Questron FAQ(Apple) version 1.0.0 Copyright 2001 by Andrew Schultz schultza@earthlink.net This document is copyright 2001 Andrew Schultz. I am not associated with SSI in any way but rather seek to create documents like this to preserve the memory of old games. I have color maps of non-towns and black/white maps of towns and cathedrals at the following site: http://members.fortunecity.com/cartographics with a sub-page at... http://members.fortunecity.com/cartographics/q1/q1index.htm for the smaller stuff(excluding dungeons.) ================ INTRODUCTION ROUGH OUTSIDE MAPS TOWN INFO MONSTER INFO WEAPON, ARMOR, ITEM AND TRANSPORT INFO RANDOM ADVICE IN TOWNS WALKTHROUGH, WITH INTERIOR MAPS GETTING BETTER LEGALLY ILLEGALLY SIGHTS TO SEE SWAMP CATHEDRAL OCEAN POINT CATHEDRAL ISLAND CATHEDRAL THE CASTLE LEFT SIDE RIGHT SIDE LAND OF EVIL MOUNTAIN CATACOMBS[WITH MAPS] DUNGEON OF DEATH[WITH MAPS] MANTOR'S MOUNTAIN[WITH MAPS] THE FINAL BATTLE QUICK REHASH OF THE WALKTHROUGH RANKS OOPS! AND FINALLY... VERSIONS/CREDITS/TO-DO ================ INTRODUCTION Questron is very tough. It can be unforgiving, although at least it doesn't auto-save when you die. Well, for my first revision I want to get down to meat, so let's roll out the maps. ROUGH OUTSIDE MAPS Questron XX#X XX2 XXXXXXX X1X XX X4XXXXX XXX XX3XXXXXXXXX XXX XXXXXXXXXXXX X XXXXXXXXXXX6XX7 XXX5XXXXX XX XXX XXX XXX X XXXXX XXXXXX # XXXXX XXXX9X XXX8XXXX XaXXXXXXXXXXXXXXXX XXXXXXXXXXX XX XXXXXXXXXX XXXXbXXXXc XXXXXXXXXXX e XXXXXXXXXX XXXXXXX dXXXXXX XXXXXXXX# X XXX X XXXXXX XX XXX XgXXf XX # = cathedral g = castle 1-f = towns as numbered below. Land of Evil XX3XXXXX2 X#X XX XXX XXXX XX XXX XXXXXXXX XX1XX XXXXXXX XX XXX XXXX4 XXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXX XXXXX XXXXXXXXX XXX X XXXXXX X XXXXXXXXXX XX X XXXXXXXXXXXX XXXXXXXX#XXXXX6 XXXXXXXX XXXXXXX XXXXXXXX XXXXXX XXXXXXX XXX#XXXX X5 XXXX XXXXXXXX XXXXXX XXXXXXX XXX XXX # = dungeon TOWN INFO You have to be careful in towns. Talking to prisoners or robbing or winning too much money at gambling will set the guards after you. Nevertheless towns are a whole lot safer than the outside world and frequently have stuff that can help you. Currently the town info for Questron is of the following format: Armor Sellers/Food Sellers/Gambling/Weapons/Transport/[multiplier] Currently the town info for the Land of Evil is of the following format: Name Armor Sellers/Food Sellers/Gambling/Weapons or Transport/Spells/[multiplier] The standard prices for things in Questron are listed in the items section. To get the price at any one town, multiply by the multiplier. I've also written out rough text maps for every town in Questron. A rough ledger is below. LEDGER X = wall(or water. This map doesn't distinguish but probably should...if there is a "next release" of this FAQ) C = 3/4 wall . = grassy square [space] = open square G = guard ! = merchant F = food store sign W = weapons store sign A = armor store sign M = magic store sign + = small bush * = big bush |,- = doors to keep prisoners in /,\ = 1/2-walls sloping in one direction or the other QUESTRON All town locations are given with respect to Geraldtown. 1. Geraldtown(0E, 0S) GEORGE'S GENTLEMENS' SHOP/GENERAL SUPPLY/GERALD'S PLACE/GERALD MUTILATION SHOP/ED'S OLD NAGS//1/ XXXXXXXXXXXXG ...\XXXXXXXXXXXX X/ \\.U. G\XX/ \X X *+*XX/\ *+ + X X /AX/\XXXX\ /XXXXX XXX\ X C X \XX/ XF !\C \XX/ / X X!X //X\ \/ X C XX\ X X X X \ !X X C X X\ X/X\ X X \\ \X\/XXG \XX\ /XXX/ X XX X\ \XXX/ \C XXXXG \ XX\ X/ +* +*+X\ X\G X /W\ \// +*XX X/ / \X\ XX +XXX / X X X/ // +X/ X X X\ X! X/ // /GX X\ \XXXXXXXX/ /\ XX\X X/ XX-XX\ XX X\ /XXU XXG X XX XXXX\X/\ //X/X/XX XX\ XG XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 2. Hidden Port(39E, 2N) You'll need the trumpet to get here via land. They also sell a clipper ship here. STEEL WONDERS/LAST CHANCE SUPPLY/NONE/CRUSADER ARMOURY/MAX'S MONOPOLY MOTORS//1.4/ /XXXXCXXXXXXXXXXXXXXX/X\XX\XXX XXXXXXXXXXCXXX X XXXXXXXXXX\X/\ /XXXXXXXXXXX/ X XXXX/ ! XG C /GXX X XXXX X /XXXXXX /X X X /X/XXXXX U X XXX X \\ G XXXXXXX ... X G XXX X X X G / X\G /XX/ X X!X C /XXXXXXXXXXX X/ GX X X G X XX G /XXX XXX XX/ X XX /X/XG G X XX X X/ X XXX /XXX / \X XXXXX X \X\X ! \XXX \ /X\ ! X XXXX XXX /XXX X \XXX XXXXXX XXXX XXX XXXX X \XX/ \XXXX/ XXXX XXX XXXX X /XXXX XXX XXXX \XXXXXXXXXXX/XXXXXXXXXXXXXXXXX 3. Prison Mines(38E, 7S) METAL WORKS/GWEN'S HOUSE OF HAM/THE PLEASURE PALACE/YE OL' BATTLE SHOP/LIGHTNING SWIFT SHOP//1.1/ XXXXXXXXXXXXXXXXXX+XXX//XXX/XX XX \X/ \XXXXXXX//\+/X/\X/ XX X!XXX \XX+/X*+X X XX X / XX+XX\// \XX\ X XX / XX\ XX+\XX/ \XX X XX \XX X \XXX\X/ \ XX X XX\/ /XXXX X XX\ X/ X \XX/ XX ! X\ /XX X X \XXXXXXXX\G /XGXU| X /X \G U XXXXXX X // XXXX X /X /\XXX\ /X\ /XXXXX\ /XU| X XX /XXXXXX XX/\\X// ! \ XXXX X \X XX/ \ X//X\XXXXX / \XX/ X X XC ///! !\\ / /GX X\ X /\ X XX X XX X X\ XX\ XXXX XX XXXX X XX XXXXX XXXXXX/ \/ \XX/ X XX\ X XXXXXXXXXXXXXXXXXXXX\XXX/XXX/X 4. Fort Cavern(58E, 4N) NONE/THE SUPPLY SHACK/FORTUNE PALACE/BADLANDS SUPPLY/ABE'S STABLE//.9/ XXXXXXXX\......... /XXXXXXXXX XXC XX\. .U... G// \XX XXX!X /XXXG ..../XX XXXX !XX XXXXC XXXX/ XXX\ /XX XXXX/ \XX/ /XXXXXXX XXX/ \XXXXXX XXX /\ XXXXXX XX/ /*+* *+*+\ X/ \X / /+*+/ +*+*+X XX X \+/G +*+*XC X\ /X X X +*+XX/ XXXXXX \!X +*XX/ /XXXXXX X X /\G +X/G XXXXXXX / *+*+\ XXX \XXXXXX X \XXXX/ \XXXX X/\ /XXXX\ /\XX XXC X! X/\\ XGXX XXC X X U| X \X XXX\ /X\X/X\/\ /X\ X /X XXXXXXXXXXXXXXX\XXXXXXXXXXXXXX 5. Mall Cave(11E, 22S) PROTECTION CITY/THE MALL SUPPLY/BUCK-O-RAMA/BATTLE TOOLS INC./NONE//.8/ XXXXXXXX.XXXCXXCXXXXXX.XXXXXXX XXXXXXXG GXXXXXXXXXXXG GXXXXXX XX// XX X/ \/X\ \X X/ \XX XX *+ \\ \X X/ X X * XXXXX X\ * /XXXXXX\ /XXXX\ X XXX XC * X/ ! \X X XX XC * X XXX X X \X X/ * X! XXX X * X X X X C * X XXX /X X X \ * \\ ! /XXXX/ XXXXX C * \XXXXX/ \+*+* \X X\ /X XC \X X/ *+ /X X\ /X X\ /XUX\ /XX XXXXXXXG GXXCXXXXXXXXG GXXXXXX XXXXXXXX.XXXXXXXXXXXXX.XXXXXXX 6. River Junction(61E, 14S) EARL'S PROTECTION/KITTY'S KITCHEN/NONE/THE HAND TO HAND SHOP/RIVER TRANSIT//1/ XXXXXXXXXX/XXXXXXXXXXXX/+*+... XX/ \XXXC.\XXX\+*+... X\ \X/X\.XXXX\*+... XX XXXXXX /XX.XXXXX\.... XC X U| X XX \XX/XXXXXX\.U. XC XXXX XG XX\X/.XXXX... XX X U| X X XX\.... ... X/ XXXXXX /XXX/.....XXXX\ XC /XXGG .....\XXXX XX\ X/ /X\.XXXX XXXXXX\ \XX.\XXX XXXX/ /XXXXXX\ GXX\.\XX XXX/ /XX X X X X \XX\.\X XXX X!X !X X!X \XXXXX XXG \XXXX XXX* \XXXXX XXXXX/ XXXX XXX* !XX XXX*+ X XX XXXXXXXXX\ G /\XXXX//\/XXXXX XXXXXXXXXXXX/XXXXXXXXXXXXXXXXX 7. Lost Chasm(81E, 14S) NONE/JAKE'S SUPPLIES/NONE/JAKE'S WEAPONRY/NONE//1.5/ .../XXXXXXXXXXXXXXXXXXXXXXXXXX ./XXXXXXXXXXXXXXXXXXXXXXXXXXXX .XXXXXXXXXXXXXXXXXXXXXXXXXXXXX .\XXXXXXXXXXXXXXXXXXXXXXXXXXXX ..\XXXXX/ ! \X/ ! \XXXXXXXXX .. XXXXX/ XX X XX XXXXXXXXX .. GXXXC /XXXXXXXXX ... \/X/ /\/ XXXXXXXXXX ...... \XXXX\ \X/G \XXXX ..U... ....\X ....../XX\ ....X ...../XXXXX\ ...// .... GXX/ /X /XX\/X\....C/ ... /XXX U| XXX |U XXX/....XX .../XXXX\ /X G X /XXXG ../XX ../X/*+XXXXX/XXXXXXXXXX\...//X /...+*XXXXXXXXXXXXXXXXX/../XX/ X\.*+XXXXXXXXXXXXXXXXC....X/.X XX+*XXXXXXXXXXXXXXXX/..../X.XX XXXXXXXXXXXXXXXXXXX/.../XX/XCX 8. Free Town(61E, 34S) LEATHER WORKS/EDNA'S KITCHEN/THE EASY WINNER/ED'S PRO SHOP/THE HANDSOME HORSIE//1.4/ XXXXCXXXXXXX\ XXXXXXXXXX XXXXXXXXX \XXC XXXXXXXXXX XXXX \\ \C X \XXXXXX XXXX X \\ G * XX !\XXX XXXX X \\ +* X XXXXXX XX/X\! X +* X\ XXX X\ \XX XXX/ + \XX XXX .\\ G \X . . U . G X\ \X XXXXA XX C X!X X G / XX\ X X X /X XXXXXX XXX C X X /XXXX XX XXXX XGX C XXXXXGXXX X FXXX C X\ \\X XX X X!XXXX \ \XCXXXX\ / ! X XXXX / |UXXX \XXWXXXXXXXXX XXXXXXXXX/ G G G \XXXXXXXXXXX 9. Lake Centre(13E, 34S) NONE/DISCOUNT SUPPLY/DEN OF DELIGHT/THE MANLY MACE/LAKE TRANSIT//.9/ XXXXXXXXXXXX\ X /XXXXXXXXXXX XXXXXXC*+*\XX U XXXXXXXXXXXX XXXXXC+*+*+\C /XX XXXX XXXX/*+*+*+*XXG GXC XXX XC X! G /X/ /X\ XXX XX X \C XXX\ \XX XC *+XC XX XX /X\ *+X\ \X XW!X /XXXXXX\ *+XC /X XX X XXXXXXXX\ *+XX X XC GXXXXXXXXXG *+X/ X XX XXXXXXXXX *+// /X/ XX\ X \XXXXXXX/ //C X// XCF!X /\ \XXX\ \\ //X XX/ \XX\G \XX\ /XX XX /XXC \XX\ \XX XC!X \X/ XXX /X\/XX XX\X \XXXXXX XXXXX\ GG/XX //XXX\X\XXXXXX XXXXXXXXXXX/ /X\\XX\\/XXXXXX 10. Lagoon(1W, 39S) HENRY'S HOMEMADE ARMOUR/HOMEGROWN SUPPLY/NONE/THE SURLEY SOLDIER/NONE//.85/ XXXXXXXX\XXXXXXXCXXXXXXXXXXXXX XXXXXXXX\\XXXX/ \CXXXXX X/ X \X\\\X/G G \XXX X XX \\\ /XX\ XXX X !X /XXXX\ /X\/ X X X XXXXXX /C\ X\ X \XXXX/ X/X/ \XX\ X G\XX/ X\ .UX XXX G /XXXX XX X/ X /C X X XXX C !X X\ G /\XX X X XXXXX XXXXXXXX XXXXX\C C X \\\ X\/XC X XX XX/// XXXXX // X!/XX X//C ! /X /XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXX/ 11. Gambler's Grotto(15E, 53S) THE SWORD & SHIELD SHOP/MEAT & BREAD SHOP/THE LUCKY GAMBLER/THE SWORD & SHIELD SHOP/NONE//1.3/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XC ! \XXXXX//G\XXX/ \XXXXXX XC XXXWX/ XXXXXXX X/ \X /XC \XX/ XC /XXX XXXXXX\ XX\ XXX\ \XXX XXXXXXXC X/ XXXC XXX/ \XXX\ \GXX /XXX X C XXC .. //G/ X XX X X .U X!X X G .. XXG/ !X X /G\\ XXXX XX XXX XXXXX \XXX\ XXXXFX XXCXA /XXXXXX XXXXX/ XC \XXXXX XXXXC XX XX!X XXX\ X\ X \\ XXXXX XX XXX\ XXXXCXXX XX\ /XXXX///\G/X\\XXXXXXXXXXX XXXX/XXXXXXXXXXXXXXXXXXXXXXXXX 12. Ghost Hollow(45E, 53S) THE LONELY GHOST/THE UNSEEN SUPPLIER/THE ILLUSIONIST/THE SILENT SWORD/NONE//1/ [note: none of these are visible. They are the info given on the disk.] XXXXXXXXXXXX\..U../XXXXXXXXXXX XXXXXXXXXXXXX.....XXXXXXXXXXXX XXXX\\XXXXXXX\.../XXXXXXXX/XXX XXXXX\\XX/XXXX\./XXXXXXXXXXXXX XXXXXXXX//XXC XXXX/ XXXXX XXXXXXX//XXXC XXX XXX//X /XXXX XXXXXXXXXXXX/ \X/\X/ \XXXX XXXXXXXXXX\/ \\X/ /XXXX XXXXXXXX/ /X\ /XXXXX XXXXXXXX XX XXX XX XXXXXXX XXXXXXXX\ \X/ /XXXXXXX XXXXXXXXXX/\ \XXXXXXXXX XXXXXXXX//XX\ \ \XXXXCXXX XXXXXX/X/XXXC XXX X\ \XXXXXXX XXXXXXX/XXXXX XX\ \XXXXXX XXXXXXXXXXXXXX/.\XXXX\ XXXXXX XXXXXXXXXXXXX/...\XXXX\ XXXX XXXXXXXX/XXXX.....XXXXXXXXXX/X XXXXXXXXXXXXX.+...XXXXXXXXXXXX XXXXXXXXXXXX/.....\XXXXXXXXXXX 13. Wimp Cave(1W, 70S) MACHO MEDAL/GRETEL'S GRUB/GRETEL'S PARADISE/HE-MAN SUPPLY/JOHN'S TRUSTY STEED//1.7/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX/\XXXXXXXXXXXX XXXXXXXX/\/ X!X \XXXXXXXXXX XXXXXX/ XXX \XXXXXXXX XXXXXC X \XXXXXXX XXXXX/ !X A ! /XXXXXXX XXXXXXXXX XXXXXXXXXXXX XXXX/ \XXXXXXXX XXXX \XXXXXX XXCX F W \XXXX XXXX\ !X X !/XXXX XXXXXXXX XXXXXXXXX XXXXX\ /XXXXX XXXXXX\ XXXXXX XXXXXXX\ /XXXXXX XXXXXXXXXX\ /XXXXXXXX XXXXXXXXXXXXXX\ G /XXXXXXXXXXX XXXXXXXXCXXXXXX. .XXXCXXXXXXXX XXXXXXXXXXXXXXX\U/XXXXXXXXXXXX 14. Blind Pass(66E, 62S) ALPHONSE ARMOUR/THE BAY SUPPLY/NONE/GORDY'S PLACE/LIKE NEW TRANSPORTATION//.9/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXC X/ XXX!X \XX/ \XX\XXXXXXXXX C |UX X \XXXX C XXX /\/\ /XX\ \XXX X\ /XXXC XXXW \XX\ XXX XXXXXXXXXXXXX ! X XXXXX\ CXX XXXXXXXXXXXC XX X X X/ XXX XX/. \XXXXX X!XC XXX XX. \XC X X \X XXX X/ /\ XX\ XX X XX XXC XXC X ..XX\ XXX ! X X \ CXX C../XXX\ \XC XXXA X X!X \XX X..XXXXX\ \/ X XXXX /XX XU.\XXXXX X X X \XX C...\/.\X\ !X XXC X\.....GXXX\ FXXXX /XXX XCG...GGXCXX\ XXXX XCGG.../XXXXXXXXXXX\ /XXXXX XXXX\..XXXXXXXXXXXXX/XXXXXXXXX 15. Royal City(52E, 72S) HIS MAJESTY'S FINEST/FIT FOR A KING/A KING'S FORTUNE/NONE/ROYAL TRANSIT CO.//1/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XCXXXX/\XX/\XX/\XX/\XX/\XXXXXX XX/ * *XXG |UXXXX XX ! X *\XX X XXXXXXX XXX XX XXXX X * X XUX XUX XXX XC X * *X X-X-X-XXXXXX XX X * *X /XXXX XX\ X *X /XXXXXXXXX XXX\ *XXXXXGXGXGXGX/ XXXCX X*+G U. XXX/ *+* .. XXC /XX\ XGXGXGXGX\ XX/ X /X !X\ \XXXXXXXXX XX X X X \XXXXXX XC XXX X XX X \XX XX ! /X X X \ X XX XX XX \X X/ /X\ X! XX XX\ XX /XXXX\ /XX XXXXXX/XXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ROYAL CASTLE(52E, 96S)--this is in a swamp with mountains around it. ------------Non-towns Swamp Cathedral (7E, 7N) In the northwest, very close to Geraldtown. Improve dexterity, get holy water XXtXXXXtXXXXtXXXXX XXXXXXX X XXXXXXX X X XXX X!X X X XXX X X X X X X X XtX X X X XX XX X XXX X X X X X X X XX X X X X X XXXXXXXX X X X X Xt X X X X X U X! X X X X X X XXXXXXXX X X X X Xt X X X XX X X X X X X X X X X X X X X X X X X XXXXXXX X X X X X X X X X X X X X X X X X X X X XXXXXXXX XXXXXXX XtXXXXtXXXXtXXXXX Island Cathedral(37E, 28S) Need a raft to get here. Improve intelligence, get holy water ..........XXXX XXXX.*........ ..........X U X+*...*.... ....+*+...X XXXXXX X+*...*.*.. .........tX X XX X Xt......*.. .*+......XX X X XX..*...... .XXXXXXXXX XXXXXX XXXXXXXXX* XX X X XX X X XXXXXXXXXX X X X XXX X X X X X XtX XXXXXXXXXX X!X X X XXX X X X X X XXX XXXXXXXX XXXX X XX X X X X XX .XXXXXXXX XXXXXXXX. ........XX XXXX XX.....*+. .........X ! X......... ...*+*...X X..*+..... .*+...+..Xt tX......*.. ..+*.t...XX XX XX*+......* ....t.....XXXXXXXXXX+*........ Ocean Point Cathedral(81E, 69S) On the southeast coast. Get flute, get holy water .............................. .XXXXXXX...............XXXXXX. XX XX.............XX XXXX X X.............X XtXX X XXXXXXXXXXXXXXX XXXX XX X X X .XXXXXX X X X X XX .*.*+*XXXXXXX X X X X XXXXX. .....*X X X X X X..... ...... XX X XX..... ...U.. XX X! XX..... .....*X X X X X X..... ...*+*XXXXXXX X X X X XXXXX. .XXXXXX X X X X XX XX X XX X X XXXXXXXXXXXXXXX X !X X X X.............X XX X XX XX.............XX XX .XXXXXXX...............XXXXXX. .............................. LAND OF EVIL All town locations are given with respect to Devil Lake Post, by the lake in the southwest. 1. Bay Ridge(14E, 71N) In the northwest corner, this is the most remote of the towns. MOUNTAIN SUPPLY/MOUNTAIN ARMOURY/TRAVEL PEAKS; INC./MOUNTAIN MAGIC/15/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XGGGG ........ .............X XG+*+...................... .X XG+*...XXXXXX.....XXXXXXX....X XG+...XX XX XX XX. .X XG+ ..X !X ... X X.. X XG....X X ... X! X...X XG....XX XX...XX XX...X X.....UXXXXXX.. ..XXXXXXX....X X. .... ...........U.U.......X X..... .......+*........ ....X X..XXX XX *XX+............X X. X ...*XX+.....G...G..X X..X X ...G+*. ..GXX XX.X X..X!XX XG....... G+X X.X X .X /X.........*+X X.X X..XXXXXX/..........+X MXM ..X X..........*XX...XX*+X X!X X.X XGGGGGG...+*XG.U.GX*+X X X X.X XXXXXXXXXXXXX.....XXXXXXXXXXXX 2. Island View(49E, 72N) In the north central area, this is an excellent place to recharge before attacking Mantor's Mountain. LEATHER & STUFF/EATS & MEATS/SNEAKY PETE'S EMPORIUM/GORARAMA/N/FANTASMO'S MAGIC SHOP/12/ .............................. .......... ........ ......... ....... ........ GXXXX XXXXG ...... ....... GX XG..GX XG ..... ...... GX! X....X !XG ... ..... GX X X....X X XG ..... XXX XXX .. ... XGXXX /XX\ XXXGX .. .U ..... X! X ..... ..... X X ..... . .... XGXXX \XX/ XXXGX .. .... XXX XX .. ..... GX X X....X X XG . . ...... GX X....X !XG . .. ....... GX XG..GX XG ... ........ GXXXX XXXXG .... ......... . ..... .......... ........ .............................. 3. Lizard Crossing(5E, 56N) In the northwest like Bay Ridge, but an inlet divides the two. THE IRON GLOVE/BERTHA'S HOT BUNS/SOMETHING SALOON/MAIM AND MIRE/NOW YOU SEE IT/17/ XXXXXXXXXXXXXXXXXXXXXXX\.G..G XXXXXXXXXXXXXXXXXXXXXXXX\..*. XX/..................\XXX\.*. XXG..*..X XXXXXXXX\..XXXX... XX......X ! ! X..XXXX..+ XX..+.+.\X\ XX XX X..GXXG... XX........X .. ... XX...*....\XX XXXXX. GXXG..+ XX./XXXX\ XXXX... XX. ! XX .U+....*U...XXXX+.. XX.X / ..UU......+*XXXX..+ XX.XX .....*U.....GXXG... XX.\XXXX .U. XX....... ..... ....GXXG... XXXXXXXM. ....... ....XXXX * XX M XXX X XXX.XXXX... XX XXX X GG X!X.XXXX+.. XX\ ! XG GG X X/XXXX.*. XXXXXXXXXXXXXXXXXXXXXXXXXX... XXXXXXXXXXXXXXXXXXXXXXXXXX... 4. Swamp Fort(56E, 53N) On the bottom of the inlet that divides the Land of Evil almost in two. ?/TOUGH STUFF/MAX'S PAXS/THE BOW EMPORIUM/THE KISS OF DEATH/20/ ... .......................... . . ...................... .............................. .. . G..XXXXXXXXXXXXXXXXXXXXX .. .U ...*G.G..UUUX .UX. * .G...+..*G.G.....X X ..X. X X U..*..G...U.X!X ..X. X!X .G U...*........MXXXX.XU X X ... ...*..G....U.... X. X ..G U ...X +.. G ...XXXXXX.X .U.X ... ...*.......X......X X U...*..!..GGX... X X X .G ....*.G..G.GX..U XXX X X .. ....*....GGGX... !X. X!X .........*+*+*+*+XXXXXXXXXXXX* G....UU...................... .......U...................... .........U.................... .............................. 5. Devil Lake Post(0E, 0N) In the southwest region, and there's a lake to the east of it. N/THE SLOPPIN TROUGH/THE CROSSED SWORDS/THE SURLY EAGLE/THE CRYSTAL BALL/15/ XX ..................G........XX .XXXXXXXXXXXXXXXXXX..G...G.XX U ................X........XX . .XXXXXXXXXXXXX .XG...G..GXX .X.X....X....U.. .X........XX .XGX.+..X .X..G...G/XX .XGX....X !M ... .XXXXXXXXXXX ..GX....XXXXXXXX ...X. X .\XX ...X..*........ .X. X! .XX X..X........... .. .X. X ..XX ...XXXXXX..+... .+ .X. ..XX ........X...... .. .X ..../XX ......G.XXXXXX XX U....XXX ........X..... ..X... ..XXX ......G.X..... ..X..X. .XXX ........X... X..X. X .XXX ........X... XXX X..X. X .XXX ........X... ! X..X. X! XXX XXXXXXXXXXXXXXXXXXXXX 6. Snake Landing(69E, 20N) Close to the east central coast. THE IRON CHEST/THE IRON TUMMY/HONEST EVIL BART'S/THE COMBATORIUM/SPEAK 'N SPELLS/20/ XXXXXXXXXXXXXXXXXXXXXXXXXXXX. X/ X \X/ \X \XG. X !X X X X! X !X GX. X X X X!X XXXXXXX XXG. XXXXX XXXXX X \X/....GX. X!X .....\X X.....XG. XXM ......X X.....GX. X ..U...\XXX XXXX/.....XG. X.......U.................GX. X.........................XG. X...XXU.........../X......GX. XG..GX\U./G..G\.U/XG...G..XG. XX XXXXXX/ \XXXXXX XXXXX. ............................ ............................ XX\.../X\../XXX.XX\../X G.....GXXX\..XXX..XXXX.XXX..XX ..U....XXXXXXXXX..XXXXXXXX..XX .......XXXXXXXXX..XXXXXXXXXXXX .......XXXXXXXXXXXXXXXXXXXXXXX Mountain Catacombs(39E, 21N) Located around the center of the continent. It's behind mountains and fog, so you'll need the trumpet to get in. Dungeon of Death(60E, 7S) Located in the southeast. You need the Iron Key to get past the gate. Mantor's Mountain(70E, 73N) Located in the northeast on a skull-shaped island. You need an eagle to get here, since you can't bring a wam lamma on a clipper ship. You also need the Diamond Ring to remove the boulder. MONSTER INFO There are lots of monsters in Questron. The full details will appear in a later version of this FAQ, but here are the monsters you'll meet above ground in Questron: --ARMY SCORPION --FLESH FEELER --BLOODHOUND GHOUL --GORILLA --WOODS OGRE --BEAR --IRISH STALKER --LEOPARD YETI --JACKAL RAM --PHAZOR SPIDER --STONE AXE BEAK --GAR MIND FLAYER --ALBINO LEACH --ROT WEED --STRANGLER FIEND --PIT SCREAMER --HYDRO SNAKE --MASHER WHALE --LEACH WOMAN --SLIME SWIMMER --PIERCING PUNGIE WEAPON, ARMOR, ITEM AND TRANSPORT INFO Here are the possible weapons, ranged in order of effectiveness, with prices in parentheses: --BARE HANDS(not really a weapon, but it indicates the lack thereof) --SLING(8) --WHIP(13) --ROPE & HOOKS(26) --MORNINGSTAR(35) --FLAIL(50) --CLUB(70) --MACE(90) --HAMMER & NET(130) --CUTLASS(180) --SHORT BOW(700) --BATTLE AXE(900) --LANCE(1250) --BROAD SWORD(1700) --LONG BOW(1950) --MUSKET(2200) Their availability seems to depend on your time in the game and how many monsters you've defeated. When I rushed through the game, although I got a million gold, 20000 hit points, etc. I never got more than a short bow. The Rope&Hooks doubles as a way to climb up a shaft or climb down one without taking damage due to falling. Short bow and Long bow have range, which is useful in dungeons. However, they can't be used outside dungeons, at least not in hand-to- hand combat. [can you shoot guards at a range?] Strange that a club is more effective than a flail. Usually it's the other way around. Here are the possible armors, from least to most effective: --NO ARMOUR(not really armor, but it indicates the lack thereof) --RAWHIDE(25) --SHIELD(65) --CHAIN MAIL(110) --PLATE MAIL(175) --MAGIC SHIELD(900) --ENCHANTED PLATE(1500) Their availability seems to depend on your time in the game and how many monsters you've defeated. When I rushed through the game, although I got a million gold, 20000 hit points, etc. I never got more than plate mail. Flute: Play it and get weapon/armor/food/gold Compass: when you (H)old it, you see what direction you're going in a dungeon. Ruby Key: 1st key you find in the castle Silver Key: 2nd key you find in castle Emerald Key: 3rd key you find in castle Lead Key: 4th key you find in castle Gold key: 5th key you find in the castle. After the king knights you, it can open all castle doors, including those only a previous key could have opened. Magic powder: you can have more than one. It weakens either Mantor or the guards at Mesron's castle but not both. Here are the possible transports. I'm not sure about the speeds, but I know they increase: HORSE: lowest form of transport. 2x as fast as walking WAM LAMMA: better than a horse. Can pass mountains but not swamps. 2x as fast as walking RAFT: can pass water. 2x as fast as walking CLIPPER: can pass water. 4x as fast as walking TRAINED EAGLE: can pass all terrain. 4x as fast as walking RANDOM ADVICE IN TOWNS Prisoners give you advice if you bribe guards and then talk--otherwise guards attack. The advice is listed below. --MANY WANDERING CREATURES ARE FRIENDLY --THE WORLD THINKS LITTLE OF A SERF --THE GAMES OF CHANCE ARE FAIR; IF YOU PLAY WISELY --IT IS BEST TO RUN FROM THE PIERCING PUNGIE. --SEARCH FOR HOLY WATER IN THE CATHEDRAL --YOU CAN SOMETIMES SLIP ONE BY THE GAMBLER --SOME CREATURES SELL HIT POINTS; IN SMALL AMOUNTS --THE FLUTE CAN KEEP YOU ALIVE --THERE IS MORE THAN ONE WAY TO TRAVEL THE MOUNTAINS --THE CATHEDRAL REWARDS ONLY THE GOOD --NOBODY RETURNS FROM MANTOR'S LAND OF EVIL --THE CASTLE GUARDS ARE PLENTIFUL AND STRONG --YOU CAN STEAL; BUT PLAN BETTER THAN I DID --IN THE CASTLE LIES GREAT REWARD --TO BE A GREAT WARRIOR PRACTICE KILLING THE GUARDS --FRIENDLY CREATURES CAN HELP YOU; BUT DON'T ATTACK --GIVE THE PRIEST A LOT; IF YOU CAN --THE SWAMP IS HAZARDOUS; BUT ALSO FRIENDLY --YOU SHOULD PUT MONEY IN THE BANK --YOU CAN SLING THE STONE AXE BEAK TO DEATH --I ATTACKED THE PRIEST; AND WON BIG --YOU SHOULD PLAY GAMES IN THE CATHEDRAL --YOU SHOULD CLIMB THE MOUNTAINS --YOU MAY FIND THE ISLAND CATHEDRAL --THE MACE KILLS THE IRISH STALKER EASILY --THE LAND OF EVIL IS ACROSS THE SEA --THE CASTLE IS FULL OF TRAPS --THE MORNINGSTAR BEST DESTROYS THE STRANGLER FIEND --THE HOLY WATER IS BY THE CROSS --YOU MUST TRAVEL PAST THE FOG --ONLY A MIGHTY WARRIOR CAN STEAL THE KING'S TRUMPET --THE PHAZOR SPIDERS HATE THE WHIP --A KNIGHT IS NOTHING WITHOUT THE TRUMPET --THE EVIL MANTOR IS FAR UNDERGROUND --ONLY THE CLUB KILLS THE PIERCING PUNGIE QUICKLY --THE FOG IS TOUGH; BUT DISSAPATES IF YOU KNOW HOW --USE THE FLAIL ON THE PIT SCREAMER WALKTHROUGH, WITH INTERIOR MAPS GETTING BETTER Once you get chain mail, Mesron will call. I also think Geraldtown is destroyed by Mantor at that time. Cathedrals will help you improve some stats, but most are hard-coded for improvement at the castles. For instance, the king and Mesron give you stamina, and the princess gives you charisma. Even after you improve dexterity at the Swamp Cathedral, you get 40 dexterity hard-coded once you solve a quest. You can actually get worse, too. Some monsters drain stamina or intelligence, which don't seem to mean much anyway. Intelligence can be improved again, but I'm not sure stamina can. All in all, statistical improvement is a serious muddle. LEGALLY Truth be told, I'm not sure how to do this, but be careful. Fighting monsters is a good way to improve, and you'll probably find that investments like armor(you take less damage) and transportation(you take less time and hence less food) are hardly wasted. Also, save frequently, and, once you've reached a certain point, never save after you're killed. You're set back to something ungodly like 200 HP, 57 food, and 15 gold. You lose your weapons but not your armor. If you make it to Ocean Point cathedral, using the flute can be quite handy. It will get you food, weapons, armor or gold, and you can recharge it after its three uses are up. Camp out beside Ocean Point, and you may have a real racket going. ILLEGALLY There's a nice Geraldtown/Swamp Cathedral racket before Geraldtown gets nuked. What you'll want to do is to keep playing Double or Nothing until you are told "Gambling closed." If you have an emulator, you can simply slow it down(maximize emulator delay) at the start of the game and time things so that you hit return just as the game is about to switch from "LOSE" to "WIN." Doing so can double your return. When gambling's closed, run out of there--the guards are after you, so be careful--and to Swamp Cathedral. Re-enter immediately and the guards will attack you, so you need to give them time to forget, and you need to give yourself hit points. At the cathedral, give 150 gold, get two holy waters, go back to Geraldtown, try again(when you get in four-digit wealth, you can only double once before gambling closes.) Eventually you'll come closer to doubling your stake each time, and until Geraldtown is destroyed this is a great way to get money. Don't forget to buy incidental food as well, but don't worry about arms and weapons until you're quite good and have spare holy water stacked up--you'll need the holy water for the castle. The longer you can hold out on buying it, the quicker doubling goes, too. Two vials a trip should be enough to ward off guards that attack. Geraldtown is not the only place with Double or Nothing. Later in the game, when you can leave the guards in the dust because you've got over 500 hit points, you can get to a million before you break the bank: "Sorry, we're out of funds." A million should be way more than enough to pull you through the game. However, thirty thousand and a hundred fifty holy waters(the maximum is 200, I think) should get you ready for Mesron and the King's Castle. SIGHTS TO SEE SWAMP CATHEDRAL Swamp Cathedral is a great place to increase your dexterity. The video game, which costs fifty gold, is tough to handle off an emulator because it uses joystick controls, but using the keypad(4/6/8/DEL) can make it work--you just need to time how far objects fall and how they arc. The scoring is as follows: --100 for shooting a white --50 for shooting a red, blue, orange or green --500 for shooting 2 in a session --2500 for shooting 3 in a session(this is the biggie!) --dexterity changed to (score/500) I can usually get dexterity over thirty playing this game. Giving X gold to the priest allows you to get (X/75) vials of Holy Water, which improve your Hit Points by 100 each. Early in the game your maximum stamina is only 500. OCEAN POINT CATHEDRAL There's a flute on the east side. Using it gets you emergency supplies of food, armor or weapons. After three times the flute must be recharged at Ocean Point. You can also buy hit points here. ISLAND CATHEDRAL You'll need a raft to get here. Once you do, there's a bit of an intelligence test. There are two ways to get through it. One involves saving state in an emulator after starting a game, and then, after you see what the pattern is, inputting it on the first try(Doing this correctly IS A sign of intelligence, you have to admit.) The other involves a different sort of abstract thinking. Basically, there are six squares and the administrator of the game has put four squares of orange, blue, green and yellow color on them-- there are four possible colors, but they can be in any frequency. You have eight guesses to figure out the order they're in. After each guess, you are given a white for each square that is the right color and the right position but grey for each square that is the right color and wrong position. Get the answer in <=4 guesses: +20 points Get the answer in 5 guesses: +16 points Get the answer in 6 guesses: +12 points Get the answer in 7 guesses: +8 points Get the answer in 8 guesses: +4 points Don't get the answer: -1 points and "What a waste of a good chance!" That's even worse than the "You got careless" you'll see in the dungeon. Sample: Your guess Actual +-+-+ +-+-+ |Y|Y| |Y|O| +-+-+ +-+-+ | | | | |G| +-+-+ +-+-+ |G|G| | |B| +-+-+ +-+-+ In this case, you'd get a white(upper left, yellow) and a grey(the G in the middle is not on the same square as your G's.) I think I nailed down a fairly decent strategy. The first couple of moves are fixed, but after three moves you should know the composition of the pegs as well as some positioning information. +-+-+ +-+-+ |O|O| |Y|Y| +-+-+ +-+-+ |Y|Y| | | | +-+-+ +-+-+ | | | |B|B| +-+-+ +-+-+ From these first two guesses, we should learn the total of (orange+yellow) or (yellow+blue) pegs. If we have three of one sort, we won't know that, but that will be made obvious by the next guess in any case, and having three of one color makes the guessing much easier. Let's say the first guess gives a white and grey peg. The second gives a grey peg. You know that: # of O's + # of Y's = 2 # of B's + # of Y's = 1 Let's assume that there's no more than three of any one quantity. Now, since O+Y = 2, B+G=2. So if you try each case(B=0, B=1) you see: (O, Y, G, B) = (1, 1, 2, 0) (O, Y, G, B) = (2, 0, 1, 1) The other possibility is (O, Y, G, B) = (3, 1, 0, 0). One next step would be to go with four oranges--for the first four guesses, you're trying to gather information, not get the answer off the bat, and this one definitively tells you the color composition. One step is to put the oranges as below: +-+-+ |O|O| +-+-+ |O|O| +-+-+ | | | +-+-+ You now have strong information about where any O's might be. Some guesses may be very revealing--for instance, a single grey will tell you that there is an O in the bottom two rows, and looking at the first guess tells you that there is a yellow in the middle two rows. There are also two greens, and so you will be able to start guessing rather efficiently. A guess with four greens would also be good. Often you'll have to put together information from several clues to get a full answer, so homogenous choices are not the best. This was just written to give you a taste of the logic. Besides, even if you do strike out a few times in a row, you don't have to SAVE the game after losing intelligence. :D This game is not easy. That's why there's so little punishment for losing. Just practice, and if in doubt, you may want to use the following sort of chart: +--+--+ |OY|OY| |GB|GB| +--+--+ |OY|OY| |GB|GB| +--+--+ |OY|OY| |GB|GB| +--+--+ Cross out a letter when it can't be in a certain square(for instance, if you get greys in the first chart above, feel free to knock the O's from the top and the Y's from the middle.) Once you're over forty intelligence, you can't play again. Therefore, if you want to be slightly unfair, bump your intelligence up to 39, start a new game, save the emulator state, play through it, reload, and type in the correct pattern to win on your first turn and get +20 intelligence. So 59 is the maximum intelligence you can get. THE CASTLE LEDGER W = water w = water X = castle wall x = inner wall/locked door $ = gold chest % = chest with key ^ = chest with trumpet ! = guard 1 = king 2 = princess 3 = Mesron 4 = doctor In order to fit within 79 characters I divided the castle map into the left and right portions. The first, the left(or west,) has three keys. The keys are determined by the order you pick them up in: ruby, silver, lead and emerald is the order regardless of which box you open when. One-square enclaves are often teleporters and should only be used in desperation. The very first thing you'll want to do is to go east and take the first passage north. Talk to Mesron. He'll raise you to the rank of Soldier and increase your stats, too. There are about forty-two soldiers in here, in case you want to keep track of how much you have left to go. 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X''''''''''''''''''''''''''' X X X X''''''''''''WWWWWWW'''''''' XXXXXXXXXX X X X'''''''''''W'''O'''W''''''' X $X XX X X''''''''''W'''WWW'''W'''''' X X X''''''''''W'OWWOWWO'W'''''' X X XXX X X''''''''''W'''WWW'''W'''''' X X XXX X$X'''''''''''W'''O'''W''''''' X XXXX !X X X''''''''''''WWWWWWW'''''''' X X X''''''''''''''''''''''''''' X X X XXXX''''''''''''''''''''''''''' X X X X! X''''''''''''''''''''''''''' X X X''''''''''''''''''''''''''' X $X X $X''''''''''''''''''''''''''' X XXXXXXXX XXXXX!'''''''''''''''''''''''''o X $X o''''''''''''''''''''''XXXoo X !X o''''''''''''''''''''XXX!x o XX X o''''''''''''''''''XXXXXXX o XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX****'o The main thing here is to get three keys. You'll want to go west after you enter, then all the way up. The first key is, like the others, in an enclosed area. The guards will attack once you steal something, so you want to find places where only one can hit you at a time. You may want to walk down the corridor leading south from the first key, get guards to follow you, and move back up. They'll have to attack you one at a time, so even if you get low on hit points, you can use your holy water(which you should be (H)olding to (O)perate) to heal up quickly. One guard can't do that much damage. Once the guards are reasonably cleared out, go east of where the long corridor begins and onto the o's(where guards can't attack you) and get the two keys to the east there. There are six guards or so, and there's no real way to stop double attacks. Back off onto the o's and use holy water, then go back. If you are able to kill a guard, jump in where he was and the guards should be lined up one by one. The very top part is a nuisance even though it's full of gold. I believe the computer may automatically dump eight guards below the o's if you pick up the gold in the small treasure rooms. But if you just want the keys, go north from the o's and then east. On the right side of the map, you'll see two enclaves--again, the key is that the floor looks a bit different--and each contains a key. The fifth will be a gold key and will allow you to visit the king. There is also, when you enter the castle and go north past the courtyard, a doctor to the west(where the tiles form "Rx") who will increase your stats. RIGHT SIDE OF MAP '''''''''''''''''*''**'''''''''''''''*'''''''''''''''''''''''' XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ****** x x! X X $X *** X X X X X ** X XXXXXXXXXX X XXX X X! X * WW X ! $XXX X xxxxxxx XXX X WW X X X xx xx X X X X xx!.....!xx X ,,,,,, XX $X X XXXXXXXX x . . x X ,XXXX, XXXX X X !X . % . X ,X% ,, XX X! 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XX XXX******** WWWX ''''''W'OWWOWWO'W'''''''XXXXx 3x o . .*X XXXX**....** !**X ''''''W'''WWW'''W'''''''XXXXxx Xx o. . *X X**....** !**X '''''''WW''O''WW''''''''XXXXXXXXXO. . .*XXXX X**....** WWWX ''''''''WWWWWWW'''''''''XXXXXXXXX. . . *XXXXoX*******' WWWX ''''''''''''''''''''''''XXXXXXXXXXXX XXXXXXX x ''''''' ***X ''''''''''''''''''''''''XXXXXXXXXXXX XXXXXXXXX*******' ***X ''''''''''''''''''''''''XXXXXXXXXXXX XXXXXXXXX**....** ***X ''''''''''''''''''''''''XXXXXXXXXXXX XXXXXXXXX**....** WWWX ''''''''''''''''''''''''XXX XXXXXXXXX**....** WWWX o''''''''''''''''''''''!XXX XXXXXXXXXXXXXXXXXX******* !**X ooXXX'''''''''''''''''''' !**X o x!XXX'''''''''''''''''' WWWX o XXXXXX''''''''''''''''' WWWX o'****XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Mesron is to the east, as is the king. However, it may be best first just to visit the princess(north of the courtyard, second door to the east) to improve your charisma as well as the room below it, where there's a chest with 2000 gold. Both need the keys, which is why I suggested going west first. However, after visiting the princess, go north and east until you hit a dead end. Open the door with a gold key and use the backing-up strategy if you must. There are a lot of guards, and facing two at a time will be too much. Once they are all wiped out, you can walk through a door to the bottom right of the room, where a chest holds the trumpet. You'll need to leave the castle and come back to talk to the king. He'll give you 15 stamina and raise your rank again. LAND OF EVIL To get to the land of Evil, go any direction from Questron. The 110x110 maps are tiled like a checkerboard, so going straight in any direction from one half of the world leads to the other half. In fact, once you get an eagle, it may be faster to fly southwest from the southwest corner to reach Mantor's Mountain than across land--it may be easier to get lost, though. In the Land of Evil, the main things to find, overground, are: 1)cities where you can stock up on spells and hit points 2)dungeons where you can pile up hit points and gold(raid level one continuously, leave, etc.) A word of warning: my dungeon maps are not perfect. I believe I have correctly indicated all spaces where you can ascend or descend a level, and I have made an effort to find all walls, doors, etc. I have tried to mark all traps; my maps are likely inaccurate in this respect, but they get better as you get closer to the end. With regard to dungeons: fireball spells are the best to use. Wall Pass spells are also quite good, and a few armor protection spells don't hurt either. They will save lots of hit points on the lower levels. In any case, bring some extra armor and be sure to re-equip when you see you're absorbing many more hit points than you should. The wall pass spells actually aren't necessary to complete the game; they will, however, save considerable headache on some levels. An example is the eight level of the mountain catacombs--used judiciously on two squares, they make it very easy. In fact, it might be another flagrant example of cheating, but you may be able to move from level to level through the walls without worrying about being hit. Ledger for dungeons: o = hole to climb down(need rope to avoid damage, may be concealed as a trap) ~ = hole to climb up(need to (A)rm rope and then (C)limb) R = rope to climb up r = rope to climb down D = door ^ = stairs up v = stairs down + = coffin(gain hit points) t = trap(random, push x to "see" it) u = urn(usually has a message) F = chest with food $ = chest with money - = urn that lowers your stats P = chest with powder Most likely errata: $ may be F or + or P. Traps are especially nasty because they can: 1)blind you for a few moves 2)reduce hit points and destroy armor(acid) 3)take lots of hit points(poison gas or darts) 4)drop you to the next level(you can then (X)amine and climb back up) There are also several messages you can find in urns, and as none is a spoiler, all are listed below: --LADDER & ROPES ARE NOT THE ONLY WAY --BE RID QUICKLY OF THE APPARITION --THE GHOSTS CAN BE ESPECIALLY DEADLY --ONLY A FOOL GOES WITHOUT A ROPE --THE FIREBALL KILLS QUICKLY AND EASILY --A FROZEN TREAT IS EASY TO BEAT --MANTOR RULES THE MONSTERS HERE --MONSTERS IN SIGHT? USE MAGIC TO FIGHT --MANTOR'S MOUNTAIN IS A ONE-WAY TRIP --MANTOR WAITS AT THE BOTTOM FOR YOU MOUNTAIN CATACOMBS[WITH MAPS] LEVEL 1 **************** *^ D * * **** ******* * * ** o * * * * * *** * * ** ** * *D* * C* * *** * *D**D** * *+* * * ** * ** *D***t*** *** * t o* * * ***** **v* * * * * D * *$* * ** *** **D** * * o D * **************** You'll probably find a compass somewhere around here in a chest. I'm pretty sure the location is constant, but if not, it's a good idea to search the top two levels--the Atari walkthrough mentioned that you found the compass on the second level. (H)olding the compass will activate the indicator in the bottom left of your screen. Five east, four south, west, south, (S)teal chest, west, two south, four east, three south, down. If you find yourself getting killed too easily, just explore the first dungeon level, mark where the gold and hit points are, get them, exit, and go back in. You can do this until you "max out," and it's relatively painless. Then with the extra gold, just go to a town and buy spells. LEVEL 2 **************** * *$ D * * ** *** * * * * * ** ~ * * * * **** * * *** * * * * * * ** * *D*** * * * * * * * *r* ** * * *** * * ** *** * *r* * ~ ~***** * * * * ** ^ ** *r* * * * *** * * * * ** * ***** * * * D $* **************** Four south, eight west, five north. LEVEL 3 **************** * +* * ******* * * ** * * * $* ******* *** * ** * * * * *$*** * ** **** * *v** * R* * * *t******* * **+* * R* * ************ ** * D R* **** *********** * * *$**F* * * * * * **************** Of the three ropes down, only the middle one will get you to the next level without a wall pass. Traps start to get nasty here, and they're not well mapped here, so be sure to (X)amine as you search for the down stairs. Six west, two north, two west, north, west, north, four west, three south, three east, south, (S)teal coffin, north, west, north. LEVEL 4 **************** *$ * *** * * ** * D * * * * *u * * * * * * * **** * * * * * * * * * * * * * **** ***D* * ^ D $ * * * ** ***o*** * * * ** *v * * D ** **** *$** * * **$ o* * * * * D * * ** * * D * * *** **D* * * D * * **************** Seven east, south. Although there are several ways down, this one gets you closest to the stairs to level 6. LEVEL 5 **************** * u* * * * **** *DDD* * * * * * * * * **** **DD* * * * r**** * * ***** ** ***D* *$ * *~ * * * * * * * ****~* * * * * ^ * * ** **~*** ** **** * * * * * * *** * ****D***** *$* * o D$ * **************** The first really winding maze. Seven north, four west, two south, five west, two south, three east. LEVEL 6 **************** * t * ** ***** * * * * * 5 t * **t* *** *** * * * R $ * * ** * * * * *o* * * * ** *** * *t* * *$ * **t*****D***D*D* * * * ** *r* * *r* * * ** * * * ** * * * * * * * **************** Two north, two east, steal urn. This gets you ten dexterity, and you may want to run through the maze again just to get this. Two east, eight south, four west, south. LEVEL 7 **************** *+ $ * * * * * * * * ** * D D * * *** * ******D* * u* D D * * * * *** ** *** * * * * * **** *o * * * * +* ** ** * * **** * ** * * *t* ** ****D**** * * * *R R* * * * ********** *t* * tv t* * **************** Three east, cast wall pass, two south. The long way around is potentially very painful. LEVEL 8 **************** ************ * **** *t* **** *** ***** * * *** ***** * * ************ * *t u **** * ********* **** * *~ t * * * * *****D**** * * * t * * *S* ***** * * ****** * *t* * * ***** ****** * * ^ * **************** Seven east, two north, cast wall pass, two north, (S)teal safe. Congratulations! You've found the Iron Key, which will let you into the Dungeon of Death. Just retrace your steps, and you're on your way. DUNGEON OF DEATH[WITH MAPS] SYNOPSIS: This dungeon is probably the easiest of the three because there is a slick way to bypass most of the traditional dungeon travel and mapping(well, I still did all that for you, but you're not the one who likes to write FAQs.) The lower right corner has a set of slides all the way down to level six, and from there it is not hard to get to the bottom--where you need to run to the safe, get the diamond ring(which allows access to Mantor's Mountain) and get out quickly the same way you got in. You may have a false start or two, but it's going to be less painful than the first, especially since you get used to the nuances and (in my opinion) the control flaws in the game. LEVEL 1 **************** *^ * * ****** * ***** * *$ * ***** * *** **** ***** * *~* + * * * ********D***** * * F* * **** ********* * D D * *****$* * *** ** * * *+*$* ** * ***** * * * * * ***** *** **o* * *v * **************** From the top left, go five east, cast wall, go all the way east, go south, and cast two more wall spells. West, three south, east, and now (X)amine to the south, (A)rm yourself with rope, and repeatedly (C)limb and (X)amine. If you forget to (X)amine, you'll fall down and lose about a thousand hit points. I've eliminated detailed walkthroughs for levels 2-5, although level 4 may be of interest if you've lost your magic powder, as you need that stuff to win the game. You may also want to get the gold(five east, two south, five west) and then the coffin(two east, two south, and four east,) exit, and repeat. This can improve your character very quickly at little risk. LEVEL 2 **************** * * ** * * * * * t* *** * * *t*t** * *** * * * D * * * ***** ***t* * ** t $ * * * * ** ***** *o * * * D *** * * ***** ** *t* * * * o*** * * * * * ** * D * * *$ * * *** * ******** * *|* * ^ * * * **************** LEVEL 3 **************** * D * * ***** ****** * * ** * * * * * * * * * * * $* * * * *D* * ** *** * * * * D ** *** * * * * * ** * * * *** ** * **** *** ** ** * * *D*** * t * * ** * * *** ** ***D* *t*D*|* *+ v * * **************** LEVEL 4 **************** * * $ * * * * ******** * * * * * * ****D***** * * * * * * * * * *** **t* * *D*D* **+ $D * * ***P**P*D* * * * ******** * * * * *** * * *t****** * * * t ******* * ****** ** **|* * ^* o r * * **************** There's some magic powder on this level, so when you climb in/out of the dungeon, you may want to cast a wall spell north from the bottom right corner. Go through the door and each enclave on the left contains the magic powder. You can leave and return to these spots in the dungeon again. You'll probably need to do this just three times if you're out of powder, as Mantor requires about five hits. Note that you get the added bonus of money and hit points as a coffin and chest are close by. LEVEL 5 **************** * t * * * *+** ***D* * * * **** *$o * * * * o ro * * * * * ******** * * * * t * **D******D****D* ** * * ** *********D*t* * F* P * **$* * * ** ** * ** * * * *** ** * ***** * *|* *~ $ *~ R * * **************** LEVEL 6 **************** ** D $ * * *** ******* * ** * ** ~ * * *~*^~*** * ** ** * ** *D*D** * * * * ************** * D Do * * ************** * D D+ * * ************** * D Dv* * * ************~* * D t tDt * * **************** There are a lot of traps in the bottom half of the level I haven't documented. However, our walkthrough is only concerned with going north, then west, casting a wall spell, and getting to the stairs. You can also use two wall spells by going north, casting a wall spell, getting the coffin, and casting a wall spell south. LEVEL 7 **************** **** * * ************ *** *r * * ********** * * ***** ** * * ***** *** ** * * ***** *** *t * * **** *** * ** ** +*** *** * ** * **** * t* * ************ * * ***^ * * ******* **** * * * ~* **************** It's pretty smooth sailing to go east, two south, two east, four north, west, three north, east, four north, and all the way west. But if you've got extra wall spells, just blast through two walls to the north and go west. Face east before climbing down to make your trip that much smoother. LEVEL 8 **************** * * * * * * * * * ** * R P* * * * * * * * ** * $ * * * * * * * * ** * * * * * * * * * ** * * * * * * * * * ** * * * * * * * *S* ** * * * * * * * * * ** **************** Run the gauntlet here. Six east, followed by turning left and backing up nine squares. I'm pretty sure you can steal the safe with monsters in view, but if not, just back up two more squares, blow all the monsters away, go forward two, steal, and reverse all your steps to get out of the dungeon. MANTOR'S MOUNTAIN[WITH MAPS] SYNOPSIS: This dungeon is very tough, even if it is a bit smaller than the other two(17*9*9=1377 squares, as opposed to 8*14*14=1568) as there are some really nasty monsters on the lower levels. Although you can win any one fight, the odds seem to indicate that you'll wind up fighting a bunch of monsters on some level, which can drag down your hit points. I've tried to outline the shortest way through the levels that also allows you to replenish hit points. LEVEL 1 *********** *^ $ * * ***t*** * * *$ t +* * *+tt tt* * * * * * * * *$ t v* * * ***t*** * * $ * *********** Four south, steal, six east, two north, steal, four south. LEVEL 2 *********** * * * * * ** ** * * trt * * * * *** * * * D * D * * * * * * * * * * ^ * * * * * * * * tttttt* *********** Two west, four north. LEVEL 3 *********** *$ * * * * * * * * * *R* * * * * * * * * * * * * * * * * * * *o* * * * * * * *DvD*D*D*D* *tD$tttttt* *********** (X)amine south, get coffin, back up north, four west, (X)amine south, south five, climb down. LEVEL 4 *********** ** *tt+** * * * v* ***** ***** *+ * *********D* * ~* **D**D**DD* * ^ * * ***+*** * *********** I recommend a wall spell here. Two north, wall spell, two north. LEVEL 5 *********** * * * *******^* * * *** * * *** * * * * *** * * * * * * * * o *r*t* * ******* * *u +* *********** One north, wall spell, two east(avoid the trap just south. If you like, (X)amine to the south and (S)teal the coffin,) three north, wall spell, two north. LEVEL 6 *********** * + * * * *t* * t * * *t*o* * * * *r* * * * * * * * * * ******* * * F* +R+ * * *** *** * *********** A slight detour(extra hit points, you're worth it!)--back up east one, steal coffin, west two, steal coffin, west, south two, west two. LEVEL 7 *********** * D ** * *D**D*D** * * ** * ** *R*D** *v** * * ** * * *D******* * D o** * *D**D* * *u ~ * ** *********** Five west, two south. That's all. Really. LEVEL 8 *********** * +* ** * * * ** * * *t*t*t**^** * * ** *t*t**t* * ~ * * *$* * *** * v*- * +* *********** West, two south, two east, steal, two west, two north, seven west, two south, east. LEVEL 9 *********** * D rD*$* * * * * * +D* * * * * * * * D D D * * *$* * *D* * D D * * * * *D*+Du* * * * ***** * * ^* v * *********** Cast wall spell, three east. [Alternatively, west, eight north, three east, then on the next level go one south.] LEVEL 10 *********** * R D * **D*o*** ** * D D * *****D***** * * * *D*D*D* * * * $ * * * ******* * * D D^D D * *********** Cast wall spell, six north, west, north. LEVEL 11 *********** * * **** ** *** *** * *** *****+* *** ***v v *** *** *u* *** *** *o* *** *** *** *** * * *********** South, east, south, steal, south, two west. Need to check if there really is no way back up. LEVEL 12 *********** *v + * * *D****D** * *t t * *D******* * * ^ * * * *** ** * * *+*~* ** * * *** * * * * *********** Two west, four north. I'm not 100% sure that there's a stairway up here. Certainly, at level 14, there is none. At some point, everything going down is one- way. LEVEL 13 *********** *^ * * *** *** * * * ** ***** ** * to o * * ******* * * tDt +* * ****** ** * * or* *********** Two south, east, two south, two east. LEVEL 14 *********** * * o* * **** * ** * +* ** *D** *** ** * D * ** * **** * * * * F * ** * ******* * * * *********** Two east, wall spell, four north, east. A judicious wall spell here is recommended, as the way to level 15 is obscured in the corner behind twisting passages. LEVEL 15 *********** ** * *+ * * * ** * **** **** * t * ** * * * ** * * * * * *t** *D* * * *o* * * *- t * *********** West, steal coffin, south, two west, five south, east, two south, two west, north. LEVEL 16 *********** * * * * *t* * * * * *t** ** * *+* * *D*** **D* * * * * D * *t* * * * * * +o* D * * * * * * * *********** Wall spell, two east. You might want to pick up the coffin in front of you before going down, and you can do this by (X)amining for traps after going one square west. The roundabout way(three north, east, north, steal coffin, north, two west, south, three west, four south, east, steal coffin, down) has the added virtue of getting you another coffin for hit points. LEVEL 17 *********** *+ ot * * *D*** * * *t* ** * * * *** * * * *S** * * * *** * * * **** * *+t **+**** *********** *********** I had an Air Golem offer to show me the hidden door to the safe as I exited--for 1041000 gold. I suspect that he asks for your gold pieces, rounded down to the nearest thousand. As you are about to win the game, you don't really need the excess dough, so cough it up. Two east and four south, you'll find the safe, which you'll need to unock facing north. You will reveal a hole, which you must climb down, and you'll be in a space vaguely similar to Mesron's castle. Perhaps Armor Enhancement might not be a bad idea here, but at any rate you should ready a cutlass as long and short bows don't work above ground in close combat. You'll probably need 10000 or so hit points to get through this. THE FINAL BATTLE The last part of this game is really rather exciting, and after what you've been through, you probably deserve some entertainment. 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XXXXXX XX o !!!!! XXXXXX XX o !!! XXXXXX XX oxxxXXXXXXXXXXX XX XXXXXXXXXXXoooXXXXXXXXXXX XX XXXXXXXXX XXXXXXXXXXX XX XXXXXXXXX XXXXXXXXXXX XX XXXXXXXXX XXXXXXXXXXXXX XX XXXXXXXXX XXXXXXXXXXXXX XX XXXXXXXXX XX! XXXXXXXX XX !!!XXXXXXXX XX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXX!! !!XXXXXXXXX XXXXXXXXXX! !XXXXXXXXX XXXXXXXXXX W WWW W XXXXXXXXX XXXXXXXXXX . ,,, . XXXXXXXXX XXXXXXXXXX . ,,, . XXXXXXXXX XXXXXXXXXX . . XXXXXXXXX XXXXXXXXXX .!!!!!. XXXXXXXXX XXXXXXXXXX ....... XXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Well, once you find the safe or fall through, there are a bunch of guards waiting for you. You're in the center of the bottom room, just below the water. They're pretty upset with you and ready to attack. You don't want them attacking from both sides, so take the corner, or failing that, a wall, and duke it out. Progress slowly along the corridors, as there is no time limit, and never hesitate to double back to goad guards to attack you singly. There's a green-and-orange room that you can avoid, but once you make it all the way north you'll need the gold key to unlock two rooms, protected by purple blocks. Open the left one first and use the powder a lot. You don't even have to approach Mantor It will eventually kill Mantor. You now have the book, so open the right door. Get next to the computer and (H)old the book and (O)perate it. Boom--there goes the computer. Then go back to where Mantor stood(the purple enclave) and (O)perate the book again to teleport back home. Back at the castle, talk to the king, and talk to Mesron. Enjoy the finale. QUICK REHASH OF THE WALKTHROUGH 1. Get good enough so that Mesron calls you(get chain mail) 2. At the castle, talk to Mesron, find five keys, beat up all the guards, get the trumpet and leave. 3. Talk to the king. 4. Solve the Mountain Catacombs--get the Iron Key 5. Solve the Dungeon of Death--get the Diamond Ring 6. Solve Mantor's Mountain--below level 17, waste all his guards, destroy him and his computer. 7. Enjoy the cool denouement. RANKS BARON--awarded at the end of the game KNIGHT--awarded when you steal the trumpet SOLDIER--awarded when you meet Mesron PAGE--???? SERF--how you start off OOPS! --Flee from a sea creature when you're in the water. It will occupy the land square you are trying to flee to. You can see a similar bug for a land-based creature by the sea. AND FINALLY... "STAY OUT OF WALLS!" "YOU GOT CARELESS!" Damned dungeon engine. ================ VERSIONS/CREDITS 1.5.0 Sent in second version 7/4/2001 instead of being patriotic or something, but I put the text maps in. 1.0.0 Sent first version to GameFAQs 6/19/2001--still need to create town and cathedral text maps. Castle and dungeon text maps are in place, however. ftp.apple.asimov.net--the site has EVERYTHING. Well, almost. project64.c64.org for the documentation to this game gamexperts.com for the original anonymous walkthrough, which certainly made things easier. But I did all the maps and town info by myself.