Demon's Winter FAQ/Walkthrough Version 2.0.0 by Andrew Schultz schultza@earthlink.net Please do not copy for profit without my written consent. However, a written e-mail addressing me by my first name will probably meet a positive response. **AD SPACE** My home page: http://www.geocities.com/SoHo/Exhibit/2762 My Apple games page: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htmn My Demon's Winter color maps: http://members.fortunecity.com/cartographics ************************** OUTLINE ABOUT YOUR CHARACTERS GAME START ROLLING MOVEMENT SEA COMBAT EXPERIENCE CHART SKILLS LIST[ANNOTATED] APPENDICES FROM THE MANUAL WHAT THE GODS DO[IF THEY LISTEN] THE BIG MAP OVERLAND CO-ORDINATES WHAT'S UNDERGROUND BY-COLLEGE/CHURCH LIST LONG WALKTHROUGH(WITH SIDE TRIPS) TEXT MAPS SPECIAL ITEMS VERY BRIEF WALKTHROUGH MONSTER LIST EVERYDAY ITEMS AND SUCH MONTHS TAVERN TALK WINNING ENDGAME STUFF CHEATING VERSIONS/CREDITS ************************** ABOUT YOUR CHARACTERS Much of this is taken from the manual at theunderdogs.org. In the interest of [relative] brevity I only included stuff of major interest. GAME START ROLLING RACE BONUS SKILL RACIAL MODIFIERS HUMAN none none ELF Sense magic -2 Str, +2 Int, -1 End DWARF See in dark -1 Spd, +1 Str, -2 Int DARK ELF Power Leech -2 Str, +2 Int, -1 End, -1 Skill TROLL Regeneration -1 Str, -3 Int, +2 End [Interesting! I thought trolls were stronger than humans as a general rule.] SEA COMBAT MOVEMENT POINTS: Since it's easier to keep going in one direction on a ship than to turn, the following adjustments are made: KEY ACTION MOVEMENT POINTS Return Move forward 1 > Turn clockwise 2 < Turn counter-clockwise 2 / Turn around 3 I,J,K,M Fire cannonball 3 ? Tells hull strength 0 MOVEMENT Characters and monsters move in an order determined by their speed ratings, from highest to lowest. Each character has movements points equal to their speed, which they can spend on the following actions: KEY ACTION MOVEMENT POINTS Return Move forward 2 < Turn clockwise < Turn counter-clockwise 1 / Turn around 1 A Attack 3 C Cast a spell 3* U Use an item 3* T Turn undead 3* D Dodge special ? Examine 0 S Sound 0 P Pray (deity call) 3* L Power leech 3* ESC End turn * *Ends character's turn EXPERIENCE CHART LEVEL EXPERIENCE 1 300 2 700 3 1,100 4 1,800 5 2,800 6 4,600 7 7,500 8 12,600 9 21,600 10 37,700 11 66,400 12 118,000 13 210,800 14 377,600 15 677,600 16 1,217,500 17 2,189,300 18 3,938,200 19 7,086,100 20 12,752,200 Note FWIW this approximately follows the formula L(x-1)+L(x-2)+L(x- 3)>L(x)>L(x-1)+L(x-2). SKILLS LIST[ANNOTATED] WEAPON SKILLS Each of these skills represents the training required to use a weapon of that type. Characters without the appropriate skill for a weapon may not use it. Daggers require no skill. See Appendix F for a complete list. AXE: Use of the small axe and the dreaded battle axe. KARATE: Use of the hands as a weapon. When a character has this skill and "equips" (see the section on Camp) with his hands, he does damage dependent on his Skill Trait. A skillful warrior with karate can do as much damage as the mightiest sword. MACE: Use of the mace and morningstar. SWORD: Use of the short sword, broadsword, or the mighty two-handed sword. OTHER COMBAT SKILLS ARMORED SKIN This skill will give you the tough skin of a veteran warrior, adding the protection of leather armor to whatever armor you may be wearing. BERSERKING: The ability to go beserk in combat, giving the character a 25% chance of doing critical damage instead of the normal 10% chance. FENCING: Advanced swordplay that gives the character an additional 10% bonus to hit and an additional 8% chance to do critical damage. KUNG-FU: Advanced karate that gives the character a chance of stunning his opponent when attacking with his hands. The stunned foe is motionless for one round for each critical hit. In this state the foe is easier to hit. Karate is not necessary to learn kung fu, but it is helpful. TACTICS: Allows the character to know who each monster is planning to attack before it does, which is helpful in deciding what to do. [Seems pretty darned useless.] RUNE MAGIC [Note: If you don't start the game with these, the places to learn them are not easy to find. FIRE RUNES: Six spell dealing with fire, an element of destruction. METAL RUNES: Seven spells dealing with metal, an element of weapons and binding. WIND RUNES: Seven spells dealing with the wind, an element of speed, movement, and subtle power. ICE RUNES: Six spells dealing with ice, an element of confinement and damage. SPIRIT RUNES: Nine spells dealing with the spirit, an element of life forces, mental powers, and resurrection. [Note: there are also the God Runes, which cast Uncurse(for the three glyphs, 50 points) and Imprison(for Malifon, 100 points.) CHANTS [None of these seem terribly useful.] ILLUSION: Allows the caster to conjure an illusionary ally who will fight until killed or is disbelieved. SUMMON: Allows the caster to conjure a true summoned being who will follow the summoner's orders until killed. Costs twice as much as an illusion. POSSESSION: A very powerful chant that allows the caster to take control of one of his foes and command him. See "Possession". VISIONARY SKILLS VIEW LAND: allows the user to get a bird's eye view of his surrounding outdoors, even at night. [I've got maps up, making this less useful. Still, in a pinch, it's nice, since you can see 100 squares away vertically AND horizontally! Since it costs so much for a non-visionary, you might want to leave it.] VIEW ROOM: Allows the user to look forward into a room or passage and see what's there without danger. [Not too useful--SAVE THE GAME BEFORE ENTERING :)] VIEW MIND: Used to detect if a merchant is lying about an item for sale. [Can be handy.] LORE [These are all expensive ones to pick up, unless you have an IMO otherwise worthless Scholar. You can have weapons shops ID them for free by saving the game, entering a town, ID'ing at the marketplace, and then rebooting.] WEAPON LORE: Knowledge of various weapons and armaments. POTION LORE: Knowledge of vials and salves. ITEM LORE: Knowledge of miscellaneous magic items. MONSTER LORE: Knowledge of wandering monsters and their abilities. MISCELLANEOUS SKILLS DETECT TRAPS: The ability to check the passage in front of you for traps. DISARM TRAPS: Allows you to disarm traps found with Detect Traps. HUNTING: The ability to hunt for food while outdoors; if the party is on a ship, this skill applies to fishing. PERSUASIVENESS: Improves the party's ability to haggle with merchants for a decent price. PRIESTHOOD: Allows the character choose a deity from the Priestly gods. See "Religion". SHAMAN: Allows the character to choose a deity from the Shaman gods. See "Religion". APPENDICES FROM THE MANUAL I couldn't think of any better way to include this relatively important information, so I contained it below. SKILL POINT COSTS BY CLASS SKILL 1 2 3 4 5 6 7 8 9 10 ---------------------------------------------------------------------- Axe 3 5 1 6 10 3 9 8 8 8 Armored Skin 5 6 4 6 10 10 10 10 10 10 Berserking 4 6 2 4 5 4 9 9 8 8 Detect Traps 3 4 3 3 4 1 6 6 5 6 Disarm Traps 6 7 7 7 8 3 9 9 9 8 Fencing 4 3 5 10 8 6 10 10 7 7 Fire Runes 10 10 10 9 8 10 5 10 10 9 Hunting 1 4 2 4 5 4 7 9 7 6 Ice Runes 10 10 6 9 8 10 4 10 9 9 Illusion 9 9 10 8 7 8 10 3 5 9 Item Lore 9 10 10 6 10 10 6 7 7 4 Karate 3 6 5 1 3 2 6 6 4 4 Kung Fu 6 8 8 3 5 5 8 8 7 7 Mace 2 4 1 4 2 1 6 6 5 5 Metal Runes 10 10 10 9 8 10 4 10 9 9 Monster Lore 2 4 5 4 5 5 5 5 4 2 Persuasiveness 4 2 7 5 2 4 5 7 6 7 Possession 10 10 10 9 8 10 10 5 7 10 Potion Lore 8 10 10 4 8 10 3 4 8 2 Priesthood 5 2 9 4 3 9 5 7 4 8 Shaman 5 8 5 4 3 9 7 5 4 8 Spirit Runes 10 7 10 9 6 10 4 10 7 9 Summoning 10 10 10 10 9 10 10 5 8 10 Sword 3 2 4 6 10 3 8 7 6 6 Tactics 3 2 5 4 4 4 6 6 4 1 View Items 10 10 10 10 8 10 10 10 2 8 View Land 10 10 10 10 10 10 10 10 3 7 View Mind 9 2 10 8 4 5 8 8 2 10 View Room 10 10 10 9 10 9 10 10 4 10 Weapon Lore 7 7 7 8 10 7 9 9 8 3 Wind Runes 6 10 10 9 8 8 5 10 10 9 ------------------------------------------------------------------ 1=Ranger, 2=Paladin, 3=Barbarian, 4=Monk, 5=Cleric, 6=Thief, 7=Wizard, 8=Sorcerer, 9=Visionary, 10=Scholar [This is not from the manual: you can buy a skill from a college. The cost depends solely on how many intellect points you need for the skill and is calculated as follows: Cost = 5x(x+5). So it comes to something like this(note the difference in cost per intellect point increases by ten as you go up:) Pts needed | Cost ------------+-------- 1 | 30 2 | 70 3 | 120 4 | 180 5 | 250 6 | 330 7 | 420 8 | 520 9 | 630 10 | 750 APPENDIX B: RACIAL TRAIT MAXIMA TRAIT HUMAN ELF DWARF DARK ELF TROLL ------------------------------------------------------------------ Speed 20 20 15 22 14 Strength 24 15 30 14 24 Intellect 32 40 24 40 20 Endurance 22 15 25 15 30 Skill 21 20 22 17 18 ------------------------------------------------------------------- APPENDIX C: MAGIC ITEMS WEAPONS: May be enchanted with Invoked, Dormant, and Constant powers. For Invoked powers, they may have a wide variety of spells such as damage spells, storm spells, healing, light spells, death spells, and chants. Invoked spells must be of the "usable x times per day" type; no charges or breakable weapons. ARMOR: May contain Invoked or Constant powers. The only invoked powers found on armor are such spells as Flame Shield and Ice Shield. Like weapons, Invoked spells must be of the "usable x times per day" type; no charges or breakable weapons. CROWN: Not found in breakable form or with charges. Crowns possess powers dealing with death, summoning, illusions, magic power transference, and armor spells such as sanctuary. VIAL: All vials are breakable (100% chance), yielding only one use. They contain useful spells like Heal, Wings, Strength, Cure Poison, or Transference. Don't drink them without knowing their contents, because vials of Weakness, Slow, Clumsiness, and Withering exist. RING: Can have any form of power (breakable, charges, etc.). They can cast just about any spell except Resurrection and Wind Walking. WAND: All wands work on the charge system. They can possess spells for increasing and decreasing traits (Strength, Slow) and conjuring. STAFF: Also has charges. Staves are much more powerful than wands, and possess death spells, damage spells, armor spells, and occasionally healing spells. ROD: Rods possess freezing and unfreezing spells, damage, healing spells, and Cure POison. They also use charges. GEM: Magical gems can use charges, be usable x times per day, or be breakable. Different gems are used to gain strength, magical power, light, and conjuring. AMULET: Amulets may have any type of power, including armor spells, cure poison, and rarely Resurrection. MEDALLION: Medallions only exist in the "x times per day" form. They can contain damage and mass damage spells as well as Heal, Wings of Victory, Chill, and Clumsiness. TALISMAN: A talisman will always work on the charge system. They are very powerful and often contain spells such as Flame Strike, Spirit Wrack, Freeze, Strength, Weaken, and Possession. FIGURINE: Figurines may be of any form of power (charges, breakable, etc.). They appear in the shape of an animal or creature, and this is the creature they conjure. They are only used for summoning or illusions. SALVE: Salves are like vials, but have more than one use. They work with charges. While salves can heal, be careful to identify them first, for they may also Wither, Flame, or even slice up the victim. RUNES MINIMUM SPELL POINT COSTS ---------------------------------------------------------------------- FIRE RUNES: METAL RUNES: Column of Fire 1 Armor 2 Fire Storm 10 Break Bonds 11 Flame Shield 4 Chains 10 Flame Strike 16 Death Blade 15 Magic Torch 3 Rust Armor 3 Melt 11 Strength 1 Sword 2 ICE RUNES: WIND RUNES: Chill 1 Breath of Life 5 Crystalight 2 Freedom 13 Freeze 9 Still Air 11 Hail Storm 7 Tempest 6 Ice Shield 3 Wind Walk 10 Slow 3 Wings 4 Wings of Victory 1 SPIRIT RUNES: Clumsiness 2 Cure Poison 9 Heal 1 Resurrect 25 Sanctuary 3 Spirit Wrack 20 Transference 3 Weaken 1 Wither Strike 15 CHANTS CREATURE ILLUSION SP COST SUMMONED SP COST ---------------------------------------------------------------------- Coyote 2 4 Zombie 4 8 Brown Bear 6 12 Small Dragon 8 16 Ogre 10 20 Evil Spirit 14 28 Fire Demon 18 36 Fire Elemental 20 40 Metal Elemental 20 40 Wind Elemental 20 40 Ice Elemental 20 40 Spirit Elemental 20 40 APPENDIX E: STANDARD EQUIPMENT LIST WEAPONS: WEAPON MINIMUM DAMAGE STRENGTH SKILL ---------------------------------------------------------------------- Dagger 1-3 N/A N/A Small Axe 1-4 N/A Axe Short Sword 1-6 6 Sword Mace 1-6 7 Mace Morning Star 1-7 11 Mace Broad Sword 1-8 13 Sword Battle Axe 1-10 16 Axe 2-Handed Sword 1-12 18 Sword ---------------------------------------------------------------------- ARMOR: ARMOR PROTECTION RAN PAL BAR MON CLE THF WIZ SOR VIS SCH ---------------------------------------------------------------------- Cloth 1 X X X X X X X X X X Leather 2 X X X X X X X X Chain 3 X X X X X X Scale 4 X X X Plate 5 X X [Summarized from the manual: There are five each of shaman and priest gods. They're listed below with what they do when you pray to them and they hear.] WHAT THE GODS DO[IF THEY LISTEN] ****SHAMAN GODS**** Omizeh = resurrect Gamur = kill opponents Acisc = add weapons skill Volobews = add speed Theryni = add magic power ****PRIEST GODS**** Balmur = wither foes Vemarkn = add magic power Maldorath = fiery death Illo = resurrect Camear = flee combat WHO I HANG WITH This is not the definitive guide to a party, although hopefully my detailing the advantages and disadvantages will allow you to make a more calculated choice. The classes' main difference is the relative intelligence needed to pick up a skill. There's a lot of variety to skills, and some are more useful than others(and some of those "others" are a LOT less useful!) There's no purge ability as in other games, so you need to plan skill-gaining carefully. Out of all classes, the following seem like they can be eliminated: --Barbarian: great fighters, which usually means they give dwindling returns as the game goes on. --Thief: best at checking for traps, which aren't too prevalent and really don't hurt you much anyway. And they're too hard to look for even if you do have the skills. --Cleric: wimpy version of a Monk. Does some things a little better than a Monk, but not enough. --Sorcerer: only really good for casting illusions and summoning. --Visionary: not up to much. "View" skills are pretty worthless. --Scholar: knows how to ID items, but that costs a lot of intellect anyway. Just cough up the cash after you save a game. The game seems a bit unfair against you, why not see if two wrongs make a right? They'll certainly waste less time. So there are four classes left, and there are five slots. I'd probably go with two paladins, since they seem the most versatile. Here are all the recommended classes and what is so great about them: --Ranger: hunting is easy to get. Don't get it right away--there's a college of hunting east of Elbarat. He works best with a mace or an axe. --Paladin: should use a sword. Note that he can elect for priesthood easily as well, but take another skill first. In fact, since sword is easy to find, don't start off with that, either. Consider starting with fencing. A paladin may acquire hunting skills, and two hunters mean you'll never have to buy food, useful for dungeon expeditions. --Monk: start with kung fu and karate, since they are not in mainland colleges. Easy instant offense with more long-term potential than the barbarian. --Wizard: get the ice runes and another type of runes(NOT fire, because you can pick that up two other places. Ice runes are the toughest to find.) My suggestion is metal runes. In general, don't pick up a skill with a college close to where you begin the game. If you start with a lot of skills that are hard to find, the easy ones will fall into place after you've built up your bank from a few battles. Having Illo as a deity helps you not have to pay if a party member dies(oh, yeah. You can always use the "save trick" to give your party member a 100% instead of a 20% chance of resurrection.) Shamanism doesn't seem to be worth it and is really too expensive. As for races, I'd make one party member a dwarf so you can see at night. Trolls' regenerative powers don't make up for their other deficiencies unless you cheat your characters :), but otherwise humans and elves are safe choices even if it's been done before. THE BIG MAP The map of Demon's Winter is divided by disk into seven 64x64 sections. Each one overlaps any adjacent ones by a width/height of 8 squares so that when you are on a border between sections, you can view the other side. The world of Demon's Winter is flat and not round, and your crew won't sail beyond the boundaries. So there are 64*7-6*8=400 units to a side. The world of Demon's Winter has 160000 squares, more than double the Ultima V outerworld--this is due to the compression used, which works roughly as follows: [read a. read b. if (a&0x80) put a&0x7f out b times, unless b=0, then put it out x100 times.] For instance, the bytes x94 x13 say that you put out 0x14 0x13 times, and 0x94 0x00 says put out 0x14 0x100 times. It's a lot like Deathlord and although it may save a bit more space it doesn't allow for as many special squares(127 possible icons in DW, 255 in Deathlord.) It's neat to know that the disk will load on the Apple when you change sectors, which allows you to keep track of where you are even when you think you're lost. But as they said in Spinal Tap, enough of my yackin'. Let's boogie. ****HOW THE 56x56 sections are divided up**** Brief note: blank=all water A B C D E F G +-------+-------+-------+-------+-------+-------+-------+ | | | | DESERT|DESERT+| | | 1 | |DUNGEON| | |DUNGEON| | | | | (ICE) | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | | | | | | | 2 | KUDZU | KUDZU | | | DESERT| | | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | | | | | | | 3 | KUDZU | KUDZU | YMROS | YMROS | | | | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | | | | | HUT | | 4 | | | YMROS | YMROS | POOL | INLET | | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | FIRE | WOOD | 3 | | | | 5 | |ISLAND | ISLE | ISLES |MALIFON| | | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | | 1 | |MALIFON| | | 6 | | | ISLE | |DUNGEON|MALIFON| | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ | | | | | | | | 7 | | | | | | | | | | | | | | | | +-------+-------+-------+-------+-------+-------+-------+ OVERLAND CO-ORDINATES A2: MAINLAND(KUDZU) (23,33) Ynoth Church of Theryni College of Potion Lore, College of View Land Inn: 32/night Pub: food=3 A3: MAINLAND(KUDZU) (37,7) Land's Edge Church of Camear College of Item Lore Docks: 600/ship Guild Healers: 120/resurrect Pub: food=2 (35,15) Lumisle Island Church of Vemarkn College of Persuasiveness Guild Inn: 27/night B1: SOUTHWEST ISLE (10,29) Aurora College of Monster Lore College of Item Lore Guild Healers 220/resurrect Inn: 44/night NORTHWEST ISLE (12,51) Ruined Temple Dungeon EASTERN ISLE (45,51) Ice Dragon's Caves B2: MAINLAND(KUDZU) (4,4) Dwarves' dungeon dungeon(non-kudzu path to it from Ynoth) (45,48) Temple of Balmur(NE of the land) B3: MAINLAND(KUDZU) (17,6) Mojured College of Weapon Lore Inn: 16/night ISLAND EAST OF MOJURED (47,15) Loven College of Mace, College of Axe Inn: 20/night (41,10) College of Hunting ISLAND NORTH OF LOVEN (40,25) College of Summoning B5: FIERY ISLAND (14,26) College of Fire Runes C3: NORTHWEST YMROS MAINLAND (14,33) Temple of Theryni (44,29) Temple of Volobews (40,27) Iris Church of Balmur Healers: 110/resurrect Inn: 22/night (46,17) Temple of Maldorath (47,19) Dragontooth College of Axe College of Mace Docks: Ship=670 Healers: 200/resurrect Inn: 40/night Pub: food=4 (29,21) Chandris Church of Omizeh College of Persuasiveness Healers: 139/resurrect Pub: food=2 (36,4) Urlock Church of Acisc Inn: 25/night (40,8) Temple of Omizeh (9,5) College of Monster Lore ACCESSIBLE BY BRIDGE (10,22) College of Sword (19,23) College of Weapon Lore ISLE TO NORTH (20,44) Temple of Balmur C4: (5,34) Temple of Illo (33,36) Alynhawk College of Detect Traps College of Sword Inn: 24/night (51,41) (51,43) Double dungeon (29,26) Temple of Camear (41,25) Akistu Church of Acisc College of Axe College of Mace College of Tactics Healers: 110/resurrect Inn: 22/night Pub: food=2 (45,19) College of Hunting (42,14) Elbarat Church of Illo College of Potion Lore Healers: 89/resurrect Inn: 17/night (27,14) Seaside Church of Camear Healers 100/resurrect Pub: food=2 (14,11) College of Sword (41,9) Kobold Camp (25,9) Ruins of Ildryn(where you start) ACROSS A BRIDGE (42,52) College of View Land THROUGH THE DUNGEON (51,51) Temple of Gamur SMALL ISLE IN INLET (38,23) Temple of Vemarkn NORTHWEST ISLE (4,50) College of View Room C5: SOUTH OF YMROS (6,23) Idlewood College of Disarm Traps Church of Omizeh Inn: 34/night Pub: food=3 (15,30) College of Hunting (33,22) Temple of Gamur (18,6) Temple of Volobews (21,1) College of Metal Runes (41,44) Temple of Acisc (22,50) Woodhaven Church of Illo College of Sword College of Potion Lore College of Tactics Guild Healers 150/resurrect Inn: 30/night (37,53) Temple of Camear ON AN ISLAND IN THE MIDDLE OF THE CONTINENT (33,40) College of Wind Runes D1: MAINLAND (47,33) Temple of Volobews NORTHERNMOST OF WESTERN ISLES (17,48) College of Possession EASTERNMOST OF WESTERN ISLES (24,29) College of Illusion D3: MAINLAND (41,44) Irondome(town, but only with marketplace) (50,39) College of Karate (24,34) College of Axe (17,27) College of Mace (35,20) Asaht Docks: ship=680 Church of ????? [Ancient One] Guild College of Potion Lore Healers: 89/resurrect Inn: 17/night Pub: food=1 SOUTHWEST OF MAINLAND (13,21) College of Illusion D4: (28,7) Pirates' Cove (53,37) Janthrin Inn: 20/night Pub: food=? Docks: 570/ship (36,34) College of Item Lore (21,35) Erguard Church of Illo Guild (30,48) New Gleon Docks: ship=610 Guild (6,43) Temple of Camear (6,20) Paladine Inn: 16/night Pub: food=1 (47,19) Temple of Vemarkn FAR NORTHEAST ISLE (41,53) College of Berserking (53,51) Myrquacid Church of Vemarkn College of View Room Guild Healers: 100/resurrect Inn: 20/night NEAR NORTHEAST ISLE (38,42) Temple of Maldorath EASTERN ISLE (49,23) College of Karate INLET TO SOUTH, WESTERN ISLE (11,16) College of Armored Skin INLET TO SOUTH, EASTERN ISLE (16,13) College of View Items (19,17) College of View Mind E1: (10,44) Temple of Gamur (41,51) Dungeon: Knights' tomb (48,30) College of View Mind (25,20) College of Kung Fu (30,36) College of Spirit Runes E2: (18,28) Terlabba Church of Acisc College of Detect Traps Guild Healers: 250/resurrect Inn: 50/night (25,22) College of Fencing (32,20) College of Armored Skin E5: (43,37) Glyph E6: (16,14) Glyph (39,42) (41,42) Double-dungeon(to Malifon) (36,25) Dungeon(Dark Chapel) F4: (21,11) Building dungeon, with Bellkeeper's place and Malifon's temple behind it (24,22) Old woman's hut dungeon Other stuff of note: --Ymros is much like Ymros in Shard of Spring. Many of the same cities in the south, but up north there are a few added on. Of course the dungeons are in different places and Islanda is gone as well. --Don't ask me why they have the entire east and south waters landless. Ah well.... SPECIAL PLACES BELOW GROUND ICE DRAGON'S CAVE College of Ice Runes: NW part of caves(go N, then W) PIRATES' COVE Pirates' Cove(town):(across river) Guild Inn: 22/night Pub: 1/food College of Disarm Traps:(south branch) College of Detect Traps:(north branch) BY-COLLEGE/CHURCH LIST You can search through the document for the discipline you want and find it. But this seems to have its own use, so I included it below. College of Axe: Loven B3(47,15), Dragontooth C3(47,19), Akistu C4(41,25), D3(21,34) College of Armored Skin: D4(11,16), E2(32,20) College of Berserking: D4(41,53) College of Detect Traps: Alynhawk C4(33,36), E2(18,28), Pirates' Cove D4(28,7) below ground, north branch College of Disarm Traps: Idlewood C5(6,23), Pirates' Cove D4(28,7) below ground, south branch College of Fencing: E2(25,22) College of Fire Runes: B5(14,26) College of Hunting: B3(41,10), C4(45,19), C5(15,30) College of Ice Runes: North and West of the entrance to the Ice Dragon's Lair College of Illusion: D1(24,29), D3(13,21) College of Item Lore: D4(36,34), Land's Edge A3(37,7), B1(10,29) College of Karate: D3(50,39), D4(49,23) College of Kung Fu: E1(25,20) College of Mace: Loven B3(47,15), Dragontooth C3(47,19), Akistu C4(41,25), D3(17,27) College of Metal Runes: C5(21,1) College of Monster Lore: Aurora B1(10,29), C3(9,5) College of Persuasion: Lumisle Island A3(35,15), Chandris C3(29,21) College of Possession: D1(17,48) College of Potion Lore: Asaht D3(35,20), Ynoth A2(23,33), Elbarat C4(42,14), Woodhaven C5(22,50) College of Priesthood: [NONE. You need to convert at a church.] College of Shaman: [NONE. You need to convert at a temple.] College of Spirit Runes: E1(30,36) College of Summoning: B3(40,25) College of Sword: C3(10,22), Alynhawk C4(33,36), C4(14,11) Woodhaven C5(22,50) College of Tactics: Akistu C4(41,25), Woodhaven C5(22,50) College of View Item: D4(16,13) College of View Land: Ynoth A2(23,33), C4(42,52) College of View Mind: D4(19,17), E1(48,30) College of View Room: C4(4,50), D4(53,51) College of Weapon Lore: Mojured B3(17,6), C3(19,23) College of Wind Runes: C3(33,40) Temple of Omizeh: Chandris C3(29,21), C3(40,8), Idlewood C5(22,50) Temple of Gamur: C4(51,51), C5(33,22), E1(10,44) Temple of Acisc: Urlock C3(36,4), Akistu C4(41,25), C5(41,44), Terlabba E2(18,28) Temple of Volobews: C3(44,29), C5(18,6), D1(47,33) Temple of Theryni: Ynoth A2(23,33), C3(14,33) Church of Balmur: B2(45,48), Iris C3(40,27), C3(20,44) Church of Vemarkn: Lumisle Island A3(35,15), C3(38,23), D4(47,19), Myrquacid D4(53,51) Church of Maldorath: C3(46,17), D4(38,42) Church of Illo: C4(5,34), Elbarat C4(42,14), Woodhaven C5(22,50), Erguard D4(21,35) Church of Camear: Land's Edge A3(37,7), C4(29,26), Seaside C5(27,14), C5(37,53), D4(6,43) LONG WALKTHROUGH(WITH SIDE TRIPS) You can actually skip a lot of Demon's Winter, but the story isn't as filled-out. For instance, if you restart a party you know the clue from Uffuspgot's and can proceed from there as if you knew it. Note: to find what you can skip, search for the next occurrence of "xyzzy." The general technique for walking through a dungeon is as follows: use the "I" key to see where items are(usually in a room with a description,) "E" on that square, try to T/Take or M/Move the object. Also try to U/Use every object you find on that square. This trial-and- error should get you through the puzzle part of the game. ****UFFUSPGOT'S**** This is a smash-and-grab expedition requiring no ingenuity whatsoever. It's just an open square space with a bunch of tents and campfires. I'll list below all the relevant locations. Monster roll calls indicate a fight: 4W, 3S: tent with 4 kobolds 3W, 6S: note 3E, 4S: note 7E, 2S: 4 kobolds 11S: 4 kobolds 13S: Uffuspgot, 2 orcs, 2 kobolds 12S, 3W: woman held captive ****TUNNEL TO GAMUR'S TEMPLE**** This, due north of the bridge northeast of the College of hunting, doesn't have much besides a guy saying the person you seek is a puppet. This comes into play near the end, but it may be a confusing clue for now. ****GAMUR'S TEMPLE**** From the kobold camp, you know the password. Actually, it's a pass- letter. "-x-" should be x. Type it, and you are welcomed. This is the first "real" dungeon in Demon's Winter. There are a lot of items to find, and there are even puzzles with clues. There are two areas, beyond the secret door maze and before it. Before it, you find, when you go west from the stairs, a hallway. To the north, west and south is a room with a bed and an IRON KEY which you can take. Back to the hallway, if you go south, there is a SCROLL that tells you about Qoorik in the room to the south. There's also a MAN IN THE GLASS CASE that you'll have to come back for. Back in the hallway, follow it to a lab. Two south of the entry is a CAGE. Use the iron key to get wind of a secret passage. Then two west of entry are a RED SERUM and BLUE SERUM. You'll only need the blue stuff. Go through the secret passage in the west wall. Turning south, take a detour to pick up the mallet(north center of the side room) and then back in the main passage move the altar to reveal a secret passage. You can go there, but you haven't found the information on what to do. That's past the maze. So return to the start and stop off by the MAN IN THE GLASS CASE. Use the mallet on it, and then use the blue serum. He'll tell you where to find Qoorik. You can leave now or complete the dungeon entirely. Now go north and east to see the corridor you missed before. The second door south has a room with a secret wall to the east. There's also a desultory encounter with two hill giants. The pattern through the maze is 4E 3N 3E 5S 3E 3S 5W S 2W 2N 2W N 6W and the full map is in my text map section. Beyond that, there are some skeletons and skeleton mages to fight. To the south you'll find a clue, and to the west and east are two rooms each with a valuable item. You will find a dagger, a mace, chain mail, and a short sword to the side. Retreat to the entrance and go back past the altar room. Save first, follow the secret passage, and eventually you'll see a message that you hear machinery. Only 3E S will let you survive. After that there is a fight with a hobgoblin. Then you will fight Remondadin. There's a back-door exit you'll have to take to get out. ****QOORIK**** Oo, this one's fun. South of the main continent, there's a town called Idlewood. Three north and four west is the Demon City of Qoorik, invisible 'til you step in it. Yeah, there's some **** going down in that place, too, but at least you can't smell it. xyzzy NOTE: You didn't actually have to go through any of the previous dungeons. The following ones are pretty necessary. ****ICE DRAGON'S**** This is north of the kudzu continent, just south of the northern edge of the world, and 80 squares east from the west edge. It's also known as the crystal cave. To the north, you find the ice dragon, and west of there is a path to the College of Ice Runes. Going back to the "lobby" you can go south(the west passage, as the east passage exits) and fight a yeti to pick up the ICICLE, the first item in the game you'll actually need. Not much else to do. ****ICE CATHEDRAL**** This is just a bit west of the Ice Dragon's. Your first time around, find the scroll(northwest corner) and Jesric(to the east of that.) Beating Jesric in combat gets you the HEAVY AMULET. While you're at it there's an area that can't be mapped, south of Jesric. There's a secret door on the west side, and you'll find the DEMON CRYSTAL there. Then just use the icicle(southwest part) to get to the ALTAR. Use the PRAYER SCROLL at the altar. You'll be given a mission. You'll also be told to convert to the ancient god's religion, but that's not necessary. ****KALEK-ZIN'S**** IMPORTANT: You may want to improve your party before going on this. If you want to read more, see below. Go east a while, and you'll find an island with desert and mountains. The inlet will lead you to Kalek-Zin's. Go north, and in the room there's a secret door in the north wall. In the fire room there are secret doors in the west and east walls. Visit Kalek-Zin's ghost for kicks and then go through one of the doors. To be "worthy" you must visit all ten locations and they are laid out as follows(order doesn't matter:) 0 1 2 | | | | | | 3 4 5 | | | | | | +-+---+---+-+ | | 6-+-S-------S-+-7 | | 8---+ +---9 In each one, if you have a member of a certain class, they are given a task--or not. 0=scholar. No fight, just a message with a clue--the words "use faceted mirror in dark chapel" are in code. 1=sorcerer. You must fight a stalker. 2=barbarian. You must fight a large dragon. 3=cleric. You must fight 5 zombies, 2 ghosts. 4=thief. There are traps before this room, but you're still worthy even if they're set off. 5=ranger. You must fight a cave bear. 6=visionary. You are told "to lead the way." Worthless advice, but no fight. 7=monk. You must fight a karate master. 8=paladin. You must fight an evil spirit. 6=wizard. You must fight an imp. After going through these, return to Kalek-Zin's(the north niche of the room) to get the ORB OF EVERTIME. Back to the Ice Cathedral. ****[Guy Smiley voice]NEWS FLASH![/Guy Smiley voice]**** The first time you rest after getting the Orb, Malifon will start talking trash. The next time, he kinda trashes all the towns. Be forewarned that there's no turning back once you get the Orb. You can't repair your ship, get food, etc. ****RETURN TO THE ICE CATHEDRAL**** Back at the altar(use your icicle to get in,) use the prayer scroll and get one of your guys the God Runes. And now for a light-hearted break. You may want to get better weapons to fight Malifon. A good method is listed below. ****SIDE TRIP: DWARVES' PLACE**** On the kudzu continent(west of Ymros, south of the Ice Cathedral) there is an obvious path between Ynoth and some dungeon or other. Time to explore this place. There is not too much to do here(but stuff is done for you), although you must watch out for some traps. The dwarves are in the northeast corner. You are charged approximately 550 gold times the enchantment for each "+" you add you your armor. So to enchant something from +2 to +6, you would need to pay 1650+2200+2750+3300=9900 gold. After the towns are destroyed, it's the only place besides colleges(and temples--an apparent bug!) where your gold is worth a plug nickel. ****ISLAND EAST OF SOUTHERN YMROS**** Well, that title explains where to go next. This island(not the one with the healing pool) boasts two dungeons. A mountain path leads to an old lady's hut. Sleep there and go to the buildings(follow the mountain range that goes off to the north to where it curves south) and then in the dungeon, go east, south, across the bridge, and when you enter the barrow, go west. Ring the bell. The runes before it say "ring bell at midnight" and you just did, if you made it in time(if the screen said "The sun is rising," try again.) You can also take out the bellkeeper and his dog in separate rooms if you'd like. Now go to the west side of the lake and fight the titans and mountain giant. Go southeast with the ship and through the gate. Go south and you'll be asked your name. Respond JESRIC. Following the path to a room teleports you. From there you go east, and at the crossroads, going north shows you the runes "AT COMETFALL CAST THE SPELL TO BREAK MY BINDING" but going south and walking around the room teleports you to an anteroom--across the bridge to the north and south are teleport rooms. Once you exit the room you are teleported to, don't go east--that's a teleport back. Instead go north(or west and north, depending which you went to) and you'll be asked to show evidence you belong. Use the HEAVY AMULET. Go all the way north, east and then north and you'll be in a small room. Go east through the secret wall, north, and the second door on the west leads to a winding trail and eventually Eregore. Respond as follows to the questions: "You cannot harm us..." and "He was the greatest..." and "If he plans." If not, no big deal. You just have to fight Eregore. At the north is the Facet Mirror. Take it. Then get out by going to the east teleport room you avoided before--the teleport in the center, followed by taking the past east, leads you back to where you answered "Jesric." ****DU COTE DE CHEZ MALIFON**** He's not quite in the southeast corner of the world. But if you go northwest from there, you'll find his island. It's also directly south of the temple. Find the glyphs on the island, walk over to them, camp and cast UNCURSE. There's one in each of the three arms of the island. When you're done with that, make sure to bide time until your God Runes person's spell points are over 100(so he can cast imprison) and go between the two bottom arms to find the dark chapel. Enter it, and at the center, use the Facet Mirror. Then go north, answer the puzzle(there are runes, and the chanters say "Power, Spirit, Divinity." You can find the fourth set of runes's meaning from the first three. [filler to avoid spoiler of a neat puzzle] After you answer "Void" go north until you see stairs. You're outside, but inside the mountain. Go west two and the two-part maze is not difficult. In the meantime note the demon crystal, once glowing dimly, is now purple. Just push east and you'll hit a teleport. Push east again, and after a while you must go north(the demon crystal turns red here) and after crossing a nastily guarded bridge keep going north. Enter the tent in the replica of Ymros, just like you entered the kobolds' tent. Then go through the replica of Malifon's temple and find your way to the replica of the old lady's hut, noting that the crystal has turned orange. Then before you enter the dragon's cave, note that the crystal is white. Cast imprison, and you'll have won the game. But DON'T step in the dragon's cave. I think you need the Demon's Crystal to win the game, but I'm not sure. It's one of the cases I didn't check. VERY BRIEF WALKTHROUGH The *very brief* walkthrough is as follows: 1. Kobold Camp(not necessary)--attack Uffuspgot, win the fight. You get the info that "-x-" is the code word for the temple of Gamur. 2. Temple of Gamur, D4(not necessary)--find Remondadin, and kill him. 3. Qoorik(not necessary)--ancient demon city NW of Idlewood in C5-- 3N4W of Idlewood--kill Xeres in big fight. 4. Ice Dragon's Cave(B1)--kill the dragon and get the icicle. 5. Ice Cathedral(B1)--behind a secret door, you find the Demon Crystal. A fight with Jesric is here(get the medallion.) Use icicle to enter the altar room. 6a. Improve your characters and stock up, as the towns will all be destroyed after the next step. 6. White Knights(D1)--complete the class-specific quest and get the orb from Kalek-Zin 7. Ice Cathedral(B1)--back to the altar room. Get the orb blessed, and one character learns God Runes too. 8. Old lady's hut(F4)--accept her offer to sleep there. 9. Buildings(F4)--move quickly to accomplish your mission before daybreak. To the east and south of the entrance is an island with the Bellkeeper's Tower on it. Go forward to ring the bell, then get out. Back around to the left, take the boat across to the temple. Use the medallion and identify yourself as "JESRIC." To avoid fighting Eregore, you must choose the dialog "You cannot harm us..." and "He was the greatest..." and "If he plans." 10. Malifon's (E5, F5, F6)--cast UNCURSE on each glyph. You'll need 50 spell points each, or a total of 150. Enter the dungeon below in E6. It comes back up inside the mountains. 11. Answer "void" at the center of the temple. Go north and through the maze. When you get to the place that looks like the Ice Dragon's cavern, camp and cast Imprison. You'll have won the game. TEXT MAPS The text maps may not be *100* percent accurate(see the tombstones, for instance) and they are collated a bit, but they seemed to be worthy enough to include here. Key: ! = special event X = walls S = secret door F = fire(can't pass through) ' = forest terrain . = normal terrain H = bridge * = tent v = dwelling/new location ^ = stairs(up/down) ****Text map for Malifon's Temple, some endgame, and many beginning dungeons**** XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXFFFFFX XXXXXXXX~~XXXXXXXXXXX..............XXXXXXXXXXHXXXXXXXXXXXFFF!FFF XXXXXXXX~~XXXXXXXXXXX.XXXXXXXXXXXXXX....XXXX...XXXXXXXXXXFF...FF X#.XXX~~~XXXXXXXXXXXX.XXXXXXXXXXXXXX....XXXX...XXXXXXXXXXFF...FF X....~~XXXX...!.XXXXX.XXXXXXXXXXXXXX~\...XXXX+XXXXXXXXXXXFFF!FFF XX....~X....XXX..XXXX.XXX.XXX...XXXX~~\..XXXX!...XXXXXXXXXFF.FFX XXX.~H~~.XXXXXXX..XXX.XX...XX..!XXXX~~~..XXXX....XXXXXXXXXXX.XXX XX.~~H~...XXXXXXX.XXX.X.....XXX+XXXX\~~..XXXXX...XXXXXXXXXXX.XXX X~~~~.....!^X...X.XXX.X..B!!.......+!.H..X~~~~XX~~~~~XXXXXXX.XXX X~XX..X...XXX!X.X#XXX.X.....XX+XXXXX/~~..X~~~~~~~~~~~X.......XXX X~XXXXXXX.XXX.X!XXXXX.XX...XXX!.XXXX~/...X~~~~~~~~~~~X.XXXXXXXXX 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From there you go to the center of that location, answer the riddle, jump to the other, use the mirror. Then there's a long corridor to the north(there's a teleport at the top that goes to the bottom of this map.) The left-hand dungeon after you climb out stars in the lower right. There's a teleporter in the lower right corner. ****Text Map for Qoorik**** FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF. FFFFF.................FFFFFFFFFFF...FFF...FFFFFFFFF...........F. FFFF.........................FFF...FF^FF......FFF.............F. FFF...........................FF...F...F...............FFFFF..F. FFF....F+FF....................F...F.F.F.................!....F. FFF....F..F.............FFFFFF.FF..F.!.F...............FFFFF..F. FF.....F..F.^..FFFFFF...F....F.FFF.FF.FF.....FFFFFFFFF........F. F......FFFF....F..^FF...F...!+.FFF..F.F......F..F^FFFF........F. F.......FF.....+...FF...F....F.FF............F..F.F..F........F. 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F.....t......t.....t...........t......t....F..t................F F..t...............t...........t.........FFFF........F.........F FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF First level NW, second NE, third SW. ****Map for Amber Vault/Ice places**** IIIIIIIIIIIIIIIIIIIII.I...........IIIIIIIIIIIIIIIIIIIIIIIIIIIII. ..I.....!..I..I..I..I....I........IIIIIIIIIIIIIIIIIIIIIIIIIIIII' .!..IIIII..I..I..I..I..I..........IIIIIIIIIIIIIIIIIIIIIIIIIIIII~ II.II...II.+!!.!..!.I..III........IIIIIIIIIIIIIIIIIIIIIIIIIIIII~ ...I..!..I.I..I..I..I.I...........IIIIIIIIIIIIII..#III..IIIIIII~ ...I.....I.I..I..I..I.......FFFF..IIIIIIIIIIIIII...IIII.IIIIIII~ .I.S.....I..IIIIIIIII.I....FF..FF.IIIIIIIIIIIIII.IIIIII...IIIII~ .I.II...II...I........I...FF....FFIIIIIIIIIIIIII..........IIIII~ .I..II.II....I.II....I...FF......FFIIIIIIIIIIIIIII.IIII.!.IIIII~ .I...III...I.I.I.I......FF....^...FFIIIIIIIIIIIIII.IIIII.IIIIII~ .....I!I..II.I.........FF..........FFIIIIIIIII..II.II.II.IIIIII~ 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The old lady's hut is at the bottom, and parts of Malifon's temple dungeon are also here. ****Map for Kalek-Zin's and Dwarves' Lair**** ..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.XXXXX..XXXXX..XXXXX........... ..XXXXXX...!..........XXX......XXXX...XXXX...XXXX...XX.......... ..XXXXXX.XXXXX.XXXXXX.XX.......XXX.....XX.....XX.....X.......... ..XXXXXX.XXX...XXXXXX.XX.......XXX.....XX.....XX.....X.......... ..X......XXX.XXX..!...XXX......XXX.....XX.....XX.....X.......... ..X.XXXX.XXX.XXX.XXXXXXXXX...!XXXXX.!.XXXX.!.XXXX.!.XX.......... ..X.XXXX.....XXX.XXXXXXXXXXXX.XXX.XX.XX..XX.XX..XX.XX........... ..X.XXXX.XXXXXXX.XX...........XXX.XX.XX...X.X...XX.XX........... ..X..!...XXXXX...XX.XXX.XXXXXXXXXXX...XX.XX.XX.XX...XX.......... ..X.XXXX.XXXXX.XXXX.XXX!XXXXXXXXXX.....XXX...XXX.....X.......... ..X.XXXX.XX....XXXX.XXX.XXXXXXXX.X.....XX.....XX.....X.......... ..X.XXXX.XX.XX.XXXX.XXX.XXXX.....X.....XX.....XX.....X.......... ..X......XX!XX.XXXX........X.....XX.!.XXX.....XXX.!.XX.......... ..XXXXXX.XX.XX.XXXXXXXX.XX.XXX....XX.XX.XX.!.XX.XX.XX........... ..XXXXXX.XX.XX.XXXXX....XX...XX....X.X...XX!XX...X.X............ ..XXXX.......X...!...XXXXX.X..X....X.X....X.X....X.X............ ..XXXX.XXXXX.XXXXXXXXXXXXX.XX.X....X.X....X.X....X.X............ ..XXXX.XXXXX.XXXXXXXXXXXXX.XX.X....X.X..XXX.XXX..X.X............ ..XXXX.XX...........XXX....XX!X.XXXX.XXXX.....XXXX.XXXX......... ..^....XX.XXXX.XXXX.XXX.XX.XX.X.X..........!..........X......... ..XX.XXXX.XXXX.XXXX.XX.!XX.XX.X.X.XXXXXXX.....XXXXXXX.X......... ..XX.XXXX.XXXX.XXXX.X...XX.XX.X.X.X.....XXXXXXX.....X.X......... ..XX.XX...XXXX......X..~XX.X..X.X.X.................X.X......... ..XX....XXXXXXXXX.X.XXXXXX...XX.X.X.................X.X......... ..XXXXX...........X........XXXX.X.X....FFFFFFFFF....X.X......... .\XXXXXXXXXXXXXXXXXXXXXXXXXXXX..X.XFFFFFFFFFFFFFFFFFX.X......... ................................X.XFFFFFFFFFFFFFFFFFX.X......... ................................X.XFFFFFFFFFFFFFFFFFX.X......... .........................XXXXX..X.XFFFFFFFF!FFFFFFFFX.X..XXXXX.. ........................XX...XX.X.XFFFF.........FFFFX.X.XX...XX. .......................XX.....XXX.XXXXXX.......XXXXXX.XXX.....XX .......................X.....!..........S.....S..........!.....X .......................XX.....XXXXXXXXXX.X.!.X.XXXXXXXXXX.....XX ........................XX...XX........X.XX.XX.X........XX...XX. .........................XXXXX..XXXXX..X.XX.XX.X..XXXXX..XXXXX.. ...............................XX...XX.X.XX.XX.X.XX...XX........ ..............................XX.....XXX.XX.XX.XXX.....XX....... ..............................X.....!....XX.XX....!.....X....... ..............................XX.....XXXXXX.XXXXXX.....XX....... ...............................XX...XX....X.X....XX...XX........ ................................XXXXX.....X.X.....XXXXX......... ..........................................X.X................... ..........................................X.X................... ..........................................X.X................... ....XXXXXXXHXXXXXXXXX.....................X.X................... ....X...............X...............XXXXXXXSXXX................. ....X...............X...............X.........X................. ....X..........*..*.X...............X....O....X................. ....X..*............X...............X.........X................. ....X....*.*..*.*...X...............XXXX.!.XXXX................. ....X...............X..................XX.XX.................... ....X...*...........X..................MM+MM.................... ....X..*.....*......X............M....MM...MM................... ....X...............X............M....M.....MM.................. ....X...............X...........MM...MM......MM................. ....X......*.../\...X.........MMM..MMM........MMM............... ....X.''*.*.../~~...X........MM...MM............M............... ....X.''...*..\~/'..X........M....M.............MM.............. ....X.........''''..X.............M..............M.............. ....X...............X......~...~~~~~~~~~~"~~~~~~~~~~~........... ....XXXXXXXXXXXXXXXXX......~...~~~~~~~~~~~~~~~~~~~~~~........... ...........................~...~~~~~~~~~~~~~~~~~~~~~~........... ...........................~...~~~~~~~~~~~~~~~~~~~~~~........... ...............................~~~~~~~~~~~~~~~~~~~~~~........... Kalek-Zin and friends are in the east, Uffuspgot's is southwest, and the upper left is the dwarves' hideout. SPECIAL ITEMS ****Items beneath Gamur's Temple**** Iron key Bed-Just wood with a straw mattress Bookcase Scroll-It is about the mythical demon city of Qoorik that lies beneath the earth Cage-There are rats locked in it (use Iron key:)One of the rats runs out and through a secret door in the middle of the west wall Blue serum-A glass vial filled with clear blue liquid Red serum-A glass vial filled with a clear reddish liquid Mallet-Good for pounding things. Or breaking them Anvil-Work has been done here Fireplace-Ashes Charcoal fire-Its coals glow orange Red candle-Tall thin candle. Half burnt Wooden altar-It is made of black wood. Man in glass-A man has been sealed inside a glass case here. He appears to be in a trance (use Mallet:) [he becomes Man in trance] Man in trance-He stares off into space and cannot be spoken to. (use Blue serum:)He comes out of the trance and speaks- 'Qoorik! I've seen it! They tried to shut me up but I've seen it! Its entrance is hidden in the forest to the northwest of Idlewood.' ****Items in Qoorik**** Bag-Empty Red dust-Red powder (try to take without bag: It slips through your fingers) (use Bag:) [becomes Bag/red dust] Bag/red dust Censer-Residue of red stuff (try to take: Its anchored to the floor) (use Bag/red dust:) A demon appears and speaks- 'The father of demons sees all. Only those who possess the demon crystal can escape his sight' Magic circle-Mystic markings (try to take: It is drawn on the ground) Ancient tome-It is written in an unknown language (use Spectacles:) Through the spectacles you can now read the book. It tells of gods called the Ancients who created everything and then died out many eons ago before Man ever walked the earth Spectacles-Wearing them makes you feel smarter Silver pen-The barrel is empty (use Unicorn blood: becomes Glowing pen) Papyrus-It is blank (use Glowing pen:) The pen takes control of your hand and writes in glowing letters- 'Asaht is the Holy City of the Ancients' Glowing pen-It seems to guide your hand Unicorn blood-A transparent silver fluid Goblin blood-A greenish ooze Serpent pillar-The pillar is a statue of a serpent with its mouth open. Its mouth is filled with oil (use Jade torch: Open passage to west) Jade torch-It burns with magic green flame Ouiji board-It has the alphabet on it and is used by the gypsy for spiritual messages (use Scryer:)The scryer guides your hand to letters spelling out 'Walk along river Styx until you find Ferryman' Microscope-Looking through it makes tiny things seem larger [try to take:Its kind of bulky] (use Tiny scroll:) Reading the tiny writing reveals that the ruins of the Ice Temple of the Ancients lies in the tundra far to the north Scryer-It is wooden with a circular glass window and used by psychics to interpret psychic messages Black wand-It is made of black metal Black archway-Made of a curious black metal and carved with runes (Black wand: teleports you to the southwest area otherwise inaccessible) Old bookcase-It is dusty (move it: passage opens to north) Altar-It has demonic references to the demon Xeres Black coins-Ominous black coins with a picture of a scythe Ferryman-A skeletal figure with a black cloak and a scythe. He is on a raft and holds his skeletal hand out palm up [try to take:] He dodges you (use Black coins: go 2 north across river) Tomb door-it is carved with pictures of skeletons and has a keyhole (use Skeleton key: teleports you to the southwest corner and the tomb maze) Skeleton key-A key made of white bone Bed-Just a straw mattress Tiny scroll-Its print is too small to read ****Items for Ice Cathedral**** Prayer scroll-It contains an ancient prayer Ice altar-It has a blue glow (use Prayer scroll:) [You are told of your mission.] Ice door-It has a round hole in it (use Icicle: teleports you two south through the "door") Icicle-A large round icicle Heavy amulet-It signifies Jesric as a high priest of Malifon ****Items for Malifon's Temple**** Crystal eye-It seems to be a scanner of sorts (use Heavy amulet: destroys barrier in front) Facet mirror-Multifaceted mirror Circle light-A blinding circle of light (use Facet mirror: Dialogue with Eregore) MONSTER LIST The monsters are very similar to what you see in Shard of Spring. The main difference may be the inclusion of a type. The types are abbreviated a bit in this chart but "BRE" means breathes, and other words mean the sort of spells they cast. | | | | |MAG| | MONSTER NAME |SPD|HIT|ICO| EXP | IC|TYPE | ----------------+---+---+---+-----+---+--------+ Lvl 1 fighter |7 |8 |1 |23 |0 |Normal | Lvl 1 mage |7 |5 |0 |22 |8 |Normal | Orc |6 |15 |2 |26 |0 |Normal | Spider |8 |4 |1 |16 |0 |Normal | Rat |10 |4 |0 |14 |0 |Normal | Bat |10 |3 |0 |16 |0 |Normal | Bugem |7 |10 |1 |24 |0 |Normal | Skeleton |6 |7 |0 |22 |0 |UNDEAD | Skeleton mage |9 |25 |0 |77 |20 |UNDEAD | Cobra |13 |5 |0 |21 |0 |Normal | Hill giant |4 |28 |2 |45 |0 |Normal | Evil spirit |15 |40 |0 |208 |15 |UNDEAD | Death adder |14 |10 |0 |48 |0 |Normal | Lvl 2 fighter |9 |14 |2 |34 |0 |Normal | Lvl 2 mage |8 |10 |1 |33 |12 |Normal | Lvl 3 fighter |10 |18 |3 |41 |0 |Normal | Lvl 3 mage |8 |14 |1 |38 |18 |Normal | Zombie |8 |12 |1 |30 |0 |UNDEAD | Cobra mage |11 |12 |0 |34 |15 |Normal | Spellbinder |15 |30 |1 |204 |50 |Normal | Lvl 4 fighter |11 |25 |4 |70 |0 |Normal | Lvl 4 mage |9 |17 |1 |66 |24 |Normal | Ghost |11 |15 |1 |32 |8 |UNDEAD | Ghoul |12 |32 |2 |128 |0 |UNDEAD | Goblin |9 |18 |2 |41 |0 |Normal | Spectre |13 |47 |2 |360 |30 |UNDEAD | Kobold |7 |7 |0 |16 |0 |Normal | Hobgoblin |9 |25 |2 |58 |0 |Normal | Lvl 6 fighter |12 |32 |4 |84 |0 |Normal | Lvl 6 mage |9 |21 |1 |112 |35 |Normal | Gargoyle |13 |45 |5 |205 |5 |Normal | Lvl 8 fighter |12 |36 |4 |165 |0 |Normal | Lvl 8 mage |12 |28 |2 |165 |40 |Normal | Lvl 10 fighter |13 |42 |5 |215 |0 |Normal | Lvl 10 mage |13 |37 |2 |183 |45 |Normal | Lvl 12 fighter |14 |48 |6 |372 |0 |Normal | Lvl 13 mage |13 |40 |2 |427 |50 |Normal | Lvl 15 fighter |15 |55 |6 |650 |0 |Normal | Lvl 16 wizard |14 |45 |2 |556 |55 |Normal | Fire elemental |16 |70 |2 |1682 |50 |FIERY | Metal elemental |18 |70 |5 |2176 |50 |METAL | Wind elemental |26 |60 |1 |1350 |58 |WIND | Ice elemental |12 |80 |7 |1753 |55 |ICY | Spirit elemental|23 |65 |0 |2176 |80 |SPIRIT | Fire demon |14 |60 |6 |837 |40 |FIERY | Ice demon |13 |60 |6 |1024 |30 |ICY | Demon lord |16 |86 |7 |2529 |50 |Normal | Devil |16 |85 |7 |2529 |88 |Normal | Wraith |15 |55 |1 |743 |50 |UNDEAD | Swarm |13 |24 |0 |49 |0 |Normal | Baby dragon |9 |5 |1 |31 |0 |Normal | Small dragon |11 |25 |3 |62 |0 |Normal | Large dragon |13 |50 |5 |277 |15 |Normal | Great dragon |16 |80 |7 |2388 |42 |+++-BRE | Titan |15 |90 |7 |2529 |0 |Normal | Ogre |8 |35 |2 |75 |0 |Normal | Warrior king |17 |70 |7 |1294 |0 |Normal | Arch mage |15 |40 |3 |1118 |65 |Normal | Pit viper |14 |17 |0 |75 |0 |Normal | Rattlesnake |9 |8 |0 |28 |0 |Normal | Giant spider |8 |18 |0 |26 |0 |Normal | Giant snake |14 |40 |4 |125 |0 |Normal | Mountain giant |9 |55 |5 |215 |0 |Normal | Shambling mound |6 |33 |1 |65 |0 |Normal | Brown bear |8 |24 |1 |38 |0 |Normal | Grizzly bear |9 |40 |2 |75 |0 |Normal | Arctic bear |10 |45 |3 |128 |0 |ICY | Cave bear |10 |60 |4 |215 |0 |Normal | Coyote |7 |8 |0 |15 |0 |Normal | Timber wolf |10 |16 |1 |36 |0 |Normal | Winter wolf |13 |25 |2 |70 |0 |ICY | Devil dog |14 |27 |3 |127 |0 |Normal | Yeti |12 |46 |4 |208 |0 |ICY | Snow giant |14 |50 |6 |372 |0 |ICY | Fire dragon |15 |50 |5 |650 |30 |FIRE-BRE| Wind dragon |17 |50 |5 |650 |30 |WIND-BRE| Ice dragon |13 |52 |6 |650 |30 |ICE-BRE | Stalker |11 |20 |1 |54 |25 |????? | Will o wisp |11 |22 |0 |53 |25 |Normal | Thug |10 |14 |1 |34 |0 |Normal | Rogue |11 |17 |2 |41 |0 |Normal | Brigand |12 |24 |3 |70 |0 |Normal | Highwayman |13 |32 |3 |165 |0 |Normal | Master thief |14 |38 |4 |215 |0 |Normal | Assassin |17 |44 |4 |372 |0 |Normal | Uffuspgot |11 |22 |2 |500 |13 |Normal | Mane |7 |10 |0 |26 |0 |Normal | Slaver |9 |32 |3 |80 |0 |Normal | Imp |12 |16 |2 |59 |20 |Normal | Grave keeper |14 |62 |4 |750 |42 |SPIRIT | Salamander |16 |41 |4 |227 |33 |FIERY | Xeres |15 |66 |6 |3500 |56 |FIERY | Silver snake |14 |43 |7 |198 |0 |Normal | Remondadin |11 |35 |1 |300 |30 |Normal | Dervish |16 |24 |1 |73 |0 |Normal | Karate master |16 |45 |1 |200 |0 |Normal | Jesric |15 |75 |4 |5000 |45 |????? | Eregore |17 |200|5 |5000 |200|FIERY | Guardian |14 |75 |15 |10000|0 |ICY | EVERYDAY ITEMS AND SUCH There are only so many basic items in Demon's Winter. However, they may have additions in the way of enchantment(up to +10) as well as material properties like Jade, Well Made, dagger |2 |1 |3 |0 |10 |8 |9 | small axe |6 |1 |3 |0 |10 |8 |9 | short sword |15 |1 |3 |0 |10 |8 |9 | mace |13 |1 |3 |0 |10 |8 |9 | morning star |20 |1 |3 |0 |10 |8 |9 | broad sword |30 |1 |3 |0 |10 |8 |9 | battle axe |65 |1 |3 |0 |10 |8 |9 | 2-hand sword |100|1 |3 |0 |10 |8 |9 | cloth |5 |0 |3 |12 |7 |7 |7 | leather |15 |0 |3 |12 |7 |7 |7 | chain |40 |0 |3 |12 |7 |7 |7 | scale |200|0 |3 |12 |7 |7 |7 | plate |400|0 |3 |12 |7 |7 |7 | crown |350|0 |3 |2 |7 |13 |15 | vial |50 |0 |2 |3 |4 |5 |6 | ring |225|1 |0 |0 |16 |17 |8 | wand |40 |1 |1 |4 |3 |6 |15 | staff |80 |1 |1 |1 |5 |2 |7 | rod |60 |1 |1 |10 |11 |9 |5 | gem |500|0 |0 |13 |12 |4 |15 | amulet |100|1 |0 |9 |8 |7 |7 | medallion |125|1 |3 |1 |5 |3 |1 | figurine |180|1 |0 |15 |15 |15 |15 | talisman |140|1 |1 |2 |4 |11 |16 | salve |45 |1 |1 |5 |8 |9 |14 | vial |28 |0 |2 |9 |13 |5 |14 | torch |3 |0 |0 |0 |0 |0 |0 | lantern |8 |0 |0 |0 |0 |0 |0 | Demon Crystal |10 |0 |0 |0 |0 |0 |0 | Orb/Evertime |10 |0 |0 |0 |0 |0 |0 | MONTHS This was extracted from the disk. It seems right. Each month is about 33 days. Ruby Ebony Gold Comet Spirit Dragon Rose Sword Unicorn Metal Lotus Axe Panther Ice Mandrake Aurora Onyx Phoenix Wind Jade Fire Hyacinth TAVERN TALK The tavern talk adds nicely to the story, so I thought I'd add it here. --SEASIDE: ...Jesric embarked yesterday on a quest for some powerful crystal. He's some kind of evil priest ...works for some guy named Eregore --ASAHT: ...We would not have all these problems if the White Knights were still around. They were great warriors, and especially adept at fighting demons... --JANTHRIN: Whatever you do, son, don't sail too far southeast. The volcano doesn't like visitors. It has three crimson Glyphs that cause anyone who walks even near it to rot away into a lifeless husk --IDLEWOOD: Deep within the ancient demon city of Qoorik lies a place called the Amber Vault where one may seek guidance in the flaming runes... --MOJURED: ...With the Ancients gone and Malifon imprisoned, the Earth awoke from its creation and life appeared. As Man began to pray, new gods began to appear, each aiding mankind with the limited powers endowed by his worship --AKISTU: Do not sail near the edge of the world, Matey, or you will surely fall off into oblivion! --CHANDRIS, PALADINE: The adventurers seem rather glum and don't have much to say --DRAGONTOOTH: I heard that a few months back some guy found the Shard of Spring. Hasn't been seen since it disappeared 200 years ago. If anything happens to that Shard we will all be destroyed by the Winter that follows --YNOTH: ...and a valiant band of adventurers stormed the Tower of Ralith and killed the evil dragon Siriadne, returning the Shard of Spring to Ymros --LAND'S EDGE: ...and the wizard set a huge tidal wave upon the attacking fleet sending it down in the depths of the ocean. Late on foggy nights at sea one should beware the ghosts of the pirate fleet... --[forgot]: ...and Malifon made the Earth his home. Soon the Ancients became angry at Malifon and in a great battle, banished him inside a volcano to live until the end of time... --ELBARAT: An old woman is talking about how her house was burnt to the ground the last time the Kobolds attacked. The Kobolds have a camp to the south and are led by Uffuspgot As a bonus(I didn't know where to put it) here is a list of the types of merchants you may find in Ymros, from poorest to richest: ragged looking poor looking travelling adventuring well dressed upper class wealthy WINNING ENDGAME STUFF If you win the game and do not elect immortality, each of your characters succeeds in different ways. They are listed below. 1. [RANGER] went back to the town of Woodhaven and was instrumental in its reconstruction. After rebuilding the city, he settled down there and lived to a ripe old age 2. [PALADIN] went on to unite the remaining peoples of Ymros and quickly became its first King. He ruled Ymros wisely until the end of his days. 3. [BARBARIAN] walked off alone to fight the monsters that still wandered aimlessly after Malifon was imprisoned. His bravery became well known throughout Ymros and he still lives on in legends. 4. [MONK] wandered for a while and then dissapeared into the mountains, never to be seen again. Many a tale says he will return to Ymros if ever needed again. 5. [CLERIC] became the first in two millenium to take the title of High Priest of the Ancient One. With his accumulated wealth, he built an enormous temple to the Ancients and spread word of the new god. 6. [THIEF] heard in the tavern of untold wealth in lands to the North and went in search of the fortune. He gathered a party and explored many dungeons, eventually retiring in luxury. 7. [WIZARD] went on a great quest for the Lifestone in order to build a new Shard of Spring. While he did not live to see its completion, the new Shard was named in memory of him and still protects Ymros. 8. [SORCERER] went to the hills to build a school of magic. It soon became famous and many of his pupils later became legends in their own right. 9. [VISIONARY] served as advisor to the new King of Ymros. Due to his excellent advice and forsight, the land of Ymros remained in peace as long as he lived. 10. [SCHOLAR] devoted his life to studying the Battle of the Gods. His life's work was compiled into a tome of a thousand pages and stood as an example for all scholars to follow. If you have two characters of the same class, it will say: [CHARACTER 2] followed in the footsteps of [CHARACTER 1]. CHEATING I felt this game was too tough as it was. Maybe I was overawed by it, but it is rather complex, so if you just want to concentrate on the puzzles and storyline, this section may be for you. This is not so bad, actually. I don't have the actual offsets for each system but here's general information on how to find them. See my Shard of Spring FAQ for more details. Basically, you want to search for your characters' names, possibly shifted by 0x80. For instance, TIM is 0x54 0x49 0x4d (Tim would be 0x54 0x69 0x6d) and so you would search for that or for 0xd4 0xc9 0xcd--0x80+everything. When you get there you might want to look for your stats. It's a good idea to write down Tim's stats, and if they are 6, 8, 11, 8, and 7 you would want to search for that hex sequence in the area where you find Tim(you might want to name your character something more exotic since the word Tim or a part of it might be found elsewhere.) Once you find it search for 6, 8, 11, 8, and 7 or something like them and edit those bytes. The four bytes just after comprise current/max hit points and spell points. VERSIONS/CREDITS Version 2.0.0 written 12/31/2000 and submitted then too. The Demon's Winter abated a couple of days ago, coincident with my *solving* the game, strangely :). Version 1.0.0 written 12/13/2000 with weather conditions outside that sure do seem like Demon's Winter :). Items, overland maps, monsters and cheating techniques are included in this version. Submitted to GameFAQs on 12/21/2000. Thanks to www.theunderdogs.org for preserving the manual. ftp.apple.asimov.net preserved the original Apple images(cracked, actually, so you bypass copy protection,) and they may have the manual too. www.kahei.com's freeware hex editor allowed me to improve my characters to 250 attributes so I could crack this thing. There is a strong anonymous walkthrough found at the following locations that I visit frequently: --vgstrategies.about.com --gamexperts.com It has helped me immensely in figuring out what parts of the map go where. Send all comments to schultza@earthlink.net.