Questron II FAQ version 1.0.0 by Andrew Schultz schultza@earthlink.net This document may not be reproduced for profit without my prior consent. It is copyright 2001 Andrew Schultz and part of my effort to help preserve the memory of fun old computer games. Check out my Questron II color maps at: http://members.fortunecity.com/cartographcs(overworld) http://members.fortunecity.com/cartographcs/q2/q2index.htm(towns, etc.) ** AD SPACE ** More old game stuff at: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm My home page: http://www.geocities.com/SoHo/Exhibit/2762 ================ INTRODUCTION GETTING GOOD QUICKLY GAMBLING QUANTUM LEAPS I HATE VIOLENCE! (A GUIDE TO COMBAT) ADVICE ITEMS SPECIAL WEAPONS ARMOR TRANSPORTS SPELLS MONSTERS QUICK WALKTHROUGH SUMMARY TOWNS, MAPS, ETC. TEXT MAPS TOWNS CATHEDRALS CASTLES DUNGEONS CONCLAVE "EH?" VERSIONS/CREDITS ================ INTRODUCTION There are two big land masses you'll have to navigate. Don't worry about the second until you've become an apprentice. You'll want to avoid combat if you can, as it doesn't really get you much gold and can be harmful. Casinos are better. You need a boat or an eagle or a special item to make it from one land to another. However, the world is tiled like a checkerboard with the 90x90 maps of Landor and the Sorcerers' Realm. GETTING GOOD QUICKLY GAMBLING Blackjack doesn't have 100% payout, so don't play it. There are plenty of Blackjack FAQs, so I'll summarize briefly--you start with two hole cards. Ace is worth 1 or 11, whichever is more favorable, and KQJ are worth ten, and number cards are worth their value. You may "hit" (draw another card) until you go over 21, when you "bust"(lose.) The objective is to beat the dealer--if you bust, the dealer wins automatically. If you draw to a 21, you have blackjack and win 250% instead of 200%. High/Low has a 100% payout, since it's equally probably a card will be 2-7 or 9/10/JQKA, so I suppose you could save before playing(it's nice that you can save in towns) and try. Wizard's Squares is the best. You win six times your money(i.e. bet 100, get 700--technically, they present the game incorrectly, but the game is better for you than advertised!) if you guess the square the ball lands on, three times(bet 100, get 400) if you're one off, and nothing if you lose. Let's break it down. cc cc cc cc cc aa bb aa cc cc aa bb aa cc bb bb bb bb cc aa bb aa cc cc aa bb aa cc cc cc cc cc If you choose the c square, there is a 1/16 change you'll be right(you get 7 times your original stake and a 1/16 chance the ball will land on the a square next to it. Total winnings = 7*1/16+4*1/16 = 11/16, or a 68.75% payout. Almost as bad as Lotto tickets. If you choose the b square, you have a 1/16 chance of guessing right, and there's a 2/16 change the ball will land on an adjacent a square. Payout = 7*1/16+4*2/16 = 93.75%. Not bad! If you choose the a square, you have a 1/16 chance of guessing right, and there's a 4/16 chance the ball will land on an adjacent square, two b and two c. Payout = 7*1/16+4*4/16 = 143.75%. All c, b and a squares are identical--you can use a simple symmetry/rotational argument to prove this. So if you bet a portion of your current boodle, you can usually win nicely. But there's a way to win even bigger. It involves cheating. Use "save state" on an emulator just when you're asked to choose which square. Then pick any one, see where the ball lands, reload the state, choose the square the ball landed on, and--oopsie-la! "I dunno how I did it!" However, Questron II limits you to 65535 gold. Not that you'll need much. Spells should cost 32000 to stock up on, so you won't need much more. Repeat the Wizard's Square procedure when you get low, and put winnings in the bank and come back immediately. Thankfully guards don't attack big winners as they did in Questron. QUANTUM LEAPS You'll generally get good by quantum leaps(not counting casino winnings.) PLEBE: 300 = max hit points, 15 agility, strength, intelligence, charisma, and stamina. Studded leather and a dagger are best bets. Promotions ADVENTURER: 400 = max hit points, +5 agility, +5 strength, and now ring mail and a staff are sold in towns **You must visit Mesron by using the gold key at the hall of visions to get this. SCOUT: 500 = max hit points, +10 stamina, and you can buy a fauchard and bar mail **You must return the Wand of Power to Mesron for this. APPRENTICE: 600 = max hit points, +10 strength, and you can buy a weighted spear and chain mail. You can also buy a trained eagle. **You must return the Orb to Mesron for this. KNIGHT: 5000 = max hit points, +5 Agility, Strength and Intelligence, and you can buy ribbed plate and a crossbow(although I was stuck with plate/shortbow) **You must push back Mantor at Seacrest for this. You may need to do something else--make sure you visit after you've got the black key. Others: You get +5 strength at Kelfor if you manage to speak to the king. You can get +10 charisma in Redstone and may be able to do it twice once you're a knight. I didn't check. You also get +5 intelligence for winning at Seacrest--talk twice to Mesron for the big improvement. I HATE VIOLENCE! (A GUIDE TO COMBAT) Dungeon combat is more forgiving than Questron, but castle and tomb combat are grueling. For the dungeons, stock up on Sonic Whine and you should be fine. You'll probably be more concerned with (X)amining enough, so your armor doesn't get destroyed. What makes castle and tomb combat so nasty is the following: if you are a knight's move away from a guard and you pass, he will approach the square diagonal to you and attack you. Of course, you can't attack him! The best strategy is to try to force him into a narrow place where he'll have to line up with you. When he's two squares away, sock him with a Time Sap, then nail him with a Fireball or Magic Missile or, if you're advanced in the game, fight him with a weighted spear. Repeat this as necessary and only take one guard on at a time. Above all, if you must flee, USE TIME SAP. Guards can outrun you in a maze(they cut corners when you move) and can nail you badly as you flee. In overland fights, after you've won, you can (X)amine for food, and you may get lucky. ADVICE In Questron II, you can get advice from barbers, inns and taverns. The laundry list is below: ADVICE: --Food is rare but can be found outside. --The Hall of Visions is in Redstone Castle. --You can loot, but be ready to fight or flee. --Find the Holy Ones in the cathedrals. --The gold key will unlock the Hall of Visions. --Learn what to fight and what to flee. --Put money in the bank, in case of death. --Find a gift for the Holy Ones. --There is more than one way to cross the mountains. --Speak in the Hall of Visions and Mesron may help you. --Some towns are cheaper than others. --Visit the Hall of Visions often. --The Wand of Power is in the tomb. --Cathedrals can make you rich. --Don't get lost in the tombs. --Keys can be found in castle chests. --I looted a merchant and got away. --Coffins are worth the risk. --Stock up on the Bread of Life. --Be nice to Morle - he may help you. --Time Sap the guards. --Find the Eternal Flame in the fortress. --Use the Room of Maps. --Simon isn't what he seems. ITEMS SPECIAL[spoilers below] Gold Key--you have this to start the game. It opens the Hall of Visions. Moonstone Amulet--found early in the Rivercrest Tomb. It allows you to talk to the Holy One, who sells Bread of Life. Brass Key--Morle gives you this in Rivercrest tomb. It unlocks other doors in castle, leading you to new keys Chalice of Arvyl--found in the Rivercrest tomb, presenting it to the Holy One at the Twilight Cathedral allows you to buy more Bread of Life. Wand of Power--found in the Rivercrest tomb, this gives a promotion when you present it to Mesron. Iron Key--found third in Castle Redstone, this allows you to see the wizard to improve your charisma. Copper Key--found second in Castle Redstone, this allows you to get to the orb. Silver Key--Mesron gives you it when you show him the Orb, and this key allows you anywhere in Redstone. Emerald Key--found first in Castle Redstone, this lets you in to the southeast part of the Rivercrest Tomb and allows you to get the other of the Chalice of Arvyl/Wand of Power that you don't have Unicorn Horn--found last in Castle Redstone, this takes ten of your hit points Ruby Key--found in Kelfor's, it gets you to the Eternal Flame in Kelfor's Agate Key--found in the first dungeon, gets you to Kelfor's throne room Sapphire Key--found in Kelfor's, it unlocks the door to where the Ruby Key is hidden Opal Key--given to you by Kelfor, allows you anywhere in Kelfor Crystal Goblet--found in the first dungeon, presenting it to the Holy One at the Twilight Cathedral allows you to buy more Bread of Life. Onyx Key--found in the first dungeon, allows you to enter the Twilight Cathedral tombs Black Key--found in the Twilight Cathedral tombs, allows you to enter the Dungeon of Despair Eternal Flame--found in Kelfor's fortress, it allows you to progress in the Twilight Cathedral tombs Book of Magic--with you from the start of the game, use it in the end with the "Destruct" spell to knock off Mantor Orb of Enchantment--found in the castle, and it will get Mesron to advance you a level. Use it with Morle, and you are teleported to the land of Sorcerers Scroll of Scalna--auto-mapper found in the first dungeon, level three Rope & Hooks--bought at Bay View(among other places,) it allows you to cross mountains. There are more sophisticated ways of travel, but this is cheapest. Bread of Life--restores up to 100 hit points. When you become an apprentice, there is no maximum to what the cathedral will sell you, although you cannot possess more than 99 at any time. WEAPONS All the weapons are listed below: --Dagger --Hammer --Hatchet --Staff --Cudgel --Rapier --Axe --Fauchard --Sabre --Weighted Spear --Pike --Shortbow --Broadsword --Crossbow ARMOR --Rawhide --Studded Leather --Ring Mail --Bar Mail --Chain Mail --Plate Mail --Ribbed Plate TRANSPORTS --Rope & Hooks --Mule --Pony --Camalon --Boat --Trained eagle SPELLS --Magic Missile: moderate damage to an opponent. Can be used at a distance but more effective close-range --Fireball: moderate damage to an opponent. Can be used at a distance but more effective close-range --Sonic Whine: destroys a dungeon opponent at short range --Time Sap: leaves an opponent paralyzed. The time depends on the location --Destruct: used at the very end to destroy the original Book of Magic MONSTERS I don't count the guards and wizards as monsters--only the random encounters. All the outside monsters are listed below: --Sovan Priest --Gypsy Imp --Beggar --Troll --Brawn Warrior --Wave Slapper --Mutant Carp --Hull Bore --Spincer --Mavin --Snooper Slink --Slasher Boar --Antisaur --Grub Snuffler --Vipod --Ramdart --Swine Swallow --Boll Rot --Tangler --Hornet Cloud --Baboon --Ball Slime --Carrion Creeper --Jelly Nymph --Giant Cockroach --Stink Worm --Hurler --Ice Urchin --Cloud Creeper --Spiker --Venom Ant --Constrictor --Giant Mantray --Ghoul --Pincer --Jovine Pig --Blook Slake --Cannibal --Muck Grabber --Swamp Slither --Brine Flicker --Gilgore --Mind Scream All the tomb monsters are listed below: --Dust Fiend --Rat Lord --Asp of Pain --Wrathful Vermin --Vicious Toad --Nasty Vine --Weird Thing --Hideous Pluck All the dungeon monsters are listed below: --Shape Shifter --Hell Hulk --Soul Seeker --Warlock --Winsel --Thunder Lizard --Mindless Drone --Zabor --Rotan Knight --Mind Zap --Disembowler --Death Wraith --Shredder Serpent --A Vision --A Squealer --Churl Ogre QUICK WALKTHROUGH SUMMARY Stuff like how to get through the dungeons is in the dungeon section. First, you want to go to the castle and use your gold key on the door to the hall of visions(the one with the freaky tiles.) Talk to Mesron and you'll be improved. The strength and agility are nice, but moving up to 400 hit points and getting new spells even bigger. Don't forget to go to Bay View for Rope&Hooks and the best weapons and Folman for the best armor after each promotion. You'll probably want to build up spells for going down into the tombs. To do this, you need to build cash flow. To do this, stop at the casino and play Wizard's Squares until you've got a gob of cash. Put most of it in the bank(maximum 65535) and play again until you're flush with money. Use the save feature liberally--this is discussed best in the getting better quickly section. Your first trip down in Riverfront Cathedral will be a quick raid. Take the first right, go north into the room, get the MOONSTONE, and get out. For fights, you'll want to use Time Sap. Monsters are slow to recover in tombs(unlike castles, where they recover in two turns) so you can probably knock them out in ten turns before they wake up. If you want to be sure, just bring some magic missiles or, better yet, fireballs. Remember these have effect from a range, although they seem to do more damage when you're closer. If monsters are not blocking your way, you can consider a Time Sap to run away from them. With the medallion, visit the Holy One to get Bread of Life. Your second trip in Riverfront's tombs will be a little longer. Go east as far as you can, then go north at the two T-intersections you see. (S)peak to the man blocking your way, and giving 200 gold will allow you access to a new area. Beware--there are lots of monsters past the guy. Dispose of them. After walking diagonally, go east and take the passage down into the room. There's another room below that where you'll find Morle, who will give you the BRASS KEY. Now, you will be looking for a random treasure. Go back north, go east and then north at the "T" where you can't go east. Follow the winding path and go east at the first opportunity. You'll reach a four- way intersection with paths west, east, northeast, and southeast. Going northeast will get you some fragrant herbs to restore hit points. Going southeast will wind around a bit, and you'll receive one of two items: the CHALICE OF ARVIL or the WAND OF POWER. If you have the chalice, go back to the Holy One, who is willing to sell you more loaves. Otherwise, you'll have to loot the castle first, but presenting the wand to Mesron(speak to him) will raise you to scout. It's probably better to have the wand, but you can still rout the castle with the chalice. In the castle, you'll need the brass key to get where you want to. If you have the wand, pick up the orb on the west side. In the formerly closed-off northwest, which requires the brass key, you'll find that looting the chests gives you, in order, an emerald key, a copper key which also gives you +5 strength, an iron key and a unicorn horn. You can probably get rid of all these guards while looting, and if you're killed it's not so bad, as you'll still have the important items in your inventory. The keys are located in the following places: the northmost chest behind the brass door(the one that needs the brass key), another chest ten paces east, a chest five paces south, and a chest three south and east from the original brass door. The next time you go in the castle, open the door in the southwest(iron key) to get +10 charisma for 1500 gold. Now you'll want to go back to Rivercrest Tomb to get the item you didn't the first time around. Go all the way south, all the way east, all the way south, and take the second passage south and go east. Use the emerald key and take the first passage south. Going east a few squares, you'll see the room to the north where you'll get the other item. See the Holy One or Mesron, and you're well on your way. If you still haven't gotten the orb, the brass key should do the trick. Go back to the Hall of Visions and (S)peak to Mesron, and POW! You've got a SILVER KEY, which is not terribly useful, but you're much stronger. Go pick up the better items, and go to Riverfront. Go see Morle(the guy who gave you the brass key) again. He'll transport you to the Realm of Sorcerers. It's cheaper than buying a boat at Bay View. You should have at least 3600 gold before going to the Realm. The first thing to do in the Realm of Sorcerers is that you can buy a trained eagle in Grissold, to the southeast of Demph, where you start out. You'll no longer be subject to attacks this way. Then there's the dungeon in the northeast. It's not so bad, really. The scroll of Scalna is on level 3, and it's not hard to look around. Monsters and traps are much less dense than in Questron. Once you have the SCROLL OF SCALNA, you'll have an auto-map feature, which is very handy. On the sixth level, you'll find an AGATE KEY, needed in the fortress of Kelfor, and the eighth yields the ONYX KEY which you need to get in the tomb at the twilight cathedral. The next thing to do is to loot Castle Kelfor. The first item to find is the SAPPHIRE KEY, which opens the doors just north of the entrance, behind which you can find the RUBY KEY. To visit the king, use the agate key and then the ruby key on the successive doors. Of course, you'll need to go outside first before he's willing to listen to you. He'll also give you an OPAL KEY which replaces the other two. Go south, west and tail along the passage to use the opal key and get the ETERNAL FLAME. You're now ready for the second tombs, which zigzag much more than the first. The sapphire key is, if you go to the west side of the castle and look for an opening, the second chest north of that opening on the west side. The ruby key is in the northeastern chest of the lower door that the sapphire key unlocks. Take the second right, then go up at the T(northwest/north/northeast) and then left at the next t. Then go north into the room and exit to the north. At the next intersection, go left. At the four-way intersection, detour south into the room to get the fragrant herbs, then go left until the passage winds back around and there is a north/west/south T. Go west, then go west at the next intersection. After you bend south, turn west at the next intersection and go north into the room on the resultant path. Leave to the west and at the second right, go east, south and west to get to the room with the BLACK KEY. From there, going back is not trivial. Go east, north, all the way west, all the way north along the passage 'til you get to the room. Go east to the T, then north all the way, east all the way, northeast and follow the winding path. Go south at the T, then north at the next t and then the four-way intersection. Go south at the next t, and exit the room to the south. Go east, take the diagonal, go south at the T then northwest at the next. The last T, go all the way north and follow the winding path. You're done! Well, you may want to go back to Landor now. Speak to Mesron, and he should inform you that you need to go to Seacrest. When you get there, cast a Fireball spell at Mesron to get him to go away. Seacrest will be normal, and Mesron will promote you to knight. Now you need to go to the final dungeon. Be sure to stock up on bread of life to the maximum(do it at Twilight Cathedral, where you can enter the tomb, buy bread, etc. rather efficiently. You may also want to take off your armor for a while and let monsters bash you, as the fewer hit points you have left, the more bread you can buy!) Don't worry about looking for items. There aren't any. Beware that some coffins are traps, but the fragrant herbs still get you hit points. Just go down all the way until you find a way down from level eight. Then, you'll want to head north at the first T, north at the next, west at the third, then west again. From there, there's one way to go except for a side passage to the south you should ignore. When you get to the differently tiled room run for the book and use your own Book of Magic. There's a new spell--DESTRUCT--which will destroy the book. You win! TOWNS, MAPS, ETC. TEXT MAPS CATHEDRALS Cathedrals are 23x23 in size. Ledger X = wall G = guard \/ /\ = "ruler"--you need the moonstone to visit here. v = enter the tomb . = grassland $ = chest W = wizard(priest?) to give money to Snactuary Cathedral ....................... ..XXXXXXXXXXXXXX....... ..XG GX X....... ..X X X....... ..XG GX XXXXXXX. ..X X XG D X. ..XG GX X GD X. .XXDDDX XXXX X. .X X. .X XXXXXXX XX $$X. .. 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X::X XX::::::XXXXX X..X X** X::X XX::::::XXXXX X..X X !G X::X XX::XXX:XXXXX X..X XXXXXXX X::X XX::XX:&XXXXX XX..X XWWW X** X::X XX::XXXXXXXXX X...X XWWW *X X::X XX::XXXXXXXXX X...X XWWWW X !G X::X XX::XXXXXXXXX X...X XWWWW*X X::X XX::XXXXXXXXX X...X X WW X*** X::X XX::XXXXXXXXX*X...X X X X::X *X::X ** X...X XXXXXXX * X::X X::X X...X XG* GG X::X X::X XXXXXXXXX...X X**! X::X X::X Xc..........X X ! X::X X::X Xa......XXX.X X XXXX G X::X *X::X*Xs......X$..X X X X X::X* X::X XX...XXXXXXXX X X $X ** X::X X::X ** X X :XX: ! X::XXXX::XXXX:::XX ! X XGG G t X::::::::::::::::XG X XXXXXX!r * X::::::::::::::::XG X X XGa** XXXXXXXXXXXXX:::XX X X XX XG **! X X XX X * X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CASTLES Ledger for Redstone G = guard $ = chest D = door % = +20 charisma(south) or 1000 gold for a map(north) ^ = orb(you can't take it until you're a scout) ! = person O = counter : = special tiles(speak to Mesron) & = other tiles in Hall of Visions Redstone XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X X GX X X G X G X $$ G X X X X X YY X X YYX $$ $$ $$ X $$ X X X X X X X X XXX GXXX X X X X X X $$ $$ X X X $$ X X X X GXXXXX X X X X $$ X X X X X X $$ X $$ $$ $$ X $$ GX ! X X X X $$ YYX X X X X X X X X X XXXXX XXX GXXXX XXXX X XXX $$ GX GX X X GX X X X X X X X G $$ XXXXX X X X X X XXX XXX X X X X X X X $$ X X XXXXXXXXXXXX X $$ X X X XXXX X X X X X X X X X X X XXX XXXX X X XXXXXXXX X X X X X X X XXXX X G X X X,,,,,,X D X X GX XXX X X X GX X X,OOO,,X D X X X X X X X,O%O,,X GX X GX X X XXXXXXX XXXXXX GX X X X,OOO,,X X $$ GX X X X X $$X X X,,,,,,. X X X X X X X X X,,,,,,X X X XXX X X XXXXXXXX X X,,,,,,X XXXDDDXX X X X X X,,,,,,X X X X X X X,.....X X XXXXXXXXX X X GX X XXXXXXXX GX X G G X X X XXXXXXXX X X GX YY X X X X X X XXXXXXXDDDXXX X X XX X X X $$ X X ::::::::: X $$ XXXXXXX X X X XXXXXXXXXXX GXXXXX GX X :^::::::: X X X X X&&&&&&&&X X X X X :^::::::: X XXXXXXXX X XX X X&&&&&&&&X X GX X XXXXXXXXXXXXX X X X X&&::::&&X X X X;;O;;;;;X $$ $$X X X X&&::::&&X X X X X;%O;;;;;X X X X X X&&::::&&X X XXX XXX X;;O;;;;;X X X X GX X&&::::&&X X X X XXXXXDDDXXXXX XXXXXXXXXXX X X X&&&&&&&&X X X X X G X X XXXX X&&&&&&&&X X X X X $$ X X $$ X X X&&&&&&&&X X X X X X X X XXXXX X XXXDDDXXXX XXXXX X X X GX X $$ X GX G G G X X X $$ X X $$X XX X X X $$ X X X ! X X XXXXXXXXX GXXXXXXX X X X GX X XXXXXXX X X X $$ X GXXXXXXX X $$ X G$$ $$ G X X X XXX GX X X X X X X X XXX X X X GX XXXXXX XXXXXXX XXXXX G XXX X X XXX GX X X G X X X X $$ XXX GX X $$ X $$ X $$ $$ X $$ X X X X X X X X X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Legend for Kelfor G = guard $ = chest D = door % = +20 charisma(south) or 1000 gold for a map(north) ^ = orb(you can't take it until you're a scout) ! = person O = counter : = special tiles(speak to king) . = tiles by eternal flame or, on outside, grass & = other tiles in Hall of Visions \/ /\ = king , = tiles by guy who sells intelligence Kelfor ............................................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX. XX XX. XX XX. XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX. XX X XXX GXX XX. XX X XXXXXXXXXXXXXXXXXXDDDXXXXXXXXXXXXX X X XX. XX X X X X:X::\/::X::XXXXX.....X........XXX X $$ X XX. XX X X::X:/\:X:::GG XX.XXXXX.XXXXXX.XXX $$ X GX XX. XX X XX X:::OOOO::::GG XX.X.....X....X.XXX X X XX. XX X G X:::::::::::GG XX.X.....X....X.XXX X $$X XX. XX X X::X::::X::: XX.X.....X.^..X.XXX $$X X XX. XX XXX XXX:::::::::::XXXXX.......X....X.XXX X XXX XX. XX X XXXXX:::XXXXXXXXXXXXXXXXXXXX.X.XXX X X X XX. XX XXXXXX X:::::::X $$ GXXXX......X.XXX X X X XX. XX XX X:XDDDX:XX XXXX.XXXXXX.XXX X X X XX. XX X XXX XXX X X XXXX........XXX X X XX. XX X GX X X X XXXXXXXXXXXXXXXXXXX XXX X XX. XX XXXXXXX XDDDX X X X G G X XX. XX X G X G X X X XX X XX X XX. XX X YY X X X X X GX XX X XXXX X XX. XX X X XX X X XX. XX XXXXXXX X XXXXX GXX XXXXXXXX XXXXXXXXXXXXXX X XX. XX X $$ G $$X XXXXX XX X G $$ X X XX. XX X X XX D X XXXXXXXXXXXXXX X XX. XX X XX XX D $$X $$ X XX. XX GXXXXXXXXXXXXX XX XX GX $$ GX XXXXXXXX GX XX. XX $$ XX XX X X X,,,,,,X ! X XX. XX XX XX XXXXXXXX X,OOOO,X X XX. XX XXXXXXXX $$XX XX X G X X,O,,O,X $$ X XX. XX X G XX XX X X X,O,,O,X ! ! X XX. XX X $$ XX XX D GX X,O,$O,X X XX. XX X GXX XX D X X,O,,O,X X XX. XX X GXX GX X X,OOOO,X X XX. XX X GXXXXXXXXXXX X X X,,,,,,X X XX. XX X X $$ XXX XXX X,,,,,,X X XX. XX X X $$X XX X XXXXXXX,,X GX XX. XX X X X $$ XX GX G $$G YY X,,X X XX. XX X X $$ X X XX D X,,XX X XX. XX X X X X XX D $$ $$ $$X,,,X X XX. XX X GXXXXX G $$X XX GX X,,,X X XX. XX X $$ X XX XXXXXXXXXXXXXXDDDX $$ X XX. XX X $$ XX G G XX XX. XX XX XX XX XX. XX GXXXXXXXXXXXXXXXXXXXXX XXX XXXXXXXXXXXXXXXXXXXXXX XX. XX G X G GXX. XX XX. XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX. DUNGEONS There's shorthand for walkthroughs below. 3W = 3 west, etc. Although there are interesting sidetracks, I haven't listed them here. This is just the shortest way in and out. Although traps are listed on the map, they're not in the walkthrough. Remember to (X)amine every few squares and especially when you turn or are in a door. Ledger X = wall ^ = a way up v = a way down(NOTE--this may be a trap. Always (X)amine to see if this is the case, or you may take damage.) T = trap(acid or spikes) $ = chest(gold) C = coffin(food or statistics) H = fragrant herbs(hit points) Dungeon Level 1 XXXXXXXXXXXXXXXX X^XX XXXXX^vX X XX X XXX XXXXXXX XXvX X X XXXXXXXT$XXX $ X XXXXX XXXX XXX XXXXX XXXXXX XX XXX XXXXX XX X XXX$X X X X $ X XXXX$X X XXXXXX XXXX X XX H XX X XXXXXX XXXX XXXX XXXXXX $$ XXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX S 3E N 3E 4S 2W 2S 2W S 2W 2S E S 7E 3N 4E 2N W 4N 2E S Dungeon Level 2 XXXXXXXXXXXXXXXX X XXXX $$Xv^X X X XX XXXX X XXXX X ^ X X X $XXX XXXXXXX X X XXT X v X X X XX XXX XXXXX X X $ XXX XX X X XXXXXXX XX XXX X $ XXHXXX XXXXXXXXXXXXDXXX XXX T X X XXX$XX$XXXHXXX X XXX XX XXXXXX X XXX vX v X v$ X XXXXXXXXXXXXXXXX 2W N 5W N 2W 8S 8E 2N W 2N 2E Dungeon Level 3 XXXXXXXXXXXXXXXX X XXXXXXX^vX XX$XX D XXXXXXXX XXv X$XXX$vTXHXX XXX X XTXXXXX $X XX $ ^ T XX XXXXXXXXXXXXX XX X X X X X$X XDXDXDX XX X X XT HTX $ X XXXXXDXDXDXXXXXX X $ C vX X XXXXXXXXXXXX X X XXX T X X X $ ^XX^XXX^ X XXXXXXXXXXXXXXXX The coffin gives 400 hit points here. Search to the east to find the Scroll of Scalna. Then... 3E 2S E 2S 3W 2N 4W 4S 7E Dungeon Level 4 XXXXXXXXXXXXXXXX XX XX X Xv^X XX $ XXX X XXXX XT^XX X X ^ T XX X$XXX TX X X$XX X XXXXXX HXXTXX X X XXXXX T XX X X XCXXX X XX X $X X $ X XX XXX X X $ XXXX XXXXXXX XXXXXX X T$ XX X $^X X XXX XDXTXXX X X X X X$XXX X XXHXvX D DT X XXXXXXXXXXXXXXXX The coffin here gives +3 strength. I think it regenerates. There is a crystal goblet in a chest on level 4. 3S 8W 2N W N 4W 2S 3E S Dungeon Level 5 XXXXXXXXXXXXXXXX XT XXXX $X^vX X X D T XX XXXX X X XX X $X X X X XXXXXXXXXX X X X D $ $ TX X$X XXXXXXHXXXXX X$X X XX XX X$X D XX $X vX X X XT HXX T XX X X DXXXXXXXXXXX X XX TXXXX H XX XT XXX $ X$X XX XX $XX XX X $X XXX ^X T XX XX XXXXXXXXXXXXXXXX W N W N W 11N 2E 7S 2E S 3E N 3E S 2E N E Dungeon Level 6 XXXXXXXXXXXXXXXX X $ Xv^X XXXDX XXXXX XXX X X XXXX X C X X XT$TXXXX$XXX X X XXXX X X X X X $ X TX X X XX XXXXDX XX X XTXX $T X XX^X X XXXXXXXvX XXXX X D $ XXT $TX X XXXXXX XX X X $ XXXXXHX X XXXXXXXXXXXX X X H $ X XXXXXXXXXXXXXXXX There's an Agate Key in a chest here. The coffin here gives +2 agility. 5N 2W N W N 8W 2S 2W 3S 3E 2S 5E S Dungeon Level 7 XXXXXXXXXXXXXXXX X $ X^vX X XXXXXXDXXXXXXX X X H X X$X XXXXXXXXXX X X X X $ X X XvX X XX XXX X X X X X X X$XHX XvX$X X XX$X X X X X X X X^ X X X XvX X X XX X X X X X XXXXXX X X X$XHX $ X X X X XXXX XXXXXCX X X $ $ X XXXXXXXXXXXXXXXX There's a corpse in the coffin here. E 2N 2W 2N 3W 7S 3E 2S 5W 11N 5E 2N 7W and now 9S and rummage around to get the Onyx Key, then back up and go 2N. Dungeon Level 8 XXXXXXXXXXXXXXXX XXXXXX XXX T^X X $ X XXX XXX X XXXXXXCXXXDX X X X X $ X XXX XXXXTX XXX X X^ $ X X$X X XXXXXXXXXXTX$X X X^ T H TX XTXTX XXXXXXXX X X X X X^X $ X X TX X X X XX X D X X X $ XX$X XHXXX X XXX XX XCX X XX D X D XXXXX XXXXXXXXXXXXXXXX Coffin gives agility -1. There's an Onyx Key in a chest down here. 7E 3S 2E 7N 2E 3N 2E and then climb up, turn around, examine, go forward, etc. until you exit the dungeon. Now, for the dungeon of despair, which has the same ledger. Note that the way down from level 8 is to the conclave. Dungeon of Despair Level 1 XXXXXXXXXXXXXXXX X^XXX X X X$ XXX XXXX$X X XXX XHX XXXX X X X X $ XX X XXXXXXXDXXX XX X X$ XXX X X XXXXX XXXX XXX X $ XCX X XXXXXXXXXXXX X X XX$X$X X X X X X XXTX XHXTX$X X X XX XTX XvX X X X XXDXDXDXDXDXDX X X XXXXXXXXXXXXXXXX 3S 4E 3N 9E 5S 2W 2S 11W 6S 9E 2N Dungeon of Despair Level 2 XXXXXXXXXXXXXXXX Xv $ T D XXX XXXXXXXXXXXX XX X $ XHXX XHXXXXXXXXX X X X $TXXXX XX X X X XX XXTD C X X X XX XXXXXXXXX X $ H D T X X X XXTXXXXXXX X X X $ X T X X X$XXXXXX XXX$X X X T X$X^ XTX XXXXXX X XXXXX X X v vD X X XXXXXXXXXXXXXXXX 2E 2N 4W 4S 6E 6N 13W 4S 5E 2S 2W Dungeon of Despair Level 3 XXXXXXXXXXXXXXXX X^X H T XXX X XXTXXX X X X XHX X XTXXX X X X XX $ X XXX$X X X T X XDXXX X XDX XX H DCD X X X $XX$X XDX X XDXXXX X XXXXX X XXXXXDXX XX $X XTX vX T XX X X XXX XX XX XX X X X$ T X$ XX X XX XXDXXXXX XX XT^XX H XX XXXXXXXXXXXXXXXX 2N W 2N 3E--the shortest trip of all the levels! Dungeon of Despair Level 4 XXXXXXXXXXXXXXXX X X X XXXXXXXXXXXX X X X XXXXXvX X X X XX $ XX X X XTX CXX T X X X X XX XXvXHXX X X X H XXXXXXX X X$X XXX $ XXXTX X X XXXTXX D X X X X^D XXXXX XTXTXXXXXXXXXXXX X X $ X X XXXXXXXXXXXXTX X T H X XXXXXXXXXXXXXXXX 5E N 4E 8N 13W 13S 13E 2N 11W 5N 3E 3W 3E 2S Dungeon of Despair Level 5 XXXXXXXXXXXXXXXX X $ X T HXXX X X XX X XXXvXXX X XTXX XT $X XXX X X XX X XXXXXXX X$X X$ X XXX $ X X XDX XX X X X X T DCXXXXXX X X XDX XDX $ TX X X X H XX X X X XT $X XT T X X X XX XX XXXX $ X XTvX XX $ XXX X XX X XXXXX$XXX X XX $ T HX XXXXXXXXXXXXXXXX 3E N 2E 9S 12W 2N Dungeon of Despair Level 6 XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX X$ ^ HX X XXXXXXXXXXXX X X D T $ D X X XXXXXXXXXXXX X X D v TD X X XXXXXXXXXXXX X X D $ D X X XXXXXXXXXXXX X X D TCT D X X XXXXXXXXXXXX X X ^D T $ D X X XXXXXXXXXXXX X X $ X XXXXXXXXXXXXXXXX W 6N 9E Dungeon of Despair Level 7 XXXXXXXXXXXXXXXX XXXXXXX $ X X $ D X XXXXXXXX XXXXX X X$ XX X TD X X XTX XX X XXX X XDX TX X XCD XTD XXX XX X XX X XX D $XX X X$T X XXXXXX X X XX X $ X XTXH X X X XXXX X XXX XX$XX X X $X XXTX X XX XXXXXX $ X X H vXX XX XXXXXXXXXXXXXXXX 3W 3S 4E 3S 5W 8N 4W 10S 9E Dungeon of Despair Level 8 XXXXXXXXXXXXXXXX X D X D$X D XvX XTXX$ X T X X X X XDXXDXX XDX XX XX D T XTX X XH D X XXXDX D X XXXX TX TD X XXX X$XXDXCTXXXTXX X X TD XX $ D X XXXX XX X X XXDX XC D D X XX X XXXX XX D XT XXX X TXDXTXXXXX D X X$X D X XX X X D X XX X^ T X XXXXXXXXXXXXXXXX 4E 2N 2W 2N 2E 2N 5W 3S 2W N 3W 5N 2W 2N W 2N 3E S 2E N 2E S 2E N 2E 4S 2E 4N and climbing down leads to the conclave, so use up your bread of life here first. CONCLAVE Ledger X = unavailable, or wall +,-,| = walls 1 = Morle M = mantor W = wizard G = guard -- (BB) = where the book is ~~ You start off in the bottom left. Mantor's Conclave XXXXXXXXXXXXXXXXXXXXX+-+XXXXXXXXXXXXXXXXXX+------+ XXXXXXXXXXXXXXXXXXXXX| +------------------+ | XXXXXXXXXXXXXXXXXXXXX| | XXXXXXXXXXXXXXXXXXXXX+-------------------------+ | X+---------------+XXXXXXXXX+----------------+XX| | X| |XXXXXXXXX|################|XX| | X| |XXXXX+---+##############M#|XX| | X| +---------+ +-----+ ####W#######W###|XX| | X| |XXXXXX+--+ ################|XX| | X| |XXXXXX| ################|XX| | X| |XXXXXX| ####### __ #####|XX| | X| |XXXXXX| +---------+###W###(BB)##W##|XX| | X| |XXXXXX+--+ |XXXXXXXXX|####### ~~ #####|XX| | X| +----+XXXX| |XXXXXXXXX|################|XX| | X| |XXXX| |XX+-+XXXX|################|XX| | X| +----+ |X++ |XXXX|####W#######W###|XX| | X| |X| |XXXX|################|XX| | X| |X|G |XXXX|################|XX| | X+---+G G G+-+ +-+X++ ++XXX+----------------+XX| | XXXXX| G G |X| |XX+-+ |XXXXXXXXXXXXXXXXXXXXXXX| | XXXX++G G G++|G+--+ |XXXXXXXXXXXXXXXXXXXXXXX| | X+--+ || ++ +-----------------------+ | X| |+------+| G G G G G G | X|GGG |XXXXXXXX+---------------------------+ X| O |XXXXXXX+----+XXX+--------------+XXXXX X+--+ |XXXXXXX| 1 |XXX| |XXXXX XXXX|OO>