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- WIZARDRY, BANE OF THE COSMIC FORGE Walkthru
- IBM version
-
-
- Bane of the Cosmic Forge is the sixth game in the Wizardry Series by
- SirTech. As is typical in games of this form there is no straight forward
- solution. A lot of your time playing the game will be spend exploring and
- fighting while you develop your characters. This walkthru will discuss each
- of the major areas that make up the game, pointing out items of importance,
- solving puzzles and recommending strategy when appropriate.
-
- STARTING THE GAME:
- I know, you've loaded the game and you are anxious to play. So was I
- and I rolled up what I thought were okay characters and blundered on in and
- later ended up restarting the game from scratch.
- RULE NUMBER ONE: Take you time rolling up your characters! Do not accept
- any character with less than an 18 bonus! I realise that this means you
- will be spending a lot of boring time just rolling up characters. Believe
- me, it is time well spent. Everything that will later happen to your
- characters will be greatly influenced by the initial roll up. Be patient
- and take your time rolling up your characters. The better the bonus, the
- happier will be your game! When you can spare the bonus points, put extras
- into strength. Your characters' capacity to carry weight is determined at
- the beginning of the game based upon this stat and will not change through
- out the rest of the game. Being able to carry heavier loads will prove
- useful.
- You are allowed to create six characters for your party. You need to
- have a party that is versatile in abilities. As you play the game you will
- be able to change professions and further widen your available skills. To
- start you need some good fighters, good magic users, thief skills and some
- cleric ability. There are numerous combinations that will supply all these
- ingredients. Read the manual carefully, especially the description of
- classes and races.
- These characters proved useful in my own game as well as that of
- friends of mine. The important thing to remember is NEVER take less than a
- 18 point bonus no matter how long it takes to get it!
- Faerie - Valkyrie
- Dracon - Ninja
- Rawulf - Monk
- Review your characters before starting the game. Equip them at this
- point so that they are all armed and armored before you enter dangerous
- territory.
-
- NOTE ON ASCII MAPS:
- Ascii maps leave a lot to be desired. There is simply no easy way to
- simulate graph paper nicely. I include ascii maps because they will prove
- helpful, but do not look for absolute accuracy in this crude medium. Map on
- your own with graph paper and my ascii maps will prove more helpful. As
- they are they will provide a rough guide in particular areas within this
- game. Maps, unless otherwise noted, will always be oriented so that North
- is at the top. I will not necessarily include all treasure chests that can
- be found within a particular map area, but those of importance will be
- included.
-
- LOCKED GATES and DOORS:
- There are lots of locked gates and doors through out this game. Some
- of them you will never be able to open. In most cases there will be another
- way beyond the gates or doors than opening them. If you find another way
- beyond the gate or door, forget about getting it open. If you haven't, keep
- trying. Something will turn up later in the game.
-
- TREASURE CHESTS:
- Sometimes what a chest contains is predetermined but often the
- treasure is random in nature. If you didn't like what you found in a chest,
- or were unable to use any of it given your characters' professions, restore
- and try again.
-
- INVENTORY:
- There are a lot of undroppable items in this game. Some of them will
- disappear from your inventory when they have been used in the correct
- place. Others will stay with you for the whole of the game. The game will
- not let you drop an important item. This can cause problems later in the
- game when encumbrance capacity or number of items carried is reaching max.
- As much as is possible, try to keep the inventory load and number
- distributed between all your characters. Pay attention that no one
- character is carrying too much. This will slow them down and make them
- easier targets. Fortunately the encumbrance number <CC> will change color
- making it easy to spot when a character is over loaded.
-
- BEGIN GAME STRATEGY:
- Save your game often! Save before trying to OPEN anything! Save when
- all your characters have survived a battle. SAVE SAVE SAVE! This game is
- very very tough at the beginning and you will probably have to RESTORE
- often. Though it is possible to resurrect characters, decide now that you
- will never ever take that option, restore your game instead! This decision
- will prove useful in the beginning of the game for reasons that will be
- clarified below.
-
- CASTLE:
- After finally completing your party <don't forget to equip them> you
- begin the game in a castle. For the sake of reference, we'll call this
- level 1. A rough ascii map of this area is below.
-
- CASTLE LEVEL 1:
- a b c d e f g h i j k l m n o p q r s t
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U = Stairs UP
- 02|#|#|#|#|#|#|#|#|#|#|D|#|#|#|#|#|#|#|#|#| D = Stairs DOWN
- 03|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#|#|#| d = door
- 04|#|#|#|#|#|#|#|#|#|$ |#|#|#|#|#|#|#|#| g = gate
- 05|#|#|#|D |#|#|#|#| |#|#|#|#| D|#|#| F = Fountain
- 06|#|#|U|#| |#|#|#|#|__g__|#|#|#|#| |#|U|#| $ = treasure
- 07|#|#| _____ ^ _____ |#| ^ = Button on Wall
- 08|#|#|#|#| | |#|#|#| |#|#|#| | |#|#|#|
- 09|#|#|#|#| |__d|#|#|U| |U|#|#|__d| |#|#|#|
- 10|#|#|#|#| | |#|# #|#| | |#|#|#| You start this game entering
- 11|#|#|#|#| | d |#| d | |#|#|#| through the gates at the
- 12|#|#|#|#| |__d|#|# F #|#|__d| |#|#|#| south of the map to the left
- 13|#|#|#|#| | |#|# #|#| | |#|#|#| From your beginning position
- 14|#|#|#|#| |___|#|# #|#|___| |#|#|#| head north and open the 2
- 15|#|#|#|#| ___U|#|$ $|#|D__| |#|#|#| <-- chests <identified as "$"s
- 16|#|#|#|#| | |#|# #|#| | |#|#|#| on the map. Neither chest is
- 17|#|#|#|#| |__d|#|# ___ #|#|d__| |#|#|#| trapped and the goodies in-
- 18|#|#|#|#| | |#|#___ ___#|#| | |#|#|#| side will prove useful.
- 19|#|#|#|#| d d |#|#|#| Among the items you will
- 20|#|#|#|#| |__d_______g_______d__| |#|#|#| find is an Amulet of Life
- 21|#|#|#|#| | |#|#| |#|#| | |#|#|#| which casts Resurrection.
- 22|#|#|#|#| |_____|#|#| |#|#|_____| |#|#|#| If you have decided to
- 23|#|#| U|#|#|g|#|#|U |#| follow my advise an never
- a24|#|#|U|#| |#|#|#|#|#| |#|#|#|#|#| |#|U|#| resurrect a character, you
- 25|#|#|#|D |#|#|#|#|#| |#|#|#|#|#| D|#|#| will be able to sell this
- 26|#|#|#|#|#|#|#|#|#|#| |#|#|#|#|#|#|#|#|#| item and buy stink bombs
- 27|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| and fire bombs which will
- a b c d e f g h i j k l m n o p q r s t
-
- prove to be greatly useful in getting the odds evened out a bit until your
- characters have a chance to establish themselves. The Fountain on this
- level restores stamina which can prove useful.
- Gather up the goodies from the two chest at locations 15i and 15m and
- head for the stairs down at 25r. You will come back later to explore all
- the rooms on this level, gathering the experience that will come from
- opening the locked doors and fighting the monsters. The other item of
- importance on this level at 4j. To get to it, you must press the button at
- 6m. Search the corner and you will find the KEY OF RAMM. But first, lets go
- down those stairs:
-
- CASTLE BASEMENT 1:
-
- a b c d e f g h i j k l m n o p q r
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| From the stairs head to the room
- 02g U|#|#|#|#|#|#|#|#|#|#|#|#|#|#| with the "QQ" <17i>. In this room
- 03|#|#|d|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| you will encounter QueeQueg. Don't
- 04|#|#|d|#|#|G|G|G|G|#|G|G|G|G|#|#|#|#| kill him, talk and trade with him.
- 05|#|#| U|#|__ __ |#|U |#| He has lots of items to sell and
- 06|#|#| |#|D|_g g g_|#|#|#|#|#| |#| will buy items from you. Sell your
- 07|#|#| |_g | |___g_| ___ |#| Amulet of Life. WIth the profits
- 08|#|#| |#|#|_g |d|_d 4$| | 5 |#|#|#|#| invest in stink bombs and cherry
- 09|#|#| | $|_g_|d__d___| |__d|#|#|#|#| bombs. Avoid scrolls at this time
- 10|#|#| | _|#|#| | 6 |#|#|#|#| since you need skill to use them.
- 11|#|#| |d|d|d|d| ___ d___|#|#|#|#| bombs work skilled or not. QQ's
- 12|#|#| | _ | | | d 7 |#|#|#|#| inventory can change everytime
- 13|#|#| | |_g 3 d d 11| |___s#|#|#|#| you enter the room, so if you do
- 14|#|#| |_______| |___| F#|#|#|#|#|#| not see what you need the first
- 15|#|#| ___ ___ U|#|#|#|#|#| time, exit and try him again. Save
- 16|#|#|#|#| | 2 | | | F#|#|#|#|#|#| your game anytime you have bought
- 17|#|#|#|#| | d d QQ| | 8 |#|#|#|#| something that you really wanted.
- 18|#|#|#|#| |d|d| |___| d___|#|#|#|#| Invest most of your money into the
- 19|#|#|#|#| | |_| d 9 |#|#|#|#| bombs, but spend some of it on
- 20|#|#|#|#| |^|#| |__d|#|#|#|#| better equipment. This is a good
- 21|#|#|#|#| | 1 | |#|#|#| |10 |#|#|#|#| time to pick up extended range
- 22|#|#|#|#| |__$| |#|#|#| |__$|#|#|#|#| weapons for those characters in
- 23|#|#| |#|#|#| |#| the back of the group.
- 24|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#| |#| Once you are well armed with bombs
- 25|#|#| U|#|#|#|#|#|#|#|#|#|#|#|U |#| and better equipment you are ready
- 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| to really begin exploring. Go back
- a b c d e f g h i j k l m n o p q r
- G = unopenable gates
-
- upstairs to Level 1 and begin exploring the rooms there. All the doors are
- locked so you will be giving your thief, ninja or bard some experience with
- their skulduggery skill. This can be very frustrating as the authors made
- the the doors more difficult to open than is appropriate at this early
- stage in the game. Keep trying, saving and restoring as needed. In some
- encounters you will get iron or copper keys. These are meant to open the
- doors on Level 1 or the Basement. Try them if you wish, but picking the
- locks will gain you skulduggery experience which will continue to be
- valuable through out the whole game. After completely exploring level 1 and
- getting the KEY OF RAMM return to the Basement.
- Unlike level 1, the rooms of the basement are much more interesting,
- containing treasures, clues and puzzles. To make things a little easier to
- explain, I have numbered the rooms. I will only discuss those rooms in
- which there is something of interest.
- ROOM 1: This room is only reachable by pressing a secret button
- indicated on the map as a "^". The treasure to be found in this room is
- very nice including a Heraldic Shield which will increase strength if you
- decide to invoke its powers <which also means the loss of the item> and a
- sword of striking.
- ROOM 3: is the PIRATES DEN. You will not be able to enter this room
- until you have learned the password. Queequeg can tell you the password but
- will only do so after you tell him where the captain's treasure is buried.
- You'll be able to find that out later in the game.
- ROOM 4: Searching the northeast corner you will find the JAILORS KEY
- which will open the gate at 6h and many of the gates, though not all, that
- you find beyond the gate. Searching the area north of 6h you will find the
- DEADMAN'S LOG. Unfortunately it is in code, so you cannot translate it at
- this time.
- ROOM 5: Here you will find a WINE BOTTLE which will be of use much
- later in the game.
- ROOM 7: There is a lot of graffiti written on the walls here. Two of
- the messages are of importance. One tells of a reward being offered for
- SNOOPCHERI and the other indicates that there is a mouse hole on the East
- wall. See Room 10 below.
- ROOM 10: In the southeast corner of this room you will find some
- rotten cheese. Using this cheese at the mouse hole you located in room 7
- will cause crazed rats to break down the wall and attack you. This is a
- tough battle. Save your game and try it. If you seem to die to easily,
- change your tactics and try again. If you're still dying, put this off
- until a little later. When you are able to successfully defeat the rats,
- you will be able to follow the hallway they opened up to you. At the end of
- the hall is another door, another encounter and eventually a chest. Among
- the treasures to be found is SNOOPCHERI <stuffed beagle> <see TOWERS to
- learn what to do with him>.
- QQ: Be sure to purchase MYSTERY OIL from QuegQuee!
-
- CASTLE TOWERS:
- Corner Towers:
- There are four corner towers in the castle. If you continue up the
- stairs in any of the corners <southeast, southwest, northeast, northwest>
- you will eventually reach the top. There is something in each of the
- towers, but the one of most importance is the SouthEast tower. As you were
- climbing these stairs for the first time, you noticed a figure ahead of
- you, always just out of range. When you reach the top and locate his door,
- he will tell you to go away. You will have an opportunity to "talk" and you
- should reply "SNOOPCHERI". GIVE the stuffed beagle to L'Montre and in
- return he will give you a SILVER KEY. This key will open a gate inside the
- Pirate's Den, room 3 in the basement. You can sell and buy things from
- L'Monte.
-
- SPADE KEY TOWER:
- See Room #1 in section on Level 2.
-
- Move to level 1 to the stairs leading up at 25g <see map for level 1>
- and we'll begin exploring Level 2.
-
-
- CASTLE LEVEL 2:
-
- a b c d e f g h i j k l m n o p q r s
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U = stairs up
- 02|#|#|#|#|#|#|#| _____ |#|#|#|#|#|#|#| D = stairs down
- 03|#|#|#|#|#|#|#| |F F| |#|#|#|#|#|#|#| d = door
- 04|#|#| |#|#| | 8 | |#|#| |#|#| , = door
- 05|#|#|D|#| |#|#|U|__ __|U|#|#| |#|D|#|#| g = gate
- 06|#|#|#|U . G______g______G U|#|#|#| G = unopenable gate
- 07|#|#|#| ___| | | __g | __|#|#|#|#| F = fountain
- 08|#|#|#| |$|,| |#|D| |D| |_d_|#|#|#|#| $ = treasure
- 09|#|#|#| |10 |__U|#| |g|___|,|,|#|#|#|#| ^ = button on wall
- 10|#|#|#| |d__d 9 |___^_d |#|#|#|#|
- 11|#|#|#| | |__d__| | 7 |#|#|#|#| The plot begins to thicken as you
- 12|#|#|#|G|___ . d |#|#|#|#| explore the rooms on Level 2. You
- 13|#|#|#| ___d_. __d__|__d__|#|#|#|#| will pick up some interesting
- 14|#|#|#| U#|D. | 5 | 6 |#|#|#|#| clues and treasure.
- 15|#|#|#| _d . |_____|$___d|#|#|#|#|
- 16|#|#|#|#|#| ___,___,|^|#|#|#|#| The door at 10e cannot be opened.
- 17|#|#|#|#|#|d|____d__| 3 | 4 |#|#|#|#|
- 18|#|#|#|#|#| 1 | 2 |__d__| |#|#|#|#|
- 19|#|#|#|#|#| $| d | |#|#|#|#|#|#|#|
- 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n o p q r s
-
- It is more difficult to open the doors on this level than it has been
- on the previous levels. Trying will gain you skulduggery skill and is worth
- the effort. If, however, you find it too frustrating, read the description
- of Room #1 to learn where to find the CHROME KEYS which will open some of
- the doors on this level.
-
- ROOM 1: In the Southeast corner of this room you will find two SPADE
- KEYS. If you need the CHROME KEYS, return to Level 1 and take the stairs at
- 9j up. These stairs will lead you up to a door. Use one of the SPADE KEYS
- to open the door. This room is guarded by a undead monster. When you defeat
- him, you will find a chest. In the chest are the CHROME KEYS.
- ROOM 4: This was the room of Rebecca. You will learn more and more
- about her as the game progresses.
- ROOM 6: This is the King's library. Search the Southwest corner to
- find the King's Diary and the GOLD KEY. In the closet to the Southeast you
- will find a button on the wall which opens up into Rebecca's room #4.
- ROOM 7: This is the King's Suite. Explore the room to the south <room
- # 6>. In the closet to the Northwest of this room, you will find a button
- that will open up a hall leading to two gates. The KEY OF RAMM will open
- these gates. You will need more than just the key to do the Temple but you
- can, if you wish, open the chest at 9k to find the GOAT MASK and the DAGGER
- OF RAMM. See Castle Temple Below for more.
- ROOM 8: This is the Temple of Ramm. In the center of the room is an
- altar. There are two fountains, one in the northwest corner <poisonous> and
- one in the northeast corner <healing and stamina>. See TEMPLE OF RAMM.
- ROOM 9: The Queen's bedroom provides the only access to room 10.
- ROOM 10: This is the Queen's boudoir. There is a treasure to be found
- in the northwest closet.
- The stairs at 14e lead up to the BELL TOWER which will be discussed
- later in this walk thru.
- Having completed as much of this level as is possible at this time
- return to the Basement and head for the stairs at 6f leading down.
-
- CASTLE BASEMENT 2:
- a b c d e f g h i j k l m n o p q r
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| Exploring this long hall you will
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| find two gates and a door at the
- 03|#|#|#|#|#|#|#|#|#|#|#| $ |#|#|#|#| far east end. The GOLD KEY opens
- 04|#|#|#|#|#|#|#|#|#|#|#| |#|#|#|#| the gate in the middle at 6m. Open
- 05|#|#| |#|#|#|#|#|#|_ 1 _|#|#|#|#| the gate and enter the door you
- 06|#|#| |#|U|#|#|#|#|g|#|#|g|#|#|#|d|#| find beyond. You will see three
- 07|#|#| |#| pits in the floor. If you care to
- 08|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| try a very difficult encounter
- 09|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| jump into one of the pits. Save
- 10|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| your game before you do though!
-
- ROOM 1:
- a b c d e f g h i In the center of the room is a pressure plate. Step
- 01|#|#|#|#|#|#|#|#|#| on it. The square to the north will turn into a
- 02|#|#| 3 ' $ ' |#| pit. Go to 2 and SEARCH <push> the button on the
- 03|#|#|. . p . .|#| south wall. This will fill in the pit on the west
- 04|#|#| . . |#| side of the room. Go to 3 and push the button on
- 05|#|#| p . 1 . p |#| the west wall. Go to 4 and push the button on the
- 06|#|#| |#| west wall. You now will be able to approach the
- 07|#|#| 2 |#| middle north wall. Push the button there to find
- 08|#|#|#|#|ddd|#|#|#| the treasure chest. Inside the chest is the BOOK
- 09|#|#|#|#|4 |#|#|#| of RAMM and some other treasures. USE the book
- 10|#|#|#|#|ggg|#|#|#| while in REVIEW and note carefully what it says.
-
- Now its time to visit the Temple off of the King's Bedroom. Return to Level
- 2 and to the King's Bedroom.
-
- CASTLE TEMPLE:
- Prepared with the KEY and BOOK OF RAMM, you are ready to do the
- temple. Note the description of this room under Level 2, room 8. Save your
- game at this point as there are some tough times ahead. Go to the altar in
- the middle of the room. <note: it is not visible> You will be presented
- with buttons to push. The order was described in the text in the BOOK OF
- RAMM: push GOAT GOAT ORB STAVE ORB. The altar will drawback revealing a
- pit. Jump into the pit. This puts you into the room on Level 1 in which you
- found the KEY OF RAMM. You will be confronted with a large and nasty
- serpent. Defeat him and the gate to the north will open. The gate to the
- south and to the rest of the castle is locked so you have nowhere to go but
- north. Go down the stairs to the north.
-
- HAZARDOUS AREA:
-
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#| |#|#|#|
- 03|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| 3$|#|#|#|
- 04|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#|#|#|#|#|#|#|
- 05|#|#| |#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|$|#|#|#|#| |#| |#| |#|#|#|#|
- 06|#| |#|#| |#|#|#|#|#|#|#|$4 |#|#|#|s|#|$ | |#| |#| |#|#|#|
- 07| |#| |#|#| |#|-|#|#|#|#|#| |#|#|#| |#| 1 |#| |#|#| |#|#|#|
- 08| |#| D|#| |# C #| |#|#| |#|#|#| |#|#|#|#| |#|#|#| |#|#|#|
- 09|#| 5_|#|#| |# H #| |#| |#|#|#|#| |#| |#|#|#|#| |#|#|#|
- 10|#| |#| |#| A |#|#|#|#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|
- 11|#|#| |#|#|# S #| |#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|#|
- 12|#|#|#|#|#|#|#|#|# M #| |#| |#|#|#| |#|#|#|#|#|#|#|#|#|#|#|
- 13|#|#|#|#|#|#|#|#|#|-|#| |#|#|#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|
- 14|#|#|#|#|#|#|#|#|#|#|#|#| :s #|#| |#|#|#|#| |#|#|#|#|
- 15|#|#|#|#|#|#|#|#| |#|#| |#|#|#|#|#|#|#|#|#| |#| |#|#|#|#|
- 16|#|#|#|#|#|#|#|#| |#|#|#|#| |#|#|#| |#|#| |#|#|#|#|#|#|#|#|
- 17|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g__|#|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|
- 18|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|
- 19|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#|#|#|#|#|g|#|#|#|U|#|#|#|g|#|#|
- 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#| |#|$2 |#|#|
- 21|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| g U|#|#|G.G.G.G|#|G.G.G.G|#|#|
- 22|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|d|#|#|#|__ JAIL ________|#|#|
- 23|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|d|#|#|#|__ __|#|#|#|#|#|
- 24|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U|#|#|__ | |_____|
- 25|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|D|#|__ |d|_d | |#|#|#|#|
- 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|__ |dd_d___| |#|#|#|#|
- 27|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#| BASEMENT |#|#|#|#|
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
- G = unopenable gates : = rubble
-
- This area is hazardous, especially if you explore it randomly. I'm
- going to make things a little easier on you by telling you the fastest way
- to exit this area and return to the main castle. From the stairs which you
- went down after defeating the giant serpent <19C on this map> go west to
- the first opening to the north 17w. Work your way to the room with the
- number 1. In the northwest corner you will find the DUNGEON KEY which will
- open the locked gates <g on the map> in this area. Return the way you came
- and continue down the hall to the west and then south. Open the gates at
- 20r and 21s. The doors further along this hall lead back to the BASEMENT 1
- level of the castle. Now that you know how to get out, it's time to explore
- the rest of this area.
- Explore this area any way you want to, returning to the castle to rest
- when necessary but be certain to visit and search the areas listed below:
- Go to the 2 on the map <20E> to find the DECODER RING. In REVIEW mode
- use the Decoder Ring on the Deadman's Log to learn that the captain buried
- his treasure in the Giant Mountain.
- Go to 3 on the map <3G> to find the MINER'S PICK. Use the pick on the
- rubble at 6u and 14t. The first will reveal a chest the second will open up
- further areas for exploration.
- Go to 4 to find the BELL KEY.
- You're now ready to do a few more things back in the castle so return
- to BASEMENT 1.
-
- PIRATES DEN:
- Visit QuegQuee and ask him about the PASSWORD for the Pirates' Den. He
- will ask you where the captain's treasure has been buried. Tell him GIANT
- MOUNTAIN. He will tell you that the password is SKELETON CREW. Now go to
- the Pirates Den <see the map of Basement 1 if you don't remember where it
- is, Room 3 on that map>. You will have to defeat Captain Matey either in
- combat or by out drinking him. Once you have defeated him, you can use the
- SILVER KEY you got from L'Montes to open the cage in the center of the
- room. Inside the cage you will find a number of treasures including a HOOK
- and a Green Parrot which will increase the personality stat if used.
- Now it is time to visit the BELL TOWER.
-
- BELL TOWER:
- Go to Level 2 and to the stairs on that map at location 14e. Climb up
- to the top. Here you will find a well and the bell rope. Choose to use the
- rope to swing across to the far side. Both sides look exactly alike and the
- only way to tell if you have made it across is if you find the door locked.
- Once you get to the locked door use the BELL KEY. Inside you will find a
- chest which contains ROPE. Once you have the ROPE, MERGE the ROPE with the
- HOOK you got in the Pirates Den. Return the way you came and return to the
- Hazardous Area. You're now ready to cross the CHASM you found in the
- HAZARDOUS AREA.
-
- CHASM:
- Use the ROPE & HOOK to cross the Chasm. It works in both directions so
- you needn't worry about getting stuck on the far side. Just before you
- reach the area on the HAZARDOUS AREA MAP listed as "5", SAVE your game. 5
- is a very tough battle with Hydraplant. If you find that this encounter is
- just too difficult at this time, spend some additional time improving your
- characters in the castle area and try this again a little later.
- Once you defeat the Hydraplant you will find a button <marked as D
- near the 5 on the Hazardous Area map> which went pushed opens a chute to
- below. <Don't worry, you can return by this route.> Heading to the west you
- will come to the MOUNTAIN AREA.
-
- MOUNTAIN AREA:
-
- a b c d e f g h i j k l m n o p q r s t u v w x y z
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|#|#| |#|#| |#|#|#|#|#|#|#|#|#|#|#|#|
- 03|#|#| |#|#| |#| |#|#| |#| U = leads back to chasm & castle
- 04|#| |#| |#| |#| |#|#|#|#|#|#|#|#|#|#|
- 05|#| |#| |#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|
- 06|#|#| |#| |#| |#| |#| |#|#|#|#|#|#|#|#|#|
- 07|#: |#|#|#|#| |#| |#| |#|#| |#|#|#|#|#|#|#|#|#| : = path from the
- 08|#| |#|#|#| |#| |#| |#|#|#|#|#|#|#|#|#|#| pyramid
- 09|#| |#|#| |#| |#|#|#| |#|#|#|#|#|#|#|#|#|
- 10|#|#| |#|#|#| |#|#| |#|#| |#|#| 1 #| = Wizard's Cave
- 11|#|#| |#|#| |#| |#|#| |#|#|#| |#|#|#|
- 12|#|#|#| |#| |#|#|#|#| |#| |#|#| |#|#|#|#|#|
- 13|#|#|#|#| |#|#| |#| |#|#|#|#| |#| |#|#|#|#|
- 14|#|#|#|#| |#|#|#| |#| |#| |#| |#|#| 2 #| = Mines
- 15|#|#|#|#|#| |#| |#|#| |#| |#|#| |#|#|
- 16|#|#|#|#|#|#|#|#| |#|#|#|^|#|#|#| |#|#|#| |#| |#|
- 17|#|#|#|#|#|#|#|#|#|#|#|#| |#|#| |#|#| |#|#|#|
- 18|#|#| |#|#|#|#|#|#|#|#|#| |#|#|t |#| |#|#| t = Troll Bridge
- 19|#| |#|#| ^|#|#|#|#|#|#| |#| |#|#| |#| |#|#| |#|#|
- 20|#| |#|#| |#|#|#|#|#|#|^|#|#| |#| |#| |#| 3 #| = Mines
- 21|#| |#| |#|#|#| |#|#| |#| |#| |#|#| |#|#|#|#|
- 22|#|#| |#| |#| |#|#| |#|#| |#| |#| 4 #| = Mines
- 23|#| |#|#|#| |#|#|#| |#|#| |#| |#| |#|#|
- 24|#| |#|#| |#| |#|#| |#|#|#| |#|#| |#| |#|#|#|#|#|
- 25|#| |#| |#| |#| |#| |#| |#| |#| |#|#|
- 26|#| |#|#|#| |#| |#| |#|#| |#|#|#|#|#|#|#| |#|#|
- 27|#|#|#| |#|#| |#| |#| |#| |#| |#| 5 #| = Mines
- 28|#| |#|#| |#| |#|#| |#| |#| |#| |#|#|
- 29|#|#| c / |#|#| |#|#| |#|#| |#|#|#|#|d|#| |#|#| d = drawbridge
- 30|#| |#|#| |#| |#|#| |#| |#| |#|#| c = catapult
- 31|#| |#|#|#|#|#|#|#| |#| |#|#| |#|#|#|#|#|#|#|
- 32|#| |#|#|#| |#|#| |#|#| |#| |#|#|#|#|
- 33|#|#| |#|#| |#| |#| |#| 6 #|
- 34|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n o p q r s t u v w x y z
-
- You enter the Mountain Area from the north at 3k. Head east and make
- your way to Mines entrance <# 2 on above map>. If you want to check out the
- Wizard's Cave at this time, you will learn that there isn't much that you
- can explore at this time due to dead ends and a gate.
-
- MINES:
- There are four levels to the mines and LOTS of stairs, so many that it
- is very easy to become confused. I suggest that you print out the maps for
- the mines, levels 1-4, and color code the stairs to make things a little
- easier for yourself.
-
- MINES LEVEL 1:
- a b c d e f g h i j k l m n o p q r The numbers 1 - 6 on the west of
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| this map coorespond with the
- 02|# 1 |#|#|#|#|#|#|#|#|#|#|#|#| numbers on the east of the Moun-
- 03|#|#|#|#|#| |#|#|#|#|#|#|#|#|#| tain area map.
- 04|#|#|#|#|#|#|g|#|_|#|#|#|#|#|#|#|#|#|
- 05|#|#|#|#| _ |#|#|#|#|#|#|#|#|#|#|#| D = stairs down
- 06|# 2 |#| |#|_ |#|#|#| | |#| U = stairs up
- 07|#|#| |#| |#|#|_ U|#|#| | |#| g = gate
- 08|#|#| |#|_ |#|#|#|#|#| __|__g__|#| ' = dark area
- 09|#| _ |#| |#| ____U|#| |#|#| $ = treasure
- 10|#|_|#| |#| |#| |#|#|#|#| |#|#|#|#|#|
- 11|#|#|#| |#|_____________g_ |#|#|#|#| In the dark area in the southeast
- 12|# 3__ |#|#|#|#|#|#|#|#|#| |#|' '|#| there is a treasure consisting of
- 13|#|#|#| ___ ____ |#| D|_ '|' '|#| a night stick, shadow cloak, KEY
- 14|# 4 | D| _D|#|____ | D|'|#|'|#| OF A-MINER, and a few other items.
- 15|#|#| |#| |#|____D|#| _| |' ' ' '|#| To locate this treasure you must
- 16|#|#| |___ ___D|#| _ |'|#|#|#|#| SEARCH at 21p.
- 17|#|#| |___ |#| D| |#| _|#|' '|#|
- 18|#|#|__D|#| |___ |#|__D|___ ' ' '|#| To make your life much easier,
- 19|#_5___ |#|____D|_ _ D|#|#|'|#|'|#| familiarize yourself with the path
- 20|#| _D|____ _ |#|#| |#|' ' _ ' '|#| to the stairs at 25i. These stairs
- 21|#| | __D| |#|_ '|#|$ ' '|#| lead to a dark area on level 2.
- 22|#| |#|#|__D|#| |#|#|#|#|#|#|#|#|#| From these stairs go south 2 and
- 23|#|#|_ _ |#| _|#|#|#|#|#|#|#|#|#| west 2. You will find yourself in
- 24|#|#| _|#| |#| |#|#|#|#|#|#|#|#|#|#| a 2x2 room with a fountain. This
- 25|# 6 |#|#| D| D|#|#|#|#|#|#|#|#|#| fountain will restore EVERYTHING,
- 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| hits, stamina and magic. REMEMBER
- a b c d e f g h i j k l m n o p q r its location and visit it often!!
-
- MINES LEVEL 2:
- a b c d e f g h i j k l m n o p q r s U = stairs up
- 11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| D = stairs down
- 12|#|#| ,d d |#|#| | __D| _d |#| $ = treasure
- 13|#|#|d| |#|__d|#|#| |_ |U____|#| R|#| , = secret door <button>
- 14|#|#|d|$|#|U_d|U_____D|_ |U__ |#|#|#| d = door
- 15|#|#| |#| |#|U_____D| |#|#| D|#|#| F = fountain
- 16|#|#| d |R__|#|U________| $| |#|#|#| R = Rubber Monster
- 17|#|#|#|#| ___d 1 |U_____D|d__|_ |#|#| 1 = Smitty's
- 18|#|#|#|U__| $|___| |U____| D| |#|#| - = dark area
- 19|#|#|#|#| d___|U__dd__|U__________|#|#| This map is aligned with the
- 20|#|#|U____| _d $| |#|#|#|#|#|#|#|#|#| map of Level 1. Stairs down
- 21|#|#| |U |#|___| |#|#|#|#|#|#|#|#|#| from Level 1 are in the same
- 22|#|#|,__d_d_|U______|#|#|#|#|#|#|#|#|#| position on this map but are
- 23|#|#| |- _-_-_-_-_--|#|#|#|#|#|#|#|#|#| obviously UP stairs here.
- 24|#|#|$|-|R d_d |#|-|#|#|#|#|#|#|#|#|#|
- 25|#|#|- -|__ |U__|U -|#|#|#|#|#|#|#|#|#| The FOUNTAIN at 26g should
- 26|#|#|-|#|- -|F |#|-|#|#|#|#|#|#|#|#|#| become your "home base". It
- 27|#|#|- - - -|____-_-|#|#|#|#|#|#|#|#|#| will restore hits, stamina
- 28|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| AND magic!
- a b c d e f g h i j k l m n o p q r s
-
- There are a number of things to accomplish on Level 2. You need to
- defeat the 3 Rubber Monsters <13r, 16f & 24e> to get RUBBER STRANDS. The
- treasure at 24c, behind a secret door, includes the MINER'S CHISEL. The
- other treasures on this level contain interesting items, but nothing of
- great significance. Smitty's shop <#1 on the map> has superior weapons than
- those available from QuegQuee or L'Monte in the castle, especially for a
- Samurai.
-
- MINES LEVEL 3:
-
- a b c d e f g h i j k l m n o p q r s This map is aligned with the
- 11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| map of Level 2. Stairs
- 12|#|#|#|#|#|#|#|#|#|#|$g |U____d R|#| leading from 2 to 3 or 3 to
- 13|#|#|#|#|#|#|#|#|#|#|#|d__| D|#|__d|#| 2 are in the same position
- 14|#|#|#|#|#|#|#|#|#|#|U__| | _D|#| |#| on these maps.
- 15|#|#|#|#|#|#|#|#|#|#|#|U__|_ |#|U__|#|
- 16|#|#|#|#|#|#|#|#|#|#| $|#|#|___ |#|#| On this level you will be
- 17|#|#|#|#|#|#|#|#|#|#|d__|U_ | _D|__D|#| able to fight your 4th Rubber
- 18|#|#|#|#|#|#|#|#|#|#| |#| | |U |#|#| Monster and get a 4th RUBBER
- 19|#|#|#|#|#|#|#|#|#|#|_____|____D| D|#| STRAND. MERGE 1 rubber strand
- 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| with another to get a RUBBER
- a b c d e f g h i j k l m n o p q r s BRAID. Do this with the other
-
- 2 rubber strands. Now MERGE the 2 rubber braids to get 1 RUBBER BAND.
- The gate at 12k is opened with the KEY OF A-MINER.
-
- MINES LEVEL 4:
-
- a b c d e f g h i j k l m n o p q r s t u v w This map is aligned
- 11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| with the map of level
- 12|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| _________d|#| 3. On this level you
- 13|#|#|#|#|#|#|#|#|#|#|#|#|#|#|U____| d |#|. _|#| will find another gate
- 14|#|#|#|#|#|#|#|#|#|#|#|#|#|#|$|U_ | |_:$1 |#|#| <14o> which opens with
- 15|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g d_| |#|. _: |#| the KEY OF A-MINER.
- 16|#|#|#|#|#|#|#|#|#|#|#|#|#|#|___| _|d _|#|d|#| You do not *need* to
- 17|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|U__|U__| R| |#| fight the rubber mon-
- 18|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| ___d___| |#| ster on this level.
- 19|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|U__|U________|#|
- 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n o p q r s t u v w
-
- Exploring this level you will find that there is a entity trapped in
- the gem that makes up the squares 14t, 14u, 15t, 15u. Use the MINER'S CHISEL
- to fracture the four sides of the gem. You last blow on the gem should come
- from the location 16t. The gem should break, if it doesn't, try all four
- sides again and again hit the last blow from location 16t.
- Breaking the gem, you will meet the spirit of Xorphitus. Read his long
- tale and then search the area at 14t to find the WIZARD'S KEY, WIZARD'S RING
- and a number of other interesting items. Return to Level 1 of the Mines.
- The WIZARD'S KEY will open the gates at <map of Level 1> 8p, 11l and
- 4g. In the 3x3 room north of the gate at 8p you will find Xorphitus'
- apprentice. Talking to him will give you the clue that the Wizard's Lair
- back in the castle can be opened with the WIZARD'S RING. This will be
- discussed after we have completed the Mountain Area. The other two gates
- opened by the Wizard's Key lead you to the Wizard's Cave.
- Move to Stairs 4 on the LEVEL 1 map <14b> and exit the mines. Using the
- map for the MOUNTAIN AREA, head for the TROLL BRIDGE. SAVE your game before
- you reach the bridge <18s>. The Troll will ask if you will pay to pass. He
- will take a LOT of money if you decide to pay. He is difficult to fight but
- worth a lot of experience points. I recommend fighting him. If you find,
- after a couple of attempts, that you are unable to defeat him, consider
- returning to the mines for a while to build up your characters. Heading
- south from the bridge, head for the "^" at 16m. You will be able to climb up
- the mountain at this area. SAVE your game before climbing as you can fall
- and take a lot of damage. You will need to climb up 3 times. At the top of
- this place you will find large BOULDERS. Take 1 and climb <you can still
- fall> back down.
- Return to the Mines and move to stairs 5 on the Level 1 map <19b>.
- Heading south and around a corner you will come upon a DRAWBRIDGE control
- panel which is rusted. Use the MYSTERY OIL you bought from QuegQuee back in
- the castle. You will then be able to open the control panel and read some
- very *clear* instructions on how to operate the mechanism. The proper
- sequence is: Safety, Pump, Coil, Truss, Safety, Winder. The drawbridge will
- lower allowing you to explore the areas beyond. If you move to location 20m
- you will find another place where you can climb up <or fall down> the
- mountain. Again there are three times you will need to climb and saving your
- game is recommended. At the top of this location you will find the Captain's
- Chest! Unfortunately, QuegQuee has been there before you and left you naught
- but a bag of trinkets. oh well
- Return to the mines and move to stairs 6 on the Level 1 map <25b>. Move
- to the c on the Mountain Area map <9d> where you will find a broken
- catapult. SEARCH the catapult to find the BROKEN SPOCKET. Take the sprocket
- to Smitty in the mines to fix. If you have killed Smitty, you should have
- some Liquid Metal. Merging the sprocket and the liquid metal will also fix
- the sprocket. Return to the catapult and USE the SPROCKET, RUBBER BAND and
- BOULDER on the catapult. SAVE YOUR GAME BEFORE FIRING! Use the latch, wind
- up the rubber band and release the latch! Your boulder may not hit the
- target. If it doesn't, restore your game and try again until it does.
- Hitting the target will cause the pit east of the catapult to be filled in
- and allow you to explore further. Moving to location 19g on the Mountain
- Area map and you will find the thrid and last area where you can climb up
- the mountain. Again, save your game!
- At the top of this area you will find an arch that leads into the home
- of the Gryns Twyns. They are a difficult encounter. If you find that you are
- not able to defeat them after several tries, return to the mines for further
- character development. After you have defeated the Twyns, rest and heal your
- party. Take the stairs up. Here you will find the Guardian of the Rock which
- you will need to defeat to get the first ruby eye. Cast Missile Shield and
- use Acid Splash/Bomb during combat. Once you have won the RUBY EYEBALL, do
- back down the stair and take the opening to the northeast. On this ledge you
- will find a closet with a button. The button will open a chute and the area
- leading to the PYRAMID.
-
- PATH TO PYRAMID:
-
- a b c d e f g h i j k l m n
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|#|#|#|#|#|#|#|#|#|#|
- 03|#|#|#|#|#|#|#|#|#|#| |#|
- 04|#|#|#|#|#|#|#|#|#| |#| |#|
- 05|#|#|#|#|#|#|#|#|#| |#| |#|
- 06|#| U|#|#|#|#|#|#| |#|#|
- 07|#|d|#| | : |#|#|#| : = obstruction, use pick. This will open up
- 08|#| |__d| |#| |#| |#|#|#| the path back to the Mountain Area map
- 09|#| d d_|d |#| | and to the castle.
- 10|#|#|#|d | |#|#|#| |#|#|#|
- 11|#|#|#| |#| .|#|#|#| |#|#| . = obstruction, use pick
- 12|#| |#|#| |#|#|#|#| |#|
- 13|#|S|#|#|#|#| |#| |#| S = sand
- 14|#|#|#|#|#|#|#|#|#|#| |#| |
- 15|#|#|#|#|#|#|#|#|#|#| |#|#|
- 16|#|#|#|#|#|#|#|#|#|#| |#|
- 17|#|#|#|#|#|#|#|#|#|#|#|#| C| = CHUTE from TWYN'S Mountain
- 18|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n
-
- Use the MINER'S PICK at 11g and 7i. Move the stairs leading up at 6d.
- These stairs will lead to a short hall with more stairs leading up to Level
- 1 of the Pyramid.
-
- PYRAMID:
-
- There are lots of stairs in the Pyramid. As in the mines, you sometimes
- have to go up and down several in order to reach an area on the same level
- from which you started. Color coding the stairs can help reduce the
- confusion.
-
- PYRAMID LEVEL 1:
-
- a b c d e f g h i j k l m You enter this level of the Pyramid from
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#| the stairs at 9h on this map.
- 02|#| . |#| _ |#| _ .#|#|
- 03|#| |^|_ | |#|_ |d |#| Move to the "G" <9g> on this map. You
- 04|#| |___ | |___ |U|_| |#| will have to go up to level 2 and come
- 05|#| _ |U| | $|U| _ |#| back down by other stairs to get here.
- 06|#|#|#|_ d|_d___| _|#|#|#| The "G" represents the Gloop Sploch
- 07|#| _ | chest |D|#| |#| Monster. Defeat it to get some GLOOP.
- 08|#| |#| |_______|#|U__| |#|
- 09|#| |__U| G|D ___ |#| With the GLOOP, move to the large center
- 10|#|#|_d | d___|U| |U|#|#|#| room <with the word "chest"> going up and
- 11|#| . d_| |#| _| |__ . |#| down stairs as needed. In this room you
- 12|#| |#| |#| will find a chest. As you approach it, it
- 13|#|#|#|#|#|#|#|#|#|#|#|#|#| jumps to the far side of the room. Use
- a b c d e f g h i j k l m the GLOOP on any of the east or west
-
- walls. Chase the chest again. It will get stuck in the GLOOP allowing you to
- finally catch it. Opening the chest reveals a BONE KEY.
- Next move to the treasure at 5h. In this chest you will find a BAG.
- Fill the BAG with SAND that you found on the Path to the Pyramid.
- At 4d and 3d you will find buttons on the wall. Push them.
-
- PYRAMID LEVEL 2: PYRAMID LEVEL 3:
-
- a b c d e f g h i j k l m a b c d e f g h i j k l m
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#| 01|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#| 02|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 03|#|#| _#| #| _ _ |#|#| 03|#|#|#| . _ |#| . |#|#|#|
- 04|#|#| |dd_ | | _|D| |#|#| 04|#|#|#|# dd^| |D| |#|#|#|
- 05|#|#| |D|U|d|U|D|_ |#|#| 05|#|#|#| | |D| |_d_| |#|#|#|
- 06|#|#|#|_d_|#| |_ |#|#|#| 06|#|#|#| _|_d_|U__g |#|#|#|
- 07|#|#| _d |__s|#|_ |#|#| 07|#|#|#| |^|d_D|C|^|#|#|#|#|
- 08|#|#| |#|___|U_____D| |#|#| 08|#|#|#| .d|_ |_dd. |#|#|#|
- 09|#|#| |D__ | d | |#|#| 09|#|#|#| |#|#|#|#|
- 10|#|#|#|_ |#| |D| |D| |#|#| 10|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 11|#|#| |#|#|#| 11|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 12|#|#|#|#|#|#|#|#|#|#|#|#|#| 12|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 13|#|#|#|#|#|#|#|#|#|#|#|#|#| 13|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m a b c d e f g h i j k l m
-
- PYRAMID LEVEL 4:
-
- a b c d e f g h i j k l m Continue to explore the Pyramid, building
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#| up your characters. Pushing buttons <"^"s
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#| on the maps where every you find them.
- 03|#|#|#|#|#|#|#|#|#|#|#|#|#| When you feel ready to try something more
- 04|#|#|#|#| |#|#|#|#| challenging, fill your BAG with SAND if
- 05|#|#|#|#| |#| |#| |#|#|#|#| you have not already done so and head for
- 06 Q D| |#|#|#|#| the stairs down at 7i on Pyramid Level 1
- 07|#|#|#|#| |#| |#| |#|#|#|#| map. This takes you to the Pharoh's Tomb.
- 08|#|#|#|#| |#|#|#|#|
- 09|#|#|#|#|#|#|#|#|#|#|#|#|#| You will not be able to open the gate on
- 10|#|#|#|#|#|#|#|#|#|#|#|#|#| Pyramid Level 3 until you have completed
- 11|#|#|#|#|#|#|#|#|#|#|#|#|#| the Pharoh's Tomb.
- 12|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 13|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m
-
- PHAROH'S TOMB:
-
- a b c d e f g h i j ^ = button on wall
- 01|#|#|#|#|#|#|#|#|#|#| s = secret wall, disappears when correct button
- 02|#|#|#|#|#|#|#^ |#| is pushed.
- 03|#|#|#|#|#|#^ s d|#|
- 04|#|#|#|#|#|#|#|#| |#| The BONE KEY opens the gate to the Pharoh's
- 05|#|#|#|#|#|#|#|#| |#| Tomb. As you begin the walk down the long hall
- 06|#|#|#|#|#|#|#|#| |#| you will notice the pressure plates on the
- 07|#|#|#|#|#|#| ^ |#| floor. Don't run down this hall. At 14f you
- 08|#|#|#|#|#|#| |#|#|#| will step on a pressure plate that will open
- 09|#|#|#| |#|#|#| pits at locations 15f and 12f. Push the button
- 10|#|#|#| |#|#|#|#|#|#| at 13f to close these pits.
- 11|#|#|#| |#| |#|#| At locations 15d, pushing the button on the
- 12|#|#|#| |#| |#| |#|#| wall will open the wall at 16c/d. Push the
- 13|#|#|#| |#| ^#| |#|#| button at 16c. Doing so prevents a giant ball
- 14|#|#|#| |#| |#| |#|#| ala Indiana Jones from chasing you down this
- 15|#|#|#| ^#| |#| |#|#| section of the hallway.
- 16|#|#^ s |#|g|#|#| Continue down the hall to location 7h and push
- 17|#|#|#|#|#|#|#| |U|#| the button on the south wall. A pit will open
- 18|#|#|#|#|#|#|#| |#| just behind you at 7g. Jump/move into this pit.
- 19|#|#|#|#|#|#|#|#|#|#| See map of PIT 1 below:
- a b c d e f g h i j
-
- PIT 1: PIT 2:
- a b c d e h i j k l m n o p q PIT 1 is a small pit with buttons
- 01|#|#|#|#|#| |#|#|#|#|#|#|#|#|#|#| on either end. Push/SEARCH the
- 02|#|#|#|#|#| |#|#|#|#|#|#| _ |#| button at the west end <3b> to
- 03|#^ |#|#| |#|#^ ^ _| |#| move to location 10l in PIT 2.
- 04|#|#| ^#| |#|#|#|g|#|#| |#|
- 05|#|#|#|#|#| |#|#| |#|#|#|#|#| In PIT 2 move to the button at
- 06|#|#|#|#|#| |#|^| |#|#|#|#|#| 7k and push it which opens the gate
- 07|#|#|#|#|#| |#|d|#| ^#|#|#|#|#|#| at 4k and fills in the pit at 9j
- 08|#|#|#|#|#| |#| |#| |#|#|#|#|#|#| <"/" on the map>. Go to 6i and push
- 09|#|#|#|#|#| |#| / |#|#|#|#|#| the button on the north wall. This
- 10|#|#|#|#|#| |#|#|#|#| /|#|#|#|#| deactivates an arrow trap. Move to
- 11|#|#|#|#|#| |#|#|#|#|#|#|#|#|#|#| 3k and push the button on the west
- a b c d e g h i j k l m n o p q wall. Enter the small room just
-
- opened and push the button at 3j. Now head east down the hall. You will have
- a major encounter at 3n with AmenTutButt and his friends, so save your game
- BEFORE you reach them. Once you have defeated Amen, you can enter the alcove
- <3o> where the IDOL is kept. SAVE YOUR GAME! Once your game is saved, you
- can attempt to switch the BAG OF SAND for the IDOL. This does not always
- work successfully. If it didn't for you, restore and try again.
- Once you have the IDOL, retrace your steps and jump in the pit at 10m.
- This places you back in PIT 1. This time push the button on the east wall
- which in turn returns you to 7h on the PHAROH'S TOMB MAP. Continue east,
- north down the hall on that map and SEARCH for the button at 2h. Now push
- the button at 3g which will allow you to return to the stairs back up to the
- pyramid.
- Once back in the PYRAMID, make your way to the GATE on LEVEL 3. USE the
- IDOL to open the gate. Climbing the stairs at 6h on the Pyramid Level 3 map
- you will meet the Queen of the Amazulu on Level 4. She will ask you if you
- have come to take the "rock" <another RUBY EYEBALL>, answer "NO". Give the
- Queen a gift of mimimal value, healing potion, or something of similar
- value. After you have finished talking with the Queen, the High Priestess
- will ask if you wish to trade. She has many books and potions for sale, some
- of which may prove useful to you inspite of their realatively high price.
- She also sells some FOOT POWDER. BUY SOME!
- After you finish talking to the High Priestess, USE THE FOOT POWDER and
- continue WEST. <without the use of the foot powder this walk would burn you.
- Levitate will also prevent this, but unless you are capable of casting it at
- a high level, you could still sustain lots of damage>. At the end of the
- west ramp you will encounter MAU-MU-MU. Cast any anti fire spells you have
- early in this encounter. Defeat Mau-mu-mu and you will gain the second RUBY
- EYEBALL.
- You can, even after taking the RUBY EYEBALL, revisit the Queen and her
- High Priestess repeatedly, or you can fight them for the experience points
- and a very deadly Spear of Death <it does 1d5+4 damage, adds +1 to Thrust,
- and poisons those it hits>.
- You have now completed the Pyramid and the Mountain Area and it is time
- to return to the CASTLE BASEMENT 2.
-
- CASTLE:
- BASEMENT 2:
- a b c d e f g h i j k l m n o p q r Using the WIZARD'S RING on the gate
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| at 6j you will be able to enter the
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| Wizard's Lair. The Lair is guarded
- 03|#|#|#|#|#s d |$ $| $ |#|#|#|#| by a Demon Cat from Hell. Cast
- 04|#|#|#|#|#| |^s | |#|#|#|#| fire protections spells and defeat
- 05|#|#| |#|#|#|$ $|_ 1 _| |#| this guardian. There are 4 chests
- 06|#|#| |#|U|#|#|#|#|g|#|#|g|#|D|#|d|#| in this room. One contains books,
- 07|#|#| |#| another potions, a third scrolls,
- 08|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| and the fourth the WIZARD'S LOG and
- 09|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| the SPIRE KEY.
- 10|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| Search the west wall to open a
-
- secret door behind which you will find the Stave of Moons <4h> which does
- 2d4 damage, +1 Bash and Sleep. Push the button on the North wall to gain
- access to another room. In the southwest corner of this room you will find
- still more treasure including a Ruby Talisman which can increase
- Intelligence. On the north side of the room you will find laboratory
- chemicals. Be sure your party is healthy before messing around with the
- chemicals. You should not find it very difficult to cause an explosion. This
- explosion will open the wall at 3e which leads back to the Wizard's Cave in
- the Mountain Area.
- In REVIEW mode, USE the WIZARD'S LOG. You will find that something is
- locked up in the Spire. Move to the stairs at 9l on the CASTLE LEVEL 1 MAP
- and stair up. On the next level you will find a gate which is opened by the
- SPIRE KEY. Continue up to the top where you will find a door which can be
- opened by the SPADE KEY. In this room you will meet a spirit who will tell
- his tale of woe. At the end of this tale you will get the HORN OF SOULS.
- Return to the CASTLE BASEMENT 2 and move to the end of the hall and place
- the RUBY EYEBALLS in the door.
- The door is now opened and passing through you will go down a set of
- stairs and find yourself on the Castle Pier on the RIVER STYX.
-
-
- RIVER STYX:
- The RIVER STYX is a huge area that wraps upon itself <that is: if you
- travel to the northwest <or southeast> long enough you will eventually
- return to where you begain>. This area is really much to large to map
- conveniently in ascii form so I will give you a basic lay out instead:
-
- _ ___________
- _| |__
- _| ______ |
- castle| |isle | |
- pier | _| of |_ |
- ------ | | __|
- | | the | |$ |
- | | dead | |_| |
- | ----------- |
- | __|
- |_______ |
- stairs___ |
- up to| | __|
- swamp | _|
- |__ |
- |X ____ |
- |_ | | |
- | Keep| |
- |_ |
- |_ |
- |_ |
- |__ | ___
- |_ |____$_ |
- | |_| |
- isle of |
- the lost __|
- _| _|
- _| _|_
- | _ |_| |
- | | |___ |
- | |_____| |
- | |$|
- _| sirens |
- | __|
- | ___|
- | |
- | |
- bottle |
- oracle___ |
- | isle of
- | the
- | damned
- _| |______
- | |
- | |
- | |
- |_ |
- | |
- hook & |
- line |__________
- _| |__
- _| ______ |
- castle| |isle | |
- pier | _| of |_ |
- ------ | | __|
- | | the | |$ |
- | | dead | |_| |
- | ----------- |
-
-
- On the CASTLE PIER, you will find a circle in the south center section
- of the pier. Stand on this circle and USE the HORN OF SOULS. Charron, the
- ferryman, will appear. He will ask if you want passage and if you have any
- ashes for him. Passage cost 500gp. You have no ashes at this point, so pay
- for passage. Charron will take you to the ISLE OF THE DAMNED.
-
- ISLE OF THE DAMNED LEVEL 1:
- a b c d e f g g = gate F = Fountain
- 01|W|W|#|#|#|#|#| W = water D = Stairs down
- 02|W|W|#|#|#|#|#| O = circle for summoning Charron
- 03|W|Wr | |#| r = raft
- 04|W|W|g.g|g.g|#|
- 05|W|W| ___|#| Move to 7d where you will find the KEY OF THE DAMNED
- 06|W| . | F|#| and the BOOK OF THE DAMNED. Move to the gate at 10d
- 07|W|O .$g D|#| and open it with the KEY OF THE DAMNED. Save your
- 08|W| |__F|#| game. Move to 11d where you will have an encounter
- 09|W|W| |#| with Minos. Defeat him and you will gain, among some
- 10|W|W|g.g|g.g|#| other interesting items, the KEY OF MINOS and a.
- 11|W|Wg $| g|#| CYLINDER OF ASH (1).
- 12|W|W|W|W|W|W|#|
- a b c d e f g Open the gate at 7d so that you have access to the
-
- FOUNTAINS inside. The fountain on the North restores hits and stamina. The
- fountain on the South restores magic points. Use these fountains as often as
- you need. You can now open up the rest of the gates on this map with the KEY
- OF THE DAMNED. In each of the small rooms you will have an encounter. Use
- SILENCE on these monsters! You will find another CYLINDER OF ASH (2). At 3c
- you will find a raft. Do NOT use it until you have explored ISLE OF THE
- DAMNED LEVEL 2.
-
- ISLE OF THE DAMNED LEVEL 2:
-
- a b c d e f g h i j From the stairs take the hall all the way east
- 01|#|#|#|#|#|#|#|#|#|#| to the end. You will have an encounter with
- 02|#|#| |#| undead monsters. After defeating them, you will
- 03|#|#| |*| |*| |*| |#| be able to get the TOMB KEY from the chest.
- 04|#|#| |#| Open the gates at 8g and 9e with the TOMB KEY.
- 05|#|#| |*| |*| |*| |#|
- 06|#|#| |#| Explore each of the tombs <* on the map>. At
- 07|#|#| |*| |*| |*| |#| some of these tombs you will have encounters
- 08|#|#|________g____|#| with undead when you search the bones. SILENCE
- 09|#|U_____g________$#| is a useful spell in these encounters though
- 10|#|#| |#| not always effective. Save your game before
- 11|#|#| |*| |*| |*| |#| you search any of these tombs just in case.
- 12|#|#| |#|
- 13|#|#| |*| |*| |*| |#| In the tomb furthest to the northeast you will
- 14|#|#| |#| find the BOOK OF THE SIRENS. In REVIEW mode
- 15|#|#| |*| |*| |*| |#| USE this book. Write down the last lines of
- 16|#|#| |#| the Siren's song! After you have completely
- 17|#|#|#|#|#|#|#|#|#|#| explored this level, return to Level 1 and go
- a b c d e f g h i j to the raft at 3c on that map.
-
- Take the raft. It will take you to the Siren's Cove. Soon the sirens
- will gather around you and start singing the song you read in the BOOK OF
- THE SIRENS. When they reach the last line, they will ask you to fill in the
- words. Type "Tis madness makes us free". Correctly completing the SIren's
- Song will get you the WATER WINGS and the sirens will leave. You can take
- the raft back to the isle of the dead. Equip one of your characters with the
- WATER WINGS. While facing water, USE the WATER WINGS. You will now be able
- to "walk" anywhere on the water and begin your exploration of the River
- Styx.
-
- NOTE: Once you have the WATER WINGS you are free to explore all the areas of
- the River Styx with the exception of the Isle of the Dead and the Swamp.
- There is NO particular order in which you should explore though you may find
- some areas more difficult to handle than others. Use the fountains on the
- Isle of the Damned as your "home base" for these explorations. Do follow the
- walls carefully so that you locate the various cubbyholes in which treasure
- may be lurking. Making your own map of this area is advisable.
-
- HOOK & LINE:
- Southwest of the Isle of the Damned is square upon which you can land
- and a door. Behind the door is a small room with a chest. In the chest is a
- HOOK and a LINE and a CORK BOBBER. MERGE the hook and line into a HOOK &
- LINE. For what to do with the HOOK & LINE see "X MARKS THE SPOT" below. For
- what to do with the CORK BOBBER, see BOTTLE ORACLE below.
-
- LOST & FOUND:
- Northwest of the Isle of the Damned is the Lost and Found. Search the
- northwest wall to find a button opening a secret passage. You will find a
- message scrawled on the wall saying "Lost at Sea DJ Locker Red X 3e 1n" and
- a door. Open the door and then return to the main room and search the
- southwest corner to locate the KEY OF THE LOST. This key will open the gate
- which was beyond the door. Beyond the gate is a chest containing some random
- treasures and a CYLINDER OF ASH (3).
-
- THE KEEP:
- North of the Lost and Found is the Keep. Mai Lai will tell you that the
- Keep is a storage facility. You can trade with her and she has some
- excellent items for sale. If you do not find what you want in her inventory,
- exit and re-enter. Her inventory will change every time providing you with a
- wide selection of useful, tempting and expensive equipment. Beyond her is a
- locked door which you will not be able to open until you attempt to claim
- the hookah pipe <see SWAMP below for details>. Word of warning: Mai Lai will
- run off when you try to reclaim the hookah pipe and she will NOT return so
- do not reclaim the pipe until you are certain that you no longer wish to
- trade with Mai Lai.
-
- X MARKS THE SPOT:
- From the Keep move to the west wall and move north until you locate the
- Red X. Recalling the message on the wall of the Lost & Found, go 3 squares
- east and 1 north. USE the HOOK & LINE. You will snag a locker in which you
- will find a Linx Ring, a Wand of Ghosts and the EAST EXIT KEY.
-
- SWAMP:
- Move to the west wall and continue north, following the wall, until you
- find a set of stairs leading up. At the top of the stairs there is a gate
- which you can open with the EAST EXIT KEY.
-
- a b c d e f g h i j k l m n o p q r C = caterpillar
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|W|W|W|W|W|W|W|W|W|W|W|W|W|W|W|W| The encounter in the swamp can be
- 03|#|#|W| |W|W|#| |W| difficult. Casting Silence will be
- 04|#|#|W| |#| |W| |W|W|#|#|W|W| |W| very helpful as will Missile
- 05|#|#|#| |W|W|W| |W| |#| |W| Shield. If the encounters seem too
- 06|#|#| |W| |#|W| |#| |#| |W| |W| difficult, return to the River Styx
- 07|#| |W|#| |W|#| |#| |#| |W| and build up your characters some
- 08|#|#|W|W| |W|W| |W|W|#| |#|#| |W| more.
- 09|#|#|W| |W| |W|#| |W|#| |W|
- 10|#|#|W| |W|#|W|W| |W|W| |#|W|#| |W| Exploring this area thoroughly you
- 11|#|#|W| |#|W| |#|W|#| |W| will find the Caterpillar <17o>. He
- 12|#|#|W|W|W| |W|W| |W| |W|W|W| |#|W| has some interesting items for sale
- 13|#|#|#|#|#|#| |#|W| |W|W|#|W| which you might wish to buy. Do buy
- 14|#|#|#|D____g |W|W|W|W|W|#| |#|W|W|W| some INCENSE from him for use in
- 15|#|#|#|#|W| |W|W|#|W|W|W| |W|W| the Isle of the Dead. Talk to him
- 16|#|#|#|#|W|W| |#| |#|W|#| |W|W| about his pipe. You'll soon gather
- 17|#|#|#|#|#|W|W| |W|W|#|C|W|W|W| that he left it at the Keep and say
- 18|#|#|#|#|#|#|W|W|W|W| |W|W|W|W|W|W| the key word to use there is
- 19|#|#|#|#|#|#|W|W|W|W|W|W|W|W|W|W|W|W| "reclamation". Ask the caterpillar
- a b c d e f g h i j k l m n o p q r about "claim number" and he will
-
- recall that he has forgotten the number but that it can be learned by using
- the BOTTLE ORACLE. He will give you instructions on how to use the Bottle
- Oracle and a MESSAGE. MERGE the message with the wine bottle <you got it way
- back in the castle> and then MERGE the message in the bottle with the cork
- bobber. Return to the River Styx and head for the Bottle Oracle.
-
- BOTTLE ORACLE:
- At the location of the Bottle Oracle USE the message in the bottle with
- the cork stopper and watch it float away. Now head for the LOST & FOUND. On
- the shore of the L&F you will find a bottle containing the ANSWER, i.e. the
- claim number which happens to be 38-23-36.
-
- HOOKAH PIPE:
- You may claim the hookah pipe from the keep anytime you have pieced
- together the information described in the sections on the SWAMP and the
- BOTTLE ORACLE by telling Mai Lai at the Keep that you want to make a
- "reclamation". As mentioned before, reclaiming the pipe will result in Mai
- Lai running off never to be seen again. Once you have the pipe, you GIVE it
- to the Caterpillar. He will ask you if you want to "get small", say yes and
- you will get some RED MUSHROOMS. The caterpillar will then disappear never
- to be seen again. I recommend that you save reclaiming the pipe and giving
- it to the caterpillar until after you have completely explored the Isle of
- the Dead.
-
- ISLE OF THE DEAD:
- Return to the circle on either the Castle Pier or the Isle of the
- Damned. SAVE YOUR GAME. Use the Horn of Souls to call Charron. When he asks
- you if you have any ashes for him say yes. GIVE Charron the ashes. One
- cylinder of ashes will get you 500gp. Another cylinder of ashes will result
- in stat increases <generally 2 per character>. The third cylinder of ash
- Charron will say you must return yourselves. He will give you the KEY OF THE
- DEAD. Go to the entrance to the Isle of the Dead <north side of the isle>
- and open the gate with the KEY OF THE DEAD.
-
- ISLE OF THE DEAD Level 1:
-
- a b c d e f g h i There is not much of anything on this level but you
- 01|W|W|W|W|W|W|W|W|W| will have an encounter at 7e which will give you a
- 02|W|W|W|W| |W|W|W|W| taste of things to come. If you find that this fight
- 03|W|W|W|d|g|d|W|W|W| is killing your characters easily you may wish to
- 04|W|W| _____ |W|W| develop them further before trying this again.
- 05|W|W| |#|D|#| |W|W|
- 06|W|W| | | |W|W| Spells of particular usefullness in this area are
- 07|W| | | |W| dispell undead and silence.
- 08|W| |#|#| |#|#| |W|
- 09|W| |W| When you feel you are really ready, head down the
- 10|W|W| |W|W| stairs at 5e. You will be in a hall with another set
- 11|W|W|W| |W|W|W| of stairs leading down to level 2.
- 12|W|W|W|W|W|W|W|W|W|
- a b c d e f g h i
-
- ISLE OF THE DEAD Level 2:
-
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| 3 |#|#|#|#|#|#|#|#|#|
- 03|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| |#|#|#|#|#|
- 04|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| |#|#|#|#|
- 05|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| $|#|#|#|#|
- 06|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#| |#|#|#|#|
- 07|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| |#|#|#|#|#|
- 08|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| _ |#| |#| |#|#|#|
- 09|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| 2 g |#| | | |#| g 4 |#|#|#|
- 10|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| |#|_|#|^ |#|#|#|
- 11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| s |#| |#| |#|s|#|#|#|
- 12|#|#|#| | | | |#|#|#|#|#|#|#|#|#|#|#|#| $|#| |#| | |#|#|#|
- 13|#|#|_ ___ _|_ _______________g |#| |#| g |#| | |#|#|#|
- 14|#|#|_ |#|#| _|_ |#| | | | | |#|#|#| |#|g|#| | |#|#|#|
- 15|#|#|_ _|_ _|_ _|#|#|#| s |#| |#| |#|s|#|#|#|
- 16|#|#|_ _|_ _|#|_|_|_|_|_|#| _|#| |#| |#| |#|s|#| |#|#|#|
- 17|#|#|_ _|_ |#| | | | | | |#| _|#| 1 g |#| |_| |#| g 5 |#|#|#|
- 18|#|#|_ _| |#| |#| |#| |#| |#|^ |#|#|#|
- 19|#|#|_ _|#| | | | | | | | | | |#|#|#|#| |#| |#| |#|#|#|#|#|
- 20|#|#|_ _|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|F|#| |#|#|#|#|
- 21|#|#|_ |#| | | |#|#|#|#|#|#|#|#|#|#|#| |#| |#| |#|#|#|#|
- 22|#|#|_ _|#|#|#|#|#|#|#|#|#|#|$ |#|g|#| |#|#|#|#|
- 23|#|#|#|_|_|_|#| _|#|#|#|#|#|#|#|#|#|#|#| |#|^ |#| |#|#|#|#|#|
- 24|#| __ |#|#|_ _|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| 6 |#|#|#|#|#|#|#|#|#|
- 25|#| | |#|_ _|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 26|#| | |A| |#|#| _|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 27|#|U| g _|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 28|#|#|#|#|#| | | |#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 29|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
-
- Coming down the stairs you will find yourself at location 27b on the
- map above. Follow the short hall around and you will see ahead of you a
- small altar. USE the CYLINDER OF ASH at the altar. If you purchased it, USE
- INCENSE at the altar. The use of incense will neutralize some traps that you
- would otherwise encounter later on this level. Having used the ashes, the
- gate at 27e will now be open and you are ready to explore the Hall of the
- Dead.
- This is a difficult area. If the encounters are too difficult for your
- group at this time, return to the River Styx and build them up. Don't try to
- do too much at a time and return to the fountains on the Isle of the Damned
- as often as you need. Some of the cubbyholes will have encounters, but not
- all of them <fortunately>. There are also a few encounters in the hallway.
- Continue exploring, fighting, returning to the Isle of the Damned, saving
- your game until you reach the cubbyhole at 16m. Save your game before
- entering this cubbyhole. The encounter here is very difficult but will get
- you the SKELETON KEY.
- Once you have successfully obtained the SKELETON KEY, continue
- exploring the Hall of the Dead until you reach the gate at 13r which you can
- open with the SKELETON KEY. There is an encounter just beyond the gate, so
- save your game!
- Once beyond the gate, you can explore the room <fight> and open the
- chest at 12x. In it, you will find the KEY OF THE DROW. Next search for the
- secret door on the south wall of this room <15v>. Head for the Fountain that
- is at location 20z. This fountain restores hits, stamina and magic and will
- become your new "home base" while exploring the rest of this area. Return
- here often and save your game, especially after the encounters in the
- numbered rooms.
-
- ROOM 1: Drow
- This is the tomb of Robin Windmarne, Highlander Drow, Guardian of the
- 1st Order. When you enter this tomb, you will have an encounter with Robin
- and many of her friends. This will be, as will be all the other encounters
- in the numbered rooms, a difficult fight. Defeating her, you will gain an
- Elven Bow, Peacemaker Arrows, Chamail Doublet, Chamail Pants and a Forest
- Cape.
- Open the chest at 22t to gain the KEY OF KNIGHTS. Head north and find
- the secret passage on the north side of the room at 11v.
-
- ROOM 2: Knight
- This is the tomb of Sir Geoffrey Clayton, the Black Knight, Guardian of
- the 2nd Order. When you defeat him and his companions you will gain a sword
- called The Avenger, Ebony Plate both upper and lower, and an Ebony Heaume.
- From the knights tomb, head for and open the chest at 5F to obtain the
- KEY OF THE VALKYRIES.
-
- ROOM 3: Bane King
- You can tackle this room now, or wait until you have completed rooms 4
- and 5. You will encounter the Bane King <a vampire> and have to fight him.
- You will not win this battle but hopefully, you will not die either. The
- King will, after a few rounds of battle, disappear. It is likely that some
- of your party will be "insane" or hypnotized after this encounter. If you
- have the spell Sane Mind, use it <perhaps repeatedly>. The insanity will
- eventually wear off. Searching the north wall of this room you will find a
- chest that contains the KEY OF QUEENS. Don't try to do too much until your
- party is all in sane mind again.
-
- ROOM 4: Valkyrie
- This is the tomb of Brigerd Danswolten, High Maenad of Rose, Guardian
- of the 3rd Order. Defeating her and her companions will gain you Maenad's
- Lance, Mantis Boots and Gloves. Search the southwest corner of this room to
- locate a button which will open the wall at 10G. The corridor now opened
- will lead you to room 5.
-
- Room 5: Samurai
- You will find a button on the south most wall of the hall from the
- Valkyrie tomb. Pushing the button will gain you access to the tomb of Lord
- Haiyato Daikuta, Yojimbo Kaishakunin, Guardian of the 4th Order. You thought
- the encounters with the Drow, the Knight and the Valkyrie were tough?? This
- is what tough is about! You will confront not only Daikuta but samurias
- casting spells and some deadly ninjas. Expect to replay this battle often
- before you finally are able to defeat them. When you finally do win you will
- gain some excellent weapons and armor specific for samurai class, including
- a Wakizashi+1. Unfortunately, I forgot to write down the other items. :(
-
- Room 6: Queen
- This is the tomb of the Queen, Goddess of Aram who died the year of the
- snake. Armed? Ready? Relax! There is no battle in this tomb. Instead the
- spirit of the dead Queen will come and tell you a long tale some of which
- you should not believe whole heartedly. You will gain the SILVER CROSS and
- the KEY OF EVIL from the Queen. Search the northwest corner of the room and
- push the button which will open the wall at 16D. Give the SILVER CROSS to
- the first character in your group!
-
- This is a good time to change the professions of a couple of characters
- and then spend some time wandering around this area building them up in
- levels before going on. It is also a good time to take a good look at your
- weapons and armor and see that all characters are as well equipped as
- possible.
- If you have not returned the Hookah to the Caterpillar yet, do so now
- and get the RED MUSHROOMS from him.
-
- SAVE YOUR GAME. BACKUP THE SAVED GAME TO ANOTHER DISK OR DIRECTORY!
-
- The KEY OF EVIL will open the gate at 13A. You may wish to save you
- game at this point and to make back up copies of those saves to another disk
- or directory. SOME OF THE ALTERNATE ENDINGS OF THE GAME DEPEND ON WHAT YOU
- WILL DO NEXT SO HAVEING YOU GAME SAVED AND BACKED UP AT THIS POINT IS AN
- ADVANTAGE. ALTERNATE ENDINGS WILL BE DISCUSSED AT THE END OF THIS WALKTHRU.
- Another good reason to backup your save game at this point is that once you
- go beyond this point, you will NOT be able to get back to any of the areas
- with which you have become familiar. If you proceed and find that the next
- area is too difficult for your party you'd be up the creek without a paddle
- if not for the backup of your saved game.
-
- Having saved your game, you are now ready to explore the remaining
- rooms of this area. Opening the gate at 13A, move to the altar at 9z. You
- will confront Rebecca here and regardless of what you say to her, she is
- going to hypnotize your group and lead them south to 17z where you will meet
- the Bane King again. After a brief talk, the King will decide to drink your
- blood. The SILVER CROSS will repel him, so it is important that the first
- member in your party have the cross. The party will black out, have a vision
- and awaken in a Jail.
-
- JAIL:
- Once you wake up you will find yourself in a small room, with a gate, a
- fountain <poison> and seemingly no way out. Explore the corners of this room
- and you will find some mall cracks. USE the RED MUSHROOMS and shades of
- Lewis Carol, you will begin shrinking, running through the cracks and
- emerge in a small room on the far side. Exiting you will find a hall leading
- west and north. There are numerous doors down the north corridor but nothing
- of importance. Heading west you will come to stairs leading to the Forest
- Area.
-
- FOREST AREA:
-
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|TEMPLE#|#|#|#|#|#|#|#|#|W|W|W|#|#|#|#|#|
- 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|W|#|D|g|D|#|W|W|W|W|W|#|#|W| |#|#|#|#|#|
- 03|#|#|#|#|#|#|W|W|#|#|#|#|#|#| . . . . |W|#|W|W| |#| |#|#|#|#|#|
- 04|#|#|#|#|#|D| |#| |#|W|W| |#| |#| |#|#|#|
- 05|#|#|#|#|W| | |#| |#|W| |W|W|#|W|W|#| |#| |#|#| |#|#|#|
- 06|#|#|W| |W|#| |W| |#|#|#|#| |W|#| |#|W| |#|#|#|
- 07|W|W|W|W|#| |#|W|W| |W| |#| |#|W|W|#| |W|W| |W|W|W| |W|#|#|#|#|
- 08|W|a|W|W| |#| |W| |W|#| s$|#|W| |#|W|W|W|R|W| |W|#|#|#|#|
- 09|W| |W|W|W|#| |#| |#|#|W| |W| |#| |W| |#|- - -|#|#|#|#|#|#|#|
- 10|W|d _|W|W| |W| |#| |#| |#| |W|#| |W| |#|#|-|#|- - - -|-|#|#|#|
- 11|W| d_|W| |#|W| |#|W| |#| |#| |W| |#| -|#|-|#|-|#|-|#|#|#|
- 12|W|dd_|W| |W| |#| |W|W|W| |#|W|#|W| |#|#|#|-|#|#|- -|#|#|#|
- 13|W| d |#| |#|W|#| |W|W|#| |W| |#|#|#|- -|#|-|#|#|#|#|
- 14|W| |#|W|W| |#|_|#|#| |W|W|W|W| |#| |W|W|#|#| |#| |#|- -|#|#|#|-|#|#|#|#|
- 15|W| |W|W|#| |W| |W| |W|W|#| |#| |#|#|- - - - -|#|#|#|#|
- 16|#|#|#|#|#|#|#| |#|W|W|#| |W|W|W| |#| |#|#| - -|#|-|#|- - -|#|#|#|
- 17|#|#|#|W| |W|W| |W| |W|$ |#|#| |#|#|- -|#|-|#|-|#|#|#|-|#|#|#|
- 18|#|#|#|#| |W|#| |W| |W|W|W|#|W|W| -|#|- - - -|#|#|-|#|- - -|#|#|#|#|#|
- 19|#|W|W| |#| |#| |#|#|W|W|W|W|W|#|- - -|#|#|#|- - -|#|#|#|-|#|#|#|#|#|
- 20|#|W| |#| |#| |W| |W|f|W|W|#|- -|#|- - - -|#|- - - - -|#|#|#|#|#|
- 21|#|W|W| |#|W|W|#| |W|W|#|#|-|#|-|#|#|- -|#|-|#|#|#|#|#|#|#|#|
- 22|#|#|#|#| |#|#|W|#|#|#|#|#|W|W|#|- - -|#|- - -|#|- - -|#| |#|#|#|#|
- 23|#|#|#|#|#| |W|W|#|#|#|#|#|W|W| - -|#|- -|#|-|#|#|#|#| delphi|#|#|#|#|
- 24|#|#|#|#|_ |W|#|#|#|#|#|#|#|W|W|#|- - -|#|#|- - - - - -|#|#|#|#|#|#|#|
- 25|#|#|#|#|#g |W|W|#|#|#|#|#|#|#|#|W|W|W|W|W|W|W|W|W|W|W|W|W|#|#|#|#|#|#|#|
- 26|#|#|#|#|#|W|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
-
- a = altar g = gate - = dark forest R = Rock of Truth
- D = stairs down d = door W = water
- f = Fairy Queen Saeren
-
- The first place to visit in this large area is the .5 ship <squares 8-
- 15b & 9-13c>. You will have several encounters getting there and once on
- board. If they are too difficult for your party, you may wish to consider
- restoring your game to back on the Isle of the Dead. If you are ready for
- this area, SEARCH 8b <"a" on the map>. At this make shift altar, you will
- find HOLY STAKES of wood. You will need them later.
- From the ship head to 8q and SEARCH to open a tomb of a monk. SEARCH
- the tomb to find 3 h2o+, 1 jade figurine and haiya bo. Save the h2o+ for the
- temple <see below>.
- At location 8A <"R" on the map> you will find the Rock of Truth. USE
- the MINER'S PICK to break off ROCKS OF REFLECTION. These you will also need
- later in the temple.
- Start exploring the Dark Forest <"-" on the map> and move to 17o where
- you will find a treasure chest. Open the chest to find a TINKERBELL. You can
- continue to explore the dark forest and even visit the Delphi at this time,
- but you will not know how to respond to his questions.
-
- FAIRY QUEEN:
- Heading to 20o you will see glimpses of fairies who always stay at a
- safe distance. When you reach 20o USE the TINKERBELL. Queen Saeren of the
- Fairies will come to talk and trade with you. Ask her about the DELPHI. Ask
- her how to talk to the DELPHI and she will tell you the answers to the
- Delphi's questions.
- The queen has a number of interesting items for sale. I recommend that
- you invest heavily in Magic Cookies <restore magic points>, Golden Rods
- <healing> and Stamina potions. You will need to trade with the Queen, leave,
- use the bell and retrade often to really stock up on these items. As long as
- your party can carry the weight of what you buy, buy a lot. When you visit
- the Delphi and answer his questions correctly, he is going to take all your
- money, so spend it now while you have the chance.
-
- DELPHI:
- After stocking up with the fairies, go see the DELPHI at 23E. He will
- ask you who you are. Reply: WE ARE FASCINATION He will ask you what you
- want, reply: WE SEEK DIVINATION He will ask if you will pay, answer YES.
- He will take your money and show you a vision in which you will first see
- Xorphitus and the Bane King. Pay CLOSE attention to this vision as it
- contains clues on how to defeat them. Delphi will then give you the STAFF OF
- ARAM.
- You are now ready to head for the Temple.
-
- TEMPLE:
- The temple is located on the north center side of the map at locations
- 3qrs. If you take the stairs down you will find gates to jail cells and
- little else. At 3 r there is a gate for which you have no key. To gain
- access to the Temple, have your first character EQUIP the GOATS HEAD MASK.
- The temple guards will believe that you are a member and open the gate.
- UNEQUIP the mask as it is cursed and you will not need it anymore.
- Save your game in case you find that the temple is too difficult at
- this time.
-
- a b c d e f g h i j k l m n o p q r s t u v You enter the temple
- 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| at location 28g on this
- 02|#|#|#|#|#|#|#|g |#|#|#|#|#|#|#|#|#|#|#|#| map. What you will see
- 03|#|#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|#| will not exactly match
- 04|#|#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|#| what is on this map but
- 05|#|#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|#| the differences will be
- 06|#|#|#|#|#|#|g|#|#| |#|#|#|#|#|#|#|#|#|#|#|#| explained soon.
- 07|#|#|#|#|#|#|s|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|
- 08|#|#|#|#|#| B D |#| |#|#|#|#|#|#|#|#|#|#|#|#| Continuing north you
- 09|#|#|#|#|#| d |#| |#|#|#|#|#|#|#|#|#|#|#|#| will come to the end of
- 10|#|#|#|#|#|#|s|#|#| |#| |#| the ramp and meet
- 11|#|#|#|#|#| |#|#|#|#|#|#|#| |#| |#|#| |#| Xorphitus. He'll dis-
- 12|#|#|#|#|#| |P| |#|#|#| |#| |#|#| |#| appear shorty. EQUIP
- 13|#|#|#|#|#| |#|#|#| |#|#|#|#|#| |#|#| |#| the STAFF OF ARAM! You
- 14|#|#|#|#|#|#| |#|#|#|#| |#|#|#|#|#| |#|#| |#| will now be able to
- 15|#|#|#|#|#|#| |#|#|#|#| |#|#| |#|#| |#| walk across the pit at
- 16|#|#|#|#|#|#| |#|#|#|#| |#|#| |#|#|#|#|#| |#| 24g. Don't try to cross
- 17|#|#|#|#|#|#|g|#|#|#|#| |#|#|#|#|#|^|#| any of the other pits
- 18|#|#|#|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|#| or you will fall to
- 19|#|#|#|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|#| your death.
- 20|#|#|#|#|#| d |#|#|#|#|#|#|#|#|#|#|#|#|#|#|
- 21|#|#|#|#|#|#|s|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| Once on the far side,
- 22|#| 6 | 5 g $ g 1 | 2 |#|#|#|#|#|#|#|#|#|#| UNEQUIP the staff as it
- 23|#|_ |_ | | _| __|#|#|#|#|#|#|#|#|#|#| is cursed. Open the
- 24|#| |P|P|P| |#|#|#|#|#|#|#|#|#|#| chest at 22g to find
- 25|#|P|P|P|P|P| |P|P|P|P|P|#|#|#|#|#|#|#|#|#|#| the KEY OF DECISIONS.
- 26|#|_ __ |P| |P| __ _|#|#|#|#|#|#|#|#|#|#| This key will open
- 27|#| | |-- --| | |#|#|#|#|#|#|#|#|#|#| either of the gates
- 28|#| 3 | 4 g--D--g 8 | 7 |#|#|#|#|#|#|#|#|#|#| 22e or 22i. It does not
- 29|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| matter which gate you
- a b c d e f g h i j k l m n o p q r s t u v choose to open.
-
- Every room you enter here will have a difficult battle and I do mean
- difficult. Don't save your game <unless you did a backup of a save with your
- group outside of the temple recently> until you have determined whether or
- not your group is ready for the encounters you will find here.
-
- WARNING: DO *NOT* PUSH EVERY BUTTON YOU FIND IN THIS AREA!!!!
-
- For the sake of convenience, I'm going to describe what happens if you
- open the gate to the east. Fight in rooms 1 and 2 and move to the northeast
- corner of the room where you will be teleported to room 3. Fight through
- room 4 where you will find another chest containing the KEY OF FIRST TEST.
- With that key you can open the gate to the east and cross the ramp to the
- north <no pit this time>. You will meet Xorphitus on the way, but again,
- you will not fight him. On the far side you will find another chest with the
- KEY OF QUANDRY. This will open either gate east or west. We're going west
- this time. Fight through 5 and 6, teleport to 7, fight through 8, open the
- chest for the KEY OF FINALITY which will open the gate to your west. Move to
- 28g and SAVE YOUR GAME.
-
- BUTTONS:
- You will notice that there is a button at this location. If you push
- it, you will have access to the stairs leading out of the temple. If you
- push it, you will have to go through all 8 rooms of the temple, fighting all
- the way to return to this point. You can gain a lot of experience by going
- through the temple repeatedly but what you want to know is how to win the
- game so:
-
- END GAME:
- Having NOT pushed the button, head north on the ramp where you will
- again meet Xorphitus. This time you will need to fight him and a number of
- Greater Demons. Defeat him and his companions. Right after your victory,
- Xorphitus' spirit will rise and talk to you. He will ask why you killed him.
- His comments are rather humorous and among the jokes will be a hint of what
- you need do next. After he disappears, head north. You will find what looks
- like a dead end. Walk through the north wall, just walk through it, no
- searching, just walk. You will fall down a chute. To the north will be a
- door <20g>. To the south is a button. DO NOT TOUCH THE BUTTON UNLESS YOU
- WISH TO LEAVE THE TEMPLE AND GO THROUGH IT FROM THE BEGINNING <minus the
- Xorphitus encounter>.
- BEFORE going through the north door, EQUIP your party with the HOLY
- STAKES OF WOOD, the ROCKS OF REFLECTION and the HOLY H2O+. Through that door
- lies the encounter with the Bane King and Rebecca. Hope you're ready. Maybe
- you should save your game in case you aren't ready and don't know it.
- Have the character carrying the SILVER CROSS USE it in the 1st round.
- The stakes and holy water will not have effect until the cross has been
- used. Use the stakes and holy water for offensive attacks and cast all the
- defensive spells you can. Cast Silence and Anti-Magic. Good luck!
- If you manage to defeat those two, you will get some very nice
- equipment including the RING OF STARS and lots of experience points. Use the
- RING OF STARS on the KING'S DIARY while in REVIEW mode. This will give you
- the security code to open the gate at 17g. The code is "THE HAND OF
- DESTINY".
- Heading north you will find the pen, the bane of the cosmic forge, at
- 12 g <"P" on the map>.
-
- ENDING 1: TAKE THE PEN
- ENDING 2: LEAVE THE PEN AND WALK THROUGH THE NORTH WALL. You will find a
- door to the north. Open it with knock-knock spells or pick lock.
- On the other side of the door is Bela the Dragon. He's not easy
- to fight but if you are successful you will get the KEY OF STARS
- and be able to walk through another fake wall to the north, open
- a gate and find a spaceship at 5g. Enter the spaceship to win!
-
- ALTERNATE ENDINGS:
- Way back on the Isle of the Dead you need to drop the SILVER CROSS
- before you see Rebecca at 9z <on that map>. Continue as describe before
- until you have gone around the temple, down the chute and are ready to open
- the door where the Bane King and Rebecca await. The Bane King will appear
- first and after explaining the torment of his life, he will kill himself.
- Rebecca will then appear. If you respond to her first question with "I LOVE
- YOU" she will give you a Diamond Ring. She will tell you more about herself
- and the Queen and will give you a key.
-
- ALTERNATE ENDING 1: TAKE THE PEN
- ALTERNATE ENDING 2: SEE BELA AND JOIN HIM TO CHASE THE COSMIC ENTITY.
- ALTERNATE ENDING 3: SEE BELA AND DON'T JOIN HIM in which case you will
- find the spaceship gone and you can exit this area
- of the temple by following the long hallways out.
- The hallway exits to the Forest Area at location
- 5D on that map.
-
- After "winning" the game, your characters are returned to the Forest
- Area so that you may continue to play for as long as you wish. Save your
- characters to another directory or floppy disk to use them in Wiz7.