A corner of the Desert of Desolation extends into this region.
REGION D4
This region is almost entirely swamp, and also the location of Lord Slayer's Castle HillStone. The Quagmire of Doom, as the swamp is known, is bounded to the northeast by mountains; on the plain north of the mountain you may find an interesting gathering of monsters.
One of the ancient Swords of Nobility is located in this region, guarded by a group who regard it as the icon of their religion. They will not give up their treasure willingly!
There is a steady traffic of monsters into the middle of the swamp. Observations show that when these monsters enter the swamp, they look slow, drawn out, and tired. When they leave, they look happy and relaxed. Clever spies have tried to follow these monsters, but none has ever returned.
REGION E1
In this region, Cron and an extension of the Elemental Plane of Fire coexist, separated by only a thin mountain range. It is rumored that a group of clerics escaping from a volcano may have left a spell somewhere in these barrier mountains, but where and what the spell is the rumors don't stay.
Traveling through the extension of the Plane of Fire, an alert cleric may come to an understanding of the dangers of the environment, and fashion a spell to deal with it.
The Cron side of the region is extremely mountainous, with active volcanoes and pools of molten lava waiting to trap the unwary traveler. Beware the effects of indigenous magical waters!
Nestled in a valley to the southwest is the town of Vulcania, which provides a safe haven for parties that visit this region. A little north of Vulcania is a place that is famous for the quality and quantity of magical gemstones found there.
In the farthest corner of this region, intrepid adventures may discover a passage to the "Time of Fire."
REGION E2
Virtually all desert, this is the most dangerous region in Cron. In the valleys of the modest mountains to the north live some of Cron's most vicious monsters, guarding some of its most outstanding treasures.
Desert travel is extremely difficult, the more so because of the many monsters waiting concealed in the sand. It is rumored that the Crawling Envoy of Evil lives somewhere in this region.
There are a number of oases where travelers can safely replenish their food supply, and somewhere in the desert expanse is a magical fountain often called "The Greatest Fountain."
Visitors to other eras will find that this region has always been the most dangerous area in Cron; some suspect that the invading aliens found their first foothold here.
In the distant past, a Holy One of incredible charisma lived in this region, surrounded by his disciples. While existing traces of this Holy One have mostly vanished, he is often referred to in legends in terms of an outstanding physical characteristic, "The Wide One," or perhaps "The Tall One," or even "The Long One"; each resident of this land tells a different story.
REGION E3
This region is mostly desert to the north, changing to plains in the south. Whispered rumors hint that one of the three Envoys of Evil lives in this area, and guards a sacred pool that has the power to help a mortal enhance his attributes to a virtually god-like level.
Earthquakes, which rock this area frequently, may have uncovered a secret hideout for many of the villains that roam southeastern Cron.
REGION E4
In this land is an extension of the Elemental Plane of Earth into the dimension of Cron, blocked from further encroaching on Cron by a ridge of mountains. Those who lived in the mountains have long since died out, leaving behind a valuable spell.
Travel in the extension of the Plane of Earth will show your clerics how to protect the party in the "Time of Earth." A passage to the Time of Earth is rumored to exist in this area.
The town of Sandsobar sits in the middle of a wide plain in this region.
TIME TRAVEL
Lord Peabody's "WayBack Machine" can take your party back into Cron's past where you can (hopefully) alter history. The current society of Cron didn't exist until recently, so you should not expect to find that everything in the past has a counterpart in the present, or vice versa.
The landscape of Cron hasn't changed too much through the eras (except for Starburst Mountain in D1 and the Quagmire of Doom in C4/D4). You can even find the sites of towns and castles in the earlier eras, although they are either empty or populated by random monsters.
In general, the populations of the past eras are more uniform than the Cron of the 900s, and encounters are usually more dangerous. In the past, Cron is (was?) populated by lots of Elementals and their cronies, while men and man-like creatures were the exception.
The most important past Era is the 8th Era, as this is when King Kalohn ruled and was deposed. Fortunately for your party and Cron, the WayBack Machine will allow you to intervene in his final battle at just the right time!
Another interesting feature of the 8th Era is Mystic Castle Xabran, where all kinds of useful knowledge is gathered. In Castle Xabran, your party can learn where to find each missing spell, where to find hirelings, and you can pick up some of the items you need to complete your quests.
Most of the visitors to Xabran are extremely powerful, and they are trying to use the knowledge stored here to increase their powers. It may be wise to avoid other parties.
Even though most of the visitors here are dangerous, usually they're here to study and don't really want to fight. If you inadvertently disturb them, try bribery before you attack.
There is no spell to cast or person to see to go back to the future; however, if you rest occasionally, you will be drawn to your own time during one of the rest periods. There is no way to determine exactly how long you will remain in the past.
There is an exception to this. If you dismiss your Hirelings, they will return immediately to the last Inn they stayed at, taking with them everything they are carrying. A neat trick, eh?
TRAVELER'S GUIDE TO THE TOWNS OF CRON
The five towns in modern Cron are Middlegate (1st level party), Atlantium (7th), Tundara (5th), Vulcania (6th), and Sandsobar (5th). All player-characters start the game in Middlegate (the safest town). Your party should probably not leave Middlegate before the party members reach the third or fourth level. There is plenty to keep your interest, even in this safest of towns!
The note after each town is to provide you with an indication of how dangerous the town really is. If each of your characters in a party of six is at the experience level noted, your party should win most (but not necessarily all) encounters in that town.
All towns share certain general features. These are:
INN: A place to stay in safety. Also, where you should go to save the game at intervals. (Note that while you're safe as a guest at an Inn, you may be attacked in its lobby.) Inns are free.
BLACKSMITH: You can buy and sell armor, weapons, and miscellaneous items at the local Smithy. The Smith will also identify items (for player characters only) for a nominal fee. Some Smiths can sell you a colored ticket. This ticket will enable you to compete in one of the Combat Arenas.
TAVERN: In a tavern you can provision your party, have a drink, eat a gourmet meal, hear rumors, and sometimes meet hirelings.
TOWN GATE: Each town is surrounded by a wall. The only way to leave or enter a town without using some type of magic is through the Town Gate.
PORTAL: The portals provide instantaneous travel from one town to another. Most towns have two portals; Middlegate has only one. Portals usually provide two-way transportation: The portal you arrived through can send you back to where you came from.
MAGES GUILD: Sorcerers and Archers who are members of the local Mages Guild may buy spells from the Guild. The mage who can sell you Guild membership can usually be found not too far away from the Guild hall.
TEMPLES: The Temple is one of the most important features in any town, especially for low-level adventurers. The Clerics in the Temple will cure you of any afflictions or wounds, remove any curses on your party, restore your alignment, and restore life to dead or eradicated party members (all for a price).
If you donate generously at a Temple, the Clerics of that Temple may respond by blessing your party for a day (casting protection spells on your party).
TRAINING CENTERS: These train you in your profession, allowing you to advance to the next level -- when you have accumulated enough experience, and providing you can pay! Spellcasters should rest after they go up a level.
SKILL SCHOOLS: At these schools you can learn useful secondary skills, such as Cartography (very important), Navigation, Mountain Climbing, and Path-Finding.
LOCKSMITH: Most towns have a Locksmith who would love to sell you a key. Each Locksmith has a unique color for his keys. Having these keys will turn out to be helpful when you are exploring the various castles in Cron.
COMBAT ARENA: Some towns have arenas where you can fight opponents (selected by the games master) for experience and gold (if you win). You need a ticket (buy tickets at most Blacksmiths) to fight in a Combat Arena. Any color ticket is valid in any of the Combat Arenas.
A ticket and a key purchased in the same town are the same color; this might suggest that there is some relationship between keys and tickets.
Whenever you enter a new town, you should seek out these places, as it will become important to know where they are.
MIDDLEGATE
You can find enough excitement and treasure in Middlegate to keep you satisfied for quite some time. Virtually every building in this town has a resident monster (or group of monsters), most of whom are unfriendly. The treasures you find in Middlegate contain mostly gold and gems, with only an occasional magic item.
In Middlegate, you will find:
The Middlegate Inn, where every player-character joins the game. A quiet place, but you might find some excitement in the back room!
S. J. Blacksmith, near the Inn. Whenever you shop here, be sure to check out "Today's Specials"; you can occasionally buy +3 weapons.
Slaughtered Lamb Tavern, also near the Inn. Rumors heard here could help you complete your first two minor quests, and perhaps help you find some hirelings. One of the meals here will help you avoid a fight and find a magic fountain!
Sleepy's Mage Guild on the North side of Town. Sleepy lives on the West Side.
Gateway Temple is very close to the Inn. This is a good place, with the lowest prices in Cron.
Turkov's Training, just east of the Temple. Again, the best prices in Cron.
The Town Gates are located in the North Wall of town, just west of Sleepy's Mage Guild. Middlegate is on the shore of Square Lake, on a wide wooded region surrounded by mountains.
In northwest Middlegate are Edmund's Expeditions, and Track and Trail, where your characters can learn skills useful for outdoor adventuring. At least two members of your party should learn each of these skills.
Nearby you will find the shop of "Otto Mapper, Esq." where your characters can learn to make maps (probably the most important secondary skill your party can have).
In southern Middlegate live the Wizard Nordon and his sister Nordonna, who will provide you with rewards if you will perform a service for each of them. Perform Nordon's quest again, for additional rewards.
Nordonna's quest may help you find your first hirelings. The information she provides as your reward is very important; if you ignore it, you may handicap your party throughout the rest of the game!
West of the Middlegate Inn you will find the Poorman's Portal. The worker at the Portal will send you to Sandsobar for a price.
Along the east wall of the town you will find the Travelmoore Travel Agency and the Combat Arena.
As soon as your party learns one of the spells that will allow you to cross bodies of water (Walk on Water or Fly), you should visit Murray's Resort. One-way tickets are available at Travelmoore. Be sure you can make a map before going to Murray's or you might get lost on the way home.
One of the services offered at Murray's Resort will be useful throughout the game (although young characters should be careful about their ages)!
You can buy an Arena ticket at the Blacksmith's. This ticket is a very good investment; it costs only 10 gold pieces but returns 200, and experience points as well. While it is true that there is some risk involved, what investment is completely risk-free?
Like any town, there is some chance of hostile encounters on the streets of Middlegate (these days it's called being mugged). There are also two street corners where you will always encounter hostile monsters. I wonder what they're guarding?
I've left out a few things, like the entrance to the cavern under the city (not far from Nordon's), the Brain Detoxification Center, Feldecarb Fountain, the Fountain of Clairvoyance, and Lock and Key, Ltd. You will need to find out about them yourself.
SANDSOBAR
The Poorman's Portal leads to Sandsobar, the second town you should visit. Many of the buildings here are empty, and most of the streets are fairly safe. When you're exploring, be very careful when you enter long alleys or the Slums!
There are lots of undead monsters in Sandsobar, so be sure to bring your Cleric. Many of the monsters you encounter can throw sleep spells; some sort of protection against sleep might be a good investment before you visit this town.
Like Middlegate, Sandsobar has the standard facilities:
Hourglass Inn, in northwest Sandsobar. A quiet, no frills, no excitement sort of place.
Red Lantern Tavern in the same building as the Inn, facing onto a narrow north/south alleyway. This is a rowdy place. The drinks are standard, and the food is usually okay. The barmaid gives the impression that she really goes for macho men. Rumors might not contain the whole story.
Temple Benedictus is across the alley from the Tavern.
Whirlwind Mage Guild is on the same alley, south of the Temple.
Sheik Training Arena is one block south of the Inn on the same street.
Big Al's Accessories is the Blacksmith. His shop is inside the north wall of town.
There is a combat arena called the Monster Bowl on the east end of the main east/west street in town. There are supply rooms in the corners of the arena. You can expect some mundane encounters in the supply rooms.
Portal Dune, near the south wall, provides instant transport to and from Middlegate. Sirocco Portal, along the north wall, supplies transport to and from Tundara.
The Town Exit, in the northwest corner of town, leads out to the Plains of Peril.
While getting involved in the arguments of other people might get you killed, avoiding a brawl might mean that you miss a clue!
Before you can purchase magical spells at the Mage Guild, you will have to find a drunken sorcerer. Search the buildings along the west wall of town.
You can pick up a useful third-level sorcerer spell in the building across the way from the Monster Bowl.
In the southwest corner of town, your characters can learn some useful skills, including picking pockets, gambling, and diplomacy.
In the northeast corner of town are what appear to be several private residences. While some are empty, the residents of the others do not take kindly to trespassers.
Probably the most interesting place (as well as the most dangerous) in Sandsobar is the Slum, in the southeast corner near Dune Portal. Here, you will find graffiti on the walls, secret passages, people in trouble, and the entrance to the cavern under the town. Kindness to strangers pays off; it might even help you find Star Burst!
Fitpro Locksmith, near the Dune Portal, will sell you a yellow key.
TUNDARA
Tundara is a small town in the middle of the inhospitable Ice Plains. Much of the business conducted here occurs in the "business regions," which are between the northern and southern walls. The inner town contains most of the facilities a visitor would use on a regular basis.
The passage from the town proper to the business regions is concealed along the inner west wall (ignore the keep out sign).
The streets of inner Tundara are safe enough to be boring. Most of the buildings are of little interest to explorers, being empty. There are rumors of monsters between the walls and inside the outer wall.
In Tundara, you will find:
The Tundaran Arms Inn, a normal enough establishment, and very cordial.
The Enhancement Center.
Lucky Dog Saloon. Even if you're not hungry, you should examine the menu at the Lucky Dog Saloon; you never know when you (or someone you meet) may be interested in munchies!
Thundrax Weaponry, the only smithy who doesn't sell tickets for the various combat arenas.
The town exit is in the northwest corner, and leads to the Ice Tundra.
The La Porte Portal is located in the Inn, and transports you to and from Sandsobar. The Polar Portal, located inside the Saloon, allows travel to and from Vulcania.
You will find both the White Dove Temple and the Mystical Mage Guild in the business region between the northern walls. Nearby are shops to train you in some useful secondary skills. Important quests are not just given to anyone, but are offered to those with experience as a crusader. Getting lost in the wilderness is frustrating and not funny. A merchant can usually find a way to get his party a better deal from the stores in a village.
To join the Mage Guild, search the buildings near the Saloon.
Your characters can pick up some useful secondary skills in the business region between the Northern walls, at Sarcen's Denial, the International Market, and Columbus's Sextant. Pay close attention to the promotional spiels you hear in these places; learning one of these skills will help keep you from losing your temper (among other things) as you try to explore in the wilderness.
There is an organization called Frozen Monster between the south walls of the town. Frozen Monster employees do not like outsiders poking around.
Recently, the residents of Tundara have been vanishing. It is rumored that a snowbeast makes its home inside the outer wall. So far, none of those who went to find and destroy this beast have returned. Darker rumors indicate magic may be useless against the snowbeast.
In very bad winters, the residents of Tundara descend into the cavern below the town for warmth and protection. The entrance is near the center of town, well-hidden so outsiders can't find it.
For reasons no longer remembered, there is a third walled-off region bordering on the Saloon and Inn. No one can say definitely what's in there, but apparently, those who enter never come back.
The recent disappearance of local residents, especially old Hanna, a citizen of some repute, has made the local constabulary a little jumpy. If you should somehow come into possession of any items that the law might recognize, it might be well to think of some way to conceal them until you can leave town! If you are caught and you are innocent, don't worry too much; justice will (eventually) prevail.
Hanna was investigating rumors of a secret passage into the outer wall, somewhere on the east side of town.
VULCANIA
Vulcania is a harsh and dangerous town, set in a forbidding landscape. It is rumored Vulcania is built inside an active volcano, and there are actually places in town where liquid lava can be found (although none of my characters has ever found these places).
Don't come here until your characters learn to win fights without magic, as magic doesn't work in many sections of this town. There is no way to know in advance if magic will work in a given location; either your party or the monsters you are fighting will have to see a spell fail before you can be sure. There is one advantage to your party in these non-magical areas: Most spell-using monsters will try to cast spells several times before they realize they are in a non-magical area. If you are smart and tough, you can win the engagement before they start to fight back.
In Vulcania you will find:
Belinthra's Bar, a nice enough place, although those who regularly patronize this establishment are often accosted by riffraff. Occasionally, there are patrons here who can be enticed into accompanying your party.
The Training Academy is the second best such academy in Cron.
The Vulcanian Transport takes you to and from Tundara; the Vulcanian Export takes you to and from Atlantium.
The Hotel Four has adequate facilities, but surly employees.
These places are all close together because they are in a fairly safe neighborhood.
At the Lava Locksmith, you can buy a red key.
The entrance to the cavern under the town is located in an alley near the hotel. Also concealed here is a secret door.
The Blackrock Mage Guild is along a major east/west street.
The Bestway Blacksmith Shop is along the east wall of town.
The Vulcan Temple is near the smithy.
Near the Mages Guild is a small building housing a magical scale. If you've noticed that your party seems to be more vulnerable to some spells than others, this scale will help you to figure out why.
A bit west of the Mages Guild on the same street, you can find the sorcerer who sells guild memberships.
There are three shops in town that provide training in secondary skills. The training offered is especially useful for soldiers and fighters.
In the Town Square (at the center of town) are four statues that should definitely be on your "must see" list. However, be careful leaving Town Square to the north, as you will be entering the wild section of town. If you dare enter this area, rest assured that no one you meet there will be friendly!
ATLANTIUM
Atlantium is the richest, most snobbish, and most dangerous town to explore.
Along the east and west walls in Atlantium, you will find several statues. The plaques on these statues will provide you with hints about the quests that each character class must complete before the world can be saved. You can find further information in Region D2, at Mt. Farview.
In Atlantium, you will find:
The Carriage Inn, a high class establishment with friendly employees.
Drewnhald Ironworks, not far from the Inn. The most powerful artifacts for sale in Cron may be bought here.
The Colosseum, the best and most dangerous of the battle arenas, is in the center of town. You will receive a better reward for winning a battle in the Colosseum than in any of the other battle arenas, but you will face more dangerous opponents, as well.
The Elusian Temple, the Cabalist Mage Guild (6,4), and the Classic Key Shoppe flank the Colosseum to the west, while Island Training and the Boar's Tongue Tavern flank it to the east.
The Beautify Atlantium Portal allows travel to and from Vulcania; the Mystic Portal provides one-way transportation to Middlegate.
The entrance to the cavern below Atlantium is in the northwest corner of town. Near the entrance to the cavern you can also find the City Jail. Don't enter this building unless you are prepared to fight your way out!
There are three shops here where you can be trained in secondary skills; you can learn the skills of Linguist (learning this skill can help you improve your income by 100,000 gold pieces each year!), Athlete, or you can learn to be a Hero/Heroine (Murray likes heroes).
In the southern part of town are two rooming houses, one for Knights and Warriors, while the other is for Sorcerers and Clerics. Many of the rooms are occupied, and most of the residents aren't very friendly toward uninvited guests. In the rooming house for Sorcerers and Clerics, be careful if you encounter a Shaman, especially if you encounter several. If they are teamed with Illusionists, run, don't fight! A 7th level party will _not_ survive the encounter!
THE GUIDE TO THE CRONIAN UNDERGROUND
Many of the secrets of Cron are concealed in castles, caves, caverns, dungeons, and towers. This guide will tell you a little about these places. There are a few towers, which are also included here, as they don't seem to fit elsewhere.
I. CAVERNS UNDER TOWNS:
MIDDLEGATE CAVERN
Located under Middlegate, this cavern is populated mainly by goblins and orcs. Recovering items they have stolen from Middlegate will earn you thanks and rewards when you return them to their rightful owners.
Make sure you examine the walls and floors; there are secrets revealed here for those who look in the right places.
SANDSOBAR CAVERN
Under Sandsobar is a dank cave inhabited by rats and thieves and others of their ilk. During encounters it may be wise to remember that not all that you hear is true, and that some thieves have honor.
Here you will find one of the extremely few undead who are friendly to those still living; his gift should be guarded for later use.
Note the information you discover here: It may be a long time until you use it, but it may save you time and frustration on your Jurors' Quest.
TUNDARA CAVERN
Located under Tundara, there are four sections to this cavern, along with a magical device that can be used to travel about the cave. Look to the walls for clues; look on the walls for red herrings. Don't play the slots unless you know the stakes!
VULCANIA CAVERN
Below Vulcania is a hot, dark cave. Watch your step: The floor may be hot! There are a number of secret passages here. If you endure until the end of each of these paths, you will be rewarded.
ATLANTIUM CAVERN
This cavern is a maze of dead ends and connecting tunnels. At some of the dead ends you will find statues. Be careful of the statues. some of them will cause you harm, but remember that perseverance builds character. Figuring out the various clues and traps here may enhance a character's IQ. Bring your surfboard when you visit. Information found can help you find loyal companions, and help you in future Quests.
II. CASTLES AND DUNGEONS
CASTLE HILLSTONE
Castle HillStone is the home of Lord Slayer. Slayer is a fanatic about hunting, and will reward parties that bring him new trophies. Guards circulate freely in the building, and challenge you if you appear at all uneasy. Slayer keeps a zoo of exotic animals for his entertainment.
There are currently two prisoners here; free them and they will reward you. Winning a Red Triple Crown will increase his pleasure and your reward.
Somewhere in this castle is an ancient totem called a "N-19 Capitor."
DUNGEON LEVEL 1
Half-Orcs, Ninjas, and Barbarians are not welcome here, although there are several magic items kept here that will benefit only Ninjas or Barbarians.
There are unavoidable traps here; just grin and bear them, then get the guy who trapped you! You may also find a device that enhances IQ but causes a loss in strength, and a magical fountain. It is rumored that there is a portal to a distant location somewhere in this dungeon.
DUNGEON LEVEL 2
Again, Half-orcs, Ninjas, and Barbarians are not welcome, and unavoidable traps are scattered everywhere. You may find a magical fountain, and devices to improve your strength.
CASTLE PINEHURST
Home of Lord Peabody (the inventor of the WayBack Machine) and Sherman, his pet boy. The Bishop of Yellow Battle (near Battle Creek) is held in this castle.
Many creatures roam the halls in this castle, and they are almost all deadly. If you avoid the monsters, watch out for traps, and keep an eye on the date (your date, not my date!). Would you know a B-12 Frammis if you saw one? How about a J-29 Fluxor?
DUNGEON LEVEL 1
For some reason, Lord Peabody doesn't want Humans, Knights, or Paladins in his dungeon. This is unfortunate since there is magic here that only works in their hands.
Accuracy is exceeded here, while speed recedes. Beware of traps! Instant travel is offered and may be accepted, if you want!
DUNGEON LEVEL 2
Stay away Humans, Knights, and Paladins. There are some nice magic items here, and one of the best rewards in all Cron may be found in the southwest corner. Those who serve evil may chose to serve good, if only for a time.
CASTLE WOODHAVEN
This castle is the home of Lord Hoardall, who likes to collect things. He has an absolutely fantastic memory and a mystic rapport with his treasures. He will know instantly when you steal something, and he will never forget that you stole it! The Green Bishop resides here unwillingly.
Hoardall is sponsoring a convention of clerics and other healers who will try and solve the problem of the sickness that strikes those who enter the Dead Zone in D1. The opening day of the convention is May 27th, so you may see references to the "M-27 Radicon" in this castle.
DUNGEON LEVEL 1
Hoardall dislikes Elves, Robbers, and Clerics, and does his best to keep them out of his dungeons. This is unfortunate for them because there are powerful magical items here to assist Robbers and Clerics.
Your party will be repeatedly struck by darts as they wander the halls; these traps are unavoidable. If you rest after these attacks, they should not interfere too much with your explorations. Powerful magic in this dungeon can be used to increase your personality (but don't forget how to lift weights afterward!).
DUNGEON LEVEL 2
Travel in this dungeon is difficult; almost all of the doors are secret, and random teleporters are scattered throughout the level. Elves, Robbers, and Clerics are not welcome here even though there are treasures that will benefit Robbers and Clerics.
Alignments can be neutralized here, voluntarily. There are rumors of ways to increase Luck, and trade Treasure for Experience. If you are clever and do a good job of mapping, you may be able to secretly return to the Dragon's Head Fountain with your Elves, so that they, too, may benefit.
LUXUS PALACE ROYALE
Queen Lamanda, current reigning Sovereign of Cron, maintains this magnificent castle much as it seemed in the reign of her father, King Kalohn. To her, and through her to the citizens of Cron, this mighty fortress represents the hope and dream of saving Cron.
The inside isn't as well-maintained as the outside, however. In some rooms, dust covers everything, and the Royal Alchemist is making Fool's Gold to fill Lamanda's coffers. Lamanda is desperate to rescue her father, and restore the rightful order of things.
In order to earn an interview with the Queen, your party must win a Black Triple Crown and have all completed their Jurors' Quests. The Black Bishop, imprisoned here, will also be glad to see the winners of the Black Triple Crown. Corak used to live and work here, and is rumored to have quipped, "An 'A-1 Todilor' is a high-society baby learning to walk!"
DUNGEON LEVEL 1
Luxus Dungeon is a prison, filled with permanent spells that prevent magical transportation. Your party should avoid guards, as they will charge you a hefty fine for your unauthorized presence.
Dwarves, Sorcerers, and Archers are unwelcome here, and strong magic items for helping Sorcerers and Archers are hidden here. Clever parties may find ways to enhance speed and strength from the features, although endurance may suffer.
DUNGEON LEVEL 2
This is an extremely chaotic place with random teleporters all over, and very few walls. There are many wonders, if you can reach them, including ways to gain additional hit points and speed, change sex and alignment, and increase your existing hit points.
In the northwest you may encounter a hit point salesman. His price is steep, but his product is worth it!
Don't ignore clues, look to the walls for some shocking information!
Again, Dwarves, Archers, and Sorcerers are not wanted here; however, you should sneak them in to visit the Hit Point Salesman -- as long as your money is good, he doesn't care who you are, and you will handicap your characters if they don't take advantage of this!
III: TOWERS, CAVES, FORTS, AND MINES
Presented in no specific order, here is some information on the other dungeon-like areas in Cron.
SARAKIN'S MINE
Long noted for the amount of gold it produced, this once well-maintained mine is now collapsing, making it a dangerous place to explore. Recently, stories have circulated about two more foolish adventurers who went looking for easy treasure and never returned.
Stories told by others who visited the mine long ago and returned empty-handed suggest the mine is haunted. Some of the story tellers claim there are gold nuggets scattered on the floor of the mine, waiting for someone brave enough to take them.
Sarakin was obsessed by the desire to live forever, a goal he might have reached only in death.