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-
- SILVER TOWER LEVEL 1
- --------------------
-
- SYNOPSIS: THIS IS THE FIRST LEVEL OF THE SILVER TOWER. THE WALLS CONSIST OF
- FINELY CARVED STONES POLISHED TO A GLOSSY FINISH. THRI-KREEN (MANTIS
- WARRIORS) ARE ENCOUNTERED IN THE FIRST PORTION OF THIS LEVEL AND GIANT
- WASPS ARE ENCOUNTERED IN THE LAST PORTION.
-
-
- LOCATIONS AND EVENTS
- --------------------
-
- 1 - THE STAIRS DESCEND TO TEMPLE LEVEL 1 LOCATION 14. THE FIRST TIME THE
- PARTY ENTERS THIS LOCATION A "SPIRIT" WELCOMES THEM TO THIS "TEST."
-
- 2A-2W ON THE FLOOR AND CEILING AT EACH OF THESE LOCATIONS SITS A LIGHT
- PAD. THE PARTY SUFFERS SEVERE DAMAGE WHENEVER THEY ENTER ONE OF THESE
- LOCATIONS. THERE ARE ALSO A NUMBER OF PADS THAT 'BLINK' ON AND OFF,
- CREATING AN ELUSIVE PATH TO THE EAST WALLS OF LOCATIONS 2U AND 2V. WHEN THE
- PARTY ENTERS LOCATION 2R, THE EAST WALLS AT 2U AND 2V DISAPPEAR. TO
- NAVIGATE THE PATH WITH AS LITTLE DAMAGE AS POSSIBLE, THE PARTY MUST TIME
- THE BLINKING PADS CORRECTLY. THE OPTIMUM PATH IS
- 2C,2F,2I,2J,2K,2O,2S,2R,2V. THESE PADS CAN ONLY BE ENTERED SAFELY WHEN THEY
- ARE OFF, SO TIMING IS IMPORTANT. THE PAD AT LOCATION 2J NEVER REALLY GOES
- OFF AND THE PARTY SUFFERS DAMAGE WHEN THEY ENTER IT. WHEN THE EAST WALLS AT
- LOCATIONS 2U AND 2V DISAPPEAR, A NUMBER OF MANTIS WARRIORS ARE WAITING AT
- LOCATION 3. THE PARTY MUST DISPOSE OF THESE CREATURES AS QUICKLY AS
- POSSIBLE BECAUSE THE BLINKING LIGHT PADS ARE CONTINUALLY CYCLING. THE BEST
- STRATEGY IS TO SLAY A MANTIS WARRIOR STANDING IN FRONT OF THE PARTY AND
- QUICKLY STEP FORWARD (IF POSSIBLE). THIS GETS THE PARTY OFF OF THE LIGHT
- PADS SO THAT THEY CAN DEAL WITH THE MANTIS WARRIORS WITHOUT RECEIVING EXTRA
- DAMAGE. AT LOCATION 2P A CURSED AXE -2 LIES ON THE FLOOR.
-
- 3 - THERE ARE FOUR MANTIS WARRIORS WAITING HERE. THEY ATTACK THE PARTY WHEN
- THE WEST WALL DISAPPEARS IN AN ATTEMPT TO KEEP THEM ON THE LIGHT PADS. ONE
- OF THE MANTIS WARRIORS DROPS A BONE KEY WHEN SLAIN.
-
- 4 - A LEVER SET IN THE SOUTH WALL TURNS THE BLINKING LIGHT PADS ON AND OFF.
- CURRENTLY, IT IS IN THE ON POSITION. IN ADDITION, THIS LEVER ALSO TURNS OFF
- THE PADS AT LOCATIONS 2A, 2B, 2D AND 2E.
-
- 5 - A BONE LOCK IN THE EAST WALL REQUIRES A BONE KEY TO OPEN THE DOOR.
-
- 6 - A BUTTON IN THE NORTH WALL OPENS THE WEST DOOR.
-
- 7 - A MANTIS EGG SITS ON THE FLOOR. IF THE PARTY HACKS IT OPEN, A YOUNG
- MANTIS WARRIOR EMERGES AND INSTANTLY ATTACKS.
-
- 8 - A CURSED LONG SWORD -2 CALLED "HUNGER" LIES ON THE FLOOR HERE. IF THE
- WEAPON IS READIED, THE CHARACTER WIELDING IT CONSUMES FOOD TWICE AS FAST AS
- THE REST OF THE PARTY.
-
- 9 - A PLAQUE ON THE NORTH WALL READS, "WHAT CAN BE TRUSTED?"
-
- 10 - A TRIANGULAR NICHE IS SET IN THE NORTH WALL. IF THE PARTY PUTS A SMALL
- ITEM IN THE NICHE, THE ITEM IS REPLACED WITH A WAND OF LIGHTNING THAT HAS
- TWO CHARGES.
-
- 11 - A PLAQUE ON THE NORTH WALL READS, "NOTHING VENTURED, NOTHING GAINED."
-
- 12 - A MANTIS WARRIOR GUARDS THIS ROOM. ON THE FLOOR LIES A POLE ARM +1.
-
- 13 - A MANTIS WARRIOR GUARDS THIS ROOM.
-
- 14 - A DYING MANTIS WARRIOR LIES ON THE FLOOR HERE. IF THE PARTY HEALS THE
- CREATURE IT ATTACKS THE PARTY (THE UNGRATEFUL BASTARD!) IT DROPS A MANTIS
- KEY WHEN SLAIN.
-
- 15 - A HALF-ELVEN FIGHTER/CLERIC NAMED TANGLOR SLEEPS ON THE FLOOR HERE. HE
- IS EQUIPPED WITH PLATE MAIL, A DAGGER, AND A HOLY SYMBOL. HE ASKS TO JOIN
- YOUR PARTY. A SHORT SWORD +1 AND A SHIELD +1 ARE FOUND ON THE GROUND.
-
- 16 - A LONE MANTIS WARRIOR GUARDS THIS ROOM.
-
- 17 - A MAGIC MOUTH ON THE WEST WALL WAITS HERE. AFTER THE MOUTH SPEAKS THE
- PARTY MUST PLACE THREE BONES IN THE MOUTH TO GAIN A BONE KEY.
-
- 18 - A MANTIS LOCK SET IN THE NORTH WALL REQUIRES A MANTIS KEY TO OPEN THE
- DOOR.
-
- 19 - A COPPER LOCK SET IN THE SOUTH WALL REQUIRES A COPPER KEY TO OPEN THE
- DOOR. THE STAIRS TO THE WEST LEAD UP TO LOCATION 33.
-
- 20 - TWO MANTIS WARRIORS GUARD THIS ROOM.
-
- 21 - THE PARTY'S ATTENTION IS DRAWN TO THE WEST BY TWO MANTIS WARRIORS. ONE
- OF THE MANTIS WARRIORS USES A SPHERE OF FIRE CAUSING A FIREBALL TO BEAR
- DOWN ON THE PARTY. STEPPING BACK INTO THE CORRIDOR TO THE SOUTH CAUSES THE
- FIREBALL TO MISS THE PARTY.
-
- 22A-22C AT 22A IS A BUTTON SET INTO THE EAST WALL. AT 22C IS A PIT AND A
- BUTTON SET IN THE SOUTH WALL. THE PARTY MUST THROW AN ITEM AT THE BUTTON AT
- 22C WHICH WILL CAUSE THE SOUTH WALL TO DISAPPEAR AND A PIT TO APPEAR AT
- 22B. PRESSING THE BUTTON AT 22A CAUSES THE PIT AT 22B TO DISAPPEAR GIVING
- THE PARTY ACCESS TO LOCATION 23. IF THE PARTY FALLS THROUGH THE PIT AT 22B
- THEY END UP AT LOCATION 24.
-
- 23 - A MANTIS KEY LIES ON THE FLOOR HERE.
-
- 24 - IF THE PARTY FELL THROUGH THE PIT AT 22B THEY END UP HERE.
-
- 25 - IF THE PARTY FELL THROUGH THE PIT AT 22C THEY END UP HERE.
-
- 26A-26B STEPPING IN THE TELEPORTER AT LOCATION 26A TRANSPORTS THE PARTY TO
- 26B.
-
- 27 - A MAGE SCROLL OF BLUR AND A MAGE SCROLL OF DISPEL MAGIC LIE ON THE
- FLOOR HERE. THEY ARE GUARDED BY A MANTIS WARRIOR.
-
- 28 - AN IRON RATION LIES ON THE FLOOR HERE.
-
- 29 - A MANTIS LOCK SET IN THE NORTH WALL REQUIRES A MANTIS KEY TO OPEN THE
- DOOR TO THE SOUTH.
-
- 30 - A MANTIS WARRIOR GUARDS THIS ROOM.
-
- 31 - IF THE PARTY HAS NOT DEALT WITH THE EGGS IN THIS ROOM WHEN THEY REACH
- THIS LOCATION, ALL UNDAMAGED EGGS SUDDENLY HATCH, MAKING FOR A RATHER
- DIFFICULT FIGHT. THERE IS ALSO A PAIR OF EYES WITH GREEN GEMS SET IN THE
- SOUTH WALL. IF THE LEFT GEM IS REMOVED THEN PUT BACK, THE SOUTH WALL
- DISAPPEARS REVEALING A HIDDEN ROOM.
-
- 32 - A COPPER KEY, A SPHERE OF FIRE, AND A MANTIS IDOL ALL LIE ON THE FLOOR
- HERE.
-
- 33 - THE STAIRS TO THE EAST DESCEND TO LOCATION 19
-
- 34 - THE BONE LOCK SET IN THE SOUTH WALL REQUIRES A BONE KEY TO OPEN THE
- DOOR.
-
- 35 - THERE ARE THREE GIANT WASPS AT EACH OF THESE LOCATIONS.
-
- 36 - THERE ARE TWO GIANT WASPS HERE.
-
- 37 - THERE ARE FOUR GIANT WASPS AT EACH OF THESE LOCATIONS.
-
- 38 - A COPPER KEY, A FEMUR AND A POTION OF CURE POISON LIE ON THE FLOOR
- HERE.
-
- 39 - SET IN THE WEST WALL IS THE GIANT WASP NEST. THE NEST DOES NOT TAKE
- ANY DAMAGE FROM ANY SPELLS OR BLOWS DIRECTED AT IT. GIANT WASPS CAN BE SEEN
- EMERGING FROM THE NEST FROM TIME TO TIME.
-
- 40A-40E THERE IS A PRESSURE PLATE ON THE FLOOR AT LOCATION 40A. STEPPING
- ONTO THIS PRESSURE PLATE RESETS ALL THE LEVERS AND PITS AT LOCATIONS 40B,
- 40C, 40D, AND 40E. TO OPEN THE FOUR DOORS IN THE SOUTHERN CORRIDOR FROM
- THIS ROOM THE PARTY MUST PULL THE LEVERS IN THE DOWN POSITION IN THIS
- ORDER; 40B, 40C, 40E. AS EACH OF THESE LEVERS ARE PULLED A PIT OPENS
- BENEATH THE PRECEDING LEVER STARTING WITH LOCATION 40D WHEN THE LEVER AT
- 40B IS PULLED. WHEN THE LEVER AT 40E IS PULLED THE DOOR TO THE SOUTH OPENS
- AND THE PARTY GAINS ACCESS TO THE SOUTHERN CORRIDOR AND THE SECRET BUTTON
- AT LOCATION 47. PRESSING THE BUTTON AT 47 CAUSES AN INVISIBLE BARRIER TO
- FORM OVER THE BIT AT 40D THUS ALLOWING THE PARTY TO GO BACK AND PULL THE
- LEVER AT 40D. PULLING THE FINAL LEVER AT 40D OPENS THE LAST DOOR IN THE
- SOUTHERN CORRIDOR. FALLING INTO THE PITS LEADS TO THE FOLLOWING LOCATIONS;
- 40B FALLS TO LOCATIONS 41, 40C FALLS TO LOCATION 42, 40D FALLS TO LOCATION
- 43 AND 40E FALLS TO LOCATION 44.
-
- 41 - THE PARTY LANDS HERE AFTER FALLING THROUGH THE PIT AT LOCATION 40B.
-
- 42 - THE PARTY LANDS HERE AFTER FALLING THROUGH THE PIT AT LOCATION 40C
-
- 43 - THE PARTY LANDS HERE AFTER FALLING THROUGH THE PIT AT LOCATION 40D.
-
- 44 - THE PARTY LANDS HERE AFTER FALLING THROUGH THE PIT AT LOCATION 40E.
-
- 45A-45B STEPPING INTO THE TELEPORTER AT 45A TRANSPORTS THE PARTY AT
- LOCATION 45B.
-
- 46 - A PLAQUE ON THE EAST WALL READS, "FAITH IS THE KEY."
-
- 47 - A SECRET BUTTON AT THE BOTTOM OF THE WEST WALL CAUSES AN INVISIBLE
- BARRIER TO FORM OVER THE PIT AT 40D, THUS ALLOWING THE PARTY TO GO BACK AND
- PULL THE LEVER. PULLING THE LEVER OPENS THE DOOR TO THE WEST OF LOCATION
- 47.
-
- 48 A COPPER LOCK IN THE EAST WALL REQUIRES A COPPER KEY TO OPEN THE DOOR.
-
- 49 - WHEN THE PARTY FIRST REACHES THIS LOCATION, THE SPIRIT THAT APPEARED
- AT LOCATION 1 RETURNS.
-
- 50 - THIS TELEPORTER SUPPOSEDLY CONTINUES THE "TEST", ACCORDING TO THE
- SPIRIT ENCOUNTERED AT 49. THE SPIRIT IS LYING. SHOULD THE PARTY STEP INTO
- THIS TELEPORTER, THEY SUFFER SOME DAMAGE AND ARE TRANSPORTED BACK TO
- LOCATION 33.
-
- 51A-51B THIS TELEPORTER SUPPOSEDLY LEADS TO CERTAIN DEATH, ACCORDING TO
- THE SPIRIT ENCOUNTERED AT 49. THE SPIRIT IS LYING. STEPPING INTO THE
- TELEPORTER TRANSPORTS THE PARTY TO LOCATION 51B, THUS CONTINUING THE
- "TEST". THE STAIRS SOUTH AT 51B LEAD UP TO SILVER TOWER LEVEL 2 LOCATION 1.
-
- 52 - STEPPING INTO THIS TELEPORTER TRANSPORTS THE PARTY TO THE DOORWAY AT
- LOCATION 51A.
-
-