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CAWDOR/HINTS.DOC

May 28th, 2019
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  1. You've trudged all over Cawdor until your boots are worn thin and
  2. your modem is overheated. And still you're stumped by the fiendishly
  3. clever, diabolically intricate, and self-promoting puzzles I wrote for
  4. this game. Have no fear, for here in your hands is a walk-through to
  5. solve the game as quickly as possible.
  6.  
  7. This walk-through is written room by room, to allow you to look up the
  8. solution you need without any further help. But be warned: this is a
  9. thorough walk-through, and careless reading may eliminate some of
  10. the fun of Cawdor.
  11.  
  12. CHARACTER GENERATION:
  13.  
  14. So you've just created your character. A word of advice. At the low
  15. levels of the dungeons, the most valuable statistics are initiative
  16. (do it to them before they do it to you) and strength (do it to them
  17. harder than they do it to you). For spellcasters (I know everyone in
  18. Cawdor gets spells sooner or later, but for this walkthrough I mean
  19. Thieves, Clerics, and Wizards) initiative should be raised quickly.
  20. For fighters (everybody else) strength is probably best.
  21.  
  22. What guild should you play? That is answered elsewhere. What species
  23. should you play? That, too, is answered elsewhere. But in general
  24. ask yourself the question: what good is a strong Wizard? At higher
  25. levels your troll Wizard might be the strongest Wizard on the block
  26. but wish she was a tad quicker, like a gremlin. However, even a
  27. troll Wizard will start with extra strength at low levels, keeping
  28. her valuable even when she runs out of mana. I personally prefer to
  29. play a character who will be more valuable at high level, and hope I
  30. survive long enough to enjoy those benefits. Sometimes I do.
  31.  
  32. Finally, what do you do when you go up levels? I recommend not
  33. spending all your points at once, especially your spell points. Woe
  34. befalls the character who puts too many spell levels into a high cost
  35. spell and suddenly learns that he cannot cast even one of them at his
  36. current level of mana! Take a little longer to increase your spells
  37. one or two points at a time, enter the dungeon, and check the casting
  38. costs. Also, you never can tell when you might suddenly learn a
  39. valuable new spell or skill and wish you had more points left from
  40. the last level. Think of character improvement as a game within a
  41. game.
  42.  
  43. NOTE TO SCOTT/GANO: I can include a casting cost/level table here and
  44. slightly rewrite the above paragraph if you think it is valuable.
  45.  
  46. SHOPPING:
  47.  
  48. Items in Cawdor are essential to win the game. But keep in mind that
  49. some bulky armor may slow you down. A Wizard without mana is a Wizard
  50. without spells. So always make sure that you have plenty of mana
  51. recharging and healing potions available. On the other hand, some
  52. items are too expensive for you. It does no good to spend big bucks
  53. for a potion that will restore 800 hit points when 52 points of damage
  54. will kill you.
  55.  
  56. I recommend buying the best shield and helmet you can afford as soon
  57. as possible, regardless of the character class. The lower level
  58. battles have less magic and they can provide good protection. Next,
  59. I buy better weapons and armor. But my rule of thumb is: if I can
  60. adjust my money to upgrade two items instead of one, then I do so.
  61. When your character learns combat skills, then buy an item that will
  62. work with that skill.
  63.  
  64. Those of you with a streak of major generalship about you (solving
  65. problems quadratical) will get the sales price on the items you
  66. intend to replacing before checking the purchase price on what you
  67. can afford. Then sell what you must sell before buying. And stock
  68. up on spare potions with any excess change. The truly avaricious
  69. will pick up all loose booty in the Ruins because they can all be
  70. sold at Scrapiron Sam's.
  71.  
  72. Cawdor is a friendly game and the truly important magic items will
  73. neither be sellable nor tradeable. And as your character gains
  74. levels you will learn that the best equipment is found by clashes
  75. at arms, not caches of cash. Although there are one or two items
  76. at Scrapiron's that are worth their weight in gold.
  77.  
  78. NOTE TO SCOTT/GANO: I can include an item cost list here if you
  79. think it is valuable.
  80.  
  81.  
  82. THE FOYER OF CAWDOR:
  83.  
  84. The first thing you should do every time you enter the Foyer is
  85. look at your character. Did you buy a new bow? It won't do you a
  86. lot of good sitting in your backpack! So equip your character.
  87.  
  88. There are three main things to do in the Foyer. First of all, around
  89. the edges of the main paths you can find some of the wimpiest
  90. critters ever to bother a Barbarian. But even those battles may
  91. prove too dangerous for a low level character who forgot to put on
  92. her shield and helmet. Secondly, repeated entrance into the Runed
  93. Fountain will cause the Rune MerWizard who lives there to teach your
  94. character the Rune Reading skill. Once you've learned that skill,
  95. continued entrances into the fountain will likely kill your
  96. character. Finally, the Foyer serves as a place to form parties and
  97. go exploring, at least on this level.
  98.  
  99. Once you have the Foyer fully mapped you will know the quick paths
  100. to the other rooms without being bothered by the small diseased
  101. creatures that inhabit the Foyer. Once you have learned the Shield
  102. spell you will be able to climb the stairs on the south wall quite
  103. near the main entrance to explore the higher, more difficult levels
  104. of Cawdor.
  105.  
  106. There are two rooms that are "safe" to visit first: The Stables and
  107. The Runed Room. The Stables are accessed from the eastern side of
  108. the south wall. The Runed Room is through the hallway on the
  109. southern side of the east wall. Then there are the six "guild"
  110. rooms, once for each Cawdor guild. I recommend you enter your
  111. guild room first, because the rewards for each guild are highest
  112. in their native guild room. But it's always safer to be in a
  113. party, even if you have to go into your guild room later. There's
  114. nothing like having a nice well-armored hunk to hide behind!
  115.  
  116. Throughout this manual I will refer to battles. These will be "set"
  117. battles, battles that will recur every time you enter that room.
  118. They occur at good spots for lairs. Every set battle in Cawdor is
  119. associated with a text message saying something about the battle, so
  120. it will be easy to distinguish a set battle from a wandering monster.
  121.  
  122. THE STABLES OF CAWDOR:
  123.  
  124. There are more relatively small mildly diseased creatures in the
  125. stables. No, I don't mean your characters! However, of greatest
  126. value is the smith, Braddock. If you walk through the wall (it's a
  127. hidden swiveling door) into his smithy area, collect the right tools,
  128. and also have the right raw materials, he will make you anything.
  129.  
  130. What good is anything? Well, do you want to win the game?
  131.  
  132. This is a major spoiler: you have been warned. If you take the saw
  133. upstairs to the Conservatory (and that's quite a way up), and use the
  134. saw on the nastiest most intoxicating plants in the Conservatory, you
  135. will obtain a shrubbery. Take the shrubbery and the carding brush to
  136. Braddock and he will give you rope! Wander around until you have
  137. three horseshoes and the tongs. Take three horseshoes, tongs, and
  138. rope to Braddock and he'll make you a grappling hook. Take the
  139. grappling hook and a file to Braddock and he'll give you a sharp
  140. grappling hook. What good is a sharp grappling hook? Wait until you
  141. get into the Nasty Little Maze. You will find out.
  142.  
  143. There are some minor battles in some of the stalls in the Stables,
  144. but except for a few experience points they are not critical.
  145.  
  146. THE RUNED ROOM:
  147.  
  148. Galatea has left you a series of messages obscured from her sisters
  149. in the Runed Room. Use of the Rune Reading skill will give you at
  150. least the first level of decryption on these messages.
  151.  
  152. These messages are all in quatrain form, four lines to a verse. And
  153. each message begins with a letter and a colon (A:) to better assist
  154. you in putting them together.
  155.  
  156. That doesn't sound like much fun, does it? You just have to get
  157. enough experience, boost your Rune Reading skill, and you'll be
  158. able to decipher everything! Well, Cawdor is a value added game.
  159. Besides, these messages are very secret indeed, kept thoroughly hidden
  160. from Cassandra and Deirdre. So they are scrambled as well as
  161. hidden through runes. The easiest verses are identified by letters
  162. near the beginning of the alphabet. They may have each word
  163. an anagram of what they should be. The harder verses make anagrams of
  164. each line, with spacing and word length visible. Still harder
  165. verses may make an anagram of the entire verse. And the hardest
  166. verses of all require you to complete a substitution cipher (that's
  167. Rune Reading without the skill) and unscramble them!
  168.  
  169. Does this sound like too much work? Take heart, for these verses
  170. are just hints. They are not required to complete the game, although
  171. they may save you some time. And you can always use Alcuin's Cap to
  172. decipher the runes. But be careful: Alcuin's Cap has only so many
  173. charges before it goes away!
  174.  
  175. NOTE TO SCOTT/GANO: I can include a complete translation here or
  176. at the end of the manual.
  177.  
  178. At the end of the Runed Room, on the southern part of the the east
  179. wall, you will find locked doors. They will never open for you until
  180. you defeat Macbeth's ghost in The Aerie. That will scare the sisters
  181. and they will flee through those doors, down the stairs, and into the
  182. Bestiary. If you haven't defeated Macbeth, ignore those doors.
  183.  
  184. The inhabitants of the Runed Room are somewhat tougher than those
  185. in the Foyer or Stables. Some of them are characters and may even
  186. use spells against you. The Runed Room is a good place to gain some
  187. experience as well as knowledge. You will probably want to be at
  188. least sixth level before tackling the rest of the first floor.
  189.  
  190. THE GUILD ROOMS:
  191.  
  192. In all the guild rooms when you complete the last of the six
  193. guild rooms (usually by meeting Galatea) you will be taught the
  194. Shield spell, which is essential to gain the higher levels.
  195.  
  196. There is no preferred order to the first floor guild rooms.
  197. However, the rewards for each character are generally highest
  198. in that character's guild's room, so there is some small
  199. benefit from completing that room first.
  200.  
  201. THE SKULKATORIUM:
  202.  
  203. This room is designed for Thieves. If you don't have a Thief, or
  204. the items that emulate thievish abilities (crystal ball, skeleton
  205. key ring) then you will not be able to finish this room. In fact,
  206. if you don't have a Thief, or someone who has been here already,
  207. you won't even be able to enter this room!
  208.  
  209. In a nutshell, there are many locked doors here, many secret doors
  210. here, and a few locked secret doors. If you assiduously practise
  211. your command of these skills, you will eventually be able to map the
  212. entire rooms and meet Galatea. She rewards Thieves with the Reverie
  213. skill. Non-Thieves receive a Binding Talisman. Talismans will help
  214. your combat abilities if you put them outside your character's feet.
  215. The Binding Talisman also has the skill of Binding, which can heal
  216. you or a comrade during combat.
  217.  
  218. There are hints to be had by encountering the inhabitants of the
  219. Skulkatorium. Of course, those same hints, more plainly spoken, can
  220. be found in this manual. There is also the Thievish Hall of Fame.
  221. Some people find it amusing. There is also one of the many dragon
  222. jokes to be heard. Remember the old adage: laugh, and the wyrm
  223. laughs with you. Cry, and you're toast.
  224.  
  225. THE TROPHY ROOM:
  226.  
  227. This is the room for Rangers. You complete it by finding and
  228. defeating several monsters in one fell swoop. In order to do that,
  229. your Ranger must use the Tracking skill to surprise many of the foes
  230. before they run away. Again, items such as the Hawk's Eye can be
  231. purchased to compensate for a shortage of Rangers.
  232.  
  233. There are six main tracking areas. They are in the bottom right
  234. corner, the middle of the bottom wall, the southern part of the
  235. western wall heading diagonally northeast, the top left corner, the
  236. bottom of the middle room on the top, and the top left corner of the
  237. large room in the middle of the Trophy Room. Defeat all six battles
  238. and enter the horseshoe shaped area in the center room and Galatea
  239. will reward you. Rangers receive the Binding skill. Everyone else
  240. receives a Trance Talisman. That Talisman can be used to restore
  241. mana or to improve your skills by equipping it outside your feet.
  242.  
  243. Another dragon joke can be heard here. At least you won't be caught
  244. unawares.
  245.  
  246. THE THAUMATURGIUM:
  247.  
  248. The is the guild room for Wizards. Wizards can learn the Reverie
  249. skill here. Wizards will learn the Detect skill here. And everyone
  250. can learn the Resist Spell here. Everyone else can pick up a good
  251. chunk of cash. The biggest chunk of cash is the large letter of
  252. credit. If you earn it once, you had best leave the room immediately
  253. to cash it in, or that darned dragon may lift it from you.
  254.  
  255. How do you solve this room? Simply solve the old Wizard's riddle
  256. (widow's shins) and going widdershins (counterclockwise) at every
  257. opportunity. That means every opportunity, including after the
  258. teleports. When you get close to retracing your steps, use the
  259. newly earned Detect skill, or an item such as the Crystal Ball, to
  260. find the doors to complete the room. If you walk from beginning
  261. to end always choosing a counterclockwise direction, and then walk
  262. all the way out again, you will receive all your rewards. Walking
  263. out isn't so hard, since a convenient door to the north provides
  264. a major shortcut. Of course, the denizens of the Thaumaturgium
  265. may have a comment or two about your passage....
  266.  
  267. THE CHIVALROUS ROOM
  268.  
  269. This is the room for Knights, and as you might expect, it is through
  270. passage of arms that you must complete this room. Knights who enter
  271. here will be taught the Deflect Magic skill. Anyone who completes
  272. this room will be taught the Teleport spell.
  273.  
  274. There are numerous battles here. They can be fought in any order,
  275. except that the battle in the room in the bottom right corner, must
  276. be fought last in order to receive the greatest rewards. And you
  277. will have an easier time of it in that room if you use a lockpick or
  278. skeleton keyring to open the door quietly. This door in can be
  279. opened by any character using any lockpick.
  280.  
  281. There is some gold to be found, if you are good at detecting hidden
  282. things, in the commander's bath room. That's the smallish room near
  283. the top, second from the left. Some people will be amused by the
  284. messages if they try to take a bath in the room in the upper right.
  285. There's no accounting for taste.
  286.  
  287. SANCTUM SANCTORUM
  288.  
  289. This is the room for Clerics. And be warned: unless you have a Cleric
  290. with you, along with the Dissipate spell that works so well against
  291. undead, this room will be difficult indeed to survive.
  292.  
  293. Clerics in this room will be taught the Hail spell. Clerics who
  294. complete this room and walk out will learn the Binding skill. Anyone
  295. who completes this room and meets Galatea will be taught the Heal
  296. spell. Meeting Galatea takes place in a room that runs perpendicular
  297. from the left wall about halfway up. The door to that room is in its
  298. south wall, and like the chivalrous room, this door can be opened
  299. quietly by any character using a lockpick.
  300.  
  301. The fixed battles are in the upper right corner room, in the upper
  302. left area, in the lower right corner, in the two passages leading
  303. east and west in the bottom half of the center section, and in the
  304. corridor leading towards Galatea.
  305.  
  306. There are two prizes to be found here. The gold is found in the
  307. absolute top left corner. The more valuable is found along the
  308. bottom wall four squares from the left. Using the Detect skill or
  309. True Seeing spell there, or any item that grants those abilities,
  310. will uncover the Gaelic Garlic. This pungent bud is very useful
  311. against undead, and can be helpful even to characters capable of
  312. surviving two or three floors higher.
  313.  
  314.  
  315. UNCIVILIZATION:
  316.  
  317. This is the Barbarian's room. As you might expect, it's a silly
  318. place, filled with noise and combats. Barbarians who complete this
  319. room will learn the Stamina skill when they visit Galatea in the far
  320. upper right corner. The battles that must be fought to earn those
  321. rewards are along the top wall near the middle, in the center of the
  322. huge battleground directly in front of the entrance to the
  323. battleground, near the center but a little to the upper left, just up
  324. from the bottom a little left of center, in the bottom right room,
  325. and along the right wall near the top. All characters can earn small
  326. letters of credit (Barbarians can't count high enough for larger
  327. letters of credit) if they meet up with Galatea. Some of the best
  328. magic items on the first floor can be won as booty here. Of course,
  329. their owners may have something to say about that!
  330.  
  331. Also here is the quest for the Doormat. If you find the Doormat (in
  332. the upper left corner of the room) by using the Detect or some such
  333. skill or spell, and return it to the gnome Barbarian at the entrance,
  334. you will have made a friend for life. Not only will you get rewards
  335. here, but later on he will help you once again. However, since
  336. you're reading these hints you don't really need his help, although
  337. the Volley Scroll and experience points are both quite nice, really.
  338.  
  339.  
  340. THE GALLERY:
  341.  
  342. This is the first of the third level (second floor) rooms. Things
  343. are tougher up here, and although rewards such as spells and skills
  344. will be increasingly rare the higher you climb, Galatea begins by
  345. giving Thieves the Archery skill, Barbarians the Martial Arts skill,
  346. Clerics the Staff skill, Knights and Wizards the Bard skill, and
  347. Rangers the Furtiveness skill.
  348.  
  349. The main focus of this room is to fight Fleance's ghost, which will
  350. earn you the Crown of Crimson. If you win, keep the Crown; you'll be
  351. glad you did. Unfortunately, you cannot enter Fleance's lair from
  352. this room. You must either proceed north into the Pantry, or west
  353. into the Brewery. If you go west, you will eventually be able to go
  354. south from the Pantry into Fleance's lair. If you go north, you will
  355. eventually be able to go east into Fleance's lair from the Brewery.
  356. In order to enter the Pantry you must either be led by a party leader
  357. who has already been in the Pantry, or have a Thief and a Ranger in
  358. the party (panTRy). In order to enter the Brewery you must either
  359. follow a party led by someone who has already been in the Brewery, or
  360. have two of the three acronymic guilds (Barbarian, Wizard, Ranger) in
  361. your party. This pattern of needing to form and reform parties will
  362. continue for the next two flights up.
  363.  
  364. Fleance himself will be the toughest monster you have faced, so far,
  365. and he will be even tougher if you do not move very quietly and
  366. use an adequately high Tracking skill. After you kill Fleance you
  367. will receive the Crown of Crimson, which will be very useful soon.
  368. You will also be able to climb the stairs up to the next level.
  369.  
  370. The central part of the gallery contains many messages about artwork
  371. that some people of low birth may find amusing.
  372.  
  373.  
  374. THE PANTRY:
  375.  
  376. The Pantry is filled with foodstuffs. There are many vicious battles
  377. here. As in many of the rooms on the next level down, if you defeat
  378. all seven foes in one sitting, you will earn the Crack of Doom. The
  379. Crack of Doom is tremendously useful, at least against Fleance, and
  380. well worth the effort. If you have a high enough Detect skill, or
  381. some other magical equivalent, in the room in the upper right corner,
  382. the wine cellar, you will be able to find a dragon flagon. It will
  383. be a long time before you find another, so use it wisely.
  384.  
  385. Obvious doors on the south and west walls lead back to the Gallery or
  386. over to the Lesser Hall, respectively. A well hidden locked and
  387. secret door on the south wall some three squares to the west of the
  388. obvious door will lead you into Fleance's lair. Be ready to rumble
  389. if you go down there!
  390.  
  391.  
  392. THE LESSER HALL:
  393.  
  394. You can leave the Lesser Hall south into the Brewery or east into
  395. the Pantry. The Lesser Hall does not hold lesser foes, by any
  396. means. In the center of the major hall, on the altar, will be a
  397. foe tougher than any on this level save Fleance himself. There
  398. will be piles of regenerating skeletons. There are hidden
  399. doors and locked doors and, oh gosh, this just ain't a fun place.
  400.  
  401. But it does work well for softening you up before fighting Fleance.
  402.  
  403. If you like combat, you'll like The Lesser Hall. If you don't like
  404. combat, what are you doing in Cawdor? I originally programmed a room
  405. where great lords and ladies paraded in a stately gavotte, where the
  406. champagne was always chilled and the meat was never moldy. But that
  407. idea was struck down unanimously by our crack testing unit.
  408.  
  409. So keep your weapons ready and your potions well at hand.
  410.  
  411.  
  412. THE BREWERY:
  413.  
  414. This is more my kind of place. Here in the brewery the ales are
  415. all real and the lagers don't wear plaid shirts (sorry).
  416.  
  417. Of course, you focused hint seeking dungeoneers want to know how to
  418. enter Fleance's lair back in the Gallery. Well, if you've defeated
  419. all the foes in The Lesser Hall, or if you've wandered around and
  420. defeated all the foes here in the Brewery, then when you go into the
  421. top row three squares from the right, lo and behold! You'll be able
  422. to enter Fleance's lair to the east.
  423.  
  424. In order to defeat all the monsters that live here, you must first
  425. learn how to enter The Raging Boar Inn, one of the pubs that can be
  426. found inside Cawdor Keep. I say it is a civilised dungeon that has a
  427. choice of pubs within its walls. But I digress. In order to enter
  428. the Raging Boar Inn you must first find the tracks that show you
  429. where the secret door is. The top leftmost vat can be entered from
  430. the east if you track something up to it and then use an adequately
  431. powerful Detect skill, True Seeing spell, or some item that grants
  432. either of those two. The entire left wall, top to bottom, conceals
  433. the Raging Boar Inn.
  434.  
  435. The other very useful item that can be obtained in the southernmost
  436. portion of the Inn is the Milk of Human Kindness. Speak to the
  437. dairy man, buy a great letter of credit, and bring it back here to
  438. him (I know that that can be painful, dangerous, and time consuming)
  439. and he will sell you the milk. It is the second most powerful healing
  440. item in the game, more powerful than any of your spells, and it will
  441. heal everyone in the party during combat. You can only have one at
  442. a time, but it's worth remembering; this is, in the game designer's
  443. humble opinion, the most cost effective item you can buy in the
  444. game. Of course, getting here is not easy.
  445.  
  446.  
  447. THE BALLROOM:
  448.  
  449. The Ballroom is filled with a large central area for dancing, and many
  450. private rooms, boxes, or alcoves surrounding it.
  451.  
  452. Your first time in here Galatea will reward you. Wizards and Thieves
  453. learn the Deflect Magic skill. Barbarians learn the Binding skill.
  454. Clerics learn the Deep Trance skill. Knights and Rangers learn the
  455. Athletics skill. Everyone who has both learned the Rune Reading skill
  456. and fully explored the Runed Room will be given a large experience
  457. point reward as well. Everyone is told about the Library, a room on
  458. this level, and about Malcolm's Ghost, who will be slightly tougher
  459. to defeat. Finally, everyone who has not done so will learn the
  460. Blast spell.
  461.  
  462. You will not be able to ascend to higher levels until you have defeated
  463. Malcolm's Ghost, either by yourself or in a party.
  464.  
  465. To enter the Library for the first time, at least from this direction,
  466. you must be in a party with a Barbarian and a Ranger, or be following
  467. a party leader who has already entered the Library. To enter the
  468. Music Room you must have a Magic User (Wizard) and a Cleric in your
  469. party, or be following someone who has already entered the Music Room.
  470.  
  471. There are seven main battles in the Ballroom. If you successfully
  472. conclude all seven without dying or being forced to leave, and then
  473. enter the site of any of the seven a second time, Galatea can return
  474. to you once more. If she comes back she will heal you, give you an
  475. experience point reward, and give you Mannanan Mac Lir's ring, which
  476. will prove useful in the Library.
  477.  
  478. Shakespeare fans might enjoy meeting Hamlet's Father (the ghost) and
  479. Yorick (the skeleton) in the Ballroom.
  480.  
  481.  
  482. THE MUSIC ROOM:
  483.  
  484. You can leave the Music Room to the Cloak Room to the north if your
  485. party has a Cleric and a Knight in it, or if your party leader has
  486. already been in the Cloak Room. You can also return to the Ballroom.
  487.  
  488. The major battle on this level is Malcolm's ghost. He is found
  489. behind a locked door on the upper right side of the large central
  490. room. If the party leader has the Crown of Crimson when you rush
  491. through that locked door you will have a much easier time defeating
  492. Malcolm's ghost. If you defeat him, you will find the Orange Banner
  493. very useful against Banquo's Ghost.
  494.  
  495. The second major battle in the Music Room is to
  496. the north through the door that mirrors Malcolm's on the upper left
  497. side of the large central room. If you have an adequate Tracking
  498. skill, and use it just through those doors, you will find that
  499. battle much easier to survive. If you survive that battle, in the
  500. corner at the end of this room you can encounter Mannanan Mac Lir,
  501. the Celtic god of the sea. He is willing to assist you only if you
  502. can prove your mettle by solving his riddle. The riddle is solved
  503. in The Library.
  504.  
  505. None of the other battles in here is critical, although they pay well
  506. and will help you gain some good aerobic exercise, if you survive.
  507. But if you use a high enough Detect skill on the pipe organ against
  508. the northern wall, you will get some good news and some bad news. The
  509. good news is you will find (once, and once only) some Succubus Pipes,
  510. which will enable you to cast the Control spell, so long as they have
  511. charges remaining. The bad news is that you will be poisoned by
  512. a spider's bite. So it is wise to have some ability to cure poison
  513. before digging in a spider's nest.
  514.  
  515.  
  516. THE CLOAK ROOM:
  517.  
  518. The Cloak Room is the hangout for the Thieves in Cawdor, and by that
  519. I mean the bad guys, the Thieves who are cooperating with the Wyrd
  520. Sisters. They know you're coming, but they don't know who you are
  521. or what you look like (no survivors is a big help there) so you can
  522. go through here safely.
  523.  
  524. You can leave the Cloak Room to the south to enter the Music Room if
  525. you have already been in the Music Room or if your party contains
  526. both a Wizard and a Cleric. You can leave to the East to enter the
  527. Library if your party leader has already been in the Library or if
  528. your party contains both a Barbarian and a Ranger.
  529.  
  530. As you would expect of a thievish room, there are secret doors,
  531. locked doors, and locked secret doors. As you might not expect,
  532. these doors are just a tad tougher, and you may find your wooden
  533. lockpick inadequate to the task of getting them open. The main
  534. thievish hangout is in the pub, 'The Cat Dragged Inn.' But nobody's
  535. likely to buy any strangers any drinks there. The back room of
  536. the Inn is where the top Thieves are meeting.
  537.  
  538. You don't have to fight the master Thieves. You can win the game
  539. quite easily without fighting them, and no future puzzles depend on
  540. anything you earn in the Cloak Room. You can wander around and
  541. eavesdrop on many useful hints here and there. Since I will tell you
  542. everything you really need to know here, you don't have to do all
  543. that. However, if you want to finish every quest in Cawdor, be sure
  544. to move quietly and track frequently, because there are many ambushes
  545. here. If you do successfully defeat all the Thieves, and manage to
  546. enter their well warded closet, you will earn Lugh's Spear, which is
  547. much better than a kick in the head regardless of your guild.
  548.  
  549.  
  550. THE LIBRARY:
  551.  
  552. Now don't go spreading this around, but the Library is full of books!
  553. That's right, a whole room devoted solely to the pursuit of
  554. knowledge. There's never any combat (well, hardly ever) and if you
  555. are not the studious sort you might as well return to the Ballroom to
  556. the south or, if your party leader has already been there or if your
  557. party contains both a Cleric and a Knight, enter the Cloak Room to
  558. the west.
  559.  
  560. On the other hand, the information can be very useful. Every special
  561. property of every item in Cawdor is detailed herein, if you have
  562. enough of a Rune Reading skill to decipher them all. The Library
  563. also contains a fair amount of the historical research I conducted in
  564. preparing to write this game.
  565.  
  566. The item of greatest interest in the Library is the redemption of
  567. Mannanan Mac Lir's ring. His message told you to start at the place
  568. where his message is. This is in the second room from the top, third
  569. room from the right. If you deciphered the encrypted runes in the
  570. Runed Room, then you can replace the O, C, N, and W on the plaques
  571. over the doors with their decrypted values.
  572.  
  573. However, since this is a walkthrough, I'll tell you simply enough
  574. that you should wind up in the upper right hand room. In the lower
  575. left corner of that room, if you face north or east (away from the
  576. wall) then you will be given Mannanan's Ring if you don't have it
  577. and have already spoken to him and have not yet received his reward.
  578. If you have the Ring already, then you can use it. Mannanan Mac
  579. Lir will give you Ohthere's Dagger. Ohthere was a great sailor,
  580. the first man recorded to have sailed to the White Sea. Later on,
  581. you will be able to equip Ohthere's Dagger to survive the Dissolving
  582. Pool, since it gives you the ability to walk on water. He also
  583. gives you some other items appropriate to his realm, and a lot of
  584. experience, and disappears.
  585.  
  586. Since a sufficiently tough character can survive the Dissolving Pool
  587. without Ohthere's Dagger, the Library is entirely optional. But
  588. believe me, it's a lot easier with the Dagger!
  589.  
  590.  
  591. THE CHAMBERS:
  592.  
  593. Once again, Galatea rewards you. Barbarians and Thieves are taught
  594. the Furtiveness skill. Wizards and Clerics are taught the Intimidate
  595. skill. Rangers are taught the Detect skill. Knights are taught the
  596. Stamina skill. Everyone is given Ethelbald's Buckler.
  597.  
  598. The main portion of the Chambers is the Minotaur's Labyrinth, the
  599. central area filled with bulls and secret doors. You enter the
  600. Labyrinth from the south west corner, going north through the
  601. secret door. To complete the Labyrinth from that room, keeping in
  602. mind that many of these doors are secret, you will want to go east,
  603. east, north, east, east, north, west, north, north, west, west,
  604. west, south, east, east, and south. If you complete the butchery
  605. (sorry) then Galatea will teach you the Death Darts spell.
  606.  
  607. There are lots of other battles here. If you complete them all,
  608. which should be more difficult and time consuming than any other
  609. room's battles, and if you do not have Ohthere's Dagger, then
  610. Galatea will give you Ohthere's Dagger. However, you already earned
  611. it back in the Library, didn't you?
  612.  
  613. From the Chambers a party that contains a Cleric, Ranger, and Thief
  614. can go north into the Conservatory, or a party that contains a
  615. Knight, Cleric, and Thief can go west into the Kitchen.
  616.  
  617.  
  618. THE KITCHEN:
  619.  
  620. Ah, the pleasant memories of your childhood's kitchen. The aromas
  621. of baking cookies and the pleasures of licking the bowls. It was
  622. the place where you got hot cocoa on cold winter days and a cold
  623. popsicle on hot summer days.
  624.  
  625. Nobody has pleasant memories of Cawdor's Kitchen.
  626.  
  627. The freezer in the bottom right corner can kill you. The fires from
  628. the ovens can kill you. And the dishwasher, well, let's just say
  629. that Banquo was always the smartest general in Macbeth, and he knew a
  630. last line of defense as soon as he saw it.
  631.  
  632. The most critical quest in the Kitchen is passage through the
  633. Dissolving Pool in the upper left corner. If you have Ohthere's
  634. Dagger equipped (not merely possessed) you will walk atop the waters
  635. of the pool. If you don't, each step will do you 2,000 points of
  636. damage. Sure, a rough tough hero like you can survive that,
  637. especially since you have potions and know the Heal spell. However,
  638. the last couple of steps in the pool are so nasty that they crack all
  639. your potion bottles. So the best thing to do is to have Ohthere's
  640. Dagger in your hand. The next best thing is to have a wizard or
  641. cleric with a high level heal spell and lots of mana potions holding
  642. Ohthere's Dagger, so at least you'll be healed when you finally
  643. encounter Banquo in the Cabinet. And there's no way to encounter
  644. Banquo's Ghost without going through the Dissolving Pool.
  645.  
  646. By the way, it may be a good idea after you are in the last square of
  647. the Dissolving Pool to switch your equipped weapon from Ohthere's
  648. Dagger to something a little more useful against Banquo's Ghost. The
  649. next step you take will be into battle.
  650.  
  651. In the cupboard in the bottom left an extremely high Detect skill or
  652. a charge from Alcuin's Sticks will enable you to find some of the
  653. legendary Prunes of Cawdor, which will be useful elsewhere. In the
  654. bottom left square of the room second from the right on the bottom if
  655. you face south and Detect well enough you will find a bottle of Woad
  656. Wine. In the salt bins, on the far left, fourth from the bottom, you
  657. might Detect a Palace Chalice. All are worth obtaining.
  658.  
  659. At various places on the south wall of the wide central room you can
  660. probably detect and find about six gold pieces worth of silverware.
  661. But that disreputable deed will cost you far more in experience. You
  662. can decide for yourself how much six gold pieces are worth.
  663.  
  664. In the room next to the Dissolving Pool you can fight a lot of
  665. skeletons. They don't have much worth taking, but in a room that hot
  666. you'll have no trouble working up a sweat. The heat is used to warm
  667. the waters of the Pool to the left and to heat the ovens to the
  668. right. Those areas will all damage you for no reward.
  669.  
  670. The spice room, in the upper right, will take away one of your buds
  671. of Gaelic Garlic. Other than that, it's an uninteresting place.
  672.  
  673. If you have a Cleric, Barbarian, and Thief in your party, you will be
  674. able to enter the Cabinet to the north. You can also return to the
  675. Chambers to the east.
  676.  
  677.  
  678. THE CABINET:
  679.  
  680. There are three ways into the Cabinet: through the Dissolving Pool
  681. into Banquo's lair; north from the Kitchen; and west from the
  682. Conservatory. There are three exits from the Cabinet: south into the
  683. Kitchen if you have a Knight, Cleric, and Thief in your party, east
  684. into the Conservatory if you have a Cleric, Ranger, and Thief in your
  685. party, or jump down the pit in Banquo's area to land, awkwardly and
  686. painfully, in the Clock Room. Of course I high level hotsy totsy
  687. adventurer like you is simply teleporting out of all these places
  688. instead of wearing out shoes.
  689.  
  690. The main purpose of the Cabinet is to find and defeat Banquo's
  691. Ghost. However, there are a few items hidden here and there. You
  692. can find Alcuin's Sticks in the second room from the top third
  693. from the left if you face north and use a high enough Detect
  694. skill. Unfortunately, you may need Alcuin's sticks to find Alcuin's
  695. Sticks! There are many battles findable here with some good stuff
  696. to be earned, but
  697.  
  698. If you do defeat Banquo's Ghost (and lots o'luck winning the game if
  699. you don't!) keep the Cup of Drowning. You'll need it against Macduff.
  700.  
  701. There are lots of amusing things and beings in the Cabinets, such
  702. as Cawdor Tunics and Jimmy Hoffa, but they won't help you win the game.
  703.  
  704.  
  705. THE CONSERVATORY:
  706.  
  707. The Conservatory is the home of many plants. Some are friendly. Some
  708. are so friendly that they will never let you go home again.
  709.  
  710. The most critical portion of the Conservatory is the far upper left
  711. room. In order to get into this locked area (locked purely for you
  712. own safety, I assure you) you must pick the lock on the door on the
  713. eastern side of this area. In the northern portion of this room you
  714. can use the Handsaw (obtained in the Stables) to cut away some of this
  715. fine hemp plant (A Shrubbery) which in turn can be carded into rope,
  716. as was explained in the Stables writeup.
  717.  
  718. Lady Althea Cadbury, who stays near the entrances, often has pithy,
  719. even amusing remarks to make about the Conservatory. One can leave
  720. the Conservatory south back into the Chambers or, if your party has a
  721. Cleric, Barbarian, and Thief, west into the Cabinet.
  722.  
  723.  
  724. THE GREAT HALL:
  725.  
  726. There is good news and bad news about the Great Hall. The good news
  727. is that the first time you enter here, Galatea slips you 2,000,000
  728. experience points and heals all your wounds. The bad news is that the
  729. next step you take Macduff's Ghost jumps you. So after you die and walk
  730. back up here, you can take advantage of his inconstant wariness, form a
  731. big party, and pound on him through the first door on the right as you
  732. enter the Great Hall. And he will be a lot easier to pound if your
  733. party leader has held on to the Cup of Drowning!
  734.  
  735. Actually, there is more good news. There are no more rooms that require
  736. you to form a special party to enter. So you can walk west into the
  737. Nasty Little Maze or north into Astrologia, as you desire. Actually,
  738. going into the Maze will be the fastest way to finish the game,
  739. especially as the hint section below provides all the reasons for
  740. entering Astrologia.
  741.  
  742. Although there are the normal numbers of combats, including one that
  743. requires the Tracking skill, and secret doors, the item of greatest
  744. interest here is the Rogue's Gallery. There are a series of wanted
  745. posters, where you can learn the crimes of some of the most dastardly
  746. devils that ever were involved in creating a role playing game. Some
  747. of the crimes and names are historically accurate. See how many of
  748. the people listed in the Cawdor or INN credits you can recognise from
  749. their names and crimes here!
  750.  
  751.  
  752. ASTROLOGIA:
  753.  
  754. If you are reading these hints, then Astrologia is not very important,
  755. because it is mostly obscure hints and predictions of your future. For
  756. example, you are told that by collecting the three items with Aldhelm's
  757. name on them, you will find that it will help you a lot in the last two
  758. rooms of Cawdor: the Bestiary and the Crypt. Similarly the three Alcuin
  759. items and three Alfred items will help.
  760.  
  761. Aside from that, some of my funnier jokes, especially the two part
  762. jokes where you might have to wander around a long time to see the
  763. sequel, are to be found here. You can leave Astrologia to the
  764. Parapets to the west and to the Great Hall to the south.
  765.  
  766. There are numerous bottles of Woad Wine scattered about Astrologia
  767. for those who find that they are low on mana. Many of them have not
  768. yet expired, either!
  769.  
  770. THE PARAPETS:
  771.  
  772. From the Parapets you can go south into the Nasty Little Maze or east
  773. into Astrologia. There is yet another dragon joke to be heard here.
  774. The Warriors Hall of Fame is also here, as are large quantities of
  775. excellent booty and nasty battles. However, none of them is
  776. directly responsible for finishing Cawdor, so if you don't like tough
  777. battles you can avoid the Parapets entirely.
  778.  
  779. You're still reading. You must like battles! Okay, here's the
  780. scoop. There are four square areas in the Parapets each consisting
  781. of four smaller squares. The nastiest battle in the lower left
  782. square occurs when entering the lower left square of that square.
  783. It's a lot easier battle if your party leader has the Gall of Goat.
  784. The upper left square's battle is a lot easier if your party leader
  785. has the Tooth of Wolf. The upper right area depends on the Tongue of
  786. Dog. The lower right area depends on the Blindworm Sting. But just
  787. entering the lower right area is highly dangerous, unless you have
  788. the Scale of Dragon. Finally, the lower right small square of the
  789. upper left's large square, entered via an obvious door on the eastern
  790. wall, leads to one of the most difficult battles in all of Cawdor.
  791. If you beat that battle, then you can well and truly claim to be a
  792. hero. I've only beaten that battle by using the Healing Locket,
  793. which you won't find until after you defeat Macbeth's Ghost in the
  794. Aerie. Good luck, and nice knowing you.
  795.  
  796. Why, you might ask, did I make some battles that are not essential
  797. and virtually impossible? Well, enough testers complained that the
  798. battles were too easy. On the other hand, many testers complained
  799. that the battles were too hard. So to satisfy those finding Cawdor
  800. tough slogging, I made these "unbeatables" optional, purely an
  801. exercise in tactics for the power gamer. See, I do try to give you
  802. what you asked for! I want winning the game to be a challenge for
  803. all players, but not a chore or an unbeatable challenge. If you
  804. consider yourself a true Warrior, then you haven't really won the
  805. game until you've defeated everything in the Parapets. The rest of
  806. us (and that includes me!) will buy the Warrior (or the Warrior's
  807. memory) an ale in The Rampant Cat Inn.
  808.  
  809.  
  810. THE NASTY LITTLE MAZE:
  811.  
  812. Every game designer is allowed to be particularly proud of some
  813. elements in the game. One of these elements, for me, is the Nasty
  814. Little Maze. Simply put, it is designed to frustrate the heck out of
  815. you. But there are many hints scattered throughout Cawdor; I don't
  816. mean unfairly frustrate.
  817.  
  818. If you found and returned the Doormat way back in Uncivilization,
  819. then the Gnome Barbarian, Percy, will give you excellent advice
  820. here. But you, the reader of this section, won't need his help.
  821. You've already gotten the Shrubbery, had it made into Rope, gotten
  822. three Horseshoes, and had them and the Rope made into a Grappling
  823. Hook. So you won't get almost through the maze and then discover
  824. that you need the Hook sharpened in order for it to grip the last few
  825. trapdoors. You won't have to walk all the way back to the Stables
  826. and then back up here.
  827.  
  828. As a friendly designer who knows that many of you will be coming
  829. through here on your way to fight Macbeth's Shade again (having just
  830. been dragged out of here, dead) I thought to make your passage just a
  831. little easier. You enter the Maze and are in an upside-down "L"
  832. shaped area. The door into the Maze proper is on the south wall of
  833. the one square wide section of this L. Let's save yourself some
  834. time. Go through that door. Face west. Go through the swivelling
  835. wall. Go through the next swivelling wall that is now directly in
  836. front of you to the west. Turn right. Follow this corridor to its
  837. end; two squares north, one east, and one south. Use your Sharp
  838. Grappling Hook. You are now ready to leave the Ruined Room upstairs.
  839.  
  840. Without this process, you will find that the Maze and the Ruined room
  841. form a three dimensional maze where you must climb repeatedly from
  842. one to the other in order to finally get out of the Ruined Room
  843. upstairs. And if you are fond of combat, there are some truly
  844. nasty battles in the lower left area that will be mitigated somewhat
  845. if your party leader possesses the Adder Fork or Eye of Newt. In the
  846. upper left corner, similarly, the Howlet Wing will help. And in the
  847. second row from the top, near the center, there is a similar battle
  848. made easier by the Lizard Leg.
  849.  
  850.  
  851. THE RUINED ROOM:
  852.  
  853. Well, as you just read about the Nasty Little Maze, the Ruined Room
  854. exists primarily as part of a three dimensional maze to make it
  855. difficult to leave from here. Once you've made it into the upper
  856. right section, you can proceed east into The Attic. Once you've
  857. cleared the rubble blocking the door to the north by entering from
  858. the Aerie, you can go north into the Aerie, but that requires
  859. traversing much of the main maze.
  860.  
  861. There are two particularly nasty battles scattered about. They will
  862. be made easier if you have the Wool of Bat, or Witches Mummy,
  863. depending on whether it's the battle near the right side of the room
  864. or near the left side.
  865.  
  866. Also herein is the drunk tank, where people who spent just a little
  867. too much time in Alchemia are taken to sober up. As with most drunk
  868. tanks, if you make too much noise you are likely to start a fight.
  869. And since everyone who can survive Alchemia is gnarly, it won't be
  870. an easy fight. A word to the wise.
  871.  
  872.  
  873. THE ATTIC:
  874.  
  875. Yes, it's an attic. What inhabits an attic? A lot of stuff nobody
  876. cares enough to store someplace that the bugs won't get into it.
  877. Of course, on the top floor of Cawdor the bugs are likely to be
  878. dragons, or worse (naw, there's nothing worse than dragons), so you
  879. should tread lightly.
  880.  
  881. There are three potential battles near the southernmost wall of the
  882. attic; no doubt "things" get in there since it is an outside wall.
  883. Careful use of the Tracking skill will help you to defeat them, as will
  884. possession of the Toe of Frog or Fillet of a Fenny Snake.
  885.  
  886. In the second row from the bottom third square from the left, if you
  887. have a Blueberry Brew, Elderberry Elixir, or Woad Wine, you can
  888. exchange it for a Milk of Human Kindness. It won't hurt to have
  889. that, especially if you haven't fought Macbeth yet. But be careful;
  890. some muggers are keeping an eye on people who walk away with the Milk
  891. and you might find yourself having to fight off dairy addicts.
  892.  
  893. I make no apologies for the bad jokes in the Attic. Many testers
  894. asked for more, and I've already told you to just walk north until
  895. you are at the top and then east until you reach the door into
  896. Alchemia. That way you'll avoid most of the toxic humor.
  897.  
  898.  
  899. ALCHEMIA:
  900.  
  901. It's not the humor that's toxic here (okay, it's not JUST the humor
  902. that's toxic here) but if you want to face Macbeth you must go
  903. through here. You can leave Alchemia to the south to the Attic. You
  904. can also proceed into the Aerie in the upper west wall. But to get
  905. into Macbeth's fortress, you must solve, er, uh, read how to solve
  906. the riddle of entrance into his fortress in the far south section of
  907. the west wall.
  908.  
  909. There are many bottles of Juniper Juice scattered about Alchemia.
  910. Feel free to use them. The Alchemist's Guild would rather keep it's
  911. potential paying customers alive.
  912.  
  913. Let's ignore all the battles, the lectures, the jokes, both one and
  914. two part jokes, that you can hear wandering around here. The most
  915. difficult puzzle of Alchemia is entrance into Macbeth's lair. The
  916. first time you attempt to enter, you will have to have an awfully good
  917. lockpick skill with a good lockpick, or must use a Skeleton Keyring,
  918. else you won't get through. But just getting through won't be enough.
  919. On the other side, you will hear a "click" in some direction, and the
  920. door in front of you won't open. You must remember where the last
  921. click is (it will be on one of those three doors) and then exit the
  922. Aerie as swiftly as possible, reenter Alchemia, heal up, and then
  923. go to the door in Alchemia that corresponds to that click.
  924.  
  925. Did I mention that Alchemia is an unpleasant if not downright
  926. poisonous place? Well, I should have. Enjoy!
  927.  
  928.  
  929. THE AERIE:
  930.  
  931. Macbeth's lair is in the lower right corner of Alchemia. All
  932. approaches to it are guarded, at least so long as Macbeth lives to
  933. rally his troops. The first time you leave his fortress area you
  934. will learn full well how well guarded his lair is. It is safest to
  935. proceed due north, to get away from the arrow slits, and then west
  936. along the wall to the door.
  937.  
  938. If you defeat Macbeth's Ghost you will receive the Healing Locket and
  939. the Leaden Dagger. If for some reason you do not retain those items
  940. when you attempt to walk out either the east door back into Alchemia
  941. or the south door back into the Ruined Room, then Galatea will appear
  942. and give them to you. Even if you do have one or both of those
  943. items, she will still give you a very substantial experience reward.
  944.  
  945. There are many windows in the Aerie. Things that can fly can use
  946. them fairly safely. You don't fly. If you are fond of life, you
  947. should not lean too far out any of the windows. There is a large
  948. room in the upper left hand corner. Inside live many dragons. Inside
  949. that room is a smaller room with, yup, you guessed it, still more
  950. dragons inside it. There is also a smallish room in the upper right
  951. corner where lots of imps can be fought, and another smallish room on
  952. the left wall just below the dragon's dormitory where you can fight a
  953. flock of harpies. I'm not saying you should fight any harpies. I'm
  954. just saying they're there.
  955.  
  956. Defeating Macbeth's Ghost brings you to the end game, the final two
  957. rooms: the Bestiary and the Crypt. You enter them from the very last
  958. double doors in the Runed Room way back on the first floor. But to
  959. ensure that you get all the rewards you deserve, you should walk out
  960. of the Aerie before teleporting anywhere.
  961.  
  962.  
  963. THE BESTIARY:
  964.  
  965. At the end of the Runed Room you will find that, true to her word,
  966. Galatea has left the doors ajar. You can descend a narrow stairwell
  967. single file, and, well, and I'm not sure yet. If you heeded the good
  968. advice you heard in Astrologia, you will have accumulated the three
  969. different Aldhelm items. If so, when you descend, Aldhelm will take
  970. you by safer but secret paths into the main Bestiary area, which I
  971. will call the zoo henceforth. If you don't have the three Aldhelm
  972. items, you must walk the far more dangerous and difficult path.
  973.  
  974. I must also let you know: sometimes the needs of the story must
  975. override the desires of the audience. Yes, Rory has entered the big
  976. sleep (hmm, there could be a book in that name!) and nothing you
  977. could have done would have saved his life.
  978.  
  979. Also, the Bestiary is the first room in Cawdor you've entered that
  980. has been belowground. You know what happens in a basement room
  981. without windows? It gets dark! So you had better obtain a light
  982. source, such as a Lantern, before you get eaten in the dark by
  983. something that ate more carrots than you did.
  984.  
  985. Eventually both the safe path and the dangerous one conjoin again at
  986. the door into the zoo. There Alcuin can begin to fulfill his
  987. prophecy. If you have his items, then he will teleport you to the
  988. first step of the Incantation's Path. If not, you can enter that
  989. path by walking south eight squares (including going through this
  990. door) and east one square, and then walking west, north, west, west,
  991. south, south, south, and west. You will now be able to pass through
  992. the door to the south.
  993.  
  994. In the zoo, all battles are with the creatures whose pictures are
  995. on the doors you walked through except for those battles on the
  996. path. The path conforms to the old rhyme, hinted broadly throughout
  997. the ruins, "Thrice the brinded cat hath mewed; thrice and once the
  998. hedgepig whined; harpier cries 'tis time 'tis time!" In other words,
  999. if you start at the only place in the zoo where you can fight three
  1000. cats in a row followed by four boars and ending with a harpy, you
  1001. will have walked the path. Fortunately for you, you know the starting
  1002. point and won't have to explore the zoo to find it. Even more
  1003. fortunately, you are following a party leader with all the Alcuin items
  1004. and so you start on the path. And just to make it dreadfully easy on
  1005. everybody, every battle in the zoo gives a Dragon Flagon and a Chalice
  1006. Palace as a reward.
  1007.  
  1008. If you have the Leaden Dagger you will find Lady Macbeth's Ghost much
  1009. easier to defeat. And once you have defeated Lady Macbeth, Alcuin
  1010. will teleport you to the end of the path rather than the beginning.
  1011. You will still have to fight her again, but you are saved some shoe
  1012. leather, not to mention connect time. Of course, you only need to
  1013. come here twice if you are killed by something further on, such as the
  1014. Weird Sisters.
  1015.  
  1016. Once you leave the zoo you will find regular torches. At the bottom
  1017. right corner you can leave the Bestiary and enter the Crypt, the last
  1018. room in Cawdor, assuming you have killed Lady Macbeth's Ghost. If
  1019. your party leader has all three of Alfred's items, he will give you
  1020. a big boost in your teleportation into the Crypt.
  1021.  
  1022.  
  1023. THE CRYPT:
  1024.  
  1025. This is a hard room. Every step you take you have a significant chance
  1026. of having to fight a deadly random monster.
  1027.  
  1028. This is an easy room. If you make sure your party leader has the
  1029. three critical A-list items at the right time, you can teleport past
  1030. almost everything in here.
  1031.  
  1032. This is a medium level room. At the sixth square from the left on
  1033. the north wall of every other corridor a level twelve Detect skill
  1034. will find a secret door, and a level twelve Lockpick skill wielding
  1035. an Adamantine Lockpick can unlock that door, dramatically reducing
  1036. the distance needed to travel through here.
  1037.  
  1038. But let's assume you want the easy path. The first three checks are
  1039. on the leftmost wall. The one five squares from the bottom will
  1040. teleport you further along if your party has the three Alcuin items.
  1041. The next one, nine squares from the bottom, depends on the three
  1042. Alfred items. The third one, thirteen squares up, depends on the
  1043. three Aldhelm items. If you have none of the three Aldhelm items,
  1044. turn around and go get at least one of them. They are all given as
  1045. booty in The Bestiary, so you don't have far to walk.
  1046.  
  1047. After the Aldhelm teleport, you are on the top row. Go west three
  1048. squares. A level twelve Tracking skill will find some tracks.
  1049. Continue Tracking each step to the west. You are now in front of
  1050. a door. Be sure to Track once more, if you have that skill at
  1051. level 12. Then charge!
  1052.  
  1053. If you are Tracking, then you will have a much easier time with the
  1054. Weird Sisters. If your party leader has the Healing Locket, you will
  1055. also have a much easier time of things. Only McStudburgers will
  1056. choose to go through this door with neither tracking nor the Healing
  1057. Locket. Only True McStudburgers will survive.
  1058.  
  1059. You will now have the ultimate battle. Good luck.
  1060.  
  1061. If you survive, proceed west. In the last room you are given your
  1062. reward sequence. On the desk to the north is a potentially humorous
  1063. book. Anyone with any Detect skill or True Seeing spell can read it.
  1064.  
  1065. Your name is scribed in the Hall of Heroes! You walk out of the
  1066. dungeon to clamorous applause! And, by the way, you can now usher
  1067. other characters through every non-narrow passage in Cawdor, assuming
  1068. that you're that kind of helpful hero! But you'll probably have more
  1069. fun by creating a new character of a different guild and starting
  1070. over again to see some of the things that this character missed.
  1071.  
  1072. Thanks for reading about the Ruins of Cawdor. But trust me: it's a
  1073. lot more fun to play than to read about!
  1074.  
  1075.  
  1076.  
  1077.  
  1078.  
  1079. THE FOYER OF CAWDOR:
  1080.  
  1081. This is the file of on-line hints for Cawdor. The format is as follows:
  1082.  
  1083. CAPITAL LETTERS: A Major topic; major topics are delineated by lines.
  1084.  
  1085. CAPITALS: A room under that major topic
  1086.  
  1087. Upper and lower case: A specific Topic.
  1088.  
  1089. ====================================================
  1090.  
  1091. THE SAFE ROOMS:
  1092.  
  1093.  
  1094. THE FOYER OF CAWDOR:
  1095.  
  1096. The Fountain:
  1097.  
  1098. The Runed Fountain in the Foyer contains the Rune Wizard. If you
  1099. bother him long enough by entering his fountain, he will grant you
  1100. the Rune Reading Skill. If you continue to bother him, he will
  1101. harm you, or worse.
  1102.  
  1103. Doors:
  1104.  
  1105. Any door that opens for you will let you through. The doors that
  1106. won't open for you give you clues as to what you might have to do
  1107. to enter them. Most of those require forming a party with the
  1108. right mix of guilds.
  1109.  
  1110. Encounters:
  1111.  
  1112. Many of the encounters in Cawdor, especially those that just give
  1113. you clues or add to the flavor, will only occur once, or perhaps
  1114. once per entry into the room. So if someone says something you
  1115. think might be important, write it down; it could save your life!
  1116.  
  1117. Gaelic:
  1118.  
  1119. Two phrases of Scots Gaelic are in a message you can see in The
  1120. Foyer. Latha math, pronounced roughly LACH-a mach, with a guttural
  1121. ch as in German, means good day. Beannachd leibh means good-bye,
  1122. and is pronounced BE-ann-och-k leev.
  1123.  
  1124. Huh? What'd he say?:
  1125.  
  1126. Many of the characters in Cawdor have a long list of messages they
  1127. say. It adds flavor to the game, or, to put it a different way,
  1128. it's an easy way for me to add more jokes. If you like it, repeat
  1129. actions that cause speech, like entering the Fountain. But I assure
  1130. you, none of the repeating messages are meaningful.
  1131.  
  1132. Non-repeating messages:
  1133.  
  1134. Okay, you got me. A very few characters say different meaningful
  1135. things to you based on prior encounters and accomplishments. Galatea
  1136. is one, as is Rory Applebush and the Gnome Barbarian. See encounters
  1137. for advice on what to do with messages.
  1138.  
  1139. THE RUNED ROOM:
  1140.  
  1141. Reading Runes:
  1142.  
  1143. If you don't have the Rune Reading skill, many of the runes written
  1144. here (and elsewhere) will be incomprehensible to you. You can learn
  1145. that skill in The Foyer.
  1146.  
  1147. Really Reading Runes:
  1148.  
  1149. Just for fun, some of the runes are written in anagrams, from A (easiest)
  1150. on up (harder). Try rearranging the letters in A within each word
  1151. (by the spacing) to decipher these. The higher letters are more
  1152. complex anagrams. Read Macbeth (the play) if you need hints.
  1153.  
  1154. No, Darn it! Reading Runes!:
  1155.  
  1156. Just for fun, the toughest anagram, lettered I, are encrypted with a
  1157. simple substitution cipher. That means that all the letters "y" in
  1158. the cipher should be replaced by the letter "g" to read the message.
  1159. The other letters are left for you to decipher <wicked grin>.
  1160.  
  1161. But I HATE puzzles!:
  1162.  
  1163. Just think of all the off-line hours you can spend playing Cawdor!
  1164. But seriously, you can win the game without solving these clues; they
  1165. are hints. And Alcuin's Cap can decipher the toughest clues for you.
  1166. But there aren't many charges on it, so use it wisely.
  1167.  
  1168. The locked door:
  1169.  
  1170. If you haven't defeated Macbeth up in the Aerie, that door will
  1171. remain locked. Don't worry about it, but remember it for later.
  1172. Much later.
  1173.  
  1174.  
  1175. THE STABLES OF CAWDOR:
  1176.  
  1177. Cawdor's stable?:
  1178.  
  1179. Cawdor is tectonically very stable. Only its designer is unstable.
  1180. But seriously, the important part of the stables is Braddock Smith.
  1181.  
  1182. Braddock Smith:
  1183.  
  1184. Braddock will let you snoop through his tools, borrow them, take
  1185. them with you. He will even make things for you if you bring him
  1186. an understandable combination of tools and raw materials.
  1187.  
  1188. Fishing poles:
  1189.  
  1190. No, there are no fishing poles needed in Cawdor. In fact, the game
  1191. is so close to the edge of capacity that there are darned few red
  1192. herrings. Almost none. So if you don't get it here, you probably
  1193. don't need it.
  1194.  
  1195. Braddock's tools:
  1196.  
  1197. Some of Braddock's tools are available only some of the time,
  1198. especially when you have the raw materials that call for that tool.
  1199. It's a way of making the game easier. If you think the game is TOO
  1200. easy, stand on the right with the other guy who thinks so. There are
  1201. now two of you. But if you really think Cawdor's too easy, why are
  1202. you reading the hints BBS? Hmmm?
  1203.  
  1204. Implements of climbing:
  1205.  
  1206. I guess this is the hints boards so I have to tell you. Take a tool
  1207. upstairs to a place where there are the raw materials of rope. Take
  1208. the raw materials and another tool to Braddock to get rope. Take rope,
  1209. yet another tool, and three horseshoes to Braddock to get a grappling
  1210. hook. Take the grappling hook and still another tool to improve
  1211. the hook's ability.
  1212.  
  1213. ===================================================================
  1214.  
  1215.  
  1216. THE CHARACTER ROOMS:
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