Eternal Dagger FAQ version 2.0.0(Apple version) Copyright 2000-2006 Andrew Schultz schultz.andrew@sbcglobal.net Eternal Dagger and Wizard's Crown are copyright Strategic Simulations, Inc. This walkthrough is part of my contribution to the efforts to preserve classic Apple II games. Please do not re-distribute or profit without my consent. If you would like to use this for your site, please ask a specific question, and I'll probably say yes. My general games page can be found on: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm I have a complete and relatively faithful map of the Eternal Dagger outerworld at: http://members.fortunecity.com/cartographics Dungeon maps(Wizard's Crown too!) are at: http://www.geocities.com/SoHo/Exhibit/2762/wced/main.htm More detailed versions are on GameFAQs.com, annotating secret doors at the like. Now, to business! ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 2-1. BASIC STUFF 2-2. STRATEGIES(Fighting and Exploring) 3. CREATING/IMPROVING A PARTY 3-1. WHO TO GATE 3-2. WHAT TO IMPROVE LATER 3-3. POLICY FOR IMPROVING ITEMS 3-4. POLICY FOR GETTING MONEY 3-5. A DUMB CHEAT WITH EMULATORS 4. MONSTERS 5. ITEMS 6. DIALOGUE 7. MAIN WALKTHROUGH 7-1. ABOVE WIZARD'S ISLE 7-2. THE NECROMANCER'S CAVE 7-2-1. LEVEL 1 7-2-2. LEVEL 2 7-2-3. THE AFTERMATH 7-3. THE ELVEN ISLE, GETTING STARTED 7-4. MAGOOMBA'S 7-5. KORUY, THE DESERT AND THE TEMPLES 7-5-1. KORUY DUNGEON 7-6. WADDLING TURTLE'S 7-7. GREY EAGLE'S 7-8. AVLIS'S TOWER 7-8-1. LEVEL 1 7-8-2. LEVEL 2 7-9. THE DWARVEN ISLE, EXPLORING 7-10. SRI'S LAIR LEVEL 1 7-10-1. LEVEL 1 7-10-2. LEVEL 2 7-10-3. LEVEL 3(NOT REALLY, LEVEL 1) 7-10-4. BACK TO THE ELVEN ISLE 7-11. ENOLHO 7-12. THE DEMON WORLD 8. ULTRA-CONDENSED WALKTHROUGH(avoids my putting spoilers at the beginning) 9. CHEATING(for Apple IIe disk images) 9-1. DISK IMAGES 9-2. SAVE STATES 10. BUGS/INCONSISTENCIES 11. VERSIONS 12. CREDITS ================================ 1. INTRODUCTION I don't have the manual yet(or even a facsimile) so I can't give full details on the game. However, Eternal Dagger is a sort of Wizard's Crown kicked up a notch, in the outside world and with a few more attributes, more robust items, fuller dungeons, and tougher decisions to make. If you've played Wizard's Crown on the PC and wanted to play the sequel you've heard of, it's available via Apple emulation. Your party has been beamed into the world of Eternal Dagger from the Wizard's Crown world. Again that whole force-of-evil thing. You start on Wizard's Isle and work your way to the Elven Isle and the Dwarven Isle in search of the Eternal Dagger, the only weapon that can seal off the portal from the Demon world where Anawt is sending the demons from. Eternal Dagger is playable on an emulator. I recommend AppleWin. ftp://ftp.apple.asimov.net has the images. You need to use ED1 and ED2 to boot, and use GDISK1 and GDISK2 for the games. Emulation save states and the acceleration feature allow you to breeze through this game much more quickly than when it came out, and so you can look at the side details more if you want. You can use save states, too(F11) and thus have multiple save slots to go exploring stuff with. 2. CONTROLS 2-1. BASIC STUFF You have a sort of warped numpad that moves you around. 812 7 3 654 I just remember 1 is up and go from there. Moving diagonally doesn't cost any more time than moving in a straight line. You can move diagonally between barriers, most frequently mountains outside. You'll also want to learn about making camp. Stuff you need to know: H) gets you to the heal menu where you can U)npoison, Treat D)isease F)irst aid, or P)ray. V) lets you view items with a certain character. P puts it in the backpack and you can take with T. I-N-E-X is a useful combo to improve a character. Remember to check in your backpack for day's rations to drop to make room for more valuable items. 2-2. STRATEGIES(FIGHTING AND EXPLORING) The golden rule is always to keep your fatigue under 20. Also, run if you're ever not sure you can win something, or your only Frequently Asked Question will be "Why didn't I save, again?" You'll have to rest it all off anyway, and if you're too tired and get diseased and can't cure it, that just piles things up. This game doesn't have a time limit, and while exploring in winter is irritating, reloading after getting and losing that reenforcing pendant and wizard's ring in the two of three fights you won is doubly so. And I have found that staying up 'til 3AM without resting is conducive to not saving, too. 3. CREATING/BUILDING A PARTY 3-1. WHO TO GATE Getting a party with the right abilities is a big choice. I hope I didn't sound too much like a guidance counselor there, but throwing statistics around gets you in trouble, as does trying to make too many characters good at too many attributes. You won't have the time or patience, even with quick combat, and monsters tend to thin out eventually anyways. I find it useful to have everyone in the mix with a really good weapon. I also like having the best protection there is to offer. So I give everyone 16 strength to start. Life isn't as critical as other things, so I give everyone 50 to start. Then the rest goes to intelligence needed for a character class and then dexterity. You really need to combine fighter classes with others so they can use weapons besides daggers. You should also go for two-handed weapons over one-handed. They do more damage, The really tough monsters don't use bash damage, shields apparently break, and you get another spot free in your inventory. Eventually the administration required with shields will frustrate you if you're trying to get through quickly. Tips below for who to create and what to improve to 250. Note that if you get rid of the current party, player H appears first when you gate new characters. I also recommend having player C be able to cure disease and player F be able to use first aid. That way their player-letters go with the heal-menu commands. * fighter-sorcerer A(great axe) * fighter-sorcerer B(hammer) * fighter-sorcerer C(greatsword) * fighter-priest A(greatsword) use experience points on Cure Disease * fighter-priest B(maul) use experience points on Cure Poison, but only to 200 * fighter-priest C(large flail) use experience points on First Aid * ranger(heavy spear) get 250 hunt, then 250 track, then spear You can roll the dice on the final one: * either thief(dagger) or fighter-thief(crossbow or greatsword) improve his search immediately, to find cool new items The advantages of having a thief is extra dexterity and that he can use the Eternal Dagger later. The fighter-thief will be very useful for combat early on, but the dexterity points will be wasted later. Also, having a fighter-thief means that someone else can use the Eternal Dagger in case that person doesn't get a magic item of his type. Swords tend to pop up more frequently than other types, just because special random items are determined not by item type but item name and there are many more sword types than not. You may even run out of experience points to allocate to your pure thief later. 3-2. WHAT TO IMPROVE LATER First, I recommend that you keep weapon skills at 250 as it gets too prohibitively expensive later to do otherwise. Also, if you don't know what to do, spend on dexterity. Eternal Dagger sometimes awards critical hits, and the more moves you have, the more chance you'll get one. Life really isn't as important, especially when your players use the Countermagic spell(even in quick combat,) which sometimes increase your life or even undoes injuries when an enemy hits you. When a character gets a very-magic item(cold, holy, storm, flaming, life drain, i.e. something with magic damage too) then you can start to improve his weapon skill. It's nice to have a variety of damages and with randomly finding items that should happen. With the way we are playing, someone will be left in the cold with a magic weapon, leaving him to use the Eternal Dagger, which is an awesome weapon(25 holy, as opposed to the usual 5.) So he needs to improve Close Combat, which is not hard at all. But if he's improved another weapon skill to 500, that is at least 250*6=1500 experience wasted and possibly 2000/3000 that could have gone to dexterity or even life(75/100/150 points.) Plus, for critical battles such as versus Sri, you'll want to make sure you're as quick as possible. I've had a party who couldn't beat him. I improved everyone's dexterity to 50: a few easy wins. Life to 250: couldn't pull it off. For the priestly skills, having a lot of karma means you can risk going further into dungeons. Since karma is the cheapest stuff in the game, improve that first after the initial boost. You want to make sure you are protected against diseases, which can tire a specific enemy of the party out. Later, before heading to the Dwarven Isle, you'll want to make sure Cure Disease is at 400. There are nasty monsters there whose disease mongering is tougher to cure. See priests for sorcerers having power, although this does take a bit more experience per power point, and besides, you can regenerate power by resting. Get it up to 250 and then improve your dexterity on Wizard's Isle. Then on the Elven Isle branch out to Cast Spell points(250) and only then would you want to get your power up to 500. I did OK with Cast Spell around 300. You may need someone to improve it for Koruy. But improving your weapon skill may be cheaper and I'd advise doing that first. It's tough to decide when to improve dexterity and when to improve skills, but I find that if I just forget to improve skills, and my experience is over 100, I improve my dexterity. Finally, life is OK if there is nothing else. I wouldn't know what to do with any spill-over points. Maybe one of those weird combat options such as scan or awareness. If you plan to try to cheat with several Eternal Daggers(the only good this does is that you may be able to thump Anawt at the end,) you can get everyone's Close Combat up. I'm not sure if this works but it's a try. So, excluding weapon improvement, here are good paths, brackets meaning you can stagger things--get one to 250 before the other--and neglecting weapons and dexterity, which are at your discretion when you get a magic weapon: Sorcerer-1 [Power-500] [Cast Spell-400] Sorcerer-2 [Power-500] Sorcerer-3 [Power-500] Priest-1 Karma-500 Luck-200 [Cure Disease-400 Turn Undead-400] Priest-2 Karma-500 Luck-200 Cure Poison-200 Turn Undead-400 Priest-3 Karma-500 Luck-200 First Aid-400 Turn Undead-400 Ranger Hunt-350 Track-350 Spear-350 Thief Search-500(for new items) (Picklock is not useful with a good mage.) But if you just trust your instincts it shouldn't be too bad. Remember you can always find a pile of enemies, or just reset (especially) Koruy or (edit the save state for a quick path) Sri's, to run in and try again. 3-3. POLICY FOR IMPROVING ITEMS Now when you get magic items you'll realize that the Elves improve them for a fee, up to +6. It doubles, but 160 gold is hardly extortion. Note also that the Dwarves will do so, too, but they charge double what the Elves do. You'll also want to check the Enchanter's for possible good items. I've found Dwarven Plate and an Elven Ring, which have been incredibly useful. Remember the only items really worth improving are (armor) reinforcing, dwarven, elven and (magic) storm, cold, flame, drain (proof) or holy. That gets you a magic protection/damage in addition to other things. Also note that if you ready a +3 bracelet and a +3 storm proof ring, you only get the greater of the two bonuses, not a combo. This means that once you find good armor, you will want to keep it. Usually the best sort is dwarven/elven/reinforcing(the third seems rarest as it only appears randomly) so if you find any of this in Chain or better, you may want to improve it. Of course, if you find Wizard's armor, even Cuirboilli, it is worth readying to +6 and improving. That protects you almost completely from magic. Also note the following 2 related combos: Dwarf Plate + storm pendant bash/cut/thrust 8-42-9 physical + 30-2-2-2 protection Storm Plate + dwarf pendant 8-12-9-32-2-2-2 + 0-30-3 protection = 8-30-9-30-2-2-2 (12 less protection versus bash.) to +1: 5 gp to +2: 10 gp to +3: 20 gp to +4: 40 gp to +5: 80 gp to +6: 160 gp However, the first best thing to improve is your magic item. Don't necessarily improve it to +6, but it's a can't-miss. Alternate between that and any physical-protect-enhanced armor. Remember also to try to build up +5/+6 for anything Dwarven or Elven and only then do you want to go with storm/drain proof etc. When deciding between, say, a +5 and a +3 item, see how much each would improve your total resistance. Say +5 were cold-proof and +3 were storm- proof. Improving the storm-proof would improve storm resistance by 2. Improving the cold-proof would improve the others by 2. So +3 wins out--3 improvements for 1/4 the price--but +5 would next time. Also don't worry too much about the damage a physical weapon does. For swords if it's something like a rapier, you may want to wait for something cooler as there areso many swords out there, but whatever magic item you get is probably OK for other weapons. Plus, for someone with a 1-handed weapon, it's nice to be able to ready a +x (physical protect) gem. Much better than a shield. Again, go with the flow here and don't worry too much about what you find or don't find. Your party will eventually find cool items and improve. While some items seem marginally useless I keep all "proof" stuff that can be worn. Also I try to spread out +6's early on among players so everyone has one, which affords basic protection against magic attacks. Generally it's good to get really wimpy stuff to +2, but your main stuff(armor and weapons and Wizard's anything) should go to +6 right away. Money shouldn't be too much of a problem. There are plenty of monster groups that hoard Chain Mail, and you'll find dwarves with magic chain mail and items of their own. You can even fight elven and dwarven patrols(15 gold of goods per fighter) when you're very good, but you probably don't need much improvement. Cross your fingers for someone jumping you at random. Then you get the weapon stash guilt free. One other thing--you probably won't get magic Plate Mail for everyone. You can wait this out a bit but Chain or Scale with Dwarven/Elven is good enough. I really recommend Dwarven/Elven/Reenforcing armor as opposed to X-proof because it protects you against one special form of attack even more than rings can. With 3 types of physical attack and 4 magic, a +30 to blocking physical attack seems slightly more valuable, and you can get a bigger maximum protect against cut or bash or thrust due to the initial protection armor gives. Magic-proof items do seem to occur in greater quantities anyway. If you want to bail out and not worry about things, just buy +1 Elven Chain Mail at Sea Haven or take what you loot from the Dwarven Patrols that (eventually) ambush you. 3-4. POLICY FOR GETTING MONEY Put all armor in your backpack. Even lame seeming armor is better than the best weapon. My rule of thumb on weapons is that anything over 1000 can go in your backpack, but you can also drop that stuff based on backpack space. If nobody seems to have backpack space, drop whatever daily rations you can(they're only worth 20 bucks.) Be aggressive about what you take. Especially early on when you don't stray far from a town, you can get the chain mail and longswords of undead warriors, for instance. Obviously you'll want to take most magical items but you'll also want to check which are the most valuable--potions can be worth up to 1800. Also some valuable nonmagic items are duds, but stuff like Emeralds can clearly benefit your pocketbook if you pick them up. You'll learn to evaluate, etc. And note that +40 to a skill can make something very valuable. Remember also simple things like never put a small item in the backpack if you have space in your hands. You should also be keeping spare bandainds for your first aid person but if there is an excess you can pitch one or two as a last resort--they often pop up after combat anyway. Of course when you start to fill up it's time to retreat, and if you have that one last fight and still have some open spaces, you can fill up on junk. Finally, if you know where a treasure trove is, first rest up so fatigue is zero(and search is at its best) and save the game/save-state before searching. That way, if you get a dud, you can reload and retry. 3-5. A DUMB CHEAT WITH EMULATORS This one's pretty simple. Save the emulator state before entering a treasure trove. You can usually count on there being one game-improving magic item(special magic protection or magic weapon) per trove. Don't let yourself get ripped off. TREASURES Treasures are random, but often certain groups of treasures are guarded by several of the same sort of monster. Often after one encounter you will be able to F)ollow tracks, leading to more monsters-- a sign you're on to something. When the number of monsters that attack you starts to decrease, you can anticipate treasure soon. They are also the best ways to find unique armor/weapons that can improve your party in ways experience alone can't. Here's a rough outline of where treasure is: WIZARD'S ISLE Try your luck close to the mountain range. Also be sure to T)alk to the only people you see and you'll get a Dragon Slaying Longsword. This is handy when you meet the Dragon in the southeast to raid his horde. There's also treasure before you enter the Necromancer's. ELVEN ISLE East of Koruy there are a bunch of Flits/Flitters. I imgaine there's other treasure around Koruy. DWARVEN ISLE Treasure is found where the mountains almost meet the sea. It's tough to get at but is very valuable as well. The mountain map is like a starfish, and the "tendrils" all have treasure at the end. DUNGEONS You can mine for minimal treasure in Sri's dungeon. However, the best guaranteed treasure comes from the Weapons Masters who all have +2 Plate. There is a +6 Storm Spear in the Underwater Dungeon(just before you have to get rid of it. Gee, whiz, great... Of course, if you are not above minor-league cheating, you can reset Koruy and Sri's Lair and keep picking up cash. You can even reset Waddling Turtle and Magoomba's dungeons and re-kill them, but the benefits are not worth the risk. Going through Avlis's tower again is possible but it's such a hassle to solve the puzzles and put up with Avlis's tricks that you're better off beating up monsters outside, which gets you experience too. 4. MONSTERS Here's a brief table of the major monster attributes. It includes all monsters. Note that some monsters of the same name have different abilities. Some also have different items, etc. when you kill them. Monster name(combat)|STR|DEX|LIFE --------------------+---+---+---- A TROLL | 40| 8| 40 A GHOUL | 12| 13| 20 A ZOMBIE | 32| 10| 40 A SKELETON | 19| 12| 50 A SPIRIT | 0| 16| 20 A GOBLIN | 12| 11| 8 A LICHE | 12| 25| 40 A GHOST | 0| 20| 30 AN UNDEAD WARRIOR | 16| 16| 40 A GIANT SPIDER | 10| 30| 20 A WOLF | 8| 15| 12 A SWAMP THING | 40| 50| 10 AN OGRE | 32| 12| 25 A GREAT DRAGON | 60| 60| 40 A MOVING TREE | 60| 10| 40 A GIANT SCORPION | 12| 12| 10 A SORCEROR | 6| 18| 27 A GIANT | 60| 8| 25 A VETERAN SOLDIER | 16| 18| 10 A LIZARD MAN SHAMAN | 16| 20| 30 A LIZARD MAN | 24| 15| 12 AN UNDEAD LION | 30| 30| 40 AN UNDEAD TIGER | 30| 35| 40 AN UNDEAD BEAR | 40| 20| 40 A WEAPON MASTER | 25| 25| 20 A NECROMANCER | 6| 30| 30 A JACKAL HEADED MAN | 10| 20| 20 A BULL HEADED MAN | 20| 25| 20 A MUMMY | 30| 15| 30 A GIANT BEETLE | 50| 10| 10 A MUMMIFIED FALCON | 10| 50| 30 A MUMMIFIED BULL | 50| 25| 30 A CROCKADILE MUMMY | 40| 15| 30 A NECROMANCER | 12| 30| 35 A FIRE ANT | 10| 25| 20 A WARRIOR ANT | 20| 30| 20 AN ANT MAN | 30| 35| 20 A SAND EEL | 10| 30| 10 A FLIT | 5| 30| 10 A FLITTER | 5| 60| 30 A SAND SHARK | 30| 25| 15 A DWARF | 20| 15| 10 A DRAGON MAN | 30| 25| 25 A DRAGON | 50| 40| 30 A DRAGON MAN | 20| 30| 30 A DWARVEN HERO | 46| 30| 30 A GREAT WYRM | 60| 35| 40 A DWARVEN CLERIC | 20| 30| 30 A MOVING CACTUS | 30| 40| 20 AN ICE DRAGON | 80| 30| 40 A DWARVEN FIGHTER | 31| 20| 20 A GIANT | 40| 24| 35 AN ICE GIANT | 60| 8| 25 A BLACK TREE | 70| 15| 10 A DRAGON MAN | 15| 35| 35 A FIREFLY | 5| 40| 10 AN ICE MAN | 20| 40| 30 A YETI | 50| 20| 15 A POLAR BEAR | 60| 40| 10 A DWARVEN MOTHER | 10| 40| 20 ARCTURUS | 80| 60| 40 A GIANT COCKROACH | 40| 15| 40 A BIG MOUNTAIN GOAT | 20| 40| 15 A HILLMAN | 30| 30| 20 THE DRAGON QUEEN | 40| 35| 30 A DRAGON MAN | 19| 25|250 A YOUNG DRAGON | 30| 40| 20 A DRAGON CHILD | 20| 30| 15 A DRAGON MAN | 30| 30| 30 AN IRON GOLEM | 60| 10| 50 A VAMPIRE BAT | 5| 60| 15 A LESSER DEMON | 18| 14| 15 A LESSER DEMON | 20| 16| 20 A TROGLODYTE | 40| 20| 15 SRI | 40| 60|200 A WOLF | 28| 40| 50 A WINTER WOLF | 8| 20| 15 A TOUGH | 1| 80|250 A TOUGHIE |250| 1|250 AVLIS | 50| 30| 30 A JACK | 10| 30| 15 A HOWLER | 10| 30| 25 A JESTER | 40| 80| 5 A GORILLA | 50| 40| 15 AN ICE PLANT | 6| 40| 10 A DEMON | 36| 28| 30 A HIGH DEMON | 60| 40| 40 A DEMON | 40| 32| 40 A HIGH DEMON | 60| 50| 40 A TURTLE | 10| 8| 30 AN EAGLE | 20| 40| 40 GRAY EAGLE | 15| 30| 50 SWIFT EAGLE | 40| 80| 50 WADDLING TURTLE | 80| 80| 60 MAGOOMBA | 80| 40| 40 A FOX | 8| 30| 20 A FOX | 8| 35| 30 AN ELF | 20| 30| 20 AN ELF | 42| 40| 20 AN ELF | 12| 35| 30 ANAWT | 80| 50| 50 GREAT WHITE SHARK | 30| 45| 15 AN ELECTRIC EEL | 10| 50| 10 A MERMAN | 20| 50| 20 A SEA LION | 50| 60| 20 A SEA URCHIN | 6| 30| 20 SEA WEED | 10| 40| 60 A HAMMERHEAD SHARK | 80| 40| 30 5. ITEMS This lists the items and their relative prices. Note that some of these are not stand-alone items: "dragon's" or "holy," for instance, are prefixes, as is "the eternal." Note that you get a 40 gold bonus for any skill an item might have(i.e. +40 mace skill=1600 gold,) and spells give a different bonus as well. You also get a 1024 bonus for each level of magic an item is increased by. Obviously some items must stand alone(a map) and some get paired with modifiers(dragon's teeth) but you can combine the worth of an item if you are curious. The binary format for items is as follows: byte 0=item descriptor 1 byte 1=item descriptor 1 byte 2=spell type byte 3=# charges byte 4=skill byte 5=skill to improve byte 6=lo bytes=# hands next lo=size(S=0 M=1 L=2) top 4=3 if armor, 7 if weapon??--don't touch. byte 7: top 3 bytes=magic charge(up to 7) other 5 bytes=strength to wear Item |Price ------------------+----- 50' OF ROPE | 25 BANDAGES | 25 DAY'S RATION | 20 LOCKPICKS | 250 WAND | 1 SCROLL | 2 CLOAK | 125 SKELETON KEY | 10 DRAGON'S | 1000 TEETH | 0 CROWBAR | 50 DAGGER | 50 RAPIER | 200 SHORTSWORD | 375 SCIMITAR | 500 BROADSWORD | 725 LONGSWORD | 750 CLAYMORE | 1000 GREATSWORD | 1125 HANDAXE | 75 BATTLE AXE | 250 GREAT AXE | 750 MACE | 300 MORNINGSTAR | 500 STAFF | 25 MAUL | 175 FLAIL | 675 LARGE FLAIL | 675 SPEAR | 150 HEAVY SPEAR | 200 SHORTBOW | 275 LONGBOW | 525 LT. CROSSBOW | 635 HVY CROSSBOW | 1260 JAVELIN | 100 HAMMER | 350 BUCKLER | 75 SHIELD | 225 DWARF HAMMER | 550 LEATHER | 450 CUIRBOLLI | 925 RING MAIL | 1625 BRIGANDINE | 2125 CHAIN MAIL | 2500 SCALE ARMOR | 2000 PLATE MAIL | 5000 REINFORCING | 5500 DWARVEN | 5500 ELVEN | 5500 WIZARD'S |20000 FLAME PROOF | 3500 COLD PROOF | 3500 STORM PROOF | 3500 DRAIN PROOF | 3500 HOLY | 1000 FLAMING | 1000 COLD | 1000 STORM | 1000 LIFE DRAIN | 1000 RUBY | 5000 DIAMOND | 6000 EMERALD | 3000 SAPHIRE | 4000 JADE | 800 SILVER | 400 GOLD | 2000 RING | 150 NECKLACE | 1000 BRACELET | 500 CROWN | 2000 GOBLET | 50 MIRROR | 500 PENDANT | 500 SCEPTRE | 1000 SPICES | 500 SKULL | 0 POTION | 400 POTION | 0 A SCARAB | 400 THE LIVING | 500 THE ETERNAL | 2500 A MAP | 150 AN AQUA HELM | 5000 A FEATHERED | 1000 BAG OF WINDS | 500 6. DIALOGUE The dialogues below contain no dungeon text, only what you will see when you are outside. So there are no spoilers. Unfortunately the bulk is in ALL CAPS since that's how the text was extracted from the disk image. ****** BAR TALK ****** --THE DWARVES WILL SELL ANYTHING TO ANYONE FOR A PRICE --THE ELVES ARE HAVING A REAL TOUGH TIME OVER THERE. --I HEARD THERE IS BURIED TREASURE IN THE SWAMP --THEY SAY THIS ALVIS MONSTER IS INSANE. --THE LAST ELVEN PRINCESS WAS KIDNAPPED. --THERE IS A SHIP LEAVING FOR THE ELVEN ISLAND SOON. The dialogues below contain only transcripts of interactions with potential monsters(i.e. situations where you are given the Talk/Run/Fight/Surrender options) and do not contain "Y/N" stuff or anything from the dungeons. ****** WIZARD'S ISLE ****** YOU FIND A VERY FOUL SMELLING CAVE YOU SEARCH IT AND PILE UP EVERYTHING YOUFIND... YOU SEE YOU ARE AMBUSHED BY Monsters: A PACK OF TROLLS AND GOBLINS. GIANT SPIDERS GNARLED MOVING TREES. A PACK OF WOLVES. LARGE MOVING PLANTS GIANT SCORPIONS. [Talk:] --THEY DON'T SEEM TO UNDERSTAND. --THEY CHARGE! --TROLLS EAT PRISONERS! [Surrender:] THEY DON'T UNDERSTAND THE CONCEPT. THEY ROB YOU AND LET YOU GO. WE CAN NOT ACCEPT YOUR SURRENDER. DIE LIKE WARRIORS! A GROUP OF UNDEAD FARMERS. --THE GHOULS LAUGH HYSTERICALLY...FRESH MEAT! UNDEAD WARRIORS. --OUR MASTER, THE NECROMANCER, BIDS US TO SLAY YOU! SOME OGRES. --WE'RE SUPPOSED TO HUNT DOWN SOME REBELS ARE YOU DEM? [NO:] OK, BYE. BYE. TROLLS AND GOBLINS, LED BY A SORCEROR. --A MAGE STEPS FORWARD, 'DO YOU HAVE PERMISSION TO PASS THROUGH HERE? [YES:] ALL RIGHT, SHOW ME YOU PAPERS! DO YOU PRETEND TO HAVE PAPERS SO AS TO GET CLOSE AND AMBUSH THEM? AN ENORMOUS RED DRAGON --A GREAT VOICE BELLOWS, 'FOOLS! YOU CANNOT HIDE FROM ME!' YOU HAVE COME TO CLOSE TO MY, THE GREAT TORGK'S LAIR. NOW DIE! YOU SEE A GREAT RED DRAGON FLYING IN THE DISTANCE. DO YOU HIDE? [NO:] IT LANDS IN FRONT OF YOUR PARTY AND ROARS, 'I AM TORGK! GIVE ME ALL YOUR VALUABLES AND YOU MAY LIVE! DO YOU AGREE? [YES:] THE GREAT WINGED SHAPE PASSES OVERHEAD AND IS GONE. YOU GIVE HIM YOUR LOOT AND HE FLIES OFF. [NO:] HE ATTACKS. A PACK OF GOBLINS WITH GIANT SUPPORT. --GIVE US ALL YOUR VALUABLES AND WE'LL LET YOU GO...THIS TIME. A GROUP OF ARMED MEN. --YOU DISCOVER THAT THESE ARE REBELS FIGHTING THE NECROMANCER. WHEN THEY FIND OUT THAT YOU WERE RECRUITED BY THE WIZARD THEY ARE OVERJOYED! THEY TELL YOU THE DRAGON OF THE FOREST IN THE SOUTHEAST KEEPS THE HOLY WEAPON IN HIS LAIR. THEY OFFER YOU A DRAGON-SLAYING SWORD. DO YOU TAKE IT? [YES:] SEARCH FOR US LATER WHEN YOU'VE GOTTEN RID OF SOME OF THAT JUNK. [NO:] WELL, GOOD LUCK AND GOODBYE. A GROUP OF LIZARD MEN. --FALL BEFORE THE JIHAD, WARM ONES! ****** ELVES' CONTINENT, WESTERN HALF ****** Talk to monsters: THEY DON'T SEEM TO UNDERSTAND. YOU FAIL TO COMMUNICATE Surrender: THEY DON'T UNDERSTAND THE CONCEPT. THEY ACCEPT YOUR SURRENDER AND ATTACK. THEY ACCEPT YOUR SURRENDER. YOU ARE STRIPPED OF YOUR VALUABLES AND RELEASED YOUR OFFER TO SURRENDER PUZZLES THEM. Monsters that will attack: GIANT SPIDERS A PACK OF WOLVES LARGE MOVING PLANTS GNARLED TREES WITH MOVING LIMBS A SWARM OF FIREFLIES THEY SMILE SHOWING SHARP, HUNGRY TEETH. A GROUP OF GIANTS. MOUNTAIN FOLK LEADING GIANT GOATS. A GROUP OF LARGE STRONG MONSTERS. ONE OF THE NECROMANCER'S COMPANIES. DEMONS. TURTLES. --THEY TELL YOU, 'WADDLING TURTLE WAS LAST SEEN UPSTREAM FROM THE LAKE.' --'WADDLING TURTLE JUST LEFT. IF YOU HURRY YOU MAY CATCH HIM', THEY SAY. EAGLES. --THEY SAY 'GRAY EAGLE CAN BE FOUND IN THESHADOW OF MOUNT ATSAHS.' --THEY WARN YOU OF TREES TURNED EVIL AND TO STAY AWAY FROM THE HAUNTED WOODS IN THE SOUTHERN PART OF THE ISLAND. SOME FOPPISHLY DRESSED FOXES. --THEY ADVISE YOU TO KEEP TO THE PATROLLED AREA BETWEEN THE TWO PORTS. --THE FOXES SAY THEY HAVE HEARD A RUMOR THAT THE PEOPLE IN THE TEMPLES KNOW HOW TO CLOSE THE GATES THE INVADERS ARE USING TO ENTER THE WORLD. --THE FOXES WARN THERE IS A DUNGEON ON THE NORTHWEST CORNER OF THE ISLAND THAT WAS DESIGNED BY A CRAZED LUNATIC. AN ELVEN PATROL. --THEY SAY THE ENEMY IS PUSHING STRONGLY FROM THE EAST AND IT IS ALL THEY CAN DO TO KEEP THE AREAS AROUND AND BETWEEN THE PORTS SAFE FROM THE INVADERS. --THE ELVES WARN THAT THE HAUNTED WOODS LIE BEYOND THE HILLS. A MADMAN RUNNING IN CIRCLES. --YOU WANT TO SEE ALVIS? I JUST SAW HIM! FOLLOW MY TRACKS AND YOU'LL FIND HIM. [PRAY FOR HIM:] YOU RELEASE HIM FROM HIS MADNESS. HE HAS NO POSSESSIONS. VARIOUS: 'YOU ARE IN THE HAUNTED WOODS. FIND MAGOOMBA'S LAIR, GET THE DAGGER, AND GET OUT OF HERE', THEY ADVISE. 'DANGER INCREASES AS YOU HEAD EAST. IF YOU REACH THE WITHERED LANDS, SEE IF ANYTHING REMAINS OF THE TEMPLES. GREAT KNOWLEDGE WAS STORED THERE.' 'THE HAUNTED WOODS ARE JUST OVER THE HILLS. TRUST NO TREE THERE', THEY SAY. THEY SAY, 'GRAY EAGLE'S AERY IS NEAR THECOAST.' BEWARE OF WEREWOLVES. THEY LOOK JUST LIKE WOLVES, BUT ARE POWERFUL AND EVIL. There's also a hut somewhere that I missed, according to the bytes in the files. ****** ELVES' CONTINENT, EASTERN HALF ****** [Talk:] THEY DON'T SEEM TO UNDERSTAND. THEY DON'T FEEL LIKE TALKING. [Surrender:] THEY DON'T UNDERSTAND THE CONCEPT. THEY ACCEPT YOUR SURRENDER AND ATTACK YOUR OFFER TO SURRENDER PUZZLES THEM. THEY ROB YOU AND LEAVE. Monsters: A SWARM OF FIREFLIES A PACK OF WOLVES A FLOCK OF FLITS UNDEAD WARRIORS A DRAGONMAN PATROL A LIZARD MAN CLAN COCKROACHES MOVING TREES HILLMEN AND THEIR FLOCK GIANTS A NEST OF SPIDERS TROLL BAND AN ANT COLONY SAND SWIMMERS SAND WORMS AN ELVEN PATROL. --THEY ADVISE YOU TO ASK FOR ADVICE AT THE TEMPLE. --'STAY OUT OF THE DEEP DESERT LEST YOU BE PULLED BENEATH THE SAND FOREVER', THEY WARN. Abbot(west temple:) THE ABBOT TELLS YOU OF THE ANCIENT DEMON WARS. A TIME WHEN ARROGANT ELVEN WIZARDS GREW MORE POWERFUL THAN WISE. DOORS WERE OPENED INTO OTHER WORLDS. THROUGH THESE INVADED AN EVIL ARMY. THE GREATEST ELVEN WIZARDS DIED IN THE ENSUING WARS. FINALLY ELHARRA, MIGHTIEST OF HEROES, PASSED THROUGH THE DOORS AND CLOSED THEM FROM THE OTHER SIDE. IN THE TURMOIL THAT FOLLOWED, THE FAIR CITY OF ENOLHO, HOME OF ELVEN MAGIC, SANK BENEATH THE SEAS. Abbess(east temple:) THE ABBESS TELLS YOU THAT ONLY A SPECIALWEAPON, ENCHANTED BY ONE OF THE LINEAGE OF ELHARRA, CAN TURN BACK THE INVADERS. THE LAST OF ELHARRA'S LINE, THE PRINCESS RAINBOW, IS HELD CAPTIVE IN THE NORTHEAST OF THE CITY OF KORUY. ****** DWARVES' CONTINENT ****** Monsters that will attack: A NEST OF SPIDERS. A FEW DEMONS. DEMONS RIDING BEARS. DEMONS RIDING BEARS LED BY A DEMON BEAR. A PACK OF WOLVES. A BEAR FAMILY. SOMETHING ABOMINABLE. SOMETHING ABOMINABLE WITH ICE MEN. LARGE, COLD PEOPLE. A GROUP OF LARGE UGLY BEINGS. DEMONS RIDING WOLVES. A FIELD OF ICE PLANTS. [TALK:] --THEY DON'T SEEM TO UNDERSTAND. --THEY AREN'T IN A CONVERSATIONAL MOOD. [SURRENDER:] --THEY DON'T UNDERSTAND THE CONCEPT. --YOUR SURRENDER IS ACCEPTED, BUT THEY ATTACK ANYWAY. --THE DWARVES TAKE YOUR MONEY AND LEAVE. --THE DWARVES WANT TO TAKE YOUR MONEY, BUT THE DWARVEN MOTHER WON'T LET THEM. SHE WARNS THAT IT IS MUCH CHEAPER TO TALK TO DWARVES THAN TO SURRENDER. SOME DWARVES A DWARVEN PATROL. --THE DWARVEN CAPTAIN PUSHES BY ORDERING, 'MOVE ASIDE BARBARIAN PEASANTS.' --THE DWARVES SAY THEY ARE LOOKING FOR LABORERS TO FIX THE CITY SEWER SYSTEM. THE JOB PAYS FOOD AND LODGING AND 3 SILVER A WEEK. WILL YOU TAKE IT? --SOME DRUNKEN DWARVES ON MULES MAKE FUN OF YOUR SIZE, CLOTHES, AND ANCESTRY. --THE DWARVES OFFER TO SELL INFORMATION FOR 1 GOLD PIECE. WILL YOU PAY? [Yes, but no $:]IF YOU DON'T HAVE GOLD, WE DON'T WANT TO TALK TO YOU. [Yes:]THE INFORMATION IS... ----SRI HAS TAKEN THE AQUA HELMS. ----SRI LIVES IN THE SOUTHERN PART OF THE ISLAND. ----SRI LIVES DEEP IN THE HILLS. ----SRI LIVES IN THE MOST INACCESSIBLE PART OF THE ISLAND. ----THERE ARE WEREWOLVES IN THE HILLS ----THERE IS MUCH WEALTH IN THE ICE DRAGON'S LAIR. ----BUY LOW AND SELL HIGH. A DWARVEN FAMILY. --THE MOTHER SAYS, 'SRI HAS THE AQUA HELMS AND LIVES IN A DEEP CAVERN IN THE CENTER OF THE ISLAND, JUST SOUTH OF THE MOUNTAIN SPINE.' [If you attack dwarves:] --MURDERERS! BY THE WAY, THE DWARVEN PATROLS ARE NOW OUT TO GET YOU. ****** END DIALOGUES ****** 7. MAIN WALKTHROUGH Basically, everything important to finding items is done in a dungeon, though items are probably more restricted to treasures or tough combats. So this walkthrough is probably more dungeon-intensive. For improving your characters I can only offer the following advice: rest up. Don't let fatigue get over 60. It will mean the difference between routing and being routed. If you think maybe you should go back, go back. When you get a valuable item, save the game. I'll be giving directions even for simple items here, so don't feel dumb or patronized unless it helps you in some disturbing strange way I'd probably rather not know about. 7. MAIN WALKTHROUGH First, read section 3 if you have any questions. Second, I always play on Easy, because it doesn't seem to affect the experience you get, and it doesn't mean any fewer monsters. 7-1. ABOVE WIZARD'S ISLE This is where you start out with your shiny new party. Stick to the plains for now and save after each fight. Forests can contain Moving Trees, and swamps can contain Swamp Things, which are a bit too tough at the start. However, undead farmers and the necromancer's companies are just fine for kicking off. In general the experience you get, and the number of monsters you fight, decreases with each time you fight, so you really have to spread your party around. There are several treasure troves, but you may want to improve your search ability before looking for them. There's a dragon in the SE that fights you, and you can get Dragon's Teeth from him, which are useful for later. While you run around you can improve your maximum karma early on. Each time you do, you get a point for your actual karma. This makes you less likely to have to go back to the temple. If you give all your bandages to one guy who is good at first aid, you'll save on small ticky-tack prayers immensely. While you're traipsing around you'll want to find Greenbay(Lambeaufield not included.) It's in the south, across a swamp, and you'll want to had in from the NE in order to get there with as little chance as possible of tipping off the swamp beasts. Save before walking across. Nothing but the temple is operative right now, but that helps boost your karma. Have your priests spend everything they have on karma. You should need 500 experience points to get to the top. With that, you can then trek to the Necromancer's Cave. But first let's review where we can find treasure. You can usually clear the monsters guarding the treasure before you search for it. To do that, just keep loitering/searching/following tracks until there's only one kind of monster attacking you with the same dialog. If you want, you can save after each won fight. Because you may want to wait to improve your search to 300+ and rest up too(zero fatigue) before proceeding--a bit better chance of good items that way. And I will not dirty mack you out if you save before searching to get something good. All you need is one cool item(extra magic/physical protection, or magic weapon) per horde and you are in great shape. 4E you have fights with trolls and goblins. You can win these out of the gate, but as I mentioned before, you might want to wait to improve your searching before looking inside. A bit further east(4E2S in fact) are some ogres looking for rebels. Say you are the rebels, and they will attack you. There should be two fights before you find their cave. In the pass east of the main mountain range, trolls/goblins/sorcerers ask you for your papers. Say you have them and sneak up. There are about five fights here. On the other side of the mountain are two tougher-to-find caves. 3N3E of the tower is the Lizard Men's cave. Be rested for these guys. They're tough. Then 7E1N of the Wizard's Tower you have a cave of items from adventurers you may or may not have fought. They are seen as "armed men" and if you talk you get a Dragon Slaying Longsword(whoop-te-doo) but if you don't, you can win a very lucrative battle with all manner of +1 chain mail and special items and gold, and you can uncover the cave at the listed location. Then finally in the NW you have some fights with undead warriors that lead to probably the biggest bonanza of a cave on Wizard's Isle. If you search under it, you can pop out on the other side where you'll find the Necromancer's Cave after a few more fights with undeads. It's time to go in there, unless your karma is below 2/3 of its maximum. If in doubt, go back and maybe win a few more fights and return 7-2. THE NECROMANCER'S CAVE It's best to enter this cave with no fatigue. You may need to exit and rest and re-enter for the final fight. It's a pretty route-one affair, with a few puzzles about reading something somewhere and using it somewhere else, and a secret door based on what part of the map you haven't been to yet. You have a few doors to unlock and some cool side treasures. Once you win the Necromancer's Cave, it's destroyed, the island is reorganized, nobody there attacks you any more, and Greenbay isn't just a temple, it's a whole town. 7-2-1. LEVEL 1 The door at the end of the corridor opens up onto some undead warriors. You can talk to the skull another room down if you want, but he only says to look for secret doors. Going to the DL of the level you'll fight some more undeads and you'll open a room to the right. In the center, you have undead animals. Unless your Cure Disease is very high(250+,) don't mess with them. They'll take you out. In fact, unless you've spent exclusively on dexterity you're in trouble anyway. To the north and then to the west/north you have some side rooms with clues about the door's and the floor's names(WNPT and IXL.) Even better, you have Weapons Masters to fight. They have +2 Plate. It can give you a temporary armor boost, and you'll need all you can get. Put the magic stuff--or even your old plate mail at a cool 5 gold per--in your backpack. Then get on with things. Off to the east is the main passage. You'll go into a library where you'll want a thief to search the suspicious bookcase. This opens the door to another fight. To the right is another door leading up, and then there's another skull who wants to talk to you. He's got a pair of dragon teeth, but you probably already beat up the dragon, so don't bother. Behind this room you have the stairs to level 2. 7-2-2. LEVEL 2 To the left you enter a room with infinite undead warriors. Use the dragon teeth as fighting them leads to a loss without combat. South to an open room and east to one with an easy fight. Don't worry about the chests(bandages and spices) but the next fight will be tough, minotaurs and such. Always have magic on for these. You'll have to pass the door in the SE now. WNPT gets you through and then after some zigzagging you have another big fight with mummies and minotaurs, etc. Trash them and now S-E-N you can find necromancers to the east. You can get a +50 Luck scarab on the table after winning the fight or you can just enjoy the experience. If you took the east fork you could read some information of what Anawt plans to do with the world. But you want to go west to finish things. In the NE corner of this what- passes-for-a-maze you have a skull. Talk to it. It tells you the hall's name is ROLF. But where is the hall? Well, there's that central blob that's not been found yet. Search all the walls near it. Ah-ha. It's the SW corner, west-ish side. You can go east through the hall and reach double doors to the north. Heal everyone and save here. If you can't win the fight, then maybe you need to reset the dungeon, plow through, reap the experience and improve your dexterity a few times--it seems to be more efficient than wandering around looking for fights, although you may need to reload karma too. You'll get more nice treasure out of it later. But it only took me a couple of cracks to win. Once you have, leave. The dungeon collapses on your exit. 7-2-3. THE AFTERMATH Farmers will cheer you as you loop around the mountains and go back to Greenbay. The swamp protecting it is gone! It's a real town now! Check the items being sold at the Enchanter's. I've gotten a Cold Spear(paralyze,) and I believe the items are random only to the point of being one of ten or so choices. Sell your valuable items and buy some enchantments. I was able to get quite a few items to +4. Be sure to visit the temple and leave 1000 copper for the boat to the Elven Isle. You don't ever need to come back here unless you want to check on the magic items. Which may in fact be useful--save, camp outside and rest and see what the next item is. You should be able to save and restore if it's something you don't like. You can get a partial arsenal of the sort of magic items you'll need later in the game. The items are: +2 flaming broadsword +30 sword life drain great axe +1 storm longbow +1 cold flail cold spear +25 spear, paralyze ====not so useful +3 silver claymore +7 venemous rapier(which is very tempting) +100 unlock javelin(lightning) 7-3. THE ELVEN ISLE, GETTING STARTED You'll probably need to improve a bit before fighting Magoomba. You should probably make, as your goal, getting one protective item to +5 and/or one weapon to +5 for each player, assuming you have them. The two towns in the Elven Isle are Sea Haven(north, where you start) and Lotharia. Progress between them should not impede you, but the side ventures are a bit more tricky. They are relatively friendly and safe. You'll also meet some friendly NPC's. Be sure to talk to everyone you see as it is not a good idea to fight some of them. Turtles and Eagles in particular are tough. Some enemies are ambiguous, too, like trees--which can be friendly. I don't recall anything bad happening if you fight foxes, and I don't think there's any retribution for fighting elves, but best to play it safe-- although if you can beat up a group of elves and get away with it, that's a lot of extra cash for you. They all have +1 Elven Chain Armor, which you can sell. If you are using an emulator, just save the state when elves talk to you. If you fight and can win, bonanza! If not, well, you can just reload and walk away. It's worth trying after each set of improvements you make. Beating up a group of 15 gets you 135 gold pieces' worth of mail, which is almost one +5->+6 advancement. Lotharia has a +1 Elven Ring for sale and is closer to the first place you need to visit so you should get down there as soon as possible. It also seems to alternate randomly between these and possibly others. A new magic item appears if you buy it, but there's no law against going right to the market and selling it back. A partial list of what's in either town is below: +1 Elven Ring Flame Proof Ring ======== +3 Lycanthrope Slaying Longbow +1 Elven Chain +4 Silver Necklace Emerald treat disease+50 Spices treat poison+75 +3 Jade Crown +3 Longbow bow+50 Therefore, you can get +1 Elven Rings for everyone as long as you follow the pattern of buying and selling a bunch, resting a day, and returning. This is probably best accomplished at the end of a long campaign. You might be able to finagle the randomnes by waiting around and with save-states it's readily accomplishable. Now once you've gotten these neat items you probably want to go find ways to get gold to charge them up. You should be able to beat up enemies on the eastern part of this screen if you rest up enough. You can even go off the screen to the right, but don't go on the desert yet. You'll still want to improve dexterity, and every time you meet a Necromancer's Company, put the longswords in your backpack. If you face undead warriors, so much the better. That's chain mail, 3500 instead of 750 copper. This may not seem like much but 4 fights against 15 enemies each makes for 45 gold. You'll be finding other wealth, too. Be sure you can whip black trees before facing Magoomba. He's a tough customer. You can find him east of the woods of Lotharia. 7-4. MAGOOMBA'S There's not much to do here except fight Magoomba. He'll probably be the last one to go down. Magoomba's is roughly east of Lotharia. It's guarded by black trees and necromancer's companies(wimpy undeads.) It is 3W of the base of the mountain range. Black trees always seem to be hanging around here so they are probably good for a few fights if you need to build up your experience. Re-setting Magoomba's will not get you another Living/Eternal Dagger. Sorry. After this you can retreat to Lotharia or Sea Haven for the next bit. 7-5. KORUY, THE DESERT AND THE TEMPLES You've got a big trek ahead of you. The area east of Sea Haven, on the next screen entirely(you'll go off right of one) is much more treacherous. You can probably run from most fights, but if you want them, you can get a lot of experience. There are several treasure troves to uncover here. You can beat up hill men in the SW or walk along the south coast for relatively less turbulent fights and build up dexterity there. Or you can walk into the desert. Sand swimmers appear on the rivers, and there are ant colonies, lizard men and Great Wyrms(very tough) to fight. The sort of enemy you encounter in NPC dialog doesn't fully reveal what you'll have to fight. It can vary. So be cautious and save frequently. And keep your fatigue very low. Koruy is at the very north center of the desert, and the dungeon of Koruy is in the northeast of Koruy. You probably won't want to go there right away, and when you do you'll want to avoid the other city squares. The place is crawling with cockroaches, who are really nasty customers. You will probably want to visit the abbess in the eastern temple, which is inside some mountains east of Koruy. She gives advice, and you recharge your karma. In the pass between the mountain and the sea you'll go by a cave that many groups of flits/flitters are guarding. Don't try to take care of them until after you've gone to the temple. In fact you may be so bogged down with stuff you may not be able to take all the treasure they have. But rest assured you can come back later and finish the trick. With the temple so near the fights are easily winnable without penalty. The abbott in the temple to the west is also behind some flits that guard treasure between the sea and a mountain. Be sure to check him out later. One curious thing about the western temple is that elven patrols are there in spades. You can't move a few squares without talking to them. So after you've cleared the flits and flitters, you can beat up a few elf patrols for mucho gold, if you need that to charge certain items up. The desert itself holds two caves. You'll see a river fork in the center of the desert. 4L2U and 4R2D of where the right fork starts, you'll find a cave, guarded by dragon men and/or lizard men. They're very much worth it, but don't overload yourself with treasure. You can always come back. You'll pick up good incidental experience along the way. But what you really need to do is get through the Koruy Dungeon. It's not a big one, but the last fight is tough, at first. If you come back later, of course, it'll be easier, and you can still pile up considerable gold at low risk. I recommend that if you're out of ideas and not quite up to the Dwarf continent. Still, the first time through, save after every fight. They're all lucrative, for experience and saleable items. 7-5-1. KORUY DUNGEON Rest up before entering. Spiral around and when you see secret doors in the west wall, go there. There's a fight with dragon men. Now you can check out the door to the south. A fight with a dragon and then you can see a secret door to the east with six gold chests. Half are rigged. Start with the upper- left chest and then open every other one to leave ~40 gold pieces richer. Now go north to the old room and north again. More dragon men. You should be able to dispatch them. Then head east. Heal everyone before busting the door down. These enemies reappear after you think you've killed them. Once you've won this fight, search the left bookcase with your thief. A skeleton key--use it later. The corner chests have some very nice gold, so don't overlook them. Head back through the secret doors and take the spiral counterclockwise. At the end is a door to a room with undead warriors and a liche, and then a room behind that holds ghosts. Nothing too taxing. After that detour, you can head through two pairs of double doors east of the spiral. A fight with dragon men and children. Go south and then Examine for a peg 1N of the third barrel from the left. Examine north of the NW corner and open the door. More dragon men! But don't worry. There's not much left to map out. The princess the abbess was banging on about is in a room behind the NE wall. Have one player ready the skeleton key and then the princess will bless The Living Dagger and change it to The Eternal Dagger, which gives it 25 holy damage instead of 5, by the way. You can enchant it to +6, too. Whoever doesn't have a nice magic item yet can handle it. Now take off for Sea Haven. Sell your stuff and go to Waddling Turtle's. He has an item for you. 7-6. WADDLING TURTLE'S Waddling Turtle is in a hut on the river in the mountains in the western Elven Isle. The river has dead ends to the west and north. He's in the north. Search to enter. Go up to him and talk. He'll see you have the dagger, and you'll get a map for your troubles. Don't try to steal from the chest. It's a long hard fight, poor experience, and lousy treasure. 7-7. GREY EAGLE'S Before looking for Grey Eagle make sure you have/will buy 50' of rope to climb the mountain to get there. Grey Eagle is on the southwest coast, on a patch of hills between mountains and the sea. There's only one(this mountain/sea thing is a pattern throughout the game.) Grey Eagle is in the very north, 2U2R of another eagle. He'll give you a Bag of Wind for Avlis's Tower. You can tackle that now, since there's really only one challenging fight. Just be sure the party's well rested. 7-8. AVLIS'S TOWER A really nutty dungeon that's one-way to get in but not too hard to get out of if you're good with fiendish puzzles. The main problem is the big fight with the Big Man may be sticky, but once you find the Cloak of Feathers he's hiding and you get out, you can go see Grey Eagle. 7-8-1. LEVEL 1 Pay 20 copper to enter. You can open the treasure in the next room after this. You'll fight Jacks, and then the door to the north will open. Find another door to the NE. Then you'll fight some howlers. Again, not bad. In the SE is a door to a secret room where there's a +7 greatsword. Too bad it doesn't have any modifiers or it'd be totally kickass. But it's still cool to find something +7 when you can only enchant to +6. Now a room, hall and room later you'll have to give the right answer to a puzzle. Examine 1N of the door. The answer is 7. (Brief explanation of the solution: the person with 5 cakes gives away 2 1/3 to the person with no cakes. Each cake costs 3 gold as the people have a total of 24 gold. So #1 has 15 gold's worth of cakes, #2 has 9, and #1 needs to give 7 and 1 respectively.) Next room, a fight with jesters, which is pretty easy. The door reads "ETESH STEJRES TEIFGRH LAEIYS" = "These jesters frighten easily" garbled. Then there are some gorillas. For the countdown room, push the red button and wait, although there's an amusing message if you pull a bunch of levers first. You see, letting time run out is the solution. There are lots of puzzles here that are fun to try but aren't necessary to solve the game. For instance, the trickiest one is the cryptogram below, where a slash delineates letters: 1&/-1/-/-11/-/ 1/&1/ --/ -&/&/&/-11/ &&-/-/-1/1/11&/-&/ 1&/-1/-/ &&-/-/-&/ 1/11&/ 1&/-1/-/ -1/&/1--/&-/ -11/&/&/111/ "There is a door behind the bed in the howl room." But you knew that already, because I told you. I basically started with assuming the 1-letter word was a and guessed that & must be a vowel. It worked. After the trick room, statues say "You'd better look sharp/and watch your head/cause if you don't/you'll wind up dead.--Alvis" take the NE door and fight some demons after the hall. D-L-U and it's the stairs to level 2. 7-8-2. LEVEL 2 Level 2 has some good fights to the north after you get past the first door. The first one features weapon masters with +2 Plate and +2 Life Drain Longbows. If you'd like to, you can search the center of the bookcase to the right to find the Bag of Winds. Then Avlis is a couple of rooms away. The Feathered Cloak is in the fireplace, 3rd-left square. Get it and you hear something click. It's in the right passageway after you go back. You'll see some statues at the end of the passage. You will want to close all the doors past the statues--close the outer ring first, then close all the doors to the center room. Then jump in the flame, and you will have left Avlis's Tower. The puzzle of the statues deserves some explanation. The Left statue says he is next to Truth, so he can't be Truth. The Middle statue can't be Truth(he says he's Diplomacy), so the Right must be. Therefore the Middle statue must be Lies(as Right says) and Left must be Diplomacy(sometimes tells truth)--therefore you do as the right statue says. Close all the doors. If you don't, you are transported to a south room(the one you can't open the door to) and given a combat. Repeated mistakes when you step on the central flame lead you east, and eventually mistakes will send you to the third room east where you will keep fighting a tough and a toughie. Also be aware that you don't have to close the doors outside of the room, and doing so is no substitute for closing doors inside the room(as I found out!) Close-e 4N 2W 2S 2W close-e 2W 6S close-e 3S E 3S 2E close-w 2E close-e 2NW 2N and close all the doors inside before stepping into the flame. BLAM! You're evicted. You can go back to Grey Eagle's now, but he'll just tell you you need Aqua Helms. So now it's time to visit the Dwarven Isle. 7-9. THE DWARVEN ISLE, EXPLORING Dwarf Hold, where you arrive, has some useful items, although the sell-buy trick doesn't work so well. They charge double what elves do! +1 dwarven plate +5 flaming battle axe +7 dwarven diamond ======== +1 gold heavy crossbow +3 storm heavy spear +3 dwarven chain +2 dwarven chain(only need 10 strength) +5 dwarf hammer +3 giant slaying dwarf hammer One thing to watch through all this is that you want to save 10 gold for return trips. You may only make one trip here, but you want it to be successful. Fighting dwarf patrols is very lucrative because you can get a lot of nice treasure from them. But the problem is that everyone will fight you from then on. Just take what comes when Dwarf Patrols surprise you; the Elven Isle is better and safer for gold anyway. Also, beware of dwarves surprising you when you step on Dwarf Hold. It's happened to me. Now there is a cheat where you can change a byte in the save state to get to Sri's easily. It's byte 423f and if you change it from 6 to 7, voila! You can walk through the center of the mountain. But if you want to play it honest, here's what to look for. If you want to go exploring then I recommend looking at the right side first. The caves are a bit closer, the monsters are easier, and Sri's Lair is a more direct diagonal shot. Of course you can go down the right arm and back down the left(circling around and completing Sri's would probably overload you,) or do whatever you want. You probably don't need much treasure right now, and the critical fight is Sri's. Beat him and you have very little combat left to go through. Then get out of this crazy place where dwarves insult you and charge gold for silly advice and offer you an insulting 3 silver a week to work on the sewers(you can make more than that resting and getting extra rations.) You also want to have Treat Disease at 400 for your one priest. Monsters are vicious here at that, and getting something hard to cure will waste a lot if time. Once again you'll find caves between the mountains and the sea, and they are full of treasure. On the north coast it's empty. On the west coast a dwarf family gives advice. Lower down you fight Arcturus, the hardest fight. In the southwest are yeti. In the southeast are demons with wolves. In the northeast you have ice people. Sri's lair is in the south hilly area, at the north end--the east of two squares. Search and enter. 7-10. SRI'S LAIR LEVEL 1 Sri's lair has lots of demons. There's some good treasure, too, and it's a weird winding maze where the final fight is really nasty. Many side paths contain vampire bats, etc., and there is even a slave pit where you can break your back mining for silver. The initial fight with vampire bats is a walkover. If you want, some lesser demons guard money to the left behind two doors. The first door north leads to more bats and demons(west) and ghouls(north.) But you want to take the far door. The trip north is uneventful until you go to the deep caverns. 7-10-2. LEVEL 2 You've got a big fight before walking across the bridge. There's no way to fall off, and it doesn't look that impressive, but eh well. The west wall beyond has a secret door, too. It leads to goblins and copper. Whoopee! There's a secret door before that room, but it doesn't lead to that much more. Search the tables for moot loot. Troglodytes are beyond the next door to the north, though. Then a door left. A deetour door down leads to werewolves then high demons behind another door. Then you can get some gold if you want. Back at the branch open the door left. The next door left leads to spiders, then demons to the south, but going down from here(a right-down door leads to a room with damaging rubble and electrum) leads back to the "level 1" area, which they try to pass off as level 3, but it's just too close to the level 1 low-rent stuff to fool anyone. 7-10-3. LEVEL 3(NOT REALLY, LEVEL 1) You'll fight some demons and beyond the next door you have Sri and his demons. After winning this fight you need to go around the bookcase through the secret doors. To simplify things, give everyone a backpack space free so he can take an Aqua Helm. Open the north chest. Make sure there's no message about how some people can't take helms, or if there is, drop or trade something. The south has treasure, if you want, or you can just retrace your steps and get out. 7-10-4. BACK TO THE ELVEN ISLE You've got everything now. Visit Grey Eagle again. Be sure you have 50' of rope(buy it in Lotharia if need be.) If everyone has an aqua helm, he'll fly you to Enolho. 7-11. ENOLHO If you're a moron, you'll drop an Aqua Helm and then nobody can enter Enolho, and you're stuck. But you're not. Are you? Eh? A bit slow to respond there, buddy boy. H'm. Seems everyone's the sort who is not patient enough to read a game's details, or they get bogged down in the details just trying to solve it. Anyway, there's not much to do here. There are some tough fights, but you'll want to save your energy for the Demon World. When you step away from the stairs, your first fight with Eels begins. You can get a +6 storm spear for all the good it'll do you. You'll have to chuck it to get through the portal, anyway. Opening the door leads to a combat with sharks, who are also pretty tough. Most of the outer rooms are empty, and there's a circular hallway(yes, it's rectangular, but it circles around) inside the one you're in. Inside that is a very tough fight with mermen and some interesting books, but nothing to get too excited about. Sharks are in the NW room, guarding worthless treasure. Mermen guard +6 Wizard's Plate(a bit late now) in the SE. Demons are in the roow 2 doors down. They are guarding the portal to the demon world. Fight them, drop everything but The Eternal Dagger, and walk through. If you're held back by an unseen force, check everyone's inventory. Check their backpacks too. But you can keep your gold! There's some exhortation to "remember POKIP" but it never gets used. 7-12. THE DEMON WORLD Here, without any items, you'll need to scrounge for something nice just to make SURE you win your fights. You've probably been ambushed before without armor, so you shouldn't worry about the first fight. If you're lucky you'll get a magic item, but it doesn't matter because you don't need to fight to win, and the optional fight with Anawt(if you dawdle in the final room) is impossible without incredible item finding luck. There'll be an initial encounter with undead warriors. You can probably "take" them even without much in the way of armor. The secret door to the west leads to a moderately tough maze. Remember that stepping on a rubbish pile may shift the dungeon around--empty spaces now have walls, and vice versa. Fortunately there are no dead ends and you can often re-trace your steps or go back to the beginning relatively easy. And at 15x15 it's not impossible. There's a spoiler below as to how to get through the maze, but it's fun to try out. In any case you are never penalized too badly for a mistake. A rule of thumb is that any one square with rubble will shift you to the same maze regardless of the maze you're on. However, it may replaced by a wall in another version of the maze. Maze 1 Maze 2 Maze 3 XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX X X XX2 XX 2X XX XXXXX2X3 2X X XXXX2X3 2X X X X XX XXX XX X XX XX XXXX X X X X XXX XX X2 XX X XX X < X2 X X X X < X2X XXX XX X< X X XX XXX XX XXX XX X X X X X XXXX X X XXX XXX X XXXXX X X X X X XXX XXX XXX X X X X X X X X X X X X XX X X XXXXXX X X XX X X XX XX XXX X X XXX 1 XXX 1 X X X2 3 XXXX1XX X X2X X1XXXX 1XX X XXX X X X XX X XX XXXX X XXXX X X XXXXX XXXX X XXX X X X 1X X XXX X X 1X XX X XXXXXX 1X X X3X XXXXXXXXXX X X3 XXXXX XXXX X X3XXXX XX X X X XXX 1XX X XXXXX 3X XX12X X X X X3XX XX2X X XXXXXX X X XXX X X X X XXX X XXXX X XX XXX X XX XX X X3X XX X X XXX XXX3X XX XX XX XX 3X X X1X 2X2 XX X X XXXXX2X2 X X X XXX2XXXXX XXXXXXXXXXXXXXXv XXXXXXXXXXXXXXXv XXXXXXXXXXXXXXXv 1 = maze resets to #1 2 = maze resets to #2 3 = maze resets to #3 v = stairs < = entrance Once past the maze(you've touched the "stairs" which are really a teleporter) and beaten the lesser demons, find the secret door to the east. Well, actually it's SE-NE-etc over this weird checkerboard until the passage opens up. Then go SE, then NE/SE until you can go SE again. SE, SW and you'll teleport to the SE room of the Demon's World. There's a fight with undead warriors. It shouldn't be tough at all. You can upgrade armor here if you want. A secret door on the north wall, 1W from the right. Then again on the north wall, far west. Enter the next room and have your player with the dagger lead. Face the table. Examine it. "Destroy it Y/N?" Yes. You can wait around and see how badly Anawt kicks your butt if you want, but once you've killed the portal for good, the screen blinks, and your party is in a peaceful glade far from home or the Demon's World. Your characters' icons are arranged in an octagon, with tree icons around. The game freezes. You've won! Sadly, the sequel this ending implied was never produced--or I never heard about it. If you did, or even if you have some neat fan fiction, write me at the address below. Or even if you just enjoyed this game, and this walkthrough helped you etc. ULTRA-CONDENSED WALKTHROUGH This touches over some details so if you miss something here, you may get close to the end only to realize that you're trapped. But that's the +/- to a total spoiler. Details(except for actual puzzle solutions) are above... Necromancer's cave is pretty much linear. The Door, Floor and Hall are named WNPT, IXL, and ROLF respectively. Name them and the necromancer is behind a secret door to the east(examine to reveal it) in the southwest corner. Once the cave is destroyed, Greenbay(the city in the south) will come to life. Use it to rest and go to the Elven isle. Magoomba's Grove(SE Elven): Get in, kill Magoomba, get out. Koruy(NE Elven): remember the secret door west of the spiral. Get the skeleton key, and go into the southeast--turn the peg on the north shelf, go northwest, and ready the key and rescue the princess. Waddling Turtle's(Upstream/North of the lake): Talk to him when you have the dagger and he'll give you a map. Grey Eagle's(1)(SW Elven): Get the bag of Wind. Avlis's Tower(NW Elven): Use the bag of wind to enter. Be sure you've rested beforehand--you can't get out! Puzzles can be solved by trial and error if nothing else, except the "countdown" puzzle--just wait. Avlis is the first door north, and you get the feathers from him. Past the statues you will want to close ALL the doors before stepping in the center flame. Then you're teleported out. Sri's(S. Dwarven Isle by mountains): Take the east passage and go as far north(through doors) as you can. Turn west until you must go a few squares south and then go very far south. When you defeat Sri and seem to be at a dead end go through the squares to the north/south of the bookcase. The trunk with the aqua helms is to the north. Grey Eagle's(2): Show Grey Eagle the feathers and he'll transport you to.... Aquatic Underworld(Enolho): Put on your aqua helms and enter. The portal is in the south--drop all items except the Eternal Dagger before entering. I also recommend exiting and camping and resting a lot before you enter the Demon World. Even though the game says the aqua helms have dissolved, you can go back down safely if you leave. Demons' World: Secret door to the west. Touch the following maze squares: 2W of NE corner, 7W6S, 11W9S, 13W2S, 6W10S, 10S, 1W10S, 2W13S, and you can get to the stairs. Go east from that room, then go east on the checkerboard you're teleported to. A secret door to the northeast(walk through it) leads to the room that controls the portal. Let your player with the Dagger lead, and he can probably kill the ray before Anawt arrives. 9. CHEATING 9-1. DISK IMAGES It's possible to "cheat" your characters up--whether you enjoy crushing monsters or would rather concentrate on exploring, you can improve your skills rapidly. The following procedure can get stats of 250--of course, it's possible to improve all skills, including those your class doesn't normally support, but I haven't figured that out yet. Also, be sure to back up your disk before byte-editing it--the wrong byte and weird things could happen to your characters. For character # [a] alter bytes [b] to 0xfa(33 in all) (Note: these numbers are in hexadecimal.) 1: 0x2b24-0x2b44 2: 0x2bc0-0x2be0 3: 0x2a5c-0x2a7c 4: 0x2af8-0x2aff AND 0x2900-0x2918 5: 0x2994-0x29b4 6: 0x2830-0x2850 7: 0x28cc-0x28ec 8: 0x2768-0x2788 Note that they are "in order" by 1)decreasing "hundreds" digit and 2)increasing ones/tens digits. That's why character 4 is split between hundreds digits. 9-2. SAVE STATES News flash: technology is wonderful. Even retro technology improves over the years and I'm pleased to report there's an even easier way to do this. With emulator save states you can edit characters directly. Of course you'll want to back things up too. Each character consists of 0x9c=156 bytes. They are divided up as follows: 76 bytes for your character, 80 for any item. Character A starts at x5728 Character B starts at x57c4 Character C starts at x5860 Character D starts at x58fc Character E starts at x5998 Character F starts at x5a34 Character G starts at x5ad0 Character H starts at x5b6c bytes 0x00-0x13=name 0x14=strength 0x15=dexterity 0x16=intelligence 0x17=max life [karma, maybe later] 0x5c=1st item, +8 for each subsequent ones See section 5 for item specs. If you want some cheap fun free items, try: 2d 2f 00 00 00 00 38 f0 = +7 dwarven plate 42 2e 00 00 00 00 10 e0 = +7 reenforcing ring 42 30 00 00 00 00 10 e0 = +7 elven ring 42 31 00 00 00 00 10 e0 = +7 wizard's ring 12 35 00 00 00 00 75 f0 = +7 holy greatsword Note: 36=flame 37=cold 38=storm 39=life drain Change the first byte to give other weapons. See the items section and count up/down from Greatsword in order to figure the hex value. Oh. If you want a +7 living dagger, try 0b 50 00 00 00 00 71 e5. Fool, try an' touch me now! 10. BUGS/INCONSISTENCIES --Waddling Turtle calls Enolho "Enohle" --"Electrun coins" appears in Sri's dungeon. --The elf patrols can be seen around the temple west of Koruy--after you cross the desert they don't want to cross. --You keep your gold when you cross into the demon world. But aren't only living things allowed across the threshhold? --Leaving magic on in quick mode vs. some monsters may freeze the game. Press "P" to start quick combat against weaker monsters. End of FAQ proper ================================ 11. VERSIONS Version 2.0.0: sent to GameFAQs 6/25/2006, reformatted and with cool cheat updates. The game's still tons of fun. Realized how I didn't know the perils of not looking into things back when I was young in 2000. Version 1.1.0: added monster and item info and dialog 3/7/2001, along with demon world maps and bugs/inconsistencies and text link to graphic maps. Fixed formatting. Version 1.0.1: proofread and added map info. 10/23/2000 Version 1.0.0: basic walkthrough completed 4/22/2000 4 PM, 4 hours after I solved it. 12. CREDITS Credits: David Ellsworth for a great Apple Emulator until the time I found AppleWin, Tom Charlesworth for implementing save states into the AppleWin emulator, ftp://ftp.apple.asimov.net for having this old game, and druadic@cs.com for having maps that made walking through a breeze, and www.kahei.com for the hex editor that made building characters easy so I could concentrate on walking through again. Check out Druadic's home page at: http://members.xoom.com/druadic/ and poke around a bit for other games. Thanks to the authors of the game as well. Please send comments to Andrew Schultz at schultz.andrew@sbcglobal.net