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Keys to Maramon Game Walkthrough

Keys to Maramon



FAQ version 1.2.0

copyright 2003 by Andrew Schultz



Please do not reproduce this FAQ for profit without my prior consent. However,

if you write a polite e-mail to me referring to me(and this FAQ) by name, then I

will probably say OK. But if I ignore you that means no--and I am bad about

answering e-mail. Sorry.



**** AD SPACE: ****



My home page:

http://www.geocities.com/SoHo/Exhibit/2762



================================



1. INTRODUCTION



1-1. GAME BACKGROUND AND PURPOSE



1-2. PC AND COMMODORE VERSIONS



2. CHARACTER INFO



2-1. CHARACTER CREATION



2-2. POINTS AND STUFF



2-3. IMPROVEMENT



2-4. ITEMS TO SAVE FOR AND GENERAL FINANCIAL CONSIDERATIONS



3. ABOUT TOWN



3-1. MAP OF MARAMON



3-2. CYCLES



4. DIALOGUES



4-1. TAVERNS, ETC.



4-2. LIBRARY



5. MONSTER AND MISCELLANEOUS INFO



5-1. WHAT MONSTERS DO



5-2. HOW BEST TO FIGHT THEM



5-2-1. TOWERS AND ON THE TOWN



5-2-2. IN DUNGEON ROOMS



5-2-3. PARTICULAR MONSTER TRAITS



6. WEAPONS



7. WALKTHROUGH/OVERVIEW



8. MAPS OF DUNGEONS



9. ENDING SCRIPTS(FAILURE AND SUCCESS)



10. CHEATING



11. VERSIONS



12. CREDITS



================================



1. INTRODUCTION



1-1. GAME BACKGROUND AND PURPOSE



The town of Maramon is under siege from an evil wizard Alvirex who launches

creatures from safe below the surface. At nighttime these creatures wreak havoc

in Maramon, closing shops(and they do so during the game.) Mayor Andello has

called on Goodman Whelk who hooked up with Captain Barbos, who sailed from

Knessos in Magic Candle(and was superfluous if your teleport was good enough,)

and he's brought back a hero--which one is up to you to decide.



Your goal is to keep the monsters in check and eventually go down to the

dungeons below the towers and eradicate the menace. You can lose the game if you

lapse for any period of a few days but fortunately this is not a terribly hard

action RPG.



1-2. PC AND COMMODORE VERSIONS



Keys to Maramon is nutty on both the Commodore emulated version and the PC-

emulated. For the PC you will probably need to use MYSLOW(which is freeware,) or

something else, and for the Commodore you'll need to be aware that the monsters

will be doing some weird inverted flashing.



For the Commodore emulator Vice the game doesn't seem to work after a few

days. To try it out you'll need to use the joystick to control your characters.

However you'll want to use joystick port 2(don't ask why. It just works. Port 1

doesn't) as keypad + RCtrl. Maybe CCS works better but I didn't but that one.



1-3. CONTROL NEED-TO-KNOW



The manual does a good job of describing what does what although depending on

where you download the application you may or may not get a prompt asking for

word X from page Y. This is a thorny problem but fortunately I found a way

around it. A big one is to print out this FAQ or portions thereof and do big

sections of the game(which isn't all that big itself) all at once, thus not

worrying about the password or the slowdown application you may need.



Page 9 starts with "between her teeth" I believe as words 6 and 10 of page 9

are both "a." But you can just keep typing "a" at the prompt that asks you for a

word in the manual and it should work if you keep hacking away.



From the startup menu you can hit R/R/A/[ENTER] constantly, but this is a bit

slow. A more efficient way is to start a new game with anyone and immediately

restore and re-restore, R/A/[ENTER] avoiding the pauses between scenes.



Also The game will be fast on new computers(as in--orc drops by and wipes you

out in 1 second,) as it is an old DOS game, but fortunately there are many

utilities that work to make this game more reasonably playable. Hopefully the

info below is not too technical.



MOSLO(the old horse) is a bit shaky, and many don't work on Win2000 or WinNt,

but I found MYSLOW worked great for my Win98. You have to have MYSLOW running

and then you can right-click the executable in Windows Explorer.



If this fails(you get errors/blue screen) just hit ALT-SPACE next time you run

KM.EXE and then do properties on the window's system tray icon(the window itself

should be in the background.) You'll want to set "run" to 1 MS and on the right

side click the top option('sleep' radio button) and try different values. For my

600MHz it was 7-9(it can vary on each run) so you'll want to experiment. Also

try rebooting if it stil doesn't work.



P passes time until nightfall or daybreak--most useful when you know where

monsters will come out or, if you've killed all the monsters(it's ineffective

otherwise at night) and are at maximum hit points(otherwise rest in the

strongrooms.)

J toggles whether or not you run in one direction. You'll want it off if the

game refuses to slow down enough.



If you save a game outside at night after beating all monsters, beware: on

restore the monsters may reappear. In which case you can just re-restore and the

problem should go away.



2. CHARACTER INFO



2-1. CHARACTER CREATION



You have four characters you can use to start the game. Given that you can

improve

DEX|

| |STRE|SPE|TER|MAG|ARM|

Character |LIFE|NGTH| ED|ITY| IC| OR| $ | STARTS WITH

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

Huntsman:Kelligan | 35 | 30 | 40| 50| 10| 3| 50| 5 potion,longbow(50),leather

Courier:Lumelia | 25 | 25 | 40| 40| 25| 0|200| nothing

Blacksmith:Stavros | 40 | 50 | 35| 25| 10| 0|100| hammer

Scholar:Hornbern | 30 | 30 | 35| 30| 50| 0|150| 12 gonshi, 8 potion,

12 sermin, saber



Hornbern starts out with a lot of magic which is really useful for long range

kills. He has the most valuable possessions to start and actually has the most

total attribute points. However, Kelligan allows you to use a lot of arrows on

trolls that pour out of the tower. But he is slightly broke. Lumelia can use a

bit of magic early on, if you invest(you should buy her leather and save up for

learning in the closed stacks,) and Stavros is the best as even with his bare

hands he beats up monsters pretty easily.



So I think that Stavros the blacksmith is the best to start. In any case

everyone should get leather armor.



Original character choice affects your player icon, the endgame picture, and

the final conversation with Alvirex. Also it affects which stores are broken

into to start. With Stavros it's the weapon shop, Lumelia has Elmer's(?),

Hornbern has Madame Rosel's and Kelligan has the armor shop. These are tailor

made to give a feel for what's in store without affecting your particular class

as the damaged location only supplies the sort of stuff you start with anyway.



2-2. POINTS AND STUFF



For each hour you have to spare before sun-up, you get 15 bonus points. You

get no points for killing an orc with a fire globe or if a zorlim accidentally

nails a barg with a spell.



Other monsters give different point amounts:



ORC 10

GOBLIN 8

WOLVINGA 12

DOMUG 7

GNOLL 15

SLIME 5

TROLL 25?

MINOTAUR 20

BARG 22

FERMIGON 40

MONGOR 30

OGRE 50

ZORLIM 20

BAZARD 70

DRAGON 100

DARKWOLF 15

TIGRET 18

WOLFLORD 40



They are detailed in section 5.



You can judge how well you're doing by how Goodman Whelk or his wife talk to

you at their pubs.



2-3. IMPROVEMENT



When your score turns green, you can advance. When your gold turns green, it's

Friday morning and payday(I mean, the amount displayed turns green. Gold that

turns green is FAKE.) You get 100 gold and you don't have to visit that day

although you'll probably want to. But you must also beat up the monsters to earn

gold as well.



Every 1000 points you are able to train at the library. You can increase

speed, strength, dexterity or agility by a point. You also get two life points

into the bargain. If you stay in a dungeon long enough to get two potential

advancements you can do them one right after another at the library. There's a

20 point fee.



I found that I could beat the game scoring about 18000 points(including the

2000 you get for winning.) I got 200 points per night with the rest coming in

dungeons.



What you improve doesn't matter but as the manual says you'll want to wait to

read wizardry at the library as that takes away 5 life points and gives 10 magic

points. And I found I didn't really need magic points.



2-4. ITEMS TO SAVE FOR AND GENERAL FINANCIAL CONSIDERATIONS



As for item-wise improvement, I recommend just buying leathers and then saving

up for steel plate or chain at the very least, as when you get better your

profit margin will go upwards--don't worry about methreal. Eventually you'll get

a very nice item that works better than whatever you can buy.



You'll wind up breaking a lot of items so don't buy anything expensive.

Tactics are more important than physical attributes. The more monsters you can

beat up keeping expenses down, the better.



Strongrooms let you rest at night and heal 3 pts/hour. Inns heal 10 pts/hour

and they don't seem to charge you--and you get your weapons polished and

everything.



You can also sell mushrooms. Madame Rosel buys all you have of one type so

stop off at a strongroom and drop everything first. You can also drop broken

items there.



A brief price list is below:



Madame Rosel buys herbs, etc. back from you at half the price you'd pay--and

she rounds down.



Buy | Sell

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

Nifts 100 for 12 | 4 1/6 per

Gonshi 50 for 12 | 2 1/12 per

Mirget 40 for 12 | 1 2/3 per

Luffin 30 for 6 | 2 1/2 per

Potion 50 for 8 | 3.125 per

Sermin 30 for 12 | 1.25 per



Elmer Kozak also buys stuff. The formula for wands(which I did not need in the

game) is as follows:



25 + (charges left * 2.5)



Weapons can and should also be sold. The more they're worn, the less they're

worth, and in fact most of the time it's cheaper to buy a new weapon than fix an

old one. However, the critical legendary weapons always stay new.



One thing to watch is that time goes by as you inquire about buying an item.

So try to get your purchases done early in the day so you can run to the right

tower ASAP.



3. ABOUT TOWN



3-1. MAP OF MARAMON



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

| |

| X 1 XX * a 2 |

| X |

| X X XX XX 3 |

| |

| * X X!!X +-- --+

| X X | |

| |

| X X 4 L | |

| +---- +

| X X 5 * 6 7 |

| |

| 8 b X X 9 c d |

| |

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



* = strongroom

X = residence(can't enter)

1 = Rosel's herb shop

2 = Crab's Claw

3 = Sea Breeze Inn

4 = Flying Fish

5 = Maramon weapons

6 = Steele's Armor Shop(closed at start)

7 = Elmer's Magic Shop

9 = Stoner's Bed and Board

8 = Pickrell's Guest House

a = copper keep

b = iron keep

c = brass keep

d = bronze keep

L = library

! = town hall



3-2. CYCLES



The game changes from day to night and back at 20 hours and 8 hours.



Note that if a place of business is successfully looted, you won't be able to

visit it for a few days.



Below I have listed what I found for the first cycle. It doesn't always seem

to happen this way although the copper tower is pretty reliable. Monsters come

from there on Monday and Thursday night. (7x+1, 7x+4) If you want to be sure of

things you can save at 15 hours, see if bad guys appear outside the brass/bronze

or iron, then go where you need to be and save again.



As you get better, tougher monsters get out and around.



Monday/Tuesday:

9 Orcs come from the COPPER TOWER and try to loot the magic shop.



Tuesday/Wednesday:

6 Orcs come from the IRON TOWER and try to loot the library.



Wednesday/Thursday: 6 goblins, 3 wolvinga come from the BRASS TOWER and try to

loot the library and weapons shop.



Thursday/Friday: 9 domugs, 1 gnoll come from the COPPER TOWER and try to loot

the ?.



Friday/Saturday: 8 orcs, 4 wolvingas loot from the BRASS TOWER



Saturday/Sunday: 11 goblins, 4 orcs loot from the BRASS TOWER



Sunday/Monday: 5 Orcs 5 Goblins come from the BRONZE TOWER and try to loot the

?.



4. DIALOGUES



4-1. TAVERNS, ETC.



The kids hanging around generally say different stuff each time you see them.

No earth shattering hints but it's kind of cute.



THE CRAB'S CLAW

--Mistress Whelk: Welcome to the Whelk family taverns any time, [you]. [MON]

TUE: It's such a relief having you protecting us, [you].

"Don't worry, [you]. You're trying your hardest. I'm sure that you'll do much

better soon."

"You're doing wonderfully, [you]. Everyone's so proud of you."

--Arbo Steele: The monsters attack my brother's shop every Monday. [MON]

--Billy Whelk: Did you ever kill a troll, [you]? I saw a troll Thursday night

from my bed- room window. [TUE] [THU] [FRI] [SAT]

"Denn Steele says that 'hit and run' is the way to defeat the monsters. Is

that right, [you]? Denn said he figured it out after the orcs bit off his

foot."

"Do you know any dwarves, [you]? I hear that dwarves don't like ships. That

must be why they never come to Maramon."

"Seb and I went to the library yesterday, [you]. Mister Quint told us about

the Rare Book Room. He said the books there were full of secrets."

"Hey, [you]. Will you give me lessons? When I grow up, I want to be just

like you."

"Have you ever seen the king, [you]? I really want to see his new castle.

Old Jonas says it's not very far from Maramon. He's seen it from his fishing

boat."

"What's a 'bazard', [you]? Elmer Kozak said it was a crossbreed between a

bat, a lizard, an ogre, and something else. But when I asked him what 'breed'

meant, he wouldn't tell me."

"I had a nightmare last night, [you]. There was an evil wizard, and a dragon,

and Maramon fell into the sea. That won't happen, [you], will it? Please?"

"Neddy and I were going to go swimming yesterday, [you], but it was too cold.

But guess what we found. Scars in the trees from domug target practice."

"I had the nightmare again last night. The wizard said, '[you] is a fool.

[he/she] cannot defeat me.' I wanted to tell him off, but I had to wake up."

--Seb Pickrell: [you]. You should come to our house to rest on Tuesdays. It's

just past the tower and the pond. [WED]

--Dalina Kozak: I believe that there are many caverns deep below Maramon, [you].

I have no idea what keeps the sea from flooding them. [THU]

--Elmer Kozak: FRI

"Join me in a bowl of Mistress Whelk's excellent chowder." Billy says, "There

isn't room for both of you in there."

--Old Jonas: [SUN]

"In one way the monsters are like I used to be, [you]. They hit the taverns

every Saturday night."



THE FLYING FISH

--Goodman Whelk: (every day)

"Welcome, [you], to the Flying Fish."

"Good day, [you]. Sit down and rest a while."

"The council is concerned about you, [you]. You must start doing better."

"Things are going very well with you on the job, [you]. Have a pint of my

finest."

--Jenny Whelk: MON WED FRI SUN

"You must be [you]. My father has told me all about you."

"Madame Rosel has such a funny accent. Not like your accent, [you]. Some

people say she's a witch. I don't think so, though, do you?"

"Arbo Steele is so sweet. Sometimes he sings to us. . . . He says he found a

way into the cellars. In the Rare Book Room in the Library. That was before the

monsters tore his eyes out."

"What a cute little fellow Timothy Quint is. He says that the only way to

improve yourself is by studying. . . . . . at his library."

"Poor Tamur. You've met him, I suppose. . . Did you know that he had a full

head of hair before he found the Iron Key?"

"I think Dalina Kozak is pretty. Don't you, [you]? But she's so quiet. I

think she knows some secrets she won't tell."

"Tal Belaris is such a conceited boy. But he's good to his grand- mother.

She never leaves her room at all."

"Mayor Andello seems to feel much better now. He was so grouchy before you

came, [you]. I think he still misses his sons."

"Why is this happening to us? What's so special about Maramon, [you]? If

anyone can figure out the reason, I'm sure you can."

"I'm so glad my father brought you to Maramon, [you]. Please come back when

I've grown up. . . and teach me everything you know."

--Captain Barbos: [1st MON]

"I sail on the evening tide. Farewell, [you]. Good luck."

"I found these in my cabin. Use them well and wisely." Barbos hands [you] a

pouch.

[+10 nifts for huntsman]

[+10 gonshis for blacksmith]

[+10 sermins for courier]

[+10 mirgets for scholar]

--Denn Steele: I was just leaving, [you]. I hope to see you at my armor shop.

MON

--Timothy Quint: The monsters emerge from the towers in weekly cycles, [you].

TUE

--Young Jonas: I bet the fish are biting today, [you]." "But I have to stay in

town and do repair work. TUE

--Elmer Kozak: Exciting time at my shop last night, [you]. WED

--Mayor Andello: THU

"Maramon is depending on you, [you]. Don't forget to stop by City Hall

tomorrow for your pay."

--Tamur: FRI

"If you go into the cellars, be sure to look into the strongrooms. I fear

that I left several things down there, [you]."

--Madame Rosel: SUN

"I predict the monsters will be very active tonight." "You best have plenty

of gonshis ready, [you]."

--Neddy Stoner: FRI

"I hope you can keep our house safe tonight, [you]. Oh . . . and Madame

Rosel's shop, too."

? "The Sea Breeze Inn is the finest guest house in Maramon. But we don't get

much trade lately, [you]. Especially on Wednesdays."



4-2. LIBRARY



4-2-1. OPEN STACKS



Open stacks(each subject takes one hour to study:)

--Library: THE MARAMON LIBRARY WAS FOUNDED EARLY IN THE REIGN OF KING ONGAR. ITS

RARE BOOK COLLECTION IS NOTED THE WORLD OVER.

--Keys: ALL THE STRONGROOMS OF MARAMON OPEN TO THE SAME KEY. EACH OF THE DARK

TOWERS HAS A KEY OF THE SAME METAL AS ITS LOCK.

--Pearls: MARAMON PRODUCES MORE PEARLS THAN ANY OTHER TOWN ON THE SEA OF

OSHMAR.

ITS BLUE PEARLS ARE GENERALLY CONSIDERED THE FINEST PRECIOUS STONES IN THE

WORLD.

--Towers: THE FOUR DARK TOWERS OF MARAMON CONTAIN STAIRS LEADING DOWN INTO THE

CELLARS AND CATACOMBS BELOW.

--Mushrooms: SOME MUSHROOMS AND HERBS HAVE GREAT POWERS. THEY CAN INCREASE

STRENGTH, HEAL INJURIES, AND DO MANY OTHER WONDERS.

--Dragons: THE ISLAND OF MARAMON WAS ONCE THE HOME OF A FAMILY OF DRAGONS. WHEN

THE DRAGONS DEPARTED, THE TOWN OF MARAMON WAS BUILT.

--Wizards: IN AGES PAST, THE GREAT WIZARD ALVIREX BEGAN STUDYING THE POWERS OF

DARKNESS. CORRUPTED BY THEIR EVIL, HE FLED OVER THE SEA OF OSHMAR TO MOUNT

MANDARG.



4-2-2. CLOSED STACKS



It costs 20 gold and if your score hasn't turned red you won't learn anything

from all this.



--Anatomy: "THE HUMAN LEG IS ARTICULATED AT THE HIP, KNEE, ANKLE AND TOES. ALL

FOUR POINTS OF ARTICULATION ARE OF GREAT IMPORTANCE TO HUMAN MOVEMENT AND

BALANCE." THE TEXT CONTINUES AT GREAT LENGTH.

[you]'s experiences give [him/her] added insight into the book's meaning.

[he/she] feels lighter than air. [he/she] will surely move faster when fighting

the enemy tonight.

--Physics: "LEVERAGE WAS ONE OF THE FIRST ASPECTS OF PHYSICS STUDIED BY THE

ANCIENTS. THEY IDENTIFIED THE THREE CLASSES OF LEVERS ..." CHAPTER AFTER

CHAPTER FOLLOWS.

Leverage, from the toes up. [you] sees its uses. From now on, the enemy will

beware [his/her] increased strength.

--Swordplay: "WHEN FIGHTING FOR YOUR LIFE, THE FLASHY MOVES OF THE FENCING RING

MATTER MUCH LESS THAN A SIMPLE RULE: 'KNOW YOUR ENEMY.'" THE BOOK IS FULL OF

PICTURES OF VARIOUS CREATURES AND VITAL PARTS OF THEIR BODIES.

With this knowledge, [you] rejoices. [he/she] will be more likely to find a

critical spot to smite [his/her] enemies.

--Wands: "ANY FOOL CAN USE A MAGIC WAND, OFTEN TO HIS OWN SORROW. THE TRUE

TECHNICIAN USES WRIST, EYE AND MIND, ALONG WITH THE APPROPRIATE CHANTS." THERE

ARE PAGES AND PAGES OF INSTRUCTIONS.

"Why hadn't I realized that before?" [you] asks [him/her]self. [he/she] feels

sure that [his/her] magic skill has increased.



4-2-3. RARE STACKS



Rare books and subjects:



Bazards: "FANGS OF DOOM" A LURID ADVENTURE, NOT WORTH THE PRICE OF ITS BINDING.

"AS THE BAZARDS RUSHED AT HIM, GORAN MUTTERED A PRAYER TO KALB. RAISING HIS

MACE, HE ..." [you] recalls the legends of Kalb's Mace, and of its powers

against bazards.



Pearls: "MOTHER-OF-PEARL" THE BOOK IS A COLLECTOR'S GUIDE. "... THE MOST

FAMOUS BEING THE PEARL PLATE ARMOR OF MARAMON, SAID TO HAVE MAGICAL POWERS

AS

WELL." [you] reads of some historical artifacts of Maramon. [he/she] is glad

to be able to recognize them.



Mushrooms: "COMPENDIUM OF FUNGI" IT IS A BOOK OF FINELY-DRAWN ENGRAVINGS.

"APHYLLOSCURA SERMO. EXTREMELY RARE ..." [you] learns to recognize sermin and

gonshi mushrooms. [he/she] vows to examine the damp corners of strongrooms

more closely.



Wizards: "DE UMBRAE PRIMERIS" [you] FEELS VERY UNCOMFORTABLE. THE BOOK REEKS OF

EVIL. [he/she] OPENS IT TO A RANDOM PAGE. SWEAT POURS FROM [you]'S BROW AS

THE WORDS CAPTURE [his/her] EYES. [you] finds that a Brightsword is not only a

fine weapon, but also a good shield against dark magic. [he/she] hopes to

find a Brightsword soon. But at what cost has [you] gained this knowledge.

[he/she] has been exhausted by the evil book. [he/she] may never recover

completely.



[life down to 1, magic up 10, max life down 5.]



Cellars: "WINES OF MARAMON" [you] IS SURE THAT TIMOTHY QUINT HAS GIVEN

[him/her] THE WRONG BOOK, BUT READS ON. "... SO RED ALYOSHA HID A KEY TO THE

WINE CELLARS IN THE NEAREST STRONGROOM." [you] reads enough to allow [him/her]

to find a key to the copper lock.



Towers: "THE GLORIOUS KOZAKS" OBVIOUSLY PUBLISHED BY A MEMBER OF THE KOZAK

FAMILY, THE KOZAK BOOK IS "RARE" BECAUSE ONLY A HANDFUL OF COPIES WERE SOLD.

"BORU KOZAK TOOK THE BRONZE KEY AND SWORE TO KEEP IT SAFE ..." [you] realizes

that the key to the bronze lock is somewhere in the Kozak mansion.



Dragons: "DORNA'S SAGA" THE LANGUAGE IS ARCHAIC, BUT [you] CAN JUST PUZZLE IT

OUT. "... WYTHE YE STARRE AXE INHAND TRODDE AYE ONWARD YE BRAVE DORNA TO YE

DRAGONNES LAYR." [you] learns how to slay a dragon with the legendary Star Axe.

[he/she] has a hunch that the knowledge will be useful.



If you happen to re-read something: "AS WE BEGIN CONSIDERATION OF THE SUBJECT AT

HAND, WE IMMEDIATELY NOTICE HOW SIMILAR ITS CONSIDERATION IS TO ..." THIS BOOK

IS FULL OF SUCH GIBBERISH. As Quint locks the rare book back into its case,

[you] advises him to keep it there forever.



5. MONSTER AND MISCELLANEOUS INFO



5-1. WHAT MONSTERS DO



Monsters' behavior is relatively predictable in the big-picture sense. They

run one direction until they run into something or see--and eventually attack--

you. Then they either stall there or try to run in an entirely different

direction. They are blocked by gold or by whatever blocks you. You can see if a

monster is shooting missiles from a distance, and spellcasters can take out

allies if the room is crowded and spells are flying all over. Although they

don't usually drop gold(25% at most do so,) monsters can drop mushrooms. And if

you've just cleared out some major areas in a dungeon, some can drop keys.



Monsters seem to look around for the best way to move if their original way is

obstructed. In fact, they can be obstructed with gold another vanquished monster

has dropped. This can force monsters into going where you want them to go. Often

they'll line up in single file.



Also if you are quick enough you can push U several times in a row to use

mushrooms if you forgot to. And you can preemptively strike monsters as when

they charge you they may run into your weapon. You know you'll have hit them

when a white * appears over them.



And beware of running out of arrows. They're expensive anyway but unlike when

a hand weapon breaks you can't continue attacking once you've run out of arrows.

You'll have to [h]old something new.



5-2. HOW BEST TO FIGHT THEM



The #1 rule is to avoid open spaces. You always want to restrict monsters from

attacking you. The #2 rule is to make sure you're always facing the monsters

when you attack. 'Facing' is not a 100% clear term and I will describe to you

what I mean. Let's say you're in the center of the diagram below. Monsters

entirely in the dots can attack you by hand, and you can attack them by hand.

The reason I've represented you as 2x2 is that every square you move is actually

*1/2* your size. So you can actually line up a bit off to the side of monsters.



......

......

..uu..

..uu..

......

......



Most advantageous:



......

....11

..uu11

..uu22

....22

......



Here you're fighting two monsters but you can just face right(6) and keep

pushing space and eventually you'll have attacked both of them. Now if one of

them drops some money you have a nice bunker in case there are a bunch of

monsters behind them.



Less advantageous:



....11

....11

..uu22

..uu22

......

......



Here it's a bit tougher. You'll need to attack 2, switch direction and hit 1.

It only seems like a loss of a move, but monsters tend to inflict increasing

damage with each hit, and in the heat of battle you may not turn as quickly as

you want. You may attack where 2 was before chainging focus.



5-2-1. TOWERS AND ON THE TOWN



If you can camp in front of the tower where the monsters will be coming out,

beating them should be very easy--and you can predict this by checking around

and restoring at night. You can just push P to pass(first you may want to visit

the closest strongroom and rest until 18 hours) and immediately after that, hit

U. After hitting space to select a mushroom, hit U immediately again until

you've taken everything you wanted to.



You'll want to stand by the tower entrance and walk two south. Standing too

close may make the computer think all the monsters stuck in the doorway can

attack you, and they won't leave any treasure at the gates to boot. If you're

the right distance away, you can attack monsters as they come out, and few will

run off into the city proper. They usually start out by advancing diagonally.

That will lead to an advantageous situation such as in 5-2 above. The only

problem that arises is if you manage to block the monsters' paths all the way.

Then they will just wait around--they'll still have damaged buildings. What you

do then is to go right a square, get a bag by going one up and then moving down

quickly. Then face up and start whaling away again. This slight repositioning

also lets you out of the line of fire of any missile weapons, so you can heal

before you go in to attack them if need be.



If a missile weapon does kill you, make a note to use a few sermins or a

potion before then or to back up more quickly.



Sometimes this won't all quite work and a few monsters will escape. Still you

should be able to get 60%+ easily and 100% more than half of the time--and you'd

feel like a bit of a piker if you couldn't track ANY monsters down.



Most of them will have run into houses by hour 03 but you'll want to

crisscross around the streets just to make sure. Remember that only the SW and

NE parts have areas to damage, so they'll be the places you want to go after.

Monsters don't return from whence they came and don't seem to stay around where

they vandalize, so you'll have to be resourceful.



The good thing about how they run around is that they very rarely gang up on

you. You'll have to approach them and allow them the first hit if they're

stalled, though.



5-2-2. IN DUNGEON ROOMS



If you walk through a door then you will probably face a new group of

monsters. If you do, and there aren't too many you can pick off with the door at

your back, look for bunkers quickly where you can go against a wall or even in a

corner. Be prepared to use mushrooms liberally, and you may even want to stop in

a strongroom to recharge. Also don't feel bad about leaving through a door and

coming back after taking a break if you're really in trouble.



In general monsters use the same bumbling algorithm as in the overworld, but

they can't go through doors. So if an area isn't cleared, look everywhere

without going through doors. The one annoyance may be that weapons break more

easily--until you find a magic one.



Monsters tend to get into a pattern while running back and forth and so if

there is a phalanx and you can't find any enemies to isolate you will again want

to place yourself as in 5-2--between two monsters you're running at--so you can

attack 2 at once.



To achieve the formation in 5-2 you can also walk down the center of certain

narrow passageways. If they are two you-lengths wide then the monsters can't

ever attack you from the side as they rush up.



Later on you'll have monsters who stay in place, and they're quite nasty. Use

all mushrooms(and you should have all four types from strongrooms and random

encounter treasure) and whale away. Not much else to say.



5-2-3. PARTICULAR MONSTER TRAITS



* = can see overground



Monsters tend to do one point of damage with each extra attack they get on you.

If you heal yourself, this does not change. Fleeing and returning helps address

the balance.



* ORC The first monsters you'll notice above and below ground. Nifts leave an

orc impotent.

* GOBLIN very simple to beat

* WOLVINGA can shoot missile weapons, very annoying

* DOMUG also a sort of foot soldier

* GNOLL goblins with bows

SLIME no treasure or experience, eegh

* TROLL very strong but slow

* MINOTAUR good all around fighters, very troublesome

BARG weird asterisk looking thing

FERMIGON tough hand to hand damage.

MONGOR casts some annoying spells

OGRE very strong but fortunately they appear in narrow passages and you can bop

them one by one.

* ZORLIM casts spells that can damage others fighting you.

BAZARD use Kalb's Mace on these.

DRAGON you need the star axe to nail this stationary monster.

* DARKWOLF annoyingly fast and poor animal. Black. Pearl armor pretty much makes

him useless.

TIGRET annoyingly fast and poor animal. Red.

* WOLFLORD casts spells and guards critical locations. I believe he also is

forced into the combat where he guards the overground gold key.



5-3. MISCELLANEOUS



Here are the keys, from least to most valuable:



Copper Key

Iron Key

Brass Key

Bronze Key

Steel Key

Silver Key

Gold Key

Pearl Key



6. WEAPONS



Most are pretty much worthless. I find that I could often beat up bad guys

with the cheapest weapon--or the blacksmith could do most of them in with his

hands! I found a bunch of hammers kept me well throughout the game, and I just

dropped the broken stuff in a storeroom. The only way to get it out of your

inventory is to fix it and sell it, which costs you gold. You can generally tell

the wear and tear on an item by seeing how much you can pay to fix it. Weapons

can only be returned to new at the blacksmith's but it's probably more effective

to let one of the kids at the rest house rejuvenate an item.



Hammer 5 to buy

Mace 20 to buy

Warhammer 30 to buy

Saber can't buy--Hornbern has at start

ShortSword 20 to buy

Scimitar 25 to buy

Longsword 50 to buy

Greatsword 100 to buy

Shortbow 25 to buy

Longbow 60 to buy

Light Axe 15 to buy

Battleaxe 80 to buy

Great Axe 180 to buy

Kalb's Mace cannot be sold

Brightsword cannot be sold

Star Axe cannot be sold

Brom Bow cannot be sold



Quiver 30 for 20 shots



...aaaand armor. You'll want to buy leathers and then maybe steel plate later.



Leathers 50 to buy, 3 AC, 25 to sell

Ring Mail 150 to buy, 4 AC, 75 to sell

Chainmail 500 to buy, 6 AC, 250 to sell

Steel Plate 1500 to buy, 7 AC, 750 to sell

Methreal 4000 to buy, 8 AC, 2000 to sell

Pearl Plate 9 AC, 4500 to sell(can't buy this back)



7. WALKTHROUGH/OVERVIEW



Rermember throughout you'll want to save in case you do things wrong--the four

save slots will be useful. Dungeon details are available in section 8 which

follows.



While building up characters you'll want to...



--Conserve money *unless* you cheat. If you have all the money you need, bows

work great, but otherwise arrows are expensive and a nuisance to continue buying

at the armory. Otherwise using hammer, small axe, etc is OK and should get you

through playing this game super-fast if you're willing to suffer a few deaths

before winning.

--When you need to rest, use strongrooms instead of inns(which cost money) and

gonshis/sermins. When you have over 40 HP to cure then potions are a much better

deal.

--Nifts start off working well when you have leathers(they make orcs totally

ineffective) but once you get steel plate or chain mail then they have less

effect and you should sell them for extra cash.

--Save up for a rare book(the 100 gold each week is very helpful,) and the first

subject you'll want to read about is KEYS. Then TOWERS. Those get you the copper

key(found in the upper strongroom) and the bronze key(talk to Elmer Kozak at his

magic shop.) From there you can explore a nice chunk of the caverns. You can

just pick off monsters a few at a time after clearing above-ground each night

and this along with strongrooms you can loot should help you get to the next 200

gold a bit easier.

--Next you can read up about MUSHROOMS. You'll be able to find some in all

subsequent strongrooms, and this could save you a bit of money along the way.

--The next task is to find the brass key. I'm not clear on when it shows up--

after you get 6000 points, on day 24, or on the day after you've cleared all you

can from the copper/bronze towers and monsters come out of the brass tower next.

The treasure will be lying around after you kill the last monster.

--Through all this the important thing is that, if no new monsters seem to

appear in one trip into a tower, you may need to exit and reenter. Remember this

if no monsters show up.

--You need to do similarly to get the iron key. Kill everyone you can and get

out. Then monsters will come out of the iron tower. I found that my stats were

8000 experience and it was day 30. But the monsters came out of the iron tower

and again it was the last one standing that coughed up the iron key.

--With the iron key you can access almost all of level 1. The final combat

relies on a thin passage to the right to a room shaped like a rectangle with a

bite out of it. Some Zorlims and Fermigons hide the steel key, which will lead

you to level 2.

--Through all of this you need to balance out going back to beat up

monsters(start to leave around hour 12--or later if you're very confident--and

turn J on so you can run through--you should have a feel for the way back)

--Conflicts in the next rooms will be a bit tougher--let zorlims blast Bargs out

of the way on level 2 a bit and head for safe corners. If you win enough fights,

you can retreat and advance and you should be able to clear out the room in the

northwest with the door with the silver lock once monsters appear there.

--Beyond the silver lock there's a guardroom with Kalb's Mace. This is a great

weapon to use.



** NOTE: THE GAME HAS SOME BUGS ON LEVEL 3. AND NOT THE TYPE THAT IMPROVE YOUR

SCORE WHEN YOU KILL THEM. **



--By now you should have the cash to max out your potions. Do so.



--On level 3, ALWAYS try to enter staircases from the right. If you enter from

the left the game may crash. I am pretty sure this is what does it--crashing

when you enter a stairwell isn't affected by what you're holding or if you

returned home.



--From the start level 3 has several stairs you need to go down with a combat in

each one. It's fairly linear and by now you'll need to have learned how to get

in/out pretty easily. Be sure to take out all the monsters and use the narrow

hallways to your advantage.

--Near the end you'll run into a gold door, but before then you'll have gotten

the Star Axe.

--Next time you enter the tower you should have a fight that nets the gold key.

Then ready the Star Axe as you go to face the dragon. Keep yourself in mushrooms

and use them all along with a healing potion before running at the dragon. Hit

it a few times and it'll die. Take the stairs down to level 4.



--Head westward along the top until you see a brick room to the west.

Enter(south wall) and beat up the enemies there. You'll get a pearl key. Go back

east to the stairs and then down south. You can probably weave through monsters-

-you don't need to kill them.

--At the bottom, to the west you'll find a dragon. Bulk up and run at him to

kill him.

--Run NW to the door to a brick area. There's another fight in there. To the

left is a strongroom with the brightsword, which you should hold.

--The door to the right requires a pearl key. Behind it is Alvirex.

--Save first if you want and then talk to Alvirex to get the whole story--fight

him otherwise.

--The maze back out is a bit sticky. The caverns are flooded with water, which

you can't walk across, so you have to use the stones. There's no way to save at

this point but it isn't too bad. You go SE and then there's one false trail but

once you've pushed that away you just need to hop across some stones on the

ponds and when you leave the level as you came in, you'll see the ending

sequence.



8. MAPS OF DUNGEONS



There are five files that contain dungeon levels--M21E30.MCM through

M25E30.MCM. They are 84x60 so if you want to cheat you can open them up with 84-

wide rows and poke holes in walls(use 0x20-0x26) and get through the game easily

that way. But you'll also have to modify M25E30 once you tinkered with M24E30 or

you'll be stuck and you won't be able to get out.



Initially all you'll want to do in a dungeon is to find combats. You'll often

need to escape and re-enter, often picking up a critical key outside at night.

Keys will be your main thrusts in dungeons although you'll also want to locate

strongrooms and get the treasures there. If you build up enough gold(aided by

the boosts in several strongrooms) you can get some new armor for the last few

critical fights if you want before you find a special item. There's really

nothing else to spend surplus gold on.



LEGERDEMARAMON



X = a wall

T = torch in wall

s = strongroom door

^ = stairs up

v = stairs down

= = door

+ = rocks

~ = water



[note: some icons are half-water and are marked as open spaces because you can

walk over them.]



I've tried to replace 'obvious' walls with useful annotations as well.



----------------Level 1----------------



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X XXXXXXXTXX==XXXTX XXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX==XXXXXX X

X XXXXXXXXXX==XXXXX XXXXXXXXXXXXXXXXXXXXXX XXXXX X

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area a <-> copper tower

area b2 <-> bronze tower

area e <-> brass tower

area f <-> iron tower



Also any passage adjoining two areas requires keys from both areas to get into:

b requires copper and bronze, c requires iron and bronze, d requires copper and

iron. d2 requires all four keys.



First off, easy way through/back once you've cleared the dungeon. From

copper(top stair) 2,1 until you're trapped, then 7 and 9. To get back you can

hit 2 and through the door, hit 3. Then past the strongroom hit 9 to leave

through the brass dor although 2/3/9/6/8 gets you out the brass.



You'll have monsters to clear out in each area. Try to avoid wide open spaces

as monsters can attack you from more than one angle there.



From brass, 1 and then 7 past the strongroom--you may need to hit 9 for a

square or two to get back to the steel door and stairs.

area a: 10 monsters. Orcs and domugs and slime.

area b: 14 of them. A few wolvingas are in the stairs to the tower. There are

also orcs and goblins and bargs. There is actually another wave--connected with

a--of 19 monsters of all types mentioned previously, plus goblins.

area c: 17 monsters. Domugs with bows, slime and goblins.

area d: There will be 14 monsters: bargs and gnolls and a zorlim and 2

minotaurs in the room to the NE. Later on when you exit and reenter there will

be 10 and you must also access...

area d2: (zorlims, fermigons) the final fight you'll probably leave 'til last

without a map is in area d2. You need all four keys to enter the room. Once you

win this fight, you will get the steel key which will allow you down to level 2.

area e: 14 gnolls

area f: 14 orcs/domugs after you first get the brass key.



--area a is just under the copper tower.

--The doors to area b require the copper and brass keys.

--The doors to area c require the copper and iron keys.

--The doors to area d require the copper and bronze keys.

--area e is just under the brass tower.

--area f is just under the iron tower.



Center strongroom: 158 gold, 10 nifts, 3 sermins, 7 gonshis

NE storage room: icewand with 5 charges

NW storage room: 19 gold, 11 potion, Brom Bow, 2 arrows, 7 sermins, 2 gonshis

SW storage room: 25 gold, worn greatsword, 6 sermin, 3 gonshi

SE storage room: 83 gold, shortbow, 15 arrows, 2 sermin, 2 gonshi



----------------Level 2----------------



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Basically you just need to go to all the rooms and kill everybody else. You'll

probably need a few trips so the town doesn't go to pot while you're off on your

jaunt(s). Here on level 2 you will find that room f may regenerate if you don't

kill everything off here right away.



My recommended order: f, h, i, e, c, b, a, g and then d.



The way to get out quickly from the stairsis 2, then 3 at the bemd, 1 once

through the door, 3 at the door after next, 9 through the door and 7 by the

stairs. You can hit 3/1/3 past the 2nd door and 9 at the bend. 2 doors down you

hit 4 and then 8 up to the stairs.



room a: (9 monsters) fermigons/bargs/zorlims. A bit tougher than...

room b: 4 zorlims, 4 mongors. Be prepared for the initial onslaught.

room c: (25 monsters) domugs, goblins and slimes

[strongroom at top: 238 gold 14 gonshis 15 luffins 10 nifts 7 sermins]

room d: bargs/ogres/zorlims. Lots of possibilities for bargs to get hit in a

crossfire. Once the monsters appear in this room you get the silver key for

winning.

[strongroom past d: Kalb's mace, 36 gold, 4 sermins, 2 gonshis]

room e: (25 monsters) domugs, goblins and slime

room f: (27 monsters) mostly gnolls and slimes. You'll have to deal with some

missile weapons at the bottom and will also have to go to the right to take out

any stragglers.

[strongroom to s: 129 gold, 5 arrows, flamewand w/15, 1 sermin, 5 gonshis]

room g: (12 monsters)

room h: (6 monsters) mostly fermigons.

room i: 5 zorlims, 3 gnolls. The zorlims will stay back but the gnolls will

run at you. If you want to run in be sure you've got plenty of healing.



----------------Level 3----------------



First of all, the quick way back up, from level 4 back:



**hit j.

**h: hit 3, then hit 1 in the 2nd passage down, then hit 8 when it turns up.

**g: 3, 9 once past the storeroom, 7

**f: 3, until at the bottom, then 9 and when nearing the top wall, 7.

**e: 6, 9,, 7, but hit 9 when the rocks branch. Then hit 7 when you start going

up again.

**d: 6, 3 on the rocks, 9, 7, 9 when going up, and then 7 at the top wall.

**c: 3, 9, and 7 at the wall

**b: 3, 8

**a: 1, 8



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You can probably get into level c on your first trip and from there you can

proceed one group at a time if you have to.



The game has all the info for what seem to be successive levels down on one

level. So you just have to find the stairs down which isn't hard. There are

absolutely no branches in your path that could fool you. Nevertheless some

battles are tricky.



--a--



(12 monsters)



In area A, you will encounter slime and darkwolves. This is a good place to

have saved arrows for your Brom Bow as you don't have the armor yet that renders

the wolves, who are quick little ****'s, largely impotent. They're very quick

and may drain you before you know it. Given the corridor's width you will as

before want to approach a wolf in half-profile and keep hacking away.



--b--



The two bazards require Kalb's Mace to damage, and you can probably use one

dose of all mushrooms on each of them. Just save the game before you rush at

them--it may take timing to feel out when to attack.



--c--



(12 monsters)



Here you can try to make a beeline for the strongroom after killing a few of

the annoying dark wolves and tigrets that come after you. This is another good

place to use a few arrows to thin out enemy ranks or wait back hoping the

animals run at you a bit more single file. Facing the wolflord with a full

complement of health and speed is great, especially after you get the pearl

armor, so you can try to duck in past him if there's an opening and recharge

with your mushrooms before taking him out.



Incidentally you can win the fight, retreat, defeat the creatures that come

out at night, sell off the armor, return for the pearl plate, and go back to

your routine, if you want more gold. But by now you probably don't.



[Strongroom: Pearl plate, 104 gold, 2 sermin, 4 gonshi]



--d--



(17 monsters)



Use the pillars in the center as you fight against the bad guys--mongors and

bargs mostly. They're much bulkier than the other bad guys, and you'll want the

pillars to block against any shots fired at you. Try to approach the bargs first

unless a mongor is isolated as the mongors can kill the bargs. Once you kill

everyone in the first big room and make it to the narrow passage on the south,

you'll have some ogres to fight. But they are one at a time and disposable.



--e--



(19 monsters)



A minotaur is waiting as you cross the rocks(just hold 3 to progress) and then

you have a 2-wide area where you will want to take the center so you face no

more than two monsters at a time. There are darkwolves and minotaurs(who leave

blockading treasure) to dispose of along the way. Bargs are at the bottom of

this area.



--f--



Three bazards are here. Use healing as you need. You still have Kalb's Mace

equipped, right?



--g--



(16 tigrits/dark wolves)



The start is a two-wide passageway and so again standing in the middle works

well. If you have any bows in your quiver here's another good place to use them

but the damage shouldn't bother you so much any more. The star axe is in the

storeroom.



[Strongroom: 8 gonshi, 4 sermins, 142 gold, Star Axe]



Once you've got the Star Axe, you'll want to retreat. I'm not sure if you have

to leave the dungeon totally or you can just go down a level, but you may be

pressed to go back through the dungeon.



--h--



(6 mongors/ogres)



Here you have mongors and ogres. They aren't too bad as long as you remembered

your mushroom supplements, but to be safe you'll want to move a step south to

line them up right, just in case.



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