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This hint/solutions list is for the SSI RPG game thunderscape. This
game is set in the new World of Aden, and combines real-time dungeon
crawling with turn-based combat.
This file is not yet complete, as I have not yet found the solutions to
all of the side quests and puzzles of the game. Additional items and/or
NPC's may be located in areas not yet reached.
Thanks to all the people, both on and off the newsgroups, who helped
me put this together.
Rev 1.1 jmmeloy@islandnet.com
12/15/95
James Meloy
NOTE: Map coordinate system. Use F4 key in regular game play to display
current position. The coordinates start at (0,0,0) (X,Y,Z) which
is the NW corner, lowest possible level. X increases heading
east, Y increases heading south, Z increases with height.
I have used the Z coordinate in a different way. The Z is used
only for levels that have multi-story buildings or walkways.
Z=1 is for ground level, Z=2 is for 2nd story, etc.
All coordinates given are the characters' position when standing
in front of the door/object.
: SSI has a 900- line set up for giving out game hints. As of
Jan 1/96, the numbers were :
USA
1-900-737-HINT
CANADA 1-900-451-6009
: SSI has the v1.1 upgrade, available on their BBS (Jan 10/96)
Table of Contents
Section
Section
Section
Section
Section
Section
Section
1
2
3
4
5
6
7
Levels list
Levels route
Hints by level
Solutions by level
Solutions to sub-plots/puzzles by level
Locations of objects by level
Outstanding questions
Greymt_1
Trollcav
Keep1
Keep2
Keep3
Bowels1
Bowels2
Mines1
Mines2
Mines3
City1
Valley floor
Western Troll caves (keep side)
Vangard Keep dungeon
Keep main level (Halls of Vangard Keep)
Vangard Keep tower (top level)
Eastern Troll caves (citadel side)
Golem level
Western Dwarf mines (sacred mines 1)
Lower mine level (sacred mines 2)
Eastern dwarf mines (sacred mines 3)
Karegh-Konan - upper level
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
City2
Caves1
Caves2
Caves3
Catacomb
Sewers
Radiant1
Radiant2
Radiant3
Radiant4
- Use the elevator to go up and down from the river level to the lower
cliff level, north of the river. If you jump (or fall) from the lower
cliff to the river level, the elevator stays on the upper level, and you
are stuck.
- To get to the middle cliff level, you can jump up to it from the top of
one of the dirt piles in the NW area.
- Go through the mountain cats' cave to reach the upper cliff level.
- Statues - Each statue requires a one-word answer to its riddle. The
answers are found in a message (poem) carved into the wall in a secret
cave.
- Head through the western troll caves first and finish the keep, as
you cannot get far going the other way if the keep has not been completed.
- Eastern troll caves, route to Karegh-Konan. You need a key from the
western troll caves to open this door.
- There are 8 explorable caves on this level
- There are some goodies hidden under the bridge
LEVEL 2 - TROLLCAV - Western Troll Cave
- The keys and password needed to get through this level are located
in the NNW section of the caves.
- The gate key is located in the SW section of the caves.
- There is a set of stairs for climbing out of the western undercaves.
You need to jump from one set to the other to climb all the way out.
- There is an elevator for getting out of the easter undercaves. Turn
the switch, and watch for a moving platform (it may take a few seconds).
- You can walk up to the overcaves using a ramp located in the SW corner
of the caves.
- Cave-ins aren't even a minor nuisance - just dig them out.
- You can climb out of the small pits.
LEVEL 3 - KEEP1 - Vanguard Keep Dungeon
- From the entrance, you can either jump into the hole, and continue
from under the drainholes, or search for the secret door.
- Talk to the prisoner. He has useful information, both before and
after freeing him.
- To open the central gate, all of the cell blocks must be 'armed'.
The lights beside the gate switch are light blue for 'unarmed',
and dark blue for 'armed'. Watch out for the ambush!
- Cloverleaf corridors in NE - there are two teleporters in the corners
to confuse you. Jump over the central pit to access the other sides.
- There are two secret areas in the library. You need to push a button
to unlock them. Also, look for the hidden niche in this area.
- There is a hidden loft in one of the rooms just west of the library.
- In the drainage area in the NW, run quickly around the outside of the
room to avoid falling in the drainage hole.
- The portcullis key is hidden in a niche in a wall somewhere.
- Some bookshelves contain helpful books.
LEVEL 4 - KEEP2 - Halls of Vangard Keep
- You are looking for 4 keys to open the door across the room from
the entrance.
- There are many fountains on this level - some aid, some hurt.
- The capstan has 4 positions, N,E,S, and W. Each position opens and
closes gates on both levels.
- There are buttons in various rooms to turn the spell launchers off.
- You need to activate the teleporter and use it to get one of the
capstan keys.
- Somewhere in the north is a secret elevator leading to a hidden room.
You may need the Chamberlain's key to get to the elevator.
- The Beacon Master's key opens up the teleport room balcony.
- The Keep Library Key is somewhere in the north on the upper level.
LEVEL 5 - KEEP3 - Vangard Keep Tower
- You need to satisfy the hunger of the skulls to deactivate them
and activate the teleporters under them. Satisfy one skull, and
they are all happy. Use Reaper to feed them.
- Access to Reaper is somewhere in the NW of the outer area.
- There is an NPC named Selene on this level.
- There are lots of hidden places on the outer corridor.
- There are 6 colored crystals in various places in the central
area. They are hidden in the rooms on the periphery.
- Read the plaques behind the crystal trays for clues on
the order of colors to use.
- The plaques on either side of the elevator door (central building)
give clues as to what to do inside the elevator control room (north
of central building, opposite elevator door).
- Use the white crystals to replace the black crystals on top of the
mounds.
- When done, and you return to the valley, take care of all shopping,
because Finea will soon be packing up shop, and the next store is
several levels away.
LEVEL 6 - BOWELS1 - Eastern Troll Caves (Citadel side)
- There are some good magic items on this level.
LEVEL 7 - BOWELS2 - Golem Level
- You only need 1 SOVC to blow the boiler (V1.00) - use it on the
boiler, then touch the boiler twice more. Then run.
- There are no items (?) in the golem storage rooms. These rooms
never empty of golems, so it may be a good way to build up XP.
- You cannot complete this level until Vangard Keep has been finished.
- Prototype 17 (an NPC) is on this level, if you can assemble him.
One part is missing from the pile ...
LEVEL 8 - MINES1 - Western Dwarf Mines
- There are two exits to the mines. One leads to a small area with
no exit, but with a key you may need. The other leads to the rest of
the lower mines.
- If you fall into the pits below the mines, flip all the levers to
lower a wall. Then follow a long corridor to an elevator, which
returns you to near the starting point (hope it didn't hurt too much).
- Levers puzzle. The two steps are as follows: flip levers until you
can open the two wooden doors and flip the levers in there, then
flip levers until you can flip the levers in the corners. Hint: one
of them can be flipped through the bars!
- The key to the old mines door is not too far from the door.
- I don't think you can get into the emergency supplies room.
LEVEL 9 - MINES2 - Lower Mine Level
- If you can pick the lock on the door to the mine storage room, you
don't need any keys to get through this level. The key is nearby
if needed.
- You need to set the fuse on the large barrel of gunpowder to blow
the wall and open up a route to the next level.
LEVEL 10 - MINES3 - Eastern Dwarf Mines
- There are two passages leading back to the Western Dwarf Mines (L8).
Both of them are worth going through.
LEVEL 11 - CITY1 - Upper Karegh-Konan, dwarf city
- One of the gongs will open up the N and S gates in the gong room.
- There are three passages to L12, one to L13, and one to L14 from
the upper city.
- The upper city is divided into two separate sections.
- Dark Dwarves infest most buildings.
- You can only get to the crypt from the upper levels in the
Founder's Caves, unless the city has been destroyed.
- The secret passage leading off from near the mine entrance will only
be opened after you have visited the Founder's Crypt.
- There are clues in several bookshelves throughout the city.
- All rivers in subsequent levels lead back to the river under
the N side of the city.
LEVEL 12 - CITY2 - Lower Karegh-Konan, dwarf city
- Once activated, the elevator @(25,62,2) goes up to a hidden cache.
The activation switch is in a different building.
- Gnash's Shop is somewhere in the N part of the city.
LEVEL 13 - CAVES1 - Founder's Caves
- The caves are separated into two distinct areas, the lower caves
and the upper caves, and you cannot get directly from the lower
caves to the upper caves. Each area has separate entrances.
- There is an elevator going from the upper levels to some catacombs,
which conceal the Dark Dwarves access tunnel.
- The teleporter to get to the Founder's Crypt is on the upper levels.
- There are several switches and hidden caches that can only be
gotten to by jumping across chasms.
LEVEL 14 - CAVES2 - Mantis Caves / Dragonette Entrance
- The hint for the password is the DIFFERENCE between the two
southern plaques. (See walkthrough section for the exact password).
- Dragon gate. Touch the right-hand plaque to enter the combination.
There are three steps to opening the gate. The first
two are given by the plaques out in the warrens, the third is
- Jump up into the alcove, and push the back wall, opening up the way
to another passage.
- Head N, then W, then N, until you find some very steep stairs up.
@(20,2), take the troll chambers key, mountain key, and read both
notes. Record the password.
- Retrace your steps back to the entrance.
- Head N, then W, then SW, following the wide open passage. You should
come to a concealed pit. Jump over the pit.
- Head NW, then W, down a short slope.
- Head NW, then NE, to troll chamber @(11,21)
- Open door. Use key located beside pool to open Droog's chest.
Inside is Droog's contract. Burn the contract in the brazier to
cut Droog's HP from 500 to 250.
- Open the gate, and climb on the elevator. Pull the switch, and
give the password 'MALEFICENT'. The elevator will rise to Droog's
private chamber, and the entrance to the next level (L3).
- Kill Droog
LEVEL 3 - KEEP1 - Vanguard Keep Dungeon
- Start @(32,62)
- Turn east, and open secret door. Throw switches in room to open
the main door and extend bridge.
- Cross the bridge, walk to intersection, and turn west.
- Go to 'T' intersection, turn south, and enter last room on the right.
- Pick up Cell Control Room Key @(4,56). Exit room, head north to 'T'
intersection, then east back to main corridor.
- There are 4 cell control rooms, 2 east of main corridor, 2 west of
main corridor. Enter each of them, and activate (make contact) all
8 switches. Note: some are already active - moving them will break
contact. Just flip them back again.
- Head N on the main corridor. All 8 lights should now be dark blue.
If any are light blue, the corrisponding switch is 'off' and must
be reset. The grate switch will only open if all control switches
are closed.
- Open gate and step through. Handle the ambush. Cross the room and
open the next gate. Head N to the next intersection.
- Head W from the intersection, to the drainage room. Head for the
door in the N wall. Go through that door, then go E through another
door, and pick up the Warden's Room Key.
- Head back to the drainage room, and go through the W door. Head
south, and open the Warden's room. The picture in this room
conceals a hidden niche. Take the portcullis key.
- Head back through the drainage room to the intersection. Touch
the keyhole to unlock the switch. Flip the switch to open the
portcullis. Head N to the door @(33,5), and go through it to
the next level (L4).
LEVEL 4 - KEEP2 - Halls of Vangard Keep
- Start @(31,37)
- Capstan should be facing N.
- Note locations: Starting room is Capstan room. All other rooms/
locations are based on directions from here.
- Teleport room NE (53,16,1), Teleport room balcony NE (53,16,2).
Wizards room SW (12,42,1), Library SW (9,53,1),
Locked room NW (8,15,1).
- From start, head SW to wizard's room. Enter room & get Beacon
a large room.
- Take the 4 charges @(56,60), then head W across bridge to a ledge.
Jump NW to the next ledge.
- Head W, blowing walls @(36,60), @(29,60), @(23,59), and @(21,59).
Jump across the chasm and pick up the charge @(16,62), then jump
back.
- Blow the wall @(15,58), and go through. Go E to end of passage, and
pick up the 3 charges, then return.
- Blow the wall @(15,56) and go through into room. Head N, then E
along long passage, up the stairs & around some curves.
- Blow the wall @(42,52), and head up the hill. Blow the wall at the
top. Head NE, around the E corner, and pick up the 2 charges
@(50,36). Head N and blow out the wall @(49,25).
- Head N to intersection, around (44,12). Go E a short way to another
intersection, around (53,13), and blow the wall @(52,10).
- Head down the hall, and turn E at the intersection. Pick up the
charge @(62,1). Head back W along the hall, and blow the wall
@(41,0).
- Head W along the hall to (31,1), in a dip between 2 hills. Open
the secret door on the S wall by touching it, go in, take the
two charges @(35,5), and return to the hall.
- Head W down the hall, then SW, then W, going past the corner,
until you get to around (1,6).
- Head S, until you reach a lake. Head E, following the edge of the
lake. Blow the wall @(18,22). Continue following the lake edge,
going SE, then S, then SW, then W into a hall.
- Blow the wall @(19,44). Go through the opening, then travel W
to some double doors @(6,36).
- Go through the doors and up the stairs to get to the next level (L16).
LEVEL 16 - CATACOMB - Catacombs
- Start @(60,2)
* Crypt area
- Open door. Go W then S, open gate, and head W to corner.
Open gate @(46,11), enter room, push button in alcove @(40,12),
and walk into alcove @(44,10). In next room, push button, and
take key.
- Exit back to corner. Head S then E to gate @(54,28). Unlock gate
and go through.
* Heroes Key 3 - The 8, and the Avatar's Tomb
- Head W to the corner, N to the next corner, then W to the first N
passage. Enter room to the N and read everything.
- Enter puzzle chamber to the west. To get through, do the following:
@(34,18) push E button.
@(35,19) push N button.
@(35,21) flip switch.
@(33,21) push green button. Push blue button. Wait for block
to finish moving, then push blue button again.
@(31,21) push button.
@(29,18) push button to NW.
@(29,19) look S - push blue button across block, the one on the side
of the alcove.
@(29,18) step into the teleporter.
@(30,14) look NE - push purple button in alcove, the one on the E wall.
Step back quickly, as the block in front of you will try to run you
over.
- Go through passage @(29,14) into sarcophagus room.
deadly puzzle.
- Enter room, and QUICKLY flip all the switches, starting with the
one on the right, and proceeding counter-clockwise. If you do all
9 in order, the water will disappear and the door will re-open.
- Exit the room. Go E then S, and enter the room @(11,23). Take
the water grate key @(7,23), and return to the main corridor (near
the bridge).
* Gate maze - instructions from here to exit will be a little terse.
- Head E, going through locked gate.
- Flip switch @(53,20, then @(48,16). The exit to the maze is in the
E, through a wooden door. Head to S corner, then E, then N to
get through.
- Go through wooden door, and find intersection @(60,9).
* Teleporter & secret door.
- Take SW passage. Press button @(58,12). Head S, W, N, W, & N.
Push button @(46,12). Go S, E, N, W, S, and flip switch @(44,12).
Return to intersection @(60,9).
- Take NW passage.
*
-
Drainage Area
Exit room, go E, then N to locked door @(57,27), and enter room.
Touch hole in floor to enter drainage area.
Go to grate @(37,45), enter grate, get Sludge Key, and return.
Go to grate @(22,59), enter grate, open gate, flip lever, and return.
Go to grate @(25,43), and enter grate.
Go to grate @(25,52), and enter grate.
Go to grate @(19,58), and enter grate.
Red crystal
Exit room to corridor, & head S to corner.
Go E a short way & open doors @(11,36). Enter room.
In SW corner of room, flip switch @(6,55).
Climb stairs in NE corner @(15,40) up to platform. Run & jump
NW to next platform.
Save Game, the next bit can be terminally difficult.
Enter corridor to W, and run S to corner. Move 1 square E.
Avoid moving blocks. When blocks have returned to their starting
positions, walk E into corner to open secret door @(6,47).
Go through secret door, go S to corner, then E across bridge and
through the next doorway.
Go N, flip switch @(15,50) and take red crystal.
Return to generator room, @(31,13).
* Generator activation
- Go E down corridor @(37,14). Touch red pedestal with the red crystal
to put it into place. Return to generator room.
- Go W down corridor @(25,14). Repeat with blue crystal, and return
to generator room.
- Head N. Unlock and go through gate. Unlock switches, then flip
both levers. Return to generator room. There should now be
2 new pillars, one E and one W.
- Timed run. Press button on E pillar, run & press button on W pillar,
then run & flip switch on central pillar. If you were fast enough,
the switch will work, and the generator will come on line. If not,
the switch won't work - try again.
- Head S to (31,27), and turn E. Take elevator up to the next
level (L21), the roof.
LEVEL 21 - RADIANT4 - Citadel Roof
- Exit elevator & go W. Climb stairs and go through doors.
- Kill Anthrax (nice flames)!
- Flip lever @(31,10) to activate shields, and win the game.
LEVEL 22 - ??? - Secret Level
- Just go with the flow.
--------------------------------------------------------------------------SECTION 5 - SOLUTIONS TO SUB-PLOTS/PUZZLES BY LEVEL
LEVEL 1 - GRAYMT_1 - Valley Floor
Gem cave - locked gate. The key is hidden under the dock where
you started, @(8,52).
LEVEL 2 - TROLLCAV - Western Troll Cave
Magic fountain in SW troll chamber. Turn the switch @(9,62) to
raise the stairs in the center of the rooms. Turn the switch
on top of the small building @(7,55). This opens the door to
the magic pool room underneath you.
Overcaverns in central and eastern caves. The access ramp for these
is located in the SW troll chamber, @(11,50). Climb 2 ramps.
From the edge of one dropoff, you should be able to see another
ledge across the passage. Take a running jump to get to the other
side.
Western undercaverns. The exit stairs are located @(15,25). Climb
stairs, turn 180', and take a running jump to the stairs on the
other side to get back to the main level.
Eastern undercaverns. Use the elevator to get out. The switch is
@(33,24), and the platform is @(37,23). You have a few seconds
after turning the switch before the platform starts to move.
Remember to clean out the secret room @(32,23) before leaving.
LEVEL 3 - KEEP1 - Vanguard Keep Dungeon
Getting past the entrance. Method 1: go E on the ledge, open the secret
door, and throw the switches to open the doors and extend the bridge.
Method 2: jump down, rip the grate off one of the floor drains, jump
into the undertunnel, head E to the illusionary wall, and then up to
the upper level.
Jailor's treasure room. Get the brick located @(21,53). Use it to
open the false wall @(7,57).
Prisoner. Get the Cell Control Room Key. Open the cell control room,
and turn off the juice to his cell block. Go back and open the
prisoner's cell.
Keep storeroom. Use the Keep Storeroom Key, located behind the grate
of a drainage hole @(56,54).
Secret rooms. There are two more secret rooms. One is located on the
access ramp between the undertunnel and the upper level, @(14,57).
The other is located in a cell @(24,53)
Main gate - all cell blocks must be armed before main gate can be opened.
Locked gate @(53,40). This gate can only be opened from the east side,
using a switch on that side.
Hidden loft. Push a loose stone in the wall @(41,2) to lower the
alcove. Press the button @(41,10) to raise the stairs leading to
the loft.
Secret areas in library. Push the button @(46,2) to unlock the
bookshelf doors in the library. Secret door 1 is @(56,8), and secret
door 2 is @(56,6). The hidden niche is @(57,2), behind a loose stone
in the wall. Stand on the bookshelf to see into niche.
Cloverleaf corridoors. There are two teleports and a dropshaft here.
The teleports are @(44,20) and (50,14). The dropshaft is in the center.
Jump over the dropshaft to get from one side to the other. If you fall
down the dropshaft, head E to the next room, then either S back
to the cells area, or N through the illusionary wall up to the
library area.
NW hidden room. Press the button hidden behind the fireplace @(17,1).
This opens a panel in the bookshelf @(17,5). Pushing the button behind
the panel opens up a hidden door @(12,11).
LEVEL 4 - KEEP2 - Halls of Vangard Keep
Secret room in NE corner. On L2, enter the room in the NE corner.
Touch the bookcase @(51,2,2) to reveal the elevator. If you
can't pick the locked door to get to the bookcase, get the
Chamberlain's key located in a secret room @(61,44,2).
Teleporter. The switch to activate the teleporter is located on
the balcony above the teleporter room.
LEVEL 5 - KEEP3 - Vangard Keep Tower
NW Corner.
Hidden niche - Jump on ledge @(11,9). Turn & jump N onto next
ledge. This will then drop, revealing secret niche. Or, jump
onto ledge from balcony to the east.
Unreachable passage. Press button @(12,9) to lower platform & reveal
another button. Push that button. Push button @(6,12) and ride
up elevator to passage level.
SW Corner.
Jump on ledge @(11,54). Jump N to next ledge & grab goodies.
Jump down. Press button @(13,56) to lower platform. Open hidden
niche @(11,56).
Push button @(5,48) to lower platform.
Selene. Go to (31,59). You should hear 'the stones cry out' around
here. Go to (34,56) and push button. This reveals stairs @(34,59).
Go down stairs and free Selene.
SE Corner.
Push button @(53,46) to raise a small piece of ledge @(54,50).
Jump onto ledge @(54,50). Jump W to next ledge, and open hidden
niche. Jump S to next ledge, and climb ramp to get to balcony.
NE Corner.
Climb ledges @(49,7). Open secret door @(57,20), and follow passage.
- L12, secret door. The switch on the roof @(27,7,2) opens the
secret door in the SW corner of the SW building.
- L12, armor on top of stepped ledges, @(5,8,2).
Jump up on the boxes N of the ledges. Jump to the highest stack,
closest to the ledge. Jump due S, onto the ledge on the same
level. Jump up ledges to the armor.
- L11 & L13, Founder's stone.
From L11, @(61,1,1), enter the upper founders cave area.
Flip the switch @(1,17,2) to open the gate @(29,29,2).
From (36,37,2), jump S to next ledge.
Turn switch @(35,46,2) to open gate @(26,18,2)
From (34,13,2), jump S to next ledge.
Open secret door and flip lever to open access gate & lower bridge.
Cross bridge @(33,11,2), go through gate, and cross next bridge.
Enter teleporter @(56,10,2) to get to Konan's Sarcophagus. This
takes you to L11 @(29,10,1)
Konan's Sarcophagus is @(29,16,1). Take founder's stone and armor.
The sarcophagus will disappear, an exit will appear @(29,8,1), the
teleporter will de-activate, the access passages and the entrance
room from the mines will fill with dirt, and the secret passage
from (6,5,1) to (0,30,1) will open up.
- L13, secret cache.
From the switch @(1,17,2), jump across the river to the next ledge.
Jump back across the river to the northern ledge. Head N,
and open the secret door @(1,4,2).
- L13, secret cache.
From (36,37,2), jump S to next ledge. Open secret door @(35,48,2).
- L13, Dark dwarf's tunnels.
Go down the elevator @(22,19). Open the first door on the S wall.
This tunnel leads to a magical barrier closing off the dark dwarf
warrens.
LEVEL 14 - CAVES2 - Mantis Caves / Dragonette Entrance
- Dragonette entrance. Use a pick (located on this level) to
collapse the walls @(60,56) and @(59,58). This will completely
block the corner.
LEVEL 15 - CAVES3 - Collapsed Caverns
- None
LEVEL 16 - CATACOMB - The Catacombs
- Locked room @(51,4). Push the button @(50,2) to open door.
- Mandurain the Greedy. Push button @(57,20) to open secret door.
Flip switch @(58,23) to disable traps in his tomb.
- Locked tomb gates @(50,41), (49,35), and (53,35). You need the
Tomb Key @(36,36). To get it, go through the pillars maze.
Push button @(33,29). Go through secret passage, past moving pillars
to room with raised platforms. By jumping, push button on N wall,
then button on W wall, then exit via doorway in S wall. Follow
corridor to treasure room & take key. In room with 3 doors, flip
lever behind N door, moving a wall behind the E door.
Exit via E door after wall stops moving.
- Locked gate @(47,41) - push button @(45,38) to open.
- Spell throwers @(58,33) & (58,55). Push button @(57,44) to open
Cave
Cave
Cave
Cave
Cave
2
3
4
5
6
(30,6)
(58,6)
(47,20)
(31,11)
(8,52)
(14,44)
(15,39)
(36,27)
(41,31)
(8,52)
(15,39)
(26,58)
(35,61)
(13,18)
(49,38)
(41,29)
(58,31)
(54,17)
Cave 7
Cave 8
(55,21)
(41,15)
(44,9)
(48,6)
(21,6)
magical pool
lower entrance
upper entrance
Skull Splitter
(32,19)
(20,2)
(20,4)
(6,15)
(42,34)
(16,18)
(20,4)
(20,2)
(6,15)
(39,53)
Items
(14,13)
(10,8)
(54,60)
(57,45)
Weapons & Armor (59,12)
(61,38)
(28,24)
(39,53)
(6,54) (56,43) (20,59)
???
Contains Droog's contract with the Dark One
Mountain Key
Troll Chambers Key
Droog's Chest Key
Troll Cave Gate Key
Smithy's Ember (amulet)
Dancer's Amulet
Magical Healing Stone
Faerie Dust Pouch
Brede's Katana
Blood Staff
Magic Heavy Crossbow (eastern undercaverns)
(25,57)
(12,39)
(21,1)
Keys
(4,56)
(56,54)
(39,24)
(25,10)
(5,31)
Items
(21,53)
(21,40)
(48,2)
(57,2)
(12,13)
Weapons & Armor (14,60)
(39,23)
(47,31)
(39,1)
(5,31)
(1,4)
(48,10) (59,17)
Jailor's Note
Keep Warden's Note
Cell Control Room Key
Keep Storeroom Key (behind grate)
Keep Armory Key
Warden's Room Key
Portcullis Key (behind painting)
Brick
Prisoner's Cell
Thief's Ring
Spellbook - Slow spell
Book - Annals of a Rogue
Dreamer (staff)
Magical Handgun
Magical Shortsword
Ruck's Armor
Magical Longsword (behind painting)
Shadowblade
(10,35,2)
(32,12,1)
(8,60,3)
(62,47,2)
(11,38,1)
(49,14,2)
Notes
(21,39,1)
(8,60,3)
Weapons & Armor (52,25,1)
(5,27,2)
(60,3,1)
(34,57)
(11,20)
(31,31)
(11,5)
(4,50)
(26,27)
Potions
(12,48)
(50,50)
Books
(42,51)
(18,50)
Keys
(31,39)
Weapons & Armor (57,52)
(61,20)
(31,31)
Misc
(30,47)
(15,30)
(46,30)
(24,41),
(19,52)
(14,48)
(39,34)
Books
(12,17)
Rings
(41,30)
(8,1)
Weapons & Armor (15,20)
(13,11)
(5,49) (27,57)
(40,53) (51,23)
Golem Exhaust Pipe
Boiler Instructions
Automated Defense 1
Automated Defense 2
Crusader's Ring
Ring of Protection
Powder & Shot
(27,57)
(47,4)
Nether Beast Cg (26,52)
Misc
(47,39)
(34,52)
Books
(52,60)
(7,49)
Potions
(21,5)
Keys
(36,37)
(42,62)
Weapons & Armor (20,18)
(11,49)
(30,39)
(12,56)
(6,43)
(31,17)
(2,9)
(1,11)
(31,59)
Books
(3,54)
Keys
(34,3)
Misc
(1,58)
(61,22)
(2,9)
Weapons & Armor (37,19)
(56,51)
Behind cave-in
(51,44)
Rescue Drazil
Ring of Warmth
Herbal Remedy
Herbal Remedy
Acid Rain Spellbook
Lockless Key
Wand of Whispers
Amulet of Vigor
Shovel
Magic 2 Handed Axe
Ripper
Rings
Misc
(30,56,1)
(39,55,2)
(29,16,1)
Weapons & Armor (61,31,1)
(30,15,1)
(30,15,1)
(29,16,1)
Thaumaturge's Ring
Rad. Diamond Amulet
Sarcophagus of Konan
Magical Glaive
Drythen's Shield
Magical Shortsword
Founder's Armor, inside sarcophagus
(45,42,2)
(44,62,3)
(19,49,2)
(10,57,1)
(61,46,2)
(29,33,2)
Elixir of Might
Archers Handbook
Pho Hum's Ring
Wand of Undoing
Shatterstorm
(43,22,1)
(1,4,2)
(22,19,2)
(30,61,1)
(15,46,2)
(3,2,2)
(35,50,2)
Misc
(9,54,1)
Weapons & Armor (32,53,1)
(29,36,2)
(35,50,2)
(51,7,2)
Murky water
(35,48,2) (34,16,2)
To crypts & dark dwarf tunnels
Barrier to dark dwarf warrens
Hidden Paths
Olmar's Ring
Ring of Agility
Wand of Ashes
Magical Short Sword
Magical Battle Mace
Magic Lt Crossbow
Magic Lt Crossbow
(30,3)
(14,44)
(41,2)
(41,2)
Books
(61,61)
Misc
(28,58)
Weapons & Armor (41,2)
(41,2)
(41,2)
Fresh water
(26,31)
Elixir of Grace
Herbal Remedy
A Master Halberdier
Pick
Fang
Magical Glaive
Magical Battle Mace
(60,30)
(52,31)
(37,9) (4,1) (1,11) (3,24) (6,27) (14,27) (24,23)
(26,13)
(40,6)
(36,36)
(53,57)
(4,37)
(9,19)
Rings
(53,45)
(34,2)
Misc
(61,57)
(4,37)
(13,15)
Weapons & Armor (13,15)
Keys
Crypt Key
Tomb Key
Hero Key 1
Hero Key 2
Hero Key 3
Palmea's Ring
Sage's Ring
Radiant Onyx Amulet
Radiant Ruby Amulet
Radiant Sapphire Amulet
Set of Manite Plate Armor
(50,44)
(5,59)
(21,42) Maint Note 1, Maint Note 2, Flood Control
Note, and Requisition Note
(37,17) Old Maint Note 1, Old Maint Note 2, and
Aux Passage Note
Potions
(30,27) Elixir of Might (in slot in wall)
(30,27) Elixir of Fortitude (in slot in wall)
(33,11) Herbal Remedy
Keys
(21,42) Storage Areas Key
(55,52) Old Sewer Bridge Key
(54,38) Flood Control Rm Key
(8,59) Engine Room Key
(38,52) Bridge Key
(29,16) Flooded Area Key 2
(36,18) Old Gates Key
(17,24) Flooded Area Key 1
(7,23) Water Grate Key
Weapons & Armor (19,54) Venom
(40,16) Magical Spear
(26,18) Manite Chain Chest
LEVEL 18 - RADIANT1 - Citadel Lower Level / Entrance
Notes
(44,9)
(22,21)
(10,5)
(12,55)
Books
(54,44)
Potions
(41,12)
Keys
(23,5)
(45,32)
Misc
(57,6)
Weapons & Armor (15,47)
(45,26)
(45,26)
(45,26)
(10,30)
Advisor's Note
Library Scroll
Wizard's Note
Stablemaster's Note
Kitchen Recipes (Demon's cookbook)
Enlightenment Elixir (inside bed)
Stair Gate Key
Chef's Key
Radiant Sceptre
Spore Launcher (sewer level)
Radiant Plate
Manite Great Helm
Magical Longsword
Radiant Bow
(11,54)
(10,51)
(54,9)
(48,60)
(31,24)
(31,24)
(31,24)
Books
(36,11)
Misc
(58,57)
(33,21)
Weapons & Armor (16,7)
(34,22)
(25,9)
(23,9)
(23,13)
(25,13)
Keys
E fountain, ???
Jailer's Key
Ashak's Key, in hanging cage
Sludge Key
Radiant Key 3
Ebony Key
Ivory Key
The Hunters Track, inside secret niche
Hourglass
Demon Amulet
Manite Plate Chest
Manite Great Helm
Radiant Plate Helm
Radiant Plate Boots
Radiant Plate Legs
Radiant Plate Chest
(38,21)
(58,37)
(44,22)
(16,50)
Books
(18,30)
(16,31)
Notes
(44,5)
Keys
(36,4)
(48,9)
(19,4)
(18,30)
(57,37)
(45,37)
(59,8)
Weapons & Armor (38,22)
White Crystal
Blue Crystal
Red Crystal
Guardian's Journal
Maelstrom Spell Book
Shield Instructions
Guardhouse Key
Generator Keyring
Capacitor Key 3
Warped Area Key
Capacitor Key 2
Capacitor Key 1
Round Room Key
Manite Great Helm
- What does the switch @(53,21) do? (down the stairs, near Reaper).
LEVEL 9 - MINES2 - Lower Mine Level
- What is the story with the nether beast?
LEVEL 10 - MINES3 - Eastern Dwarf Mines
- What is this lockless key for?
LEVEL 13 - CAVES1 - Founders Caves
- Is there any way to get into the dark dwarf's warrens?
The magical barrier @(30,61) was supposed to prevents entry/exit.
LEVEL 16 - CATACOMB - The Catacombs
- How do you get into the Skriptor's room @(15,34)?
- Is there any way to open the gate @(47,59), inside
Keldus Magnor's tomb?
LEVEL 18 - RADIANT1 - Citadel Lower Level / Entrance
- Is there any way to get into the small room just west of the
throne room, @(28,7)
LEVEL 19 - RADIANT2 - Citadel Main Level / Dungeon
- The E fountain @(11,54), in the lava room, the one that
doesn't look right, what does it do.
LEVEL 20 - RADIANT3 - Citadel Upper Level / Shield Generator
- What does unlocking the lock @(54,7), in the teleport maze,
actually do? You don't need it to finish the maze or the level.