Legacy of the Ancients FAQ(Apple) version 1.0.0 Copyright 2001 by Andrew Schultz Please do not reproduce this FAQ for profit without my consent. ****AD SPACE**** My home page: http://www.geocities.com/SoHo/Exhibit/2762 Legacy of the Ancients COLOR MAPS are at the following location-- My maps page: http://members.fortunecity.com/cartographics There are, of course, maps for the dungeons(which most need them) and there are also maps for other games too. ================================ OUTLINE INTRODUCTION MAP OF MUSEUM ITEMS IMPROVEMENT GAINING LEVELS GAINING ATTRIBUTES LIKE, MAKING MONEY AND STUFF MAIL ROUTES BUYING STUFF SPELLS TOWNS LIST OF MONSTERS VERY BRIEF COMBAT TIPS ADVICE OUTLINED WALKTHROUGH(DETAILS IN MAPS) ROUGH OVERLAND MAP DUNGEON MAPS LEGEND PIRATES' CAVE ARMAZ FOUR JEWELS DUNGEON CASTLE MAPS/NAVIGATION LEGEND COMBAT KELFOR CASTLE L. 1 KELFOR CASTLE L. 2 NO MAPS, BUT TIPS FOR THE FINAL CASTLE MUSEUM SCRIPTS CHEATING BUGS VERSIONS/CREDITS ================================ INTRODUCTION I will make no secret of how I like this game. It's got a great introduction, the graphics grow on you, and the towns are cleverly done, with the insides of buildings appearing when you enter. Although it is a progeny of Questron, an entertaining game with its faults, the superior storyline, the clever opening museum where you can't see everything yet, and the fact that you need to go through a castle several times combine to create a sense of mystery in the game. It is a standard 1-person RPG in the spirit of Questron, and you have views from above while outside or in towns or castles and 3-d views in dungeons. The dungeons are eight levels each and 16x16 per level. You can only improve your character so far based on how many puzzles you've solved, and improvement is regulated so that the final battle is a challenge. The graphics are a bit more realistic than in Questron and take a bit of getting used to. However, once you do, you'll like the animations, etc. MAP OF MUSEUM ************************ * .&XIX+XXXXXXXX * * XX XX XXaX * * XX XXXXXXXXX XXXX * * XX XXX4XXXXX XXXXXXX * * X XXXXXXX * * XXXX2XXXXX XX XXX * * X1XXXXXXX6 XX XX 8X+ * * X XXXXXXXX XX XX XXX * * X XXXXX XX X X * * =&XX XXXXX XX * *XXXXX XXXXX XXXXXXX X * *XXXXX X5XXX XXXX X * * :XXXX7XXXX * * XXXXXXX XXXXXXXXXXX * * X&&&XX X* *XXXXX3XXXX&X&XX XXXX X* *XXXXX&XXXX&X&XX XXXX X* *XXXXX&XXXX&X&XX XXXX X* *XXbXX&&&&&&X&XX XXXX X* *&&&&&XXXXXXX&XX XXXX X* *&XXX&XXX&&&X&XX XXXX * *&XXX&&&&&X&&&XX XX9XX * *&&&&&XXXXXXXXdX * *&XXX&XXXXX&&&&&XXXXXXX* *&XcX&XXXXX&XXX&&&&&&&X* *&&&&&&&X&&&XXX&XXXXX&e* *&XXX&X&X&XXXXX&XXXXX&X* *&XXX&X&X&&X+XX&&&&&&&X* *&&&&&X&XX&&&&&&XXXXX&X* *XXXXX&&&&&XX&X&&&&&&&X* ************************ I | information, where you can gain levels or get information talking to the caretaker . | where you start the game off + | doors where you can leave if you use your gold bracelet = | Xamine for instructions and passage to right : | Initial messages, unlocks NW (&) & | blocked off squares revealed by special actions 1 | pirates: need topaz coin [teleports you to pirates' isle] 2 | stones of wisdom: need amethyst coin[possibly increase your intelligence with a game which costs 50 gold per turn] 3 | lost: need sapphire coin[allows access to hidden, tougher exhibits] 4 | closed exhibit: this is only open at the end of the game 5 | weapons: need jade coin [gets you a knife the first time if you have no weapons, but if it's the second time or you already have a good weapon you get a great bladed staff] 6 | Thornberry: need jade coin[transported to Thornberry with 300 extra gold to show for it] 7 | tapestry: need amethyst coin. This displays a map of various far- off worlds to you 8 | fountain: need jade coin[gets you 100 gold--later, using the coin gets you +10 charm if you find the tulip] 9 | native currency: need topaz coin[gets you 1000+ gold and it seems to increase with your level as well] a | herb of life: need topaz coin(allows you to sample Juton Bush, which allows you to buy healing herbs) b | The Test: need sapphire coin(allows you to go through the dungeon and get +10 strength and get to level 5 too c | Pegasus: need diamond coin(allows you to visit the final island/castle) d | Guardian: need turquoise coin(allows you to "learn" the password to a certain locked door in the castle) e | Four jewels: need ruby coin(allows you to get the four guard jewels you'll need for the final castle) ITEMS Weapons can have the following QUALITY: Shoddy, Fair, Good, Great, Superb They can be the following ITEM: bare hands(these are not given a quality, since they are the default,) Knife, Leaded club, Bladed staff, Flail, War hammer, Bow & arrow, Broadaxe, Compound bow Armor can be any of the following ITEMS: Studded hide, Ring mail, Double mail, Plated mail, Mythan plate Similarly, Armor can have the following QUALITY: Shoddy, Fair, Good, Great, Superb As weapons and armor become more sophisticated the quality may be more important than the name. Charm does not affect the price you pay for a weapon or armor; however, it can affect the selling price. You can only hold three of any armor and five of any weapon at one time. Although it may be useful in some cases to be able to thump an enemy that is vulnerable to a specific weapon it is not worth holding on to more than one type of weapon in the long term. However, having several of a certain type of weapon or armor is good insurance in a dungeon as monsters or traps can destroy armor and weapons. There are also SPECIAL ITEMS: Gold armband--if used near a door in a museum, allows you to exit. No special combat powers. Climbing gear--if held, this allows you to climb over mountains. No special combat powers. Healing herbs--these allow you to heal half your hit points if you use them. They increase in potency and price as you gain levels. You can have up to forty healing herbs at one time. Iron key--the caretaker gives you this. It allows you into the only room you can't access on your first sweep through the castle. Copper key--found in Kelfor's basement, allows access to Wizard of Potions. Brass key--found in Kelfor's basement, allows access to a special treasure chest. Stone key--the first key you find, and it allows access to the seeds and to Casandra the Temptress. Magic seeds: you can usually find five of these in Kelfor castle-- the bunch in the room has no fewer than three. They regenerate on their plant once you run out. mail--you can take mail from any one of the eleven mainland towns to any other. You get a reward for doing so. No special powers. Tulip--in Kelfor castle. Bring it to the museum and the fountain exhibit for a reward. You'll need a jade coin to activate the exhibit. No special powers. Compass--useful item found on the second level of the pirates' cave. It allows you to tell which way you're going, and you only have to use it once. Magic ice--return the scepter and crown to the caretaker, and this will allow you into the basement of the castle. You can use it as many times as you'd like. Scepter--locked inside the castle in a chest. No special powers. Guard jewel--there are four of this, at the bottom of the toughest dungeon. You need all of them to get the compendium. Compendium--you have it to start the game, it gets stolen, and you recover it at the end. No special powers. Crown--found in the basement of the Pirates' Cove. No special powers. **COINS** Coins can be bought from merchants. Which coins you can buy depends on how far in the game you have gotten. More details in "making money and stuff." Jade coin--used for the basic exhibits. You get two to start. Topaz coin--used for more complex exhibits, which often have greater payoffs. They are great investments as using them on certain exhibits can really pay off. Amethyst coin--not really useful in many ways although they can improve your intelligence at Stones of Wisdom. Sapphire coin--allows you access to the lost exhibits where you'll need even rarer coins. One of them uses a sapphire coin as well and leads to the second dungeon. Turquoise coin--allows you to "learn" the guardians' password. Ruby coin--allows you enter the toughest of the three dungeons. Diamond coin--this leads to the final confrontation. **COINS** There are the following SPELLS(you can have 99 of any one unless otherwise notified:) Magic flame: standard "zap" spell that can be used above or below ground. At more than two paces it does not do full damage. Firebolt: Just like magic flame, only it has twice the potency. Befuddle spell: use in dungeons. It may backfire, leaving you stunned instead of the monsters Psyco strength[sic]: use in dungeons. It may not work, but if it does, you're very powerful. Kill flash: Use in dungeons. It will kill the monster in front of you. You can only have twenty of this spell. Seek spell: If you are on the main continent of Tarmalon, you will be teleported one square north of the museum. But you cannot use it from the lesser isles. IMPROVEMENT GAINING LEVELS Only the Caretaker can promote you through the levels. A list of what you need to do is below: Level 2: you need to visit four or five exhibits first. I recommend the fountain and Thornberry, which get you gold, and then "Native Currency"(+>1000 gold) and the Juton Bush. After you have a good weapon visit the weapons exhibit. Level 3: you need to visit the Pirates' Cave. Don't worry about doing anything in there. You'll get the iron key on attaining level three. Level 4: get the crown in the Pirates' Cave and loot the second floor of the castle. Level 5: Complete "The Test." This is a bit odd because the Caretaker never mentions that he wants to see you. Level 6: you need to get the Ruby Coin from the healer in Eagle Hollow Level 7: you need to get all four guard jewels from the Guardian exhibit. Levels 8-9: no way I've found to get here--I went right to the Diamond Coin exhibit and got out, so maybe there are ways to improve partially. One thing you could do is to get killed near the very end. Then maybe you get to level 8, which gets you more hit points. Then you will probably have HP to spare when you go to conquer the final castle again. I've never tried it, though, and just entering and leaving the final castle doesn't get you a level. Level 10: you need to destroy the compendium, and you get 50000 gold as well when you return. Level Hit Points(max) 1 200 2 300 3 500 4 800 5 1200(rats, it's not a Fibonacci sequence) 6 1600 7 2200 8 ???? 9 ???? 10 3000 NOTE also that healing herbs restore 1/2 of your maximum hit points. A good trick is to buy healing herbs *before* your level increases as the cost of healing herbs increases with your level. GAINING ATTRIBUTES For completing certain quests, you gain various attributes. A list is below. +10 strength for completing the pirates' cave +15 strength for getting through Armaz +10 strength for getting through the third challenge +15 charm for seeing Casandra the Temptress(take the charm, not the gold) +10 charm for returning the Tulip +5 endurance, 36 dexterity for visiting the Wizard of Potions Charm helps make things cheaper. Since you find Casandra and get the tulip at about the same time I only know that 40 charm gets you 80% return on stuff you sell, so perhaps markdown on selling = (charm/50) I'm not sure what intelligence does. Maybe it affects how effective your spells will be. It's increased by playing Stones of Wisdom. One hint says that you need to learn how to lie to play the Stones of Wisdom, but I have an even better suggestion. If you are using an Apple emulator, you can use save states to your grossly unfair advantage. Simply save your state, bid six sixes, see what your opponent has, reload the state, and bid the highest possible bid that is still true. You can challenge your opponent's next bid, and you'll automatically win. If your intelligence is below 30, you get 2 points for each game you win. Otherwise you get 1. You lose a point for each game lost. As for actual strategy, you may need to anticipate what your opponent has. If he has 4-5 dice left then you should take your highest hand(I count one one, then one six, then two ones, etc. from lowest to highest, as the game does) and add a quantity of one to it. So if you have two threes you can bid three threes. The computer does the same thing although it starts to lie flagrantly when it is losing. Still if you bring plenty of money you should make it to 30 intelligence even with a slightly lackluster strategy. Improving endurance is done at armor training. You can do this in Mazelton among other places. There's a little video game here, and if you want to cheat your stats up and are using an emulator, just slow it down as the levels increase. However, endurance isn't really critical, and you can improve it just by playing once. The only reason you need endurance is so that monsters don't drain it to zero in a dungeon, so don't get in a knot if you can't master the game. You have to block fireballs as they come at you, and if five hit you, you're history. Improvement is recorded as follows: for completing level x, wave 1 you get 13+4x endurance. For x-2 you get 14+4x. For x-3 you get 15+4x. Improving dexterity is done at weapons training. Laingsburg is one place to find this. The video game is the same as in endurance except that you shoot the fireballs instead of blocking them. They come a bit faster but you don't really have to time your blocks so much. The improvement is recorded similarly to endurance. Getting to 25 is pretty good and it's really all you need. LIKE, MAKING MONEY AND STUFF You can make money at Flip-Flop, but on the Apple there is an even easier way to make money: blackjack. The first time you go to a blackjack dealer, there are only several games that are played. You can win each one. After that, it's random, and since blackjack favors the house, you don't want to play this. If you have | Action ------------+---------- 8 4 | Stay(dealer busts) 5 2 | Hit(get 10) and hit(get 3) and stay 2 8 | Hit(get K) and stay 4 6 | Hit(Get A) After winning once, quit and then go back. Again you'll get a predetermined hand, which you can win easily. Not winning more than once at one session also ensures that the guards will never attack you. Once you get into the groove you can pick up 10000 gold at one sitting, which is not too bad. For flip-flop, if you have an emulator, you can slow it down to figure where the ball is going or even save the state, let the ball go down and "guess" where it winds up. The trick of saving a state in the emulator, seeing where the ball falls, and re-loading may not always work, as the arrows are constantly changing--blackjac, on the other hand, always deals you the same cards. Honest guessing still works OK as for each bin you have the following odds: Diagram of flip-flop(rough) < < > < > > > > > > < > < > < < < > < > > Pascal's triangle works for the standard probabilities except that 6(left):1/64 5(left):1/64 4(left):5/64 3(left):5/64 2(left):10/64 1(left):10/64 1(right):10/64 2(right):10/64 3(right):5/64 4(right):5/64 5(right):1/64 6(right):1/64 5-6 payoff: 4/64*3=12/64 3-4 payoff: 20/64*2=40/64 1-2 payoff: 40/64*1=40/64 So you can expect to make, WITH CORRECT GUESSING, 43.75% each time you play. Now you get an extra bonus if you guess the right color but that is 25% usually(guess it right half of the time and get half paid out.) So Flip-Flop is really pretty good if you have a quick mind to determine what goes where and are willing to put up with the occasional loss when an arrow doesn't switch when you expected it to. But blackjack is safer. Also, you get attacked by guards if you make too much money, which is easier with flip-flop as it can pay out huge returns occasionally. If you don't know what to do with your money, put it in the bank in case of death/a need for spells. It seems that you make 1/1000th of your money a day in interest. MAIL ROUTES Early in the game, it may be a good idea to pick up spare change by running mail routes. These get you 95, 110, or 125 gold. This is not practical later on Holy Point -> Thornberry -> Mazelton Isle City -> Cobbleton ? -> Big Rapids Laingsburg -> Merchant Square -> Thompson Crossing Grand Ledge -> Alanville -> Cobbleton BUYING STUFF Armor, food and weapons seem to cost the same wherever you go. Transportation and spells and healing do not. Food cost depends on charisma--if you got the tulip it goes down .1 gold per day, and it goes down .2 per day if you've gotten charm from Casandra in Kelfor. Museum coins seem to cost a random amount and crop up randomly. If you want to get a museum coin quickly, here is what you do: 1) Go to a food seller. 2) Speak, but hit return when asked how much to buy. You'll buy nothing. 3) Repeat until you are asked if you want to buy a museum coin. Other vendors work well too, but if you go to weapons resellers you have to type an extra key(Speak/[B]uy or [S]ell/0(nothing)) or you may skip something(At armament dealers I've done a lot of S-N, or speak/neither cycles, which cause the Apple to ask you if you want a coin, and if I am doing it too quickly I type another S-N--S is ignored, then the Apple sees "N." So stick with food although healers should be OK too.) SPELLS Spells have different costs in different towns, but the costs are always in a certain ratio. Magic Flame x/50 Firebolt x/25 Befuddle x/10 Psyco Strength x/8 Kill Flash x/4 Seek x/30 TOWNS A summary of the towns, with shops, etc. is below. LEGEND . = walkable surface X = wall = = bush : = entrance ~ = water * = barrier /\ = angle/crease on roof " = barrier Eagle Hollow =====================*****.###########XXXXXXXXXXXXXXXX. =....................*~~~*.###########X..............X. =....................*~~~*.###########...............X. =..######............*~~~*.###########...............X. =..######-...*****...*~~~*.###########...............X. =..######....*~~~*...*~~~*.#########C#...............X. =..######-...*~~~*...*~~~*..-----------..............X. =..######-...*~~~*...*~~~**************....********..X. =..####.#-...*~~~*...*~~~~~~~~~~~~~~~~*....*~~~~~~*..X. =....::.--...*~~~*...**~~~~~~~~~~~~~~~*....*~~~~~~*..X. =.......-....*~~~*....*****************....********..X. =............*~~~*...................................X. =............*~~~***.................................X. **********...*~~~~~*****.............................X. *~~~~~~~~*...*~~~~~~~~~*..\#####/.....\########/.....X. *~~*******...****~~~~~~*..#\###.#-....#\######/#-....X. *~~*............*~~~~~~*..#######--...##\####/##-....X. *~~*............***~~~~*..#/###\#-.....#########-....X. *~~*..#######.....*~~~~*../#####\-.....#/####\##-....X. *~~*..#######.....******...-------....#/######\#-....X. *~~*...######........................./########\-....X. *~~*...######..........................-....-----....X. *~~*..#######.....*************......................X. *~~*..#######.....*~~~~~~~~~~~*......................X. *~~*..............*~~~~~~~~~~~*X.....................X. *~~*..............*~~~~~~~~~~~*XXXXXXX...XXXXXXXXXXXXX. *******************************X....................... Food = LAST CHANCE Weapons = PIRATE'S TREASURE Armor = CAPTAIN'S SHOP Magic = DEADLY'S Transport = TREASURE COVE Healing = THE SURGERY Buyback = [none] Fortunes = [none] Combat = [none] Flipflop = [none] Blackjack = [none] This town is west, north and then northeast of the portal. From the town go slightly north and west a while to find the pirates' isle. As you can see you can't make money here but you are in good shape if you want to buy supplies. Thornberry \/######################\/....XXXXXXXX....########XXXX. /\######################/\.O..............########...X! ##-------------------****X!....########....#######-..X! ##-..###.##########-.*~~*X!....########-..########-..X! ##-..###.##########-.**~*XXXX..########-..########-..X! ##-..##############-..*~*...X!.###C####-..---------..X! ##-..###########C##-..***...X!.########-..............! ##-..##############-........X!.#####----......\\\...... ##-..####.#########-.....=XXX!.#####-.........\\\-..... ##-..####.###-------.....=X!!!.....--......########.... ##-...---....-...........=\#/!!............########-.X. ##-......?.............===/#\X!............########-.X- ##-........................................########-.X- ##-........................................########-.X- ##-......\/#######\/............................----.X- ##-....../\#######/\-.....\#/X.......................X- ##-.****.#####\###/===..../#\-........................! ##-.*~~*.######\#/#........X--......####............... ##..*~~*.#######.##........X-.......####-.............. ##..*~~*.######/#\#........XXXX.....####-.............. ##..*~~*.#####/###\===........X#####\###-...#C########X ##..****.\/#######\/..........X######\##-...##########- ##......./\#######/\-.........XC######\#-...##########- ##........-----------.....XXXXX########\-...##########- \/########################\/...----------...##########- /\########################/\..X-............##########- .----------------------------.X-.............---------- Food = SOUP KITCHEN Weapons = THE WEAPONS CLUB Armor = POOR MAN'S ARMOR Magic = [none] Transport = EARL'S USED BOATS Healing = [none] Buyback = PEDRO'S Fortunes = THE CLOUDY CRYSTAL Combat = [none] Flipflop = [none] Blackjack = [none] No gambling here and not a whole lot of commerce(no magic/healing.) Although you'll want to visit this place by using a jade coin, it is out of the way and you are better off going to Alanville once you've got the money. Holy Point #####.==============########XXXXXXXXXXXXXXXXXXXXXXXXXX. #####.......######-.########-........................X- ######.....#######-.########-........................X- ######.....#######..########-.########......\#####/..X- ######.....#######:.########-.########......#\###/#-.X- ######-....#######..#######.-.########......##\#/##-.X- ######-....#######-..-....---.########......##/#\##-.X- ===----.....-------......?.....#######-.....#/###\#-.X- ==.............................#######-...../#####.-.X- =..................................----.......::.---.X- ................................................==....- ........=================.......................==..... ====.................======...................====..... =...........****.....======...===..........===========. =...\##/....*~~*......=====...==============........==- =.\/#\/#\/..*~~*......====....==...=======...........=- =-/\#/\#/\=.****.==....==.....=.......==.......#####.=- =-##/##\##=......=.........................==..#####-=- =-########=....===........**.**..===........==######-=- =-########======......==..*~~~*..==....===....######-=- =-########\##/-=.......==.*~~~*..=......==....######-=- =-#########\/#............*~~~*..==....===..==######-=- =-#########/\#............**.**.............=.######-=- =-##C##C##/##\.==...=...=...........==.....==.######-=- =--------------=...==...==.........===.........------=- ====================.....=============================- --------------------......----------------------------- Food = FOOD FOR THOUGHT Weapons = SAINTLY SWORDS Armor = ARMAGEDDON ARMOR Magic = MIRACLE MAGIC Transport = SAIL SALES Healing = HOLY HEALERS Buyback = BIZARRE BAZAAR Fortunes = PROPHET FOR PROFIT Combat = [none] Flipflop = YE HOLY ROLLERS Blackjack = [none] Holy Point is an excellent place to go when starting a trek across the continent from the museum. It is almost directly north, and the prices are rather nice. If it had a blackjack place it would be perfect. Big Rapids XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X.....................................................X X.#########..........########.........................X X.#########..........########.........................X X.##########:........########...........\##/....\##/..X X.##########:........#######C...........#\/#-...#\/#-.X X.##########.........########...........####XXXX####-.X X.##########-........########-..........####-...####-.X X..--....----........-.::.----..........#/\######/\#-XX X...X....X""............................/##\####/##\~XX XX"""....~~"""..."................""""""""########~~~XX XX~~~~~~~~~~~~"""".."""".""...""""~~~~~"~~########~~~XX XX~~~~""~~~~""~~~"""~~~""~~"""~~~~~~~~~~~~########~~~XX XX~~""."""""..."~~~""""~~"""~"""~~~""~""~~########~~~XX XX~~"..""......""""..\###########"".."".\##/####\##/"XX XX"".................#\##########.......#\/######\/#-XX XX...................##\#########.......####-...####-.X X.........=..........############.......####XXXX####-.X X........==..........###########.-......#/\#-...#/\#-.X X....###########.....###########.-....../##\-.../##\-.X X....######.####!.....-....-------..........-.........X X....######.####!.....................................X X....#####.#####!.....................................X X....#####.#####!...................................... X....###########!...................................... X.....-----------...................................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXX Food = BERTHA'S BUNS Weapons = AL'S ARMS Armor = ANTHONY'S ARMOR Magic = HUBERT'S HOUSE OF HEX Transport = FLOYD'S FLOATAWAY Healing = SOOTHING TOUCH Buyback = [none] Fortunes = FELICIA'S FORTUNES Combat = [none] Flipflop = ED'S EASY MONEY Blackjack = [none] Located way in the southwest corner of the main continent, Big Rapids is an inconvenient town to get to and then to navigate. The river running through it is scenic, as is the bridge-house, but they make it time-consuming to get places. Big Rapids is not a terribly important town although the prices are OK. Laingsburg XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X.........X........X..................................X X.######..X........X.\###########/....................X X.######-.X..........#\#########/#-...................X X.######-.X..........##\.#####./##-.....########......X X.######..X........X.##/.#####.\##-.....########-.....X X.######:.X........X.#/#########\#-.....C#######-.....X X.######:.X........X./###########\-.....########-.....X X.#####...X........X..------....---.....########-.....X X.#####.-.X........X........O..........O########-.....X X..------..........X.....................--------.....X X..................................XXXXXXXXXXXXXX...O.X X..O......XXXXXXX.....................................X X.......................\######/......................X X.......................#\####/#......................X X.......................##\##/##...X..................X X........X..............###\/###...X..................X X........X..............########-..X..................X X........X..............########-..X..................X X........X..............########-..X..................X X........X..............###/\###-..X..................X X........X.....O........##/##\##-..X..................X X........X..............#/####\.-..X..................X X........X............../######.-..X..................X X........................--------..X..................X X..................................X..................X XXXXXXXXXXXXXXXXXXX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Food = ERN'S FAIRLY DECENT GROCERY Weapons = GENERAL WEAPONS Armor = REFURBISHED ARMOR Magic = [none] Transport = [none] Healing = BARBER'S BLOODLETTING Buyback = [none] Fortunes = [none] Combat = PRAIRIE SCHOOL Flipflop = [none] Blackjack = WINNER Laingsburg is not really out of the way but it's not really useful for much else than the combat training. So it's worth visiting maybe once. Grand Ledge XXXXXXXXXX########XXXXXX......"".\######/XXXXXXXXX..... X.........########-....X"""""""~"########-.......X..... X.........########-....X"""""""~"##\##/##-.=====.X..... X.........########-.O..XXXXXX"~".########-.=...=.XXXXXX X.........####C###-....X....."~".########-.=.O.=......X X..........---....-....X...."~"".##/##\##-............X XXXXXXXXXXXXXX....XXXXXX...."~"..########-............X X..........................."~"../######\-............X X..........................."~"..===..===-............X X..........................."~~"...=..=...............X ............................"~~"..............#######.X ...............######......X"~~"X.............#######-X ...............C#####.........................C######-X XXXXXXX........######.........................#######-X X-------.......######......X"~~"X.............#######-X X######...X....######-......"~~"..............#######-X X######...X....######-......."~"...............-------X X######...X.....------......."~~"""...................X X######...X.................."""~~~".#######..........X X######-..X....................."~"".#######.-........X X######-.OX..............::......""".########-........X X#####.-..X............########.."~""########.........X X.------..X............########-."~~"########.........X X.........X............########-."~~"########.........X X.........X............########.."~~~########.........X X.........X............########-.."~"########-........X XXXXXXXXXXXXXXXXXXXXXXX########-.."".########XXXXX...XX Food = COUNTRY FRESH Weapons = FAMILY ARMS Armor = HOME MADE Magic = BACKWOODS SPELLS Transport = [none] Healing = COUNTRY HERBS Buyback = EASY AL'S Fortunes = [none] Combat = THE ONE ROOM SCHOOL Flipflop = THE HUCKSTER Blackjack = [none] Grand Ledge is another non-critical place to visit. The combat school may be useful, but the river through it makes it tough to zoom through. Merchant Square ........."."""""""""..""...""..."""""""......"".."""".. ........"""~~""~~~~"""~~"."~""""~~~~~~"""""""""."~~~~". ......""~~""XXXXX""~~~~~""~~~~~~~~~~~~~~~~~~""""~~""~". ....."~~~"..X...X..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.."". ....."~~"...X...X..X-----------------------------X-."~" ...."~"""...X...X.XX-............................X-."~" ...."~".....X...X.XX-..########################..X-."~" ...."~".....X...X.XX-..########################-.X-."~" ...."~".....X...X.XX-..##\######/####\######/##-.X-.."" ...."~~"..........XX-..###\####/# ####\####/# #-.X-."~" ...."~~"..........XX..X####\##/## #####\##/## #-.X-."". ...."~~"...............#####\/### ######\/### #-.X-.""" ...XX~~XX..............#####/\### ######/\### #-.X-."~" ..................XX..X####/##\## #####/##\## #-.X-."~" ..................XX...###/####\# ####/####\# #-.X-"~~" ...XX~~XX.........XX...##/######\ ###/######\ #-.X-"~~" ....."~".X....X...XX...### #### #-.X-.""" ....."~".X....X...XX...########################-.X-."". ....."~".X....X..\##/...------------------------.X-."~" ...."~"".X....X..#\/#............................X-."~" ...."""".X....X..#/\#XXXXXXXXXXXXXXXXXXXXXXXXXXXXX-."~" .."."""""X......./##\------------------------------."~" .""."""~"X........----.............................."". "~".."~~"XXXXXX...................................."~". ""..."~~~""."""".."""""""""""""""X..X""""""""""".."~~". ""...."~""""""~"""~~~""~~~~""~~~~~..~~~~~~""""~~""~~"". ""...."".""""."""""""".""""".""""X..X"""""""".""""""".. Food = UNION FOODS Weapons = WHIPS & CHAINS Armor = LACY'S LEATHER Magic = WICKED SPELLS Transport = [none] Healing = [none] Buyback = [none] Fortunes = SADIE'S SOOTH HOUSE Combat = [none] Flipflop = TRICK OR TREAT Blackjack = THE LUCKY WINNER Although it's annoying to get to the inner yard of Merchant Square, the layout is so convenient, and it is so close to the museum, that Merchant Square is one of my favorite places to visit. Alanville XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX. X................X......######.......................X- X......###########......######-......................X- X.......##########......######-.....===....#########-X- X.......##########X###########-..O..=......#########-X- X......###########-###########-.....=......#########-X- X......###########-###########.....==..==..#########-X- X......###########-###########.........=....########-X- X.......-#######---###########.........=....########-X- X..****..#######-.=###########.....=====....---X..X--X- X..*~~*..C######-.===..==------.....===.......######-X- X..*~~*..#######-..==..=......................######-X- X..*~~*.?#######-......=......................######-X- X..****....########....===##########..........##C###-X- ...........########-....==##########-.........######-X- ...........########-.....=##########-.........######-X- X..........########-......##########-.........##C###-X- X..........########-......##########-.........######-X- X..\######/#######.-.....=##########-.........######-X- X..#\###./########.-....==##########-.........######-X- X..########--....---...===##########-..........------X- X..#/####\#-...............----------................X- X../######\-.........................................X- X...--------......................................O..X- X....................................................X- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXX- .----------------------------------------!...---------- Food = YUM YUM'S Weapons = GIANT MART Armor = SLEW 'N SLAY Magic = DISCOUNT SPELLS Transport = IF IT FLOATS Healing = HEALTH GUARDIANS Buyback = [none] Fortunes = [none] Combat = THE ACADEMY Flipflop = DOUBLE-BUCKS Blackjack = [none] It is necessary to visit Alanville to complete the game unless you decide to sector-edit disk 3(the one with the overland maps.) Buy a boat here but not much else if you can help it(overpriced) and get to Kelfor's Castle. I prefer to row the boat north from the isle with the castle so that you can hit Merchant Square on the way to and from the Museum and Kelfor's Castle. Thompson Crossing XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX- X-----------------------------------------X----------X- X-....................................\###########/..X- X-.##############.....#########.......#\#########/#-.X- X-.##############-....#########-......##\#######/##-.X- X-.##############-....#########-......###\#####/###-.X- X-.##############.....#########-......###/#####\###-.X- X-.##############:....#########-......##/#\###/#\##-.X- X-.##############.....#########-......#/###\#/###\#-.X- X-.##############-.........-----....../####/#\####\-.X- X-.##############-........?............-.-/###\-.---.X- X-..--....--....--........................\###/.......- X-........................................#\#/#........ X-........................................#/#\#........ X-......................................../###\........ X-........................................\###/-.....X. X-.................\############/.....\####\#/####/..X- X-.................#\##########/#.....#\###/#\###/#..X- X-..########.......##############-....##\#/###\#/##..X- X-..########.......##############.....###\#####/###-.X- X-..########.......##############.....###/#####\###-.X- X-..########.......##############.....##/#######\##-.X- X-..########.......#/##########\#-....#/#########\#-.X- X-..########-....../############\-..../###########\-.X- X-...--------.......--------------.....---X---------.X- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX- ------------------------------------------------------- Food = TASTY TREAT Weapons = HIT ME HURT ME Armor = HEAVY METAL Magic = [none] Transport = [none] Healing = [none] Buyback = HUMBLE CHUCK'S Fortunes = [none] Combat = COMBATORIUM Flipflop = JOHNNY'S JUBILEE Blackjack = [none] Up in the north reaches of the empire, Thompson's Crossing is nicely laid out, but it's tough to get to. The combat place is worth visiting once but it's not hugely important. Cobbleton XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...... X............................?######................... X.........#####...............######....\#######/....X. X.........######-.............######....#\#####/#....X. X.........######-.===..........#####....#########....X. X.........######===.....................#########....X. X.........######.......................:#########....X. X.........######......\#####/...........#/#####\#....X. X..*****...#####....==#\###/#...===...../#######\....X. X..*~~~*...#####-.....#######...=.====......::.......X. X..*~~~*...------.....#######-.......=..........XXXXXX. X..*~~~******----...==#######-.......=..........XXXXXX. X..*~~~~~~~~*........=#/###\#-..........****.........X. X..*~~~~~~~~*........=/#####\-........***~~*...#####.X. X..**********........=.--####-........*~~~~*...#####-X. X....................=..\#######/.....*~~~~*....####-X. X...######...........==.#\#####/#.....******....####.X. X...######-...==.==...==#########....=.........#####:X. X...######....=...=....=#########....=.........#####.X. X...######..............#/#####\#...==..==.::...-----X. X..:######....=...=...../#######\.......=C#####......X. X...###C##....==.==......................######-.....X. X....------..............................######-.....X. X....................................====######-.....X. X....................................=...######-.....X. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX. ....................................................... Food = URBAN CRUNCH Weapons = STREET SHOP Armor = CITY STEEL Magic = [none] Transport = [none] Healing = THE GENTLE TOUCH Buyback = HONEST ABE'S Fortunes = SHADY SARAH'S Combat = [none] Blackjack = DEN O' DELIGHT Flipflop = [none] Another somewhat useless but nice to look at town. It's tucked away picturesquely behind a bunch of hills and for all I care about it can stay there unmolested. That you have to enter in the upper right makes it all the less convenient. Mazelton XXXXXXXXXXX.#########XX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX X...........#########.X........XXXXXXXXX....########..X X..........##########-X..........X..........########!.X X..****....##########-X..........X.........#########!.X X..*~~*....##########-X........XXX.........#########!.X X..*~~*....##########-X........X...........#########!.X X..****..XXXXXXXXXXXXXX...#####C...........#########!.X X.........................######-......X...#########!.X X.........................######XX.....X...#########!.X X.....XXXXXXX..XXXXXXXX...######-X.....X....!!!!!!!!!.X X...........X...##C###X...######-X.....XXXXXXXXXX.....X X.....::....X..:######X...######-X..............X.....X X.....#####.X..:######X...?....--X..............X...... X....######-X...######X..........X..............X...... X....######-X...######X...XXXXXXXX..............X...... X....######-XXXXXXXXXXX.........................X.....X X....######-..........................................X X....######-..........................................X XXXX.....---......................XXXXXX........X.....X ...X..............................X\##/X......O.X.....X ...XXXXXXXXXXXXX..................X#\/#X........X.....X X..X\#########/XXX..XXXXXXXXXX..XXX####XXXXXXXXXX.....X X...###########..............\#####\###X..............X X...###########..........O...#\#####\##...............X X...###########..............#/######\#...............X X..X/#########\X............./########\...............X XXXXX!!!!!!!!!!XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Food = NIBBLES & BITS Weapons = MAN O' STEEL Armor = THE BODY SHOP Magic = RAZZLE DAZZLE Transport = [none] Healing = FEELS SO GOOD Buyback = [none] Fortunes = SINCERE SECRETS Combat = [none] Flipflop = [none] Blackjack = TAL This one is rather out of the way but the prices may justify you taking a couple of looks, especially when you have a heap of gold deposited in the bank. Isle City ~~~~~~~~~~~~~~~~~~~~~~XXXXXXXXXXXXXXX~~~~~~~~~~~~~~~~~~ ~~XXXXXXXXXXXX~~~~~~~X...#######C#...X~~~~~~~XXXXXXXXX~ ~~X######................#########..............#####X~ ~~X#######...............#########..............#####X~ ~~X#######.........X~~X..#########..X~~~~~~~~X..#####X~ ~~X#######..X.....X~~~X............X~~~~~~~~~X...####X~ ~~X#######..X~X..X~~~~XX..XXXXXXXXX~~~~~~~~~~X...####X~ ~~X#######..X~~~~~""""~~..~~~~~~~~~~~~~~~~~~~X..#####X~ ~~X.........X~~""""..."~..~~~~~~~~~~~~\##/~~~X..#####X~ ~~X.........X~"......""~..~~~~~~~~~~~~####?.....#####X~ ~~XXXXX...XXX~"....."~~X..XXXXXX~~~~~~####?..........X~ ~~~~~~~...X~~~"...."~XXX........X~~~~~/##\~~~X.....XXX~ ~~~~~~~.....~~"..."~~X..........X~~~~~~~~~~~~XXXX..~~~~ ~~~~~~~.....~~"..."~~X..######..X~~~~~~~~~~~~~~~~..~~~~ ~~~~~~~...X~~~""""~~~X..#####...X~~~~~~~~~~~~~~~~..~~~~ ~~~XXXX...XXX~~~~~~~~X..######..X~~~~~~~~~~~~~~~~..~~~~ ~~~X........X~~~..~~~X..######..X~~~~~~~XXX\##/XX..~~~~ ~~~X........X~~X..X~~X..######..X~~~~~~~...#\/#.X..X~~~ ~~~X#C####..X~X....X~X..######.............####.....XX~ ~~~X######..............######.............####......X~ ~~~X######..............######.............####\/\##/X~ ~~~X######..X~~~~~~~~X..######..X~~~~~~~X..#######\/#X~ ~~~X######..X~~~~~~~~X...#####..X~~~~~~~X..##########X~ ~~~X######..X~~~~~~~~X..........X~~~~~~~X..##########X~ ~~~X######..X~~~~~~~~XXXXXXXXXXXX~~~~~~~X..#/\####/\#X~ ~~~XXXXXXXXXX~~~~~~~~~~~~~~~~~~~~~~~~~~~X../##\/\/##\X~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~XXXXXXXXXXXXXX~ Food = WATER SNACKS Weapons = FLUID MOTION Armor = ICE TOUGH Magic = LIQUID ILLUSIONS Transport = SAIL AWAY Healing = [none] Buyback = CAPTAIN GREED'S Fortunes = [none] Combat = [none] Flipflop = [none] Blackjack = [none] This town is even confusing to leave. You can use the "leave" key or stumble upon the small villa that isn't quite an island. Yet another Tarmalon town that looks great and--well, don't feel bad it you don't want to disturb it too much. LIST OF MONSTERS SURFACE: --PIXIE --STRIDER --FARMER --EATON WARRIOR --BANDIT --SHADOW WISP --HUGGYN --SPRAYFISH --WAVE SKIMMER --SEA SWALLOW --GIANT MANTARAY --WIND STALKER --SCORPOD --BONE DWELLER --PRACTON PIERCER --CARRION MANGLER --VENTRO FLAILER --STINGING RAKISH --BLISTOPOD --PIT STRIKER --SLASH NETTLE --VENOM FLOATER --PULP CRAWLER --THRUST CREEPER --SLIME WIERD --SCRABBLER --NEURAL CLOUD --CHURLER --ROCK BEETLE --MAMMOTH SCREECHER --MIME GHOUL --MASTON LEAPER DUNGEON LEVELS 1-4: --NERVE STREAKER --GNASHER TURTLE --TENDRO SNAPPER --NIGHT STALKER --GRAPPLER --KNUCKLES[destroys weapon!] DUNGEON LEVELS 5-8: --DANGLER[drains endurance!] --MR POTATO --RAKER BRUTE --BLUE LION --GIANT SLUG --SLIME WART Although monster names remain the same across dungeons, the monster abilities do NOT. They get progressively stronger and more resilient. VERY BRIEF COMBAT TIPS Remember to equip something after you buy it. I know it's silly but I seem to forget it quite frequently. Outside combat is a bit obnoxious as if you are playing at fast gamespeed you will miss combats or get nicked by a monster as you try to flee. I have won the game without seriously killing ANY outdoor monsters(fleeing a lot and just progressing to whichever location is next in my walkthrough) as I can rake in cash just by my gambling skills alone. As you improve you may face more than one(up to four) monsters at a time in the outside world. By this time, though, each one should go down with one blow. Speaking to monsters may allow you to buy something at a discount. Some monsters' flesh can be used for food. Always say "yes" when you are asked if you want to. There is no spoiled food in this game. I mean, if you can carry around 5000 units of food at a time, other nuances seem awfully picky. Some monsters leave items, so you may get a message similar to "You found a shoddy leaded club!!!" which of course makes my day when I get it. ADVICE IN TOWNS The advice seems to come to you in the order listed below. You can only get one piece of advice each time you go into a town. Some of the advice is melodramatic and tries to Add to the Atmosphere and the rest is more cryptic than it should be. Well, a real hero relies on his own instincts, so this section is more for entertainment purposes. I have put in some spoilers below to expound on the advice...FYI. --Buyback shops pay nicely once you learn to negotiate. [they pay nicely enough after you get some charisma when you find the tulip and Cassandra the Temptress. The extra $$ you'll get is small potatoes compared to the lump sum you can make gambling/visiting the "currency" exhibit.] --I see you playing flip--flop and winning a fortune! [uh, yeah. Blackjack is so much easier to cheat at, bub.] --The lender will give you money at good rates. [but you don't need it unless you want to double/win money quickly.] --Healers can help you after you find the Juton bush. [Before you eat from the Juton bush, you can't heal yourself except by going to the healers. Once you use a topaz coin for the Juton bush, you can buy healing herbs.] --Carry gold -- merchants might sell you museum coins. [In fact, talk to the food merchant and don't even buy anything. Keep typing s-0-s-0, etc. until the merchant asks you if you'd like to buy a coin. The others give you coins too but it's easier to type rapidly around the food merchant. Coins start out under 80 gold and may go up to 130 max.] --Carry climbing gear. It will prove handy. [You can get over the mountains more easily. It is not strictly necessary, but it's cheap enough, so why not?] --The path to greatness lies through the museum. [often visiting exhibits will get you levels.] --The warlord's agents are everywhere. Watch out! [there is the ambush with the Compendium, but other than that, don't worry, really.] --Learn to lie -- so you'll master the Stones of Wisdom. [Well, there's another way to cheat that I described above. But you can anticipate that the other guy has a stone at times.] --The pirate's cave is west of Eagle Hollow. [The island is directly west. Disembark and go south and you'll see the cave.] --Only the 4 jewels can thwart the evil compendium. [They are in the final dungeon, where you use a ruby coin to get there. Be sure to get all four before you leave!] --You need herbs to succeed in dungeons. [Wwwweeeellllllll, I've been able to get away without them but only because I mapped it all out. They don't hurt.] --It works best to club the slash nettle to death. [Get as many different "superb" types of weapons as you can.] --Keep money in the bank in case of death. [Good advice. Keep it there in case you have nothing to buy as well, since it gains interest.] --Castle doors require four different keys. [Stone, Iron, Copper, Brass.] --Visit ALL the museum displays. They will help more than you know. [They give you gold and levels and even attributes.] --Behind the castle gardens lies a special flower. [That is the tulip discussed in the fountain display. Think secret doors.] --In the right places, magic seeds make you invisible. [The main place is Castle Kelfor. Seeds don't help for the final battle.] --Hidden passageways line the castle! LOOK CAREFULLY!!! [Many hidden passageways have off-color walls but in the final fortress they look exactly like the other walls.] --Many guards protect the mints. It's worth the fight. [Not really. Gambling is easier.] --An evil warlord's man was here asking about you. [Oh, that's nice.] --Healers are more than they seem. Bide your time. [After a certain quest, you must find a specific healer who will give you a very nice item.] --The Maston Leaper fears only a bladed staff. --You must master the spiral room. [By not walking on the "fuzzy" squares.] --Use the bladed staff to neutralize the Neural Cloud. --Go back to school. You can learn more. [That's the training school for endurance and dexterity.] --Speak to the temptress in the castle. [She'll give you a choice of gold and charm. Take charm.] --The castle wizards know many answers. [They'll give you information or attributes.] --There's a path around the castle gas trap. [It's a secret path.] --You can't climb up the knight's dungeon. STAY AWAY! [No, you need to visit it. It gets you +10 strength. Besides, it's less obnoxious than the other dungeons because you start at the bottom and go up--you don't have to retrace your steps.] --You can flail the sea swallow to death. --Have you visited each museum display? [You need to.] --Watch out. The agents may be after you. [Oo, tension.] --One day you will travel high above the sea. [The Pegasus from the Diamond Coin Exhibit does this. Then the finale!] --Talk to the guardians of the scroll. [They are the healers.] --Learn the password to the castle wizard's quarters. [An exhibit does this.] --You can trust the winged horse. [Pegasus.] OUTLINED WALKTHROUGH(DETAILS OF CASTLE QUESTS IN MAPS) Before every outlined step it is HIGHLY recommended that you stock up on fireballs, magic bolts and healing herbs before you go out to clean up the baddies. 1. Go to towns and visit all the exhibits you can. For the very first exhibits I recommend visiting the fountain exhibit and then the Thornberry exhibit(agree to what they ask) to get some instant cash. Merchants will sell you coins periodically although you can speed that up by bugging the same merchant a lot. Note that you can't have more than one of any sort of coin until late in the game when it isn't really useful. The last of the topaz/jade exhibits to visit is the Pirate Treasure and you should get to level two well before then. Any extra topaz coins should go toward "native currency." Use the racket on the blackjack dealer and be sure to buy 9 fireballs and magic bolts. 2. Make your first visit to Castle Kelfor. Get the stone key, the tulip and the seeds. Return to the castle. 3. View the pirate exhibit. Go west, circle around the coastline, and go north. Buy a raft in Eagle Hollow, go west, enter the cave, exit, and return. The "ivory arches" near where you were teleported will send you back to the museum. If you've visited everywhere else in the museum you should be at level three. 4. With the iron key, you can now steal the SCEPTRE from Castle Kelfor. 5. Go through the pirates' cave to get the CROWN. Return to the museum to get to level four. 6. Use the magic ice in the castle to descend to the second level. Use the seeds if you are not in the mood for a fight in order to get the brass key and copper key(each requires you to solve a minor puzzle) which open up other doors on this level. 7. Once you have the turquoise coin, return to the museum and return one final time to Kelfor. 8. Go through "the test," via the exhibit at the Museum. 9. See the healer in Eagle Hollow. He'll give you a Ruby Coin. 10. Go through the final dungeon in the Ruby Coin exhibit, getting the four guard jewels. 11. Go to the Pegasus exhibit, and lay waste to the final castle, destroying everything you can't sneak by. ROUGH OVERLAND MAP Because the terrain is composed of rather complex icons, half-land- half-water icons can be walked over. Occasionally you'll be able to walk between two very small lakes while you seem to be stepping in both of them. Keep an eye out for these apparent shortcuts, as Legacy of the Ancients has some of the best blending of coastlines and terrain you will find in an early game. In general you can go anywhere you want as lakes are not prevalent but a (cheap) climbing gear will get you past mountains. Note that different terrains cost time/eat up food at different rates. Swamp-- Mountains-- Grass-- Desert-- Water-- LEDGER ~ = water . = grassland ^ = mountain : = rough terrain ~~~~~~~~~~~~~~~~~~~~~ ~~:~^:0..~~~~.~~..1.~ ~~~.::::...~~~.~~.:.~ ~~~~~.:..:~2~:...:.~~ ~~~~~~~.:~...::.:.:~~ ~3.::~:S.:.::S..M..~~ ~~....:.:.4...:~^..~~ ~.....~::...:..~::.:~ ~~~~.~.^^^.:...~~~~~~ ~~~5....:~^~:...::6~~ ~~~...:~:~C~..:....~~ ~~~~~~..:7~~:..:...~~ ~~...~.::....~~...:~~ ~~:~.S.:.:...:~~..:~~ ~~.....:.^...^^.^..:~ ~~....::^::...^^...S~ ~~.:..^:8.:.:.:...^~~ ~9...:..:.~.....a...~ ~:....~~~~~....~~:~^~ ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ M = museum 0 = Thompson Crossing 1 = Holy Point 2 = Laingsburg 3 = Mazelton 4 = Merchants Square 5 = Thornberry 6 = Isle City 7 = Alanville 8 = Grand Ledge 9 = Big Rapids a = Cobbleton C = Castle Kelfor DUNGEON MAPS LEGEND X = wall g = gas trap - = tripwire trap * = slime + = hit point boost $ = treasure ^ = stairs up v = stairs down I've annotated the walkthrough as briefly as I can here. 1N means one north, etc., and D or U means to go up or down. If you go through a level twice then the different trips will be noted in separate paragraphs along with where you start out. In general I've reached a very fuzzy compromise between getting through the dungeon quickly and getting extra treasure on the side. If there is a special item somewhere I try to note it but otherwise I try to direct you to low-risk boxes with hit points and gold. As a general rule if you are at maximum hit points you may want to leave the small boxes(these improve your hit points) for the return trip as they will do nothing for you at the moment. As a general guideline, you should always (X)amine when you turn and are ready to go forward. Traps can be even more deadly than monsters and can even destroy armor. You will also want to examine if you are going through a long hallway as you can only catch traps a few squares ahead. Combat is a bit of a nuisance, as it is at random, so you may want to hit "I" to pause the game whenever you need to plan your path(or push F10 on ApplePC)...in order to get through the game quickly, may I plug my website with all the files? Feel free to save them locally and create an HTML page(which I may well do) so you can see them all at once when you take a break from the emulator. I never bother with actually fighting monsters although an occasional freezing or psycho strength spell provides a nice change of pace from blasting monsters with the two regular spells. An occasional kill flash is great for an emergency. Be warned that, as in castles, the farther away monsters are the less damage they may take. PIRATES' CAVE DUNGEON This dungeon, the first, is not too tough. You need to get to the bottom, get the crown, and come back up. Pirates' Cave dungeon level 1 XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX X^X g* X X XXX XXXXXXXXX X X XX XXX XX X X g XX * X $ X XXX ** XXXXXXXXXX X + XX g XXXX X X XXXX X X X X - XXXXX X XX XX X-XXXvXXX$X XX X X X XXv XX X$XXXX XXX XXXX X g XX-XXXXX XX XXX XX $ X XX XXXXXX +g XX XX XXXXXXXXXXXXXXXXX 3S 2E 2S 2W 2S 3E 2S 2E S 2E 2N D. If you need a lot of hit points, you can leave and re-enter the dungeon and stock up on the hit point box near the entrance. Pirates' Cave dungeon level 2 XXXXXXXXXXXXXXXXX X $ - $ v XX XX X XXXX-XXXX $ XXX X XXXX XXXXXX X X XXX XXX XXXX+X X XX g X XXXX-XXX XXXXXXXX XX X * X X +X X X XXXXXX+X X XX X X * X XgX X X^XXXXXXXX X XX ^X $ X XgX XXXgXXXXXXX X X X g X XX*X X$XXX XXX XX XX X X XX $ $ XX X XXXXXXXXXXXXXXXXX I found the compass on this level. Below is the shortest walkthrough but I've also included extras in parentheses that show you how to get all the gold. I assume you enter from the upper ladder although of course you can move from one to the other easily enough. (5N 7E 2N 2W 1N 1W and return) 1S 1W 2S 2E (3E 2S 3E 4N 1W and return) 2S 4W 2N 2W 3N (2N 2W 3S and return) E 5N E N E 3N 3E(instead 3W) D. Pirates' Cave dungeon level 3 XXXXXXXXXXXXXXXXX XXXX * X ^ X * XX XX * X X X$ X XX+X X * X XX XX*XXXXXXXXXXXXXX X g XX g g XX X XXX X X XXX XX X X $ XX X X XXXX XXXXXX X X X XX X$XXX X*X XX X XXX$XXXXXX X XX XgXXX X XX X X * * X XXX X X X+X X+X $ X X$XXXXXXXXXXX X+X X g $ $ v v X X XXXXXXXXXXXXXXXXX 1W 1S 2W 1S 2S 1N 2W 3S 3E 2S 2E 1N 1E 1N 2E 2S 1E 2S 3W 3S 7W 3S 9E D. If you're a bit low on hit points, you might want to take the first set of stairs down as two hit point boxes await you in a small cul-de-sac there. Pirates' Cave dungeon level 4 XXXXXXXXXXXXXXXXX X g XX XgXXX$XX$XXvXXvXX X g XX X$X XXXXXXXXXXXXX X X X * $ XX X g XXXXXX$X*XX X$XXX X *X X * XXXXXXX XXX XXXXX g XXX X - XX+X X$XXXXX X XX XX g X X XXXXXXXXX$X XX XX + X X X XX*XXgXX X XXgX*X XX +X X^X^XX g X XXXXXXXXXXXXXXXXX 2N 3E 2S 2E 4N 8W 2N 2W 3N 2W 3N 8E 1N D. Pirates' Cave dungeon level 5 XXXXXXXXXXXXXXXXX X XXX XXXXXXX X+X $ X X ^g ^XX X X X X*XXXXXXgXX X*X $ * X X XX X * XXX X X X X XXX X XX XX-X X XXXXXX X X XgXX $ XX*XX XXX XgXX*XX gX*XX XvX X X Xg XX X+X XX + X XX X XX X XXX XX XX X X*XX $ * v XXX$X X XX+XXXXXXXXXX X Xv X gg $ $ ggg X XXXXXXXXXXXXXXXXX There's some nice treasure to the west but watch out for traps as usual. 3E 3S 1E 2S 2W 3S 1W 2S 3E 3S 11W 2N 5E(6E D is also OK but this way is a bit more lucrative) 2N 2W 3N 3W 3S 2W 1S 1W 3S D. Pirates' Cave dungeon level 6 XXXXXXXXXXXXXXXXX X $ XXXXX XXXXX X X X X X XvX X X X X X X X X X X X $ XXX X X+X + X g X X X XgX X X XXXXX X $ X X X X X X X X X XXX$X X XXX $ XXX X ^X X XXXXXXXXX X XgX X X + - XXX X X X XXX XXXXXXXXX X X XX^ X X XXXXX X XXXXX X X^ $ * $ * $ X XXXXXXXXXXXXXXXXX 13E 13W(might as well get the treasure) 8N E W 5N 2E 4S 2E 4S 2E 1N 2E 4N 2E S (for treasure+hp go 6S 4E 3N S U) 4E 3N D. Pirates' Cave dungeon level 7 XXXXXXXXXXXXXXXXX XXXX XX * XXXX X X XXgXX XX^X X-XXXX X XX XXvX X-XX XX XX * X X g g XX XXXXXX X X X XX + + X X XXX XXX XX X XX XXXX XXXX - X XX XXXX * XX-X X * X XXXX+ X X XXX XX * - XX X - XX XXX XXvX XgXXX XX * X X XXXX X XXX-X X + XXXX X XXXXXXXXXXXXXXXXX Cheap treasure awaits at 1S D. 2S 3W 3N 3W 3S 2W S 4W 2S 1W 3S 1W 5S 5E 2N 2E 1S 3E 1N (1E 2N 2E 1N for hit points) 4E 1N D. Pirates' Cave dungeon level 8 XXXXXXXXXXXXXXXXX X g XXXXXXXXXX X X XX XXXXX$X X XXXXX X + X^X X X * X XXXXX X X XgX+X*X X X X X X * X XXXXXXX X XXXXX * * XX XgXXXXXXXXXXXX X X g $ $ $ $ $ X X XXXXXXXXXXXXXX X XX * + XX XX XXX XXXXX XX^X XX X X * X X X X- X X X X gXX XX XX XXX XXX XXXXXXXXXXXXXXXXX 1S 1W 1S 1W 1S 2W 1N 1W 1N 2W 1S 1W 1S 2W 1N 1W 1N 2W 2N 12E 1N 1E 2N 1W 1N 7W 5N 3W 1N 3W 8S 11E. Dying on the way back is a pretty serious matter but as you have been through the dungeon before you should know what to expect and it should be easier to get out. Also remember that if you can get past the bottom few levels the monsters will get easier again. ARMAZ Armaz is very nice in that the tough stuff hits you first and the top is a relative breeze. But the monsters are a bit tougher. Come stocked with spells. Armaz level 8 XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX X XXXXXXX g X XX - X XX+X XXXX XXX X g X XX X XXXXXXXX XX XXX X XXXX X XX $ * X - X*X XXXXXXXXXXX X X*X X g $ $ g X$X X X XXXgXXX X XXXXX X g * XXX XXXX XXX*XXXX XXX X X*+ X XXX X$XX*X XX X-XgXXX X X ^^ X $ XXX XXXXXXXXXXXXXXXXX You start out in the upper left corner. The object is just to get out alive, but if you are confident and well-stocked with spells, feel free to make side trips as you deem necessary. 1E 1S 5E 3S 3E 3S 3W 2S 1E 2S 1W U. Armaz level 7 XXXXXXXXXXXXXXXXX X - XX * XX X$XX ^X XXXXXX XX X XXXXX$XX + XXX X +- XX XX XXX XX^XgXX*XX XX * X XXX XX XX X$X XXX XXX X X X X ^ XX XXXX-XX$X X XX XX+XXX ^X X X ^X X XXX X X X X$XXXX X XgX X XXX XXgXXX XgX XXgXX g* XgX X $ XXXXXXXXXgX X X XX vv + X XXXXXXXXXXXXXXXXX 7E 10N 2W 2S 1W 2S 1E (U to pick up some goodies) 4S 8W 1S 3W 2N 1W 2N 1E U. Armaz level 6 XXXXXXXXXXXXXXXXX XXXX XX * g XXXX XXX v X XXX $ X X XX X X gXXXX X$X X XX X + X X v * XX+*X XgX X XXXXXX XXXX$X X$X XX * X X X XXvXXX X XX X -X X XX X+XX XvX X XXvX^X*X XX X X XX X $ X X*XXXXX XXgXXX*XX X X X X - X XX XX X XX X X+XX -XX X $ * $ XX- X XXXXXXXXXXXXXXXXX This one's rather short. The treasure's a bit tough to get so just zoom on through. 3N 4E 4S 2W 1N. Armaz level 5 XXXXXXXXXXXXXXXXX X X X XXX X X XXX X $ XX X X XXXgXXX$X XXX X ^ X X XXX$X X XXX X^X X g $ g XX XXX X XXX X+XXXXX X XX X$X XXX XXX X XXX X g v g $ XX X XXX X X XXX XXX X $ XX X X X XXX+X^X XXX X g XX XXX XXX XXX XXXXX XXXXXXXXXXXXXXXXX This level is pretty easy to clean out. Going through the east-west corridors should get you a few chests and if you just look left and right at the intersections you can pick up a bit more. Going up in the northeast corner isn't worthwhile as there's only one hit point box there. Nevertheless... 1E 2S 4E 2S 2E 1N U. (Might as well detour for gold and hit points if you can.) Armaz level 4 XXXXXXXXXXXXXXXXX X X-+-XXX*XX XX X*X X X XX * + X X X $ X X*XX X X X X X X XX XvXX X XXX XXX X X vX X X X X XX X$XX XX XX XXXXXX X X* XX XX * X X X XXX XXXX X X X X XXXX +^gX$X X XgX $ XXX X X XXXXXXXX XXXX X X X - vX X X X XXXXXXX-X X X X X $ ** XXX XXXXXXXXXXXXXXXXX 8W 2S 2W 14N 2E 2S 2E(2E 2N 2W 2S will get some goodies) 3S 2E 3S 1E 1S(1S 2W gets gold) 2E U. Armaz level 3 XXXXXXXXXXXXXXXXX X g X X X XX X X XX X X X$X XX X* *XXg X X X X- X XXXX+XX XX XX $ X XX XXXXX XXXXXX*X XX + X X XX XXX X X XXXX X XX X X X XXXX XXX XvX$XX X XXXX-XXX XXX XX X XX XXXXXX X XX XXXXX X X XX XX ^X XgX$XX X XX gXX X XXXXXXXXXXXXXXXXX Only a couple of traps to avoid here. If you don't need hit points, 3N 2W 5S 6W 3S 3E 1N 1E U. Armaz level 2 XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXX $ X XXXXXXXXXXXXX$X$X XXXXXXXXXXXXX X XXXXXXXXXXXXXXX^X XXXXXXXXXXXXXXX*X X * XXXXX X X XXXXX X XXXXX$X X + XX X-XXXX X XXgX Xv X XXXX XX XX $ ^X X^ ^g^X XXXXXXXXXXXXXXXXX This is the only level you'll see where most of the map is walled off. You will also have to go through it twice, which is another first. So... (First time through:) Starting from stairs down, 2W 1E 2N 3W 2N 6E 3S 1W U. (Second time through:) Starting from the middle of the three stairs up in the southeast, 1E 2N 1E (4N U if you're chicken :) ) 7N 2W 2S 2E 1S. Armaz level 1 XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX X g + XX XX X XXXX XX X X+XX X $ X X XX X XX X X - XX X XX XXXXXXXXX - X X --- $ XXXXX X X XXX XXX X X $ XXX XX XXvX X X - X - $ X X X XX XX XXXX X XX X $ XXXXX XXX+X XXXXXXXXXX XXXgXXXX $ XXXXXX X^$ Xv $ X v v v XXXXXXXXXXXXXXXXX You'll have to go through this level twice as well, but once you do, you'll be finished. If you have a bumper crop of hit points left you may want to explore the level for additional gold. (First time through:) Start at the leftmost down ladder. 3E 1N 2E 1S 3E D. (Second time through:) Start at the northernmost down ladder. 1S 4W 2S 3W 5N 1E 5W 2S 2W 2S 1E 1S 1E 3S 2W U. You're through! FOUR JEWELS DUNGEON All four jewels are on level eight, and you really just want to blaze through this dungeon here. So without further ado... Four Jewels dungeon Level 1 XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX X^X X+X X X X XXXX X XX X X X XXX XXX X X X XX X X XX XgXX XX XX$X X +X X X X X-XX X$XXX XXX XX X XX X X X X $ X XX X X$XX X XXX X XX X X X X XX X XXXXXX X XX XXX X X X XvX XXX X XXXX X XX X X $ X X X XXXXXXXXXXXXXXXXX 12S 7E 4N 4E 2S 1E 2S 1W 2S 3E 2N D. Four Jewels dungeon Level 2 XXXXXXXXXXXXXXXXX X XX - XX $ X X X X XXXX+XXX X X+X X-XX X X X XXX$XXXXXXX X XXX * X *+ X X XXXX-X XXXX X XXXXX $ X X X XX+XXXXXXXXXgX XX X v - $ X XXX-XXX$X$XXXXX X X X X X X X$XXXX XXXX XXXXX X X X gX ^X XXXX-X X XXXX XXX X $ - $ X XXXXXXXXXXXXXXXXX 2W 2S 7W 4N 1E 2N 1E D. Four Jewels dungeon Level 3 XXXXXXXXXXXXXXXXX X v v XXXXvXXX X X$XXXX XgX X X - X XX + XvX XXXXXX $ XXXXgX X XXX X $ X XvXX + X XXX X XX X XXX X X X X X XX g X X + XXvX XXX+XXXX^X XX X Xv XXXXX X XXXX XXXXXXX $ X + X X * XXX XX X X X+X$X XXX$XvX X XvX X XXXXX X $ X X vX v v XXXXX XXXXXXXXXXXXXXXXX Lots of stairs down here, but the only one worth looking into is the one not on the perimeter. The others lead to a circling corridor on the outside which does not even net any goodies. 5N 2E 1S 2E 3S 2W 3S 3W 1S W2 3S 6E 3N 1E 1N 3E 3S 2W 1N D. Four Jewels dungeon Level 4 XXXXXXXXXXXXXXXXX X ^ ^ * ^ X X XXXXXXXXXXXXX X X X $ - - $ X^X X X XXXvXXXXX+X X X X XXXXX g X X X^XX+X $ XX X X X X X XXXXX X*X X X XX X X X*XX^X X X g X$X+X X X X^X$XXXX X*XX$X X X X X X X XXXXXX XXXXXX-X X X + ** $ $ ^X X X^XXXXXXXXXXXXX X X ^g ^ ^ X XXXXXXXXXXXXXXXXX I'm assuming you've come down from the inner stair here. 5W (of course 9W 4E if you need hit points) 2N 2E 2N 2S 3E 2N 1W 2N 1E 4N 6W 1S D. Four Jewels dungeon Level 5 XXXXXXXXXXXXXXXXX X XX g $ g X X XX XXXXXXXXXX X X$XX XX - $ X X X XXvXX^XX X*XX X X*XXXXX * XgXX+X X g XXXX XX X XX XXXXXX X X X XXX X-X X+XXX$XXXXXXX$X X X * * g g X X XXX XXXX XgX XX*X XXX XXXX$X+X$XX X XXX vX X X XX X XXXXXX XXXXXXXX X XXXXXX g X XXXXXXXXXXXXXXXXX The first stair down doesn't lead anywhere so you need to try the second. Fortunately although the path winds there's no way really to go wrong. 2S 5W 2S 1W 2S 2E 3S 3E 2S 9E 12N 9W 3S D. Four Jewels dungeon Level 6 XXXXXXXXXXXXXXXXX X X + X XXX X*XX *XX X X $ X X XXXXX XX X XX ^ $ X XX + X XXXXXXXXX +XXXXXX X g XX gX X-XXXXXXXXXXvXXvX X * $ * XX gX XXXXXXXXX XXXXXXX X ggggggggggggg X X XXXXX XXXXXXX X XXX+XXX X X X X X X- Xg^XX$XvX$X X X XX+XXXX X X X X X $ g X XXXXXXXXXXXXXXXXX Remember to examine a couple of times once you get to the corridor with all the gas traps. You won't catch them all just after you turn left to go east. First time through(from upper left:) 2E 4W 1N 1W 2N 3E 1S 2E 1N 3E 5S(of course there are two detours for hit points and gold here) 8W 2S 8E 2S 6E 4S 4W(go to the corridor's end if you need to stock up) 2N D. Second time through(from far right:) 1N 3W 1S D. Four Jewels dungeon Level 7 XXXXXXXXXXXXXXXXX X $ * XX $ XXXXX XgXXXX g XXX X X XXX X g X*X XXXXX+X*X-X XXX X X $ - X $ X vX XXXXX XXXXXXX XXX X $ X + XX^ X^X X XgXvXX XXXXXX X X X * $ Xv X - X X XXXXXXXXX XgXXX X - + g $ X XX XXXXXXXXX XXXX$XX X * + X^ XX X XXXX XX$XXXXXXX X - X $ v XX XXXXXXXXXXXXXXXXX This floor interacts with level 8 for a wicked little puzzle. Under each stairway down you have one of the guard jewels. This is unquestionably the trickiest part of the map in the game. Of course, you have to go back up to level six as well to get through here. First time through, from the southeast stair up: 3E 2N 1W 2N 2E 2N U. Second time through, from the central stair up: (Note here that you actually go through FIVE times, but as you go up the same way you came down, I will not list everything separately.) 1E 2N 2E D/U(1st jewel) 3N 2W 1S 2W 2S 2W 3N 3W 1N 5W 2S 4E 5S D/U(2nd jewel) 1S 2W 2N 2W 4S 10E 2N 1W D/U 1E 2S 2W 4S 4E D/U. Now you have the task of getting back to the surface alive...have fun! Four Jewels dungeon Level 8 XXXXXXXXXXXXXXXXX XX XX+XX X Xg* XX X * X$X+X X +X XX XXXg X X$X XX X X XX X X X X X-Xg Xg XXXX^X X g XXgX X $ XX X XXXX XXX gX X + ^X-XX X * XX XXXXXXX X^X XX X X X - X XXX X+ X X$X XX X * XXgX X X X XXXXXX X X-XX X X gXXX X + X*X XX+X XXX XX+X X g X^XXX XXXXXXXXXXXXXXXXX Here you have four separate quests, one for each gem. You go from the northesat to the northwest to the center to the southern part. First time through: 1N 1W 2N 1E 1W(you probably need those hit points by now.) 1N 2W 2S 2N 2E 3S 1E 1W U. Second time through: 4W 4N 4E 1S 2E 2N 1E 1N 1S 1W 2S 2W 1S 4W 2S 4E U. Third time through: 7N 5S 3W 2S 1E 2S 4E 3N 2E 2N 1W 1E 2S 2W 3S 4W 2N 1W 2N 3E 2S U. Fourth time through: 2N 2W 2S 3W 2N 2W 2S 2W 1N 3W 3N 3S 3E 1S 2E 2N 2E 2S 3E 2N 2E 2S U. Now race back to the top and you're close to being ready to visit the final castle! This is the end of the dungeon maps. CASTLE MAPS/NAVIGATION LEGEND ~ = water + = castle floor : = plain castle floor . = grass or, if inside walls(i.e. by a secret passage,) pure walls /\ = barriers p = pillars * = ice $ = chest(or part thereof) # = secret passageway--note that secret doors/walls are not shown L = locked door. All doors can be opened with the stone key except the one in the upper left. It needs the iron key. G = gas trap(lethal) Guards are not included in this map. COMBAT TIPS Like combat outside, inside combat does nothing for your quest to gain levels. Combat is a consequence of looting a castle, so you want to minimize damage after you have looted chests. OK, combat and maps don't have a lot in common, but you need to know how to use the terrain(so to speak) for your own good. Learning to maneuver will come in somewhat handy for the final fight, and besides, it's fun to kill a bunch of guards in the castle, even if they reappear the next time you enter. It's a good barometer as well--if you can waste all the guards, you are ready for the dungeons. The first thing to note is that guards can only attack from one square away. Therefore magic spells(by the time you get bows and arrows you'll probably be past Kelfor) are the best way to hit the guards. Maxing out fireball and magic bolt should help. The second thing to note is that guards will try to attack you from a diagonal square so that you cannot strike back. Fortunately you have advantages of your own you can put to light. Often you will straddle a wall and force the guard to come in line with you, but otherwise you may be best off letting the guard hit you once as you line up. He won't go off to the side. The third thing to realize is that one guard is easier than many- -in fact, two guards are three or four times as tough as one. This is mainly because two guards can attack you twice in a round, but you can only strike back once. So if you can isolate guards, that is good. The most valuable maneuver to learn is the feint to line the guard up. The surest way to do this is to back into a corner of a dead-end, narrow hallway. The other way to do it is to look for something like this: U = you, * = them. ** U * XXXX X X X Now you could run up and take chances that you'll kill the bad guys pretty quickly. However, even better is to go left two and down two. Then the baddies will run around the corner and you can zap them with magic spells as you wish. You won't always be able to do this and when you can't try to go up against a wall anyway--there are fewer squares for guards to occupy and attack you then. If you are truly in trouble the seeds will work in a pinch to make the guards oblivious. Just don't rob anything on the way out. 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However, if you want to get all the treasure, it's best to get a bunch of herbs and magic and waste the guards in one fell swoop. The first order of business is to pick up the stone key in the upper left. Once you do that you can be pleased with what you've done; however, you can try to go east across the castle(veering southward) until you get to a lock which the key will work on. Inside there are several on the plant- -the part that spills over the barrier is where you should examine. Eat a seed and the guards won't be after you. Then directly to the north you'll find a secret door where the tulip lies in a treasure chest. Pick it up and use the seeds again if you are low on hit points. You'll also want to visit Casandra the Temptress who is through a locked door to the west after you circle up/left/up/right. The seeds can be re-taken in their original room if you run out before you enter the castle. To cross the river at the top you need to complete the pirates' cave and get the magic ice from the caretaker. However, to get through the pirates' cave it's best to have looked through this castle first. Once you use the ice you can drop down to level two. If you are trying for a quick walkthrough I really recommend you have seeds when you do so as it will save a lot of drudgework fighting. 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However you will usually want to have a ready supply of seeds if you need to come back again, which you probably will. The passage is pretty clear until you go south and have a choice between east/north and south. The first order of business is to go west/north and to conquer the "spiral room." This requires not being a klutz. You'll want to avoid the fuzzy squares and stay on the floor. Doing so teleports you north, and you can go back south and leave the room. The chest in the northwest contains the copper key. Now you can go back to the branching you saw before. There's a locked door to the south but you can't really deal with that your first time through. Take the passage tending south and first go to the west. The iron key will open the door so use it. Then going directly west from the center of the door you will open a secret passage. Get the chests behind there, where you will find the brass key and a nice heap of gold, and use another seed if you have to. Get out the same way. Those weird squares are gas traps that will kill you. It won't be immediate, but you will lose hit points at a faster rate than you can regain them with healing herbs. From here go east and use the copper key on the door to the east. Inside there is the Wizard of Potions who gives you five endurance and 36 dexterity in a potion for a mere 2500 gold--the dexterity is regardless of if you have played the Dexterity Game at towns. Then go up through the other door and you will find a turquoise coin behind a door to the right, which you need a copper key to open. The second time through, go back to the door you couldn't open before. You'll need to SPEAK to do so as using items won't work. Just talk to the person there and he'll give you tattoos only the guardians can see. Note that you must use the turquoise coin at the appropriate exhibit so that you "know" the password. Then get out of Kelfor--you're through with it! Because you must get the turquoise coin and use it at the museum you have to go through this level twice. NO MAPS, BUT TIPS FOR THE FINAL CASTLE Although this last part is rather linear, that is the only easy thing that can be said about it. Get ready for the fight of your life, cliche, blah, etc. You will want to have 40 healing herbs, 99 fireballs and bolts for this one. You'll also need the 4 guard jewels. First just walk into the fortress via the moving walkway. There's nothing you can do but be captured. This will move you south of the walkway. Speak at your cell and beat up the guard when he comes over. You'll get a broadaxe and be able to open the cell. Use the magic ice on the water to freeze it(you can't open the gate) and beat up any guards in your way. Just past where you got captured, there's a room containing a chest that has armor. This is the only stuff you'll get, but the armor has similar effect to magic seeds(which don't work here.) Walk past the guards but don't attack them. You won't have to blow your cover for quite a while. Eventually you'll get to a place where guards are blocking your way. You'll have to attack them. Stand by the wall, north of the rightmost one. Cast a magic bolt at him and move right one square. The guards will move toward you one at a time, making your life considerable easier. Eventually a few guards will be hanging back but move three squares left to get them to single-file towards you. You should soon reach the first compendium scene. In the first compendium scene, you'll be frozen and will need to use healing herbs to regain use of your legs. The secret door is in the right and clearly visible. Go through it and eventually the passage will become one-way. Your next big fight pits you against two rows of three guards. Go to the north edge so that you only battle two at a time and be sure to use healing herbs when necessary. Then go south and you should see a formation of five guards in a U. Use magic blasts until the three bottom guards are dead--you should have enough. Then run through and take a few licks from the remaining two until you dispatch them. Go further west until you see ten guards below you. This one is really tough and you should use up ALL BUT ONE of your magic blasts(not necessary, but this finesse will save you a bit of trouble later--it can provoke guards into moving toward you. At any rate, do not fire away too carelessly as if you lose track of how many spells you have left and are constantly typing M[agic]-F[ireball]-[down arrow] you may wind up running into the guards, which is extra bad with hit points at a premium) before heading into the maelstrom. Once you do start attacking to the LEFT. There are fewer guards over there and eventually a vaccum will be created over there, leaving you with a lot fewer attacks to deal with each turn. Then wipe out the guards below you. Then focus on the guys to the right. All right, deep breath time now. It's time for the second compendium scene. Walk up to the water. Stay on the left of the three squares adjacent to it. Use the magic ice on it(note--if you have all the items but have used up all magic seeds then you can use item 9--ice-9, get it? Sneaky Vonnegut reference? Ah, heck, never mind.) Now hold the guard jewels, go down, and use them when adjacent to the compendium. **BOOM!** It's disabled. Be sure to heal yourself(another finesse here is to move left and down to be closer to the warlord when he appears) before taking it and then, with the warlord attacking you, move left to the wall and down. Use the herbs when needed and stumble through the secret door behind where the warlord was. Don't worry about the time warning. Although the edges of the controls change from blue to orange near the end you can wait for more than five minutes before the place goes -kaput-. Now there are a few more fights before you are home free. Most of them pit you against one guard, which is easy enough, or two, which may cause slight vigilance with regard to your hit points, but I will focus on the two major battles and the DIRECTIONS OUTTA HERE. Generally you'll want to go up if you can and then right if you can. First, however, there is a tough fight where guards sit and block. Go along the south wall, then attack down and right, using the same logic as in the ten-guard fight above. You want to open the void below so you aren't attacked as often, especially since as you may notice you are getting short on healing herbs and need to save hit points. Then right/up until you are at a bend where you can only go down or left. Go down and ignore the first passage to the left. Then turn left when the hallway bends and go down and right. Down and left again, going up when the passage branches, and left to the final battle, although you will need to dispatch a 2x3 convoy to get there. Again, you can use the top wall as a place to stay. Use that final magic blast if you still have it to provoke the guards. Then carve 'em up while facing as few at a time as possible. Leave the fortress to the left and down and return to the museum. From there the instructions are pretty easy. See the caretaker, visit the new exhibit, return, and you've won the game! MUSEUM SCRIPTS ****"FREE" EXHIBITS**** (Welcome exhibit:) Welcome, noble traveler, to this Galactic Museum on the planet of Tarmalon. The Museum provides views and gateways to many fascinating aspects of planetary life. Use standard coins to view exhibits. Please do not give away coins, or feed the Tarmalon natives. Have a nice day! ****JADE COIN EXHIBITS**** (Weapons exhibit, 1st time) Eons ago, nomadic warriors roamed the planet Tarmalon. They hunted and fought with stone knives, much like the one you see in this exhibit. This knife is primitive - but effective. As a Museum patron, you may take it for as long as you like. The knife is now in your inventory. (Weapons exhibit, 2nd time) As Tarmalon culture advanced, weapons developed a ceremonial importance. In this exhibit you see the famed staff of sacrifice. It was used to coronate kings. Although intended for ceremony, the staff is actually bladed for combat. As a Museum patron, you may use this weapon for as long as you like. It is now in your possession. (Thornberry exhibit:) This exhibit shows a typical Tarmalon town called Thornberry. The town was established over 100 lifespans ago by a group of wealthy merchants. Thornberry has changed little since its founding. The rich and the poor still live on opposite sides of town separated by a massive stone wall. Despite its inequity, Thornberry is a bustling community, containing shops, craftsmen, banks, and places of amusement. Here's some gold to spend on your trip. (+300 gold) (Fountain exhibit:) Here you see a replica of the famous enchanted Flower Fountain. Legend says that its waters once flowed in splendor. One day a tulip was taken from the Fountain gardens and the Fountain waters stopped. The stories say that only when that flower is returned will the fountain flow again. Myth or fact? Judge for yourself. In either case, the Museum has agreed to help search for the Tulip. Bring the Tulip back here for a nice reward. Meanwhile, here's some native gold to aid you in your search. (+100 gold) (tulip returned successfully:) Thank you for returning the Tulip! dAs a reward, Charm: +10 ****TOPAZ COIN EXHIBITS**** (Native currency exhibit:) Different planets have different treasures. On Tarmalon, as on many planets, the scarcity of GOLD makes it exceedingly valuable. Here you see the Museum currency room. It contains a small but noteworthy portion of the planet's wealth. You are welcome to a sample. (gold +xxxx) (Pirate treasure exhibit:) Tarmalon's deep ocean waters are so turbulent that few trading ships ever venture far from shore. Yet, long ago, the oceans were calm and ocean travel flourished. As time went by, pirates came to rule the seas. They preyed on helpless vessels, taking gold, weapons, armor and supplies. Their treasures were stored in deep caves on remote islands. This booty was guarded by paid soldiers and by animals bred for their ferocity. When the oceans became rougher, many of the caves could no longer be reached. In this exhibit, you see the entrance to one such cave. The wealth stored within is enormous. The pirate's lair is located in a chain of islands called the Three Sisters. You will be transported to the largest island. From there, you're on your own. The pirate's lair has many levels. At the very bottom, it is said, lies a priceless SAPPHIRE! (If you go there, the "ivory arches" to the right teleport you right back to the museum.) (Juton bush exhibit:) Planet natives believe in the curative power of a variety of healing herbs. However, the effectiveness of these plants has never been verified by Museum personnel. This display contains a Juton bush. According to lore, its fruit increases the power of other native herbs.While this claim is doubtful, the fruit is really quite tasty. You may sample one. (allows you to buy healing herbs) ****AMETHYST COIN EXHIBITS**** (Stones of Wisdom exhibit:) Stones of Wisdom is probably the most popular bar-room game on Tarmalon. It is not only fun, but said to help develop a player's intelligence. (offer to play for 50 gp) (Tapestry exhibit:) This giant tapestry is actually a map of the planet Tarmalon. It's the only remaining world map made by Tarmalon natives. This Museum is located in the north- east portion of the main continent. Baron Kelfor's castle is on an island in the major inland lake. Near the bottom left of the tapestry, you can see the chain of islands called the THREE SISTERS. A large pirate's lair is said to be on one of these islands. ****SAPPHIRE COIN EXHIBITS**** (The Test exhibit:) The underground catacombs of Armak are infamous for their twisting passageways and deadly monsters. To venture there, it is said, is almost certain death.Yet, for many years, the rulers of Tarmalon have cast their best knights into these dungeon depths. Only a few ever make it back to the surface. Those who survive become tougher, fiercer, and wiser. They emerge virtually unbeatable in battle. You now face the same test, for in a moment, you'll find yourself at the very bottom of Armak. The way out lies far above. The risk is great -