Gemstone Warrior(Apple) FAQ
Version 1.0.0
by Andrew Schultz(schultza@earthlink.net)

Disclaimer:

Please do not reproduce this FAQ for profit without my consent.  It was 
NOT easy to make and is part of my effort to help preserve the memory of 
old Apple games.  I'm a little surprised this game had no walkthrough 
and hope to rectify that here, and if you'd like to add it to your 
website, send me a polite e-mail referring to me by name asking for this 
FAQ specifically.  Thanks!

Gemstone Warrior is copyright 1984 Peter Lount and Trouba Gossen and 
SSI.  I am not affiliated with them in any way.

I'm pretty sure this FAQ will work for the Commodore and Atari 8-Bit 
versions of this game too, but I have very little proof of this.

Gemstone Warrior GIF maps coming soon!  Watch the space with 
http://members.fortunecity.com/cartographics/gemwar.htm.

**AD SPACE**

Visit my home page...
http://www.geocities.com/SoHo/Exhibit/2762
Or better yet my maps page for classic game stuff...
http://members.fortunecity.com/cartographics

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

INTRODUCTION

STARTING OUT

WHAT THE ITEMS DO

CROSS-ROOM MAPPING

COMBAT

WALKTHROUGH--NAVIGATING THE VARIOUS AREAS

  ROOMS 0-6

  ROOM 7

  ROOMS 8-29

  THERE IS NO ROOM 30

  ROOMS 31-43

  ROOM 68

  ROOM 69

  ROOMS 70-79

  ROOMS 59-68

  ROOMS 44-58

  ROOM 7 AGAIN

  ROOMS 0-6 AGAIN

ROOM-SPECIFIC INFORMATION

SCORING

ENDING THOUGHTS

VERSIONS AND CREDITS

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

INTRODUCTION

  Gemstone Warrior is a game that can make you feel very stupid very 
fast.  It's a simple precept with the same maze every time, but it's not 
at all easy to get anywhere in it despite the lack of hidden dead ends.  
You basically progress through certain areas, go to a random area where 
you pick up pieces of the Gemstone, and get out.  Along the way there 
are some really annoying monsters, and of course there is a time limit 
as well.  Although there are beginner, normal and expert levels, I found 
beginner to be quite enough, as some of the twists could be considered 
arbitrary and unfair.  This game is a bit like hot sauce;  you're sure 
you can handle something a little tougher "this time," but after a small 
experience, you may be in over your head.  The difficulty to concept 
simplicity ratio here is high.

  I have to warn you that this FAQ will tell you the way through the 
maze, and I also strongly recommend using an emulator if you just want 
to win the game.  There are a lot of mistakes to be made, and I used one 
to write this FAQ--see the very end for places you can find the image.

STARTING OUT

  There are a few things to learn that will aid your quest greatly.  
Mastering the controls is implied, especially the ability to run, which 
will save you time to no end.  Combat is heavily tied up in this;  once 
you learn how best to use diagonal shots or scroll quickly through 
enemies to loot their items, you will gain serious advantages.  You will 
at least need to know how to run away if not to defeat your opponents;  
you are faster than your opponents even if they are more numerous.  
Mapping is also somewhat important although this document provides a 
complete world map.  You'll need some rudimentary knowledge of the items 
and should not be afraid to experiment as even if an item is bad for 
you, you'll probably have gotten killed quickly in any case.
  Of course, it's too much to expect that you'll get terribly far at the 
beginning, so you'll need a few games to crash around.  If you wish to 
do rudimentary mapping, run at all times you can't hear ticking noises 
that tell you monsters are near, and REMEMBER CTRL-F PAUSES THE GAME.  
Otherwise you will wind up dead while six amoebae are bouncing around 
you.  Being dead is bad because even if you wind up going straight to 
heaven you leave the land open to be routed by demons through your sloth 
and selfishness, and it will be harder for people to be good and go to 
heaven under their rule.  Or something.

WHAT THE ITEMS DO

  I haven't really played around enough with these to give a full 
evaluation.  Some you use with the / key, some you (P)ut if only to get 
rid of them.  They aren't all useful, and they are not necessarily 
critical to the game, but you should have a general idea.

  White potion: leaves you on the edge of death
  Green potion:  takes away life
  Purple potion:  heals you fully

  Crystal ball:  destroys all enemies within the vicinity

  Scroll:  projects you as a skeleton

  Cup:  partial healing

  Book:  Cures poison

  Skull staff:  protection(?)

  Horn:  allows resurrection(?)

  Flower:  I don't know
  Bent Dagger:  I don't know.  (P)ut it to throw at monsters?
  Dice:  Seems to put a bubble around you--protection?

CROSS-ROOM MAPPING

  Rooms stay the same in relation to each other with one exception(see 
the walkthrough.)  You can't rely on room colors to tell you where you 
are, as each room's color is randomly determined the first time you 
enter it.  Natural cave-style rooms generally have solid or stripe 
prints;  squarish rooms may have tricky designs like cross-hatching.  
Remember that there are a few critical rooms that can be counted as 
checkpoints, and passages loop around more than you will think.  Also at 
each checkpoint the maze may get progressively harder as twists are 
added.  In general, you can identify rooms by where their exits are, and 
you can be confident that no group of rooms between bottlenecks is 
larger than twenty.  So if you want to draw your own maps, don't make 
the rooms small.  Treasure is placed randomly in each room, and so are 
monsters.  However, you can't double back to rid a room of monsters--
tripling back(go through two rooms and return) seems to be okay, though.

COMBAT

  Hmm, now this is tricky and important.  Conventional weapons seem to 
work OK as long as you can keep your distance.  In general, that allows 
you to knock off monsters before they touch you, and it seems to do more 
damage too.  Also note that not all monsters come at you straight on, so 
diagonal shots are extra effective.  In general you never want to run at 
a monster, and if you are engaged without being trapped, you may want to 
move away, turn around, pause and fire.  You can't spin around, fire 
quickly and continue to run like in some bad western, though.  Also, 
don't be scared to run, as there are no experience points, and your 
object is to get the Gemstone.  Remember too that if you run out of 
arrows the only way to find more items is to rummage in a treasure 
chest(the fireball bow incinerates enemies and their treasure, and if 
you run out of shots for THAT, you better have a crystal ball of 
annihilation, which leaves corpses) so even when searching through 
enemies seems like a task and you usually have enough arrows, you need 
to remember to look for treasure.  In the beginning, treasure will be 
great, then you'll probably overcompensate for survival.  The two work 
off each other, though.
  You also want to use the natural scenery to protect yourself.  If 
there is an island blocking your way and you see enemies on one side of 
it, you can get in position so that you're looking over it horizontally.

  FIREFLIES:  They are a bit quicker than their compatriots but require 
fewer hits.  They're also annoyingly small, so you want to line them up 
horizontally.
  SPIDERS:  you know they've poisoned you if your life bar turns blue.  
Pick them off from a distance, and because they're so huge(thickest and 
tallest in the game,) shooting diagonally is a bonanza.
  AMOEBAE:  they should perish with one hit, and you want to nail them 
quickly or they will reproduce themselves.
  EXPLODING BLOB:  this will walk up to you and explode, which is 
annoying, and if you try to shoot it at close range it will blow up and 
do you damage.  However, it can also take out other bad guys close by.
  SKELETONS:  annoying to deal with from above or below because they're 
so thin.  Run away to a horizontal passage to make them easier.  Two 
hits from afar should get them.
  GHOSTS:  slightly more annoying than skeletons, but easier to hit on a 
diagonal because they're thicker.
  SMALL EYEBALLS:  use the fireball bow on them, but on beginner level 
you shouldn't have to face them unless you dawdle or forget what CTRL-F 
is for, as they only appear if you wait in one position too long.
  DEMONS:  run away from them and, if you must satisfy your machismo, 
use the fireball bow twice to kill them.  The crystal ball of 
destruction will also work well.

WALKTHROUGH--NAVIGATING THE VARIOUS AREAS

  In general, I will try to provide compact text maps.  Numbers indicate 
the rooms as they appear in the disk image.  I'll try to give minimal 
details about what the rooms look like but hopefully if you get lost you 
can find out where you are by poking through the exits.  Sometimes I 
will use # as filler for a room, and / \ | - are all used for lines 
though < and > indicate one-way doors.  Occasionally I'll put 
parentheses around a room to show that the map doesn't follow a 
perfectly logical linear pattern.  Rooms also are not really drawn to 
scale but rather as they will fit the text area.  Exits may also not be 
in the same position as you'd expect from the game but they are in the 
right direction, and if there are two in the same direction their order 
is preserved.  Winding links are there just so rooms that should be 
connected are.  They have no special significance.

  ROOMS 0-6

  Here is where you start out.  It seems you can start out in any of 
rooms 0-5, and you will want to remember where you came from so that you 
don't panic at the end and die searching for the portal.  This is the 
only part of the game with dead-end rooms, but it is so small that they 
are really trivial and there is only one way to go.  Of course, you want 
to head for room seven here but are never more than three rooms away.  
You'll probably get killed a few times before you get to room seven 
anyway, so take the time to familiarize yourself, learn the right way to 
enter doors, use the scenery as a potential shield, and dig through 
treasure efficiently.

    0
    |
    |
 1--4###
    |  |
    |  |
 2--5--6--7
    |
    |
    3

  ROOM 7

     8
     |
     |
  6--7??

  There's something behind the door that won't open, all right.  You 
won't have to worry about that for a long time.  No item you can find 
will open it and frankly this is a bit off-putting("What do I do?")  
Still it cleverly makes the game more difficult and less repetitive.  
Don't worry about the door and move on to the next sequence.

  ROOMS 8-29

  LLLLEEEETTTTSSSS get ready to rumble!  Your first real choice appears 
in room eight, and either way is the best.  My personal preference is to 
keep low and to the right through this sequence as you'll have to cut 
through fewer rooms.

  New stuff in this area:

    Dungeon rooms, with smooth walls.

    Oddly shaped rooms, which are disorienting.

  Recommended order of walkthrough:

  8, 10, 11, 13, 14, 16, 19, 21, 23, 25, 27, 28, 31.

            15#########---17------20
            |         |    |      ##
            |         |   18      ##
            |         |    |      ##
       12#########   16---19      ##
       |    |    |    |    |      ##
       |    |    |    |   21--22--20--24
  9#####---11   13---14    |          ##
  |        ##---##         |          ##
  |        ##        26---23----25----24
  |        ##        ##          |
  8---10---11        ##         27
  |                  ##          |
  |                  ##         28----31
  |                  ##          |
  7                  26---------29

  THERE IS NO ROOM 30

  That's how my parser interpreted the rooms, and that's how it'll stay.  
But it's how I kept track of the rooms, so that's that.

  ROOMS 31-43

    This one is a bit frustrating as the map pretzels about itself for a 
bit.  A west-west-south loop through rooms 31-34 means that judging 
distance you've walked to see which room you'll get to is utterly 
useless.  However, this is shorter than the first area, and once the two 
pretzels are discovered and decoded you will approach the gates of the 
old temple.  You may do it sooner if you are lucky as it's not necessary 
to pass through them.


  New stuff in this area:

    Map warping with "pretzel" rooms.

  Recommended order of walkthrough:

  31, 34, 36, 37, 40, 43, 68

  69   (38)           31--------32-(34)
   |   |               |        ##
   |   39####    (32)-34     33-32
   |        |         ##     ##
  68   40####-37-36##-##  38-33
   |   |    |     | | ##   |
   |   |    |     | | ## (39)
   |   |    |     | | ##
  43#### 42##     | | ##
      |    |      | | 34
      |    |      | | |
      |    |      | | |
      41####---35######

  ROOM 68

    We-e-e-ll!  Another door locked shut to the left.  There's a huge 
gate to the north that hides the toughest and most random and annoying 
part of the game, and that is your only alternative.  Enter in the 
center and get crackin, pal!

  ROOM 69

    Take a close look at this room.  Remember its color and the door you 
plan to exit from.  Also remember the room you exit to(see below for a 
list of descriptions) and after you've recovered the gemstone, leave by 
the same exit you came in.  It's the only sure way to get back to room 
69.  Once you're back, go to room 68.

  ROOMS 70-79

    These rooms are randomly slung together.  The five parts of the 
Gemstone are contained in random chests, so you'll want to ransack each 
room you enter.  As you'll want to check the identity of the first room 
you enter(it is determined randomly, of course.)  Even loot seems to 
appear randomly.  Always loot a room after you enter it.

    If you get stuck, simply make a chart of all the rooms you've 
visited and the exits you've taken.  Take a different one each time you 
enter a room and eventually you'll get back to the room adjacent to room 
69 in your version of the walkthrough.

  You know you have the gemstone when all five parts are there in the 
middle right of your display;  the white center and the green, orange, 
purple and blue quarter-circles.

  New stuff in this area:

    Almost total room randomization, although you can return to your old 
room the way you came.

   Chart/descriptions of rooms--check passages you've taken and circle 
the one that will get you back.  Print the chart out below for 
scratchwork as you may need it.

  | N| S| E| W|
--+--+--+--+--+
69|  |  |  |  |
70|  |  |  |  |
71|  |  |  |  |
72|  |  |  |  |
73|  |  |  |  |
74|  |  |  |  |
75|  |  |  |  |
76|  |  |  |  |
77|  |  |  |  |
78|  |  |  |  |
79|  |  |  |  |

You can even fill in the room that each passage goes to, but that 
information seems to get overwritten.

  ROOMS 59-68

    Wouldn't it be nice if you could go back the way you came?  Well, 
actually, the door you went through is locked, but guess what?  The door 
that was locked is now open!  This part of the map doesn't actually seem 
to bad, but if you're playing on beginner level, some ugly ol' Demons 
are chasing you, and you'll need to outrun them or use your fireball as 
the damage you take is hardly incidental.  Also after smooth sailing 
there are some unexpected hiccups.

  New stuff in this area:

    Doors that direct you to the same room

    One-way doors

    Nasty ugly monsters

  Recommended order of walkthrough:

  68, 67, 66, 65, 64, 63, 61, 58

          68
          |
          |
          67
          |
          |   58--59--60
        ##66  ##   |   |
/---\   |     58  62--60
|   /   |      |   |   
\-64<-##65    61--63->63
    \             ##
     -------------63

  We're not showing all of 58's exits as the ones needed for progress 
will be explained below.

  ROOMS 44-58

  This is not really so bad.  Again, it's relatively short, and there's 
nothing new except a quasi-teleport that may spin you around a bit.

  New stuff in this area:  quasi-teleporter.  The doors in 56a move you 
between each other.

  Recommended order of walkthrough:  58, 56, 54, 52, 49, 47, 45, 44, 7

      50------48--46--44
      ##              ##
      ##              ##
  51--50--49--47--45--44
  ##       |          ##
  ##       |          ##
  ##       |       7--44
  ##       |
  ##       |
  ##       |     a56--58
  ##       |      ##  ##
  ##       |      ##  ##
  51------52--54--56a ##
           |          ##
           |          ##
          53--55--57--58

  ROOM 7 AGAIN

  Oh look, that's what that door was for.  Go left.  If you want, test 
the door going up to see that it is now locked.

  ROOMS 0-6 AGAIN

  Even if you've forgotten where the portal was, it should not be too 
hard to find.  All you have to do to enter it is to step on it.  Enjoy 
the end screen but don't ask to continue unless you are very brave.  
You'll have to do things over again, but they'll be a bit tougher.

ROOM-SPECIFIC INFORMATION INCLUDING ICON DIMENSION

  This noncritical information will come in a very possible later 
version of the FAQ.

SCORING

  On beginner level, you get points for treasure you pick up, and you 
get that doubled plus 40000 points if you return with the Gemstone in a 
reasonable amount of time.  I scored 166000 when I solved it first, but 
you have the option to play on.  I think each piece of the gemstone gets 
you 10000 points.

ENDING THOUGHTS

  Duhh, none yet, but they're somewhere in my brain.

End of FAQ proper

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

Versions/credits:

1.0.0 11/3/2001 sent to GameFAQs.com with a beginner walkthrough and 
some information on fighting.  I suspect the expert walkthrough requires 
more accurate command of the controls as the map is still the same.  
Parts are incomplete, but there's enough to solve the game.

asimov.net for having this game.  Incidentally Peter Lount has a copy of 
the disk image on his own website so you can probably feel extra un-
guilty about copying this.

DJGPP.com and kahei.com, the usual suspects, who allowed me to analyze 
bytes and write/compile C programs to process information, respectively.

The Village People, whose songs "Macho Man" and "In the Navy" kept my 
spirits up through various frustrations with this game.  There's another 
song I can't quite remember too...