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- DUNGEON MASTER
-
-
- ============================
- === THE ELECTRONIC GAMER ===
- ============================
-
- DUNGEON MASTER Walkthru
-
- INTRODUCTION
-
- From the Chronicles of Theron
-
- Now that the Grey Lord has been restored, he has asked me to document the
- means we used to defeat Lord Chaos. It is our hope that others who read
- this tale may gain the wisdom that would be sorely needed should the menace
- of Chaos ever return. Since one never knows which scraps of information
- will prove most valuable to others, I will attempt to cover as many details
- of our adventure as possible. In addition to describing the monsters we
- faced and the mysteries that were solved, I am also including general
- information on the items we found, as well as the spells that were
- discovered.
-
- Before recounting the events that transpired in the dungeon, I will cover
- some general areas of importance. These are topics that proved to be
- significant -- not in specific instances so much as they were keys to the
- group's success throughout their ordeal.
-
- MAPPING
-
- As the party progressed, they made a painstakingly detailed map of each
- level of the dungeon. Making this map was extremely difficult due to the
- twisted nature of the mazes. There were illusionary walls that could only
- be discovered by walking into them, as well as sections of wall that would
- disappear after we activated the proper mechanisms. There were dozens of
- devices that served to trigger various traps or other hidden mechanisms.
- The group quickly learned that virtually every section of wall and floor
- would need to be examined in order to successfully explore the dungeon.
- Whenever a new item, trap, or device was found, the location was marked on
- the map. This map constantly served as a guide through the labyrinth and
- saved their lives many times. Any individual embarking on a similar venture
- would be advised to make a similar map of their own surroundings.
-
- BALANCE
-
- Perhaps the most basic concept in all of this world is that of balance.
- Only those who have achieved balance are truly whole. The Grey Lord's lack
- of balance nearly destroyed the world. Only by seeking balance were the
- champions who undertook this quest able to gain the power to overcome Chaos.
- Each individual needed to advance in the four classes: Fighter, Ninja,
- Priest, and Wizard. Only a champion skilled in all these areas realized his
- true potential. If one advanced only as a Fighter, for example, he would
- soon find that by ignoring the other three skills, he had made himself a
- much weaker warrior than he might have been. Such a man will find that the
- dexterity and health he gains when he progresses as a Ninja will aid him
- greatly.
-
- There are also times when force of arms is not sufficient and the spells of
- a Wizard are needed. Likewise, an aspiring Wizard will find great comfort
- in the added strength and vitality that advancement as a Fighter will grant
- him, as well as the healing powers of priesthood. True understanding only
- comes to one who ceases to think of himself as a Fighter or Priest and who
- wishes to augment his abilities with powerful champion, indeed.
-
- Once a champion has chosen to strive for balance he must learn how to
- attain it. Gothmog, Hissssa, Leif, and Sonja provide outstanding examples
- of people who did what needed to be done in order to succeed. These four
- individuals came together to form a team. The needs or wants of each was
- made secondary to the needs of the group. If Leif and Hissssa were up front
- doing the hand-to-hand fighting, Gothmog and Sonja would throw darts, shoot
- arrows, or cast spells to soften the enemy. The party used many methods to
- help them achieve balance; the more basic ones are described below.
-
- The easiest class to maintain balance in was that of Fighter. When one of
- the front line members would advance a level as a Fighter, that person
- would immediately trade places with one of the members in the back row. In
- this way, no member would be more than one level higher than the others.
- Spellcasting was also relatively easy in which to achieve balance. Each
- member constantly practiced spellcasting, even as they walked through the
- halls of the dungeon. In the beginning, two members practiced Priest spells
- while the other two practiced Wizard spells. When a person advanced a level
- in one of these skills, he would immediately switch to the other class.
-
- Spellcasting is such an intricate task that the group quickly learned to
- practice spells whenever the mana was available even if it meant "wasting"
- attack spells on the dungeon walls. The champion who had the most difficult
- time advancing as a spellcaster was Sonja. She carried only a minimal
- amount of mana at the time of her reincarnation. Because of her
- exceptionally low mana, virtually all of even the most simple spells were
- denied her. Through experimentation, she did learn that she was able to
- invoke the syllables LO-YA if she rested between syllables. By attempting
- to cast this spell over and over, she eventually gained some small skill as
- a Priest.
-
- Through continued perseverance, Sonja became as powerful a spellcaster as
- any champion in the group. While it seemed almost obsessive, this practice
- was well rewarded. Each of the four champions grew quite powerful both as
- Wizards and Priests. This power served the team well when it encountered
- the monstrosities in the lower levels of the dungeon. Healing potions were
- consumed in great quantity, and the powerful attack spells they rained upon
- their opponents saved them on several occasions.
-
- The most difficult skill to continue advancing in was the path of the Ninja.
- During combat, the two members in the rear would shoot arrows or throw
- objects. As time went on, however, missile combat alone was not enough to
- provide sufficient practice to advance at the same pace as the group was
- progressing in the other skills. Against weaker opponents, the champions on
- the front line would sheathe their swords and fight barehanded to hone
- their Ninja skills. Since this practice was not advisable against many
- opponents, the party was forced to engage in training sessions to gain
- enough practice in the Ninja skill.
-
- To begin a training session, the party would find an area that was
- relatively safe from surprise attacks. The sessions were essentially a
- lengthy mock combat. The group would begin by practicing spells until each
- member had exhausted their mana. While the group was waiting to recover
- mana, the members would begin throwing objects against a nearby wall (to
- practice Ninja skills) or swinging a weapon through the air (to practice
- Fighter skills) until the mana was fully restored. They seemed to learn
- more slowly from this type of practice than from actual combat, but they
- did progress. The group would repeat this cycle until the members felt they
- had learned enough. These training sessions tended to be somewhat lengthy
- and the party always made certain that there was plenty of food and water
- on hand before beginning.
-
- LEVEL ONE
-
- With the words of Lord Librasulus still ringing in my ears, I proceeded
- into the dungeon. The burden of choosing which champions would live again
- was a heavy one. After studying each of the individuals enshrined in the
- Hall of Champions, I began to form some opinions on which champions would
- prove most able to complete the quest. Halk looked to be a powerful warrior
- but his complete lack of mana meant that he would be far too limited to be
- of any real help. Tiggy was the exact opposite of Halk. Tiggy had
- outstanding potential as a Wizard and Priest but was so weak physically
- that I knew another champion would be better suited to the task ahead.
-
- After eliminating those champions that were essentially one-dimensional,
- there were many that still looked promising. After much deliberation, the
- four champions were finally selected.
-
- Hissssa was chosen because he possessed the greatest physical strength and
- showed sufficient potential in other areas as well.
-
- Sonja was selected for her strength as well as outstanding overall balance
- in her other attributes. Sonja's very low mana almost dissuaded me from
- selecting her; however, through constant practice I knew that she could
- quickly match the others in spellcasting ability.
-
- Gothmog was selected for his resistance to spells in addition to his
- overall attributes in the other areas.
-
- Finally, Leif was not outstanding in any one category but was well above
- average in all of them. This balance made him well suited to contribute to
- any needs the party might have.
-
- For those who may be interested in the champions that rested in the hall, I
- have compiled the following list. While the champions I selected proved
- their worth admirably, there were many legendary figures in the hall that
- might have served equally well.
-
- LEVEL
- NAME H S M St D W V AM AF F N P W ITEMS
- ----------------------------------------------------------------------
- Alex 50 57 13 44 55 45 40 35 40 0 3 0 2 Leather Pants and Jerkin,
- Boots, Sling
- Azizi 61 77 7 47 48 42 45 30 35 2 3 0 0 Barbarian Hide, Halter,
- Hide Shield, 2 Daggers
- Boris 35 65 28 35 45 55 40 45 40 0 2 0 3 Leather Boots and Pants,
- Tunic, Rabbit's Foot
- Chani 47 67 20 37 47 57 37 47 37 2 0 0 3 Moonstone, Shirt, Sandals
- Daroou 100 65 6 50 30 35 45 30 45 3 0 0 1 None
- Elija 60 58 22 42 40 42 36 53 40 2 0 3 0 Magic Box, Robe, Sandals
- Gando 39 63 26 39 45 47 33 48 43 0 3 0 2 Leather Pants and Jerkin,
- Boots, 2 Poison Darts
- Gothmog 60 55 18 40 43 48 34 50 59 0 0 0 4 Cloak of Night
- Halk 90 75 0 55 43 30 46 38 48 4 0 0 0 Berserker Helm, Sandals,
- Barbarian Hide, Club
- Hawk 70 85 10 45 35 38 55 35 35 2 0 3 0 Leather Pants and Jerkin,
- Suede Boots, 2 Arrows
- Hissssa 80 61 5 58 48 35 35 43 55 3 2 0 0 None
- Iaido 48 65 11 43 55 40 35 45 50 3 0 2 0 Samurai Sword, Ghi,
- Ghi Trousers
- Leif 75 70 7 46 40 39 50 45 45 3 0 2 0 Leather Jerkin and Boots
- Leather Pants
- Leyla 48 60 3 40 53 45 47 45 35 0 4 0 0 Leather Pants and Boots,
- Silk Shirt, Rope
- Linflas 65 50 12 45 45 47 35 50 35 3 0 0 2 Elven Boots and Doublet
- Elven Huke, Bow
- Mophus 55 55 19 42 35 40 48 40 45 0 0 4 0 Sandals, Robe, Apple,
- Cheese, Bread
- Nabi 55 65 15 41 36 45 45 55 55 0 0 3 2 Tunic, Pants, Sandals,
- Staff
- Sonja 65 70 2 54 45 39 49 40 40 4 0 0 0 Halter, Gunna, Choker,
- Sandals, Sword
- Stamm 75 80 0 52 43 35 50 35 55 4 0 0 0 Leather Pants, Tunic, Axe,
- Suede Boots
- Syra 53 72 15 38 35 43 45 42 40 0 0 2 3 Elven Doublet, Tabard,
- Apple
- Tiggy 25 45 36 30 45 50 35 59 40 0 2 0 3 Gunna, Kirtle, Sandals,
- Wand
- Wu Tse 45 47 20 38 35 53 45 47 40 0 2 3 0 Silk Shirt, 3 Throwing
- Stars, Sandals, Tabard
- Wuuf 40 50 30 33 57 45 40 35 40 0 3 2 0 Leather Jerkin, Flask
- Zed 60 60 10 40 40 40 50 40 40 2 2 2 2 Mail Aketon, Hosen, Pants,
- Torch
-
- The key to the above table is as follows: H=Health, S=Stamina, M=Mana, St=
- Strength, D=Dexterity, W=Wisdom, V=Vitality, AM=Anti-Magic, AF=Anti-Fire, F=
- Fighter, N=Ninja, P=Priest, W=Wizard.
-
- Levels of Advancement: 1 - Neophyte 9 - LO Master
- 2 - Novice 10 - UM Master
- 3 - Apprentice 11 - ON Master
- 4 - Journeyman 12 - EE Master
- 5 - Craftsman 13 - PAL Master
- 6 - Artisan 14 - MON Master
- 7 - Adept 15 - Arch Master
- 8 - Expert
-
- Having decided which champions would pursue our goals, I was now faced with
- the choice of how to revive them. Resurrection had the advantage of
- allowing the heroes to retain their prior knowledge and experience, thereby
- making the group more powerful at the beginning of the quest. Reincarnation,
- on the other hand, had two significant advantages. First, the attributes of
- each champion are raised at the time of reincarnation to compensate for the
- loss of experience. Second, as the heroes regain their prior levels of
- experience, their health, mana, and other attributes will continue to rise.
- The net result is that in a short period of time not only will a
- reincarnated champion regain his prior level experience, but he will be far
- more powerful overall than if he had simply been resurrected. The choice
- seemed clear. While resurrection would serve the party well initially, only
- reincarnation would allow the group to realize its full potential in the
- long run.
-
- Having settled on a definite course of action, I immediately reincarnated
- the party. It quickly became obvious that the group was oblivious to my
- presence. Since they had lost all memory of their prior lives, there was a
- great deal of confusion at first. Desperate to get the expedition moving
- toward its goal, I attempted to tell Gothmog what needed to be done. I
- failed to communicate directly but I somehow managed to project a few
- fragmented images directly into his mind. While the message was very
- confused, he did manage to pick up the two most important elements of the
- quest. He explained his sudden vision to the group and related to them the
- need to recover the Firestaff and warned of the menace of Lord Chaos. The
- others interpreted his vision as an omen and promptly named him leader of
- the expedition.
-
- Upon settling things in the Hall of Champions the group stepped on a
- pressure plate that opened an iron gate. Beyond the gate they found several
- pieces of food and an Altar of Vi. If one of the champions were killed,
- placing his bones on the altar would serve to resurrect him, although the
- revived champion would find himself somewhat weaker than before his death.
- No foes were found on this floor so the group was free to explore the area
- quickly. Having accomplished this, the party descended the stairs, little
- imagining the terrors awaiting them below.
-
- LEVEL TWO
-
- As the party descended the stairs, they could see nothing but darkness
- ahead. The gloom before them was completely impenetrable. After a moment
- Hissssa began to light the torch we had found upstairs. Upon seeing this,
- Gothmog advised Hissssa to extinguish his torch. The others cried out in
- dismay until Gothmog explained to them that they should use the information
- on the scroll they had found upstairs. After all, the group possessed only
- one torch, had no way of knowing if they would find any additional ones,
- and it was certainly doubtful that there would be enough brands to see the
- group safely through the entire dungeon. Further, Gothmog argued, casting
- the magic torch spells would help the party begin to learn the art of
- Wizardry. Since such power would doubtless come in handy, the sooner they
- started the better. The others immediately saw the wisdom of his arguments
- and acquiesced.
-
- The first area explored was that to the right of the stairway. Almost
- immediately the group noticed two things. The first was a club lying in
- front of an iron gate. Since only Sonja had been armed at this point,
- Hissssa felt much more confident now that he had a weapon in hand.
- Unfortunately, they also saw that there was a mummy waiting for them on the
- other side of that same gate. The sight of the gruesome creature filled the
- group with a feeling of dread and loathing. Despite their obvious fear,
- Sonja opened the gate and the party immediately attacked. The battle was
- brief but furious. The mummy groped for Hissssa and staggered him with a
- powerful blow. Sonja hacked away at the undead thing with her sword;
- Hissssa quickly recovered his balance and began battering it with his
- newfound club. As the two warriors pressed the attack, it soon became
- apparent that the mummy was no match for them. Suddenly, the mummy burst
- into a cloud of ash leaving all four champions momentarily dumbfounded.
-
- As the ash settled to the floor, they realized that they had utterly
- destroyed the creature. Elated that they had emerged victorious from their
- first battle, the group let out a shout of exultation. Their jubilation was
- short lived as they heard their shouts echo through the lonely corridors
- beyond. As the four champions looked at each other, they all realized they
- had just alerted every creature within hundreds of yards of their presence.
- Feeling somewhat subdued by their folly, the party resolutely searched the
- area and found more weapons as well as food. As Hissssa removed a sword
- from its secret alcove, his confidence was bolstered still more. Not only
- had the party made its first kill, but now everyone in the group was armed.
- Buoyed by their new weapons as well as their successful initiation into
- battle, the champions left the area not only with higher morale but also a
- greater maturity.
-
- The group found many apparently impassable doors as they wound their way
- through the maze. As they continued to explore and map the maze, they
- discovered the keys to these doors could be found in nearby areas. Through
- continued exploration and returning to these locked doors, the party
- eventually penetrated all of these passages. It was in this area that the
- party first encountered a creature that would prove to be very significant.
- The creature looked like a giant green mushroom and was known as a Screamer.
- When these monsters are killed, they disintegrate into a pile of edible
- screamer slices. These slices were an extremely useful supplement to the
- other food found as the champions traveled through the dungeon.
-
- Shortly after passing through one door, the champions encountered a room
- 30'x30' that had a pressure plate on each of the 9 sections of floor.
- Beyond the room was a pair of iron gates. Stepping on each plate would
- activate one of the gates. The party took the following path through the
- room. Upon entering the room they stepped on the first pressure plate, then
- took a step backward, then stepped forward into the room once again. They
- then took a step to the right, then forward twice. Finally, they stepped to
- the left and then forward to exit.
-
- "Step inside; take a ride." The party found a shimmering blue field near
- this message carved into the wall. Needless to say, all were skeptical
- about blindly following the instructions. Their fears were not eased when
- they threw a torch into the field only to have it disappear before their
- eyes. Unfortunately, the group was at an apparent dead end with a locked
- door nearby and no key to open it. It was clear if they wished to continue
- exploring, they would have to take a chance on the blue field. They could
- only pray that it would not prove to be some sort of lethal magic.
- Gathering their courage, the four champions joined hands and jumped into
- the field. They experienced great relief when they emerged on the other
- side of the teleportation field. The group picked up the torch they had
- thrown as well as a key and an apple. Since there was nothing else in the
- small room, they stepped into another blue field identical to the one that
- had sent them here. The group was not surprised to emerge back at the
- initial field. Using the key they had found, the party continued on its way.
-
- After passing through the door, the party found a pressure plate and a pit
- shortly after that. When the group stepped on the pressure plate the pit
- closed. When the group stepped off the plate to continue, the pit
- immediately reopened. The group was briefly puzzled as to how to proceed.
- After a moment's thought, Gothmog removed a scroll from his pocket and set
- it down upon the plate. With the weight of an object resting on the plate,
- the pit remained closed and the party made its way safely past.
-
- As the champions made their way through a hallway, they stepped on a
- pressure plate from which they could see writing on a wall ahead. However,
- the inscription disappeared when they stepped forward to read it.
- Remembering that they had found it necessary to leave items on two earlier
- pressure plates to open passageways, Leif suggested they drop an item on
- this one as well. As he suspected, they found that when they dropped a
- torch on the plate the writing remained on the wall when they stepped
- forward. They read the message there with some chagrin before retrieving
- their torch.
-
- The party next entered a large room with several valuable items in it.
- While the exit door was closed, they found a large button that opened the
- way out. In their haste to leave, the group stepped on a pressure plate
- between the button and the exit. The exit door closed immediately when the
- plate was stepped on. The group pushed the button again and was careful to
- avoid the plate on the way out. The party next found a hallway with levers
- on each end. The way was cleared only by pulling both levers. Upon leaving
- this hallway, the group was faced with a hallway branching off into two
- different directions. Taking the path to the right, the champions made
- their way to a blue field identical to the one they had seen before. They
- stepped into it and were surprised that there was no apparent affect. On a
- hunch, Sonja tried dropping a dagger she was carrying. The dagger
- disappeared and a passage opened up nearby. As the group explored the newly
- opened area, they recovered the dagger as well as two other items that
- would prove to be very useful.
-
- "This fountain accepts one wish." Gothmog was certain this riddle was some
- kind of trick. The answer seemed so obvious, he couldn't believe it was
- really true. Nevertheless, he dropped a copper coin into the fountain. The
- door immediately opened much to Gothmog's surprise and delight. As the
- group entered this new area they immediately passed a closed gate with a
- sword behind it. Passing on, they came to a room with a lever in the wall.
- Hissssa pulled the lever and the sound of a gate was heard by all. The
- party returned to the gate they had just passed to find it open. They
- entered and took the sword. They also found a lever on the wall near the
- sword. They pulled on the lever, but there was no apparent effect. Somewhat
- disappointed they returned to the room with the first lever. They were
- surprised to find that a section of wall had disappeared revealing a new
- passageway. Obviously, pulling the second lever had had an effect after all.
-
- Once the party had gathered all the treasure in the vicinity, they
- journeyed on. They found that it was only a short way to the stairs leading
- to the next dungeon level. The group made it to the stairs without major
- incident and prepared to descend.
-
- LEVEL THREE
-
- Each of the four champions felt a surge of pride as they descended the
- stairs into this new level. Leaving behind the prior level gave the party a
- sense of real progress and accomplishment. The group found a long hallway
- waiting for them at the foot of the stairs. After taking several steps down
- the hallway, they found a small button on the wall to their left. When they
- pushed the button, a nearby section of wall disappeared revealing a
- passageway beyond. In this passage were numerous food items as well as
- armor. In addition, there was a blinking blue field at the end of the hall.
- The party tried to walk through it but they were instantly teleported back
- up the hallway.
-
- Moving more cautiously this time, they approached the field again. This
- time they watched the field blink in and out of existence until they had a
- sense of its timing. Waiting for the perfect moment, they rushed forward
- and passed through the area of the field before it could reappear. In the
- space beyond they found a compass that proved to be of tremendous value in
- navigating the dungeon corridors as well as mapping them.
-
- CHAMBERS OF THE GUARDIAN
-
- After entering this area, the group encountered an unfamiliar monster that
- appeared to be living rock. This rock monster was very resistant to their
- weapons and inflicted poisonous wounds with its bite. The party patiently
- whittled away at the monster while drinking healing potions. When the two
- healing potions on hand were both consumed, Hissssa created more so Gothmog
- and Leif could continue to press the attack. When the fight was over, they
- quickly drank an antidote to the creature's poison and continued.
-
- The group discovered a long hallway with many closed gates. Behind one gate
- was a chest. The party pressed a button on the wall in an effort to open
- the gate and claim the chest. To their surprise the chest disappeared in a
- flash of blue. They quickly discovered that the chest had reappeared behind
- another gate. Pushing the button to the left of this gate caused the chest
- to disappear a second time. The group continued this process and the chest
- disappeared several times before finally appearing at the end of the
- hallway. The group found a mirror in the chest. They held this mirror up to
- the "eye" on the north wall of the hallway. This opened up a new area in
- which they found one of the keys needed to leave this level.
-
- THE VAULT: CAST YOUR INFLUENCE, CAST YOUR MIGHT
-
- This was a two step puzzle. To cast influence, Leif threw a ZO spell at the
- gate ahead. To cast might, Hissssa threw a torch in the same direction. The
- torch landed on a pressure plate that closed the pit and the party was free
- to continue. They immediately found a silver coin in a small alcove. When
- Sonja took the coin, the door leading further in closed immediately. She
- tried placing a torch into the alcove and the door reopened. With the way
- cleared, the group delved further into the area and found a chest with some
- coins and a magical box. Gothmog took one of the copper coins and inserted
- it into a slot on the wall. A new passage appeared and they discovered a
- button on the wall inside. Pushing the button opened up a second secret
- area to the southeast. In this new area they found several useful items
- including the second key that would help them leave this level.
-
- THE MATRIX
-
- This area was a peculiar maze that held many areas which would magically
- "spin" the party to face a different direction than they previously had
- been. While this confused the party immensely, Gothmog eventually managed
- to map out a path through all of these "spinners." The group found an arrow
- directly to the south upon entering the maze. They proceeded south and
- discovered an illusionary wall hiding some food and a shield. Since there
- were no "spinners" along the east wall, retrieving these items proved to be
- a simple task. The party returned to the maze entrance and prepared to
- explore its remaining areas. After considerable experimentation, they
- finally found the following safe path through the maze. First, they took
- two steps north from the maze entrance. They then proceed to the west six
- paces where they found some food. From there, they went four steps south
- and entered an alcove to the west. In the alcove was a button that revealed
- a secret area to the south when pushed. The group left the alcove and
- continued south to the newly opened area where they discovered another key
- as well as a powerful sword.
-
- TIME IS OF THE ESSENCE
-
- Following the instructions on the wall, the party pushed a large blue
- button and ran down the hallway. Just before they reached the passage at
- the end of the hall, a wall suddenly materialized in front of them to block
- the way. A determined group marched back to the button to try again. This
- time they started running the instant the button was pushed. They rushed
- through the portal mere moments before the wall materialized behind them.
- Shortly after this, they found another large button that caused a blue
- field to appear to the north. After pushing the button, Hissssa quickly
- threw a torch into the field and a trapdoor that had been blocking the
- group's progress closed. Next, the group found yet another blue button that
- briefly closed a pit when pushed. They found that the only way to get past
- the pit before it reopened was to run backward the instant the button was
- pushed. The remainder of this area was explored with little incident, and
- the group easily recovered the key that lay in the most distant passages.
-
- ROOM OF THE GEM
-
- "Step right up." The champions stepped forward off the pressure plate with
- some trepidation and found that a pit had opened beneath their feet. Their
- only consolation for this blunder was finding a drumstick on the floor of
- the pit. After leaving the pit, the party left a torch on the pressure
- plate and stepped forward again. This time, the floor remained firm and
- they passed unharmed. They explored the corridors beyond this area for some
- time before finding a button on the wall of an alcove. Pushing the button
- opened the way to a large gem. Taking the gem back to the area where they
- first entered the "Room of the Gem," they placed the gem into the hole in
- the wall. The nearby door opened and the group gained the treasure that lay
- beyond which included a gold key.
-
- CREATURE CAVERN
-
- There were no tricks or puzzles to solve in this area. Unfortunately, there
- were numerous monsters that the champions had to defeat. After several
- trying battles, the party claimed the final gold key, and left the area.
-
- Having gathered all the gold keys and explored each of the six areas
- adjacent to the central hub of this level, the group returned to the
- corridor off of the entrance stairs. Proceeding east down the corridor led
- to a series of doors which the gold keys unlocked. Immediately after these
- three doors, there was a small alcove which held a RA key. The group was
- unaware of it at the time, but this was one of four RA keys that would be
- needed to free the Firestaff from its resting place.
-
- Near the exit stairs to this level was a door that opened into a small room.
- On the east wall of this room was a button. Pushing the button had no
- visible effect, but when the champions left the room, they discovered a
- passage had opened to the east. They happily claimed some food and a sword
- from this secret area.
-
- Finally, the party decided to take stock before descending the stairs to
- the fourth level. The party had more than three full chests of food
- accumulated, more than enough to allow them to tarry for while. However,
- the water was beginning to run low. The champions decided to make a quick
- visit back up to the second dungeon level to use one of the fountains there
- to replenish their water supply. They also decided they could have
- performed better in the numerous combats in the Creature Cavern. Since they
- had plenty of food and water, they decided to do some training to try and
- improve their combat and spellcasting skills. After they had made some real
- progress, they restocked their water supply once again, and made their way
- down the stairs to the next level.
-
- LEVEL FOUR
-
- Upon entering this level, the party found a crossroads with one passage
- leading north and the other leading west. They decided to explore to the
- north first and then return to see where the other path led. The north path
- quickly moved west and they learned in fairly short order that the path was
- a dead end. After exploring the entire area and gathering the items they
- had discovered, they returned to the crossroads. Taking the west path this
- time they came to a closed wooden door with an axe lying nearby. With a
- wicked grin on her face Sonja snatched the axe from the ground. She swung
- the axe with all her might and the door exploded into splinters.
-
- The group passed into a long hallway with a closed gate at the end. As the
- party walked down the hallway, they stepped on a small pressure plate that
- opened the gate. Unfortunately, as they stepped forward they triggered a
- second plate that closed the gate. Taking a step backward, the gate
- reopened. The champions looked around and discovered a button on the south
- wall. After some experimentation, they discerned the button's purpose. They
- pushed the button and dashed down the hallway without delay clearing the
- gate just as it closed behind them.
-
- While the party was exploring the area beyond the gate, Leif thought he saw
- something out of the corner of his eye. The party was only three steps west
- of the gate and one step north when this happened. Upon closer examination,
- he found a gold key lying in the drain on the south wall.
-
- Immediately after finding the key, the party was startled to see a floating
- apparition approaching them. Panic held them for a moment as they saw their
- weapons pass through the ghost with no apparent effect. Suddenly, Gothmog
- recalled a scroll they had found earlier and cast the DES EW spell. The
- creature was instantly dissipated much to the relief of everyone in the
- group.
-
- The party continued to explore and headed south. After going a short
- distance, they discovered a pair of giant purple worms. After the encounter
- with the ghost, the group was relieved to see solid foes they could strike
- with weapons. This relief turned to terror as their blows seemed to have
- little effect, while the worms were inflicting horrible wounds with the
- razor sharp teeth in their huge maws. Gothmog and Leif had been at the
- forefront in the beginning of the battle and they staggered back to let
- Sonja and Hissssa take a turn at these monsters.
-
- This proved to be a fortuitous move, not only because the first two were
- near death, but also because the crafty Hissssa had devised a strategy to
- deal with these beasts. He and Sonja each struck at the worms and then
- jumped to the left before the monsters could retaliate. The champions then
- made a quick turn to the right and waited for the worms to step into the
- range of their weapons. They again made a quick strike and stepped to the
- side. As I watched this battle progress it seemed to take on the quality of
- a dance. The champions would strike, step, and turn. The monsters would
- step forward and the cycle began again. The longer the fight went on, the
- more firmly the rhythm of the cycle was established and the more sure-
- footed the party became.
-
- Finally, the worms were destroyed and the party was pleased to find that
- the remains of the worms proved to be edible. While these "worm rounds"
- were heavier than most food and not as filling, they were grateful for a
- new food source nonetheless. After quaffing a few healing draughts and
- poison antidotes, the weary champions rested for a few moments. As they
- prepared to move on, they could hear something moving a short distance
- ahead. Secretly, each of the champions prayed that whatever was moving
- ahead was anything but more of these cursed worms. To be prepared, each
- member readied a fireball spell and they moved forward. They saw a glimpse
- of purple in the shadows ahead and they had just enough time to loose a
- volley of fireballs before closing with the beasts.
-
- The party slowly battled its way through this treacherous maze one step at
- a time. Behind almost every door was another pair of worms, although some
- concealed less fearsome monsters. A few times, the party was forced to flee
- and rest in the relative safety of a locked room after which they would
- return to the battle. One battle nearly proved to be fatal, however. The
- party had cleared a number of areas and had closed the door behind them as
- they moved on. After defeating one pair of worms the party moved into the
- next area and left the door open behind them without thinking about it.
- They pressed on and engaged yet another pair of worms. As they battled
- these worms, they were horrified when a second pair approached from behind
- the party and attacked.
-
- Caught between two groups of these deadly foes, the group seemed destined
- for certain death. Screaming with desperate rage, Gothmog cast a fireball
- more powerful than any he had ever tried directly at the pair of worms the
- beleaguered party had been fighting. The spell exploded into the monsters
- with a deafening roar. When the smoke cleared, the only thing remaining was
- a few charred worm rounds. There was no time for celebration as the party
- was still faced with a pair of murderous foes. There were only two now,
- however, and just as the champions had slain the pairs they had fought
- earlier, they defeated these two as well.
-
- When the battle was over, the four champions tried to figure out where the
- second pair of worms had come from. They knew that they had thoroughly
- explored the area behind them and had killed every creature in that area.
- The only explanation was that these worms had somehow been created after
- the party had left the area. None of the four champions could explain how
- such a thing could happen, but the evidence was undeniable. Needless to say,
- the group was very, very careful to close doors behind them from that point
- on as they continued deeper into the dungeon.
-
- The group continued to explore the maze and made its way toward the
- northeast corner of the level. They found an iron gate that opened into a
- small room filled with screamers. The party entered the room and gathered
- all the screamer slices after dispatching the creatures. What the party
- would later discover is that the screamers in this room were recreated
- every time the group left this level and returned. Essentially, this room
- would create an endless supply of screamers and, more importantly, an
- endless supply of screamer slices. This unlimited source of food allowed
- the party a kind of security it had previously only dreamed of. While they
- could still only carry a limited amount of food, they could return here at
- any time to replenish their stores if needed.
-
- Immediately after leaving the screamer room, the party found a pressure
- plate that closed the door to the room if it was open. Two paces north from
- this plate was an illusionary wall. They gathered the items concealed by
- the illusion and continued.
-
- The group came to a pit with a mummy on the other side. A message on the
- wall warned not to harm the "prisoner." Knowing that the message had to be
- from Lord Chaos, the champions sensed they would have to ignore the message
- if they were to succeed. Hissssa threw a fireball at the mummy and watched
- it go up in a puff of smoke. Immediately, they heard a gate opening in the
- distance. They later discovered that the gate had blocked the stairs down
- to the next level. They would not have been able to descend without killing
- the mummy. Unfortunately, when the group chopped down the door leading to
- the exit, they learned the price of defying Chaos. Behind the door were
- several pair of hungry purple worms.
-
- When the last of the worms were defeated and the path to the stairs was
- clear, the champions could scarcely believe it. They were running very low
- an water and there was some disagreement as to whether or not they should
- try to return to the second level to get more before braving the unknown
- fifth level. Gothmog finally convinced the others to enter the fifth level
- just a short distance to see if any water was readily available. They could
- scarcely believe their good fortune when they found a fountain at the very
- foot of the stairs.
-
- After drinking their fill and refilling their skins, the party found a
- stairway leading up just five steps south of the stairs and two steps east.
- Curious to find a stairway leading back up to the level from which they had
- just come, the group ascended the stairs. They found themselves in a very
- small room with a button on one of the walls. Pushing the button caused a
- section of wall to disappear. The group found that the newly opened hallway
- was just of the east of the room containing the screamers.
-
- Since the party now found itself in an area with an unlimited amount of
- food available as well as a fountain just a short distance away, they
- decided to stay here for a while and train. First, they practiced
- spellcasting and Ninja techniques. Finally, they decided to see just how
- many of the monsters on this level were renewed after the party had left
- the area. They were only slightly surprised to find that the majority of
- the areas were once again inhabited. The group made their way back to the
- beginning of the level and then back again. As they did this, they grew in
- power and experience. The purple worms that had seemed invincible when they
- had first encountered them, now seemed almost easy to kill. Finally, the
- group had had enough of the killing and decided to continue to the fifth
- level of the dungeon. The considerable amount of time here was well spent,
- however. The endless combat had transformed each of the champions into a
- powerful warrior and all of their skills had reached a considerable level.
-
- LEVEL FIVE
-
- Upon descending to this level, the party soon found a hallway that led to a
- somewhat large room with one door on each of the four walls. They opened
- the door to the south and decided to explore it first. As they proceeded
- down the hallway, they came to an offshoot heading east. The group took the
- offshoot and made it to a large, irregularly shaped room. This room proved
- to be something of a puzzle. It seemed that there were various buttons,
- most hidden by walls. However, hitting one button would cause some walls to
- disappear and other walls to reappear. In time, the champions discovered a
- pattern, and pushed the proper buttons in sequence to reveal a new area
- containing treasure.
-
- First, they pushed the button on the south wall. They then took three paces
- north and one step west and pushed the button they found there. Finally,
- they took one step north and four steps east and pushed the button there.
- This opened a new area in the southeast corner of the room. The party was
- pleased to find a full suit of chain armor in this new area. Having fully
- examined the offshoot area, the group returned to the main corridor. They
- continued to the south and found a door with no apparent means to open it.
- Upon closer examination they discovered a device on the section of wall to
- the south of the door. Manipulating the device took only a moment and the
- door opened revealing the treasure beyond.
-
- Through the west door, the group came upon a room filled with the
- mysterious blue teleportation fields. They stepped into the room and found
- themselves surrounded by the fields on all three sides leading further into
- the room. Taking a deep breath the party took a step to the right. In a
- flash they were teleported and found a mirror lying at their feet. They
- picked up the mirror and took a step backward, then forward, left, right,
- and finally back. The champions covered the rest of this area with few
- events of import.
-
- Entering the east door, the party soon entered a large room. The group
- started south down the western wall and found a button in the corner. Leif
- pushed the button but it had no visible effect. The party tried to go east
- along the southern wall but soon found that they were somehow prohibited
- from making progress beyond a certain point. Since they couldn't proceed
- east, they decided to see which directions they could move in. The group
- went back to the southwest corner and started north along the eastern wall.
-
- They reached that corner and went east along the northern wall. They were
- somewhat surprised to make it to the northeast corner of the room.
- Apparently, the magic keeping them from progressing east, did not work
- along the northern wall. Finally, the group went south along the eastern
- wall and found an exit from the room in the corner.
-
- The party found numerous caverns to explore as well as several valuable
- items to recover in the area beyond. After exploring the last of these
- passages, the champions started back out of the area. As they drew closer
- to the magical room, they were startled to find that a new passageway had
- appeared. While the passage only extended a short distance, it contained a
- rare Illumulet.
-
- The party opened the north door last and was confronted by a room full of
- pits. As the group studied the room, they saw that the pits would open or
- close depending on where they stepped. Taking a deep breath, they prepared
- to navigate the room. They turned around and closed the door to be certain
- that they would not be attacked while on such treacherous footing. Then,
- they took steps in the following directions:
-
- Two north, two east, two west, and south. North, east, four north, south,
- and west. Two south, east, north, east, two north, and finally east to
- leave the room. After retrieving the items in the room beyond, the group
- returned to the pit room. They stepped onto the first plate and took the
- following path from there.
-
- Two west, east, south, west, two south, and two west. North, south, three
- north, and west to exit. The champions entered a hallway and explored to
- the south. They found a drumstick and discovered an illusionary wall to the
- west of it. They discovered some potions in this hidden area and found a
- second illusionary wall on the southern end of the corridor. The group
- returned to the main hallway and began to search toward the north. The
- party hit a "spinner" as they progressed down the hallway. They quickly
- reoriented themselves and continued.
-
- Finally, they came to a set of stairs descending down to the next level. On
- the wall to the left of the stairs was a button that opened a passage to
- the southwest. The champions were pleased to discover this passage would
- allow access to the corridor containing the stairways back up to the fourth
- level. Faced with two downward staircases, the party arbitrarily selected
- the one in the northwest section of the level.
-
- LEVEL SIX
-
- The party descended the stairs and found themselves in a small room with a
- passage leading to the east. After gathering the items in the room, they
- started down the passage. The passage ended almost immediately but a quick
- search revealed a button on the wall that cleared the path to the east. The
- party found itself entering a large room with a blue field in it. This room
- was obviously directly beneath the "pit room" on the fifth level. The
- champions avoided the blue field and searched the room. They discovered an
- illusionary wall two paces to the north of the corridor that hid a small
- treasure room. After a complete search of the remainder of the room, the
- group found only a piece of food. Since there were no doors and no apparent
- devices to open a new passage, the group could proceed no further. They
- decided to go back to the fifth level and try the stairway in the southwest
- area.
-
- After using the second set of stairs the party entered a large room with
- several small alcoves. The champions examined these alcoves and found that
- each alcove had a riddle engraved on the wall near it. The answer to each
- of the riddles was an object in the group's possession. After a moment's
- consideration, Gothmog placed the Mirror of Dawn in the first alcove. He
- then placed a gold coin in the next one, and a blue gem and a bow in the
- final alcoves. After placing the items in the alcoves, the gate on the east
- wall opened and a new alcove appeared next to it. The party found a key in
- this new alcove and claimed it as their own.
-
- The champions left the riddle room and entered a long corridor. The
- corridor had three doors on the east wall, one at the southern end, and one
- passage leading from the west wall. The party went to the southernmost door
- and opened it. They found a room with three pressure plates on the floor, a
- blue field, and a pit. There was also a closed door in the southwest corner
- of the room. It was readily apparent these objects formed a twisted puzzle.
- The object was to open the door and enter the area beyond. After several
- failed attempts to do so, Gothmog discovered the solution. First, he pushed
- a button on the wall near the door. Next he dropped a torch into the field
- and the door opened. The group took the key they found in the room, went
- back to the field, and stepped into it. They reclaimed their torch and
- pushed a button on the wall. This closed the pit and allowed them to exit
- the room.
-
- The party moved north up the corridor and entered the grave of King Filius.
- The champions explored the room thoroughly and discovered a number of
- buttons on the walls. They pushed a button on the north wall of an alcove
- in the southeast corner, then pushed one in the northeast alcove of the
- room. This opened a secret passage on the east wall where they found
- another key and some armor.
-
- The champions continued northward along the corridor and entered the grave
- of King Milias. They found a hole in the southwest corner of the room. They
- read a message on the wall and considered its meaning. After a moment,
- Gothmog stepped forward and placed a gold coin in the hole. A passage to
- the east appeared where they found the final key needed to continue.
-
- The champions came to a crossroads with a bold message engraved on the wall.
- This writing proclaimed: "If you want to stay alive, you better turn and
- run." Sonja let out a loud snort of derision and the party proceeded into
- the southern path. The passage led to a cavernous room with many twists and
- turns. The group explored immediately to the east of the entry area and
- found a button on the wall. Pushing the button caused an audible clicking
- sound but no visible effect was immediately obvious.
-
- Continuing deeper into the room, they followed the east wall toward the
- southern end of the room. In the southeast corner of the room they
- discovered a magical box in a small chamber. Each of the champions had a
- strong suspicion that this area had probably been closed until they had
- pushed the button. Their suspicions were strengthened when they found a
- second button near the box. After pushing the button, they went back to the
- first button and found that the section of wall had disappeared to reveal a
- secret area.
-
- Inside this new area they found a key and a valuable piece of plate armor.
- Hissssa eagerly donned the new armor and they renewed their search of the
- room. As the group explored the western portion of the room, they stepped
- on one particular area and heard a noise as if they had stepped on a
- pressure plate. They looked down, but could see nothing unusual at their
- feet. Puzzled, they took a step forward and noticed a wall appear to the
- south. They slowly stepped back on the invisible plate and saw the wall to
- the south disappear again. Using a trick that had worked many times before,
- they stepped off of the plate and placed a torch on it. Unfortunately, the
- torch did not trigger the plate. Undaunted, they placed several heavy
- chests onto the area, but still the device was not activated. Finally, they
- realized that objects alone would not trigger the plate. The device was
- only triggered when all four champions stood in the area. The party stood
- there for a while trying to discover a way to enter the hidden area. As
- they stood there, they heard noises in the distance. As the sounds came
- closer, it soon became clear that a group of enemies was approaching.
-
- Almost immediately, a group of skeletons came into view. As they approached,
- Hissssa's face slowly broke into a wide grin until he burst out with an
- eerie reptilian laughter. The others looked at him in shock as he laughed,
- but he continued and motioned them to stand back away from the plate. The
- skeletons moved forward until they had stepped onto the plate and were
- directly in front of the party. Leif took a mighty swing at the closest one,
- causing Hissssa to laugh even louder. Just as everyone was certain that he
- was crazed, he pulled the magical box they had just found out of his pack
- and opened it while pointing it at the skeletons. Instantly, the monsters
- were frozen into place like statues. Laughing harder than ever, Hissssa
- made a grand gesture toward the south wall. As the party turned and saw the
- south wall now held open by the paralyzed skeletons, they could not help
- but join in Hissssa's good natured mirth. Hurrying forward, lest the spell
- wear off and the way be closed again, they ran into the secret area. As
- their laughter subsided, they all congratulated Hissssa on his ingenuity.
- They gathered up the treasure there and prepared to go out and deal with
- the skeletons on a more permanent basis.
-
- The champions found no new exits from the large room, so they made their
- way back to the crossroads. Taking the northern path, they unlocked one
- door and came to a hallway going north. As they entered the corridor, Leif
- suddenly tripped and began to fall. Arms flailing, he reached out to grab a
- metal ring on the wall in an effort to stop his fall. As he grabbed the
- ring, he was surprised to see that it came off in hands. Everyone in the
- group was even more surprised when a section of wall right next to where
- the ring had been, disappeared. Obviously, the ring had been the means to
- enter this secret passage and they had almost passed it by unknowingly. The
- champions explored this new area thoroughly, discovering a number of useful
- items. In the northernmost hallway of the area they found a button on the
- south wall. Pushing the button revealed yet another secret area to the
- north where they found a vorpal sword.
-
- The champions opened a door leading into a hallway. After they had taken
- just a couple of steps into the passage, the door closed behind them,
- cutting off all retreat. At the other end of the hall was a locked door
- which none of their keys would open. The only unexplored area was a side
- passage with a blue field in it. The group approached the field and saw
- that it was blinking in and out of existence at a rapid but steady pace.
- Watching it a for a while to get the timing down, they leaped forward at
- the right moment and ran through.
-
- They escaped the area of the field before it reappeared but they kept
- running forward just as another field materialized ahead. The stunned party
- was immediately teleported back to the outer hallway to try again. This
- time, they managed to stop short after clearing the first field and
- gathered themselves for the attempt to clear the second. Finally, when they
- were sure the time was right, they rushed through into the room beyond. In
- the room they found a key and a button on the wall near it. Pushing the
- button, they left the room and reentered the hallway. The button had
- reopened the door that had closed off their retreat. They tried the
- newfound key on the locked door and were pleased to find that it fit
- perfectly.
-
- The party passed through the door and were immediately confronted with a
- challenge etched into the wall to "test your strength." Seeing a long
- hallway filled with blue fields, Hissssa confidently stepped up and hefted
- a torch in his powerful claws. Grinning, he threw the torch forward with a
- flick of his wrist. The torch flew down the hallway until it hit the far
- wall and fell to the floor. The instant it fell, the sound of a gate
- opening was heard. The party went back to the main hallway and traveled
- down it until they came to the open gate.
-
- They explored the area beyond and were gratified to find some powerful
- weapons and armor. After thoroughly examining this area of the dungeon
- level, the party took the sole remaining path into the northwest area of
- the level. They entered a fairly long hallway and discovered a button on
- the north wall. Pushing the button opened a path into a new area. Upon
- entering this hidden passage, the group immediately realized these were the
- same rooms they had discovered when they had come down the first set of
- stairs from the fifth level. Since they had already explored this area,
- they left it and returned to the main hallway.
-
- Slowly, the champions wound their way through the mazes of this dungeon
- level. They found some rooms with treasure and others that were empty.
- Finally, they made their way to the southwest area of the dungeon where
- another puzzle presented itself. They pulled a lever on a wall which opened
- a gate to the north. They moved north to enter the portal but just as they
- stepped in front of it, the gate came crashing down. They went back and
- pulled the lever again, then made their way back to the door, carefully
- avoiding the plate. They knew they could not enter the door without
- stepping on it but they hoped to do it in their own way.
-
- Standing two paces back from the door, the champions sped forward onto the
- plate and continued rushing forward. The gate came thundering down closing
- just behind the party. Inside the room, they gathered the treasure inside
- and searched for a means to leave. They found a large button that opened
- the door when pushed. Unfortunately, there was another pressure plate on
- this side of the door so they were forced to make the same kind of mad dash
- to get out safely. The group left this room and continued to follow a long
- corridor leading east. Finally, it led them to a set of stairs leading down.
- They smiled knowing they had completed another step of their quest. However,
- their smiles were decidedly weary ones. This level had seemed like an
- endless array of riddles and the champions were beginning to tire of such
- constant deceptions. They paused for a while to rest and eat, then
- descended the stairs to the next level.
-
- LEVEL SEVEN
-
- After a brief exploration, the party found that the way to the main areas
- of this floor would not yet be possible. They found a door that was opened
- by the RA key they had found on the third level. After passing through this
- door, they came to an identical obstacle just up the hallway. Near this
- second door, they found a scroll. The contents of the scroll convinced
- every member of the group that the keys to continue exploring this level
- would only be found on the lower floors.
-
- Before taking the stairs down to the eighth level, however, the champions
- decided to set up a camp of sorts on this level. The location would be
- ideal for resting since there were no monsters in the small area that was
- open to them. The location was further attractive because it was not too
- terribly far from the water on the fifth level or the food on the fourth,
- nor would it be too far to retreat back to from the lower levels they were
- preparing to enter. The group carefully divided their belongings into
- categories and placed their excess items into neat piles. A great quantity
- of food was left here as well as many magic items for which the party had
- no immediate use. Feeling greatly unburdened, they descended the stairs to
- the eighth level.
-
- Having collected the two RA keys from the ninth and twelfth levels, the
- party returned to explore the remainder of this floor. They used the keys
- on two doors in short order and proceeded up the hallway beyond them. They
- came to a series of highly ornate, locked doors. Taking advantage of my
- incorporeal state, I ducked into the rooms to see what was inside. In the
- first room I found the Scepter of Lyf, an Illumulet, and the Gem of Ages.
- In the second room were the Dragon Spit and Boots of Speed. The third room
- contained the Crown of Nerra and a magical box. Finally, the fourth room
- held Flamebain and the Lightning Sword.
-
- Since the party had no key to open these doors, they continued their
- explorations. Immediately after these doors they came upon a door that was
- unlocked by the ruby key from the eleventh level as well as a passage
- leading south. They decided to explore to the south first and entered the
- passage. They came to an energy barrier with a massive stone golem on the
- other side of it. They opened the barrier and immediately began shooting
- arrows at the creature and threw all of their missile weapons at it. The
- lumbering hulk kept coming so they cut loose with a furious barrage of
- lightning bolts and fireballs. The spells did nothing to slow the advance
- of the golem. Despite the creature's durability, the party waited with
- confidence to engage the creature in close combat. Hissssa and Sonja stood
- up front wearing their finest armor and wielding their most powerful
- weapons. When the golem approached, they whirled into action attacking with
- their usual ferocity.
-
- The slow-moving golem finally swung his massive club and landed a
- pulverizing blow directly on Hissssa's shield arm. Despite the protection
- of the Shield and Armor of Darc, Hissssa's shield arm was smashed instantly
- and hung uselessly by his side. Sonja, amazed at what had happened to her
- comrade, redoubled her attacks but the golem barely seemed to take heed.
- Furious, she screamed in rage and rained blows upon the golem that should
- have caused utter destruction on any living thing. In response, the golem
- swung its club once again and smashed Sonja in the midsection. Sonja,
- hurled by the force of the blow, flew back 10 feet through the air before
- smashing into the ground. Her ribs crushed, she struggled in vain to rise
- and continue the fight.
-
- At this point Gothmog ordered Hissssa, who was still trying to carry on the
- battle swinging Hardcleave with his one good arm, to stand behind Leif and
- himself. As soon as Hissssa was safely out of the way, Gothmog pulled a
- magical box out of his pack and turned it on the stone creature.
- Fortunately, this magic had its desired effect and the monster froze in
- place. Gothmog and Leif pressed the attack with vicious blows against the
- immobile creature. Finally, the stone monolith began to crack and then
- crumbled to dust.
-
- Gothmog carefully administered healing potions to Sonja and Hissssa and the
- two champions recovered fully. The struggle against the golem had been by
- far the most grueling battle in which the party had yet engaged. While no
- one voiced the thought, each of the four champions knew this was the
- closest they had come to death. Exhausted, the group collapsed on the floor
- and slept.
-
- When the champions awoke, they realized with some chagrin they had not even
- bothered to explore the hallway beyond where they had first encountered the
- stone golem. They approached the second door in the hallway and were more
- than a little apprehensive when they saw a second stone golem waiting
- behind the door. The champions stopped and worked out a plan of attack they
- felt would give them a good chance of defeating the golem without taking
- the same kind of punishment the first one had inflicted on them.
-
- They opened the door and waited for the golem to approach. As soon as the
- creature stepped into the doorway, they pushed the button to close the door
- and attacked the monster vigorously with all of the weapons in their
- arsenal. The combined punishment of the door pounding at the golem as well
- as the group's attacks finally drove the golem back a step. With the golem
- out of the doorway, the door finally closed. The champions took a few
- moments to heal their wounds and reopened the door. This cycle was repeated
- several times before the golem was defeated.
-
- When it finally fell, the relief that washed over the party was almost
- tangible. They continued down the hallway and found several useful items
- and one of surpassing value. At the end of the hallway, in a small alcove
- lay one of the most powerful weapons in all the world. The Inquisitor lay
- there, dazzling all who beheld its beauty. Sonja picked the sword up
- lovingly and caressed the blade. With the Inquisitor and Hardcleave both in
- the group's possession, their confidence was restored somewhat from the
- beating they had taken at the hands of the stone golem. While the champions
- felt far from invincible, they did feel better about their chances of
- survival.
-
- They returned to the main passage, used the ruby key to open the door, and
- found a wizard's workshop. After examining the contents of the room, they
- took the passage on the eastern side of the room to explore further. The
- passage was a long corridor with four small side passages off the main
- hallway. Three of these side passages contained useful items. They
- continued and entered a room with two small alcoves. In one of the alcoves
- was a turquoise key that would open any one of the ornate doors in the main
- hallway. As it turned out, this was to be the only turquoise key in the
- dungeon, so the party would only be able to enter one of the four rooms and
- claim its treasure.
-
- Upon exploring the remainder of the room carefully, the party found a
- button on the south wall that opened a secret passage in the southeast
- corner of the room. The party read the scrolls there with great interest
- and claimed the final RA key. Upon reading these scrolls, Gothmog paused in
- thought. The party discussed the possible meanings of the messages, but
- they all agreed that the meanings were clear. They would not take the
- Firestaff back to Lord Librasulus. When they recovered the staff they would
- attempt to attach the Power Gem to it and attack Lord Chaos.
-
- The party left this room and began to make its way back down the corridor.
- As they walked along, something caught Leif's eye. He stopped and looked
- more closely at an area on the north wall. He found a small button there
- and pushed it. While pushing it had no apparent effect at the time, they
- soon learned what it had done. As they returned to the entrance room of the
- workshop, they found a passage had opened in the northwest corner of the
- room. Before entering this area, the party decided to use the RA key on the
- locked door just outside the workshop.
-
- The champions tried the RA key in the locked door and were pleased to
- discover that it did indeed open the door. They passed through the doorway
- into a series of long corridors. They followed these passages with little
- difficulty until reaching the central area. They discovered a small chamber
- with two locked doors leading into it. Near each of the two doors was
- another stone golem. While the golems did not seem to react when the party
- drew near, they decided not to wait for something to rouse the creatures.
- It would be far better to kill both of them now than to wait for the
- monsters to attack, possibly at the same time.
-
- None of the champions harbored any illusions about their chances to survive
- a battle against two of these juggernauts at one time. The group was able
- to defeat the two golems by using a magical box on each of them, although
- not without absorbing some punishing blows. After disposing of the
- guardians, they used the master key from the twelfth level to enter the
- small chamber. The champions entered the room and their spirits soared as
- they saw what lay before them. Gothmog stepped forward and grasped the
- Firestaff with both hands. Immediately, he seemed to draw new power from
- the staff. With the Firestaff in their possession, they had only to find
- the Power Gem and they would be ready to face Lord Chaos.
-
- Firestaff in hand, the champions returned to the secret passage in the
- wizard's workshop. After a short twisting corridor, they entered a very
- long hallway leading south. They began walking down the corridor, but found
- a button on the east wall after a short distance. When they pushed the
- button, they heard a noise to the north. The party backtracked up the
- hallway and found that a secret passage had opened up at the northern end
- of the corridor. Inside, they found a winged key. They took the key and
- continued back down the hall. The hall led them to an area where they
- encountered yet another stone golem, and then to a stairway leading down.
- The party descended the stairs, eager to see where they led. They traveled
- down a series of stairs before they finally landed on the thirteenth level.
-
- LEVEL EIGHT
-
- The party entered the eighth level and was immediately confronted by a
- ghost. Gothmog and Sonja fumbled in their packs attempting to pull out the
- vorpal blades. As soon as the weapons were in hand, they struck the wraith
- with the blades and watched it dissipate into nothingness. As the champions
- began to explore the area, they found they were constantly accosted by a
- number of skeletons, mummies, ghosts, and even giggling thieves who would
- snatch an item and run away laughing. The group patiently dispatched these
- enemies as the need arose. The battles on this level were of little
- consequence for the most part. Most of the challenge that this floor of the
- dungeon presented related to the numerous secret mechanisms scattered about.
- The champions had to find the buttons to open the secret doors that were so
- numerous on this level.
-
- The party began searching to the south of the stairs. Continuing to the
- south and east, they passed between a pit an a blue field. Just to the
- south of the pit was a button on the wall. Leif pushed the button and the
- party thought they heard a noise to the west, on the other side of the wall.
- They retraced their steps and found that a section of wall to the west of
- the pit had disappeared.
-
- After gathering the treasure in the hidden area, they returned to the place
- where they had found the button and continued. As the champions traveled
- east along the south wall, they came upon another blue field. They entered
- the field and found another button on the wall. Pushing the button revealed
- a secret passageway. The party entered this new area and explored the
- winding passage until they came to a very long hallway. They stood at the
- beginning of the hall and began walking forward. After proceeding a total
- of 26 paces, the party paused momentarily so that Gothmog could take a
- drink of water. After they had stood there for a few moments, the group was
- surprised to see a section of wall suddenly disappear just to the east.
- They hurried through the opening and found an empty room with an exit door
- on the east wall. They opened the door, and traveled down a short passage
- into a small room. Pushing a button on the north wall revealed a secret
- chamber containing two magical weapons. The group discovered no other exits,
- so they made their way back to the main area of the level.
-
- After returning to the main area of the dungeon level, the group continued
- along the outer wall. After taking several steps both east and north,
- another button was found on the wall. The button revealed a secret passage
- nearby in the east wall. The champions gratefully gathered the weapons
- there and continued. They made their way to the northeast corner of the
- level and found a blue field. They passed through the field and found a
- button on the wall to the south. Pushing the buttoned opened a passage to
- the east in the area they had just left.
-
- The party found the Staff of Manar in the passage and returned to the
- button. From there, they continued to follow the outer wall north and west.
- They had gone a fair distance when Hissssa suddenly stopped and faced south.
- Staring intently, he moved forward slowly and picked up an object from the
- floor. He turned and showed it to the rest of the group, and it was
- revealed to be a key. It was fortunate that Hissssa had seen a flash of
- light reflect off the key as he was walking past it. The rest of the group
- had failed to see it and, as it turned out, the key would be needed to
- leave this level.
-
- The party continued west along the north wall and finally found another
- button just to the west of a blue field. The button opened a secret alcove
- off the north wall, through the field. There was a large green button in
- the alcove that deactivated the field. The group later realized that
- eliminating this field also removed the threat of the fireballs that had
- been plaguing the group during the time they had spent on this level.
-
- They continued west into a short passage and found a chest containing a
- skeleton key. Pocketing the key, the group began moving southward along the
- west wall and found a passage leading to a door. The solid key opened the
- door and they continued into the passages beyond. After making their way
- through the twisting passages, the champions found a downward staircase. On
- the wall opposite the stairs was a large skull. Taking the skeleton key,
- Gothmog approached the figure and pushed the key into one of the eyes. This
- caused a section of wall to the north to disappear.
-
- Entering the new area, they found a second descending staircase as well as
- a passage leading back out to the main area of the level. The party tried
- descending the set of stairs they had found in the secret area first.
- Unfortunately, they found only another set of stairs leading down with
- walls on both sides prohibiting them from exploring anywhere else. After
- descending several flights of stairs before finally hitting a dead end,
- they returned to the eighth level. This time, they used the first set of
- stairs they had found, and descended to the ninth level.
-
- LEVEL NINE
-
- When the party first began exploring the area around the stairs, they
- wondered if they had not reached another dead end. They discovered a small
- room to the northwest of the stairs that contained an informative scroll,
- but no exits were visible. Finally, their attention was drawn to an
- inscription on the wall reading "When is Rock not Rock?" While this
- question seemed almost meaningless at first, the answer eventually became
- clear. A rock is not rock when it is only an illusion. The section of wall
- to the east of the message was just such an illusion.
-
- After passing through the illusionary wall, the party was faced with a
- corridor that led both east and west. Taking the east path, they found a
- door and entered a large, irregularly-shaped area. In the northeastern most
- section of this new area was a short corridor. On the west wall of this
- corridor they discovered a button that opened a secret wall to the
- southwest. The champions were pleased to find that the hidden area
- contained some useful treasures to help them on their way.
-
- Finding no further avenues of progress, they made their way back to the
- illusionary wall to explore the passage bearing west. Almost immediately
- after passing the illusionary wall, the group entered a short corridor.
- After walking to what appeared to be the end of the hallway, they found
- themselves back at the beginning of the hallway near the "When is Rock..."
- puzzle. Sensing a strange magic at work, Gothmog cast a magic footprints
- spell. The party reentered the short hallway and after taking two steps
- found that they were suddenly facing their trail of footprints. Before
- taking another step, they turned around and continued down the hall. This
- time they made it safely through to the other side. The champions then made
- their way to a door that opened into a large maze-like room. In the
- northwest corner of the room, they found a button on one of the walls. A
- secret chamber was revealed to the north and once again they gathered
- hidden treasure.
-
- As the champions continued their exploration, they came to a locked gate
- with a lever next it. They could see that a chest lay on the other side of
- the gate. Hoping to open the gate and gain access to the chest, Leif pulled
- the lever. Instead of opening the gate, however, it opened a pit under the
- chest and it disappeared from sight. They pulled the lever again to close
- the pit. Still hoping to find the chest, they entered a new area through a
- door to the southwest of the gate and found a set of stairs going down in
- the northeast corner of the room. The stairs led to a small room where the
- chest had fallen.
-
- They took the chest and found a small gem inside it. Going back up the
- stairs they found that the gate was still locked and the only path left to
- explore was to the east of the gate. Making their way through the twisted
- corridors, the party found a stairway leading up to a small room containing
- two items of importance. First, they found a button that opened up a secret
- area in the southern portion of the room. Second, they found a pit at the
- northern edge of the room with an inscription that stated "Put the Gem
- Back." Since there could be little doubt as to what was required, Leif
- stepped to the edge of the pit and dropped the gem into it. The party went
- back downstairs and found that the locked gate was now open.
-
- The group next came to an a room twenty feet wide with two rows of three
- pressure plates. Not knowing what to expect, they stepped onto the first
- plate and all were stunned to see a fireball suddenly rushing toward them
- from the wall thirty feet ahead. Their hesitation almost cost them dearly,
- but at the last moment they managed to jump aside as the flames went
- roaring by. The champions sat back for a moment and discussed ways they
- might pass these plates without suffering the effects of the fireballs.
- They considered casting a number of Fireshield spells to protect them as
- much as possible and then simply walking through the fireballs. However,
- none were eager to subject themselves to the flames unless it was necessary.
- Instead they carefully approached the first plate and placed a scroll on it.
- Immediately, they jumped to the side and watched the ball of fire sail by
- with time to spare. Next they approached the plate to the left of the one
- with the scroll resting on it and did the same thing. With a scroll resting
- on each of the two plates closest to them, they now had to step forward
- onto the plate to see if the scrolls had been effective in keeping the
- mechanism triggered. Gingerly they stepped forward and found that the
- plates were no longer activated by their presence.
-
- Carefully, they placed objects on each of the remaining plates in a similar
- fashion. Soon, they had made it safely to the far side of the room and
- hurriedly made their way north to escape the line of fire in the room
- behind them.
-
- After leaving the fireball room, the party continued north and made their
- way westward through a series of caverns. Finally, when they seemed to hit
- a dead end, they found a button in an alcove located in the far western
- area that opened a secret door leading still further west. The group found
- a skeleton key inside the revealed room as well as several pieces of food.
- Finding no further avenues of progress, they made their way back to the
- fireball room to explore the passage leading south from there.
-
- In the northeast corner of this level, the champions found a room with its
- gate sitting open. The party soon learned that this room was a magical area
- that created an endless supply of the giant rats that had been attacking
- ever since they had entered this level. Finding nothing of value in the
- room, the party made certain to close the door as they left the area in
- order to restrict the movement of the huge rodents.
-
- Next, the group came to a door with an inscription reading "Lighter than a
- Feather," and a small alcove next to it. They placed the corbamite that had
- been found in the northwest area of the level into the small alcove and the
- door opened immediately. Beyond this door was a set of stairs leading down.
- Passing the stairs by for the moment, they next found a room just to the
- west of the stairs that contained a RA key. Excitedly, they claimed the key
- knowing they were one step closer to claiming the Firestaff, and returned
- to the descending stairway.
-
- LEVEL TEN
-
- The party entered this level and was immediately confronted by this
- challenge engraved into the stone wall: "Beware my Twisted Humor, The
- Deceiver, The Snake." Beyond this challenge lay a maze with numerous
- passages. Most of these passages contained invisible teleportation fields.
- Stepping into any of these fields teleported the group back to the entry
- stairs. Taking their cue from the message on the wall, the champions
- decided to take a serpentine, winding path through the passages. First,
- they went to the far south and took the passage there. Next, they followed
- the corridor to the far north and went through that hall. Finally, they
- went to the far south once again and continued.
-
- The party next came to a pair of locked doors with a single key lying on
- the ground between them. A message on the wall instructed them to "Choose
- One Door." They arbitrarily chose the south door and used the key to open
- it. After entering the corridors beyond the door, the group was confronted
- by four skeletons. After killing the last of the undead creatures Hissssa
- found a second Key of B among their possessions. They continued and came to
- a second locked door. They used the Key of B to open the door and were
- almost immediately confronted with another puzzle.
-
- Etched into the wall in front of them was the word ZOOOOOM. Beyond the word
- on the wall was a series of pressure plates on the floor in a series of
- hallways that formed a rectangle. The group stepped forward and was
- immediately whisked away down the corridor. Somehow, the plates held a
- magic that propelled the champions irresistibly around the rectangle of
- pressure plates over and over again.
-
- While they were stunned initially, the champions quickly recovered their
- composure and began to try and escape from the corridor. As they were
- traveling down one of the hallways they could see an area beyond the
- pressure plates. Unfortunately, when they tried to jump onto the safe area
- as they passed by, nothing happened. Despite repeated attempts to jump to
- solid ground they remained trapped in the corridor. Finally, they began to
- realize that more than the speed of their progress was involved with their
- difficulty. Magic must somehow be working to their detriment. To test their
- theory, the champions tried leaping to their right while approaching the
- solid ground. Suddenly, they lurched forward and found themselves standing
- once more on firm footing. They rested for a few moments to recover from
- their dizziness before exploring further.
-
- After leaving the ZOOOOOM area behind, the party explored a winding
- corridor leading southwest. They came to a door and opened it. After
- entering the room, they found a button in the shape of a cross just inside
- the doorway. They decided not to push it unless it became necessary (we
- later learned that they would only have freed monsters to attack if they
- had pushed the button). As the champions tried to explore the room, they
- were repeatedly attacked by a series of beholders, skeletons, and thieves.
- After dispatching all of these creatures, they discovered a button on the
- north wall that revealed a small chamber nearby.
-
- Finally, there was nothing left to do in this room so the group exited
- through a corridor on the south wall. A short distance down the hall, they
- found a door on the north wall of the corridor. Weary from the battles in
- the previous room, they decided to enter this new room and rest. They slept
- for several hours before finally awakening. Taking care to search the room
- before taking their leave of it, they found a button that revealed a
- chamber on the south wall. They were quite pleased to find the legendary
- Moonstone inside the chamber.
-
- The party reentered the corridor and continued eastward. Before long, the
- hall opened up into a small chamber. In the northwest corner of this
- chamber they found a button. Pushing the button opened a secret passage in
- the southeast corner off the room. After searching the hidden chamber, the
- group discovered a second button. Pushing this button revealed a second
- hidden chamber adjacent to the first button in the northwest corner of the
- room. Exploring this chamber revealed that the western wall was only an
- illusion hiding more treasure. Next, the champions began exploring the
- passages beyond this room, mostly heading east and then north.
-
- After traveling north for no small amount of time, the party discovered
- first one door, and then another to the north and east of the first one.
- Both doors were exits to the area that the group was currently in. Neither
- of the doors were particularly distinctive, so they selected the first door
- and opened it. Immediately after passing through the doorway was an alcove
- to the east. Inside the alcove, they pushed a button that revealed a secret
- chamber. Inside the chamber they found another button. This button opened a
- second chamber a short distance to the northeast. The champions found it
- necessary to search for a short time until they found the location of the
- chamber.
-
- Inside the chamber lay one of the most powerful weapons known to exist in
- the world, Hardcleave. The ebon axe lay before the group fairly challenging
- each of the heroes to see who would have the courage to claim it. Hissssa
- stepped forward and grasped the axe in one of his powerful hands. The
- others watched in silence as he slashed the air with his new weapon. He
- already moved as if the axe were an extension of his body. No one even
- suggested that another might be better suited to wield Hardcleave than
- Hissssa.
-
- The group searched westward from the location where they had found
- Hardcleave. They came to a small chamber containing a magnifying glass as
- well as a button on the wall. The button activated a blue teleportation
- field inside the room. Stepping into the field sent the party back to the
- room where they had rested earlier. Fortunately, a field had also been
- activated in that room so they were able to return to the first teleporter
- without having to walk all the way back. Continuing westward, the champions
- discovered the set of stairs leading down to the next level.
-
- LEVEL ELEVEN
-
- The champions entered this level only to be confronted by perhaps the most
- twisted puzzle in the entire dungeon. At the foot of the stairs was a
- series of four corridors that formed a square. This area (known as "The
- Clockwise Room") appeared to be a single square room. In reality, it was a
- collection of four identical rooms, each with an invisible teleport field.
- After several unsuccessful attempts to escape this area, the group finally
- hit upon a winning strategy. They began at the entrance to the first room
- just to the west of the entry stairs. Then, they turned around and began to
- walk BACKWARDS, in a counter-clockwise direction.
-
- As they progressed through the rooms they spotted an iron key on the ground
- that they had missed before. The key was difficult to see due to the
- similarity of its color to that of the floor. Taking the key, they
- continued walking backwards until they came to a closed gate with a keyhole
- next to it. The iron key opened the gate after a brief delay and the party
- entered the short passage beyond the gate. They opened the chest there and
- found a solid key. They returned to the room and once again began their
- backward march. Finally, they found a gold keyhole on the wall and they
- inserted the solid key. They continued marching backward until they made
- their way back to the corridor with the chest. The solid key had apparently
- opened a secret passage at the end of the corridor because the way was now
- open to leave the Clockwise Room. Relieved to finally be walking in the
- normal way again, the champions entered the corridor to explore the area
- beyond.
-
- The group took a southern path after leaving the clockwise room. They
- followed the hallway south and west until they finally reached a small
- alcove that held a magic sword, Diamond Edge. Leif approached and took the
- sword. Immediately, the hallway was flooded with poison gas. The party
- waited while it slowly dissipated. Since holding the sword seemed to
- trigger the gas, Leif threw the sword to the end of the hall. They stepped
- forward cautiously but no more gas was released. They made it to the end of
- the hall safely and picked up the sword on the way out. Finding no further
- exits, the party returned to the area outside the Clockwise Room and took
- the northern path.
-
- Almost immediately they found a closed door. Opening the door revealed a
- small room containing a magic sword, Fury. The party continued to the north
- and east, bypassing a corridor that led to the south. When the party had
- progressed as far to the east as possible, they found an alcove to the
- south. Finding nothing after entering the alcove, they began to leave.
- However, after taking just one step north and a second step to the west
- they heard a distinctive click behind them. They stopped and returned to
- the alcove. They found that a section of wall had disappeared. The group
- entered the new area and found a button on the wall. Pushing the button
- revealed a secret chamber, this one holding a skeleton key.
-
- The champions returned to the southward branch that they had passed earlier.
- They quickly found a room with three locked doors and a single key. The
- group took the key and chose to open the middle door. They entered this new
- area and quickly discovered a creature that appeared to be living water.
- This creature caused the heroes considerable consternation at first, as
- their weapons seemed to pass through the monster with no effect. Noting how
- similar the situation was to their first fight against ghosts, Gothmog cast
- a DES EW spell. As he expected, the spell ripped into the creature causing
- it to recoil. Now that they knew how to fight it, the champions made short
- work of the water elemental. They continued to explore the area and found
- two copper coins. Finally, they stepped on a pressure plate that opened an
- exit door.
-
- The party continued down the hallway to the west until they found an alcove
- in the southwest corner of the level. Inside the alcove was a button on one
- of the walls. Pushing the button opened a portal two paces on the other
- side of a wall south. Inside the secret chamber the group found a suit of
- the most powerful armor they had yet discovered. Sonja gladly donned the
- armor, and the group went back to a passage they had bypassed to the
- northeast.
-
- The group proceeded down the hallway, first heading south then east. They
- traveled down the corridor until they came to a series of three halls
- branching off the north wall. The first corridor led to a hallway with the
- words "Enlarge My View" on the east wall. Next to the words was an eye on
- the wall. Gothmog stepped forward and held the magnifying glass they had
- found on the tenth level up to the eye. Instantly, a secret passage was
- revealed to the north.
-
- As they stepped forward onto a pressure plate inside the newly opened area,
- they were propelled down the hallway until they were dropped in front of a
- small alcove holding a ruby key. After taking the key, they were hurled
- around the corner and back out into the hallway. On the west wall of the
- hallway was another lock opened by the skeleton key. The champions opened
- the passage to the central staircase. Since they were running low on water,
- they made a quick trip back to the 9th level to restock their supply.
-
- After returning, they went back to the main corridor to see what the other
- two offshoots held. The second hallway led to a downward staircase. The
- final passage led to a small room with several coin slots. Sonja took the
- two copper coins they had found earlier and inserted one into the first
- coin slot. Near the slot a small alcove appeared holding a VEN potion. She
- inserted her final coin into the second slot and more treasure was revealed.
-
- I decided to take advantage of my etherealness to see what was in each of
- the alcoves. Starting with the one on the south wall and continuing in a
- clockwise direction, I found: VEN potion, FUL Bomb, FUL Bomb and Green
- Magic Box, 2 Copper Coins, Cross Key, Chest full of food, Green Magic Box.
- Finally, having explored the area fully, it was time to move on. The group
- rested briefly, then took the stairs down to the twelfth level.
-
- LEVEL TWELVE
-
- The four heroes arrived on this level and were greeted by the sound of
- clanging metal in the distance. The sound was incessant and the champions
- found it mildly unnerving. Brushing aside the unease all of them felt,
- Sonja pushed ahead into the corridor where the stairs had led them in and
- continued. Roused from their disquiet, the others quickly followed her.
-
- The hallway progressed to the south and ended as it opened up into a large
- room. Just before the hall ended, a large pressure plate filled a section
- of floor. The champions had no choice but to step on it before entering the
- room.
-
- Once inside the room, they decided to search to the west first. Just as
- they stepped forward Hissssa shouted for them to stop. The others were
- stunned by the sudden noise and looked at him in alarm. Hissssa quickly
- showed them the nearly invisible lines on the floor that outlined a series
- of pits. It was impossible to continue west without stepping into one of
- the pits. The group tried stepping on the pressure plate at the end of the
- hallway a second time and they soon saw that doing so closed the pits. They
- left the room through a hallway on the west wall. The hall led to a locked
- door which the party was unable to open.
-
- Bypassing this room for now, they found a small chamber to the southwest
- that contained a large button on the wall of an alcove. They pushed the
- button but saw no discernible effect. They continued to the north and found
- a button on the west wall of the corridor. The button revealed a secret
- chamber just to the south. The group tried to continue, but after going
- just a short distance, they encountered another locked door. With two
- locked doors and no further avenues of progress, the heroes decided to go
- back and begin exploring the eastern half of the dungeon.
-
- They went back to the large room that had held all of the pits and exited
- through the corridor on the eastern wall. They soon entered a large chamber
- with a small room in the center of it. The group was unaware of it, but the
- door to the room was open only because they had pushed the button in the
- western area they had just left. Coming out of the room and toward the
- champions was a knight clad in full plate mail. Gothmog cast a fireball but
- the knight continued to approach as if it had felt nothing. Since the armor
- appeared to impervious to flame, Gothmog decided to try electricity in its
- place. He cast a powerful Lightning Bolt spell and it seemed to have a
- small impact.
-
- By now the knight had reached the party and Sonja leaped to the attack with
- Leif charging right behind her. Both of their weapons struck the armored
- foe squarely but did little real damage. The knight then retaliated.
- Swinging two swords with ease, it struck Leif twice in rapid succession and
- wounded him sorely. The battle continued with Sonja and Leif striking to
- little effect while the knight concentrated its attacks on Leif with great
- success.
-
- Finally, with Leif near death, Hissssa surged forward while Leif retreated
- to the rear. The lizard man swung Hardcleave with all of his might and
- landed a crushing blow on the knight's head. The armor clad fiend was
- rocked for only a moment before it recovered and returned the attack
- twofold. As the fight raged on, Hissssa and Sonja both gulped down several
- healing potions to preserve their lives. Ultimately, the combination of
- numerous Lightning Bolts thrown by Leif and Gothmog and the relentless
- pounding that Sonja and Hissssa subjected the knight to took its toll.
-
- After Hissssa landed one final blow, the armor suddenly collapsed into a
- heap on the ground. If there had ever been a man inside the armor, there
- was certainly no sign of it. The armor that lay before them had been proved
- painfully effective but none of the champions had any desire to claim even
- a single piece of it to wear for themselves. The armor was obviously cursed
- and none of the heroes had any intention of entrusting their lives to the
- evil magic of which the armor fairly reeked.
-
- With the knight defeated, the party was free to explore the small room in
- the center of the chamber. They found a Topaz Key inside. Remembering the
- two locked doors in the western area they decided to try this new key and
- see if it would open one of them. The group returned to the first locked
- door and found that it did indeed open it. They were forced to dispatch
- another knight but they found an Emerald Key where the armor had fallen.
- Taking this key, they went on to the second locked door and discovered that
- the Emerald Key unlocked it easily. In the room beyond this door was a
- small alcove that held a RA key.
-
- Next, they took a corridor on the north wall. Just two paces north, a
- hallway branched off to the east. Exploring this passage led to a small
- chamber. In this chamber was another button. Pushing this button had no
- obvious effect although it actually opened up access to a room in the
- northeast corner of the level. At this point Gothmog decided they had
- explored enough of the western half of the dungeon level for the present.
- His instincts told him they were meant to fully explore the eastern area
- before proceeding any further in the west.
-
- The others accepted his wishes with a shrug. While he tended to act a bit
- strangely, Gothmog had yet to lead them astray. For my part, I, too, was
- amazed at the way Gothmog had led the party through the maze of traps and
- puzzles in the dungeon. I can only guess that when I communicated with him
- at the beginning of the quest, a lot more information must have been passed
- to him than I realized. It is possible that he absorbed everything I know
- about these dungeons. While he does not seem to be aware of this
- information, he could have retained it deep in his mind. Of course, Chaos
- has altered these caverns immensely, but a knowledge of what his puzzles
- are based on and twisted from can aid one greatly to determine the solution.
-
- The champions returned to the large cavern where they had found the Topaz
- key and exited through a hallway in the southeast corner of the chamber.
- They found a long hallway leading north with two doors on the east wall of
- the corridor. On the wall between the two doors was a button. Pushing the
- button opened a secret passage in the room behind the southern door. They
- explored the new passage and saw that it led to a series of hallways.
-
- After the champions had gone a short distance to the north and east, they
- were faced with a hallway leading both north and south. The party decided
- to explore the southern segment first. In the hallways and alcoves beyond,
- they found the most powerful suit of armor known to exist. The armor of
- Darc was a most welcome discovery although only Hissssa possessed the
- strength to wear the armor without becoming seriously encumbered. The group
- then returned to the crossroads and took the northward path. They continued
- without incident and passed through a door. After passing through the door
- they were faced with a second crossroads. They took the western path and
- quickly came to a corridor that appeared to be a dead end. Despite
- searching the area for a time they could find nothing, so the party began
- walking back down the hall to leave.
-
- Suddenly, they heard a noise behind them and saw that a secret passage had
- opened up back at the end of the corridor. After defeating the knight
- inside the secret chamber the champions discovered a number of valuable
- items. They returned to the doorway next and took the eastern passage. They
- soon came to a room that they were only able to enter because they had
- pushed the button in the western area of the dungeon. After a near fatal
- clash with the guardians of this room (two more of the armored knights),
- the champions collected the numerous useful items inside. Hissssa claimed
- the final piece of the armor of Darc while Gothmog gathered up the
- remaining items including the skeleton key for this level. With no more
- avenues left to explore, the party realized that it was time to return to
- the eastern half of this dungeon level.
-
- The party returned to the room where they had found the RA key and once
- again exited through the corridor on the north wall. They followed many
- twisting passages up to the northwest corner of this level and then found a
- long hallway leading to the east. Off the south wall of this hallway was an
- alcove with a button on one of the walls. The button caused the section of
- wall to the south to disappear, opening a shortcut of sorts back to areas
- the group had already explored.
-
- Since there was no need to revisit these areas, they continued eastward
- down the long hallway. The corridor twisted, first to the east, then to the
- south. Finally, it headed back toward the west. After going only a short
- distance to the west, the champions saw that the hall led to a large
- chamber. Just at the end of the hallway, before entering the chamber, was a
- button on the wall. They pushed the button and heard a noise back to the
- southeast in the area they had just left.
-
- They went back up the corridor and found that a new passage was open
- leading to three doors surrounding a pressure plate on the floor. The
- heroes stepped forward onto the pressure plate and all three doors opened
- at once. Giant creatures that vaguely resembled spiders came streaming out
- into the corridor and attacked viciously. The champions were being attacked
- on three sides and could see that the battle would be lost if that
- situation remained unchanged.
-
- They hurriedly stepped back into the narrow hallway, limiting the number of
- monsters that could approach at one time. They still found it necessary to
- swallow a number of healing potions, but eventually the last of the
- abominations had been destroyed and the path forward was clear. In the room
- beyond, the group found several useful items including the Helm of Lyte.
-
- The party returned to the button that had opened the secret passage and
- went into the room beyond. Just past the room, they found a door that led
- to a short hallway. At the end of the hallway was a second door and a
- button nearby. This button appeared to control both doors. Beyond the
- second door was a cluster of four pits that formed a square. Each of the
- pits was opening and closing at a rapid rate. As they watched, a pattern
- seemed to emerge. It became clear that if they could time the opening of
- the pits correctly, they would be able to make it across safely. Finally,
- they charged across the floor and were on solid ground before any of the
- pits had time to collapse under their feet.
-
- Immediately after the pits, they found a small alcove containing a Master
- Key. To the north of the alcove, they found a staircase leading down. To
- the south they discovered the now familiar skull on the wall for the
- skeleton key. This time, however, Gothmog opted to keep the key instead of
- using it. He believed that the quest was nearing its completion. The next
- levels would certainly be the most dangerous and they might have need of a
- skeleton key but not have the time to search for one. The group also
- decided that they would take the two RA keys they had discovered since
- leaving level seven and return there. These two keys would hopefully allow
- them to fully explore the areas up there that had been denied them so far.
-
- LEVEL THIRTEEN
-
- The four champions immediately sensed the presence of Lord Chaos when they
- entered this level. This was a matter of no small concern because even
- though they had recovered the Firestaff, they had yet to attach the Power
- Gem to the staff. They would not be ready to face Chaos until this was done.
- Since they had thoroughly explored all the levels above this one, they
- could only assume that the Power Gem must rest on a floor lower than the
- thirteenth. They carefully began searching for a stairway leading down and
- found one to the southwest. Before them was a skull on the wall just
- waiting for a skeleton key to open the passage to the stairs it guarded.
- The party members were grateful that Gothmog had kept the skeleton key on
- the twelfth level for future use. He calmly pulled out the key and used it.
- The group stepped forward and descended to the fourteenth level.
-
- The four champions returned to this level with the transformed Firestaff in
- their possession. Each of the heroes seemed ill at ease, but none spoke
- openly their fears. They were near the fulfillment of their long quest, but
- the oppressive presence of Lord Chaos so permeated this level of the
- dungeon, it was impossible for them to resist having some feelings of
- apprehension.
-
- Showing their true courage, they moved forward and found a passage leading
- east. This passage led to a large, open room with black flame dotting the
- floor and demons roaming in large numbers. The group quickly cast a number
- of Fireshield spells and moved into the room. Since the area to the north
- seemed to hold the greatest concentration of monsters, the group headed
- south. They were not here to waste time with lesser evils; Chaos was their
- chosen target. They would look to the south and hope to fight him away from
- the other creatures that might support him in battle.
-
- The party walked along the southern wall when Chaos suddenly appeared
- before them. The master of Chaos was adorned in pitch black robes and a
- horned helmet. The heroes knew they had to surround him with a Fluxcage
- before attempting to Fuse him. Gothmog, had an idea that the wall would
- probably work as well as a Fluxcage and would be easier to work out. Since
- Chaos was approaching them along the southern wall, they quickly stepped
- away from the wall and forward so that Chaos was standing directly between
- the heroes and the south wall.
-
- Not bothering to strike any physical blows at Chaos, the champions leaped
- to the left and cast a Fluxcage in front of them. Next, they immediately
- leaped back in front of Chaos before he could move. Then, they jumped to
- the right and cast a second Fluxcage. Once again, they charged back in
- front of Chaos before he could follow them. They now had Fluxcages on
- either side of Chaos with only the front left to cover. The heroes stepped
- back and cast the third and final Fluxcage. The cage appeared in front of
- them and they immediately stepped forward into the cage to bar Chaos's
- escape. He was now completely encircled by the cage.
-
- With great exultation, Gothmog cast the Fuse spell from the Firestaff and
- it struck Chaos squarely in the chest. There was a series of exploding
- lights and great noise that forced each of the heroes to turn their heads.
- When they were able to see again, the Grey Lord stood before them fully
- restored. I was also returned to solid form, although no one noticed my
- presence at first. The Grey Lord praised the four champions for their
- unswerving devotion to defeating Chaos as well as their unquestionable
- valor. Finally, I introduced myself to these four people that I had come to
- know so well. Our problems were over. At least for the present....
-
- LEVEL FOURTEEN
-
- The champions descended the central staircase to this level only to find a
- locked door in front of them. The winged key from the seventh level
- unlocked the door and they entered the hallway beyond. The corridor made
- its way to the east and then came to an end with a lever on the wall. Leif
- pulled the lever and a passage opened in the south wall that revealed a
- spacious cavern.
-
- The party began exploring to the west when a large ball of flame burst into
- their midst. The group turned to find the source of the attack and were
- stunned to see a huge red dragon lumbering forward. They saw a large,
- square column in the center of the room a little further to the west and
- ran for it. They positioned themselves so that the column was between the
- dragon and themselves. The column was fully ten feet wide and would provide
- a perfect shield against the dragon's fiery breath. Still, the dragon was
- coming and the heroes had little doubt that if they attempted to stand toe
- to toe with this monster, it would make their earlier fights against the
- stone golems look easy in comparison. They simply had to use hit and run
- tactics, or there was no hope of survival.
-
- Since none of the heroes was particularly interested in committing suicide,
- they listened intently while Hissssa outlined his plan. Once again, the sly
- lizardman had hatched a battle plan that held great promise. They waited
- patiently behind the column for the dragon to approach. When it finally
- came around the corner of the column, Hissssa and Sonja quickly struck the
- beast with Hardcleave and the Inquisitor. Then, before the dragon could
- retaliate, they quickly stepped backwards and then to the side behind the
- column once again. Once again they waited for the dragon to round the
- corner and they struck again, retreating before it could strike any blows
- of its own.
-
- They continued this process for what seemed like hours. When they had the
- chance, the champions would prepare their most powerful Lightning Bolt
- spells and cast those at the great beast as well. The dragon withstood all
- of these attacks for a very long time but, ultimately, the damage began to
- have an effect and the behemoth finally fell dead.
-
- With the dragon defeated, the party began to search its lair. They found a
- number of worthless items as well as some that were more valuable. The only
- really important item was just one step to the south and east from the
- hallway they had used to enter the cavern. Hidden under some ashes was a
- Square Key.
-
- The key opened the door to the west and the group eagerly entered the room.
- On the northern wall of the room was the Power Gem held in an energy field.
- A scroll nearby advised that the only way to free the gem was to use the
- proper spell. Gothmog thought for a moment before chanting a ZO KATH RA
- spell and placing it on the gem. The energy field immediately changed its
- appearance but the gem remained in place. Gothmog thrust the Firestaff into
- the field and aimed directly for the gem. As he pulled the staff back, the
- Power Gem was firmly attached to the staff. The staff was now transformed
- and there was nothing to stop the heroes from confronting Lord Chaos.
-
- Before leaving the room, however, Gothmog stopped short as if he sensed
- something was amiss. Suddenly, he threw the staff to the south through the
- doorway into the dragon's den. I was now certain that he must have absorbed
- my knowledge of the dungeons. Only the Grey Lord and I knew of the
- protective spells that would cause all stairways above the thirteenth level
- to be closed off if anyone were to carry the Power Gem out of its storage
- room. By throwing the staff out the door, Gothmog had evaded the alarm and
- would be free to return to the upper levels if necessary. He quietly
- retrieved the staff and the group took the stairs back up to the thirteenth
- level for their final battle.
-
- SPELLS
-
- During the course of their journey through the dungeons, the heroes
- discovered many spells that proved invaluable to them. The following is a
- complete list of all those spells as well as the syllables needed to invoke
- them.
-
- PRIEST SPELLS
-
- Darkness (DES-IR-SAR): Reduces the level of light available. It has been
- claimed by some that certain monsters need light to see and are hampered by
- total darkness. Unfortunately, the champions were unable to find any
- monsters that were effected. They also found that they were handicapped
- themselves by the darkness. As a result, the spell went largely unused.
-
- Fireshield (FUL-BRO-NETA): Reduces the amount of damage taken from
- fireballs and dragon flame. These spells provide cumulative protection if
- more than one is cast.
-
- Shield (YA-IR): This spell should reduce the damage absorbed from normal
- weapons.
-
- BRO Potion (VI-BRO): Cures the poisoned.
-
- DANE Potion (YA-BRO-DAIN): Temporarily raises one's wisdom.
-
- EE Potion (ZO-BRO-RA): Restores some used mana.
-
- KU Potion (FUL-BRO-KU): Temporarily raises one's strength.
-
- MA Potion (YA): Restores some lost stamina.
-
- NETA Potion (YA-BRO-NETA): Temporarily raises one's vitality.
-
- ROS Potion (OH-BRO-ROS): Temporarily raises one's dexterity.
-
- VEN Potion (ZO-VEN): Poison bomb will create a cloud of poison when thrown.
-
- VI Potion (VI): Restores some lost health.
-
- YA Potion (YA-BRO): This potion should have an effect similar to the Shield
- spell except that it will only protect one person.
-
- WIZARD SPELLS
-
- Cloud of Poison (OH-VEN): Casts forward a cloud of poison. The cloud will
- continue forward until it strikes a creature or wall. After impact the
- cloud hovers in place while slowly dissipating.
-
- Fireball (FUL-IR): Casts forward a ball of flame. The flame will continue
- until it strikes a creature or wall.
-
- Harm Non-Material Being (DES-EW): Harms all immaterial or "summoned"
- monsters such as ghosts, water elementals, and black flame. The spell
- travels forward as a bolt and continues until it strikes a creature or wall.
-
- Invisibility (OH-EW-SAR): Makes you invisible for a brief period of time.
- Certain monsters do not use sight to find you, and will be uneffected. The
- groups attempts to use this spell met with repeated failure. This spell is
- highly unreliable, and the party quickly learned not to depend on it.
-
- Light (OH-IR-RA): Will increase the available light. Longer lasting than
- the Magic Torch spell.
-
- Lightning Bolt (OH-KATH-RA): Casts forward a bolt of lighting. The bolt
- will continue forward until it strikes a creature or wall.
-
- Magic Footprints (YA-BRO-ROS): Leaves a temporary trail of footprints
- behind the caster.
-
- Magic Torch (FUL): Will increase the available light.
-
- Open Door (ZO): This will open some doors.
-
- Poison (DES-VEN): Casts forward a bolt of poison. The bolt will continue
- forward until it strikes a creature or wall.
-
- Thieves' Eye (OH-EW-RA): Will allow you to momentarily see through a
- section of wall or a closed door.
-
- Zokathra (ZO-KATH-RA): Will create a ball of weightless plasma. It was
- necessary for the heroes to use this spell just once during their quest.
-
- Virtually all of the spells listed become more powerful as the power of the
- first syllable is increased. The exceptions to this rule are the BRO Potion,
- the Open Door spell, and the Zokathra spell. All of these perform their
- normal function regardless of the power syllable spoken. A fireball, on the
- other hand, will do far more damage if you speak the MON symbol than if you
- choose LO. Increasing the power also increases the difficulty level of
- casting. The inexperienced spellcaster will have to be content with
- relatively weak spells. Fortunately, the dedicated student can quickly cast
- spells that grow more and more potent.
-
- ITEMS
-
- As we traveled through the dungeon, we found a great many items of varying
- usefulness. Some had an obvious use while others had a more subtle effect
- on the champions. The following list details each of the more unusual items
- that were found, and briefly discloses what we believed its function to be.
- Some of these items were left behind, although the heroes were always
- careful to leave them in a place where they could be retrieved if necessary.
- They found the area outside the screamer room on level 4 to be a good place
- to store items at first. After they had progressed further, they moved
- their base camp to the seventh level for easier access. Keeping both their
- excess food as well as excess magic items greatly aided the group in
- retrieving things that they had not thought they would need. The following
- is by no means an exhaustive list of everything we found, but it does
- include all of the more unusual items and those whose function were not
- immediately obvious.
-
- Armor of Darc: Heavier than normal plate armor but also the strongest armor
- in the world. Only a very strong champion would be able to wear the
- complete set without being encumbered.
-
- Armor of Lyte: Lighter and stronger than ordinary plate armor.
-
- Boots of Speed: Will significantly increase the speed of the wearer.
- Unfortunately, no group can move more quickly than its slowest member.
- Unless everyone in a party has a pair, there will be no impact on that
- group's speed of movement.
-
- Calista: This crown has no apparent use or function.
-
- Choker: This device has no known function.
-
- Cloak of Night: Increases the wearer's dexterity 15 points.
-
- Crown of Nerra: Increases the wisdom of the wearer 10 points.
-
- Dragonspit: Raises the maximum mana of the bearer.
-
- Ekkhard Cross: This talisman is reputed to protect the wearer and lessen
- the amount of experience needed to advance as a priest. After testing this
- item extensively I have been unable to confirm that it has any effect on
- the wearer at all.
-
- Elven Boots: Adds to the maximum load a champion may carry.
-
- Firestaff: Before attaching the Power Gem the Firestaff could be used to
- Parry attacks, Brandished to frighten monsters, and create a Fireshield.
- After attaching the gem the Firestaff will Invoke a random attack spell,
- create a Fluxcage, or Fuse an opponent. Finally, the Firestaff will add one
- level of achievement to each class of the champion wielding it before the
- gem is attached and it will raise each class two levels after the gem is
- attached.
-
- Flamebain: This mail raises the wearer's Anti-Fire score by 12 points.
-
- Flamitt: This ring can cast a limited number of fireballs.
-
- FUL Bomb: Acts like a fireball when thrown.
-
- Fury: In addition to acting as a normal sword, it can cast a limited number
- of fireballs.
-
- Gem of Ages: Reputed to increase the mana of the wearer. In truth, the gem
- has no effect that I can determine.
-
- Hardcleave: This axe is one of the two most powerful weapons known to exist
- along with the Inquisitor.
-
- Hellion: Reputed to combine psychic, magic and energy interchangeably into
- any form you wish. While the legend is very impressive, I could not
- discover any use or function for this amulet.
-
- Horn of Fear: Will sometimes frighten monsters into fleeing.
-
- Illumulet: Increases the available light but only from total darkness.
-
- Inquisitor: The finest sword in the world. Also raises the maximum mana of
- the bearer.
-
- Jewel Symal: Raises the Anti-Magic score of wearer 15 points.
-
- Mace of Order: Increases the bearer's strength 5 points. While this is
- useful for allowing a weak hero to carry a heavier burden, the mace is not
- particularly effective in combat.
-
- Magical Box: Freezes enemies in place during combat for a short time.
-
- Magnifier: Used to solve a couple of puzzles but otherwise useless.
-
- Mirror of Dawn: No apparent use other than to solve a puzzle or two.
-
- Moonstone: Adds 3 to the wearer's maximum mana.
-
- Pendant Feral: Adds one level to a champions's wizard status.
-
- Rabbit's Foot: This item is reputed to increase the luck of the champion
- who wears it in certain situations. Unfortunately, it is impossible to
- determine which situations these might be and how effective it is.
-
- Scepter of Lyf: Restores all lost health to a champion at the cost of 1
- point of mana per 5 points of health restored.
-
- Snakestaff: In addition to possibly frightening monsters, the staff can be
- used to Heal champions or Calm enemies. Also adds to bearer's maximum mana.
-
- Staff of Claws: Will sometimes frighten monsters into fleeing. Also adds to
- the bearer's maximum mana.
-
- Staff of Manar: Can be used to dispel non-material beings or create a
- Fireshield. Also adds to bearer's maximum mana.
-
- Stormring: Can cast a limited number of lightning bolts.
-
- Teowand: Casts Calm, Spellshield, and Fireshield. Also adds to the mana of
- the bearer.
-
- Vorpal Blade: The only sword that harms non-material beings. Also adds to
- the bearer's maximum mana.
-
- Wand: Can cast a Calm spell on monsters, Spellshield, and Heal. For most
- champions the wand will also add to the maximum mana of the bearer although
- for some champions it may actually lower mana.
-
- Yew Staff: Can be used to Parry attacks, cast a Light spell, and dispel
- non-material beings. Also adds to the bearer's maximum mana.
-
- DUNGEON MASTER is published and distributed by FTL Games.
-
- This walkthru is copyright (c) 1991 by Joseph Boone and THE ELECTRONIC
- GAMER (tm). All rights reserved. Not to be distributed without permission.
-