Legacy of the Ancients FAQ(Apple)
version 1.0.0
Copyright 2001 by Andrew Schultz

Please do not reproduce this FAQ for profit without my consent.

    ****AD SPACE****

My home page:
http://www.geocities.com/SoHo/Exhibit/2762

Legacy of the Ancients COLOR MAPS are at the following location--
My maps page:
http://members.fortunecity.com/cartographics

There are, of course, maps for the dungeons(which most need them) and 
there are also maps for other games too.

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

OUTLINE

  INTRODUCTION

  MAP OF MUSEUM

  ITEMS

  IMPROVEMENT

    GAINING LEVELS

    GAINING ATTRIBUTES

    LIKE, MAKING MONEY AND STUFF

      MAIL ROUTES

      BUYING STUFF

        SPELLS

  TOWNS

  LIST OF MONSTERS

  VERY BRIEF COMBAT TIPS

  ADVICE

  OUTLINED WALKTHROUGH(DETAILS IN MAPS)

  ROUGH OVERLAND MAP

  DUNGEON MAPS

    LEGEND

    PIRATES' CAVE

    ARMAZ

    FOUR JEWELS DUNGEON

  CASTLE MAPS/NAVIGATION

    LEGEND

    COMBAT

    KELFOR CASTLE L. 1

    KELFOR CASTLE L. 2

    NO MAPS, BUT TIPS FOR THE FINAL CASTLE

  MUSEUM SCRIPTS

  CHEATING

  BUGS

  VERSIONS/CREDITS

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

  INTRODUCTION

    I will make no secret of how I like this game.  It's got a great 
introduction, the graphics grow on you, and the towns are cleverly done, 
with the insides of buildings appearing when you enter.  Although it is 
a progeny of Questron, an entertaining game with its faults, the 
superior storyline, the clever opening museum where you can't see 
everything yet, and the fact that you need to go through a castle 
several times combine to create a sense of mystery in the game.
    It is a standard 1-person RPG in the spirit of Questron, and you 
have views from above while outside or in towns or castles and 3-d views 
in dungeons.  The dungeons are eight levels each and 16x16 per level.  
You can only improve your character so far based on how many puzzles 
you've solved, and improvement is regulated so that the final battle is 
a challenge.  The graphics are a bit more realistic than in Questron and 
take a bit of getting used to.  However, once you do, you'll like the 
animations, etc.

  MAP OF MUSEUM

************************
*  .&XIX+XXXXXXXX      *
* XX           XX XXaX *
* XX XXXXXXXXX    XXXX *
* XX XXX4XXXXX XXXXXXX *
* X            XXXXXXX *
* XXXX2XXXXX XX    XXX *
* X1XXXXXXX6 XX XX 8X+ *
* X XXXXXXXX XX XX XXX *
* X    XXXXX    XX X X *
* =&XX XXXXX XX        *
*XXXXX XXXXX XXXXXXX X *
*XXXXX X5XXX XXXX    X *
*           :XXXX7XXXX *
* XXXXXXX XXXXXXXXXXX  *
*         X&&&XX      X*
*XXXXX3XXXX&X&XX XXXX X*
*XXXXX&XXXX&X&XX XXXX X*
*XXXXX&XXXX&X&XX XXXX X*
*XXbXX&&&&&&X&XX XXXX X*
*&&&&&XXXXXXX&XX XXXX X*
*&XXX&XXX&&&X&XX XXXX  *
*&XXX&&&&&X&&&XX XX9XX *
*&&&&&XXXXXXXXdX       *
*&XXX&XXXXX&&&&&XXXXXXX*
*&XcX&XXXXX&XXX&&&&&&&X*
*&&&&&&&X&&&XXX&XXXXX&e*
*&XXX&X&X&XXXXX&XXXXX&X*
*&XXX&X&X&&X+XX&&&&&&&X*
*&&&&&X&XX&&&&&&XXXXX&X*
*XXXXX&&&&&XX&X&&&&&&&X*
************************

I | information, where you can gain levels or get information talking to 
the caretaker
. | where you start the game off
+ | doors where you can leave if you use your gold bracelet
= | Xamine for instructions and passage to right
: | Initial messages, unlocks NW (&)
& | blocked off squares revealed by special actions
1 | pirates:  need topaz coin [teleports you to pirates' isle]
2 | stones of wisdom:  need amethyst coin[possibly increase your 
intelligence with a game which costs 50 gold per turn]
3 | lost:  need sapphire coin[allows access to hidden, tougher exhibits]
4 | closed exhibit:  this is only open at the end of the game
5 | weapons:  need jade coin [gets you a knife the first time if you 
have no weapons, but if it's the second time or you already have a good 
weapon you get a great bladed staff]
6 | Thornberry:  need jade coin[transported to Thornberry with 300 extra 
gold to show for it]
7 | tapestry:  need amethyst coin.  This displays a map of various far-
off worlds to you
8 | fountain:  need jade coin[gets you 100 gold--later, using the coin 
gets you +10 charm if you find the tulip]
9 | native currency:  need topaz coin[gets you 1000+ gold and it seems 
to increase with your level as well]
a | herb of life:  need topaz coin(allows you to sample Juton Bush, 
which allows you to buy healing herbs)
b | The Test:  need sapphire coin(allows you to go through the dungeon 
and get +10 strength and get to level 5 too
c | Pegasus:  need diamond coin(allows you to visit the final 
island/castle)
d | Guardian:  need turquoise coin(allows you to "learn" the password to 
a certain locked door in the castle)
e | Four jewels:  need ruby coin(allows you to get the four guard jewels 
you'll need for the final castle)

ITEMS

  Weapons can have the following QUALITY:
    Shoddy, Fair, Good, Great, Superb

  They can be the following ITEM:
    bare hands(these are not given a quality, since they are the 
default,) Knife, Leaded club, Bladed staff, Flail, War hammer, Bow & 
arrow, Broadaxe, Compound bow

  Armor can be any of the following ITEMS:


    Studded hide, Ring mail, Double mail, Plated mail, Mythan plate

  Similarly, Armor can have the following QUALITY:
    Shoddy, Fair, Good, Great, Superb

  As weapons and armor become more sophisticated the quality may be more 
important than the name.

  Charm does not affect the price you pay for a weapon or armor;  
however, it can affect the selling price.

  You can only hold three of any armor and five of any weapon at one 
time.  Although it may be useful in some cases to be able to thump an 
enemy that is vulnerable to a specific weapon it is not worth holding on 
to more than one type of weapon in the long term.  However, having 
several of a certain type of weapon or armor is good insurance in a 
dungeon as monsters or traps can destroy armor and weapons.

  There are also SPECIAL ITEMS:
    Gold armband--if used near a door in a museum, allows you to exit.  
No special combat powers.

    Climbing gear--if held, this allows you to climb over mountains.  No 
special combat powers.

    Healing herbs--these allow you to heal half your hit points if you 
use them.  They increase in potency and price as you gain levels.  You 
can have up to forty healing herbs at one time.

    Iron key--the caretaker gives you this.  It allows you into the only 
room you can't access on your first sweep through the castle.

    Copper key--found in Kelfor's basement, allows access to Wizard of 
Potions.

    Brass key--found in Kelfor's basement, allows access to a special 
treasure chest.

    Stone key--the first key you find, and it allows access to the seeds 
and to Casandra the Temptress.

    Magic seeds:  you can usually find five of these in Kelfor castle--
the bunch in the room has no fewer than three.  They regenerate on their 
plant once you run out.

    mail--you can take mail from any one of the eleven mainland towns to 
any other.  You get a reward for doing so.  No special powers.

    Tulip--in Kelfor castle.  Bring it to the museum and the fountain 
exhibit for a reward.  You'll need a jade coin to activate the exhibit.  
No special powers.

    Compass--useful item found on the second level of the pirates' cave.  
It allows you to tell which way you're going, and you only have to use 
it once.

    Magic ice--return the scepter and crown to the caretaker, and this 
will allow you into the basement of the castle.  You can use it as many 
times as you'd like.

    Scepter--locked inside the castle in a chest.  No special powers.

    Guard jewel--there are four of this, at the bottom of the toughest 
dungeon.  You need all of them to get the compendium.

    Compendium--you have it to start the game, it gets stolen, and you 
recover it at the end.  No special powers.

    Crown--found in the basement of the Pirates' Cove.  No special 
powers.

      **COINS**

      Coins can be bought from merchants.  Which coins you can buy 
depends on how far in the game you have gotten.  More details in "making 
money and stuff."

    Jade coin--used for the basic exhibits.  You get two to start.

    Topaz coin--used for more complex exhibits, which often have greater 
payoffs.  They are great investments as using them on certain exhibits 
can really pay off.

    Amethyst coin--not really useful in many ways although they can 
improve your intelligence at Stones of Wisdom.

    Sapphire coin--allows you access to the lost exhibits where you'll 
need even rarer coins.  One of them uses a sapphire coin as well and 
leads to the second dungeon.

    Turquoise coin--allows you to "learn" the guardians' password.

    Ruby coin--allows you enter the toughest of the three dungeons.



    Diamond coin--this leads to the final confrontation.

     **COINS**

  There are the following SPELLS(you can have 99 of any one unless 
otherwise notified:)
    Magic flame:  standard "zap" spell that can be used above or below 
ground.  At more than two paces it does not do full damage.
    Firebolt:  Just like magic flame, only it has twice the potency.
    Befuddle spell:  use in dungeons.  It may backfire, leaving you 
stunned instead of the monsters
    Psyco strength[sic]:  use in dungeons.  It may not work, but if it 
does, you're very powerful.
    Kill flash:  Use in dungeons.  It will kill the monster in front of 
you.  You can only have twenty of this spell.
    Seek spell:  If you are on the main continent of Tarmalon, you will 
be teleported one square north of the museum.  But you cannot use it 
from the lesser isles.

  IMPROVEMENT

    GAINING LEVELS

Only the Caretaker can promote you through the levels.  A list of what 
you need to do is below:

Level 2:  you need to visit four or five exhibits first.  I recommend 
the fountain and Thornberry, which get you gold, and then "Native 
Currency"(+>1000 gold) and the Juton Bush.  After you have a good weapon 
visit the weapons exhibit.
Level 3:  you need to visit the Pirates' Cave.  Don't worry about doing 
anything in there.  You'll get the iron key on attaining level three.
Level 4:  get the crown in the Pirates' Cave and loot the second floor 
of the castle.
Level 5:  Complete "The Test."  This is a bit odd because the Caretaker 
never mentions that he wants to see you.
Level 6:  you need to get the Ruby Coin from the healer in Eagle Hollow
Level 7:  you need to get all four guard jewels from the Guardian 
exhibit.
Levels 8-9:  no way I've found to get here--I went right to the Diamond 
Coin exhibit and got out, so maybe there are ways to improve partially.  
One thing you could do is to get killed near the very end.  Then maybe 
you get to level 8, which gets you more hit points.  Then you will 
probably have HP to spare when you go to conquer the final castle again.  
I've never tried it, though, and just entering and leaving the final 
castle doesn't get you a level.
Level 10:  you need to destroy the compendium, and you get 50000 gold as 
well when you return.

Level  Hit Points(max)
1      200
2      300
3      500
4      800
5      1200(rats, it's not a Fibonacci sequence)
6      1600
7      2200
8      ????
9      ????
10     3000

  NOTE also that healing herbs restore 1/2 of your maximum hit points.  
A good trick is to buy healing herbs *before* your level increases as 
the cost of healing herbs increases with your level.


  GAINING ATTRIBUTES

    For completing certain quests, you gain various attributes.  A list 
is below.

+10 strength for completing the pirates' cave
+15 strength for getting through Armaz
+10 strength for getting through the third challenge

+15 charm for seeing Casandra the Temptress(take the charm, not the 
gold)
+10 charm for returning the Tulip

+5 endurance, 36 dexterity for visiting the Wizard of Potions

  Charm helps make things cheaper.  Since you find Casandra and get the 
tulip at about the same time I only know that 40 charm gets you 80% 
return on stuff you sell, so perhaps

    markdown on selling = (charm/50)

  I'm not sure what intelligence does.  Maybe it affects how effective 
your spells will be.  It's increased by playing Stones of Wisdom.  One 
hint says that you need to learn how to lie to play the Stones of 
Wisdom, but I have an even better suggestion.  If you are using an Apple 
emulator, you can use save states to your grossly unfair advantage.  
Simply save your state, bid six sixes, see what your opponent has, 
reload the state, and bid the highest possible bid that is still true.  
You can challenge your opponent's next bid, and you'll automatically 
win.

  If your intelligence is below 30, you get 2 points for each game you 
win.  Otherwise you get 1.  You lose a point for each game lost.

  As for actual strategy, you may need to anticipate what your opponent 
has.  If he has 4-5 dice left then you should take your highest hand(I 
count one one, then one six, then two ones, etc. from lowest to highest, 
as the game does) and add a quantity of one to it.  So if you have two 
threes you can bid three threes.  The computer does the same thing 
although it starts to lie flagrantly when it is losing.  Still if you 
bring plenty of money you should make it to 30 intelligence even with a 
slightly lackluster strategy.

  Improving endurance is done at armor training.  You can do this in 
Mazelton among other places.  There's a little video game here, and if 
you want to cheat your stats up and are using an emulator, just slow it 
down as the levels increase.  However, endurance isn't really critical, 
and you can improve it just by playing once.  The only reason you need 
endurance is so that monsters don't drain it to zero in a dungeon, so 
don't get in a knot if you can't master the game.
   You have to block fireballs as they come at you, and if five hit you, 
you're history.
   Improvement is recorded as follows:  for completing level x, wave 1 
you get 13+4x endurance.  For x-2 you get 14+4x.  For x-3 you get 15+4x.

  Improving dexterity is done at weapons training.  Laingsburg is one 
place to find this.  The video game is the same as in endurance except 
that you shoot the fireballs instead of blocking them.  They come a bit 
faster but you don't really have to time your blocks so much.  The 
improvement is recorded similarly to endurance.  Getting to 25 is pretty 
good and it's really all you need.

    LIKE, MAKING MONEY AND STUFF

You can make money at Flip-Flop, but on the Apple there is an even 
easier way to make money:  blackjack.

The first time you go to a blackjack dealer, there are only several 
games that are played.  You can win each one.  After that, it's random, 
and since blackjack favors the house, you don't want to play this.

If you have |  Action
------------+----------
8 4         |  Stay(dealer busts)
5 2         |  Hit(get 10) and hit(get 3) and stay
2 8         |  Hit(get K) and stay
4 6         |  Hit(Get A)

After winning once, quit and then go back.  Again you'll get a 
predetermined hand, which you can win easily.  Not winning more than 
once at one session also ensures that the guards will never attack you.  
Once you get into the groove you can pick up 10000 gold at one sitting, 
which is not too bad.

For flip-flop, if you have an emulator, you can slow it down to figure 
where the ball is going or even save the state, let the ball go down and 
"guess" where it winds up.  The trick of saving a state in the emulator, 
seeing where the ball falls, and re-loading may not always work, as the 
arrows are constantly changing--blackjac, on the other hand, always 
deals you the same cards.  Honest guessing still works OK as for each 
bin you have the following odds:

    Diagram of flip-flop(rough)
        <
       < >
      < > >
     > > > >
    < > < > <
   < < > < > >

Pascal's triangle works for the standard probabilities except that 
6(left):1/64
5(left):1/64
4(left):5/64
3(left):5/64
2(left):10/64
1(left):10/64
1(right):10/64
2(right):10/64
3(right):5/64
4(right):5/64
5(right):1/64
6(right):1/64

5-6 payoff:  4/64*3=12/64
3-4 payoff:  20/64*2=40/64
1-2 payoff:  40/64*1=40/64

So you can expect to make, WITH CORRECT GUESSING, 43.75% each time you 
play.

Now you get an extra bonus if you guess the right color but that is 25% 
usually(guess it right half of the time and get half paid out.)  So 
Flip-Flop is really pretty good if you have a quick mind to determine 
what goes where and are willing to put up with the occasional loss when 
an arrow doesn't switch when you expected it to.  But blackjack is 
safer.  Also, you get attacked by guards if you make too much money, 
which is easier with flip-flop as it can pay out huge returns 
occasionally.

  If you don't know what to do with your money, put it in the bank in 
case of death/a need for spells.  It seems that you make 1/1000th of 
your money a day in interest.

      MAIL ROUTES

Early in the game, it may be a good idea to pick up spare change by 
running mail routes.  These get you 95, 110, or 125 gold.  This is not 
practical later on

Holy Point ->
Thornberry ->
Mazelton

Isle City ->
Cobbleton

? ->
Big Rapids

Laingsburg ->
Merchant Square ->
Thompson Crossing

Grand Ledge ->
Alanville ->
Cobbleton

      BUYING STUFF

  Armor, food and weapons seem to cost the same wherever you go.  
Transportation and spells and healing do not.  Food cost depends on 
charisma--if you got the tulip it goes down .1 gold per day, and it goes 
down .2 per day if you've gotten charm from Casandra in Kelfor.

  Museum coins seem to cost a random amount and crop up randomly.  If 
you want to get a museum coin quickly, here is what you do:
    1)  Go to a food seller.
    2)  Speak, but hit return when asked how much to buy.  You'll buy 
nothing.
    3)  Repeat until you are asked if you want to buy a museum coin.
  Other vendors work well too, but if you go to weapons resellers you 
have to type an extra key(Speak/[B]uy or [S]ell/0(nothing)) or you may 
skip something(At armament dealers I've done a lot of S-N, or 
speak/neither cycles, which cause the Apple to ask you if you want a 
coin, and if I am doing it too quickly I type another S-N--S is ignored, 
then the Apple sees "N."  So stick with food although healers should be 
OK too.)

        SPELLS

    Spells have different costs in different towns, but the costs are 
always in a certain ratio.

    Magic Flame    x/50
    Firebolt       x/25
    Befuddle       x/10
    Psyco Strength x/8
    Kill Flash     x/4
    Seek           x/30

  TOWNS

  A summary of the towns, with shops, etc. is below.

    LEGEND

  . = walkable surface
  X = wall
  = = bush
  : = entrance
  ~ = water
  * = barrier
 /\ = angle/crease on roof
  " = barrier

Eagle Hollow
=====================*****.###########XXXXXXXXXXXXXXXX.
=....................*~~~*.###########X..............X.
=....................*~~~*.###########...............X.
=..######............*~~~*.###########...............X.
=..######-...*****...*~~~*.###########...............X.
=..######....*~~~*...*~~~*.#########C#...............X.
=..######-...*~~~*...*~~~*..-----------..............X.
=..######-...*~~~*...*~~~**************....********..X.
=..####.#-...*~~~*...*~~~~~~~~~~~~~~~~*....*~~~~~~*..X.
=....::.--...*~~~*...**~~~~~~~~~~~~~~~*....*~~~~~~*..X.
=.......-....*~~~*....*****************....********..X.
=............*~~~*...................................X.
=............*~~~***.................................X.
**********...*~~~~~*****.............................X.
*~~~~~~~~*...*~~~~~~~~~*..\#####/.....\########/.....X.
*~~*******...****~~~~~~*..#\###.#-....#\######/#-....X.
*~~*............*~~~~~~*..#######--...##\####/##-....X.
*~~*............***~~~~*..#/###\#-.....#########-....X.
*~~*..#######.....*~~~~*../#####\-.....#/####\##-....X.
*~~*..#######.....******...-------....#/######\#-....X.
*~~*...######........................./########\-....X.
*~~*...######..........................-....-----....X.
*~~*..#######.....*************......................X.
*~~*..#######.....*~~~~~~~~~~~*......................X.
*~~*..............*~~~~~~~~~~~*X.....................X.
*~~*..............*~~~~~~~~~~~*XXXXXXX...XXXXXXXXXXXXX.
*******************************X.......................
Food = LAST CHANCE
Weapons = PIRATE'S TREASURE
Armor = CAPTAIN'S SHOP
Magic = DEADLY'S
Transport = TREASURE COVE
Healing = THE SURGERY
Buyback = [none]
Fortunes = [none]
Combat = [none]
Flipflop = [none]
Blackjack = [none]

  This town is west, north and then northeast of the portal.  From the 
town go slightly north and west a while to find the pirates' isle.  As 
you can see you can't make money here but you are in good shape if you 
want to buy supplies.

Thornberry
\/######################\/....XXXXXXXX....########XXXX.
/\######################/\.O..............########...X!
##-------------------****X!....########....#######-..X!
##-..###.##########-.*~~*X!....########-..########-..X!
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##-......\/#######\/............................----.X-
##-....../\#######/\-.....\#/X.......................X-
##-.****.#####\###/===..../#\-........................!
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##........-----------.....XXXXX########\-...##########-
\/########################\/...----------...##########-
/\########################/\..X-............##########-
.----------------------------.X-.............----------
Food = SOUP KITCHEN
Weapons = THE WEAPONS CLUB
Armor = POOR MAN'S ARMOR
Magic = [none]
Transport = EARL'S USED BOATS
Healing = [none]
Buyback = PEDRO'S
Fortunes = THE CLOUDY CRYSTAL
Combat = [none]
Flipflop = [none]
Blackjack = [none]

  No gambling here and not a whole lot of commerce(no magic/healing.)  
Although you'll want to visit this place by using a jade coin, it is out 
of the way and you are better off going to Alanville once you've got the 
money.

Holy Point
#####.==============########XXXXXXXXXXXXXXXXXXXXXXXXXX.
#####.......######-.########-........................X-
######.....#######-.########-........................X-
######.....#######..########-.########......\#####/..X-
######.....#######:.########-.########......#\###/#-.X-
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######-....#######-..-....---.########......##/#\##-.X-
===----.....-------......?.....#######-.....#/###\#-.X-
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................................................==....-
........=================.......................==.....
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=...\##/....*~~*......=====...==============........==-
=.\/#\/#\/..*~~*......====....==...=======...........=-
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=-#########/\#............**.**.............=.######-=-
=-##C##C##/##\.==...=...=...........==.....==.######-=-
=--------------=...==...==.........===.........------=-
====================.....=============================-
--------------------......-----------------------------
Food = FOOD FOR THOUGHT
Weapons = SAINTLY SWORDS
Armor = ARMAGEDDON ARMOR
Magic = MIRACLE MAGIC
Transport = SAIL SALES
Healing = HOLY HEALERS
Buyback = BIZARRE BAZAAR
Fortunes = PROPHET FOR PROFIT
Combat = [none]
Flipflop = YE HOLY ROLLERS
Blackjack = [none]

  Holy Point is an excellent place to go when starting a trek across the 
continent from the museum.  It is almost directly north, and the prices 
are rather nice.  If it had a blackjack place it would be perfect.

Big Rapids
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X.....................................................X
X.#########..........########.........................X
X.#########..........########.........................X
X.##########:........########...........\##/....\##/..X
X.##########:........#######C...........#\/#-...#\/#-.X
X.##########.........########...........####XXXX####-.X
X.##########-........########-..........####-...####-.X
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X........==..........###########.-......#/\#-...#/\#-.X
X....###########.....###########.-....../##\-.../##\-.X
X....######.####!.....-....-------..........-.........X
X....######.####!.....................................X
X....#####.#####!.....................................X
X....#####.#####!......................................
X....###########!......................................
X.....-----------......................................
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXX
Food = BERTHA'S BUNS
Weapons = AL'S ARMS
Armor = ANTHONY'S ARMOR
Magic = HUBERT'S HOUSE OF HEX
Transport = FLOYD'S FLOATAWAY
Healing = SOOTHING TOUCH
Buyback = [none]
Fortunes = FELICIA'S FORTUNES
Combat = [none]
Flipflop = ED'S EASY MONEY
Blackjack = [none]

  Located way in the southwest corner of the main continent, Big Rapids 
is an inconvenient town to get to and then to navigate.  The river 
running through it is scenic, as is the bridge-house, but they make it 
time-consuming to get places.  Big Rapids is not a terribly important 
town although the prices are OK.

Laingsburg
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X.........X........X..................................X
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X..................................X..................X
XXXXXXXXXXXXXXXXXXX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Food = ERN'S FAIRLY DECENT GROCERY
Weapons = GENERAL WEAPONS
Armor = REFURBISHED ARMOR
Magic = [none]
Transport = [none]
Healing = BARBER'S BLOODLETTING
Buyback = [none]
Fortunes = [none]
Combat = PRAIRIE SCHOOL
Flipflop = [none]
Blackjack =  WINNER

  Laingsburg is not really out of the way but it's not really useful for 
much else than the combat training.  So it's worth visiting maybe once.

Grand Ledge
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Food = COUNTRY FRESH
Weapons = FAMILY ARMS
Armor = HOME MADE
Magic = BACKWOODS SPELLS
Transport = [none]
Healing = COUNTRY HERBS
Buyback = EASY AL'S
Fortunes = [none]
Combat = THE ONE ROOM SCHOOL
Flipflop = THE HUCKSTER
Blackjack = [none]
  Grand Ledge is another non-critical place to visit.  The combat school 
may be useful, but the river through it makes it tough to zoom through.

Merchant Square
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Food = UNION FOODS
Weapons = WHIPS & CHAINS
Armor = LACY'S LEATHER
Magic = WICKED SPELLS
Transport = [none]
Healing = [none]
Buyback = [none]
Fortunes = SADIE'S SOOTH HOUSE
Combat = [none]
Flipflop = TRICK OR TREAT
Blackjack = THE LUCKY WINNER
  Although it's annoying to get to the inner yard of Merchant Square, 
the layout is so convenient, and it is so close to the museum, that 
Merchant Square is one of my favorite places to visit.

Alanville
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X................X......######.......................X-
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XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXX-
.----------------------------------------!...----------
Food = YUM YUM'S
Weapons = GIANT MART
Armor = SLEW 'N SLAY
Magic = DISCOUNT SPELLS
Transport = IF IT FLOATS
Healing = HEALTH GUARDIANS
Buyback = [none]
Fortunes = [none]
Combat = THE ACADEMY
Flipflop = DOUBLE-BUCKS
Blackjack = [none]
  It is necessary to visit Alanville to complete the game unless you 
decide to sector-edit disk 3(the one with the overland maps.)  Buy a 
boat here but not much else if you can help it(overpriced) and get to 
Kelfor's Castle.  I prefer to row the boat north from the isle with the 
castle so that you can hit Merchant Square on the way to and from the 
Museum and Kelfor's Castle.

Thompson Crossing
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X-...--------.......--------------.....---X---------.X-
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-
-------------------------------------------------------
Food = TASTY TREAT
Weapons = HIT ME HURT ME
Armor = HEAVY METAL
Magic = [none]
Transport = [none]
Healing = [none]
Buyback = HUMBLE CHUCK'S
Fortunes = [none]
Combat = COMBATORIUM
Flipflop = JOHNNY'S JUBILEE
Blackjack = [none]
  Up in the north reaches of the empire, Thompson's Crossing is nicely 
laid out, but it's tough to get to.  The combat place is worth visiting 
once but it's not hugely important.

Cobbleton
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.......................................................
Food = URBAN CRUNCH
Weapons = STREET SHOP
Armor = CITY STEEL
Magic = [none]
Transport = [none]
Healing = THE GENTLE TOUCH
Buyback = HONEST ABE'S
Fortunes = SHADY SARAH'S
Combat = [none]
Blackjack = DEN O' DELIGHT
Flipflop = [none]
  Another somewhat useless but nice to look at town.  It's tucked away 
picturesquely behind a bunch of hills and for all I care about it can 
stay there unmolested.  That you have to enter in the upper right makes 
it all the less convenient.

Mazelton
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XXXXX!!!!!!!!!!XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Food = NIBBLES & BITS
Weapons = MAN O' STEEL
Armor = THE BODY SHOP
Magic = RAZZLE DAZZLE
Transport = [none]
Healing = FEELS SO GOOD
Buyback = [none]
Fortunes = SINCERE SECRETS
Combat = [none]
Flipflop = [none]
Blackjack = TAL
  This one is rather out of the way but the prices may justify you 
taking a couple of looks, especially when you have a heap of gold 
deposited in the bank.

Isle City
~~~~~~~~~~~~~~~~~~~~~~XXXXXXXXXXXXXXX~~~~~~~~~~~~~~~~~~
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~~~XXXXXXXXXX~~~~~~~~~~~~~~~~~~~~~~~~~~~X../##\/\/##\X~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~XXXXXXXXXXXXXX~
Food = WATER SNACKS
Weapons = FLUID MOTION
Armor = ICE TOUGH
Magic = LIQUID ILLUSIONS
Transport = SAIL AWAY
Healing = [none]
Buyback = CAPTAIN GREED'S
Fortunes = [none]
Combat = [none]
Flipflop = [none]
Blackjack = [none]
  This town is even confusing to leave.  You can use the "leave" key or 
stumble upon the small villa that isn't quite an island.  Yet another 
Tarmalon town that looks great and--well, don't feel bad it you don't 
want to disturb it too much.

LIST OF MONSTERS

  SURFACE:

--PIXIE
--STRIDER
--FARMER
--EATON WARRIOR
--BANDIT
--SHADOW WISP
--HUGGYN
--SPRAYFISH


--WAVE SKIMMER
--SEA SWALLOW
--GIANT MANTARAY


--WIND STALKER
--SCORPOD


--BONE DWELLER
--PRACTON PIERCER
--CARRION MANGLER
--VENTRO FLAILER
--STINGING RAKISH
--BLISTOPOD
--PIT STRIKER


--SLASH NETTLE
--VENOM FLOATER


--PULP CRAWLER
--THRUST CREEPER
--SLIME WIERD
--SCRABBLER


--NEURAL CLOUD
--CHURLER
--ROCK BEETLE
--MAMMOTH SCREECHER
--MIME GHOUL
--MASTON LEAPER


  DUNGEON LEVELS 1-4:

--NERVE STREAKER
--GNASHER TURTLE
--TENDRO SNAPPER
--NIGHT STALKER
--GRAPPLER
--KNUCKLES[destroys weapon!]

  DUNGEON LEVELS 5-8:

--DANGLER[drains endurance!]
--MR POTATO
--RAKER BRUTE
--BLUE LION
--GIANT SLUG
--SLIME WART

  Although monster names remain the same across dungeons, the monster 
abilities do NOT.  They get progressively stronger and more resilient.

  VERY BRIEF COMBAT TIPS

    Remember to equip something after you buy it.  I know it's silly but 
I seem to forget it quite frequently.
    Outside combat is a bit obnoxious as if you are playing at fast 
gamespeed you will miss combats or get nicked by a monster as you try to 
flee.
    I have won the game without seriously killing ANY outdoor 
monsters(fleeing a lot and just progressing to whichever location is 
next in my walkthrough) as I can rake in cash just by my gambling skills 
alone.
    As you improve you may face more than one(up to four) monsters at a 
time in the outside world.  By this time, though, each one should go 
down with one blow.
    Speaking to monsters may allow you to buy something at a discount.
    Some monsters' flesh can be used for food.  Always say "yes" when 
you are asked if you want to.  There is no spoiled food in this game.  I 
mean, if you can carry around 5000 units of food at a time, other 
nuances seem awfully picky.
    Some monsters leave items, so you may get a message similar to "You 
found a shoddy leaded club!!!" which of course makes my day when I get 
it.

  ADVICE IN TOWNS

  The advice seems to come to you in the order listed below.  You can 
only get one piece of advice each time you go into a town.  Some of the 
advice is melodramatic and tries to Add to the Atmosphere and the rest 
is more cryptic than it should be.  Well, a real hero relies on his own 
instincts, so this section is more for entertainment purposes.

  I have put in some spoilers below to expound on the advice...FYI.

--Buyback shops pay nicely once you learn to negotiate.
 [they pay nicely enough after you get some charisma when you find the 
tulip and Cassandra the Temptress.  The extra $$ you'll get is small 
potatoes compared to the lump sum you can make gambling/visiting the 
"currency" exhibit.]
--I see you playing flip--flop and winning a fortune!
  [uh, yeah.  Blackjack is so much easier to cheat at, bub.]
--The lender will give you money at good rates.
  [but you don't need it unless you want to double/win money quickly.]
--Healers can help you after you find the Juton bush.
  [Before you eat from the Juton bush, you can't heal yourself except by 
going to the healers.  Once you use a topaz coin for the Juton bush, you 
can buy healing herbs.]
--Carry gold -- merchants might sell you museum coins.
  [In fact, talk to the food merchant and don't even buy anything.  Keep 
typing s-0-s-0, etc. until the merchant asks you if you'd like to buy a 
coin.  The others give you coins too but it's easier to type rapidly 
around the food merchant.  Coins start out under 80 gold and may go up 
to 130 max.]
--Carry climbing gear. It will prove handy.
  [You can get over the mountains more easily.  It is not strictly 
necessary, but it's cheap enough, so why not?]
--The path to greatness lies through the museum.
  [often visiting exhibits will get you levels.]
--The warlord's agents are everywhere.  Watch out!
  [there is the ambush with the Compendium, but other than that, don't 
worry, really.]
--Learn to lie -- so you'll master the Stones of Wisdom.
  [Well, there's another way to cheat that I described above.  But you 
can anticipate that the other guy has a stone at times.]
--The pirate's cave is west of Eagle Hollow.
  [The island is directly west.  Disembark and go south and you'll see 
the cave.]
--Only the 4 jewels can thwart the evil compendium.
  [They are in the final dungeon, where you use a ruby coin to get 
there.  Be sure to get all four before you leave!]
--You need herbs to succeed in dungeons.
  [Wwwweeeellllllll, I've been able to get away without them but only 
because I mapped it all out.  They don't hurt.]
--It works best to club the slash nettle to death.
  [Get as many different "superb" types of weapons as you can.]
--Keep money in the bank in case of death.
  [Good advice.  Keep it there in case you have nothing to buy as well, 
since it gains interest.]
--Castle doors require four different keys.
  [Stone, Iron, Copper, Brass.]
--Visit ALL the museum displays. They will help more than you know.
  [They give you gold and levels and even attributes.]
--Behind the castle gardens lies a special flower.
  [That is the tulip discussed in the fountain display.  Think secret 
doors.]
--In the right places, magic seeds make you invisible.
  [The main place is Castle Kelfor.  Seeds don't help for the final 
battle.]
--Hidden passageways line the castle! LOOK CAREFULLY!!!
  [Many hidden passageways have off-color walls but in the final 
fortress they look exactly like the other walls.]
--Many guards protect the mints. It's worth the fight.
  [Not really.  Gambling is easier.]
--An evil warlord's man was here asking about you.
  [Oh, that's nice.]
--Healers are more than they seem. Bide your time.
  [After a certain quest, you must find a specific healer who will give 
you a very nice item.]
--The Maston Leaper fears only a bladed staff.
--You must master the spiral room.
  [By not walking on the "fuzzy" squares.]
--Use the bladed staff to neutralize the Neural Cloud.
--Go back to school. You can learn more.
  [That's the training school for endurance and dexterity.]
--Speak to the temptress in the castle.
  [She'll give you a choice of gold and charm.  Take charm.]
--The castle wizards know many answers.
  [They'll give you information or attributes.]
--There's a path around the castle gas trap.
  [It's a secret path.]
--You can't climb up the knight's dungeon.  STAY AWAY!
  [No, you need to visit it.  It gets you +10 strength.  Besides, it's 
less obnoxious than the other dungeons because you start at the bottom 
and go up--you don't have to retrace your steps.]
--You can flail the sea swallow to death.
--Have you visited each museum display?
  [You need to.]
--Watch out.  The agents may be after you.
  [Oo, tension.]
--One day you will travel high above the sea.
  [The Pegasus from the Diamond Coin Exhibit does this.  Then the 
finale!]
--Talk to the guardians of the scroll.
  [They are the healers.]
--Learn the password to the castle wizard's quarters.
  [An exhibit does this.]
--You can trust the winged horse.
  [Pegasus.]

  OUTLINED WALKTHROUGH(DETAILS OF CASTLE QUESTS IN MAPS)

    Before every outlined step it is HIGHLY recommended that you stock 
up on fireballs, magic bolts and healing herbs before you go out to 
clean up the baddies.

    1.  Go to towns and visit all the exhibits you can.  For the very 
first exhibits I recommend visiting the fountain exhibit and then the 
Thornberry exhibit(agree to what they ask) to get some instant cash.  
Merchants will sell you coins periodically although you can speed that 
up by bugging the same merchant a lot.  Note that you can't have more 
than one of any sort of coin until late in the game when it isn't really 
useful.  The last of the topaz/jade exhibits to visit is the Pirate 
Treasure and you should get to level two well before then.  Any extra 
topaz coins should go toward "native currency."  Use the racket on the 
blackjack dealer and be sure to buy 9 fireballs and magic bolts.
    2.  Make your first visit to Castle Kelfor.  Get the stone key, the 
tulip and the seeds.  Return to the castle.
    3.  View the pirate exhibit.  Go west, circle around the coastline, 
and go north.  Buy a raft in Eagle Hollow, go west, enter the cave, 
exit, and return.  The "ivory arches" near where you were teleported 
will send you back to the museum.  If you've visited everywhere else in 
the museum you should be at level three.
    4.  With the iron key, you can now steal the SCEPTRE from Castle 
Kelfor.
    5.  Go through the pirates' cave to get the CROWN.  Return to the 
museum to get to level four.
    6.  Use the magic ice in the castle to descend to the second level.  
Use the seeds if you are not in the mood for a fight in order to get the 
brass key and copper key(each requires you to solve a minor puzzle) 
which open up other doors on this level.
    7.  Once you have the turquoise coin, return to the museum and 
return one final time to Kelfor.
    8.  Go through "the test," via the exhibit at the Museum.
    9.  See the healer in Eagle Hollow.  He'll give you a Ruby Coin.
   10.  Go through the final dungeon in the Ruby Coin exhibit, getting 
the four guard jewels.
   11.  Go to the Pegasus exhibit, and lay waste to the final castle, 
destroying everything you can't sneak by.

  ROUGH OVERLAND MAP

    Because the terrain is composed of rather complex icons, half-land-
half-water icons can be walked over.  Occasionally you'll be able to 
walk between two very small lakes while you seem to be stepping in both 
of them.  Keep an eye out for these apparent shortcuts, as Legacy of the 
Ancients has some of the best blending of coastlines and terrain you 
will find in an early game.  In general you can go anywhere you want as 
lakes are not prevalent but a (cheap) climbing gear will get you past 
mountains.

    Note that different terrains cost time/eat up food at different 
rates.

    Swamp--
    Mountains--
    Grass--
    Desert--
    Water--

    LEDGER

    ~ = water
    . = grassland
    ^ = mountain
    : = rough terrain

~~~~~~~~~~~~~~~~~~~~~
~~:~^:0..~~~~.~~..1.~
~~~.::::...~~~.~~.:.~
~~~~~.:..:~2~:...:.~~
~~~~~~~.:~...::.:.:~~
~3.::~:S.:.::S..M..~~
~~....:.:.4...:~^..~~
~.....~::...:..~::.:~
~~~~.~.^^^.:...~~~~~~
~~~5....:~^~:...::6~~
~~~...:~:~C~..:....~~
~~~~~~..:7~~:..:...~~
~~...~.::....~~...:~~
~~:~.S.:.:...:~~..:~~
~~.....:.^...^^.^..:~
~~....::^::...^^...S~
~~.:..^:8.:.:.:...^~~
~9...:..:.~.....a...~
~:....~~~~~....~~:~^~
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~

M = museum
0 = Thompson Crossing
1 = Holy Point
2 = Laingsburg
3 = Mazelton
4 = Merchants Square
5 = Thornberry
6 = Isle City
7 = Alanville
8 = Grand Ledge
9 = Big Rapids
a = Cobbleton
C = Castle Kelfor

  DUNGEON MAPS

    LEGEND

    X = wall

    g = gas trap
    - = tripwire trap
    * = slime

    + = hit point boost
    $ = treasure

    ^ = stairs up
    v = stairs down


  I've annotated the walkthrough as briefly as I can here.  1N means one 
north, etc., and D or U means to go up or down.  If you go through a 
level twice then the different trips will be noted in separate 
paragraphs along with where you start out.

  In general I've reached a very fuzzy compromise between getting 
through the dungeon quickly and getting extra treasure on the side.  If 
there is a special item somewhere I try to note it but otherwise I try 
to direct you to low-risk boxes with hit points and gold.

  As a general rule if you are at maximum hit points you may want to 
leave the small boxes(these improve your hit points) for the return trip 
as they will do nothing for you at the moment.

  As a general guideline, you should always (X)amine when you turn and 
are ready to go forward.  Traps can be even more deadly than monsters 
and can even destroy armor.  You will also want to examine if you are 
going through a long hallway as you can only catch traps a few squares 
ahead.

  Combat is a bit of a nuisance, as it is at random, so you may want to 
hit "I" to pause the game whenever you need to plan your path(or push 
F10 on ApplePC)...in order to get through the game quickly, may I plug 
my website with all the files?  Feel free to save them locally and 
create an HTML page(which I may well do) so you can see them all at once 
when you take a break from the emulator.  I never bother with actually 
fighting monsters although an occasional freezing or psycho strength 
spell provides a nice change of pace from blasting monsters with the two 
regular spells.  An occasional kill flash is great for an emergency.  Be 
warned that, as in castles, the farther away monsters are the less 
damage they may take.

    PIRATES' CAVE DUNGEON

  This dungeon, the first, is not too tough.  You need to get to the 
bottom, get the crown, and come back up.

Pirates' Cave dungeon level 1
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
X^X      g*     X
X XXX XXXXXXXXX X
X XX   XXX   XX X
X g XX *   X  $ X
XXX ** XXXXXXXXXX
X + XX   g XXXX X
X XXXX X X      X
X  -   XXXXX X XX
XX X-XXXvXXX$X XX
X  X   X XXv   XX
X$XXXX   XXX XXXX
X g XX-XXXXX   XX
XXX    XX $  X XX
XXXXXX +g XX   XX
XXXXXXXXXXXXXXXXX

3S 2E 2S 2W 2S 3E 2S 2E S 2E 2N D.

If you need a lot of hit points, you can leave and re-enter the dungeon 
and stock up on the hit point box near the entrance.

Pirates' Cave dungeon level 2
XXXXXXXXXXXXXXXXX
X  $ - $ v XX  XX
X XXXX-XXXX $ XXX
X XXXX XXXXXX   X
X XXX  XXX XXXX+X
X     XX  g     X
XXXX-XXX XXXXXXXX
XX   X    *     X
X +X X X XXXXXX+X
X XX X X    *   X
XgX  X X^XXXXXXXX
X   XX     ^X $ X
XgX XXXgXXXXXXX X
X X g X      XX*X
X$XXX XXX XX XX X
X  XX $ $ XX    X
XXXXXXXXXXXXXXXXX

I found the compass on this level.  Below is the shortest walkthrough 
but I've also included extras in parentheses that show you how to get 
all the gold.  I assume you enter from the upper ladder although of 
course you can move from one to the other easily enough.

(5N 7E 2N 2W 1N 1W and return)

1S 1W 2S 2E (3E 2S 3E 4N 1W and return) 2S 4W 2N 2W 3N (2N 2W 3S and 
return) E 5N E N E 3N 3E(instead 3W) D.

Pirates' Cave dungeon level 3
XXXXXXXXXXXXXXXXX
XXXX * X ^ X * XX
XX * X   X   X$ X
XX+X   X * X   XX
XX*XXXXXXXXXXXXXX
X   g XX g  g  XX
X XXX X  X XXX XX
X   X $ XX  X   X
XXXX XXXXXX X X X
XX X$XXX      X*X
XX X XXX$XXXXXX X
XX XgXXX X XX   X
X *   *     X XXX
X X X+X X+X $   X
X$XXXXXXXXXXX X+X
X g $ $ v v X   X
XXXXXXXXXXXXXXXXX

1W 1S 2W 1S 2S 1N 2W 3S 3E 2S 2E 1N 1E 1N 2E 2S 1E 2S 3W 3S 7W 3S 9E D.

If you're a bit low on hit points, you might want to take the first set 
of stairs down as two hit point boxes await you in a small cul-de-sac 
there.

Pirates' Cave dungeon level 4
XXXXXXXXXXXXXXXXX
X        g     XX
XgXXX$XX$XXvXXvXX
X      g       XX
X$X XXXXXXXXXXXXX
X X X    * $   XX
X   g XXXXXX$X*XX
X$XXX        X *X
X  *  XXXXXXX XXX
XXXXX  g      XXX
X  - XX+X X$XXXXX
X XX XX g       X
X     XXXXXXXXX$X
XX XX +  X    X X
XX*XXgXX X XXgX*X
XX +X  X^X^XX g X
XXXXXXXXXXXXXXXXX

2N 3E 2S 2E 4N 8W 2N 2W 3N 2W 3N 8E 1N D.

Pirates' Cave dungeon level 5
XXXXXXXXXXXXXXXXX
X   XXX   XXXXXXX
X+X $ X X  ^g ^XX
X X X X*XXXXXXgXX
X*X $ *  X   X XX
X * XXX X  X X  X
XXX     X XX XX-X
X  XXXXXX  X    X
XgXX  $ XX*XX XXX
XgXX*XX gX*XX XvX
X  X Xg XX    X+X
XX +  X   XX X XX
X  XXX XX XX    X
X*XX $  * v XXX$X
X XX+XXXXXXXXXX X
Xv X gg $ $ ggg X
XXXXXXXXXXXXXXXXX

There's some nice treasure to the west but watch out for traps as usual.

3E 3S 1E 2S 2W 3S 1W 2S 3E 3S 11W 2N 5E(6E D is also OK but this way is 
a bit more lucrative) 2N 2W 3N 3W 3S 2W 1S 1W 3S D.

Pirates' Cave dungeon level 6
XXXXXXXXXXXXXXXXX
X $ XXXXX   XXXXX
X X   X   X X XvX
X X X   X X X   X
X   X X X $ XXX X
X+X + X g X     X
X XgX   X X XXXXX
X $ X X X   X   X
X X   X   X XXX$X
X XXX $ XXX X  ^X
X XXXXXXXXX X XgX
X X + - XXX     X
X X XXX XXXXXXXXX
X X     XX^     X
X XXXXX X XXXXX X
X^ $ *  $   * $ X
XXXXXXXXXXXXXXXXX

13E 13W(might as well get the treasure) 8N E W 5N 2E 4S 2E 4S 2E 1N 2E 
4N 2E S (for treasure+hp go 6S 4E 3N S U) 4E 3N D.

Pirates' Cave dungeon level 7
XXXXXXXXXXXXXXXXX
XXXX   XX  * XXXX
X    X XXgXX XX^X
X-XXXX  X XX XXvX
X-XX XX   XX *  X
X g   g XX XXXXXX
X X X XX + +    X
X   XXX  XXX XX X
XX XXXX XXXX -  X
XX XXXX    * XX-X
X *     X XXXX+ X
X XXX XX  *  - XX
X  -  XX XXX XXvX
XgXXX    XX  *  X
X XXXX X    XXX-X
X    + XXXX     X
XXXXXXXXXXXXXXXXX

Cheap treasure awaits at 1S D.

2S 3W 3N 3W 3S 2W S 4W 2S 1W 3S 1W 5S 5E 2N 2E 1S 3E 1N (1E 2N 2E 1N for 
hit points) 4E 1N D.

Pirates' Cave dungeon level 8
XXXXXXXXXXXXXXXXX
X g  XXXXXXXXXX X
X XX      XXXXX$X
X XXXXX X +   X^X
X X * X XXXXX X X
XgX+X*X X     X X
X X *   X XXXXXXX
X XXXXX *   *  XX
XgXXXXXXXXXXXX  X
X g $ $ $ $ $ X X
XXXXXXXXXXXXXX  X
XX   *    +    XX
XX XXX XXXXX XX^X
XX   X X * X X  X
X- X  X  X  X gXX
XX XX   XXX   XXX
XXXXXXXXXXXXXXXXX

1S 1W 1S 1W 1S 2W 1N 1W 1N 2W 1S 1W 1S 2W 1N 1W 1N 2W 2N 12E 1N 1E 2N 1W 
1N 7W 5N 3W 1N 3W 8S 11E.

Dying on the way back is a pretty serious matter but as you have been 
through the dungeon before you should know what to expect and it should 
be easier to get out.  Also remember that if you can get past the bottom 
few levels the monsters will get easier again.

    ARMAZ

Armaz is very nice in that the tough stuff hits you first and the top is 
a relative breeze.  But the monsters are a bit tougher.  Come stocked 
with spells.

Armaz level 8
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
X  XXXXXXX    g X
XX -       X XX+X
XXXX XXX X    g X
XX     X XXXXXXXX
XX XXX X XXXX   X
XX $ * X  -   X*X
XXXXXXXXXXX X X*X
X g $ $ g X$X   X
X XXXgXXX X XXXXX
X     g *     XXX
XXXX XXX*XXXX XXX
X    X*+  X   XXX
X$XX*X XX X-XgXXX
X    X ^^ X $ XXX
XXXXXXXXXXXXXXXXX

You start out in the upper left corner.  The object is just to get out 
alive, but if you are confident and well-stocked with spells, feel free 
to make side trips as you deem necessary.

1E 1S 5E 3S 3E 3S 3W 2S 1E 2S 1W U.

Armaz level 7
XXXXXXXXXXXXXXXXX
X  - XX    *   XX
X$XX ^X XXXXXX XX
X XXXXX$XX  + XXX
X +-    XX XX XXX
XX^XgXX*XX XX * X
XXX     XX XX X$X
XXX XXX  X    X X
X ^  XX XXXX-XX$X
X XX XX+XXX  ^X X
X ^X  X XXX X X X
X$XXXX    X   XgX
X  XXX XXgXXX XgX
XXgXX     g*  XgX
X  $  XXXXXXXXXgX
X X XX vv  +    X
XXXXXXXXXXXXXXXXX

7E 10N 2W 2S 1W 2S 1E (U to pick up some goodies) 4S 8W 1S 3W 2N 1W 2N 
1E U.

Armaz level 6
XXXXXXXXXXXXXXXXX
XXXX XX *  g XXXX
XXX  v X XXX $  X
X   XX X  X gXXXX
X$X X  XX   X + X
X v * XX+*X XgX X
XXXXXX XXXX$X X$X
XX    *     X X X
XXvXXX X XX X  -X
X  XX  X+XX XvX X
XXvX^X*X XX X   X
XX X $ X  X*XXXXX
XXgXXX*XX X     X
X    X  - X XX XX
X XX X X+XX   -XX
X  $    * $ XX- X
XXXXXXXXXXXXXXXXX

This one's rather short.  The treasure's a bit tough to get so just zoom 
on through.

3N 4E 4S 2W 1N.

Armaz level 5
XXXXXXXXXXXXXXXXX
X X X XXX X X XXX
X  $           XX
X X XXXgXXX$X XXX
X             ^ X
X XXX$X X XXX X^X
X g     $   g  XX
XXX X XXX X+XXXXX
X              XX
X$X XXX XXX X XXX
X g v g     $  XX
X XXX X X XXX XXX
X     $        XX
X X X XXX+X^X XXX
X       g      XX
XXX XXX XXX XXXXX
XXXXXXXXXXXXXXXXX

This level is pretty easy to clean out.  Going through the east-west 
corridors should get you a few chests and if you just look left and 
right at the intersections you can pick up a bit more.  Going up in the 
northeast corner isn't worthwhile as there's only one hit point box 
there.  Nevertheless...

1E 2S 4E 2S 2E 1N U.  (Might as well detour for gold and hit points if 
you can.)

Armaz level 4
XXXXXXXXXXXXXXXXX
X   X-+-XXX*XX XX
X*X X X XX * +  X
X X   $ X  X*XX X
X X X X X XX XvXX
X XXX XXX  X X vX
X X      X X   XX
X$XX XX XX XXXXXX
X X* XX XX *    X
X X XXX  XXXX X X
X X XXXX +^gX$X X
XgX   $  XXX    X
X XXXXXXXX XXXX X
X X     -  vX   X
X X XXXXXXX-X X X
X   X  $ **   XXX
XXXXXXXXXXXXXXXXX

8W 2S 2W 14N 2E 2S 2E(2E 2N 2W 2S will get some goodies) 3S 2E 3S 1E 
1S(1S 2W gets gold) 2E U.

Armaz level 3
XXXXXXXXXXXXXXXXX
X g             X
X X XX X X XX X X
X$X XX X* *XXg  X
X X X-  X XXXX+XX
XX    XX    $   X
XX XXXXX XXXXXX*X
XX  +  X        X
XX XXX X X XXXX X
XX   X   X      X
XXXX XXX XvX$XX X
XXXX-XXX XXX XX X
XX       XXXXXX X
XX XXXXX X      X
XX XX ^X XgX$XX X
XX   gXX        X
XXXXXXXXXXXXXXXXX

Only a couple of traps to avoid here.  If you don't need hit points,

3N 2W 5S 6W 3S 3E 1N 1E U.

Armaz level 2
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX $ X
XXXXXXXXXXXXX$X$X
XXXXXXXXXXXXX   X
XXXXXXXXXXXXXXX^X
XXXXXXXXXXXXXXX*X
X    *    XXXXX X
X XXXXX X XXXXX$X
X  + XX X-XXXX  X
XXgX Xv X XXXX XX
XX $ ^X   X^ ^g^X
XXXXXXXXXXXXXXXXX

This is the only level you'll see where most of the map is walled off.  
You will also have to go through it twice, which is another first.  
So...

(First time through:)
Starting from stairs down,
2W 1E 2N 3W 2N 6E 3S 1W U.

(Second time through:)
Starting from the middle of the three stairs up in the southeast,
1E 2N 1E (4N U if you're chicken :) ) 7N 2W 2S 2E 1S.

Armaz level 1
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
X    g +  XX   XX
X XXXX XX X  X+XX
X  $ X  X XX    X
XX X   X  -  XX X
XX XXXXXXXXX  - X
X   --- $   XXXXX
X X XXX XXX     X
X $ XXX   XX XXvX
X X  -  X  -  $ X
X  X XX XX XXXX X
XX   X  $   XXXXX
XXX+X  XXXXXXXXXX
XXXgXXXX $ XXXXXX
X^$ Xv $ X v v v 
XXXXXXXXXXXXXXXXX

You'll have to go through this level twice as well, but once you do, 
you'll be finished.  If you have a bumper crop of hit points left you 
may want to explore the level for additional gold.

(First time through:)
Start at the leftmost down ladder.
3E 1N 2E 1S 3E D.

(Second time through:)
Start at the northernmost down ladder.
1S 4W 2S 3W 5N 1E 5W 2S 2W 2S 1E 1S 1E 3S 2W U.  You're through!

  FOUR JEWELS DUNGEON

    All four jewels are on level eight, and you really just want to 
blaze through this dungeon here.  So without further ado...

Four Jewels dungeon Level 1
XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXX
X^X      X+X    X
X X XXXX X   XX X
X X  XXX XXX X  X
X XX       X X XX
XgXX XX XX$X X +X
X       X  X X-XX
X$XXX XXX XX X XX
X X X  X  $  X XX
X X$XX X XXX X XX
X X    X   X   XX
X XXXXXX X XX XXX
X        X X  XvX
XXX X XXXX X XX X
X $ X      X    X
XXXXXXXXXXXXXXXXX

12S 7E 4N 4E 2S 1E 2S 1W 2S 3E 2N D.

Four Jewels dungeon Level 2
XXXXXXXXXXXXXXXXX
X   XX  -  XX $ X
X X X  XXXX+XXX X
X+X X-XX        X
X X   XXX$XXXXXXX
X XXX  *   X *+ X
X     XXXX-X XXXX
X XXXXX $  X    X
X  XX+XXXXXXXXXgX
XX  X   v  - $  X
XXX-XXX$X$XXXXX X
X    X  X X     X
X$XXXX XXXX XXXXX
X    X X   gX  ^X
XXXX-X X XXXX XXX
X $  -        $ X
XXXXXXXXXXXXXXXXX

2W 2S 7W 4N 1E 2N 1E D.

Four Jewels dungeon Level 3
XXXXXXXXXXXXXXXXX
X v  v   XXXXvXXX
X X$XXXX    XgX X
X   -  X XX + XvX
XXXXXX  $  XXXXgX
X    XXX X   $  X
XvXX + X XXX X XX
X  XXX X X X X  X
XX g X   X + XXvX
XXX+XXXX^X XX   X
Xv   XXXXX X XXXX
XXXXXXX $  X +  X
X *     XXX  XX X
X X+X$X XXX$XvX X
XvX X XXXXX X $ X
X  vX v   v XXXXX
XXXXXXXXXXXXXXXXX

Lots of stairs down here, but the only one worth looking into is the one 
not on the perimeter.  The others lead to a circling corridor  on the 
outside which does not even net any goodies.

5N 2E 1S 2E 3S 2W 3S 3W 1S W2 3S 6E 3N 1E 1N 3E 3S 2W 1N D.

Four Jewels dungeon Level 4
XXXXXXXXXXXXXXXXX
X ^  ^    *  ^  X
X XXXXXXXXXXXXX X
X X $ - -  $  X^X
X X XXXvXXXXX+X X
X X  XXXXX  g X X
X^XX+X  $  XX X X
X X  X XXXXX  X*X
X X XX X X X*XX^X
X X g  X$X+X  X X
X^X$XXXX X*XX$X X
X X           X X
X XXXXXX XXXXXX-X
X X + ** $ $ ^X X
X^XXXXXXXXXXXXX X
X  ^g ^   ^     X
XXXXXXXXXXXXXXXXX

I'm assuming you've come down from the inner stair here.

5W (of course 9W 4E if you need hit points) 2N 2E 2N 2S 3E 2N 1W 2N 1E 
4N 6W 1S D.

Four Jewels dungeon Level 5
XXXXXXXXXXXXXXXXX
X XX   g    $ g X
X XX XXXXXXXXXX X
X$XX XX -  $  X X
X XXvXX^XX X*XX X
X*XXXXX *  XgXX+X
X   g   XXXX XX X
XX XXXXXX     X X
X         XXX X-X
X+XXX$XXXXXXX$X X
X   *  * g g  X X
XXX XXXX XgX XX*X
XXX XXXX$X+X$XX X
XXX   vX X X XX X
XXXXXX XXXXXXXX X
XXXXXX     g    X
XXXXXXXXXXXXXXXXX

The first stair down doesn't lead anywhere so you need to try the 
second.  Fortunately although the path winds there's no way really to go 
wrong.

2S 5W 2S 1W 2S 2E 3S 3E 2S 9E 12N 9W 3S D.

Four Jewels dungeon Level 6
XXXXXXXXXXXXXXXXX
X    X +  X   XXX
X*XX  *XX X X $ X
X  XXXXX     XX X
XX  ^ $ X XX +  X
XXXXXXXXX +XXXXXX
X     g   XX   gX
X-XXXXXXXXXXvXXvX
X   * $ * XX   gX
XXXXXXXXX XXXXXXX
X ggggggggggggg X
X XXXXX XXXXXXX X
XXX+XXX X X X X X
X-  Xg^XX$XvX$X X
X XX+XXXX X X X X
X $   g         X
XXXXXXXXXXXXXXXXX

Remember to examine a couple of times once you get to the corridor with 
all the gas traps.  You won't catch them all just after you turn left to 
go east.

First time through(from upper left:)
2E 4W 1N 1W 2N 3E 1S 2E 1N 3E 5S(of course there are two detours for hit 
points and gold here) 8W 2S 8E 2S 6E 4S 4W(go to the corridor's end if 
you need to stock up) 2N D.

Second time through(from far right:)
1N 3W 1S D.

Four Jewels dungeon Level 7
XXXXXXXXXXXXXXXXX
X $ *  XX $ XXXXX
XgXXXX g  XXX   X
X     XXX X g X*X
XXXXX+X*X-X XXX X
X $ -   X $ X  vX
XXXXX XXXXXXX XXX
X $ X +   XX^ X^X
X XgXvXX XXXXXX X
X X *  $ Xv X - X
X XXXXXXXXX XgXXX
X -  + g  $ X  XX
XXXXXXXXX XXXX$XX
X * +     X^   XX
X XXXX XX$XXXXXXX
X   -   X  $ v XX
XXXXXXXXXXXXXXXXX

This floor interacts with level 8 for a wicked little puzzle. Under each 
stairway down you have one of the guard jewels.  This is unquestionably 
the trickiest part of the map in the game.  Of course, you have to go 
back up to level six as well to get through here.

First time through, from the southeast stair up:
3E 2N 1W 2N 2E 2N U.

Second time through, from the central stair up:
(Note here that you actually go through FIVE times, but as you go up the 
same way you came down, I will not list everything separately.)

1E 2N 2E D/U(1st jewel) 3N 2W 1S 2W 2S 2W 3N 3W 1N 5W 2S 4E 5S D/U(2nd 
jewel) 1S 2W 2N 2W 4S 10E 2N 1W D/U 1E 2S 2W 4S 4E D/U.  Now you have 
the task of getting back to the surface alive...have fun!

Four Jewels dungeon Level 8
XXXXXXXXXXXXXXXXX
XX XX+XX X Xg* XX
X   *  X$X+X X +X
XX XXXg  X X$X XX
X     X XX X X  X
X X-Xg  Xg XXXX^X
X g   XXgX X $ XX
X XXXX     XXX gX
X +  ^X-XX X * XX
XXXXXXX  X^X XX X
X X -  X XXX X+ X
X$X XX X *   XXgX
X X  X XXXXXX   X
X-XX X   X   gXXX
X  + X*X XX+X XXX
XX+X   X g  X^XXX
XXXXXXXXXXXXXXXXX

Here you have four separate quests, one for each gem.  You go from the 
northesat to the northwest to the center to the southern part.

First time through:
1N 1W 2N 1E 1W(you probably need those hit points by now.) 1N 2W 2S 2N 
2E 3S 1E 1W U.

Second time through:
4W 4N 4E 1S 2E 2N 1E 1N 1S 1W 2S 2W 1S 4W 2S 4E U.

Third time through:  
7N 5S 3W 2S 1E 2S 4E 3N 2E 2N 1W 1E 2S 2W 3S 4W 2N 1W 2N 3E 2S U.

Fourth time through:
2N 2W 2S 3W 2N 2W 2S 2W 1N 3W 3N 3S 3E 1S 2E 2N 2E 2S 3E 2N 2E 2S U.

Now race back to the top and you're close to being ready to visit the 
final castle!

This is the end of the dungeon maps.

  CASTLE MAPS/NAVIGATION

    LEGEND

  ~ = water
  + = castle floor
  : = plain castle floor
  . = grass or, if inside walls(i.e. by a secret passage,) pure walls
 /\ = barriers
  p = pillars
  * = ice
  $ = chest(or part thereof)
  # = secret passageway--note that secret doors/walls are not shown
  L = locked door.  All doors can be opened with the stone key except 
the one in the upper left.  It needs the iron key.
  G = gas trap(lethal)

  Guards are not included in this map.

    COMBAT TIPS

    Like combat outside, inside combat does nothing for your quest to 
gain levels.  Combat is a consequence of looting a castle, so you want 
to minimize damage after you have looted chests.

    OK, combat and maps don't have a lot in common, but you need to know 
how to use the terrain(so to speak) for your own good.  Learning to 
maneuver will come in somewhat handy for the final fight, and besides, 
it's fun to kill a bunch of guards in the castle, even if they reappear 
the next time you enter.  It's a good barometer as well--if you can 
waste all the guards, you are ready for the dungeons.

    The first thing to note is that guards can only attack from one 
square away.  Therefore magic spells(by the time you get bows and arrows 
you'll probably be past Kelfor) are the best way to hit the guards.  
Maxing out fireball and magic bolt should help.  The second thing to 
note is that guards will try to attack you from a diagonal square so 
that you cannot strike back.  Fortunately you have advantages of your 
own you can put to light.  Often you will straddle a wall and force the 
guard to come in line with you, but otherwise you may be best off 
letting the guard hit you once as you line up.  He won't go off to the 
side.  The third thing to realize is that one guard is easier than many-
-in fact, two guards are three or four times as tough as one.  This is 
mainly because two guards can attack you twice in a round, but you can 
only strike back once.  So if you can isolate guards, that is good.

    The most valuable maneuver to learn is the feint to line the guard 
up.  The surest way to do this is to back into a corner of a dead-end, 
narrow hallway.  The other way to do it is to look for something like 
this:

U = you, * = them.

       **
     U  * 
    XXXX
    X
    X
    X

    Now you could run up and take chances that you'll kill the bad guys 
pretty quickly.  However, even better is to go left two and down two.  
Then the baddies will run around the corner and you can zap them with 
magic spells as you wish.  You won't always be able to do this and when 
you can't try to go up against a wall anyway--there are fewer squares 
for guards to occupy and attack you then.

    If you are truly in trouble the seeds will work in a pinch to make 
the guards oblivious.  Just don't rob anything on the way out.

    KELFOR CASTLE L. 1

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  To get through this castle you will need to re-enter a few times.  
However, if you want to get all the treasure, it's best to get a bunch 
of herbs and magic and waste the guards in one fell swoop.  The first 
order of business is to pick up the stone key in the upper left.  Once 
you do that you can be pleased with what you've done;  however, you can 
try to go east across the castle(veering southward) until you get to a 
lock which the key will work on.  Inside there are several on the plant-
-the part that spills over the barrier is where you should examine.  Eat 
a seed and the guards won't be after you.  Then directly to the north 
you'll find a secret door where the tulip lies in a treasure chest.  
Pick it up and use the seeds again if you are low on hit points.  You'll 
also want to visit Casandra the Temptress who is through a locked door 
to the west after you circle up/left/up/right.

  The seeds can be re-taken in their original room if you run out before 
you enter the castle.

  To cross the river at the top you need to complete the pirates' cave 
and get the magic ice from the caretaker.  However, to get through the 
pirates' cave it's best to have looked through this castle first.  Once 
you use the ice you can drop down to level two.  If you are trying for a 
quick walkthrough I really recommend you have seeds when you do so as it 
will save a lot of drudgework fighting.

    KELFOR CASTLE L. 2

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  You might want to knock about one time through this place in order to 
make sure you can take out all the guards.  However you will usually 
want to have a ready supply of seeds if you need to come back again, 
which you probably will.

  The passage is pretty clear until you go south and have a choice 
between east/north and south.  The first order of business is to go 
west/north and to conquer the "spiral room."  This requires not being a 
klutz.  You'll want to avoid the fuzzy squares and stay on the floor.  
Doing so teleports you north, and you can go back south and leave the 
room.  The chest in the northwest contains the copper key.  Now you can 
go back to the branching you saw before.  There's a locked door to the 
south but you can't really deal with that your first time through.

  Take the passage tending south and first go to the west.  The iron key 
will open the door so use it.  Then going directly west from the center 
of the door you will open a secret passage.  Get the chests behind 
there, where you will find the brass key and a nice heap of gold, and 
use another seed if you have to.  Get out the same way.  Those weird 
squares are gas traps that will kill you.  It won't be immediate, but 
you will lose hit points at a faster rate than you can regain them with 
healing herbs.

  From here go east and use the copper key on the door to the east.  
Inside there is the Wizard of Potions who gives you five endurance and 
36 dexterity in a potion for a mere 2500 gold--the dexterity is 
regardless of if you have played the Dexterity Game at towns.  Then go 
up through the other door and you will find a turquoise coin behind a 
door to the right, which you need a copper key to open.

  The second time through, go back to the door you couldn't open before.  
You'll need to SPEAK to do so as using items won't work.  Just talk to 
the person there and he'll give you tattoos only the guardians can see.  
Note that you must use the turquoise coin at the appropriate exhibit so 
that you "know" the password.  Then get out of Kelfor--you're through 
with it!

  Because you must get the turquoise coin and use it at the museum you 
have to go through this level twice.

    NO MAPS, BUT TIPS FOR THE FINAL CASTLE

  Although this last part is rather linear, that is the only easy thing 
that can be said about it.  Get ready for the fight of your life, 
cliche, blah, etc.  You will want to have 40 healing herbs, 99 fireballs 
and bolts for this one.  You'll also need the 4 guard jewels.  First 
just walk into the fortress via the moving walkway.  There's nothing you 
can do but be captured.  This will move you south of the walkway.  Speak 
at your cell and beat up the guard when he comes over.  You'll get a 
broadaxe and be able to open the cell.  Use the magic ice on the water 
to freeze it(you can't open the gate) and beat up any guards in your 
way.  Just past where you got captured, there's a room containing a 
chest that has armor.  This is the only stuff you'll get, but the armor 
has similar effect to magic seeds(which don't work here.)  Walk past the 
guards but don't attack them.  You won't have to blow your cover for 
quite a while.

  Eventually you'll get to a place where guards are blocking your way.  
You'll have to attack them.  Stand by the wall, north of the rightmost 
one.  Cast a magic bolt at him and move right one square.  The guards 
will move toward you one at a time, making your life considerable 
easier.  Eventually a few guards will be hanging back but move three 
squares left to get them to single-file towards you.  You should soon 
reach the first compendium scene.

  In the first compendium scene, you'll be frozen and will need to use 
healing herbs to regain use of your legs.  The secret door is in the 
right and clearly visible.  Go through it and eventually the passage 
will become one-way.

  Your next big fight pits you against two rows of three guards.  Go to 
the north edge so that you only battle two at a time and be sure to use 
healing herbs when necessary.  Then go south and you should see a 
formation of five guards in a U.  Use magic blasts until the three 
bottom guards are dead--you should have enough.  Then run through and 
take a few licks from the remaining two until you dispatch them.  Go 
further west until you see ten guards below you.  This one is really 
tough and you should use up ALL BUT ONE of your magic blasts(not 
necessary, but this finesse will save you a bit of trouble later--it can 
provoke guards into moving toward you.  At any rate, do not fire away 
too carelessly as if you lose track of how many spells you have left and 
are constantly typing M[agic]-F[ireball]-[down arrow] you may wind up 
running into the guards, which is extra bad with hit points at a 
premium) before heading into the maelstrom.  Once you do start attacking 
to the LEFT.  There are fewer guards over there and eventually a vaccum 
will be created over there, leaving you with a lot fewer attacks to deal 
with each turn.  Then wipe out the guards below you.  Then focus on the 
guys to the right.

  All right, deep breath time now.  It's time for the second compendium 
scene.  Walk up to the water.  Stay on the left of the three squares 
adjacent to it.  Use the magic ice on it(note--if you have all the items 
but have used up all magic seeds then you can use item 9--ice-9, get it?  
Sneaky Vonnegut reference?  Ah, heck, never mind.)  Now hold the guard 
jewels, go down, and use them when adjacent to the compendium.  
**BOOM!**  It's disabled.  Be sure to heal yourself(another finesse here 
is to move left and down to be closer to the warlord when he appears) 
before taking it and then, with the warlord attacking you, move left to 
the wall and down.  Use the herbs when needed and stumble through the 
secret door behind where the warlord was.  Don't worry about the time 
warning.  Although the edges of the controls change from blue to orange 
near the end you can wait for more than five minutes before the place 
goes -kaput-.

  Now there are a few more fights before you are home free.  Most of 
them pit you against one guard, which is easy enough, or two, which may 
cause slight vigilance with regard to your hit points, but I will focus 
on the two major battles and the DIRECTIONS OUTTA HERE.  Generally 
you'll want to go up if you can and then right if you can.  First, 
however, there is a tough fight where guards sit and block.  Go along 
the south wall, then attack down and right, using the same logic as in 
the ten-guard fight above.  You want to open the void below so you 
aren't attacked as often, especially since as you may notice you are 
getting short on healing herbs and need to save hit points.  Then 
right/up until you are at a bend where you can only go down or left.  Go 
down and ignore the first passage to the left.  Then turn left when the 
hallway bends and go down and right.  Down and left again, going up when 
the passage branches, and left to the final battle, although you will 
need to dispatch a 2x3 convoy to get there.  Again, you can use the top 
wall as a place to stay.  Use that final magic blast if you still have 
it to provoke the guards.  Then carve 'em up while facing as few at a 
time as possible.  Leave the fortress to the left and down and return to 
the museum.

  From there the instructions are pretty easy.  See the caretaker, visit 
the new exhibit, return, and you've won the game!

  MUSEUM SCRIPTS

    ****"FREE" EXHIBITS****
(Welcome exhibit:)
Welcome, noble traveler, to this Galactic Museum on the planet of 
Tarmalon.  The Museum provides views and gateways to many fascinating 
aspects of planetary life.  Use standard coins to view exhibits.  Please 
do not give away coins, or feed the Tarmalon natives.  Have a nice day!

    ****JADE COIN EXHIBITS****
(Weapons exhibit, 1st time)
Eons ago, nomadic warriors roamed the planet Tarmalon.  They hunted and 
fought with stone knives, much like the one you see in this exhibit.  
This knife is primitive - but effective.  As a Museum patron, you may 
take it for as long as you like.  The knife is now in your inventory.

(Weapons exhibit, 2nd time)
As Tarmalon culture advanced, weapons developed a ceremonial importance.   
In this exhibit you see the famed staff of sacrifice.  It was used to 
coronate kings.  Although intended for ceremony, the staff is actually 
bladed for combat. As a Museum patron,   you may use this weapon for as 
long as you like.  It is now in your possession.

(Thornberry exhibit:)
This exhibit shows a typical Tarmalon town called Thornberry.  The town 
was established over 100 lifespans ago by a group of wealthy merchants.  
Thornberry has changed little since its founding.  The rich and the poor 
still live on opposite sides of town separated by a massive stone wall.  
Despite its inequity, Thornberry is a bustling community, containing 
shops, craftsmen, banks, and places of amusement.  Here's some gold to 
spend on your trip.  (+300 gold)

(Fountain exhibit:)
Here you see a replica of the famous enchanted Flower Fountain.  Legend 
says that its waters once flowed in splendor.  One day a tulip was taken 
from the Fountain gardens and the Fountain waters stopped.  The stories 
say that only when that flower is returned will the fountain flow again.  
Myth or fact?  Judge for yourself.  In either case, the Museum has 
agreed to help search for the Tulip.  Bring the Tulip back here for a 
nice reward.  Meanwhile, here's some native gold to aid you in your 
search. (+100 gold)

  (tulip returned successfully:)
Thank you for returning the Tulip! dAs a reward, Charm:  +10

    ****TOPAZ COIN EXHIBITS****
(Native currency exhibit:)
Different planets have different treasures.  On Tarmalon, as on many 
planets, the scarcity of GOLD makes it exceedingly valuable.  Here you 
see the Museum currency room.  It contains a small but noteworthy 
portion of the planet's wealth.  You are welcome to a sample.  (gold 
+xxxx)

(Pirate treasure exhibit:)
Tarmalon's deep ocean waters are so turbulent that few trading ships 
ever venture far from shore.  Yet, long ago, the oceans were calm and 
ocean travel flourished.  As time went by, pirates came to rule the 
seas.  They preyed on helpless vessels, taking gold, weapons, armor and 
supplies.  Their treasures were stored in deep caves on remote islands.  
This booty was guarded by paid soldiers and by animals bred for their 
ferocity.  When the oceans became rougher, many of the caves could no 
longer be reached.  In this exhibit, you see the entrance to one such 
cave.  The wealth stored within is enormous.  The pirate's lair is 
located in a chain of islands called the Three Sisters.  You will be 
transported to the largest island.  From there, you're on your own.  The 
pirate's lair has many levels.  At the very bottom, it is said, lies a 
priceless SAPPHIRE!  (If you go there, the "ivory arches" to the right 
teleport you right back to the museum.)

(Juton bush exhibit:)
Planet natives believe in the curative power of a variety of healing 
herbs.  However, the effectiveness of these plants has never been 
verified by Museum personnel.  This display contains a Juton bush. 
According to lore, its fruit increases the power of other native 
herbs.While this claim is doubtful, the fruit is really quite tasty.  
You may sample one.  (allows you to buy healing herbs)

    ****AMETHYST COIN EXHIBITS****
(Stones of Wisdom exhibit:)
Stones of Wisdom is probably the most popular bar-room game on Tarmalon.  
It is not only fun, but said to help develop a player's intelligence.  
(offer to play for 50 gp)

(Tapestry exhibit:)
This giant tapestry is actually a map of the planet Tarmalon.  It's the 
only remaining world map made by Tarmalon natives.  This Museum is 
located in the north- east portion of the main continent.  Baron 
Kelfor's castle is on an island in the major inland lake.  Near the 
bottom left of the tapestry, you can see the chain of islands called the 
THREE SISTERS.  A large pirate's lair is said to be on one of these 
islands.

    ****SAPPHIRE COIN EXHIBITS****
(The Test exhibit:)
The underground catacombs of Armak are infamous for their twisting 
passageways and deadly monsters.  To venture there, it is said, is 
almost certain death.Yet, for many years,   the rulers of Tarmalon have 
cast their best knights into these dungeon depths.  Only a few ever make 
it back to the surface.  Those who survive become tougher, fiercer, and 
wiser.  They emerge virtually unbeatable in battle.  You now face the 
same test, for in a moment, you'll find yourself at the very bottom of 
Armak.  The way out lies far above.  The risk is great - <the PAYOFF is 
GREATER!!

(Lost exhibits:)
As you well know, some exhibits in this museum can be deadly,  but you 
haven't even seen the most dangerous displays.  Many years ago, the 
innermost section of this museum was blocked off.  Some exhibits found 
there were just too dangerous.  Museum insurance rates were 
skyrocketing!Since you have succeeded where many others have failed, 
this part of the Museum will be open to you from now on.  Perhaps you 
have a chance.   Probably, you don't.

(Guardians exhibit:)
Legends say that 13 great wizards once ruled Tarmalon, <but that little 
of their power remains.  Those who escaped death and treachery 
ultimately succumbed to the ravages of time.The wax figure before you is 
the Wizard of Arovyn.  His power largely gone, he is said to be 
imprisoned deep within Kelfor castle.  Only the pass-word 'guardians' 
will open his door.

    ****RUBY COIN EXHIBIT****
(Guard jewels exhibit:)
This exhibit shows the gateway to Tarmalon's most dangerous dungeon.  It 
is largely this exhibit which caused the inner section of the Museum to 
be closed off to casual explorers.The Museum has not charted this 
dungeon, 2and has little knowledge of its contents.  We know primarily 
that nobody has yet emerged alive.

    ****DIAMOND COIN EXHIBIT****
(Pegasus exhibit:)
This magnificent beast was found frozen to a high cliff near the 
Museum.Locals say that PEGASUS stood alert for over a lifespan - dpoised 
as if ready to fly.  Finally, the magical animal succumbed to the bitter 
cold.  Suddenly, the ice covering PEGASUS cracks apart!  The winged 
horse looks at you with probing eyes, Pand then lowers one wing, as if 
asking you to climb on.%


(At the junction past the weapons exhibit:)
Your gold bracelet glows.  A strange voice sounds inside your head... 
,Do not be alarmed.  You are just hearing my thoughts, as recorded by 
the bracelet.  Since you are now wearing my bracelet, I must be dead.  I 
therefore charge you to continue my mission:  to neutralize the evil 
Scroll of Spells before it destroys everything!  You see, the leather 
Scroll you now carry is the immensely evil Wizards' Compendium.  Since 
it cannot be destroyed outright, you must learn how to render its magic 
harmless.  BEWARE!  There are those who would think nothing of killing 
you in order to possess the magic Compendium.  There is little more to 
tell.  By now, you must be inside the Galactic Museum, your entrance 
gained by the bracelet and my obsidian code-disk.  This museum was built 
by a race of ancient beings, who constructed many such museums on many 
different planets.  These ANCIENTS designed each museum for their own 
amusement.  If you're clever, you'll find many answers here.  Yet, since 
you're not one of the ancients, you'll have to scrounge around the 
countryside for coins to view exhibits.         REMEMBER YOUR QUEST.  
Good luck.

  ****THE MUSEUM CARETAKER****

  (The caretaker has a lot to say.)

(First time you meet him:)
--WELCOME TO OUR MUSEUM!  I am the Museum Caretaker.  PAlthough my 
influence outside this museum is limited, I'll provide you with help and 
information whenever I can.  Right now, you should explore the world 
around you.  Feel free to use the Museum exhibits or, if you'd rather, 
use the doors to go directly outside.

(After getting level three:)
Perhaps you are now strong enough to help me.  Long ago, two priceless 
specimens were stolen from the Museum: The jewelled Crown and Scepter of 
MANCELLA.  Although Museum policy will not let me recover them, perhaps 
you would like to try.  I don't know where the Crown and Scepter are, 
but I have a key which should help you.  Naturally, there's a reward.

(The caretaker asks if you will go on the quest.  No harm if you don't 
as he's persistent, but if you accept after getting level 3:)
Here is the key.  If you find the Scepter and Crown,   please bring them 
back to this exhibit.
(you get the iron key)

(When you get the scepter:)
Congratulations on finding the Scepter!  While you were away, I 
discovered one more thing about the Crown.  It is stored far away from 
the castle, deep underground.  I'm glad you've found the Crown!

(When you get the crown:)
I've discovered one more thing about the Scepter.  It is hidden 
somewhere on this continent.

(When you get both:)
THE SCEPTER AND CROWN!  This is truly a great day for the Tarmalon 
Museum. I want you to have this MAGIC ICE.  It may help you someday.  It 
works best inside.  (trade scepter and crown for magic ice)

(After you get level 4(?):)
I have disturbing news.  A merchant in Big Rapids has been killed by 
marauders from across the sea.

(When you get level 5:)
Laingsburg is under attack.  Rumor has it that the Wizards' Compendium 
is behind it all.

(When you get level 6:)
The healer in Holy Point is now missing.  I fear that the entire planet 
is in great danger.   If you don't recover the Compendium soon, all will 
be lost.

(After scroll is stolen:)
I've heard that your magic Scroll was stolen.  My sources say that it 
was sold a few days later on the black market.  Your stolen Scroll must 
be important!  I hear that it has been sold to a powerful and cruel 
warlord.  You will need to gain strength and wisdom before you can 
recover the Scroll.

(When you get level 7:)
The evil warlord is apparently using the Wizards' Compendium to create 
powerful spells of destruction.  The warlord lives in a fortress far 
across the sea.  It is said to be very difficult to reach.

(If you haven't done much since the last time checked:)
You must do more before I can help you again.  You may use the Museum 
exhibits or explore the lands outside.  Thank you and good luck.

(Once you've returned with the compendium:)
You have shown bravery against all odds.  You have revealed selfless 
dedication in the face of adversity.  By my power as Caretaker, I award 
thee the Galactic Medal of Honor!!!  This medallion, the Museum's 
highest honor, has been awarded to only a handful of explorers across 
the galaxy.  Wear it with Pride!!

and now,   allow me to present our newest display...  
This Wizards' Compendium was crafted by Tarmalon wizards millenia ago.  
It has just returned to exhibit, after mysteriously disappearing several 
years ago.  During its absence, this Scroll was used to cast evil and 
powerful spells.  The Scroll was recovered, and is now confined to this 
exhibit by four special guard jewels.  Until now, this museum has 
considered all magic a hoax, dbut the leather Scroll's abilities are 
stunning, proving the power of Tarmalon magic.
        THE WIZARDS' COMPENDIUM!              Tarmalon is saved!
Never again will my people ignore the power of this evil device.  With 
the help of the four magic jewels, it will be guarded night and day.
You have succeeded against all odds. dHow one person came to possess 
such strength, courage, and wisdom, I shall never know.  Tarmalon is 
forever in your debt.  Please look at the Ancient Artifact exhibit and 
then return here!

  CHEATING

    I have already mentioned the Blackjack and Flip-Flop cheats with 
save states for the Apple.  Save states are also very useful in dungeons 
where the usual save state feature does not work although they are not 
as thrilling as you'd hope a cheat would be.
    For the PC, I had started to whip up a list of cheats, but the game 
documents section of http://www.legacyoftheancients.com is really more 
comprehensive than I'd ever hope to be.  I recommend the AXE hex editor 
from kahei.com to do this.

  BUGS

    In the final castle, after you are imprisoned, you speak at the door 
and the guard says "Shut Yer Trap."  Attack him, kill him, and speak 
again.  "Shut Yer Trap."  Oops :).
    Land monsters can appear in the sea occasionally, if you are on a 
boat next to the shore.

End of FAQ proper

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

VERSIONS/CREDITS

1.0.0:  Sent to GameFAQs 10/22/2001, which is almost a palindrome.  In 
fact, 10/22/01 is.  Town text is OK and there's a basic walkthrough but 
I still need more town details, namely lenders, banks, prices, locations 
inside a town, combat school types, prices for selling/transport/healing 
and for items in general.  Also need to clean up the letter cycle and 
terrain/food use.  But the FAQ has a lot of meat as it is.

www.theunderdogs.org for a cool site and the PC download of the game, 
which allowed me to parse game data more efficiently.
www.legacyoftheancients.com for doing its part as a unique specific site 
that keeps "retro" awareness alive and for having unique information of 
its own, including more PC/character saved game hacking than I was able 
to figure out.
www.kahei.com for the wonderful AXE hex editor which allowed me to map 
places, which saved me time in the walkthrough and helped make my FAQ 
more comprehensive with relatively less effort.  As this was a 
particularly tricky FAQ I am especially grateful in this instance.