Wizardry 6 - Bane of the Cosmic Forge (e)

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+++++++++++ POSTED WITH PERMISSION OF THE AUTHOR! ++++++++++++++++++++++++

The author of this walkthru was contacted by me (jford@risc.ua.edu) and
asked permission to post.  Permission was granted for me to post this
solution on risc.ua.edu only if I would write a quick note asking others
(who might post it elsewhere) to please write for post permission from
the author.  It takes a total of 5 minutes, the answer will probably be
yes, and you stand a chance of meeting an interesting individual.

James Ford - jford@risc.ua.edu, jford@ua1vm.ua.edu
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

WIZARDRY, BANE OF THE COSMIC FORGE Walkthru
IBM version
This walkthru is copyright (c) 1991 by Wyvern. All rights reserved.
Wyvern@cup.portal.com


     Bane of the Cosmic Forge is the sixth game in the Wizardry Series by
SirTech. As is typical in games of this form there is no straight forward
solution. A lot of your time playing the game will be spend exploring and
fighting while you develop your characters. This walkthru will discuss each
of the major areas that make up the game, pointing out items of importance,
solving puzzles and recommending strategy when appropriate.

STARTING THE GAME:
     I know, you've loaded the game and you are anxious to play. So was I
and I rolled up what I thought were okay characters and blundered on in and
later ended up restarting the game from scratch.
RULE NUMBER ONE: Take you time rolling up your characters! Do not accept
any character with less than an 18 bonus! I realise that this means you
will be spending a lot of boring time just rolling up characters. Believe
me, it is time well spent. Everything that will later happen to your
characters will be greatly influenced by the initial roll up. Be patient
and take your time rolling up your characters. The better the bonus, the
happier will be your game! When you can spare the bonus points, put extras
into strength. Your characters' capacity to carry weight is determined at
the beginning of the game based upon this stat and will not change through
out the rest of the game. Being able to carry heavier loads will prove
useful.
     You are allowed to create six characters for your party. You need to
have a party that is versatile in abilities. As you play the game you will
be able to change professions and further widen your available skills. To
start you need some good fighters, good magic users, thief skills and some
cleric ability. There are numerous combinations that will supply all these
ingredients. Read the manual carefully, especially the description of
classes and races.
     These characters proved useful in my own game as well as that of
friends of mine. The important thing to remember is NEVER take less than a
18 point bonus no matter how long it takes to get it!
     Faerie      -     Valkyrie
     Dracon      -     Ninja
     Rawulf      -     Monk
     Review your characters before starting the game. Equip them at this
point so that they are all armed and armored before you enter dangerous
territory.

NOTE ON ASCII MAPS:
     Ascii maps leave a lot to be desired. There is simply no easy way to
simulate graph paper nicely. I include ascii maps because they will prove
helpful, but do not look for absolute accuracy in this crude medium. Map on
your own with graph paper and my ascii maps will prove more helpful. As
they are they will provide a rough guide in particular areas within this
game. Maps, unless otherwise noted, will always be oriented so that North
is at the top. I will not necessarily include all treasure chests that can
be found within a particular map area, but those of importance will be
included.

LOCKED GATES and DOORS:
     There are lots of locked gates and doors through out this game. Some
of them you will never be able to open. In most cases there will be another
way beyond the gates or doors than opening them. If you find another way
beyond the gate or door, forget about getting it open. If you haven't, keep
trying. Something will turn up later in the game.

TREASURE CHESTS:
     Sometimes what a chest contains is predetermined but often the
treasure is random in nature. If you didn't like what you found in a chest,
or were unable to use any of it given your characters' professions, restore
and try again.

INVENTORY:
     There are a lot of undroppable items in this game. Some of them will
disappear from your inventory when they have been used in the correct
place. Others will stay with you for the whole of the game. The game will
not let you drop an important item. This can cause problems later in the
game when encumbrance capacity or number of items carried is reaching max.
As much as is possible, try to keep the inventory load and number
distributed between all your characters. Pay attention that no one
character is carrying too much. This will slow them down and make them
easier targets. Fortunately the encumbrance number  will change color
making it easy to spot when a character is over loaded.

BEGIN GAME STRATEGY:
     Save your game often! Save before trying to OPEN anything! Save when
all your characters have survived a battle. SAVE SAVE SAVE! This game is
very very tough at the beginning and you will probably have to RESTORE
often. Though it is possible to resurrect characters, decide now that you
will never ever take that option, restore your game instead! This decision
will prove useful in the beginning of the game for reasons that will be
clarified below.

CASTLE:
     After finally completing your party  you
begin the game in a castle. For the sake of reference, we'll call this
level 1. A rough ascii map of this area is below.

CASTLE LEVEL 1:
   a b c d e f g h i j k l m n o p q r s t
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|     U = Stairs UP
02|#|#|#|#|#|#|#|#|#|#|D|#|#|#|#|#|#|#|#|#|     D = Stairs DOWN
03|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#|#|#|     d = door
04|#|#|#|#|#|#|#|#|#|$    |#|#|#|#|#|#|#|#|     g = gate
05|#|#|#|D  |#|#|#|#|     |#|#|#|#|  D|#|#|     F = Fountain
06|#|#|U|#| |#|#|#|#|__g__|#|#|#|#| |#|U|#|     $ = treasure
07|#|#|     _____          ^  _____     |#|     ^ = Button on Wall
08|#|#|#|#| |   |#|#|#| |#|#|#|   | |#|#|#|
09|#|#|#|#| |__d|#|#|U| |U|#|#|__d| |#|#|#|
10|#|#|#|#| |   |#|#       #|#|   | |#|#|#|     You start this game entering
11|#|#|#|#| |   d     |#|     d   | |#|#|#|     through the gates at the
12|#|#|#|#| |__d|#|#   F   #|#|__d| |#|#|#|     south of the map to the left
13|#|#|#|#| |   |#|#       #|#|   | |#|#|#|     From your beginning position
14|#|#|#|#| |___|#|#       #|#|___| |#|#|#|     head north and open the 2
15|#|#|#|#| ___U|#|$       $|#|D__| |#|#|#| <-- chests . In this room
03|#|#|d|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   you will encounter QueeQueg. Don't
04|#|#|d|#|#|G|G|G|G|#|G|G|G|G|#|#|#|#|   kill him, talk and trade with him.
05|#|#|  U|#|__       __      |#|U  |#|   He has lots of items to sell and
06|#|#| |#|D|_g  g    g_|#|#|#|#|#| |#|   will buy items from you. Sell your
07|#|#|     |_g | |___g_|  ___      |#|   Amulet of Life. WIth the profits
08|#|#| |#|#|_g |d|_d 4$| | 5 |#|#|#|#|   invest in stink bombs and cherry
09|#|#| |  $|_g_|d__d___| |__d|#|#|#|#|   bombs. Avoid scrolls at this time
10|#|#| |  _|#|#|         | 6 |#|#|#|#|   since you need skill to use them.
11|#|#| |d|d|d|d|  ___    d___|#|#|#|#|   bombs work skilled or not. QQ's
12|#|#| |  _    | |   |   d 7 |#|#|#|#|   inventory can change everytime
13|#|#| | |_g 3 d d 11|   |___s#|#|#|#|   you enter the room, so if you do
14|#|#| |_______| |___|   F#|#|#|#|#|#|   not see what you need the first
15|#|#|      ___   ___     U|#|#|#|#|#|   time, exit and try him again. Save
16|#|#|#|#| | 2 | |   |   F#|#|#|#|#|#|   your game anytime you have bought
17|#|#|#|#| |   d d QQ|   | 8 |#|#|#|#|   something that you really wanted.
18|#|#|#|#| |d|d| |___|   d___|#|#|#|#|   Invest most of your money into the
19|#|#|#|#| | |_|         d 9 |#|#|#|#|   bombs, but spend some of it on
20|#|#|#|#| |^|#|         |__d|#|#|#|#|   better equipment. This is a good
21|#|#|#|#| | 1 | |#|#|#| |10 |#|#|#|#|   time to pick up extended range
22|#|#|#|#| |__$| |#|#|#| |__$|#|#|#|#|   weapons for those characters in
23|#|#|           |#|#|#|           |#|   the back of the group.
24|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#| |#|   Once you are well armed with bombs
25|#|#|  U|#|#|#|#|#|#|#|#|#|#|#|U  |#|   and better equipment you are ready
26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   to really begin exploring. Go back
   a b c d e f g h i j k l m n o p q r
G = unopenable gates

upstairs to Level 1 and begin exploring the rooms there. All the doors are
locked so you will be giving your thief, ninja or bard some experience with
their skulduggery skill. This can be very frustrating as the authors made
the the doors more difficult to open than is appropriate at this early
stage in the game. Keep trying, saving and restoring as needed. In some
encounters you will get iron or copper keys. These are meant to open the
doors on Level 1 or the Basement. Try them if you wish, but picking the
locks will gain you skulduggery experience which will continue to be
valuable through out the whole game. After completely exploring level 1 and
getting the KEY OF RAMM return to the Basement.
     Unlike level 1, the rooms of the basement are much more interesting,
containing treasures, clues and puzzles. To make things a little easier to
explain, I have numbered the rooms. I will only discuss those rooms in
which there is something of interest.
     ROOM 1:  This room is only reachable by pressing a secret button
indicated on the map as a "^". The treasure to be found in this room is
very nice including a Heraldic Shield which will increase strength if you
decide to invoke its powers  and a
sword of striking.
     ROOM 3: is the PIRATES DEN. You will not be able to enter this room
until you have learned the password. Queequeg can tell you the password but
will only do so after you tell him where the captain's treasure is buried.
You'll be able to find that out later in the game.
     ROOM 4: Searching the northeast corner you will find the JAILORS KEY
which will open the gate at 6h and many of the gates, though not all, that
you find beyond the gate. Searching the area north of 6h you will find the
DEADMAN'S LOG. Unfortunately it is in code, so you cannot translate it at
this time.
     ROOM 5: Here you will find a WINE BOTTLE which will be of use much
later in the game.
     ROOM 7: There is a lot of graffiti written on the walls here. Two of
the messages are of importance. One tells of a reward being offered for
SNOOPCHERI and the other indicates that there is a mouse hole on the East
wall.  See Room 10 below.
     ROOM 10: In the southeast corner of this room you will find some
rotten cheese. Using this cheese at the mouse hole you located in room 7
will cause crazed rats to break down the wall and attack you. This is a
tough battle. Save your game and try it. If you seem to die to easily,
change your tactics and try again. If you're still dying, put this off
until a little later. When you are able to successfully defeat the rats,
you will be able to follow the hallway they opened up to you. At the end of
the hall is another door, another encounter and eventually a chest. Among
the treasures to be found is SNOOPCHERI  .
     QQ:   Be sure to purchase MYSTERY OIL from QuegQuee!

CASTLE TOWERS:
Corner Towers:
     There are four corner towers in the castle. If you continue up the
stairs in any of the corners 
you will eventually reach the top. There is something in each of the
towers, but the one of most importance is the SouthEast tower. As you were
climbing these stairs for the first time, you noticed a figure ahead of
you, always just out of range. When you reach the top and locate his door,
he will tell you to go away. You will have an opportunity to "talk" and you
should reply "SNOOPCHERI". GIVE the stuffed beagle to L'Montre and in
return he will give you a SILVER KEY. This key will open a gate inside the
Pirate's Den, room 3 in the basement. You can sell and buy things from
L'Monte.

SPADE KEY TOWER:
     See Room #1 in section on Level 2.

     Move to level 1 to the stairs leading up at 25g 
and we'll begin exploring Level 2.


CASTLE LEVEL 2:

   a b c d e f g h i j k l m n o p q r s
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| U = stairs up
02|#|#|#|#|#|#|#|  _____  |#|#|#|#|#|#|#| D = stairs down
03|#|#|#|#|#|#|#| |F   F| |#|#|#|#|#|#|#| d = door
04|#|#|     |#|#| |  8  | |#|#|     |#|#| , = door
05|#|#|D|#| |#|#|U|__ __|U|#|#| |#|D|#|#| g = gate
06|#|#|#|U  . G______g______G    U|#|#|#| G = unopenable gate
07|#|#|#|  ___|     | | __g | __|#|#|#|#| F = fountain
08|#|#|#| |$|,| |#|D| |D|   |_d_|#|#|#|#| $ = treasure
09|#|#|#| |10 |__U|#| |g|___|,|,|#|#|#|#| ^ = button on wall
10|#|#|#| |d__d  9  |___^_d     |#|#|#|#|
11|#|#|#| |   |__d__|     |  7  |#|#|#|#| The plot begins to thicken as you
12|#|#|#|G|___  .         d     |#|#|#|#| explore the rooms on Level 2. You
13|#|#|#|  ___d_.    __d__|__d__|#|#|#|#| will pick up some interesting
14|#|#|#|   U#|D.   |  5  |  6  |#|#|#|#| clues and treasure.
15|#|#|#|    _d .   |_____|$___d|#|#|#|#|
16|#|#|#|#|#|         ___,___,|^|#|#|#|#| The door at 10e cannot be opened.
17|#|#|#|#|#|d|____d__| 3   | 4 |#|#|#|#|
18|#|#|#|#|#| 1 |  2  |__d__|   |#|#|#|#|
19|#|#|#|#|#|  $|     d | |#|#|#|#|#|#|#|
20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
   a b c d e f g h i j k l m n o p q r s

     It is more difficult to open the doors on this level than it has been
on the previous levels. Trying will gain you skulduggery skill and is worth
the effort. If, however, you find it too frustrating, read the description
of Room #1 to learn where to find the CHROME KEYS which will open some of
the doors on this level.

     ROOM 1: In the Southeast corner of this room you will find two SPADE
KEYS. If you need the CHROME KEYS, return to Level 1 and take the stairs at
9j up. These stairs will lead you up to a door. Use one of the SPADE KEYS
to open the door. This room is guarded by a undead monster. When you defeat
him, you will find a chest. In the chest are the CHROME KEYS.
     ROOM 4: This was the room of Rebecca. You will learn more and more
about her as the game progresses.
     ROOM 6: This is the King's library. Search the Southwest corner to
find the King's Diary and the GOLD KEY. In the closet to the Southeast you
will find a button on the wall which opens up into Rebecca's room #4.
     ROOM 7: This is the King's Suite. Explore the room to the south . In the closet to the Northwest of this room, you will find a button
that will open up a hall leading to two gates. The KEY OF RAMM will open
these gates. You will need more than just the key to do the Temple but you
can, if you wish, open the chest at 9k to find the GOAT MASK and the DAGGER
OF RAMM. See Castle Temple Below for more.
     ROOM 8: This is the Temple of Ramm. In the center of the room is an
altar. There are two fountains, one in the northwest corner  and
one in the northeast corner . See TEMPLE OF RAMM.
     ROOM 9: The Queen's bedroom provides the only access to room 10.
     ROOM 10: This is the Queen's boudoir. There is a treasure to be found
in the northwest closet.
     The stairs at 14e lead up to the BELL TOWER which will be discussed
later in this walk thru.
     Having completed as much of this level as is possible at this time
return to the Basement and head for the stairs at 6f leading down.

CASTLE BASEMENT 2:
   a b c d e f g h i j k l m n o p q r
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   Exploring this long hall you will
02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   find two gates and a door at the
03|#|#|#|#|#|#|#|#|#|#|#|  $  |#|#|#|#|   far east end. The GOLD KEY opens
04|#|#|#|#|#|#|#|#|#|#|#|     |#|#|#|#|   the gate in the middle at 6m. Open
05|#|#|     |#|#|#|#|#|#|_ 1 _|#|#|#|#|   the gate and enter the door you
06|#|#| |#|U|#|#|#|#|g|#|#|g|#|#|#|d|#|   find beyond. You will see three
07|#|#|                             |#|   pits in the floor. If you care to
08|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   try a very difficult encounter
09|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   jump into one of the pits. Save
10|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   your game before you do though!

ROOM 1:
   a b c d e f g h i    In the center of the room is a pressure plate. Step
01|#|#|#|#|#|#|#|#|#|   on it. The square to the north will turn into a
02|#|#| 3 ' $ '   |#|   pit. Go to 2 and SEARCH  the button on the
03|#|#|.  . p .  .|#|   south wall. This will fill in the pit on the west
04|#|#|   .   .   |#|   side of the room. Go to 3 and push the button on
05|#|#| p . 1 . p |#|   the west wall. Go to 4 and push the button on the
06|#|#|           |#|   west wall. You now will be able to approach the
07|#|#|         2 |#|   middle north wall. Push the button there to find
08|#|#|#|#|ddd|#|#|#|   the treasure chest. Inside the chest is the BOOK
09|#|#|#|#|4  |#|#|#|   of RAMM and some other treasures. USE the book
10|#|#|#|#|ggg|#|#|#|   while in REVIEW and note carefully what it says.

Now its time to visit the Temple off of the King's Bedroom. Return to Level
2 and to the King's Bedroom.

CASTLE TEMPLE:
     Prepared with the KEY and BOOK OF RAMM, you are ready to do the
temple. Note the description of this room under Level 2, room 8. Save your
game at this point as there are some tough times ahead. Go to the altar in
the middle of the room.  You will be presented
with buttons to push. The order was described in the text in the BOOK OF
RAMM: push GOAT GOAT ORB STAVE ORB. The altar will drawback revealing a
pit. Jump into the pit. This puts you into the room on Level 1 in which you
found the KEY OF RAMM. You will be confronted with a large and nasty
serpent. Defeat him and the gate to the north will open. The gate to the
south and to the rest of the castle is locked so you have nowhere to go but
north. Go down the stairs to the north.

HAZARDOUS AREA:

   a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
02|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   |#|#|       |#|#|#|
03|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   |#|   |#| 3$|#|#|#|
04|#|#|       |#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|   |#|#|#|#|#|#|#|
05|#|#| |#|#|   |#|#|#|#|#|#|#|#|#|#|#|#|#|$|#|#|#|#| |#| |#|     |#|#|#|#|
06|#|     |#|#|   |#|#|#|#|#|#|#|$4 |#|#|#|s|#|$  |       |#| |#|   |#|#|#|
07|     |#| |#|#| |#|-|#|#|#|#|#|   |#|#|#| |#| 1   |#|       |#|#| |#|#|#|
08|   |#|    D|#| |# C #|     |#|#| |#|#|#|   |#|#|#|#|   |#|#|#|   |#|#|#|
09|#|     5_|#|#| |# H #| |#|       |#|#|#|#|   |#|     |#|#|#|#|   |#|#|#|
10|#|   |#|   |#|    A    |#|#|#|#|#|#|#|   |#|     |#|#|#|#|#|#|#|#|#|#|#|
11|#|#|       |#|#|# S #| |#|   |#|#|#|#|   |#|   |#|#|#|#|#|#|#|#|#|#|#|#|
12|#|#|#|#|#|#|#|#|# M #| |#|       |#|#|#|         |#|#|#|#|#|#|#|#|#|#|#|
13|#|#|#|#|#|#|#|#|#|-|#|   |#|#|#| |#|#|#|#| |#|   |#|#|#|#|#|#|#|#|#|#|#|
14|#|#|#|#|#|#|#|#|#|#|#|#|              :s  #|#|     |#|#|#|#|   |#|#|#|#|
15|#|#|#|#|#|#|#|#|   |#|#| |#|#|#|#|#|#|#|#|#|       |#|         |#|#|#|#|
16|#|#|#|#|#|#|#|#|         |#|#|#|#|   |#|#|#| |#|#|     |#|#|#|#|#|#|#|#|
17|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g__|#|#|#| |#|#|#|#|#|#|#|#|#|#|#|#|#|
18|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|                                 |#|#|
19|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#|#|#|#|#|g|#|#|#|U|#|#|#|g|#|#|
20|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|g|#|#|#|#|#|#|#|       |#|$2     |#|#|
21|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   g      U|#|#|G.G.G.G|#|G.G.G.G|#|#|
22|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   |#|#|d|#|#|#|__ JAIL  ________|#|#|
23|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|d|#|#|#|__       __|#|#|#|#|#|
24|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|  U|#|#|__ | |_____|
25|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|D|#|__ |d|_d   | |#|#|#|#|
26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|     |#|__ |dd_d___| |#|#|#|#|
27|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#| |#|#|#| BASEMENT    |#|#|#|#|
  a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J
G = unopenable gates         : = rubble

     This area is hazardous, especially if you explore it randomly. I'm
going to make things a little easier on you by telling you the fastest way
to exit this area and return to the main castle. From the stairs which you
went down after defeating the giant serpent <19C on this map> go west to
the first opening to the north 17w. Work your way to the room with the
number 1. In the northwest corner you will find the DUNGEON KEY which will
open the locked gates  in this area. Return the way you came
and continue down the hall to the west and then south. Open the gates at
20r and 21s. The doors further along this hall lead back to the BASEMENT 1
level of the castle. Now that you know how to get out, it's time to explore
the rest of this area.
     Explore this area any way you want to, returning to the castle to rest
when necessary but be certain to visit and search the areas listed below:
     Go to the 2 on the map <20E> to find the DECODER RING. In REVIEW mode
use the Decoder Ring on the Deadman's Log to learn that the captain buried
his treasure in the Giant Mountain.
     Go to 3 on the map <3G> to find the MINER'S PICK. Use the pick on the
rubble at 6u and 14t. The first will reveal a chest the second will open up
further areas for exploration.
     Go to 4 to find the BELL KEY.
     You're now ready to do a few more things back in the castle so return
to BASEMENT 1.

PIRATES DEN:
     Visit QuegQuee and ask him about the PASSWORD for the Pirates' Den. He
will ask you where the captain's treasure has been buried. Tell him GIANT
MOUNTAIN. He will tell you that the password is SKELETON CREW. Now go to
the Pirates Den . You will have to defeat Captain Matey either in
combat or by out drinking him. Once you have defeated him, you can use the
SILVER KEY you got from L'Montes to open the cage in the center of the
room. Inside the cage you will find a number of treasures including a HOOK
and a Green Parrot which will increase the personality stat if used.
     Now it is time to visit the BELL TOWER.

BELL TOWER:
     Go to Level 2 and to the stairs on that map at location 14e. Climb up
to the top. Here you will find a well and the bell rope. Choose to use the
rope to swing across to the far side. Both sides look exactly alike and the
only way to tell if you have made it across is if you find the door locked.
Once you get to the locked door use the BELL KEY. Inside you will find a
chest which contains ROPE. Once you have the ROPE, MERGE the ROPE with the
HOOK you got in the Pirates Den. Return the way you came and return to the
Hazardous Area. You're now ready to cross the CHASM you found in the
HAZARDOUS AREA.

CHASM:
     Use the ROPE & HOOK to cross the Chasm. It works in both directions so
you needn't worry about getting stuck on the far side. Just before you
reach the area on the HAZARDOUS AREA MAP listed as "5", SAVE your game. 5
is a very tough battle with Hydraplant. If you find that this encounter is
just too difficult at this time, spend some additional time improving your
characters in the castle area and try this again a little later.
     Once you defeat the Hydraplant you will find a button  which went pushed opens a chute to
below.  Heading to the west you
will come to the MOUNTAIN AREA.

MOUNTAIN AREA:

   a b c d e f g h i j k l m n o p q r s t u v w x y z
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
02|#|#|#|#|       |#|#|       |#|#|#|#|#|#|#|#|#|#|#|#|
03|#|#|     |#|#|   |#| |#|#| |#|   U = leads back to chasm & castle
04|#|   |#|     |#|       |#|     |#|#|#|#|#|#|#|#|#|#|
05|#| |#|   |#| |#|#|#|#|   |#| |#|#|#|#|#|#|#|#|#|#|#|
06|#|#|   |#|   |#|     |#| |#|     |#|#|#|#|#|#|#|#|#|
07|#:   |#|#|#|#|   |#| |#|   |#|#| |#|#|#|#|#|#|#|#|#| : = path from the
08|#| |#|#|#|     |#|     |#|     |#|#|#|#|#|#|#|#|#|#|     pyramid
09|#|         |#|#|   |#| |#|#|#|   |#|#|#|#|#|#|#|#|#|
10|#|#| |#|#|#|     |#|#|     |#|#|       |#|#|    1 #| = Wizard's Cave
11|#|#|   |#|#| |#|     |#|#|     |#|#|#|       |#|#|#|
12|#|#|#|   |#|   |#|#|#|#|   |#|     |#|#| |#|#|#|#|#|
13|#|#|#|#| |#|#|   |#|     |#|#|#|#|   |#|   |#|#|#|#|
14|#|#|#|#|   |#|#|#|     |#|   |#| |#| |#|#|      2 #| = Mines
15|#|#|#|#|#|         |#| |#|#|     |#|     |#|#| |#|#|
16|#|#|#|#|#|#|#|#| |#|#|#|^|#|#|#| |#|#|#|   |#|   |#|
17|#|#|#|#|#|#|#|#|#|#|#|#|   |#|#|     |#|#|   |#|#|#|
18|#|#|   |#|#|#|#|#|#|#|#|#|     |#|#|t    |#|   |#|#| t = Troll Bridge
19|#|   |#|#|  ^|#|#|#|#|#|#| |#| |#|#| |#| |#|#| |#|#|
20|#| |#|#|   |#|#|#|#|#|#|^|#|#|   |#| |#|   |#|  3 #| = Mines
21|#|   |#| |#|#|#| |#|#|   |#| |#|     |#|#| |#|#|#|#|
22|#|#|     |#| |#|       |#|#|   |#|#|   |#| |#|  4 #| = Mines
23|#|   |#|#|#|   |#|#|#|       |#|#| |#| |#|     |#|#|
24|#| |#|#| |#| |#|#| |#|#|#| |#|#|   |#|   |#|#|#|#|#|
25|#| |#|   |#|   |#|   |#|   |#|   |#|   |#|     |#|#|
26|#|     |#|#|#|   |#| |#| |#|#| |#|#|#|#|#|#|#| |#|#|
27|#|#|#|     |#|#| |#| |#|   |#|     |#|     |#|  5 #| = Mines
28|#|   |#|#|   |#|     |#|#|     |#|     |#| |#| |#|#|
29|#|#|  c /    |#|#| |#|#|   |#|#| |#|#|#|#|d|#| |#|#| d = drawbridge
30|#|   |#|#|     |#|     |#|#|     |#|   |#|     |#|#| c = catapult
31|#| |#|#|#|#|#|#|#| |#|       |#|#|   |#|#|#|#|#|#|#|
32|#|   |#|#|#|       |#|#| |#|#|     |#|     |#|#|#|#|
33|#|#|         |#|#|   |#|       |#|     |#|      6 #|
34|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|
   a b c d e f g h i j k l m n o p q r s t u v w x y z

     You enter the Mountain Area from the north at 3k. Head east and make
your way to Mines entrance <# 2 on above map>. If you want to check out the
Wizard's Cave at this time, you will learn that there isn't much that you
can explore at this time due to dead ends and a gate.

MINES:
     There are four levels to the mines and LOTS of stairs, so many that it
is very easy to become confused. I suggest that you print out the maps for
the mines, levels 1-4, and color code the stairs to make things a little
easier for yourself.

MINES LEVEL 1:
   a b c d e f g h i j k l m n o p q r    The numbers 1 - 6 on the west of
01|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   this map coorespond with the
02|# 1        |#|#|#|#|#|#|#|#|#|#|#|#|   numbers on the east of the Moun-
03|#|#|#|#|#|       |#|#|#|#|#|#|#|#|#|   tain area map.
04|#|#|#|#|#|#|g|#|_|#|#|#|#|#|#|#|#|#|
05|#|#|#|#|  _  |#|#|#|#|#|#|#|#|#|#|#|   D = stairs down
06|# 2  |#| |#|_  |#|#|#|     |     |#|   U = stairs up
07|#|#| |#| |#|#|_ U|#|#|     |     |#|   g = gate
08|#|#| |#|_  |#|#|#|#|#|   __|__g__|#|   ' = dark area
09|#|  _  |#| |#|  ____U|#|       |#|#|   $ = treasure
10|#|_|#| |#| |#| |#|#|#|#| |#|#|#|#|#|
11|#|#|#| |#|_____________g_  |#|#|#|#|   In the dark area in the southeast
12|# 3__  |#|#|#|#|#|#|#|#|#| |#|' '|#|   there is a treasure consisting of
13|#|#|#|  ___  ____  |#|  D|_ '|' '|#|   a night stick, shadow cloak, KEY
14|# 4  |    D| _D|#|____ |  D|'|#|'|#|   OF A-MINER, and a few other items.
15|#|#| |#| |#|____D|#|  _| |' ' ' '|#|   To locate this treasure you must
16|#|#|   |___  ___D|#|  _  |'|#|#|#|#|   SEARCH at 21p.
17|#|#| |___    |#|  D| |#|  _|#|' '|#|
18|#|#|__D|#| |___  |#|__D|___ ' ' '|#|   To make your life much easier,
19|#_5___ |#|____D|_ _   D|#|#|'|#|'|#|   familiarize yourself with the path
20|#| _D|____  _  |#|#| |#|' ' _ ' '|#|   to the stairs at 25i. These stairs
21|#| |  __D| |#|_         '|#|$ ' '|#|   lead to a dark area on level 2.
22|#|   |#|#|__D|#| |#|#|#|#|#|#|#|#|#|   From these stairs go south 2 and
23|#|#|_   _  |#|  _|#|#|#|#|#|#|#|#|#|   west 2. You will find yourself in
24|#|#|  _|#| |#| |#|#|#|#|#|#|#|#|#|#|   a 2x2 room with a fountain. This
25|# 6  |#|#|  D|  D|#|#|#|#|#|#|#|#|#|   fountain will restore EVERYTHING,
26|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|   hits, stamina and magic. REMEMBER
   a b c d e f g h i j k l m n o p q r    its location and visit it often!!

MINES LEVEL 2:
   a b c d e f g h i j k l m n o p q r s       U = stairs up
11|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|#|      D = stairs down
12|#|#|  ,d d   |#|#|   |  __D|  _d   |#|      $ = treasure
13|#|#|d| |#|__d|#|#| |_  |U____|#|  R|#|      , = secret door