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 Keys to Maramon

 
   
 
 
Keys to Maramon

FAQ version 1.2.0
copyright 2003 by Andrew Schultz

Please do not reproduce this FAQ for profit without my prior consent. However, 
if you write a polite e-mail to me referring to me(and this FAQ) by name, then I 
will probably say OK. But if I ignore you that means no--and I am bad about 
answering e-mail. Sorry.

**** AD SPACE: ****

My home page:
http://www.geocities.com/SoHo/Exhibit/2762

================================

  1. INTRODUCTION

    1-1. GAME BACKGROUND AND PURPOSE

    1-2. PC AND COMMODORE VERSIONS

  2. CHARACTER INFO

    2-1. CHARACTER CREATION

    2-2. POINTS AND STUFF

    2-3. IMPROVEMENT

    2-4. ITEMS TO SAVE FOR AND GENERAL FINANCIAL CONSIDERATIONS

  3. ABOUT TOWN

    3-1. MAP OF MARAMON

    3-2. CYCLES

  4. DIALOGUES

    4-1. TAVERNS, ETC.

    4-2. LIBRARY

  5. MONSTER AND MISCELLANEOUS INFO

    5-1. WHAT MONSTERS DO

    5-2. HOW BEST TO FIGHT THEM

      5-2-1. TOWERS AND ON THE TOWN

      5-2-2. IN DUNGEON ROOMS

      5-2-3. PARTICULAR MONSTER TRAITS

  6. WEAPONS

  7. WALKTHROUGH/OVERVIEW

  8. MAPS OF DUNGEONS

  9. ENDING SCRIPTS(FAILURE AND SUCCESS)

  10. CHEATING

  11. VERSIONS

  12. CREDITS

================================

  1. INTRODUCTION

    1-1. GAME BACKGROUND AND PURPOSE

  The town of Maramon is under siege from an evil wizard Alvirex who launches 
creatures from safe below the surface. At nighttime these creatures wreak havoc 
in Maramon, closing shops(and they do so during the game.) Mayor Andello has 
called on Goodman Whelk who hooked up with Captain Barbos, who sailed from 
Knessos in Magic Candle(and was superfluous if your teleport was good enough,) 
and he's brought back a hero--which one is up to you to decide.

  Your goal is to keep the monsters in check and eventually go down to the 
dungeons below the towers and eradicate the menace. You can lose the game if you 
lapse for any period of a few days but fortunately this is not a terribly hard 
action RPG.

    1-2. PC AND COMMODORE VERSIONS

  Keys to Maramon is nutty on both the Commodore emulated version and the PC-
emulated. For the PC you will probably need to use MYSLOW(which is freeware,) or 
something else, and for the Commodore you'll need to be aware that the monsters 
will be doing some weird inverted flashing.

  For the Commodore emulator Vice the game doesn't seem to work after a few 
days. To try it out you'll need to use the joystick to control your characters. 
However you'll want to use joystick port 2(don't ask why. It just works. Port 1 
doesn't) as keypad + RCtrl. Maybe CCS works better but I didn't but that one.

    1-3. CONTROL NEED-TO-KNOW

  The manual does a good job of describing what does what although depending on 
where you download the application you may or may not get a prompt asking for 
word X from page Y. This is a thorny problem but fortunately I found a way 
around it. A big one is to print out this FAQ or portions thereof and do big 
sections of the game(which isn't all that big itself) all at once, thus not 
worrying about the password or the slowdown application you may need.

  Page 9 starts with "between her teeth" I believe as words 6 and 10 of page 9 
are both "a." But you can just keep typing "a" at the prompt that asks you for a 
word in the manual and it should work if you keep hacking away.

  From the startup menu you can hit R/R/A/[ENTER] constantly, but this is a bit 
slow. A more efficient way is to start a new game with anyone and immediately 
restore and re-restore, R/A/[ENTER] avoiding the pauses between scenes.

  Also The game will be fast on new computers(as in--orc drops by and wipes you 
out in 1 second,) as it is an old DOS game, but fortunately there are many 
utilities that work to make this game more reasonably playable. Hopefully the 
info below is not too technical.

  MOSLO(the old horse) is a bit shaky, and many don't work on Win2000 or WinNt, 
but I found MYSLOW worked great for my Win98. You have to have MYSLOW running 
and then you can right-click the executable in Windows Explorer.

  If this fails(you get errors/blue screen) just hit ALT-SPACE next time you run 
KM.EXE and then do properties on the window's system tray icon(the window itself 
should be in the background.) You'll want to set "run" to 1 MS and on the right 
side click the top option('sleep' radio button) and try different values. For my 
600MHz it was 7-9(it can vary on each run) so you'll want to experiment. Also 
try rebooting if it stil doesn't work.

P passes time until nightfall or daybreak--most useful when you know where 
monsters will come out or, if you've killed all the monsters(it's ineffective 
otherwise at night) and are at maximum hit points(otherwise rest in the 
strongrooms.)
J toggles whether or not you run in one direction. You'll want it off if the 
game refuses to slow down enough.

  If you save a game outside at night after beating all monsters, beware: on 
restore the monsters may reappear. In which case you can just re-restore and the 
problem should go away.

  2. CHARACTER INFO

    2-1. CHARACTER CREATION

  You have four characters you can use to start the game. Given that you can 
improve 
                                  DEX|
                   |    |STRE|SPE|TER|MAG|ARM|
Character          |LIFE|NGTH| ED|ITY| IC| OR| $ | STARTS WITH
-------------------+----+----+---+---+---+---+---+-----------------------------
Huntsman:Kelligan  | 35 | 30 | 40| 50| 10|  3| 50| 5 potion,longbow(50),leather
Courier:Lumelia    | 25 | 25 | 40| 40| 25|  0|200| nothing
Blacksmith:Stavros | 40 | 50 | 35| 25| 10|  0|100| hammer
Scholar:Hornbern   | 30 | 30 | 35| 30| 50|  0|150| 12 gonshi, 8 potion,
                                                   12 sermin, saber

  Hornbern starts out with a lot of magic which is really useful for long range 
kills. He has the most valuable possessions to start and actually has the most 
total attribute points. However, Kelligan allows you to use a lot of arrows on 
trolls that pour out of the tower. But he is slightly broke. Lumelia can use a 
bit of magic early on, if you invest(you should buy her leather and save up for 
learning in the closed stacks,) and Stavros is the best as even with his bare 
hands he beats up monsters pretty easily.

  So I think that Stavros the blacksmith is the best to start. In any case 
everyone should get leather armor.

  Original character choice affects your player icon, the endgame picture, and 
the final conversation with Alvirex. Also it affects which stores are broken 
into to start. With Stavros it's the weapon shop, Lumelia has Elmer's(?), 
Hornbern has Madame Rosel's and Kelligan has the armor shop. These are tailor 
made to give a feel for what's in store without affecting your particular class 
as the damaged location only supplies the sort of stuff you start with anyway.

    2-2. POINTS AND STUFF

  For each hour you have to spare before sun-up, you get 15 bonus points. You 
get no points for killing an orc with a fire globe or if a zorlim accidentally 
nails a barg with a spell.

  Other monsters give different point amounts:

ORC 10
GOBLIN 8
WOLVINGA 12
DOMUG 7
GNOLL 15
SLIME 5
TROLL 25?
MINOTAUR 20
BARG 22
FERMIGON 40
MONGOR 30
OGRE 50
ZORLIM 20
BAZARD 70
DRAGON 100
DARKWOLF 15
TIGRET 18
WOLFLORD 40

  They are detailed in section 5.

  You can judge how well you're doing by how Goodman Whelk or his wife talk to 
you at their pubs.

    2-3. IMPROVEMENT

  When your score turns green, you can advance. When your gold turns green, it's 
Friday morning and payday(I mean, the amount displayed turns green. Gold that 
turns green is FAKE.) You get 100 gold and you don't have to visit that day 
although you'll probably want to. But you must also beat up the monsters to earn 
gold as well.

  Every 1000 points you are able to train at the library. You can increase 
speed, strength, dexterity or agility by a point. You also get two life points 
into the bargain. If you stay in a dungeon long enough to get two potential 
advancements you can do them one right after another at the library. There's a 
20 point fee.

  I found that I could beat the game scoring about 18000 points(including the 
2000 you get for winning.) I got 200 points per night with the rest coming in 
dungeons.

  What you improve doesn't matter but as the manual says you'll want to wait to 
read wizardry at the library as that takes away 5 life points and gives 10 magic 
points. And I found I didn't really need magic points.

    2-4. ITEMS TO SAVE FOR AND GENERAL FINANCIAL CONSIDERATIONS

  As for item-wise improvement, I recommend just buying leathers and then saving 
up for steel plate or chain at the very least, as when you get better your 
profit margin will go upwards--don't worry about methreal. Eventually you'll get 
a very nice item that works better than whatever you can buy.

  You'll wind up breaking a lot of items so don't buy anything expensive. 
Tactics are more important than physical attributes. The more monsters you can 
beat up keeping expenses down, the better.

  Strongrooms let you rest at night and heal 3 pts/hour. Inns heal 10 pts/hour 
and they don't seem to charge you--and you get your weapons polished and 
everything.

  You can also sell mushrooms. Madame Rosel buys all you have of one type so 
stop off at a strongroom and drop everything first. You can also drop broken 
items there.

  A brief price list is below:

  Madame Rosel buys herbs, etc. back from you at half the price you'd pay--and 
she rounds down.

          Buy     | Sell
------------------+------
Nifts  100 for 12 | 4 1/6 per
Gonshi  50 for 12 | 2 1/12 per
Mirget  40 for 12 | 1 2/3 per
Luffin  30 for 6  | 2 1/2 per
Potion  50 for 8  | 3.125 per
Sermin  30 for 12 | 1.25 per

  Elmer Kozak also buys stuff. The formula for wands(which I did not need in the 
game) is as follows:

25 + (charges left * 2.5)

  Weapons can and should also be sold. The more they're worn, the less they're 
worth, and in fact most of the time it's cheaper to buy a new weapon than fix an 
old one. However, the critical legendary weapons always stay new.

  One thing to watch is that time goes by as you inquire about buying an item. 
So try to get your purchases done early in the day so you can run to the right 
tower ASAP.
 
  3. ABOUT TOWN

    3-1. MAP OF MARAMON

+--------------------+
|                    |
|     X  1  XX * a 2 |
|     X              |
|     X  X  XX XX 3  |
|                    |
|  *  X  X!!X  +-- --+
|        X  X  |     |
|                    |
|  X  X 4    L |     |
|              +---- +
|  X  X 5 *  6    7  |
|                    |
|  8  b X X  9  c d  |
|                    |
+--------------------+

* = strongroom
X = residence(can't enter)
1 = Rosel's herb shop
2 = Crab's Claw
3 = Sea Breeze Inn
4 = Flying Fish
5 = Maramon weapons
6 = Steele's Armor Shop(closed at start)
7 = Elmer's Magic Shop
9 = Stoner's Bed and Board
8 = Pickrell's Guest House
a = copper keep
b = iron keep
c = brass keep
d = bronze keep
L = library
! = town hall

    3-2. CYCLES

  The game changes from day to night and back at 20 hours and 8 hours.

  Note that if a place of business is successfully looted, you won't be able to 
visit it for a few days.

  Below I have listed what I found for the first cycle. It doesn't always seem 
to happen this way although the copper tower is pretty reliable. Monsters come 
from there on Monday and Thursday night. (7x+1, 7x+4) If you want to be sure of 
things you can save at 15 hours, see if bad guys appear outside the brass/bronze 
or iron, then go where you need to be and save again.

  As you get better, tougher monsters get out and around.

Monday/Tuesday:
  9 Orcs come from the COPPER TOWER and try to loot the magic shop.

Tuesday/Wednesday:
  6 Orcs come from the IRON TOWER and try to loot the library.

Wednesday/Thursday: 6 goblins, 3 wolvinga come from the BRASS TOWER and try to 
loot the library and weapons shop.

Thursday/Friday: 9 domugs, 1 gnoll come from the COPPER TOWER and try to loot 
the ?.

Friday/Saturday: 8 orcs, 4 wolvingas loot from the BRASS TOWER

Saturday/Sunday: 11 goblins, 4 orcs loot from the BRASS TOWER

Sunday/Monday: 5 Orcs 5 Goblins come from the BRONZE TOWER and try to loot the 
?.

  4. DIALOGUES

    4-1. TAVERNS, ETC.

  The kids hanging around generally say different stuff each time you see them. 
No earth shattering hints but it's kind of cute.

THE CRAB'S CLAW
--Mistress Whelk: Welcome to the Whelk family taverns any time, [you]. [MON]
TUE: It's such a relief having you protecting us, [you].
  "Don't worry, [you]. You're trying your hardest.  I'm sure that you'll do much 
better soon."
  "You're doing wonderfully, [you]. Everyone's so proud of you."
--Arbo Steele: The monsters attack my brother's shop every Monday. [MON]
--Billy Whelk: Did you ever kill a troll, [you]?  I saw a troll Thursday night 
from my bed- room window. [TUE] [THU] [FRI] [SAT]
  "Denn Steele says that 'hit and run' is the way to defeat the monsters.  Is 
that right, [you]?  Denn said he figured it out after the orcs bit off his 
foot."
  "Do you know any dwarves, [you]?  I hear that dwarves don't like ships.  That 
must be why they never come to Maramon."
  "Seb and I went to the library yesterday, [you].  Mister Quint told us about 
the Rare Book Room.  He said the books there were full of secrets."
  "Hey, [you].  Will you give me lessons?  When I grow up, I want to be just 
like you."
  "Have you ever seen the king, [you]?  I really want to see his new castle.  
Old Jonas says it's not very far from Maramon.  He's seen it from his fishing 
boat."
  "What's a 'bazard', [you]?  Elmer Kozak said it was a crossbreed between a 
bat, a lizard, an ogre, and something else.  But when I asked him what 'breed' 
meant, he wouldn't tell me."
  "I had a nightmare last night, [you].  There was an evil wizard, and a dragon,  
and Maramon fell into the sea.  That won't happen, [you], will it?  Please?"
  "Neddy and I were going to go swimming yesterday, [you],  but it was too cold.  
But guess what we found.  Scars in the trees from domug target practice."
  "I had the nightmare again last night.  The wizard said, '[you] is a fool.  
[he/she] cannot defeat me.'  I wanted to tell him off, but I had to wake up."
--Seb Pickrell: [you]. You should come to our house to rest on Tuesdays. It's 
just past the tower and the pond. [WED]
--Dalina Kozak: I believe that there are many caverns deep below Maramon, [you].  
I have no idea what keeps the sea from flooding them. [THU]
--Elmer Kozak: FRI
  "Join me in a bowl of Mistress Whelk's excellent chowder."  Billy says, "There 
isn't room for both of you in there."
--Old Jonas: [SUN]
  "In one way the monsters are like I used to be, [you].  They hit the taverns 
every Saturday night."

THE FLYING FISH
--Goodman Whelk: (every day)
  "Welcome, [you], to the Flying Fish."
  "Good day, [you]. Sit down and rest a while."
  "The council is concerned about you, [you].  You must start doing better."
  "Things are going very well with you on the job, [you].  Have a pint of my 
finest."
--Jenny Whelk: MON WED FRI SUN
 "You must be [you]. My father has told me all about you."
 "Madame Rosel has such a funny accent.  Not like your accent, [you].  Some 
people say she's a witch.  I don't think so, though, do you?"
 "Arbo Steele is so sweet. Sometimes he sings to us. . . . He says he found a 
way into the cellars. In the Rare Book Room in the Library. That was before the 
monsters tore his eyes out."
  "What a cute little fellow Timothy Quint is. He says that the only way to 
improve yourself is by studying. . . . . . at his library."
  "Poor Tamur. You've met him, I suppose. . . Did you know that he had a full 
head of hair before he found the Iron Key?"
  "I think Dalina Kozak is pretty. Don't you, [you]?  But she's so quiet.  I 
think she knows some secrets she won't tell."
  "Tal Belaris is such a conceited boy.  But he's good to his grand- mother.  
She never leaves her room at all."
  "Mayor Andello seems to feel much better now.  He was so grouchy before you 
came, [you].  I think he still misses his sons."
  "Why is this happening to us? What's so special about Maramon, [you]?  If 
anyone can figure out the reason, I'm sure you can."
  "I'm so glad my father brought you to Maramon, [you].  Please come back when 
I've grown up. . .  and teach me everything you know."
--Captain Barbos: [1st MON]
  "I sail on the evening tide. Farewell, [you]. Good luck."
  "I found these in my cabin. Use them well and wisely."  Barbos hands [you] a 
pouch.
  [+10 nifts for huntsman]
  [+10 gonshis for blacksmith]
  [+10 sermins for courier]
  [+10 mirgets for scholar]
--Denn Steele: I was just leaving, [you].  I hope to see you at my armor shop. 
MON
--Timothy Quint: The monsters emerge from the towers in weekly cycles, [you]. 
TUE
--Young Jonas: I bet the fish are biting today, [you]."  "But I have to stay in 
town and do repair work. TUE
--Elmer Kozak: Exciting time at my shop last night, [you]. WED
--Mayor Andello: THU
  "Maramon is depending on you, [you].  Don't forget to stop by City Hall 
tomorrow for your pay."
--Tamur: FRI
  "If you go into the cellars, be sure to look into the strongrooms.  I fear 
that I left several things down there, [you]."
--Madame Rosel: SUN
  "I predict the monsters will be very active tonight."  "You best have plenty 
of gonshis ready, [you]."
--Neddy Stoner: FRI
  "I hope you can keep our house safe tonight, [you].  Oh . . . and Madame 
Rosel's shop, too."
? "The Sea Breeze Inn is the finest guest house in Maramon.  But we don't get 
much trade lately, [you].  Especially on Wednesdays."

    4-2. LIBRARY

      4-2-1. OPEN STACKS

Open stacks(each subject takes one hour to study:)
--Library: THE MARAMON LIBRARY WAS FOUNDED EARLY IN THE REIGN OF KING ONGAR. ITS 
RARE BOOK COLLECTION IS NOTED THE WORLD OVER.
--Keys: ALL THE STRONGROOMS OF MARAMON OPEN TO THE SAME KEY. EACH OF THE DARK 
TOWERS HAS A KEY OF THE SAME METAL AS ITS LOCK.
--Pearls: MARAMON PRODUCES MORE PEARLS THAN ANY OTHER TOWN ON THE SEA OF 
OSHMAR. 
ITS BLUE PEARLS ARE GENERALLY CONSIDERED THE FINEST PRECIOUS STONES IN THE 
WORLD.
--Towers: THE FOUR DARK TOWERS OF MARAMON CONTAIN STAIRS LEADING DOWN INTO THE 
CELLARS AND CATACOMBS BELOW.
--Mushrooms: SOME MUSHROOMS AND HERBS HAVE GREAT POWERS. THEY CAN INCREASE 
STRENGTH, HEAL INJURIES, AND DO MANY OTHER WONDERS.
--Dragons: THE ISLAND OF MARAMON WAS ONCE THE HOME OF A FAMILY OF DRAGONS. WHEN 
THE DRAGONS DEPARTED, THE TOWN OF MARAMON WAS BUILT.
--Wizards: IN AGES PAST, THE GREAT WIZARD ALVIREX BEGAN STUDYING THE POWERS OF 
DARKNESS. CORRUPTED BY THEIR EVIL, HE FLED OVER THE SEA OF OSHMAR TO MOUNT 
MANDARG.

      4-2-2. CLOSED STACKS

It costs 20 gold and if your score hasn't turned red you won't learn anything 
from all this.

--Anatomy: "THE HUMAN LEG IS ARTICULATED AT THE HIP, KNEE, ANKLE AND TOES.  ALL 
FOUR POINTS OF ARTICULATION ARE OF GREAT IMPORTANCE TO HUMAN MOVEMENT AND 
BALANCE."  THE TEXT CONTINUES AT GREAT LENGTH.
 [you]'s experiences give  [him/her] added insight into the book's meaning.
 [he/she] feels lighter than air. [he/she] will surely move faster when fighting 
the enemy tonight. 
--Physics: "LEVERAGE WAS ONE OF THE FIRST ASPECTS OF PHYSICS STUDIED BY THE 
ANCIENTS.  THEY IDENTIFIED THE THREE CLASSES OF LEVERS ..."  CHAPTER AFTER 
CHAPTER FOLLOWS.
Leverage, from the toes up. [you] sees its uses.  From now on, the enemy will 
beware [his/her] increased strength. 
--Swordplay: "WHEN FIGHTING FOR YOUR LIFE, THE FLASHY MOVES OF THE FENCING RING 
MATTER MUCH LESS THAN A SIMPLE RULE:  'KNOW YOUR ENEMY.'"  THE BOOK IS FULL OF 
PICTURES OF VARIOUS CREATURES AND VITAL PARTS OF THEIR BODIES.
With this knowledge, [you] rejoices.   [he/she] will be more likely to find a 
critical spot to smite [his/her] enemies. 
--Wands: "ANY FOOL CAN USE A MAGIC WAND, OFTEN TO HIS OWN SORROW.  THE TRUE 
TECHNICIAN USES WRIST, EYE AND MIND, ALONG WITH THE APPROPRIATE CHANTS."  THERE 
ARE PAGES AND PAGES OF INSTRUCTIONS.
"Why hadn't I realized that before?" [you] asks [him/her]self.   [he/she] feels 
sure that [his/her] magic skill has increased. 

      4-2-3. RARE STACKS

  Rare books and subjects:

Bazards: "FANGS OF DOOM"  A LURID ADVENTURE, NOT WORTH THE PRICE OF ITS BINDING.  
"AS THE BAZARDS RUSHED AT HIM, GORAN MUTTERED A PRAYER TO KALB.  RAISING HIS 
MACE, HE ..." [you] recalls the legends of Kalb's Mace, and of its powers 
against bazards.

Pearls: "MOTHER-OF-PEARL"  THE BOOK IS A COLLECTOR'S GUIDE.  "... THE MOST 
FAMOUS BEING THE PEARL PLATE ARMOR OF MARAMON, SAID TO HAVE MAGICAL POWERS 
AS 
WELL." [you] reads of some historical artifacts of Maramon.   [he/she] is glad 
to be able to recognize them.

Mushrooms: "COMPENDIUM OF FUNGI"  IT IS A BOOK OF FINELY-DRAWN ENGRAVINGS.  
"APHYLLOSCURA SERMO. EXTREMELY RARE ..."  [you] learns to recognize sermin and 
gonshi mushrooms.   [he/she] vows to examine the damp corners of strongrooms 
more closely.

Wizards: "DE UMBRAE PRIMERIS"  [you] FEELS VERY UNCOMFORTABLE. THE BOOK REEKS OF 
EVIL.   [he/she] OPENS IT TO A RANDOM PAGE.  SWEAT POURS FROM [you]'S BROW AS 
THE WORDS CAPTURE [his/her] EYES.  [you] finds that a Brightsword is not only a 
fine weapon,  but also a good shield against dark magic.   [he/she] hopes to 
find a Brightsword soon.  But at what cost has [you] gained this knowledge.   
[he/she] has been exhausted by the evil book. [he/she] may never recover 
completely.

[life down to 1, magic up 10, max life down 5.]

Cellars: "WINES OF MARAMON"  [you] IS SURE THAT TIMOTHY QUINT HAS GIVEN 
[him/her] THE WRONG BOOK, BUT READS ON.  "... SO RED ALYOSHA HID A KEY TO THE 
WINE CELLARS IN THE NEAREST STRONGROOM." [you] reads enough to allow [him/her] 
to find a key to the copper lock.

Towers: "THE GLORIOUS KOZAKS"  OBVIOUSLY PUBLISHED BY A MEMBER OF THE KOZAK 
FAMILY,  THE KOZAK BOOK IS "RARE" BECAUSE ONLY A HANDFUL OF COPIES WERE SOLD.  
"BORU KOZAK TOOK THE BRONZE KEY AND SWORE TO KEEP IT SAFE ..."   [you] realizes 
that the key to the bronze lock is somewhere in the Kozak mansion.

Dragons: "DORNA'S SAGA"  THE LANGUAGE IS ARCHAIC, BUT [you] CAN JUST PUZZLE IT 
OUT.  "... WYTHE YE STARRE AXE INHAND TRODDE AYE ONWARD YE BRAVE DORNA TO YE 
DRAGONNES LAYR." [you] learns how to slay a dragon with the legendary Star Axe.   
[he/she] has a hunch that the knowledge will be useful.

If you happen to re-read something: "AS WE BEGIN CONSIDERATION OF THE SUBJECT AT 
HAND, WE IMMEDIATELY NOTICE HOW SIMILAR ITS CONSIDERATION IS TO ..."  THIS BOOK 
IS FULL OF SUCH GIBBERISH. As Quint locks the rare book back into its case, 
[you] advises him to keep it there forever.  

  5. MONSTER AND MISCELLANEOUS INFO

    5-1. WHAT MONSTERS DO

  Monsters' behavior is relatively predictable in the big-picture sense. They 
run one direction until they run into something or see--and eventually attack--
you. Then they either stall there or try to run in an entirely different 
direction. They are blocked by gold or by whatever blocks you. You can see if a 
monster is shooting missiles from a distance, and spellcasters can take out 
allies if the room is crowded and spells are flying all over. Although they 
don't usually drop gold(25% at most do so,) monsters can drop mushrooms. And if 
you've just cleared out some major areas in a dungeon, some can drop keys.

  Monsters seem to look around for the best way to move if their original way is 
obstructed. In fact, they can be obstructed with gold another vanquished monster 
has dropped. This can force monsters into going where you want them to go. Often 
they'll line up in single file.

  Also if you are quick enough you can push U several times in a row to use 
mushrooms if you forgot to. And you can preemptively strike monsters as when 
they charge you they may run into your weapon. You know you'll have hit them 
when a white * appears over them.

  And beware of running out of arrows. They're expensive anyway but unlike when 
a hand weapon breaks you can't continue attacking once you've run out of arrows. 
You'll have to [h]old something new.

    5-2. HOW BEST TO FIGHT THEM

  The #1 rule is to avoid open spaces. You always want to restrict monsters from 
attacking you. The #2 rule is to make sure you're always facing the monsters 
when you attack. 'Facing' is not a 100% clear term and I will describe to you 
what I mean. Let's say you're in the center of the diagram below. Monsters 
entirely in the dots can attack you by hand, and you can attack them by hand. 
The reason I've represented you as 2x2 is that every square you move is actually 
*1/2* your size. So you can actually line up a bit off to the side of monsters.

......
......
..uu..
..uu..
......
......

  Most advantageous:

......
....11
..uu11
..uu22
....22
......

  Here you're fighting two monsters but you can just face right(6) and keep 
pushing space and eventually you'll have attacked both of them. Now if one of 
them drops some money you have a nice bunker in case there are a bunch of 
monsters behind them.

  Less advantageous:

....11
....11
..uu22
..uu22
......
......

  Here it's a bit tougher. You'll need to attack 2, switch direction and hit 1. 
It only seems like a loss of a move, but monsters tend to inflict increasing 
damage with each hit, and in the heat of battle you may not turn as quickly as 
you want. You may attack where 2 was before chainging focus.

      5-2-1. TOWERS AND ON THE TOWN

  If you can camp in front of the tower where the monsters will be coming out, 
beating them should be very easy--and you can predict this by checking around 
and restoring at night. You can just push P to pass(first you may want to visit 
the closest strongroom and rest until 18 hours) and immediately after that, hit 
U. After hitting space to select a mushroom, hit U immediately again until 
you've taken everything you wanted to.

  You'll want to stand by the tower entrance and walk two south. Standing too 
close may make the computer think all the monsters stuck in the doorway can 
attack you, and they won't leave any treasure at the gates to boot. If you're 
the right distance away, you can attack monsters as they come out, and few will 
run off into the city proper. They usually start out by advancing diagonally. 
That will lead to an advantageous situation such as in 5-2 above. The only 
problem that arises is if you manage to block the monsters' paths all the way. 
Then they will just wait around--they'll still have damaged buildings. What you 
do then is to go right a square, get a bag by going one up and then moving down 
quickly. Then face up and start whaling away again. This slight repositioning 
also lets you out of the line of fire of any missile weapons, so you can heal 
before you go in to attack them if need be.

  If a missile weapon does kill you, make a note to use a few sermins or a 
potion before then or to back up more quickly.

  Sometimes this won't all quite work and a few monsters will escape. Still you 
should be able to get 60%+ easily and 100% more than half of the time--and you'd 
feel like a bit of a piker if you couldn't track ANY monsters down.

  Most of them will have run into houses by hour 03 but you'll want to 
crisscross around the streets just to make sure. Remember that only the SW and 
NE parts have areas to damage, so they'll be the places you want to go after. 
Monsters don't return from whence they came and don't seem to stay around where 
they vandalize, so you'll have to be resourceful.

  The good thing about how they run around is that they very rarely gang up on 
you. You'll have to approach them and allow them the first hit if they're 
stalled, though.

      5-2-2. IN DUNGEON ROOMS

  If you walk through a door then you will probably face a new group of 
monsters. If you do, and there aren't too many you can pick off with the door at 
your back, look for bunkers quickly where you can go against a wall or even in a 
corner. Be prepared to use mushrooms liberally, and you may even want to stop in 
a strongroom to recharge. Also don't feel bad about leaving through a door and 
coming back after taking a break if you're really in trouble.

  In general monsters use the same bumbling algorithm as in the overworld, but 
they can't go through doors. So if an area isn't cleared, look everywhere 
without going through doors. The one annoyance may be that weapons break more 
easily--until you find a magic one.

  Monsters tend to get into a pattern while running back and forth and so if 
there is a phalanx and you can't find any enemies to isolate you will again want 
to place yourself as in 5-2--between two monsters you're running at--so you can 
attack 2 at once.

  To achieve the formation in 5-2 you can also walk down the center of certain 
narrow passageways. If they are two you-lengths wide then the monsters can't 
ever attack you from the side as they rush up.

  Later on you'll have monsters who stay in place, and they're quite nasty. Use 
all mushrooms(and you should have all four types from strongrooms and random 
encounter treasure) and whale away. Not much else to say.

      5-2-3. PARTICULAR MONSTER TRAITS

* = can see overground

Monsters tend to do one point of damage with each extra attack they get on you. 
If you heal yourself, this does not change. Fleeing and returning helps address 
the balance.

* ORC The first monsters you'll notice above and below ground. Nifts leave an 
orc impotent.
* GOBLIN very simple to beat
* WOLVINGA can shoot missile weapons, very annoying
* DOMUG also a sort of foot soldier
* GNOLL goblins with bows
SLIME no treasure or experience, eegh
* TROLL very strong but slow
* MINOTAUR good all around fighters, very troublesome
BARG weird asterisk looking thing
FERMIGON tough hand to hand damage.
MONGOR casts some annoying spells
OGRE very strong but fortunately they appear in narrow passages and you can bop 
them one by one.
* ZORLIM casts spells that can damage others fighting you.
BAZARD use Kalb's Mace on these.
DRAGON you need the star axe to nail this stationary monster.
* DARKWOLF annoyingly fast and poor animal. Black. Pearl armor pretty much makes 
him useless.
TIGRET annoyingly fast and poor animal. Red.
* WOLFLORD casts spells and guards critical locations. I believe he also is 
forced into the combat where he guards the overground gold key.

    5-3. MISCELLANEOUS

  Here are the keys, from least to most valuable:

Copper Key
Iron Key
Brass Key
Bronze Key
Steel Key
Silver Key
Gold Key
Pearl Key

  6. WEAPONS

  Most are pretty much worthless. I find that I could often beat up bad guys 
with the cheapest weapon--or the blacksmith could do most of them in with his 
hands! I found a bunch of hammers kept me well throughout the game, and I just 
dropped the broken stuff in a storeroom. The only way to get it out of your 
inventory is to fix it and sell it, which costs you gold. You can generally tell 
the wear and tear on an item by seeing how much you can pay to fix it. Weapons 
can only be returned to new at the blacksmith's but it's probably more effective 
to let one of the kids at the rest house rejuvenate an item.

Hammer      5 to buy
Mace        20 to buy
Warhammer   30 to buy
Saber       can't buy--Hornbern has at start
ShortSword  20 to buy
Scimitar    25 to buy
Longsword   50 to buy
Greatsword  100 to buy
Shortbow    25 to buy
Longbow     60 to buy
Light Axe   15 to buy
Battleaxe   80 to buy
Great Axe   180 to buy
Kalb's Mace cannot be sold
Brightsword cannot be sold
Star Axe    cannot be sold
Brom Bow    cannot be sold

Quiver     30 for 20 shots

...aaaand armor. You'll want to buy leathers and then maybe steel plate later.

Leathers      50 to buy, 3 AC, 25 to sell
Ring Mail    150 to buy, 4 AC, 75 to sell
Chainmail    500 to buy, 6 AC, 250 to sell
Steel Plate 1500 to buy, 7 AC, 750 to sell
Methreal    4000 to buy, 8 AC, 2000 to sell
Pearl Plate              9 AC, 4500 to sell(can't buy this back)

  7. WALKTHROUGH/OVERVIEW

  Rermember throughout you'll want to save in case you do things wrong--the four 
save slots will be useful. Dungeon details are available in section 8 which 
follows.

  While building up characters you'll want to...

--Conserve money *unless* you cheat. If you have all the money you need, bows 
work great, but otherwise arrows are expensive and a nuisance to continue buying 
at the armory. Otherwise using hammer, small axe, etc is OK and should get you 
through playing this game super-fast if you're willing to suffer a few deaths 
before winning.
--When you need to rest, use strongrooms instead of inns(which cost money) and 
gonshis/sermins. When you have over 40 HP to cure then potions are a much better 
deal.
--Nifts start off working well when you have leathers(they make orcs totally 
ineffective) but once you get steel plate or chain mail then they have less 
effect and you should sell them for extra cash.
--Save up for a rare book(the 100 gold each week is very helpful,) and the first 
subject you'll want to read about is KEYS. Then TOWERS. Those get you the copper 
key(found in the upper strongroom) and the bronze key(talk to Elmer Kozak at his 
magic shop.) From there you can explore a nice chunk of the caverns. You can 
just pick off monsters a few at a time after clearing above-ground each night 
and this along with strongrooms you can loot should help you get to the next 200 
gold a bit easier.
--Next you can read up about MUSHROOMS. You'll be able to find some in all 
subsequent strongrooms, and this could save you a bit of money along the way.
--The next task is to find the brass key. I'm not clear on when it shows up--
after you get 6000 points, on day 24, or on the day after you've cleared all you 
can from the copper/bronze towers and monsters come out of the brass tower next. 
The treasure will be lying around after you kill the last monster.
--Through all this the important thing is that, if no new monsters seem to 
appear in one trip into a tower, you may need to exit and reenter. Remember this 
if no monsters show up.
--You need to do similarly to get the iron key. Kill everyone you can and get 
out. Then monsters will come out of the iron tower. I found that my stats were 
8000 experience and it was day 30. But the monsters came out of the iron tower 
and again it was the last one standing that coughed up the iron key.
--With the iron key you can access almost all of level 1. The final combat 
relies on a thin passage to the right to a room shaped like a rectangle with a 
bite out of it. Some Zorlims and Fermigons hide the steel key, which will lead 
you to level 2.
--Through all of this you need to balance out going back to beat up 
monsters(start to leave around hour 12--or later if you're very confident--and 
turn J on so you can run through--you should have a feel for the way back)
--Conflicts in the next rooms will be a bit tougher--let zorlims blast Bargs out 
of the way on level 2 a bit and head for safe corners. If you win enough fights, 
you can retreat and advance and you should be able to clear out the room in the 
northwest with the door with the silver lock once monsters appear there.
--Beyond the silver lock there's a guardroom with Kalb's Mace. This is a great 
weapon to use.

** NOTE: THE GAME HAS SOME BUGS ON LEVEL 3. AND NOT THE TYPE THAT IMPROVE YOUR 
SCORE WHEN YOU KILL THEM. **

--By now you should have the cash to max out your potions. Do so.

--On level 3, ALWAYS try to enter staircases from the right. If you enter from 
the left the game may crash. I am pretty sure this is what does it--crashing 
when you enter a stairwell isn't affected by what you're holding or if you 
returned home.

--From the start level 3 has several stairs you need to go down with a combat in 
each one. It's fairly linear and by now you'll need to have learned how to get 
in/out pretty easily. Be sure to take out all the monsters and use the narrow 
hallways to your advantage.
--Near the end you'll run into a gold door, but before then you'll have gotten 
the Star Axe.
--Next time you enter the tower you should have a fight that nets the gold key. 
Then ready the Star Axe as you go to face the dragon. Keep yourself in mushrooms 
and use them all along with a healing potion before running at the dragon. Hit 
it a few times and it'll die. Take the stairs down to level 4.

--Head westward along the top until you see a brick room to the west. 
Enter(south wall) and beat up the enemies there. You'll get a pearl key. Go back 
east to the stairs and then down south. You can probably weave through monsters-
-you don't need to kill them.
--At the bottom, to the west you'll find a dragon. Bulk up and run at him to 
kill him.
--Run NW to the door to a brick area. There's another fight in there. To the 
left is a strongroom with the brightsword, which you should hold.
--The door to the right requires a pearl key. Behind it is Alvirex.
--Save first if you want and then talk to Alvirex to get the whole story--fight 
him otherwise.
--The maze back out is a bit sticky. The caverns are flooded with water, which 
you can't walk across, so you have to use the stones. There's no way to save at 
this point but it isn't too bad. You go SE and then there's one false trail but 
once you've pushed that away you just need to hop across some stones on the 
ponds and when you leave the level as you came in, you'll see the ending 
sequence.

  8. MAPS OF DUNGEONS

  There are five files that contain dungeon levels--M21E30.MCM through 
M25E30.MCM. They are 84x60 so if you want to cheat you can open them up with 84-
wide rows and poke holes in walls(use 0x20-0x26) and get through the game easily 
that way. But you'll also have to modify M25E30 once you tinkered with M24E30 or 
you'll be stuck and you won't be able to get out.

  Initially all you'll want to do in a dungeon is to find combats. You'll often 
need to escape and re-enter, often picking up a critical key outside at night. 
Keys will be your main thrusts in dungeons although you'll also want to locate 
strongrooms and get the treasures there. If you build up enough gold(aided by 
the boosts in several strongrooms) you can get some new armor for the last few 
critical fights if you want before you find a special item. There's really 
nothing else to spend surplus gold on.

  LEGERDEMARAMON

X = a wall
T = torch in wall
s = strongroom door
^ = stairs up
v = stairs down
= = door
+ = rocks
~ = water

  [note: some icons are half-water and are marked as open spaces because you can 
walk over them.]

  I've tried to replace 'obvious' walls with useful annotations as well.

----------------Level 1----------------

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X   XXXXXXXXXXXXXXXXX                        XXX==XXXXXXXXXXXXXXXXXXXXX    X
X   XXXXXXXXXXXXXXXXX          area c        XXX   XXXXXXXXXXXXXXXXXXXX    X
X   XXXXXXXXXXXXXXXXX                        XXX   XXXXXXXXXTXX==XXXTXX    X
X   XXXXXXXTXX==XXXTX     XXXXXXXXXXXXXXXXXXXXXX   XXXXXXXXXXXX==XXXXXX    X
X   XXXXXXXXXX==XXXXX     XXXXXXXXXXXXXXXXXXXXXX   XXXXX                   X
X   XXXXX                 XXXXXXXXXXXXXXXXXXTXX    XXXXX      area b       X
X   XXXXX                 XXXXXXXXXXXXXXXXXXXX     XXXXX                   X
X   XXXXX    XXXXXXXXXXXXXXXXXXXTvvXXXXXXX         XXXXX   XX       XX     X
X   XXXXX    XXXXXXXT==XXXXXXXXXXvvXXXXXXX         XXXXX   XX       XX     X
X   XXXXX    XXXXXXXX==XXXXXXXX      XXXXX   XX    XXXXX   XX       XX     X
X   XXXXX    XXXXXX       XXXXX      XXsdX   XX    XXXXX   XX       XX     X
X   XXXXXXXXXXXXXXX       XXXXX      XXtoX   XX    XXXXX                   X
X   XXXXXX==TXXXXXX       XXXXXXXXXXXX copper tower
area b2 <-> bronze tower
area e  <-> brass tower
area f  <-> iron tower

Also any passage adjoining two areas requires keys from both areas to get into: 
b requires copper and bronze, c requires iron and bronze, d requires copper and 
iron. d2 requires all four keys.

  First off, easy way through/back once you've cleared the dungeon. From 
copper(top stair) 2,1 until you're trapped, then 7 and 9. To get back you can 
hit 2 and through the door, hit 3. Then past the strongroom hit 9 to leave 
through the brass dor although 2/3/9/6/8 gets you out the brass.

  You'll have monsters to clear out in each area. Try to avoid wide open spaces 
as monsters can attack you from more than one angle there.

  From brass, 1 and then 7 past the strongroom--you may need to hit 9 for a 
square or two to get back to the steel door and stairs.
  area a: 10 monsters. Orcs and domugs and slime.
  area b: 14 of them. A few wolvingas are in the stairs to the tower. There are 
also orcs and goblins and bargs. There is actually another wave--connected with 
a--of 19 monsters of all types mentioned previously, plus goblins.
  area c: 17 monsters. Domugs with bows, slime and goblins. 
  area d: There will be 14 monsters: bargs and gnolls and a zorlim and 2 
minotaurs in the room to the NE. Later on when you exit and reenter there will 
be 10 and you must also access...
  area d2: (zorlims, fermigons) the final fight you'll probably leave 'til last 
without a map is in area d2. You need all four keys to enter the room. Once you 
win this fight, you will get the steel key which will allow you down to level 2.
  area e: 14 gnolls
  area f: 14 orcs/domugs after you first get the brass key.

--area a is just under the copper tower.
--The doors to area b require the copper and brass keys.
--The doors to area c require the copper and iron keys.
--The doors to area d require the copper and bronze keys.
--area e is just under the brass tower.
--area f is just under the iron tower.

Center strongroom: 158 gold, 10 nifts, 3 sermins, 7 gonshis
NE storage room: icewand with 5 charges
NW storage room: 19 gold, 11 potion, Brom Bow, 2 arrows, 7 sermins, 2 gonshis
SW storage room: 25 gold, worn greatsword, 6 sermin, 3 gonshi
SE storage room: 83 gold, shortbow, 15 arrows, 2 sermin, 2 gonshi

----------------Level 2----------------

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XXXXXdoor>>XXX==XXXXXXX                             XXX   XXX   XXXXXXXXXXXX
XXXXXX            XXXXX   XXXXXXXXXXXXXXXXXXXXXXX   XTX   XTX   XXXTXXXX==XX
XXXXXX   Room d   XXXXX   XXXXXXXXXXXXXXXXXXXXXXX   XXX   XXX   XXXXXXXX==XX
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X    XXXXXXXXTXXXXXXXTXXXXXXXTXXX    XXXTXXXX                              X
X    XXXXXXXXXXXXXXXXXXXXXXXXXXXX    XXXXXXXX                              X
X    XXXXX                      Room f         XXXXXXXXXXXXXXXXXXXXXXXX    X
X    XXXXX                                     XXXXXXXXXXXXXXXXXXXXXXXX    X
X    XXXXX    XXXXXXXXXXXXXXXXXXX    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX    X
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XX==XXXTXXX==XXXXXX          XXXX    XXXXXXXXXXX            XXXXXXXXXXXX  XX
XX==XXXXXXX==XXXXXX Room h   XXXX    XXXXXXXXXXX   Room i   XXX            X
X             XXXXX          XXXX    XXXXXXXXXXX            XXX            X
X    Room g   XXXXXXXXXXXXXXXXXXX    XXXXXXXXXXX            XXX            X
X             XXXXXXXXXXXX==XXXTX    XXXXXXXXXXXXXXXXXXX    XXXXXX   XXX   X
X             XXXXXXXXXXXX==XXXXX    XTssXXXXXXXXXX==XXX    XXXXXX   XXX   X
X             XXXXXXXXXXXX           XXssXXXXXXXXXX==XXX    XXXXXX   XXX   X
X             XXXXXXXXXXXX                            XX    XXX            X
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  Basically you just need to go to all the rooms and kill everybody else. You'll 
probably need a few trips so the town doesn't go to pot while you're off on your 
jaunt(s). Here on level 2 you will find that room f may regenerate if you don't 
kill everything off here right away.

  My recommended order: f, h, i, e, c, b, a, g and then d.

  The way to get out quickly from the stairsis 2, then 3 at the bemd, 1 once 
through the door, 3 at the door after next, 9 through the door and 7 by the 
stairs. You can hit 3/1/3 past the 2nd door and 9 at the bend. 2 doors down you 
hit 4 and then 8 up to the stairs.

  room a: (9 monsters) fermigons/bargs/zorlims. A bit tougher than...
  room b: 4 zorlims, 4 mongors. Be prepared for the initial onslaught.
  room c: (25 monsters) domugs, goblins and slimes
[strongroom at top: 238 gold 14 gonshis 15 luffins 10 nifts 7 sermins]
  room d: bargs/ogres/zorlims. Lots of possibilities for bargs to get hit in a 
crossfire. Once the monsters appear in this room you get the silver key for 
winning.
[strongroom past d: Kalb's mace, 36 gold, 4 sermins, 2 gonshis]
  room e: (25 monsters) domugs, goblins and slime
  room f: (27 monsters) mostly gnolls and slimes. You'll have to deal with some 
missile weapons at the bottom and will also have to go to the right to take out 
any stragglers.
[strongroom to s: 129 gold, 5 arrows, flamewand w/15, 1 sermin, 5 gonshis]
  room g: (12 monsters)
  room h: (6 monsters) mostly fermigons.
  room i: 5 zorlims, 3 gnolls. The zorlims will stay back but the gnolls will 
run at you. If you want to run in be sure you've got plenty of healing.

----------------Level 3----------------

First of all, the quick way back up, from level 4 back:

**hit j.
**h: hit 3, then hit 1 in the 2nd passage down, then hit 8 when it turns up.
**g: 3, 9 once past the storeroom, 7
**f: 3, until at the bottom, then 9 and when nearing the top wall, 7.
**e: 6, 9,, 7, but hit 9 when the rocks branch. Then hit 7 when you start going 
up again.
**d: 6, 3 on the rocks, 9, 7, 9 when going up, and then 7 at the top wall.
**c: 3, 9, and 7 at the wall
**b: 3, 8
**a: 1, 8

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XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX     
XDragon.XXXXXXX
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XXX^^XXXXXXXXXXXXXXXXXXXXXXXto getXXXX^^XXvvvvvvvvXXXXXX     XvvvvvvvXXXXXXX
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X                   XXXXXXXX>>>>>>XX           XXXXXXXXX                   X
XXXXXXXXXXXXXXXXX   XXXXXXXXXXXXXXXX       h   XXXXXXXXXXXXXXXX            X
XXXXXXXXXXXXXXXXX   XXXXXXXXXXXXXXXX           XXXXXXXXXXXXXXXXXXXXXXXX    X
XXXXXXXXXXXXXXXXX     XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX    X
XXXXvvXXXXXXXXXXX     XXXXXXXXXXXXXXXXXXXXXX==XX<X     XX               XXXXX                                 ~XXXXXX
XXXXXX        XX                                                      XXXXXX
XXXXXXXXXXXXXXXX  XXXXXXX                   XXXXXX                       XXX
XXXXTX==XTXXXXXX  XXXXXXX                 XXXXXXXXX                      XXX
XXXXXX==XXXXXXXX  XXXXXXXXXX     ~~~      XXXXXXXXXX                     XXX
X                 XXXXXXXXXX     ~~~~     XXXXXXXXXX            XXXX       X
X                 XXXXXXXXXX     ~++~     XXXXXXXXXX            XXXX       X
X      XX              XXXXX      ~~      XXXXXXXXXXXXXXX       XXXXX      X
X     XXXX    XXX      XXXXX              XXXXXXXXXXXXXXX       XXXXXX     X
X     XXXX   XXXX                           XXXXXXXXXXXXX       XXXXXX     X
XX    XXXXXXXXXXX              XXXXXX       XXXXXXXXXXXXX         XXXX     X
XX    XXXXXXXXXXX            XXXXXXXXXX       XXXXXXXXXXX         XXXX     X
XXX     XXXXXXX              XXXXXXXXXX        XXXXXXXXXX         XXXX     X
XXX     XXXXXXXXX            XXXXXXXXXX        XXTX==XTXX                  X
XXXXX     XXXXXXXXX          XXXXXXXXXX        XXXX==XXXX                ~~X
XXXXXXXX    XXXXXXX           ~XXXXXX                                 ~~~~XX
XXXXXXXX      XXXXX           ~XXXX                                  ~~XXXXX
XXXXXXXX        XXX              XX       XXX        XXXX           ~~XXXXXX
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X       XXXXXXXXXXXXXXXXXXXXXXXXXXX       XXXXXXXXXXXXX           XXXXXXXXXX
X     XXXXXXXXXXXXXXXXXXXXXXXXXXXXX         XXXXXXXXX~~             XXXXXXXX
X     XXXXXXXXXXXXXXXXXXXXXXXXXXXXX           XXXXX++~~                XXXXX
X     XXXXXXXXXXXXXXXXXXXTvvTXXXXXX           XXXXXXX~~~       XXX       XXX
X~~~~XXXXXXXXXXXXXXXXXXXXXvvXXXXXXX         XXXXXXXXXX~~       XXX        ~X
X ~~~XXXXXXXXXXXXXXXXXXX      XXXXX        XXXXXXXXXXXXX       XXX         X
X    XXXXXXXXXXXX==TXXXX      XXXXX       XXXXXXXXXXXXXXXX     XXX         X
X    XXXXXXXXXXXX==XXXXXXXXXXXXXXXX       XXXXXXXXXXXXXXXX     XXX         X
X       XXXXXXXXX     XXXT==XpearlX       XXXXXXXXXXXXXXXX                 X
X           XXXXX     XXXX==X

 

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