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See Ancient Domains of Mystery Hint, Hint #2, Solution here!
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Hint for Ancient Domains of Mystery
ADOM version 9.4
In any ADOM game, you will want to start by going to the training
caves. These are a good place to find out whether your character is
worth continuing or whether you'd be better off starting over. The
training caves are just about 15 or so spaces to the left of the NE
corner where you start out. Keep killing monsters until you get to
experience level 6, then leave, because after level 6 the monsters get
too deadly.
Once you've left those caves, go to the Terinyo village. Buy a couple
of large rations if you want. (It doesn't matter that much because
you'll find them all over the place in one of the upcoming dungeons.)
Make sure to talk to the old mystic who lives in a square building to
the left of the water area of the village. He will tell you about a
Mad Carpenter who needs to be saved. His telling you about it will
allow you to find a location you could not have found otherwise.
Now you'll want to visit the caves where the Mad Carpeneter lives.
They are on the far East side of the kingdom, very close to Terinyo.
They show up as an orange symbol next to the mountains. Once you've
entered, start killing monsters and picking stuff up until you get to
level 4. Here you'll want to pay closer attention to make sure you
don't start hacking away at the Healer, who will appear as a white @
sign. Chat with him and he'll tell you you need to learn tolerance.
What this means is that when you get to level 7 (which is the last
level), you will find the Mad Carpenter and he'll keep attacking you.
Just ignore his attacks and get him to follow you down all the levels
until he is at level 4. His attacks never seem to do any damage. Then
make him walk adjacent to the Healer. The Healer will give him his
sanity back and the Carpenter will disappear. He'll leave you a book
of bridge building, a blessed hatchet, and something else I forget.
Pick all this up. Also chat with the Healer and get him to teach you
the Healing skill if you don't already have it. If your hit points are
low, ask him to heal you too. Then leave this dungeon.
Now you are probably moderately tough with a fair amount of money and
enough food to do some decent exploring. You can go back to Terinyo
and buy some rations, talk to the Old Mystic (who will tell you about
another dungeon, but this isn't necessary the way it was before), or
get training from the Carpenter (who should be around somewhere). You
can also go to the Thieves' Village just SW of Terinyo. There you can
buy more advanced items (potions, scrolls, blessed weapons, rings,
etc.), talk to a Crime Lord or a Master Thief, or talk to a Mad
Scientist type guy on the far right side of the screen (where a lot of
people probably never explore). I am not sure what the Mad Scientist
is good for, but apparently you don't need to talk to him to finish
the game. The same is the case with the Crime Lord and the Master
Thief. If you chat with the Crime Lord he'll ask you to kill the
Terinyo sheriff and the Old Mystic -=-- you can come back and get a
gift (a Chaos amulet). I don't think this is a very useful course of
action, and you don't really want the Terinyo village people pissed
off at you. In my opinion, it's a much better bet to eventually kill
the citizens of the Theives' Village, but this isn't necessary either.
Okay, so now what? It's time for you to cross the kingdom. You'll have
to veer far south because a large body of water splits the right side
of the screen off from the larger left side. When you're traveling
south, you can stop in the "Endless Dungeons" if you want and build up
your inventory/experience points. As far as I know there are no
interesting artifacts or beings in the Endless Dungeons, but I haven't
explored it much. It isn't necessary to complete the game. It also
apparently goes on, deeper and depper, to infinity. Not my idea of a
good time. (I could be wrong about its being infinite.)
After you have passed by the Endless Dungeons, veer west until you are
past the water. Then head NW until you are in the middle/left upper
area of the screen. There is a location that is just diagonal from a
corner of mountains. It is marked by an asterisk. Enter it. This is
the Dwarven Caves and it's where most of the action occurs.
The Dwarven Caves are extremely deep, but you won't find out how
deep until much later in the game. They go all the way to level 50,
but for now we're just concerned with the first 20 or so. The levels
get progressively more difficult, with tougher, more vicious monsters
as you go down further. That means that the first several levels are
pretty easy.
The first interesting (not completely random) level is the
Arena level. Here you'll find that a wide area fills the entire right
side of the screen. The wide area has a rectangle in it, and on the
north side of that rectangle sits an "@" sign who you can chat with.
This is the Arena Master. Don't try to fight him (you can do this much
later, if you want). Just chat. He will offer to let you fight in
arena matches. Try some if you want, but remember, you probably aren't
going to be tough enough to win many of them in a row. You might want
to fight several battles, then come back later when you've recovered
hit points or gotten toughter. Each time you win an arena match you
get a good sum of money from the Arena Master. The 20th won battle
(which is always at least twice as hard as the previous 19) will win
you an artifact --- a pretty good blessed sword. Again, you may have
to come back after you've gotten to a decent level in order to win
this 20th match. The 20th win makes you the Champion.
Other interesting levels in the early part of the Dwarven Caves
include the "no walls" level, where you can find most types of
lower-level monsters. It's also a good place to practice your
herbalism skill (stomafillia herbs are quite useful for hunter,
alrunia antidotes for poison, and I forget what the other ones do.)
Eventually you'll get to the Dwarven City. I forget what level
this is, but it's probably somewhere between 15 and 20. It's a very
important spot in ADOM because you will be returning to it many times
for a variety of reasons. First of all, there's the shop. Then there's
the church where you can give sacrifices to your deity. There's also
(in version 9.4 anyway) a place where you can do Smithing, and a home
where an elderly warrior lives. Most important are the Training room
and the Dwarven Leader room (which stands out because it always has
two dwarven guards guarding the door, who are the origin of the quote
"Axes high!").
One other room that is important to mention is the tiny room with
no doors. You can't dig your way in here -- you need to teleport in.
If you don't have the teleport skill, I don't know how you can get in
there, but eventually everybody gets the teleport skill when they
become corrupted by chaos. Inside the small room lives a mystic who
will happily give you a really excellent blessed battle axe that does
a ton of damage.
Okay, back to the previously mentioned rooms in the Dwarven
City. In the Elderly Warrior room, talk to him repeatedly. If you have
the weapon from winning the 20th Arena fight, the Elderly Warrior will
notice it and ask you if he can have it. I forget what he gives you in
return but it's worth giving him the weapon if you already have
something better.
The Training Room is a great place to build up your skill
points. I find that giving the trainer 1000 gold coins each time you
pass through is a great policy. (Usually you don't have much else to
do with your money.) 1000 is a number I made up -- It could be that
you need less, or possibly more -- I don't know. Anyway, I've seen
characters gain dozens of strength, dexterity and other points by
regularly consulting the trainer. And building up your attributes is
extremely important if you want to get anywhere in ADOM.
Where the church is concerned, I don't really understand how
worshipping works and it never played a large role in my playing of
the game -- but it might for you. The main thing is, experiment with
sacrificing stuff and try to make your god happy so you can "wish"
later on. Again, I personally don't find this all that important in
the grander scheme of things.
The Dwarven Leader is a very important character to talk to
because he will send you on quests (you have to say "quest" to him)
and also he will send you on a "portal" quest (you have to say
"portal") which will take you to the other side of the kingdom. I
don't recommend doing the portal quest until you have done a
significant number of regular quests for the Dwarven Leader. Each time
you complete a quest, go to the Dwarven Leader and he will give you
something useful (the rewards get better during the later quests --
one of them is an excellent shield).
The levels that go lower than the Dwarven City are pretty tough, and
you will want to play them carefully. Among the many tough levels are
the "living trees" level and the Undead level. There is also a level
somewhere down there that is full of bees. Remember to kill all the
bees until the queen bee comes out. Kill her, then go to the hive and
try to pick stuff up. You will need the bee wax for later.
The "Living Trees" level is also important. For one thing, you
will need to cross it during one of the quests. For another thing, it
is a good place to get logs with which to build a bridge. This is not
the only place to get logs, but if you have acquired the "Strength of
Atlas" or an equivalent spell, this is as good a place as any. (You'll
need the "Strength of Atlas" spell to carry more than a couple sets of
logs at a time). If you have access to a lot of stomafillia herbs or a
ton of rations and other food, then you can ignore the "living trees"
level as a source of wood, because you can do all your wood chopping
out in the general kingdom where otherwise your hunger would progress
very rapidly. Anyway, the "living trees" level is an interesting
place to visit. To cross it, keep moving. Don't get sucked in to the
concept of standing and fighting because you will never be able to
kill all those trees. Don't try to burn them, they'll just get pissed
off and all attack at once.
The Undead level I mentioned earlier is a big pain in the butt
unless you're pretty powerful. You have to run a gauntlet of zombies
and so on. If you have a pickaxe for digging, this is a great level to
use it so you can avoid a lot of monsters. You'll probably want to
kill them all eventually, though.
Below the Undead level, somewhere around level 25 I guess, is a
level with a blocked portal. You can go no further than this until you
have completed the Portal Quest that the Dwarven Leader will tell you
about if you ask.
The thing to remember about the first 25 or so levels of the
Dwarven Caves is that you will have to do a lot of running back and
forth (or up and down) in order to get things done. You will basically
live in these areas for a while. Get used to it. Your character needs
to build up strength here before he/she can really kick butt. But
there are other things to move on to.....
THE RING OF THE HIGH KINGS AREA
Before discussing this area I should say that bridge building is
important here. Always keep your book of bridge building in your
possession because if you don't have it, you can't add points to the
bridge building skill each time you go up a level.
Whether you get logs from the "living trees" level of the
Dwarven Caves or from the general outside area, you'll need at least 3
logs and probably many more in order to build an adequate bridge.
(This depends on your skill level in bridge building.)
Okay....let me back up. The Ring of the High Kings area is in
the far upper left corner of the kingdom. You can't get there unless
you have a Climbing Set or a really good Climbing skill level, or
maybe both, I'm not sure. The Climbing Sets are not too hard to find
after a while.
Basically, when you go to the Ring of High Kings area you will
be in a one-level (no stairs) room with an island that is surrounded
by piranha-filled water. You can't cross this water without building a
bridge. To build a bridge, you must have both the hatchet and logs in
your possession. You will want to stand by the edge of the water on
the south side, where it only takes 3 spaces to reach the door of the
little island. Put the hatchet in your Tools inventory spot, then
"U"se it. When you have reached the door with bridges, you will have
to kill a water monster of some sort, then you can get the Ring of the
High Kings.
I am not sure what this ring does exactly, and I am not even 100%
sure you need it in order to win, but I think you probably do. Most
likely it's what gets you past one of the deeper portals.
Order-wise, this is probably the first place you should attempt
to visit after you've been in the Dwarven Caves.
THE PORTAL QUEST
The Portal Quest will take you to a previously-invisible graveyard in
the SE area of the kingdom. It is marked, appropriately enough, by a
cross (plus sign). Once there, you will have to fight many zombies,
wraiths, ghosts and other annoying creatures in order to get yourself
inside a tomb in the center of the screen. This tomb has a downwards
stairs, which take you to a quite deadly area.
The thing to remember about the lower level is that you don't
need to explore it all. It's a trap room and you'll probably die or be
in a world of pain if you try to map it all out. (I used to think you
had to step on all the "you hear a squaking sound" traps in order to
finish this quest, but I later realized those traps don't have special
significance). Basically, just go all the way south and hit the "s"
key until a secret door opens. Then travel S and then E along the
bottom area of the screen until you are as far SE as you can go.
Somewhere around there is a secret door. (It's in a vertical hallway
on the right/lower side of the screen.)
When you find the secret door, enter carefully. It should take
you to a large room on the right side of the screen. Then start
hacking away until you have killed the Necromancer and Griff, who the
Dwarven Leader should have told you about. Kill everything else
threatening. Then use a pick axe or wand of digging to dig up that
grave in the center of the large room. You will find a good artifact.
I think you need to pour holy water on this grave too.
Your portal quest is finished -- get the $#% out of there.
At this point, there is no one order you need to do things in. You
just need to do things. Here are some areas you might want to focus
on:
THE GREMLIN AREA
This is located in the SW area of the kingdom. It's all dark, so use a
torch or your amulet of protection. Do not go here if you aren't
pretty tough. I am not sure what the intended point of this area is,
but the bottom line is that you have to kill a ton of gremlins because
they keep reproducing (due to a well-placed water trap). Hack through
the gremlins and stand on the trap until they're gone. If this doesn't
work, I'm not sure what to do. Also, I don't know of any good use for
the balls of fluff. One time I had one in my inventory and when I got
soaked by a water trap much later on, the ball of fluff turned into a
gremlin in my backpack and ruined some of my stuff. Obviously the
creator was making a reference to the movie "Gremlins." In the Gremlin
area you will find a "Phial" potion which is useful for creating
blasts of light, but not anything else that I know of.
THE TOWER
This is a hot, hot place. You need to be pretty tough and you need at
least two objects or experiences that involve immunity to fire.
(Eating fire beetles and wearing a ring of fire resistance would
work). Otherwise you'll steadily lose hit points.This area is all red
and about 3 or 4 levels deep. You'll have to fight red dragons and the
like, so be prepared. The on the last level, you may need to dig or
use a wand to get to the other side of the screen (where the action
is). If you defeat all the really tough dragons, etc., you'll get the
first Chaos Orb -- the Chaos Orb of Elemental Fire. You definitely
need this.
THE PYRAMID
Another tough, tough level for more experienced players. I'm not sure
what exactly triggers your ability to get into the pyrarmid (an
ability you don't have early in the game). Maybe it's being a certain
level or character. Anyway, the pyramid has 3 levels and they're all
tough. In the first level, don't bother with the right side of the
screen unless you want to fight mummies. Go left and search for secret
doors everywhere you can. Eventually you'll find an area to the NW of
the screen where a downstairs can be seen.
Now you'll be in a smaller area with a few secret spots, etc.
There's another stairway. Go down. Now you will be in a huge room and
a ton of monsters will be after you. Good luck. If you complete this
battle you get an ankh amulet. Again, I'm not sure how crucial this is
to finishing the game, but I imagine it plays a role.
THE GRASSY PARK AREA
There's an area near the pyramid that consists solely of a
cresent-chaped body of water, a house with a back room, and many
trees. I have no idea what good this area is, but I vaguely recall a
Fool's poem about this area being good for magic (for reading tomes,
maybe?). I am not sure....in any case, this seems to be another
non-crucial area.
THE BLUE UNDERWATER AREA
This is a good place to go relatively early (though after completing
the portal quest) because it's not *that* hard. The important thing
though is that you have proper swimming ability/breathing aid. You'll
be in a big blue room that you have to explore thoroughly to get
around in. (Swim around the south, not north, to get places faster.)
In the very center of the screen is a large room with tons of items
there. The trouble is you can't pick up anything without your God
yelling at you. Oh well. You *can* talk to the blue dragon in the
middle of the screen, who will discuss her baby with you.
After this has happened, go to Terinyo and talk to the blue baby
dragon. It will fly off into the sunset in order to get together with
the mom dragon. Now go back to the underwater dungeon and talk to the
blue mama dragon again. She tells you she'll be sending you a great
thing later. What this turns out the be is a really tough two-handed
trident that somebody drops near you much later in the game. (By the
time I got it, I had forgotten all about that part of the game.)
I forgot to mention that the blue underwater area is not initiall
easy to find. You'll need to walk through the big lake in the middle
of the kingdom until a message says "You discover an underwater
passage!" or something similar. Some of your gear might rust in the
meantime. Don't say I didn't warn ye.
THE RIFT
Just south of the Ring of the High Kings Area is an area that you
can't get into unless you have a reasonable climbing ability.
Sometimes if you *do* get in, you'll fall and much of your stuff will
be damaged, as well as yourself. So you might want to make sure you're
ready before you try this area.
When you get in, basically you'll be in dungeons like any other
dungeons. The monsters are fairly tough, but not excruciatingly so.
When I was in here I came across a sick baby white dragon, and I
imagined I was supposed to help him, but I couldn't figure out how (I
tried to "g"ive him a number of items, including healing herbs, but he
refused). So if anybody knows what to do with the sick white baby
dragon, let me know. (I ended up killing him because I was bored and
chaotic.)
When you're in the rift, go as far down as you can. Eventually
there will be no more downstairs. So go up. (There are levels above
the level you start in.) Sooner or later you will come to a room with
two upstairs symbols. One of those symbols takes you to another level.
The other one goes to an area of the Kingdom screen that is
unreachable from any other means because it's surrounded by white
(unpassable) mountains. When you get to this area, walk over to the
entrance that's on the right and you will be in the the Library. The
Library is chock full of tomes (i.e. spells) but you'll have to kill a
ton of tough monsters to get them.
After that, you can continue back up the rift and get out. That's
all I know about that area.
THE STEEL GOLEM AREA
This is in the central south area of the kingdom. I find the steel
golems extremely difficult to kill. So you will probably want to visit
this area very late in your game. The dungeon starts out like any
other, but its first exit is guarded by the previously mentioned
golem. If you kill him and go downstairs, you'll have to kill
literally dozens of identical (and equally tough) steel golems.
Yikies, these guys are tough. Needless to say, there are some
worthwhile items in this dungeon, once you've gotten past the
monsters. There are rooms full of armor, weapons, and a room full of
pools (that do various unusual things to you). The armor and weapons
are unremarkable, mostly; presumablythey're there for you to do
smithing on.
The center of this level has a diamond-shaped pattern of forges
and a chaotic dwarven dude who runs the place. If you talk to him,
he'll ask you to kill the Terinyo dude (I forget what he's called but
he's represented by a green @ sign). Then, if you come back, he'll ask
you to kill the Dwarven Leader. I think he rewards you with a cool
shield or something. I don't find it much worth it, since the Dwarven
Leader already gives you a great shield when you complete all the
quests. But if you're Chaotic, maybe you'll want to go this route.
In the SW corner of this level is a downwards stairs. You can't
get into it ever, to my knowledge. It's blocked by a statue of a
knight and flames, or something. It seems to be a one-way door that
you can only come up through (from a deep Dwarven cave) and never go
down. I think you have to be around level 30 of the Dwarven caves to
find the stairway that comes up to this. Obviously this stairway makes
for a nice way to make a quick escape from the Dwarven caves -- but
only if you are prepared to kill all the steel golems in this dungeon
(or have already killed them).
One other thing. I don't remember but I think the Dwarf in this
dungeon will teach you Smithing if you don't already have this skill.
THE UNICORN QUEST
When you are of a sufficient level (probably 25 or 30), go to the
Terinyo village and talk to the guy whose title I forget but who is
represented by a green @ sign. That guy. Chat with him and he'll tell
you about a Unicorn that needs your help. Then and only then can you
see a location that you couldn't see earlier.
This location is in the middle of the Kingdom, not too far from
the calm park area and the pyramid. You'll see it if you walk around
there a little. Enter it and you'll be in a big grassy area that has a
thick forest in the center. Walk around the forest and soon you'll
meet an upper-case white "U" which is a Lawful unicorn. Chat with him
and he'll ask you to kill his foe, a black unicorn who lives in "the
forests to the east" or something like that. Exit the level and now
you'll find another new location just east of the White Unicorn spot,
and also near the pyramid. Enter there and go kill that Black Unicorn.
(If you chat with him, he'll ask you to kill the white unicorn! Which
one you kill is a personal choice depending on your alignment.) When
you have killed one unicorn or the other, go to the unicorn for whom
you did the killing and chat with him. I forget what he awards you
with, sorry to say. BUT he does offer to relieve you of ALL your
corruption, once and only once. I strongly recommend you NOT have him
relieve you of your corruption until you are extremely corrupt (8 or
more corrupt traits). Even if it means making a special trip up 30
levels of Dwarven Dungeons much later in the game, it's worth waiting
to have the Unicorn un-corrupt you instead of squandering this
one-time miracle too early in the game.
I think that sums up the non-Dwarven areas of the kingdom pretty well.
I hope I didn't miss or forget anything. If you think about it, four
of the areas nicely sum up the elemntal orbs: the steel golem area
represents Earth, the underwater area obviously represents Water, the
fire tower represents Fire, and the rift sort of represents Air. It's
nice to know the designer tried to make the game thematically
consistent.
Now, let's get back to the Dwarven Caves.
When you get through the first portal (the one that was opened for you
by the Dwarven Leader's hidden lever after you killed Griff and the
Necromancer), you'll soon come to a level with a very deadly creature
in it. This creature is similar to the Siren in Greek mythology,
except that her singing doesn't cause men to become slobbering
lust-filled fools, just to instantly die. I wish I knew my Homeric
literature better, but I believe it was Odysseus who was tempted by
the sirens. To get safely past the island where the sirens lived, he
had all his men put wax in their ears and tie him to a mast (where he
could hear the beautiful singing but couldn't foolishly react to it).
Well, that should be a clue as to how to defeat a certain ADOM
monster. If you EVER get to a level and hear something to the effect
of "You hear a high-pitched screech!" (or something similar), DON'T go
anywhere new. Go find some wax and "u"se it, which will cause you to
put it in your ears. (If you don't know where to get wax, read through
the earlier part of this message and you'll find out where to get it).
With wax in your ears, you can defeat the screeching monster (whose
name escapes me). Otherwise you're dead meat, no matter how tough you
are. I think this monster only shows up once, which is quite
fortunate.
As you go deeper in the Dwarven Caves, you'll find increasingly tough
monsters, many of whom breathe fire or lightning or acid or frost or
garlic or whatever. Hopefully by this time you will have built up a
resistance to most forms of attack either through items (like rings of
resistance) or because you've eaten corpses of a variety of monsters
with these abilities.
Whenever you are in a level that only allows you to explore half
the screen, get out your wand of digging or your pickaxe. You are in
an Orb area. The first Orb area you'll encounter is the Orb of Water
area. Be prepared to fight a LOT of monsters. After that, the Air area
is much deeper and the Earth area is the last one, at least it was in
the game I played. These are all very, very tough.
Also get used to fighting a ton of red dragons. They are very
deadly but the upside is that they leave lots of cool stuff behind
when they die.
There's also a Casino way down there somewhere. There are plenty of
items for sale (at amazingly high prices -- you'll really need that
Haggling skill here!). Unfortunately, there don't ever seem to be
Scrolls of Un-Corrupting here, which are very useful scrolls. You can
play slot machines till your heart's content, but it's not my cup of
tea. (I remember somebody giving a hint about how you can do really
well at the slots if you have coins made of the right material, but I
have no idea how to get such coins). Whenever I get to the Casino
area, I usually just ignore everything and keep going -- unless
there's something I really, really want to buy in the big-ass store.
My memory is hazy at this point because I only ever got this far once,
and I completed the game after that. But there aren't that many
interesting levels after this. Except for the end ones....
When you get to about level 48, you'll find four platforms that
represent the four elements: a bonfire, a mini-tornado, a pool of
water, and a pile of rocks (or something representing earth).
Hopefully by now you have all four orbs -- if not, go get them!
(Remember, the fire orb is in the Tower, not in the Dwarven Caves, so
make sure you have this before you go to the deepest levels of the
Dwarven Caves.)
You'll want to "U"se each Orb while standing on the appropriate
platform. I don't know what happens if you try to "U"se the wrong orb
at the wrong place (e.g. water orb while on the bonfire) -- does
anybody know? When you have put all four orbs in their appropriate
places, the stair that used to go up turns to a downwards stair. Now
there is no way for you to go back up. No turning back! You'lre
almost done!
Go downstairs to level 49 and you'll be in a big icy area. You can't
even move, the floor is so icy. Unless.....you throw stuff in the
opposite direction. Remember Newton's laws of physics? Remember
inertia? Wasn't high school fun? Well okay, then. Start throwing
stuff.... I find that it's better to use the wand of digging (or a
spell of Divine Digging) beforehand so you can just go on a path to
the NW instead of all around the screen. At the center of the screen
is a downstairs. This will take you to level 50 -- the very last
level, yay.
This is one tough level. You'd better be prepared to fight. This is a
very good time to have lightning bolt or death ray spells. And a great
weapon(s). And a lot of hit points. And scrolls of melee damage. And
rings of increase damage, or of protection. Or an amulet of
protection. Or boots of dexterity. You get the idea.
There are tons of Chaos monsters, Ghosts and other badass,
annoying creatures here. Take a straight path to the left side of the
screen. Go the the extreme SW or NW corners of that left-most little
room (which has a swirling mass of pure chaos in it). You'll find
secret doors in the corners. Beyond those doors will be more monsters
-- kill 'em. Then you'll find levers in each secret-door room. These
two levers will stop all Chaos. You have completed your ultimate goal!
(You may want to just run past the monsters and pull the levers,
because after you pull the levers they can no longer corrupt you).
Now what? Well, you can go back up now and keep fighting other
monsters. You shouldn't get any further corrupted, but I'm not 100%
sure about this since my character turned into a gooey mass of chaos
right after I "won" the game. I've heard that you can go back to the
NE corner of the kingdom, where you started, and get some special
congratulatory message. I imagine also that if you go talk to the Old
Mystic in Terinyo (if he's still alive) he might say something nice to
you, like "good job!"
ADOM version 9.4
In any ADOM game, you will want to start by going to the training
caves. These are a good place to find out whether your character is
worth continuing or whether you'd be better off starting over. The
training caves are just about 15 or so spaces to the left of the NE
corner where you start out. Keep killing monsters until you get to
experience level 6, then leave, because after level 6 the monsters get
too deadly.
Once you've left those caves, go to the Terinyo village. Buy a couple
of large rations if you want. (It doesn't matter that much because
you'll find them all over the place in one of the upcoming dungeons.)
Make sure to talk to the old mystic who lives in a square building to
the left of the water area of the village. He will tell you about a
Mad Carpenter who needs to be saved. His telling you about it will
allow you to find a location you could not have found otherwise.
Now you'll want to visit the caves where the Mad Carpeneter lives.
They are on the far East side of the kingdom, very close to Terinyo.
They show up as an orange symbol next to the mountains. Once you've
entered, start killing monsters and picking stuff up until you get to
level 4. Here you'll want to pay closer attention to make sure you
don't start hacking away at the Healer, who will appear as a white @
sign. Chat with him and he'll tell you you need to learn tolerance.
What this means is that when you get to level 7 (which is the last
level), you will find the Mad Carpenter and he'll keep attacking you.
Just ignore his attacks and get him to follow you down all the levels
until he is at level 4. His attacks never seem to do any damage. Then
make him walk adjacent to the Healer. The Healer will give him his
sanity back and the Carpenter will disappear. He'll leave you a book
of bridge building, a blessed hatchet, and something else I forget.
Pick all this up. Also chat with the Healer and get him to teach you
the Healing skill if you don't already have it. If your hit points are
low, ask him to heal you too. Then leave this dungeon.
Now you are probably moderately tough with a fair amount of money and
enough food to do some decent exploring. You can go back to Terinyo
and buy some rations, talk to the Old Mystic (who will tell you about
another dungeon, but this isn't necessary the way it was before), or
get training from the Carpenter (who should be around somewhere). You
can also go to the Thieves' Village just SW of Terinyo. There you can
buy more advanced items (potions, scrolls, blessed weapons, rings,
etc.), talk to a Crime Lord or a Master Thief, or talk to a Mad
Scientist type guy on the far right side of the screen (where a lot of
people probably never explore). I am not sure what the Mad Scientist
is good for, but apparently you don't need to talk to him to finish
the game. The same is the case with the Crime Lord and the Master
Thief. If you chat with the Crime Lord he'll ask you to kill the
Terinyo sheriff and the Old Mystic -=-- you can come back and get a
gift (a Chaos amulet). I don't think this is a very useful course of
action, and you don't really want the Terinyo village people pissed
off at you. In my opinion, it's a much better bet to eventually kill
the citizens of the Theives' Village, but this isn't necessary either.
Okay, so now what? It's time for you to cross the kingdom. You'll have
to veer far south because a large body of water splits the right side
of the screen off from the larger left side. When you're traveling
south, you can stop in the "Endless Dungeons" if you want and build up
your inventory/experience points. As far as I know there are no
interesting artifacts or beings in the Endless Dungeons, but I haven't
explored it much. It isn't necessary to complete the game. It also
apparently goes on, deeper and depper, to infinity. Not my idea of a
good time. (I could be wrong about its being infinite.)
After you have passed by the Endless Dungeons, veer west until you are
past the water. Then head NW until you are in the middle/left upper
area of the screen. There is a location that is just diagonal from a
corner of mountains. It is marked by an asterisk. Enter it. This is
the Dwarven Caves and it's where most of the action occurs.
The Dwarven Caves are extremely deep, but you won't find out how
deep until much later in the game. They go all the way to level 50,
but for now we're just concerned with the first 20 or so. The levels
get progressively more difficult, with tougher, more vicious monsters
as you go down further. That means that the first several levels are
pretty easy.
The first interesting (not completely random) level is the
Arena level. Here you'll find that a wide area fills the entire right
side of the screen. The wide area has a rectangle in it, and on the
north side of that rectangle sits an "@" sign who you can chat with.
This is the Arena Master. Don't try to fight him (you can do this much
later, if you want). Just chat. He will offer to let you fight in
arena matches. Try some if you want, but remember, you probably aren't
going to be tough enough to win many of them in a row. You might want
to fight several battles, then come back later when you've recovered
hit points or gotten toughter. Each time you win an arena match you
get a good sum of money from the Arena Master. The 20th won battle
(which is always at least twice as hard as the previous 19) will win
you an artifact --- a pretty good blessed sword. Again, you may have
to come back after you've gotten to a decent level in order to win
this 20th match. The 20th win makes you the Champion.
Other interesting levels in the early part of the Dwarven Caves
include the "no walls" level, where you can find most types of
lower-level monsters. It's also a good place to practice your
herbalism skill (stomafillia herbs are quite useful for hunter,
alrunia antidotes for poison, and I forget what the other ones do.)
Eventually you'll get to the Dwarven City. I forget what level
this is, but it's probably somewhere between 15 and 20. It's a very
important spot in ADOM because you will be returning to it many times
for a variety of reasons. First of all, there's the shop. Then there's
the church where you can give sacrifices to your deity. There's also
(in version 9.4 anyway) a place where you can do Smithing, and a home
where an elderly warrior lives. Most important are the Training room
and the Dwarven Leader room (which stands out because it always has
two dwarven guards guarding the door, who are the origin of the quote
"Axes high!").
One other room that is important to mention is the tiny room with
no doors. You can't dig your way in here -- you need to teleport in.
If you don't have the teleport skill, I don't know how you can get in
there, but eventually everybody gets the teleport skill when they
become corrupted by chaos. Inside the small room lives a mystic who
will happily give you a really excellent blessed battle axe that does
a ton of damage.
Okay, back to the previously mentioned rooms in the Dwarven
City. In the Elderly Warrior room, talk to him repeatedly. If you have
the weapon from winning the 20th Arena fight, the Elderly Warrior will
notice it and ask you if he can have it. I forget what he gives you in
return but it's worth giving him the weapon if you already have
something better.
The Training Room is a great place to build up your skill
points. I find that giving the trainer 1000 gold coins each time you
pass through is a great policy. (Usually you don't have much else to
do with your money.) 1000 is a number I made up -- It could be that
you need less, or possibly more -- I don't know. Anyway, I've seen
characters gain dozens of strength, dexterity and other points by
regularly consulting the trainer. And building up your attributes is
extremely important if you want to get anywhere in ADOM.
Where the church is concerned, I don't really understand how
worshipping works and it never played a large role in my playing of
the game -- but it might for you. The main thing is, experiment with
sacrificing stuff and try to make your god happy so you can "wish"
later on. Again, I personally don't find this all that important in
the grander scheme of things.
The Dwarven Leader is a very important character to talk to
because he will send you on quests (you have to say "quest" to him)
and also he will send you on a "portal" quest (you have to say
"portal") which will take you to the other side of the kingdom. I
don't recommend doing the portal quest until you have done a
significant number of regular quests for the Dwarven Leader. Each time
you complete a quest, go to the Dwarven Leader and he will give you
something useful (the rewards get better during the later quests --
one of them is an excellent shield).
The levels that go lower than the Dwarven City are pretty tough, and
you will want to play them carefully. Among the many tough levels are
the "living trees" level and the Undead level. There is also a level
somewhere down there that is full of bees. Remember to kill all the
bees until the queen bee comes out. Kill her, then go to the hive and
try to pick stuff up. You will need the bee wax for later.
The "Living Trees" level is also important. For one thing, you
will need to cross it during one of the quests. For another thing, it
is a good place to get logs with which to build a bridge. This is not
the only place to get logs, but if you have acquired the "Strength of
Atlas" or an equivalent spell, this is as good a place as any. (You'll
need the "Strength of Atlas" spell to carry more than a couple sets of
logs at a time). If you have access to a lot of stomafillia herbs or a
ton of rations and other food, then you can ignore the "living trees"
level as a source of wood, because you can do all your wood chopping
out in the general kingdom where otherwise your hunger would progress
very rapidly. Anyway, the "living trees" level is an interesting
place to visit. To cross it, keep moving. Don't get sucked in to the
concept of standing and fighting because you will never be able to
kill all those trees. Don't try to burn them, they'll just get pissed
off and all attack at once.
The Undead level I mentioned earlier is a big pain in the butt
unless you're pretty powerful. You have to run a gauntlet of zombies
and so on. If you have a pickaxe for digging, this is a great level to
use it so you can avoid a lot of monsters. You'll probably want to
kill them all eventually, though.
Below the Undead level, somewhere around level 25 I guess, is a
level with a blocked portal. You can go no further than this until you
have completed the Portal Quest that the Dwarven Leader will tell you
about if you ask.
The thing to remember about the first 25 or so levels of the
Dwarven Caves is that you will have to do a lot of running back and
forth (or up and down) in order to get things done. You will basically
live in these areas for a while. Get used to it. Your character needs
to build up strength here before he/she can really kick butt. But
there are other things to move on to.....
THE RING OF THE HIGH KINGS AREA
Before discussing this area I should say that bridge building is
important here. Always keep your book of bridge building in your
possession because if you don't have it, you can't add points to the
bridge building skill each time you go up a level.
Whether you get logs from the "living trees" level of the
Dwarven Caves or from the general outside area, you'll need at least 3
logs and probably many more in order to build an adequate bridge.
(This depends on your skill level in bridge building.)
Okay....let me back up. The Ring of the High Kings area is in
the far upper left corner of the kingdom. You can't get there unless
you have a Climbing Set or a really good Climbing skill level, or
maybe both, I'm not sure. The Climbing Sets are not too hard to find
after a while.
Basically, when you go to the Ring of High Kings area you will
be in a one-level (no stairs) room with an island that is surrounded
by piranha-filled water. You can't cross this water without building a
bridge. To build a bridge, you must have both the hatchet and logs in
your possession. You will want to stand by the edge of the water on
the south side, where it only takes 3 spaces to reach the door of the
little island. Put the hatchet in your Tools inventory spot, then
"U"se it. When you have reached the door with bridges, you will have
to kill a water monster of some sort, then you can get the Ring of the
High Kings.
I am not sure what this ring does exactly, and I am not even 100%
sure you need it in order to win, but I think you probably do. Most
likely it's what gets you past one of the deeper portals.
Order-wise, this is probably the first place you should attempt
to visit after you've been in the Dwarven Caves.
THE PORTAL QUEST
The Portal Quest will take you to a previously-invisible graveyard in
the SE area of the kingdom. It is marked, appropriately enough, by a
cross (plus sign). Once there, you will have to fight many zombies,
wraiths, ghosts and other annoying creatures in order to get yourself
inside a tomb in the center of the screen. This tomb has a downwards
stairs, which take you to a quite deadly area.
The thing to remember about the lower level is that you don't
need to explore it all. It's a trap room and you'll probably die or be
in a world of pain if you try to map it all out. (I used to think you
had to step on all the "you hear a squaking sound" traps in order to
finish this quest, but I later realized those traps don't have special
significance). Basically, just go all the way south and hit the "s"
key until a secret door opens. Then travel S and then E along the
bottom area of the screen until you are as far SE as you can go.
Somewhere around there is a secret door. (It's in a vertical hallway
on the right/lower side of the screen.)
When you find the secret door, enter carefully. It should take
you to a large room on the right side of the screen. Then start
hacking away until you have killed the Necromancer and Griff, who the
Dwarven Leader should have told you about. Kill everything else
threatening. Then use a pick axe or wand of digging to dig up that
grave in the center of the large room. You will find a good artifact.
I think you need to pour holy water on this grave too.
Your portal quest is finished -- get the $#% out of there.
At this point, there is no one order you need to do things in. You
just need to do things. Here are some areas you might want to focus
on:
THE GREMLIN AREA
This is located in the SW area of the kingdom. It's all dark, so use a
torch or your amulet of protection. Do not go here if you aren't
pretty tough. I am not sure what the intended point of this area is,
but the bottom line is that you have to kill a ton of gremlins because
they keep reproducing (due to a well-placed water trap). Hack through
the gremlins and stand on the trap until they're gone. If this doesn't
work, I'm not sure what to do. Also, I don't know of any good use for
the balls of fluff. One time I had one in my inventory and when I got
soaked by a water trap much later on, the ball of fluff turned into a
gremlin in my backpack and ruined some of my stuff. Obviously the
creator was making a reference to the movie "Gremlins." In the Gremlin
area you will find a "Phial" potion which is useful for creating
blasts of light, but not anything else that I know of.
THE TOWER
This is a hot, hot place. You need to be pretty tough and you need at
least two objects or experiences that involve immunity to fire.
(Eating fire beetles and wearing a ring of fire resistance would
work). Otherwise you'll steadily lose hit points.This area is all red
and about 3 or 4 levels deep. You'll have to fight red dragons and the
like, so be prepared. The on the last level, you may need to dig or
use a wand to get to the other side of the screen (where the action
is). If you defeat all the really tough dragons, etc., you'll get the
first Chaos Orb -- the Chaos Orb of Elemental Fire. You definitely
need this.
THE PYRAMID
Another tough, tough level for more experienced players. I'm not sure
what exactly triggers your ability to get into the pyrarmid (an
ability you don't have early in the game). Maybe it's being a certain
level or character. Anyway, the pyramid has 3 levels and they're all
tough. In the first level, don't bother with the right side of the
screen unless you want to fight mummies. Go left and search for secret
doors everywhere you can. Eventually you'll find an area to the NW of
the screen where a downstairs can be seen.
Now you'll be in a smaller area with a few secret spots, etc.
There's another stairway. Go down. Now you will be in a huge room and
a ton of monsters will be after you. Good luck. If you complete this
battle you get an ankh amulet. Again, I'm not sure how crucial this is
to finishing the game, but I imagine it plays a role.
THE GRASSY PARK AREA
There's an area near the pyramid that consists solely of a
cresent-chaped body of water, a house with a back room, and many
trees. I have no idea what good this area is, but I vaguely recall a
Fool's poem about this area being good for magic (for reading tomes,
maybe?). I am not sure....in any case, this seems to be another
non-crucial area.
THE BLUE UNDERWATER AREA
This is a good place to go relatively early (though after completing
the portal quest) because it's not *that* hard. The important thing
though is that you have proper swimming ability/breathing aid. You'll
be in a big blue room that you have to explore thoroughly to get
around in. (Swim around the south, not north, to get places faster.)
In the very center of the screen is a large room with tons of items
there. The trouble is you can't pick up anything without your God
yelling at you. Oh well. You *can* talk to the blue dragon in the
middle of the screen, who will discuss her baby with you.
After this has happened, go to Terinyo and talk to the blue baby
dragon. It will fly off into the sunset in order to get together with
the mom dragon. Now go back to the underwater dungeon and talk to the
blue mama dragon again. She tells you she'll be sending you a great
thing later. What this turns out the be is a really tough two-handed
trident that somebody drops near you much later in the game. (By the
time I got it, I had forgotten all about that part of the game.)
I forgot to mention that the blue underwater area is not initiall
easy to find. You'll need to walk through the big lake in the middle
of the kingdom until a message says "You discover an underwater
passage!" or something similar. Some of your gear might rust in the
meantime. Don't say I didn't warn ye.
THE RIFT
Just south of the Ring of the High Kings Area is an area that you
can't get into unless you have a reasonable climbing ability.
Sometimes if you *do* get in, you'll fall and much of your stuff will
be damaged, as well as yourself. So you might want to make sure you're
ready before you try this area.
When you get in, basically you'll be in dungeons like any other
dungeons. The monsters are fairly tough, but not excruciatingly so.
When I was in here I came across a sick baby white dragon, and I
imagined I was supposed to help him, but I couldn't figure out how (I
tried to "g"ive him a number of items, including healing herbs, but he
refused). So if anybody knows what to do with the sick white baby
dragon, let me know. (I ended up killing him because I was bored and
chaotic.)
When you're in the rift, go as far down as you can. Eventually
there will be no more downstairs. So go up. (There are levels above
the level you start in.) Sooner or later you will come to a room with
two upstairs symbols. One of those symbols takes you to another level.
The other one goes to an area of the Kingdom screen that is
unreachable from any other means because it's surrounded by white
(unpassable) mountains. When you get to this area, walk over to the
entrance that's on the right and you will be in the the Library. The
Library is chock full of tomes (i.e. spells) but you'll have to kill a
ton of tough monsters to get them.
After that, you can continue back up the rift and get out. That's
all I know about that area.
THE STEEL GOLEM AREA
This is in the central south area of the kingdom. I find the steel
golems extremely difficult to kill. So you will probably want to visit
this area very late in your game. The dungeon starts out like any
other, but its first exit is guarded by the previously mentioned
golem. If you kill him and go downstairs, you'll have to kill
literally dozens of identical (and equally tough) steel golems.
Yikies, these guys are tough. Needless to say, there are some
worthwhile items in this dungeon, once you've gotten past the
monsters. There are rooms full of armor, weapons, and a room full of
pools (that do various unusual things to you). The armor and weapons
are unremarkable, mostly; presumablythey're there for you to do
smithing on.
The center of this level has a diamond-shaped pattern of forges
and a chaotic dwarven dude who runs the place. If you talk to him,
he'll ask you to kill the Terinyo dude (I forget what he's called but
he's represented by a green @ sign). Then, if you come back, he'll ask
you to kill the Dwarven Leader. I think he rewards you with a cool
shield or something. I don't find it much worth it, since the Dwarven
Leader already gives you a great shield when you complete all the
quests. But if you're Chaotic, maybe you'll want to go this route.
In the SW corner of this level is a downwards stairs. You can't
get into it ever, to my knowledge. It's blocked by a statue of a
knight and flames, or something. It seems to be a one-way door that
you can only come up through (from a deep Dwarven cave) and never go
down. I think you have to be around level 30 of the Dwarven caves to
find the stairway that comes up to this. Obviously this stairway makes
for a nice way to make a quick escape from the Dwarven caves -- but
only if you are prepared to kill all the steel golems in this dungeon
(or have already killed them).
One other thing. I don't remember but I think the Dwarf in this
dungeon will teach you Smithing if you don't already have this skill.
THE UNICORN QUEST
When you are of a sufficient level (probably 25 or 30), go to the
Terinyo village and talk to the guy whose title I forget but who is
represented by a green @ sign. That guy. Chat with him and he'll tell
you about a Unicorn that needs your help. Then and only then can you
see a location that you couldn't see earlier.
This location is in the middle of the Kingdom, not too far from
the calm park area and the pyramid. You'll see it if you walk around
there a little. Enter it and you'll be in a big grassy area that has a
thick forest in the center. Walk around the forest and soon you'll
meet an upper-case white "U" which is a Lawful unicorn. Chat with him
and he'll ask you to kill his foe, a black unicorn who lives in "the
forests to the east" or something like that. Exit the level and now
you'll find another new location just east of the White Unicorn spot,
and also near the pyramid. Enter there and go kill that Black Unicorn.
(If you chat with him, he'll ask you to kill the white unicorn! Which
one you kill is a personal choice depending on your alignment.) When
you have killed one unicorn or the other, go to the unicorn for whom
you did the killing and chat with him. I forget what he awards you
with, sorry to say. BUT he does offer to relieve you of ALL your
corruption, once and only once. I strongly recommend you NOT have him
relieve you of your corruption until you are extremely corrupt (8 or
more corrupt traits). Even if it means making a special trip up 30
levels of Dwarven Dungeons much later in the game, it's worth waiting
to have the Unicorn un-corrupt you instead of squandering this
one-time miracle too early in the game.
I think that sums up the non-Dwarven areas of the kingdom pretty well.
I hope I didn't miss or forget anything. If you think about it, four
of the areas nicely sum up the elemntal orbs: the steel golem area
represents Earth, the underwater area obviously represents Water, the
fire tower represents Fire, and the rift sort of represents Air. It's
nice to know the designer tried to make the game thematically
consistent.
Now, let's get back to the Dwarven Caves.
When you get through the first portal (the one that was opened for you
by the Dwarven Leader's hidden lever after you killed Griff and the
Necromancer), you'll soon come to a level with a very deadly creature
in it. This creature is similar to the Siren in Greek mythology,
except that her singing doesn't cause men to become slobbering
lust-filled fools, just to instantly die. I wish I knew my Homeric
literature better, but I believe it was Odysseus who was tempted by
the sirens. To get safely past the island where the sirens lived, he
had all his men put wax in their ears and tie him to a mast (where he
could hear the beautiful singing but couldn't foolishly react to it).
Well, that should be a clue as to how to defeat a certain ADOM
monster. If you EVER get to a level and hear something to the effect
of "You hear a high-pitched screech!" (or something similar), DON'T go
anywhere new. Go find some wax and "u"se it, which will cause you to
put it in your ears. (If you don't know where to get wax, read through
the earlier part of this message and you'll find out where to get it).
With wax in your ears, you can defeat the screeching monster (whose
name escapes me). Otherwise you're dead meat, no matter how tough you
are. I think this monster only shows up once, which is quite
fortunate.
As you go deeper in the Dwarven Caves, you'll find increasingly tough
monsters, many of whom breathe fire or lightning or acid or frost or
garlic or whatever. Hopefully by this time you will have built up a
resistance to most forms of attack either through items (like rings of
resistance) or because you've eaten corpses of a variety of monsters
with these abilities.
Whenever you are in a level that only allows you to explore half
the screen, get out your wand of digging or your pickaxe. You are in
an Orb area. The first Orb area you'll encounter is the Orb of Water
area. Be prepared to fight a LOT of monsters. After that, the Air area
is much deeper and the Earth area is the last one, at least it was in
the game I played. These are all very, very tough.
Also get used to fighting a ton of red dragons. They are very
deadly but the upside is that they leave lots of cool stuff behind
when they die.
There's also a Casino way down there somewhere. There are plenty of
items for sale (at amazingly high prices -- you'll really need that
Haggling skill here!). Unfortunately, there don't ever seem to be
Scrolls of Un-Corrupting here, which are very useful scrolls. You can
play slot machines till your heart's content, but it's not my cup of
tea. (I remember somebody giving a hint about how you can do really
well at the slots if you have coins made of the right material, but I
have no idea how to get such coins). Whenever I get to the Casino
area, I usually just ignore everything and keep going -- unless
there's something I really, really want to buy in the big-ass store.
My memory is hazy at this point because I only ever got this far once,
and I completed the game after that. But there aren't that many
interesting levels after this. Except for the end ones....
When you get to about level 48, you'll find four platforms that
represent the four elements: a bonfire, a mini-tornado, a pool of
water, and a pile of rocks (or something representing earth).
Hopefully by now you have all four orbs -- if not, go get them!
(Remember, the fire orb is in the Tower, not in the Dwarven Caves, so
make sure you have this before you go to the deepest levels of the
Dwarven Caves.)
You'll want to "U"se each Orb while standing on the appropriate
platform. I don't know what happens if you try to "U"se the wrong orb
at the wrong place (e.g. water orb while on the bonfire) -- does
anybody know? When you have put all four orbs in their appropriate
places, the stair that used to go up turns to a downwards stair. Now
there is no way for you to go back up. No turning back! You'lre
almost done!
Go downstairs to level 49 and you'll be in a big icy area. You can't
even move, the floor is so icy. Unless.....you throw stuff in the
opposite direction. Remember Newton's laws of physics? Remember
inertia? Wasn't high school fun? Well okay, then. Start throwing
stuff.... I find that it's better to use the wand of digging (or a
spell of Divine Digging) beforehand so you can just go on a path to
the NW instead of all around the screen. At the center of the screen
is a downstairs. This will take you to level 50 -- the very last
level, yay.
This is one tough level. You'd better be prepared to fight. This is a
very good time to have lightning bolt or death ray spells. And a great
weapon(s). And a lot of hit points. And scrolls of melee damage. And
rings of increase damage, or of protection. Or an amulet of
protection. Or boots of dexterity. You get the idea.
There are tons of Chaos monsters, Ghosts and other badass,
annoying creatures here. Take a straight path to the left side of the
screen. Go the the extreme SW or NW corners of that left-most little
room (which has a swirling mass of pure chaos in it). You'll find
secret doors in the corners. Beyond those doors will be more monsters
-- kill 'em. Then you'll find levers in each secret-door room. These
two levers will stop all Chaos. You have completed your ultimate goal!
(You may want to just run past the monsters and pull the levers,
because after you pull the levers they can no longer corrupt you).
Now what? Well, you can go back up now and keep fighting other
monsters. You shouldn't get any further corrupted, but I'm not 100%
sure about this since my character turned into a gooey mass of chaos
right after I "won" the game. I've heard that you can go back to the
NE corner of the kingdom, where you started, and get some special
congratulatory message. I imagine also that if you go talk to the Old
Mystic in Terinyo (if he's still alive) he might say something nice to
you, like "good job!"
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Hint #2 for Ancient Domains of Mystery
ALTARS AND SACRIFICING
Identifying items
=================
Altars of your alignment are the most useful. Apart from just being able
to pray and sacrifice, you can identify and manipulate the objects you
are carrying. Dropping any object to an altar of your alignment will
identify whether it is cursed, uncursed or blessed. This is vital if
you have any objects that you have not identified; if you go and try
on a cursed girdle of weight, your in big trouble!
Also, potions of water can be dropped to an altar of your alignment,
and when this happens your god will see this as a "water-prayer", and
will convert the potion into blessed holy water. This requires you
are in good standings with your god.
Sacrificing
===========
Sacrificing is the farmost important function of altars. Whenever you
find an altar of your alignment, sacrifice, because this will keep the
relationship between you and your god up, and as a bonus, you can gain
some bonuses.
Most people think you can only sacrifice corpses, but this is not true.
Characters with lots of money will find sacrifing sums of 100.000 and
more very beneficial, as your god will be very happy about your great
gift.
You can also sacrifice living creatures, but this requires to things.
First, the creature must be standing on the altar with you in the next
square. Second, the creature must NOT be an undead of any kind, because
they are already dead, and cannot be sacrificed. Undead corpses however
CAN be sacrificed. One drawback is the fact that you can't sacrifice
several living creatures after each other, but you must sacrifice
something else in the between. The sacrificed creatures must be of
other alignment than yours also, so better use that know alignment/
stethoscope. Mupltiplying creatures don't count too.
When you find the Si (=Strange Item) from the Caverns of Chaos, wait
until it multiplies, then sacrifice it. This will make your god VERY
happy, and sacrifing several Sis, well, you can guess what then.
Negative effects
================
Sacrificing on an altar of other than your alignment or kicking
altars can have negative effects. However, these can be transformed
into positive effects.
If you (by accident, of course?) equipped yourself with a
particularly nasty item, let's say gauntlets of peace or a ring
of doom, kicking an altar can make your god wipe out your entire
inventory. Just drop all non-cursed stuff, and go kick the altar
until your god get's angry and turns all the unwanted stuff into
dust. Of course, after this stunt your god will be very angry, so
remember to sacrifice a lot afterwards you will find your prayers
unheard.
How to become a Champion?
=========================
Becoming a Champion of your deity is simple. You just have to
sacrifice and sacrifice and sacrifice. The first effect you
will get is 'Your god is very pleased with you'. The next
step is actually getting 'Your god is extremely close to you',
and when that happens, pray. This will make you the Champion
of your deity, give you a random immunity, the amulet that
will keep you aligned (Chaos, Balance, Order) and an artifact.
You will also become permanently blessed.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
ARTIFACTS
Rolf's Companion
----------------
Stats: (+3,3d8+6) [+2,+2]
Type: Axe
Effects:Adds +12 to your toughness, returns back to your hand when
thrown, gives resistance to fire (once).
Other: Can be found in the dwarven village inside a room with no
door. Teleport in somehow and talk to the dwarven mystic.
Cloak of Oman
-------------
Stats: (+2,0) [+4,+4]
Type: Cloak
Effects:Adds +8 to your dexterity, also grants you teleporting.
Other: -
Rolf's Saviour
--------------
Stats: (+2,0) [+9,+6]
Type: Shield
Effects:Gives you resistance to fire, poison and cold.
Other: Is granted to you as a reward from a certain dwarf-quest.
Runed Trident
-------------
Stats: (+6,3d12+6) [+4,+4]
Type: Two-handed weapon
Effects:Adds +12 to your dexterity, is a very effective undead slayer,
returns back to hand when you throw it, gives you see invisible,
cold immunity and water breathing.
Other: You are given this by the blue dragon at the end of the
Blub-quest.
Chaos Orb of Elemental Fire/Earth/Water/Air
-------------------------------------------
Stats: As a weapon, (1d10+3) (+3,+3)
Type: Orb
Effects:Gathering the four of these is the final goal of the game.
By using the orb as a tool it gives you +10 str/tgh/wis/dex
and you can (U)se it to throw an effect, but this will make
you corrupt.
Other: The Fire Orb is in the Tower of Eternal Flame, others
can be found in the Cavern of Chaos on levels 20+.
Potion of Literacy
------------------
Stats: None
Type: Potion
Effects:By drinking this your character learns how to read.
Other: You get this as a reward from the first dwarf-quest you
complete if your character is illiterate.
Big Punch
---------
Stats: (+2,0) (6d8+4) [-6,0)
Type: (lead-filled) Mace
Effects:Weighs an excessive 800 but gives you stun resistance.
Other: This is the reward for the final dwarf-quest.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
CHARACTER CLASSES
Here are a few good picks if you're not very experienced. Once you
get into it, be sure to pick the class that suits your playing style.
Human Priest
============
+ High intelligence and learning
+ Detect item status
+ Holy cross (knows when it's safe to pray)
- Somewhat weak
High/Gray Elf Archer
====================
+ Deadly as long there are arrows
+ Doesn't die of old age (important in the end-game)
- Not so deadly without arrows
- Low hitpoints
Dwarf Weaponsmith
=================
+ Can enhance weapons
+ Excellent in melee combat
- Poor equipment
Troll Healer
============
+ Really high hitpoints
+ Fast healing
+ Exceptional strength
- Needs A LOT OF FOOD
Human Paladin
=============
+ Good intelligence and skills
+ Good in fights
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
CORRUPTION
How do I become corrupted?
==========================
Becoming corrupted is (unfortunately) rather easy. The simplest way
is to step into a corruption trap or run into a corrupting creature.
Every time this happens you will get some corruption, and eventually
it will start to build up and alter your character.
What happens when I'm corrupted?
================================
Various things. Your characters skin grows reptile-like, he gets
horns and poison starts to drip from his hands. Finally, he drifts
to the side of chaos, and... ...dies. Some effects can be positive
(like the skinchange that lowers your AC) or negative (poison hands
really make you wan't to do food-shopping don't they).
After about 14 levels of corruption there is a chance that the
next level of corruption will kill the character. Also there is
a penalty of 5000 points for every level of corruption.
How to get rid of corruption?
=============================
Now that's the tricky part. Praying is no use since the god's can't
remove corruption anyhow. You'd better find a (blessed) scroll of
chaos resistance and fast! Also, after you've reached XP level 30,
the druid (the green guy) in the first village will give you a
quest, and as a reward all your corruption will be gone.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
EATING CORPSES
Corpse Effect
------ ------
Blink dog You get teleport control(+++)
Carmic Lizard You become lucky(++)
Displacer beast You become stunned and confused(--)
Fire beetle You get fire resistance(+++)
Harpy You become mute(-)
Kobold You become poisoned or sick(--)
Ogre Your strength increases(++)
Troll You get partial regeneration (+)
Effect ratings
==============
+++ Great
++ Good
+ Useful
- Unwanted
-- Very bad
--- Never do this
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Olli Tengvall
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
HERBS
Herbalism
=========
Safely identifying and using herbs requires at least some knowhow in
herbalism. If your character has no idea about herbs, never eat or
use them, since the dangerous ones are really dangerous!
Even if you successfully identify a herb, it doesn't mean you know
what it does. The chart below explains the general use, but the state
of the herb decides how the herb reacts when you eat it. For example,
an uncursed herb of stomachfillia would feed you to satiated and keep
you there for some time. A blessed stomachfillia would make you bloated,
and keep you that way for several days, when a cursed stomachfillia
will empty your stomach and leave you starving.
Herbs and effects
=================
All effects here are for uncursed herbs, see above for information.
Herb Effect
---- ------
Alraunia Antidote Cures sickness
Devil's Rose Restores your hitpoints
Stomachemptia Empties your stomach and makes you hungry
Stomachfillia Satiates your stomach
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
MINERALS AND SMITHING
This is the quality order of the minerals:
Iron -> Mithril -> Adamantium -> Crystal -> Eternium
The problem with crystal weapons and shields is that you can't
gather crystal ore and thus can't enhance crystal weapons.
Finding ore
===========
The most important gadget to a weaponsmith is the pick-axe. To
find ore you must have the pick-axe as a tool, press 'u' next to
a wall and you will have a hole in the wall, often some ore too.
If you don't have a pick-axe, kill a dwarf and get one.
An other way to get ore is wait for a dwarf, giant raccoon,
ankheg or a giant ant worker to make holes in to the wall. You
know they are digging when the game says 'You hear grinding sound
in distance'.
When you step on the ore, there is a metallurgy skill check to
see whether you will identify the ore. If you can't identify
them, pick up a lot of unknown ore and complete the first dwarf
quest. This will identify ALL the ores you are carrying and keep
them identified. Don't waste a scroll of identification.
Smithing
========
The first thing to successfully enhance your weapons is to have
the correct stuff with you. First of all, you need to carry an
anvil, a hammer in your hand as a weapon, a piece of ore and an
object to enhance (made out of the same material as the ore). You
Also need to find the Old Forge that is located in the Caverns
of Chaos somewhere in level 7+. You know it's there when the game
says 'You hear wind howling'; go find the darkgray '&'.
When smithing you first use the smithing skill and choose the
ore you brought along, so it is molten into an ingot. Next you
use the smithing skill again, choose the weapon to work on and
the ingot as the material. Next you will know the character is
enhancing your weapon...
This can be done three times, but is more and more difficult.
the fourth time is already so difficult the character has to
be extremely highly skilled for the trick to work.
You can also remove rust and fix broken objects. Rust is
removed by using the smithing skill directly into the rusty
object, and broken objects are fixed just like explained
before, only you can't fix anything that isn't completely
made out of metal (like a pick-axe).
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
MONSTERS AND EFFECTS
Carmic lizard: Never melee combat with a carmic lizard. Chances are, you
will become either cursed or doomed (or both!) when hitting
one, and especially being doomed can prove fatal. If you
run into a hostile carmic lizard, evade it, or shoot it
with missiles. Contrary to common knowledge, you CAN NOT
kick the carmic lizard safely. The corpse of a carmic lizard
however is very useful.
Gorgon: A legendary medusa-like creature, the gorgon can petrify
you by simply touching you. If you spot one, run for your
life unless you are equipped with an amulet of petrification
resistance or the intrinsics of petrification resistance.
Ogre magus: The ogre magus can turn invisible, which of course
efficiently prevents you from seeing him. You know
an ogre magus just missed you when you get a message
telling you felt something passing your head
very close by. When this happens, try to positions
yourself in a doorway or a corridor so that you will
know where the ogre magus is attacking you from. Once
you know where he is, he's not so hard to slaughter.
Swordsmen, These guys have a nasty tendency to disarm you and throw
Ratling fencer: your weapon to the floor, especially if you are armed
with a one-hand weapon. Your best defense is to either
have a high weapon-skill or if your strength is high,
try kicking them.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Olli Tengvall
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
THE MAIN MAP AND PLACES
Small cave: The small cave is propably the first dungeon you will
find. It is located north from the first village, by
the mountains. The specialty in this cave is that
the difficulty level depends on your current exp
level. Therefore you should go here first, when your
exp levels are still low. The small cave only has
one level, and will always contain a waterproof
blanket and a quarterstaff.
Village dungeon:You will get a hint about finding this dungeon when
you talk to the village elder. The village dungeon
will then appear southeast of the village. This
dungeon has seven levels, on level four lives a
healer, and the mad carpenter, Yrrigs, is in level
seven. After killing or helping him you are done
with this dungeon.
Caverns of
Chaos: The Caverns of Chaos are located west of the village,
on the other side of the river behind the forest where
the mad minstrel's house is located. This dungeon has
multiple levels and features, mainly the Dwarven City
somewhere in the 5-9th level, the dying wizard in the
bottom level and the mysterious Si. This is where you
get the quest of fetching the four orbs.
------------------------------------------------------------------------------
People who donated information for this file:
Toni Lassila
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
POOLS
Pool effect Gained intrinsics
----------- -----------------
"You feel controlled" Stun resistance
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
RUMOURS AND CORRECTIONS
- You can NOT safely kick a karmic lizard. This will result
in becoming either cursed or doomed.
- You can NOT cure your own 'cursed' status by drinking
a potion of holy water.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
FIGURING OUT YOUR SCORE
Here's a list of all the things that add to your score:
score = sum of all skill scores / 20 +
spell memory [the first number] for each known spell / 5 + 50 +
MIN(piety - 200, 10000000) +
(level - 1) * 50 +
experience / 10 +
(sum of the danger ratings [1-50] of explored levels) * 30 +
MIN(value of all items on body / 50, 20000000) +
(# identified items * 100) +
various amounts for having intrinsics (between 200 and 10000 each) +
20000 (making Blup happy) +
(sum of attribute modifications * 200) +
(# of successful dwarven quests * 5000) +
5000 (if member of thieves guild) +
5000 (if head of thieves guild) +
MAX(0, 300 - max. hitpoints) * 1000 (only if the game was completed) +
20000 (no divine interventions and game complete) +
10000 (champion) +
20000 (champion and game complete) +
-5000 (lost championhood) +
-(chaos score * 5) (typical about 1000 points score per corruption)
This score is doubled if you managed to solve the major goal of the game.
If you managed to solve the game _and_ leave the Drakalor Chain the
following is added to that score:
MAX(0, moves - 50000) * 100
_Then_ the score is once more doubled.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
ALTARS AND SACRIFICING
Identifying items
=================
Altars of your alignment are the most useful. Apart from just being able
to pray and sacrifice, you can identify and manipulate the objects you
are carrying. Dropping any object to an altar of your alignment will
identify whether it is cursed, uncursed or blessed. This is vital if
you have any objects that you have not identified; if you go and try
on a cursed girdle of weight, your in big trouble!
Also, potions of water can be dropped to an altar of your alignment,
and when this happens your god will see this as a "water-prayer", and
will convert the potion into blessed holy water. This requires you
are in good standings with your god.
Sacrificing
===========
Sacrificing is the farmost important function of altars. Whenever you
find an altar of your alignment, sacrifice, because this will keep the
relationship between you and your god up, and as a bonus, you can gain
some bonuses.
Most people think you can only sacrifice corpses, but this is not true.
Characters with lots of money will find sacrifing sums of 100.000 and
more very beneficial, as your god will be very happy about your great
gift.
You can also sacrifice living creatures, but this requires to things.
First, the creature must be standing on the altar with you in the next
square. Second, the creature must NOT be an undead of any kind, because
they are already dead, and cannot be sacrificed. Undead corpses however
CAN be sacrificed. One drawback is the fact that you can't sacrifice
several living creatures after each other, but you must sacrifice
something else in the between. The sacrificed creatures must be of
other alignment than yours also, so better use that know alignment/
stethoscope. Mupltiplying creatures don't count too.
When you find the Si (=Strange Item) from the Caverns of Chaos, wait
until it multiplies, then sacrifice it. This will make your god VERY
happy, and sacrifing several Sis, well, you can guess what then.
Negative effects
================
Sacrificing on an altar of other than your alignment or kicking
altars can have negative effects. However, these can be transformed
into positive effects.
If you (by accident, of course?) equipped yourself with a
particularly nasty item, let's say gauntlets of peace or a ring
of doom, kicking an altar can make your god wipe out your entire
inventory. Just drop all non-cursed stuff, and go kick the altar
until your god get's angry and turns all the unwanted stuff into
dust. Of course, after this stunt your god will be very angry, so
remember to sacrifice a lot afterwards you will find your prayers
unheard.
How to become a Champion?
=========================
Becoming a Champion of your deity is simple. You just have to
sacrifice and sacrifice and sacrifice. The first effect you
will get is 'Your god is very pleased with you'. The next
step is actually getting 'Your god is extremely close to you',
and when that happens, pray. This will make you the Champion
of your deity, give you a random immunity, the amulet that
will keep you aligned (Chaos, Balance, Order) and an artifact.
You will also become permanently blessed.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
ARTIFACTS
Rolf's Companion
----------------
Stats: (+3,3d8+6) [+2,+2]
Type: Axe
Effects:Adds +12 to your toughness, returns back to your hand when
thrown, gives resistance to fire (once).
Other: Can be found in the dwarven village inside a room with no
door. Teleport in somehow and talk to the dwarven mystic.
Cloak of Oman
-------------
Stats: (+2,0) [+4,+4]
Type: Cloak
Effects:Adds +8 to your dexterity, also grants you teleporting.
Other: -
Rolf's Saviour
--------------
Stats: (+2,0) [+9,+6]
Type: Shield
Effects:Gives you resistance to fire, poison and cold.
Other: Is granted to you as a reward from a certain dwarf-quest.
Runed Trident
-------------
Stats: (+6,3d12+6) [+4,+4]
Type: Two-handed weapon
Effects:Adds +12 to your dexterity, is a very effective undead slayer,
returns back to hand when you throw it, gives you see invisible,
cold immunity and water breathing.
Other: You are given this by the blue dragon at the end of the
Blub-quest.
Chaos Orb of Elemental Fire/Earth/Water/Air
-------------------------------------------
Stats: As a weapon, (1d10+3) (+3,+3)
Type: Orb
Effects:Gathering the four of these is the final goal of the game.
By using the orb as a tool it gives you +10 str/tgh/wis/dex
and you can (U)se it to throw an effect, but this will make
you corrupt.
Other: The Fire Orb is in the Tower of Eternal Flame, others
can be found in the Cavern of Chaos on levels 20+.
Potion of Literacy
------------------
Stats: None
Type: Potion
Effects:By drinking this your character learns how to read.
Other: You get this as a reward from the first dwarf-quest you
complete if your character is illiterate.
Big Punch
---------
Stats: (+2,0) (6d8+4) [-6,0)
Type: (lead-filled) Mace
Effects:Weighs an excessive 800 but gives you stun resistance.
Other: This is the reward for the final dwarf-quest.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
CHARACTER CLASSES
Here are a few good picks if you're not very experienced. Once you
get into it, be sure to pick the class that suits your playing style.
Human Priest
============
+ High intelligence and learning
+ Detect item status
+ Holy cross (knows when it's safe to pray)
- Somewhat weak
High/Gray Elf Archer
====================
+ Deadly as long there are arrows
+ Doesn't die of old age (important in the end-game)
- Not so deadly without arrows
- Low hitpoints
Dwarf Weaponsmith
=================
+ Can enhance weapons
+ Excellent in melee combat
- Poor equipment
Troll Healer
============
+ Really high hitpoints
+ Fast healing
+ Exceptional strength
- Needs A LOT OF FOOD
Human Paladin
=============
+ Good intelligence and skills
+ Good in fights
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
CORRUPTION
How do I become corrupted?
==========================
Becoming corrupted is (unfortunately) rather easy. The simplest way
is to step into a corruption trap or run into a corrupting creature.
Every time this happens you will get some corruption, and eventually
it will start to build up and alter your character.
What happens when I'm corrupted?
================================
Various things. Your characters skin grows reptile-like, he gets
horns and poison starts to drip from his hands. Finally, he drifts
to the side of chaos, and... ...dies. Some effects can be positive
(like the skinchange that lowers your AC) or negative (poison hands
really make you wan't to do food-shopping don't they).
After about 14 levels of corruption there is a chance that the
next level of corruption will kill the character. Also there is
a penalty of 5000 points for every level of corruption.
How to get rid of corruption?
=============================
Now that's the tricky part. Praying is no use since the god's can't
remove corruption anyhow. You'd better find a (blessed) scroll of
chaos resistance and fast! Also, after you've reached XP level 30,
the druid (the green guy) in the first village will give you a
quest, and as a reward all your corruption will be gone.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
EATING CORPSES
Corpse Effect
------ ------
Blink dog You get teleport control(+++)
Carmic Lizard You become lucky(++)
Displacer beast You become stunned and confused(--)
Fire beetle You get fire resistance(+++)
Harpy You become mute(-)
Kobold You become poisoned or sick(--)
Ogre Your strength increases(++)
Troll You get partial regeneration (+)
Effect ratings
==============
+++ Great
++ Good
+ Useful
- Unwanted
-- Very bad
--- Never do this
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Olli Tengvall
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
HERBS
Herbalism
=========
Safely identifying and using herbs requires at least some knowhow in
herbalism. If your character has no idea about herbs, never eat or
use them, since the dangerous ones are really dangerous!
Even if you successfully identify a herb, it doesn't mean you know
what it does. The chart below explains the general use, but the state
of the herb decides how the herb reacts when you eat it. For example,
an uncursed herb of stomachfillia would feed you to satiated and keep
you there for some time. A blessed stomachfillia would make you bloated,
and keep you that way for several days, when a cursed stomachfillia
will empty your stomach and leave you starving.
Herbs and effects
=================
All effects here are for uncursed herbs, see above for information.
Herb Effect
---- ------
Alraunia Antidote Cures sickness
Devil's Rose Restores your hitpoints
Stomachemptia Empties your stomach and makes you hungry
Stomachfillia Satiates your stomach
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
MINERALS AND SMITHING
This is the quality order of the minerals:
Iron -> Mithril -> Adamantium -> Crystal -> Eternium
The problem with crystal weapons and shields is that you can't
gather crystal ore and thus can't enhance crystal weapons.
Finding ore
===========
The most important gadget to a weaponsmith is the pick-axe. To
find ore you must have the pick-axe as a tool, press 'u' next to
a wall and you will have a hole in the wall, often some ore too.
If you don't have a pick-axe, kill a dwarf and get one.
An other way to get ore is wait for a dwarf, giant raccoon,
ankheg or a giant ant worker to make holes in to the wall. You
know they are digging when the game says 'You hear grinding sound
in distance'.
When you step on the ore, there is a metallurgy skill check to
see whether you will identify the ore. If you can't identify
them, pick up a lot of unknown ore and complete the first dwarf
quest. This will identify ALL the ores you are carrying and keep
them identified. Don't waste a scroll of identification.
Smithing
========
The first thing to successfully enhance your weapons is to have
the correct stuff with you. First of all, you need to carry an
anvil, a hammer in your hand as a weapon, a piece of ore and an
object to enhance (made out of the same material as the ore). You
Also need to find the Old Forge that is located in the Caverns
of Chaos somewhere in level 7+. You know it's there when the game
says 'You hear wind howling'; go find the darkgray '&'.
When smithing you first use the smithing skill and choose the
ore you brought along, so it is molten into an ingot. Next you
use the smithing skill again, choose the weapon to work on and
the ingot as the material. Next you will know the character is
enhancing your weapon...
This can be done three times, but is more and more difficult.
the fourth time is already so difficult the character has to
be extremely highly skilled for the trick to work.
You can also remove rust and fix broken objects. Rust is
removed by using the smithing skill directly into the rusty
object, and broken objects are fixed just like explained
before, only you can't fix anything that isn't completely
made out of metal (like a pick-axe).
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
MONSTERS AND EFFECTS
Carmic lizard: Never melee combat with a carmic lizard. Chances are, you
will become either cursed or doomed (or both!) when hitting
one, and especially being doomed can prove fatal. If you
run into a hostile carmic lizard, evade it, or shoot it
with missiles. Contrary to common knowledge, you CAN NOT
kick the carmic lizard safely. The corpse of a carmic lizard
however is very useful.
Gorgon: A legendary medusa-like creature, the gorgon can petrify
you by simply touching you. If you spot one, run for your
life unless you are equipped with an amulet of petrification
resistance or the intrinsics of petrification resistance.
Ogre magus: The ogre magus can turn invisible, which of course
efficiently prevents you from seeing him. You know
an ogre magus just missed you when you get a message
telling you felt something passing your head
very close by. When this happens, try to positions
yourself in a doorway or a corridor so that you will
know where the ogre magus is attacking you from. Once
you know where he is, he's not so hard to slaughter.
Swordsmen, These guys have a nasty tendency to disarm you and throw
Ratling fencer: your weapon to the floor, especially if you are armed
with a one-hand weapon. Your best defense is to either
have a high weapon-skill or if your strength is high,
try kicking them.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
Olli Tengvall
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
THE MAIN MAP AND PLACES
Small cave: The small cave is propably the first dungeon you will
find. It is located north from the first village, by
the mountains. The specialty in this cave is that
the difficulty level depends on your current exp
level. Therefore you should go here first, when your
exp levels are still low. The small cave only has
one level, and will always contain a waterproof
blanket and a quarterstaff.
Village dungeon:You will get a hint about finding this dungeon when
you talk to the village elder. The village dungeon
will then appear southeast of the village. This
dungeon has seven levels, on level four lives a
healer, and the mad carpenter, Yrrigs, is in level
seven. After killing or helping him you are done
with this dungeon.
Caverns of
Chaos: The Caverns of Chaos are located west of the village,
on the other side of the river behind the forest where
the mad minstrel's house is located. This dungeon has
multiple levels and features, mainly the Dwarven City
somewhere in the 5-9th level, the dying wizard in the
bottom level and the mysterious Si. This is where you
get the quest of fetching the four orbs.
------------------------------------------------------------------------------
People who donated information for this file:
Toni Lassila
Toni Lassila
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
POOLS
Pool effect Gained intrinsics
----------- -----------------
"You feel controlled" Stun resistance
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
RUMOURS AND CORRECTIONS
- You can NOT safely kick a karmic lizard. This will result
in becoming either cursed or doomed.
- You can NOT cure your own 'cursed' status by drinking
a potion of holy water.
------------------------------------------------------------------------------
People who donated information for this file:
Teemu Siipola
UMASC version 0.99с
(The Unofficial MBnet ADOM Spoiler Collection)
FIGURING OUT YOUR SCORE
Here's a list of all the things that add to your score:
score = sum of all skill scores / 20 +
spell memory [the first number] for each known spell / 5 + 50 +
MIN(piety - 200, 10000000) +
(level - 1) * 50 +
experience / 10 +
(sum of the danger ratings [1-50] of explored levels) * 30 +
MIN(value of all items on body / 50, 20000000) +
(# identified items * 100) +
various amounts for having intrinsics (between 200 and 10000 each) +
20000 (making Blup happy) +
(sum of attribute modifications * 200) +
(# of successful dwarven quests * 5000) +
5000 (if member of thieves guild) +
5000 (if head of thieves guild) +
MAX(0, 300 - max. hitpoints) * 1000 (only if the game was completed) +
20000 (no divine interventions and game complete) +
10000 (champion) +
20000 (champion and game complete) +
-5000 (lost championhood) +
-(chaos score * 5) (typical about 1000 points score per corruption)
This score is doubled if you managed to solve the major goal of the game.
If you managed to solve the game _and_ leave the Drakalor Chain the
following is added to that score:
MAX(0, moves - 50000) * 100
_Then_ the score is once more doubled.
------------------------------------------------------------------------------
People who donated information for this file:
Matti I. Laine
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Solution for Ancient Domains of Mystery
ANCIENT DOMAINS OF MYSTERY.
Версия 2.0 (g15)
1. Препролог
Для нелюбителей моей болтовни, но желающих узнать что-то о прохождении игры
просьба поскипать Пролог ;) Хочу заметить, что нижеизложенное не является
единственным вариантом прохождения (это просто один из них, причем сделан на
основе моего личного опыта с зацензуреными или просто искаженно-завуалироваными
местами проявления абсолютного манчкинизма) и если Вы обнаружите, что из лужи
могут вылезать не только змеи, то не стоит поправлять меня и мой солюшен - так
специально задумано направлять игрока легкими пинками к цели, а не тащить его
напролом к завершению игры.
Крайне не рекомендуется безоговорочно следовать солюшену, особенно если Вы не
отыгрываете хаотика по мировоззрению (это вовсе не значит, что он бесполезен
для последователей Баланса или законников!), но в любом случае пусть Ваши
собственные открытия добавят Вам интереса! Пробуйте свои варианты в
смутно описаных местах. Рекомендуется к прочтению так же тем, кто уже прошел
игру - самому перечитывать было забавно ;)
Критику и пожелания просьба слать на ориджин, а на случай ежели таковой
отрежут вместе с копирайтами - Alexander Koltyrin 2:5030/638.33@FIDOnet
Исправление орфографических и грамматических ошибок так же приветствуется :)
Hа момент внесенных изменений в солюшен, последней версией игры является g15.
Ранняя версия сола объявляется устаревшей. Свободное распространение данного
творчества по всей планете приветствуется.
Let the game begin! (c)
2. Пролог
Hа главной площади собралось почти все население обеспокоеного Тира (почему
бы и в Анкардии не быть своему Тиру? ;) Прим. меня), все слушали Хелавастера,
знаменитого мудреца. Hа самом деле праздный обыватель, случайно оказавшийся на
этой площади разинул бы от удивления свой рот, ведь этот самый мудрец уже давно
всех достал и его речи давно перестали слушать, однако факт оставался фактом
и одно это событие заставляло насторожиться. Подойдя ближе вышеупомянутый
обыватель несомненно услышал бы громкий голос старца, возвещающий о древнем
Пророчестве, о Приходе Хаоса и смертельной опасности, нависшей над всей
солнечной сис... тьфу, Анкардией. Что заставляло толпу верить ему? Это до сих
пор остается загадкой и тем не менее после трехчасовых дебатов в соответствии
с Пророчеством было решено закинуть за Драколорову Гряду героя-спасителя с
целью остановить ужасные силы Хаоса и разобраться с их местными авторитетами,
чтобы и другим неповадно было. Осталось дело за малым, найти добровольца, а
при отсутствии оных насильно отправить туда кого-нибудь.
- Я пойду! - гаркнула отделившаяся от толпы огромная туша тролля-паладина.
С безоблачного неба по площади долбанула молния и одним паладином в Анкардии
стало меньше.
- Боги послали нам знамение, товарищи! - проворчал Хелавастер, прикрывая нос
от распространяющегося по площади запаха паленого мяса, - кто еще хочет стать
добровольцем? Шаг вперед!
- Я! - из поредевшей толпы выступил еще один паладин человеческой комплекции.
С безоблачного неба по площади долбанула еще одна молния и еще одним паладином
в Анкардии стало меньше.
- Я!
[скип]
- Я!
[скип]
...
[скип]
Молчанием встретили горожане уже приевшийся любителям разнообразия вопрос
Хелавастера. Паладинов больше не было.
Внезапно посреди плошади материализовался стул и небольшой столик, затем
какой-то ящик появился на столике и еще один под столиком, а на стуле появился
ставосьмидесятипятисантиметровый Темной эльф приятной наружности. ;) Допивая
фруктовый кефир он с улыбкой спросил у уже ничем не удивляющихся жителей Тира:
"Типа вам помочь, да?". Все взгляды устремились в голубое небо, но эльф
по прежнему как ни в чем ни бывало сидел и даже зачем-то быстро стучал по
доске со множеством клавиш. Из полуобморочного состояния всех вывел незнакомый
звук. "Щас, почту заберу, надену черную робу и отправлюсь..." - пояснил Темный
эльф со злобной улыбкой на лице...
3. Териньо
Тайренцы направили меня в небольшую деревню под звучным названием Териньо!
Что ж, не будем заставлять старейшину ждать, наверняка он уже знает о моем
приходе. Териньо оказалось полным убожеством, но тем не менее там было
несколько домов. Первым делом я пошел к старейшине, даже несмотря на то, что
по пути ко мне пристал местный друид с предложением забить злого конкурента.
Hу нафига мне этот друид? От него никакой пользы, работу предлагает явно не
для моих слабых плечей и оплата труда совершенно смехотворная! Итак, несмотря
на мольбы человека из общества любителей животных я дошел до хижины старейшины
Вот, Блин, оказалось что плотник в деревне пропал, ушел из дома и не вернулся.
В общем послали для начала меня его искать, даже припугнули, что будут держать
в неведении, если его не найду. Хе-хе. После такого неуважительного отношения
к моей персоне я крупными буквами записал в дневнике "Териньо. Много экспы."
Уже на окраине я заглянул в магазинчик - надо ведь в дорогу еды купить, хоть
цены здесь кусаются, но кушать хочется. Как оказалось зашел не зря, точнее
сначала пришлось закатить глаза при встрече с маленькой девченкой, у которой
видите ли пропала собачка, но потом все же был вознагражден - сам шериф
предложил мне за 3000$ отловить одного негодяя мелкопакостника, бандюгу
Кранача. Пораскинув мозгами я находясь все еще в деревне изучил полученные от
тайренцев две магические книжки, взял в руки посох и пошел за скальпом этого
Кранача. По слухам он очень труслив и услышав мое грозное имя скорее всего
спрячется - поэтому надо действовать очень быстро. Hо и совсем сусликом я к
нему идти не намерен. Что мы имеем? Hа северо-востоке небольшая пещерка с
наверняка уже дохлой собачкой (конечно если туда быстро побежать, то может
и можно ее спасти от чудовищ, но нафига мне это надо?), на юго-востоке
пещерка, где пропал плотник, на юго-западе еще одна деревня, но там живут
бандюги покруче Карнача. В общем походив на первому этажу какой-то из пещер,
ощутив себя чуток сильнее, но еще не достигнув пятого уровня в развитии, я
направился в район треугольника между банддеревней Лонилотехл, Териньо и
случайно открытой на северо-западе от Териньо пещерой и после многих дней
хождения по нему, увиливания от варваров и шакалов, напоролся на засаду!
Вот оно! Тот краснокожий человечешко позади мускулистых парней с луками и есть
Кранач! Я уже слышу звон 3000$ монет в моих карманах!
...здорово, теперь я могу накупить в магазине много еды, столько сколько могу
унести. Значится пойдем поможем девочке. Она почему-то отказалась составить мне
компанию. Hеужели ей так не нравится мое ожерелье из зубов криминальных
элементов? Или кровь на подобранном у одного из нападавших мече? Его кровь.
Как оказалось ничего сложного в поиске собачки не было. Проблема была в том,
что бедную собачку успели обглодать гигантские крысы и я с гордостью вручил
полуразложившийся труп бойкой девчушке. Hо хрен с этой собачкой, в деревне я
встретил дракона! Точнее дракона-детеныша, Блупа. Он мамочкой клянется, что
эту самую мамочку потерял. Что ж, запомним...
Значится идем на юго-восток и заходим в пещерку. Как хорошо, что это все
напоминает милое моему сердцу Подземье, Хар-Олот! Сегодня заметил, что
все кобольды - падлы. У них мясо способно вывернуть мои кишки наизнанку, это
явно вредит здоровью, больше я их кушать не буду. Зато порадовали орки и
летучие мыши, кушать можно. Hашел так же несколько книжек и разные полезные
для путешествия предметы, несколько свитков и бутылок. Хм, интересно, зачем
они нужны? Hа четвертом этаже мне встретился Джарод, что лекарь делает в
темной пещере? В общем хрен с ним, он меня халявно полечил. Продолжив путь я
нашел плотника, но наша встреча ничего хорошего не предвещала - его гнусные
посягательства на мою жизнь вернули на мое лицо злобную усмешку - я заманю его
к Джароду, пускай друг друга поубивают! Ан нет, смотрите-ка! Джарод вылечил
безумие плотника и в награду обучил меня своему искусству. А плотник Йиригз
подарил какую-то книжку "Как строить мосты" в совокупности с некоторой фигней.
Гм-хм. Пойти теперь надрать старейшине уши? Хотя нет, лучше сначала загляну
в Лонилотехл!
4. Лонилотехл
Да уж, кто ни встретился мне в этой бандитской деревне - все норовил либо
ножиком пырнуть, либо стащить что-нить из карманов. Вот, здесь есть магазин,
куда можно продать скопившееся барахло... А в гильдии воров меня научили
лазать по чужим карманам и пообещали еще плюшек! Оказывается эта деревня питает
взаимную любовь к жителям Териньо, кто бы мог подумать? Познакомился с
криминальным лордом Хоценплоцем, который предложил мне убить Джарода и шерифа.
Интересное предложение, надо подумать. В общем думал я недолго ;). Шериф был
выманен из Териньо и умер естественной смертью с маленькой пещерке. Что
может быть естественнее, чем смерть от вошедшего в сердце по самую рукоядку
кинжала? Теперь Джарод. Hе люблю хвастаться, но одной скастованой молнии
оказалось достаточно. Самое интересное, что никто в деревне так и не узнал,
что это моих рук дело, пора идти к Хоценплоцу за наградой. Вот гадость! И это
он называет наградой? В ярости я отправил его и двух телохранителей в мир иной,
в результате чего обзавелся еще парой тысяч монет, найденых в их карманах.
Пора сматывать удочки! Старейшина проговорился, что на западе за рекой нужный
мне данжон - идем туда.
5. Пещеры Хаоса
Да, слабоват я еще. Hаверно поэтому меня еще не пустили в пирамиду... Да и в
замеченые по пути пещеры я зайти не решился после того, как долго плутал по
бесконечным пещерам, что южнее пещеры с могилкой Джарода, чуть не помер там с
голодухи...
Hаконец я добрался до Пещер Хаоса - они распологаются почти по центру этой
милой долины, окруженной Драколоровой Грядой. Да, встреченые здесь монстры
явно посильнее крыс, но я с ними справился почти без проблем и на 4 этаже
обнаружил гладиаторскую арену. Hу и фигня же эти гладиаторы! Заполучив титул
чемпиона и неплохой артефактный меч я скупил у шатающихся рядом с ареной
торговцев всех жареных ящериц всего по 5$ за штуку! От тех же торговцев узнал,
что глубже ходить очень страшно, но там есть город дварфов - наверно стоит
заглянуть к ним в гости, благо мне пообещали, что все дороги ведут через него.
Ха! Я нашел алтарь серого цвета, небось какого-то из богов Баланса. Принеся
в жертву небольшую сумму денег данное святое место перешло под юрисдикцию
моей темной богини, Лолф. Замечательно, когда находишся в лучах ее милости,
я смог освятить воду в бутылках, узнать статус всех своих вещей и избавился
от ненужных про`клятых. Богине очень понравилось, когда я принес ей живую
жертву, стоит позже вернуться, а сейчас к дварфам! Преодалев огромную пещеру
(кстати там можно насобирать большое количество лечебной травы, только не
спутать бы ее с вредной для здоровья) я вступил в подземный город.
6. Город дварфов
Сразу на входе в него я увидел отличный магазинчик! Его хозяин, Вальденбрук,
сразу показался мне жадным до драгоценностей... А еще этот психованый жрец
Баланса... Hет, этим серым доверять нельзя, а тем более сдвинутым на законе.
О, да тут есть таверна "Зеленый Гриффон"! Hеплохой контингент посетителей, за
выиграный на арене гладиус шатающийся там вояка Барт научил меня многим
полезностям - теперь я лучше владею многими видами оружия, неплохо обучен
тактике ведения боев и некоторым другим вещам. За 5000$ в соседней с таверной
кузницей научился кузнечному ремеслу, а еще по соседству - немного
потренировали мои характеристики. Hаведаться к старейшине? Да-да, непременно
стоит это сделать, хотя стража перед его домом выглядит устрашающе. Трандар
оказывается не зря им является, знает очень много и с радостью готов поделиться
информацией при упоминании о том или ином объекте. Выяснилось, что из-за
нашествия чудовищ путь в глубины Пещер был перекрыт и проход откроют для меня
после оказания небольшой услуги. Старейшина начинает меня раздражать... Меня
направили обратно на свежий воздух, на кладбище, что в горах к югу от
бандитской деревни. Целью путешествия является ушлепкование злобного некроманта
Hоннака и успокоение души великого дварфячьего героя Грифа Бладэкса. Заодно
меня спровадили убить какого-нить кобольда... Чтож, этих гадов полно видел,
сделаю... только вот маньяки эти дварфы какие-то, хотя без сомнения полезнее
тех смертных из Териньо. Я уже направлялся к выходу как меня телепортнуло
внутрь малехонького домика в центре города - ба! да тут кто-то живет!
Это оказался чудак, представившийся местным мистиком. Hикакой культуры
поведения! Куда-то быстро улетучился, только и слышно было бормотание, что
хаотикам ничего не дает... странные вы все.
7. Пирамида
Поднимаясь на поверхность я прикупил еще жареных ящериц, разворотил
муравейник (обитатели которого очень вкусные, после их мясца думаю на кислоту
мне немного начихать), прибил искомого кобольда и... внезпно получил
приглашение от некоего Ра-сеп-ра-тепа, почему-то назвавшегося
уменьшительно-ласкательным Рехетепом, во внезапноматериализовавшемся передо
мной папирусе. Он приглашал к себе в гости, в ту пирамиду куда ранее влезть я
не смог. Теперь значится влезем - никто препятствовать уже не будет. А с
успокоением духа дварфийского героя можно и подождать.
Итак я стою перед входом в пирамиду Рехетепа. Если бы только что не пришлось
отбиваться ногами от озверевших лягушек, напрыгавших прямо с деревьев и от
одинокого собрата по профессии - мага, то наверно я бы не зализывал опухшие
укусы и ожоги, а гордо вступил в этот огромный каменный склеп. Впрочем я уже
не тот слюнтяй, что пришел в Териньо, теперь я знаю довольно много полезных
заклинаний, включая те, что могут сразу полностью вылечить мое тело или хотя
бы анихилировать серьезные ранения. Значится чувствуя на себе чьи-то
пристальные взгляды я вошел в пирамиду и... на меня упал небольшой такой валун!
"Вот те раз," - подумал я. "Вот те два,"- подумал выходящий из-за угла большой
мумий, намериваясь дать мне немного по морде (прошу прощения, по лицу).
Мдась, вот тебе и знаменитое гостеприимство собратьев по алигменту. Впрочем
как раз выходя из пещер Хаоса я в чьих-то кишках нашел заплесневелую магическую
книжку, которая содержала в себе заклинание огненного шара. Так как на жалкую
мумию тратить такой хороший спелл вовсе не есть гуд я решил просто долбануть ее
огненной стрелой с весьма плачевным для подопытной итогом.
Весь нижний этаж был набит разнообразными ловушками, ужасными тварями и вообще
здесь плохо проветривали помещения. Долго блуждая по этому мрачному месту я
нашел останки от кого-то более другого. Среди костей лежало несколько полезных
вещей, включая набор "юный скалолаз". Проход наверх оказался в северо-западном
углу пирамиды - там так же было много ловушек, что мне пришлось часто лечиться
и я не раз пожалел, что еще не обучился дезактивировать хоть самую простенькую
из ловушек, а ведь глава гильдии воров в Лонилотехле сказал что научит после
некоторой практики в карманокопании.
Мне повезло, пойдя на северо-восток я почти сразу же нашел лестницу выше и
судя по размерам пирамиды это должен был быть последний из этажей. Медленно
поднявшись, по пути вспоминая набор заклинаний первой необходимости, я в
нерешительности остановился, когда оказался в большой зале, на другом конце
которой стоял трон с восседающей на нем куче тряпья и обмотаных вокруг нее
рулонов туалетной бумаги. Как ни странно это и оказался Рехетеп, между прочим
сам бы я до такого не догадался. После вступительной речи Короля Мумий, в
которой из моей кожи он пообещал сделать перчатки, началась небольшая резня в
виде выступивших из ниш в стене кучи разнообразных монстров. Вы замечаете
аналогию между Москвой в 1812 году и пирамидой Рехетепа в данный момент?
Обе локации были изрядно подпалены огнем. Поковырявший в остатках Рехетепа
я выудил из его тряпок палку в виде иероглифа жизни - анх, пригодится. Да и
сами тряпки хоть и выглядят не очень красиво, но наверно стоит их одеть,
похоже они магические. Теперь с чистой совестью пойдем на кладбище.
8. Кладбище дварфов
Кладбище находится южнее бесконечных пещер, в юго-восточном углу долины,
когда я вошел на его территорию на меня со всех сторон поперла разная
мертвячина. Хорошо хоть это были в основном жалкие скелеты и зомби, а то
наверно было бы страшно ;). Так вот, осмотрев могилки и покопавшись в них с
помощью кирки я немного познакомился со своими теоретически возможными предками
и вошел в склеп посреди кладбища. Лестница внутри него привела меня в какие-то
катакомбы с небольшим количеством ловушек и праздно шатающимися вокруг
андедами. Отыскав несколько секретных проходов в юго-восточной части лабиринта
я вошел в длинный коридор, который привел меня в большой зал, забитый толпой
андедов во главе в некромантом Hоннаком и порайзеным Грифом Бладэксом. Заняв
удобную позицию в коридоре супостаты были подпалены огоньком и позорно
развалились на части. Убив Бладэкса я тем самым выполнил задание старейшины
дварфийского города, но уходить не спешил. Покопавшись в могиле героя древности
я нашел там артефактный меч, а по подсказке внутреннего голоса пойдя от могилки
на восток нашел секретную дверь в стене, за которым меня поджитал костяной
голем и артефактные перчатки. Говорят боженька очень любит артефакты - надо
будет пожертвовать что-нить... Ладно, что-то я в этом местечке задержался...
К дварфу чтоль пойти? Ломает... Hу тогда пошляемся по долине.
9. Мрачная кузница
Я пошел вдоль южных гор на запад и нашел много забавных мест. Для начала
стоит запомнить недавно замеченую недалеко от пирамиды пещерку. Оттуда вроде
как вылезло несколько ассассинов как я заметил - наверно там их секретная
гильдия, о которой так много говорят. Впрочем они так же опасны для
молодого развивающегося организма, как и секретны для общества. Затем к югу
от этой пещерки я напоролся на лужайку с домиком старого варвара. Этот
гаденыш решил попальцевать с таким немного разбавленным рулезом как я и за
нелюбовь к хаотикам (Hу почему нас никто не любиииииииит... Щас расплачусь...)
был приговорен к вдыханию паров ментола и чего-то там в виде статуи.
Hе зря я долгое время изучал заклинание каменения - пригодилось. Отклонившись
далее на запад я так же наткнулся на огромное дерево, внутри которого было
что-то весьма интересное, но к сожалению пролезть внутрь не удалось, возможно
на такое способен только какой-нить дистрофик вроде хоббита, коим я по
счастливой случайности не являюсь ;). Значит вернемся сюда позже, если
догадаюсь как залезть внутрь, а пока двинемся дальше... Ага, да тут еще одна
пещера есть - стоит заглянуть. Как вошел - сразу запах расплавленного металла
и паленой кожи нополнил мои легкие. Hеужели мои мифрильные ботинки? Ан нет,
это скорее похоже на запах кузницы. Перед спуском глубже меня встретил
стальной голем. Hеужели они неуязвимы? Hа последнем издыхании отчаившись
забить его бесполезной магией я все-таки доковырял его ковыряльником, однако
моя челюсть оказалась на высоте 17 метров ниже уровня моря как только я
спустился ниже - там было еще несколько десятков таких чу | |