WIZARDRY, BANE OF THE COSMIC FORGE Walkthru IBM version This walkthru is copyright (c) 1991 by Wyvern. All rights reserved. Wyvern@cup.portal.com Bane of the Cosmic Forge is the sixth game in the Wizardry Series by SirTech. As is typical in games of this form there is no straight forward solution. A lot of your time playing the game will be spend exploring and fighting while you develop your characters. This walkthru will discuss each of the major areas that make up the game, pointing out items of importance, solving puzzles and recommending strategy when appropriate. STARTING THE GAME: I know, you've loaded the game and you are anxious to play. So was I and I rolled up what I thought were okay characters and blundered on in and later ended up restarting the game from scratch. RULE NUMBER ONE: Take you time rolling up your characters! Do not accept any character with less than an 18 bonus! I realise that this means you will be spending a lot of boring time just rolling up characters. Believe me, it is time well spent. Everything that will later happen to your characters will be greatly influenced by the initial roll up. Be patient and take your time rolling up your characters. The better the bonus, the happier will be your game! When you can spare the bonus points, put extras into strength. Your characters' capacity to carry weight is determined at the beginning of the game based upon this stat and will not change through out the rest of the game. Being able to carry heavier loads will prove useful. You are allowed to create six characters for your party. You need to have a party that is versatile in abilities. As you play the game you will be able to change professions and further widen your available skills. To start you need some good fighters, good magic users, thief skills and some cleric ability. There are numerous combinations that will supply all these ingredients. Read the manual carefully, especially the description of classes and races. These characters proved useful in my own game as well as that of friends of mine. The important thing to remember is NEVER take less than a 18 point bonus no matter how long it takes to get it! Faerie - Valkyrie Dracon - Ninja Rawulf - Monk Review your characters before starting the game. Equip them at this point so that they are all armed and armored before you enter dangerous territory. NOTE ON ASCII MAPS: Ascii maps leave a lot to be desired. There is simply no easy way to simulate graph paper nicely. I include ascii maps because they will prove helpful, but do not look for absolute accuracy in this crude medium. Map on your own with graph paper and my ascii maps will prove more helpful. As they are they will provide a rough guide in particular areas within this game. Maps, unless otherwise noted, will always be oriented so that North is at the top. I will not necessarily include all treasure chests that can be found within a particular map area, but those of importance will be included. LOCKED GATES and DOORS: There are lots of locked gates and doors through out this game. Some of them you will never be able to open. In most cases there will be another way beyond the gates or doors than opening them. If you find another way beyond the gate or door, forget about getting it open. If you haven't, keep trying. Something will turn up later in the game. TREASURE CHESTS: Sometimes what a chest contains is predetermined but often the treasure is random in nature. If you didn't like what you found in a chest, or were unable to use any of it given your characters' professions, restore and try again. INVENTORY: There are a lot of undroppable items in this game. Some of them will disappear from your inventory when they have been used in the correct place. Others will stay with you for the whole of the game. The game will not let you drop an important item. This can cause problems later in the game when encumbrance capacity or number of items carried is reaching max. As much as is possible, try to keep the inventory load and number distributed between all your characters. Pay attention that no one character is carrying too much. This will slow them down and make them easier targets. Fortunately the encumbrance number will change color making it easy to spot when a character is over loaded. BEGIN GAME STRATEGY: Save your game often! Save before trying to OPEN anything! Save when all your characters have survived a battle. SAVE SAVE SAVE! This game is very very tough at the beginning and you will probably have to RESTORE often. Though it is possible to resurrect characters, decide now that you will never ever take that option, restore your game instead! This decision will prove useful in the beginning of the game for reasons that will be clarified below. CASTLE: After finally completing your party you begin the game in a castle. For the sake of reference, we'll call this level 1. A rough ascii map of this area is below. CASTLE LEVEL 1: a b c d e f g h i j k l m n o p q r s t 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U = Stairs UP 02|#|#|#|#|#|#|#|#|#|#|D|#|#|#|#|#|#|#|#|#| D = Stairs DOWN 03|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#|#|#| d = door 04|#|#|#|#|#|#|#|#|#|$ |#|#|#|#|#|#|#|#| g = gate 05|#|#|#|D |#|#|#|#| |#|#|#|#| D|#|#| F = Fountain 06|#|#|U|#| |#|#|#|#|__g__|#|#|#|#| |#|U|#| $ = treasure 07|#|#| _____ ^ _____ |#| ^ = Button on Wall 08|#|#|#|#| | |#|#|#| |#|#|#| | |#|#|#| 09|#|#|#|#| |__d|#|#|U| |U|#|#|__d| |#|#|#| 10|#|#|#|#| | |#|# #|#| | |#|#|#| You start this game entering 11|#|#|#|#| | d |#| d | |#|#|#| through the gates at the 12|#|#|#|#| |__d|#|# F #|#|__d| |#|#|#| south of the map to the left 13|#|#|#|#| | |#|# #|#| | |#|#|#| From your beginning position 14|#|#|#|#| |___|#|# #|#|___| |#|#|#| head north and open the 2 15|#|#|#|#| ___U|#|$ $|#|D__| |#|#|#| <-- chests . In this room 03|#|#|d|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| you will encounter QueeQueg. Don't 04|#|#|d|#|#|G|G|G|G|#|G|G|G|G|#|#|#|#| kill him, talk and trade with him. 05|#|#| U|#|__ __ |#|U |#| He has lots of items to sell and 06|#|#| |#|D|_g g g_|#|#|#|#|#| |#| will buy items from you. Sell your 07|#|#| |_g | |___g_| ___ |#| Amulet of Life. WIth the profits 08|#|#| |#|#|_g |d|_d 4$| | 5 |#|#|#|#| invest in stink bombs and cherry 09|#|#| | $|_g_|d__d___| |__d|#|#|#|#| bombs. Avoid scrolls at this time 10|#|#| | _|#|#| | 6 |#|#|#|#| since you need skill to use them. 11|#|#| |d|d|d|d| ___ d___|#|#|#|#| bombs work skilled or not. QQ's 12|#|#| | _ | | | d 7 |#|#|#|#| inventory can change everytime 13|#|#| | |_g 3 d d 11| |___s#|#|#|#| you enter the room, so if you do 14|#|#| |_______| |___| F#|#|#|#|#|#| not see what you need the first 15|#|#| ___ ___ U|#|#|#|#|#| time, exit and try him again. Save 16|#|#|#|#| | 2 | | | F#|#|#|#|#|#| your game anytime you have bought 17|#|#|#|#| | d d QQ| | 8 |#|#|#|#| something that you really wanted. 18|#|#|#|#| |d|d| |___| d___|#|#|#|#| Invest most of your money into the 19|#|#|#|#| | |_| d 9 |#|#|#|#| bombs, but spend some of it on 20|#|#|#|#| |^|#| |__d|#|#|#|#| better equipment. This is a good 21|#|#|#|#| | 1 | |#|#|#| |10 |#|#|#|#| time to pick up extended range 22|#|#|#|#| |__$| |#|#|#| |__$|#|#|#|#| weapons for those characters in 23|#|#| |#|#|#| |#| the back of the group. 24|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#| |#| Once you are well armed with bombs 25|#|#| U|#|#|#|#|#|#|#|#|#|#|#|U |#| and better equipment you are ready 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| to really begin exploring. Go back a b c d e f g h i j k l m n o p q r G = unopenable gates upstairs to Level 1 and begin exploring the rooms there. All the doors are locked so you will be giving your thief, ninja or bard some experience with their skulduggery skill. This can be very frustrating as the authors made the the doors more difficult to open than is appropriate at this early stage in the game. Keep trying, saving and restoring as needed. In some encounters you will get iron or copper keys. These are meant to open the doors on Level 1 or the Basement. Try them if you wish, but picking the locks will gain you skulduggery experience which will continue to be valuable through out the whole game. After completely exploring level 1 and getting the KEY OF RAMM return to the Basement. Unlike level 1, the rooms of the basement are much more interesting, containing treasures, clues and puzzles. To make things a little easier to explain, I have numbered the rooms. I will only discuss those rooms in which there is something of interest. ROOM 1: This room is only reachable by pressing a secret button indicated on the map as a "^". The treasure to be found in this room is very nice including a Heraldic Shield which will increase strength if you decide to invoke its powers and a sword of striking. ROOM 3: is the PIRATES DEN. You will not be able to enter this room until you have learned the password. Queequeg can tell you the password but will only do so after you tell him where the captain's treasure is buried. You'll be able to find that out later in the game. ROOM 4: Searching the northeast corner you will find the JAILORS KEY which will open the gate at 6h and many of the gates, though not all, that you find beyond the gate. Searching the area north of 6h you will find the DEADMAN'S LOG. Unfortunately it is in code, so you cannot translate it at this time. ROOM 5: Here you will find a WINE BOTTLE which will be of use much later in the game. ROOM 7: There is a lot of graffiti written on the walls here. Two of the messages are of importance. One tells of a reward being offered for SNOOPCHERI and the other indicates that there is a mouse hole on the East wall. See Room 10 below. ROOM 10: In the southeast corner of this room you will find some rotten cheese. Using this cheese at the mouse hole you located in room 7 will cause crazed rats to break down the wall and attack you. This is a tough battle. Save your game and try it. If you seem to die to easily, change your tactics and try again. If you're still dying, put this off until a little later. When you are able to successfully defeat the rats, you will be able to follow the hallway they opened up to you. At the end of the hall is another door, another encounter and eventually a chest. Among the treasures to be found is SNOOPCHERI . QQ: Be sure to purchase MYSTERY OIL from QuegQuee! CASTLE TOWERS: Corner Towers: There are four corner towers in the castle. If you continue up the stairs in any of the corners you will eventually reach the top. There is something in each of the towers, but the one of most importance is the SouthEast tower. As you were climbing these stairs for the first time, you noticed a figure ahead of you, always just out of range. When you reach the top and locate his door, he will tell you to go away. You will have an opportunity to "talk" and you should reply "SNOOPCHERI". GIVE the stuffed beagle to L'Montre and in return he will give you a SILVER KEY. This key will open a gate inside the Pirate's Den, room 3 in the basement. You can sell and buy things from L'Monte. SPADE KEY TOWER: See Room #1 in section on Level 2. Move to level 1 to the stairs leading up at 25g and we'll begin exploring Level 2. CASTLE LEVEL 2: a b c d e f g h i j k l m n o p q r s 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U = stairs up 02|#|#|#|#|#|#|#| _____ |#|#|#|#|#|#|#| D = stairs down 03|#|#|#|#|#|#|#| |F F| |#|#|#|#|#|#|#| d = door 04|#|#| |#|#| | 8 | |#|#| |#|#| , = door 05|#|#|D|#| |#|#|U|__ __|U|#|#| |#|D|#|#| g = gate 06|#|#|#|U . G______g______G U|#|#|#| G = unopenable gate 07|#|#|#| ___| | | __g | __|#|#|#|#| F = fountain 08|#|#|#| |$|,| |#|D| |D| |_d_|#|#|#|#| $ = treasure 09|#|#|#| |10 |__U|#| |g|___|,|,|#|#|#|#| ^ = button on wall 10|#|#|#| |d__d 9 |___^_d |#|#|#|#| 11|#|#|#| | |__d__| | 7 |#|#|#|#| The plot begins to thicken as you 12|#|#|#|G|___ . d |#|#|#|#| explore the rooms on Level 2. You 13|#|#|#| ___d_. __d__|__d__|#|#|#|#| will pick up some interesting 14|#|#|#| U#|D. | 5 | 6 |#|#|#|#| clues and treasure. 15|#|#|#| _d . |_____|$___d|#|#|#|#| 16|#|#|#|#|#| ___,___,|^|#|#|#|#| The door at 10e cannot be opened. 17|#|#|#|#|#|d|____d__| 3 | 4 |#|#|#|#| 18|#|#|#|#|#| 1 | 2 |__d__| |#|#|#|#| 19|#|#|#|#|#| $| d | |#|#|#|#|#|#|#| 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| a b c d e f g h i j k l m n o p q r s It is more difficult to open the doors on this level than it has been on the previous levels. Trying will gain you skulduggery skill and is worth the effort. If, however, you find it too frustrating, read the description of Room #1 to learn where to find the CHROME KEYS which will open some of the doors on this level. ROOM 1: In the Southeast corner of this room you will find two SPADE KEYS. If you need the CHROME KEYS, return to Level 1 and take the stairs at 9j up. These stairs will lead you up to a door. Use one of the SPADE KEYS to open the door. This room is guarded by a undead monster. When you defeat him, you will find a chest. In the chest are the CHROME KEYS. ROOM 4: This was the room of Rebecca. You will learn more and more about her as the game progresses. ROOM 6: This is the King's library. Search the Southwest corner to find the King's Diary and the GOLD KEY. In the closet to the Southeast you will find a button on the wall which opens up into Rebecca's room #4. ROOM 7: This is the King's Suite. Explore the room to the south . In the closet to the Northwest of this room, you will find a button that will open up a hall leading to two gates. The KEY OF RAMM will open these gates. You will need more than just the key to do the Temple but you can, if you wish, open the chest at 9k to find the GOAT MASK and the DAGGER OF RAMM. See Castle Temple Below for more. ROOM 8: This is the Temple of Ramm. In the center of the room is an altar. There are two fountains, one in the northwest corner and one in the northeast corner . See TEMPLE OF RAMM. ROOM 9: The Queen's bedroom provides the only access to room 10. ROOM 10: This is the Queen's boudoir. There is a treasure to be found in the northwest closet. The stairs at 14e lead up to the BELL TOWER which will be discussed later in this walk thru. Having completed as much of this level as is possible at this time return to the Basement and head for the stairs at 6f leading down. CASTLE BASEMENT 2: a b c d e f g h i j k l m n o p q r 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| Exploring this long hall you will 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| find two gates and a door at the 03|#|#|#|#|#|#|#|#|#|#|#| $ |#|#|#|#| far east end. The GOLD KEY opens 04|#|#|#|#|#|#|#|#|#|#|#| |#|#|#|#| the gate in the middle at 6m. Open 05|#|#| |#|#|#|#|#|#|_ 1 _|#|#|#|#| the gate and enter the door you 06|#|#| |#|U|#|#|#|#|g|#|#|g|#|#|#|d|#| find beyond. You will see three 07|#|#| |#| pits in the floor. If you care to 08|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| try a very difficult encounter 09|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| jump into one of the pits. Save 10|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| your game before you do though! ROOM 1: a b c d e f g h i In the center of the room is a pressure plate. Step 01|#|#|#|#|#|#|#|#|#| on it. The square to the north will turn into a 02|#|#| 3 ' $ ' |#| pit. Go to 2 and SEARCH the button on the 03|#|#|. . p . .|#| south wall. This will fill in the pit on the west 04|#|#| . . |#| side of the room. Go to 3 and push the button on 05|#|#| p . 1 . p |#| the west wall. Go to 4 and push the button on the 06|#|#| |#| west wall. You now will be able to approach the 07|#|#| 2 |#| middle north wall. Push the button there to find 08|#|#|#|#|ddd|#|#|#| the treasure chest. Inside the chest is the BOOK 09|#|#|#|#|4 |#|#|#| of RAMM and some other treasures. USE the book 10|#|#|#|#|ggg|#|#|#| while in REVIEW and note carefully what it says. Now its time to visit the Temple off of the King's Bedroom. Return to Level 2 and to the King's Bedroom. CASTLE TEMPLE: Prepared with the KEY and BOOK OF RAMM, you are ready to do the temple. Note the description of this room under Level 2, room 8. Save your game at this point as there are some tough times ahead. Go to the altar in the middle of the room. You will be presented with buttons to push. The order was described in the text in the BOOK OF RAMM: push GOAT GOAT ORB STAVE ORB. The altar will drawback revealing a pit. Jump into the pit. This puts you into the room on Level 1 in which you found the KEY OF RAMM. You will be confronted with a large and nasty serpent. Defeat him and the gate to the north will open. The gate to the south and to the rest of the castle is locked so you have nowhere to go but north. Go down the stairs to the north. HAZARDOUS AREA: a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| 02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#| |#|#|#| 03|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#| 3$|#|#|#| 04|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#| |#|#|#|#|#|#|#| 05|#|#| |#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|$|#|#|#|#| |#| |#| |#|#|#|#| 06|#| |#|#| |#|#|#|#|#|#|#|$4 |#|#|#|s|#|$ | |#| |#| |#|#|#| 07| |#| |#|#| |#|-|#|#|#|#|#| |#|#|#| |#| 1 |#| |#|#| |#|#|#| 08| |#| D|#| |# C #| |#|#| |#|#|#| |#|#|#|#| |#|#|#| |#|#|#| 09|#| 5_|#|#| |# H #| |#| |#|#|#|#| |#| |#|#|#|#| |#|#|#| 10|#| |#| |#| A |#|#|#|#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#| 11|#|#| |#|#|# S #| |#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#|#| 12|#|#|#|#|#|#|#|#|# M #| |#| |#|#|#| |#|#|#|#|#|#|#|#|#|#|#| 13|#|#|#|#|#|#|#|#|#|-|#| |#|#|#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#| 14|#|#|#|#|#|#|#|#|#|#|#|#| :s #|#| |#|#|#|#| |#|#|#|#| 15|#|#|#|#|#|#|#|#| |#|#| |#|#|#|#|#|#|#|#|#| |#| |#|#|#|#| 16|#|#|#|#|#|#|#|#| |#|#|#|#| |#|#|#| |#|#| |#|#|#|#|#|#|#|#| 17|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g__|#|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#| 18|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#| 19|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#|#|#|#|#|g|#|#|#|U|#|#|#|g|#|#| 20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#| |#|$2 |#|#| 21|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| g U|#|#|G.G.G.G|#|G.G.G.G|#|#| 22|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|d|#|#|#|__ JAIL ________|#|#| 23|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|d|#|#|#|__ __|#|#|#|#|#| 24|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U|#|#|__ | |_____| 25|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|D|#|__ |d|_d | |#|#|#|#| 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|__ |dd_d___| |#|#|#|#| 27|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#| BASEMENT |#|#|#|#| a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J G = unopenable gates : = rubble This area is hazardous, especially if you explore it randomly. I'm going to make things a little easier on you by telling you the fastest way to exit this area and return to the main castle. From the stairs which you went down after defeating the giant serpent <19C on this map> go west to the first opening to the north 17w. Work your way to the room with the number 1. In the northwest corner you will find the DUNGEON KEY which will open the locked gates in this area. Return the way you came and continue down the hall to the west and then south. Open the gates at 20r and 21s. The doors further along this hall lead back to the BASEMENT 1 level of the castle. Now that you know how to get out, it's time to explore the rest of this area. Explore this area any way you want to, returning to the castle to rest when necessary but be certain to visit and search the areas listed below: Go to the 2 on the map <20E> to find the DECODER RING. In REVIEW mode use the Decoder Ring on the Deadman's Log to learn that the captain buried his treasure in the Giant Mountain. Go to 3 on the map <3G> to find the MINER'S PICK. Use the pick on the rubble at 6u and 14t. The first will reveal a chest the second will open up further areas for exploration. Go to 4 to find the BELL KEY. You're now ready to do a few more things back in the castle so return to BASEMENT 1. PIRATES DEN: Visit QuegQuee and ask him about the PASSWORD for the Pirates' Den. He will ask you where the captain's treasure has been buried. Tell him GIANT MOUNTAIN. He will tell you that the password is SKELETON CREW. Now go to the Pirates Den . You will have to defeat Captain Matey either in combat or by out drinking him. Once you have defeated him, you can use the SILVER KEY you got from L'Montes to open the cage in the center of the room. Inside the cage you will find a number of treasures including a HOOK and a Green Parrot which will increase the personality stat if used. Now it is time to visit the BELL TOWER. BELL TOWER: Go to Level 2 and to the stairs on that map at location 14e. Climb up to the top. Here you will find a well and the bell rope. Choose to use the rope to swing across to the far side. Both sides look exactly alike and the only way to tell if you have made it across is if you find the door locked. Once you get to the locked door use the BELL KEY. Inside you will find a chest which contains ROPE. Once you have the ROPE, MERGE the ROPE with the HOOK you got in the Pirates Den. Return the way you came and return to the Hazardous Area. You're now ready to cross the CHASM you found in the HAZARDOUS AREA. CHASM: Use the ROPE & HOOK to cross the Chasm. It works in both directions so you needn't worry about getting stuck on the far side. Just before you reach the area on the HAZARDOUS AREA MAP listed as "5", SAVE your game. 5 is a very tough battle with Hydraplant. If you find that this encounter is just too difficult at this time, spend some additional time improving your characters in the castle area and try this again a little later. Once you defeat the Hydraplant you will find a button which went pushed opens a chute to below. Heading to the west you will come to the MOUNTAIN AREA. MOUNTAIN AREA: a b c d e f g h i j k l m n o p q r s t u v w x y z 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| 02|#|#|#|#| |#|#| |#|#|#|#|#|#|#|#|#|#|#|#| 03|#|#| |#|#| |#| |#|#| |#| U = leads back to chasm & castle 04|#| |#| |#| |#| |#|#|#|#|#|#|#|#|#|#| 05|#| |#| |#| |#|#|#|#| |#| |#|#|#|#|#|#|#|#|#|#|#| 06|#|#| |#| |#| |#| |#| |#|#|#|#|#|#|#|#|#| 07|#: |#|#|#|#| |#| |#| |#|#| |#|#|#|#|#|#|#|#|#| : = path from the 08|#| |#|#|#| |#| |#| |#|#|#|#|#|#|#|#|#|#| pyramid 09|#| |#|#| |#| |#|#|#| |#|#|#|#|#|#|#|#|#| 10|#|#| |#|#|#| |#|#| |#|#| |#|#| 1 #| = Wizard's Cave 11|#|#| |#|#| |#| |#|#| |#|#|#| |#|#|#| 12|#|#|#| |#| |#|#|#|#| |#| |#|#| |#|#|#|#|#| 13|#|#|#|#| |#|#| |#| |#|#|#|#| |#| |#|#|#|#| 14|#|#|#|#| |#|#|#| |#| |#| |#| |#|#| 2 #| = Mines 15|#|#|#|#|#| |#| |#|#| |#| |#|#| |#|#| 16|#|#|#|#|#|#|#|#| |#|#|#|^|#|#|#| |#|#|#| |#| |#| 17|#|#|#|#|#|#|#|#|#|#|#|#| |#|#| |#|#| |#|#|#| 18|#|#| |#|#|#|#|#|#|#|#|#| |#|#|t |#| |#|#| t = Troll Bridge 19|#| |#|#| ^|#|#|#|#|#|#| |#| |#|#| |#| |#|#| |#|#| 20|#| |#|#| |#|#|#|#|#|#|^|#|#| |#| |#| |#| 3 #| = Mines 21|#| |#| |#|#|#| |#|#| |#| |#| |#|#| |#|#|#|#| 22|#|#| |#| |#| |#|#| |#|#| |#| |#| 4 #| = Mines 23|#| |#|#|#| |#|#|#| |#|#| |#| |#| |#|#| 24|#| |#|#| |#| |#|#| |#|#|#| |#|#| |#| |#|#|#|#|#| 25|#| |#| |#| |#| |#| |#| |#| |#| |#|#| 26|#| |#|#|#| |#| |#| |#|#| |#|#|#|#|#|#|#| |#|#| 27|#|#|#| |#|#| |#| |#| |#| |#| |#| 5 #| = Mines 28|#| |#|#| |#| |#|#| |#| |#| |#| |#|#| 29|#|#| c / |#|#| |#|#| |#|#| |#|#|#|#|d|#| |#|#| d = drawbridge 30|#| |#|#| |#| |#|#| |#| |#| |#|#| c = catapult 31|#| |#|#|#|#|#|#|#| |#| |#|#| |#|#|#|#|#|#|#| 32|#| |#|#|#| |#|#| |#|#| |#| |#|#|#|#| 33|#|#| |#|#| |#| |#| |#| 6 #| 34|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| a b c d e f g h i j k l m n o p q r s t u v w x y z You enter the Mountain Area from the north at 3k. Head east and make your way to Mines entrance <# 2 on above map>. If you want to check out the Wizard's Cave at this time, you will learn that there isn't much that you can explore at this time due to dead ends and a gate. MINES: There are four levels to the mines and LOTS of stairs, so many that it is very easy to become confused. I suggest that you print out the maps for the mines, levels 1-4, and color code the stairs to make things a little easier for yourself. MINES LEVEL 1: a b c d e f g h i j k l m n o p q r The numbers 1 - 6 on the west of 01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| this map coorespond with the 02|# 1 |#|#|#|#|#|#|#|#|#|#|#|#| numbers on the east of the Moun- 03|#|#|#|#|#| |#|#|#|#|#|#|#|#|#| tain area map. 04|#|#|#|#|#|#|g|#|_|#|#|#|#|#|#|#|#|#| 05|#|#|#|#| _ |#|#|#|#|#|#|#|#|#|#|#| D = stairs down 06|# 2 |#| |#|_ |#|#|#| | |#| U = stairs up 07|#|#| |#| |#|#|_ U|#|#| | |#| g = gate 08|#|#| |#|_ |#|#|#|#|#| __|__g__|#| ' = dark area 09|#| _ |#| |#| ____U|#| |#|#| $ = treasure 10|#|_|#| |#| |#| |#|#|#|#| |#|#|#|#|#| 11|#|#|#| |#|_____________g_ |#|#|#|#| In the dark area in the southeast 12|# 3__ |#|#|#|#|#|#|#|#|#| |#|' '|#| there is a treasure consisting of 13|#|#|#| ___ ____ |#| D|_ '|' '|#| a night stick, shadow cloak, KEY 14|# 4 | D| _D|#|____ | D|'|#|'|#| OF A-MINER, and a few other items. 15|#|#| |#| |#|____D|#| _| |' ' ' '|#| To locate this treasure you must 16|#|#| |___ ___D|#| _ |'|#|#|#|#| SEARCH at 21p. 17|#|#| |___ |#| D| |#| _|#|' '|#| 18|#|#|__D|#| |___ |#|__D|___ ' ' '|#| To make your life much easier, 19|#_5___ |#|____D|_ _ D|#|#|'|#|'|#| familiarize yourself with the path 20|#| _D|____ _ |#|#| |#|' ' _ ' '|#| to the stairs at 25i. These stairs 21|#| | __D| |#|_ '|#|$ ' '|#| lead to a dark area on level 2. 22|#| |#|#|__D|#| |#|#|#|#|#|#|#|#|#| From these stairs go south 2 and 23|#|#|_ _ |#| _|#|#|#|#|#|#|#|#|#| west 2. You will find yourself in 24|#|#| _|#| |#| |#|#|#|#|#|#|#|#|#|#| a 2x2 room with a fountain. This 25|# 6 |#|#| D| D|#|#|#|#|#|#|#|#|#| fountain will restore EVERYTHING, 26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| hits, stamina and magic. REMEMBER a b c d e f g h i j k l m n o p q r its location and visit it often!! MINES LEVEL 2: a b c d e f g h i j k l m n o p q r s U = stairs up 11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| D = stairs down 12|#|#| ,d d |#|#| | __D| _d |#| $ = treasure 13|#|#|d| |#|__d|#|#| |_ |U____|#| R|#| , = secret door