Object of Quest: Kill Tarjan ( The Mad God from Bard's Tale I )
Overview: You start in the wilderness, in the Adventurers Camp.
From there you need to go into the ruins of Skara Brea and go to the
review board ( see map ). You will be instructed to destroy
a certain nasty character located in the dungeons underneath the Temple.
Comment: The whole purpose of the Skara Brae Dungeons is to develop
the characters into superhuman proportions. There is nothing to be
done here that will solve the main quest. Once the Player party has
destroyed Brilhasti, all mages except Chronomancers become Arch Mages.
My advice is that you do not need a Chronomancer until the first quest
is completed. So it would be to your advantage to keep all mages out
out that class until its time to go on the main quest. This aids in
building Hit and Magic points. When you create your party, you will
need (minimum) 1 rogue and 1 bard. The thief will be needed at the
final battle and the bard is needed for 1 song (Sir Robins). I found
that a Fighter/Paladin is also needed (to become a Geomancer) and that
1 magic user will become a chronomancer. That leaves 2 others with a
slot open for special characters (need to keep that slot open). I made
them Arch Mages. Overall, the party was O.K. but I'd be open to better
suggestions.
Caveat: The information here is accurate for the most part. There
may be something missing, but it will be a minor omission
and not affect the overall play. (ie: missing a darkness area
or a spinner here or there.)
Levels 1 and 2 can be skipped if the player knows the "chaos" password
and the magic users can cast mibl ( else the monsters are too powerful
to survive very long).
Diagram of Wilderness:
2 . . . . . . . . T T T . . . . . . . . Legend:
. . . . . T T T . . T . . . . . T T . . T = Tree
. . . . . . T . . . . . . T . . T 3 T . S = Skara Brae Wall
. . . . . . . . . S S S . . . . T . T . E = Skara Brae Entrance
. . . . . T . . . . E S . . . . . . . . C = Adventurers Camp
. T T . . T T T . S S S . . . . . T T . P = Tavern
. . . . . . . T . . . . . . T T T . . T A = Healing Temple
. . . . . T . . . . . . T . T C . P . .
. . T T . . . T . . . . . . T . . . . . 1 = Twilight Copse
. . . . T . . . . . 6 . . . . . . . . . (Arboria)
. . T T . . . . . . . . . T . . T . . 5 2 = Cold Peak
. S . . T . . . . . . . . T . T . . . . (Gelidia)
. . . T . . . . . . . . . T . . . . . . 3 = Crystal Springs
. T . . . T T T . . . . . . . . T . . . (Lucencia)
. . . . . T 1 . . T . T . . . . . . . . 4 = Old Dwarf Mine
. . . . . T T T . . . . . . . . . . . . (Kinestia)
. . 4 . . T T T . . . T . . . . . . . . 5 = Shadow Rock
. . . . . . . . . . T . . . . . . . . . (Tenebrosia)
. . . . . . . . . . . . . . . . . . 7 . 6 = Vale of Lost Warriors
. . . . . . . . . . T . T . . . . . . . (Tarmitia)
7 = Sulfur Springs
(Malefia)
Each of the numbers above is the spell
casting spot to get to each of the other
worlds. The worlds are numbered in the order you must complete them.
DIAGRAM OF SKARA BRAE:
W W B B W
W B B . . . . B B B B B B . W 1 = MESSAGES
W . . . B B B . . . . . . B . R X = STOREROOM
W . B . W B . . . . W . . . B B = BUILDING
B . . . B B . S . . T B B . B T = TEMPLE(ENTRANCE TO BEGINNER
B B . W . . B . . . . B B . B DUNGEONS)
E 1 . X B . . . . . . B W . W S = STATUE OF TARJAN
B B . W B B B B B B W B B . . B R = REVIEW BOARD
B . . . . . . . . . B . . . . W 2 = ARRIVAL FROM 3
B . . B . B . . . . B . B B . . B 3 = TELEPORT TO 2
B . . . B . B . B B . . B B 2 W W = WALL
B . B . B . . . . W B B W . B E = ENTRANCE
W 1 . B . B . W . . B B 3 W
B W B . B . . . . B W B
B . W . W . . B B W
B . B . . . B W B
B B B B
NAME OF DUNGEON: MAD GOD
LEVEL: 1
1 2 3 4 5 6 7 8 9 10 11 12 13
+--+--+--+--+--+--+--+--+--+--+--+--+--+
1 |** ** | 3 | 1 = stairs up and out.
+ + + + + + + + + + +--+DD+ + 2 = welcome message.
2 |** ** | | | | | 3 = message:
+--+--+ +--+--+ + +--+--+ + + + + "priests seek another
3 | | D D D | D | D | | word"
+ + + + + +--+ +--+ + +DD+--+ + 4 = foul air is coming
4 | TT| | | | | D | | | | from under door.
+ +DD+ +--+ +DD+DD+ +DD+ + + + + 5 = hit point decrease
5 | | D | | | | | | 6 = strange silence ahead
+--+ +--+ + +DD+ + +--+DD+--+--+--+ 7 = quiet(stills bardsong)
6 | D D | | | | DTT D | 8 = stairs down to L2
+DD+ + +dd+ +--+ +--+ + + + + +
7 | | | | | D | D D |
+DD+ +--+ + + +--+DD+--+ +--+--+ +
8 | | D | | | | | | |
+DD+ +--+ + +--+ + + + + + + +
9 | | | | | | 5| | | | |
+DD+ + +--+DD+DD+ + +--+--+DD+--+ +
10 | | | 4| | D D |
+DD+ + + + + + + + +--+ +--+ +
11 | 8| | | | | D | 7| |
+--+DD+--+ +--+--+--+--+ + + + + +
12 | D | D | | | | 6| 2|
+ +--+--+ + +DD+ + + +--+ + + +
13 | D D | D | D | 1|
+--+--+--+--+--+--+--+--+--+--+--+--+--+
LEGEND:
D OR DD = Door
@@ = Spinner
** = Darkness
TT = Trap
< OR > OR /\ OR \/ = ONE WAY WALLS - ALLOWABLE DIRECTION WITH ARROW
1 = stairs up
2 = message of some sort
3 = silence (quiets bardsong)
4 = hits decrease
5 = explosion - one time hit decrease
6 = darkness
7 = darkness and hit decrease
8 = in blood: chaos
9 = hit increase
10 = magic decrease
1 2 3 4 5 6 7 8 9 10
+--+--+--+--+--+--+--+--+--+--+
1 | | | 4 = brilhasti and 4 guards.
+ + + +
2 | 4| | After entering chamber through
+DD+--+ + doors, cast BASP and anything else
3 | . unknown dangers | that will aid in combat.
+ .+ + You must kill guards before they get
4 | . | within 10'. They are nasty. Have
+ .+ + thief hide and sneak up on brilhasti
5 | . | even though spells will kill him.
+ .+ + Best to try both ways at once.
6 | . |
+ .+ + Note: follow left hand wall (dots)
7 | . | to get to brilhasti.
+ .+ +
8 | . |
+ .+ + + + + + + + + +
9 | ........... 3 | 3 = message and anti magic spot.
+--+--+--+--+ +--+--+--+--+--+
10 | |
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+
11 | |
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+
12 | |
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+
13 | |
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+
14 | | note: follow left or right side
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+ walls. a straigt on run up will
15 | | only get your hits and magic
+/\+/\+/\+/\+/\+/\+/\+/\+/\+/\+ taken away.
16 | |
+--+--+--+--+ +--+--+--+--+--+
17 |@@ @@ @@ @@ 2 @@ @@ @@ @@ @@| 2 = message.
+ + + + + + + + + + +
18 |@@ @@ @@ @@ @@ @@ @@|
+ + + + + + + + + + +
19 |@@ @@ @@ @@ @@ @@ @@ @@ @@|
+ + + + + + + + + + +
20 |@@ @@ @@ @@ @@|
+ + + + + + + + + + +
21 | @@ @@ @@ @@ @@ @@|
+ + + + + + + + + + +
22 | 1 @@ @@ @@ @@| 1 = portal up.
+--+--+--+--+--+--+--+--+--+--+
Afterword on this part:
This completes the first quest of your party and begins a new one.
The place you have been directed to by the old man is Arboria. You will
need to have the chronomancer speak with the old man to learn the needed
spells. Even with the spells, once you get to the casting spot and
cast the spell, you will need the decoder wheel to enter the alternate
universe. It would take me a month to enter the codes in a file, so I am
not going to bother. If you do not have a decoder wheel, the game stops
here for you. That is, unless your a champ at unlocking the secrets of
a program by going into the disk.
If you can get into Arboria, complete the quest in that universe, and
get back to the review board, the old man awards everyone 600000 exp.
Now in this game, that isn't really alot, (about 2 to 4 levels?) but
here is a glitch: if you go back outside, conjure up an air wolf or
another creature and put it in slot 1, then go back in again, you will
get another 600000 exp!! This can be done forever, so it kind of makes
the rest of the game pointless. After 20-30 trips and your characters
have enough hits and magic to destroy a world, the only battles you HAVE
to fight are in Malefia ( where Tarjan is ). But you have to solve each
alternate universes quest to get the spells allowing you to get to the
next universe. I would like to know if this glitch is present in any
other version (ibm, c-64, etc) besides the Apple IIe version I used.
IF YOU HAVE ANY QUESTIONS/COMMENTS THAT WILL IMPROVE THIS SPOILER
PLEASE SEND THEM TO ME AT UCAS407 AT UNLVM. THANKS, RICK.
=========================================================================
Arboria
Alternate Universe 1 OF 7
Map of Arboria:
. H . T . T . T . . 1 . 1 = arrival/exit to/from arboria spot
. L . T . . . T . T T T 2 = leaves that let you breath underwater
. . . . . . . T . T 2 . 3 = acorns
T T T . . . . . . T . . V = valarians tower (4 levels)
. . . . . W . W . . . . P = festering pit (2 levels)
. . . . . W E W . . T . E = entrance to ciera brannia
. . . . . W W W . T T . H = hut
. V . . . . . . . . . . L = lake (1 level)
. . . . 3 T T . . P . .
. . . . . . . T . . . .
. . . . . . . . . T T .
. . . . . T T T . . . .
Ciera Brannia
B B B B B B B . B B B B B B
B . . . . . . . . . . . . . . B H = Temple
B . B B B B B B . B B B B B . B K = King
B . B . . . . . . . . . . B . B B = Empty Building
B . B . B B B B K . . . . B . B I = Taverns
B . B . H . . . . . . . . B . B T = Tree
B . B . B . T G . . . . . B . B G = Grove ( king will let you in once
B . B . B . T T . B B B B B . B you have completed his quest )
B . B . B . T T . B . . I B . B W = Wizards Guild
B . B . B . . . . B . . B B . B
B . B . B B W B B B . . B B . B
B . B . . . . . . . . . B B . B
B . B . . . . . . . . . B B . B
B . B I B B B B B B B B B B . B
B . . . . . . . . . . . . . . B
B B B B B B B B B B B B B B
Steps to solving Arboria:
1. Meet Hawkslayer upon entering Arboria, have him join party.
remember the word "iceberg" that he tells you. It will be used later
2. go into town and get gill spell from wizards guild.
3. talk with king who will set you on quest.
4. go out of town and get acorn.
5. go to lake, enter crystal palace and get water of life.
6. go to tower and on level 3 put acorn in hole and water with the
water of life.
7. get nightspear on level 4.
8. exit tower and go to festering pit.
9. use spell apar to get near Tslotha Garnath and kill him.
10. take *everything* laying around, it will be used later.
11. go back to king and get access to grove.
12. enter grove and go to bowl in cavity of valarians chest.
13. put heart of tslotha in bowl and water with water of life.
14. door opens to left and get arrows of life and bow.
15. take items to old man in main universe.
hawkslayer will not teleport with you when you go back, so strip
him of all possesions before leaving.
1. go to outpost and read diary. get name "alendar".
( not really necessary, but the story is fun )
2. go to icekeep and on first level go to northeast corner.
3. cast the following spells to get rid of shimmering curtain:
levi, anma, phdo.
4. enter passage and go to 4th level of white tower. Kill 6 white
wizards and get lens.
5. go back to ice keep ( apar works best to get to passageway )
6. go to southeast corner and cast spells to dispell black wall:
grre, shsp, fear, suel, spbi.
7. go to 4th level and bump off 5 black wizards, get lens.
8. go back to icekeep, northwest corner.
9. cast spells inwo, wihe, fofo, invi to dispell creature.
10. enter grey tower, go to 4th level, and blow away 7 grey wizards.
11. get lens and exit back to ice keep.
12. go to white marble slab and put all 3 lens' into it. Passage will
appear and go down.
13. get wand and sphere on 2nd level of ice dungeon.
14. get back to worn ground and go back to skara brae review board.
note: you do not need to go into the 2nd level of the ice keep.
1 2 3 4 5
+--+--+ +--+--+
1 | | | |
+ +--+ +--+ +
2 | **| 1| | 1 = grey wizards and lens. use apar to get
+--+--+--+ +--+ to the spot 1 north of here.
3 | <
+--+--+ +--+ + 2 = messages
4 | | >MD| |
+--+/\+--+ +--+ note: the level 4 map is not complete and may
5 |DN> 2| | | contain a few errors. The location of the
+--+--+ +--+--+ wizards is correct.
level 4
=========================================================================
LUCENCIA
Alternate Universe 3 OF 7
MAP OF LUCENCIA:
. T T . . . T . 1 . . T 1 = entrance/exit to/from Lucencia
. 2 T 3 . . T . . . . T 2 = dragon mountain
. . . . . . T T T T . T 3 = rose bush
T T T T . T 4 . . . . . 4 = rainbow rose bush
T . . . . . T . W W W . 5 = alliria's tomb
T 5 . . . . . . . E W . 6 = rose bush
T 6 . T . . . . W W W . 7 = rose bush
T T T T . . . . . . . . 8 = rose bush
. . . . . . . T T T T . 9 = cyanis' tower
. . T . . . . . 7 T . .
. . T 8 9 . . . . T . .
. . T T T . . . . . . .
Solution to Lucencia:
1. go to town and be taught devine intervention spell at wizards guild
even the chrono can learn this spell (handy to have later). also
have bard learn new song in bards guild.
2. go to dragon mountain and kill dragon on 2nd level.
3. get crystal key and dragon blood.
4. go to tower and go to third level. DO NOT KILL Cyanis. Use a staff
of Lor OR cast a heal spell on him. If he charges you and tries to
start a combat, run away and reenter the room. Bard song Sir Robin
should be started before entering the room. Get the triangle from
him and exit the tower.
5. collect a rose from all the bushes. To get the rainbow rose, pour
the dragon blood on the bush to cause bush to bloom.
6. with all 5 roses in hand, enter alliria's tomb.
7. get crown of truth and belt. (see maps for solving problems)
8. head back to old man in skara brae.
Map of Celaria Bree:
W W W W W W W W W W W W W W
W . . . . . . . . . . . . . . W w = wall
W . T T T T T I T B T T T T . W t = tree
W . . . . . . . . . . . . . . W
W . T T T T T T T T T T T T . W g = wizards guild
W . . . . . . . . . . . . . . W b = bards guild
W . T T T T T T T T T T T T . W i = tavern
W . T T T T T T T T T T T T . W a = temple
. . . . . . . . . . . . . . . W
W . T T T T T T T T T T T T . W
W . . . . . . . . . . . . . . W
W . T T T G T T T T T T T T . W
W . . . . . . . . . . . . . . W
W . T T T T T A T T T T T T . W
W . . . . . . . . . . . . . . W
W W W W W W W W W W W W W W
=========================================================================
KINESTIA
Alternate Universe 4 OF 7
STEPS TO SOLVING KINESTIA:
1. TELL HAWKSLAYER "ICEBERG" AND HAVE HIM JOIN YOU.
2. GO TO PRIVATES QUARTERS TO GET LEFT KEY.
3. GO TO BARRACKS TO GET RIGHT KEY.
4. GO TO WORKSHOP USE BOTH KEYS TURNING RIGHT KEY 18 TURNS AND LEFT KEY
15 TURNS.
5. GO DOWN TO URMECHS LEVEL 3 (SANCTUM) BUT DO NOT FIGHT OR KILL URMECH.
6. GET HELM AND HAMMER AND GENERATE GEOMANCER.
7. EXIT AND GO BACK TO SKARA BRAE.
mapping symbols:
** = darkness
am = anti magic zone
tt = trap
dd = door
ex = explosion
hu = hit increase
mu = magic increase
hd = hid decrease
md = magic decrease
@@ = spinner
qu = silence (quiets bardsong)
=========================================================================
TENEBROSIA
Alternate Universe 5 OF 7
MAP OF TENEBROSIA (NOWHERE):
. . . . T 1 . . . . . t = tree
. . T . . . . W . W . w = wall
. . . . . T . W E W T e = entrance to black scar
. . 2 . . . . W W W .
T . . . . . . . T T . 1 = entrance/exit to/from Tenebrosia
. . . . . 5 . . . . . 2 = tar pit
. . . . . . . T . . . 3 = dense forest
. 3 . . T . . . T . . 4 = canyon
. . . . . . . 4 . . . 5 = middle of nowhere
. T . T . . . . . . .
. . . . . T . . . . .
Steps to solve Tenebrosia:
Note: A geomancer is *required* in this world. There are two seperate
spots where a wawa spell is needed.
1. go to black scar and get new spells and bard song. any magic user
(chrono and geomancer included) can learn them.
2. go to the tar pit and pick up some tar. you will need a container
so if your bard only has one flask, and doesn't want to throw away
the water, go to a tavern in black scar and get another flask.
3. go to the dense forest and burn a tree to get to the black door.
4. go to the canyon and get the shadow lock.
5. go to the middle of nowhere and use the door and lock. enter and
try to kill sceadu. Be careful, he takes about 8000 hits. and
there is a battle after him. Get all left over objects and leave
world.
Map of Black Scar:
B . B B B B B B B I B B B B B b = building
B . . . . . . . . . . . . . . B i = tavern
B . B B B B B B B B B B B B . B a = temple
B . B . . . . . . . . . . B . B w = wizards guild
B . B . B B B B . B B B . B . B h = bards hall
A . B . B . . . . . . B . B . B t = tree
B . B . B . B B A B . B . B . I
B . B . A . B . . B . I . B . B
B . B . B . H . . W . B . B . B
B . B . B . B . B B . B . B . B
B . I . B . . . . . . B . B . A
B . B . B B B B I B B B . B . B
B . B . . . . . . . . . . B . B
B . B B B B B B B B . B B B . B
B . . . . . . . . . . . . . . T
B B B B B B B B B B B B T B
T T . . . E . . . T T
. . . T T T T T . . . e = entrance/exit
T . T . . T . . . . . t = tree
T . . . . . . T T . . * = black door - burn south tree with tar to
. . . T T T T . . . . get access to this spot.
T T T . T * T . T T T
. . . . T T T . . T .
. T . T . . . . . T .
. . T . . T T T . . .
. T T . . T . . . T T
. . . . . T . . . T .
=========================================================================
Tarmitia ( from the vale of lost warriors )
Alternate Universe 6 OF 7
Notes: BEFORE you complete this worlds quest, make sure that you have
all of the experience levels you want. At the completion of this quest,
the old man will die and that will be the end of advancement. I haven't
tried going to a wizards guild in the other worlds, but maybe they still
will give you levels. In the first part of these notes, I mentioned
the "feature" where if you swap out the 1st character of the party with
a new monster (ie: windwolf, wind dragon, etc) the old man will keep on
giving you hundreds of thousands of experience points. After this
world, that won't happen again. So make sure your powerful enough to
finish this game. I recommend level 60+, arch-mages with 600+ magic and
at least 500+ hits per person. Anything less than a 1000 is risky.
Solution to this world:
Note: you can skip all the other dungeons except berlin and tarmitia.
1. give the names to the ghost head in the berlin dungeon (see map).
-> I don't know if this works since I went the long route to map this.
you may have to start with troy's ghost head question and go from
there in the proper sequence.
2. take on werra and 10 death guards. Tough battle.
3. get shield and head back to old man via skara brae teleport in
northeast corner of tarmitia dungeon.
Symbols common to all maps:
MU = magic increase
MD = magic decrease
HU = hit increase
HD = hit decrease
++ = hit and magic increase
## = hit and magic decrease
** = darkness
QU = silence (quiets bardsong)
@@ = spinner
TT = trap
DD = Door
>, <, /\, \/ = one way walls or doors
1 2 3 4 5 6 7 8 9 10 11 12
+--+--+--+--+--+--+--+--+--+--+--+--+
1 | 1 2 2 3| 1 = arrival from berlin
+--+--+ + + + + + + + +--+--+ ghost head teleport
2 | | | | 2 = messages
+ +DD+--+DD+--+DD+--+DD+--+--+DD+--+ 3 = teleport to Skara Brae
3 | | | | D | | 4 = Werra and 10 guards
+--+DD+--+--+DD+--+DD+--+DD+--+ + + * one tough battle *
4 D@@ |** ** ** ** **| D 5 = shield
+--+--+--+--+--+DD+--+--+--+--+--+DD+
5 | | D | | |
+ + +--+DD+--+--+DD+--+DD+--+ + +
6 D DMD MD| | D D D
+ + +--+--+--+--+--+--+--+--+DD+--+
7 | DMD MD MD| D |
+DD+--+--+--+DD+--+--+--+DD+--+--+DD+
8 | | DMD MD| | @@|
+--+DD+--+--+--+--+DD+--+--+--+ + +
9 D D | | DMD MU 4 MUD
+DD+--+DD+--+--+DD+ + +--+DD+--+--+
10 | D | | | |
+--+ + +--+DD+--+DD+--+ + + + +
11 | 5| |MU MU DHD | |
+ +DD+--+ + +--+ + + + + + +
12 | 4 D |HD HD | |
+--+--+--+--+--+--+--+--+--+--+--+--+
=========================================================================
Malefia
Alternate Universe 7 OF 7
Note: prior to entering this universe, I would suggest stocking up the
bard on spirits, 10 drinks should do. He should have a constant sir
robins song playing. Run at all times until you get to the final
battles. This is to keep your mages fresh for the fight. They will
need to be at 100% magic AND 6 harmonic gems apiece. I think that if
extras can be carried by anyone, gems should be it. Then make sure
every spell caster has 3-4 gems before each of the final battles.
there are a total of 3 battles with the last a double battle.
Also, remember to pick ap all the items you have been sent on quests
for in the storage room at the entrance to Skara Brae. The old man
left them there before he died.
Steps to solve this universe:
1. go to each of the 6 statues on the first 3 levels and use items listed
on map of level. this allows door on level 3 to go from faint outline
to a usable door.
2. through the door is the first major battle. * piece o' cake *
3. go to just before door of next battle and save game.
4. Backup disk here if your system trashes disk when characters die.
5. fight battle - warning - vortexes are magic resistant and if they get
close enough are deadly. an eama spell will swallow warriors.
6. save game just before final battle and backup disk.
7. cast wawa spell to get at center square of level 4.
the final battle is 2 seperate battles.
the key to beating tarjan is to have your thief sneak up to him and
stab in back. To keep tarjan from making your life tough, you need
to cast a >successful< prec spell. 2 diva spells are also helpful.
the rest is up to you.
8. sit back and read the accolades heaped upon you.
Symbols used:
MU MD = magic increase or decrease
HU HD = hit increase or decrease
++ = both hit and magic increase
%% = both hit and magic decrease
@@ = spinner
** = darkness
EX = explosion
QU = silence (quiets bardsong)
ZZ = invisible wall
DD = door
PU PD = portal up or down
PP = both portal up and down
UP = stairs up
DN = stairs down
SS = both up and down stairs
> < /\ \/ = one way walls
1 = worn ground
2 = hawkslayers body (get the nightspear from him)
3 = teleport to level 3 item 1
4 = arrival from level 3 item 2
5 = arrival from level 2 item 4
6 = alliria's statue. use belt to melt statue.
7 = teleport to level 3 item 6
8 = arrival from level 3 item 7 and portal down
9 = teleport to level 2 item 6
NAME OF DUNGEON: malefia
LEVEL: 2
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
1 | | | PU|PU |PU | |
+ + + + + + +DD+--+--+--+ + + +--+DD+DD+--+DD+--+ + +DD+
2 | | D | | D | | D D | | |
+ + + +--+ + + + + +--+--+--+--+--+--+--+--+--+DD+--+--+DD+
3 | D D | | |PD |
+--+--+--+DD+--+--+--+DD+--+DD+--+--+--+DD+--+--+--+DD+--+--+--+DD+
4 | |PU PD| D | D D | | |
+ +--+--+--+--+--+--+--+ + +--+--+--+DD+--+--+--+DD+ + + + +
5 | | PU| D | D | |
+DD+DD+--+--+ + + + +DD+--+--+--+--+--+DD+--+ + +--+--+--+--+
6 |PDD D | | | D D | |PD | 2 |
+DD+ +--+--+DD+DD+--+--+DD+--+ + + + + + + + +--+--+DD+--+
7 | | | PD| | | | | | | D |
+ +DD+--+ + +--+--+--+--+--+--+ + + + + + + + + +--+DD+
8 | | | |PU | | | | | | D |
+ +--+ +DD+ + + + + + + +--+--+--+ +--+--+--+ +--+--+DD+
9 | | | | | > < D D D |
+ + + + +--+--+--+--+ + + +--+--+--+ +--+--+--+--+--+--+ +
10 | | D | 1 | | | | | |PU|
+--+--+DD+--+--+--+--+--+--+--+--+ +--+ + + +--+--+DD+--+DD+--+
11 |PP| D D |PU| | | | | DPUD D D |
+--+ + + + + + +--+DD+--+ + +DD+ + +--+--+DD+DD+--+ + +
12 |UP | | | | | |PD | | PU|
+ + +--+--+--+--+--+--+DD+DD+ +--+--+--+DD+--+--+--+--+--+--+--+
13 | D D | D D | | D | | UP|
+ + +--+DD+--+DD+DD+ +DD+--+DD+ + +--+--+--+--+DD+--+DD+--+ +
14 | D D D | | | |PU| D | | |
+ + +DD+--+DD+--+ +--+--+--+ + + +--+--+ + +DD+--+ +DD+DD+
15 | | | D | | | D | | | | |PD| |
+ +--+ +DD+--+DD+ +--+DD+--+DD+--+--+ + + + + +DD+--+ + +
16 | D D | | |PU| | D D |
+ + +--+DD+ +DD+ +--+--+--+ + + +--+ + +--+--+--+--+--+--+
17 | D | D | | PD | |
+--+--+--+ +--+--+ + + + + + + + + + +--+ + +--+--+--+
18 | D | D | D | | | | | | | PD|
+DD+--+ +--+DD+DD+DD+--+DD+DD+--+--+--+--+DD+--+DD+DD+--+DD+--+--+
19 | | PDD D D | D
+DD+--+--+--+--+--+DD+--+DD+--+ + +--+ +--+--+DD+--+--+ + +DD+
20 | | PU | | | | |PD| | D D | | | |
+--+DD+ +--+ + + +--+ + +--+--+DD+--+DD+--+ +DD+--+--+DD+--+
21 | | | | | | D | | |
+--+DD+--+DD+--+ + +--+--+ + + + + + +--+--+ + + + +--+
22 5 3 | | D | 6 4
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
1 = lanatir's statue. use sphere to melt.
2 = valarian's statue. use bow to melt.
3 = arrival from level 3 item 4.
4 = teleport to level 1 item 5
5 = teleport to level 3 item 11
6 = arrival from level 1 item 9
NAME OF DUNGEON: Malefia
LEVEL: 3
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
+--+--+--+--+--+/\+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+
1 | | | D | | | | | 6|
+ + +--+ + +DD+--+DD+--+--+DD+ + +DD+--+--+--+DD+DD+DD+ + +
2 | D D D | | D | | 3 | | | |
+ + +--+--+--+--+--+DD+--+ + + + + + +--+--+--+DD+--+DD+--+
3 | | | | | | | | | PUD D D |
+ + +DD+--+ +--+ + + +--+DD+--+--+--+--+ + +DD+--+ +DD+ +
4 | D | PU | | 7 D | D | |
+--+--+ + +DD+--+DD+--+--+--+--+--+--+ + +--+--+--+--+--+ + +
5 | | | D | D | | | D |
+ + + + + + +--+DD+--+DD+DD+ + +--+--+DD+ + + + +DD+--+
6 |PU D | D D D D | | D |PU| D | |
+--+--+--+--+--+--+--+--+DD+--+DD+ + + + +--+--+--+ + + + +
7 | | PU| | | D D | D |
+ + +--+ + + + +--+--+--+--+--+--+--+--+ + + +--+--+ + +
8 | D D | | | | | |
+ + +--+--+ + + + +--+--+--+--+--+--+ +--+--+ +DD+DD+DD+--+
9 | | | | | | | | | | D |
+--+DD+ + +--+--+--+ + +--+--+--+--+ + + + +DD+--+DD+ + +
10 | | | | | | | | | D | | |
+ + +--+DD+--+ + + + + +--+--+ + + + + + +--+--+--+--+
11 PU D D D | | | |13 14| | | | |
+--+--+--+--+--+--+--+ + + +DD+--+ + + +--+--+--+--+--+--+--+
12 | | | | | | | | | |PU | |
+ + +--+DD+ + + + + +DD+--+--+--+ + +--+DD+DD+DD+--+--+ -+
13 | D D | | | | | D | |
+--+--+DD+--+DD+--+ + +--+DD+--+--+--+--+ + +--+--+--+--+DD+ +
14 | | | | | 12 | | | | |
+ + +--+--+ + + +--+--+--+--+XX+--+--+--+ +--+--+DD+--+--+ +
15 | | | | D | 8| | | D |PU |
+DD+--+DD+--+ + +DD+--+DD+DD+ + +DD+ + +--+--+--+--+--+--+--+
16 | D D D D | | Z | D | D |
+--+--+--+DD+DD+--+--+DD+--+--+--+ +--+--+--+ + +--+ + +--+--+
17 | | | | D |PU| 9 | D |
+DD+--+--+ +\/+\/+--+--+DD+--+DD+ + + + + + + + +--+ + +
18 | D D D > < | | | | D PU|
+--+DD+DD+--+ + + + +DD+--+ +--+--+--+--+--+--+ + +--+--+--+
19 | | > PU< D | | | D | D |
+ + +--+DD+/\+/\+ +--+--+DD+--+--+DD+DD+--+ +--+ + + + +--+
20 | D D D D | DPU| | | | D 5|
+--+--+DD+--+DD+DD+--+DD+--+--+--+DD+--+ + +--+--+--+--+--+--+--+
21 | | | | D | | D | |
+--+ + +--+\/+--+--+DD+DD+--+ + + +--+ + + +--+DD+--+DD+--+
22 2 1 | | | | D D |11 10
+--+--+--+--+--+/\+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+
1 = arrival from level 1 item 3
2 = teleport to level 1 item 4
3 = Sceadu's statue. use cloak to melt.
4 = Teleport to level 2 item 3
5 = Ferofist's statue. use helm to melt.
6 = arrival from level 1 item 7
7 = teleport to level 1 item 8
8 = faint outline of door on wall that will become a door when all 6
statues are melted.
9 = werra's statue. use shield.
10 = teleport to level 2 item 3.
11 = arrival from level 2 item 5.
12 = first major battle.
13 = second major battle.
14 = teleport to level 4 item 1
NAME OF DUNGEON: Malefia
LEVEL: 4