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- THE LEGACY - REALM OF TERROR
-
-
-
- INTRODUCTION
-
- Welcome to "The Legacy". Most likely, the reason you are
- reading this is because you have been slightly baffled by the game and
- have no idea how to proceed, or you have completely given up on the game
- because you were totally stuck.
-
- The following pages include descriptions and locations of all
- of the game objects, names and descriptions of all of the monsters (and
- other assorted beings), and complete solutions to all of the game puzzles.
-
- We hope you find this helpful. Have fun!
-
- -- Dave Ellis
- MicroProse Quality Assurance
-
-
- ****ADDITIONAL GAME CREDITS****
-
- QUALITY ASSURANCE (U.S.)..................MIKE CORCORAN
- DAVE ELLIS
- AL ROIREAU
- DESTIN STRADER
- TIM TRAIN
-
- PLAYER'S GUIDE TEXT, MAPS & RESEARCH......DAVE ELLIS
-
- U.S. PRODUCT MANAGER......................MONIQUE CARON
-
- (VERY SPECIAL THANKS TO PETER WOODS AND JIM BAMBRA FOR ALL THEIR HELP AND
- COOPERATION IN HELPING TO PUT TOGETHER THIS HINT GUIDE, AND TO QUENTIN
- CHANEY FOR HIS HELP IN ITS DISTRIBUTION.)
-
-
-
- ********************THE BEST "LEGACY" HINT OF ALL***********************
-
- "THE LEGACY" IS NOT A GAME OF COMBAT - IT IS A GAME OF WITS AND PUZZLE-
- SOLVING. IN MOST CASES, THE BEST ADVICE I CAN GIVE IS TO JUST RUN, DODGE,
- AND AVOID BATTLE UNLESS AS AN ABSOLUTE LAST RESORT!
-
- ************************************************************************
-
-
-
- (1) OBJECTS
-
- One of the best ways to utilize your resources
- wisely while playing "The Legacy" is to know where you can get the items
- you will need to perform a task or to solve a puzzle. Below, is a list of all
- of the items in the game, where they can be found, how many of each item
- is available in the game, whether it is specifically used to solve a puzzle,
- and a brief description of each.
-
- Item: Astrolabe
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- A device used in conjunction with a telescope by ancient
- astronomers to track the movement of stars.
-
- Item: Batteries
- Number in Game: 2
- Location(s): Level 3 (The Asylum); Basement Level 1
- Needed for Puzzle Solution?: No
- Description:
- Used to power the flashlight and boom box. Each set lasts
- 2 - 4 game hours.
-
- Item: Book of Matches
- Number in Game: 2
- Location(s): Level 2; Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- An ordinary book of matches, which can be used for burning
- and lighting many things (see Sections 6.02, 6.04, & 6.09 for details).
-
- Item: Brief Case
- Number in Game: 1
- Location(s): Level 1 (The Ground Floor)
- Needed for Puzzle Solution?: No
- Description:
- Used to store and carry objects.
-
- Item: Chinese Coins
- Number in Game: 5
- Location(s): Level 3 (The Asylum)
- Needed for Puzzle Solution?: Yes
- Description:
- You must possess these five coins in order to summon the
- Karcist. (See Puzzles and Solutions for more details).
-
- Item: Circlet of Magic Protection
- Number in Game: 1
- Location(s): Level 3
- Needed for Puzzle Solution?: No
- Description:
- Helps protect you against magical attacks.
-
- Item:
- Coffin Dust
- Number in Game: 7
- Location(s): Level 1; Mausoleum
- Needed for Puzzle Solution?: Yes
- Description:
- A small leather pouch, containing dust from the inside of a
- coffin (see Section 6.05 for details).
-
- Item: Crystal Glasses
- Number in Game: 1
- Location(s): The Ethereal Plane (in possession of the Occultist)
- Needed for Puzzle Solution?: No
- Description:
- Makes the player immune to random teleports on The Astral
- Plane.
-
- Item: Crystal Flute
- Number in Game: 1
- Location(s): The Egyptian Tomb
- Needed for Puzzle Solution?: Yes
- Description:
- This is a small, green flute which is needed (indirectly)
- in order to complete the game. When blown in the proper place, it will solve
- part of a puzzle. (See Puzzles and Solutions for more details.)
-
- Item: Demonic Statues
- Number in Game: 3
- Location(s): Level 1 (Entrance Level); Level 2; Level 3 (The Asylum)
- Needed for Puzzle Solution?: Yes
- Description:
- The statues of Cartag, Pthark, and Skaruk. They are part of
- the solution to a puzzle on Level 4 (The Museum). (See Puzzles and Solutions
- for more details.)
-
- Item: Electronic Tool Kit
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: No
- Description:
- Used to pick electronic locks and repair electrical devices.
-
- Item: Document Wallet
- Number in Game: 2
- Location(s): Level 2; Basement Level 1
- Needed for Puzzle Solution?: No
- Description:
- A portfolio for holding documents. Handy for carrying around
- multiple notes, diary pages, etc.
-
- Item: Eye of Agla
- Number in Game: 1
- Location(s): Must be constructed
- Needed for Puzzle Solution?: Yes
- Description:
- This item is vital: without it, you cannot get to
- Belthegor's lair and end the game. (See Puzzles and Solutions for details.)
-
- Item: First Aid Kit
- Number in Game: 17
- Location(s): See description.
- Needed for Puzzle Solution?: No
- Description:
- The First Aid Kits don't solve puzzles, but they are
- vital to finishing the game, and must be used wisely. Each kit contains
- between 4 and 8 bandages. Below is a list of the levels where First Aid Kits
- are located, and how many kits are on each of the levels:
-
- Level 1 - 3; Level 2 - 3; Level 3 - 2; Level 4 - 1; Mausoleum - 3; Egyptian
- Tomb - 2; Basement Level 2 - 1; Basement Level 3 - 2
-
- There are no First Aid Kits on Basement Level 1, The Astral Plane, or The
- Ethereal Plane.
-
- Item: Flashlight
- Number in Game: 1
- Location(s): Level 1
- Needed for Puzzle Solution?: No
- Description:
- Just like every flashlight, it lights up dark rooms!
-
- Item: Food
- Number in Game: 8 containers (multiple servings in some containers)
- Location(s): See description.
- Needed for Puzzle Solution?: No
- Description:
- Food in the game comes in two forms: fast food, and tasty Snax.
- Below is a breakdown of the levels where food can be found, and the number
- of food items on each level:
-
- Level 1 - 1; Level 2 - 1; Level 3 - 1; Level 4 - 2; Basement Level 1 - 1;
- Basement Level 2 - 1; Basement Level 3 - 1
-
- There is also a third (and rather unsavory) source of food on Basement
- Level 3 (see "Scummy Jar" description for details). There is no food
- available in the Mausoleum or the Egyptian Tomb.
-
- Item: Funerary Urn
- Number in Game: 1
- Location(s): Basement Level 1
- Needed for Puzzle Solution?: Yes
- Description:
- Contains the spirit and remains of the Japanese warrior
- Shintaro Fujiyama. When brought together with all of Fujiyama's earthly
- belongings, certain weapons become magically enhanced. (See Puzzles and
- Solutions section for details.)
-
- Item: Fungi
- Number in Game: 2
- Location(s): Level 3; The Egyptian Tomb
- Needed for Puzzle Solution?: No
- Description:
- A useless magical plant which causes you to drop items from
- your inventory at random.
-
- Item: Gas
- Number in Game: 3
- Location(s): Basement Level 1; Basement Level 3; The Mausoleum
- Needed for Puzzle Solution?: No
- Description:
- Fuel for the chainsaw.
-
- Item: Green Gem
- Number in Game: 1
- Location(s): Level 3 (The Asylum)
- Needed for Puzzle Solution?: Yes
- Description:
- When placed in the proper location, this gem unlocks a secret
- door (see Puzzles and Solutions section for details).
-
- Item: Ghetto Blaster (Boom Box)
- Number in Game: 1
- Location(s): The Egyptian Tomb
- Needed for Puzzle Solution?: No
- Description:
- The music from the Ghetto Blaster decreases the accuracy of Carrion
- attacks.
-
- Item: Golden Torc of Gothua
- Number in Game: 1
- Location(s): The Mausoleum
- Needed for Puzzle Solution?: Yes
- Description:
- A gold crown. You must have it to win the game.
-
- Item: Hand of Glory
- Number in Game: 1
- Location(s): Level 3 (The Asylum)
- Needed for Puzzle Solution?: Yes
- Description:
- This is the hand of a criminal, which has been mounted on a
- candlestick and turned into a gruesome candle (see Section 6.04 for details).
-
- Item: Heart of the Karcist
- Number in Game: 1
- Location(s): Level 4
- Needed for Puzzle Solution?: Yes
- Description:
- A ghastly object which looks like a human heart with thorns stuck
- through it (see Section 6.06 for details).
-
- Item: Holy Water
- Number in Game: 12
- Location(s): Level 1; Level 2; Basement Level 1; The Mausoleum
- Needed for Puzzle Solution?: No
- Description:
- Restores a small amount of health and magical energy if you drink it.
- Holy Water can also be used as a weapon (against Daemons and Ghosts), and can
- be drunk to counteract the effects of poison.
-
- Item: Horned Skull
- Number in Game: 1
- Location(s): Egyptian Tomb
- Needed for Puzzle Solution?: No
- Description:
- A demonic skull used in cult rituals.
-
- Item: Incense Burner
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- A container used for burning powdered incense (see Section 4 for
- details).
-
- Item: JuJu Fetish
- Number in Game: 1
- Location(s): Level 1
- Needed for Puzzle Solution?: Yes
- Description:
- A symbol of strong voodoo magic which looks like the forearm and hand
- of a human skeleton (see Section 6.01 for details).
-
- Item: Lantern
- Number in Game: 1
- Location(s): Level 3
- Needed for Puzzle Solution?: No
- Description:
- An oil-burning lantern.
-
- Item: Mayan Jade Effigy
- Number in Game: 1
- Location(s): Level 4
- Needed for Puzzle Solution?: Yes
- Description:
- A ceremonial Mayan statue (see Section 4.10 for Details).
-
- Item: Mechanical Tool Kit
- Number in Game: 2
- Location(s): Level 1; Basement Level 3
- Needed for Puzzle Solution?: No
- Description:
- A set of tools which can be used to pick mechanical locks and to
- repair jammed firearms.
-
- Item: Meteorite Fragment
- Number in Game: 1
- Location(s): Basement Level 3
- Needed for Puzzle Solution?: Yes
- Description:
- An item needed to construct the Eye of Agla (see Section 6.07 for
- details).
-
- Item: Mogana Leaves
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- The leaves from the Mogana plant, sometimes used to make incense (see
- Section 6.09 for details).
-
- Item: Mortar and Pestle
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- A bowl and rod, used to grind objects into powder(see Section 6.09
- for details).
-
- Item: Museum Plaques
- Number in Game: 3
- Location(s): Level 2; Basement Level 1; Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- Gold plaques with descriptions printed on them (see Section 6.04 for
- details).
-
- Item: Oil
- Number in Game: 3
- Location(s): Level 2; Level 4; Basement Level 1
- Needed for Puzzle Solution?: No
- Description:
- Fuel for the lantern.
-
- Item: Red Liquid
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: No
- Description:
- "Tonic of Bodily Fortitude". Drinking it increases your strength.
-
- Item: Remote Control
- Number in Game: 1
- Location(s): Level 3
- Needed for Puzzle Solution?: Yes
- Description:
- Controller which looks like a VCR remote control, used for
- opening some electronic locks (see Section 6.03 for details).
-
- Item: Security Card
- Number in Game: 1
- Location(s): Level 3
- Needed for Puzzle Solution?: Yes
- Description:
- An electronic key-card, used to open some electronic locks
- (see Section 6.03 for details).
-
- Item: Vanity Mirror
- Number in Game: 1
- Location(s): Basement Level 2
- Needed for Puzzle Solution?: Yes
- Description:
- A gold-plated, hand mirror (see Section 6.07 for details).
-
-
- (2) WEAPONS
-
- Below are all of the weapons available in the game, listed by
- the level where they are found. The type of skill needed to use each is
- listed, along with a rating of the weapon's effectiveness (* = weakest,
- ***** = most powerful).
-
-
- ****LEVEL 1****
-
- Weapon: Green Bottle
- Number in Game: 2
- Skill Used: Club
- Weapons Rating: *
-
- Weapon: Metal Vase
- Number in Game: 1
- Skill Used: Club
- Weapons Rating: *
-
- Weapon: Poker
- Number in Game: 1
- Skill Used: Club
- Weapons Rating: **
-
- Weapon: Small-caliber Revolver
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: **
-
-
- ****LEVEL 2****
-
- Weapon: Baseball Bat
- Number in Game: 1
- Skill Used: Club
- Weapons Rating: **
-
- Weapon: .38 Revolver
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: ***
-
-
- ****LEVEL 3****
-
- Weapon: Axe
- Number in Game: 1
- Skill Used: Club
- Weapons Rating: **
-
- Weapon: Fire Extinguisher
- Number in Game: 2
- Skill Used: Firearms
- Weapons Rating: None (***** vs. Fire Spawn)
-
- Weapon: .45 Automatic Pistol
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: ***
-
-
- ****LEVEL 4****
-
- Weapon: Assegai (Zulu Spear)
- Number in Game: 1
- Skill Used: Club
- Weapons Rating: * (**** when used with Zulu Shield vs. Hellions)
-
- Weapon: Katana Sword
- Number in Game: 1
- Skill Used: Blade
- Weapons Rating: *****
-
- Weapon: Winchester Rifle
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: ****
-
-
- ****THE MAUSOLEUM****
-
- Weapon: Chainsaw
- Number in Game: 1
- Skill Used: Blade
- Weapons Rating: *****
-
- Weapon: Double-Barrel Shotgun
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: *****
-
-
- ****BASEMENT LEVEL 1****
-
- Weapon: Kitchen Knife
- Number in Game: 1
- Skill Used: Blade
- Weapons Rating: **
-
- Weapon: Savage .311 Shotgun
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: * (***** vs. Death Leaches)
-
-
- ****BASEMENT LEVEL 2****
-
- Weapon: Wakizashi Sword
- Number in Game: 1
- Skill Used: Blade
- Weapons Rating: ****
-
- Weapon: .44 Magnum Revolver
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: ****
-
-
- ****BASEMENT LEVEL 3****
-
- Weapon: M-16
- Number in Game: 1
- Skill Used: Firearms
- Weapons Rating: *****
-
- Weapon: Sacrificial Dagger
- Number in Game: 1
- Skill Used: Blade
- Weapons Rating: ** (***** vs. Servitors)
-
-
- No weapons are available in the Egyptian Tomb, or on the Astral and
- Ethereal Planes.
-
-
- (3) SPELLS
-
- Below are all of the spells available in the game, listed by the
- level on which they are found. A brief description of each is given, along
- with the type of spell (offensive, defensive, or enhancement) and a rating of
- the spell's offensive or defensive effectiveness (* = weakest, ***** = most
- powerful). The differences in effectiveness shown indicate difference between
- a standard strength and a "prepared" (higher strength) spell.
-
-
- ****LEVEL 1****
-
- Spell: "Iron Fist of Agatta"
- Type: Enhancement
- Rating: * to **
- Description:
- Temporarily increases your strength.
-
- Spell: "Shroud of the Dark Walker"
- Type: Defense
- Rating: * to **
- Description:
- Reduces the effectiveness of physical attacks by monsters.
-
-
- ****LEVEL 2****
-
- Spell: "Aura of Mystic Defense"
- Type: Defense
- Rating: ** to ***
- Description:
- Reduces the effectiveness of magical attacks by monsters.
-
- Spell: ""Flames of Desolation""
- Type: Offensive
- Rating: *** to ***** (* vs. Fire Spawn)
- Description:
- Launches powerful fireballs at your attacker.
-
-
- ****LEVEL 3****
-
- Spell: "Crimson Mists of Myamato"
- Type: Defense
- Rating: ** to ****
- Description:
- Protects you from physical attacks by monsters.
-
- Spell: "Dimensional Rift"
- Type: Special
- Rating: N/A
- Description:
- Opens portals to the Ethereal Plane when cast on a rune or a
- Rune Stone.
-
- Spell: "Key of the Shadow Lord"
- Type: Special
- Rating: N/A
- Description:
- Unlocks most doors, whether mechanically or magically sealed.
-
-
- ****LEVEL 4****
-
- Spell: "Guiding Eye of Xython"
- Type: Enhancement
- Rating: * to **
- Description:
- Increases the accuracy of melee and ranged attacks.
-
-
- ****THE MAUSOLEUM****
-
- Spell: "Sight of the Dark Walker"
- Type: Enhancement
- Rating: N/A
- Description:
- Allows you to see in the dark. Higher level prepared spells
- allow you to see even more clearly.
-
- Spell: "Sword of the Shadow"
- Type: Offensive
- Rating: * to **
- Description:
- A ranged, magical attack.
-
-
- ****BASEMENT LEVEL 1****
-
- Spell: "Belgor's Mental Violation"
- Type: Offensive
- Rating: ** to ***
- Description:
- A ranged, magical attack which affects the mind of the victim.
-
- Spell: "Elixir of Health"
- Type: Enhancement
- Rating: N/A
- Description:
- Increases your health. Higher level prepared spells add more health
- than standard level spells. An excellent substitute for First Aid Kits.
-
-
- ****BASEMENT LEVEL 2****
-
- Spell: "Arcane Tower of Reason"
- Type: Defense
- Rating: ** to ***
- Description:
- Protects you from becoming paralyzed by fear.
-
- Spell: "Maelstrom of the Mind"
- Type: Offensive
- Rating: ** to ****
- Description:
- Affects the mental capacities of the victim.
-
-
- ****BASEMENT LEVEL 3****
-
- Spell: "Malevolent Compression"
- Type: Offensive
- Rating: * to **
- Description:
- Shrinks your victims a fraction of their original size, reducing
- the strength of their attacks.
-
- Spell: "Swift Limbs of Mercury"
- Type: Enhancement
- Rating: N/A
- Description:
- Increases your speed, making it easier to dodge enemies and run away
- from unpleasant situations.
-
-
- ****THE EGYPTIAN TOMB****
-
- Spell: "Malevolent Compression"
- Type: Offensive
- Rating: * to **
- Description:
- Shrinks your victims a fraction of their original size, reducing
- the strength of their attacks.
-
- Spell: "Mantle of Endurance"
- Type: Enhancement
- Rating: N/A
- Description:
- Improves your health and endurance.
-
- Spell: "Obsidian Shards of Annihilation"
- Type: Offensive
- Rating: *** to ****
- Description:
- Powerful spell which launches balls of pure energy at your opponent.
-
-
- ****THE ETHEREAL PLANE****
-
- Spell: "Winds of Destruction"
- Type: Offensive
- Rating: ** to ***
- Description:
- Hurls miniature hurricanes at your opponent.
-
-
-
- (4) PEOPLE, MONSTERS, AND DEITIES
-
- Below is a description of each of the people, creatures, and evil deities you
- will encounter as you wander through the house, along with information on
- where they are found, how they attack, and which attacks and defenses
- work best against each of them.
-
-
- ****THE PEOPLE****
-
- DEE KIRBY (PRIVATE DETECTIVE)
- Location: Level 2, Room #7
- Attack: Physical
- Best Attack: Any
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- Dee is a private investigator who was hired to investigate the
- strange events taking place in the house. She is a young woman with short,
- dark hair. When you meet her, you will swear you have seen her wandering the
- halls of Level 2, but she has actually been locked in this room since before
- you arrived. Talk to her; she has a definite attitude problem, but she will
- provide you with some interesting and useful facts. She will not attack
- unless you attack first.
-
- ELLEN PRENTISS
- Location: Level 3 (The Asylum)
- Attack: Physical (Axe)
- Best Attack: Any
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- Ellen is a middle-aged woman of large build with dark hair. She was
- driven insane by the strange events in the house. She now just wanders the
- halls of the Asylum, cackling insanely to herself. You will have to kill her
- to retrieve the items she carries.
-
- CHARLES WENLOCK (The Occultist)
- Location: The Ethereal Plane
- Attack: Physical
- Best Attack: Any
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- Mr. Wenlock has been trapped and wandering on the Ethereal Plane for
- some time. He will ask for your help, even before you reach the Ethereal
- Plane itself! (Remember the breathing wall in The Asylum...?) Unfortunately,
- your abilities are not sufficient to rescue him, and he will be trapped
- on the Ethereal Plane forever. This doesn't mean that you shouldn't at least
- offerto help...if he senses that your intentions are good, he will share some
- important items and information to help you on your quest.
-
- CARL WINTHROP
- Location: Level 4 (The Museum), Room #16; The Egyptian Tomb, Room #4
- Attack: Physical (Knife)
- Best Attack: Any
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- Carl is a young man with blonde hair. When you meet him in the
- Museum, he can provide you with some helpful information. But be careful! He
- is armed with a knife, and is very high-strung; too many questions, and he is
- very likely to attack you.
- When you see Carl in the Egyptian Tomb, he is beyond talking. The only
- thing you can do is avoid him entirely, or kill him promptly.
-
-
- ****THE MONSTERS****
-
- BLOODBEASTS
- Location: Level 3 (The Asylum); The Ethereal Plane
- Attack: Physical (Bite)
- Best Attack: Any (Ranged attacks preferable)
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- Bloodbeasts are the nastiest non-magical creatures you are likely to
- encounter. They are grayish in color, and look like coiled snakes with two
- flat, rounded heads (one at the top, one at the bottom) and two big mouths
- full of sharp teeth. They float above the floor, and can move fairly quickly.
- When faced with a Bloodbeast, the best bet is to attack it from a distance
- with a gun or with spells. If you must fight in close combat, make sure you
- are wearing armor or using a protective spell (preferably both!). Their
- attack is devastating, but they cannot hit you unless you are right next to
- them, as they have no ranged attacks.
-
- CARRION
- Location: The Egyptian Tomb
- Attack: Sound
- Best Attack: Any
- Best Defenses: Distracting noise (such as music)
- Description:
- These creatures look exactly like mummies from ancient Egypt. They
- seldom wander, generally staying in a single room or corridor. Carrion attack
- through the use of sound. This means that they have very good range, and can
- even attack through walls and doors. Normal physical defenses are ineffective
- against them. However, loud noise (such as music) will greatly decrease the
- accuracy of their attacks.
-
- DAEMONS
- Location: Level 2
- Attack: Physical (Claws) and Magical
- Best Attack: Holy Water
- Best Defenses: At range: Circlet of Magic Protection, "Aura of Mystic
- Defense"
- In close combat: Bulletproof Vest, Samurai Armor, Zulu Shield,
- "Crimson Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- The Daemons are fast moving, purple creatures which fly around this
- level of the house. They move very quickly, and have the ability to launch
- magical attacks froma distance. Most weapons will work against them, but they
- are very strong and hard to kill by physical or magical means: their ability
- to attack magically will generally bring about your demise before you can
- kill them. However, the Daemons' one weakness is holy water. A single thrown
- bottle will kill them instantly.
-
- DEATH LEECHES
- Location: Basement Level 2
- Attack: Physical (Bite)
- Best Attack: Rock Salt
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson
- Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- The death leeches move in leaps and bounds, burrowing through the
- ground between leaps. They have an excellent stealth advantage - they are
- below your field of view if they are right next to you. You can easily be
- surprised by one that pops up out of the ground directly in front of you.
- Because they stay so low to the ground, the only effective way to attack them
- is from a distance, with either guns or spells.
- Rock salt is particularly effective against them, but you must first
- find some way of delivering the salt to the target (throwing it won't work).
- Two shots of salt should kill them.
-
- FIRE SPAWN
- Location: Level 3 (The Asylum); The Astral Plane
- Attack: Physical
- Best Attack: Fire Extinguisher
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield,
- "Crimson Mists of Myamato", "Shroud of the Dark Walker"
- Description:
- These strange creatures from the Astral Plane appear only as an orange
- blob of flame. They are relatively slow, and do little damage per attack,
- but they are nearly impossible to kill by any physical means. Offensive magic
- seems to have little or no effect on them. Luckily, even in their home
- dimension, fire is fire. You can extinguish them with just a couple of blasts
- from an ordinary fire extinguisher.
-
- GHOSTS
- Location: Level 2
- Attack: Physical
- Best Attack: Free the ghosts from their earthly bonds. (See Puzzles and
- Solutions section for details)
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, Crimson Mists of
- Myamato, "Shroud of the Dark Walker"
- Description:
- The ghosts which wander the second floor of the mansion, are actually
- servants of Melchoir. Their souls are in eternal torment, and they are bound
- physical plane by magical means.
- Most of the ghosts will attack you on sight. They move at an average
- speed, but have the ability to move through walls and other obstructions,
- making hiding much more difficult. Offensive magic has little effect on them,
- and physical attacks are nearly as futile. Like the daemons, however, they
- can be destroyed by holy water.
- There is one ghost in the game who will attempt conversation with you.
- It is advised that you listen to what he has to say - it is definitely
- important, and will provide you with a clue to sending the ghosts back to
- their own plane of existence.
-
- GHOULS
- Location: Basement Level 1
- Attack: Physical (Claws), Poison
- Best Attack: Any (Ranged attacks preferable)
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, Crimson Mists of
- Myamato, "Shroud of the Dark Walker"
- Description:
- Ghouls are green creatures who move around quickly on all fours.
- They have no method of ranged attack, but will attack fiercely with their
- claws when you are face to face with them. Repeated attacks from a ghoul
- can cause you to be poisoned. If this happens, you will need to cure the
- condition, or it will eventually lead to your death. For this reason, it is
- best to avoid close contact with these creatures. Use a gun or magic to attack
- them from a distance. They are fairly easy to kill.
-
- HELLIONS
- Location: Basement Level 2
- Attack: Physical (Weapon)
- Best Attack: Assegai and Zulu Shield combined
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, Crimson Mists of
- Myamato, "Shroud of the Dark Walker"
- Description:
- These creatures look like muscular daemons with bat-wings and rather
- mean looking weapons. They move fairly slowly, and are average fighters.
- They have no means of ranged attack. Although any offensive spell or physical
- weapon will work against them, the best means of attack and defense is the
- combined use of the assegai and the Zulu shield. Possession of these items
- will lessen the accuracy of their attacks, and increase the effectiveness of
- yours.
-
- LURKERS
- Location: All Levels Except: The Mausoleum, The Egyptian Tomb, and The
- Ethereal and Astral Planes
- Attack: Magical
- Best Attack: None!
- Best Defenses: Circlet of Magic Protection, "Aura of Mystic Defense"
- Description:
- Lurkers are fearsome looking creatures: green, with multiple
- tentacles and gaping mouths full of sharp teeth. They float through the air
- and through walls at a leisurely pace, and are found almost anywhere you
- go. They are easily the most powerful non-deity creatures you will meet.
- You will meet your first Lurker fairly quickly (and you'll know when you
- have by the way your character becomes petrified with fright and screams
- uncontrollably!). Whatever you do, don't attack them! Unless they are
- attacked first, they are completely harmless, and will just look you over
- occasionally. If you do attack, they will respond by hurling every spell in
- the book at you. It is unlikely that you will have the power or health, even
- at late stages of the game, to stage an effective offensive.
- (Caution!: Once you know a Lurker is in the area, be careful to
- make sure he's not in the path of any offensive spell or gunshot you launch
- at another monster (or any offensive spell the monster in question might
- launch at you!). This will be interpreted as an attack on the Lurker! Once a
- Lurker has been attacked, he is your enemy for the rest of the game.)
-
- NIGHTCRAWLERS
- Location: Level 4 (The Museum)
- Attack: Physical
- Best Attack: Banishment from the Physical Plane (see Puzzles and Solutions
- section for details)
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, Crimson Mists of
- Myamato, "Shroud of the Dark Walker"
- Description:
- The Nightcrawlers are red, crab-like creatures that can be found
- guarding the Museum level. They are fast, launch vicious attacks, and are
- highly resistant to damage from physical weapons. Spells are the most
- effective way to attack, since the Nightcrawlers have no ranged attack.
- However, the solution of one of the Museum puzzles will completely banish
- all Nightcrawlers from the level. Make sure that you read all of the notes -
- one of them will give you the clue you need to solve this puzzle.
-
- ROCK FIENDS
- Location: Basement Level 1
- Attack: Physical
- Best Attack: Any (Magic or high-damage weapons such as the chainsaw are best)
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, Crimson Mists of
- Myamato, "Shroud of the Dark Walker"
- Description:
- These are gray, troll-like, slow-moving creatures which are found on
- the first basement level. They use no magic, and do only average damage, but
- they are very hard to kill due to their thick, stone-like skin. Avoid them if
- you can, but if you must attack them, use physical weapons with high damage
- potential or use magic.
-
- SEA DAEMONS
- Location: Basement Level 3
- Attack: Physical (Spear)
- Best Attack: Any
- Best Defenses: The Smoke From Burning Mogana Leaves, Bulletproof Vest,
- Samurai Armor, Zulu Shield, "Crimson Mists of Myamato",
- "Shroud of the Dark Walker"
- Description:
- The sea daemons roam the cave sections of the third basement level.
- They are green and fish-like in appearance, with huge eyes and scaled skin.
- They are not particularly fast, but there are a lot of them. They are
- vulnerable to any physical or magical attack.
- You can avoid fighting them by finding a container in which you can
- burn the leaves of the mogana plant. The sea daemons are affected by the
- fumes, and anyone carrying burning mogana leaves will not be subject to
- sea daemon attacks.
-
- SERVITORS
- Location: Basement Level 3
- Attack: Physical, Magical
- Best Attack: Magic or the Sacrificial Dagger
- Best Defenses: Disguise; otherwise: At range: Circlet of Magic Protection,
- "Aura of Mystic Defense"
- In close combat: Bulletproof Vest, Samurai Armor, Zulu
- Shield, "Crimson Mists of Myamato", "Shroud of the
- Dark Walker"
- Description:
- These strange orange beings resemble nothing more than humanoid squids
- in long robes. Their job is to prepare the human sacrifices for the sea
- daemons. They do not move quickly, but they will attack with magic from a
- distance. They are formidable opponents. Servitors can be injured by any
- means, but ordinary weapons cannot kill them. The only way to kill a servitor
- is with offensive magic or the sacrificial dagger. The best defense to use
- against the servitors is disguise. If you look like them, they will not attack
- you (unless you attack them first). If you search carefully, you will be able
- to come up with a very convincing disguise...
-
- SKELETONS
- Location: Mausoleum
- Attack: Physical (Spear)
- Best Attack: Any
- Best Defenses: Bulletproof Vest, Samurai Armor, Zulu Shield, "Crimson Mists of
- Myamato", "Shroud of the Dark Walker"
- Description:
- The skeletons are all that remain of the bulk of the Winthrop family
- (and, of course, they aren't spending eternity lying quietly in their crypts
- as they should be...). Surprisingly fast for dead folks, you'll find a
- skeleton around just about every turn. Skeletons are affected by any sort of
- offensive spell or weapon (and the chainsaw seems particularly effective...).
- When you defeat a skeleton, it will collapse into a pile of bones on the
- floor. Unfortunately, they have a tendency to come back to life if you walk
- over their remains, making it necessary to defeat them once again. To prevent
- this, you must either avoid walking over their remains or destroy the
- bones by dissolving them with coffin dust (which you can find at various
- locations throughout the house).
-
- SLIMES
- Location: Level 4 (The Museum)
- Attack: Physical
- Best Attack: Physical (Melee Weapons)
- Best Defenses: Carrying the (lit) Hand of Glory; otherwise: Bulletproof Vest,
- Samurai Armor, Zulu Shield, "Crimson Mists of Myamato",
- "Shroud of the Dark Walker"
- Description:
- The slimes appear as nothing more than roaming green puddles. When
- they are adjacent to you, however, they will sprout pseudopods which will
- strike out at you. Because they travel along at floor level, ranged attacks
- do not work against them. Even melee weapons do only minimal damage, because
- the slimes are difficult to hit. They will shy away from the light cast by
- the relic known as The Hand of Glory. When you are carrying this item, they
- will leave you alone.
-
- ZOMBIES
- Location: Level 1 (Entry Level), Mausoleum
- Attack: Physical
- Best Attack: Any
- Best Defenses: Carrying a symbol of voodoo magic; otherwise: Bulletproof Vest,
- Samurai Armor, Zulu Shield, "Crimson Mists of Myamato","Shroud
- of the Dark Walker"
- Description:
- The zombies are the slowest moving, least intelligent, and easiest to
- defeat enemies in the game. They are also the first ones you encounter,
- so this works out nicely. All forms of attack work against them. They have a
- habit of instinctively following you once they have seen you. All of the
- defenses listed above are effective against them. However, most of them are
- not available to you at the start of the game.
- (Hint: Since they are low on both speed and intelligence, a good way
- to avoid figting them is to get them to follow you to a room. When you enter,
- they remain outside the door. Turn and open the door. The zombies will enter,
- and you can leave. The door closes behind you, locking the zombies inside!
- (Just remember where you put them so you don't inadvertently release them
- later!))
- The other way to keep them from attacking you is to carry the
- juju fetish.
- Not all of the zombies are as dumb as they seem. You may encounter one
- that knows how to use a ranged weapon - like a shotgun! (See Puzzles and
- Solutions section for details.)
-
-
- ****THE DEITIES****
-
- These are the immortal beings who are behind the insidious forces which
- are in control of the Winthrop mansion. They lurk in various areas,
- guarding certain sections of the house and manipulating the evil force
- which controls it.
-
- ALBEROTH
- Location: Basement Level 2
- Attack: Magical
- Best Attack: None!
- Best Defenses: Banishment from the Physical Plane (See Puzzles and Solutions
- section for details); Circlet of Magic Protection; "Aura of
- Mystic Defense"
- Description:
- Alberoth is a yellow, tentacled creature which has the annoying
- ability to hover at every entrance to Basement Level 2 simultaneously. He
- always attacks you on sight, and will never attack physically (he doesn't have
- to - he knows every spell in the book!). He will pound you mercilessly with
- powerful spells until you either die or leave. No attack, physical or magical,
- has the least effect on Alberoth - he is immortal, and is not entirely on the
- physical plane at any time. The only way to get past him (and you must, in
- order to win the game!) is to banish him completely from the Physical Plane.
- (See Puzzles and Solutions section for details).
-
- BELTHEGOR
- Location: The Astral Plane
- Attack: Magical
- Best Attack: Magical (The stronger, the better!)
- Best Defenses: The Golden Torc of Gothua; Circlet of Magic Protection;
- "Aura of Mystic Defense"
- Description:
- Belthegor is an ugly, reddish monster with an evil visage, and
- many tentacles. He hides in a secret chamber, and never leaves the Astral
- Plane. The goal of the game is the destruction of Belthegor. As the gods go,
- he is the most vulnerable (relatively speaking - at least magical attacks will
- affect him!). He will attack immediately with powerful magic, and only spells
- can affect him. Once you destroy Belthegor, you have won the game.
- (Hint - Make sure that you prepare both defensive, offensive, and
- healing spells to their maximum level prior to confronting Belthegor.)
-
- THE KARCIST
- Location: The Egyptian Tomb
- Attack: Magical, Touch
- Best Attack: Destruction of The Heart of the Karcist
- Best Defenses: Circlet of Magic Protection; "Aura of Mystic Defense"
- Description:
- The Karcist is technically not a god, but he is immortal. He is
- actually what is left of Elias Winthrop, who sold his soul to Belthegor in
- exchange for immortality. He is a twisted, evil being, and he can only be
- summoned through the performance of a special ritual (see Puzzles and
- Solutions for details). He attacks through the use of magic, and his touch
- causes severe damage.
- You have the chance to talk with him prior to fighting him. Avail
- yourself of this opportunity, as you might learn something valuable. When the
- inevitable happens, any attack will work against him, but use ranged attacks
- if possible. He can also be easily defeated if you destroy his heart (see
- Puzzles and Solutions section for details).
-
- MELCHOIR
- Location: Basement Level 3; The Ethereal Plane
- Attack: Magical
- Best Attack: None!
- Best Defenses: Wearing the Golden Torc of Gothua; otherwise: Circlet of Magic
- Protection; "Aura of Mystic Defense"
- Description:
- Melchoir looks like a giant, flying jellyfish. As soon as he sees you,
- you will be attacked.
- Melchoir cannot be harmed or banished by any means, and he is next to
- impossible to dodge. The only way to keep him from attacking is to wear the
- Golden Torc of Gothua; as long as you don't attack first, this will protect
- you.
-
-
- (5) MAP KEYS
-
- ****The Ground Floor (Level 1)****
-
- (1) Entrance foyer. The stairs lead up to 3 doors which are nailed shut and
- cannot be opened.
- Items: note; letter; statue of Cartag; metal vase; spell book
- (if you don't already have one)
- (2) Closet.
- Items: note; first aid kit; briefcase
- (3) Items: small caliber revolver; green bottle
- (4) Empty room.
- (5) Item: security key (behind secret door)
- (6) Item: vial of holy water
- (7) Item: magic crystal
- (8) Item: note
- (9) Item: Spell - "Shroud of the Dark Walker"
- (10) Item: flashlight
- (11) Empty room.
- (12) Empty room.
- (13) Locked room. (There is no key to this room!)
- Item: mechanical tool kit
- (14) Item: note
- (15) Empty room.
- (16) Item: first aid kit
- (17) Item: speed load (for small caliber revolver)
- (18) Fuse box (broken).
- (19) Empty room.
- (20) Music room.
- Item: shrunken head (in dumbwaiter)
- (21) Empty room.
- (22) Empty room.
- (23) Item: fast food
- (24) Item: vial of holy water
- (25) Item: magic crystal
- (26) Room of confusion: with each step forward, you turn one facing to the
- left.
- Item: rune stone
- (27) Item: note
- (28) Trap door room (trap doors lead to Basement Level 1, room #21).
- Item: chipped key
- (29) Item: key ring
- (30) Item: speed load (for .38 revolver)
- (31) Items: video tape (in safe); green bottle
- (32) Item: sheet music
- (33) Empty room.
- (34) Item: fireplace poker
- (35) Item: speed load (for small caliber revolver)
- (36) Item: Spell - "Iron Fist of Agatta" (behind secret door)
- (37) Item: worn key
- (38) Items: Juju Fetish; green bottle; first aid kit; speed load
- (for small revolver)
- (39) Items: vial of holy water; leather bag of coffin dust
- (40) Item: note
- (41) Torture chamber. Teleporter to Egyptian Tomb (location #1).
-
-
- ****Daemons and Ghosts (Level 2)****
-
- (1) Door #1
- Item: note
- (2) Door #2
- (3) Door #3
- (4) Door #4
- (5) Door #5
- (6) Door #6
- Items: statue of Pthark
- (7) Door #7. Dee Kirby is locked inside (she's the source of the knocking
- noises).
- (8) Items: magic crystal
- (9) Empty room.
- (10) Empty room.
- (11) Items: can of oil
- (12) Empty room.
- (13) Items: diary page
- (14) Items: diary page; vial of holy water
- (15) Items: book of matches
- (16) Button on the wall - teleports you to location #33.
- (17) Empty room.
- (18) Entertainment center. VCR and television.
- Items: first aid kit
- (19) Items: vial of holy water; book
- (20) Items: speed load (for .38 revolver)
- (21) Empty room.
- (22) Items: vial of holy water
- (23) Fuse box.
- (24) Items: alloy key
- (25) Small room containing a painting.
- Items: speed load (for small caliber revolver)
- (26) Room which is home to a friendly spirit.
- Items: bullet-proof vest
- (27) Items: magic crystal; note
- (28) Empty room.
- (29) Empty room.
- (30) Empty room.
- (31) Items: museum plaque ("shuriken"); Spell: "Aura of Mystic Defense"
- (behind secret door); speed load (for .38 revolver)
- (behind secret door)
- (32) Button on wall - teleports you to location #33.
- (33) Two buttons on wall - top button: teleports you to location #32;
- bottom button: teleports you to location #16.
- (34) Empty room.
- (35) Items: fast food
- (36) Empty room.
- (37) Items: .38 revolver; vial of holy water
- (38) Button on wall - teleports you to location #39.
- (39) Two buttons on wall - top button: teleports you to location #40;
- bottom button: teleports you to location #39.
- (40) Button on wall - teleports you to location #39.
- (41) Item: baseball bat
- (42) Item: diary page
- (43) Empty room.
- (44) Item: green gem
- (45) Item: note
- (46) Empty room.
- (47) Item: first aid kit
- (48) Room with a fireplace.
- (49) Secret room with a plaque on the wall.
- Items: note; first aid kit; Spell - "Flames of Desolation"
- (50) SAFE ROOM.
- Items: note; document wallet
- (51) Force field (bounces you backwards).
- (52) Item: shotgun shells
- (53) Item: heavy key
-
- ****The Asylum (Level 3)****
-
- (1) Items: note; Chinese coin
- (2) Hallway. Wandering here (or nearby) is Ellen Prentiss.
- Items: (in Ellen's possession) straight jacket; axe
- (3) Items: Spell - "Dimensional Rift"; book
- (4) Empty room.
- (5) Teleporter room. Both "a" and "b" teleport you to location #24.
- (6) Item: speed load (for small caliber revolver)
- (7) Item: note
- (8) Blue rune on wall.
- (9) Item: fungi
- (10) Small room with a safe.
- (11) Laughing room. Spins you around in circles. Empty.
- (12) Item: Chinese coin
- (13) Item: Chinese coin
- (14) Blue rune on wall.
- (15) Item: fire extinguisher
- (16) Empty room.
- (17) Item: first aid kit
- (18) Item: first aid kit
- (19) Padded cell with a breathing, talking wall.
- (20) Item: circlet of magic protection
- (21) Items: 2 speed loads (for .38 revolver)
- (22) Empty room.
- (23) Item: batteries
- (24) Button on wall - reveals secret door.
- Item: note
- (25) Empty room.
- (26) Room with open dimensional portal.
- Item: Chinese coin
- (27) Item: note
- (28) Item: note
- (29) Empty room.
- (30) Item: statue of Scaruk
- (31) Fuse box.
- Item: Spell - "Crimson Mists of Myamato"
- (32) Item: note
- (33) SAFE ROOM.
- Item: security card
- (34) Items: box of tasty Snax; ammunition clip (for .45 automatic)
- (35) Item: Chinese coin
- (36) Item: lantern
- (37) Button on wall - opens secret door.
- (38) Items: Spell - "Key of the Shadow Lord"; fire extinguisher;
- parchment
- (39) Item: ledger
- (40) Items: note; ammunition clip (for .45 automatic)
- (41) Item: ammunition clip (for .45 automatic)
- (42) Empty room.
- (43) Confusion room - only lets you walk in every other space.
- Items: Hand of Glory; remote control (in chest of drawers)
-
-
- ****The Museum (Level 4)****
-
- (1) a - plaque that says "right". b - display stand protected by a force
- field.
- Item: Mayan jade effigy
- (2) Display stand protected by a force field.
- Items: demon mask; note
- (3) Item: first aid kit
- (4) Item: box of tasty Snax
- (5) Open dimensional portal.
- (6) Items: 2 ammunition clips (for Winchester rifle)
- (7) Item: note
- (8) Room with empty safe.
- Items: 2 ammunition clips (for Winchester rifle)
- (9) Empty.
- (10) Item: note
- (11) Item: can of oil
- (12) Empty.
- (13) Plaque on the wall (says "back"). Alcove protected by a force field.
- Item: Zulu spear
- (14) The "Room of Power". Three empty display stands.
- (15) Items: the Heart of the Karcist; magic crystal
- (16) Carl Winthrop is hanging out here. Talk to him (but be careful - he's
- paranoid and armed).
- Items: 2 notes
- (17) Japanese "Mon" symbol.
- (18) Japanese funeral resting place with open stands for two items
- Item: Katana sword
- (19) Alcove protected by a force field.
- Item: Samurai armor
- (20) Broken "Mon" symbol.
- (21) Empty.
- (22) Display stand protected by force field.
- Item: Key of Abophmet
- (23) Empty display stand marked "Shuriken", and another display stand
- protected by a force field.
- Item: shuriken
- (24) Evil temple.
- Item: map of levels 1-3 (inside pedestal)
- (25) a - Plaque ("left"); b - alcove protected by a force field.
- Item: Zulu shield
- (26) Item: note
- (27) Items: magic crystal; fast food
- (28) Two empty display stands (marked "Hand of Glory" and "Horned Skull").
- (29) Items: note; Spell - "Guiding Eye of Xython"
- (30) Item: Winchester rifle
- (31) Item: ammunition clip (for .45 automatic)
-
-
- ****Shotguns and Skeletons (The Mausoleum)****
-
- (1) Item: note
- (2) Item: leather bag of coffin dust
- (3) Well-armed zombie.
- Items: (in zombie's possession) cool shades; double-barrel shotgun;
- 3 shotgun shells
- (4) Zombie. Button on wall - must be pushed to open southern door.
- Item: (in zombie's possession) first aid kit
- (5) Zombie. Button on wall - must be pushed to open southern door.
- (6) Items: shotgun shells; 2 leather bags of coffin dust;
- Spell - "Sight of the Dark Walker"
- (7) Stone switch in floor. Opens the door you are facing when you step on it.
- (8) Empty.
- (9) Empty.
- (10) Stone switch in floor. Opens the door you are facing when you step on it.
- (11) Empty.
- (12) Stone switch in floor. Opens the door you are facing when you step on it.
- (13) Empty.
- (14) Stone switch in floor. Opens the door you are facing when you step on it.
- (15) Empty.
- (16) Chapel, complete with pipe organ.
- (17) Empty.
- (18) Item: chainsaw
- (19) Stone switch in floor - releases all skeletons in the tomb.
- Item: shotgun shells
- (20) Stone switch in floor. Opens the door you are facing when you step on it.
- (21) Empty.
- (22) Item: (in skeleton's possession) holy water
- (23) Stone switch in floor. Opens the door you are facing when you step on it.
- (24) Item: (in skeleton's possession) shotgun shells
- (25) Stone switch in floor. Opens the door you are facing when you step on it.
- (26) Item: (in skeleton's possession) can of gas
- (27) Stone switch in floor. Opens the door you are facing when you step on it.
- (28) Empty.
- (29) Item: (in skeleton's possession) magic crystal
- (30) Item: leather bag of coffin dust
- (31) Item: (in skeleton's possession) magic crystal
- (32) Item: shotgun shells
- (33) Item: (in skeleton's possession) Spell - "Sword of the Shadow"
- (34) Empty.
- (35) Item: leather bag of coffin dust
- (36) Empty.
- (37) Items: leather bag of coffin dust; shotgun shells
- (38) Item: box of tasty Snax
- (39) Item: magic crystal
- (40) Item: first aid kit
- (41) Empty.
- (42) Item: first aid kit
- (43) Items: book; the Golden Torc of Gothua
-
-
- ****Downstairs (Basement Level 1)****
-
- (1) Item: note
- (2) Empty.
- (3) Item: magic crystal
- (4) Item: can of oil
- (5) Empty.
- (6) Empty.
- (7) Item: speed load (for .38 revolver)
- (8) Items: metal crescent; speed load (for .44 revolver)
- (9) Item: Japanese funerary urn
- (10) Item: book
- (11) Item: magic crystal
- (12) Item: speed load (for .38 revolver)
- (13) SAFE ROOM.
- (14) Item: Spell - "Belgor's Mental Violation"
- (15) Empty room with open dimensional portal.
- (16) The screaming room. You can't get in!
- (17) Item: vial of holy water
- (18) Item: Savage .311 shotgun (modified to shoot rock salt)
- (19) Item: museum plaque ("Eye of Abophmet")
- (20) Item: vial of holy water
- (21) Item: kitchen knife
- (22) Items: 2 vials of holy water
- (23) Items: can of gas; rock salt
- (24) Items: Spell - "Elixir of Health"; ammunition clip (for M-16);
- batteries
- (25) Room with a safe.
- Item: (in safe) electronic tool kit
- (26) Trap door (leads to Basement Level 2, location #34).
- Items: note; freshly cut key
- (27) Item: note
- (28) Fuse box.
- (29) Red skull-temple.
- (30) Item: box of tasty Snax
- (31) Item: document wallet
-
-
- ****The Sub-Basement (Basement Level 2)****
-
- (1) Button on wall - reveals the door to location #2.
- (2) Item: book
- (3) Button on wall
- (4) Room of confusion - multiple teleporters change your position and facing.
- Item: mogana leaves
- (5) 2 Buttons on wall - Top button: reveals secret door to room #6;
- bottom button: activates lightning trap.
- Item: incense burner
- (6) Empty.
- (7) Item: fast food
- (8) Item: first aid kit
- (9) Item: vanity mirror
- (10) Items: 2 piles of rock salt
- (11) Items: bottle of red liquid; pile of rock salt
- (12) Alberoth - he is guarding the stairway.
- (13) Empty.
- (14) Item: dead squid
- (15) Item: book
- (16) Item: speed load (for .44 magnum)
- (17) Button on wall - reveals entrance to location #18.
- Item: Spell - "Arcane Tower of Reason"
- (18) Empty.
- (19) Large room with a book in the center. You cannot get in - the
- entrances teleport you to room #35.
- (20) Item: Spell - "Maelstrom of the Mind"
- (21) Item: book of matches
- (22) Alberoth - he is guarding the stairs.
- (23) Items: museum plaque ("Mayan effigy"); speed load (for .44 magnum)
- (24) Empty.
- (25) SAFE ROOM.
- Item: note
- (26) Items: 3 notes
- (27) Item: dented key
- (28) Items: 2 piles of rock salt; fast food
- (29) Item: mortar and pestle
- (30) Items: .44 magnum (the most powerful handgun in the world); note
- (31) Items: bottle of red liquid; astrolabe
- (32) Item: magic crystal
- (33) Item: wakizashi sword (protected by a teleport puzzle)
- (34) Items: 2 piles of rock salt
- (35) Items: 2 piles of rock salt
- (36) Alberoth - he is guarding the stairs.
- (37) Open gate to the Ethereal Plane.
-
-
- ****Servitors and Sea Daemons (Basement Level 3)****
-
- (1) Teleporter to Level 1.
- Item: box of tasty Snax
- (2) Button on wall - re-opens one-way door (and summons some company...)
- (3) Items: M-16; ammunition clip (for M-16)
- (4) Items: first aid kit; ammunition clip (for M-16)
- (5) Empty.
- (6) Room with safe.
- Items: (in safe) dead squid; servitor's robes
- (7) Item: ammunition clip (for M-16)
- (8) Empty.
- (9) Lair of Melchoir - jellyfish from Hell.
- (10) Items: mechanical tool kit; can of gas
- (11) Items: flashlight; note
- (12) Item: key marked "N. Prentiss"
- (13) Items: first aid kit; sacrificial dagger
- (14) Item: note
- (15) Gong. Summons a servitor, and opens secret door to the northwest.
- (16) Empty.
- (17) Items: book; Spell - "Swift Limbs of Mercury"
- (18) Item: speed load (for .44 magnum)
- (19) Item: servitor's robes
- (20) Item: scummy jar
- (21) Item: magic crystal
- (22) Items: rune stone; Spell - "Malevolent Compression"
- (23) Item: book
- (24) Sea Daemon temple.
- Item: meteorite fragment
- (25) Teleporter to Basement Level 1 (near location #31).
- (26) Item: snake wand
- (27) Empty alcove.
- (28) Teleporter to location #36.
- (29) Cave opening. Teleporter to Astral Plane (location #2).
- (30) Item: scummy jar
- (31) Teleporter to location #27.
- (32) Item: note
- (33) Melchoir - he really gets around!
- (34) Empty.
- (35) Empty.
- (36) Item: note
-
-
- ****Carrion, Stars, and the Karcist (The Egyptian Tomb)****
-
- (Items marked with an asterisk (*) are illusions!)
-
- (1) Torture chamber. Teleporter to Level 1 (location #41).
- (2) Empty.
- (3) Item: horned skull
- (4) Carl Winthrop (and he's not interested in talking!)
- Item: ritual robe
- (5) Room with an empty safe.
- Item: note
- (6) Item: Spell - "Malevolent Compression"
- (7) Loose stone on floor is a switch.
- (8) Item: note
- (9) Item: magic crystal
- (10) An observatory with a telescope.
- (11) Item: Spell - "Mantle of Endurance"
- (12) Item: M-16*
- (13) Sarcophagus.
- Item: fungus
- (14) Empty.
- (15) Loose stone on floor is a switch.
- (16) SAFE ROOM.
- (17) Item: box of tasty snax
- (18) Sarcophagus.
- Item: note
- (19) Empty.
- (20) Empty.
- (21) Empty.
- (22) Item: note
- (23) Item: Spell - "Obsidian Shards of Annihilation"
- (24) Empty.
- (25) Loose stone on floor is a switch.
- (26) Items: crystal flute; batteries
- (27) Item: chainsaw*
- (28) Item: first aid kit*
- (29) Empty.
- (30) Item: boom box
- (31) Empty.
- (32) Loose stone on floor is a switch.
- (33) Switches on the east and west walls (open secret doors). Coin slot on
- north wall.
- (34) Item: magic crystal
- (35) Switches on the north and south walls (open secret doors). Coin slot on
- west wall.
- (36) Item: magic crystal
- (37) Switches on the east and west walls (open secret doors). Coin slot on
- south wall.
- (38) Item: first aid kit
- (39) Switches on the east and west walls (open secret doors). Coin slot on
- east wall.
- (40) Item: first aid kit
- (41) Room with 5 bowls. The Karcist is summoned here.
- Item: (in the Karcist's possession) note
-
-
- ****Showdown With Belthegor (The Astral Plane)****
-
- (1) Open gate to the Ethereal Plane.
- (2) Empty niche.
- (3) Force field.
- (4) Home of Belthegor - the location of the final showdown.
-
-
- ****The Ethereal Plane****
-
- The Ethereal Plane is a dangerous place to be. There are no walls,
- ceilings or floors, and there is no easy way to tell exactly where you are at
- any given time. Thus, it is very easy to get lost. There are also a large
- number of Bloodbeasts here, and Melchoir himself guards one of the gates. On
- the brighter side, the Ethereal Plane is a terrific short-cut to any level of
- the mansion. Each of the spinning cubes you encounter corresponds to one
- of the open gates to the Ethereal Plane, or to one of the red runes scattered
- thoroughout the house. Once you have used the "Dimensional Rift" spell to open
- all of the runes, you can short-cut from gate to gate through the Ethereal
- Plane. The map for this level shows all of the gates, and the list below
- shows where each of the cubes leads in the house.
- There is also another being that you will encounter here: an
- occultist named Charles Wenlock is trapped for all eternity on the Ethereal
- Plane. If you talk to him, he will give you important information about your
- quest, as well as a couple of important items: crystal glasses and a Spell:
- "Winds of Destruction".
-
- (1) Level 2, Room #12.
- (2) Basement Level 3, in the corridor south of Room #2.
- (3) Level 1, Room #11.
- (4) Level 4 (The Museum), Location #7.
- (5) Level 3 (The Asylum), in the corridor south of Room #37.
- (6) Level 1, in the alcove north of Room #36.
- (7) The Astral Plane, Location #1.
- (8) Basement Level 2, Room #14.
- (9) Basement Level 3, Room #20.
- (10) Level 4 (The Museum), in the corridor north of Location #22.
- (11) The Mausoleum, Room #16.
- (12) Basement Level 1, in the corridor south of Room #6.
- (13) Level 3 (The Asylum), Room #26.
- (14) Basement Level 1, Room #15.
- (15) Level 4 (The Museum), in the corridor south of Location #11.
- (16) Level 2, Room #48.
- (17) The Egyptian Tomb, Room #30.
- (18) Basement Level 2, Location #37.
- (19) Level 1, in the corridor east of Room #6.
-
-
-