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- You've trudged all over Cawdor until your boots are worn thin and
- your modem is overheated. And still you're stumped by the fiendishly
- clever, diabolically intricate, and self-promoting puzzles I wrote for
- this game. Have no fear, for here in your hands is a walk-through to
- solve the game as quickly as possible.
- This walk-through is written room by room, to allow you to look up the
- solution you need without any further help. But be warned: this is a
- thorough walk-through, and careless reading may eliminate some of
- the fun of Cawdor.
- CHARACTER GENERATION:
- So you've just created your character. A word of advice. At the low
- levels of the dungeons, the most valuable statistics are initiative
- (do it to them before they do it to you) and strength (do it to them
- harder than they do it to you). For spellcasters (I know everyone in
- Cawdor gets spells sooner or later, but for this walkthrough I mean
- Thieves, Clerics, and Wizards) initiative should be raised quickly.
- For fighters (everybody else) strength is probably best.
- What guild should you play? That is answered elsewhere. What species
- should you play? That, too, is answered elsewhere. But in general
- ask yourself the question: what good is a strong Wizard? At higher
- levels your troll Wizard might be the strongest Wizard on the block
- but wish she was a tad quicker, like a gremlin. However, even a
- troll Wizard will start with extra strength at low levels, keeping
- her valuable even when she runs out of mana. I personally prefer to
- play a character who will be more valuable at high level, and hope I
- survive long enough to enjoy those benefits. Sometimes I do.
- Finally, what do you do when you go up levels? I recommend not
- spending all your points at once, especially your spell points. Woe
- befalls the character who puts too many spell levels into a high cost
- spell and suddenly learns that he cannot cast even one of them at his
- current level of mana! Take a little longer to increase your spells
- one or two points at a time, enter the dungeon, and check the casting
- costs. Also, you never can tell when you might suddenly learn a
- valuable new spell or skill and wish you had more points left from
- the last level. Think of character improvement as a game within a
- game.
- NOTE TO SCOTT/GANO: I can include a casting cost/level table here and
- slightly rewrite the above paragraph if you think it is valuable.
- SHOPPING:
- Items in Cawdor are essential to win the game. But keep in mind that
- some bulky armor may slow you down. A Wizard without mana is a Wizard
- without spells. So always make sure that you have plenty of mana
- recharging and healing potions available. On the other hand, some
- items are too expensive for you. It does no good to spend big bucks
- for a potion that will restore 800 hit points when 52 points of damage
- will kill you.
- I recommend buying the best shield and helmet you can afford as soon
- as possible, regardless of the character class. The lower level
- battles have less magic and they can provide good protection. Next,
- I buy better weapons and armor. But my rule of thumb is: if I can
- adjust my money to upgrade two items instead of one, then I do so.
- When your character learns combat skills, then buy an item that will
- work with that skill.
- Those of you with a streak of major generalship about you (solving
- problems quadratical) will get the sales price on the items you
- intend to replacing before checking the purchase price on what you
- can afford. Then sell what you must sell before buying. And stock
- up on spare potions with any excess change. The truly avaricious
- will pick up all loose booty in the Ruins because they can all be
- sold at Scrapiron Sam's.
- Cawdor is a friendly game and the truly important magic items will
- neither be sellable nor tradeable. And as your character gains
- levels you will learn that the best equipment is found by clashes
- at arms, not caches of cash. Although there are one or two items
- at Scrapiron's that are worth their weight in gold.
- NOTE TO SCOTT/GANO: I can include an item cost list here if you
- think it is valuable.
- THE FOYER OF CAWDOR:
- The first thing you should do every time you enter the Foyer is
- look at your character. Did you buy a new bow? It won't do you a
- lot of good sitting in your backpack! So equip your character.
- There are three main things to do in the Foyer. First of all, around
- the edges of the main paths you can find some of the wimpiest
- critters ever to bother a Barbarian. But even those battles may
- prove too dangerous for a low level character who forgot to put on
- her shield and helmet. Secondly, repeated entrance into the Runed
- Fountain will cause the Rune MerWizard who lives there to teach your
- character the Rune Reading skill. Once you've learned that skill,
- continued entrances into the fountain will likely kill your
- character. Finally, the Foyer serves as a place to form parties and
- go exploring, at least on this level.
- Once you have the Foyer fully mapped you will know the quick paths
- to the other rooms without being bothered by the small diseased
- creatures that inhabit the Foyer. Once you have learned the Shield
- spell you will be able to climb the stairs on the south wall quite
- near the main entrance to explore the higher, more difficult levels
- of Cawdor.
- There are two rooms that are "safe" to visit first: The Stables and
- The Runed Room. The Stables are accessed from the eastern side of
- the south wall. The Runed Room is through the hallway on the
- southern side of the east wall. Then there are the six "guild"
- rooms, once for each Cawdor guild. I recommend you enter your
- guild room first, because the rewards for each guild are highest
- in their native guild room. But it's always safer to be in a
- party, even if you have to go into your guild room later. There's
- nothing like having a nice well-armored hunk to hide behind!
- Throughout this manual I will refer to battles. These will be "set"
- battles, battles that will recur every time you enter that room.
- They occur at good spots for lairs. Every set battle in Cawdor is
- associated with a text message saying something about the battle, so
- it will be easy to distinguish a set battle from a wandering monster.
- THE STABLES OF CAWDOR:
- There are more relatively small mildly diseased creatures in the
- stables. No, I don't mean your characters! However, of greatest
- value is the smith, Braddock. If you walk through the wall (it's a
- hidden swiveling door) into his smithy area, collect the right tools,
- and also have the right raw materials, he will make you anything.
- What good is anything? Well, do you want to win the game?
- This is a major spoiler: you have been warned. If you take the saw
- upstairs to the Conservatory (and that's quite a way up), and use the
- saw on the nastiest most intoxicating plants in the Conservatory, you
- will obtain a shrubbery. Take the shrubbery and the carding brush to
- Braddock and he will give you rope! Wander around until you have
- three horseshoes and the tongs. Take three horseshoes, tongs, and
- rope to Braddock and he'll make you a grappling hook. Take the
- grappling hook and a file to Braddock and he'll give you a sharp
- grappling hook. What good is a sharp grappling hook? Wait until you
- get into the Nasty Little Maze. You will find out.
- There are some minor battles in some of the stalls in the Stables,
- but except for a few experience points they are not critical.
- THE RUNED ROOM:
- Galatea has left you a series of messages obscured from her sisters
- in the Runed Room. Use of the Rune Reading skill will give you at
- least the first level of decryption on these messages.
- These messages are all in quatrain form, four lines to a verse. And
- each message begins with a letter and a colon (A:) to better assist
- you in putting them together.
- That doesn't sound like much fun, does it? You just have to get
- enough experience, boost your Rune Reading skill, and you'll be
- able to decipher everything! Well, Cawdor is a value added game.
- Besides, these messages are very secret indeed, kept thoroughly hidden
- from Cassandra and Deirdre. So they are scrambled as well as
- hidden through runes. The easiest verses are identified by letters
- near the beginning of the alphabet. They may have each word
- an anagram of what they should be. The harder verses make anagrams of
- each line, with spacing and word length visible. Still harder
- verses may make an anagram of the entire verse. And the hardest
- verses of all require you to complete a substitution cipher (that's
- Rune Reading without the skill) and unscramble them!
- Does this sound like too much work? Take heart, for these verses
- are just hints. They are not required to complete the game, although
- they may save you some time. And you can always use Alcuin's Cap to
- decipher the runes. But be careful: Alcuin's Cap has only so many
- charges before it goes away!
- NOTE TO SCOTT/GANO: I can include a complete translation here or
- at the end of the manual.
- At the end of the Runed Room, on the southern part of the the east
- wall, you will find locked doors. They will never open for you until
- you defeat Macbeth's ghost in The Aerie. That will scare the sisters
- and they will flee through those doors, down the stairs, and into the
- Bestiary. If you haven't defeated Macbeth, ignore those doors.
- The inhabitants of the Runed Room are somewhat tougher than those
- in the Foyer or Stables. Some of them are characters and may even
- use spells against you. The Runed Room is a good place to gain some
- experience as well as knowledge. You will probably want to be at
- least sixth level before tackling the rest of the first floor.
- THE GUILD ROOMS:
- In all the guild rooms when you complete the last of the six
- guild rooms (usually by meeting Galatea) you will be taught the
- Shield spell, which is essential to gain the higher levels.
- There is no preferred order to the first floor guild rooms.
- However, the rewards for each character are generally highest
- in that character's guild's room, so there is some small
- benefit from completing that room first.
- THE SKULKATORIUM:
- This room is designed for Thieves. If you don't have a Thief, or
- the items that emulate thievish abilities (crystal ball, skeleton
- key ring) then you will not be able to finish this room. In fact,
- if you don't have a Thief, or someone who has been here already,
- you won't even be able to enter this room!
- In a nutshell, there are many locked doors here, many secret doors
- here, and a few locked secret doors. If you assiduously practise
- your command of these skills, you will eventually be able to map the
- entire rooms and meet Galatea. She rewards Thieves with the Reverie
- skill. Non-Thieves receive a Binding Talisman. Talismans will help
- your combat abilities if you put them outside your character's feet.
- The Binding Talisman also has the skill of Binding, which can heal
- you or a comrade during combat.
- There are hints to be had by encountering the inhabitants of the
- Skulkatorium. Of course, those same hints, more plainly spoken, can
- be found in this manual. There is also the Thievish Hall of Fame.
- Some people find it amusing. There is also one of the many dragon
- jokes to be heard. Remember the old adage: laugh, and the wyrm
- laughs with you. Cry, and you're toast.
- THE TROPHY ROOM:
- This is the room for Rangers. You complete it by finding and
- defeating several monsters in one fell swoop. In order to do that,
- your Ranger must use the Tracking skill to surprise many of the foes
- before they run away. Again, items such as the Hawk's Eye can be
- purchased to compensate for a shortage of Rangers.
- There are six main tracking areas. They are in the bottom right
- corner, the middle of the bottom wall, the southern part of the
- western wall heading diagonally northeast, the top left corner, the
- bottom of the middle room on the top, and the top left corner of the
- large room in the middle of the Trophy Room. Defeat all six battles
- and enter the horseshoe shaped area in the center room and Galatea
- will reward you. Rangers receive the Binding skill. Everyone else
- receives a Trance Talisman. That Talisman can be used to restore
- mana or to improve your skills by equipping it outside your feet.
- Another dragon joke can be heard here. At least you won't be caught
- unawares.
- THE THAUMATURGIUM:
- The is the guild room for Wizards. Wizards can learn the Reverie
- skill here. Wizards will learn the Detect skill here. And everyone
- can learn the Resist Spell here. Everyone else can pick up a good
- chunk of cash. The biggest chunk of cash is the large letter of
- credit. If you earn it once, you had best leave the room immediately
- to cash it in, or that darned dragon may lift it from you.
- How do you solve this room? Simply solve the old Wizard's riddle
- (widow's shins) and going widdershins (counterclockwise) at every
- opportunity. That means every opportunity, including after the
- teleports. When you get close to retracing your steps, use the
- newly earned Detect skill, or an item such as the Crystal Ball, to
- find the doors to complete the room. If you walk from beginning
- to end always choosing a counterclockwise direction, and then walk
- all the way out again, you will receive all your rewards. Walking
- out isn't so hard, since a convenient door to the north provides
- a major shortcut. Of course, the denizens of the Thaumaturgium
- may have a comment or two about your passage....
- THE CHIVALROUS ROOM
- This is the room for Knights, and as you might expect, it is through
- passage of arms that you must complete this room. Knights who enter
- here will be taught the Deflect Magic skill. Anyone who completes
- this room will be taught the Teleport spell.
- There are numerous battles here. They can be fought in any order,
- except that the battle in the room in the bottom right corner, must
- be fought last in order to receive the greatest rewards. And you
- will have an easier time of it in that room if you use a lockpick or
- skeleton keyring to open the door quietly. This door in can be
- opened by any character using any lockpick.
- There is some gold to be found, if you are good at detecting hidden
- things, in the commander's bath room. That's the smallish room near
- the top, second from the left. Some people will be amused by the
- messages if they try to take a bath in the room in the upper right.
- There's no accounting for taste.
- SANCTUM SANCTORUM
- This is the room for Clerics. And be warned: unless you have a Cleric
- with you, along with the Dissipate spell that works so well against
- undead, this room will be difficult indeed to survive.
- Clerics in this room will be taught the Hail spell. Clerics who
- complete this room and walk out will learn the Binding skill. Anyone
- who completes this room and meets Galatea will be taught the Heal
- spell. Meeting Galatea takes place in a room that runs perpendicular
- from the left wall about halfway up. The door to that room is in its
- south wall, and like the chivalrous room, this door can be opened
- quietly by any character using a lockpick.
- The fixed battles are in the upper right corner room, in the upper
- left area, in the lower right corner, in the two passages leading
- east and west in the bottom half of the center section, and in the
- corridor leading towards Galatea.
- There are two prizes to be found here. The gold is found in the
- absolute top left corner. The more valuable is found along the
- bottom wall four squares from the left. Using the Detect skill or
- True Seeing spell there, or any item that grants those abilities,
- will uncover the Gaelic Garlic. This pungent bud is very useful
- against undead, and can be helpful even to characters capable of
- surviving two or three floors higher.
- UNCIVILIZATION:
- This is the Barbarian's room. As you might expect, it's a silly
- place, filled with noise and combats. Barbarians who complete this
- room will learn the Stamina skill when they visit Galatea in the far
- upper right corner. The battles that must be fought to earn those
- rewards are along the top wall near the middle, in the center of the
- huge battleground directly in front of the entrance to the
- battleground, near the center but a little to the upper left, just up
- from the bottom a little left of center, in the bottom right room,
- and along the right wall near the top. All characters can earn small
- letters of credit (Barbarians can't count high enough for larger
- letters of credit) if they meet up with Galatea. Some of the best
- magic items on the first floor can be won as booty here. Of course,
- their owners may have something to say about that!
- Also here is the quest for the Doormat. If you find the Doormat (in
- the upper left corner of the room) by using the Detect or some such
- skill or spell, and return it to the gnome Barbarian at the entrance,
- you will have made a friend for life. Not only will you get rewards
- here, but later on he will help you once again. However, since
- you're reading these hints you don't really need his help, although
- the Volley Scroll and experience points are both quite nice, really.
- THE GALLERY:
- This is the first of the third level (second floor) rooms. Things
- are tougher up here, and although rewards such as spells and skills
- will be increasingly rare the higher you climb, Galatea begins by
- giving Thieves the Archery skill, Barbarians the Martial Arts skill,
- Clerics the Staff skill, Knights and Wizards the Bard skill, and
- Rangers the Furtiveness skill.
- The main focus of this room is to fight Fleance's ghost, which will
- earn you the Crown of Crimson. If you win, keep the Crown; you'll be
- glad you did. Unfortunately, you cannot enter Fleance's lair from
- this room. You must either proceed north into the Pantry, or west
- into the Brewery. If you go west, you will eventually be able to go
- south from the Pantry into Fleance's lair. If you go north, you will
- eventually be able to go east into Fleance's lair from the Brewery.
- In order to enter the Pantry you must either be led by a party leader
- who has already been in the Pantry, or have a Thief and a Ranger in
- the party (panTRy). In order to enter the Brewery you must either
- follow a party led by someone who has already been in the Brewery, or
- have two of the three acronymic guilds (Barbarian, Wizard, Ranger) in
- your party. This pattern of needing to form and reform parties will
- continue for the next two flights up.
- Fleance himself will be the toughest monster you have faced, so far,
- and he will be even tougher if you do not move very quietly and
- use an adequately high Tracking skill. After you kill Fleance you
- will receive the Crown of Crimson, which will be very useful soon.
- You will also be able to climb the stairs up to the next level.
- The central part of the gallery contains many messages about artwork
- that some people of low birth may find amusing.
- THE PANTRY:
- The Pantry is filled with foodstuffs. There are many vicious battles
- here. As in many of the rooms on the next level down, if you defeat
- all seven foes in one sitting, you will earn the Crack of Doom. The
- Crack of Doom is tremendously useful, at least against Fleance, and
- well worth the effort. If you have a high enough Detect skill, or
- some other magical equivalent, in the room in the upper right corner,
- the wine cellar, you will be able to find a dragon flagon. It will
- be a long time before you find another, so use it wisely.
- Obvious doors on the south and west walls lead back to the Gallery or
- over to the Lesser Hall, respectively. A well hidden locked and
- secret door on the south wall some three squares to the west of the
- obvious door will lead you into Fleance's lair. Be ready to rumble
- if you go down there!
- THE LESSER HALL:
- You can leave the Lesser Hall south into the Brewery or east into
- the Pantry. The Lesser Hall does not hold lesser foes, by any
- means. In the center of the major hall, on the altar, will be a
- foe tougher than any on this level save Fleance himself. There
- will be piles of regenerating skeletons. There are hidden
- doors and locked doors and, oh gosh, this just ain't a fun place.
- But it does work well for softening you up before fighting Fleance.
- If you like combat, you'll like The Lesser Hall. If you don't like
- combat, what are you doing in Cawdor? I originally programmed a room
- where great lords and ladies paraded in a stately gavotte, where the
- champagne was always chilled and the meat was never moldy. But that
- idea was struck down unanimously by our crack testing unit.
- So keep your weapons ready and your potions well at hand.
- THE BREWERY:
- This is more my kind of place. Here in the brewery the ales are
- all real and the lagers don't wear plaid shirts (sorry).
- Of course, you focused hint seeking dungeoneers want to know how to
- enter Fleance's lair back in the Gallery. Well, if you've defeated
- all the foes in The Lesser Hall, or if you've wandered around and
- defeated all the foes here in the Brewery, then when you go into the
- top row three squares from the right, lo and behold! You'll be able
- to enter Fleance's lair to the east.
- In order to defeat all the monsters that live here, you must first
- learn how to enter The Raging Boar Inn, one of the pubs that can be
- found inside Cawdor Keep. I say it is a civilised dungeon that has a
- choice of pubs within its walls. But I digress. In order to enter
- the Raging Boar Inn you must first find the tracks that show you
- where the secret door is. The top leftmost vat can be entered from
- the east if you track something up to it and then use an adequately
- powerful Detect skill, True Seeing spell, or some item that grants
- either of those two. The entire left wall, top to bottom, conceals
- the Raging Boar Inn.
- The other very useful item that can be obtained in the southernmost
- portion of the Inn is the Milk of Human Kindness. Speak to the
- dairy man, buy a great letter of credit, and bring it back here to
- him (I know that that can be painful, dangerous, and time consuming)
- and he will sell you the milk. It is the second most powerful healing
- item in the game, more powerful than any of your spells, and it will
- heal everyone in the party during combat. You can only have one at
- a time, but it's worth remembering; this is, in the game designer's
- humble opinion, the most cost effective item you can buy in the
- game. Of course, getting here is not easy.
- THE BALLROOM:
- The Ballroom is filled with a large central area for dancing, and many
- private rooms, boxes, or alcoves surrounding it.
- Your first time in here Galatea will reward you. Wizards and Thieves
- learn the Deflect Magic skill. Barbarians learn the Binding skill.
- Clerics learn the Deep Trance skill. Knights and Rangers learn the
- Athletics skill. Everyone who has both learned the Rune Reading skill
- and fully explored the Runed Room will be given a large experience
- point reward as well. Everyone is told about the Library, a room on
- this level, and about Malcolm's Ghost, who will be slightly tougher
- to defeat. Finally, everyone who has not done so will learn the
- Blast spell.
- You will not be able to ascend to higher levels until you have defeated
- Malcolm's Ghost, either by yourself or in a party.
- To enter the Library for the first time, at least from this direction,
- you must be in a party with a Barbarian and a Ranger, or be following
- a party leader who has already entered the Library. To enter the
- Music Room you must have a Magic User (Wizard) and a Cleric in your
- party, or be following someone who has already entered the Music Room.
- There are seven main battles in the Ballroom. If you successfully
- conclude all seven without dying or being forced to leave, and then
- enter the site of any of the seven a second time, Galatea can return
- to you once more. If she comes back she will heal you, give you an
- experience point reward, and give you Mannanan Mac Lir's ring, which
- will prove useful in the Library.
- Shakespeare fans might enjoy meeting Hamlet's Father (the ghost) and
- Yorick (the skeleton) in the Ballroom.
- THE MUSIC ROOM:
- You can leave the Music Room to the Cloak Room to the north if your
- party has a Cleric and a Knight in it, or if your party leader has
- already been in the Cloak Room. You can also return to the Ballroom.
- The major battle on this level is Malcolm's ghost. He is found
- behind a locked door on the upper right side of the large central
- room. If the party leader has the Crown of Crimson when you rush
- through that locked door you will have a much easier time defeating
- Malcolm's ghost. If you defeat him, you will find the Orange Banner
- very useful against Banquo's Ghost.
- The second major battle in the Music Room is to
- the north through the door that mirrors Malcolm's on the upper left
- side of the large central room. If you have an adequate Tracking
- skill, and use it just through those doors, you will find that
- battle much easier to survive. If you survive that battle, in the
- corner at the end of this room you can encounter Mannanan Mac Lir,
- the Celtic god of the sea. He is willing to assist you only if you
- can prove your mettle by solving his riddle. The riddle is solved
- in The Library.
- None of the other battles in here is critical, although they pay well
- and will help you gain some good aerobic exercise, if you survive.
- But if you use a high enough Detect skill on the pipe organ against
- the northern wall, you will get some good news and some bad news. The
- good news is you will find (once, and once only) some Succubus Pipes,
- which will enable you to cast the Control spell, so long as they have
- charges remaining. The bad news is that you will be poisoned by
- a spider's bite. So it is wise to have some ability to cure poison
- before digging in a spider's nest.
- THE CLOAK ROOM:
- The Cloak Room is the hangout for the Thieves in Cawdor, and by that
- I mean the bad guys, the Thieves who are cooperating with the Wyrd
- Sisters. They know you're coming, but they don't know who you are
- or what you look like (no survivors is a big help there) so you can
- go through here safely.
- You can leave the Cloak Room to the south to enter the Music Room if
- you have already been in the Music Room or if your party contains
- both a Wizard and a Cleric. You can leave to the East to enter the
- Library if your party leader has already been in the Library or if
- your party contains both a Barbarian and a Ranger.
- As you would expect of a thievish room, there are secret doors,
- locked doors, and locked secret doors. As you might not expect,
- these doors are just a tad tougher, and you may find your wooden
- lockpick inadequate to the task of getting them open. The main
- thievish hangout is in the pub, 'The Cat Dragged Inn.' But nobody's
- likely to buy any strangers any drinks there. The back room of
- the Inn is where the top Thieves are meeting.
- You don't have to fight the master Thieves. You can win the game
- quite easily without fighting them, and no future puzzles depend on
- anything you earn in the Cloak Room. You can wander around and
- eavesdrop on many useful hints here and there. Since I will tell you
- everything you really need to know here, you don't have to do all
- that. However, if you want to finish every quest in Cawdor, be sure
- to move quietly and track frequently, because there are many ambushes
- here. If you do successfully defeat all the Thieves, and manage to
- enter their well warded closet, you will earn Lugh's Spear, which is
- much better than a kick in the head regardless of your guild.
- THE LIBRARY:
- Now don't go spreading this around, but the Library is full of books!
- That's right, a whole room devoted solely to the pursuit of
- knowledge. There's never any combat (well, hardly ever) and if you
- are not the studious sort you might as well return to the Ballroom to
- the south or, if your party leader has already been there or if your
- party contains both a Cleric and a Knight, enter the Cloak Room to
- the west.
- On the other hand, the information can be very useful. Every special
- property of every item in Cawdor is detailed herein, if you have
- enough of a Rune Reading skill to decipher them all. The Library
- also contains a fair amount of the historical research I conducted in
- preparing to write this game.
- The item of greatest interest in the Library is the redemption of
- Mannanan Mac Lir's ring. His message told you to start at the place
- where his message is. This is in the second room from the top, third
- room from the right. If you deciphered the encrypted runes in the
- Runed Room, then you can replace the O, C, N, and W on the plaques
- over the doors with their decrypted values.
- However, since this is a walkthrough, I'll tell you simply enough
- that you should wind up in the upper right hand room. In the lower
- left corner of that room, if you face north or east (away from the
- wall) then you will be given Mannanan's Ring if you don't have it
- and have already spoken to him and have not yet received his reward.
- If you have the Ring already, then you can use it. Mannanan Mac
- Lir will give you Ohthere's Dagger. Ohthere was a great sailor,
- the first man recorded to have sailed to the White Sea. Later on,
- you will be able to equip Ohthere's Dagger to survive the Dissolving
- Pool, since it gives you the ability to walk on water. He also
- gives you some other items appropriate to his realm, and a lot of
- experience, and disappears.
- Since a sufficiently tough character can survive the Dissolving Pool
- without Ohthere's Dagger, the Library is entirely optional. But
- believe me, it's a lot easier with the Dagger!
- THE CHAMBERS:
- Once again, Galatea rewards you. Barbarians and Thieves are taught
- the Furtiveness skill. Wizards and Clerics are taught the Intimidate
- skill. Rangers are taught the Detect skill. Knights are taught the
- Stamina skill. Everyone is given Ethelbald's Buckler.
- The main portion of the Chambers is the Minotaur's Labyrinth, the
- central area filled with bulls and secret doors. You enter the
- Labyrinth from the south west corner, going north through the
- secret door. To complete the Labyrinth from that room, keeping in
- mind that many of these doors are secret, you will want to go east,
- east, north, east, east, north, west, north, north, west, west,
- west, south, east, east, and south. If you complete the butchery
- (sorry) then Galatea will teach you the Death Darts spell.
- There are lots of other battles here. If you complete them all,
- which should be more difficult and time consuming than any other
- room's battles, and if you do not have Ohthere's Dagger, then
- Galatea will give you Ohthere's Dagger. However, you already earned
- it back in the Library, didn't you?
- From the Chambers a party that contains a Cleric, Ranger, and Thief
- can go north into the Conservatory, or a party that contains a
- Knight, Cleric, and Thief can go west into the Kitchen.
- THE KITCHEN:
- Ah, the pleasant memories of your childhood's kitchen. The aromas
- of baking cookies and the pleasures of licking the bowls. It was
- the place where you got hot cocoa on cold winter days and a cold
- popsicle on hot summer days.
- Nobody has pleasant memories of Cawdor's Kitchen.
- The freezer in the bottom right corner can kill you. The fires from
- the ovens can kill you. And the dishwasher, well, let's just say
- that Banquo was always the smartest general in Macbeth, and he knew a
- last line of defense as soon as he saw it.
- The most critical quest in the Kitchen is passage through the
- Dissolving Pool in the upper left corner. If you have Ohthere's
- Dagger equipped (not merely possessed) you will walk atop the waters
- of the pool. If you don't, each step will do you 2,000 points of
- damage. Sure, a rough tough hero like you can survive that,
- especially since you have potions and know the Heal spell. However,
- the last couple of steps in the pool are so nasty that they crack all
- your potion bottles. So the best thing to do is to have Ohthere's
- Dagger in your hand. The next best thing is to have a wizard or
- cleric with a high level heal spell and lots of mana potions holding
- Ohthere's Dagger, so at least you'll be healed when you finally
- encounter Banquo in the Cabinet. And there's no way to encounter
- Banquo's Ghost without going through the Dissolving Pool.
- By the way, it may be a good idea after you are in the last square of
- the Dissolving Pool to switch your equipped weapon from Ohthere's
- Dagger to something a little more useful against Banquo's Ghost. The
- next step you take will be into battle.
- In the cupboard in the bottom left an extremely high Detect skill or
- a charge from Alcuin's Sticks will enable you to find some of the
- legendary Prunes of Cawdor, which will be useful elsewhere. In the
- bottom left square of the room second from the right on the bottom if
- you face south and Detect well enough you will find a bottle of Woad
- Wine. In the salt bins, on the far left, fourth from the bottom, you
- might Detect a Palace Chalice. All are worth obtaining.
- At various places on the south wall of the wide central room you can
- probably detect and find about six gold pieces worth of silverware.
- But that disreputable deed will cost you far more in experience. You
- can decide for yourself how much six gold pieces are worth.
- In the room next to the Dissolving Pool you can fight a lot of
- skeletons. They don't have much worth taking, but in a room that hot
- you'll have no trouble working up a sweat. The heat is used to warm
- the waters of the Pool to the left and to heat the ovens to the
- right. Those areas will all damage you for no reward.
- The spice room, in the upper right, will take away one of your buds
- of Gaelic Garlic. Other than that, it's an uninteresting place.
- If you have a Cleric, Barbarian, and Thief in your party, you will be
- able to enter the Cabinet to the north. You can also return to the
- Chambers to the east.
- THE CABINET:
- There are three ways into the Cabinet: through the Dissolving Pool
- into Banquo's lair; north from the Kitchen; and west from the
- Conservatory. There are three exits from the Cabinet: south into the
- Kitchen if you have a Knight, Cleric, and Thief in your party, east
- into the Conservatory if you have a Cleric, Ranger, and Thief in your
- party, or jump down the pit in Banquo's area to land, awkwardly and
- painfully, in the Clock Room. Of course I high level hotsy totsy
- adventurer like you is simply teleporting out of all these places
- instead of wearing out shoes.
- The main purpose of the Cabinet is to find and defeat Banquo's
- Ghost. However, there are a few items hidden here and there. You
- can find Alcuin's Sticks in the second room from the top third
- from the left if you face north and use a high enough Detect
- skill. Unfortunately, you may need Alcuin's sticks to find Alcuin's
- Sticks! There are many battles findable here with some good stuff
- to be earned, but
- If you do defeat Banquo's Ghost (and lots o'luck winning the game if
- you don't!) keep the Cup of Drowning. You'll need it against Macduff.
- There are lots of amusing things and beings in the Cabinets, such
- as Cawdor Tunics and Jimmy Hoffa, but they won't help you win the game.
- THE CONSERVATORY:
- The Conservatory is the home of many plants. Some are friendly. Some
- are so friendly that they will never let you go home again.
- The most critical portion of the Conservatory is the far upper left
- room. In order to get into this locked area (locked purely for you
- own safety, I assure you) you must pick the lock on the door on the
- eastern side of this area. In the northern portion of this room you
- can use the Handsaw (obtained in the Stables) to cut away some of this
- fine hemp plant (A Shrubbery) which in turn can be carded into rope,
- as was explained in the Stables writeup.
- Lady Althea Cadbury, who stays near the entrances, often has pithy,
- even amusing remarks to make about the Conservatory. One can leave
- the Conservatory south back into the Chambers or, if your party has a
- Cleric, Barbarian, and Thief, west into the Cabinet.
- THE GREAT HALL:
- There is good news and bad news about the Great Hall. The good news
- is that the first time you enter here, Galatea slips you 2,000,000
- experience points and heals all your wounds. The bad news is that the
- next step you take Macduff's Ghost jumps you. So after you die and walk
- back up here, you can take advantage of his inconstant wariness, form a
- big party, and pound on him through the first door on the right as you
- enter the Great Hall. And he will be a lot easier to pound if your
- party leader has held on to the Cup of Drowning!
- Actually, there is more good news. There are no more rooms that require
- you to form a special party to enter. So you can walk west into the
- Nasty Little Maze or north into Astrologia, as you desire. Actually,
- going into the Maze will be the fastest way to finish the game,
- especially as the hint section below provides all the reasons for
- entering Astrologia.
- Although there are the normal numbers of combats, including one that
- requires the Tracking skill, and secret doors, the item of greatest
- interest here is the Rogue's Gallery. There are a series of wanted
- posters, where you can learn the crimes of some of the most dastardly
- devils that ever were involved in creating a role playing game. Some
- of the crimes and names are historically accurate. See how many of
- the people listed in the Cawdor or INN credits you can recognise from
- their names and crimes here!
- ASTROLOGIA:
- If you are reading these hints, then Astrologia is not very important,
- because it is mostly obscure hints and predictions of your future. For
- example, you are told that by collecting the three items with Aldhelm's
- name on them, you will find that it will help you a lot in the last two
- rooms of Cawdor: the Bestiary and the Crypt. Similarly the three Alcuin
- items and three Alfred items will help.
- Aside from that, some of my funnier jokes, especially the two part
- jokes where you might have to wander around a long time to see the
- sequel, are to be found here. You can leave Astrologia to the
- Parapets to the west and to the Great Hall to the south.
- There are numerous bottles of Woad Wine scattered about Astrologia
- for those who find that they are low on mana. Many of them have not
- yet expired, either!
- THE PARAPETS:
- From the Parapets you can go south into the Nasty Little Maze or east
- into Astrologia. There is yet another dragon joke to be heard here.
- The Warriors Hall of Fame is also here, as are large quantities of
- excellent booty and nasty battles. However, none of them is
- directly responsible for finishing Cawdor, so if you don't like tough
- battles you can avoid the Parapets entirely.
- You're still reading. You must like battles! Okay, here's the
- scoop. There are four square areas in the Parapets each consisting
- of four smaller squares. The nastiest battle in the lower left
- square occurs when entering the lower left square of that square.
- It's a lot easier battle if your party leader has the Gall of Goat.
- The upper left square's battle is a lot easier if your party leader
- has the Tooth of Wolf. The upper right area depends on the Tongue of
- Dog. The lower right area depends on the Blindworm Sting. But just
- entering the lower right area is highly dangerous, unless you have
- the Scale of Dragon. Finally, the lower right small square of the
- upper left's large square, entered via an obvious door on the eastern
- wall, leads to one of the most difficult battles in all of Cawdor.
- If you beat that battle, then you can well and truly claim to be a
- hero. I've only beaten that battle by using the Healing Locket,
- which you won't find until after you defeat Macbeth's Ghost in the
- Aerie. Good luck, and nice knowing you.
- Why, you might ask, did I make some battles that are not essential
- and virtually impossible? Well, enough testers complained that the
- battles were too easy. On the other hand, many testers complained
- that the battles were too hard. So to satisfy those finding Cawdor
- tough slogging, I made these "unbeatables" optional, purely an
- exercise in tactics for the power gamer. See, I do try to give you
- what you asked for! I want winning the game to be a challenge for
- all players, but not a chore or an unbeatable challenge. If you
- consider yourself a true Warrior, then you haven't really won the
- game until you've defeated everything in the Parapets. The rest of
- us (and that includes me!) will buy the Warrior (or the Warrior's
- memory) an ale in The Rampant Cat Inn.
- THE NASTY LITTLE MAZE:
- Every game designer is allowed to be particularly proud of some
- elements in the game. One of these elements, for me, is the Nasty
- Little Maze. Simply put, it is designed to frustrate the heck out of
- you. But there are many hints scattered throughout Cawdor; I don't
- mean unfairly frustrate.
- If you found and returned the Doormat way back in Uncivilization,
- then the Gnome Barbarian, Percy, will give you excellent advice
- here. But you, the reader of this section, won't need his help.
- You've already gotten the Shrubbery, had it made into Rope, gotten
- three Horseshoes, and had them and the Rope made into a Grappling
- Hook. So you won't get almost through the maze and then discover
- that you need the Hook sharpened in order for it to grip the last few
- trapdoors. You won't have to walk all the way back to the Stables
- and then back up here.
- As a friendly designer who knows that many of you will be coming
- through here on your way to fight Macbeth's Shade again (having just
- been dragged out of here, dead) I thought to make your passage just a
- little easier. You enter the Maze and are in an upside-down "L"
- shaped area. The door into the Maze proper is on the south wall of
- the one square wide section of this L. Let's save yourself some
- time. Go through that door. Face west. Go through the swivelling
- wall. Go through the next swivelling wall that is now directly in
- front of you to the west. Turn right. Follow this corridor to its
- end; two squares north, one east, and one south. Use your Sharp
- Grappling Hook. You are now ready to leave the Ruined Room upstairs.
- Without this process, you will find that the Maze and the Ruined room
- form a three dimensional maze where you must climb repeatedly from
- one to the other in order to finally get out of the Ruined Room
- upstairs. And if you are fond of combat, there are some truly
- nasty battles in the lower left area that will be mitigated somewhat
- if your party leader possesses the Adder Fork or Eye of Newt. In the
- upper left corner, similarly, the Howlet Wing will help. And in the
- second row from the top, near the center, there is a similar battle
- made easier by the Lizard Leg.
- THE RUINED ROOM:
- Well, as you just read about the Nasty Little Maze, the Ruined Room
- exists primarily as part of a three dimensional maze to make it
- difficult to leave from here. Once you've made it into the upper
- right section, you can proceed east into The Attic. Once you've
- cleared the rubble blocking the door to the north by entering from
- the Aerie, you can go north into the Aerie, but that requires
- traversing much of the main maze.
- There are two particularly nasty battles scattered about. They will
- be made easier if you have the Wool of Bat, or Witches Mummy,
- depending on whether it's the battle near the right side of the room
- or near the left side.
- Also herein is the drunk tank, where people who spent just a little
- too much time in Alchemia are taken to sober up. As with most drunk
- tanks, if you make too much noise you are likely to start a fight.
- And since everyone who can survive Alchemia is gnarly, it won't be
- an easy fight. A word to the wise.
- THE ATTIC:
- Yes, it's an attic. What inhabits an attic? A lot of stuff nobody
- cares enough to store someplace that the bugs won't get into it.
- Of course, on the top floor of Cawdor the bugs are likely to be
- dragons, or worse (naw, there's nothing worse than dragons), so you
- should tread lightly.
- There are three potential battles near the southernmost wall of the
- attic; no doubt "things" get in there since it is an outside wall.
- Careful use of the Tracking skill will help you to defeat them, as will
- possession of the Toe of Frog or Fillet of a Fenny Snake.
- In the second row from the bottom third square from the left, if you
- have a Blueberry Brew, Elderberry Elixir, or Woad Wine, you can
- exchange it for a Milk of Human Kindness. It won't hurt to have
- that, especially if you haven't fought Macbeth yet. But be careful;
- some muggers are keeping an eye on people who walk away with the Milk
- and you might find yourself having to fight off dairy addicts.
- I make no apologies for the bad jokes in the Attic. Many testers
- asked for more, and I've already told you to just walk north until
- you are at the top and then east until you reach the door into
- Alchemia. That way you'll avoid most of the toxic humor.
- ALCHEMIA:
- It's not the humor that's toxic here (okay, it's not JUST the humor
- that's toxic here) but if you want to face Macbeth you must go
- through here. You can leave Alchemia to the south to the Attic. You
- can also proceed into the Aerie in the upper west wall. But to get
- into Macbeth's fortress, you must solve, er, uh, read how to solve
- the riddle of entrance into his fortress in the far south section of
- the west wall.
- There are many bottles of Juniper Juice scattered about Alchemia.
- Feel free to use them. The Alchemist's Guild would rather keep it's
- potential paying customers alive.
- Let's ignore all the battles, the lectures, the jokes, both one and
- two part jokes, that you can hear wandering around here. The most
- difficult puzzle of Alchemia is entrance into Macbeth's lair. The
- first time you attempt to enter, you will have to have an awfully good
- lockpick skill with a good lockpick, or must use a Skeleton Keyring,
- else you won't get through. But just getting through won't be enough.
- On the other side, you will hear a "click" in some direction, and the
- door in front of you won't open. You must remember where the last
- click is (it will be on one of those three doors) and then exit the
- Aerie as swiftly as possible, reenter Alchemia, heal up, and then
- go to the door in Alchemia that corresponds to that click.
- Did I mention that Alchemia is an unpleasant if not downright
- poisonous place? Well, I should have. Enjoy!
- THE AERIE:
- Macbeth's lair is in the lower right corner of Alchemia. All
- approaches to it are guarded, at least so long as Macbeth lives to
- rally his troops. The first time you leave his fortress area you
- will learn full well how well guarded his lair is. It is safest to
- proceed due north, to get away from the arrow slits, and then west
- along the wall to the door.
- If you defeat Macbeth's Ghost you will receive the Healing Locket and
- the Leaden Dagger. If for some reason you do not retain those items
- when you attempt to walk out either the east door back into Alchemia
- or the south door back into the Ruined Room, then Galatea will appear
- and give them to you. Even if you do have one or both of those
- items, she will still give you a very substantial experience reward.
- There are many windows in the Aerie. Things that can fly can use
- them fairly safely. You don't fly. If you are fond of life, you
- should not lean too far out any of the windows. There is a large
- room in the upper left hand corner. Inside live many dragons. Inside
- that room is a smaller room with, yup, you guessed it, still more
- dragons inside it. There is also a smallish room in the upper right
- corner where lots of imps can be fought, and another smallish room on
- the left wall just below the dragon's dormitory where you can fight a
- flock of harpies. I'm not saying you should fight any harpies. I'm
- just saying they're there.
- Defeating Macbeth's Ghost brings you to the end game, the final two
- rooms: the Bestiary and the Crypt. You enter them from the very last
- double doors in the Runed Room way back on the first floor. But to
- ensure that you get all the rewards you deserve, you should walk out
- of the Aerie before teleporting anywhere.
- THE BESTIARY:
- At the end of the Runed Room you will find that, true to her word,
- Galatea has left the doors ajar. You can descend a narrow stairwell
- single file, and, well, and I'm not sure yet. If you heeded the good
- advice you heard in Astrologia, you will have accumulated the three
- different Aldhelm items. If so, when you descend, Aldhelm will take
- you by safer but secret paths into the main Bestiary area, which I
- will call the zoo henceforth. If you don't have the three Aldhelm
- items, you must walk the far more dangerous and difficult path.
- I must also let you know: sometimes the needs of the story must
- override the desires of the audience. Yes, Rory has entered the big
- sleep (hmm, there could be a book in that name!) and nothing you
- could have done would have saved his life.
- Also, the Bestiary is the first room in Cawdor you've entered that
- has been belowground. You know what happens in a basement room
- without windows? It gets dark! So you had better obtain a light
- source, such as a Lantern, before you get eaten in the dark by
- something that ate more carrots than you did.
- Eventually both the safe path and the dangerous one conjoin again at
- the door into the zoo. There Alcuin can begin to fulfill his
- prophecy. If you have his items, then he will teleport you to the
- first step of the Incantation's Path. If not, you can enter that
- path by walking south eight squares (including going through this
- door) and east one square, and then walking west, north, west, west,
- south, south, south, and west. You will now be able to pass through
- the door to the south.
- In the zoo, all battles are with the creatures whose pictures are
- on the doors you walked through except for those battles on the
- path. The path conforms to the old rhyme, hinted broadly throughout
- the ruins, "Thrice the brinded cat hath mewed; thrice and once the
- hedgepig whined; harpier cries 'tis time 'tis time!" In other words,
- if you start at the only place in the zoo where you can fight three
- cats in a row followed by four boars and ending with a harpy, you
- will have walked the path. Fortunately for you, you know the starting
- point and won't have to explore the zoo to find it. Even more
- fortunately, you are following a party leader with all the Alcuin items
- and so you start on the path. And just to make it dreadfully easy on
- everybody, every battle in the zoo gives a Dragon Flagon and a Chalice
- Palace as a reward.
- If you have the Leaden Dagger you will find Lady Macbeth's Ghost much
- easier to defeat. And once you have defeated Lady Macbeth, Alcuin
- will teleport you to the end of the path rather than the beginning.
- You will still have to fight her again, but you are saved some shoe
- leather, not to mention connect time. Of course, you only need to
- come here twice if you are killed by something further on, such as the
- Weird Sisters.
- Once you leave the zoo you will find regular torches. At the bottom
- right corner you can leave the Bestiary and enter the Crypt, the last
- room in Cawdor, assuming you have killed Lady Macbeth's Ghost. If
- your party leader has all three of Alfred's items, he will give you
- a big boost in your teleportation into the Crypt.
- THE CRYPT:
- This is a hard room. Every step you take you have a significant chance
- of having to fight a deadly random monster.
- This is an easy room. If you make sure your party leader has the
- three critical A-list items at the right time, you can teleport past
- almost everything in here.
- This is a medium level room. At the sixth square from the left on
- the north wall of every other corridor a level twelve Detect skill
- will find a secret door, and a level twelve Lockpick skill wielding
- an Adamantine Lockpick can unlock that door, dramatically reducing
- the distance needed to travel through here.
- But let's assume you want the easy path. The first three checks are
- on the leftmost wall. The one five squares from the bottom will
- teleport you further along if your party has the three Alcuin items.
- The next one, nine squares from the bottom, depends on the three
- Alfred items. The third one, thirteen squares up, depends on the
- three Aldhelm items. If you have none of the three Aldhelm items,
- turn around and go get at least one of them. They are all given as
- booty in The Bestiary, so you don't have far to walk.
- After the Aldhelm teleport, you are on the top row. Go west three
- squares. A level twelve Tracking skill will find some tracks.
- Continue Tracking each step to the west. You are now in front of
- a door. Be sure to Track once more, if you have that skill at
- level 12. Then charge!
- If you are Tracking, then you will have a much easier time with the
- Weird Sisters. If your party leader has the Healing Locket, you will
- also have a much easier time of things. Only McStudburgers will
- choose to go through this door with neither tracking nor the Healing
- Locket. Only True McStudburgers will survive.
- You will now have the ultimate battle. Good luck.
- If you survive, proceed west. In the last room you are given your
- reward sequence. On the desk to the north is a potentially humorous
- book. Anyone with any Detect skill or True Seeing spell can read it.
- Your name is scribed in the Hall of Heroes! You walk out of the
- dungeon to clamorous applause! And, by the way, you can now usher
- other characters through every non-narrow passage in Cawdor, assuming
- that you're that kind of helpful hero! But you'll probably have more
- fun by creating a new character of a different guild and starting
- over again to see some of the things that this character missed.
- Thanks for reading about the Ruins of Cawdor. But trust me: it's a
- lot more fun to play than to read about!
- THE FOYER OF CAWDOR:
- This is the file of on-line hints for Cawdor. The format is as follows:
- CAPITAL LETTERS: A Major topic; major topics are delineated by lines.
- CAPITALS: A room under that major topic
- Upper and lower case: A specific Topic.
- ====================================================
- THE SAFE ROOMS:
- THE FOYER OF CAWDOR:
- The Fountain:
- The Runed Fountain in the Foyer contains the Rune Wizard. If you
- bother him long enough by entering his fountain, he will grant you
- the Rune Reading Skill. If you continue to bother him, he will
- harm you, or worse.
- Doors:
- Any door that opens for you will let you through. The doors that
- won't open for you give you clues as to what you might have to do
- to enter them. Most of those require forming a party with the
- right mix of guilds.
- Encounters:
- Many of the encounters in Cawdor, especially those that just give
- you clues or add to the flavor, will only occur once, or perhaps
- once per entry into the room. So if someone says something you
- think might be important, write it down; it could save your life!
- Gaelic:
- Two phrases of Scots Gaelic are in a message you can see in The
- Foyer. Latha math, pronounced roughly LACH-a mach, with a guttural
- ch as in German, means good day. Beannachd leibh means good-bye,
- and is pronounced BE-ann-och-k leev.
- Huh? What'd he say?:
- Many of the characters in Cawdor have a long list of messages they
- say. It adds flavor to the game, or, to put it a different way,
- it's an easy way for me to add more jokes. If you like it, repeat
- actions that cause speech, like entering the Fountain. But I assure
- you, none of the repeating messages are meaningful.
- Non-repeating messages:
- Okay, you got me. A very few characters say different meaningful
- things to you based on prior encounters and accomplishments. Galatea
- is one, as is Rory Applebush and the Gnome Barbarian. See encounters
- for advice on what to do with messages.
- THE RUNED ROOM:
- Reading Runes:
- If you don't have the Rune Reading skill, many of the runes written
- here (and elsewhere) will be incomprehensible to you. You can learn
- that skill in The Foyer.
- Really Reading Runes:
- Just for fun, some of the runes are written in anagrams, from A (easiest)
- on up (harder). Try rearranging the letters in A within each word
- (by the spacing) to decipher these. The higher letters are more
- complex anagrams. Read Macbeth (the play) if you need hints.
- No, Darn it! Reading Runes!:
- Just for fun, the toughest anagram, lettered I, are encrypted with a
- simple substitution cipher. That means that all the letters "y" in
- the cipher should be replaced by the letter "g" to read the message.
- The other letters are left for you to decipher <wicked grin>.
- But I HATE puzzles!:
- Just think of all the off-line hours you can spend playing Cawdor!
- But seriously, you can win the game without solving these clues; they
- are hints. And Alcuin's Cap can decipher the toughest clues for you.
- But there aren't many charges on it, so use it wisely.
- The locked door:
- If you haven't defeated Macbeth up in the Aerie, that door will
- remain locked. Don't worry about it, but remember it for later.
- Much later.
- THE STABLES OF CAWDOR:
- Cawdor's stable?:
- Cawdor is tectonically very stable. Only its designer is unstable.
- But seriously, the important part of the stables is Braddock Smith.
- Braddock Smith:
- Braddock will let you snoop through his tools, borrow them, take
- them with you. He will even make things for you if you bring him
- an understandable combination of tools and raw materials.
- Fishing poles:
- No, there are no fishing poles needed in Cawdor. In fact, the game
- is so close to the edge of capacity that there are darned few red
- herrings. Almost none. So if you don't get it here, you probably
- don't need it.
- Braddock's tools:
- Some of Braddock's tools are available only some of the time,
- especially when you have the raw materials that call for that tool.
- It's a way of making the game easier. If you think the game is TOO
- easy, stand on the right with the other guy who thinks so. There are
- now two of you. But if you really think Cawdor's too easy, why are
- you reading the hints BBS? Hmmm?
- Implements of climbing:
- I guess this is the hints boards so I have to tell you. Take a tool
- upstairs to a place where there are the raw materials of rope. Take
- the raw materials and another tool to Braddock to get rope. Take rope,
- yet another tool, and three horseshoes to Braddock to get a grappling
- hook. Take the grappling hook and still another tool to improve
- the hook's ability.
- ===================================================================
- THE CHARACTER ROOMS:
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