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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 07/05/01 | Search Guide | Bookmark Guide

    Questron II
    FAQ version 1.0.0
    by Andrew Schultz schultza@earthlink.net
    
    This document may not be reproduced for profit without my prior consent.  
    It is copyright 2001 Andrew Schultz and part of my effort to help 
    preserve the memory of fun old computer games.
    
    Check out my Questron II color maps at:
    
    http://members.fortunecity.com/cartographcs(overworld)
    http://members.fortunecity.com/cartographcs/q2/q2index.htm(towns, etc.)
    
    ** AD SPACE **
    More old game stuff at:
    http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
    My home page:
    http://www.geocities.com/SoHo/Exhibit/2762
    
    ================
    
    INTRODUCTION
    
    GETTING GOOD QUICKLY
    
      GAMBLING
    
      QUANTUM LEAPS
    
    I HATE VIOLENCE!  (A GUIDE TO COMBAT)
    
    ADVICE
    
    ITEMS
    
      SPECIAL
    
      WEAPONS
    
      ARMOR
    
      TRANSPORTS
    
      SPELLS
    
    MONSTERS
    
    QUICK WALKTHROUGH SUMMARY
    
    TOWNS, MAPS, ETC.
    
      TEXT MAPS
    
        TOWNS
    
        CATHEDRALS
    
        CASTLES
    
        DUNGEONS
    
        CONCLAVE
    
      "EH?"
    
    VERSIONS/CREDITS
    
    ================
    
    INTRODUCTION
    
        There are two big land masses you'll have to navigate.  Don't worry 
    about the second until you've become an apprentice.  You'll want to 
    avoid combat if you can, as it doesn't really get you much gold and can 
    be harmful.  Casinos are better.
        You need a boat or an eagle or a special item to make it from one 
    land to another.  However, the world is tiled like a checkerboard with 
    the 90x90 maps of Landor and the Sorcerers' Realm.
    
    GETTING GOOD QUICKLY
    
      GAMBLING
    
        Blackjack doesn't have 100% payout, so don't play it.  There are 
    plenty of Blackjack FAQs, so I'll summarize briefly--you start with two 
    hole cards.  Ace is worth 1 or 11, whichever is more favorable, and KQJ 
    are worth ten, and number cards are worth their value.  You may "hit" 
    (draw another card) until you go over 21, when you "bust"(lose.)  The 
    objective is to beat the dealer--if you bust, the dealer wins 
    automatically.  If you draw to a 21, you have blackjack and win 250% 
    instead of 200%.
        High/Low has a 100% payout, since it's equally probably a card will 
    be 2-7 or 9/10/JQKA, so I suppose you could save before playing(it's 
    nice that you can save in towns) and try.
        Wizard's Squares is the best.  You win six times your money(i.e. bet 
    100, get 700--technically, they present the game incorrectly, but the 
    game is better for you than advertised!) if you guess the square the 
    ball lands on, three times(bet 100, get 400) if you're one off, and 
    nothing if you lose.  Let's break it down.
    
       cc    cc
       cc    cc
    
    cc aa bb aa cc
    cc aa bb aa cc
    
       bb    bb
       bb    bb
    
    cc aa bb aa cc
    cc aa bb aa cc
    
       cc    cc
       cc    cc
    
        If you choose the c square, there is a 1/16 change you'll be 
    right(you get 7 times your original stake and a 1/16 chance the ball 
    will land on the a square next to it.  Total winnings = 7*1/16+4*1/16 = 
    11/16, or a 68.75% payout.  Almost as bad as Lotto tickets.
        If you choose the b square, you have a 1/16 chance of guessing 
    right, and there's a 2/16 change the ball will land on an adjacent a 
    square.  Payout = 7*1/16+4*2/16 = 93.75%.  Not bad!
        If you choose the a square, you have a 1/16 chance of guessing 
    right, and there's a 4/16 chance the ball will land on an adjacent 
    square, two b and two c.  Payout = 7*1/16+4*4/16 = 143.75%.
        All c, b and a squares are identical--you can use a simple 
    symmetry/rotational argument to prove this.
        So if you bet a portion of your current boodle, you can usually win 
    nicely.  But there's a way to win even bigger.  It involves cheating.
        Use "save state" on an emulator just when you're asked to choose 
    which square.  Then pick any one, see where the ball lands, reload the 
    state, choose the square the ball landed on, and--oopsie-la!  "I dunno 
    how I did it!"  However, Questron II limits you to 65535 gold.  Not that 
    you'll need much.  Spells should cost 32000 to stock up on, so you won't 
    need much more.  Repeat the Wizard's Square procedure when you get low, 
    and put winnings in the bank and come back immediately.  Thankfully 
    guards don't attack big winners as they did in Questron.
    
      QUANTUM LEAPS
    
        You'll generally get good by quantum leaps(not counting casino 
    winnings.)
    
        PLEBE:  300 = max hit points, 15 agility, strength, intelligence, 
    charisma, and stamina.  Studded leather and a dagger are best bets.
    
        Promotions
        ADVENTURER:  400 = max hit points, +5 agility, +5 strength, and now 
    ring mail and a staff are sold in towns
          **You must visit Mesron by using the gold key at the hall of 
    visions to get this.
        SCOUT:  500 = max hit points, +10 stamina, and you can buy a 
    fauchard and bar mail
          **You must return the Wand of Power to Mesron for this.
        APPRENTICE:  600 = max hit points, +10 strength, and you can buy a 
    weighted spear and chain mail.  You can also buy a trained eagle.
          **You must return the Orb to Mesron for this.
        KNIGHT:  5000 = max hit points, +5 Agility, Strength and 
    Intelligence, and you can buy ribbed plate and a crossbow(although I was 
    stuck with plate/shortbow)
          **You must push back Mantor at Seacrest for this.  You may need to 
    do something else--make sure you visit after you've got the black key.
    
        Others:
        You get +5 strength at Kelfor if you manage to speak to the king.
        You can get +10 charisma in Redstone and may be able to do it twice 
    once you're a knight.  I didn't check.
        You also get +5 intelligence for winning at Seacrest--talk twice to 
    Mesron for the big improvement.
        
    
    I HATE VIOLENCE!  (A GUIDE TO COMBAT)
    
        Dungeon combat is more forgiving than Questron, but castle and tomb 
    combat are grueling.  For the dungeons, stock up on Sonic Whine and you 
    should be fine.  You'll probably be more concerned with (X)amining 
    enough, so your armor doesn't get destroyed.
        What makes castle and tomb combat so nasty is the following:  if you 
    are a knight's move away from a guard and you pass, he will approach the 
    square diagonal to you and attack you.  Of course, you can't attack him!  
    The best strategy is to try to force him into a narrow place where he'll 
    have to line up with you.  When he's two squares away, sock him with a 
    Time Sap, then nail him with a Fireball or Magic Missile or, if you're 
    advanced in the game, fight him with a weighted spear.  Repeat this as 
    necessary and only take one guard on at a time.  Above all, if you must 
    flee, USE TIME SAP.  Guards can outrun you in a maze(they cut corners 
    when you move) and can nail you badly as you flee.
        In overland fights, after you've won, you can (X)amine for food, and 
    you may get lucky.
    
    ADVICE
    
        In Questron II, you can get advice from barbers, inns and taverns.  
    The laundry list is below:
    
    ADVICE:
    --Food is rare but can be found outside.
    --The Hall of Visions is in Redstone Castle.
    --You can loot, but be ready to fight or flee.
    --Find the Holy Ones in the cathedrals.
    --The gold key will unlock the Hall of Visions.
    --Learn what to fight and what to flee.
    --Put money in the bank, in case of death.
    --Find a gift for the Holy Ones.
    --There is more than one way to cross the mountains.
    --Speak in the Hall of Visions and Mesron may help you.
    --Some towns are cheaper than others.
    --Visit the Hall of Visions often.
    --The Wand of Power is in the tomb.
    --Cathedrals can make you rich.
    --Don't get lost in the tombs.
    --Keys can be found in castle chests.
    --I looted a merchant and got away.
    --Coffins are worth the risk.
    --Stock up on the Bread of Life.
    --Be nice to Morle - he may help you.
    --Time Sap the guards.
    --Find the Eternal Flame in the fortress.
    --Use the Room of Maps.
    --Simon isn't what he seems.
    
    ITEMS
    
      SPECIAL[spoilers below]
    
        Gold Key--you have this to start the game.  It opens the Hall of 
    Visions.
        Moonstone Amulet--found early in the Rivercrest Tomb.  It allows you 
    to talk to the Holy One, who sells Bread of Life.
        Brass Key--Morle gives you this in Rivercrest tomb.  It unlocks 
    other doors in castle, leading you to new keys
        Chalice of Arvyl--found in the Rivercrest tomb, presenting it to the 
    Holy One at the Twilight Cathedral allows you to buy more Bread of Life.
        Wand of Power--found in the Rivercrest tomb, this gives a promotion 
    when you present it to Mesron.
        Iron Key--found third in Castle Redstone, this allows you to see the 
    wizard to improve your charisma.
        Copper Key--found second in Castle Redstone, this allows you to get 
    to the orb.
        Silver Key--Mesron gives you it when you show him the Orb, and this 
    key allows you anywhere in Redstone.
        Emerald Key--found first in Castle Redstone, this lets you in to the 
    southeast part of the Rivercrest Tomb and allows you to get the other of 
    the Chalice of Arvyl/Wand of Power that you don't have
        Unicorn Horn--found last in Castle Redstone, this takes ten of your 
    hit points
        Ruby Key--found in Kelfor's, it gets you to the Eternal Flame in 
    Kelfor's
        Agate Key--found in the first dungeon, gets you to Kelfor's throne 
    room
        Sapphire Key--found in Kelfor's, it unlocks the door to where the 
    Ruby Key is hidden
        Opal Key--given to you by Kelfor, allows you anywhere in Kelfor
        Crystal Goblet--found in the first dungeon, presenting it to the 
    Holy One at the Twilight Cathedral allows you to buy more Bread of Life.
        Onyx Key--found in the first dungeon, allows you to enter the 
    Twilight Cathedral tombs
        Black Key--found in the Twilight Cathedral tombs, allows you to 
    enter the Dungeon of Despair
        Eternal Flame--found in Kelfor's fortress, it allows you to progress 
    in the Twilight Cathedral tombs
        Book of Magic--with you from the start of the game, use it in the 
    end with the "Destruct" spell to knock off Mantor
        Orb of Enchantment--found in the castle, and it will get Mesron to 
    advance you a level.  Use it with Morle, and you are teleported to the 
    land of Sorcerers
        Scroll of Scalna--auto-mapper found in the first dungeon, level 
    three
        Rope & Hooks--bought at Bay View(among other places,) it allows you 
    to cross mountains.  There are more sophisticated ways of travel, but 
    this is cheapest.
        Bread of Life--restores up to 100 hit points.  When you become an 
    apprentice, there is no maximum to what the cathedral will sell you, 
    although you cannot possess more than 99 at any time.
    
      WEAPONS
    
        All the weapons are listed below:
    --Dagger
    --Hammer
    --Hatchet
    --Staff
    --Cudgel
    --Rapier
    --Axe
    --Fauchard
    --Sabre
    --Weighted Spear
    --Pike
    --Shortbow
    --Broadsword
    --Crossbow
    
      ARMOR
    --Rawhide
    --Studded Leather
    --Ring Mail
    --Bar Mail
    --Chain Mail
    --Plate Mail
    --Ribbed Plate
    
      TRANSPORTS
    --Rope & Hooks
    --Mule
    --Pony
    --Camalon
    --Boat
    --Trained eagle
    
      SPELLS
    
    --Magic Missile: moderate damage to an opponent.  Can be used at a 
    distance but more effective close-range
    --Fireball: moderate damage to an opponent.  Can be used at a distance 
    but more effective close-range
    --Sonic Whine: destroys a dungeon opponent at short range
    --Time Sap: leaves an opponent paralyzed.  The time depends on the 
    location
    --Destruct: used at the very end to destroy the original Book of Magic
    
    MONSTERS
    
    I don't count the guards and wizards as monsters--only the random 
    encounters.
    
        All the outside monsters are listed below:
    --Sovan Priest
    --Gypsy Imp
    --Beggar
    --Troll
    --Brawn Warrior
    --Wave Slapper
    --Mutant Carp
    --Hull Bore
    --Spincer
    --Mavin
    --Snooper Slink
    --Slasher Boar
    --Antisaur
    --Grub Snuffler
    --Vipod
    --Ramdart
    --Swine Swallow
    --Boll Rot
    --Tangler
    --Hornet Cloud
    --Baboon
    --Ball Slime
    --Carrion Creeper
    --Jelly Nymph
    --Giant Cockroach
    --Stink Worm
    --Hurler
    --Ice Urchin
    --Cloud Creeper
    --Spiker
    --Venom Ant
    --Constrictor
    --Giant Mantray
    --Ghoul
    --Pincer
    --Jovine Pig
    --Blook Slake
    --Cannibal
    --Muck Grabber
    --Swamp Slither
    --Brine Flicker
    --Gilgore
    --Mind Scream
    
        All the tomb monsters are listed below:
    --Dust Fiend
    --Rat Lord
    --Asp of Pain
    --Wrathful Vermin
    --Vicious Toad
    --Nasty Vine
    --Weird Thing
    --Hideous Pluck
    
        All the dungeon monsters are listed below:
    --Shape Shifter
    --Hell Hulk
    --Soul Seeker
    --Warlock
    --Winsel
    --Thunder Lizard
    --Mindless Drone
    --Zabor
    --Rotan Knight
    --Mind Zap
    --Disembowler
    --Death Wraith
    --Shredder Serpent
    --A Vision
    --A Squealer
    --Churl Ogre
    
    QUICK WALKTHROUGH SUMMARY
    
        Stuff like how to get through the dungeons is in the dungeon 
    section.
    
        First, you want to go to the castle and use your gold key on the 
    door to the hall of visions(the one with the freaky tiles.)  Talk to 
    Mesron and you'll be improved.  The strength and agility are nice, but 
    moving up to 400 hit points and getting new spells even bigger.  Don't 
    forget to go to Bay View for Rope&Hooks and the best weapons and Folman 
    for the best armor after each promotion.
        You'll probably want to build up spells for going down into the 
    tombs.  To do this, you need to build cash flow.  To do this, stop at 
    the casino and play Wizard's Squares until you've got a gob of cash.  
    Put most of it in the bank(maximum 65535) and play again until you're 
    flush with money.  Use the save feature liberally--this is discussed 
    best in the getting better quickly section.
        Your first trip down in Riverfront Cathedral will be a quick raid.  
    Take the first right, go north into the room, get the MOONSTONE, and get 
    out.  For fights, you'll want to use Time Sap.  Monsters are slow to 
    recover in tombs(unlike castles, where they recover in two turns) so you 
    can probably knock them out in ten turns before they wake up.  If you 
    want to be sure, just bring some magic missiles or, better yet, 
    fireballs.  Remember these have effect from a range, although they seem 
    to do more damage when you're closer.  If monsters are not blocking your 
    way, you can consider a Time Sap to run away from them.
        With the medallion, visit the Holy One to get Bread of Life.
        Your second trip in Riverfront's tombs will be a little longer.  Go 
    east as far as you can, then go north at the two T-intersections you 
    see.  (S)peak to the man blocking your way, and giving 200 gold will 
    allow you access to a new area.  Beware--there are lots of monsters past 
    the guy.  Dispose of them.  After walking diagonally, go east and take 
    the passage down into the room.  There's another room below that where 
    you'll find Morle, who will give you the BRASS KEY.
        Now, you will be looking for a random treasure.  Go back north, go 
    east and then north at the "T" where you can't go east.  Follow the 
    winding path and go east at the first opportunity.  You'll reach a four-
    way intersection with paths west, east, northeast, and southeast.  Going 
    northeast will get you some fragrant herbs to restore hit points.  Going 
    southeast will wind around a bit, and you'll receive one of two items:  
    the CHALICE OF ARVIL or the WAND OF POWER.  If you have the chalice, go 
    back to the Holy One, who is willing to sell you more loaves.  
    Otherwise, you'll have to loot the castle first, but presenting the wand 
    to Mesron(speak to him) will raise you to scout.  It's probably better 
    to have the wand, but you can still rout the castle with the chalice.
        In the castle, you'll need the brass key to get where you want to.  
    If you have the wand, pick up the orb on the west side.  In the formerly 
    closed-off northwest, which requires the brass key, you'll find that 
    looting the chests gives you, in order, an emerald key, a copper key 
    which also gives you +5 strength, an iron key and a unicorn horn.  You 
    can probably get rid of all these guards while looting, and if you're 
    killed it's not so bad, as you'll still have the important items in your 
    inventory.
        The keys are located in the following places:  the northmost chest 
    behind the brass door(the one that needs the brass key), another chest 
    ten paces east, a chest five paces south, and a chest three south and 
    east from the original brass door.
        The next time you go in the castle, open the door in the 
    southwest(iron key) to get +10 charisma for 1500 gold.
        Now you'll want to go back to Rivercrest Tomb to get the item you 
    didn't the first time around.  Go all the way south, all the way east, 
    all the way south, and take the second passage south and go east.  Use 
    the emerald key and take the first passage south.  Going east a few 
    squares, you'll see the room to the north where you'll get the other 
    item.  See the Holy One or Mesron, and you're well on your way.  If you 
    still haven't gotten the orb, the brass key should do the trick.  Go 
    back to the Hall of Visions and (S)peak to Mesron, and POW!  You've got 
    a SILVER KEY, which is not terribly useful, but you're much stronger.  
    Go pick up the better items, and go to Riverfront.  Go see Morle(the guy 
    who gave you the brass key) again.  He'll transport you to the Realm of 
    Sorcerers.  It's cheaper than buying a boat at Bay View.  You should 
    have at least 3600 gold before going to the Realm.
        The first thing to do in the Realm of Sorcerers is that you can buy 
    a trained eagle in Grissold, to the southeast of Demph, where you start 
    out.  You'll no longer be subject to attacks this way.  Then there's the 
    dungeon in the northeast.  It's not so bad, really.
        The scroll of Scalna is on level 3, and it's not hard to look 
    around.  Monsters and traps are much less dense than in Questron.  Once 
    you have the SCROLL OF SCALNA, you'll have an auto-map feature, which is 
    very handy.  On the sixth level, you'll find an AGATE KEY, needed in the 
    fortress of Kelfor, and the eighth yields the ONYX KEY which you need to 
    get in the tomb at the twilight cathedral.
        The next thing to do is to loot Castle Kelfor.  The first item to 
    find is the SAPPHIRE KEY, which opens the doors just north of the 
    entrance, behind which you can find the RUBY KEY.  To visit the king, 
    use the agate key and then the ruby key on the successive doors.  Of 
    course, you'll need to go outside first before he's willing to listen to 
    you.  He'll also give you an OPAL KEY which replaces the other two.  Go 
    south, west and tail along the passage to use the opal key and get the 
    ETERNAL FLAME.  You're now ready for the second tombs, which zigzag much 
    more than the first.
        The sapphire key is, if you go to the west side of the castle and 
    look for an opening, the second chest north of that opening on the west 
    side.  The ruby key is in the northeastern chest of the lower door that 
    the sapphire key unlocks.
        Take the second right, then go up at the 
    T(northwest/north/northeast) and then left at the next t.  Then go north 
    into the room and exit to the north.  At the next intersection, go left.  
    At the four-way intersection, detour south into the room to get the 
    fragrant herbs, then go left until the passage winds back around and 
    there is a north/west/south T.  Go west, then go west at the next 
    intersection.  After you bend south, turn west at the next intersection 
    and go north into the room on the resultant path.  Leave to the west and 
    at the second right, go east, south and west to get to the room with the 
    BLACK KEY.  From there, going back is not trivial.  Go east, north, all 
    the way west, all the way north along the passage 'til you get to the 
    room.  Go east to the T, then north all the way, east all the way, 
    northeast and follow the winding path.  Go south at the T, then north at 
    the next t and then the four-way intersection.  Go south at the next t, 
    and exit the room to the south.  Go east, take the diagonal, go south at 
    the T then northwest at the next.  The last T, go all the way north and 
    follow the winding path.  You're done!
        Well, you may want to go back to Landor now.  Speak to Mesron, and 
    he should inform you that you need to go to Seacrest.  When you get 
    there, cast a Fireball spell at Mesron to get him to go away.  Seacrest 
    will be normal, and Mesron will promote you to knight.  Now you need to 
    go to the final dungeon.  Be sure to stock up on bread of life to the 
    maximum(do it at Twilight Cathedral, where you can enter the tomb, buy 
    bread, etc. rather efficiently.  You may also want to take off your 
    armor for a while and let monsters bash you, as the fewer hit points you 
    have left, the more bread you can buy!)
        Don't worry about looking for items.  There aren't any.  Beware that 
    some coffins are traps, but the fragrant herbs still get you hit points.  
    Just go down all the way until you find a way down from level eight.  
    Then, you'll want to head north at the first T, north at the next, west 
    at the third, then west again.  From there, there's one way to go except 
    for a side passage to the south you should ignore.  When you get to the 
    differently tiled room run for the book and use your own Book of Magic.  
    There's a new spell--DESTRUCT--which will destroy the book.  You win!
    
    TOWNS, MAPS, ETC.
    
      TEXT MAPS
    
        CATHEDRALS
    
    Cathedrals are 23x23 in size.
    
          Ledger
          X = wall
          G = guard
         \/
         /\ = "ruler"--you need the moonstone to visit here.
          v = enter the tomb
          . = grassland
          $ = chest
          W = wizard(priest?) to give money to
    
    Snactuary Cathedral
    .......................
    ..XXXXXXXXXXXXXX.......
    ..XG GX        X.......
    ..X   X        X.......
    ..XG GX        XXXXXXX.
    ..X   X        XG D  X.
    ..XG GX        X GD  X.
    .XXDDDX        XXXX  X.
    .X                   X.
    .X  XXXXXXX XX     $$X.
    ..  XXXXXXX XXW$$    X.
    ..  XXXXXXX XX XXXX  X.
    .X  XXXXXXX XX XG D  X.
    .X             X GD  X.
    .XXXDDDXXXXXX  XXXXXXX.
    ...XG GX \/ X  X.......
    ...X   X /\ X  X.......
    ...XG GXXXXXX  X.......
    ...X   X    X  X.......
    ...XG GX    X  X.......
    ...X   X    X  X.......
    ...XG GX       X.......
    ...XXXXXXXXXXXXX.......
    
    Rivercrest Cathedral
    .......................
    .XXXXXXXXXXXXXXXXXXXXX.
    .X  \/  X   $$  X    X.
    .XX /\ XX   W   X vv X.
    .XXXXXXXX XXXXX X vv X.
    .X      X       X    X.
    .X        XXXXX X    X.
    .X G G  X XXXXX X    X.
    .XXXXXXXX XXXXX X G  X.
    .XG G G D XXXXX XXX  X.
    .X G G GD XXXXX      X.
    .XXXXXXXX XXXXX XXX  X.
    ...X      XXXXX X G  X.
    ...X      XXXXX X    X.
    ...XX  X  XXXXX X    X.
    .......X  XXXXX X    X.
    .......X        X    X.
    .......X        X    X.
    .......XXXXXXXXXX    X.
    .......X             X.
    .......X          $$ X.
    .......X             X.
    .......XXXXXXXXXXXXXXX.
    
    Great Plains Cathedral
    .......................
    .XXXXXX.......XXXXXXXX.
    .X    X.......X  \/  X.
    .X $$ X.XXXXX.XX /\ XX.
    .X    XXX $$XXXXXXXXXX.
    .X    X   W   X      X.
    .X      XXXXX X      X.
    .X    X XXXXX X      X.
    .XXXXXX XXXXX XXXX XXX.
    ...X    XXXXX        X.
    ...X   XXXXXX        X.
    ...X  XXXXXXX        X.
    ...X XXXXXXXX        X.
    ...X          XXDDDX X.
    ...X          X GGGX X.
    ...X    XDDDX X    X X.
    ...X    XGGGX X G GX X.
    ...X    XXXXX XX G XXX.
    ...X    X......XG GX...
    ...X    X......XXXXX...
    ...X    X..............
    ...X    X..............
    ...XXXXXX..............
    
    Twilight Cathedral
    .......................
    .XXXXXXXXXXXXXXXXXXX...
    .X G GX            X...
    .XG G X            X...
    .X G GX      X     X...
    .XG G XXX XXXX  $$ X...
    .XXDDDX G G  X     X...
    .X           XXXXXXXXX.
    .X           X        .
    .XXXXXX XX   X        .
    .XXXXXX XXW$$X        .
    .XXXXXX XX   X XDDDXXX.
    .XXXXXX XX   X XGGGX...
    .X         XXX XGGGX...
    .X             XGGGX...
    .X         XXXXXXXXX...
    .X         X  \/  X....
    .XXDDDX    XX /\ XX....
    .X G GX    XXXXXXXX....
    .X G GX    X      X....
    .X    X vv        X....
    .X    X vv X      X....
    .XXXXXXXXXXXXXXXXXX....
    
        TOWNS
    
    Towns are either 30x30 or 40x40 in size.
    
          Ledger for towns
          lower case letters indicate a business establishment:  arm=armor, 
    ar=arms.  A Bit awkward, but that's the current convention.
          $ = merchant
          . = orange(normal) tiles
          ! = citizen
          G = guard
          * = bush
          : = tiles where you can buy magic/speak to mystic      
    
    Hidden Rock
     *   * *** ** *  ***G  G*     
    * *** ** * * **** *G    G* ** 
    ***     ***      **      *    
    *G          *  *    *   ***   
     *     *                  **  
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     *   .r..X..               ** 
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    * *X.$.X X.bar.X X      Xt  **
     * XXX.X X.....X X XX   Xr**  
      *X...X X.XXXXX X XX   Xa  * 
     * X...X X...$.X XXXXXXXX   * 
      *XcasX XXXXXXX      XXX  ** 
    ** XX..X             !X$X  *  
    * * G  G       *      :X:   * 
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     *  **  G*        !      ** **
     ****   G** ** *  ****** * *  
        *   G**** **** *  * * * **
    
    Ontaga
           *              *   *   
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    *X.X...f.....................X
     X$X...o.....................X
     X.X...XXX..XXX..XXXX........X
     X.....XGG  G G  GG X..cas...X
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     X..XXXX   !  **    X.....$..X
    *X..XGG **  WWW*    XXXX.....X
     X..X       WWWWW   GG*X.....X
     X..X**      WWWW      XXXXXXX
     X..X        WWWW      GGGGG  
     G           WWW              
     *             *              
    *XXXXXXXX            XXX...XXX
     X:::::&X*          *X.X...X.X
     X:XXXXXX    !       X.......X
     X::X:X:X            X.......X
     X:::X:XX        **  X.......X
    *X::XXXXXX.X         X.......X
     X::X$X....          ........X
     X::X.X.in.     *    ........X
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     X:::::::::::.............X$.X
    *XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    
    Crooked Pine
      *    **  *     *** *    *   
     XXXXXXX **      *GG*XXXXXXXX 
     X.$...X **       ** X......X 
     XXXX...   G         .f.....X 
     X.tav.X             .o.....X 
     XX...XXG         ** X......X 
     *         G       * XXXXXX.X 
     XXXXXX *             ! X.$.X 
     X....XG            *   X...X 
     X....a                 XXXXX 
     X.X..r    *               *  
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      *        *             *    
     * *                 XXXXXXXX 
    *     **         * * X......X 
     * !           *     ..a....X 
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    *              *     ..m..X.X*
     *               * * X....X$X 
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    *             *      *G! G   *
    G    !            *         * 
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    Lyton
    *  * *   *G     G* *    **   *
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     **    * *       *         ** 
     * ***   *       **  *      G*
    **     ! *       *       **  *
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    * *      *G     G*     *    * 
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      X....X$X.......X$.X....XG **
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      X.XX...................XG***
      X.X$.X.....c............    
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      X.:X.X.................XG*  
    * Xm.....................XG   
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    Seacrest
        ************ ******* *  * 
    ** **    **   ***  *  ***     
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     *      *XX....rX...yX&....XXX
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    GGGG     XX.................XX
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     ............fX..........aX$XX
     ............oX$.........sX.XX
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    Grissold
         *       *           *    
     ! XXXXXXXXXXXXXXXXXXXXXXXXX  
     * XXXXXXXXXXXXXXXXXXXXXXXXX* 
     XX    **             *     XX
     XX    XXXXXXXXXXXXXXXXX    XX
     XX    XXXXXXXXXXXXXXXXX !  XX
     XX    X..$.X$...X.$...X    XX
     XXG!  X......ar.......XG   XX
     XXG   X...............XG   XX
     XXG   X..XXXXXXXXXXX..XG   XX
     XXG   X...............XG   XX
     XXG   X..XXXXXXXXXXX..X  ! XX
     XXG   X.......fo.......!X    
         ! ..X...XX..XX....X   X  
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     XXG ! X.a..XXXXXX.....XG   XX
     XX    X.r..XXXX&X......    XX
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     XX    X.$..X::::X.$...X tXXXX
     XX    XXXXXX:X::XXXXXXX rXXXX
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    Folman
     **     *     * **     *     *
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    Bay View
    *      * **  ** **   ** * * *           
        *   *  *  **  * * ** * * *   *    * 
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          *   X.X....XG*! X..X..X  ** *   * 
    *       * X.X.....    ...X..X   * **    
     **  *    X$X.....    ...X$.X    * ***  
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       X...$X*X......X    X.....X      ***  
     * X.XXXX X......X*   X.....X       ****
       X....X XXXcasXX    X.....X **     *  
    * *X....X   *   *     X.tav.X         * 
     * XXbaXX   *   *     XX...XX          *
    *  *G  G*   *   *  *   G   G  *       * 
    *  *    *   *   *      *   *    *    ** 
    **G *  *    G   G    ***   ***        G*
                                            
                                            
                                            
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    *   ! *  *         !            *  tXXX 
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      * G *  *         *  * !          a:X: 
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    Santor
        *   ** ** **XXXXXXXXXXXXXXXXXXXXXXXX
     XXXXXX   * G*G                        *
    *X$X..XXXX**       XXXXXXXXXXX::XXXXXXXX
     XX:.....X         X:::::::::X::X.a..X.X
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     *   X...X*    *   X::X:XXX::::X.......X
    *G   X....         :::X::::::::X..XXXXXX
    *    X....         :::XXXXX::XXX..X    X
     *   X....         :::::::::::X...X    X
    *G   X...X***   ** X::::::::::X...X    X
     *   X...XG  **    X:XXXX%%X::X...X    X
     *   X...X **  **  X:X%%%%%X::X...X ** X
    **   X...X   **  ! X:XX!%%%X::X...X    X
     *   X...X*       *X:XXX%%%X::X...X *  X
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    *              *   X&:::::::::X...X*   X
    *              **  XXXXXXXXXXXX...XG   X
    **                 !     G             X
    *G                                    *X
               XXXXXXX   XXXXXXXXXXXX  **  X
    *X...XG    XXXXXXX   XXXXXXXXXXXX      X
     Xc..X               G      *G  G      X
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    *XX...      X XXXXXr                   X
     X$...      X XXXXXaG     *  ***      *X
     XXXXX!     XXXXXXXXXX *    *         GX
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     X                 :X:! *             GX
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    *X.............X  XXX  XXXXXX  X......XX
     XbaXXXXXXXXXXXX  XXX  XXXXXX  X.......X
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    Long View
       **   ***  * ** *** *** **    ***  *  
       *G   G* ****G * G *   ** *  *    *   
     **GG   GG * *G  * *  ** !  XXXXXXXXXXX 
    *G**                  * *  *X.........X 
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      **    *   *      aX XX X  X..XXX....X 
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     *   XXXX...XXXXXXXXXG    G X.........X 
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    Octapoint
     ** *  *  ***     *     *      *     *  
       *    **      *   *      *   XXXXXXXXX
     *XXXXXXXXXX  XXXXXXXXXXXXXXXXXX..X....X
    * X..X.....X *GG *   * **  *   X.$X....X
      X..X.$X..X*                G*XXX:....X
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      * !    X..........X          X....X..X
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    *     *  X......           *    *       
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    Cramford
          *       *              *    *     
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     X XXXX..XXXXXXXXXX     XXXXXXXXXX..XX X
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    Slippery Rock
        *       *  *    *      *   *  *  *  
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    *  *     !**GG* X   X*  G*  !    X....X 
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    Lookout Point
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    Big Oak
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     **        WWWWWWWWWWW           WWW   *
    * * **       WWWWWWWWW        *       **
    *  !        WWWWWWWWW             !    *
    **     WWW==WWWWWWWW        ***        *
    *  *   WWW==WWWWWWWW** ! *    *      ** 
    **    WWWW==WWWWW                  **** 
    ** WWWWWWW  WWWWW    **     **    **  **
     **WWWWWW==WWWWWW                *  *** 
     WWWWWWWW==WWWW **                 *** *
     WWWWWWWW  WW         ! *       ! ** ***
    WWWWWWWW      ***        *   ** ** *****
    WWW WWWW       *            !          *
    *  !   G                 *    XXXXXXXXX 
     **                    XXXXX  X.....X.XX
     *       *             :::::G X.....X$.X
      XXXXXX  *          ! :::::  .f.X....XX
      X XXXXXXX            X:::X  .o.XXXXXX 
    * X XXXXt X            X::XXG X..X.X..X 
     *X XXXXr$X  !         X::X   X....X..X 
      X    Xa X*          XX::XXXXXXXXXXXXX 
    **X    XXX:**         X:::::::::::X    *
      XXXXXX *            X:::::X:XXX:X  WW 
              *  **       X:::::X::::&X  WW 
     **        **  G   G* XXXXXXXXXXXXX   * 
    
    Demph
          *     **    *      *         * *  
    *XXXXXXXXXXXXXX   XXXXXXXXXXXXXXXXXXX** 
     X** *    * G G   G G **            G*  
     XG                       *     *   **  
     X     !           *   XXXXXXXXXXXXX  * 
     X* *    * *          *X.$......X..X !**
     XXXXXXXXXXXXXXG!      XXXXX....X..X   *
    *X.......X....X**      X.ba.....X..X  * 
     X.......X.$..X     *  X........:XXX**  
     XX......:XXX.X        X...........X  * 
    * X........in.X *    ! X...........X   *
    * X:::X.......X       *X...........X ** 
    * X:::XXXXX...X **     X...........X  * 
    * X:::::::X...X    *   XXXXXX...XXXX  * 
    * X:::::::X...X          G**G   GG G *  
    * X::XXX::X...XG *               *    * 
    * X::::X::X...X   **      *            *
    * X::::X:::...X              **     *** 
    * X:XXXX:::...X  *                *  *  
    * X:XXXX:::...X     **         *     *  
    * X:XXXX::X...X         ***        ! X  
    * X:XXXX::X...X                  **  X**
    * X&:::X::X...XG  *              *   X  
    * XXXXXX::X...X     !     *          X  
    **G   *X::X...X*                **  *X  
    *      X::X...X      **      *       X  
     *     X::X...X                   *  X  
    * *    X::X...X**         *          X  
     * *   X::X...X       ! **           X**
    *  !   G  G   G  *               !   X  
    **                *        *     **  X  
      *                         **      *X  
    *XXXXXXX                             X  
    *X.Xa..X       *       **            X  
     X$Xr..XXXG          *            *  * *
     X.Xm.....     !       *XX...XXX     G* 
     X.....cas           *  X...fo.X**    * 
    *X.....XXXXG       *   *X...XXXX* *G**  
     X......$.XG *   ** *** X....$.X  ** * *
     XXXXXXXXXX****** *** * XXXXXXXX *  *   
    
    Orchard Lake
      *  G    *     *          *  *      * *
     *  *     XXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
     **  G   *X.....X..$.......X    *     X 
    ***      *X...X.:XXXXXXX...X **       X 
    *         X.X............X.X !       *X 
    *** *G    X.....X....X.....X *        X*
     **       X.X.XXXX..XXXX.X.X** *XXXXXXX 
     *  *    *X...fo......fo...X    X....$X 
    *XXXXX    XXXX..XXXXXX...XXX   *X...X.X*
     X...X     G!G  G GG G   G*  ** X...:XX 
     XcasX     *         *    ! * G X.ba..X 
     X....   *  **    * !           ......X 
    *X....          *   *           ...X..X 
     X....            **     ***  G X.....X 
     X....   *! **              *  *X.X.X.X 
     X...X                     !**  X.....X 
     X...X*       *      *    *   ! XX.X.XX*
     X...X                    **   *X.....X*
    *XcasX            **            X.X.X.X 
     X...X       !  *           **  X.....X 
     X...X*       *    *      *     XX.X.XX 
     X...X**       *             ** X.....X 
     X...XG           *  *      *   X.X.X.X 
    *X...XG *       *        **   !*X.....X 
    *XcasXG !        !           ** XX.X.XX 
     X....         ** *       *     X.....X 
     X....         G  ** G   G      X.X.X.X 
     X....                          ......X*
     X...XG  * *                    ...X..X 
     X...X! XXXX...XXXXXXX...XXG*   X.....X 
     XXX.XG*X........X........X   ! X.ar..X 
    *X.$.X  X........X...X.X..X**   X.XXX.X 
     XXXXX  X........X........X    *X.X$..X 
      *  *  XXXX...XXX..X.X.X.X     XXXXXXX*
    **  *  *X...m....X....a...X     * **  X 
         *  X...y........XrX..X   *    *  X 
     * ** **X...s.........m...X *         X 
       *    X....XXX.X.XXXX...X  ! ***  * X*
     **  ***X....X&..X..$.X...X  *   **   X 
     *  *   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
    
    Brantown
     * ****      *  * *   G *        *      
      **   *  *** *XXXG   G XXXXXXXXXXXXXXX 
    **  *  *** *   XXXG   G*XXXXXXXXXXXXXXX 
    *   !         *XXXG     XXXXXXXXXXXXXXX 
    * *      ***   XXX     X..X...XXX...X$.X
    *  *   *      *   *   *X.X:...!!!...:X.X
    * XXXXXXXXX       !    X.....X*  X.....X
     *X.......X *          X.....X   X.fo..X
      X.XX....X           *X.....X  *X.....X
      X..X....X     *      X..XXXXG  XXXX..X
    * X.$Xbar.XG *                    GGG  X
     *X..X....XG  **          *  G      *  X
      XXXXXXX..           !         *      X
      X........                        *  *X
    * X.......XG           *               X
     *X.XX....XG**  *                     *G
      X.$X....X                   G** G    *
     *X..X....X  *        *    *          **
    * XXXXXXXXX                           * 
     *   *   **   *           **     *    * 
    * *              *      *       !    ** 
    *             **           G  G *      *
    *         *    !  G       *      *     *
    ***  ***!                 XX..XXXXX..XX 
    *  *   *                * X...........X 
    *  XXXXXX  G              X....X.X....X 
      *X....X     **         *X...........X 
     * X....X   *             XXX.X.X.X.XXX*
       X...c.                 X...........X 
     * XXX.a.               * X...........X 
      *X$X.sXGG             ! XXXXX...XXXXX 
       X.X..X *               X...........X 
    * *X....X               * X...........X 
    ** XXXXXX              *  X..XXXX.....X*
    *         *         *     Xba...X.....X 
     *  *      *             *X.....X.ar..X 
     *                        X.....X.....X 
    *      ****  *    * **  * X..XX.X.XX..X*
    * **  *  * *        *     X..X$.X.$X..X 
     ** **  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
    
    Burnside
    **********G    GG                       
     X        *       XXXXXXXXXXXXXXXXXXXXXX
     X XXXXXXX*    *XXX.X......X ***   *!  X
     X X.....X*    *X...X$.X...X           X
     X X.a.XXX*    *X...:XX:...XG   XXXXXXXX
     X X.r.X$X*    *X..........X*   X.$X...X
     X X.m...X*    *X....fo....X!   X.X:...X
     X X...XXX*    *X..........XG   .......X
     X X.....X*    *X..........XG   ....ar.X
     X X...X$X*     X..XXXXXX..X    XXXXX..X
     X X...:XX*     G              **   X..X
     X X.bar.X*                         X..X
     X X.....X*          XXXXXXXXXXXXX  X..X
     X XX..XXX*     X::X*XXXXXXXXXXXXX *X..X
     X GG  GG**     X::X XXXXXXXXXXXXX* X..X
     X **     G     X::X XXXXXXXXXXXXX  X..X
     X!             X::X XX::::::XXXXX  X..X
     X**            X::X XX::::::XXXXX  X..X
     X       !G     X::X XX::XXX:XXXXX  X..X
     XXXXXXX        X::X XX::XX:&XXXXX XX..X
     XWWW  X**      X::X XX::XXXXXXXXX X...X
     XWWW *X        X::X XX::XXXXXXXXX X...X
     XWWWW X !G     X::X XX::XXXXXXXXX X...X
     XWWWW*X        X::X XX::XXXXXXXXX X...X
     X WW  X***     X::X XX::XXXXXXXXX*X...X
     X     X        X::X *X::X  **     X...X
     XXXXXXX *      X::X  X::X         X...X
     XG*  GG        X::X  X::X XXXXXXXXX...X
     X**!           X::X  X::X Xc..........X
     X     !        X::X  X::X Xa......XXX.X
     X XXXX   G     X::X *X::X*Xs......X$..X
     X X  X         X::X* X::X XX...XXXXXXXX
     X X $X **      X::X  X::X         **  X
     X :XX:   !     X::XXXX::XXXX:::XX   ! X
     XGG G t        X::::::::::::::::XG    X
    XXXXXX!r  *     X::::::::::::::::XG    X
    X    XGa**      XXXXXXXXXXXXX:::XX     X
    X XX XG                            **! X
    X XX X                               * X
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    
    
        CASTLES
    
          Ledger for Redstone
          G = guard
          $ = chest
          D = door
          % = +20 charisma(south) or 1000 gold for a map(north)
          ^ = orb(you can't take it until you're a scout)
          ! = person
          O = counter
          : = special tiles(speak to Mesron)
          & = other tiles in Hall of Visions
    
    Redstone
                                                                
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
    X   X GX     X  X  G    X      G      X      $$         G X 
    X X X  X  YY X  X     YYX   $$  $$ $$ X  $$               X 
    X X X        X  X       X             X      XXX GXXX     X 
    X X          X  X       X  $$    $$   X      X      X $$  X 
    X X X   GXXXXX  X       X             X      X   $$ X     X 
    X X          X  X $$    X $$  $$  $$  X $$  GX !    X     X 
    X X    $$  YYX  X       X             X      X      X     X 
    X X          X  XXXXX XXX GXXXX  XXXX X XXX     $$ GX    GX 
    X X         GX     X                  X      X      X     X 
    X X G   $$   XXXXX X            X     X  X   X      XXX XXX 
    X            X     X            X X      X   X $$   X     X 
    XXXXXXXXXXXX X  $$ X              X X XXXX   X      X     X 
    X          X X     X       X   X  X X        XXX XXXX     X 
    X XXXXXXXX X X     X       X   X  X X   XXXX        X G   X 
    X X,,,,,,X   D     X       X     GX XXX X       X X      GX 
    X X,OOO,,X   D     X       X  X   X                       X 
    X X,O%O,,X  GX     X      GX  X   X XXXXXXX XXXXXX GX     X 
    X X,OOO,,X   X $$ GX       X      X X               X   $$X 
    X X,,,,,,.   X     X       X   X    X               X     X 
    X X,,,,,,X   X     X       XXX X    X              XXXXXXXX 
    X X,,,,,,X  XXXDDDXX       X   X    X                       
    X X,,,,,,X  X              X   X    X                       
    X X,.....X  X    XXXXXXXXX X   X   GX                       
    X XXXXXXXX GX    X G   G X X        X              XXXXXXXX 
    X           X   GX  YY   X X  X     X               X     X 
    XXXXXXXDDDXXX    X       X XX X     X               X  $$ X 
    X ::::::::: X $$ XXXXXXX X  X X    XXXXXXXXXXX GXXXXX    GX 
    X :^::::::: X            X  X X    X&&&&&&&&X   X   X     X 
    X :^::::::: X  XXXXXXXX  X XX X    X&&&&&&&&X   X  GX     X 
    XXXXXXXXXXXXX            X X  X    X&&::::&&X   X         X 
    X;;O;;;;;X       $$    $$X X  X    X&&::::&&X   X   X     X 
    X;%O;;;;;X     X         X X  X    X&&::::&&X   X   XXX XXX 
    X;;O;;;;;X     X         X X GX    X&&::::&&X   X   X     X 
    XXXXXDDDXXXXX  XXXXXXXXXXX X  X    X&&&&&&&&X   X   X     X 
    X       G   X              X  XXXX X&&&&&&&&X   X   X     X 
    X $$        X    X      $$ X     X X&&&&&&&&X   X   X   X X 
    X           X    X         XXXXX X XXXDDDXXXX   XXXXX   X X 
    X          GX    X $$      X  GX   G       G        G   X X 
    X    $$     X    X       $$X   XX                       X X 
    X        $$ X  X X  !      X    X  XXXXXXXXX  GXXXXXXX  X X 
    X          GX              X                   XXXXXXX  X X 
    X   $$         X GXXXXXXX  X $$ X     G$$  $$  G        X X 
    X      XXX GX     X     X  X    X                       X X 
    X      XXX  X  X  X    GX  XXXXXX XXXXXXX XXXXX    G  XXX X 
    X      XXX       GX     X  X G    X           X           X 
    X  $$  XXX GX  X     $$    X   $$ X $$    $$  X   $$      X 
    X           X     X     X  X      X           X           X 
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 
    
          Legend for Kelfor
          G = guard
          $ = chest
          D = door
          % = +20 charisma(south) or 1000 gold for a map(north)
          ^ = orb(you can't take it until you're a scout)
          ! = person
          O = counter
          : = special tiles(speak to king)
          . = tiles by eternal flame or, on outside, grass
          & = other tiles in Hall of Visions
         \/
         /\ = king
          , = tiles by guy who sells intelligence
    
    Kelfor
    ............................................................
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
    XX                                                       XX.
    XX                                                       XX.
    XX  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX   XX.
    XX  X                                     XXX       GXX  XX.
    XX  X      XXXXXXXXXXXXXXXXXXDDDXXXXXXXXXXXXX    X    X  XX.
    XX  X X  X X:X::\/::X::XXXXX.....X........XXX    X $$ X  XX.
    XX  X      X::X:/\:X:::GG XX.XXXXX.XXXXXX.XXX $$ X   GX  XX.
    XX  X  XX  X:::OOOO::::GG XX.X.....X....X.XXX    X    X  XX.
    XX  X   G  X:::::::::::GG XX.X.....X....X.XXX    X  $$X  XX.
    XX  X      X::X::::X:::   XX.X.....X.^..X.XXX  $$X    X  XX.
    XX  XXX  XXX:::::::::::XXXXX.......X....X.XXX    X  XXX  XX.
    XX  X      XXXXX:::XXXXXXXXXXXXXXXXXXXX.X.XXX    X  X X  XX.
    XX  XXXXXX   X:::::::X  $$   GXXXX......X.XXX    X  X X  XX.
    XX       XX  X:XDDDX:XX       XXXX.XXXXXX.XXX    X  X X  XX.
    XX  X        XXX   XXX  X   X XXXX........XXX       X X  XX.
    XX  X         GX   X  X   X   XXXXXXXXXXXXXXXXXXX XXX X  XX.
    XX  XXXXXXX    XDDDX    X   X           X       G G   X  XX.
    XX  X     G    X   G  X   X   X   XX  X XX            X  XX.
    XX  X  YY      X    X   X   X   X GX XX  X      XXXX  X  XX.
    XX  X          X XX         X                         X  XX.
    XX  XXXXXXX    X XXXXX GXX  XXXXXXXX  XXXXXXXXXXXXXX  X  XX.
    XX  X $$  G  $$X XXXXX  XX  X G $$ X                  X  XX.
    XX  X          X        XX  D      X  XXXXXXXXXXXXXX  X  XX.
    XX  X              XX   XX  D    $$X            $$    X  XX.
    XX GXXXXXXXXXXXXX  XX   XX GX $$  GX XXXXXXXX        GX  XX.
    XX   $$            XX   XX  X      X X,,,,,,X    !    X  XX.
    XX                 XX   XX  XXXXXXXX X,OOOO,X         X  XX.
    XX  XXXXXXXX     $$XX   XX  X   G  X X,O,,O,X    $$   X  XX.
    XX  X      G       XX   XX  X      X X,O,,O,X  !   !  X  XX.
    XX  X   $$         XX   XX  D     GX X,O,$O,X         X  XX.
    XX  X             GXX   XX  D      X X,O,,O,X         X  XX.
    XX  X                  GXX GX      X X,OOOO,X         X  XX.
    XX  X    GXXXXXXXXXXX       X      X X,,,,,,X         X  XX.
    XX  X           X $$        XXX  XXX X,,,,,,X         X  XX.
    XX  X   X     $$X       XX  X      XXXXXXX,,X        GX  XX.
    XX  X   X       X  $$   XX GX   G $$G YY X,,X         X  XX.
    XX  X   X $$    X     X XX  D            X,,XX        X  XX.
    XX  X   X       X     X XX  D  $$  $$  $$X,,,X        X  XX.
    XX  X  GXXXXX   G   $$X XX GX            X,,,X        X  XX.
    XX  X    $$           X XX  XXXXXXXXXXXXXXDDDX    $$  X  XX.
    XX  X           $$      XX               G   G       XX  XX.
    XX  XX                  XX                          XX   XX.
    XX  GXXXXXXXXXXXXXXXXXXXXX XXX XXXXXXXXXXXXXXXXXXXXXX    XX.
    XX                       G  X  G                        GXX.
    XX                                                       XX.
    XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
    XXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
    
        DUNGEONS
    
    There's shorthand for walkthroughs below.  3W = 3 west, etc.  Although 
    there are interesting sidetracks, I haven't listed them here.  This is 
    just the shortest way in and out.
    
    Although traps are listed on the map, they're not in the walkthrough.  
    Remember to (X)amine every few squares and especially when you turn or 
    are in a door.
    
          Ledger
          X = wall
          ^ = a way up
          v = a way down(NOTE--this may be a trap.  Always (X)amine to see 
    if this is the case, or you may take damage.)
          T = trap(acid or spikes)
          $ = chest(gold)
          C = coffin(food or statistics)
          H = fragrant herbs(hit points)
    
    Dungeon Level 1
    XXXXXXXXXXXXXXXX
    X^XX    XXXXX^vX
    X    XX X    XXX
    XXXXXXX XXvX X X
    XXXXXXXT$XXX $ X
    XXXXX   XXXX XXX
    XXXXX XXXXXX  XX
    XXX     XXXXX XX
    X   XXX$X      X
    X X  $  X XXXX$X
    X  XXXXXX XXXX X
    XX     H    XX X
    XXXXXX XXXX XXXX
    XXXXXX  $$  XXXX
    XXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXX
    
    S 3E N 3E 4S 2W 2S 2W S 2W 2S E S 7E 3N 4E 2N W 4N 2E S
    
    Dungeon Level 2
    XXXXXXXXXXXXXXXX
    X   XXXX  $$Xv^X
    X X      XX XXXX
    X XXXX X  ^  X X
    X $XXX XXXXXXX X
    X XXT  X  v X  X
    X XX XXX XXXXX X
    X  $ XXX  XX   X
    X XXXXXXX XX XXX
    X      $  XXHXXX
    XXXXXXXXXXXXDXXX
    XXX T    X     X
    XXX$XX$XXXHXXX X
    XXX XX  XXXXXX X
    XXX  vX v X v$ X
    XXXXXXXXXXXXXXXX
    
    2W N 5W N 2W 8S 8E 2N W 2N 2E
    
    Dungeon Level 3
    XXXXXXXXXXXXXXXX
    X     XXXXXXX^vX
    XX$XX D XXXXXXXX
    XXv X$XXX$vTXHXX
    XXX X XTXXXXX $X
    XX      $ ^ T XX
    XXXXXXXXXXXXX XX
    X X         X  X
    X$X XDXDXDX XX X
    X   XT  HTX $  X
    XXXXXDXDXDXXXXXX
    X  $  C       vX
    X XXXXXXXXXXXX X
    X XXX     T  X X
    X  $ ^XX^XXX^  X
    XXXXXXXXXXXXXXXX
    The coffin gives 400 hit points here.
    
    Search to the east to find the Scroll of Scalna.  Then...
    3E 2S E 2S 3W 2N 4W 4S 7E
    
    Dungeon Level 4
    XXXXXXXXXXXXXXXX
    XX XX   X   Xv^X
    XX $  XXX X XXXX
    XT^XX X X ^ T XX
    X$XXX  TX X X$XX
    X  XXXXXX HXXTXX
    X X   XXXXX T XX
    X X XCXXX   X XX
    X  $X X $ X   XX
    XXX   X X $ XXXX
    XXXXXXX   XXXXXX
    X  T$ XX X   $^X
    X XXX  XDXTXXX X
    X    X X X$XXX X
    XXHXvX D DT    X
    XXXXXXXXXXXXXXXX
    The coffin here gives +3 strength.  I think it regenerates.
    There is a crystal goblet in a chest on level 4.
    
    3S 8W 2N W N 4W 2S 3E S
    
    Dungeon Level 5
    XXXXXXXXXXXXXXXX
    XT  XXXX   $X^vX
    X X D T  XX XXXX
    X X XX X   $X  X
    X X XXXXXXXXXX X
    X X D $    $  TX
    X$X XXXXXXHXXXXX
    X$X X    XX   XX
    X$X D XX   $X vX
    X X XT  HXX T XX
    X X DXXXXXXXXXXX
    X XX  TXXXX H XX
    XT XXX $  X$X XX
    XX $XX XX   X $X
    XXX ^X  T XX  XX
    XXXXXXXXXXXXXXXX
    
    W N W N W 11N 2E 7S 2E S 3E N 3E S 2E N E
    
    Dungeon Level 6
    XXXXXXXXXXXXXXXX
    X     $     Xv^X
    XXXDX XXXXX  XXX
    X   X XXXX X C X
    X XT$TXXXX$XXX X
    X XXXX   X X X X
    X    $ X    TX X
    X XX XXXXDX XX X
    XTXX $T   X XX^X
    X XXXXXXXvX XXXX
    X D  $   XXT $TX
    X XXXXXX    XX X
    X      $ XXXXXHX
    X XXXXXXXXXXXX X
    X   H      $   X
    XXXXXXXXXXXXXXXX
    There's an Agate Key in a chest here.
    The coffin here gives +2 agility.
    
    5N 2W N W N 8W 2S 2W 3S 3E 2S 5E S
    
    Dungeon Level 7
    XXXXXXXXXXXXXXXX
    X         $ X^vX
    X XXXXXXDXXXXXXX
    X X   H        X
    X$X XXXXXXXXXX X
    X X X $      X X
    XvX X XX XXX X X
    X X X X    X$XHX
    XvX$X X XX$X X X
    X X X X X^ X X X
    XvX X X   XX X X
    X X X XXXXXX X X
    X$XHX $      X X
    X X XXXX XXXXXCX
    X X  $    $    X
    XXXXXXXXXXXXXXXX
    There's a corpse in the coffin here.
    
    E 2N 2W 2N 3W 7S 3E 2S 5W 11N 5E 2N 7W and now 9S and rummage around to 
    get the Onyx Key, then back up and go 2N.
    
    Dungeon Level 8
    XXXXXXXXXXXXXXXX
    XXXXXX   XXX T^X
    X   $  X XXX XXX
    X XXXXXXCXXXDX X
    X   X    X $   X
    XXX XXXXTX XXX X
    X^   $   X X$X X
    XXXXXXXXXXTX$X X
    X^  T H TX XTXTX
    XXXXXXXX X X X X
    X^X  $ X X  TX X
    X X XX X D X   X
    X $ XX$X XHXXX X
    XXX XX XCX     X
    XX  D  X D XXXXX
    XXXXXXXXXXXXXXXX
    Coffin gives agility -1.
    There's an Onyx Key in a chest down here.
    
    7E 3S 2E 7N 2E 3N 2E and then climb up, turn around, examine, go 
    forward, etc. until you exit the dungeon.
    
    Now, for the dungeon of despair, which has the same ledger.  Note that 
    the way down from level 8 is to the conclave.
    
    Dungeon of Despair Level 1
    XXXXXXXXXXXXXXXX
    X^XXX          X
    X X$  XXX XXXX$X
    X XXX XHX XXXX X
    X     X X $ XX X
    XXXXXXXDXXX XX X
    X$      XXX    X
    X XXXXX XXXX XXX
    X   $        XCX
    X XXXXXXXXXXXX X
    X XX$X$X X X X X
    X XXTX XHXTX$X X
    X XX XTX XvX X X
    X XXDXDXDXDXDXDX
    X              X
    XXXXXXXXXXXXXXXX
    
    3S 4E 3N 9E 5S 2W 2S 11W 6S 9E 2N
    
    Dungeon of Despair Level 2
    XXXXXXXXXXXXXXXX
    Xv  $ T  D   XXX
    XXXXXXXXXXXX  XX
    X        $  XHXX
    XHXXXXXXXXX    X
    X X  $TXXXX XX X
    X X XX XXTD  C X
    X X XX XXXXXXXXX
    X $  H  D   T  X
    X X XXTXXXXXXX X
    X X  $ X T   X X
    X$XXXXXX XXX$X X
    X   T  X$X^  XTX
    XXXXXX X XXXXX X
    X v vD X       X
    XXXXXXXXXXXXXXXX
    
    2E 2N 4W 4S 6E 6N 13W 4S 5E 2S 2W
    
    Dungeon of Despair Level 3
    XXXXXXXXXXXXXXXX
    X^X   H  T   XXX
    X XXTXXX X X   X
    XHX    X XTXXX X
    X X XX $ X XXX$X
    X X  T X XDXXX X
    XDX XX H DCD X X
    X  $XX$X XDX   X
    XDXXXX   X XXXXX
    X XXXXXDXX XX $X
    XTX  vX   T   XX
    X X XXX XX XX XX
    X X  X$  T X$ XX
    X XX XXDXXXXX XX
    XT^XX      H  XX
    XXXXXXXXXXXXXXXX
    
    2N W 2N 3E--the shortest trip of all the levels!
    
    Dungeon of Despair Level 4
    XXXXXXXXXXXXXXXX
    X              X
    X XXXXXXXXXXXX X
    X X    XXXXXvX X
    X X XX $  XX X X
    XTX   CXX T  X X
    X X XX XXvXHXX X
    X X  H XXXXXXX X
    X$X XXX $  XXXTX
    X X XXXTXX D   X
    X X X^D    XXXXX
    XTXTXXXXXXXXXXXX
    X X       $    X
    X XXXXXXXXXXXXTX
    X   T   H      X
    XXXXXXXXXXXXXXXX
    
    5E N 4E 8N 13W 13S 13E 2N 11W 5N 3E 3W 3E 2S
    
    Dungeon of Despair Level 5
    XXXXXXXXXXXXXXXX
    X    $ X  T HXXX
    X X XX X XXXvXXX
    X XTXX XT $X XXX
    X X XX X XXXXXXX
    X$X X$ X XXX $ X
    X XDX XX X   X X
    X T   DCXXXXXX X
    X XDX XDX $   TX
    X X X  H  XX X X
    X XT $X XT T X X
    X XX XX XXXX $ X
    XTvX XX $  XXX X
    XX X XXXXX$XXX X
    XX $    T     HX
    XXXXXXXXXXXXXXXX
    
    3E N 2E 9S 12W 2N
    
    Dungeon of Despair Level 6
    XXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXX
    X$          ^ HX
    X XXXXXXXXXXXX X
    X  D T   $  D  X
    X XXXXXXXXXXXX X
    X D       v TD X
    X XXXXXXXXXXXX X
    X  D   $    D  X
    X XXXXXXXXXXXX X
    X D    TCT   D X
    X XXXXXXXXXXXX X
    X ^D T   $  D  X
    X XXXXXXXXXXXX X
    X          $   X
    XXXXXXXXXXXXXXXX
    
    W 6N 9E
    
    Dungeon of Despair Level 7
    XXXXXXXXXXXXXXXX
    XXXXXXX  $     X
    X $ D X XXXXXXXX
    XXXXX X X$    XX
    X  TD X X XTX XX
    X XXX X XDX   TX
    X XCD XTD XXX XX
    X  XX X XX D $XX
    X X$T X XXXXXX X
    X  XX X  $     X
    XTXH  X X X XXXX
    X XXX XX$XX    X
    X  $X       XXTX
    X XX XXXXXX  $ X
    X      H  vXX XX
    XXXXXXXXXXXXXXXX
    
    3W 3S 4E 3S 5W 8N 4W 10S 9E
    
    Dungeon of Despair Level 8
    XXXXXXXXXXXXXXXX
    X D  X D$X D XvX
    XTXX$  X T X X X
    X   XDXXDXX  XDX
    XX XX  D T XTX X
    XH D X XXXDX D X
    XXXX TX TD X XXX
    X$XXDXCTXXXTXX X
    X TD  XX $  D  X
    XXXX XX X X XXDX
    XC D D  X XX   X
    XXXX XX D XT XXX
    X TXDXTXXXXX D X
    X$X    D  X XX X
    X D X XX X^  T X
    XXXXXXXXXXXXXXXX
    
    4E 2N 2W 2N 2E 2N 5W 3S 2W N 3W 5N 2W 2N W 2N 3E S 2E N 2E S 2E N 2E 4S 
    2E 4N and climbing down leads to the conclave, so use up your bread of 
    life here first.
    
        CONCLAVE
    
          Ledger
          X = unavailable, or wall
      +,-,| = walls
          1 = Morle
          M = mantor
          W = wizard
          G = guard
     --
    (BB)    = where the book is
     ~~
    
    You start off in the bottom left.
    
    Mantor's Conclave
    XXXXXXXXXXXXXXXXXXXXX+-+XXXXXXXXXXXXXXXXXX+------+
    XXXXXXXXXXXXXXXXXXXXX| +------------------+      |
    XXXXXXXXXXXXXXXXXXXXX|                           |
    XXXXXXXXXXXXXXXXXXXXX+-------------------------+ |
    X+---------------+XXXXXXXXX+----------------+XX| |
    X|               |XXXXXXXXX|################|XX| |
    X|               |XXXXX+---+##############M#|XX| |
    X|  +---------+  +-----+    ####W#######W###|XX| |
    X|  |XXXXXX+--+             ################|XX| |
    X|  |XXXXXX|                ################|XX| |
    X|  |XXXXXX|                ####### __ #####|XX| |
    X|  |XXXXXX|     +---------+###W###(BB)##W##|XX| |
    X|  |XXXXXX+--+  |XXXXXXXXX|####### ~~ #####|XX| |
    X|  +----+XXXX|  |XXXXXXXXX|################|XX| |
    X|       |XXXX|  |XX+-+XXXX|################|XX| |
    X|       +----+  |X++ |XXXX|####W#######W###|XX| |
    X|               |X|  |XXXX|################|XX| |
    X|               |X|G |XXXX|################|XX| |
    X+---+G G G+-+ +-+X++ ++XXX+----------------+XX| |
    XXXXX| G G |X| |XX+-+  |XXXXXXXXXXXXXXXXXXXXXXX| |
    XXXX++G G G++|G+--+    |XXXXXXXXXXXXXXXXXXXXXXX| |
    X+--+       ||      ++ +-----------------------+ |
    X|          |+------+|   G       G      G G G G  |
    X|GGG       |XXXXXXXX+---------------------------+
    X|      O   |XXXXXXX+----+XXX+--------------+XXXXX
    X+--+       |XXXXXXX|  1 |XXX|              |XXXXX
    XXXX|OO> <OO|XXXXXXX++  ++XXX|  +---------+ |XXXXX
    XXX++       |X+------+==+----+  |XXXXXXXXX| |XXXXX
    XXX|    O G |X|           G     |XXXXXXXXX| |XXXXX
    XXX|        |X++ +-----------+  +---------+ |XXXXX
    XXX|  G     |XX| |XXXXXXXXXXX|              |XXXXX
    XXX|        ++++ ++XXXXXXXXXX+------------+ |XXXXX
    XXX|         ||   |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
    XXX|         ||GO |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
    XXX|         ||   |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
    XXX|         ||   |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
    XX++  G    G ++   |XXXXXXXXXXXXXXXXXXXXXXX| |XXXXX
    XX|               |XXXXXXXX+--------------+ |XXXXX
    XX|            G  |XX+-----+                |XXXXX
    XX|               |XX|       +----+      ++ |XXXXX
    XX+------------+ G|XX| +---+G|XXXX|     G|| |XXXXX
    XXXXXXXXXXXXXXX|G |XX| |XXX|G|XXXX|      || |XXXXX
    XXXXXXXXX+-+XXX+--+XX| +-+X|G|XXXX|      || +-+XXX
    +--------+G+---------+   |X|G|XXXX|      ||   |XXX
    |                      O |X|G|XXXX+------++-+ |XXX
    |  +-----+G+---------+   |X+-++------+XXXXXX| |XXX
    |  |XXXXX+-+XXXXXXXXX| +-+XXXX|G G G |XXXXXX| |XXX
    |  |XXXXXXXXXXXXXXXXX| +------+ G G G+------+ |XXX
    |  |XXXXXXXXXXXXXXXXX|          +--+          |XXX
    +--+XXXXXXXXXXXXXXXXX+----------+XX+----------+XXX
    
    The quickest way to get to Mantor is to go north at the first t-
    intersection, north at the second, then west, then west.  Speak to the 
    imprisoned Morle if you must, but follow the winding path south, west, 
    north and east--don't take the detour to the south, or you'll run out of 
    hit points.  You can safely ignore the wizards to get to the Book and 
    destroy it with the Destruct spell.
    
    "EH?"
    
      There are men in the tombs that will ask you for 500 gold and then 
    vanish.
    
    END OF FAQ PROPER
    
    ================
    
    VERSIONS
    
    1.0.0 7/4/2001 submitted first version to GameFAQs.com.  Text map and 
    item info, although detailed town info is left out.
    
    CREDITS
    ftp.apple.asimov.net
    Quest for Clues II, which was an excellent reference which allowed me to 
    focus on details even if it left out some maps :).
    

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