Eternal Dagger FAQ version 1.1.0(Apple version) Initially completed 4/22/2000 This FAQ Copyright 2000-2001 Andrew Schultz 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 Now, to business! --------------------------- OUTLINE INTRODUCTION STRATEGIES(Fighting and Exploring) TREASURES MONSTERS ITEMS DIALOGUE MAIN WALKTHROUGH ULTRA-CONDENSED WALKTHROUGH(avoids my putting spoilers at the beginning) CHEATING(for Apple IIe disk images) BUGS/INCONSISTENCIES VERSIONS/CREDITS ---------------------------- INTRODUCTION I don't have the manual yet(or even a facsimile) so here goes....you have been beamed into this world from the world of Wizard's Crown, recruited by the Wizard(you may transfer your characters, which is nice.) Your party must start on the Wizard's Isle and work its way to the Demon World where you will shut the portal that Anawt and his demons are using to get into the world. Elharra, the hero of legend, lost the Eternal Dagger and was unable to defeat Anawt. You must do better--the fate of the world is at stake. STRATEGIES FIGHTING/IMPROVING You will be able to improve pretty easily on Wizard's Isle until you kill the Necromancer. Then there are no combats whatsoever. Be sure you can lick the monsters before progressing, because they get tougher off Elven Isle. Might be advisable to get every "important" skill over or close to 250 before progressing. EXPLORING Greenbay is the city on the northernmost isle(Lambeaufield not included). Sea Haven is the north city on Elven Isle, and Lothario is to the south. The dungeon/city Koruy is well off to the east/northeast. Dwarfhold is the only city on Dwarf Isle(the southernmost.) Don't forget to rest when you are exploring, or you'll get tired(actual skill = maximum - morale lost) and some very easy monsters can do substantial damage to you. And don't feel you have to win every fight, too. Remember monsters' reactions to you and always be sure to T)alk first as quite a few are actually friendly, and some turn unfriendly if you attack a frind of theirs. Another important thing to do is to leave a dungeon when you're weak. You can always rest and come back until near the end of the game, when it's hard to turn back from a dungeon--in which case, a backup disk is a VERY good idea. Even better than usual in this case. To explore a dungeon, remember that there are a lot of walls that need to be examined or just walked through. Pretty much every square in a dungeon is accounted for, so if there's a block you can't get to, you're probably missing a secret door or a wall you can walk through. Also, never turn down help in a dungeon. The worst that can happen is that you get injured. But if that's too steep a price to pay, and you're not 100% honest(don't feel bad), you can always re-start from before you got injured, a bit wiser for your experience. 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. 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. 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 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." 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. CROSSBOWÆ | 635 HVY CROSSBOWÆ | 1260 JAVELIN | 100 HAMMER | 350 BUCKLER | 75 SHIELD | 225 DWARF HAMMERÅ | 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 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 ****** MAIN WALKTHROUGH Basically, everything important, except finding the dungeons, is done in a dungeon. So this walkthrough is organized by dungeon. Some dungeons are very simple and thus do not have directions. However, I will do my best to describe directions for the more complex dungeons. NECROMANCER'S CAVE Be sure to build your party up before completing the Necromancer's Cave. Karma of 500 for all your priests at the very least is desirable since that will allow you to make very long expeditions. The path to the Necromancer's Cave is in the northwest corner of the Wizard's Isle. You will need to search for it and follow tracks. After a while, you will find a tunnel under the water to an island, where you will be able to enter the cave. Always let the skulls give you advice(examine them) and examine tables for other clues. You will need to find the names of the FLOOR, HALL, and DOOR. You'll want to explore the first level fully, because the weapons masters that are a bit out of the way have +2 Plate Armor, which are great for equipping and sale. There aren't too many monsters in your path until you get near the end. On the second level, there is a maze in the southwest. Just north of the corner is a secret door--you'll need to examine an east wall, then give the name of the hall. You'll run into the necromancer. There'll be a few encounters before you leave after you get out, but when you do, MAGOOMBA'S GROVE(in the southeast of the Elven Isle) is next. There's exactly one path to follow to a grove, so instructions are not necessary. You get the Eternal Dagger from winning that fight. You might want to use Tactical Combat for this one if your party isn't strong enough--or you might want to beat monsters up for a while. KORUY(NE Elven Isle, beyond the desert)--search the NE part of Koruy to enter. It looks like a city, but there's no commerce and even less hospitality than the dwarves' city that you'll see later. You'll start off in the middle of a spiral. The outer west wall has two false walls. Go through them and to the north you will find your way to a skeleton key. To the south you find significant treasure. Going east from the spiral and then south you'll enter a room--examine the shelf on the north. When you get to a peg, turn it. It will make the wall north of the northwest corner false. Step through it, and then there's another square on the north wall you can walk through. Ready the skeleton key and examine the skull. It'll open, and the Princess will enchant the dagger for you. If you don't have it, you'll have to go back to Koruy once you've won the dagger from Magoomba, but at least the monsters will be cleared out the second time around. WADDLING TURTLE'S HUT(N. of lake, in mountains): Waddling Turtle is upstream of the lake, N and a bit NW. Talk to any turtles you'll find-- don't fight them. They're tough and don't leave items anyway. Onceyou've got the dagger and have entered the hut, talk to Waddling Turtle and give him the dagger. Don't take from the chest--he and his turtles won't be pleased. The map you get is treasure enough. SRI'S LAIR(S. of mountains, Dwarven Isle): The only reason to go to the Dwarven Isle is to get the Aqua Helms. And maybe for treasure. The monsters are nasty. Dwarves tell you Sri's is in the most inaccessible part of the continent. By that, they mean that the mountains are shaped like a mutated asterisk. Sri's is nestled in the vertex that points off to the south. As Dwarfhold is on the north this means a rather long trek around one coast and then northwest/northeast. You'll need a field guide for all the monsters you'll see. Once you're in, there aren't too many traps. Many side paths have little more than gold, etc. The right path is to the east, then go north as far as you can(opening doors along the way.) Turn west until the path turns sharply south. Again go through doors and eventually you'll run into Sri. But where are the helms? If you've been mapping, look for the place that isn't filled in yet. It's to the east. So check the wall to the east. Be sure to leave space for all your characters to pick up aqua helms. Once you've gotten them, best of luck on your voyage out--remember to save 10 gold pieces for transport back to the Elven Isle or you may be stuck with the prospect of a tough fight or working for the Dwarves for copper pieces per day. An interesting note about Sri's Lair: Levels 1 and 3 are adjacent to each other in a memory-saving move, I guess. Level 3 is the northwest corner of level 1, and as the computer sees it, level 2 is north of level 1, not really "above" or "below." See Grey Eagle at the EYRIE. The Eyrie is on the mountain square that touches the sea(SW Elven isle), so search there. He's the northeast of the eagles. Before this he would say "you may leave," but now he gives you a bag of wind. It will help you get into... AVLIS'S TOWER. A madman will lead you there, and if the gates open and you decline, you must go back to Grey Eagle for a new bag. Remember to rest before you enter because the entry is one-way. At any rate, there will be confusing puzzles, but don't let them annoy you. None of them will kill you. For the puzzle with the cakes, pull lever 7 to avoid injury. (Brief explanation of the solution: the person with 5 cakes gives away 2 1/3 to the person with no cakes) 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, one door reads "ETESH STEJRES TEIFGRH LAEIYS" = "These jesters frighten easily" garbled. 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/ I put the answer at the end. The standard method of solving cryptograms, along with a nice guess and some ingenuity, should do it. On the second level, Avlis is through the first door to the north. Remember to search around to find the cloak of feathers. To leave you have to pass by three statues and into a room with flames and open doors and a central room with a flame you must jump in to leave Avlis's Tower. 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!) The next step puts you past the point of no return, so you should back your disk up in case your characters are not strong enough. Return to the Eyrie(rest up first!) for transport to the isle by the Underwater Dungeon. Put on your aqua helms, you're going in... UNDERWATER DUNGEON There's surprisingly little to see here, except for some clues about how you need the dagger to break some contraption. "Remember POKIP" is here too but doesn't seem to be used. The portal is in a central south room. Don't worry about the other rooms--any treasure you may find must be dropped when you go through the portal. Drop everything EXCEPT the Eternal Dagger, including the stuff in your backpack. Just step on the portal and you'll have a one-way ticket to the... DEMON WORLD There'll be an initial encounter with undead warriors. You can probably "take" them. The secret door to the west results in a tough maze puzzle. What you have to remember is 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 this is fun and challenging enough that I won't put the solution here. Once past the maze(you've touched the "stairs" which are really a teleporter) find the secret door to the east. You'll be on a checkerboard of walls and spaces, and the exit is east--another teleporter. Look to the north wall--part of it can be wakled through. Elharra the hero is in the northeast of the next room. He tells you Anawt will arrive soon. In the next room there are two objects-- activate your character with the Eternal Dagger and examine the one on the south. Yes, you want to use your weapon. (If you don't do so in time, Anawt will attack you. With your current "downsizing" in equipment this may not be pleasant! But even if you win the battle you still need to disable to portal to win the game. Also note that if Anawt attacks you once, he won't attack you if you reboot and replay.) Below are maps for the shifting maze: The maze isn't too big, but it's tricky. 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. In any case you are never penalized too badly for a mistake. 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 THE END 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. Oh yes, the cryptagram answer is: "There is a door behind the bed in the howl room." 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. 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(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. 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. CHEATING(APPLE IIE 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. BUGS/INCONSISTENCIES --Waddling Turtle calls Enolho "Enohle" --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? --I'm pretty sure you can get two Eternal Daggers but don't know if the Princess can bless both of them. --Leaving magic on in quick mode vs. some monsters may freeze the game. Press "P" to start quick combat against weaker monsters. ---------------------------- 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. Credits: David Ellsworth for a great Apple Emulator, 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 his 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 schultza@earthlink.net