weapons.)
S6-2 seems a bit silly--don't you want to get rid of which monsters you can?
And in some cases it is counterproductive. But if you know a monster gives
good treasure and you're about to kill it, you might want to save it.
S6-3 is a bit too expensive unless you have to nail some flame-based enemies.
S6-4 could be handy, as long as you save first. And of course for stuff like
teleport orbs it's cheaper to sell and buy back.
S6-5 is okay against a single monster.
S7-1 is a hard to avoid spell, great against a bunch of tough monsters.
S7-2 doesn't work on special items, but it's very useful to couple with
Enchant Item to make two of a valuable item, i.e. golden plate mail + 7 being
improved is nice
S7-3 isn't as effective as teleport and can cost more. I don't know any
instances where it works and teleport doesn't. But you have a keystroke or
two less to type.
S7-4 isn't something I've used widely.
S8-1 can take out a big bad monster nicely. It's certainly effective against
my parties.
S8-2 is okay against higher level enemies
S8-3 is great against low level, hard to hit enemies
S8-4 is best--and cheap and necessary--against melee fighters that just drain
a lot, such as Endless Knights.
S9-1 works well against you and for you.
S9-2 is an improvement on S8-2 for just two more gems, so why not use it.
S9-3 is the best you can get to take out enemies that only go down to magic.
S9-4 enchants an item and you can really concentrate on this. If you can hold
off on spellcasting before you rest, you can boost your own armor class. You
may be able to find +30 items in doomsday boxes, but on the other hand, if
you can get an item that improves an attribute, S9-4 works great to give it
charges. If that attribute is intelligence you get a reciprocal effect. I've
combined S9-4 with the disk swap trick to get +20 emerald rings, which are
nice.
3-3. SKILLS
3-3-1. WHERE TO FIND THEM
Interestingly, there are 15 "sellers" with three in each town. The most
critical to the game are in Middlegate. Tundara contains some good intangible
ones, and Atlantium's Linguist is useful for information.
Skills are most useful after you've improved a skill to just below the 60
limit from one of the places where you can get +10 of it. Then if you're at
55-59, getting a +5 in that skill will tip you up one more. For that reason,
I think it's best to give a robber pathfinder/mountaineer, along with an
archer and paladin getting one of each of pathfinder and mountaineer. Then
you can give your players skills as they need. Your sorcerer can use
cartographer, your cleric crusader, and your knight merchant. That leaves a
skill open for everyone. You could even just make a bunch of people soldiers
for some extra hit points.
Auto mapper: Otto Mapper, (0,15) Middlegate, 10 gold
Mountaineering: Sir Edmund Hilary, (3,12) Middlegate, 2000 gold
Pathfinder: Track and Trail, (1,9) Middlegate, 1000 gold
Athlete: The Olympic Trial, (6,2) Atlantium, 500 gold(+5 speed)
Heroism: Hippomenes + Atalanta, (9,2) Atlantium, 1000 gold(+1 in all
stats)
Linguist: Odysseus'[sic] Tongue, (8,4) Atlantium, 500 gold(+5
intelligence, can read glyphs)
Crusader: Saracen's Denial, (2,14) Tundara, 250 gold
Merchant: International Market, (5,13) Tundara, 1000 gold
Navigator: Colombus's[sic] Sextant, (8,13) Tundara, 750 gold
Soldier: Sergeant Pain School, Vulcania (0,3), 500 gold(+5 endurance)
Gladiator: Disembowlments R Us, Vulcania (3,9), 500 gold(+5 strength)
Arms Master: Profiency Expert[sic], Vulcania (15,3), 500 gold(+5
accuracy)
Gambler: Sandy Dunes, Sandsobar (3,0), x gold(+5 luck)
Diplomacy: Embassy, Sandsobar (3,4), x gold(+5 personality)
Pickpocket: Sly's Opportunities, Sandsobar (0,5), x gold(+5 thievery)
You can gain or lose thievery:
Thievery: Rinaldo Jr., (0,12) under Sandsobar, 700 gold(+10 thievery)
(behind some ninjas)
Thievery: Maxwell, (13,9) under Sandsobar, 250 gold(-5 thievery)[AVOID THIS]
I've been able to enlist Rinaldo Jr.'s services several times. Maybe it's
that I went to see Maxwell afterwards. I haven't experimented enough. In any
case, it's worth it to visit Rinaldo Jr.
THE ONES ABOVE CAN OCCUR ANY NUMBER OF TIMES.
3-3-2. WHAT THEY DO
Two party members with pathfinder allows you to go through all forests.
Two with mountaineer allows you to go over any mountain.
These combined let you go anywhere in the outside once you have the walk on
water spell.
Cartographer lets you auto map.
If anyone with these skills is unconscious or dead, these skills won't work
Everything else gives +5 in some attribute, except Heroism.
3-3-3. WHICH TO USE
Clerics can use diplomacy, as can Paladins.
Sorcerers can use linguist, as can archers.
Endurance is good for anyone you want to give a small HP boost to.
If you want to detoxify a person after performing Lord Peabody's necessary
quest, then you may. Queen Lamanda doesn't need crusaders.
3-4. HIRELINGS
3-4-1. OVERVIEW TABLE
GARC=Gender/Alignment/Race/Class.
Gender: F(emale), M(ale), N(euter).
Alignment: N(eutral), E(vil), G(ood)
Race: H(uman), D(warf), G(nome), E(lf), (half-)O(rc)
Class: K(night), P(aladin), A(rcher), C(leric), R(obber), S(orcerer),
N(inja), B(arbarian)
Skills: Arm(s master), Ath(lete), Car(tographer), Cru(sader), Dip(lomat),
Gam(bler), Gla(diator), Her(o), Lin(guist), Mer(chant),
Mou(ntaineering),Nav(igator), Pat(hfinder), Pic(kpocket), Sol(dier)
Town: 1-Middlegate, 2-Atlantium, 3-Tundara, 4-Vulcania, 5-Sandsobar
Things to note: Age=level+17 in all cases.
All characters have 40 food, so I didn't list that.
Hirelings' cost increases by 50%, rounded down, for each level they gain.
Maximum cost is 50000 gold pieces.
Spell points are not included here because that total can be calculated.
#[NAME FITS HERE]GARCT MgtIntPerEndSpdAccLucHPTSLevAgeGems$$Cost|Skills
A.Sir Hyron MNHK1 15-08-05-15-15-17-10 14 1 18 0 2|
B.Drog MNHB1 17-04-08-17-12-13-11 18 1 18 0 2|
C.H K Phooey MGON5 13-13-13-13-13-13-13 9 1 18 0 2|
D.Thund R MGHB4 19-05-13-17-15-18-21 42 3 20 0 10|Cru
E.Aeriel FGHS4 10-19-15-13-17-13-13 17 3 20 30 12|Car
F.Big Bootay MNGC2 15-07-19-17-09-16-11 41 5 22 0 35|Lin
G.Cleogotcha FEEA2 15-16-12-16-19-19-13 44 5 22 0 35|Ath
H.Harry Kiri MNDN1 17-13-13-15-17-17-14 42 6 23 0 25|Arm
I.No Name MGDA1 17-07-17-17-17-17-17 53 6 23 0 55|Cru
J.Gertrude FEOB3 18-05-02-17-15-15-18 90 7 24 0 55|MouPat
K.Rat Fink MEGR3 15-15-03-16-18-16-19 50 7 24 0 45|GamPic
L.Friar Fly MEHC5 10-15-18-15-18-13-09 60 9 26 0 200|DipNav
M.Dark Mage MEES5 09-20-13-17-18-12-15 57 9 26 80 250|LinMer
N.Red Duke MEHP4 21-15-19-17-17-17-13 95 11 28 90 500|CruSol
O.Dead Eye MEEA4 19-19-14-17-19-21-12 94 11 28 110 600|ArmPat
P.Nakazawa MGHN2 19-15-15-17-17-21-19 110 13 30 110 700|DipHer
Q.Sherman MGHP2 17-09-19-15-19-17-25 95 13 30 0 1200|CruMer
R.Flailer NNHK2 35-03-02-26-07-08-27 180 14 31 130 2000|GlaSol
S.Fumbler MNOR2 17-13-13-19-23-17-30 132 16 33 0 2000|AthGam
T.Sir Kill MEHK3 30-15-15-27-21-26-19 200 15 32 0 4000|ArmGla
U.Jed I MGHA3 22-25-17-19-23-29-21 165 15 32 160 6000|ArmMou
V.Holey Moley MNGC2 17-17-27-19-17-17-25 156 19 36 190 15000|DipGam
W.Slick Pick MNGR2 25-25-30-25-25-25-75 260 25 42 0 25000|GamNav
X.Mr Wizard MGHS5 21-90-21-45-60-21-50 220 21 38 210 50000|LinMer
There are 20 males, 3 females, and 1 neutered. There are 8 of each alignment
and 3 of each class, except 2 paladins and 4 archers.
3-4-2. WHERE AND HOW TO FIND THEM
In large part, NPC's at the top of the list are easier to find than those at
the bottom. For most fights, go to the Atlantium fountain and use skill
potions to take out the enemies--or even make them flee. If that doesn't
work, try again later.
* Sir Hyron and Drog are at (0,15) under Middlegate. You need to have solved
Nordon's quest and had Nordonna ask for your help. Technically you can jump
over all but one fight in your way to get to them.
* H K Phooey is in Sandsobar, if you go to the inn and order Chop Suey and
exit by the door.
* Thund R and Aeriel are in Vulcania, after you buy Troll Liver from the inn
there. There's a fight(6 old misers, 6 cripples) and they introduce
themselves.
* Big Bootay and Cleogotcha are in Atlantium's jail. You must go through two
fights to get to them. The first is random and the second features four giant
ogres--a good one to use skill potions for.
* Harry Kiri and No Name are in the Vulcania dungeon (1,14). There are a lot
of fights if you walk through the Vulcania cavern(and do have levitation
ready to go.) But you can just teleport to the correct square.
* Gertrude and Rat Fink are at (15,10) in Tundara, at the end of a long anti-
magic corridor. It's easier to teleport in from one square to the north than
to work your way around and fight the Snowbeast.
* Friar Fly and Dark Mage are imprisoned in Hillstone Castle at (8,4). You
should actually be able to fake out any castle guards you find by giving your
#1 player all the skill potion--up to level 30 or so. The guards will just
run.
* Red Duke and Dead Eye are being held captive by Bozorc the Orc at D2(11,1).
Skill potion here, along with continually casting lightning bolt at the front
four until Bozorc goes down(he's with a carnage spirit and 248 orcs,) should
wipe the enemies out.
* Nakazawa and Sherman are among some Crazed Natives at B4(10,1), who can
actually kill you if you are not careful.
* Sir Kill and Jed I are in Sarakin's Mine at (7,2/3)??. Many undead monsters
guard them, and you should get your cleric good enough speed. Then you blast
the tough ones(which are most of them) with Holy Word.
* Holey Moley and Slick Pick are in Dawn's Mist Bog D4(3,7) at (4,11). This
is the toughest couple of NPC's to pick up.
* Mr Wizard is actually pretty easy to pick up if you approach from the south
at E2(1,14). From the north you must fight a lich lord. From the south, a
great beetle.
Hirelings only take your gold when they rest. So it's possible to be able to
use a hireling for his spells and then ditch him.
3-4-3. WHO TO USE AND WHEN
3-5. GROSS CHEATS
Fight the cuisinart, leave sector A-2, and come back. Be sure to save after a
few tries until you get really good or you have visited the dragon's cave,
and make sure you heal after each round. Once your paladin gets spells this
should be no problem. Also don't open a box if you risk getting killed. Leave
it after your first combat.
3-6. SHOP COMPARISONS
As for general pricing guidelines,
Training current level * town index * 50
1=middlegate, 2=Tundara/Sandsobar, 4=Vulcania, 5=Atlantium. You get almost
double the hit points in Atlantium as Middlegate. Worth the dough.
Healing current level * town index * 10 * (10 if dead, 100 if eradicated)
So go to Middlegate for this if you're hard up.
Note: someone sent me a mail about the special item bonus patterns a while
ago. But my computer crashed, and I lost the memo. I'd like to thank them,
and if they see this FAQ somehow I'd love to give credit more specifically
for their help. I had forgotten the formula but remembered the general
pattern...anyway, the cycle is every thirty days, more or less, and it's
tabled below
D + | D + | D + | D + | D + | D + |
-----+------+------+------+------+------+
1 1 | 6 1 | 11 1 | 16 1 | 21 1 | 26 1 |
2 0 | 7 0 | 12 0 | 17 0 | 22 0 | 27 0 |
3 1 | 8 1 | 13 1 | 18 1 | 23 1 | 28 1 |
4 2 | 9 2 | 14 3 | 19 4 | 24 5 | 29 5 |
5 0 | 10 0 | 15 0 | 20 1 | 25 0 | 30 * |
On day 30, you get +5, 60 gets +6, 90 gets +7, 120 gets +8, 150 gets +9, and
180 gets +12.
Here is specific inventory. I've asterisked the recommended items. Section B
assumes that they have a good magic plus.
Middlegate
A:
Dagger-8, Hand Axe-10, Cudgel-15,
Long Dagger-20, Short Sword-15, Nunchakas-30.
B:
Staff-40*, Sickle-30, Scythe-50,
Blowpipe-15*, Sling-15, Crossbow-50*.
C:
Small Shield-15, Padded Armor-20, Leather Suit-40,
Scale Armor-100, Ring Mail-200, Helm-30.
D:
Torch-1, Lantern-20, Magic Herbs-50*,
Thief's Pick-200*, Rope&Hooks-10, Green ticket-10*.
Sandsobar
A:
Cutlass-40, Spear-15, Mace-50,
Long Sword-50, Scimitar-80, Wakizashi-60
B:
Short Bow-25, Glaive-80, War Hammer-120,
Bullwhip-25, Long Dagger-20, Maul-30
C:
Large Shield-60, Leather Suit-40, Scale Armor-100,
Ring Mail-200, Chain Mail-400*, Splint Mail-600*
D:
Force Potion-100, Magic Meal-1000, Lantern-20,
Wakeup Horn-50, Compass-200, Yellow Ticket-50*
Tundara
A:
Spiked Club +1-30, Sabre-60, Flail-100,
Battle Axe-60, Broad Sword-100, Katana-150
B:
Long Bow-100*, Trident-100, Bardiche-200,
Spear-15, Long Sword-50*, Wakizashi-60
C:
Great Shield-150, Chain Mail-400, Splint Mail-600,
Plate Mail-1000, Plate Armor-2000*, Helm +1-60*
D:
Skill Potion-500*, Antidote Ale-1000, Super Flare-1000,
Dove's Blood-2000, Witch Broom-1000, Defense Ring-4000
Vulcania
A:
Bull Whip +1-50, Sabre +1-120, Short Sword +2-30
Mace +2-100, Dagger +4-3016, Nunchakas+1-60
B:
Katana-150, Pike-150, Halberd-250,
Battle Axe-60, Flail-100, Scimitar-80
C:
Helm +2-1060, Large Shield +1-120, Padded Armor +1-40*,
Scale Armor +1-200, Ring Mail +1-400, Plate Mail +1-2000
D:
Holy Charm-200, Herbal Patch-400, Cureall Wand-15000,
Instant Keep-5000, Lava Grenade-2000, Red Ticket-250*
Atlantium
A:
Spear +3-2030, Long Sword +2-1100, Wakizashi +2-1120,
Flail +3-2200*, Cutlass +3-2080, Long Dagger +5-4040
B:
Great Bow-200*, Great Axe-300, Flamberge-400*,
Great Hammer-300, Naginata-300, Broad Sword-100
C:
Helm +4-3060*, Great Shield +1-300**, Padded Armor +3-2040*,
Chain Mail +2-1800*, Splint Mail +1-1200*, Plate Armor +1-4000*
D:
MaxHP Potion-4000, Sextant-500, Thief's Pick +5-4400,
Teleport Orb-5000*, Defense Ring +2-9000*, Black Ticket-1000*
3-7. ITEM LISTS
MM2 is much more logical than its predecessor. The "plus" items can be
increased a lot. There are also some items that increase certain attributes
and also can be given magic charges. They may also be made
of certain materials, increasing them even more. Finally, there are no cursed
items. Yay!
Although I have not verified *every* item by hand, the disk information has
given me some pretty clear patterns so that I am able to identify what the
items do. This is a complete list of everything--"good only," etc. attributes
are assigned at random for powerful items found after combat. However, for
pretty much all such strong items, they are given a random alignment, good,
evil or neutral.
On the Apple there is a bug where the item ID displays the spell number over
"good only" when you ask the blacksmith to identify an item If "o" shows
through, that is the o from "neutral only." Otherwise you're a bit stuck.
It's not such an impediment, though, as if there's a really good item, you
can change your characters in the good/evil/neutral alignment pools. Or you
can find a lower charged one and use the enchant item spell a bunch.
Ledger
"Classes" = who can use the item
"Helps" = what it augments(attribute or resistance)
"Amt" = the amount it helps(points or percentage points)
"Spell" = the spell it casts when you use it. (C or S) (level)-(number)
"Price" = the price you would pay for it if the store sold it and you weren't
a merchant. Cut in half for merchant sell/buy prices, cut in four for
ordinary selling price.
AC/DMG = armor class bonus for protective items, damage(i.e. 1-x) for
weapons.
Item Name |Hex|Classes |Helps|Amt.|Spell| Price| AC/DMG|
------------+---+--------+-----+----+-----+-------+-------+
**begin non-magic 1-handed items
BLANK |x00|KPACSRNB|NONE | 0 |NONE | 0| 0|
Small Club |x01|KPACSRNB|NONE | 0 |NONE | 1| 2|
Small Knife |x02|KPA SRNB|NONE | 0 |NONE | 5| 3|
Large Club |x03|KPACSRNB|NONE | 0 |NONE | 4| 4|
Dagger |x04|KPA SRNB|NONE | 0 |NONE | 8| 4|
Large Knife |x05|KPA SRNB|NONE | 0 |NONE | 10| 5|
Hand Axe |x06|KPA RNB|NONE | 0 |NONE | 10| 5|
Cudgel |x07|KPAC R B|NONE | 0 |NONE | 15| 5|
Spiked Club |x08|KPA SRNB|NONE | 0 |NONE | 15| 6|
Bull Whip |x09|K CSRNB|NONE | 0 |NONE | 25| 6|</pre><pre id="faqspan-2">
Long Dagger |x0a|KPA SRNB|NONE | 0 |NONE | 20| 6|
Maul |x0b|KPAC R B|NONE | 0 |NONE | 30| 6|
Short Sword |x0c|KPA RN |NONE | 0 |NONE | 15| 6|
Nunchakas |x0d|K N |NONE | 0 |NONE | 30| 6|
Mace |x0e|KPAC R B|NONE | 0 |NONE | 50| 7|
Spear |x0f|KPA RNB|NONE | 0 |NONE | 15| 7|
Cutlass |x10|KPA R |NONE | 0 |NONE | 40| 7|
Flail |x11|KPAC R |NONE | 0 |NONE | 100| 8|
Sabre |x12|KPA R |NONE | 0 |NONE | 60| 8|
Long Sword |x13|KPA R |NONE | 0 |NONE | 50| 8|
Wakizashi |x14|K N |NONE | 0 |NONE | 60| 8|
Scimitar |x15|KPA R |NONE | 0 |NONE | 80| 9|
Battle Axe |x16|KPA R B|NONE | 0 |NONE | 60| 10|
Broad Sword |x17|KPA R |NONE | 0 |NONE | 100| 10|
Katana |x18|K N |NONE | 0 |NONE | 150| 10|
**begin magic 1-handed items
Slumber Club|x19|KPACSRNB|sleep| 15%|S1-7 | 100| 4|
Power Club |x1a|KPACSRNB|might| 3 |NONE | 200| 6|
Lucky Knife |x1b|KPA SRNB|luck | 10 |NONE | 450| 5|
Looter Knife|x1c|KPA SRNB|thief| 15%|NONE | 400| 6|
Power Cudgel|x1d|KPAC R B|might| 3 |NONE | 700| 5|
Energy Whip |x1e|K CSRNB|enrgy| 15%|S1-3 | 500| 6|
Sonic Whip |x1f|K CSRNB|fear | 15%|C2-4 | 500| 6|
Mighty Whip |x20|K CSRNB|might| 3 |NONE | 400| 6|
Scorch Maul |x21|KPAC R B|fire | 15%|NONE | 400| 6|
Mauler Mace |x22|KPAC R B|might| 6 |NONE | 600| 7|
Exacto Spear|x23|KPA RNB|acc. | 6 |NONE | 800| 7|
Fiery Spear |x24|KPA RNB|fire | 15%|S4-3 | 1200| 7|
Fast Cutlass|x25|KPA R |speed| 4 |NONE | 1000| 7|
Quick Flail |x26|KPAC R |speed| 5 |NONE | 1200| 8|
Shock Flail |x27|KPAC R |elec | 15%|S2-2 | 1200| 8|
Sharp Sabre |x28|KPA R |acc. | 5 |NONE | 1500| 8|
Ego Scimitar|x29|KPA R |per. | 12 |NONE | 2000| 9|
True Axe |x2a|KPA R B|acc. | 5 |NONE | 1000| 10|
Blazing Axe |x2b|KPA R B|fire | 15%|NONE | 1500| 10|
Electric Axe|x2c|KPA R B|elec | 15%|S3-4 | 4500| 10|
Rapid Katana|x2d|K N |speed| 6 |NONE | 7000| 10|
Accurate Swd|x2e|KPA R |acc. | 10 |NONE | 4000| 10|
Chance Sword|x2f|KPA R |luck | 15 |NONE | 4000| 10|
Speedy Sword|x30|KPA R |speed| 10 |NONE | 4000| 10|
Flash Sword |x31|KPA R |enrgy| 15%|S3-4 | 4000| 10|
Flaming Swd |x32|KPA R |fire | 15%|S4-3 | 4000| 10|
Electric Swd|x33|KPA R |elec | 15%|S6-5 | 4000| 10|
Acidic Sword|x34|KPA R |acid | 15%|S3-1 | 4000| 10|
Cold Blade |x35|KPA R |cold | 15%|S4-1 | 4000| 10|
Sage Dagger |x36| A S |int. | 15 |Level| 8000| 8|
Holy Cudgel |x37| P C |per. | 15 |C9-3 | 8000| 10|
Divine Mace |x38|KPAC R B|AC | 10%|C9-2 | 28000| 14|
Ice Scimitar|x39|KPA R |cold | 15%|S6-3 | 8000| 18|
Grand Axe |x3a|KPA R B|might| 15 |Might| 8000| 20|
Swift Axe |x3b|KPA R B|speed| 15 |Speed| 8000| 20|
Dyno Katana |x3c|K N |elec | 15%|Level| 8000| 20|
Force Sword |x3d|KPA R |might| 15 |Might| 28000| 20|
Magic Sword |x3e|KPA R |magic| 15%|Level| 28000| 20|
Thunder Swd |x3f|KPA R |might| 15 |S3-4 | 28000| 20|
Energy Blade|x40|KPA R |enrgy| 15%|S6-1 | 28000| 20|
Photon Blade|x41|K |might| 15 |S9-1 | 50000| 25|
**begin non-magic 2-handed items
Staff |x42|KPACS NB|NONE | 0 |NONE | 40| 8|
Sickle |x43|KPA B|NONE | 0 |NONE | 30| 8|
Scythe |x44|KPA B|NONE | 0 |NONE | 50| 9|
Glaive |x45|KPA B|NONE | 0 |NONE | 80| 10|
War Hammer |x46|KPAC B|NONE | 0 |NONE | 120| 10|
Trident |x47|KPA B|NONE | 0 |NONE | 100| 11|
Pike |x48|KPA B|NONE | 0 |NONE | 150| 12|
Naginata |x49|K N |NONE | 0 |NONE | 700| 12|
Bardiche |x4a|KPA B|NONE | 0 |NONE | 200| 13|
Great Hammer|x4b|KPAC B|NONE | 0 |NONE | 700| 14|
Halberd |x4c|KPA B|NONE | 0 |NONE | 450| 14|
Great Axe |x4d|KPA B|NONE | 0 |NONE | 700| 15|
Flamberge |x4e|KPA |NONE | 0 |NONE | 400| 16|
**begin magic 2-handed items
Wind Staff |x4f|KPACS NB|speed| 5 |C5-2 | 1500| 8|
Tri-Sickle |x50|KPA B|NONE | 0 |NONE | 2000| 24|
Ice Sickle |x51|KPA B|cold | 15%|S4-1 | 7000| 16|
Fire Glaive |x52|KPA B|fire | 15%|S4-3 | 7000| 10|
Harsh Hammer|x53|KPAC B|might| 3 |NONE | 1500| 15|
Stone Hammer|x54|KPAC B|magic| 15%|NONE | 7000| 18|
Genius Staff|x55|KPACS N |int. | 10 |Level| 28000| 16|
Wizard Staff|x56| S |int. | 15 |S7-4 | 28000| 16|
Soul Scythe |x57|KPA B|magic| 15%|S5-2 | 40000| 18|
Dark Trident|x58|KPA B|AC | 5%|NONE | 50000| 30|
Titan's Pike|x59|KPA B|might| 15 |Might| 50000| 40|
Moon Halberd|x5a|KPA B|luck | 15 |C7-4 | 50000| 30|
Sun Naginata|x5b|K N |AC | 10%|Level| 40000| 25|
**begin non-magic missile weapons
Blowpipe |x5c|KPA SRNB|NONE | 0 |NONE | 10| 4|
Sling |x5d|KPA RNB|NONE | 0 |NONE | 15| 5|
Short Bow |x5e|KPA N |NONE | 0 |NONE | 25| 6|
Crossbow |x5f|KPA RN |NONE | 0 |NONE | 50| 8|
Long Bow |x60|KPA N |NONE | 0 |NONE | 100| 10|
Great Bow |x61|KPA |NONE | 0 |NONE | 200| 12|
**begin magic missile weapons
Shaman Pipe |x62|KPA SRNB|magic| 10%|SpLev| 1500| 4|
Cinder Pipe |x63|KPA SRNB|fire | 10%|S4-3 | 4500| 4|
Quiet Sling |x64|KPA RNB|sleep| 15%|C2-6 | 1500| 5|
Pirates xBow|x65|KPA RN |thief| 10%|Acc | 7000| 8|
Burning xBow|x66|KPA RN |fire | 10%|C3-5 | 4500| 8|
Fireball Bow|x67|KPA N |fire | 15%|S4-3 | 4000| 10|
Voltage Bow |x68|KPA N |elec | 10%|S3-4 | 4000| 10|
Giant Sling |x69|KPA RNB|fear | 15%|Might| 8000| 15|
Energy Sling|x6a|KPA RNB|enrgy| 15%|S1-3 | 15000| 10|
Death Bow |x6b|KPA |luck | 15 |Level| 40000| 24|
Star Bow |x6c|KPA |enrgy| 15%|S9-3 | 100000| 24|
Meteor Bow |x6d|KPA |AC | 5%|S8-3 | 100000| 24|
Ancient Bow |x6e|KPA |acc. | 15 |Acc | 200000| 35|
**begin keys
Green Key |x6f|KPACSRNB|NONE | 0 |NONE | 100| 0|
Yellow Key |x70|KPACSRNB|NONE | 0 |NONE | 200| 0|
Red Key |x71|KPACSRNB|NONE | 0 |NONE | 500| 0|
Black Key |x72|KPACSRNB|NONE | 0 |NONE | 1000| 0|
**begin shields
Small Shield|x73|KP C R B|NONE | 0 |NONE | 15| 1|
Large Shield|x74|KP C R B|NONE | 0 |NONE | 60| 2|
Great Shield|x75|KP C R B|NONE | 0 |NONE | 150| 3|
**begin augmented shields
Fire Shield |x76|KP C R B|fire | 15%|NONE | 2000| 3|
Electric Shd|x77|KP C R B|elec | 15%|NONE | 2000| 3|
Acid Shield |x78|KP C R B|acid | 15%|NONE | 2000| 3|
Cold Shield |x79|KP C R B|cold | 15%|NONE | 2000| 3|
Silver Shld |x7a|KP C R B|enrgy| 15%|NONE | 2000| 3|
Bronze Shld |x7b|KP C R B|fear | 15%|NONE | 2000| 3|
Iron Shield |x7c|KP C R B|sleep| 15%|NONE | 2000| 3|
Magic Shield|x7d|KP C R B|magic| 15%|NONE | 5000| 5|
Gold Shield |x7e|KP C R B|luck | 15 |NONE | 10000| 7|
**begin non-magic armor
Padded Armor|x7f|KPACSRNB|NONE | 0 |NONE | 20| 2|
Leather Suit|x80|KPAC RNB|NONE | 0 |NONE | 40| 3|
Scale Armor |x81|KPAC RNB|NONE | 0 |NONE | 100| 4|
Ring Mail |x82|KPAC RN |NONE | 0 |NONE | 200| 5|
Chain Mail |x83|KPAC R |NONE | 0 |NONE | 400| 6|
Splint Mail |x84|KP C |NONE | 0 |NONE | 600| 7|
Plate Mail |x85|KP |NONE | 0 |NONE | 1000| 8|
Plate Armor |x86|KP |NONE | 0 |NONE | 2000| 10|
**begin magic armor
I Scale Mail|x87|KPAC RNB|sleep| 15%|NONE | 7000| 4|
B Scale Mail|x88|KPAC RNB|fear | 15%|NONE | 4000| 4|
S Scale Mail|x89|KPAC RNB|enrgy| 15%|NONE | 5000| 4|
I Ring Mail |x8a|KPAC R B|sleep| 15%|NONE | 4000| 5|
B Ring Mail |x8b|KPAC R B|fear | 15%|NONE | 5000| 5|
S Ring Mail |x8c|KPAC R B|enrgy| 15%|NONE | 6000| 5|
I Chain Mail|x8d|KPAC R |sleep| 15%|NONE | 6000| 6|
B Chain Mail|x8e|KPAC R |fear | 15%|NONE | 7000| 6|
S Chain Mail|x8f|KPAC R |enrgy| 15%|NONE | 8000| 6|
I Splintmail|x90|KP C |sleep| 15%|NONE | 8000| 7|
B Splintmail|x91|KP C |fear | 15%|NONE | 9000| 7|
S Splintmail|x92|KP C |enrgy| 15%|NONE | 10000| 7|
I Plate Mail|x93|KP |sleep| 15%|NONE | 12000| 8|
B Plate Mail|x94|KP |fear | 15%|NONE | 13000| 8|
S Plate Mail|x95|KP |enrgy| 15%|NONE | 14000| 8|
G Scale Mail|x96|KPAC RNB|luck | 15 |Level| 10000| 6|
G Ring Mail |x97|KPAC R B|luck | 15 |Level| 8000| 7|
G Chain Mail|x98|KPAC R |luck | 15 |Level| 40000| 8|
G Splintmail|x99|KP C |luck | 15 |Level| 60000| 9|
G Plate Mail|x9a|KP |luck | 15 |Level| 200000| 12|
**begin helms
Helm |x9b|KP C N |NONE | 0 |NONE | 30| 2|
Iron Helm |x9c|KP C N |sleep| 15%|NONE | 1000| 2|
Bronze Helm |x9d|KP C N |fear | 15%|NONE | 2000| 2|
Silver Helm |x9e|KP C N |enrgy| 15%|NONE | 5000| 3|
Gold Helm |x9f|KP C N |luck | 15 |Level| 8000| 4|
**begin "spell-casting" items
(note: a torch is a spell-casting item even if it seems illogical to
think of it so.)
Magic Herbs |xa0|KPACSRNB|NONE | 0 |C1-4 | 50| 0|
Torch |xa1|KPACSRNB|NONE | 0 |S1-5 | 1| 0|
Lantern |xa2|KPACSRNB|NONE | 0 |S1-5 | 20| 0|
Thief's Pick|xa3| R B|thief| 15%|NONE | 200| 0|
Rope'n Hooks|xa4|KPACSRNB|NONE | 0 |S2-4 | 10| 0|
Wakeup Horn |xa5|KPACSRNB|NONE | 0 |S1-1 | 50| 0|
Compass |xa6|KPACSRNB|NONE | 0 |S1-6 | 200| 0|
Sextant |xa7|KPACSRNB|NONE | 0 |S1-6 | 500| 0|
Force Potion|xa8|KPACSRNB|NONE | 0 |Might| 100| 0|
Skill Potion|xa9|KPACSRNB|NONE | 0 |Level| 500| 0|
MaxHP Potion|xaa|KPACSRNB|NONE | 0 |HP | 4| 0|
Holy Charm |xab|KPACSRNB|NONE | 0 |C1-7 | 200| 0|
Herbal Patch|xac|KPACSRNB|NONE | 0 |C2-1 | 400| 0|
Hero Medal |xad|KPACSRNB|per. | 4 |C2-2 | 800| 0|
Silent Horn |xae|KPACSRNB|fear | 10%|C2-6 | 800| 0|
Magic Meal |xaf|KPACSRNB|NONE | 0 |C3-2 | 1000| 0|
Antidote Ale|xb0|KPACSRNB|NONE | 0 |C3-3 | 1000| 0|
Super Flare |xb1|KPACSRNB|NONE | 0 |C3-5 | 1000| 0|
Dove's Blood|xb2|KPACSRNB|NONE | 0 |C4-3 | 2000| 0|
Ray Gun |xb3|KPACSRNB|acc. | 5 |S1-3 | 400| 0|
Magic Charm |xb4|KPACSRNB|magic| 10%|S2-7 | 800| 0|
Witch Broom |xb5|KPACSRNB|NONE | 0 |S3-2 | 1000| 0|
Invisocloak |xb6|KPACSRNB|AC | 6%|S3-3 | 2000| 0|
Storm Wand |xb7|KPACSRNB|elec | 10%|S3-4 | 2000| 0|
Lava Grenade|xb8|KPACSRNB|NONE | 0 |S4-3 | 2000| 0|
Hourglass |xb9|KPACSRNB|NONE | 0 |S5-0 | 2000| 0|
Instant Keep|xba|KPACSRNB|NONE | 0 |S5-4 | 5000| 0|
Teleport Orb|xbb|KPACSRNB|NONE | 0 |S5-5 | 5000| 0|
**begin items that just help attributes
Skeleton Key|xbc| RN |thief| 10%|NONE | 800| 0|
Defense Ring|xbd|KPACSRNB|AC | 2%|S4-5 | 4000| 0|
Mgt Gauntlet|xbe|KPAC R B|might| 6 |Might| 4000| 0|
Acy Gauntlet|xbf|KPAC RNB|acc. | 6 |Acc | 4000| 0|
Stealth Cape|xc0| RN |thief| 10%|Speed| 4000| 0|
Admit 8 Pass|xc1|KPACSRNB|NONE | 0 |NONE | 200| 0|
Speed Boots |xc2|KPACSRNB|speed| 15 |C5-4 | 15000| 0|
**begin wands, etc.
Cureall Wand|xc3|KPACSRNB|fear | 15%|C6-1 | 15000| 0|
Moon Rock |xc4|KPACSRNB|NONE | 0 |C7-4 | 12000| 0|
Ruby Ankh |xc5|KPACSRNB|luck | 10 |C8-1 | 28000| 0|
Disruptor |xc6|KPACSRNB|enrgy| 15%|S5-1 | 8000| 0|
Lich Hand |xc7|K SR |NONE | 0 |S5-2 | 10000| 0|
Phaser |xc8|KPACSRNB|acc. | 5 |S6-1 | 8000| 0|
Freeze Wand |xc9|KPACSRNB|cold | 15%|S6-3 | 18000| 0|
Energizer |xca|KPACSRNB|NONE | 0 |S6-4 | 10000| 0|
Magic Mirror|xcb|KPACSRNB|NONE | 0 |S7-2 | 28000| 0|
**more items that just help attributes
Elven Cloak |xcc| A R |AC | 5%|S3-3 | 15000| 0|
Elven Boots |xcd| A R |speed| 5 |NONE | 10000| 0|
Sage Robe |xce| S |int. | 6 |Level| 18000| 0|
Enchanted Id|xcf|KPACSRNB|per. | 15 |Level| 18000| 0|
**special items that can be found in special locations
Green Ticket|xd0|KPACSRNB|NONE | 0 |NONE | 10| 0|
Yellow Tickt|xd1|KPACSRNB|NONE | 0 |NONE | 50| 0|
Red Ticket |xd2|KPACSRNB|NONE | 0 |NONE | 450| 0|
Black Ticket|xd3|KPACSRNB|NONE | 0 |NONE | 1000| 0|
Fe Farthing |xd4|KPACSRNB|NONE | 0 |NONE | 10| 0|
Castle Key |xd5| RN |thief| 5%|NONE | 200| 0|
Mark's Keys |xd6|KPACSRNB|NONE | 0 |NONE | 1| 0|
Dog Whistle |xd7|KPACSRNB|luck | 1 |S4-4 | 50| 0|
Web Caster |xd8|KPACSRNB|NONE | 0 |S3-5 | 100| 0|
Monster Tome|xd9|KPACSRNB|NONE | 0 |S2-3 | 2000| 0|
Cupie Doll |xda|KPACSRNB|NONE | 0 |NONE | 1| 0|
Water Talon |xdb|KPACSRNB|NONE | 0 |C6-5 | 50000| 0|
Air Talon |xdc|KPACSRNB|NONE | 0 |C5-2 | 50000| 0|
Fire Talon |xdd|KPACSRNB|NONE | 0 |C8-2 | 50000| 0|
Earth Talon |xde|KPACSRNB|NONE | 0 |C7-2 | 50000| 0|
Element Orb |xdf|KPACSRNB|NONE | 0 |S9-3 | 100000| 0|
Gold Goblet |xe0|KPACSRNB|NONE | 0 |NONE | 450| 0|
+7 Loincloth|xe1|KPACSRNB|per. | 10 |NONE | 5000| 0|
Valor Sword |xe2|KPACSRNB|NONE | 0 |NONE | 10000| 0|
Honor Sword |xe3|KPACSRNB|NONE | 0 |NONE | 5000| 0|
Noble Sword |xe4|KPACSRNB|NONE | 0 |NONE | 5000| 0|
Corak's Soul|xe5|KPACSRNB|NONE | 0 |NONE | 1| 0|
Emerald Ring|xe6|KPACSRNB|AC | 15%|NONE | 1000| 0|
Water Disc |xe7|KPACSRNB|NONE | 0 |C7-1 | 10000| 0|
Air Disc |xe8|KPACSRNB|NONE | 0 |C4-2 | 10000| 0|
Fire Disc |xe9|KPACSRNB|NONE | 0 |C8-3 | 10000| 0|
Earth Disc |xea|KPACSRNB|NONE | 0 |C6-2 | 10000| 0|
Sapphire Pin|xeb| R |luck | 15 |NONE | 10000| 0|
Amethyst Box|xec| R |luck | 15 |NONE | 10000| 0|
Coral Broach|xed| B|might| 15 |NONE | 10000| 0|
Lapis Scarab|xee| B|might| 15 |NONE | 10000| 0|
Amber Skull |xef| S |int. | 15 |NONE | 10000| 0|
Quartz Skull|xf0| S |int. | 15 |NONE | 10000| 0|
Agate Grail |xf1| P |per. | 15 |NONE | 10000| 0|
Opal Pendant|xf2| P |might| 15 |NONE | 10000| 0|
Crystal Vial|xf3| N |speed| 15 |NONE | 10000| 0|
Ruby Amulet |xf4| N |luck | 15 |NONE | 10000| 0|
Ivory Cameo |xf5|K |might| 15 |NONE | 10000| 0|
Ruby Tiara |xf6|K |acc. | 15 |NONE | 10000| 0|
Onyx Effigy |xf7| C |per. | 15 |NONE | 10000| 0|
Pearl Choker|xf8| C |per. | 15 |NONE | 10000| 0|
Topaz Shard |xf9| A |acc. | 15 |NONE | 10000| 0|
Sun Crown |xfa| A |int. | 15 |NONE | 10000| 0|
J-26 Fluxer |xfb|KPACSRNB|NONE | 0 |NONE | 1| 0|
M-27 Radicon|xfc|KPACSRNB|NONE | 0 |NONE | 1| 0|
A-1 Todilor |xfd|KPACSRNB|NONE | 0 |NONE | 1| 0|
N-19 Capitor|xfe|KPACSRNB|NONE | 0 |NONE | 1| 0|
Useless Item|xff|KPACSRNB|NONE | 0 |NONE | 1| 0|
3-8. MONSTER LISTS(AND MONSTERS I HATE)
Name |HitPts|Exp. Pts.|U| AC|
--------------+------+---------+-+---+
Creepy Crawler| 5| 150|N| 4|
Giant Beetle | 10| 200|N| 7|
Sewer Rat | 8| 150|N| 2|
Kobold | 8| 200|N| 60|
Old Miser | 1| 60|N| 4|
Goblin | 6| 200|N| 6|
Cripple | 1| 60|N| 1|
Hungry Plant | 10| 300|N| 4|
Merchant | 6| 120|N| 5|
Mugger | 10| 300|N| 6|
Skeleton | 6| 200|Y| 50|
Flesh Eater | 6| 200|Y| 40|
Poltergeist | 8| 250|Y| 60|
Fool | 6| 150|N| 4|
Witch's Cat | 4| 150|N| 30|
Mini Rex | 10| 250|N| 60|
Greedy Snitch | 12| 150|N| 4|
Orc | 20| 250|N| 6|
Beggar | 10| 250|N| 4|
Sludge Beast | 20| 400|N| 4|
Blood Sucker | 1| 300|N| 10|
Venomous Snake| 12| 300|N| 3|
Screaming Pods| 15| 400|N| 4|
Man-at-arms | 20| 400|N| 9|
Conjurer | 12| 250|N| 3|
Neophyte Thief| 14| 250|N| 6|
Zombie | 20| 400|Y| 7|
Brain Eater | 10| 300|Y| 5|
Inept Wizard | 2| 200|N| 2|
Phantasm | 12| 400|Y| 7|
Sprite | 12| 300|N| 8|
Thug Trainee | 18| 300|N| 70|
Hypnobeetle | 20| 600|N| 8|
Rabid Rodent | 20| 400|N| 3|
Gnome Elder | 20| 700|N| 4|
Winged Steed | 30| 800|N| 6|
Giant Lizard | 40| 800|N| 8|
Foot Soldier | 35| 500|N| 10|
Ranger | 28| 600|N| 7|
Soldier | 25| 400|N| 8|
Friar | 20| 400|N| 3|
Burglar | 22| 600|N| 5|
Killer Cadaver| 30| 700|Y| 60|
Ghoul | 25| 700|Y| 70|
Juggler | 20| 1500|N| 4|
Carnage Spirit| 25| 1000|Y| 80|
Kobold Captain| 28| 600|N| 80|
Brainless One | 20| 500|N| 6|
Arachnoid | 45| 700|N| 80|
Insect Plague | 35| 700|N| 5|
Crazed Dwarf | 45| 1200|N| 70|
Hermit | 30| 500|N| 9|
Mutant Swine | 50| 800|N| 80|
Swamp Dog | 40| 600|N| 70|
Deadly Rattler| 40| 600|N| 5|
Woodsman | 50| 1000|N| 10|
Ninja | 35| 1200|N|150|
Squire | 40| 900|N|100|
Dancing Bones | 35| 500|Y| 4|
Dancing Dead | 45| 700|Y| 60|
Cursed Corpse | 60| 1200|Y| 80|
Nasty Witch | 38| 800|N| 7|
Super Sprite | 40| 1000|N| 10|
Cat Corpse | 40| 600|Y| 10|
Giant Scorpion| 60| 1300|N|110|
Killer Bees | 40| 1300|N| 90|
Minor Demon | 50| 1200|N|130|
Hunchback | 35| 900|N| 3|
Giant Ogre | 70| 1500|N| 80|
Werebat | 35| 800|N|130|
Wind Mare | 50| 1000|N|150|
Werebull | 62| 1100|N|100|
Snapping Spore| 40| 900|N| 60|
Cavalier | 70| 1400|N|170|
Druid | 40| 800|N| 9|
Crazed Native | 30| 1000|N| 80|
Coffin Creep | 50| 1100|Y| 60|
Gargoyle | 50| 1200|N|100|
Vampiric Rat | 45| 1100|N| 90|
Cursed Slayer | 50| 1200|N|130|
Viking | 80| 2100|N|140|
Gnome | 40| 1300|N| 10|
Minor Devil | 60| 2400|N|160|
Warrior Boar | 60| 1900|N|110|
Cockatrice | 50| 2200|N|100|
Killer Canine | 50| 2000|N|130|
Killer Cobra | 50| 1600|N|100|
Champion | 80| 2700|N| 20|
Gate Keeper | 60| 2100|N|150|
Shaman | 45| 1800|N| 8|
Illusionist | 45| 2100|N| 11|
Mounted Patrol| 70| 2800|N|220|
Night Stalker | 60| 1900|Y|140|
Wraith | 50| 3000|Y|100|
Mad Peasant | 60| 2500|N| 13|
Canine Creep | 64| 2400|N|150|
Dinobug | 100| 2000|N|100|
Swarming Wasps| 50| 3000|N|150|
Leprechaun | 40| 4000|N|280|
Flaming Fear | 70| 3200|N|180|
Leper | 40| 1500|N| 5|
Troll | 70| 4000|N|130|
Acidic Blob | 60| 2100|N|150|
Werewolf | 70| 3200|N|170|
Pyro Hydra | 80| 5000|N|150|
Castle Guard | 70| 2600|N| 17|
Thief | 50| 2800|N|160|
Warrior Maiden| 50| 5000|N|190|
Swamp Thing | 70| 4000|N|110|
Iron Wizard | 80| 5000|N|210|
Mutant | 70| 3200|N|160|
Strangler | 80| 4000|N|180|
Dwarven Knight| 100| 5000|N|230|
Horned Fiend | 80| 6000|N|180|
Swamp Beast | 100| 5000|N|110|
Hill Giant | 120| 5000|N|170|
Wyvern | 100| 5000|N|150|
Earth Wyrm | 130| 7000|N|190|
White Knight | 100| 8000|N|180|
Necromancer | 60| 5000|N| 13|
Mountain Man | 90| 4000|N|110|
Gravewalker | 70| 5000|Y|150|
Phantom | 64| 6000|Y|190|
Lost Soul | 80| 6000|Y|180|
Slasher | 60| 6000|Y|110|
Guardian | 150| 8000|N|130|
Seductress | 60| 8000|N| 9|
Pixie | 90| 6000|N| 20|
Lightning Bugs| 80| 9000|N|190|
Trickster | 90| 7000|N|190|
Griffin | 150| 13000|N|200|
Pegasus | 120| 11000|N|260|
Gorgon | 150| 13000|N|140|
Cloud Dragon | 160| 13000|N|190|
Troubadour | 120| 7000|N|160|
Paladin | 120| 11000|N|240|
Elf Warrior | 120| 6000|N| 22|
Priest | 100| 6000|N| 20|
Assassin | 100| 10000|N|220|
Amazon | 90| 5000|N|120|
Grim Reaper | 70| 10000|Y|160|
Mummy | 150| 8000|Y|110|
Bonehead | 90| 7000|Y|200|
Melting Man | 130| 9000|N|220|
Demon Soldier | 200| 18000|N|220|
Fire Devil | 150| 18000|N|220|
Apparition | 100| 11000|Y|200|
Vampire | 250| 25000|Y|240|
Frost Dragon | 250| 22000|N|220|
Dinosaur | 250| 16000|N|160|
Avenger | 160| 15000|N|230|
Court Bowman | 150| 20000|N| 25|
Holy Man | 100| 20000|N| 20|
Court Mage | 100| 22000|N| 19|
Warlock | 90| 21000|N| 20|
Barbarian | 200| 16000|N|160|
Royal Horseman| 250| 24000|N|320|
Court Jester | 80| 25000|N|170|
Fire Faery | 230| 20000|N| 22|
Thug Leader | 220| 20000|N|220|
Dino Spider | 250| 20000|N|200|
Plant Golem | 250| 30000|N|300|
Stone Golem | 250| 40000|N|300|
War Eagle | 300| 25000|N|210|
Guardian Hound| 200| 20000|N|150|
Minotaur | 150| 30000|N|300|
Fire Dragon | 300| 40000|N|250|
Shadow Rogue | 150| 25000|N|230|
Crusader | 200| 20000|N|290|
Chancellor | 90| 30000|N| 20|
Ghost | 200| 40000|Y|170|
Dead Head | 250| 25000|N|150|
Enchantress | 100| 25000|N| 13|
Warbot | 300| 40000|N|250|
Stalker | 140| 30000|N| 24|
Hatchet Man | 200| 23000|N|250|
Dwarven Elder | 300| 70000|N|240|
Ooze Warrior | 350| 60000|N|220|
Roc | 400| 70000|N|210|
Dagger Jaw | 300| 60000|N|220|
Armored Dragon| 400| 80000|N|310|
Tyrannosaurus | 500| 70000|N|240|
Valiant Knight| 300| 80000|N|320|
Endless Knight| 300| 80000|N| 50|
Archer | 250| 80000|N| 31|
Wizard | 150| 70000|N| 22|
Crypt Fiend | 150| 80000|Y|320|
Phase Spirit | 200| 60000|Y| 60|
Sorceress | 150| 70000|N| 18|
Mystic Clown | 100| 120000|N|160|
Spido Bug | 300| 70000|N| 22|
Living Dead | 180| 60000|Y| 50|
Devil's Mouse | 500| 180000|N|310|
Fire Elemental| 250| 180000|N|260|
Air Elemental | 250| 180000|N|260|
Mist Rider | 350| 230000|N| 50|
Magic Serpent | 800| 250000|N| 40|
Cron Man Trap | 400| 230000|N| 21|
Dark Knight | 700| 250000|N| 60|
Sorcerer | 300| 150000|N| 24|
Kensai | 500| 190000|N| 40|
Jouster | 500| 210000|N| 50|
Devil's Envoy | 500| 220000|N| 40|
Ethereal Being| 250| 240000|N| 70|
Death's Agent | 600| 230000|N| 40|
Alien Probe | 500| 230000|N|310|
Element Hydra | 600| 230000|N| 40|
Monster Masher| 500| 250000|N| 40|
Devil King | 5000| 30000000|N| 60|
Titan | 2000| 1500000|N| 40|
Ancient Dragon| 5000| 20000000|N| 50|
Reptoid | 2500| 1000000|N|320|
Cuisinart | 1000| 20000000|N| 60|
Holy Warrior | 1000| 3000000|N| 80|
Elven Archer | 1000| 1500000|N| 40|
High Priest | 1000| 3000000|N| 32|
Master Robber | 1000| 2000000|N| 40|
Master Ninja | 1000| 2000000|N| 60|
Lich Lord | 2000| 6000000|Y| 40|
Time Lord | 3000| 15000000|N| 11|
Orc God | 50000| 15000000|N| 40|
Death in a Box| 2000| 9000000|N| 40|
Mega Troll | 2500| 4000000|N| 50|
Cat from Hell | 2000| 10000000|N| 40|
Earth Elementl| 250| 180000|N|260|
Water Elementl| 250| 180000|N|260|
Gnasher | 25| 700|N| 8|
Chomper | 50| 1200|N|150|
Mutant Fish | 6| 200|N| 6|
Sea Monster | 70| 4000|N| 16|
Aquasaurus | 160| 9000|N|250|
Cosmic Sludge | 130| 11000|N|250|
Sarakin | 250| 150000|N| 25|
The Long One | 300| 400000|N|300|
Spaz Twit | 50| 120000|N| 20|
The Snowbeast | 60| 3000|N| 16|
Bozorc the Orc| 200| 20000|N|250|
Brutal Bruno | 300| 60000|N|300|
Death Spider | 90| 10000|N|190|
Dread Knight | 300| 80000|N|280|
Baron Wilfrey | 300| 90000|N| 5|
Mist Warrior | 350| 160000|N|300|
Queen Beetle | 350| 230000|N| 50|
Serpent King | 400| 240000|N| 60|
Dragon Lord | 340| 260000|N| 4|
Mandagual | 100| 10000|N|200|
Lucky Dog | 70| 5000|N| 20|
The Horvath | 400| 230000|N| 50|
Orb Guardian | 300| 80000|N|320|
Dawn | 300| 200000|N| 25|
Mega Dragon | 64000| 32000000|N|250|
Shalwend | 1000| 5000000|N| 70|
Pyrannaste | 1500| 6000000|N| 6|
Acwalandar | 2000| 8000000|N| 80|
Gralkor | 1700| 7000000|N| 70|
Sheltem | 500| 500000|N| 60|
Note: You do get treasure/experience if monsters frenzy/explode but not if
they flee. This means that if you only beat up a bunch of weak monsters,
you'll get weak treasure. Also, people who flee during combat do not get
experience. But their share is not forfeited.
Unconscious people get experience, but stoned/dead ones don't.
Monsters who summon friends double the "+x monsters." For instance, if there
are 6 woodsmen not in the first 10 monsters and monsters are summoned, that
leaves 12 woodsmen not in the first ten. There can never be more than 255
monsters, so if there are >122 monsters in back, more can't be summoned.
There's only one summon friends per fight.
In combat there may be some luck with how many monsters are in the attacking
zone. Usually the fewer the better unless there is a spellcaster waiting in
back.
Monsters I hate--not necessarily powerful, but ultimately deadly, include:
Leprechauns(steal gems)
Phase Spirits(drain magic, impossible to hit)
Any sort of golems
Shamen(paralyze spell effective on very good groups)
Endless Knights
Note the list shows that Sheltem's apparently weaker than many other big
monsters. But I haven't been able to read all the bytes yet.
3-9. LEVEL LISTS
Table of experience points needed for next level.
For the levels below 70, I divide classes into two groups, A and B.
Classes in A: Barbarian, Knight, Robber, and Cleric.
Classes in B: Paladin, Archer, Ninja and Sorceror.
In general A needs 25% less experience to get to a level than B.
Here is a list of levels and experience needed for each class(in
thousands):
Differences between levels double, but less frequently as levels
increase.
Otherwise, they stay the same.
Lvl|A |B |Doubled?
---+---------+---------+--------
2 |1.5 |2 |N
3 |3 |4 |Y
4 |6 |8 |Y
5 |12 |16 |Y
6 |24 |32 |Y
7 |48 |64 |Y
8 |96 |128 |Y
9 |192 |256 |Y
10 |384 |512 |Y
11 |576 |768 |N
12 |768 |1024 |N
13 |960 |1280 |N
14 |1344 |1728 |Y
15 |1728 |2304 |N
16 |2496 |3328 |Y
17 |3264 |4352 |N
18 |4032 |5376 |N
19 |4800 |6400 |N
20 |5568 |7424 |N
21 |7104 |9472 |N
22 |8640 |11520 |N
23 |10276 |13568 |N
24 |11712 |15616 |N
25 |13248 |17664 |N
26 |14784 |19712 |N
27 |16320 |21760 |N
28 |17856 |23808 |N
29 |19392 |25832 |N
30 |20928 |27856 |N
31 |24000 |32000 |Y
32 |27072 |36096 |N
33 |30144 |40192 |N
34 |33216 |44288 |N
35 |36288 |48384 |N
36 |39360 |52480 |N
37 |42432 |56576 |N
38 |45504 |60672 |N
39 |48576 |64768 |N
40 |51648 |68864 |N
41 |54720 |72960 |N
42 |57792 |77056 |N
43 |60864 |81152 |N
44 |63936 |85248 |N
45 |67008 |89344 |N
46 |70080 |93440 |N
47 |73152 |97536 |N
48 |76224 |101632 |N
49 |79296 |105728 |N
50 |82368 |109824 |N
51 |88512 |118016 |Y
52 |94656 |126208 |N
53 |100800 |134400 |N
54 |106944 |142592 |N
55 |113088 |150784 |N
56 |119232 |158976 |N
57 |125376 |167168 |N
58 |131520 |175360 |N
59 |137664 |183552 |N
60 |143808 |191744 |N
61 |149952 |199936 |N
62 |156096 |208128 |N
63 |162240 |216320 |N
64 |168384 |224512 |N
65 |174428 |232704 |N
66 |180672 |240896 |N
67 |186816 |249088 |N
68 |192960 |257280 |N
69 |199104 |265472 |N
70 |205248 |273664 |N
71 |211392 |281856 |N
72 |217536 |290048 |N
73 |223680 |298240 |N
74 |229824 |306432 |N
75 |235968 |314624 |N
76 |252352 |331008 |Y*(cleric=sorcerer=16384 from here)
77 |268736 |347392 |Y
3-10. AT THE BAR
3-10-1. ENTREES AND WHAT THEY DO
Middlegate
A) Horrors d'oeuvres 10 C1 2,10 don't flee
B) Soup de Ghoul w/garlic toast 50
C) Dragon Steak Tartar 100 ??(D1 encounter?)
Atlantium
A) Lightly salted tongue of toad 1000
B) Puree of Gnome 2000
C) Devils Food Brownie 3000 (C1 1/8 fight)
Tundara
A) Sizzling Swine Soup 200
B) Red Hot Wolf Nipple Chips 100
C) Roast Leg of Wyvern 1000
Vulcania
A) Pickled Pixie Brains 5000 ??
B) Deep Fried Troll liver 500 NPCs 1E
C) Cream of Kobold soup 1000 E1 3,1 "You killed our pal!"
Sandsobar
A) Gourmet Dinner B Wyrm Chop Suey 20
B) Roast Peasant under glass 50
C) Phantom Pudding ( Very Low-cal ) 250 Sarakin's Mine (7,3) cave-in
3-10-2. TIPS
[I believe that the hints are from towns 1,2,3,4,5 and then 1,2,3,4,5. I'm
not
sure about the odd/even parity, though. This will be revised for future
FAQs.
Tips change every other day and are different for days 1-30 as opposed to 31-
180. Note that some hints overlap.
Middlegate)
See Nordon at 10,2 [Goblet quest]
Donate at all temples [Fe Farthing -> Castle Key]
Nordon has S2,1 [See Above]
Meal C, then D1 2,7 [Dragons will fight you]
Children at 0,15 [Sir Hyron and Drog]
Goblets at 0,7 [For Nordon's quest]
Meal A, then C1 2,10 [Get past undead]
Meal B, then C1 2,6 [Get past undead]
Atlantium)
Hirelings at 0,14 [Cleogotcha, Big Bootay]
Transmutations 8,8 the corners [A1, A4, E1, E4]
Castle Xabran holds all clues [Spells as well as hireling locations]
Meal A, then C4 14,8 [For the undead wood--not sure]
Time travel at Pinehurst [Rescue Sherman B4 (10,1) first]
Meal B, then A214,10 [Gnome attacks you--a dud]
S7,1 B2 15,11 [Dancing Sword--must fight Mist Rider]
Meal C, then C1 1,8 [S5-2 spell]
Tundara)
C2,3 C3 1,9 [Nature's gate]
Hoardall seeks items [Woodhaven, for quests]
Keys add castle gold
Meal B, then C3 1,9 [Red Hot Wolf Nipple Chips]
Murray's rejuvenates
Hirelings at 15,10 [Gertrude and Rat Fink]
Cast C2,3 day 93,gain S9,3 [Star Burst]
Meal C-an experience
Vulcania)
Visit Dawn's, D4 3,7 [Orb, Ninja quest]
Slayer seeks death [At Hillstone, for his quests]
S5,2 C1 1,8 [Pick up a spell there--but eat food first!]
Meal C, then E1 2,3 [Kobolds attack you]
B2, day 140-170,14,4 [The Circus--improve attributes]
C3,6 C2 11,1
Lord Haart B1 5,5 [Gives you time-travel quest]
Meal B is a riot
Sandsobar)
Tavern drinks give a bonus
S3,6 7,4 [Wizard Eye--100 gold]
Meal A, then 3,11 [H K Phooey]
Meal B, then E4 3,10 [Fight peasants]
Mandagaul D2 6,8 [Get to Luxus Palace]
The Gourmet A3 7,6 [Gives you experience]
C9,2 C1 south
Meal C, 7,3-Sarakin [Jed I, Sir Kill]
3-10-3. DRINKING (SUB) GAME
Here's what drinks do.
If you get sick drinking a certain beverage, you have all stats reset.
Orc Beer gives you +5 might for each successful drink after the first.
Straight Shot gives +20 accuracy for each successful drink after the second.
ID elixir gives +10 personality for each successful drink after the second.
Academic Ale gives +10 intelligence for each successful drink after the
second.
Rare Vintage gives +3 levels for each successful drink after the second.
Mystic Brew gives +1 spell level for each successful drink after the fourth.
4. DETAILED WALKTHROUGH
4-1. MIDDLEGATE
You may want to strip the other party's items first. This will give you 200
gold, and that can be used to buy some immediate armor. You don't have to
pinch too many pennies, but I don't advise buying any armor that's too
expensive. It will get exchanged. So 3 helms, 4 small shields, a padded
armor, and a sling(robber) should serve you well. If you don't choose to
follow my fight formula, this is a good start.
But I've decided on a bit of a trick--buy a +1 staff, +1 crossbow and +1
blowpipe. Give the staff to your archer and the missile weapons to your
robber and sorcerer. Now you have an extra couple of attacks, and they are
magic. You're probably going to get hit anyway at first.
The best first fight I've found would be the skeletons behind Nordon. In fact
you should visit him: 2N 4E 3S W and accept the quest--worry about completing
it later. The skeletons are behind the door to the north. It may take some
unlocking, but once you do, you can have your cleric cast 1-7, turn undead,
to kill most of them. Have your sorcerer hit them with the spells you can. Be
sure to be healed up--or at least have one player with lots of hit points--
before you search for the treasure. You'll also need to unlock the door from
the other side. If you enter the dungeon(S and W) or go back to the inn and
return, you get to fight the skeletons again.
With turn undead the main risk is, in fact, that you will set off the door
trap. The best way around this is to buy a thief's pick at the armory. You
may have to rest off the effects of setting off a trap a lot at first, but I
think things should progress quickly enough. Each trip gets ~$500 and with
this money I recommend, in order of priority, magic herbs for your knight and
robber--maybe even your archer and paladin too. Also three green tickets for
your sorcerer for later. Use heal spells liberally. The first level to gain
is the riskiest.
But it doesn't take too long. After three such trips your knight, cleric and
robber should have gained a level. Bring them in for training, because when
your cleric gets to level 2, the turn undead spell is really deadly against
the skeletons. Everything's easier. And the traps are less damaging.
I've repeated the fight with the skeleton eight times until I got my sorcerer
to level 3(8*500=4000.) Here's a good place to save your game. In the
meantime, if you feel as though you have some extra cash, see Otto Mapper in
the NW corner for cartographer skill, get membership in the Mage Guild, and
buy spells for your cleric and sorcerer. You can hold off on S 2-3 as it
gives the same information as in this FAQ and is the most expensive of the
lot.
At this point you can go poke around other towns. There won't be too many
random combats, and if you look at section 3-6 you can find the sort of
things you'll want to afford. The fewer items you have to buy and sell back
for a loss, the quicker you can make money--perhaps even make enough money to
get the merchant skill. Try to use hand-me-downs as much as possible until
then. In some cases, such as shields, you can buy the best there is
For instance you can give your knight and paladin splint and chain mail. Then
when you can afford plate armor, you can give that to the paladin and hand
off the chain to your archer. Another plate, and your cleric gets the splint.
Ring and scale aren't the best any class can do, so don't buy them.
The great shield +1 from Atlantium is a real bargain--if you can win a few
fights, pile up $1500, and buy these without any other shields, you're off to
a great start. Navigating the portals is tricky at first but they're pretty
close together. Middlegate's is left when you exit the inn's door. Sandsobar,
go west and to the top and west. Tundara, go from behind the inn to behind
the bar next door. Vulcania, retreat, turn, 2 forward, turn, 2 forward.
Atlantium back one-way to Middlegate, go straight forward.
By the time you have this down it may be more convenient to cast the fly
spell. But knowing what you want at Atlantium can save you gold for better
training, spells and the colored keys early on.
4-2. AND UNDER AND BACK AND SO ON...
At level 3 you're about ready to take on the underground. It may be a bit
tricky, and you can wait until your knight is level 4, but with accurate play
you should be able to do the first bit under Middlegate.
Cast a light spell. Go 3W 1N. Then face west and jump. This vaults you over a
very annoying combat. Then go W into a wall, S and W to a combat. It's an
easy one. Search for treasure and jump west. Unlock the door. Be healed for
the next combat behind the door; you'll want to kill the inept wizard and
focus on the orcs, and once you do, the goblet is 1S1W.
Retracing your steps isn't too tough. You can probably even flee from the
goblins if you forget to jump over them or don't have the spell points to. Go
back to Nordon and you've got the spell Eagle Eye and a nice chunk of
experience on the side. He'll tell you to see Nordonna. Do so. You can then
go back downstairs, but you'll have a slightly different path.
Jump over the first combat as before, but then head north. There'll be a sign
near the end of the passage. You'll need to hit the first combat, but then
you can move west a square and jump twice to get over two combats. Sir Hyron
and Drog are here. Jump back over the combats, or just run into one and flee.
Then visit Nordonna. Sir Hyron and Drog are your first two hirelings.
Now the Apple has a loophole where you can go back to Nordon and keep solving
his quest, which gets easier each time. It also gets you 1000 gold, too. Once
you get to level 5--or even before, if you're really brave--you may want to
look around other towns. But you can also pile up gold here if you want to.
In fact, if you get 5K gold then there is a good cheat I recommend in 4-4.
You just have to get to Atlantium. But for now I will diagram the ways to get
from town to town.
Via the portals:
Middlegate(0,5) 10 gp <-> Sandsobar(6,1) 20 gp
Sandsobar(4,14) 50 gp <-> Tundara (6,11) 10 gp
Tundara(6,9) 50 gp <-> Vulcania(6,3) 30 gp
Vulcania(8,3) 100 gp <-> Atlantium(3,0) 50 gp
Atlantium(12,0) 25 gp -> Middlegate(0,5)
That last trip IS one-way. It's worth noting that the portals are pretty well
aligned with each other. Here's how a round trip works:
--from the Middlegate portal, exit in Sandsobar, go 1S 1W, N a bunch, 1W and
1N.
--from the Tundara portal you can go 1S through a secret door. 1E 1N 1E 2S 1W
1S 1W 1N. Both Tundara's portals are a bit secluded.
--from the Vulcania portal 1S 2E 1N. They're both clustered around the
inhabited area, so this is easy.
--In Atlantium you can go all the way east to complete your journey's loop.
Another way to get around--costs spell points and not gold--is to exit the
town you're in and cast a fly spell.
Via the S3-2(fly) spell:
Middlegate is at C2 and 1W1S
Atlantium is at A4 and 1/2??W
Tundara is at A1 and 1/2??W
Vulcania is at E1 and 1E1N??
Sandsobar is at E4 and 2E??
Either way, you should quickly get comfortable with zapping around the towns.
Once you've got ~6000 gold you can come back here to train for Pathfinder and
Mountaineer for your Robber and someone else. That is the best use of money--
the robber is best for pathfinder/mountaineer because you will be bringing
him on class specific quests later on. Don't worry too much about armor as
you'll mostly be avoiding fights you can't win.
Other things to do with money include donating at each of the temples(this
gets you a Fe Farthing, which you use in the NE Middlegate fountain when
prompted for a Castle Key.) and buying cleric spells at the temples and mage
spells at the guilds--this implies that buying membership at the mage guilds
is also good. Pick up the spare keys if you have any extra money. And also,
once you're at level five, if you are ready for the next level but don't have
the gold to spend on training at Atlantuim, wait until you do. The difference
is about six hit points per level.
4-3. SANDSOBAR
You can buy three yellow tickets here once you've gotten through with the
three green fights, as well as some armor. In general you might as well check
for bonus magic items in the shops.
The Splint Mail here is good hand-me-down for your cleric, and the two Chain
Mails will be good for your archer and robber. But the large shields are the
best investment off the bat.
Order the Chop Suey at the bar and you can get H K Phooey as a NPC. Also, you
can find Wizard Eye at (7,4). Look for a sign called "The Beggar's Gift
facine east in the center.
The SE slums are an interesting place that hold some information and a
dungeon, though it might be too tough for you now. When you enter, go 1E and
turn left and backpedal. This will avoid a conversation where you must fight
to get by. Turn left and go through the secret wall.
Rinaldo the Master Thief is at (0,12) here. With a few skill potions you can
probably get by, but the fights aren't easy. Once you do, you can cast
Lloyd's Beacon to set a place and keep returning and retreating. Rinaldo will
teach your thief a few times(be sure to remove the pick to get the maximum
natural percent) and you won't need to worry much about doors blowing up
again. Here's my path.
W 3S 4W N 3W(defeat Arachnoids with magic) W N W N 2E 2N W(through secret
door) to encounter. N 2W 3N E 2N(another encounter) 2W 3S and see Rinaldo.
4-4. TUNDARA
There's a good armory here. The Helm+1 is a nice cheap upgrade, and skill
potion will become a staple of fights later on where you just want more
attacks.
This town has a wealth of skill-selling shops at the top. The only strictly
necessaryr one is Crusader(cleric,) but merchant(knight) is nice to pick up,
as is Navigator(robber.) With a knight as merchant, it's easiest for him to
sell his items.
The merchant skill quickly pays for itself, because you're charged the same
you pay for items--before you were charged 4x and could sell for x. Now you
are charged 2x and can sell for 2x. This is handy with future big-ticket
purchases. And Navigator is a matter of convenience.
With Merchant skill you can go to Atlantium and get a teleport orb at a
discount(2500, makes up for paying 1000 for merchant.) It has 25 uses but you
can cast S 1-2 to sense when it's getting low and sell it and buy it back.
With this you can really clean up some areas quickly.
4-4-1. TUNDARA: A DISHONEST ASIDE
Assuming you bought the teleport orb, you can now pull out a few Emerald
Rings by cheating a bit. Go east from the inn and face south at the exit. Use
the teleport orb to go 1S. Turn north and Gertrude and Rat Fink will go to
the inn. Back up and you can pry an Emerald Ring from the dead person's
hands. Back up again and you'll run into the Snowbeastx10, which you can
always flee from. Maybe he's not sure which copy of himself should run after
you.
You're back near the inn now. So enter it, hire Gertrude or Rat Fink, and
give one of them the Emerald Ring. Dismiss him/her. Now go back to the exit,
face south, etc. You can get six emerald rings this way. I don't play with
hirelings except during the quests where I have to, and the emerald rings
aren't pricey enough, but this works out well enough: 15 AC across the board.
4-5. VULCANIA
Vulcania's armory has a large shield +1 and a Padded armor +1--why not? The
+2 Helms aren't necessarily worth it as there are +4 helms in Atlantium. The
rest of the stores are mostly north past the teleportals and to the east and
up. But there are a lot of wild areas here.
Things are starting to get pricey here, so don't worry about affording them.
Later on you'll want to buy some red tickets, but be sure to have completed
the green and yellow fights in the three arenas first. Still, before you
leave, you may want to buy some specialty food(??) to get Aerial and Thund R
as NPCs. They're useless, but if you have a mania for collecting NPC's, there
you go.
4-6. ATLANTIUM
You don't want to get caught here in some building with a set encounter. But
there are some very nice places to visit. The first is the armory, at the
north end. The +3 flail is great for your priest, and a +2 Flamberge for the
special-of-the-day is good. The Great Shield +1 is a great bargain. But the
Teleport Orb is a main priority, as it opens all sorts of doors. Plus, once
you buy one with a merchant, you can sell it and buy it back and get a
recharge for free.
You may also need some skill potion to get past the Giant Ogres and to the
hirelings behind them in the jail just west of the armory--there's a fight
before them, so you can't boost all stats to 100 to fight them. The colosseum
in the center is doable with the green ticket at first, but don't push
things.
You can also exit Atlantium and push the back-arrow a few times, then turn
around and drink from the pool and go fly and fight somewhere. The castles
are a good place: north from flying to C1 or west/south from flying to E4.
You can also use this pool, with the skill potions, to win fights in the
arenas. The dungeons under the caverns aren't too useful yet so don't worry
too much about them.
4-6-1. C2/C1: CORAK'S CAVERN AND WALK ON WATER AND...
C2 has a few immediately useful spells you can get without really running
into any problems. N and go east, taking the ferry over the water. S3 and
then go west. C3-6, Walk on Water, is well worth just 50 gold pieces.
If you have the forestry skill it's a pretty easy trip to Corak's. The
purpose of this side trip is to get S2-6, Lloyd's Beacon, which makes many
things a lot easier. You can cast Lloyd's Beacon to find easy return access
to a tight area. Some such areas allow you to improve your intelligence or
personality or whatever. But you will probably want to bring a teleport orb
along in any case.
After leaving Corak's Cave go back to the main path and head north on it.
When a sign says Woodhaven to the north, go 2N 2E and face south. Now you
have C9-2, Holy Word. It's not to be used lightly, especially until you get
regenerative powers, but it can end some previously very nasty fights in a
flash.
4-7. ATTRIBUTE FISHING EXPEDITIONS, PLUS SOME GOLD
These aren't really in the spirit of the game, so I understand if you don't
want to participate. But at some point you may find you need to bulk up your
attributes to win a big fight. This is the quickest, although it is a bit
sly. If you want to play straight and narrow you can keep drinking at the
Atlantium fountain and fighting castle guards. Otherwise you could solve the
quest for Mark's Keys a few times, or something.
I've also written how to get the Pegasus's gold in subsection 8.
4-7-1. VULCANIA CAVERN: ENDURANCE
Go to Vulcania. Cast Lloyd's Beacon at the stairs down to the Vulcania
Cavern(set.) Then face south, use the teleport orb(3) and do it again(5) and
go north. Listen to the singing for +10 endurance. Use Lloyd's Beacon. Listen
to the giant 4 times. This makes for mega hit points.
4-7-2. DRUIDS CAVE: MIGHT
To get here you may need to walk around a combat--so bathe in Atlantum. The
cave is at (1,6) which is 13W3N of where you fly to in C3.
This dungeon looks tough, because of the Earth Snares, but with a teleport
orb this is a lot easier. If you've got surface, it's best to use it here,
although you can also cast Lloyd's Beacon at the entrance to the Druid's
Cave. Otherwise you have some teleporting to do. Because the way down is not
the way up. So without Lloyd you need to teleport 3N, 7S, 7E and surface.
Then descend and ascend again. And again. And again. Your characters should
be able to do insane amounts of damage now.
Without a teleport orb or the teleport spell you need to be able to withstand
40 damage before you use Lloyd's Beacon to get out. Because an Earth Snare
guards the spinach. You can also use the teleport orb a lot, as you'll need 4
trips and you get exactly 24 uses before it breaks--then you can sell it and
buy it back in Atlantium. But you have a lot of keys to get exactly right.
4-7-3. ATLANTIUM CAVERN: INTELLIGENCE
Go under Atlantium--the entrance to the dungeon is in Atlantium's NW. You can
cast Lloyd's Beacon(set) before you descend, but only one teleport is
necessary. Face north and teleport 7 squares. Then move 3 squares east. Read
at the statue. You can retreat 3 west and face south and teleport again. Thus
you avoid all the nasty fights you'd otherwise have to go through.
If you want to do it honestly, go west and then north at the first turn.
There'll be some thieves guarding a corner. Look for the secret door in the
NE, to the east. Then go to the statue and back.
4-7-4. NOMADIC RIFT: SPEED
This is a bit tricky conventionally because, even after you flee a combat,
you still have to jump east a few times or fight through a few combats.
Fly to A4 for the fountain, fly to E3, go 5N 6E. Enter the rift. You may need
some luck to avoid an earthquake. Jump west 7 times and you'll hit one
combat. Cast Lloyd's Beacon at (1, 11). You can get the treasure to the left
at (0, 11) and (0, 13) to make up for the cost of your teleport orb. From (0,
13) teleport 2N. Now there are leprechauns to the east. You can take your
chance fleeing from them or you can just hop over them with Lloyd's Beacon
or, if your cleric's at level 7, you can cast surface. The combat at (14,7) </pre><pre id="faqspan-3">
may be the easiest, so you might not have to jump over that. But you will
probably want to get back up to 100 at the A4 fountain for each fight.
Another solution is to cast a teleport 1 square east and 7 north, which lands
you in the room. Then 1 west and 7 south, or Lloyd's Beacon if you cast it
over the cave, gets you out. Again, four of these and you should be set.
4-7-5. B1 CAVERN: PERSONALITY
Personality isn't as critical as it seems, because many of the best Cleric
spells aren't based on points per level. Which is a good thing, because you
have a tough combat just after you receive the boost. You can try to risk
running from it, but it's quicker and safer just to be able to whomp 'em. But
it's still nice to inflate your stats in as many ways as possible.
You actually won't need teleport orbs to navigate blizzards or snowdrifts
here. Go to Tundara and temporarily disband all party members of the opposite
sex of your paladin and cleric. You can just exit, go east to B1(4,3) and go
straight north to enter the cavern. Visit the correct room four times. You
don't even have to leave the dungeon. While you're in the area, look ahead to
4-7-8 if you want some gold, too.
There are a few good side items too--see the detail section for this dungeon
to see which fights are easiest and have decent items. Your path from the
Atlantium Fountain to here could be unobstructed too, and there aren't many
magic monsters here, making it a matter of holding down ctrl-a at times. You
can also get 2000 gold+10000 experience for each player from a fight with
goblins, who can't hit anyone with armor class over 20.
It's possible to organize things in town so that you drink from the fountain
west of Atlantium, fly to Tundara, and take the party members who need
personality, plus others of the same gender, to the caverns(someone may need
navigator skills to get through the tundra, or you may want to teleport,
since otherwise you'll get lost randomly.) Bring some hirelings of the right
gender along if you want--preferably Mr Wizard, who can take care of things
with a quick spell. Along the way you might also like to get skill potions at
the armory.
4-7-6. DAWN'S MIST BOG: LUCK
Skill potions are an even better idea for this fight than the last one.
Getting to Dawn's is an unpleasant affair. It's in D4, but if you fly there
you'll need a couple of teleports or some fancy stepping to avoid nasty
combats. I go south to (13,7) and west and teleport 9 west and turn up to see
the sign. In the bog, mountains house lightning bugs, which are nasty, so
being exact is important.
Inside Dawn's you will want to go north to the wall, east and take the first
door east as you go north. The Lucky Dogs you have to fight to get the luck
here are rather tough, too. Bring everything you have--if you have Gold
items, be sure to remove them after you win. You have to walk to (12,7) as
Dawn's is very anti-magic. Don't worry about being worthy. Everyone is.
4-7-7. PINEHURST LEVEL 2: ACCURACY
This one is for later reference only, because it is not easy to get to, and
the monsters are too tough right now anyway. Pinehurst is in A3. Just fly
there and follow the road south. The full rundown is in 10-3-2.
4-7-8. MEENU'S GOLD
While you can just use a teleport to go north from (9,3) you can also try to
work your way through the minor blizzard-maze. The solution? Start at (8,3)
and go 5N W 2N 2E S. You can fly out of this whole mess or retrace your
steps. The blizzards cost 20 damage each time you hit them and pretty much
surround Meenu. Search and you'll find enough gold for a spell at Atlantium.
Or enough to buy pretty much all the other spells.
4-8. THE TRIPLE CROWN PROCESSIONS
First note that it may be most time-saving, after buying three tickets and
saving the game, to start at the Atlantium arena and portal to Middlegate
then Sandsobar. One advantage of starting at Atlantium is that you can get a
feel for if you're in over your head. If you can't win no matter how many
skill potions you drink(and yes, if you want, you can waste two per front-
line player) you might want to try other ways to build up experience. But
I've actually found the experience you get from one triple crown quest makes
it a good deal easier to complete the next one.
One thing to watch out for: if you lose a fight, you lose your ticket. Also,
after winning a fight, don't turn left or right. If you have a ticket in your
possession, the game will note that you're on the fight square and you have a
ticket and--poof--a ticket wasted and a chance to undo the fight you just won
with an unlucky draw!
If you are accelerating your characters through the arena fights then you may
need a lucky draw. But it's best to make your own luck with skill potions, or
by trying a few times.
There are four colors for keys and tickets. For each color you must win
in all three arenas listed below and unlock the bishop of that colored
battle with the key(which you buy in the town).
Black(Atlantium) >> Red(Vulcania) >> Yellow(Sandsobar) >>
Green(Middlegate)
Thus the "greater" ticket you have the tougher your encounter will be in the
Arena(Middlegate), Monster Bowl(Sandsobar) or Colosseum(Atlantium). These are
listed in descending order of difficulty, and the ticket is more important
than the venue in determining monster difficulty. The gold totals for winning
reflect this.
You receive gold for winning at each venue. You also receive experience for
rescuing each bishop. The bonus is much greater if you have won the triple
crown before you rescued him. Here's a grid of each quest. You should be able
to locate everything pretty clearly.
Color |MGate|Ssbar|Atl'm|Key Loc+$ |Bishop Exp TripCrown
------+-----+-----+-----+----------------+------------------------------
Black |20000|30000|50000|(3,10)Atl'm 50K| Luxus 14,14 10k 200k
Red |7000 |10000|15000|(0,8) Vulca 2500| Hillstone 11,4 8k 100k
Yellow|2000 |3000 |5000 |(6,2) Sands 1K| Pinehurst 13,3 5k 50k
Green |200 |500 |1500 |(1,8) MGate 500| Woodhaven 10,6 3k 10k
The castles shouldn't be too bad to negotiate, but you may have a few fights
with castle guards. You can probably bluff your way through castle guards by
having someone at level 20 or more(they will run away) or you can see 4-2
about getting into castles with the Castle Key to get rid of one such combat.
By the time you get to the red key, castle guards shouldn't be too bad, but
why not be prepared?
I do recommend winning the triple crowns before rescuing the bishops. The
experience sums are not inconsiderable.
For Woodhaven you have nobody blocking you. Fly to C1, go straight north,
enter the castle, take the right door, and 2N E 4N E 3S. That was easy.
For Pinehurst there's a potential random fight ahead so I might recommend
having a teleport orb. Fly to A2 and face south and follow the road. Enter
the castle. If you want to teleport, go 2W and face south. Teleport 5 squares
south so the y-coordinate is 3 where you'll end up. Face north and you'll get
the bishop of yellow battle. Cast surface, or use the teleport orb to
reverse.
The non-teleport way is to go west through the double doors and south. Jump
after you get through the door, over one of the combats, and go east into
another. Win it and the bishop is behind the door. Jump to leave too.
Hillstone is actually a bit easier, although the arena combats are tougher.
Take the left door for one encounter with castle guards. 2S E 2S E S for an
encounter. E 2S and another encounter. 3S E 2N. The third bishop.
Luxus's bishop is the easiest to reach, but do try to win the combats first.
N, E to (13,1) and N all the way to the top--take the last door east. No
encounters. You don't even have to suffer through a jester's orc jokes.
4-9. FUN WAYS TO GET GOLD AND ITEMS
We haven't explored around much yet, and sticking to the sectors around
Middlegate is the safest way to get gold and experience. But there are more
active ones. At some point your quest for more experience will slow down, and
here are ways to get around things.
4-9-1. THE ATLANTIUM/A4 FOUNTAIN
You can use the fountain west of Atlantium and then fly to various places. A
great place for gold is a castle. Even if you have the castle key, one of the
two starting doors in Woodhaven or Pinehurst has a fight with castle guards.
It's not huge experience, but you get 15000 gold and random good items. There
may be other fights to try, and many other sections are based on this. You
can use skill potions on top of this.
4-9-2. THE GEMMAKER'S CAVE
This is a nice place with no fixed combats. You can find gems all over but
the real deal is if you levitate through the lava pit in the center cave.
You'll have to levitate to get from Tundara to there. And you can go back and
in to get copies of items like the +10 flaming sword.
4-9-3. PREFERRED QUESTS
I went through with Lord Hoardall's quest(Woodhaven) and then Lord
Slayer's...got a level from each before the class quests. Which themselves
might be easier.
4-9-4. SINGLE COMBATS--FAIR AND UNFAIR
The Cat from Hell is a fair combat. You can cast Holy Word to get rid of the
240 cat corpses following it around, and you'll need to keep up the rest of
the party with Moon Ray. The total experience is 10,024,000. If you survive.
But even better is the Cuisinart at A2(1,8). He's an odd fellow with a
tendency to either attack someone or, more rarely, frenzy. If he frenzies,
and one of your party members resists, you're home free splitting 20,000,000
experience. And here's the hook. You can go off A2, 2W to A1, and come back
and beat him up again. Continuously. There may be a temptation to try one
fight too many or even to open that treasure box when you should cast a fly
spell back, but resist it(oh yeah. He gives Doomsday boxes some times, too.)
Everybody I talked to who played and loved this game mentioned the poor
Cuisinart. I remember feeling almost sad when I beat him the normal way. But
he works great until level 70 or so when you have to fight him 5 whole times
to get the next level!
4-9-5. DRAGON'S DOMINION
4-10. IMPROVEMENTS, PART TWO
4-11. THE CLASS QUESTS
There are some low-blow ways to get experience but one of my favorites is
using the Cuisinart, which I discuss in the next section. If you don't want
to do that, you might want to start on the class specific quests in section
6.
This requires you picking up some NPC's. There's more detail on it in 3-4-2
and section 6. The Knight Quest is a good place to start, as it will
immediately pump up both your knight and your robber, and you don't need your
level to be too high to do it. Before pumping your robber's levels up you may
want to visit Rinaldo under Sandsobar several times so you reach the maximum
before you get the 10-level boost.
5. WALKTHROUGH ROUGH OUTLINE
Supercondensed walkthrough. Brackets = character builders, semi optional
[1. beat up a bunch of skeletons]
[2. Solve Nordon's quests]
3. Buy one of each key(green at Middlegate (1,8), yellow at
Sandsobar(6,2), red at Vulcania(0,8), black at Atlantium(3,10)
[3a. improve your stats]
4. Win 3 fights per ticket at each arena(Middlegate 13,2,
Sandsobar (10,8) monster bowl Atlantium (7,9) monster bowl
5. Use keys on each bishop of battle. While so doing, stop off to...
[5a. Beat up the Cuisinart if you're the cheatin' kind]
6. Pick up the Radicon, Fluxer, Capitor, and Todilor from Woodhaven(2,11),
Pinehurst(7,6), Hillstone(3,13), Luxus(0,6).
7. Solve the class specific quests.
8. If you want to cheat, you can build up and visit Queen Lamanda and go into
the Square Lake dungeon now and just type WAFE when you get to the end. Skip
to step 15, if that's what you want to do.
9. Rescue Sherman at B4(10,1). Bring him as an NPC to Lord Peabody.
10. Go to 800 and Castle Xabran C2 (14,8). Get the four discs:
(15,0) for water
(15,15) for air
(6,2) for earth
(6,14) for fire
11. Go to each elemental plane(transmutation for each one is at 8,8 near
the entry) and pick up the talons with the discs.
(10,10) for water
(11,7) for air
(4,4) for fire
(8,8) for earth
12. Bring an NPC along to Dawn's. NW of Dawn's go east and 240 greedy
snitches at (7,12) guard a secret door. Use skill potions before orb guardian
fight. Get the orb. Dismiss the NPC.
13. Go back to the 9th century and at C4(14,5), one square forward from where
you came out, and give Kalohn the orb to change history.
14. See Kalohn again in Luxus Palace in 900. Use the password WAFE after
you defeat Sheltem in the circle lake dungeon. Be stocked with skill potions.
15. The final puzzle, deciphered, although the code is random:
WE THE peOPLE OF TErRA IN ORDER TO
FORm a MORE PERFECT UNION, eSTAblISH....
The solution is:
"P" Row 1 word 3 letter 1
"r" Row 2 word 1 letter 3
"e" Row 1 word 1 letter 2
"a" Row 2 word 2 letter 1
"m" Row 2 word 3 letter 1
"b" Row 2 word (last) letter 5
"l" Row 1 word 3 letter 5
"e" Row 1 word 1 letter 2
Type in the letters you see. NOTE: YOUR ANSWERS MUST BE IN THE PROPER CASE.
CAPITALIZE THE FIRST LETTER BUT NONE OF THE REST!!!! You may have to tinker
with the caps lock to get the right case.
There are some places where you can get +10 statistics. However, the maximum
you can improve to in this way is 59, i.e. if your statistics are 50 they
won't go any higher.
Might: Druids' cave, (1,15) Eat the spinach
Intellect: Atlantium dungeon, (11,15) Read the book
Personality: B2 cave (4,12) at (8,15) for all-male party, (7,15) for all-
female.
Endurance: Vulcania cave, (15,14) Listen to the ballad
Speed: Nomadic Rift, (0,15) Step on the treadmill
Accuracy: Pinehurst Dungeon, (14,13) Swim in the pool
Luck: Dawn's Cavern, (12,7) Roll in the lucky charms
6. CLASS SPECIFIC QUEST DETAILS
In order to solve the game, you must have solved a class specific quest,
where you can only have that class and robbers in your party. Then you must
visit Mount Farview. In terms of difficulty I would rank the quests
Knight<Barbarian<Archer<Paladin<Ninja<Sorcerer<Cleric
..which is the explanation for why I didn't order these alphabetically.
Naturally you can and should skip the ones for classes not in your party, but
once you've solved MM2 it's fun to come back to.
I like to create a dummy robber character when I start these quests. He and
my regular robber go along on all of them and are both
pathfinders/mountaineers, so my party can go wherever, whenever. It's only
5000 gold and well worth the convenience.
I get the most mails about people asking how to do the Cleric's Quest. Five
of these are merely a matter of winning a fight with the right magic items,
or the right combination of players. The last two require you to visit
certain odd places and maybe find an item or two, and there are still some
nasty combats.
First I recommend getting at least two robber NPC's before continuing. Rat
Fink(Tundara, behind the wall) and Fumbler(A3 8,1--on the island guarded by
White Knights, goes to Atlantium) work well. You can probably dispose of the
White Knights drinking from the fountain west of Atlantium and using skill
potions as before.
Aeriel or Dark Mage is also a good NPC to have along for convenience.
Although they can't be there for the last part of the class specific quests,
they can cast fly spells(well, Aerial will need minimal experience) to get
you close to where you need to be. This is useful because you can fly to
Atlantium, drink from the pool mentioned above and fly again. Alternatively
you can just buy transport to Atlantium via the portals and save at the
inns(i.e. Atlantium after drinking, and the town nearest your quest) to avoid
random encounters, but that can get tedious.
One other way to boost your party before a big fight is to donate at a
temple. This helps especially with the Frost Dragon, who breathes. Middlegate
is cheapest, but then you have to walk around a bit before getting to
Atlantium. Blessings are random enough, though, that I'd donate at Middlegate
and run the gauntlet to Atlantium--or fly there.
With regard to coordinating NPC's for the class specific quests, I recommend
bringing them all to one town as you get them and taking them out of the
party once you do. It makes future tasks easier.
Of course, after you complete these quests you still need to go back to Mt
Farview at D2(7,0) and face N/S for your reward. Your character will get a +
after his name. And a nice reward.
6-1. ARCHER
Baron Wilfrey may have a powerful individual strike, but thankfully he
doesn't have anything like lightning bold. So he's a juiced up version of the
Dread Knight(see 6-4.) If your robbers have ray guns, use them. Get Magic
Herbs, several, for your weakest players and have them cast heal on whoever
goes down. You'll still want skill potions for your front line so that you
can attack Wilfrey's cohorts.
6-2. BARBARIAN
Brutal Bruno's more of the same if you've figured out how to take down the
Dread Knight. I just took a bunch of barbarian NPCs and skill potions along,
flew to C4, and went to the northwest corner. But I would recommend getting
blessed at the temple before starting off.
6-3. CLERIC
The cleric quest is the toughest of the lot. You need so many items, and you
need to do everything right once you have them. First, pool your gems to your
cleric before adjusting the party. Take all the cleric and robber NPCs that
you can.
--get the Admit 8 pass from Sandsobar(0,0) if you haven't found one in combat
--go to C1 (5,5) and face south if you haven't. Now you have Holy Word.
--go fight a bunch of ghosts at C1(10,15). Use your cleric with the highest
speed to wipe them out. You should now have Corak's soul. Spin around in
place a bit if you don't get it right away.
--get full spell levels at C1 (?,?). Now all hireling clerics, even the
wimps, have Holy Word.
--you might want to save at Middlegate here in case something goes wrong.
--enter Corak's Cave. It's south of Woodhaven on the path until you are
forced to turn east, then north. Circle around the main structure to get to
the gates at (7-8,6). Note that once you give the admit 8 pass, they forget
you've already handed them one--so they kick you out if you retreat and come
back. From here on in, things better WORK.
--Holy Word on the first fight beyond the gates at (7-8,5)
--S, E to the wall, S, E to the wall. You should be at (13,3) and someone
should be glad you have Corak's soul. The barriers to the center will drop.
--Go west. At (7,3) you should go 3S 1E for the final fight.
--Use Holy Word with your first person up. Corak's soul and body are
reunited. Cast surface to get the heck out of here.
Any aging endured by your cleric can be wiped out by a rejuvenate spell.
6-4. KNIGHT
Here you must go to Jousters Way and defeat the Dread Knight. First of all:
getting there. You should have given your robber and a dummy robber
pathfinder/mountaineer skills(affording this should be no problem. If it
isn't, you need to get better.) Then you can cut south a few squares and west
to get here quickly.
One-on-one, he's pretty tough, and without magic items on your part, he'd
probably beat you up pretty quickly. But you can use magic items. And you
should, before entering battle. In fact, you should also have decent magic
items so you can do damage to the Dread Knight. Bring along Rat Fink and
Fumbler as robbers and Sir Hyron and Flailer as Knights. Put in another
robber for support if you'd like. He'll be a great hit point bunker in later
quests. Now buy everyone a couple of magic herbs--you should have enough
money now that this isn't a problem. If you've found any ray guns along the
way, that should help too. Give them to your NPC robbers, who should equip
them and can cast spells across several quests.
The Dread Knight may have some hangers-on that you will want to dispose of
first. But once you do, you can have most guys attack him and have your
weakest guys do the healing.
6-5. NINJA
With enough skill potions you can get the seductresses to flee, leaving only
Dawn to fight. It's then reduced to a Dread Knight sort of case. See Dawn's
Cavern for how to find here. You may want to use a teleport orb to get there-
-exit from Sandsobar and follow the path east. Go south, and at D4(13,7) on
the path, go 1W and cast teleport 9W.
6-6. PALADIN
You might want to get Red Duke before completing this as well as Sherman.
They're both behind some reasonably difficult fights. This is a bit riskier
than other fights as the dragon may breathe. So hack it down first. It helps
if your paladin has a ton of speed. Again, skill potions can help too. Focus
on the dragon first--the more you hit it, the less damage its breath does.
6-7. SORCERER
The only necessary fights here are one in each castle against 3 Iron Wizards.
S3-4 Lightning Bolt should take them down. But if you go through the wrong
doors in response to the marginally confusing puzzles, you may have other
encounters to face, and there's a lot of walking around which may make for
random combats, too. It's also nontrivial to get to the island.
Sorcerers don't have walk on water, which you may need to get to the Isle of
Good and Evil with accuracy. There are various solutions to this: if you've
been there before, you can guess with teleports, as landing in the water
doesn't really hurt you. Also, you could take along a hireling cleric to cast
the spell, fly to B3/B4, and dismiss him. Or have a PC character cast it and
then get rid of him at the inn. Or go to a temple and donate until the
priests bless you. It's worth it to save the game with spells intact, because
the random annoying fights will affect you less that way.
The castles of Good and Evil are largely mirror images of each other--you
have a diagonal heading NE/SW splitting puzzles that consist of which doors
to walk through. It doesn't matter which castle you complete first. I'll
refer you to 9-1 and 9-2 for the rest of the solution. There's not a lot of
fighting unless you make a wrong step, but that is very probable as the
puzzle directions are rather vague.
7. MISCELLANEOUS QUESTS
I'm assuming here that you are looking for quests not discussed above in
detail(i.e. Nordon's or the Triple Crown battle.)
7-1. NONVIOLENT
Mark's Keys: this is a catch-22 of a puzzle. You don't know Mark's missing
his keys until you see him, and he'll hang a low-level player. But you don't
know what to tell the spider in A3 when she asks what he's missing until
you've seen him. You can wait 'til you're level 20 or so to do things right,
but by then 10K experience isn't much.
Mark is in C1 (1,1) and the arachnoid is A2 (2,9).
The Gourmet: here you just have to get one player to eat each of three
entrees/specialties at the bars in each of five towns. You have to kick
around a bit, and you'll need to cast cure disease for when the food is
spoiled, but it's a fun quest, and the experience isn't bad at 100000. It
also clears your ledger of nasty encounters where monsters claim you ate a
family member and attack you.
In fact the gain per gold piece is better than in Woodhaven level 2 as he
total cost of the meals is 14280. But that's assuming nobody gets sick.
7-2. LORDS' QUESTS
The lower quests in the castle are so random that it's not worth worrying
about them.
Lord Hoardall's(Woodhaven) is the easier of the two quests. If you have the
map that came with the package you may notice three thin swords buried into
the map. They are tough to pick out, but if you wander around where they are,
you'll find some fights. You may not need to fly back to the A4 fountain--
just have a few skill potions ready.
A2 (11,2) has 6 mountain men guarding the Sword of Valor. You can probably
ctrl-A them if you are level 10+.
D1 (0,8) has the Sword of Nobility. 4 priests guard it and can cast paralyze.
So have skill potions ready beforehand and strike fatally first.
D4 (14,11) has 6 guardians for the Sword of Honor, 1 square NE of the
Sandsobar/Hillstone turnoff. Have some skill potions and be healed as they
breathe gas.
Lord Slayer's(Hillstone) is the tougher of the two. I didn't solve it until
after I'd gotten through the class specific quests. There's only one monster
to face, plus some random trivial trailers, but that leader can attack the
whole party.
D1(10,12) Flying Envoy = 1 Dragon Lord
E2(11,6) Crawling Envoy = 1 Queen Beetle.
E3(5,6) Slithering Envoy = 1 Serpent King. This is the toughest fight and I
constantly had my cleric casting Moon Ray as this guy can breathe and is
nastier than the other two.
You get 1000000 experience for clearing this and can even try again and
repeat the task.
In addition there's another quest from a castle that's not a dungeon. Lord
Haart(B1 5,5) wants you to find two ancestors.
Spaz Twit: Year 600 A1(11,3) (phaser)
Long One: Year 700 E2(5,4) (loincloth)
Reward: +250000 experience
This does not work on the Apple, because the Long One doesn't exist. It works
on other OS's, though. Unfortunately the only quest that used something other
than the year 800 is a bit broken. But Spaz Twit has a cool phaser as weapon.
7-3. THE CIRCUS
The Circus is actually a very lucrative quest, but I always solve the game
before I get to them. Still, if you get to day 140, you can head to B2(fly)
and go 2S W S to visit the circus.
"Childrens laughter, merry music and growls of vicious animals emanate from
cheerfully striped tents. Game booths line the circus grounds. Play (y/n)?
Pick any one below and you will lose. It doesn't matter. Keep trying
different games and you will get a cupie doll.
1) Test of Strength
Your feeble attempt failed./You rang the bell! Win +10 might.
2) Kissing Booth
You were denied!/You scored! Win +10 personality
3) Horseshoes
You missed./You got a ringer! Win +10 Accuracy.
4) Head Dunk
You passed out./You survived! Win +10 endurance.
5) Sack Race
You fell on your face./You won! +10 speed.
6) Lucky Dice
You didn't roll the lucky seven./You rolled a 7! Win +10 luck!
7) Shell Game
You picked the wrong shell./Incredible memory! Win +10 intellect.
Once you have the cupie doll, fly to D3 and get to (7,13)--teleport 6W and
6S--and the old guy will get a Cupie Doll. Then fly to E3 and teleport 6W(0,0
to 10,15) and 3S and bathe in the pool. You may want to set Lloyd's Beacon
here to try things again. Since you feel like a winner you can go back to the
circus(Fly B2) and go 2S W S.
You can also fly to D2 and go 4S 3E 3S. It's quicker than flying to D3 if you
don't teleport. But basically:
--Fly to B2, lose at the circus, get a cupie doll
--D3(7,13) trade cupie doll
--Lloyd's Beacon to E3(10,12) bathe in pool
--Fly to B2, win. And you can lose right away again.
Given that there are 7 attributes and 10 points per win you need to play 70
games to pump everyone up. That means 70 trips, or less than three a day,
maximum. That's very doable, and you may have gotten some +10's along the way
for your stats. Just save every so often in case an encounter happens. Oh,
and get rid of stat enhancing secondary skills before starting. Retrieve them
later. And remove items that do the same, so you get the full bonus before
re-equipping. Note that if you get a +5 bonus from 100, you get bumped up to
the next level. And if you have, say, intelligence and ready the two
Crystal/Quartz skull items from the castle, your sorcerer gets to 135. If the
items are uncharged.
8. TOWNS AND BELOW
Though MM2 has automap, it doesn't tell you where one-way or secret doors
are. Nor does it track special location. So I thought text maps could be very
useful.
The ledger for each town may vary slightly but the main bits are constant.
|- = walls
v=stairs down
^=stairs up
:=door, may be locked
=message, noncritical or descriptive
!=message, critical info
@=planned fight
*=unplanned fight
$=treasure
Town specific:
A=armory
S=save game
I=inn
T=temple
+=training
t=teleportal
m=buy into mage guild
M=mage guild
8-1. ATLANTIUM
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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Atlantium is a tough town to find a decent fight in, but the fixed combats
may work out okay. And in fact avoiding fixed combats works out well for
getting to the armory. Also, you can bring the green ticket to the arena for
some quick cash early on and maybe in the yellow. You might not want to do
anything expensive until you get a merchant. Eight statues here tell you
where to go for the eight character classes' specific quests. It's a one-way
trip out via the portals, but going outside is okay as there's a great
fountain a few squares west. With a few skill potions it might tide you over
to breaking open the jail to get the NPC's here.
(4,0) The Mystic Portal
(3,0) A girl in a pure white toga offers travel to Vulcania for 50 gold.
Accept (y/n)?
(11,0) Beautify Atlantium
(12,0) The Keep Atlantium Beautiful Committee offers to send you to
Middlegate for 25 gold. Embark (y/n)?
(2,6) Knights/Warriors
(13,6) Sorcerers/Clerics
(7-8, 7/11)(5/10, 13) The Colosseum
(1,13) Death Row!
(3,13) Danger! City Jail!
(0,15) Stairs to cavern. Descend (y/n)?
(15,15) An empty pier stretches out of town. Leave (y/n)?
(6,14) Drewnhald Ironworks
(6,13) The famous blacksmith Morgan Drewnhald asks if you wish to view
weapons he has made available for sale. View (y/n)?
(9,14) Carriage Inn
(9,13) The well-groomed whiskers of the old concierge twitch as he proclaims,
"We have the finest suites. Sign in (y/n)?"
(11,10) Boar's Tongue Tavern
(12,10) The barkeep Rowena boasts, "We have the best brewmeister in the land!
Interested (y/n)?"
(9,4) Island Training
(10,4) Banners flutter loudly in the damp sea air while knights and
gladiators test their fighting skills. A muscular man offers training. Join
(y/n)?
(11,7) A bored magician languidly offers enrollment into the local mage guild
for 50,000 gold. Pay (y/n)?
(6,4) Cabalist Mage Guild
(5,4) The meeting shifts towards entropy as you step in. A cabalist
approaches you with a spell list. Buy (y/n)?
(4,10) Classic Key Shoppe
(3,10) The teary-eyed locksmith groans, "For you, I will part with my beloved
jet Black Key for 50,000 gold." Pay (y/n)?
(6,3) The Olympic Trial
(6,2) Hurl the spear, let fly the discus, all in the Olympic manner. Spend
500 gold to be an Athlete (y/n)?
(8,3) Odysseus' Tongue
(8,4) Let crafty Odysseus teach you his many linguistic skills for 500 gold
(y/n)?
(9,3) Hippomenes + Atlanta
(9,2) Become the Hero/Heroine of your dreams for 1000 gold (y/n)?
(5,7) Eleusinian Temple
(4,7) An initiate tends embers of saffron in an ornate altarbowl. He offers
assistance. Accept (y/n)?
Class specific:
0 15
rob nin 11
kni sor 10
arc cle 9
bar pal 8
(0,8) Brutal Bruno, the Barbarian Chieftan, asserts his authority over all
barbarians in C4-0,15.
(15,8) Paladins should rid the Forbidden Forest of its dungeon dwelling Frost
Dragon at 8,8.
(0,9) Baron Wilfrey's lair is in B2-11,2. It is rumored that only a mighty
archer may defeat him.
(15,9) Find Corak's soul in area C1-10,15. Clerics should reunite it with his
heavily guarded body.
(0,10) The Dread Knight resides in B3-5,14. A knight must defeat him. Many
have tried, all have failed.
(15,10) The evil wizard Ybmug left 23 right 46 The good wizard Yekop left 64
right 32 Interested sorcerers should inquire at the two castles, Isle of the
Ancients.
(0,11) Sly robbers should accompany at least one class or maybe all. They
slink unnoticed, yet reap many rewards. Learn more from the Jurors of Mt.
Farview in D2-7,0.
(15,11) The vixen Dawn, rumored to have more lives than a Cat from Hell,
hides from ninja assassins in her Mist Bog in D4-8,9.
Encounters:
(0,13) 4 giant ogre
(15,13) 15 skeletons
(15,3) 4 jugglers 4 nasty witches
(15,0) 4sha 4ill
(13,1) 3 inept wizards 5 druids
(0,5) 8 foot soldiers
(2,3) 4 foot soldiers, 4 cavaliers
(2,0) 5 foot soldiers, 3 champions
8-2. ATLANTIUM DUNGEON
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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The Atlantium dungeon has some hellish fights in a back-room, but there's
also an easy sneaky way to get to the best part, a book that gives +10
intelligence. There are some NPC clues as well as information on what to do
with the triple crown quests. None of the other statues are worth looking at.
(8,7) Exit to Atlantium. Ascend (y/n)?
(6,7) No Entry!
(5,7/8/11) Private - Keep Out!
(5,6) 10 Vikings
(4,8) 26 mad peasants, 1 assassin
(4,11) 39 lepers, 1 minor devil
(7,14) 20 thieves
(6,14) Harry Kari and No Name can be found, simply sitting around, in the
Cavern under Vulcania, at 1,14.
(0,14) A marble statue of a winged beast has a button protruding from its
pedestal. Press it (y/n)?
[YES:] Poof! [to A4 10,14]
(0,9) 8 Necromancers
(1,7) 6 dwarven knights, 2 seductresses
(1,13) If time enough is spent in the Elemental Plane of Air, square 1,14
should be seen for Encasement purposes.
(5,5) Buy tickets to the Arena, the Monster Bowl and the Colosseum at your
local blacksmith. Hurry, limited time offer.
(14,5) Everytime you look at this statue it appears to be moving. Touch it
(y/n)?
[YES:] Poof! [random teleport]
(3,3) An old rotting wooden statue appears unstable. A small but sturdy
button extends from the nose. Press it (y/n)?
[YES:] The statue explodes, releasing angry monsters. [-50 HP all,
encounter]
(9,6) Flailer and Fumbler have been taken captive and chained among many
others at the Pearl Islands.
(5,1) A metallic statue of an Atlantian deity stares at you intensely. Touch
it (y/n)?
[YES:] Its eyes appear to come alive and you feel drained. [all stats 3,
encounter]
(15,7) Buy a key from a locksmith and win a battle of the same color in each
forum. Go then to the castles and find a bishop of that key color's battle.
(14,5) Dead End and Death
(11,15) A statue of a renowned scholar kneels with a book in hand. Read pages
(y/n)?
[YES:] After reading the pages you are enlightened. [+10 INT up to 59]
8-3. MIDDLEGATE
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(7,4) [FIRST TIME] The spirit of Corak proclaims, "Fantastic adventure awaits
you. Challenging quests abound and battles innumerable must be fought. Do you
have the might to emerge victorious? Only time will tell..."
(15,15) Fanciful Feldecarb Fountain flows full as fluttering faeries frolic
fastidiously. Flick a farthing (y/n)?
[YES, HAVE FE FARTHING:] You find a fabulous castle key!
[YES, NO FARTHING:] Fool, you have no farthing to flick!
(8,0) Stairs to Cavern. Descend (y/n)?
(5,15) You are at the city gates. Exit (y/n)?
(10,2) The humble wizard Nordon asks, "Will you do me a service (y/n)?"
[YES:] "Numerous rewards will be yours if you retreive one of my magical
golden goblets, ruthlessly stolen by the dreaded goblins who dwell in the
cave below!"
[NO:] "Such a pity. Now kindly begone!"
[RETURN GOBLET:] "Ah, you've found a goblet! For your bravery I grant you
2,000 exp, the spell Eagle Eye, and if you search, 1,000 gold."
[NORDONNA QUEST UNDONE:] "Now, visit my sister Nordonna. She lives nearby
and could provide valuable information."
[NORDON QUEST GIVEN:] "Remember, you must find my goblet."
[NORDONNA QUEST UNDONE, NORDON DONE:] "Remember, you must visit my sister."
(1,2) [SOLVED NORDON'S:] Nordonna moans, "My kidnapped sons are held captive
by the cruel kobolds in the cave under this town. You've braved this
treacherous place for my brother, now rescue Drog and Sir Hyron and I'll
reward you well!"
[SOLVED NORDONNA:] Nordonna has gone fishing.
[NORDON UNSOLVED:] Nordonna yelps, "Begone strangers!"
[QUESTED BY NORDONNA:] "Please, rescue my children soon."
[YOU'VE RELEASED SIR HYRON AND DROG:] "My grateful sons are now available
for hire at Middlegate Inn. I reward you with information to help you gain
untold riches! Travel through portals to all towns, donate at the temples,
then visit Feldecarb Fountain."
(13,6) Arena Entrance Only!
(14,6) Exit Only
Encounters:
(10,3) Skeleton Closet [comment]
(10,4) 15 skeletons
(12,14) 8 bloodsuckers + 2 merchants
(13,12) 6 brain eaters + 1 merchant
(2,8) Lock and Key LTD
(1,8) The mystic green glow of an ancient key catches your eye. The locksmith
offers it for 500 gold. Pay (y/n)?
(7,6) Gateway Temple
(7,7) A slim cleric in a cowled robe peers at you and asks in a serene voice,
"May I aid you, travelers (y/n)?"
(1,15) Otto Mapper, Esquire
(0,15) Otto adds the finishing touches to an intricate map. Pay 10 gold to
learn this skill (y/n)?
(7,5) Middlegate Inn
(7,3) A jolly old innkeeper waves his quill in the air as he asks, "Will you
sign the registry (y/n)?"
(5,4) S.J. Blacksmith
(4,4) The burly blacksmith Svendegard busily shapes a deadly sword in the
forge. Do you care to see his work (y/n)?
(5,6) Slaughtered Lamb
(4,6) A low mumble emerges from the middle of the road crowd. Amber, a
sultry waitress asks, "Do you wish to order from our vast menu of drinks
(y/n)?"
(9,7) Turkov's Training
(10,7) A page rolls rusty armor in a barrel of sand in order to clean it as
burly squires practice fighting with wooden sticks. Care to train (y/n)?
(1,5) The Poorman's Portal
(0,5) A uniformed brownie stands before a shimmering energy field offering
instaneous travel to Sandsobar for 10 gold. Travel (y/n)?
(1,12) A sleepy conjurer yawns, "My friends, for only 20 gold I can enroll
you in the local mage guild." Buy in (y/n)?
(7,13) Sleepy's Mage Guild
(7,14) Sages in multi-hued robes congregate in the hall. The archmage offers
spells for sale. Interested (y/n)?
(8,4) Drink from the fountain of clairvoyance (y/n)?
[YES: Wizard/Eagle Eye]
(2,12) Edmund's Expeditions
(3,12) Sir Edmund Hilary will teach you Mountaineering for only 2000 gold.
Pay (y/n)?
(2,9) Track and Trail
(1,9) A ranger will train you in the difficulties of forest travel for 2000
gold. Train (y/n)?
(12,11) Brain Detoxification
(12,10) The surgically garbed CerebralþDetoxification Specialist will
cleanseþa party member of all secondary skillsþfor 100 gold. Pay (y/n)?
(13,8) Travel Moore
(14,8) Joan, the travel agent, will book you on a trip to beautiful Murray's
Resort Isle for 5,000 gold. Pay (y/n)?
[YES:] Catch the ferry in area C3 at x7, y9.
8-4. MIDDLEGATE DUNGEON
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Overview: there are two quests here, to find the hirelings in the NW corner
and the golden goblet in the west. You can facilitate things with a timely
jump spell here. Either way you'll have to deal with some moderate combat
challenge. There is a dark zone in the center and another near-trap at the
bottom--the only way out of that is to flee. Some walls also have clues that
may not make sense yet, but you may still want to write them down.
0 = Your first two hirelings
X = $1000 gold
Dialogue:
(0,0) Castle Pinehurst keeps a multitude of J-26 Fluxers at 7,6.
(1,0) An 'X' marks the spot. Maybe you should search.
(9,0)v There are only 180 days per year.
(14,0)v Lord Haart's famous ancestor, The Long One, hangs out in the 8th
century in E2 at 5,4.
(15,2) A message appears briefly on the floor: "The Water Disc rests at 15,0
within Castle Xabran."
(3,6)> Win the Blackest battles and you are halfway to an audience with Queen
Lamanda.
(0,7) You have found a valuable Gold Goblet!
(2,8) Goblin Lair
(6,8) Lloyd, of Lloyd's Beacon fame, was last seen in Corak's Cave at 7,11.
(12,8) The moon phase of Cron lasts sixty days.
(13,8) DANGER! BEWARE!
(15,8) Stairs lead up to Middlegate. Ascend (y/n)?
(3,10) Seek Earth Encasement at 14,1 in the proper plane. Do walk about
first.
(5,14) Kobold HQ Keep Out!
(8,14) Green Interleave One letter after another 2-1-3-4.
(0,15) [RESCUED] Drog and Sir Hyron thank you and flee.
[NOT RESCUED/QUESTED] Empty manacles hang from the wall in this torture
chamber.
Fixed battles:
(2,1) 4 carnage spirits 10 zombies
(14,6) 60 blood suckers
(1,8) 6 orcs inept wizard 8 goblins
(3,8) 10 goblins 4 orcs
(4,8) 8 goblins
(14,10) 8 venomous snake, 2 deadly rattler
(1,15) 2 sewer rats 2 kobold captains 10 kobolds
(3,15) 8 kobolds 4 sewer rats
(5,15) 4 kobold 2 sewer rat
8-5. SANDSOBAR
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#N = npc hong kong phooey
#~=bar fight
(2,0) The Sandy Dunes
(3,0) Lucky Spade, the best gambler alive, will teach you his system for 200
gold. Take this special course (y/n)?
(8,0) Portal Dune
(10,0) Stairs to Cavern. Descend (y/n)?
(11,0) A horde of Giant Rats gnaw on a still struggling victim. Help (y/n)?
[YES:] 8 sewer rats
[NO:] retreat
(15,0) Sallow-eyed beggars and cripples crowd the alley pleading for a
handout. Toss them a gold piece (y/n)?
[YES:] Day 93 is Nature's day.
[NO:] 5 cripples, 5 beggars, 25 cripples
[aggressive panhandling. Geez.]
(8,1) A desert trader stands next to a glowing aura of power. "Hi! I sell
magical transport to Middlegate for 20 gold. Travel (y/n)?"
(10,1) The Slums
(13,2) An old wino belches, "The snowbeast has a secret lair in the city
walls!"
(14,3) Glowing eyes follow your progress!
(7,10) Monster Bowl
(0,14) Enter the Plains of Peril (y/n)?
(4,14) Sirocco Portal
(4,15) A dusty nomad offers transport to Tundara for 50 gold. Accept (y/n)?
(11,3) graffiti:
S 1,51 Em Pleh H S X
l N i p O
uR W Beware of o X
mu C Eyes! M rO
rl o kr
ae G The m c
t a Meisters a
s m n
e Kilroy was here
The Cripples R Studs
(2,4) The Embassy
(3,4) Rinaldo, the ultimate ambassador, will instruct you in the gentle art
of@diplomacy for 500 gold. Learn (y/n)?
(1,5) Sly's Opportunities
(0,5) Sly, a seedy looking rogue, will teach you how to pickpocket for 300
gold. Pay (y/n)?
(9,6) The Wizard's Eye
(8,4) The Beggar's Gift
(7,4) A one-eyed beggar will teach your party the Wizard Eye spell for 100
gold. Pay (y/n)?
(2,7) Sheik Training Arena
(3,7) As youths struggle and train in the distance, a man garbed in a loose
robe tied with a swordbelt fluidly walks to you. "Care to train (y/n)?"
(0,12) Drunk beyond belief, a sorcerer mumbles, "... Join da Magesh Gill...
burp! ...200 gold ..." Pay (y/n)?
(5,7) Whirlwind Mage Guild
(6,7) Sorcerers sort phials of sands on the shelves. A man barks, "Spells
(y/n)?"
(2,10) Hourglass Inn
(3,10) The proprietor blows a pile of dust off the register and asks eagerly,
"Can I sign you in (y/n)?"
(5,10) Red Lantern Tavern
(4,10) [If you ate Chop Suey:] H.K. Phooey approaches, "I like you, you have
good taste in food. Look for me at the Hourglass Inn."
(4,9) Amidst bloodthirsty brawling stands luscious Lucindra, the barmaid.
Bottles fly through the air as she asks, "Can I do ya somethin' (y/n)?"
(3,11) As chairs and tables fly, a mug hits@you in the face. Brawl (y/n)?
[YES: ENCOUNTER] Mugger, kobold captain, 2 jugglers, inept wizard, 2 super
sprites, juggler, mugger, inept wizard, +40 thug trainees(~5000 experience)
[WIN:] Lucindra hints, "New tips, on odd,@even, every 30th, and 180th day."
(5,11) Temple Benedictus
(6,11) Ambergris and woodcedar incense burns on the altar as the priest
chants. He asks, "Do you need any help (y/n)?"
(6,3) Fitpro Locksmith
(6,2) While deftly shaping the curves of a slender Yellow Key, the shopkeeper
announces, "Finished at last! Buy this little beauty for 1000 gold (y/n)?"
(7,14) Big Al's Accessories
(7,15) A tough old blacksmith glares at your party and shouts "Hey, only
cowards browse!" View wares (y/n)?
Fixed Encounters
(15,3) 8 mugger
(12,15) 6 hunchbacks
8-6. SANDSOBAR DUNGEON
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There's no way to avoid the ankle traps if you step on the square, even with
levitation. Rest before a probable fight. Rinaldo is worth returning to a lot
at the very beginning. Investing in a teleport orb(E4 N4 and back) will make
things easy. Now traps won't blow up in your face so much any more. A few
more clues here, again.
You may want to get the Admit 8 Pass from down here. Easy enough. Teleport 4E
and then 8S or, more manually, W 4S W 3S 4W jump(S2-4) S 5W.
Dialogue:
(0,0) A foul-smelling zombie hands you an Admit 8 Pass and says, "This will
help you in Corak's Cavern."
(15,0) Sharp Tooth Den
(4,2) Seek the N-19 Capitor at 3,13 in Castle Hillstone.
(12,3) Hidden amongst the pack's bone cache is a Dog Whistle.
(15,4)> <Master Thief
(11,5) Beware of vermin!
(12,7) Stairs lead to Sandsobar. Exit (y/n)?
(5,8) Travel to and around the Elemental Plane of Water where Encasement can
be found at 1,1.
(13,9) The Thieving Fiend Maxwell will teach all your thieves the intricacies
of his trade for only 250 gold. Accept (y/n)?
[YES:] The Thieving Fiend got you! -5 thieving
(0,11) Etched in mud, a message on the floor reads: "Look in Castle Xabran at
6,2 and you will find the Earth Disc."
(0,12) The infamous master thief Rinaldo Jr. will train your thieves in the
finer points of pilfering for only 700 gold (y/n)?
[YES:] You feel more street smart. +10 thieving
(2,14) Thieves' Guild
(14,14) The mystic Thaumaturge of Good can be freed if you enter Right 32 and
Left 64.
a's: You have stepped into an ankle trap!
Fixed Encounters
(5,0) 6 werebats
(14,0) killer canine
(6,2) 8 mutant swine
(3,3) 8 warrior boars
(4/9,6)(10,8) Arachnoids 4
(7,9) 6 soldiers, 3 swamp dogs
(3,10) 8 Burglars
(9,12) 12 rabid rodents
(12,13) 8 killer cobras
(2,15) 8 Ninjas
8-7. TUNDARA
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Ledger
G = guards
\ = click
H = hirelings
Tundara is a complicated, obscure town--there's an anti magic zone by the
Snowbeast area on the east strip. You also have a bunch of shops behind a
secret door. Stairs to the dungeon are behind another one, and the two
teleportals are--guess what--hidden behind the save-game and the inn. So if
you gloss through the map you might not find them.
The temple and mage guild are worth visiting, and you need a crusader to win
the game. Oh, make a merchant and get sextant skill two--one being a
convenience with regard to your bottom line and the other WRT hazardous
travel.
The Freezing Area beyond the secret door is okay for fights, but you can
probably think bigger. And there are lots of ways to get the Emerald Ring, a
handy defensive tool. The expected one is to take a hireling along and beat
the 10 Snowbeasts--first you have to loop through some combats to the lever
at (15,12) and then you need to come back around and win the fight. Then give
him the emerald ring and dismiss him. The other is related in the
walkthrough. It's more simple and elegant. Oh, and it was the one I thought
of.
(2/4/6/8/10/12,4)(3/5/7/9/11/13,1) Frozen Monster
(13,4)v MISSING Old Hanna Last seen wearing an Emerald Ring
(7,6) Stairs to Cavern. Descend (y/n)?
(2,7)< Monster Freezing Authorized Personnel Only!
(8,8) In the gutter lies a worn copy of the Tundaran Chronicle reading,
"Strange dissappearances and mutilations of innocent residents continue!"
(13,9) Beware of the Snowbeast or you will end up like me!
(15,11) A pathway leads to the snowdrift. Exit (y/n)?
(14,7) [IF YOU HAVE THE EMERALD RING] Town guards grab you. "Aha, you have
the Emerald Ring. You have kidnapped the old woman! Go directly to jail!"
(5,3) [JUST AFTER] Falsely accused, you serve two years of a life sentence
and are released with a sincere apology.
(15,9) Strewn about the lair are body parts@and gnawed bones. By a half-
eaten@carcass a bejeweled hand wears an Emerald Ring. Rob the dead (y/n)?
(15,10) Gertrude and Rat Fink thank you for freeing them from the Snowbeast's
pantry. They are now available for hire at the Tundaran Arms Inn.
(15,12) A large button protrudes from the wall. Push it (y/n)?
[YES:] Click!
(8,11) Tundaran Arms Inn
(7,11) Ordigon, the elderly inkeeper, rubs his bushy white moustache and
says, "We have cozy, warm beds. Sign-in (y/n)?"
(8,9) Lucky Dog Saloon
(7,9) Belinthra, the bawdy proprietress, raises her tankard of ale in a toast
and booms, "Would you like a sampling of my stuff (y/n)?"
(10,10) Thundrax Weaponry
(11,10) Flames leap out from the brick smelter as the sweaty smith says, "Do
you wish to see my humble wares (y/n)?"
(11,12) White Dove Temple
(11,13) A drumbeat and candlelight lend the temple an aura of tranquility. A
priest offers help. Accept (y/n)?
(11,7) Enhancement Center
(11,6) The sound of clashing swords permeates the chilly air. A burly
warrior asks if you would care to enlist for training (y/n)?
(9,7) A shivering wizard sells lifetime membership for the Tundaran Mage
Guild for the low, low price of 2000 gold. Pay (y/n)?
(14,14) Mystical Mage Guild
(14,13) Lounging next to a roaring fire which burns no wood, mystics offer
spells. Buy (y/n)?
(3,14) Saracen's Denial
(2,14) An armed priest shouts, "Fight for the cause!" Pay 250 gold to crusade
(y/n)?
(5,12) International Market
(5,13) Don't ya want to haggle? Pay 1000 gold to become a merchant (y/n)?
(8,14) Colombus's Sextant
(8,13) Tired of getting lost? For just 750 gold, Chris will teach you how to
use a sextant properly. Learn (y/n)?
(6,7) Polar Passage Portal
(6,8) A talkative polar bear sells passage to Vulcania for 50 gold. Travel
(y/n)?
(6,9) La Porte
(6,10) "I am Jean-Luc. Energize you to Sandsobar for 10 gold (y/n)?"
Encounters:
(2,3) 6 gi scor
(4,3) 15 skel
(6,3) 6 gno
(8,3) 6 jug
(10,3) 6 scr pod
(12,3) 6 vam rat
(3,3) 6 cat corpse
(5,3) 6 greedy snitch
(7,3) 6 hunch
(9,3) 1 ghoul 8 foot sold
(11,3) 6 neoph
(13,3) 6 danc bone
(15,8) 10 The Snowbeast
[in 1 way doors]
(3,10) 6 arachnoid
(3,9) 6 Super Sprites
(4,9) 6 Zombies
(4,10) wraith + 5 night stalkers
8-8. TUNDARA DUNGEON
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A pretty sparse dungeon. It has a few fun clues but the only real action is
against 200 killer cadavers, who explode, so you better have C9-2 or at least
C1-7 ready. If you throw a lever you get a few more fixed
fights. Lots of worthless treasure here. I suppose you could wangle your way
to some free gold from all the treasures.
(14,1) Go up to Tundara (y/n)?
(6,12) Hundreds of frozen cadavers fill the room.
(7,12) 200 frozen cadavers if you pulled the lever
(10,13) You see a red lever. Pull it (y/n)?
(8,2) You enter a room full of Large Shields. Take one (y/n)?
(13,3) You enter a room full of torches. Take one (y/n)?
(10,4) You enter a room full of Helms. Take one (y/n)?
(13,6) You enter a room full of maces. Take one (y/n)?
(13,12) You enter a room full of Magic Herbs. Take one (y/n)?
(11,3)v Keep Out!
(10,14) Controls
(12,1/6)(5,12) Storage
(5,4) A group of natives who reside in Native's Cove at 8,1 oftentimes go
into a Frenzy.
(12-15,0)(15,1-3) 10 killer cadavers, if lever has been pulled
(10,13) red lever
(13,6) mace
(13,3) torch
(10,4) helms
(8,2) shields
(10,2) Set the magic location (y/n)? [allows you to set the X and Y of a
teleport]
(11,3) KEEP OUT!
(2,5)^ The four discs are needed to get the corresponding talons
(7,8)> A message blasted into the rock reads: To find the weird warrior Spaz
Twit, phaser armed ancestor of Lord Haart, travel to the 7th century A1 11,3.
(3,11)v Burnt into the ceiling are the words: "Castle Xabran-6,14-Fire Disc"
(3,13)v< The mystifying M-27 Radicon rests at 2,11 in Castle Woodhaven.
(1,14) 6 Leprechauns
(11,8)v The Master Gemmaker, a recluse by nature, teaches Enchant Item for a
time worn fee.
(13,10) Fire Encasement is hidden in the Elemental Plane of Fire at 14,14.
(7,12) 200 killer cadavers(everywhere else, 10)
8-9. VULCANIA
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The wild area in the north of Vulcania isn't terribly useful, but there are
some places to visit on the side--left center, get the key. Right center,
some nice items in the armory. Get the spells at the temple too. Also behind
one door in the center row you'll find a way to judge your overall
resistance. This can tell you what a certain item is good for.
It's a quick transit between Tundara and Atlantium, too. The main stuff is
packed in tightly. Don't worry about going outside except to go to the Gem-
Maker's Cave.
#10,5 scale
#0=profiency(sic)
#1=spartacus
#2=sgt pain
(6,8) Water, Fire, Earth, and Air
(6,10) All have a King in their Lair
(8,10) They hold the talons you need to find
(8,8) To save Cron before its time
(7,12) Danger Wild Section!
(10,12) Look, someone stashed a Lava Grenade in this corner and now it's
yours.
Encounters:
(9,14) 3 gia scor
(11,14) 6 vamp rat
(10,12) lava grenade $
(3,12) 6 Screaming Pods
(3,13) 6 Giant Lizards
(3,14) 6 Cat Corpse
(3,15) 12 poltergeist
(7,2) Hotel Four
(7,0) The aging host of the sleazy inn leers at you from behind his desk and
asks, "I suppose your party only wants one room. Stay (y/n)?"
(14,8) Bestway Blacksmith
(15,8) A friendly smith wipes his hands on a worn, leather apron. He shakes
your hand and asks, "Care to see my wares (y/n)?"
(5,2) Belinthra's Bar
(3,2) Raising a cup of mead, Gabrielle, the georgeous barmaid winks
seductively while softly asking, "Would you like to use my services (y/n)?"
(4,2) [ENCOUNTER] 6 Miser, 6 cripples appear after you eat the Troll Liver
[FIRST TIME] A Barbarian and a Sorcerer confront you. "I am Thund R. and
this is Aeriel. We like your style and you may hire us any time. Look us up
at Hotel Four. We'll be waiting."
(5,3) Training Academy
(4,3) Covered in sweat from the heat and a tough workout, Phrand, the master
trainer approaches and asks, "Do you desire some rigorous training (y/n)?"
(6,2) Vulcanian Transport
(6,3) The Vulcanian Transport Company offers immediate transference to
Tundara for 30 gold. "Well, how about it (y/n)?"
(8,2) Vulcanian Export Co.
(8,3) Wearing a uniform labeled "Vulcanian Export" a pointy-eared dust devil
barks, "Fare to Atlantium is 100 gold. Pay up (y/n)?"
(3,7) A silver-tongued illusionist will allow you to join the prestigious
local mage guild for the special price of 10,000 gold. Act now (y/n)?
(11,6) Blackrock Mage Guild
(11,5) Magicians clad in furry robes sip wine and chat softly. Listen (y/n)?
(13,8) Vulcan Temple
(11,8) Tending the smoke of the lava fire, a curate breaks his silent prayer.
"May I offer you our services (y/n)?"
(15,2) Profiency Expert
(15,3) Learn the ancient secrets every weapon hides. The master of accuracy
charges 500 gold. Do you pay (y/n)?
(3,10) Disembowlments R Us
(3,9) The enormous gladiator Spartacus will mercilessly beat you for 500
gold. You will be stronger. Pay the brute (y/n)?
(0,2) Sergeant Pain School
(0,3) "I am Sgt. Stephen Pain. For 500 gold join my private hell and increase
your pathetic stamina." Train (y/n)?
(5,0) A passage leads out of Vulcania. Exit (y/n)?
(9,0) Stairs to Cavern. Descend (y/n)?
(1,8) Lava Locksmith
(0,8) Nestled amongst several bland keys, a crimson wonder hypnotically reels
you in. The locksmith pounces, "The Red Key goes for 2500 gold. Pay (y/n)?"
8-10. VULCANIA DUNGEON
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| o< < !|
+ +^+-+ + +-+ + +-+ + + + + +-+^+
| |2 @| |!| | |o o | +|
+ +-+ +-+-+ + + + + + + +-+-+ + +
| | <* |o | | | >* |
+ + +-+-+-+ +-+-+ +-+ +-+ +-+-+-+
| o |o o> |o | | *< |
+ + + + + +-+ +-+-+-+ +-+-+-+-+ +
| |o o< | * o| o| |*|
+ + + +-+-+-+^+-+ +^+ + +-+-+ +^+
| | o *< | | | >* |
+ +-+^+ +-+-+-+-+-+ + + + + +-+-+
| | G| o o|o| | o| *| |
+ + +-+ + + + + + +-+ +-+-+^+-+ +
| |o|!| | |*| | *< |
+ + + +-+-+ + + +^+ + +-+-+-+-+ +
| | < o| |* | | >*|
+ +-+-+-+^+ + +^+-+ + + + +-+ +-+
| o !| | |o |o |o *|
+ + + +-+ +-+ +-+ +-+ + + +-+-+^+
| |o o| | *| | |
+ +^+ +-+-+^+-+ +-+^+ + + + + + +
| |.| |o o| |o| o o| |
+ + +-+ + +-+-+ + + + +-+ + + + +
| | | | |o o | | |o|m | |
+ +-+ + +^+-+ + + + +-+ + +-+-+ +
| | | |o | |*<o | > |*|
+ +-+^+ +-+ + + + + + +-+-+-+ +^+
| |! | o| | |!|*<o | | !|
+ + + + + + + +:+-+-+-+ + + +-+v+
| > | > | | ^| *<o |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
o = A bubbling lava pit! [-20 no levitation]
G = gems
Either you'll want to cast levitate here, because stepping on lava costs 20
hit points, or you'll want to know where you want to get and use the teleport
orb to get there. With all the one-way doors and random encounters the non-
magic way, you know which one I'd choose.
NPC's are in the northwest, +10 endurance in the northeast, and clues
scattered around.
(10,0) Cave exit. Leave (y/n)?
(15,1) <Endurance Help>
(2,9) You stumble upon some wayward gems. [+200 Gems]
(1,14) An amnesiac and a wild-eyed ninja rub their wrists after you free them
from some manacles. For your effort, Harry Kari and No Name are available for
hire at the Middlegate Inn.
(15,14) You cringe as a lumbering giant sings a popular ballad very badly.
Stay and listen (y/n)?
[YES: +10 endurance]
(15,15) A sudden draft sends a chill up your spine as a voice whispers, "The
Air Disc is at 15,15 in Xabran."
(1,1) Dead Eye and Red Duke are in Bozorc's control in D1 at 14,1.
(9,1) To unlock the frozen secrets of Evil, try Right 46 and Left 23.
(1,4) Keep trying
(14,5) Star Burst is in the center of the Dead Zone.
(3,6) Look by 0,6 in the Luxus Palace Royale for the A-1 Todilor.
(2,8) Unlucky Sir Kill and Jed I should not have eaten so much fatty food.
They are trapped by a cave-in in Sarakin's.
(13,6) Thund R. and Aeriel, a Barbarian and Sorceress team, hang out around
the bar in Vulcania. They enjoy Deep Fried Troll Liver.
(9,1 Rt 46 Lt 23 Evil
(2,14) Mutant, 2 Pyro Hydra(easier than the randoms)
9. DUNGEONS
9-1. CASTLE OF EVIL
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | : |
+ + + + + + +-+-+-+-+ + + +-+-+ +
| | | | .| |
+ + + + + +-+-+-+-+:+-+:+-+ +:+ +
| . | X:. :. |!| |!| |
+ + +-+:+-+ + + + + + +-+ +-+ + +
| | . | X:. X:. !| |. .| |
+ + + + + + + + + + +-+ +-+:+:+ +
| | | :. X:.| |! X | |
+ + + + + + + + + +-+ +-+ + + + +
| |R|y|L| 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 way through should be pretty clear with this map--there's a nuisance of
getting through the zigzaggy corridor--up/left/up/right with the arrows
repeatedly will work. Then there are the puzzles where you avoid the X's. The
idea of the castle is to present a clue at the start of a group of doors and
then have separate ones before each set of doors and have you work through
them. They aren't terribly clear, though, and I've tried to explain things
below. At the end of all this you have 3 iron wizards to fight. Use lightning
bolt 3-4 from all your sorcerers. Ybmug is in the stasis field. Use the
settings below to free him. Don't worry if you guess wrong.
(0,0) Stairs lead back to the Isle of the Ancients. Follow (y/n)?
(0,1) Sorcerers Only!
(0,2) the sign said!!!!
(1,0) All that are even are less but odd All that are odd become more odd
(14,14) Despair
(14,13)< It's not one(2, given choices, but goes to 1)
(13/14, 12)v Door 2/1
(12,11) It is one(1, more odd is 3)
(11-14, 10) Door 4-1
(10,9) It's more than 1 but less than a crowd(2, goes to 1)
(9-14, 8) Door 6-1
(8,7) Octal is the one(8, goes to 7)
(7-14, 6) Door 8-1
[NOTE: They seem to have forgotten to put random fights here at x=6. Oops.]
(6,5) The largest prime(7, goes to 9.)
(5-14, 4) Door 10-1
(4,3) Biggest is the best(12 goes to 11)
(5-14, 2) Door 10-1
(3-4, 2) Door 11-12
(13,11) The lettered doors should be read in reverse(the old rule is no
longer valid)
(10,12)v Do you see the light(Door C, which when flipped over the center is
Door A)
(9, 11-13) Door C-A
(8,10)v Do you see the light(Door C, which when flipped over the center is
now Door C)
(7, 9-13) Door E-A
(6,8)v Vowels are winners(Door E gets flipped to Door G.)
(5, 7-9) Door G-E
(4,6)v The first letter in Eye(Door E flipped to Door I this time.)
(3, 5-9) Door I-E
(1,4) 3 Iron Wizards
(3,13)v Death's Doorway
(2,10) What is the access code? [46]
(3,10) In the central chamber, locked in a stasis field, lies the evil wizard
Ybmug.
[RIGHT CODES:] The field deactivates and Ybmug rises.
[GOOD NOT DONE:] "Equilibrium is essential. You must free my counterpart,
Yekop, and return to the Jurors."
[GOOD DONE:] Thank you for freeing Yekop and me. Now you must return to the
Jurors.
[LOOK AGAIN:] In the central chamber is an empty stasis field.
(4,10) What is the access code? [23]
If all that's confusing, and it may be, the pattern is:
1-3-1-(any, but 7 should be right)-A-C-G-I
Note that right and left aren't right and left on your screen since your
party enters the chamber facing south. But there's no penalty for mucking
anything up.
9-2. CASTLE OF GOOD
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |! ^|
+ +-+-+-+-+-+-+-+-+-+-+-+-+:+ + +
| |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| |
+ +:+:+:+:+-+ +-+ + + +-+-+-+ + +
| |. . . .| |! .: |L|y|R| |
+ + + + +-+ +-+ + + + + + + + + +
| |X !| |.:X .:X | | |
+ +:+:+-+ +-+ + + + + + + + + + +
| |. .| |! .:X .:X | . | |
+ + +-+ +-+ + + + + + +-+:+-+ + +
| |!| |!| .: .:X | . |
+ +:+ +-+:+-+:+-+-+-+-+ + + + + +
| |. | | | |
+ +-+-+ + + +-+-+-+-+ + + + + + +
| : | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Annotations here are in the approximate order in which you will see things
happen. I've given super quick hints to help you through it. But you can also
tell from the map above. There's only one fixed fight, and you need to pass
it, because all forms of teleport fail here--besides fleeing, which doesn't
really count. How to get through should be pretty clear from the map: you
want to avoid the X's(combats) and make your way past the three iron wizards.
For them, having everyone who's able cast lightning bolt S3-4 makes things
easy.
In the stasis chamber the answer for what to set left and right is below.
If you confuse Yekop's settings with Ybmug's, no big deal. You can actually
try and keep hitting ESC until you get it right.
(14,15) All that are odd are more but even All that are even become less even
(15,15) Stairs lead down to the Isle of the Ancients. Take them (y/n)?
(15,14) Sorcerers Only!
(1,1) Illumination
(1,2)> This one's easy(1->2)
(1-2,3) Door 1-2
(3,4)> Rhymes with door(4->2)
(1-4.5) Door 1-4
(5,6)> The sick sheik's...(6->4)
(1-6,7) Door 1-6
(7,8)> Twice the first two's double(8->6)
(1-8,9) Door 1-8
(9,10)> Sides of a pentagram(5->6)
(1-10,11) Door 1-10
(11,12)> Almost a dozen(11->12)
(1-12,13) Door 1-12
(4,2)^ The alphabet is reversed
(5,3) It's Z end(A, 1)
(6,2-4) Door A-C
(7,5) You and You(Y->B, B=2, 2+2=4, 4=D)
(8, 2-6) Door A-E
(9,7) No, just you(here Y->B and U->F but there's no door B.)
(10, 6-8) Door E-G
(11,9) The first on the right(R is the first letter, flipped alphabetically
gives I.)
(12, 6-10) Door E-I
(14,11) 3 Iron Wizards
(12,2)^ Death's Doorway
(11,5) What is the access code? Left [64]
(12,5) In the central chamber, locked in a stasis field, lies the good wizard
Yekop.
[RIGHT AND LEFT CORRECT:] The field deactivates and Yekop rises.
[YBMUG NOT DONE:] "Equilibrium is essential. You must free my counterpart,
Ybmug, and return to the Jurors."
[YBMUG DONE:] "Thank you for freeing Ybmug and me. Now you must return to
the Jurors."
[LOOK AGAIN:] In the central chamber is an empty stasis field.
(13,5) What is the access code? Right [32]
9-3. CORAK'S CAVE
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |
+ + + + + + + + + + + + + + + + +
| @: . . :@ |
+-+-+ + +-+:+-+ + +-+:+-+ + +-+-+
| | | @ |^ ^| @ | | |
+ + + + + + + +S+S+ + + + + + + +
| @: | | | | :@ |
+-+-+ + + + + + + + + + + + +-+-+
| | | @ |L !| @ | | |
+ + + + + + + +-+-+ + + + + + + +
| @: | @ @ | :@ |
+-+-+ + +-+-+-+:+:+-+-+-+ + +-+-+
|@ @ . . @ @|
+ + + + + + + + + + + + + + + + +
|@ . . @ @ . . @|
+-+-+:+:+-+-+-+ + +-+-+-+:+:+-+-+
| @ < |. .| > @ |
+ + + + + + + +:+:+ + + + + + + +
| | S8 8S | |
+-+-+S+-+-+-+ +:+:+ +-+-+-+S+-+-+
| @| |@ @| |@ |
+ +-+-+ +-+-+-+ + +-+-+-+ +-+-+ +
| | | | | |
+ + +-+-+ + + + + + + + +-+-+ + +
| | | @ @ @ !| | |
+ + + + + + + + + + + + + + + + +
| | | @ - - @ | | |
+ + +-+-+ + + +:+:+ + + +-+-+ + +
| | | | | | | |
+ +-+-+ + + + + + + + + + +-+-+ +
| *| |@ | @| @| |! |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You'll want to slip through the secret doors behind the stairs for Lloyd's
Beacon early on. The Admit 8 pass to get to the bottom part is in Sandsobar
or occasionally a random combat. Some secret doors lead to a clue about Holy
Word, which is advised for solving Corak's Cave for the cleric's quest. Well,
Holy Word or getting a level 17+ Cleric hireling or another trick described
in the walkthrough to give everyone spell level 9.
Most undeads can be taken out with C1-7 turn undead but in the last bit it's
worth it to cast a few holy words and rejuvenate later. If you are really
cheap, you can have the hireling cast holy word. See the guy at ! and then
navigate the doors--note there's a nice path that allows you to suffer only
one fight.
If you mess this up you can get another admit 8 pass from Sandsobar, and you
can find Corak's Soul again pretty easily, too. Come to think of it, you
probably needed Holy Word to get it in the first place.
(7-8,13) A sign above the exit reads, "Only way out." Take it (y/n)?
(7-8,13) Only Way Out
(7,11) An ingenious sorcerer named Lloyd tells the tale of his great
invention, a Beacon Spell, "It's been real useful for me, now it will aid you
as well." [S2-6 Lloyd's Beacon in repertoire]
(8,11) Find Red Duke and Dead Eye held captive in Ambush Valley at 14,1.
(2,0) random encounter
(8,0) You approach Corak's coffin. Suddenly you are attacked.
[Encounte: 8 crypt fiends]
(13,0) Holy Word -H. Gibson Look south on a tree in Lost Soul's Woods it will
be.
(4/11,0)(3/12,2)(8,3) 3 phantom 3 gravewalker
(7,2)(8,2) Hero's Tomb
(13,3) [WRONG PARTY TYPE:] "I cannot help anyone but Clerics and their Robber
assistants."
[NO CORAK'S SOUL:] "I cannot help you until you bring me Corak's Soul!"
[CORAK'S SOUL:] "Ah, I have been waiting for you. Proceed to the Hero's
Tomb. I have lowered the barriers for you."
(2/13,5) 15 dancing bones
(4/11,3)(7/8,5) 4 wraith 4 night stalker
(7/8,6) [ADMIT 8 PASS:] Your Admit 8 Pass is taken at the door
[NO ADMIT 8 PASS:] Ticket takers at the door say, "I can't let you in if
you don't have an Admit 8 Pass."
(3,7) 6 carnage spirits, 20 skeletons
(7-8,7) Corak's Crypt
(13,7) 6 killer cadaver, 20 skeleton
(2/3/12/13,8) Sarcophagus Storage
(0/4/11/15,9)(0/6/9/15,8) 8 skel 8 zomb
(1,10) 4 ghoul, 2 poltergeist
(6/9,10) 7 zomb 1 brain eater
(14,10) 8 poltergeist
(5/10,11) 6 coffin creeps
(1,12) 6 dancing dead
(14,12) 6 phantasm
(1,14) 4 cursed corpse, 2 phantasm
(7/8,9)(5/10,14) Zombie Sanctuary
(5/10,13) 4 flesh eaters, 8 skel
(14,14) 2 poltergeist, 2 phantasm
(7/8,2) drains light
9-4. DAWN'S MIST BOG
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|r | | O | | r|
+ + + + + +-+-+-+ + + + + + + + +
| .:@ | | | | @:. |
+ + + + + + + + + + + + +-+-+ + +
| | | | | | | $|
+ + +-+-+-+ +-+S+ +-+-+ + + + + +
| | | | @ @ |@| @:. |
+ + + + + + + + + + + + +-+-+ + +
|r .:@ N| | | | | r|
+ + + + + + + + + + + + + + + + +
| | | | . | | @:. |
+ + +-+-+-+ +-+-+:+-+-+ +-+-+ + +
| | | | @ | | | r|
+ + + + + + + + + + + + + + + + +
| .:@ | | | | @:. |
+ + + + + + +-+-+-+-+-+ + + + + +
|r | | |+ | |
+ + +-+-+-+-+-+-+-+-+-+-+-+-+ + +
| r ! r r r|
+ + + + + + + + + + + + + + + + +
| r |
+ + +-+-+-+-+-+ + + +-+-+-+-+ + +
| | :* |r r| *: | |
+ + + + + +-+-+ + + +-+-+ + + + +
|r .:* |r t| | r|
+ + +-+-+-+ + + + + + + + + + + +
| | |r | | |
+ + + + + +-+-+ + + +-+-+:+:+ + +
| .:* | |r | | | |
+ + + + + + + + + + + + + + + + +
|r | :* |^ ^ ^| *: *:! |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
I recommend bringing along skill potions for whether you want to solve the
ninja quest or whether you want to get the orb. Make sure you have the
radicon, fluxer, todilor and capitor before getting the orb too. These are
found in the castles. You must also have the four talons, found in the
elemental planes, and don't forget you get them from the discs in Castle
Xabran. You also need to do this the right way--only jump works of the
movement spells. Oh, and there's one other important addition to your party.
Dawn's Mist Bog is impervious to allforms of spell-based transport, but it
has a nifty back-door shuttle to Murray's and also shuts down all exits if
you find the orb. But more on that later. You can fish for luck by fighting
Lucky Dogs, who are formidable opponents, N and E and the first door above.
In the northeast corner you can go east and beat up the greedy snitches
guarding the secret door to get to the orb guardians. You'll need all the
might you can get for this, because the fight will be in a no-magic zone.
Once you've gotten past this, you will be in the presence of the orb.
The only problem is taking the orb out of there. You'll need a hireling to
dismiss. Now, why the cave would let the hireling out when it wouldn't let
you is a logical doohickey that made me say "Wait! They were trying for
realism!" and my head would have exploded if I were a comic character. But
when I thought about it it's the sort of slick-ism I'd have been proud to
figure out quickly on my own. Though I'm prouder of the cheats that I've
found.
However in the northeast corner you can also visit Dawn. You can beat her up
with non-ninjas but to solve the ninja quest you need a bunch of really good
fighters. Skill potions again are a cheap way out--note you have giant ogres
to beat up first, so you may wish to take them out relying on your best
fighters.
(14,8) Top Dog Kennel
(14,10) Weight Room
(14,12) Steam Room
(14,14) Cafeteria
(15,13) 2 monster tomes
(7,0)(8,0)(9,0) [NO ORB:] Stairs lead to the Quagmire of Doom. Climb them
(y/n)?
[ORB:] The Orb denies you exit!
(14,0) Spa
(1,1) Playroom
(0,0/3/7/11/15)(7,1)(5,2/3)(15,3)(7/9,4)(3,5)(4/11/13,6)(15,6/9/11/13/15)
Rubbish lines the walls.
(1,3) Lounge
(11,3) [NO ORB:] A brightly glowing portal leads to Murray's Resort Isle.
Take it (y/n)?
[YES:] [teleport to Murray's Isle dungeon (0,8)]
[ORB:] The Orb denies you exit!
(8,6) Dawn's Mist Bog - where monsters come to relax.
(12,7) The room is blanketed with a multitude of various lucky charms. Roll
in them (y/n)?
[YES:] More luck to those who are worthy.
(1,8) The Blue Room
(2,8) 10 Canine Creeps
(13,8) 13 lucky dogs
(8,9) Dawn+2 Enchantresses
[NINJA/ROBBERS WIN:] You feel much better after the successful
assassination of that wicked woman from hell, Dawn. Return to Mount Farview
for your reward.
(8,10) Dawn's Throne Room
(13,10) 6 hill giants
(1,11) Target Practice
(2,11) 4 horned fiend, 2 fire devils
(4,11) Holey Moley & Slick Pick
(7,12)(9,12) 200 greedy snitches
(11,12) 4 orb guardians
(13,12) 1 cloud dragon
(15,13) You have found a Monster Tome.
(1,14) Employees only!
(2,14) 2 giant ogres
(13,14) 6 swamp beasts
(10,15) [NO ORB:] King Kalohn's powerful Element Orb rests majestically upon
a decorative pedestal. Do you have what it takes to get it (y/n)?
[ORB:] You see an empty pedestal.
9-5. DRAGON'S DOMINION
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| S S S S@ | @|
+S+-+-+-+ + + +-+-+-+-+-+ +-+-+ +
| S S S$> |+ | Sd d| |
+-+-+-+-+ + + +-+-+-+ +-+ +-+-+ +
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+ + + + + + + + + + +-+ +-+ + + +
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+ + + + + + + + + + + +-+ + + + +
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+v+-+-+-+ + + +-+-+ +-+ + +-+-+v+
| S S S$>@ @ @| | <$S S |
+-+-+-+-+ + + +-+-+-+ + + +-+-+-+
|^ d @ d @ @ @ @ @ |
+ + + + + + + + + + + + + + + + +
|^ . @ d @ @ @ @ @|
+ + + + + + + + + + + + + + + + +
|^ d @ d @ @ @ @ @ |
+-+-+-+-+ + + +-+-+-+ + + +-+-+-+
| S S S$>@ @ @< S S | <$S S |
+^+-+-+-+ + + +-+-+-+-+ + +-+-+^+
|@ d @ | |@ @|
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Teleports and the surface spell don't work here, but there's a way to a
secret door to find most anything. First, though, the answer to questions
I've seen in Kelly Flewin's and Bjorgvin Leifsson's guides: there's nothing
in (7-9,6.) I used Apple save states to get to the square (9,6) and it's just
a one way ticket out of that bit. Note also that the other small indents at
the edge lead to some very nice treasure. You can go in there several times
once you're pretty good.
You can also pick your poison with regard to which dragons to fight to get to
secret areas. There are a lot of fun treasures to find, and the ones on the
left are nice(particularly the ones near the stairs) for building up. So you
may want to retrace. Get +5 helms for everyone and pile up gold and make sure
you have good magic weapons, although you may find better random items out
there.
Once you've cleaned up the left, it's worth pumping yourself up with skill
potions to deal with the magic serpent first in the northwest. If you can get
past him, there's glass you can break for 1000 hit points for everyone. Once
you've gotten this, you can beat the magic serpents guarding the secret areas
in the right. The ancient dragon directly east of where you start is a tough
customer. Though he gives 10 million experience to share, I don't recommend
going after him unless you're very good.
Magic serpents are super tough. You need lots of fortification, and I'd
recommend having completed all class quests before continuing. Bring ALL your
spells. You might want to build up to 1000 hit points by taking the top one
first, as it doesn't have any cohorts. The other magic serpents guard some
really nice gold armor. Which I recommend. Eventually you'll get lucky with
the 1 magic serpent, so try your luck there. I recommend casting protection
from magic/elements before this fight. And try various individual spells to
see what works. It's worth stocking everyone with mondo skill potions--and
saving after you get the 1000+ hit points.
There's no law against stocking up several times. Give everyone who wants,
gold shields. Their luck will go soaring through the roof.
(0,7-9) Leave the Dragon's Dominion (y/n)?
(1,8) ^^ Dragon kingdom
(2,3/7/9)(4,5/7-9/11)(6,0)(6,15)(8,13)(9,3)(13,13-14)(14,14)(15,0-3) SQUISH!
The party is up to its waist in dragon dung!
(3,7-9)(4,4)(2/4,12)(6,3/13)(7,5/7-9) 2 Wyvern, Earth Wyrm
(4-6,6/10) (13, 7-9) 10 wyvern
(4,0)(4,15) 3 earth wyrm
(9,7-9) 6 earth wyrms
(10,7)(11,8)(10,9) 2 cloud dragons
(11,5)(11,11)(12,7)(12,9) 2 frost dragons
(15,5) armored fire frost cloud earth wyrm wyvern
(0,0) In this small room is a circular, swirling pool. Pitch a gold (y/n)?
[YES, 0 GOLD:] Not enough gold!
[YES, +1 GOLD:] To all who are needy, +10 Hit Points.
(7,0) Armored Dragon
(11,2) A blue-watered fountain beckons to you. Drink from it's waters (y/n)?
[YES:] You feel much healthier but not fulfilled. As you look back toward
the fountain it vanishes. [+25 MaxHP permanent]
(0,3)(0,13)(7,11)(8,4) Earth Wyrm, Cloud Dragon
(0,5)(0,11) Wyvern, Earth Wyrm, Frost Dragon
(3,6) You add a Flamberge, Broad Sword and a Great Bow to your collection.
[All are +5]
(13,6) You have found a Titan's Pike, an Ancient Bow, and a Photon Blade.
[Titans Pike +7, Ancient Bow+7, Photon Blade+7]
(15,8) Ancient Dragon 1000000 gold + 100000 gems
(3,10) Great Shield, Helm, Plate Mail +5
(13,10) In the midst of dragon dung you find Plate Armor, a Great Shield, and
a Helm.
[Mail actually. All gold and +7.]
(15,11) Magic Serpent, Fire Dragon, Frost Dragon, Cloud Dragon
(3,14) Search vv here vv [25000 gold if you search]
(7,14) A box on the wall reads, "Break glass if in need of Hit Points."
Shatter glass (y/n)?
[YES:] All who are needy receive 1000 Hit Points. [only works once]
(15,15) Magic Serpent
9-6. DRUIDS' CAVE
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The druids' cave, for starters, can be an easy place to build up strength, If
you have teleport, or if everyone in your party has 21+ hit points and you're
willing to rest a bit and cast surface/Lloyd's Beacon (or better, 40+ hit
points and you don't mind healing,) you can duck in and out quickly to get
your might up. The spinach is 3 north of where you enter. But the problem is:
where you enter is not where you exit. Those two are a bit away. Your best
bet to get to the center quickly is to flee.
The rest of the cave is divided roughly into four chambers: earth, water, air
and fire. Each has snares you can't levitate over(-20 HP) and a set of
encounters that are not too treacherous. The key things to note: the big-
cheese druid in the NE gives you a quest. Once you have it, head to the SW
and beat up the Horvath and return NE.
The druids' cave is so treacherous that I just teleport to get through with
it. It's got some minor treasures, but the annoyance of walking through means
they're not worth it. Also, note that lots of fights here that appear
randomly. In fact it seems as though they disappear outright after you win
one, or winning one fight erases another.
(8,8) Stairs leading up. Take them (y/n)?
(8,7) Fire Druids
(7,8) Earth Druids
(9,8) Air Druids
(8,9) Water Druids
(1,12) Knee-high in putrid water, you notice human and animal bones, skulls
and carved votive figures lodged in mud.
(3-6,0)^(8,0)>(6,6)v(14,1)v(4,11)<(5,12)<(2,14)v(7,14)< Meditation Room
(4,4)(6,5)(0,8)(5,8)(0,13)(2,15) Earth snare!
(1,15) Cans of spinach are everywhere. Eat some (y/n)?
[YES:] You're strong to the finish 'cause you ate your spinach.
(0,11)(8,15) 4 deadly rattlers, 4 swamp dogs
(1,8) Holy Word best found walking S
(2,8)(2,10) 2 Deadly Rattlers 2 swamp dogs
(3,7)(6,7) 3 swamp dogs
(4,8) Coven headquarters
(2,0)(8,2)(12,3)(13,6) 4 minor demon 2 druid
(12,0)(2,2)(5,2)(15,2) Fire Snare!
(10,1)(1,4)(10,4)(10,7) 3 Minor Demons, 1 druid
(12,1)v You have found a +2 Great Bow!
(1,2)(10,6) 2 minor demons, 1 druid
(4,3)(8,4) Minor Demon, Druid
(13,2) 2 Pyro Hydra, Druid
(8,3) 2-2-4-6-6
(1,5) [BEFORE MEETING GREAT DRUID:] "It's not my fault - Leave me alone!"
[AFTER:] "I swear it wasn't my fault," cries the once-mighty Horvath. Out
of mercy, your party attacks it.
[ENCOUNTER The Horvath]
(5,5) 3 swamp dogs
(14,6)> Meditation Room(secret door)
(6,7) 3 swamp dogs
(4,9) You have found a +2 Fiery Spear!
(11,9)(14,9) 4 sprite, 2 blood sucker
(12,9) 4 blood sucker, 2 sprite
(14,7)(11,8)(15,9) Air Snare!
(10,11) 4 sprite, 4 blood sucker, 4 druid
(8,10)(9,12)(11,15) Water Snare!
(12,10) 6 Sprites
(4,15)(7,11) Swamp Thing, 2 druids
(9,11) 6 Sewer Rats
(15,11) 3 or 7 clue for wizard
(10,12) You have found a +2 Trident!
(14,12) 6 Blood Suckers
(5,13)(9,13) 2 sewer rats, 4 sludge beasts
(8,13) 2 giant ogre 2 deadly rattler 2 swamp dog
(13,13) 3 sewer rat, 5 sludge beast, druid
(14,13) 4 sewer rat, 4 sludge beast
(11,14) You have found +2 Silver Chain Mail!
(15,14) Elder druid: offers quest
(10,15) 3 sewer rats, 3 sludge beasts
9-7. FROST DRAGON'S CAVE
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Not much really to do here. It's easy enough to beat up the Frost Dragon
that's in back. 1N 1E 1S through the secret door. It's not trivial, but if
you start out with a lot of hit points--and have good magic weapons and use
heal spells/magic herbs liberally--you shouldn't have many problems. If you
have robbers that are already pretty good that is a huge bonus. Sherman and
Red Duke should definitely be taken along for this. Finding them is not so
bad.
For non-paladin parties there are some amusing signs and some mild fights but
it's a slight waste of time, really.
#(7,7-8) A reassuring light streams from the exit to the outside. Go through
(y/n)?
#(8,8) [PALADINS ONLY, WIN:] You have proven yourself worthy. Now, return to
the jurors of Mount Farview.
[NON-PALADINS:] The sign says, "Paladins Only!" Can't you read!
Signs
#(0-1,3) Seventh Legion
#(6,7-8) Army Barracks
#(8,0/15) Command
#(8,1/14) The Sarge
#(8,2/13) M.P.'s
#(8,9) Paladins Only!
#(14,5/10) G.H.Q.
#(4,6/9) Infantry
#(0,7-8) No tasteless Orc jokes allowed... - The Sarge
#(3,7-8) Legions
#(13,7-8) War Room
#(0-1,12) Fifth Legion
Fixed Encounters
#(3,1) 9 Kobold Captains + 240 Kobolds
#(6,1/14) 4 shamen + 250 orcs
#(15,1/14) 25 mutants
#(11,1) 1 Death's Agent
#(12,1) Burglar + 29 Gnome Elders
#(13,6/9) 3 troll 3 mutant
#(5,7-8) 6 Giant Ogre
#(2,7-8) 8 Crazed Dwarves
#(11,7) 6 werewolf, 15 werebull
#(15,8) armored dragon, gnome elder, crazed dwarf, giant ogre, werebull,
gnome, cockatrice, troll, werewolf, mutant, +10 cursed corpses
#(3-13,11) 10 goblins
#(3,14) 250 goblins
#(11,14) 1 Devil's Envoy
#(12,14) 1 minor devil + 24 gnomes
9-8. GEMMAKER'S CAVE
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Overview:
This is a classic maze sort of map, and it's rather challenging despite the
big diamond in the center. Teleport doesn't work here, etherealize does.
Levitate over the magical lava. You can also jump a bit but levitate makes it
easy. You need etherealize to visit the gemmaker, who charges everyone 10
years. You can of course work these off visiting Murray's Isle via the tour,
twice.
There are no fixed combats here, so maybe you can sneak in and out a few
times to get some valuable treasure. Approaching the diamond from above gets
you a treasure--and then two other useful ones south and to the west. The
fire shields and flaming swords should do well for your front line. You also
can get clues about all the talons here.
(0,15) Exit volcano (y/n)?
(1,9)(4,11)(4,13)(6,14)(14,0)(15,0)(14,1)(15,1)(0,3)(10,3)(5,4)(13,6)(14,9)(1
4,12)(2,13)(11,15) You find gems strewn about the floor
(5,2) A small puddle forms a message: "At 10,10 within a shrine in the Plane
of Water rests the Water Talon."
(11,2) The wind wails, "Upon a pedestal at 11,7 in the Elemental Plane of Air
you will find the Air Talon."
(3,3) A sweaty master gemmaker is willing to sell you the spell, Enchant
Item, for an undisclosed price. Buy it (y/n)?
[YES: everyone ages 10 years]
(9,3)(4,8)(14,8)(9,13) Molten magma fills the large cavern before you, yet
something shines at the center.
(11,6) You find a Fire Glave +4 amongst the molten ooze.
(7,7) Amongst the lava you find a Fiery Spear +4. [sic--Among]
(14,7) Smoke signals read: "The Fire Talon rests at 4,4 in the Elemental
Plane of Fire."
(9,8) A Flaming Sword is stuck in the glassy volcanic rock. Pry it loose
(y/n)? [Flaming Sword +10]
(6,10) You find a rich deposit of gems! [+500 gems]
(9,10) An untarnished Fire Shield is found. [Fire Shield +4]
(7,12) Written in mud upon the mossy wall "The Earth Talon is enshrined at
8,8 in the Elemental Plane of Earth."
All other squares in the center diamond give "Magical Lava! (poof)," -50 hit
points, and teleport you to (2,14). Unless you levitate. Remember to cast the
spell again if you get an encounter and rest.
9-9. ICE CAVERNS
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The ice caverns are pretty straightforward. You have a main passage east,
leading to a personality boost as long as a party doesn't mix males and
females, and side passages up and down. In these side passages, a huge number
of monsters guards a treasure. Some treasures are worth it and some aren't.
You can't jump over the monsters, because there's a slide in front of each
monster group, but you can teleport.
If you want to play it square, I recommend jumping over the slide traps,
because they kick you to level 5, make you lose a spell level, and halve your
spell points. This happens even after you've won the fight.
The most worthwhile treasures I've found are the +3 speed boots and the +5
cold shield. You can just hold down control-a to defeat the goblins and use
the back door to sneak the +3 speed boots. All other treasures are one fight,
one reward--there are three together at the bottom, but only the +15
dagger(sorceror) is worth it ther. The 150 blood suckers shouldn't be too
tough. Or the orcs. Also behind the 250 kobolds, who are very easy but
tedious, you have a +3 Ice Sickle and a +3 Cold Blade, 2- and 1-handed
weapons resisting cold.
There's also the matter of the males/females only rooms. After entering one
you get teleported to an encounter. So before doing so, pump yourself up. Use
up one whole skill potion for each player when you do this.
(0,7) Reenter the Tundra (y/n)?
(0,8) 2 valiant knights, 2 guard hounds
(14,7) Females only
(14,8) Males only
(15,7-8) A pillar of light extends from floor to ceiling. Step into it (y/n)?
[YES:] ZOT! You've got personality!
(1,1) 100 rabid rodents
(7,1) 65 arachnoids
(13,1) 160 Orcs
(3,3) You have found an Ice Sickle and a Cold Blade. [both +3]
(10,3) You have found a +15 dagger.
(4,4) 250 Kobolds
(10,4) 150 blood suckers
(1,6) Beware - Rat Nest
(4,6) Kobold Cavern
(7,6) Big Bug Collection
(10,6) The Bat Cave
(13,6) Orc Retreat
(1,9) Welcoming Committee
(4,9) Short and Insane
(7,9) Goblin Chamber
(10,9) Thief's Corner
(13,9) Ogre's Pantry
(4,11) 50 Crazed Dwarves
(10,11) 200 muggers
(5,12) You have found a +3 Speed Boots!
(9,12) You have found a +5 Looter Knife!
(1,2) (1,13) (7,2) (4,5) (10,5) (4,10) (10,10) (7,13) (13,2) (13,13) Slide
trap!(1U or 1D)
(1,14) 150 sprites
(7,14) 250 goblins
(13,14) 45 giant ogres
(15,14) 160 orcs
(0,0) You have found some Magic Meals!
(8,0) You have found a Web Caster.
(12,0) "Gold here" [5000 gold]
(15,0) 2 White Knights, Ninja
(0,15) 500 gems
(6,15) You have found a +5 Cold Shield!
(14,15) You have found a +3 Giant Sling!
(15,14) 2 Seductresses, Ninja
9-10. MURRAY'S CAVE
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Overview: Murray's Cave is a maddening place to explore. It features many
nasty tricks and even a bunch of stone golems guarding a treasure you don't
want to take anyway. It seems Murray doesn't want you to visit, given that
you can't teleport, but in fact there's a back way to see him. Oh, and don't
drink the Goofy Juice. It has some clues but it's not a critical place to be.
Stealing Murray's gold(or finding it--stealing it trashes your characters) is
very tricky as you have to fight a bunch of stone golems, which requires(from
what I know) a bunch of high powered spells, as weapons just don't affect
them. But this weird dungeon has a lot of neat clues too.
(0,0) The Element Orb waits at 10,15 in Dawn's Mist Bog Cavern.
(3,1) Murray Only!
(14,1) King Kalohn and the invincible Mega Dragon battled in the 9th century
in C4 at 14,5.
(1,2) The Elder Druid of Druid's Cave has in his hands the secrets needed to
cast Divine Intervention.
(3,2) The sword of courage, shining symbol of the staunch of heart, remains
unclaimed in D4 at 14,11.
(9,2)(14,2)(12,11) Laboratory-keep out!
(2,5) Murray's Vault
(6,5) Before you lies an infinitesimally small portion of Murray's wealth. Do
you dare steal it (y/n)?
[YES:] Seek and you shall find the treasure, but you were warned!
(2,6) Dare steal from me impetuous fool, and suffer the consequences! Love,
Murray
(12,7) Only the valiant may wield the Sword of Valor, hidden for years in A2
at 11,2.
(0,8) An evil veil hides mystic teleport to the horrid Dawn's Mist Bog. Enter
(y/n)?
[YES:] Teleport to Dawn's 11,3
(1,8) Murray puts you on a quest. If you win vs Dawn you can search for
100000 gold. You can beat Dawn then come here.
(3,8) Murray is IN!
(4,8) You are not heroic!
(5,8) Not strong enough!
(6,8) No hirelings allowed!
(0,9) Rows upon rows of casks filled with the famous Murray's Goofy Juice
line the walls of the storeroom. Drink some (y/n)?
[YES:] That's some good goofy juice! [1/1 HP, 200 SP]
(0,12) The Sword of Nobility, usable by those of noble descent, is guarded in
D1 at 0,8.
(14,14) Ascend to Murray's Resort Isle (y/n)?
(5,15) A storeroom is filled with Murray's Power Oil. Rub on (y/n)?
[YES:] You feel as if you could take much damage today! [+500 curMax,
curHP]
Encounters:
(2,1) 6 stone golems + 1 mystic clown
(7,15) 6 hill giants
(12,3)(12,12) 6 conjurer + 20 snapping spores
9-11. NOMADIC RIFT
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The Nomadic Rift will trap beginning adventurers but a teleport orb coupled
with Lloyd's Beacon will make it a breeze. You want to get to (0,15) and if
you want to save a teleport, teleport one east and then up--or better, go two
east and search in the side rooms for a bit of cash before going up. You can
cast a Lloyd's Beacon(set) S2-6 at (0,15) and then surface C4-5 and S2-
6(last) and surface to boost your speed.
(3,0) The Queen Beetle holds court in E2 at 11,6.
(0,1)(0,3)(0,11)(0,13) A rumor you heard about the Nomad's treasure horde
suddenly pops back into your memory, as you spy an overly large black "X".
[search for 1000 gold]
(15,1) This torch looks crooked. Adjust it (y/n)? [opens passage south]
(14,2) The supreme Dragon Lord oversees a realm of destruction in D1 at
10,12.
(6,3) Posing as monster-attractive targets, Holy Moley and Slick Pick are
entertaining monsters at Dawn's Mist Bog Cavern.
(15,0)(14,1)(14,3)(14,11)(14,13)(14,15) You have found a weapon! [non magical
and useless]
(4,4) Hastily written by a shaky hand, a message reads, "Fluxer, Radicon,
Todilor and Capitor are essential to gain the Element Orb."
(0,5)(0,9) (2/6/8/10/12,6/8) ??
(1,7) 6 thieves
(2,7) 4 friars, 2 vikings
(4,7) 4 hermits, 2 ninjas
(6,7) 4 vikings
(8,7) 6 ninjas
(10,7) 10 thug trainees
(12,7) 10 greedy snitches
(14,7) 15 muggers
(15,7) Return to the Nomadic Rift (y/n)?
(4,6)(4,8) $1000
(10,10) The mighty Serpent King slithers in E3 at 5,6.
(2,12) Mystic Castle Xabran, holder of secrets, lies unknown in the 9th
century in C2 at 14,8.
(8,12) The Mist Warrior keeps his lair atop Mist Haven at 15,11. He keeps at
bay all who trespass with a Dancing Sword.
(0,15) A giant treadmill looms before your party. Step onto it (y/n)?
[YES:] If able, your speed has increased. [UP TO 59]
(1,15) 6 leprechauns
(8,15)> Mr. Wizard, a top scientist, has been interrupted in his research of
the Arcane Wilderness by a very nasty Lich Lord at 1,14.
(12,15) Mighty Nakazawa and Lord Peabody's servant Sherman were last seen
having some problems with Amazons near Native's Cove at 10,1.
9-12. SARAKIN'S MINE
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Ledger
$ = 2000 gold if you search
C = cave-in. You must face 6 wraiths.
c = cave-in where you need to have eaten the low cal pudding to pass
! = Sarakin's warning
@ = Sarakin fight, with a pool of rejuvenation if you win
Although you have a lot of fixed combats here, the only big deal is the fight
with Sarakin. The Wraiths are annoying, but once you know where they are you
can jump over them. You can even just teleport where you want/need to. If you
wish to do everything honestly, then Sarakin's Mine is an exercise in finding
secret doors, and in fact it has the only one in this game that goes across
the automap boundary.
Sarakin himself is very nasty to kill and you may need to use Holy Word to
wipe him out. But if you want to get in and out quickly you can just go 2N
and etherealize west and just surface. The NPCs are rather good.
The honest way through is to go 1N 3W 2N W N 2W N jump N 2E N E N E N jump 2N
E and follow that passage.
(8,0) Leave Sarakin's Mine (y/n)?
(4,1) 6 mummy, 2 grim reapers
(8,1) Beware Cave-ins!
(7,2) Sir Kill and Jed I jump at the sight of your party. Trapped by the
cave-in, they had to wait for rescue while slowly starving. Hire the
rejuvenated pair at the Tundaran Arms Inn.
(2,4) Friends of Sarakin
(1,15) [encounter with Sarakin] Sarakin, 2 apparitions, 3 ghosts, 3 vampires
[WIN:] Sarakin's Secret Fountain appears before you. Take a drink (y/n)?
[YES:] You feel rejuvenated! [1 year off everyone]
(8,6) "I am Sarakin. Leave my home ore die!"
(0,5-9/15)(1,6/7)(2,9/10)(3,6-7/9-10)(4,10)(9,11)(10,14)(13,6/9/14)(15,14)
Gold dust is scattered on the floor.
(6/7/9/10,5/7)(7/9,4/8)(8,9)(11,6/10)(6,12)(13,4) CAVE-IN!
(7,3) [NO LOW CAL PHANTOM PUDDING FROM SANDSOBAR] A cave-in has rendered the
passage too small for you to enter. Perhaps a diet is in order.
9-13. SQUARE LAKE
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Sheltem's hideout has a pretty simple map(east till you hit a wall, one
north, repeat,) but the random encounters can be excruciatingly difficult. Be
prepared to flee if you need to. And rest up if you seem a bit low, i.e. if
anyone's hit points dip below 1000.
Annotations printed in the order you'll see them:
(0,0) Stairs lead back to Square Lake. Take them (y/n)?
(1,0) Beliaeff's Beastiary[sic]
(11,14) 66 Devil Kings bow down to the Chosen One. Care to attack (y/n)?
[YES:] 66 Devil Kings attack!
(3,15) Hello!
(4,15) Are you ready?
(5,15) Hope so!
(6,15) Almost there!
(7,15) The end is near.
(8,15) Having fun?
(9,15) Getting closer ...
(10,15) Keep going
(11,15) A little further
(12,15) Here it is!!!!!
(13,15) Just kidding!
(14,15) One more step ...
(15,15) This is IT!!!!!
(0,15) Sheltem, Water Elemental, Air Elemental, Earth Elemental, Fire
Elemental
(Final fight and endgame follow)
Sheltem and his Elementals guard theentry to the control room. "Although you
may defeat me, you're too late! CRON and all it's VARNs are doomed!" A vacuum
tube sucks the party into the control room...CRON is off course and headed
directly towards the sun! A strange machine pulsates, "Collision imminent."
Enter override code to abort:
[WRONG:] Incorrect! [You have to do it over again.]
[WAFE:] Thank you. Recalculating trajectory now... Error, Error! Computer
malfunction. Internal program override...A pre-recorded message sends
shudders of terror up your spines! "I am Sheltem, ruler of the planet Terra
of which this CRON and all its VARNs has been programmed by the Ancients to
populate. I cannot allow my race to be spoiled by in-[LINE BREAK IN
GAME]feriors so I have devised this cryptogram as a test. Should any
creature who is a Chosen One of CRON solve this, it will prove your worth and
all will be saved. Fail and a fiery death by the sun is assured! The clock
is ticking...
Answer= Preamble Code=________
[CORRECT, see section 5 for solution:] Congratulations! Because of your
superior intellect and diligence
you have saved CRON and all of its VARNs. This ship, created by the
Ancients,
is a grand experiment designed to populate this distant world. Prepare to
beam
down in Might+Magic III.
Battles: won / lost.
Your final score is [????]
[OPTIONAL:] This ranks you as one of the most accomplished game players
around!
Please register your score with the Ancients' Headquarters at:
New World Computing
P. O. Box 2068
Van Nuys, California 91404
P.S. Your bonus, 50,000,000 exp!!!
9-14. XABRAN
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c = clerical spell info
s = sorcerer spell info
h = hireling info
AEFW = air discs
Castle Xabran is very plausible as a sort of magical hint book, even if it
turns out to be a great center of knowledge about stuff that will happen in
100 years. It tells you where to find all the NPC's and all the spells. You
can actually get through with no combats, using jump if you are careful, or
even teleports. The fire and earth discs are in light-draining areas behind
secret doors, so you might want to cast C3,5 for comfort.
There are many one way doors here to obscure parts of the castle, but those
aren't really interesting. Most of what you want to find is pretty clearly
there, although one "hall of spells" should be hireling hall. Enemies are
about equal with the first level of a castle dungeon. Also, many of the doors
only lock after you go through, which is annoying.
(0,8) Castle exit. Leave (y/n)?
(3,6)v Hireling Hall - Key
(3,5) Welcome to Hireling Hall! We have a list of hard to find hirelings.
They are listed by power (weakest to strongest, and are all pairs except 2
and 13), area found in, coordinates + town they hire out of. Happy Hiring!
(3,9)^ Hall of Spells - Key
(3,10) Welcome to the Hall of Spells! We have a list of spells which can only
be found. They list as follows: C-Cleric or S-Sorcerer, level/spell #, area
found in + coordinates. Happy Hunting!
(4,6/9/10) Hall of Spells [Note: 4,6 is actually hireling hall]
(5,10) C2/3 C3 (1,9)
(6,10) C3/6 C2 (11,1)
(7,10) C4/2 A1 (8,8)
(8,10) C5/1 A1 (1,14)
(9,10) C5/3 B4 (8,1)
(10,10) C6/1 E4 (8,8)
(10,11) C6/4 A4 (1,1)
(10,12) C6/5 A4 (8,8)
(10,13) C7/1 E4 (14,1)
(10,14) C8/1 E1 (14,14)
(11,14) C8/2 E1 (8,8)
(12,14) C9/1 Druid's Cave (14,14)
(5,9) C9/2 C1 (5,5) South
(6,9) S2/1 Middlegate (10,2)
(7,9) S2/6 Corak's Cave (7,11)
(8,9) S3/6 Sandsobar (7,4)
(9,9) S5/2 C1 (1,8)
(10,9) S7/1 A2 (15,11)
(11,9) S9/3 D1 (5,6)
(12,9) S9/4 Gemmaker's Cave (3,3)
(15,0) Atop an aqua pedestal rests a disc. Take it (y/n)? [WATER DISC]
(6,2) Atop a brown pedestal rests a disc. Take it (y/n)? [EARTH DISC]
(6,14) Atop a red pedestal rests a disc. Take it (y/n)? [FIRE DISC]
(15,15) Atop a transparent pedestal rests a disc. Take it (y/n)? [AIR DISC]
(13,4) Red Interleave - one letter, then two, and finally three letters.
Repeat. Use this order: 8-5-2-6-1-3-9-7-4.
(13,12) Yellow Interleave - every two letters should be matched 'til the end.
Try this way: 9-5-6-1-7-4-2-8-3.
(3,6) Welcome to the hall
(3,7) Hireling Hall
(5,6) Cavern under Middlegate (0,15) 1
(6,6) Sandsobar (4,10)5
(7,6) Vulcania (4,2) 4
(8,6) Atlantium (0,14) 2
(9,6) Cavern under Vulcania (1,14) 1
(9,5) Tundara (15,10) 3
(9,4) Castle Hillstone (8,4) 5
(9,3) D1 (14,1) 4
(9,2) B4 (10,1) 2
(10,2) A3 (8,1) 2
(11,2) Sarakin's Mine (7,2) 3
(12,2) Dawn's Cavern (4,11) 2
(13,2) D3 (1,14) 5
10. CASTLES AND BELOW
Castles each have three levels, and while Hillstone and Woodhaven are very
similar, Luxus and Pinehurst are unique in their own way. You need an item
from each, and you need to rescue a bishop of battle from each, but other
than that, only the latter two are critical to solving the game. For Luxus,
you need to check with Queen Lamanda to make sure you have won the triple
crown. Lord Peabody has a quest you must solve.
The castle dungeons are prohibitively difficult to tackle in one swoop.
Sometimes you'll just get a nasty monster in one of the random fights. But
each of the bottom levels has
--2 class specific items on squares that cannot be visited by that specific
class. These specific items raise an attribute by 15. They can be magically
charged.
--1 square where you can gain a small amount of MaxHP permanently. Here it's
actually good not to have one of each race as these are behind "No [race]"
signs. Apparently these un-PC signs are on the PC too.
--1 square where you can exchange 5 of one attribute for 3 of another, maxing
the other at 99
--1 square on level 2 for a super duper effect, usually for 1000000 gold
--a teleportal to a different castle on the same dungeon level, Luxus-
>Hillstone->Woodhaven->Pinehurst. You always wind up at the stairs up.
But for something light to start...here are some orc jokes! The jester tells
them just before the throne room. Except in Pinehurst.
Did you hear about the orc who thought kites were made from flypaper?
Why are there only twenty hours in an Orc day? Ever see an orc with twenty-
four fingers and toes?
Why can't orcs lie on the beach? Cats will bury them.
What do you call an orc with half a brain? Gifted.
How can you recognize an orc pirate? He is the one with a patch over
botheyes.
Did you hear about the orc who went to the dentist to have a wisdom tooth put
in?
Why can't orcs boil water? They forgot the recipe!
What's the most dangerous job in CRON? Dentist to a vampire.
Why did the doctor tell the zombie to get plenty of sleep? He was dead on
his feet.
What's a ghost's favorite game? Hide and Shriek.
What's a sea monster's favorite meal? Fish and Ships.
Why didn't the skeleton cross the road? He didn't have the guts.
What are the two things an orc cannot have for breakfast? Lunch and dinner.
Orc party game = Pin the horns on the dragon.
Why do orc women wear high-healed shoes? To keep their knuckles from
dragging on the ground.
Did you hear about the orc ventri-loquist whose dummy quit to find a new
partner?
An orc bought a pet rock. It ran away the next day.
Orc inventions: waterproof sponges.
How many orcs does it take to carry out a kidnapping? Ten, one to capture
the kid and nine to write the ransom note.
Did you hear about the orc who cut off his left arm and leg? He wanted to be
all right.
How can you tell if an orc is an aristocrat? His tattoo has no spelling
errors.
What do you get when the Mega Dragon walks through a vegetable garden?
Squash.
[NOTE: THE MEGA DRAGON DEFEATED KING KALOHN IN 800]
[I take no responsibility for any distress these jokes may cause!]
10-1-1. HILLSTONE
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Castle Hillstone contains a couple of hirelings, many pairs of enemies, and a
bunch of random combats. It's in the same shape as Woodhaven, but instead of
money you have encounters. You can teleport(4W from SW corner) around to get
the N-19 Capitor, or you can walk around--west door, 2W 3S 3W 3N
2E(encounter) N-E through secret doors(encounter) N 2W S.
If you wish to find the hirelings, go through the east of the doors and head
2S E 3S(an encounter) W 3S. The castle guards actually disperse quickly if
you use skill potions. They run away if you have a party member of level
>=20.
The bishop is just to the east--instead of going through the door to get to
the castle guards, go through the one next to it, south all the way, east and
back north.
The quest to kill the three envoys of evil is not so bad, but it is detailed
in the quests section. Anything other than the top quest is in fact random
and not worth your time. If things are too tough and you need to remove your
quest to visit Lord Peabody in Pinehurst and take care of Sherman, visit the
SE room with Uncle Spudly's elixir.
Lord Slayer will only bestow a quest unto a Crusader.
(7-8, 15) Castle Exit. Leave (y/n)?
(10,13) Stairs to Dungeon. Descend (y/n)?
(13,2) Castle guards peddle Uncle Spudly's New and Improved Quest Removal
Elixir. It can be yours to drink for only 19 gold. Buy it (y/n)?
[YES:] This stuff works great! Your quest has been removed.
(8,6) Prison
(8,4) The two prisoners flee in a puff of magical smoke. A note remains. It
says that Lord Slayer chained them because they killed an Earth Wyrm by magic
instead of by might. Reach them at the Hourglass Inn. [Friar Fly and Dark
Mage]
(12,2) Food is stacked to the ceiling. Take some (y/n)?
[YES:] 40 food all
(11,2) Red Room
(11,4) [NO RED KEY:] The Bishop of Red Battle is locked in a cage.
[RED KEY:] The Bishop of Red Battle is freed from imprisonment by your red
key (+8000 exp). He grants all red triple crown winners 100,000 exp.
(5,3) Throne Room
(5,2) Heads of monstrous beasts adorn the walls in this room. Will you
gather more trophies for Lord Slayer (y/n)?
[YES, CHOOSE LORD'S QUEST :] Your party must defeat the three royal envoys
of evil that wreak havoc to the north. One flies, one slithers, and one
crawls. Good luck!
(5,9) Jester, joke of the day
(2,3) You win the Booby Prize!
(2-3,9)(5,5)(5,7) Grand Hall
(3,13) You have found an N-19 Capitor.
(7,13) Slayer's Palace
(8,13) No Entry
(10,11) The Zoo
(11,11) Zookeeper
(11,12) 2 court jester
(12,12) 2 witch's cats
(14,12) 2 phantasms
(14,11) 2 nasty witches
(12,10) 2 kobold captains
(14,10) 2 werebull
(12,9) 2 giant ogres
(14,9) 2 illus
(12,8) 2 minor devils
(14,8) 2 wraith
(12,7) 2 night stalkers
(14,7) 2 iron wizards
(12,6) 2 canine creep
(14,6) 2 hill giant
(12,5) 2 horned fiend
(14,5) 2 phantom
(12,4) 2 seductress
(14,4) 2 grim reaper
(12,3) grim reaper+assassin
(14,3) 2 paladins
(4/11,0/15) Guard Tower
10-1-2. HILLSTONE DUNGEON LEVEL 1
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It's useful for your sorcerer to visit (0,0). You might want to come back to
make sure he goes over 90 intelligence. You can also bring your archer along,
since it's easy enough to pump your might back up. Teleports are available
here but not really useful.
The gold-for-experience fountain here doesn't work as well in MM2(Apple) as
it did in MM1 because you have a max of 2^24 gold and some later levels
require 8 million(~2^23) experience per. And it doesn't work as well as the
fountain in the level below.
s = spikes hit you from behind, -30 hit points
(5,1) Stairs leading down. Descend (y/n)?
(1,14) [BARBARIANS IN PARTY:] The sign said NO BARBARIANS!
[NO BARBARIANS:] You have found a Coral Brooch!
(1,12) No Barbarians!
(0,0) "Everybody's always picking on me because I am as stupid as an Orc. So,
I'll trade what I got for what you got. OK (y/n)?"
[YES:] Who will trade (1-8)? [-5 intelligence +3 might]
(11,5) A giant coin slot is labeled, "Insert gold here." Do you (y/n)?
[YES:] all gold traded for experience
(10,7) No Half-Orcs
(8,15) Stairs lead up. Climb them (y/n)?
(15,15)> "I told one bad orc joke too many, and Lord Slayer threw me in the
dungeon. I've worked some rough rooms, but this is ridiculous. But seriously
folks, I can send you to Woodhaven Dungeon just for the halibut." Go (y/n)?
#12,15 No Ninjas!
(14,15) [NINJAS IN PARTY:] The sign said NO NINJAS!
[NO NINJAS:] You have found a Crystal Vial.
(11,1) [HALF-ORCS IN PARTY:] The sign said NO HALF-ORCS!
[NO HALF-ORCS:] A calm melody strengthens your party. [+3 HP for all]
[TOO SOON:] Sorry, benefits are given only once per moon phase.
10-1-3. HILLSTONE DUNGEON LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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d = Dart traps: "As you move forward, scores of darts fly at you from all
directions."
You can teleport around in this dungeon quite a bit. If you didn't get
intelligence up as high as you wanted, you can scrape endurance here. Just be
sure to repair the harm before you give your sorcerer another level! The pool
at (9,15) is a better bargain than above, but it's still a bit awkward to get
to. But you can teleport to it. You're better off fighting the cuisinart if
you want to cheat a ton, although it is the best way to go legit.
Lots of nasty darts here, but they're avoidable for the most part.
(2,0) No Ninjas
(2,2) [NINJAS IN PARTY:] The sign said NO NINJAS!
[NO NINJAS:] You find a Ruby Amulet.
(10,6) No Half-Orcs
(10,7) [HALF-ORCS IN PARTY:] The sign said NO HALF-ORCS!
[NO HALF-ORCS:] An energizing light beams down from the ceiling,
strengthening all. [+8 MaxHP permanent]
[TOO SOON:] Sorry, benefits are given only once per moon phase.
(0,8) A magical whirlpool emits a strange odor. You sense that the waters are
powerful and the effects could be (ir)reversible. Drink (y/n)?
[YES:] everyone male
(0,12) Ascend the stairs (y/n)?
(3,9) The writings of many symbols and languages are scrawled into an ancient
glowing stone. Among the etchings, you make out, "Knowledge for a price to
those who will touch." Will you try (y/n)?
[YES:] Who will touch (1-8)? [+3int -5end. Max 99, min 0]
(7,10) "I can lead you to level two of Woodhaven Dungeon if you want." Follow
him (y/n)?
(9,15) A sign next to a bottomless pit reads, "A golden experience awaits all
who empty their pockets." Toss all of your gold in (y/n)?
[YES:] 3x experience for gold
(15,15) [BARBARIANS IN PARTY:] The sign said NO BARBARIANS!
[NO BARBARIANS:] You find a Lapis Scarab.
(13,14) No Barbarians
10-2-1. LUXUS
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The Luxus Palace has a lot of side rooms with thematic fights where you can
test how good you are, and best of all, they don't get in the way of quests
you may want to finish. You can just walk in and open the Black Bishop's
cage. Even if you're not a triple crown winner you get the experience
bonus(on the Apple at least.)
To get the Todilor head west through the doors and up and west through two
sets of doors. To go down the stairs go west through the double doors and
south. Queen Lamanda's at the top but she's just whiny 'til you get good. For
the Black Bishop go east and up and east at the very top.
(0,0) Stairs to Dungeon. Descend (y/n)?
(6/9,0) Palace exit. Leave (y/n)?
(2,5)(2,7) Holy Man
(4,6) Temple
(7-8,10) Orc Jokes
(7-8,15) Funny Room
(7-8,12) Throne Room
(6&9,15) Court Jester, Mystic Clown
(7,9/11) Corak's study
(6,11) Gwyndon, Corak's apprentice, is busily packing away his belongings
before he goes to Lord Peabody's. He says that Corak's body is hidden in the
cave in Corak's Woods and that Corak's Soul is at 10,15 in the Lost Soul's
Woods.
(9,11) Dust covers everything.
(8,9) Apprentice Wizards
(9,9) 20 inept wizards
(8,11) Court Wizard
(7-8,8) A sumptuous feast is laid upon the huge banquet table. Take some
(y/n)?
[YES:] 40 food
(7,7) Barracks
(6,7) 20 men at arms
(8,7) Alchemist
(9,7) The palace alchemist chamber contains piles of gold made for the
treasury. Steal some (y/n)?
[YES:] Castle Guards intervene! [9 castle guards defend 1000 gold]
(7,7-8,5) Fool's Room
(6/9,5) 20 fools
(4,9) Fighting Room
(2,10)(4,10)(1,12) 8 paladins
(0,11)(2,11)(3,12) dw knight
(2,12) Target Room
(1-3,13) 4 Court Bowman
(0,6) A little princess plays with an A1-Todilor. Take it (y/n)?
(15,0) stairs down
(5-6/9-10,3) 6 jugglers
(7-8,3) Great Hall
(13,2) Hall of Illusions
(12,4)(14,4)(12,9) illusionist
(12,6)(14,6)(14,9) 3 iron wiz
(12,12)(14,12) 3 court mages
(12,14) 3 court mages
(13,14) Black Room
(14,14) The Bishop of Black Battle is locked in a cage.
The Bishop of Black Battle is freed from imprisonment by your black key.
(+10,000 exp). He grants all black triple crown winners 200,000 exp.
(7,13) [NO TRIPLE CROWN:] Distraught Queen Lamanda wails,"Whilst my courtiers
are merry, a heavy burden I must carry. If only you were true and bore the
triple crown."
[WON TRIPLE CROWN:] Weary Queen Lamanda perks up,"At last, the true and
brave triple crown win- ners! From your party, I bequeath a Chosen One to
save my father and our beloved Cron. See Lord Peabody to change history.
[AFTER:] "Remember to rescue my father!"
[BEAT MEGA DRAGON:] King Kalohn sits once again upon his throne,
proclaiming,"Now you face your gravest task of all. Go to Square Lake with
the password WAFE. The future of CRON is at stake!"
[AFTER:] "Remember to solve the mystery at Square Lake!"
[WIN GAME:] Trumpets sound and courtiers cheer. King Kalohn
exclaims,"Saviors of CRON, you are always welcome here."
10-2-2. LUXUS DUNGEON LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|$ :!:* | *:.: |- |.:* |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
A level that is very nasty for the effort it takes. However, you might want
to improve endurance at the expense of speed, which is easy enough to get
back from the Nomadic Rift, here. And you can get Speed Boots from the Ice
Caverns to game this a bit. Oh, avoid doors that say "guards" because they
fine you by taking all your gold.
(8-15,3)(0-6,8)(7,5/7) Bad Guys
(7,0)(13,6/8/11)(0,12)(13,13-15) Very Bad Guys
(4,3)(1/3-6,12)(7,13)(7,15) Really Bad Guys
(2,3)(13,12)(2,12)^ Isolation
(11,9) Stairs going up. Ascend (y/n)?
10,8 No dwarves!
(2,1)(7,9)(7,11) guards
(5,0) Steam rises from a magical well. Will you sample the water (y/n)?
Who will drink (1-8)? [+3 endurance -5 speed, take speed boots for super
boost]
(15,0) "What's a nice party like you doing in a drab dungeon like this?
Hillstone Dungeon is much more exciting. Follow me there (Y/n)?"
Stairs down. Take them (y/n)?
(2,15) No Archers!
(0,15) [ARCHERS IN PARTY:] Shazam! You're sucked away. [to 9,8]
[NO ARCHERS:] You have found a Topaz Shard!
(1,0) No Sorcerers!
(0,0) [SORCERERS IN PARTY:] You are teleported elsewhere. [to 9,8]
[NO SORCERERS:] You have found an Amber Skull!
(2,0)(10,15)(8,11) You have entered an unauthorized area. Pay the fine! [all
gold gone]
(11,14) [DWARVES IN PARTY:] The sign said NO DWARVES!
[NO DWARVES:] A shower of soft pellets cascades upon the party. You feel
different. [+5 HP for all]
[TWICE IN 30 DAY CYCLE:] Sorry, benefits are given only once per moon
phase.
10-2-3. LUXUS DUNGEON LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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The maze spells "Central research observa-tional nacelle." In case you didn't
have the patience to map it all.
Most of the boxed in squares are automatic random teleports(though one gets
you some extra hit points.) And there are a few others too. But there's also
a lever that turns everyone evil. The skulls are interesting items for your
sorcerers. Maybe arrive here and have archers teleport around.
(4,8) The sign above a magical fountain reads, "eraweb selam" Drink from it
(y/n)?
[YES:] [all the party is female. Read the sign backwards.]
(15,0) A mysterious molecule chamber appears before you. Inside, bolts of
light move frantically about. Will you enter the chamber (y/n)?
[YES:] The chamber is only big enough for one. Who will enter (1-8)? [-5
might +3 speed]
(10,2) Stairs leading up. Ascend them (y/n)?
(10,1) No dwarves!
(11,1) "Hey! I just saw Sir Elvis in Hillstone Dungeon, level two. I knew
that whole death thing was nothing but a hoax." Go there (y/n)?
(2,0)(3,1)(7,3)(15,3)(7,4)(12,4)(13,8)(3,11) See you later/Have a nice day!
[random teleport]
(5,10) Fear No Evil
(5,11) There is a giant lever on the wall labeled, "AE." Pull it (y/n)?
[YES:] [Party to all evil]
(0,15) "Looking for some help? Hey, I know that we have all gotten a raw
deal. I don't think that a fair shake is too much to ask for, do you? So, for
just one million gold, I'll sell you all the hit points you SHOULD have."
Will you pay (y/n)?
[YES: The jester sells hit points to fill you up. This means that you get
hit points as if you'd been to Atlantium training a bunch. It's especially
useful if you improved your endurance along the way. But it detects if you're
over the maximum. So get here before Dragons' Dominion if you want to see it
in action.]
(15,14) No Archers!
(15,13) [ARCHERS IN PARTY:] The sign said NO ARCHERS!
[NO ARCHERS:] You have found a Sun Crown!
(14,13) No Sorcerers!
(14,14) [SORCERERS IN PARTY:] The sign said NO SORCERERS!
[NO SORCERERS:] You have found a Quartz Skull!
(8,10) No Dwarves!
(8,11) [DWARVES IN PARTY:] The sign said NO DWARVES!
[NO DWARVES:] The spirits of Cron grant you increased strength. [+2 MaxHP
for all]
[ALREADY GOT BENEFITS IN CURRENT 30-DAY PHASE:] Sorry, benefits are given
only once per moon phase.
10-3-1. PINEHURST
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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You can and should teleport out of any mess you get into in Pinehurst,
because otherwise you run the risk of walking into a year-warp, but there
still remains the question of what to do.
In the main hall, go down from the center to reach the dungeon. Go down from
the west side to reach Lord Peabody. And go down from the right to reach the
bishop.
The non-magic way to get out of Pinehurst if you enter a one-way door is to
follow the patch clockwise--you may warp forward a year unless you jump at
(2,8) or (1,0). Then you can take the teleport at (14,5) to the center room
and walk out.
Go straight west from the left door to get to the J-26 fluxer, which you will
need. It's in the niche to the south. You can jump over the combat after you
bust through the door and then teleport out.
The door signs, counterclockwise from the right:
(12,6)>Beware
(12,5)>The
(11,5)vTime
(10,5)<Traps
(10,6)<As
(10,7)<The
(10,8)<World
(10,9)<Will
(10,10)<End
(11,10)^In The
(12,10)>Year
(12,9)>1000
(11,2)Stairs to Dungeon. Descend (y/n)?
(15, 7-8)Castle Exit. Leave (y/n)?
(13,7) Left Door
(13,8) Right Door
#v v^ ^ notes are not there
(12, 7-8) Unmarked are deadly
2,5 Pinehurst
14,10 Find my mirror image and you will find the way out.
(2,6) See you later! [teleport to (15,4)]
14,5 See you later! [teleport to (11,7)]
(2,0)>(2,7)> Suddenly your party is moving very slowly, yet everything around
them is moving very fast. By the time you notice what has happened, a year
has passed.
(4,3) Lord Peabody.
[UNQUESTED, HAVE CRUSADER:] Lord Peabody needs some help. Will you offer
your services (y/n)?
[YES:] "Please return to me with my boy,@Sherman, and I will reward you."
[UNQUESTED, NO CRUSADER:] Lord Peabody needs the help of a Crusader.
[QUESTED, NO SHERMAN IN PARTY:] "Don't come back without Sherman!"
[QUESTED, SHERMAN IN PARTY:] "Thank you very, very much. You have done
well. As a reward, you may use the time machine in the corner."
[SOLVED QUEST:] "Hi, how have you been? It's marvelous@to see you again!"
(5,3) Throne Room
(7,6) Nestled under a pile of dust, you see what was once described to you as
a "J-26 Fluxer". Take it (y/n)?
(13,2) Yellow Room
(13,3) [NO YELLOW KEY:] The Bishop of Yellow Battle is locked in a cage.
[YELLOW KEY:] The Bishop of Yellow Battle is freed from imprisonment by
your yellow key (+5000 exp). He grants all Yellow Triple Crown winners 50,000
exp.
10-3-2. PINEHURST DUNGEON LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|^| | | | |
+ + +-+-+-+-+-+ + + + + + + + + +
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+ + + +-+-+-+-+ + + + + + +-+-+-+
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+ +-+-+-+-+-+-+-+-+-+ + + +-+ + +
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+ +-+-+-+-+-+-+-+-+-+-+-+-+ +-+ +
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+ + + + + + + +-+-+-+-+-+-+-+ + +
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You can't teleport here or set Lloyd's Beacon although you can jump, which is
ineffective when a trap is around a corner. So there are a lot of encounters
to fight through and some annoying traps.
The most productive thing to do here(with no downside) is to find the plume
of water that gives you +10 accuracy. It's at (14,13) after a gauntlet of
monsters. You may have to run away a few times to get to it. If you flee you
go to the stairs down (2,1) making this dungeon level that much nastier. Your
best bet to get out safely and quickly is to go down the stairs and W-S-2E to
the Luxus dungeon. Or just cast surface.
From the up stairs, S-E-N-E-S-S-E-N-E-S-E-N-E-E-S-E-S-S-W-S-E-N-E-N and
follow the zigzags.
From the down stairs, E-N-W-S-W-N-E-S-E-S-E-N-E-N. You can retrace to the
down stairs and come back up but I have to say it's risky. Castle fights can
be tough.
</pre><pre id="faqspan-6">
But of course you can just trade your speed for accuracy and go back to the
Nomadic Rift, which may take less time overall. (S-E-N-E-S-W-S).
- = "An ancient curse from a misguided wizard drains your magic." Minus 20
spell points.
(14,13) A mysterious pool appears before you. Every few seconds, a jet of
water shoots upward and stops just short of the ceiling. Jump in (y/n)?
[YES:] The pool shoots you skyward. As you fall back to earth, you notice
that the pool is gone. All who are worthy attain a new level of accuracy!
(0,15) Stairs lead up. Climb them (y/n)?
(1,2) Stairs leading down. Take them (y/n)?
(0,14) No Humans!
(11,14) No Knights!
(11,13) [KNIGHTS IN PARTY:] The sign said NO KNIGHTS!
[NO KNIGHTS IN PARTY:] You have found an Ivory Cameo!
(14,5) [HUMANS IN PARTY:] The sign said NO HUMANS!
[NO HUMANS:] Powerful currents move rapidly from your feet to your head!
[+4 MaxHP to all]
[ALREADY BEEN THERE IN 30-DAY PERIOD:] Sorry, benefits are given only once
per moon phase.
(12,8) "If you like fighting bad guys as much as I do, then take this portal
to Luxus Palace Dungeon." Take it (y/n)?
(14,4) NO HUMANS
(6,5) No Paladins!
(6,6) [PALADINS IN PARTY:] The sign said NO PALADINS!
[NO PALADINS IN PARTY:] You have found an Agate Grail!
(2,7) "Actions are sluggish, but precise." reads a placard next to a giant
lever. Will you pull the lever (y/n)?
[YES:] Who will try (1-8)? [-5 speed +3 accuracy]
10-3-3. PINEHURST DUNGEON LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |x | | |
+ +-+-+ + + + +-+ + +-+-+ +-+-+ +
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+ + + + + +-+ + + + +-+ + + + + +
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+ + + + +-+ + + +-+-+ + + + + + +
| | *| ! |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Some special places are guarded by barriers, and you probably won't get to
them, and you don't need the special items anyway. But the sorcerer at (2,1)
is nice if you don't want to get all the spells. For a cool 2 million he'll
give you all his spells. W N N E S E S W S W W S W N W S W N W S E to the
open area and etherealize north. Woohoo. But your energy may be better spent
going N W S W S W N W N E N E E N N N from the first turn, which will get you
to a personality/luck tradeoff. Great for everyone except clerics and
paladins.
Still there's no real reason to visit this dungeon. No teleports either or
anything.
- = You are struck by bolts of electricity which drain your magic. (-50
magic)
(7,7) Stairs leading up. Climb them (y/n)?
(2,1) A wizard appears and says, "Come close, I give you deal. I'm a little
down on my luck, so I'm willing to let you have THIS for just 2 million
gold." He pulls out an old, rotting book. It's titled: "How to Succeed in
Spell-Casting Without Really Trying." Buy it (y/n)?
[YES, NO CASH:] Hey! What are you trying to pull. Make sure that the first
member of your party has the cash or no deal!
[YES, CASH:] You open the book and it vanishes with a flash. You have
learned all spells! You spot the wizard cornering another party,"I'm a little
down on my luck.."
(5,1) A sign above a fountain reads, "Good Water." Will you drink (y/n)?
[YES:] All are content. [all alignments shift to good]
(8,6) "There's no dungeon that I enjoy killing in more than level two of
Luxus Palace Dungeon. Would you like me to send you there (y/n)?"
(1/3,13) (2,12/14) No Knights!
(2,13) [KNIGHTS IN PARTY:] The sign said NO KNIGHTS!
[NO KNIGHTS IN PARTY:] You have found a Ruby Tiara!
(4,15) Thick syrup drips from the walls. You consider sampling it, but you've
got to ask yourself one question. Do I feel lucky? Well, do you (y/n)?
[YES:] Who will sample (1-8)? [ -5 personality +3 luck (great for non
clerics/paladins) ]
#NE: No paladins!
(6,7) (12/14,1) (13,0/2) No Humans!
(13,1) [HUMANS IN PARTY:] The sign said NO HUMANS!
[NO HUMANS:] You realize a new strength! [+11 MaxHP to all]
[CAME BACK IN SAME 30 DAY PERIOD:] Sorry, benefits are given only once per
moon phase.
(13/15,14)(14,12/14) No Paladins!
(14,13) [PALADINS IN PARTY:] The sign said NO PALADINS!
[NO PALADINS IN PARTY:] You have found an Opal Pendant!
10-4-1. WOODHAVEN
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| 6:! !:6 |
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
I = item
$ = castle treasure
F=food
Woodhaven is the most obnoxious castle, not because the monsters are tough,
but because there's gold everywhere and the game constantly asks if you want
to take it. That gold is never worth it. Uncle Spudly's Quest Removal Potion
is in the SE but what you really want is the Radicon. Go through the right
door, 3N E 4N 3W N 3W N W. Bingo.
The bishop is west after you past the jester, then you go down.
Lord Hoardall is just past the jester. He gives you a quest for the three
swords. It's a pretty neat one, and with a few skill potions you should win
handily.
Grand Hall
*** Backpacks Full ***
Here's the joke of the day:
Mounds of stuff clutter the floor. Grab an item (y/n)?
(7,0) (8,0) Castle Exit. Leave (y/n)?
(7,2) No Entry
(8,2) Hoardall's Palace
(13,2) Castle guards peddle Uncle Spudly's New and Improved Quest Removal
Elixir. It can be yours to drink for only 19 gold. Buy it (y/n)?
[YES:] This stuff works great! Your quest has been removed.
(8,4) A heavy oak table holds a lavish meal. Fill your backpacks with food
(y/n)?
[YES: 40 food]
(10,4) Grand Hall
(9,6) joke of the day
(10,6) [NO GREEN KEY:] The Bishop of Green Battle is locked in a cage.
[GREEN KEY:] The Bishop of Green Battle is freed from imprisonment by your
green key. (+3000 exp). He grants all green triple crown winners 10,000 exp.
(10,8) Green Room
(11,9)> Stairs to Dungeon. Descend (y/n)?
(9,10) Throne Room
(2,11) You notice a gleaming, long metal object stuck in a crack in the wall.
Pry it loose (y/n)?
[YES:] After removing the object and cleaning it off, you notice the
inscription "M-27 Radicon".
(9,11) [NO CRUSADER:] Lord Hoardall proclaims, "Only a Crusader can help me
with my never ending need to accumulate stuff!"
[CRUSADER:] The huge chamber is overstocked with many unusual items. Lord
Hoardall begs your party for a favor. Will you gather more items for him
(y/n)?
[YES: option to choose Lord's Quest] Your party must bring me the three
hidden swords of chivalry: Valor, Honor, and Nobility. Good luck!
(0/15,4/11) (4/11,0/15) Guard Tower
(3/5,1)(3-5,2)(1,3-7)(3/4,3/4)(6,5)(9,5)(7,6)(2-7,8)(3/5,9)(4,11)(6,12)(3-
6,13/14)(8,13)(9-11,13/14) Take castle treasure (y/n)?
[YES:] Seek and ye shall find!
[500 gold.] Castle guards yell, "Stop thieves!" [3 stone golems]
10-4-2. WOODHAVEN DUNGEON LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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A pretty simple looking dungeon, and you can teleport around a bit to find
the cool parts. In the SE is a good exchange for all but clerics/paladins.
The stairs down are easy to find too--straight east, south through the secret
door, 2W S.
The Onyx Effigy is a pretty handy item for your cleric, better than a holy
medal if you have the space, and you only need to blast through one fight to
get it.
- = darts that take away 20 HP
"Darts fly and hit you from behind!"
(0,6)(6,15)(7,13)(8,13-15) No Elves!
(0,7) [ELVES IN PARTY:] The sign said NO ELVES!
[NO ELVES:] A sudden puff of smoke energizes you. [+3 HP to everybody]
[TOO SOON, EVERY 30 DAYS:] Sorry, benefits are given only once per moon
phase.
(13,13) Stairs leading down. Descend (y/n)?
(0,15) Stairs leading up. Climb them (y/n)?
(15,0) A sign above a well reads: Ogre Ale. Strength that will lighten your
head to all who drink. Taste it (y/n)?
[YES:] Who will drink (1-8)? [+3 might -5 personality]
(6,3) NO ROBBERS!
(7,1) [ROBBERS IN PARTY:] The sign said NO ROBBERS!
[NO ROBBERS:] You have found a Sapphire Pin!
(3,6) NO CLERICS!
(4,4) [CLERICS IN PARTY:] The sign said NO CLERICS!
[NO CLERICS:] You have found an Onyx Effigy!
(1,9) "There's a secret passage to Pinehurst Dungeon here. If you haven't
been, you really must go." Take his advice (y/n)?
10-4-3. WOODHAVEN DUNGEON LEVEL 2
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This is without a doubt the nastiest dungeon level in the game. You can't
cast any sort of teleport spell, but you can get stuck in a teleport. Many
nasty combats. If you can run in without your cleric(use paladin for healing)
and get back out, then perhaps you can navigate things. But why bother when
you have the level above? The gems/experience trade is a ripoff too.
(6,10) Good
(7,10) Neutral
(8,10) Evil
(7,8) A calm pool. Take a dip (y/n)?
[YES: all party members neutral]
(4,8) No robbers!
(4,6) [ROBBER IN PARTY:] You should have paid heed to the sign!
[NO ROBBER IN PARTY:] You have found an Amethyst Box.
(4,4) A message is etched on the stone head of a dragon "It could be worth
your while to feed me gems." Will you (y/n)?
[YES: 10x experience for each gem, not really worth it]
(6,4) no robbers
(7,4) no clerics
(8,4) "For a magical time and bargains galore, take this portal to Pinehurst
Dungeon, level two. Remember to bring plenty of gold and tell 'em Marco sent
you." Enter the portal (y/n)?
(7,15) Stairs lead up. Climb (y/n)?
(7,14)(12,2) No Elves!
(12,2) A beam of light zaps, +2 HP
(10,6) no clerics!
(10,4) [CLERIC IN PARTY:] You should have paid heed to the sign!
[NO CLERIC IN PARTY:] You have found a Pearl Choker!
(11,4) [ELVES IN PARTY: The sign said NO ELVES!]
[NO ELVES IN PARTY:] A beam of light zaps you, creating a pleasant tingling
sensation.
[TOO SOON EVERY 30 DAYS:] Sorry, benefits are given only once per moon
phase.
(8,6) A plaque on a platform reads "If you want to swap your luck, then step
right up." Do you (y/n)?
[YES:] Who will try (1-8)? [-5 Luck +3 Personality]
11. OUTSIDE AND ELEMENTAL PLANES
Some of the annotations will have ??'s there. I suspect these are forced
encounters in another time zone.
11-1-1. A1
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,,,,,,,,,,,,,,^^^^^^::::::::::::
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^^^^^^:::::!:::::::::::::!::::::
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^^^^:!:::::::::::!::::::::::::::
^^^^::::::::::::::::::::::::::::
Not much to do here except walk behind the mountains and get to the "inner
portion--" i.e. by the elemental planes. Or enter Tundara. There's a nice
road here that leads to B1.
#(5,1)(11,5)(12,1)(15,6)(14,9) A blizzard blinds the party! [-> random
location, -20HP]
#(2,3) A frozen fountain's water swirls under a bed of ice. Break and drink
(y/n)? [level 25]
(12,3) As snow swirls about your party, you catch a glimpse of the Tundaran
town gates. Enter (y/n)?
(2,0)(6,4)(10,8)(14,11) Avalanche! [-50HP]
#(8,8) You find a lone, deserted outpost on the edge of the Elemental Plane
of Air. As you sift through the ruins, an ancient scroll is found bearing the
lost spell, Air Transmutation.
#(8,0)(8,3)(12,8) A snow drift sweeps the party away! [-30HP]
(1,14) Through your party's harrowing travels in the Elemental Plane of Air,
the clerical spell casters have come to an understanding of the area and have
formulated the spell, Air Encasement.
(2,8)(6,10)(5,13)(10,14) Air Elementals Attack! (2 air elementals)
#(0,15) A violent vortex of swirling wind creates a passage to the time of
Air. Enter (y/n)?
(6,2)(11,3)(14,3)(9,5)(10,6)(15,10) ??
7th century(600):
(11,3) Unconquerable Spaz Twit and his mighty phaser own this area. Do you
challenge their dominion (y/n)?
[YES:]
[NO:] You are wise.
11-1-2. A2
::::::::::::::::::::::::::::::::
::::::::::::::::::::::::::::::::
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Pinehurst and Sarakin's Mine(follow wagon tracks) are here. There's also the
spider in the tundra at (2,7). You'll land at the west of the top path. The
Mist Warrior holds a valuable spell if you can defeat him, or you can fight
some gnomes if you ate everything.
(1,1) Before you stands the hold of Lord Peabody, Castle Pinehurst. Enter
(y/n)?
[YES, NO KEY:] Castle guards exclaim, "No key, no admittance!" Force your
way in (y/n)?
(11,2) Burly mountain men guard the Sword of Valor. Challenge them for it
(y/n)?
[YES, WIN:] 6 mountain men, sword of valor in treasure
(1,3) Pool of pestilence. Jump in (y/n)?
[YES:] everyone diseased
(12,3) Between the gaping jaws of a skull carved in the mountainside sits the
entrance to Sarakin's Mine. Enter (y/n)?
(0,5) 6 elf warriors, 30 man at arms
(6,5) 6 mounted patrol
(11,0) (11,5) (9,6) encounter
(8,7)< Pinehurst < This Way
(7,2)(10,2)(6,3)(14,3)(2,4)(6,4)(12,5)(12,7)(3,10)(1,14) ??
(14,7) Wagon tracks lead off the side of the road.
(2,9) Suddenly, the party is ensnared in a massive web! The treacherous Death
Spider creaps toward you, hissing, "Tasty morsels, I will eat you alive,
unless you answer this riddle. What has Mark lost?"
[KEYS:] "Correct! Here they are."
[WRONG ANSWER:] 7 arachnoid, 1 death spider
(14,9) Mist Rider
(7,9)(4,11)(9,11)(2,13)(10,14) A blizzard blinds the party!
(0,12)(13,12)(7,13) A snow drift sweeps the party away!
(14,10) A gnome voice shrieks, "You ate my brother! Now you must die!" [10
gnomes]
(15,11) Mist Warrior[S7-1 dancing sword]
[WIN:] Your successful battle with the mighty Mist Warrior has taught you,
through careful observation, the Dancing Sword spell.
11-1-3. A3
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Flying to A3 leaves you in the middle of 10 Carnage Spirits. So don't do it.
Unless you're ready to cast turn undead and some other spells.
The only thing here really is the pair of NPC's at (8,1) which are best
approached from Atlantium. The fights with White Knights on the other islands
may yield some nice treasure though. Just don't run(see flying above.)
#(6,0)(10,2)(12,1)(14,0) Squirming prisoners are staked to the ground. Free
them (y/n)? [3 White Knights]
#(8,1) Squirming prisoners are staked to the ground. Free them (y/n)?
[YES:] You stare at the bizarre people in front of you. Fumbler is covered
with lucky symbols and you cannot tell if Flailer is a guy or a girl! Never-
the-less, they can be found at the Carriage Inn for hire.
#(2,2) A sultry siren's seductive song sweeps surreptitiously through the sea
air. The party is hypnotically drawn toward the sweet sound. All males are
dead. [4 mutant fish 2 gnasher 2 chomper 2 sea monster--sea monsters gaze]
[WIN THE FIGHT:] In the hull of this old ship, you will find sunken
treasure if you search. [10000 gold, +5 Dark Trident]
#(0,8)(4,1)(14,2) A whirlpool sucks the party under! [ to A4 6,8]
#(5,6) (8,5) Dragons strike from above! [Cloud dragon + 2 Wyverns]
#(1,5)(2,8)(13,4)(15,6) A tidal wave sweeps the party away! [-40HP, to 8,4]
#(7,7) Nestled in the open-air pavillion rests the Gourmet. He wishes to
speak with a true epicurean. Will you talk with him (y/n)?
[YES:] Who will talk with the Gourmet (1-8)?
[ALL 15 MEALS:] Ah, I appreciate a fellow connoisseur. You are truly an
epicurean (+100,000 experience).
[A FEW LEFT:] I speak only to epicureans, especially those who really enjoy
a good meal.
#(12,9) Apparition Ghost Phase Spirit Bonehead Phantasm Wraith Coffin Creep
Cat Corpse Cursed Corpse Dancing Dead
(9,9)(9,10)(10,8)(10,11)(11,11)(12,11)(13,11) Rotting corpses line the bay!
#(2,11) 1 Troll
(1,13) Two fountains sit side by side. Drink from the left one (y/n)?
[NO:] A voice whispers, "Good, you should drink from the right fountain
anyway."
[YES:] A voice exclaims, "Darn, I thought I could fool you!" (+25 Speed)
(0,14) "Uh oh! You caught me!" [Troll]
#(1,14) Two fountains sit side by side. Drink from the right one (y/n)?
[NO:] A voice whispers, "You'll never know what you're missing!"
[YES:] A voice yells, "Ha, ha! It's poison!" [all poisoned]
#(8,14) 10 ghouls
#(14,14) 10 Carnage Spirits
11-1-4. A4
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This is as good a place as any to start the round-the-horn bit to get the
elemental spells. But I find I usually exit Atlantium from here and back up
and then turn around and fly somewhere else. Note that if you want to rescue
Flailer and Fumbler, drink at the pool and go north and turn left just before
the second of two isles you'll see.
(0,0) A wet mist drenches the party as you stand before the passage to the
Elemental Plane of Water. Enter (y/n)?
(1,1) By adventuring in the watery abyss, an understanding with liquid has
been achieved. The spell Water Encasement can now be cast by those with
proper ability.
(5,1)(8,2)(1,4)(4,4) 2 water elementals
(10,1)(12,1)(10,2)(2,3)(3,3)(7,4)(4,6)(6,6)(1,8)(0,10) ??
(12,7) A magical fountain burbles at your feet. Do you drink the water (y/n)?
(8,8) Affixed to a table in the center of an empty garrison, an old, rotted
scroll tells how to cast the spell Water Transmutation.
(10,10) A rancid smell rises from a fetid pool. Dare to sip the sewage (y/n)?
[YES:] all attributes 100
(13,10) You spy upon a lone seagull drifting down to Atlantium. Enter (y/n)?
(7,12) WHIRLPOOL!!! (C4 10,8)
(14,5)(8,10)(9,12)(5,14)(15,14) TIDAL WAVE!!! -40HP
(13,13) A pool of blood-like liquid oozes out of a crevice. Drink (y/n)?
[YES:] Who will drink (1-8)? [eradicated]
(8,15)(10,14)(12,15) Prisoners are staked to the ground. Free them (y/n)?
[YES:] 3 white knights
11-2-1. B1
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The pegasus is here as is Haart Hold and the Ice Caverns, which are worth
seeing. There's a maze of blizzards to get to the pegasus. Some woodsmen are
in the northeast forest with a worthless prize--a fountain right there helps
you get it.
(14,3)^ < Shortcut Pinehurst
(12,3) (15,3) (14,1) (12,12) (1,3) (5,3) ??
(5,5) Before you rests antiquated Haart Hold. Request an audience with Lord
Haart (y/n)?
[YES:] Lord Haart wonders if you could do@his house a favor (y/n)?
[NO:] He leaves you with a sigh of disgust.
[YES:] Two of my ancestors held items of legend which brought great honor
to the House of Haart. In the seventh century, Spaz Twit owned a phaser. In
the eighth century, a man known simply as The Long One owned a
ceremonial...loincloth. Return these items to me and you shall be rewarded.
[ON QUEST:] I implore you, retrieve the phaser and loincloth from the 7th
and 8th centuries!
[SOLVED:] Thank you so much. The House of Haart is indebted to you. You
shall receive 250,000 experience. Search now for your gold and gems.
(6,0) (3,1) (1,2) (12,2) (2,7) (7,7) (7,11) (9,8) (8,9) (10,9) A blizzard
blinds the party! [-20 HP]
(11,0) (8,1) (5,8) (5,9) (6,9) (3,10) A snowdrift sweeps the party away! [-30
HP]
(9,9) "I am your Guardian Pegasus. What is my name?"
[MEENU:] "Correct! Your reward is 100,000 gold. Search and you will find
it."
[OTHER:] "Incorrect. I cannot reward you."
[ALREADY GOT GIFT:] "I am your Guardian Pegasus. Begone, for I will only
see you once a year."
(4,12) Sharp icicles dangle dangerously from the cave entrance. Go in (y/n)?
(15,13) Chopping the tall trees of the Timber- lands, muscular men sing, "Oh,
I'm a lumberjack..." They challenge you to fell a tree. Accept (y/n)? ["Who
will be strong enough to try (1-8)?"]
[YES, <40 STRENGTH:] You have failed the challenge. One as weak as you
could never lead the life of a lumberjack.
[YES, 40+ STRENGTH:] "Well done, brute! Your prize is an Instant Keep."
(11,14) The water in this fountain is frozen solid. Break it (y/n)?
[YES: 40 might to all]
11-2-2. B2
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The circus, Baron Wilfrey, teleportals to castle dungeons, Green messages,
and some tough fights with griffins here. If you can cull the Ice Sickle,
that could help you, and the mango for the temporary intelligence boost is OK
too.
A snowdrift engulfs your party.
(4,1) Shazam! You are teleported! [to Woodhaven L1 0,14]
(6,1) Zap! Where am I? [to Luxus-1 (9,8)]
(5,2) 30 woodsmen
(11,1) (10,2) (12,2) (11,3) Archers Only
(11,2)v Baron Wilfrey
[ALL ARCHERS:] Ruthless Baron Wilfrey trains a young falcon. He throws his
leather glove at your archer's foot!
[SOME NON ARCHERS:] Baron Wilfrey refuses to be bothered by any except
archers.
[WIN COMBAT:] You have saved Falcon Forest from ruthless Baron Wilfrey.
Now, return to the Jurors for your reward.
(4,3) Poof! You are displaced. [Hillstone L1 (8,15)]
(6,3) Foop! You are ejected! [Pinehurst L1(1,2)]
(11,0)(2,1)(8,1)(13,1)(9,2)(14,2)(2,4)(12,4)(6,5) 3 Griffins
(14,4) Looks like the circus was here!
(9,5) The Grand Order of Merchants is holding a meeting. Disrupt (y/n)?
[YES:] combat with 250 merchants
(14,5) Green Message 3 r c nil ot,eer h i Mtr wrl uopptl.Readlh het.
(3,6) Cosmic Sludge drips from the sky. Investigate (y/n)?
[YES:] (2 cosmic sludge)
(10,4) (13,7)< Circus <-This way
(8,8) A great fruit tree rises majestically above you. The sun beams off a
huge, golden mango. Pick and eat (y/n)?
[YES:] All intelligence 65
(1,9) cuisinart
(5,9) (10,14) (1,15) nonteleport snowdrift
(13,9) (3,13) (1,12) (7,12) ??
(14,9)v Green Message 1 o a ivaoc eehu whss na eTeno aoacs bciltsth k
(14,10) Orcon Convention. Disrupt the unwashed Orcs (y/n)?
[YES:] combat with 250 Orcs
(13,12) 6 Woodsmen
(5,13) Something is buried in the snow. Get it (y/n)?
[YES:] Ice Sickle +2
(5,3)(2,7)(7,7)(14,7)(12,12) ??
11-2-3. B3
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This is really divided in three parts--the isle of the ancients, the west
part of the Druids' area, and Jousters' way. You will fly to (15,3) and so it
is probably better to walk from Middlegate to Jousters' Way. Nothing in the
druid area except some clues and the green message. The Isle of the Ancients
is for sorcerers, and Jousters' Way is for knights.
#(13,1)(15,1)(15,10)(10,13)(7,14) ??
#(4,2) Evil Zone
#(12,2) Green message 2 F e iuteeustj ceetuF i virs ri sAb aaoritrs
#(4,4) Upon heavy wooden doors of an ancient fortress is scrawled: Sorcerers
ONLY! Enter (y/n)?
[YES, NON-SORCERER:] A strange force repels your party.
#(15,4) Etched onto a huge stone is a "D".
#(14,6) Etched onto a huge stone is an "R".
#(15,8) Etched onto a huge stone is a "U".
#(12,9) Green Message 4 h dd bmr y irdao v .a gpfprea orn ew ia
#(13,3)(12,5)(12,7)(14,8)(13,10) 6 druids
#(5,11) A jouster proclaims, "None shall pass!" Attack (y/n)?
[YES:] combat 1 jouster
#(2,10)(0,12)(5,12) Enc
#(5,14) [PARTY W/NON KNIGHT:] The Jouster will only battle Knights!
[KNIGHTS AND ROBBERS: A flurry of motion pervades Jouster's Way. Banners
fly and trumpets blare as ladies and nobles view the tournament from colorful
tents. Riding a restless stallion, the Dread Knight gallops toward your
knight, lance braced ready at his side.
[WIN THE FIGHT:] You have proven your worthiness by slaying the Dread
Knight. The Jurors atop Mount Farview await you with your reward.
#(7,4) [on cruise] Isle of the Ancients, Evil Zone.
#(12,11) [on cruise] To your right is Jouster's Way.
11-2-4. B4
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Murray's Isle is an amusing mess, and east of that are some crazed natives
guarding a valuable NPC. Use all the spells you need on them. There's also
the south part of the Isle of the Ancients. But most interesting is the
fountain of might, which you should try before you fight the Amazons. Crazed
natives can kill you due to their swarming so you'll want to avoid
unnecessary fights there. From the fountain go 4W and all the way south. Then
after beating the amazons, if you feel you're strong enough, go 2W. Because
the NPCs here are so important, skill potions are a great investment. They
may cause the amazons to outright flee.
This area is also valuable because you can win a few gems in a pinch. From
12,12 to 12,15 there are gems washed on the shore. You can leave the area and
come back--the downside is that you may have a water combat, which is much
worse than a land combat, and sometimes you get a land combat right after a
water one.
Mainland:
(12,12-15) Gems wash ashore! [+5 gems to all]
(you can go back and forth here but risk of water encounter)
Murray's:
(2,2) Weird lights flicker inside Murray's Cave. Go in (y/n)?
(3,2) Massage Therapy. Want a rub down(y/n)?
[YES:] You feel rejuvenated. [+75 personality]
(4,2) A marble swimming pool. Jump in (y/n)?
[YES:] Someone has poured acid in the pool! [-30 HP]
(2,3) Two scantily clad Atlantian maidens bearing baskets of rose petals
beckon you to the waters of the hot springs. Bathe (y/n)?
[YES:] You feel rejuvenated. [-5 years to all]
[NO PAY:] Paying guests ONLY! See the travel agent.
(3,3) Mosaic tiles of frolicking dolphins decorate Murray's Resort Spa.
(4,3) Murray's gym. Work out?
[YES:] random encounter
(2,4) By a pit of brown gunk, a nubian eunich announces, "We use only the
finest mud mixed with volcanic ash imported from distant Vulcania. Take a mud
bath (y/n)?"
(3,4) Giants playing volleyball. Join (y/n)?
[YES:] 12 Hill Giants
(4,4) Juice Bar. Drink (y/n)?
[YES:] All players poisoned.
Boat ride:
(5,3) I hope you have enjoyed your cruise to Murray's Resort Isle.
(7,3) Coming up, Murray's Resort Isle.
(7,10) Isle of the Ancients, Good Zone.
(?,?) Off in the distance is Atlantium.
Lower part:
#(8,1) 15 crazed natives
[WIN FIGHT:] The hyperactive fighting style of the crazed natives has
influenced your Clerics to concoct a Frenzy Spell.
#(10,1) 10 amazons
[WIN FIGHT:] "Wait 'til Peabody hears about this!"says Sherman, while
crafty Nakazawa bows in thanks. "Thanks for saving us from those crazy
natives. If you want, look for us at the Carriage Inn."
#(12,1)(13,1)(12,2)(9,3)(11,3)(14,5) 5 crazed natives
#(14,9) A mineral water fountain. Drink (y/n)?
[YES:] random might 1-255(?)(try drinking a few times)
Isle of Ancients:
#(4,10) On heavy wooden doors of an old fortress is scrawled: Sorcerers ONLY!
Enter (y/n)?
[YES, NON SORCERERS:] You are repelled!
#(4,12) Good Zone
#(4,15) Neutral Zone
11-3-1. C1
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A busy area with many goodies. The sparkling fountain at (1,11) gives you
spell points and you can just walk around the horrors at (2,10) if you
haven't eaten the right thing yet. At (5,5) you get Holy Word and from there,
3E 10N 2E to use the spell(assuming you've been to the sparkling fountain.
Blam, you've gotten Corak's Soul.
Also there's Mark, whom you can help on a quest if you have the right item,
and Castle Woodhaven.
(1,1) Mark, a whistling hermit, yells, "Where are my keys!?!"
[DON'T HAVE THEM:] "You don't have my keys? Get the rope and hang 'em
high!" [NO EFFECT ON HIGH LEVEL]
[YOU HAVE THEM:] "Thanks, I've been looking everywhere for these keys!"
(+10,000 exp)
#(14,14) (5,13) (9,8) (5,4) (9,11) (8,1) 4ddead 4dbones
#(13,13) (4,7) (6,5) (10,10) (6,3) 4 curscorp 4 catcorp 1 cofcree
#(3,3)^ Woodhaven^ <Tundara
#(14,3)> Vulcania This Way^
#(1,5) Stars and moons decorate this fountain. Drink (y/n)?
#(5,5)v Carved onto a tree, the spell Holy Word is now yours to utter when
needed.
#(11,9) (10,6) 8 carnage spirits
#(2,6) 8 ghouls unless you ate the soup de ghoul in Middlegate
#(1,8)> melting man, grim reaper [if you ate Atlantium's C meal Devils Food
Brownie]
[WIN:] After defeating the horde of vicious creatures from hell, those of
sorcerous capability have learned the spell Fingers of Death.
#(7,7) 4 coffin creeps, 4 nightstalkers
#(14,9) (13,10) 8 ghouls
#(2,10) [ATE SOUP DE GHOUL:] Aghast at the stench of their fellow ghouls
still fresh on your breath from that delicious soup and toast snack, the
monsters flee fearfully!
[IF YOU DIDN'T:] The sight of ghastly 'horrors' is too much to bear on an
empty stomach so, the party swifty flees!
#(12,15) (11,13) (7,11) (6,10) 2 Lost Souls 4 wraiths
#(1,11) A sparkling fountain. Drink (y/n)?
[YES:] SPLEVEL 9
#(7,13) 6 lost soul
#(3,14) The drawbridge of Castle Woodhaven is raised. Request lowering (y/n)?
[YES, NO KEY:] Guards rudely deny access, exclaiming, "No key, no
admittance!" Attack (y/n)?
[YES:] 6 castle guards
#(10,15) 8 ghosts
[WIN:] After defeating those nasty ghosts, you have discovered, hidden
inside a tree, the lost soul of Corak.
(6,7) ??
11-3-2. C2
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The center of the game really. The final dungeon, Middlegate, an Orc Orchard
that's totally useless with a well thought out walkthrough, the walk on water
spell, and Corak's cave. And Xabran's ruins, too. There's also a generic
monster pit but you probably have better ways to build experience. Oh, and
lots of roads branching to various places.
(2,1) A moss-covered fountain stands before you. Drink from it (y/n)?
[YES:] all lev 4
(3,1) 4 orc 3 mutant swinem
(11,1) A curious looking fellow walks easily over the turbulent river, yet no
bridge is visible! "I'll teach you my secret ways for 50 gold. Pay (y/n)?"
[YES:] learn 3-6
(2,3)(1,4)(2,4)(2,5) 10 orcs
(7,3) A giant portcullis slowly raises, offering admittance to Middlegate.
Enter (y/n)?
(4,4) Magic Monster Pit. Jump in (y/n)?
[YES:] Random encounter
(6,4)(6,8)(1,9)(13,11)(2,14)(7,14) Encounter
(7,4)^ [FIRST TIME:] "Greetings! I'm your Guardian Pegasus. Welcome to the
outer world of Cron. Beyond these town walls lie dangers and wonders! Should
you discover my name, I will help you once per year. Seek me out in the Ice
Tundra." [YOU CAN GET THE TREASURE BEFORE THIS]
(10,4) (12,4) (10,12) (12,12) Ferry boat crossing. 5 Gold one way. Buy ticket
(y/n)? [across river]
(14,4) Sandsobar> Hillstone>
(15,4) Luxus ^ Palace
(2,6) Orc foot prints are everywhere.
(7,7)^ <- Castle Pinehurst
(10,7)^ A sign above this cave reads, "Chosen Ones only." Enter (y/n)?
[YES, NO CHOSEN:] An invisible force repels you.
#(14,8) [10th century:] Ruins of a mighty castle are strewn across the area.
[9th century:] Scholars and sages flow in and out of@mystic Castle Xabran.
Enter (y/n)?Scholars and sages flow in and out of@mystic Castle Xabran. Enter
(y/n)?
#(14,10) A mist rises from a 3-tiered fountain. Drink from it (y/n)?
[YES:] 20 spell points for all
#(5,11) Revealed before you is the partially collapsed entrance to legendary
Corak's Cave. Pass through (y/n)?
#(7,12)^ Vulcania ->
#(1,13) A bubbling fountain stands before you. Drink from it (y/n)?
[YES:] 40 accuracy
#(3,13)< Tundara> Woodhaven>
11-3-3. C3
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The frost dragon's lair in the SE and the druids' cave in the west and the
start of the Murray's Island boat tour too. Some barbarians in the mountains
are rather tough but the foot soldiers in the southern forest aren't too bad.
(0,0)(2,1)(7,5)(9,6)(11,8) 3 barbarians
(4,0)(8,1) 10 champions
(6,0)(15,2) 8 cavaliers
(10,0) 2 squires 2 mounted patrol 2 cavaliers 4 champions
(15,0) A cold draft emerges from the opening of a web-strewn shaft. Go down
(y/n)?
(7,1)(10,1)(13,1) 6 mounted patrol
(6,2)(9,2)(12,2)(14,2) 8 squires
(4,3)< Druids Only!
(14,3)v <Sandsobar <Hillstone
(0,4)(2,4)(2,5)(1,7)(5,7)(3,9) 6 druids
(3,5) Etched onto a huge stone is an "I".
(3,7) Etched onto a huge stone is a "D".
(1,8) Etched onto a huge stone is an "S".
(1,6) Eerie shadows dance off the six megalithic stones that stand ominously
in a semicircle. From a bloodstained sacrificial altar, a voice booms,
"Password?"
[DRUIDS:] The altar moves, revealing an ancient well opening. Go down
(y/n)?
[OTHER:] "Wrong! Look to the stones."
(0,7) [NO LINGUIST:] Strange pagan symbols and runes carved on the trees of
the Oak Grove baffle the party.
[LINGUIST:] Strange pagan symbols and runes carved on the trees of the Oak
Grove are deciphered by your Linguist. The message reads "The Pegasus is
called Meenu."
(1,9) [HAVEN'T EATEN CHIPS IN TUNDARA:] An old druid pays you no heed as he
munches enthusiastically on Red Hot Wolf Nipple Chips.
[IF YOU HAVE:] An old druid cackles, "Your breath really reeks of my
favorite, Red Hot Wolf Nipple Chips! Friends, take this spell, Nature's
Gate."
(7,9) Must be [ this tall / Cruise to Murray's Resort Isle.
[DIDN'T BUY CRUISE:] If you wish to take the cruise, please make
arrangements with travel agent.
[BOUGHT CRUISE:] "Welcome aboard folks! I'm Fej, your cruise director. A
boat is just about to leave. Would you like to begin your trip (y/n)?"
[YES:] Please remain seated at all times. This is an E-ticket ride.
(10,10)(6,13) Enc
(11,15) A passage leads behind the falls. Take it (y/n)?
[YES:] Random teleport to anywhere above
(1,2) ??
On the boat:
(4,11) To your left is Druid's Point.
(0,11) To your right is Jousters Way.
11-3-4. C4
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The swamp is to be avoided here(tough monsters, poor treasure, and quicksand
that kills one player--another, if you turn while on that square) and in fact
the only thing to do here is either 1) give Kalohn the orb in the 8th century
or 2) visit the Cat from Hell at 1,9 and open the door and hope it doesn't
splatter your cleric, first thing. You can increase the odds by getting spell
levels in C1 and getting Holy Word, too, so that your Paladin can blast all
the undeads. Brutal Bruno's in the northwest, too. This sector is totally
avoidable except for Kalohn, whom you can cut out of your walkthrough if you
don't want to be in the spirit of the game.
(15,0) Ooze warrior
(14,5) [8th century]
[HAVE ORB:] King Kalohn eyes your party appreciatively. He wonders if you
would give him the Element Orb and the four Elemental Talons (y/n)?</pre><pre id="faqspan-7">
[YES:] King Kalohn the Conjurer thanks you greatly. He then engages in an
epic battle with the Mega Dragon. History has changed and he wins. Return to
the tenth century for further instructions at Luxus Palace Royale.
[NO ORB, or ORB and NO:] You watch the valiant King Kalohn die as he
engages the mighty Mega Dragon. A wave of water is Kalohn's last act as the
Mega Dragon approaches you.
(9,0)(12,1)(9,4)(13,5)(9,8) Quicksand!
(7,1)(8,2)(11,2)(12,3)(13,3)(9,5)(10,6)(14,7)(12,8)(13,8) 4 lightning bugs
(14,8) [didn't eat tongue of toad in Atlantium:] The tongue of a fat toad
lashes rapidly as it croaks.
[did:] A tongueless toad hops helplessly before you as an eerie sound
emanates from your stomach. "The Jurors are on Mt. Farview."
(1,9) You stumble across The Door to Hell! Open (y/n)?
[YES:] Cat from hell + 240 Cat Corpses(holy word on these guys for EXP)
(5,2)(4,5)(5,7)(6,9) 20 sludge beast
(15,5)(15,10) 8 acidic blob
(7,6)(8,9)(11,11) 5 sludge beast, 10 swamp dog
(5,1)(7,4)(7,7)(10,10)(14,11) A sinkhole pulls you under! [teleport to E4
(6,4)]
(9,3)(11,7)(13,12) 8 swamp things
(0,1)(2,2)(0,7)(3,7)(5,12) (4,13) (7,14) (12,14)(14,15) Encounter
#(9,14) A small pond looks inviting. Swim (y/n)?
[YES:] temporary 150/150 HP
#(0,15) [NON BARBARIANS:] Only the barbaric may speak to Brutal Bruno.
[BARBARIANS:] Bruno, Chief of the Barbaric Hills, challenges your Barbarian
to a test of brute force. To the death.
[WIN THE FIGHT:] Victory! Now return to the Jurors.
(4,3)(14,3)(5,8)(2,9)(1,11)(10,12) ??
11-4-1. D1
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Bozorc the Orc in the SE holds 2 NPC's. There are some long dreary fights if
you destroy the goblin villages, and the dead zone in the center provides a
mystery. But the dragon's dominion in the NE is a fun place to visit. The
road is on the way to Luxus Palace.
(2,1)> (4,1)v (6,1)v (8,1)< Nestled before you is a peaceful Goblin Village,
whose destiny is to be slaughtered by ruthless adventurers. Attack (y/n)?
[YES:] 250 goblins(call when <125)
(11,1) No Orc Jokes!
(14,1) Bozorc the Orc, Carnage Spirit, 100 orcs (even after you rescue
hirelings)
[WIN 1st time:] Red Duke and Dead Eye are free! Hire at Hotel Four.
(11,2) Bozorc's Dominion
(1,3)> AMBUSH! Greedy Snitch + 42 goblins
(4,3)> AMBUSH! Greedy Snitch + 72 goblins
(9,3)> (6,3)< AMBUSH! Greedy Snitch + 20 goblins
(3,5)(3,6)(3,7)(4,8)(5,8)(6,8)(7,5)(7,6)(7,7)(5,4) Dead Zone Radiation!
(4,5)(5,5)(6,5)(4,6)(6,6)(4,7)(5,7)(6,7) The party is overcome with
queasiness and uncontrollable retching. You begin to scream silently as the
flesh melts from your bones! [EVERYONE KILLED]
(5,6) Ground Zero!
[NOT DAY 93:] A scorching wind burns your soul and the blinding light
pierces your brain. Your skin bubbles as unbearable pain moves like lightning
through your body and leaves no traces of life.
[DAY 93:] Embedded in the void which comprises the Dead Zone, the ancient
spell Star Burst has lain hidden for many years- until now!
#(11,14)(12,12)(9,10)(9,7) 2 earth wyrms
#(0,8) Do you seek the Sword of Nobility (y/n)?
[YES:] 4 priests
#(7,9)(2,11)(6,11) 3 wyverns
#(13,9) A wishing well appears before you. Would you like to make a wish
(y/n)?
[YES:] 65 personality
#(10,12) The Winged Envoy of Evil attacks you! [1 Dragon Lord]
#(8,14) 2 Cloud Dragons
#(12,14) Dragon dung and scattered bones litter this lair entrance. Go in
(y/n)?
Several dragons are a little upset about your choice of entrees.
11-4-2. D2
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Mt Farview is here if you have teleport or mountaineering capabilities. You
probably don't want to touch the random combats. But the fights in the
queen's orchard are entertaining. You can avoid Mandagaul and how he pushes
you back by facing south and retreating into him--or better yet, just taking
the mountains. Castle Luxus in the northeast.
There's also one random incident that doesn't seem to happen:
'Horns blow, heralding a pack of fierce hounds chasing a stag, as the royal
hunting party rides swiftly by./Castle guards confront you, "Poachers of
royal games will be severely punished!"'
#(7,0)^v A plaque left by the Jurors of Mount Farview reads: "For each
character class, a test of true standing must be completed. If you have
already completed a test your reward is 5 million experience points ..."
"and recognition in the form of a '+'. Classes must go alone, without the
rest of the party or in the company of Robbers, who must aid at least one
class to earn their mark."
(2,1)(6,1) Encounter
#(5,4)> <- Luxus Palace
#(8,4) Desert of Desolation
#(5,5) Royal Territory
#(1,7) A tree hangs full with ripe magic fruit. Pick and eat (y/n)?
[YES:] speed=200
#(6,7) ??
#(6,8)^ Dreary Mandagual's Keep casts a dark shadow. A chill crawls up your
spine as a blood-curdling scream warns, "Enter at your own risk!" (y/n)?
[YES:] Mandagaul, court bowman, court mage
#(7,8) ??
#(3,9) A tree hangs full with ripe magic fruit. Pick and eat (y/n)?
[YES:] 1 player turns to stone
#(10,10) ??
#(7,11) Queen's Orchard
#(1,12) A tree hangs full with ripe magic fruit. Pick and eat (y/n)?
[YES: might=200
#(14,13) ??
#(2,6) (4,8) (2,10) (7,12) (2,14) (4,14) (7,14) 4 Royal Horsemen
#(14,14) The Great Luxus Palace Royale stands before you majestically.
Banners ... flutter from every turret while colorfully clad guardsman pace
the battlements. Enter (y/n)?
[YES, NO KEY:] Guards rudely deny access, exclaiming, "No key, no
admittance!" Attack (y/n)?
11-4-3. D3
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A few yellow messages here, some sinkholes to the Nomadic Rift(a safer way to
get there than over earthquakes, but you can levitate anyway) and a baffling
instance where the best NPC is guarded by a Giant Beetle. The old man with
the Kewpie Doll(useful later on at the circus) is here too. Avoid the
leprechauns; they vaporize gems.
(6,0)(11,0)(9,1)(14,6)(11,7) Enc
(8,2) Yellow 9 Ifti ecuul wbu. es md.wife t ye.In Ts conoed Came y
(13,1)(3,3)(4,3)(5,3)(10,4)(12,4)(1,5)(1,6)(1,7)(3,8)(1,11)(6,12)(6,14) ??
(13,3)> Sandsobar> Hillstone>
(13,4)v Yellow 3 istoirhoe., adthldhae aror esree l.was t athe gosch.
(5,6)(7,7)(8,9)(8,11) 6 shamen
(13,7)(11,8) Rift hole! [to Nomadic Rift 13,0]
[WITH LEVITATION CAST:] Your levitation spell saved you!
(2,10)(4,12)(4,14) 4 Leprechaun
(5,10) Yellow 7 na'd, es ab t n t cutss t , ip fmionnothouacanratily
(7,13) [NO CUPIE DOLL:] A mad old man ignores you while ranting about a Cupie
Doll.
[CUPIE DOLL:] A mad old man raves, "Hooray! A Cupie Doll! Use the pool in
the Inner Limits and then the circus will be of great benefit."
(1,14) A Lich Lord holds a top scientist captive. Attempt to free him (y/n)?
[YES:] 1 giant beetle
[WIN:] Having destroyed the Lich Lord, the celebrated Mr. Wizard thanks you
profusely and offers himself for hire at the Hourglass Inn.
(3,14) Large chunks of bark of an ancient tree appear to be missing. Eat some
of the remaining bark (y/n)?
[YES:] 200 spell points to all
11-4-4. D4
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Dawn's is in the bog, and I prefer to teleport there. Some interesting fights
and some messages too. Hillstone in the south. The guardians of the sword of
honor are just off the beaten track, as are two messages--one west and one
east.
(13,1) The marble walls of Castle Hillstone gleam before you. Enter (y/n)?
[YES, NO KEY:] Castle guards exclaim, "No key, no admittance." Force your
way in (y/n)?
[YES:] fight 6 castle guards
(0,6) Ooze Warrior
(3,7) Keep Out!(sign)
A sign above a dark hole reads, "Dawn's Cavern, Keep Out!" Do you dare
enter (y/n)?
(5,0)(1,2)(1,5)(1,8) 6 acidic blobs
(2,0)(3,1)(8,1)(9,2)(3,4)(4,4)(2,7)(4,7)(3,8) 4 lightning bugs
(5,3)(7,3)(2,10) 8 swamp things
(12,10)> Yellow 4 l lwi y cprfeofo an i ire he frotscew tghk d iscs h
(13,10) <Sandsobar Hillstone$
(12,2)(8,5)(5,9)(0,11) 4 sludge beast + 8 swamp dogs
(11,5)(7,8)(5,11) 25 sludge beast
(9,11) Farm of Fear. Enter (y/n)?
[YES:] 44 flaming fears
(14,11) The Guardian defends the Sword of Honor. Challenge for it (y/n)?
[YES:] 6 guardians, sword of honor in treasure
(2,12) 25 sludge beasts
(7,14) Outcast lepers sit around large tables playing various games. A sign
reads "LeperCON". Disrupt (y/n)?
[YES:] Leprechaun + 100 lepers
(13,3)(13,4)(8,8)(9,8)(8,9)(1,13)(2,13)(3,13)(4,14)(9,14)(10,14)(11
,14) ??
(2,15) Enc
(14,15)^ Yellow 6 er yangata ddou to wiserby t arir ugid. thgocu tat t
11-5-1. E1
^^^^,,,,,,,,,,,,,,,,,,,,,,,,,,,!
^^^^,,,,,,,,,,,,,,,,,,,,,,,,,,,,
^^^^^^,,,!,,,,,,,!,,,,,,,,,,,!,,
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^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Vulcania is in E1, and for mountaineers it's a short walk to the gem-maker's-
-even shorter if you've got mountaineers(E 3N.) Still long enough that you
should levitate there as if you turn on a lava spot you can take double
damage. Also you might want to cut into the mountains northwest to pick up
the elemental spells.
(1,1)(3,1)(4,1)(5,1)(5,2)(8,2)(8,5)(6,6)(7,6)(4,9)(0,12) Hot lava spews
violently from the erupting volcano.[-200 HP, random]
(7,1)(8,1)(9,1)(7,2)(9,2)(7,3)(8,3)(9,3)(11,1)(12,1)(5,5)(6,5)(1,6)(3,6)(4,6)
(5,6)(1,7)(2,7)(3,7)(5,7)(6,7)(1,8)(3,8)(4,8)(5,8)(1,10)(2,10)(1,11)(2,11)(1,
12) A pool of bubbling lava! [-50 HP] (Your levitation spell saved you!)
(11,2) Pool, 1 RIP if you drink
(2,3) [if you ate Cream of Kobold in Tundara:] Furious at the Cream of Kobold
stains on your clothes, vengeful kobolds attack! [100 kobolds]
(3,3)^ Vulcania <-
(3,4) Surrounded by porous crags, Vulcania swelters before you. Enter (y/n)?
(5,4) Danger Lava!
(1,5) An unusual odor rises from an exotic drinking fountain. Take a sip
(y/n)?
[YES:] L20 all
(4,14) (8,14) (9,11) (14,8) (13,5) (13,11) 2 fire elementals+
(4,7) A churning sound resonates from the man-made cave opening of Gemmaker
Volcano. Enter (y/n)?
(8,8)^ Inscribed upon a plaque in an old fort overlooking the deadly
elemental plane is the spell Fire Transmutation.
(3,10) Fountain--?
(14,14) Perpetually surrounded by fire, your cleric devises a new form of
attack. Fire Encasement will devastate future enemies!
(15,15) Incredible heat radiates from the passage to the time of Fire. Enter
(y/n)?
11-5-2. E2
^^ !^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A prohibitively difficult place that may only be useful if you cast a Lloyd's
Beacon at the Greatest Fountain. I've fought groups of 7 Cuisinarts here.
Don't mess around. Flying to E2 gets you to an oasis where you can refill on
food, which may save a few bucks. And the Queen Beetle fight helps with a
quest. But pay attention to the map so you don't get a random encounter. The
dragon encounters are winnable with Moon Ray. And you can probably go back to
the Greatest Fountain for refills after each fight. The experience is good
enough.
(7,0)(14,0)(1,2)(3,4)(6,4)(10,4)(1,5)(7,7)(1,8)(5,9)(1,11) Encounter
(3,1)(10,1)(14,4)(4,6)(3,7) In the midst of the desert is an oasis. Large
fruit trees bear inviting fruit. Pick (y/n)?
[YES:] 40 food for all
(11,9) Nestled between tall trees flows The Greatest Fountain. Drink from its
renowned waters (y/n)?
[YES:] all stats 200, level 50
(7,12)^ Dino Ranch
(5-7,13) Tyr, 8 Dino, 20 Mini Rex
(11,6) The Crawling Envoy of Evil attacks! [1 queen beetle]
(11,14) Camp Kill-U
(10,14) Death's Agent 2 Grim Reaper Minotaur 2 Stone Golem 4 Ghost
(9,14) Death in a Box, Devil's Envoy, Fire Dragon, 3 Shadow Rogue, 2 Dead
Head
(4,12) 1 Reptoid, 2 Tyrannosaurus, 5 dinosaur, 200 Mini Rex
(5,4) should be The charismatic shaman known as The Long One kneels before
you. He leads his followers in meditation. Do you disrupt (y/n)?
[NO:] They continue to meditate peacefully.
[YES, WIN FIGHT:] You strip the loincloth off his body.
11-5-3. E3
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^^
Lots of earthquakes here but the Nomadic Rift is a cool place to go improve
yourself. The forest in the desert is where you go in conjunction with the
circus and there are a few yellow messages too. The injury free way to the
Nomadic Rift is to jump north, go 2N and jump east. Go east and north. Jump
east.
(1,0)(4,0)(6,0)(9,0)(11,0)(13,0)(0,1)(13,1)(1,2)(5,2)(7,2)(14,2)(3,3)(10,3)(1
,4)(6,4)(0,5)(4,5)(2,6) An earthquake shakes the party!
(2,0)(3,1)(7,1)(10,1)(12,1)(14,1)(4,2)(2,3)(9,3)(5,4)(7,4)(2,5) ??
(8,2)> Yellow Message 1 sooucemekeumn'caysho hne a oy tnkLih , Wior bs o isru
(0,3)v Yellow Message 8 ate c snces br oe thdw F iv fthoot irs s taythhied
(5,5) You detect a rough-hewn cave opening. Enter (y/n)?
[YES:] Nomadic Rift
(5,6) The Slithering Envoy of Evil attacks! [1 serpent king]
(10,4)(12,4)(14,6)(4,8)(11,9)(2,12)(3,15) A sandstorm whips the party away!
(11,6)(6,8)(2,10) A small oasis. You find 40 food.
(14,4)(8,6)(2,8)(9,8)(4,10)(14,10)(5,13)(14,13) Encounter
(10,12) A cool sparkling pool. Bathe (y/n)?
[YES, NO CIRCUS QUEST:] Acid melts the items in your backpack!
[MET OLD MAN:] You feel like a winner now!
(10,13) 2 guardians
11-5-4. E4
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^^^^,,,,,,,,,,,,,,,,,,,,,,,,,,,,
A nice healing fountain, Yellow Messages, Sandsobar, and Earth Elemental
stuff here. But there are also earthquakes. And mad peasants just outside
Sandsobar if you eat the wrong dish.
(15,0) A hole full of quaking rocks, soil and sand defines a passage to the
time of Earth. Enter (y/n)?
(6,1)(9,2)(13,3)(10,6)(13,6)(13,9) 2 Earth Elementals
(14,1) After traveling through the elemental plane of earth, an understanding
of the spell Earth Encasement has been achieved by those with proper ability.
(1,4)(5,8) Enc
(1,5)(1,7)(5,7)(6,8)(0,10)(3,11)(8,11)(12,14)(11,15)(13,15) ??
(1,6) This fountain is famed for its healing water. Drink (y/n)?
(8,8) Among the ruins of a deserted outpost a tablet is found. Those amongst
your party, with clerical ability, comprehend the writings to be the spell
Earth Transmutation.
(3,10) Outraged at the tell-tale odor from a belch let loose by one of you,
mad peasants attack seeking revenge for their roasted friend.
[ENCOUNTER 1 shaman, 9 mad peasants]
(4,10) In a secluded grove of trees sits Sandsobar. Enter (y/n)?
(2,11)^ Yellow 2 stikthouhaizelfean bn s e. gorm p iithilytople wat
(0,12)(6,12)(2,13)(4,13)(9,13)(4,14)(7,14)(11,14)(0,15)(9,15)(12,15) An
earthquake shakes the party!
(7,15)< Yellow 5 pcsnhs d int Yoe an Hldd heou Dnehoacolw , iresstou
11-6. ELEMENTAL PLANES
Describing the element planes may be simpler than navigating them. First, if
you haven't found the element discs in Castle Xabran, don't bother with this
yet. If you have, you're probably good enough to beat up all the monsters
around. But you really only need to beat up one set if you know where they
are.
The element planes have a lot of fixed fights that create a maze of
encounters you may want to avoid unless you're really good, and I hope the
maps make things clear. There's also a lord of elements who is really tough.
He tends to call on powers, which can knock out a party that hasn't broken
the hit point glass in the Dragon's Dominion. His fights give about a million
experience, but they're not necessary. Power Shield and Protection from
Elements are critical.
To get through an element plane, you need only find the pedestal(surrounded
by fixed fights) and the game will automatically exchange your disc for a
talon. You can also try your hand at defeating the element lord in a
different square, or you can search for the Red Messages. Each plane has two
red messages on the edge, and the Earth Plane has an additional one inside.
To get out of the elemental planes, or any time zone, just rest a bunch. That
should do the trick. Eventually you'll be asked to put disk B back in and you
should be zapped to Middlegate on the day you left the tenth century.
For reference,
100 = water 200 = air 300 = fire 400 = earth
Also,
Enter the Fire plane casting C8-2 at E1(15,15)
Enter the Water plane casting C6-5 at A4(0,0)
Enter the Air plane casting C4-2 at A1(0,15)
Enter the Earth plane casting C6-1 at E4(15,0)
These squares form a small clump together. So you can move right from one to
another.
Legend:
* = generic set fight
@ = big fight
! = Red Message
+ = exchange element disc for element talon
11-6-1. AIR
aaaa*aa!aaaaaa**
aaaaaaaaaaaaaaaa
aaaaaaaaaaaa*aaa
aa*aaa*aaaaaaaaa
aaaaaaaaaaa*aaaa
aaaaaa*aaa*aaaaa
a*aaaaaa*aaaaaaa
aa*aaaaa*aa*aaaa
!aa*aaaa*a*+*a*a
aaa*aaa*aaa*aaaa
aaaa*@*aaaaaaaaa
aaaaa*aaaaaa*aaa
aaaaaaaaaaaaaaaa
aa*aaaaaa*aaaaaa
aaaaaa*aaaaaaaaa
aaaaaaaaaaaaaaaa
The quickest way through without any encounters is to go S 11E 2S E 5S
(encounter) W. Lord Shalwend is S 5E 9S.
Encounters: Element Hydra + 3 air elementals
(0,15) [Enter without casting Air Transmutation:] You are not of this
element. Bo gone! [sic]
(5,5) Lord Shalwend bellows, "How dare you invade my plane! Die intruders!"
[encounter: Shalwend + 9 Air Elementals]
(0,7) Red Message 2 entioTn , woosxt,tll fu eq ithon hro avom td.ke ahaurr
(11,7) Pedestal: need Air Disc, get Air Talon
[HAVE DISC:] A transparent shrine contains a domed pedestal. You insert
your Air Disc into the slot. The dome opens and you take the Air Talon that
has rested beneath it for decades.
[NO DISC:] A transparent shrine contains a domed pedestal. A small disc
slot appears to be the only way to open it. None of your items fit into the
slot.
(7,15) Red Message 7 t, ng.estonsnbeustit periau o tO h TOadandasio feyoVC
11-6-2. EARTH
eeeeeeeeeeeeeeee
ee*eeeeeeeeeee*e
eeeeeeee*ee*eeee
e*ee*eeeeeee*eee
eeeeeeeee*eee*ee
eee*ee**ee*eeeee
eeeeeeee*eeee*ee
e*eee*e*+*ee*ee!
eee*eeee*ee*eeee
eeee*eeee!*eeeee
ee**@*ee**eee*ee
eeee*eeeeeee*eee
ee*eeee*eee*eeee
*eee*e*eeeeeeeee
eeeeeeeeeeeee*ee
eeee*ee!e*eeeeee
The quickest way through means an extra encounter. Earth Elementals aren't
too hard, and they often flee against tougher paries, so you can probably
bull through. But just in case, 2N 7W 2N W 4N E.
5W 4N 6W N gets you to Lord Gralkor.
Encounters: Element Hydra + 3 earth elementals
(15,0) [Enter without casting Earth Transmutation:] You are not of this
element. Be gone!
(7,0) Red Message 4 th Th bterd w spveasonndi he nTralor K gest ind u
(4,5) Lord Gralkor exclaims, "How dare you invade my plane! Die intruders!"
[Gralkor + 9 Earth Elementals]
(9,6)v Red Message 6 rt n irmuithwse th y lfidue thsbeughae desh Tgeost ied
(8,8) Pedestal: need Earth Disc, get Earth Talon
[HAVE DISC:] A small shrine made from dried mud contains a domed pedestal.
You insert your Earth Disc into the slot. The dome opens and you take the
Earth Talon that has rested beneath it for decades.
[NO DISC:] A small shrine made from dried mud contains a domed pedestal. A
small disc slot appears to be the only way to open it. None of your items fit
into the slot.
#(15,8) Red Message 1 iwrs vist Arlume pisoll est e Qe s tinthtruehemetswhly
11-6-3. FIRE
fff*ff!fffffffff
ffffffffffffffff
ffffffff*fffffff
fffff*ffffffffff
fff*ff*ffffff***
fffffff*fff**fff
ff*fffff*@*fffff
fffff*fff*ffffff
fffffffffffffff!
ff*ffffffff*ffff
ffff*fff*fffffff
fff*+*ffffff*fff
ffff*ffffff*f*ff
f*f*ffffffff*fff
ff*ffff*ffffffff
ffffff*fffffffff
The encounters here are a bit tougher than in other planes with the two pyro
hydras--one more breath to withstand.
Encounters: 3 Fire + element hydra + 2 pyro hydras
(0,15) [Enter without casting Fire Transmutation:] You are not of this
element. Be gone!
(4,4) Pedestal: need Fire Disc, get Fire Talon
[DISC:] A shrine of red copper with intricate cloisonne inlay, contains a
domed pedestal. You insert your Fire Disc into the slot. The dome opens and
you take the Fire Talon that has rested beneath it for decades.
[NO DISC:] A small shrine of copper with intricate cloisonne inlay,
contains a domed pedestal. A small disc slot appears to be your only way to
open it. None of your items fit into the slot.
(15,7) Red Message 9 hgs lolir, Mao y mdhair tn n s n.wit deon pvis tgh . J
(9,9) Lord Pyrannaste's voice crackles, "You dare to invade my plane? Die
intruders!"
(6,15)<> Red Message 5 ociolu owoneBol Neiuamayl R e whcal ts S fr or lap tt
h
11-6-4. WATER
wwwwwwwwwwwwwwww
wwwwwwwwwwwwwwww
wwwww*wwwwwwwwww
wwwwwwwwwwwwwwww
ww*wwwwwww*ww*ww
wwwwwww*w*+*wwww
wwwwwww**w*wwwww
!wwwww*w@*wwwwww
ww*ww*www**wwwww
wwww*www*wwwwwww
wwwwwwww*wwwwwww
www*wwwwwwwwwwww
ww*wwww*wwwww*ww
w*wwww*wwwwwwwww
wwwww*wwwwwwwwww
wwwwwwww!wwwwwww
This one is not too bad--10E and 4S for the talon. 8E and 6S for the fight
with Acwalandar. The perimeters are free so you can pretty much walk around
and zoom right in if you get lost.
Encounters: Element Hydra + 3 water elementals
(0,15) [Enter without casting Water Transmutation:] You are not of this
element. Be gone!
(8,0)<> Red Message 3 goneryp fena tartn tthes a ueeneeme de cti n ricaicfix
(0,8)^v Red Message 8 Tane seCre d Con.lidch ay. encCe avenb.ingtswthe tomus
(8,8) Lord Acwalandar gurgles, "How dare you invade my plane! Die intruders!"
(10,10) Pedestal: need Water Disc, get Water Talon
[DISC:] A turquoise shrine with many fountains contains a domed pedestal.
You insert your Water Disc into the slot. The dome opens and you take the
Water Talon that has rested beneath it for decades.
[NO DISC:] A turquoise shrine with many fountains contains a domed
pedestal. A small disc slot appears to be the only way to open it. None of
your items fit into the slot.
12. HEX CHEATS(APPLE)
On AppleWin you can use save states, which captures a snapshot of your
players in the game's memory. This is handy because you can edit on the fly--
maybe even restore charges to an item, or change its alignment, or just give
yourself a ton of experience and gold. I used them a lot to get around
certain issues. Each character's data is 128 bytes. So:
char 1 0x470 char 2 0x4f0
char 3 0x570 char 4 0x5f0
char 5 0x670 char 6 0x6f0
char 7 0x770 char 8 0x7f0
I assume you have a working knowledge of hex for this, but still, back up
your work once you start. Multibyte values are littleendian(least significant
first.) Here's the structure. You add the following below to edit the various
hex bytes:
0x00 slot # on disk(00-17 for A-X)
0x01 town you started in
0x02-0x0b your character's name, ORed with 0x80.
0x0c gender, 0=m 1=f 2=n(??)
0x0d actual alignment, 0-1-2=good-neutral-evil
0x0e race, 0-1-2-3-4 human-elf-dwarf-gnome-halforc
0x0f class, 0-1-2-3-4-5-6-7 kni-pal-arc-cle-sor-rob-nin-bar
0x10 might(actual)
0x11 intelligence(actual)
0x12 personality(actual)
0x13 speed(actual)
0x14 accuracy(actual)
0x15 luck(actual)
Next are the resistance percentages. These aren't defaults.
0x16 magic
0x17 fire
0x18 electricity
0x19 cold
0x1a energy
0x1b sleep
0x1c fear
0x1d acid
0x1e thieving %
0x1f Armor Class - speed
0x20-0x21 MaxHP
0x22 temporary might
0x23 temporary speed
0x24 temporary accuracy
0x25 temporary alignment
0x26 temporary level
0x27 temporary spell level
0x28-0x29 CurSP
0x2a temporary endurance
0x2b temporary intelligence
0x2c temporary personality
0x2d temporary luck
0x2e level (actual)
0x2f age
0x30 days old
0x31-0x34 experience
0x35-0x36 MaxSP
0x37 spell level(actual)
0x38-0x39 Gems
0x3a-0x3b CurHP
0x3c-0x3d MaxHP
0x3e-0x40 Gold
0x41 armor class
0x42 food
0x43 condition
FYI:
0=OK 1=cursed 2=silent 4=diseased 8=poisoned 10=asleep 20=paralyzed
40=unconscious
All of these can be ORed up to 7f. But 81=dead, 82=stone and all other values
are eradicated.
0x44 endurance(actual)
0x45-0x4a index # of item equipped in slot 1-6
0x4b-0x50 index # of backpack item in slot 1-6
0x51-0x56 # of charges of item equipped in slot 1-6
0x57-0x5c # of charges of backpack item in slot 1-6
0x5d-0x62 magic index (+x) of item equipped in slot 1-6
0x63-0x68 magic index (+x) of backpack item in slot 1-6
0x69-0x6c ???? these bytes rely on you having various items. I don't know the
specifics but they don't seem important. Perhaps it is about random luck
functions during combat?
0x6d high/low bytes = skills. Skills are 0(clear) through f, in alphabetical
order.
[none] / Arms Master / Athlete / Cartographer /
Crusader / Diplomat / Gambler / Gladiator /
Hero-heroine / Linguist / Merchant / Moutaineer(sic) /
/ Navigator / Pathfinder / Pickpocket / Soldier /
0x6e-0x73 spell flags. Low byte of 6e = 1-1, and you move up from there.
0x74-0x7f Quest specific flags, I think. Maybe I'll figure them all out one
day.
Byte 0xa0 in the save state file determines your location. The high nibble(4
bits) is the y-location, the low is the x-location. That's how I got through
Woodhaven 2 without too much torture.
13. APPLE VS PC NOTES, ETC.
13-1. APPLE DISK FORMAT
You can get to level 255 on the Apple and keep advancing, but it takes a lot
more experience than on the PC, where you can only get to level 200.
On the Apple there's a printing bug--the edges get overwritten after Thund R
and Aeriel talk to you.
The Apple also had 6 disks
A: boot disk, end scenes too
B: town disk
C: outside disk
D: dungeon disk
E: outside disk(c4, d1-d4, e1-e4)
F: castle disk, elements too
13-2. APPLE BUGS
The Apple had a lot of entertaining bugs. The biggest being you don't need to
restore Kalohn to the throne, and you get no alternate ending. Why'd they use
a password at the end?
Training heals all hit points. Not necessarily a bug, but useful!
When you unlock the Bishop of Yellow Battle, you don't lose your Yellow Key.
So you can go back and unlock him. But you won't get the Triple Crown bonus.
So it's an awkward exploit to piling up hit points.
The Teleport Bug is probably the most useful and interesting of all the bugs.
Basically, if you try to teleport to (a,x) where x>15 or x<0, the game
subtracts/adds 16 to your y-coordinate. But if you teleport to (b,y) where
b<0, you wind up at (b+16, y-1 mod 16) and if you teleport to (b,y) where
b>15, you wind up at (b-16, y+1 mod 16). I think what the game does is that
it calculates the location as one byte, the high value = y and low = x, and
horizontal teleport is (wrongly) simplified to adding a number on instead of
saving the high nibble, adding, modding, and retrieving the high nibble.
The bug above also applies to Etherealize.
You can cast noncombat spells when silenced.
Lord Haart's quest is unsolvable because there's no Long One at E2(5,4). The
dialogue for if you want to attack the Long One is in the E2 sector, but
there's no way to activate it.
Enchant Item doesn't always work. Sometimes when you cast it it will reduce
your spell points incorrectly. It will be off by a factor of 512 and, in
fact, you will probably use fewer spell points to enchant an item to a higher
level(i.e. +15 as opposed to +5).
Sarakin appears at (8,8) in his mine even after you defeat him.
If you rest in the Water Plane and then try to cross a boundary(i.e. go
east from 15,3) you will see "can't swim."
Cast Nature's Gate from Castle Xabran, and you will wind up back in the
900's. However, if you rest or enter a town, this is adjusted. (What
happens if you cast Nature's Gate on day 93 of year 800?)
It's possible to balloon your stats quickly. For instance, say you have an
item that increases your personality at the expense of your luck. Then equip
it and trade luck for personality until your luck is at zero. Un-equip and
re-equip. Voila! Your luck is positive again. If you have gold items, this
makes things rather easy. And you can pass the gold item around.
If you jump behind the fountain in A3(1,14) you will attack the voice that
tells you (not) to drink. But then if you go back to the fountain you still
hear the voice.
If Dead Heads attack low-level characters, they will lose experience and hit
points. If low-level characters' hit points go below zero, they cycle to
just under 65536(=2^16)
Go through a one-way door in Pinehurst. Flee from monsters, and you'll wind
up by the exits, and thus you won't need to look for the teleporters. This
is a general bug(always flee to the same square) and part of the general
restraints on 128k RAM trying to emulate reality, but this is physically
impossible--you've got nowhere to run once you go from the door!
The world doesn't seem to end in 1000. I tried running through time traps in
Pinehurst, and it didn't.
On the Apple, Holey Moley originally has 166 maximum spell points. He should
really have 19*9=171 spell points, and he does, after he's rested.
Some permanent statistical changes don't show up until you've gotten in a
fight or rested.
I think the game screws up when you dismiss a hireling who is the only
remaining conscious PC.
If you win the orb in Dawn's Cavern and dismiss a hireling or drop it, it
reappears on its pedestal.
Castle Guards, when they attack you for not having a Castle Key, have a
castle icon during the fight.
If you identify an item and it has spell-casting abilities, the spell
information will overlap the "[alignment] only" information. The best way to
get around this is to see if an "o" shows up, meaning "neutral only," and if
a "y" shows up, it can be good or evil. A quasi-bug is that if you change
alignment after equipping such an item, it stays equipped, but you can't re-
equip it.
You can wind up with over 40 food if you cast a food spell having under 40
food. The game indicates 40 is the maximum food.
If you fight, then rest, are suprised by monsters, and then run, your chest
will still be there.
Sometimes there are land encounters right after you win water encounters.
If you try to enter an elemental zone(at the corners) without a spell and
then walk around a bit, the date will change from that zone's century to the
current date and back for each movement you make.
Hireling Hall in Castle Xabran is referred to as the Hall of Spells.
The screen update is sometimes slow. It will be one move behind and you will
need to refresh it.
13-3. PC BUGS
[later maybe]
13-4. MM1/MM2 LINKS IN THE STORY
Yes. Sheltem appears as the name in the MM1 soul maze. The games also have
a similar structure with five towns, each in a different locale/climate, and
the climates are in similar places on the map(roughly, desert-northeast, cold
mountains-northwest, water-southwest, swamp-southeast.) And the maps are
encoded the same way on the disk, if you were wondering(monsters and items
aren't!) Also, at the end, there's a mention that CRON and all its VARNs are
doomed. VARN was the mainland of MM1.
13-5. NON-ORC JOKES
Are there any? You bet. Although I can't vouch for their quality. Many of
the descriptions are rather good, and the entree names are amusing. But there
are a few referential ones...
C1(14,14) "Oh, I'm a lumberjack..." is a song from Monty Python.
The wizards Ymbug and Yekop are Gumby and Pokey spelled backwards--and Gumby
is _very_ funny. But where are Elkcirp and Ug and the Sdaehkcolb?
Jesters tell Orc Jokes--see the script proper.
The giant singing the ballad is minorly amusing as are the cans of
spinach(the rhyme is an allusion to Popeye.)
You can laugh at the poetry if you're that kind of snob, but the rhymes as
tenuous as gangsta rap don't exactly trash the game.
Unintentional: "cripple runs away." (Thanks to Sashanan.)
End of FAQ proper
================================
14. VERSIONS
3/9/2000 0.1.0 put in hireling information and some experience information as
well as spell information. Minimal monster information. Spell and key
information.
Super-brief walkthrough and green/yellow/red messages.
9/17/2000 0.2.0 added a lot of monster and item information. Started adding
rudimentary spell information. Fixed up attributes a bit as well. Whatever
is not finished should be easily(but not quickly, alas!) transcribed from the
script.
10/9/2000 0.4.0 added the SPELLS and also sharpened up the walkthrough and
some town information.
2/21/2001 1.0.0 completed monster and item information.
4/25/2005 2.0.0 unified this document with a rough draft of the re-script
effort. Obviously a lot is in short-hand right now, and some other bits can
be refined. But I like the redesign. Oh, maps to come on my GeoCities site,
too.
4/26/2005 2.1.0 merged more stuff and tuned it up as I felt appropriate. The
walkthrough feels complete and I detailed some ending scripts.
4/27/2005 2.2.0 solidified all details for all areas. Only map ledger stuff
remains. That's a programming exercise.
[old now-defunct script versions:]
0.1--3/3/00: went through the disk the first time. Did not sort any loose-
end data but wrote it all down and formatted it so it was readable. No game
verification. Locations are for later! Began explanatory commentary as
well.
0.2--3/9/00: added Xabran, which got filtered out, along with Death Strikes
dialogue. Added some locations and re-organized script parts that were
floating around. The towns' dialogs are complete, now. Also "what the disk
images don't cover"
0.3--3/19/00: got through disks C-E leaving minor unfinished details in my
wake. Completing the world map helped this a lot, but some dialogs depend on
not just the square but also the direction you're facing.
15. CREDITS
Bjorn Leifsson for the original walkthrough. It helped me with the messages
and pointed out some ideas and got me interested in filling in the (slight)
gaps in his walkthrough.
ftp://ftp.apple.asimov.net for having this game as Apple disk-image freeware.
David Ellsworth(ApplePC) for letting me play the game then, Tom Charlesworth
and those before him(AppleWin) for helping me play the game now
Jon van Caneghem and New World Computing for such a fun game. It's aged very
well.
project64.c64.org for having a transcription of the manual.
Sashanan(
[email protected]) for the e-mail and general help offers which put
my resolve to complete the monster and item lists over the top. I think he
mentioned Lloyd's Beacon to make the circus quicker, but he did get me to
look at the circus. That and other observations via IM. And his funny picture
of the cripple running away. I missed that joke.
The usual GameFAQs gang. They know who they are, and you should, too, because
they get some SERIOUS writing done. Good people too--bloomer, falsehead,
lisanne, Masters, RetroFreak, Sashanan(again,) Snow Dragon/Brui5ed Ego,
ZoopSoul, and others I forgot.
Thanks to my coworkers who've helped me learn how better to organize a big
project like this(well, in general) since its inception long ago, and I'd
have learned more if I'd listened more. And also because they understand this
is how I like to take breaks.
Thanks to Brian Sulpher and Sapharos for asking about maps for similar games,
which led me back to completing this game.