[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*] I IIIIII II III II II IIIII II IIIIII III III II II IIII IIIIIIII II AIH: Australian Institute of Hackers presents CURSE OF THE AZURE BONDS solution by DARK FiBER [*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*] 0. INTROD. If you loved Pool then you'll love Curse even more. Its a big improvement over Pool and it even has a FIX command. Some encounters are not listed as its too much piss farten around to see if an encounter is random or set. PARTY CONSTRUCTION. For this game I used the following brave adventurers; Dwarven Male Fighter\Thief, Human Female Paladin, Human Male Cleric, Human Male Cleric, Human Female Mage, Human Male Mage. Avoid using multi-class characters, while they are good to start with it takes too long to build up good magicians and clerics which you need. I chose to use human classes over other classes as they are supposed to have unlimited advancement, but of course this is not so in this game. Make sure you have a female in your party as she will be very handy later on in the game. When constructing a party you should seriously consider including a Paladin as they have Protection From Evil spells around them, can turn undead, heal, cure and cast clerical spells at higher levels. Fighters: Only good when they are of Dwarven make. They get Hit Point bonuses if they have a constitution of 17+. They can use any armour and weild most weapons. Paladins: Only humands can be Paladins. Great character type. Can Heal, Cure, Turn undead and cast clerical spells once they reach a high level. They have Protection from Evil spells permenantly cast opon them. They can wear any armour and weild most weapons. Rangers: Kind of like a hybrid cleric\magician for plants. Most spells have something to do with nature. I think they are a shit class to be used in Curse, but that is my opinion (of which there is a lot through out this file.) They get HP bonuses with a constitution of 17+ and they can use most weapons and armour. Clerics: No party should be without one. Can do the churchy type spells. Oopps, prayers I should say. They are excellent healers and not much else. They do not have to find or buy prayers in order to know them. All spells in there grimoire are there opon level advancement. They can use most armour and some weapons. Magicians: Pretty much like Gods on two legs, especially the very high level ones. These guys do the destructive stuff and leave the healing crap to the clerics. Major drawback is that they can wear no armour and weak weapons like daggers, darts and saffs. (You have to stock them up on Bracers, rings of protection and cloaks of displacement and stuff like that.) Thievs: The extraperceptionary characters, they can detect traps and pick locks, hide in the shadows, etc... They can only use one handed weapons and leather armour. You never know when one might come in handy (As some folk found out in Pool when tackling Cadornas Textile House ];-) Beware also of falling into the Human Class Change trap. While it sounds great there are some drawbacks that you should have noted assuming you read the manual carefully. 1. You can't use the skills of the previous class until the current class level surpasses the previous class level by one. EG: Fighter\Cleric must have a cleric level of one higher than the fighter, so it must be like 9/10 or 10/11. 2. Dual class magicians can't cast spells while wearing armour. So its not much point in having a Fighter\Magician. But you can have a Fighter\Cleric. 3. Its not worth changing class as it takes a long time to build up your characters again to a higher level than the previous class. 4. Until your second class level surpasses your first class level you do not gain hit points, even though you can still advance levels. SAVING Make use of your saved game spots, Its good to make the first save in the list your start save, that is every time you set foot in a new maze save immediatly and then use your other save spots as intermediate spots. ** P.S. This game took me a while to map, and I'm bloody glad the mazes are not as complex as the Bards Tale or Wizardry series..... MAPS This solution only covers the main maps to complete the game, as such the Tower of Oxam is not included. But if you want to find it go to DaggerFalls and search the area. You will find a Magic Shop which sells goods cheaper than anywhere else. The shopkeeper will tell you where the tower is. Its tough, home of the High Imperceptor (Zhents) as well as the Mulmaster beholder corps. There is a mega big battle with rackshasa, hell hounds and beholders so beware..... 1. TILVERTON : 1 Level Town, 1 Level Thieves Guild Ahhh, waking up in Tilverton, the sleepy Cormyrian town just south of Shadowdale you realise sombody put a bit of body art in blue decorative tatts on your arms, and in Alias' tracks (If you have read the book you basically know what to do.) you must find out about the tatts and how to get rid of them. Maybe a priest can cast a remove curse spell? Maybe you should just booze up at the pub and sleep like a bear in winter. Our story begins...... Tool up at the shop, then go visit the priest. Have a booze up at the pub then go visit Filani the Sage and tell the truth. Go back to the inn, rest, heal, memorise and save. Now try and leave and you should run into Giogioni Wyvernspur doing another good impersonation of King Azoun. Shit on the guards, and then shit on another wave. Now head for the nearest alley and follow the thief. Go through the Tilverton thieves guild and go to the treasure room, Here you will get some dust (Its Dust of Dissappearance), you should save this for the end fight (Unless of course you are a masochist). Now make your way to one of the exits. LEGEND: -- OR | = Wall.... D OR DD = Door.... S OR SS = Secret Door.... T OR TT = Trap.... # OR ## = Inacessable parts.... = OR == = Rubble or ruins.... < OR > /\ OR \/ = ONE WAY WALLS ALLOWABLE DIRECTION WITH ARROWS ONE WAY DOORS ALLOWABLE DIRECTION WITH ARROWS NB: When I draw my maps out on graph paper I always try and start at the bottom of the paper..... So the N,S,E,W sign does not always have N at the top... +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 D 10 | | | | + + + + + + + + +--+DD+--+ + + + + + 14 D 10 | | | D | +--+--+--+ + + + + + + + +DD+--+--+--+--+ 13 | | |8 | | | | + + + + + +DD+--+--+ + + + + + + + + 12 | 7 7 D | 11 D | | +--+DD+--+ + + +--+--+ + + +DD+--+--+DD+--+ 11 | | | | | | +--+--+--+--+ + + + +--+--+--+ + +--+--+ + 10 | | | D9 | | | D12 | | + + + + + + + + + + + + + + + + + 9 | | | | | | | | | | | | + + + + + + +--+--+DD+--+DD+ +DD+--+--+DD+ 8 |6 D D | | | D | | + + + + + + +--+--+ + + + + + + + + 7 | | | | | | | | | | | | + + + + + + + + + + + + +--+--+DD+--+ 6 | | | | | | D | | | +--+--+--+DD+ + + + + +--+--+DD+ + + + + 5 | 5 D | D4 | D | | | +--+--+--+--+ + + + + + + + + +DD+--+DD+ N 4 | | 4 | | | | | | | +DD+--+--+ + + +--+DD+ +--+--+--+DD+ + + + | 3 |3 3 D | D | | | | W <-+-> E + + + + + +--+DD+--+ + + + + + +DD+--+ | 2 | | | D1 | | | | | | S +--+--+--+ + +--+ +--+DD+--+DD+--+--+--+ + + 1 D 10 | D D | | | | | + + + + + +--+ +--+ + + + + + +--+DD+ 0 D 10 | D D | | | | | +--+--+--+--+--+--+--+--+--+--+DD+--+--+--+SS+--+ 13 13 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Game Start Room 2 = Wild dreaming man 3 = Arms and Armour Shop 4 = Pub 5 = Priest 6 = Healer 7 = Shop 8 = Training Hall 9 = Filani 10 = King Azoun\Giogioni fight (After you visit Filani) 11 = Tilverton Guildmaster, big fight with thieves 12 = Treasure Room 13 = Tilverton Sewers 2. TILVERTON SEWERS : 1 Level sewer Starting at 0,4 Make your way up through the sewers stopping off at all the points on the map. The trolls and Neo-Otyugh are tough battles. If you need to advance, then stop off at the secret Thievs Guild Training Hall. When you meet the Knight of Myth Drannor tell him that you are either a friend of the princess or that you have allegience to no one. (I think that was an option), either way he should let you pass. 10 11 +--+--+DD+--+--+DD+ 47 | | | | + + + +--+ +--+ 46 | | | | | + + + + + + + 45 | | | D | + + +--+DD+ +--+ 44 | | | +DD+--+--+--+--+ + 43 | | D | | + + +--+--+--+ + 42 | | D9 | + + + +--+--+--+ 41 | | | | | +DD+--+ +--+ + + 40 | | | | + + +--+ + +--+ 39 | | | | | + + +--+ +DD+ + 38 | S | | +--+--+ +--+ + + 37 | | | +DD+--+ +DD+--+--+ 36 | | | + + +--+--+--+ + 35 | 8 D 8 D7 | + + + + + + + 34 | | | | +--+--+DD+--+--+ + 33 | | | | + + + + +--+ + 32 | D | | +DD+--+--+--+DD+--+ 31 | | + + + +--+--+ 30 | 4 | D | +DD+DD+ +--+--+ 29 | | | + +--+--+--+ + 28 | D | | +--+--+--+ + + 27 | 6 | | | + + +DD+DD+DD+ 26 | | | +DD+--+ +--+--+ 25 | | | | + +--+ + + + 24 | | | | + +--+ +DD+--+ 23 | | | +--+DD+--+--+ + 22 | | | | + +--+--+ + + 21 | D | D | + +--+ +--+ + 20 | | D | | +--+DD+ + + + 19 | | | | + +--+ +--+ + 18 | | | | + + +DD+--+DD+ 17 | | | | + + + + + + 16 | | | | +--+--+DD+--+--+--+--+ 15 | |3 | + + +DD+--+ + 14 | D 5 D | +DD+DD+--+--+ + 13 | | + + +--+--+--+ 12 | | D | + + + + + + 11 | | | | + + +--+--+DD+ 10 | D | | +--+--+DD+--+--+ 9 | 3 | +DD+--+--+ +--+ 8 | | |4 D | + + + + + + 7 | | D | | + +--+--+ +--+ 6 | D | | +--+ + +--+ + 5 | D | D | +--+ +--+--+ + 4 | | | | + +DD+ + +--+ 3 | | 2 | D | + +--+ + + + 2 | | | | | S + +DD+--+ +--+ | 1 | | | | E <-+-> W + + + +--+ + | 0 | | | | | +DD+--+--+--+DD+ N 1 1 0 1 2 3 4 1 = To Tilverton Thieves Guild 2 = Journal Entry 3 = Cloth 4 = Fire Knives Check Point 5 = Otyugh 6 = Neo Otyugh + Otyugh + Items 7 = Symbol 8 = Trolls 9 = Knight of Myth Drannor NPC 10 = To Fire Knives Hideout at Abandoned Checkpoint 11 = To Fire Knives Hideout 3. FIRE KNIVES GUILD : 1 Level Thieves Guild This place has a few secret doors, somtimes the door appears on one side of the wall, but not on the other side. There is also one one-way door that I know of. This place is pretty easy as there are few battles, and then they only consist of 6 or 8 Fire Knives. Make your way to point 1 and wait for the blades to stop, now continue on to point 2 and interrogate the nice co-operative folks for some information. At point 3 attack to gain the surprise and rescue the cleric, friend to the Knight of Myth Drannor. Go to point 4 for some information, then on to point 5, 6, 7 and 8. Save your game, get healed and spelled up. Now enter the door to point 9 and face the leader of the Fire Knives, Princess Naccacia (I think she is a thief by trade) and the Wyvenspur fop, Giogi. Slaughter the thieves and the Zhentish fiend and watch the ending. See the bond dissappear? Now you have to kill the other masters of your bonds..... +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 | | | S8 | | +DD+ + + + + + + + + + + + + + + + 14 | | | | | | | + +--+--+SS+ + + + + + + +--+ + + + + 13 | D5 | | 7 |8 | D9 | + + + + +--+--+--+DD+--+DD+--+ + + + + + 12 | | | 6 | | +DD+--+--+--+ +--+DD+--+DD+--+--+--+--+--+--+--+ 11 | D | | | | | | + + +DD+DD+--+ + + + + + + + + + + + 10 | | | D D D | | | + + + + + + + +--+--+--+--+ + + + + + 9 | | S | < D | D | +--+--+ +--+--+SS+--+ + + + +--+DD+ +--+DD+ 8 | | D | | + +--+--+--+SS+--+ +DD+--+--+DD+--+--+--+ + + 7 | D | | | | | | + + + + + + +DD+--+--+--+ + + + + + + 6 | | D | | | D4 4 | + +DD+--+ + + + + + + + + + +--+DD+--+ S 5 | | | | | D D | | + + + +--+DD+--+DD+--+DD+--+ + + + + + + E <-+-> W 4 | S D | | | | + + + +--+--+ +--+DD+--+--+--+--+DD+--+ + + | 3 | | | D | | | | | N +SS+--+DD+ + + + + + + + + + + +--+DD+ 2 | | | | |2 D 3 | | + + + +DD+--+DD+--+--+DD+ + + + +--+ + + 1 | | | | | | | | + + + + + + + + + +--+DD+--+DD+DD+ + + 0 | | | | D | | +--+--+--+--+DD+--+--+DD+--+--+--+--+--+--+--+--+ 1 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Enterence to Sewers 2 = Twirling Blades 3 = Frozen People (Interrogation) 4 = Torture Room 5 = Information 6 = Fire Knife check point 7 = Hospital 8 = Armoury 9 = Fire Knife Guildmaster fight. 4. OVERLAND MAP. This is the first time you will be going overland, and because you can go in many directions I'll give you some general advice. Go to all the places on the map. At this stage DO NOT ENTER Yulash, Zhentil Keep or Hap just yet. Go to all the towns pubs and listen to gossip. Travel by the wilderness and the roads to discover some locations, items, and fights. Travel around the overland gaining experience until your characters are around level 7 or 8. Go to the Standing stone where a mysterious mentor will direct you to go towards Hap. Make sure you are fully healed up. 5. VILLAGE OF HAP : 1 Level small village This is where you will run into lots of Dark Elf patrols. Don't take any Dark Elf equipment as it disintergrates in sunlight, so don't be caught weaponless or armourless. Go to location 3 and meet Akbar Bel Akash the greengrocer (he he he) and allow him to join the party. Walk around town and fight about 7 or 8 Dark Elf patrols using location 3 as a base. After you have killed of the patrols head for the barn, which is location number 4. Here you will meet the Efreet and about 3 Dark Elves. Kill them and you will get a map that will lead you to the cave of Hap. +--+--+--+--+--+--+ 14 | |##| + + + + + + + 13 | |##| + + + + + + + 12 | 4 |##| +--+--+DD+--+--+--+ 11 1 D | | +--+--+ + + + + 10 | | D2 | + + + + +--+--+ 9 | 2 D D 1 +--+--+ +--+--+--+ 8 | | | | + +--+ + + + + 7 |2 | D3 | +DD+ + + + + + 6 1 D | 3 | +--+--+ +--+DD+--+ 5 | | D 1 + + + + +--+--+ 4 | 2D D2 | +--+DD+--+ + + + 3 | | | 2 | + + +--+ +--+DD+ 2 | 2D D 1 +--+--+ + +--+--+ 1 | | D2 | Ohh Shit. I forgot the compass. + +DD+ + + + + 0 | 2 | | | +--+--+DD+DD+--+--+ 1 1 0 1 2 3 4 5 1 = Exit to Caves\Wilderness 2 = Peasants 3 = Akbar Bel Akash 4 = Efreet & Dark Elves 6. DARK ELF CAVERN : 1 Level Volcanic Cave Before you can even take a step inside you'll be attacked by a group of Salamanders. First off, go around the corner in a southerly direction and meet up with the Swanmays. If you have a woman in your party she will recieve the mark of the Swanmays as well as a special quest. When you find the room full of Salamanders, parlay slyly and you can open all six chests for some items and mucho exps. Now run along and earn some experience points by killing off the Drow Fighters, the Drow Clerics and then the Drow Mages. Standing outside the door to point number 7, heal up and get enspelled for a battle with some Efreets. Follow the corridor around the corner to the point 8, jump in feet first and kill off the guards and salamanders. Heal, spell up, save and get ready to face Crimdrac the Dracholich, hes no Thiszult, Rauglothgor or Aghaztamn but hes still tough. Get close and surround him from all sides and hack away. Becareful which spells you cast as he's immune to some, plus the confined area. 11 +DD+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 9 | | | | D | | + + + + + + + + + + + + + + + + + 8 | D 10D | | D5 | + + + + + + + + + + +--+DD+--+ + + + 7 | | | | | 6 | | | +--+--+--+--+ + + + + + +--+ + + +--+--+ W 6 | | 9 | | | | | + +--+DD+ +--+DD+--+--+--+--+DD+ + + + + + S <--+----> N 5 | | | | D | | | | +DD+ + +--+--+--+ +--+--+--+DD+--+--+--+--+ + E 4 | | | | | D | | | + +--+--+ +DD+--+--+ + +--+--+ + +DD+ +DD+ 3 | |7 | D D | | | +DD+--+--+ + + + +--+--+--+--+--+--+ + + + 2 |8 | | | | | + + + + +--+--+--+--+DD+--+ + +--+DD+--+--+ 1 | | | D |3 | | 4 | + + + +--+--+ + + + + + +--+ + + + + 0 | D | | D |2 | | +--+--+--+--+DD+--+--+--+--+--+DD+--+--+--+--+--+ 12 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Exit to Wilderness 2 = Salamanders 3 = Silk of the Swanmays 4 = Drow Fighters 5 = Salamanders. Talk sly. 6 = Drow Clerics 7 = Drow Mages 8 = Efreets 9 = Salamanders + Efreets 10 = Crimdrac the Dracholich 11 = Exit to tower 12 = Rubbled exit to Drow city 7. TOWER OF DRACANDROS : 5 Level Tower TOWER OF DRACANDROS : LEVEL 5. At the top of the tower you can either attack Dracandros or Parly nicely with dragons as both will achieve the same result. Take out the Efreets and Drow. Here you should rest up and save before going down the stairs. +--+--+--+--+ 3 | |2 | + + + +DD+ 2 | 1 | + + + + + 1 | | N + + + + + | 0 | | | +--+--+--+--+ W <--+--> E | 0 1 2 3 S 1 = Fight Dracandros or Talk nice with Dragons. 2 = Stairs down. TOWER OF DRACANDROS : LEVEL 4 As soon as you come down the stairs you will be attacked by a Drow Fighter. He is very tough. Get close to him and hack away as well as cast spells like Lightning and Magic Missles, etc as other spells are ranged and will help him finish you off. Make sure you take his Plate Mail +4 and Shield +2. Go to point 4 which is the Trial of the Sphere. Let Akabar do this for you. Don't panic when it starts getting close as will move away and wipe out the other guy. Now collect some nice treasure. Go back to point 3 if you want to play with some Wyverns, nasty stuff them so get your group into position and guard until they come at you. Spell them and hack away. Exit down the stairs to level 3. +--+--+--+--+--+ 4 | 3 D 2 | + + + + +DD+ 3 | | |1 | +DD+--+--+ +--+ 2 | | D D4 | + + + +--+ + 1 | D | | N +--+--+ + + + | 0 |5 D | | | +--+--+--+--+--+ W <--+--> E | 0 1 2 3 4 S 1 = Stairs up to level 5 2 = Dark Elf Warrior 3 = Wyverns 4 = Trial of the Sphere 5 = Stairs down to level 3 TOWER OF DRACANDROS : LEVEL 3 Not much on this level. The Dark Elf warrior is an illusion. Before the exit is some Owlbears and a few Drow fighters. Chew-em-up and spit-em-out so you can get to level 2. +--+--+--+--+--+--+ 5 | D |4 | + + + + + +DD+ 4 | | | | +--+DD+--+--+DD+ + 3 | D 3 | + +--+--+ +--+DD+ N 2 | D | | | | + + + +DD+ + + | 1 | | | | | W <--+--> E + +--+DD+ +--+ + | 0 |2 D1 | D | S +--+--+--+--+--+--+ 0 1 2 3 4 5 1 = Stairs up to level 4 2 = Drow fighter Illusion 3 = Owlbears and Drow 4 = Stairs down to level 2 TOWER OF DRACANDROS : LEVEL 2 Ahhh, this is what I like, another small level with nothing happening. Don't pickup the paper, its a bomb. Go to point 2 and find the pool, delve into the bottom to retrieve Silks pod and then go to Dracandros' chambers and search for some booty, then hit the stairs down. +--+--+--+--+--+--+--+ 6 | D 2 | + + +--+ +DD+--+DD+ 5 | | | |1 | +DD+--+DD+--+ + +--+ 4 | | | D | + + + +--+--+--+ + 3 | D D | +--+--+--+ +--+ + + 2 | 4 D | | + + + + +--+--+DD+ 1 | 4 | | 3 | +--+--+DD+DD+DD+ + + 0 |5 D | | +--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 1 = Stairs Up to level 3 2 = Paper, Don't pickup 3 = Silks Pod. 4 = Dracandros' chambers 5 = Stairs down to level 1 TOWER OF DRACANDROS : LEVEL 1 Hey, another level with nothing happening. Walk around to the first door then go straight ahead, confrot the Wyverns and heal up cause behind door number 1 is the infamous Dracandros. Wipe out everybody with the usual tactics, but DON'T try and hit Dracandros with melee weapons. Hit him only with missile weapons and spells because he will cast a fireshield opon himself. What? Don't know what a Fireshield is? Well, whatever damage you do to him will be done to you in return but double. So if you hit him for 25hps you will automatically lose 50hps, but this only works on melee weapons.... Snatch his loot, wands especially as there is a wand of Icestorm and one of Fireballs. Exit to the caves and give the pod to Silk, collect the treasure and head for the standing stone. +--+--+--+--+--+--+--+--+ 10 | D D | + + +--+ + +--+ + + 9 | | | | +--+DD+--+DD+--+--+--+DD+ 8 | | + +--+--+--+DD+--+DD+--+ 7 | D D | | + + + + + + + + + 6 | | | D | + +--+DD+--+DD+--+--+DD+ N 5 | D | | | | + + + + + + + + + | 4 | | D 2 D | W <--+--> E + +--+--+ + + + + + | 3 | D1 | D | | S +--+--+--+--+DD+--+--+--+ 2 | 3 | + + +==+==+ + + + + 1 | = = | + + +==+==+ + + + + 0 | D4 +--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 1 = Stairs up to level 2 2 = Wyverns 3 = Dracandros 4 = Exit to Caves\Wilderness 8. YULASH : 1 Level City Travel from Hap to the Standing stone and talk with your mysterious mentor who will direct you to "Seek Green to the NW". Head for Yulash where you can have a mass orgy with the curvy cultists of Moander. Ahh, what a lovely place, we got the Plumes, the Zhents, Mounds, Looters and Cultists... The best thing to do is to ask permission to enter, talk sly and go with the guards. You will find yourselves outside the captains room, walk to the door and you will run into some Zhentish pigs. Kill the Zhents and talk nice to the Commander (Who should notice that you have one of the Swanmays in your party.....) he will give you free run of the ruins as well as the mess hall and the sleeping quarters. First off, heal and spell up then head out the front door and straight down the corridor, round the corner and down to point 6 on the map, obviously you will have to fight of Zhents and Shambling mounds which are pretty tough. Pop into the room round the corner and heal up. Now proceed to point 7 and kill the Shambling Mounds, this will let you get your hands on a wand of defoilation and a wand of lightning bolts. The wand of defoilation is VERY effective on mounds but save this for later when your inside the Pit of Moander. Now go to point 7 near the north wall and enter the Pit of Moander...... 1 7 +--+DD+--+--+--+--+--+--+--+--+--+DD+--+--+--+--+ 15 | | | | | | | + + + + + + + + +--+--+--+ + + + + + 14 | |2 | | D |6 | | +--+DD+ +DD+--+ + +DD+--+--+--+ +--+--+ + + 13 | | D3 | | D | N + + + + + + + +DD+--+--+DD+ + + + + + | 12 | 4 D | |## ## ##| | D | | +--+DD+ + +--+--+--+--+--+--+ + +--+--+--+--+ W <--+--> E 11 | | | | | | | + + + + + + + + + + + + +--+--+--+DD+ S 10 | D D | | D | | | +--+--+--+DD+--+--+ + +--+--+ + + + +DD+--+ 9 1 D D | | | | | +--+--+--+ +--+--+ + + + + + +DD+DD+--+ + 8 | | | | | | | 5 D D | + + + + + +--+DD+--+--+--+ + + + +--+--+ 7 | | D | D | D | + +DD+--+ +--+ +--+--+--+--+DD+--+ + +--+--+ 6 | | | D D | | | | +--+DD+--+ +--+ + + +--+ +DD+ + + +--+DD+ 5 | | | D | | | | | +--+DD+--+ + + + + + + + + + + +--+--+ 4 | | D | | | | | | | | | +--+DD+--+ + + +--+--+DD+--+DD+--+ + + +DD+ 3 | | | | D | +--+DD+--+ +--+DD+DD+--+--+--+DD+--+--+ +--+--+ 2 | D | | D | | | | + + + + + + + + + + + + +--+ + + + 1 | | D | | D D | D | +DD+--+--+ + + +DD+--+--+--+--+DD+--+ +--+--+ 0 | D 6 | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Exit to wilderness 2 = Mess hall 3 = Barricks 4 = Zhents 5 = Shambling Mounds + Wand of Defoilation 6 = Plumes Checkpoint 7 = Exit to Pit of Moander 9. PIT OF MOANDER: 2 Level Semi-abandoned Temple Ohhh, ahhh, flippen cultists casting bloody Hold spells on you all the time. Get in and out as fast as you can (But I have to map the fucken thing.....) PIT OF MOANDER : LEVEL 1 Trundle down the corridor to the first door where you will smell baked bread. Go through the door to point 1 and meet Alias and Dragonbait. Tell her the truth and invite them into your party. Go back out to the main corridor and head down to point 2 and exit down the stairs. +--+--+--+--+--+--+--+--+ 15 > | | N +--+--+--+DD+ +--+DD+ + | 14 |## ##| | D D | | | + + + + + +--+--+DD+ W <--+--> E 13 |## ##| | | | | | | +--+--+DD+--+ +--+ + + S 12 | | | D | | + + + + + +--+DD+ + 11 | 1 D | | | | +--+--+--+DD+ + + + + 10 | | D | +--+--+--+--+ +DD+--+ + 9 | D | | | | | + + + +--+ + + + + 8 | | D D | | +--+DD+--+--+ +--+--+ + 7 | | | | | +--+DD+--+--+ +--+DD+ + 6 | | D | + + + + +--+DD+--+ + 5 | | | | | | +--+--+DD+--+--+ + + + 4 4 D | D D | + + + + +--+DD+--+ + 3 |3 | | | | +DD+--+--+ +DD+ + + + 2 | | | | | | + +--+ + +DD+DD+DD+DD+ 1 | |##| D | |2 | + +--+ +--+--+ + +--+ 0 | |## ##| |##| +--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 1 = Alias and Dragonbait 2 = Stairs Down to Pit Level 2 3 = Last ditch effort by cultists 4 = Exit to Wilderness PIT OF MOANDER : LEVEL 2 At point 2 examine the Zhent to find some information. Proceed down to point 3 where you will find some cultists and slugs. Attack for surprise and make a meal out of them. Proceed straight down the end of the corridor to point 4, but before you enter the door heal, spell and save. This next attack comes in 2 waves. First you will be attacked by Mogion, Cultists, Shambling Mounds and maybe even vegipygmies. Save your Wand of Defoilation. Before you end this battle use heal spells and potions as the next battle starts straight away. This time you will face 3 Bit'O'Moanders. This is where you use your wand of defoilation. Go and search behind the altar to find Mogions stash. Now somehow, heal and spell up. Run for the stairs at point 1 like a madman possessed. +--+--+--+--+--+--+--+--+ 15 |## ##| 5 |## ##| N +--+--+ +--+--+ +--+--+ | 14 | D D | | + + +--+ + +--+ + + W <--+--> E 13 | |##| |##| | | +--+--+--+ + +--+--+--+ S 12 | D 4 4 D | + + +--+DD+DD+--+ + + 11 | D D | +--+--+--+--+ +--+--+--+ 10 | |##| | |##| | + + +--+ + +--+ + + 9 | D | D | +DD+--+--+DD+ +--+--+--+ 8 | | +--+DD+--+DD+ +--+DD+--+ 7 | |##| | |##| | + + +--+ + +--+ + + 6 | D | D | +DD+--+--+DD+ +--+DD+--+ 5 | 3 | +DD+--+--+DD+ +--+--+DD+ 4 | |##| | |##| | | + + +--+ + +--+ + + 3 | | | D D | +DD+DD+--+--+ +--+--+DD+ 2 | | | D | + + +--+ + +--+--+--+ 1 | | |##| | |##| |1 | + +--+--+ + +--+DD+DD+ 0 | D D 2 | +--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 1 = Stairs Up to Pit Level 1 2 = Zhentish carcass 3 = Cultists & Slugs 4 = Cultists + 3 Pieces of Moander 5 = Mogions stash PIT OF MOANDER : LEVEL 1 Go to point 4 and evade the slugs then head on to point 3. This is where the cultists will make a last ditch attempt to stop the "Chosen Ones". Now exit out into the wilderness. Camp and heal up. See Map for Level 1. 10. ZHENTIL KEEP : 1 Level pigsty of goatbangers from hell. Travel from Yulash to the Stone, just to be told to seek "Black to the north" which means you got to go to the Zhentillar stronghold. (Mulmaster comes in later) Beware of HighPriests they cast Fireshield spells on themselves. Pretty straight forward solution open to you (unlike me who had to map the thing). From the enterence head up around the alleyways to point 11 where you will meet Olive Ruskettle. Read the journal entries and follow her into the temple. She will lead you to the cell of Dimswart the sage. Read his journal entry and take him with you. Go into the room next door to point 15 and look in the mirrors a few times, then exit the room and into the room in front of your face, put search on and go to the west wall. Now your in the main chapel. Again put search on and find the trapdoor. It is trapped so use a detect spell. Inside is a Wand of Paralysation. Now go to the west wall and go down the side until you meet a Medusa. Follow her, its your only way out. She will deposit you at the feet of Dexam...... (Have not figured out how to get into the room behind the magic shop, even though there are three doors into it?????????) +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 | | | |14| S 16 | + + + +--+--+ + + +DD+ + + +--+ +--+ + S 14 | 2 D | | | 15D D | | | + + + + + + +--+--+ +--+--+ +--+ +--+ + E <--+--> W 13 |2 | D2 | | | | | 17| | +DD+--+ + + + + + +DD+ + + +--+ +--+ + | 12 | | | |11| | D | | N + + + +--+--+ +DD+--+ +--+--+ +--+ +--+ + 11 |2 2 D | |12| | | | +DD+--+ + + + +--+DD+ + + +--+DD+DD+DD+--+ 10 | | | 2 D | | D D | | | + + + + + + + + + +--+--+--+ + + + + 9 | 2 D | | | | D D | + + + +--+--+ +--+--+DD+--+DD+--+ + + + + 8 | | | | | | | |17| +--+--+ + + + +--+--+--+--+--+--+DD+DD+DD+--+ 7 | | D10 | 13 13 13 | + + + + + + + + + + + + + + + + + 6 | 9 D | | | + + + +--+--+--+--+--+--+--+--+--+--+--+--+--+ 5 | | | D D | | +--+--+--+--+ + + + +--+DD+--+ + + + + + 4 | | | 7 | 5 | 4 | | + + + + + +--+DD+--+--+DD+--+--+DD+--+ + + 3 | | D3 | + + + + + + + + + + + + + + + + + 2 | | | | + + + + +--+DD+--+--+DD+--+--+DD+ + +--+--+ 1 | | 8 | 6 | 2 | D2 | + + + + + + + + + + + + + + + + + 0 | D D | | | | +--+--+--+--+--+--+--+--+--+--+--+--+DD+DD+--+--+ 1 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Exit to Wilderness 2 = Private Individual Residence 3 = Inn 4 = Weaponry + Armoury 5 = Magic Shop 6 = Magistrates Office 7 = Equipment Shop 8 = Court Room 9 = Pub & Arena Betting 10 = Tavern 11 = Voice "Rest Up." Here you can encamp and Fix. 12 = Meeting with Olive Ruskettle 13 = 2 Attacks of Baneite priests 14 = Dimswart's Cell 15 = Scrying room 16 = Treasure. Wand of Paralysation 17 = Medusa Meeting. Exit to Dexams shrine. 11. DEXAMS SHRINE : 1 Level dungheap of a mixed breed. What? Whaddaya mean Journal entry 59. I don't have a Journal Enrty 59. Damn you Electronic Arts Australia. So much for quality control..... You didn't even give me a complete Adventurers Journal... Argggghhhhhhhh...... Whoa, I have just finished mapping it, and by God it one hard place. Save very often. I garuntee you will loose at least one character to Death if you are not careful when you fight HighPriests... First off you will meet Dexam the Beholder, then Fzoul and then you will lose another Bond. Now for the hard part, escape. Travel out the door to the north and make your way down to point 3 where you will find te remains of an Elven fighter, this will give you a map (Journal Entry) as well as being able to use the Area Option, also you should find some treasure. Now go from the bootom, up around the side and along the tope to point 5 where you will find Dexam, a Medusa and some Minotaurs. Get into close range to Dexam and hack away as he alone can wipe out your party. Now travel down to point 6 and to the Exit at 7. Outside you will meet Olive Ruskettle as well as see Nacacia in the background. At this point in time I have no idea what she is doing in it, maybe she is a Harper???? +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 | D | | | |4 | W +DD+--+ + + + + + + + +--+--+--+--+ + + | 14 | | | 5 | | D | D | S <--+----> N +--+DD+ +--+--+DD+--+--+ + + +--+--+ +--+--+ | 13 | | | | | | | D | | E + + + + +--+--+--+ + +--+ + + +--+--+ + 12 | | D | | | | | | D | + + +--+ + +--+ + +--+--+--+ +--+ + + + 11 | |6 | D | | | | | | | +--+--+--+ + + +DD+--+--+--+--+--+ + + + + 10 | | | | |1 | | | | | | | + +--+--+--+ + + + + + + + + + + +--+ 9 | | | | | | D | | | + + +--+DD+--+ + + + + +--+ + + +DD+ + 8 | | D | | | D | | | | + +--+--+--+ + + + + + + + + + +--+ + 7 | | | | | D |2 | D | | + +--+--+ + + +--+--+DD+--+ +--+ +--+--+ + 6 | | | | | | | | | | | + + + + + +--+--+ + + +DD+ +--+ +--+--+ 5 | D | | | | | | | | | +--+--+--+ +--+--+DD+--+ +--+--+--+ + + + + 4 7 D | | | | | | | +--+--+ +DD+--+ + + + + +DD+--+--+ + + + 3 | | | | | | D | | | + +DD+ +--+DD+ + + +--+ +--+--+--+--+--+ + 2 | | | | | | | | | | |3 | | + +--+ +--+--+ +--+--+ + + + + +DD+ + + 1 | D | D | | | D | | | + +--+ +DD+--+--+ + + + +--+--+ +--+--+ + 0 | | | | | D | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 = Start. Dexam & Fzoul 2 = Parchment (Random in maze, but here is where I found it.) 3 = Elven Warrior skeletion. Map 4 = Teleport to 3 5 = Dexam, Medusa & Minotaurs 6 = Zhents. (The only fixed position fight I bothered to include.) 7 = Exit to Wilderness 12. MYTH DRANNOR : 1 Level Cemetary (Thank Mystra is not as hard as Valhingen) Go to the Standing Stone where you will find that your helpfull friend is actually Tyranthraxus in disguise. He will tell you to seek him in Myth Drannor. Go to Myth Drannor and enter the city. If you wish not to fight Thri-Kreen patrols, parlay and give the word Tyranthraxus and they will let you go. First thing to do is go to point 1 and greet the elven spirit, and in turn she will tell you of a Thri-Kreen secret. Go around the corner to point 2 where you will meet some more Knights of Myth Drannor. Go to point 3 and talk to the elven spirit of Princess Dameir\Demeaur(SP) and she will give you her blessing. Advanve down to point 13 and 14. Replace the skeletons back in the graves. Not go to point 4 where you will meet a Red Plume. Now, how could a Red Plume have ancestors burried in an Elven Graveyard??? Accept and follow him to a grave where he will show you his tru nature. Put the skeleton back in the grave. Do not loot any bodies or else you won't get some valuable treausre later on. Go to point 6 and bury the skeleton. At point 7 and 8 are nests of spiders. Go to point 9 where you will be invited to speak with the Queen. Go through the doors and talk with the Queen who will notice you have a Swanmay in your party. She will give you some weapons to help defeat Tyranthraxus. At point 12 you will meet the Nameless Bard. Point 15 houses some Thri-Kreen guards and a cache of weapons and money. Go back to where you recieved the Princesses blessing and walk through the trees next to the wall and you will find yourself in the Ruins of Myth Drannor. +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 | | + +--+--+--+--+--+--+==+--+--+--+--+DD+--+--+DD+ 14 | | D10 | = | | 7 D8 | | | | N + + + + + + +==+ + + + + + +==+==+ + | 13 | | | D9 D | | | | | | | + +DD+--+--+DD+ +==+ +--+DD+--+--+ +==+==+ + W <--+--> E 12 | |11 | = | | 5 | | | + +--+--+==+==+ +==+ + + +==+==+ +==+==+ + S 11 | | = = = = | =6 = = | | | + +--+--+--+--+DD+--+--+--+ +==+==+ +==+==+ + 10 | < = | | = = = | | | + + + +==+==+ +--+ + + +==+==+ +DD+--+ + 9 | = = > = | D | 4 | +--+--+ +==+==+--+DD+--+DD+--+--+ + +--+--+--+ 8 | = | | | | D | | +==+ + + + + + + + + + + +DD+ + + + 7 | = D 12D | | | | | | +==+ + + + +--+--+DD+--+DD+--+ + +--+DD+--+ 6 | = | |15 D | |13D | +==+ + +==+ + + + + +--+ + + +--+DD+--+ 5 | = | = = | | | | 14 | +==+--+ +==+ + + +--+--+ + + +DD+ + + + 4 | | | | +==+ + + + +==+==+==+ + +==+ + +--+--+--+ 3 | | = = = = = = = = = 17 +--+ + + + +==+==+==+ + +==+ + + +==+==+ 2 | 2 = = | +==+==+ + +--+--+DD+--+--+--+--+ + +==+==+==+ 1 | = = 1 D 16 D =3 = = | +==+==+ + +--+DD+DD+--+DD+--+--+ + +==+==+==+ 0 | = = | | | | = = = | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
          1 = Elven Spirit

          2 = Knights of Myth Drannor

          3 = Elven Princess. Recieve her blessing

          4 = Red Plume

          5 = Dessecrated Grave

          6 = Dessecrated Grave

          7 = Spiders Nest

          8 = Spiders Nest

          9 = Elf Maid spirit

         10 = Suits of Armour

         11 = Elf Queen Spirit.  Recieve Weapons

         12 = Nameless Bard

         13 = Spiders

         14 = Dessecrated Tomb

         15 = Thri-Kreen weapons cache

         16 = Thri-Kreen strength Web

         17 = Path to Ruins of Myth Drannor





13. MYTH DRANNOR : 1 Level Ruins.

  Right about now I started to get very bored with mapping, which wasn't helped

by the fact that three quarters of the walls in this maze are ruins and can be

walked through, so where most walls appear on the map, they can be walked

through.  I also left out 1 or 2 encounters because I was eager to finish the

game.  Parlay Haughtily with patrols and they will let you pass, else Parlay

slyly and pay a tithe.

  First off you should meet a Rackshasa who will tell you about a gambling

habbit and a treasure trove.  Follow him around the corner where you will

confronted by another Rackshasa.  Ally yourself against Birsheya then go

through the dooe with Search on to find the treasure.  Head down the path to

point three where you will meet a frightened man.  Rescue him and he will tell

you where the treasure is.  Walk through the wall to find a gambling den.  At

point 6 Nameless will pop up again.  The treasure is at point 5, you must have

search on to find it.  At point 7 a deal will be struck by a Rackshasa if you

are confident enough.  At point 8, its a trap, you will be attacked by a

Rackshasa and some margoyles.





                   9              9              9

            +--+--+DD+--+--+--+--+DD+--+--+--+--+DD+--+--+--+

     15     |        |           |  |     |     |  |        |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +         N

     14     |        |           |  |     |     |  |        |         |

            +  +  +  +--+--+--+--+  +--+DD+DD+--+  +--+--+--+         |

     13     |                                         |     |    W <--+--> E

            +--+--+--+  +  +--+--+  +  +  +--+--+--+  +  +  +         |

     12     |   4    |     |     |        D     D  |  |5    |         S

            +  +  +--+  +  +  +  +  +DD+  +  +  +--+  +--+==+

     11     |     |        |     |  |  |  |     |     |     |

            +  +--+  +  +--+--+--+  +--+--+  +  +  +  +  +  +

     10     |  |        |     |     |     |     |     |     |

            +--+  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +

      9     |         3 |     |     |   7 D     |     |     |

            +--+--+--+  +--+--+  +--+--+--+--+DD+  +  +  +  +

      8     |        |           D        |     D   6 |     |

            +  +  +  +  +--+--+  +--+  +  +--+DD+  +  +--+--+

      7     |        |  |     |     |     |     |           |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +

      6     |        |  |     |     |     |     |           |

            +  +  +  +  +  +  +  +  +--+--+--+--+  +DD+--+--+

      5     |        |  |     |                    |        |

            +--+--+--+  +  +  +  +  +--+--+  +==+  +  +--+--+

      4     |  D   1    |     |     |     |  =  =  |  D     |

            +--+  +  +  +--+--+  +  +  +  +  +==+  +--+--+--+

      3     |                       |     |                 |

            +--+--+--+  +--+--+  +  +--+--+  +--+--+--+--+  +

      2     |        |  |     |     |     |  |     |     |  |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +--+--+  +

      1     |      2 D  |     |     |     |  |           |  |

            +  +  +  +  +--+--+  +  +  +  +  +  +  +  +  +  +

      0     |        |              |     |  |           |  |

            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+



             0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15





          1 = Rackshasa. Assist him

          2 = Treasure.

          3 = Dying Man. Save for treasure location

          4 = Gambling Den

          5 = Treasure hoard

          6 = Nameless Bard

          7 = Rackshasa with a deal

          8 = Ambush

          9 = To Myth Drannor Temple

          



14. MYTH DRANNOR : 1 Level Temple.

  This is another "I just want to finish the game" level.  Few encounters are

marked on the map.  You start out being called in and have to sit through a

length "Hit Enter" key story sequence.  Sooner or later you gain control and

find yourselves inside a church style layout.  Run out the door to points 3 and

4, this will wipe out most of the margoyle and hellhound attacks.  Go to point

1 which are the stairs.  This appears to be a two level structure but the maze

is all on one map so I left it at one level.  The stairs will leave you point

2. Run round to point 5, but before you go in the door camp and use the Dust of

Dissapearance on the party.  Go in and confront Tyranthraxus.  He is a Storm

Giant with an AC of -5 and 100 HPs.  Tough.  Hack, Spell and shit on the

Margoyles and HighPriests.  Don't forget to take out Tyranthraxus.  Fingers

crossed that you have all three talismans otherwise you can't win.......





            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

     15     |     |                 |     |     |  D  |     |        N

            +  +  +  +--+DD+--+DD+--+  +  +  +  +  +  +  +  +        |

     14     |     D  |     |   5    |     |     |  |  D     |        |

            +  +  +  +  +  +  +  +  +  +  +--+DD+DD+  +  +  +   W <--+--> E

     13     |     |  |     |        |     D     |  |  |     |        |

            +--+--+  +--+--+  +  +  +--+--+--+  +  +  +--+DD+        S

     12     |     |  |     |        |        |  |  D  |     |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +

     11     |     D  |     |        |        |  |  |  D     |

            +--+--+  +DD+  +  +  +  +--+--+  +  +DD+  +--+--+

     10     |  |   2    |  |        |     |  D  |  |  D     |

            +  +DD+--+--+DD+--+--+--+  +  +--+  +  +  +  +  +

      9     |     |##|        |     |     |##|  |  D  |     |

            +  +  +--+DD+--+--+  +  +--+DD+DD+DD+--+  +--+DD+

      8     |     D           D     |      1       |  |     |

            +--+--+--+--+--+--+--+--+  +  +  +  +  +  +  +  +

      7     |        |        |                    D  D     |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +

      6     |   4    |   3    |                    |  |     |

            +--+DD+--+--+DD+--+  +--+--+--+DD+--+--+DD+--+--+

      5     D                 |  |                    |     |

            +--+--+--+--+--+DD+DD+DD+--+--+--+--+--+  +  +  +

      4     |              |        |        |     |  D     |

            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +

      3     |  |  |  |  |  |        |        D     D  |     |

            +  +  +  +  +  +  +  +  +--+DD+--+  +  +  +  +  +

      2     |              D        D        |     |  |     |

            +  +  +  +  +  +  +  +  +  +--+  +--+--+DD+--+--+

      1     |  |  |  |  |  |        |        |              |

            +  +  +  +  +  +  +  +  +  +--+  +  +  +  +  +  +

      0     |              |        |        |              |

            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+



             0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15





          1 = Stairs Up

          2 = Stairs Down

          3 = Hellhound kennel

          4 = Margoyle hangout

          5 = Tyranthraxus



15. END

  Now you can save you game and remove your characters so you can play the next

installment in the saga "Secret of the Silver Blades" where our good budy

Tyranthraxus makes a cameo appearance as Tyranthraxus (or The DreadLord I

think) See you in the next SSI chronical......





Regards,



  =$-)



Dark Fiber [AIH]