11th December 2002
Part 1: The Kingdom of Ix ------------------------- The player starts at North shore, carrying a dagger. The dagger is not "real", it's just for multi-user combat. This map shows all the portable objects, but not all the scenery (e.g. the lake is not mentioned.) v | | Gorge [coin, match] | | Bridge | | | Plateau---------Warm Tunnel-----Hot Tunnel Clearing--------Path------------Glade [salt] \ [note] [well, *crown*] | (^Up, vDown) (^Climb, vDown) (vGo well) | / / / Path Fiery Chamber Pit Well | [headdress] [rock, *medallion*] [sausage] | | | | Ledge Maze #8 [key] / \ (see part 3) vUp, ^Go trapdoor \ / / \______<Climb, >Down______ Maze #1 Cave Refuse Cave \ [spade] [*chain*] | [*goblet*, doll] \ = _______>climb steps__ ^Go cave ^Go coal go ship -> Deck [part 3] \ |/ \| | Dock Cliff-----------Outcrop<------down------Plateau---------Path | [telescope] [rod] | | | | | | Beach Waterfall-------North shore-------------North River [Dig->book->*ruby*] / [gauntlets, bucket] [barrel] | ________<go waterfall, >Up__/ v swim lake / |/ | /swim river Bottom DIE<----Lake----< <----/ [potion, cloak] [piranha] | | | South shore [rope] Part 2: The Maze ---------------- Of course, the objects which I list in the following matrix are not initially in the specified locations of the maze, and do not in any sense "belong" there -- I've just used them as arbitrary markers to disambiguate all the similar-looking locations. The exception to this is the sign in #4, which is fixed. An arrow on the sign points upwards. Where What North South East West Up Down -------------------------------------------------------------------- #1 gauntlets - *out* 2 1 - - #2 rope 3 2 1 2 1 1 #3 bottle 3 1 3 2 4 2 #4 SIGN 4 4 1 2 5 3 #5 bucket 6 4 1 5 2 3 #6 ruby 3 1 1 7 6 4 #7 rod 4 5 6 1 2 8 #8 goblet *pit* 3 4 1 5 7 Summary: to get through the maze, starting from the outcrop: n, e, n, u, u, n, w, d, n -- and back -- s, w, s Part 3: The Ship ---------------- Down -> Dock | Galley----------Deck------------Captain's Cabin [cheese] [hatch] ^Up, vGo hatch | Quarters--------Hold [rum] | | | Case [log] Part 4: Ognid ------------- As soon as you climb down from the ship, you find yourself in another maze -- this one a dark forest of oaks. It's solved by the standard objects-as-markers-to-disambiguate algorithm. Where What North South East West ---------------------------------------------------- #1 rope 1 2 1 *out* #2 RAVEN 1 2 *out* 3 #3 medallion 1 3 4 2 #4 log 5 3 1 4 #5 PATH 3 2 *out* 4 From Forest #5, you need to FOLLOW PATH to get out. That takes you to the location called "End of path". Summary: to get through the forest, starting from the shore: W, S, W, E, N, FOLLOW PATH -- and back -- E, E Morgue [corpse] | | Sauna-----------Laboratory------Quarters | [gas] [bedding] | | \_<Up, >Down_ | | Tower bottom----Playroom--------Hall Cellar /[Abwahsi] [baby] | _^Down, vUp_/ vGo cupboard = \_<Up, >Down_ / | | Top of Tower Cupboard Gatehouse Chamber-||------Vault [bell->carpet] [broom] [dynamite] [sceptre] [coffin, outline] | | End of path---->Forest #2 | | V Forest #1<------Shore