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Навигация

Читы для Hexplore

Чит-файл для Hexplore

Hexplore

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Heliovisions Productions
Издатель:Infogrames
Модель распространения:розничная продажа
Жанры:Action / RPG / 3D
Похожие игры:Diablo, Silver
Multiplayer:(4) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
jbryer@sfu.ca
copyright 1998

This guide may be freely distributed only if the entire guide is intact. You may
post this (in whole) on a WWW site or an ftp site. I would ask that you send me
an email with your URL, so that I might inform others of where to get a copy.
The newest version can always be obtained by emailing me. If emailing me for a
copy, let me know if you wish your name to be placed on a list to automatically
receive new versions when I release them. You may NOT use this guide as a basis
for your own guide (format or information contain herein).

Introduction

This guide is intended to be a comprehensive reference guide/walkthrough for the
role playing game Hexplore from Infogrames and Heliovision Productions. Be
warned, if you do not wish to spoil aspects of the game then do not read this
guide. You may only want to refer to the Appendices for general reference
information.
The individual chapters contain much information that can be found by exploring
(that's what I'm having to do to generate this guide). These chapters are useful
if you are stuck trying to complete a chapter or you just really want to know
where that last chest or blue flagstone is.

Hexplore is divided into a series of levels or chapters (as they are referred to
in this guide). This guide is organized as follows:

  The Adventuring Party - information about the various characters who can be a
member of your party. Also includes information about character levels.

  Chapters -  information about each of the individual chapters of the game.
Subdivided as follows:

 	Layout of the Land:  names of the individual maps and descriptions of the
areas and entrances contained within the maps.
	Walkthrough: a detailed description of how to get from the beginning of the
chapter to the level exit (end). This details the most direct route and will
omit many (nonessential) areas. See the section on secrets for the additional
(nonessential) information.
	Monsters: a list of the various monsters encountered in the chapter, including
hit points and damage they inflict.
	NPCs and Other Sources of Information: a list of all non player characters
(NPCs), where they can be found and the information (items) they provide, and a
list of all other sources of inormations (books, mehnirs, etc).
	Secrets: a list of where all the secrets can be found, those labelled as
secrets according to the overall map which appear to be agility cracks and all
breakable cracks and wall panels, and those additional ones deemed by me to be
secrets (eg a list of the caves, fountains of youth, etc)
	Chests: a list of where all the chests can be found, with specific information
about the blue chest and how to open it.

  Appendix A: Monsters - a list of all the monsters and their statistics in the
game

  Appendix B: Items - a list of all items and their statistics (uses) in the
game, divided into equipable and non-equipable.

The Adventuring Party

Class		Name		Hit points
		(at level 0)	Sex
Adventurer	MacBride	300			male
Archer	Drulak	250			male
Archer	Khat		200			female
Archer	Tuek		300			male
Archer	Yesdi		250			female
Magician	Demagos	250			male
Magician	Uraeus	300			male
Sorceress	Avalonia	250			female
Sorceress	Oxalis	200			female
Warrior	Darkor	400			male
Warrior	Kornagen	300			female
Warrior	Turgarra	350			female
Warrior	Vigrand	350			male

Level advancement:
All characters need 300 experience points to attain the next level.
Once a character has accumulated 300 experience points they receive an increase
to their hitpoints (equivalent to the maximum number of hit points they had at
level 0, for example at level one MacBride will have a maximum of 600 hit points
300+300). Note you do not receive these extra hit points automatically, only
your maximum increases when you advance in level (not your current total).
As a character accumulates experience points, they may receive a bonus to the
amount of damage they inflict with their weapons (see Appendix B: Items for more
information).
Characters are limited to advancing one level per chapter. The maximum level
attainable is 10.

Chapter One: The Village of Zarko

Layout of the Land

  1)  Isle of Repose
	Central portion of map - Isle of Repose
	NE portion of map - Forest Labyrinth
	SW is exit to Village of Zarko
	N is 2 exits to Passage in the River (labelled as 'North of the River')
  2) Village of Zarko
	NW portion of map - Village of Zarko
	SE is exit to Isle of Repose
	SW is entrance to underwater cave
	NE is exit to Lake of the Magician (labelled as 'Passage in the River')
  3) Lake of the Magician
	Island - House of Uraeus the Magician
	SSE is exit to Village of Zarko
	SEE is exit to Passage in the River
	N is entrance to Abandoned Fortress of the Stone Men
	E is exit to Passage in the River
  4) Passage in the River
	Centre portion - Crossroads of the River Passage
	NE portion - Passageway in the Cliffs
	SW is exit to Lake of the Magician (labelled as 'Uraues the Sorcerer's House')
	SE is 2 exits to Isle of Repose (labelled as 'Forest Labyrinth')
	W is exit to Lake of the Magician (labelled as 'Fortress of the Stone Men')
  5) Fortress of the Stone Men
	NW is exit to Cave under Fortress of Stone Men (labelled as 'Cave in the
Cellars')
	NE is blue chest and the level exit

Walkthrough

  Isle of Repose:  This is where you begin your adventure. Walk
counter-clockwise around the island until you reach a bridge. Hire Drulak the
archer who is on the bridge and cross the bridge. Go west to the village of
Zarko (the red arrows).
  Village of Zarko:  Follow the road to the entrance of the village. Here you
will see Vigrand the warrior. Hire him. If you want a different archer or
warrior, enter the village. Visit the tavern to exchange your warrior and the
shop to exchange your archer. Continue to follow the road to the NE  to the
passage in the river (the red arrows).
  Lake of the Magician:  Follow the road to the north and west. Jump across the
stone bridge to the house of Uraeus. Enter the house and hire a magician (or
sorceress). Leave the house, cross the bridge and follow the road east and south
to the passage in the river (the red arrows).
  Passage in the River:  Follow the road to the Menhir. Use your
magician/sorceress to read the incantation on the Menhir. A bridge will appear.
Cross the bridge. Now you can choose to take a shortcut or not.

Shortcut instructions
Follow the road and take the west branch. Follow the road to the fortress of the
stone men (the red arrows).
Lake of the Magician:  Follow the riverbank until you meet the cliff on the west
side of the map. Go behind the cliff and enter the waterfall. Take the ladder on
the west wall of the cave up.

Long instructions
Follow the road and take the east branch. Follow the road to the passageway in
the cliffs. Follow the passage in the cliffs until the end. Open the chest and
take the stone key. Go back to the crossroads in the river passage (opposite
bank of the Menhir). Follow the road to the west to the fortress of the stone
men (the red arrows).
Lake of the Magician:  Follow the road and cross the bridge. Use the key on the
stone door. Enter the fortress.
Fortress of the Stone Men:  Use your archer to go through the crack in the west
wall (agility (1)). Exit the cave through the second crack which is a little
further north on the east wall. Stand on the red panel to turn off the poison
jets. Move the rest of your party past the poison jets.

Instructions for both shortcut and long version
Kill the captains of the guard. One will drop the golden key. Use the key to
open the golden door. Use the mage to read the incantation (1), the warrior to
push the strength (1) button, and the adventurer to operate the mechanism (1).
Use the archer to go through the agility (1) crack. and push the stone onto the
grey flagstone.
Once all four switches are activated, the door on the eastern wall will be open.
Pass though it, stand all four members of your party on the panel and exit to
the next level (chapter).

Monsters

Name				Hit points	Damage	Notes
captain of the guard	500		15		range attack
(blue cape)
chicken			 -		20		melee attack
glore (blue)		 80		10		range attack (throwing dagger)
glore (white)		 65		10		melee attack
zlig				 15				melee attack
zlig				 20		20		melee attack
zombie			100		10		melee attack

  Damage is to a character not wearing armour or affected by a protection spell.

NPCs and Other Sources of Information

Location		Name				Information
Isle of Repose	injured knight		storyline information
Village of Zarko	villager (at cart)	give him sledge hammer to get minor life
vial and
					location of of fountain of youth
			old man 			location of underwater cave and blue flagstones
			(outside tavern)
			village child 		give him purse of gold to get location of waterfall 			(red
shirt)			cave entrance
			village child 		information about father's wares (shopkeeper)
			(blue shirt)
			2 peasant women		storyline information
			peasant 			storyline information
			lumberjack			storyline information
Barn			peasant			storyline information
Tavern		landlord			storyline information
	barmaid			storyline information
			tavern patron		location of the iron key (should be stone key)
			villager			storyline information
Shop			shopping villager		storyline information
	village salesman		(1) give him purse of gold to get adept warrior's 							axe
							(2) give him purse of gold to get minor life vial
Fortress of the 	stone giant			storyline information
Stone	Men

Storyline information is information that provides either background or advances
the plot.

Secrets

There are two (2) secrets in this chapter.
Secret #1:  In the room with the blue chest (in the Fortress of the Stone Men),
walk the archer through the agility crack into the room with the movable stone.
Secret #2:  In Cave under Fortress of Stone Men, hit the green wall.

Other secrets:
1) Fountain of Youth is located due east of the Village of Zarko main gate.
2) Cavern under the Lake:  from the Zarko gate go south as far as possible.
Follow the tree line west to the water. The entrance is the whirlpool. In the
cave step on all four blue flagstones to open the blue chest.
3) Cave East of the Village: from the villager and the cart (near the Village of
Zarko) go east into the trees. Push the movable stone to reveal a cave entrance.
4) Cave Next to Passage in the River:  from the Mehnir (by crossroads of the
river passage), cross the bridge to the eastern bank. Follow the riverbank SE
until you see a movable stone. Push the stone to reveal a cave entrance.
5) Cave under Fortress of Stone Men: From the stone giant in the Fortress of
Stone Men, enter the cellar entrance in the NW corner.

Chests

There are thirteen (13) chests in this chapter.
Chest #1:  Isle of Repose
Chest #2:  barn in the village of Zarko
Chest #3:  Cave East of Village (by fountain of youth)
Chest #4:  Cave East of Village (by fountain of youth)
Chest #5:  House of Uraeus
Chest #6:  Cave Next to Passage in the River (by Menhir)
Chest #7:  Forest Labyrith
Chest #8:  Passageway in the Cliffs
Chest #9:  cave in Fortress of Stone Men (beside the poison jets)
Chest #10: Fortress of Stone Men (by the stone giant)
Chest #11: Fortress of Stone Men (by the stone giant)
Chest #12: Cave under Fortress of Stone Men
Chest #13: in Secret #2
Blue Chest:  In the Fortress of the Stone Men, between the stone giant and the
level exit. All four blue flagstones are located in the Cavern under the Lake.
Contents: rapid attack potion, 2 minor life vials, 2 travel speed potions, and 3
power potions.

Chapter Two: The Cliffs

Layout of the Land

  1) Southern Cliffs
	SE corner - building is entrance to Southern Dungeon
	N is exit to Central Cliffs
  2) Central Cliffs
	S is exit to Southern Cliffs
	SEE - building is entrance to Watchtower
	SEE is exit to Pool of the Hermit (labelled as 'Lake of the Hermit')
	N - building is entrance to Moated Dungeon
	E is exit to Pool of the Hermit (labelled as 'Ruined Tower')
	NEE is exit to Pool of the Hermit (labelled as 'Ruined Tower')
	NNE is exit to North Cliffs
  3) Pool of the Hermit
	NW is exit to Central Cliffs (labelled as 'Moated Dungeon')
	W is exit to Central Cliffs (labelled as 'Moated Dungeon')
	SWW is exit to Central Cliffs (labelled as 'Watchtower')
	NE area is the Ruined Tower
	SE area is the Lake of the Hermit
   4) Northern Cliffs
	S is exit to Central Cliffs
	SW - building is Temple of the Star
	SE - building is Temple of the Legendary Stone
	NW of centre - building is Dungeon of the Northern Cliffs
	N is exit to next level

Walkthrough

  Southern Cliffs:  This is where you start. Follow the path until you reach the
exit to the Central Cliffs (the red arrows).
  Central Cliffs:  Follow the path to the north and take the west branch.
Continue to follow the path until you find the entrance to the Moated Dungeon
(the building surrounded by water). Enter the Moated Dungeon.
  Moated Dungeon:  Use your warrior to activate the strength (1) switch. Proceed
along the west hallway to the first room. Use your magician/sorceress to
activate the incantation (1) switch. That opens the door to the west. Go through
that doorway and follow the hallway into the next room. Destroy the phantom
generator to get the iron key. Return to the room with the incantation (1)
switch you activated. Go east to the light switch (trigger to disable a trap)
and then go North. Use the iron key on the iron door and go to the cellar. Use
your warrior on the strength (1) switch. That opens up the west room. Go in
there and use your adventurer to activate the mechanism (1) switch. That opens
up the cells in the north. Use your magician/sorceress to activate the
incantation (1) switch. That opens up the east room. Go the the northeast cell
and talk to the village prisoner. Take the coin he gives you. Proceed to the
east room and open the chest. Take the stone key. Go back to the stairs and go
back up to the first floor. Open the stone door beside the cellar entrance with
the stone key. Go to the second floor. Take your warrior around to the east into
the next room and activate the strength (1) switch. Take you magician/sorceress
around to the west into the next room and activate the incantation (1) switch.
That opens the north room. Open the chest inside that room. Take the golden key.
Hop on the teleporter to the first floor. Head outside and leave the Moated
Dungeon.
  Central Cliffs:  Go to the southwest corner of the map. Here you will see a
fountain. Put the coin in the fountain. That opens up a cave to your south.
Enter the cave (Rebel's Den).
  Rebel's Den:  Talk to the rebel leader. Take the bowl of food he gives you.
Leave the Rebel's Den.
  Central Cliffs:  Go as far east as you can go and exit to the Pool of the
Hermit (red arrows).
  Pool of the Hermit:  Start going north. To your east is the golden gate. Use
the golden key to open the gate. Go through the gate and to your north is a
cave. Enter the cave and open the chest you find. Take the magic star. Go out
through the gate and continue going north. following the path until you find the
Lake of the Hermit sign. Hop across the island to the eastern shore and go south
until you find the hermit. Give the hermit the bowl of food. Take the legendary
stone that he gives you. Go back (west) to the Central Cliffs. Follow the path
all the way north (past the Moated Dungeon) to the Northern Cliffs (the red
arrows).
  Northern Cliffs:  Go west and enter the Temple of the Golden Star. Place the
magic star on the pillar. Exit the temple and go east to the Temple of the
Legendary Stone. Enter the temple. Go in the east room and place the legendary
stone on the pillar. That unlocks the two doors at the temple entrances. Go
through the door to the north as far north as possible. Then go west until you
reach the first hallway going north. Go north as far as possible. Take your
adventurer and archer east into the next room. Use the adventurer on the
mechanism (2) switch. Walk your archer through the agility (2) crack and onto
the flagstone. Take your magician/sorceress and warrior west into the next room.
Use your warrior on the strength (2) switch and the magician/sorceress on the
incantation (2) switch. Once all four switches are activate the door in the
northern hallway will open. Go through the door and up the stairs into the
Northern Dungeon.
  Northern Dungeon:  Kill the Captain of the Guard to get the iron key. Use the
iron key on the iron door (to the north) and go up the stairs to the second
floor. Step on the two flagstones in the room. Walk around to the west and the
east and step on the two flagstones in the next rooms. Activating all switches
is time dependent so you may need to split up your party to get them all pressed
at the same time. That opens a door leading off each of the east and west rooms.
Trigger the light switch to stop the wooden spikes. Kill the zombies to get the
iron key. Go north of the light switch and open the iron door with the iron key.
Go up the stairs to the top floor. Kill the Captain of the Guards to get the
stone key. Open the chest and take the sack of magic powder. Hop on the
teleporter to the first floor (on the east wall). Open the stone door to your
south and head outside to the Northern Cliffs.
  Northern Cliffs:  go north to the magic door. Use the sack of magic powder on
the door to open it. Stand all four members of your party on the panel and exit
to the next level (chapter).

Monsters

Name				Hit points	Damage	Notes
captain of the guard	500		30		range attack
(blue cape)
captain of the guard	1600		?		range attack
(red cape)
glore (blue)		80		10		range attack (throwing dagger)
glore (white)		65		10		melee attack
phantom			50		20		melee attack
phantom generator		250		na		creates phantoms
zlig				30		20		melee attack
zombie			100		10		melee attack
zombie			150		?		melee attack
(blue shorts)

NPCs and Other Sources of Information

Location			Name				Information
Central Cliffs		injured knight		storyline information
Pool of the Hermit	old crosspatch hermit	give bowl of food to get legendary
stone
Cellar of Moated 		prisoner			storyline information
Dungeon 			village prisoner		get coin
Rebel Den			rebel leader		get bowl of food
		greedy rebel		give purse of gold coins to get life vial
				worried villager		storyline information
				woman rebel			storyline information
				rebel				get seal of the dissidents
				ill rebel			give jar of medicinal herbs to open room with
								teleporter to blue chest room
Secrets

There are six (6) secrets in this chapter.
Secret #1:  In cave #1, on the S wall of the E room is a green wall. Hit it.
Secret #2:  In the watchtower cellar (Central Cliffs) go through the agility (1)
crack.
Secret #3:  In the 1st floor of the moated dungeon (Central Cliffs), go through
the agility (1) crack.
Secret #4:  Cave #3 entrance.
Secret #5:  In the secret tunnel to the northern dungeon (Temple of Star and
Legendary Stone), go through the agility (1) crack.
Secret #6:  As per secret #5, except the agility (2) crack.

Other Secrets:
Cave #1:  From Southern Dungeon (Southern Cliffs), go W as far as possible then
N to a waterfall (the entrance). Waterfall on N side of cliff is alternate
entrance.
Cave #2:  Southern Cliffs, E of the split in the path (in cliff).
Cave #3:  Central Cliffs, S of the fountain (SW corner). Leads to Rebel Den.
Openable by placing coin in fountain.
Cave #4:  Central Cliffs, under movable stone on the W side. Flagstone on S side
of cave makes bridge appear.
Cave #5:  Central Cliffs, NW cliff.
Cave #6:  Central Cliffs, waterfall S of resurrection stele.
Cave #7:  Central Cliffs, W of watchtower (in cliff).
Cave #8:  Pool of the Hermit, waterfall SE of Ruined Tower sign.
Cave #9:  Pool of the Hermit, under movable stone in centre (by the 3 signs and
teleporters).
Cave #10:  Northern Cliffs, waterfall in NE corner, has teleporter to Secret
room.
Cave #11: Northern Cliffs, E of Northern Dungeon (in cliff).
Cave #12:  Northern Cliffs, NW of Temple of Legendary Stone (in cliff).
Cave #13:  Pool of the Hermit, on other side of Golden Gate (in cliff).
Misc:  at Ruined Tower, push stone on the paving stone to open the gate out.

Chests

There are forty-three (43) chests in this chapter.
Chest #1:  in cave #1.
Chest #2:  in cave #1.
Chest #3:  in cave #1.
Chest #4:  in secret #1.
Chest #5:  in cave #2.
Chest #6:  in cave #4.
Chest #7:  in cave #4.
Chest #8:  in cave #4. SW chest (of 6, 7, 8) has jar of medicinal herbs.
Chest #9:  in cave #5.
Chest #10:  in cave #6.
Chest #11:  in cave #7.
Chest #12:  Pool of the Hermit on island NW of hermit.
Chest #13:  Pool of the Hermit, in rock maze at Ruined Tower.
Chest #14:  in cave #8.
Chest #15:  in cave #9.
Chest #16:  in cave #10.
Chest #17:  in cave #11.
Chest #18:  in cave #12.
Chest #19:  2nd floor of Southern Dungeon (Southern Cliffs).
Chest #20:  2nd floor of Southern Dungeon (Southern Cliffs).
Chest #21:  1st floor of Watchtower (Central Cliffs).
Chest #22:  1st floor of Watchtower (Central Cliffs).
Chest #23:  cellar of Watchtower (Central Cliffs).
Chest #24:  cellar of Watchtower (Central Cliffs).
Chest #25:  cellar of Watchtower (Central Cliffs).
Chest #26:  cellar of Watchtower (Central Cliffs).
Chest #27:  2nd floor of Watchtower (Central Cliffs).
Chest #28:  1st floor of Moated Dungeon (Central Cliffs).
Chest #29:  1st floor of Moated Dungeon (Central Cliffs).
Chest #30:  cellar of Moated Dungeon (Central Cliffs), W room.
Chest #31:  cellar of Moated Dungeon (Central Cliffs), E room.
Chest #32:  2nd floor of Moated Dungeon (Central Cliffs).
Chest #33:  2nd floor of Moated Dungeon (Central Cliffs).
Chest #34:  other side of the Golden Gate (Pool of the Hermit).
Chest #35:  in cave #13.
Chest #36:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #37:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #38:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs), room N
of mechanism (1) NE of Temple of Legendary Stone entrance.
Chest #39:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #40:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #41:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #42:  in Secret Tunnel to the Northern Dungeon (Northern Cliffs).
Chest #43:  top floor of the Northern Dungeon (Northern Cliffs).
Blue Chest:  Enter cave #10. Take the teleporter to the Secret Room. Step on the
2 blue flagstones. Hit the strength (1) and mechanism (1) switches to open the
door. Go through and step on the 2 blue flagstones. Contents: 3 rapid attack
potions, 1 travel speed potion and 4 power potions.

Chapter Three: The Village of Troon

Layout of the Land

  1) Village of Troon
	SWW is exit to Forest of Troon (labelled as 'Forest West of the Village')
	N is exit to North of the Village of Troon
	NNE is exit to North of the Village of Troon
	Northern half of map is Village of Troon
	NE area is the Cemetery of Troon
	At the gate to the Cemetery is the Cemetery Watchman's House (2 entrances)
	In the Cemetery are four crypts located at the NE, NW, SW and SE corners
	NW on the island is the Mill
	Rows of huts in the Village
		Southern most row - two huts to enter
		One row south of middle row - W most building is Village Chieftain's House, to
the 		East is one hut to enter
		Middle row - one hut to enter
		One row north of middle row - W most building is Shop, to the East is one hut
to 		enter
		Northern most row - one hut to enter
  2) Forest of Troon
	SE is exit to Village of Troon
	NEE are two exits to North of the Village of Troon
	N tip of the Eastern island is a cave to Ferryman's Den
	SW area of the Eastern island is Old River Passage in the Forest
	Centre area of Western island is Wolf Glade
	N portion of Western island is Rebel Camp
  3) Ferryman's Den
	E is exit to Forest of Troon (labelled as 'Outside')
	S room is teleporter to the Secret Crypt
	NW room is teleporter to the Secret Crypt
	W to Necromancer's Swamp (labelled as 'Isle of the Necromancer')
  4) Necromancer's Swamp
	S area is the Necromancer's Residence
	SE is exit to North of the Village of Troon (labelled as 'Forest West of
Village')
	E is exit to Garkham's Castle
	NE is exit to Garkham's Castle
  5) To the North of the Village of Troon
	NW is exit to the Necromancer's Swamp
	W is exit to the Forest of Troon (labelled as 'the Forest West of the Village')
	SW is exit to the Forest of Troon (labelled as 'the Forest West of the
Village')
	S is exit to the Village of Troon
	SE is exit to the Village of Troon (labelled as 'Cemetery of Troon')
	N is exit to Garkham's Castle
	Centre area is Passageway to the Castle
  6) Garkham's Castle
	S is exit to North of the Village of Troon
	SW is exit to Necromancer's Swamp
	W is exit to Necromancer's Swamp
	N - building is entrance to Garkham's Castle
  7) Entrance to Garkham's Castle
	E is exit to next level
  8) Villager's House (E hut on Sounthern most row in the village)
	W is exit to cellar
  9) Cellar of a Villager's House
	E is teleporter to the Secret Crypt
 10) Northeastern Crypt (mislabelled - should be Northwestern Crypt)
	NW is exit to Under the Northeastern Crypt (labelled as 'cellar')
  11) Under the Northeastern Crypt
	W is teleporter to the Secret Crypt
	N room is a teleporter to the Secret Crypt
  12) Northeastern Crypt
	N is exit to the Secret Crypt (Death altar)
  13) Southwestern Crypt
	E is teleporter to the Secret Crypt
	NE is teleporter to the Secret Crypt
  14) Secret Crypt
	Rows of rooms:
	 	Second row from bottom (S), in the centre is a teleporter to Ferryman's Den
		Middle row - W most N-S hallway is a teleporter to Crypt at the Southwest of
the 		Cemetery
				Fourth room (from W) is a teleporter to Northeast of the Cemetery
				Fifth room is  a teleporter to Crypt at Northwest of the Cemetery
				Sixth room is  a teleporter to Ferryman's Den
		Second row from top (N) - Second room is a teleporter to Crypt at Northwest of
		Cemetery
					Fifth room is a teleporter to North of the Cemetery of Troon
					Sixth room is a teleporter to Ferryman's Den
	Room just north of centre is a teleporter to Southeast of the Cemetery

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced) Talk to the village chieftain. Get the Seal of the Dissidents from
him. Start going into the Secret Crypt through every possible entrance (see
Layout of the Land for Entrances). Flip all four switches in the cemetery (that
should open up one of the Cemetery crypts). A key to the door in one of the
cemetery crypts is in chest in the 2nd floor of the Cemetery Keeper's House. In
the Secret Crypt hit all strength, incantation, mechanism and agility switches
(most of these will unlock the Actual Cemetery Keeper's cell, a couple will open
up a door in a crypt in the Cemetery). The flagstones control the doors in the
Secret Crypt (walk on the flagstones on both sides of a door to open it). Once
you get the cell open, chat with the Actual Cemetery Keeper and give him the
Seal of the Dissidents. Take the key and unlock the Mill. Open the trapdoor and
go downstairs and talk to the Rebels. Take the rock to the Wolf Glade and place
it on the flat stone. Talk to the Rebel Leader. Take the stone and go the
Ferryman's Den. Place the stone on top of the pillar (calling the Ferryman). Hop
on the boat. Enter the Necromancer's House. Proceed to the basement. Activate
the machine (I think that's behind a locked door). Exit the house and start
making your way across the swamp,
triggering the switches that are now activated. Exit to the Castle of Garkham,
enter and proceed to the next level.

Monsters

Name				Hit points	Damage		Notes
battrachoid (green)	200		16		area affect, continual acid damage
cannon			200		60		range attack, immobile
captain of the guard	1000		60		range attack
(blue cape)
captain of the guard	1600		60		range attack
(red cape)
enchanted templar		2000		16		range attack, initial missile detonates then
								splits into 3 more missiles
glore (blue)		160		20		range attack (throwing dagger)
glore (white)		130		20		melee attack
phantom			100		40		melee attack
phantom generator		500		na		creates phantoms
werewolf			200		40		melee attack
wolf				150		20		melee attack
zlig				60		40		melee attack
zombie			200		40		melee attack
(grey shorts)
zombie			350		16		melee attack, poison gas
(orange shorts)

NPCs and Other Sources of Information

Location		Name				Information
Village of Troon	cemetery watchman		give seal of the dissidents, summons guards
	chieftain			give purse of gold, get seal of dissidents
			chieftain's wife		storyline information
			chieftains's son		information about secret passages from rooftops
							(battlements in chapter 4)
			3 flabbys 			summon guards
			village salesman		give gold purse, get adventurer's breast plate
			villager (male)		storyline information
			village child 		storyline information
			(red shirt)
			village child 		information about fountain of youth
			(blue shirt)
			villager (female)		directs you to chieftain
			village child 		storyline information
			(red shirt)
Secret Crypt	actual cemetery		give seal of dissidents, get mill key
	watchman
Mill			small crafty rebel	get lead cube
	stupid rebel		storyline information
Rebel Camp		rebel leader		get ruby
	2 rebels			storyline information
			woman rebel			storyline information
			villager			information about fountain of youth
Ferryman's Den	legendary ferryman	open up tp to Necromancer's Swamp
Necromancer's 	necromancer			storyline information, summons glores and phantoms
House

Secrets

There are eighteen (18) secrets in this level.
Secret #1: In the Villager's House Cellar, push the movable furniture aside and
walk your archer through the agility (2) crack.
Secret#2:  In the Secret Crypt, wall north of the mechanism (2) switch (in the
room you teleport from the Villager's Cellar).
Secret #3:  In the Cellar under the NorthWest Crypt, walk your archer through
the agility (2) crack.
Secret #4:  In the Cellar under the NorthWest Crypt, walk your archer through
the other agility (2) crack.
Secret#5:  In the Secret Crypt, the east wall of the room with the incantation
(2) switch (in the room you teleport from the NorthWest Crypt Cellar).
Secret#6:  In the Secret Crypt, the west wall of the northwest room (the room
you teleport to the NorthWest Crypt).
Secret#7:  In the SouthWest Crypt, the east wall.
Secret#8:  In the Secret Crypt, the west wall of the southwest room (contains
the blue flagstone).
Secret#9:  In the Secret Crypt, the west wall just north of secret #8.
Secret#10:  In the Secret Crypt, the north wall in the centre of the north row.
Secret#11:  In the Secret Crypt, the north wall just west of the northeast
corner.
Secret#12:  In the Ferryman's Den, walk your archer through the agility (3)
crack.
Secret#13:  In the Secret Crypt, the south wall two rooms west of the cemetery
watchman's cell.
Secret #14:  In the Mill Cellar, walk your archer through the agility (2) crack.
Secret#15:  In the Necromancer's Cellar, the northeast wall of the room with the
strange machine.
Secret#16:  In the Necromancer's Cellar, the SSE wall of the room just W of the
strange machine.
Secret#17:  The south wall of secret#16.
Secret#18:  In the Entrance to Garkham's Castle, walk your archer through the
agility (3) crack.

Other secrets:
1) Fountain of Youth is located in a cave under a movable stone in the centre of
the east island in the Forest of Troon.
2) Cave:  under a movable stone in the Wolf Glade (the west island in the Forest
of Troon).

Chests

There are thiry-six (36) chests in this level.
Chest#1:  in the cave with the Foutain of Youth
Chest#2:  in the forest due south of the Cemetery gate in the Village of Troon.
Chest#3:  in the Forest of Troon on the east island east of centre behind the
fence.
Chest#4:  in the Chieftain's cellar (contains stone key)
Chest#5:  in secret#1 (contains the iron key)
Chest#6:  in the Second Floor of the Cemetery Watchman's House (contains the
iron key)
Chest#7:  in the Second Floor of the Cemetery Watchman's House
Chest#8:  in the SouthEast Crypt (accessible with the key in chest#4)
Chest#9:  in the Cellar Under the NorthWest Crypt
Chest#10:  in the Cellar Under the NorthWest Crypt
Chest#11:  in the Cellar Under the NorthWest Crypt
Chest#12:  in the Cellar Under the NorthWest Crypt
Chest#13:  in the Cellar Under the NorthWest Crypt
Chest#14:  in the SouthWest Crypt
Chest#15:  in secret#11
Chest#16:  in secret#12
Chest#17:  in secret#13
Chest#18:  in the Secret Crypt, in the SE corner (door opened by the strength(3)
switch N)
Chest#19:  in the Secret Crypt, in the NE corner
Chest#20:  in the Ferryman's Den
Chest#21:  in secret#14
Chest#22:  in the Cave in the Wolf Glade
Chest#23:  in the First Floor of the Necromancer's House (contains iron key)
Chest#24:  in the Cellar of the Necromancer's House
Chest#25:  in secret#15
Chest#26:  in the Cellar of the Necromancer's House (accessible with key in
chest#23).
Chest#27:  in the Necromancer's Swamp
Chest#28:  in the Necromancer's Swamp
Chest#29:  in the Necromancer's Swamp
Chest#30:  in the Necromancer's Swamp
Chest#31:  in the Necromancer's Swamp
Chest#32:  in the Necromancer's Swamp
Chest#33:  in the Necromancer's Swamp
Chest#34:  in the Necromancer's Swamp
Chest#35:  ??
Chest#36:  ??
Blue Chest:  The first blue flagstone is in the Cellar of the Villager's House
(the room with the teleporter). The second blue flagstone is in the Cellar of
the NorthWest Crypt (South of the ladder). The third blue flagstone is in
secret#8. The fourth blue flagstone is in the room east of secret#16 (open the
door by stepping on the paving stone in secret#7). The blue chest itself is in
the Entrance to Garkham's Castle. Contents: 3 rapid attack potions, 3 travel
speed potion and 1 power potion.

Chapter Four: Garkham's Castle

Layout of the Land
1) First Floor of the Castle
	just SE of centre is stairs to Cellars of the Castle (labelled as 'Cellars of
Fear')
	just NE of centre is stairs to Second Floor
	small room just W of centre is ladder to Second Floor
	small room just E of centre is ladder to Second Floor
	North room:
		N is stairs to First Floor of the Dungeon
		NE is stairs to Second Floor
		NW is stairs to Second Floor
  2) Cellars of the Castle
	just SE of centre is stairs to First Floor of the Castle
  3) Second Floor of the Castle
	just NE of centre is stairs to First Floor of the Castle
	room N of First Floor stairs is ladder to Battlements of the Castle
	2 rooms S of First Floor stairs is ladder to Battlements of the Castle
	just SW of centre is stairs to Battlements of the Castle
	2 rooms N of stairs to Battlements of the Castle is ladder to Battlements of
the Castle
	1 room S of stairs to Battlements of the Castle is ladder to Battlements of the
Castle
	North room:
		centre is stairs to Battlements of the Castle
		NW is stairs to First Floor of the Castle
		NE is stairs to First Floor of the Castle
  4) Battlements of the Castle
	just SW of centre is stairs to Second Floor of the Castle
	S of Second Floor stairs is entrance to a secret room on the Second Floor
	N of Second Floor stairs is entrance to a secret room on the Second Floor
	just S of the NE corner is entrance to a secret room on the Second Floor
	just SE of centre is entrance to a secret room on the Second Floor
	N is stairs to the Second Floor
  5) First Floor of the Dungeon
	N is stairs to First Floor of the Castle
	SW of First Floor stairs is entrance to Top Floor of the Dungeon
	NWW corner is a teleporter to the Gaols
	S area is the Gaols
  6) Top Floor of the Dungeon
	centre is the stairs to the First Floor of the Dungeon
	east is exit to the next level

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Go to the four corners of the map and hit the strength, agility, incantation and
agility switches. That will open up the doors to the cellars. Go to the cellars.
Find the strange machine (it's behind one or two locked doors I think).
Somewhere around the strange machine is a riddle door by two vases of black oil.
You need two burning torches and use two of your characters to light both vases
at the same time. Activate the strange machine. That will open a couple of
doors. Enter those rooms and flip the coloured switches (that activates the
corresponding coloured door opener box). Somewhere on this level are two other
rooms behind opener boxes that have the other two coloured switches. Activate
those. I think strength, agility, incantation and mechanism switches on this
level open up the door to the Second floor. Proceed to the Second Floor. Hit the
agility and strength switches on the W side (in the secret panel area). Find the
key
(gold?) and go up to the Battlements. Find the two exits back to the Second
Floor (under movable rocks) into the room with the incantation and mechanism
switches. Hit those and go to the North room and up to the Battlements. Step on
the flagstone and go back down. Now the doors to the First Floor should be open.
Go down, then down to the Dungeon. Work your way around till you find the gold
key. Go through the Gold Door. Use the mage and fireballs to trigger the switch.
Proceed across till you get close to the door. Beside it, in the darkness is
another switch. Blindly shoot a fireball in to trigger it. Go through the door.
Find the key to the Gaols. Go to the Gaols. Talk to one of the knights to get
the other key. Go through that key's door and flip the switch. Destroy all four
parts of the machine. That opens up the other two doors in there. Go through
those, hit the strength, agility, incantation and mechanism switches. That opens
up the door to the Top Floor of the Dungeon. Go there and the next level.

Monsters

Name			Hit points	Damage		Notes
battrachoid (brown)	200		16		area affect, continual acid damage
captain of the guard	1000		60		range attack, single projectile
(red cape)		1600		60		range attack, 3 fireballs
captain of the guard	3000		16		range attack, initial missile detonates then    
(red cross)						splits into 3 more missiles
enchanted templar	2000		16		range attack, initial missile detonates then splits
					into 3 more missiles
glore (blue)		160		20		range attack (throwing dagger)
glore (white)		130		20		melee attack
krilon (dark blue)		300		55		range attack, continual lightning damage
							(like magician's wand)
phantom			100		40		melee attack
phantom generator	500		na		creates phantoms
soul robber machine	3500		150		range attack, teleports in enchanter templars
					upon destruction of each of it's 4 parts
standing crossbow	800		5		rapid range attack, immobile
zombie			200		40		melee attack
(grey shorts)
zombie			300		40		melee attack
(blue shorts)

NPCs and Other Sources of Information

Location		Name			Information
Cellar			engraved mehnir		information about secret passages
First Floor of the 	injured knight (middle	storyline information
Dungeon		  N cell)
	knight prisoner (SW cell)	storyline information, gives iron key
Top Floor of the		necromancer		storyline information, opens door
Dungeon


Secrets

There are thiry-four (34) secrets in this chapter.
Secret #1:  In the First Floor, walk your archer through the agility (3) crack
NE of where you start.
Secret #2:  In the First Floor, walk your archer through the agility (3) crack
in the NW corner.
Secret #3:  In the Cellar, the wall north and in between the two vases of black
oil.
Secret #4:  In the Cellar, the south wall of the eastern most red box opener
room.
Secret #5:  The W wall of secret #4.
Secret #6:  In secret #5, the W wall of the S room.
Secret #7:  The SW wall of secret #6.
Secret #8:  The W wall of secret #7.
Secret #9:  The W wall of secret #6.
Secret #10:  The W wall of secret #9.
Secret #11:  The W wall of secret #10.
Secret #12:  The E wall of secret #6.
Secret #13:  The NW wall of secret #6.
Secret #14:  In secret #6, walk your archer through the agility (3) crack in the
NW.
Secret #15:  In secret #6, walk your archer through the aiglity (3) crack in the
SE.
Secret #16:  The NE wall of secret#6.
Secret #17:  In secret#16, walk your archer through the agility (3) crack.
Secret #18:  In the Second Floor, the N wall in the SW corner.
Secret #19:  In the Second Floor, the E wall in the NNW red box opener room.
Secret #20:  In the Second Floor, the wall SE of the blackened centre (leads to
the First Floor).
Secret #21:  In the Second Floor, the wall SW of the blackend centre (leads to
the First Floor).
Secret #22:  In the Second Floor, walk your archer through the agility (3) crack
in the Secret Room just S of the western golden door to the battlements
(accessible from the battlements).
Secret #23:  In the Second Floor, walk your archer through the agility (3) crack
on the W side centre.
Secret #24:  In the First Floor of the Dungeon, the wall just W of the first
resurrection stele.
Secret #25:  In the First Floor of the Dungeon, the wall SE of the first
resurrection stele.
Secret #26:  In the First Floor of the Dungeon, the S wall in the NE corner.
Secret #27:  In the First Floor of the Dungeon, in the room just S of the slime,
centre of the S wall.
Secret #28:  NW of secret #27.
Secret #29:  In the First Floor of the Dungeon, the N wall south of the Gold
Door.
Secret #30:  In the First Floor of the Dungeon, the N wall in the SE corner.
Secret #31:  In the First Floor of the Dungeon, the S wall N of chest #102.
Secret #32:  In the First Floor of the Dungeon, the E wall in the NW corner.
Secret #33:  In the First Floor of the Dungeon, walk your archer through the
agility (4) crack SE of the soul robber machine.
Secret #34:  ??

Chests

There are one hundred and six (106) chests in this chapter.
Chest #1:  First Floor,  by mechanism (3) switch at start.
Chest #2:  in secret #1.
Chest #3:  First Floor, by strength (3) switch at start.
Chest #4:  First Floor, SW corner.
Chest #5:  First Floor, NNW.
Chest #6:  First Floor, S of chest #5.
Chest #7:  First Floor, 2 rooms S of chest #6.
Chest #8:  First Floor, NE corner.
Chest #9:  First Floor, S of chest #8.
Chest #10:  First Floor, SE corner.
Chest #11:  First Floor, in secret #2.
Chest #12:  Cellar, NE of start.
Chest #13:  Cellar, E of chest #12.
Chest #14:  Cellar, SE corner.
Chest #15:  Cellar, in between vases of black oil.
Chest #16:  in secret #3.
Chest #17:  Cellar, in room with red switch.
Chest #18:  Cellar, in room with yellow switch.
Chest #19: Cellar, in E blue box opener room.
Chest #20:  in secret #5.
Chest #21:  in secret #7.
Chest #22:  in secret #8, SE corner.
Chest #23:  in secret #8, SW corner.
Chest #24:  in secret #8, NE corner.
Chest #25:  in secret #8, room with strength (3) switch.
Chest #26:  in secret #8, yellow box opener room.
Chest #27:  in secret #8, N red box opener room.
Chest #28:  in secret #8, S red box opener room.
Chest #29:  in secret #9.
Chest #30:  in secret #10.
Chest #31:  in secret #12.
Chest #32:  in secret #6, NW area.
Chest #33:  in secret #14.
Chest #34:  in secret #15.
Chest #35:  in secret #17.
Chest #36:  First Floor, SE red box opener room.
Chest #37:  First Floor, SE yellow box opener room.
Chest #38:  First Floor, E yellow box opener room.
Chest #39:  First Floor, NEE red box opener room.
Chest #40:  First Floor, NNE red box opener room.
Chest #41:  First Floor, NE blue box opener room.
Chest #42:  First Floor, NW red box opener room.
Chest #43:  First Floor, W yellow box opener room.
Chest #44:  First Floor, W red box opener room.
Chest #45:  First Floor, SW red box opener room.
Chest #46:  Second Floor, NE corner.
Chest #47:  Second Floor, SE corner.
Chest #48:  Second Floor, SE red box opener room.
Chest #49:  Second Floor, red box opener room W of E red box opener room.
Chest #50:  Second Floor, E red box opener room.
Chest #51:  Second Floor, E blue box opener room.
Chest #52:  Second Floor, NE red box opener room.
Chest #53:  Second Floor, SE yellow box opener room.
Chest #54:  Second Floor, SE of iron door.
Chest #55:  Second Floor, NW of stone door.
Chest #56:  Second Floor, yellow box opener room SW of stone door.
Chest #57:  Second Floor, NE of iron door (use archer's vision prism to see in
the dark).
Chest #58:  Second Floor, E of chest #59.
Chest #59:  Second Floor, SW corner.
Chest #60:  in secret #18.
Chest #61:  in secret #19.
Chest #62:  Second Floor, NW yellow box opener room.
Chest #63:  Second Floor, blue box opener room W of centre.
Chest #64:  Second Floor, NW blue box opener room.
Chest #65:  First Floor, secret room on E side.
Chest #66:  First Floor, secret room on W side.
Chest #67:  Second Floor, NW red box opener room.
Chest #68:  Second Floor, W red box opener room.
Chest #69:  Second Floor, Yellow box opener room W of centre.
Chest #70:  Second Floor, blue box opener room S of chest #69.
Chest #71:  Second Floor, W red box opener room (south one).
Chest #72:  Second Floor, red box opener room E of chest #71.
Chest #73:  Second Floor, N of W stairs to Battlements (behind Gold door).
Chest #74:  Battlements, S of SW entrance.
Chest #75:  Battlements, SW corner.
Chest #76:  Battlements, W side, centre.
Chest #77:  Battlements, NW corner.
Chest #78:  Battlements, N of SW entrance.
Chest #79:  Second Floor, secret room N of SW gold door.
Chest #80:  Second Floor, secret room S of SW gold door.
Chest #81:  in secret #22
Chest #82:  Battlements, S side (E of iron gate)
Chest #83:  Battlements, SE corner.
Chest #84:  Battlements, E side, centre.
Chest #85:  Battlements, NE corner.
Chest #86:  Battlements, just E of northern area.
Chest #87:  Second Floor, secret room with mechanism (3) switch.
Chest #88:  Second Floor, secret room with incantation (3) switch.
Chest #89:  Second Floor, NW of N golden door.
Chest #90:  Second Floor, SE of N golden door.
Chest #91:  Battlements, N section, W side.
Chest #92:  Battlements, N section, middle.
Chest #93:  Battlements, N section, E side.
Chest #94:  in secret #24.
Chest #95:  in secret #25.
Chest #96:  First Floor of the Dungeon, E of entrance by tortured prisoner.
Chest #97:  in secret #26.
Chest #98:  in secret #27.
Chest #99:  in secret #28.
Chest #100:  First Floor of the Dungeon, S of gaols.
Chest #101:  in secret #30.
Chest #102:  First Floor of the Dungeon, E side, just S of centre.
Chest #103:  South of chest #102.
Chest #104:  First Floor of the Dungeon, SW of entrance (in movable furniture
room).
Chest #105:  First Floor of the Dungeon, NW corner.
Chest #106:  ??
Blue Chest:  The first blue flagstone is in the First Floor, just NE of where
you start (on the other side of the wall in the corner). The second blue
flagstone is in the Cellar just NW of the stairs. The third blue flagstone is in
the Second Floor, on the westmost side in the N red box opener room (with the
cross shaped bookcase). The fourth blue flagstone is in the Battlements in the
Northern section (with the red cross Captains of the Guard). The blue chest
itself is in the Top Floor of the Dungeon just S of the stairs. Contents: 4
rapid attack potions, 3 travel speed potion and 1 power potion.

Chapter Five: Istarun

Layout of the Land
1) Port of Istarun
	NW is exit to the Grand Market (labelled as 'Market')
	NE is exit to the Grand Garden of Istarun
	S area is the Port of Istarun
	centre area is the Small Market Square
	W of the Small Market Square is the Tavern
	S of the Small Market Square is Khan Shanki's House
  2) Grand Market
	SE is exit to the Port of Istarun
	S is exit to the Storehouses
	NE area is the Grand Market Square
	E of Grand Market Square is Erlik's House
	SW is the Smoking Parlor
	just NE of Storehouses entrance is an enterable house
  3) Grand Garden of Istarun
	SW is exit to the Port of Istarun
	S is exit to the Military Barracks
	centre area is Grand Garden of Istarun
	SE is Erlik's Headquarters	W is Caliph's Palace
	N are 2 exits to 2 towers
	just SE of the Eastern tower is an enterable house
  4) Storehouses
	N is exit to the Grand Market
	SW is exit to the Sewers
  5) Sewers of Istarun
	SE is ladder to the Storehouses
	NWW is stairs to Cellars of the Caliph's Palace
  6) Cellars of the Caliph's Palace
	E is stairs to the Sewers of Istarun
	W is stairs to the First Floor of the Caliph's Palace
  7) First Floor of the Caliph's Palace
	SE is stairs to the Cellars of the Caliph's Palace
	NNW is stairs to the Second Floor of the Caliph's Palace
  8) Second Floor of the Caliph's Palace
	N is stairs to the First Floor of the Caliph's Palace
  9) Military Barracks
	NNW is exit to Grand Garden of Istarun
	SE is an enterable house
	centre building is the Western King's Quarters
  10) Western King's Quarters
	W is exit to Military Barracks (labelled as 'Outside')
	E is exit to next level

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Talk to the fisherman. Then go to the snake charmer. Then find the old man in
the alley (Grand Market I think). He gives you a bracelet. Take that to the
tavern and the barkeeper. He lets you into the cellar and the Qualifying Arena.
Find the chest on the opposite side of the map to the entrance. Take the item in
there back to the barkeeper. He opens up the other Arena. Go there, and find the
chest on the opposite side of the map to the entrance. Get the chalice and take
that to Khan Shanki's house. Give it to the bodyguard at the door. Talk to Khan
Shanki who sends you to get the Potion the Dead (Erlik's house or headquarters).
Get the potion, give it to Khan Shanki who then sends you for the Genie Lamp
(Erlik's house or headquarters, whatever you didn't do before). Lamp is either
in a chest or Erlik's body (can't remember which). Take the lamp to Khan Shanki.
He gives you a paper. Take that to the Smoking Parlour and the guy curled up
smoking. He gives you a key to the Storehouses. Go there, go to the Sewer
entrance. Enter the Sewers.
Run around in the Sewers, back and forth, confused, until you've hit the
majority of the switches
(a couple create bridges to access additional switches). Eventually you will get
the doors to the palace open.
Proceed up through the Palace to the Second Floor and get the Western King's
cell open. Talk to him, then head to the Military Barracks (which are now open).
Go in there, enter the Western King's Quarters and exit to the next level.

Monsters

Name			Hit points	Damage		Notes
battrachoid (red)		400		24		area affect, continual acid damage
brigand (dark blue vest)	250		10		range, throwing dagger
brigand (light blue vest)	150		10		range, throwing dagger
	150		20		melee
Caliph of Istarun		2000		150		range, throwing axe
enchanted templar	3000		150		range attack, 1 missile
Erlik the necromancer	2000		200		range, 3 lightning balls
golem (blue)		2000		30		range, 1fireball, area effect with additional
					splash damage
golem (red)		500		30		range, 1 fireball, area effect with additonal
					splash damage
krilon (orange)		600		65		range attack, continual lightning damage 							(like
magician's wand)
saracen captain		500		50		range, 1 fireball
saracen sergeant		350		100		melee
western captain		500		250		range, magic sabre (3 projectiles)
western sergeant		350		50		range, magic sabre (1 projectile)
western soldier		200		80		melee
zlig			120		60		melee

NPCs and Other Sources of Information

Location		Name			Information
Port of Istarun		Khan Shanki		(1) gives stone key
				(2) give Potion of the Dead, authorized guard to open
						door at Erlik's Headquarters
						(3) give genie lamp, get Ahmed's Paper
			Khan Shanki's right	storyline information
			  hand man
			Khanzi			give serpeant grass, tells you to see Drys
			ill tempered keeper	give chalice, opens door
			Istarun fisherman		give gold purse, get snake herb (serpeant grass)
			passer-by W dock 	storyline information
			  (green shorts)
			passer-by W dock 	tells you to see fisherman
			  (orange shorts)
			passer-by E dock		storyline information
			  (orange shorts)
			passer-by (N of W dock)	storyline information
			  (green shorts)
			passer-by NW corner	tells you to see fisherman
			  (green shorts)
			passer-by small market	tells you to see fisherman
			  square (green shorts)
			passer-by small market	storyline information
			  square (orange shorts)
			passer-by NW corner	tells you to see fisherman
			  (orange shorts)
 			9 women of the bazaar	gibberish
			  (black robe)
			7 women of the bazaar	gibberish
			  (white robe)
Grand Market		Drys			give gold purse, get bracelet
	Khan-Shanki's right	opens door
			hand man
			passer-by SE corner	storyline information
			  (orange shorts)
			passer-by SE corner	storyline information
			  (green shorts)
			passer-by SW corner	tells you to see Drys
			  (red shorts)
			passer-by centre		storyline information
			  (green shorts)
			passer-by E of centre	information about woman's gibberish
			  (orange shorts)
			passer-by NE corner	storyline information
			  (orange shorts)
			passer-by Grand Market	information on sewer entrance to palace
			   (red shorts)
			10 women of the bazaar	gibberish
			  (black robe)
			9 women of the bazaar	gibberish
			  (white robe)
Grand Garden		Khan-Shanki's right	opens door
	  hand man
			passer-by (orange shorts)	storyline information
			passer-by (orange shorts)	storyline information
			3 women of the bazaar	gibberish
			  (black robe)
			1 woman of the bazaar	gibberish
			  (white robe)
Tavern			clerk			(1) give bracelet, opens door to qualifying arena
				(2) give second bracelet, opens door to arena of
						  champions
			3 women of the bazaar	gibberish
			  (black robe)
Residence of 		2 Khan-Shanki's right	storyline information
Khan-Shanki		hand men
	3 women of the bazaar	gibberish
			  (black robe)
Smoking Parlor		Ahmed			give Ahmed's paper, get iron key
	clerk			give gold purse, open door
			2 women of the bazaar	gibberish
			  (white robe)
Second Floor of 		Western King		storyline information, open entrance to
the Palace					Western Soldier's Barracks
House of a Local		sleeping local		give gold purse to get life vial
(chest#35)		4 women of the bazaar	gibberish
	  (black robe)
House of a Local		merchant		give gold purse, get crossbow bolts
(chest #36)

Secrets

There are eleven (11) secrets in this chapter.
Secret#1:  In the Arena of Champions, the E wall of the enclosed room N of the
stairs.
Secret#2:  In the Arena of Champions, the E wall of the enclosed room E of
centre.
Secret#3:  In the Arena of Champions, the S wall of the enclosed room in the NW
corner.
Secret#4:  In the Arena of Champions, the N wall of the enclosed room in the NW
corner.
Secret#5:  In the Sewers, the S wall W of the ladder to the storehouses.
Secret#6:  In the Sewers, the S wall W of secret#5.
Secret#7:  In the Sewers, the agility (4) crack on the S bank at the W end of
the slime.
Secret#8:  In the Sewers, the agility (4) crack on the N most wall W of centre.
Secret#9:  In the First Floor of the Palace, the E wall W of stairs to the
cellar.
Secret#10:  In the First Floor of the Palace, the E wall in the NW corner.
Secret#11:  In the Western King's Quarters, the agility (5) crack in the NW
corner.

Other secrets:
1) Fountain of Youth is located in a cave under the House of a Local located S
of centre in the Grand Market.
2) Camel located in the Port of Istarun E of the small market square will give
you a life bonus (for as many times as you ask).

Chests

There are thirty-eight (38) chests in this chapter.
Chest#1:  in the Tavern Cellar.
Chest#2:  in the Qualifying Arena, W of centre
Chest#3:  in the Qualifying Arena, NE corner.
Chest#4:  in the Arena of Champions, SW corner.
Chest#5:  in secret#1.
Chest#6:  in secret#2.
Chest#7:  in the Arena of Champions, centre.
Chest#8:  in the Arena of Champions, NW corner.
Chest#9:  in secret#3.
Chest#10:  in secret#5.
Chest#11:  in the Arena of Champions, N centre.
Chest#12:  in the Residence of the Khan-Shanki.
Chest#13:  in Erlik's House.
Chest#14:  in Erlik's Headquarters.
Chest#15:  in the Grand Garden of Istarun, SE corner.
Chest#16:  in the Sewers, NNE room.
Chest#17:  in the Sewers, N bank, W end of the slime,
Chest#18:  in the Sewers, SE of entrance to palace.
Chest#19:  in the Palace Cellar, N of centre.
Chest#20:  in the First Floor of the Palace, E of centre (S chest).
Chest#21:  N of chest#20.
Chest#22:  First Floor of the Palace, NE corner.
Chest#23:  First Floor of the Palace, centre.
Chest#24:  First Floor of the Palace, SW corner.
Chest#25:  in secret#9.
Chest#26:  in secret#10.
Chest#27:  in the Second Floor of the Palace, in stone door room (stone key on
Saracen Captain by door).
Chest#28:  in the Second Floor of the Palace, in iron door room (iron key on
Saracen Captain by door).
Chest#29:  in the Western King's Quarters by the mechanism (5) switch.
Chest#30:  in the Western King's Quarters by the level exit.
Chest#31:  in the Western King's Quarters by the level exit.
Chest#32:  in the House of a Local, located in the SE corner of the Military
Barracks.
Chest#33:  in the Second Floor of the W Tower (in the Grand Garden)
Chest#34:  in the Second Floor of the E Tower (in the Grand Garden).
Chest#35:  in the House of a Local, located W of centre in the Grand Market.
Chest#36:  in the House of a Local, located S of centre in the Grand Market.
Chest#37:  in the House of a Local, located SE of the E tower in the Grand
Market.
Chest#38:  in the House of a Local, located SE of the E tower in the Grand
Market.
Additional chest in the Qualifying Arena N of centre.
Blue Chest:  The first blue flagstone is in the SW corner of the Qualifying
Arena. The second blue flagstone is in secret#5. The third blue flagstone is in
the Sewers, E of the ladder to the Storehouses. The fourth blue flagstone is in
the First Floor of the Palace in the SE room. The blue chest itself is in the
First Floor of the Palace, E of the stone door in the SW corner. Contents: 4
rapid attack potions, 1 travel speed potion and 3 power potions.

Chapter Six: The Battlefront in the Desert

Layout of the Land
1) Military Camp of the Western Soldiers
	E is bridge to the Battlefront
	SEE is exit to the Battlefront
	SE is exit to the Battlefront
	NW area is Camp of the Western Armies
		NE hut in camp is General of the Western Forces
	centre area is Munitions Depot of the Western Troops
  2) Battlefront
	SW is exit to Military Camp of the Western Soldiers
	SWW is exit to Military Camp of the Western Soldiers
	W is bridge to Military Camp of the Western Soldiers
	W area is The Old Bridge
	SWW is Entrance to the Cave of the Mists
	NE area is Bridge over the Quicksand
	NEE is exit to Desert of the Saracens (labelled as 'Camp of the Saracens')
	cliff NW of centre:
		SW is to Temple Buried in the Desert (3) (labelled as 'Inside of a Temple
Nestled in the Cliff')
		SE is to Temple Buried in the Desert (3) (labelled as 'Inside of a Temple
Nestled in the Cliff')
   3) Temple Buried in the Cliff
	SW to Battlefront (labelled as 'Outside')
	N to Battlefront (labelled as 'Outside')
  4) Desert of the Saracens
	NWW is exit to the Battlefront
	SEE area is Munition Depot of the Saracens
	North of centre is the Ruins of Zimbala
	In the Ruins is the entrance to Inside of a Temple Buried in the Sand
	SE is a cave to Temple Buired in the Desert (5) (labelled as 'Camp of the
Saracens, inside the Cliff')
  5) Temple Buried in the Desert
	SW is exit to Desert of the Saracens (labelled as 'Outside')
	NE of exit to Desert of the Saracens is a room (crack enterable) with a
teleporter to North of the Temple Nestled in the Cliff
	N is entrance to Temple Buried in the Desert (6) (labelled as 'Inside of a
Temple Nestled in the Cliff')
	S of entrance to Temple Buried in the Desert is a room with a teleporter to
South of the Temple Nestled in the Cliff
  6) Temple Buried in the Desert
	W is exit to Temple Buried in the Desert (5) (labelled as 'Inside of a Temple
Nestled in the Cliff')
	E is exit to next level

Monsters

Name			Hit points	Damage		Notes
battrachoid (grey)	400		16		area affect, continual acid damage
golem (red)		500		30		range, 1 fireball, area effect with additonal
					splash damage
krilon (light blue)	250		100		melee
pharoah			12000		400		range, continual acid damage, area effect
saracen sergeant		350		80		melee
saracen soldier		200		40		range, throwing dagger
western captain		500		250		range, magic sabre (3 projectiles)
western sergeant		350		50		range, magic sabre (1 projectile)
western soldier		200		50		range, arrow
	200		80		melee
zlig			120		60		melee
                                        
NPCs and Other Sources of Information

Location		Name			Information
Western General's	General's journal		information about stones of power
Quarters
Temple Buried in		engraved mehnir		infromation about stones of power
the Cliff
Ruins of Zimbala		engraved mehnir		information about stones of power
Temple Buried in 	engraved mehnir		information about stones of power
the Desert (5)

Secrets

There are twenty (20) secrets in this chapter.
Secret #1:  Military Camp of the Western Soldiers, W side just S of centre in
cliff
Secret #2:  Military Camp of the Western Soldiers, S side, centre in cliff
Secret #3:  Military Camp of the Western Soldiers, S of camp, on W side of
cliff.
Secret #4:  in secret #3, go through the whirlpool, the green S wall
Secret #5:  in secret #4, the S green wall.
Secret #6:  Military Camp of the Western Soldiers, E side, centre in cliff
Secret #7:  in secret #6, the E green wall
Secret #8:  Battlefront, S cliff (on Western army side)
Secret #9:  Battlefront, N cliff (on Western army side)
Secret #10:  in secret #9, S wall
Secret #11:  Temple Buried in the Cliff, NE of mehnir, E wall.
Secret #12:  Temple Buried in the Cliff, E wall by fourth mechaism (5) switch
(in NE corner)
Secret #13:  Temple Buried in the Cliff, walk your archer through the agility
(5) crack in NE corner.
Secret #14:  Battlefront, SE of the resurection steles in E cliff.
Secret #15:  Battlefront, NW of the Saracen resurection stele in E cliff.
Secret #16:  Ruins of Zimbala, E wall S of entrance.
Secret #17:  Temple Buried in the Desert (5), N wall, NE of mehnir
Secret #18:  Temple Buried in the Desert (5), W wall NW corner
Secret #19:  Temple Buried in the Desert (5), walk your archer through the
agility (5) crack in NE corner.
Secret #20:  walk your archer through the agility (6) crack in secret #19.

Other Secrets:
Cave #1:  Military Camp of the Western Soldiers, N of centre in cliff.
Cave #2:  Battlefront, N (on Saracen side) in cliff.
Cave #3:  Battlefront, S (on Saracen side) in cliff.

Chests

There are twenty-eight (28) chests in this chapter.
Chest #1:  in secret #1.
Chest #2:  in secret #1 (north chest).
Chest #3:  in secret #2.
Chest #4:  in secret #4.
Chest #5:  in secret #5.
Chest #6:  in cave #1.
Chest #7:  in secret #6.
Chest #8:  in secret #7.
Chest #9:  in secret #8.
Chest #10:  in secret #10.
Chest #11:  in secret #11.
Chest #12:  in secret #12.
Chest #13:  in secret #13.
Chest #14:  in Temple Buried in the Cliff, NW (by incantation (5)).
Chest #15:  in cave #2.
Chest #16:  in cave #3.
Chest #17:  in cave #3.
Chest #18:  in secret #14.
Chest #19:  in secret #15.
Chest #20:  in secret #16.
Chest #21:  in Ruins of Zimbala, behind stone door in SE corner (stone and iron
keys on battrachoids by the pillar).
Chest #22:  in secret #17.
Chest #23:  in secret #18.
Chest #24:  in Temple Buried in the Desert (5), SW of W gold door.
Chest #25:  S of chest #24.
Chest #26:  in Temple Buried in the Desert (5), SE (by incantation (6)).
Chest #27:  in Temple Buried in the Desert (5), NE (by mechanism (6)).
Chest #28:  in secret #20.
Blue Chest:  To get to the first blue flagstone enter secret #3, go through the
whirlpool in the water. Go through the E whirlpool. To get to the second blue
flagstone enter secret #6, and take the teleporter in the NE corner (hit the
mechanism (5) switch to create a bridge). To get to the third blue flagstone
enter secret #6, and go through the whirpool in the water. To get to the fourth
blue flagstone enter secret #8 and go through the whirlpool in the water. The
blue chest itself is in the centre of all the blue flagstones. Contents: 1 rapid
attack potion, 4 travel speed potions and 3 power potions.

Chapter Seven: Gateway to Pal-Dul-Dan

Layout of the Land
1) Bedouin Camp
	NEE exit to North of the Desert (labelled as 'the East')
	NE exit to North of the Desert (labelled as 'the East')
	SEE exit to North of the Desert (labelled as 'the East')
	E of centre area is Bedouin camp
  2) North of the Desert
	NWW exit to Bedouin Camp (labelled as 'the West')
	NW exit to Bedouin Camp
	SWW exit to Bedouin Camp
	NE is exit to Old Temple of the Northeast
	E is exit to Old Temple of the Northeast
	SEE is exit to Old Temple of the Northeast
	SSE is exit to Middle of the Desert (labelled as 'the Camp of Garkham's
Knights')
	S is exit to Middle of the Desert (labelled as 'the Camp of Garkham's Knights')
	SSW is exit to Middle of the Desert (labelled as 'the Camp of Garkham's
Knights')
	water in SE is the North Pond
  3) Old Temple of the Northeast
	NWW is exit to North of the Desert (labelled as 'the West')
	W is exit to North of the Desert (labelled as 'the West')
 	SWW is exit to North of the Desert (labelled as 'the West')
	SE of centre - building is Old Northeastern Temple
  4) Middle of the Desert
	NNW is exit to North of the Desert
	N is exit to North of the Desert
	NNE is exit to North of the Desert
	SSW is exit to Encampment of Garkham's Knights
	S is exit to Encampment of Garkham's Knights
	SSE is exit to Encampment of Garkham's Knights
  5) Encampment of Garkham's Knights
	NNW is exit to Middle of the Desert (labelled as 'the North')
	N is exit to Middle of the Desert (labelled as 'the North')
	NNE is exit to Middle of the Desert (labelled as 'the North')
	W is exit to Western Quicksands
	SW is exit to Western Quicksands
	NEE is exit to Eastern Quicksands
	E is exit to Eastern Quicksands
	NW of centre area is Camp of Garkham's Knights
	water in centre is the Central Oasis
  6) Eastern Quicksands
	W is exit to Encampment of Garkham's Knights
	NWW is exit to Encampment of Garkham's Knights
	NW  corner is a teleporter to the Inside of the Old Northeastern Temple
	SW of centre (on an island) - building is Temple of Quicksands of the East
  7) Western Quicksands
	E is exit to Encampment of Garkham's Knights
	SEE is exit to Encampment of Garkham's Knights
	SSE is exit to Deep in the Desert (labelled as 'Temple of Pal-Dul-Dan')
	S is exit to Deep in the Desert (labelled as 'Temple of Pal-Dul-Dan')
	SSW is exit to Deep in the Desert (labelled as 'Temple of Pal-Dul-Dan')
	SE corner is a teleporter to the Inside of the Old Northeastern Temple
	W of centre (on an island) - building is Temple of the Quicksands of the West
  8) Deep in the Desert
	NNW is exit to Western Quicksands
	N is exit to Western Quicksands
	NNE is exit to Western Quicksands
	centre is Altar of Pal-Dul-Dan, altar is teleporter to West of the Desert of
Pal-Dul-Dan (labelled as 'the Alternative Reality of Pal-Dul-Dan')
  9) West of the Desert of Pal-Dul-Dan
	W - altar is teleporter to Deep in the Desert (labelled as 'Back to Reality')
	E 6 exits to Middle of the Desert of Pal-Dul-Dan (labelled as 'the Temple of
Pal-Dul-Dan')
  10) Middle of the Desert of Pal-Dul-Dan
	W 6 exits to West of the Desert of Pal-Dul-Dan (labelled as 'the Altar Leading
Back to Reality')
	SE is exit to the Temple of Pal-Dul-Dan
	E is exit to the Temple of Pal-Dul-Dan
	NE is exit to the Temple of Pal-Dul-Dan
  11) Temple of Pal-Dul-Dan
	NW is exit to Middle of the Desert of Pal-Dul-Dan (labelled as 'the Altar
Leading Back to Reality')
	W is exit to Middle of the Desert of Pal-Dul-Dan (labelled as 'the Altar
Leading Back to Reality')
	SW is exit to Middle of the Desert of Pal-Dul-Dan (unlabelled)
  	SE of centre - building is Temple of Pal-Dul-Dan
  12) Sacred Chamber of the Book of Knowledge
	N is exit to Temple of Pal-Dul-Dan (labelled as 'Outside')
	S is exit to next level

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Go to the Temple of the Northeast. Flip the switches in there (you may need to
use the two teleporters in the Western and Eastern Quicksands). That creates a
bunch of bridges in the Western and Eastern Quicksands.
Go to the Eastern Quicksands and the Temple which is now accessible. In the
Temple is an altar which you need to activate. Do that, then leave the Temple
and head to the Western Quicksands. Enter the Temple
there. Find the Altar and activate it. That activates the Altar/teleporter to
Pal-Dul-Dan. Go there and enter
Pal-Dul-Dan. Proceed to the Temple and kill the giant insects. One will drop a
key. Enter the Temple, unlock the door and proceed to the next level.

Monsters

Name			Hit points	Damage		Notes
battrachoid (red)		800		8		area affect, continual acid damage
enchanted templar	2000		8		range attack, initial missile detonates then splits
					into 3 more missiles
glore (orange)		260		40		melee
glore (red)		320		40		range, throwing dagger
giant insect 		8000		200		range, immobile, generates red golems
golem (brown)		3000		5		range, 1 fireball, area effect with additional
					splash damage
golem (red)		3000		15		range, 1 fireball, area effect with additonal
					splash damage
lava spirit		600		100		range, restricted to stay on lava
phantom			200		10		melee attack
phantom generator	2000		na		creates phantoms
pharoah			15000		400		range, continual acid damage, area effect
saracen capatain		1000		10		range, 1 fireball
saracen sergeant		700		40		melee
zlig			240		40		melee

NPCs and Other Sources of Information

Location		Name			Information
Bedouin Camp		nomad			storyline information
	nomad			infomation about Northeast Temple
			nomad			give gold purse, get life vial
			nomad chieftain		information about temples, and get to Pal-Dul-Dan
Old Temple of the	engraved mehnir		information on paving stones to enter
Pal-Dul-Dan
North-east

Secrets

There are thirty-five (35) secrets in this chapter.
Secret #1:  North of the Desert, SW corner in the E cliff
Secret #2:  in secret #1, green N wall in large room.
Secret #3:  Middle of the Desert, W central cliff on E side.
Secret #4:  Old Temple of the North-east, N wall, N centre
Secret #5:  N wall S of chest #9.
Secret #6:  Old Temple of the North-east, W wall SW corner
Secret #7:  E of secret #5.
Secret #8:  S of secret #7.
Secret #9:  Old Temple of the North-east, S wall, NE corner.
Secret #10:  Old Temple of the North-east, E wall, N centre
Secret #11:  Old Temple of the North-east, walk your archer through the agility
(6) crack in in SE corner.
Secret #12:  Eastern Temple, E wall, NEE
Secret #13:  Eastern Temple, S wall, SE corner.
Secret #14:  Eastern Temple, walk your archer through the agility (6) crack N
centre
Secret #15:  Eastern Temple, E wall, S room (with incantation (7))
Secret #16:  Eastern Temple, S of altar.
Secret #17:  in secret #16, N wall,. SW corner.
Secret #18:  Eastern Temple, E wall, NE of altar
Secret #19:  in secret #18, E wall, SE corner.
Secret #20:  Western Temple, N wall, NNW
Secret #21:  Western Temple, S wall, SW of resurection stele
Secret #22:  Western Temple, E wall, SE of entrance.
Secret #23:  Western Temple, N wall, N centre
Secret #24:  Western Temple, walk your archer through the agility (6) crack in N
centre
Secret #25:  Western Temple, N wall, NE corner.
Secret #26:  Western Temple, E side, S of mechanism (7)
Secret #27:  Western Temple, W wall, NW of altar
Secret #28:  Western Temple, walk your archer through the agility (7) crack N of
altar
Secret #29:  in cave #5, S green wall in NW corner
Secret #30:  in secret #29, S wall.
Secret #31:  in secret #29, W green wall.
Secret #32:  in cave #6, SW corner.
Secret #33:  ??
Secret #34:  ??
Secret #35:  ??

Other secrets:
1) Fountain of Youth is located in a cave in North of the Desert, S side of the
central cliff (cave #1).
2) Four camels located in the Bedouin Camp will give you a life bonus (for as
many times as you ask).
Cave #1:  North of the Desert, S side of the central cliff.
Cave #2:  Old Temple of the Northeast, NNW in cliff.
Cave #3:  Deep in the Desert, N of Altar of Pal-Dul-Dan.
Cave #4:  West of the Desert of Pal-Dul-Dan, SW corner in SW cliff.
Cave #5:  Middle of the Desert of Pal-Dul-Dan, NE corner in NE cliff.
Cave #6:  Temple of Pal-Dul-Dan, SE corner in NE cliff.

Chests

There are fifty-nine (59) chests in this chapter.
Chest #1:  in secret #1, S room.
Chest #2:  in secret #2.
Chest #3:  in cave #1.
Chest #4:  in cave #1.
Chest #5:  in cave #2.
Chest #6:  in  secret #3.
Chest #7:  in cave #3.
Chest #8:  Old Temple of the North-east, E of entrance
Chest #9:  S of chest #8.
Chest #10:  E of chest #9.
Chest #11:  in secret #6.
Chest #12:  in secret #8.
Chest #13:  N of chest #10.
Chest #14:  in secret #9.
Chest #15:  in secret #10.
Chest #16:  Old Temple of the North-east, N room (take teleporter from
Quicksands of the West).
Chest #17:  in secret #11.
Chest #18:  Western Quicksands, NE
Chest #19:  Western Quicksands, NW (incantation (6) in secret #10 for bridge)
Chest #20:  Western Quicksands, SW (strength (6) in NE corner of Old Temple of
North-east for bridge).
Chest #21:  Eastern Quicksands, NE (mechanism (6) in SW corner of Old Temple of
North-east for bridge).
Chest #22:  Eastern Quicksands, S (mechanism (6) in NW corner and mechanism (6)
in S of Old Temple of North-east for bridges).
Chest #23:  Eastern Quicksands, N (incantation (6) in NE corner and strength (6)
in SW corner of Old Temple of North-east for bridges).
Chest #24:  in secret #12.
Chest #25:  in secret #13.
Chest #26:  Eastern Temple, W of centre
Chest #27:  in secret #14.
Chest #28:  in secret #15.
Chest #29:  in secret #17.
Chest #30:  NE of chest #29.
Chest #31:  N of chest #30.
Chest #32:  Eastern Temple, NW corner.
Chest #33:  in secret #19.
Chest #34:  Eastern Temple, NE corner.
Chest #35:  in secret #20.
Chest #36:  in secret #21.
Chest #37:  in secret #22.
Chest #38:  Western Temple, SW corner.
Chest #39:  Western Temple, NW corner.
Chest #40:  in secret #23.
Chest #41:  in secret #25.
Chest #42:  Western Temple, large room E of centre
Chest #43:  in secret #26.
Chest #44:  in secret #27.
Chest #45:  in secret #28.
Chest #46:  in cave #4.
Chest #47:  West of the Desert of Pal-Dul-Dan, N centre (paving stone in NE
corner of cave #4 for bridge)
Chest #48:  in cave #5.
Chest #49:  in cave #5.
Chest #50:  in secret #31.
Chest #51:  Middle of the Desert of Pal-Dul-Dan, S centre (paving stone in NW of
cave #5 for bridge).
Chest #52:  Middle of the Desert of Pal-Dul-Dan, centre (paving stone in SW of
cave #5 for bridge).
Chest #53:  in cave #6.
Chest #54:  in secret #32.
Chest #55:  Temple of Pal-Dul-Dan, SW (paving stone in cave #6 for bridge).
Chest #56:  Temple of Pal-Dul-Dan, SE (paving stone in cave #6 for bridge).
Chest #57:  Temple of Pal-Dul-Dan, N (paving stone in cave #6 for bridge).
Chest #58:  ??
Chest #59:  ??
Blue Chest:  The first blue flagstone is in the Old Temple of the North-east, SE
of the entrance. To get to the second blue flagstone in the Eastern Temple, step
on the central paving stone to make a bridge appear to the north. Cross it to
the blue flagstone (which is W of centre). To get to the third blue flagstone
enter secret #19 and step on the paving stone. Step on the paving stone NE of
the mechanism (7) switch. In the NE corner of the Eastern Temple across 2
bridges is the blue flagstone. To get to the fourth blue flagstone enter secret
#20 and step on the paving stone. The blue flagstone is the SW corner of the
Western Temple across a bridge. The blue chest itself is in the Western Temple,
NW of the resurection stele in a room blocked by two movable stones. Contents: 1
rapid attack potion, 3 travel speed potions and 3 power potions.

Chapter Eight: Pal-Dul-Dan

Layout of the Land
1) Entrance to the Temple of Pal-Dul-Dan
	E is exit to Chamber of the Six Valves
  2) Chamber of the Six Valves
	W is exit to the Entrance to the Temple of Pal-Dul-Dan
	E is exit to the Sacred Chamber of the Book of Knowledge
	just W of the exit to the Sacred Chamber of the Book of Knowledge is the exit
to the Cave of the Guardians of Pal-Dul-Dan
  3) Cave of the Guardians of the Pal-Dul-Dan
	E is stairs to the Chambers of the Six Valves
  4) Sacred Chamber of the Book of Knowledge
	W is exit to the Chamber of the Six Valves
	E is exit to the next level

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Make your way to the exit to the Chamber of the Six Valves. Go to the Chamber of
the Six Valves. Here you have to make your way to the Eastern most room. To do
this you need to figure out the flagstones to open up the doors. You have to
stand on the flagstones so you will end up separating your party (a DM's dream).
You should be able to always get two members through (most likely three). Hit
all the strength, agility, mechanism and incantation switches. Some are
important for opening the Sacred Chamber. Find the valve wheels (there are six
needed although I think I found at least seven). Place the wheels on the valves.
You only need to place two to open a door (and all the doors connect up), it's
just a question of which two valves open which door. Just put all the valve
wheels on (hopefully you have more than 2). Get to the Eastern most room. Just W
of the entrance to the Cave of the Guardians is a flagstone which is the master
switch for the doors. Step on it so you don't have to worry about the doors
anymore. So where in here is a locked door I believe (either just before the
valve room or just after). Go the Cave of the Guardians. Make your way around
the map till you find the Guardians. Push the three stones onto the flagstones.
Those
flagstones are important to open the door to the Sacred Chamber. Go to the
Sacred Chamber. Put each of your party members on to a flagstone. Hexplore will
appear on the altar. Read it, the door opens, go to the next level.

Monsters

Name			Hit points	Damage		Notes
battrachoid (red)		800		32		area affect, continual acid damage
enchanted templar		8000		10		melee attack, invulnerable
golem (blue)		3500		10		range, 1 fireball, area effect with additional
					splash damage
krilon (dark blue)		1200		80		range, 1 fireball
krilon (orange)		1200		65		range attack, continual lightning damage
								(like magician's wand)
lava spirit		600		40		range, restricted to stay on lava
phantom			200		80		melee attack
phantom generator	2000		na		creates phantoms
pharoah			15000		100		range, continual acid damage, area effect
	20000		400		range, continual acid damage, area effect
sentinel			1		50		detonates upon impact
temple guardian		15000		450		range attack, 3 fireballs, immobile
zlig			240		20		melee

NPCs and Other Sources of Information

Location			Name				Information
Sacred Chamber of the	Hexplore/Garkham		storyline information, opens door to
level
Book of Knowledge					teleporter

Secrets

There are twenty-four (24) secrets in this chapter.
Secret #1:  Entrance to Temple of Pal-Dul-Dan, W wall, NW corner
Secret #2:  Entrance to Temple of Pal-Dul-Dan, N wall, NW corner.
Secret #3:  Entrance to Temple of Pal-Dul-Dan, W wall, N centre.
Secret #4:  Entrance to Temple of Pal-Dul-Dan, S of chest #6.
Secret #5:  NW of secret #4.
Secret #6:  Entrance to Temple of Pal-Dul-Dan, W wall, SW corner.
Secret #7:  Entrance to Temple of Pal-Dul-Dan, walk your archer through the
agility (7) crack in the N wall on the E side.
Secret #8:  Chamber of Six Valves, W piping wall N of entrance.
Secret #9:  Chamber of Six  Valves, E piping wall, centre.
Secret #10:  Chamber of Six Valves, SE of entrance.
Secret #11:  Chamber of Six Valves, walk your archer through the agility (7)
crack in the S centre.
Secret #12:  Chamber of Six Valves, W wall, NW of the gold door.
Secret #13:  Chamber of Six Valves, W wall, N of chamber.
Secret #14:  Chamber of Six Valves, walk your archer through the agility (8)
crack in the NE corner.
Secret #15:  Chamber of Six Valves, piping in NE corner.
Secret #16:  Chamber of Six Valves, E wall S of chamber.
Secret #17:  Chamber of Six Valves, W wall S of chamber.
Secret #18:  Chamber of Six Valves, walk your archer through the agility (8)
crack in the SE corner.
Secret #19:  Chamber of Six Valves, S piping wall, SE corner.
Secret #20:  Chamber of Six Valves, E piping wall, SE corner.
Secret #21:  Cave of Guardians of Pal-Dul-Dan, N side, centre, piping.
Secret #22:  Cave of Guardians of Pal-Dul-Dan, E piping wall, W side, centre.
Secret #23:  Cave of Guardians of Pal-Dul-Dan, W piping wall, SW corner.
Secret #24:  Cave of Guardians of Pal-Dul-Dan, N piping wall, S side.

Chests

There are forty-three (43) chests in this chapter.
Chest #1:  Entrance to Temple of Pal-Dul-Dan, NE of entrance.
Chest #2:  Entrance to Temple of Pal-Dul-Dan, SE of entrance.
Chest #3:  in secret #1.
Chest #4:  in secret #2.
Chest #5:  in secret #3.
Chest #6:  Entrance to Temple of Pal-Dul-Dan, SE of entrance (valve wheel).
Chest #7:  in secret #4.
Chest #8:  in secret #5.
Chest #9:  in secret #6.
Chest #10:  Entrance of Temple of Pal-Dul-Dan, E of entrance.
Chest #11:  Entrance of Temple of Pal-Dul-Dan, E side (N chest).
Chest #12:  Entrance to Temple of Pal-Dul-Dan, E side (S chest).
Chest #13:  Entrance to Temple of Pal-Dul-Dan, behind N iron door.
Chest #14:  in secret #9.
Chest #15:  S of secret #7.
Chest #16:  Chamber of Six Valves, E of entrance (valve wheel).
Chest #17:  in secret #8 (valve wheel).
Chest #18:  Chamber of Six Valves, N centre (valve wheel).
Chest #19:  in secret #9.
Chest #20:  in secret #10.
Chest #21:  Chamber of Six Valves, S of centre (with strength (7) switch).
Chest #22:  Chamber of Six Valves, SW corner, stone key (accessible from
strength (7) switch which is accessible from the incantation (7) switch).
Chest #23:  Chamber of Six Valves, S centre (with incantation (7) switch) (valve
wheel).
Chest #24:  in secret #11.
Chest #25:  N of chest #23.
Chest #26:  in secret #12.
Chest #27:  E of chest #26 (valve wheel).
Chest #28:  S of chest #27.
Chest #29:  in secret #13.
Chest #30:  in secret #14.
Chest #31:  in secret #15.
Chest #32:  Chamber of Six Valves, SW of door to Caverns of Guardians.
Chest #33:  in secret #16.
Chest #34:  in secret #17.
Chest #35:  in secret #18.
Chest #36:  in secret #19.
Chest #37:  in secret #20.
Chest #38:  Chamber of Six Valves, N centre (with mechanism (8) switch).
Chest #39:  in secret #21.
Chest #40:  in secret #22.
Chest #41:  in secret #23.
Chest #42:  in secret #24.
Chest #43:  Entrance to Temple of Pal-Dul-Dan, behind stone door (key in chest
#22).
Blue Chest:  The first blue flagstone is in secret #2. The second blue flagstone
is in the Entrance to Temple of Pal-Dul-Dan, due E of the entrance. The third
blue flagstone is in the Chamber of Six Valves, on the N side, centre behind a
flame pillar. The fourth blue flagstone is in the Chamber of Six Valves, in the
SE corner of the room with the entrance to the Sacred Chamber. The blue chest
itself is in the Cave of the Guardians of Pal-Dul-Dan in the NW corner of the
lava. Contents: 3 rapid attack potions, 1 travel speed potion and 3 power
potions.

Chapter Nine: The Himalayas

Layout of the Land
1) Himalayan Prison
	Centre room W is exit to Northwestern Slope (labelled 'Himalayan Mountains')
  	S cell block - quiet prisoner cell block
	W cell block - glore cell block
	N cell block - strange creature cell block
	E cell block - white magician cell block
  2) Northwestern Slope
	NW corner - building is entrance to Himalayan Prison (labelled 'Inside of the
Evil Wizards' Prison)
	NE corner is exit to Northern Slopes (labelled 'Middle of the North Slope')
	S side in the centre is cave #1
	E side in the centre is cave #2
  3) Northern Slope
	NW corner is exit to Northwestern Slope (labelled 'West of the Northern Slope')
	NE corner is exit to Northeastern Slope (labelled 'East of the Northern Slope')
	E is exit to Northeastern Slope (labelled 'East of the Northern Slope')
	W side in the centre is cave #2
	E side in the SE corner is cave #3
	W side in the SE corner is cave #3
  4) Northeastern Slope
	NW is exit to Northern Slope (labelled 'Middle of the Northern Slope')
	W is exit to Northern Slope (labelled 'Middle of the Northern Slope')
	SE corner is Impasse of the Northern Slope
	SE corner in the N cliff is cave #4
	E side in the S cliff is cave #4
	SE corner in the S cliff is cave #5
  5) Flying Machine Mooring Platform
	S in cliff is cave #5
	N is flying machine and teleporter to next level

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
In the prison area, there are four cell blocks.  Each cell block has a flagstone
which when all are activated opens a door (either gong room or white magician's
cell). Each cell block also has strength, mechanism, incantation and agility
switches. These open the other door (gong room or white magician's cell). Talk
to the white magician. He opens the door to outside for you. Go through the gong
room and outside. Outside follow the map around to the impasse of the north
(it's pretty linear now unless you take the cave shortcuts).
Take the cave to the right. On the opposite side of the map is the other exit.
Go through it and you'll be on
the other side of the mountain. Take the flying machine to the next level.

Monsters

Name			Hit points	Damage		Notes
battrachoid (green)	1600		8		area affect, continual acid damage
captain of the guard	2500		30		range attack, lightning charge
(blue cape)
captain of the guard	4000		30		range attack, 3 fireballs
(red cape)
glore (brown)		640		10		range attack, throwing dagger
glore (light blue)		520		10		melee attack
golem (brown)		2000		40		melee attack
krilon (brown)		2400		50		range attack, continual lightning damage 								(like
magician's wand)
snow wild boar		500		70		melee attack
werewolf		1000		120		melee attack
yeti			2000		140		range attack

NPCs and Other Sources of Information

Location			Name				Information
Himalayn Prison		prisoner in NW cell		information about secret passage to
weapons
quiet prisoner block					room
	prisoner in SEE cell		information about flying machine
			prisoner in SSE cell		information about white magician
			nomad prisoner in SSW cell	inforrmation on prison
  white magician block	white magician			storyline information, opens door to
outside

Secrets

There are forty-one (41) secrets in this chapter.
Secret #1:  Himalayan Prison, N wall SWW cell of quiet prisoner cell block.
Secret #2:  same as secret #1.
Secret #3:  Himalayan Prison, W wall SWW cell of quiet prisoner cell block.
Secret #4:  W wall of secret #3.
Secret #5:  N wall of secret #4.
Secret #6:  Himalayan Prison, walk your archer through the agility (8) crack in
the NE cell of the quiet prisoner cell block.
Secret #7:  Himalayan Prison, walk your archer through the agility (8) crack in
the NNW cell of the glore cell block.
Secret #8:  Himalayan Prison, the N wall of the NE cell in the glore cell block.
Secret #9:  Himalayan Prison, walk your archer through the agility (9) crack in
the NWW cell in the strange creature cell block.
Secret #10:  Himalayan Prison, walk your archer through the agility (9) crack in
the NW cell in the white magician's cell block.
Secret #11:  in cave #1, the E green wall E of the entrance.
Secret #12:  the W green wall S of secret #11.
Secret #13:  in cave #1, the W green wall W of the entrance.
Secret #14:  the W green wall in secret #13.
Secret #15:  in cave #1, the W green wall in the SW corner.
Secret #16:  the E green wall, E of secret #15.
Secret #17:  same as #16.
Secret #18:  in secret #16/17 the N green wall
Secret #19:  in secret #16/17 the E green wall
Secret #20:  in cave #2, the W green wall W of the entrance
Secret #21:  in cave #2, the E green wall E of the entrance
Secret #22:  in cave #2, the S green wall in the SE corner
Secret #23:  in cave #2, the S green wall in the SW corner.
Secret #24:  in secret #23, the S green wall.
Secret #25:  in cave #3, the E green wall E of the entrance
Secret #26:  in cave #3, the S green wall between the entrances.
Secret #27:  in cave #3, the S green wall S of the entrance to the Northern
Slope.
Secret #28:  in cave #4, the E green wall by the S entrance.
Secret #29:  in cave #4, the W green wall in the NW corner.
Secret #30:  in cave #4, the S green wall in the SW corner.
Secret #31:  in cave #5, the E green wall in the SE corner.
Secret #32:  in cave #5, the E green wall by the second blue flagstone
Secret #33:  in cave #5, the S green wall NW of the second blue flagstone
Secret #34:  in cave #5, the N green wall, NW of the entrance to the
Northeastern Slope.
Secret #35:  in cave #5, the E green wall, NE of secret #34.
Secret #36:  in cave #5, the W green wall, in the SW corner.
Secret #37:  in cave #5, the W green wall NW of the third blue flagstone.
Secret #38:  in cave #5, the N green wall in the NE corner.
Secret #39:  in cave #5, the E green wall in the centre.
Secret #40:  ??
Secret #41:  ??

Other secrets:
1) Fountain of Youth is located in secret #19.
Cave #1:  in the Northwestern Slope, on the S side, in the centre.
Cave #2:  in the Northwestern Slope, on the E side, in the center. Alternate
entrance is in the Northern Slope, on the W side in the centre.
Cave #3:  in the Northern Slope, on the E side in the SE corner (the W side of
the cliff).
Cave #4:  in the Northeastern Slope, on the E side in the centre (the N side of
the cliff). Alternative entrance is on the S side of the cliff.
Cave #5:  in the Northeastern Slope, in the SE corner the S cliff.

Chests

There are forty (40) chests in this chapter.
Chest #1:  in secret #5.
Chest #2:  Himalayan Prison, the SWW cell in the glore cell block.
Chest #3:  Himalayan Prison, the NWW cell in the glore cell block.
Chest #4:  in secret #7.
Chest #5:  Himalayan Prison, the SE cell in the glore cell block.
Chest #6:  Himalayan Prison, the NNW cell in the strange creature cell block.
Chest #7:  Himalayan Prison, the NNE cell in the strange creature cell block.
Chest #8:  Himalayan Prison, the NEE cell in the strange creature cell block.
Chest #9:  Himalayan Prison, the SE cell in the strange creature cell block.
Chest #10:  Himalayan Prison, the NE cell in the white magician's cell block.
Chest #11:  Himalayan Prison, the SE cell in the white magician's cell block.
Chest #12:  Himalayan Prison, the SW cell in the white magician's cell block.
Chest #13:  in secret #9.
Chest #14:  in secret #10.
Chest #15:  Himalayan Prison, in the central room by the exit.
Chest #16:  in secret #11.
Chest #17:  in secret #13.
Chest #18:  in secret #14.
Chest #19:  in secret #15.
Chest #20:  in secret #16.
Chest #21:  in secret #19.
Chest #22:  in secret #20.
Chest #23:  in secret #22.
Chest #24:  in secret #23.
Chest #25:  in secret #24.
Chest #26:  in secret #25.
Chest #27:  in secret #26.
Chest #28:  in secret #27.
Chest #29:  in secret #28.
Chest #30:  in secret #29.
Chest #31:  in secret #30.
Chest #32:  in secret #31.
Chest #33:  in secret #32.
Chest #34:  in secret #33.
Chest #35:  in secret #34.
Chest #36:  in secret #35
Chest #37:  in secret #36.
Chest #38:  in secret #37
Chest #39:  in secret #39.
Chest #40:  ??
Blue Chest:  The first blue flagstone is in cave #2 by the entrance from the
Northwestern Slope. The second blue flagstone is in cave #5 in the hall NE of
the entrance from the Northeastern Slope. The third blue flagstone is in cave
#5, NW of secret #34 in the hall. The fourth blue flagstone is ??. The blue
chest itself is in secret #38. Contents: ? rapid attack potions, ? travel speed
potion and ? power potions.

Chapter Ten: The Temples of the Elements

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Find the jar of medicinal herbs. Talk to the village chief in the village on
stilts. Give him the jar of medicinal herbs. He opens the Temple of Water for
you. Find all the entrances to the Buried Temple
(under movable rocks). In the Buried Temple are the Amulet of Earth and the
Amulet of Water. Take the Amulet of Water to the Temple of Water and activate
the Elemental. Enter the Central Temple through
the doors. Find the two Altar things. Those open the Temple of Air and Earth.
Enter the Central Temple
from the backside (the cave). Start by going in the agility (10) crack and hit
the switch. That will lead to
a strength (10), incantation (10) and mechanism (10) switch in some order. (Side
note:  I found that I had to kill every single critter everywhere on the maps
before I had enough xp to handle these switches.)  Hit those switches.
Eventually a couple rooms open up with chests with the Amulet of Fire and Air (I
think one is in the chest in the strength (10) room). Go to the Troglodyte
village. One of the abodes (the one with lots of cannibals) has a chest with a
fire statue. The other fire statue is in one of the Temple of the Troglodytes
entrances. Take the two statues to the other Troglodyte Temple entrance and
place them on either side
of the door. That opens up the entrance to the Temple of Fire. Go in the Temple
of Fire and activate the Fire Elemental. Go to the Temple of Earth and activate
the Earth Elemental. Go to the Temple of Air and activate the Air Elemental.
Except for the Fire Temple the gates are controlled by the paving stones. And
it's a time related thing. I found it easiest to just leave someone behind to
keep stepping on the switches. One of the switches (Air I think) is hidden in a
corner under some vine (outside of the first room). Once all the Elementals are
activated a bridge appears connecting the wooden bridge between the Air and
Earth Temples with another wooden bridge. Go across the bridge. Kill the Kraken.
Use the Kraken as a bridge and cross to the island. Exit to the next level.

Secrets

There are twenty-seven (27) secrets in this chapter.

Chests

There are forty-three (43) chests in this chapter.

Chapter Eleven: The Garden of Eden

Rough Walkthrough (error prone, omission prone, unchecked and from memory - will
be replaced)
Proceed around to the room on the other side of the wooden spikes. Garkham and 5
evil sorcerer's appear. Talk to Garkham and then kill them. That opens the door
to the Garden of Eden. Go into the Garden. God appears. Talk to God, 4 fighting
gods appear. Kill God and the fighting gods. That opens to the door to
knowledge. Go through that door and stand on the exit teleporter.

Secrets

There are two (2) secrets in this chapter.

Chests

There are four (4) chests in this chapter.

Appendix A: Monsters

Name			Hit Points	Damage		Where Found	Notes
battrachoid (brown)	200		16		chapter 4	area affect, continual acid
									damage
battrachoid (green)	200		16		chapter 3	area affect, continual acid
				1600		8		chapter 9	damage
battrachoid (grey)		400		16		chapter 6	area affect, continual acid
damage
battrachoid (red)		400		24		chapter 5	area affect, continual acid
				800		8		chapter 7	damage
	800		32		chapter 8
brigand (dark blue vest)	250		10		chapter 5	range, throwing dagger
brigand (light blue vest)	150		10		chapter 5	range, throwing dagger
	150		20		chapter 5	melee
Caliph of Istarun		2000		150		chapter 5	range, throwing axe
cannon			200		60		chapter 3	range attack, immobile
captain of the guard	500		15		chapter 1	range attack
(blue cape)
	500		30		chapter 2	range attack
			1000		60		chapter 3	range attack
			2500		30		chapter 9	range attack
captain of the guard	1000		60		chapter 4	range attack, single
(red cape)								projectile
			1600		?		chapter 2	range attack
  			1600		60		chapter 3-4	range attack, 3 fireballs
			4000		30		chapter 9	range attack, 3 fireballs
captain of the guard	3000		16		chapter 4	range attack, initial missile     (red
cross)								detonates then splits into 3
							 more missiles
chicken			-		20		chapter 1	melee attack
enchanted templar	2000		16		chapter 3-4	range attack, initial missile
			2000		8		chapter 7	detonates then splits into 3 									more missiles
	3000		150		chapter 5	range attack, 1 missile
		8000		10		chapter 8	melee attack, invulnerable
Erlik the necromancer	2000		200		chapter 5	range, 3 lightning balls
glore (blue)		80		10		chapter 1-2	melee attack (throwing 				160		20		chapter
3-4	dagger)
glore (brown)		640		10		chapter 9	range attack, throwing
dagger
glore (light blue)		520		10		chapter 9	melee attack
glore (orange)		260		40		chapter 7	melee attack
glore (red)		320		40		chapter 7	range, throwing dagger
glore (white)		65		10		chapter 1-2	melee attack
	130		20		chapter 3-4
giant insect 		8000		200		chapter 7	range, immobile, generates
							red golems
golem (blue)		2000		30		chapter 5	range, 1 fireball, area
	3500		10		chapter 8	effect with additional
									splash damage
golem (brown)		3000		5		chapter 7	range, 1 fireball, area 										effect with
additional
							splash damage
		2000		40		chapter 9	melee attack

golem (red)		500		30		chapter 5-6	range, 1 fireball, area 				3000		15		chapter
7	effect with additonal
							splash damage
krilon (brown)		2400		50		chapter 9	range attack, continual
lightning damage		(like magician's wand)
krilon (dark blue)		300		55		chapter 4	range attack, continual
										lightning damage 	(like
							magician's wand)
	1200		80		chapter 8	range, 1 fireball
krilon (light blue)		250		100		chapter 6	melee
krilon (orange)		600		65		chapter 5	range attack, continual
							lightning damage	(like
									magician's wand)
	1200		65		chapter 8
lava spirit		600		40		chapter 8	range, restricted to stay on
600		100		chapter  7	lava
phantom			50		20		chapter 2	melee attack
	100		40		chapter 3-4
			200		10		chapter 7
			200		80		chapter 8
phantom generator	250		na		chapter 2	creates phantoms
	500		na		chapter 3-4
			2000		na		chapter 7-8
pharoah			12000		400		chapter 5	range, continual acid 				15000		100		chapter
8	damage, area effect
15000		400		chapter 7
	20000		400		chapter 8
saracen captain		500		50		chapter 5	range, 1 fireball
	1000		10		chapter 7
saracen sergeant		350		80		chapter 6	melee attack
	350		100		chapter 5	melee attack
			700		40		chapter 7
saracen soldier		200		40		chapter 6	range, throwing dagger
sentinel			1		50		chapter 8	detonates upon impact
snow wild boar		500		70		chapter 9	melee attack
soul robber machine	3500		150		chapter 4	range attack, teleports in
							enchanter templars
									upon destruction of each
									of it's 4 parts
standing crossbow	800		5		chapter 4	rapid range attack,
							immobile
temple guardian		15000		450		chapter 8	range attack, 3 fireballs,
immobile
werewolf		200		40		chapter 3	melee attack
	1000		120		chapter 9	melee attack
western captain		500		250		chapter 5-6	range, magic sabre (3
										projectiles)
western sergeant		350		50		chapter 5-6	range, magic sabre (1
										projectile)
western soldier		200		50		chapter 6	range attack, arrow
	200		80		chapter 5-6	melee attack
wolf			150		20		chapter 3	melee attack
yeti			2000		140		chapter 9	range attack
zlig			15				chapter 1	melee attack
	20		20		chapter 1	melee attack
			30		20		chapter 2	melee attack
			60		40		chapter 3
			120		60		chapter 5-6	melee attack
			240		20		chapter 8	melee attack
240		40		chapter 7	melee attack
zombie			100		10		chapter 1-2	melee attack
(grey shorts)		200		40		chapter 3-4
zombie			150		?		chapter 2	melee attack
(blue shorts)		400		40		chapter 4	melee attack
zombie			350		16		chapter 3	melee attack, poison gas
(orange shorts)

Appendix B: Items

Equipable Items

Adventurer

Name			Damage		Damage Increase for experience points	Notes
Adventurer's Katana	30 @ lvl 0	+1 per 10 xp				melee
	60 @ lvl 1
			90  @ lvl 2
  			120 @ lvl 3
  starting equipment
Adept Adventurer's	240 @ lvl 3 						melee
Katana			300 @ lvl 4
	360 @ lvl 5
  found on a white glore in First Floor of the Castle (chapter 4) in the middle
room on the W side
Expert Adventurer's	540 @ lvl 5						melee
Katana			630 @ lvl 6
	720 @ lvl 7
			810 @ lvl 8
			900 @ lvl 9
  found in the Battlefront on a saracen soldier SE of centre (chapter 6)
Most Daring Adventurer's	1800 @ lvl 9						melee
Katana
found in cave #2 on a werewolf E of the entrance from the Northwestern Slope
(chapter 9)
Adventurer's Explosive 	70 @ lvl 0	+10 per 60 xp				range, requires
Powder			120 @ lvl 1						charges
	170 @ lvl 2
			220 @ lvl 3
Adept Adventurer's 	230 @ lvl 3						range, requires
Explosive Powder	280 @ lvl 4						charges
	330 @ lvl 5
Expert Adventurer's 	500 @ lvl 5						range, requires
Explosive Powder	580 @ lvl 6						charges
	660 @ lvl 7
			740 @ lvl 8
			820 @ lvl 9
Adventurer's Blade	180 @ lvl 2	+2 per 10 xp				range
			240 @ lvl 3
			300 @ lvl 4
  found in chest #38, chapter 2
Adept Adventurer's Blade	450 @ lvl 4						range
	540 @ lvl 5
			630 @ lvl 6
  found on a brigand in Storehouses just E of entrance to Grand Garden of
Istaurn (chapter 5)
Expert Adventurer's Blade	840 @ lvl 6						range
	960 @ lvl 7
			1080 @ lvl 8
			1200 @ lvl 9
  found in chest #13 (chapter 7)
Most Daring Adventurer's	2500 @ lvl 9						range
Blade
found in secret #31 on a werewolf (chapter 9)
Adventurer's Magic Sabre	200 @ lvl 3	+5 per 30xp				range
	250 @ lvl 4
			300 @ lvl 5
  found in chest #18, chapter 2
Adept Adventurer's	480 @ lvl 5						range
Magic Sabre		560 @ lvl 6
	640 @ lvl 7
			720 @ lvl 8
			800 @ lvl 9
  found in chest #5 (chapter 6)
Adventurer's Mines	300 @ lvl 2	+10 per 30 xp				range, time delay,
	400 @ lvl 3						requires charges
Adept Adventurer's 	750 @ lvl 4						range, time delay,
Mines			900 @ lvl 5						requires charges
	1050 @ lvl 6
			1200 @ lvl 7
Expert Adventurer's 	1600 @ lvl 7						range, time delay,
Mines			1800 @ lvl 8						requires charge
Most Daring Adventurer's	1800 @ lvl 8						range, time delay,
Mines			2000 @ lvl 9						requires charges
Adventurer's Poison	180 @ lvl 2	+2 per 10 xp				requires charges
	240 @ lvl 3
			300 @ lvl 4
			360 @ lvl 5
Adept Adventurer's	720 @ lvl 5						requires charges
Poison			840 @ lvl 6
Expert Adventurer's 	1680 @ lvl 6						requires charges
Poison			1920 @ lvl 7
	2100 @ lvl 8
Most Daring Adventurer's	4200 @ lvl 8						requires charges
Poison			4680 @ lvl 9
Adventurer's Healing	NA		NA					restores 200 hps,
Potion										requires charges
Adept Adventurer's 	NA		NA					restore 300 hps,
Healing Potion									requires charges
Expert Adventurer's 	NA		NA					restores 400 hps,
Healing Potion									requires charges
Most Daring Adventurer's	NA		NA					restores 800 hps,
Healing Potion									requires charges
Adventurer's Breastplate								armour

Archer

Name			Damage		Damage Increase for experience points	Notes
Archer's Dagger		15 @ lvl 0	+1 per 20 xp				melee
	30 @ lvl 1
			45 @ lvl 2
  			60 @ lvl 3
  starting equipment
Adept Archer's Dagger	120 @ lvl 3						melee
	150 @ lvl 4
			180 @ lvl 5
			210 @ lvl 6
  found in Battlements in battle on E side of the S iron gate (chapter 4)
Expert Archer's Dagger	420 @ lvl 6						melee
	480 @ lvl 7
			540 @ lvl 8
			600 @ lvl 9
  found in Encampment of Garkham's Knights on a red glore SW of centre
Archer's Bow		20 @ lvl 0	+1 per 30 xp				range, requires 				30 @ lvl
1						arrows
	40 @ lvl 2
			50 @ lvl 3
  starting equipment
Adept's Archer's Bow	100 @ lvl 3						range, requires
	120 @ lvl 4						arrows
			140 @ lvl 5
  found in chest #12 (chapter 4)
Expert Archer's Bow	230 @ lvl 5						ranges, requires
	260 @ lvl 6						arrows, fires 3
			290 @ lvl 7						arrows
			320 @ lvl 8
			350 @ lvl 9
  found in Temple Buried in the Desert (5) on a saracen soldier behind the E
gold door (chapter 6)
Archer's Shurikens	6 @ lvl 1	+1 per 40 xp				range
	12 @ lvl 2
			16 @ lvl 3
			20 @ lvl 4
  found on Captain of Guard at Watchtower entrance in Central Cliffs (chapter 2)
Adept Archer's Shurikens	48 @ lvl 5						range
	56 @ lvl 6
  found in chest #34 (chapter 5)
Expert Archer's Shurikens	112 @ lvl 6						range
	128 @ lvl 7
			144 @ lvl 8
			160 @ lvl 9
  found in chest #16 (chapter 7)
Best Archer's Shurikens	520 @ lvl 9						range
 found in cave #4, on a werewolf between the entrances (chapter 9)
Archer's Darts		30 @ lvl 2	+1 per 30 xp				range, requires 				40 @ lvl
3						darts
	50 @ lvl 4
Adept Archer's Darts	120 @ lvl 5						range, requires
	140 @ lvl 6						darts
			160 @ lvl 7
			180 @ lvl 8
Expert Archer's Darts	270 @ lvl 8						range, requires
	300 @ lvl 9						darts
Archer's Crossbow	300 @ lvl 2	+3 per 10 xp				range, requires 				400 @ lvl
3						bolts
	500 @ lvl 4
  found in chest #30 (chapter 2)
Adept Archer's Crossbow	1000 @ lvl 4						range, requires
	1200 @ lvl 5						bolts
  found in chest #7 (chapter 5)
Expert Archer's Crossbow	1500 @ lvl 5						range, requires
	1750 @ lvl 6						bolts
			2000 @ lvl 7
			2250 @ lvl 8
			2500 @ lvl 9
  found in the Desert of the Saracens on a saracen soldier S of the Zimbala
Ruins (chapter 6)
Best Archer's Crossbow	5000 @ lvl 9						range, requires
								Bolts
  found in cave #2 on a werewolf in the SE corner (chapter 9)
Archer's Poisoned Bolas	240 @ lvl 3	+2 per 10 xp 				range, requires 				300 @
lvl 4						bolas
Adept Archer's Bolas	1200 @ lvl 4						range, requires
	1440 @ lvl 5						bolas
			1680 @ lvl 6
			1920 @ lvl 7
Expert Archer's Bolas	1620 @ lvl 7						range, requires
	1800 @ lvl 8						bolas
			1980 @ lvl 9
Archer's Vision Prism	NA		NA
Adept's Archer's Vision
Prism
Expert Archer's Vision	NA		NA
Prism
Vision Prism of the 	NA		NA
Best Archer
Archer's Leather Vest								armour
Adept Archer's Leather								armour
Vest
Expert Archer's Leather								armour
Vest

Magician/Sorceress

Name			Damage		Damage Increase for experience points	Notes
Magician's Wand		50 @ lvl 0	+15 per 90 experience points		melee
	100 @ lvl 1
			150 @ lvl 2
  			200 @ lvl 3
  starting equipment
Adept Magician's Wand	500 @ lvl 4						melee
	600 @ lvl 5
  found on Captain of the Guard (red cape) on the First Floor of the Castle just
E of the SE corner (chapter 4)
Expert Magician's Wand	1200 @ lvl 5						melee
	1400 @ lvl 6
			1600 @ lvl 7
			1800 @ lvl 8
			2000 @ lvl 9
  found in the Desert of the Saracens on a saracen soldier at the entrance to
the Ruins of Zimbala (chapter 6)
Most Powerful Sorcerer's	3000 @ lvl 9						melee
Wand
found in Himalayan Prison on a captain the guard (red cape) by the prison exit
(chapter 9)
Magician's Fireballs	15 @ lvl 0	+1 per 30 experience points		range, 1
	25 @ lvl 1						projectile
  			35 @ lvl 2
			45 @ lvl 3
			55 @ lvl 4
  found at Lake of the Magician in battle before Mehnir
Adept Magician's		110 @ lvl 4						range, 3
Fireballs		130 @ lvl 5						 projectiles
	150 @ lvl 6
  found on Captain of the Guard (red cross) in North part of Battlements
(chapter 3)
Expert Magician's 	240 @ lvl 6						range, 3
Fireballs		270 @ lvl 7						projectiles
found in Encampment of Garkham's Knight on an enchanted templar in the camp
(chapter 7)
Most Powerful Sorcerer's	450 @ lvl 7						range, 5
Fireballs		500 @ lvl 8						projectiles
	550 @ lvl 9
  found in chest #41 (chapter 8)
Magician's Rain of Fire	600 @ lvl 2						range, area affect
Curse			800 @ lvl 3
	1000 @ lvl 4
  found in chest #27 (chapter 2)
Adept Magician's Rain	2000 @ lvl 4						range, area affect
of Fire Curse		2400 @ lvl 5
	2800 @ lvl 6
			3200 @ lvl 7
  found on an enchanted templar by the soul robber machine in the First Floor of
the Dungeon (chapter 4)
Expert Magician's Rain	4800 @ lvl 7						range, area effect
of Fire Curse		5400 @ lvl 8
	6000 @ lvl 9
  found in chest #23 (chapter 8)
Magician's Vision Spell	NA		NA
found at the battle at the south entrance to the Village of Troon (chapter 3)
Adept Magician's Vision	NA		NA
Spell
found in the Military Camp of the Western Soldiers on a western Soldier in the
camp (chapter 6)
Expert Magician's Vision	NA		NA
Spell
found in Old Temple of the North-east on phantom generator in NW corner (chapter
7)
Most Powerful Sorcerer's	NA		NA
Vision Spell
found in cave #1 on a werewolf E of entrance (chapter 9)
Magician's Invisiblity	NA		NA
Adept Magician's 		NA		NA
Invisibility
Expert Magician's		NA		NA
Invisibility
Most Powerful Sorcerer's	NA		NA
Invisibility
Magician's Protection	NA		NA
Spell
Adept Magician's 		NA		NA
Protection Spell
Expert Magician's		NA		NA
Protection Spell
Most Powerful Sorcerer's	NA		NA
Protection Spell
Magician's Healing Spell	restores 40 hps @ lvl 3	+1 per 30 xp
	restores 50 hps @ lvl 4
  found on a zombie in the Cemetery of Troon (chapter 3)
Adept Magician's		restores 75 hps @ lvl 4
Healing Spell		restores 90 hps @ lvl 5
	restores 105 hps @ lvl 6
			restores 120 hps @ lvl 7
  found on saracen captain in Second Floor of the Palace by the first gold door
(chapter 5)
Expert Magician's 	restores 200 hps @ lvl 7
Healing Spell		restores 225 hps @ lvl 8
	restores 250 hps @ lvl 9
  found in chest #11 (chapter 8)
Magician's Protective	NA		NA					armour, take half
Cape										damage
Adept Sorcerer's Cape	NA		NA					armour
Expert Sorcerer's Cape	NA		NA					armour

Warrior

Name			Damage		Damage Increase for experience points	Notes
Warrior's Axe		50 @ lvl 0	+25 per 150 experience points		melee
	100 @ lvl 1
  starting equipment
Adept Warrior's Axe	200 @ lvl 1
	300 @ lvl 2
			400 @ lvl 3
			500 @ lvl 4
			600 @ lvl 5
			700 @ lvl 6
			800 @ lvl 7
  found (purchased) at shop in Zarko from village salesperson
  found on a zombie (orange shorts) by the gold door to Garkham's Castle
(chapter 3)
Expert Warrior's Axe	1300 @ lvl 7						melee
	1450 @ lvl 8
			1600 @ lvl 9
  found in chest #4 (chapter 8)
Warrior's Fire Belt	800 @ lvl 3	+20 per 30 xp				requires charges
	1000 @ lvl 4
			1200 @ lvl 5
Adapt Warrior's Fire	2400 @ lvl 5						requires charges
Belt			2800 @ lvl 6
	3200 @ lvl 7
Expert Warrior's Fire	6400 @ lvl 7						requires charges
Belt			7200 @ lvl 8
	8000 @ lvl 9
Warrior's Mace		180 @ lvl 1	+3 per 10 experience points		melee
	270 @ lvl 2
			360 @ lvl 3
			375 @ lvl 4
			540 @ lvl 5
			630 @ lvl 6
			720 @ lvl 7
  found on Captain of Guard at Moated Dungeon entrance in Central Cliffs
(chapter 2)
Expert Warrior's Mace	1600 @ lvl 7						melee
	1800 @ lvl 8
			2000 @ lvl 9
  found in chest #21 (chapter 8)
Most Legendary Warrior's	3500 @ lvl 9						melee
Mace
found in chest #30 (chapter 9)
Warrior's Throwing Axe	100 @ lvl 1	+5 per 30 experience points		range, requires
				150 @ lvl 2						axes
	200 @ lvl 3
Adept Warrior's		300 @ lvl 3						range, requires
Throwing Axe		375 @ lvl 4						axes
	450 @ lvl 5
			525 @ lvl 6
Expert Warrior's		700 @ lvl 6						ranges, requires
Throwing Axe		800 @ lvl 7						axes
	900 @ lvl 8
Most Legendary Warrior's	1170 @ lvl 8						ranges, requires
Throwing Axe		1300 @ lvl 9						axes
Warrior's Mines		1600 @ lvl 3	+40 per 30 xp				range, time delay,
	2000 @ lvl 4						requires charges
			2400 @ lvl 5
Adept Warrior's Mines	3600 @ lvl 5						range, time delay,
	4200 @ lvl 6						requires charges
			4800 @ lvl 7
Expert Warrior's Keg	6400 @ lvl 7						range, time delay,
	7200 @ lvl 8						requires charges
Most Legendary Warrior's	14400 @ lvl 8						range, time delay,
Mines			16000 @ lvl 9						requires charges
Warrior's Shock Wave	40 @ lvl 3	+1 per 30 xp				requires charges
	50 @ lvl 4
Adept Warrior's Shock	100 @ lvl 4						requires charges
Wave			120 @ lvl 5
	140 @ lvl 6
			160 @ lvl 7
Expert Warrior's Shock	320 @ lvl 7						requires charges
Wave			360 @ lvl 8
	400 @ lvl 9
Warrior's Shield									armour
Adept Warrior's Shield								armour
Expert Warrior's Shield								armour
Most Legendary Warrior's								armour
Shield
Warrior's Breastplate								armour
Adept Warrior's									armour
Breastplate
Expert Warrior's									armour
Breastplate
Most Legendary Warrior's								armour
Breastplate

Non-equipable Items

Name			Notes
Ahmed's paper		quest item (chapter 5)
archer's arrows		ammo for bow
bowl of food		quest item (chapter 2)
bracelet			quest item (chapter 5)
chalice 			quest item (chapter 5)
coin			quest item (chapter 2)
explosive crossbow bolts	ammo for crossbow
genie lamp		quest item (chapter 5)
jar of medicinal herbs	quest item (chapter 2 and 10)
key, golden		unlocks a golden door (often specific to the door)
key, iron			unlocks an iron door (often specific to the door)
key, stone		unlocks a stone door (often specific to the door)
lead cube		quest item (chapter 3)
legendary stone		quest item (chapter 2)
life bonus		restores 10 hps (found on camels)
life vial			minor, restores 100 hit points to user
life vial			medium, restores 300 hit points to user
life vial			major, restores 500 hit points to user
magic star		quest item (chapter 2)
potion of the dead		quest item (chapter 5)
power potion
purse of gold coins	money, often used with NPCs
rapid attack potion
ruby			quest item (chapter 3)
sack of magic powder	quest item (chapter 2)
seal of the dissidents	quest item (chapter 2 and 3)
serpeant grass		quest item (chapter 5)
sledgehammer		quest item (chapter 1)
stone of power		quest item (chapter 6, 7 and 8)
tom thumb guide marks	flags to mark your path
travel speed potion	increases your travelling speed
valve wheel		quest item (chapter 8)

Credits

Those people who email information/corrections to the guide will be included
here. Please inform me if you do not wish your name to appear in this list.

Heliovisions Productions and Infogrames for developing the game
(http://www.hexplore.com).
Georg Schroers for secret #2 and chest #13 in chapter 1.

Revision History

v0.15	- Completed information on Chapter 8 and 9 with the exception of the
walkthroughs.
v0.14	- Completed information on Chapter 5, 6 and 7 with the exception of the
walkthroughs.
	- Converted to Word97.
v0.13	- Added secret #2 and chest #13 to Chapter 1.
	- Completed information on Chapters 3 and 4 with the exception of the
walkthroughs.
v0.12	- Added max level to Adventuring Party
	- Added number of secrets and chests to Chapters 10-11.
	- Added additional information to Rough Walkthroughs for Chapters 3-4
	- Added Rough Walkthroughs for Chapters 9-11
	- Completed Chapter 2 information
v0.11	- Added Layout of the Land for Chapters 2-8
	- Added Rough Walkthroughs for Chapters 3-5, 7-8 (will be replaced with proper
ones)
	- Added number of secrets and chests to Chapters 3 and 7-9
v0.10	- Initial release, mostly contains information about chapter one

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