Abandoned Places (Electronic Zoo) - Part 8 Draken Tor, Hall of Rage Solution by Brian Burke @~Continued from the last file. Draken Tor The Task is to seal the Staff of Supremacy. Map on a 27 x 28 Grid. The entrance, from which there is no exit, is at 9/28. There is a sign at 9/27 'Authorised Personnel Only'. Go through the door on the right. To the left is a dead end so turn right to come to a door at 17/26. Round a bend to enter a large room with columns. There's a message on entering 'The Board is on the Wall: Trap Development'. This relates to fireball traps at 21/25, 21/23 and 24/22. Fight three baddies to the right and go right to step on a pressure plate at 24/27 that opens the door at 24/19. Down the passage through the door to enter a room with water. Message on entering 'Ice and Water Experiments'. Ahead of the party are three baddies. There are poison traps at 26/12 and 21/11 and a fireball trap at 24/9. There are also two pressure plates. The first plate is at 23/9 and opens a door further in the level at 9/3. The second at 27/8 opens a door at 14/9. Leave this room via a passage at 24/5, round a bend and through a door. Jump over the fire and go round the bends to fight at a junction at 17/3. After fight turn left and bear right past the two columns and then left to enter open door at 14/9. There's a message on entry 'Monster Development Labour'. Immediately fight baddie to the left to obtain a small golden key. At the end of this room of columns in both far corners are chests. The one at 17/17 contains money, torches plus wands of Lightning, Mage Bolt and Fireball. The chest at 11/17 contains money, food and potions. Leave room and go left to enter door at 12/5. The chest in this room contains food. Leave this room and go left up the passage and round some left bends to find an open door at 9/3. The message on entry is 'Fire and Explosion Development'. Fight baddie to the left. There are two other fire monsters in this room. There are fireball traps at 8/6, 5/8 and 2/7. Leave room via passage at 5/13. Find two doors at the end of this passage. Use the small golden key to open the door on the left at 6/16. Turn right in this room to find a chest with necklaces, robes and treasure. A button in the wall at 7/19 opens up a door to the left of the two columns back at 18/8. Return to this door and enter to fight for a jail key. Back now to open the right hand door at 4/16 with the jail key. Keep left to find chest with money, food and treasure. Now go into the corner at 2/19 to teleport to a small room 3 x 3. Fight about five baddies and exit level. There's a message in the room saying 'Teleport Chamber' and you may return to the main area by throwing something at the skull if you've missed something. The Staff joins on leaving. Bronakh now talks to you and challenges the party. Head now to the Isle of Lament to find the Hall of Rage. The entrance is opposite the Tower towards the top left of the Island. Just walk in a line across from left to right from this pathway. Mind you I did gain loads of points searching and my Mage acquired a Pass Gate spell at Level 9. Very useful if you can't find the keys to open doors. The party should now be able to fly around the map but you still need to find entrances. Hall of Rage: The Task is to exit the Hall in one piece. Mapping is not easy as you will discover and the following is almost a 'best guess' scenario . However I'm reasonably confident. Map two areas. The opening one on a 20 x 31 Grid. The second on 13 x 27. As soon as you enter at 6/30 move forward and go right to avoid lightning. Unless you move QUICKLY the lightning just keeps on coming faster and faster. There's a plant at 8/29. In my initial panic l couldn't move this plant but I succeeded much later. If you can, pull it out then nip behind it and push it up the corridor to shield you from the lightning. Behind the plant is a potion. Whether you can manage the plant or not turn to face the left hand wall to find a lever in the wall at 13/30. Pulling this teleports you to face a now opened passage at 10/30. Should you have explored further up the passage to find the water at 17/30 you are merely teleported back to face the water again at the end of the water at 18/24. Heading up the passage there's a recess to the right to rest for a while. Just up the passage to the right at 9/26 is an alcove that, when entered, teleports you one square forward and closes the wall behind. The party now spins whilst being attacked by spiders. Use whatever your favourite attack method is to kill at least one spider to allow you to jump into the space vacated by the dead spider allowing Healing to take place. Killing the Spider at 6/26 and jumping into this space will reopen the wall the passage. Regain the passage and head north to an alcove at 11/23. Enter here to fight spirits. Jumping onto 12/22 will reopen the closed wall. Onwards up the passage. Cast Walk on Fire spell and run through false wall at 10/20, over two fire squares to enter a room on the right at 11/17. The passage you pass on the left at 9/19 is empty. Stepping into the room you are teleported within the room. Even the plants in here are vicious and attack. The party can recover by resting in the right hand corner at 12/19. The pressure plate ahead at 13/19 opens one of the three doors at 15/19 and releases a spider. Once the spider is killed this room can be used to rest. However leaving the room triggers a fireball trap so ensure the party has 100% health points in place plus healing spells ready. Standing in front of the centre door at 15/17 kills all magic spells. Press button to enter room and find chest at 17/17 containing food, healing potions and a Berserker Sword. There's a Spirit behind the third door at 15/15. Leave room and head up the passage. There are two deep alcoves to the left and right at 10/13 but head up to find a plant at 11/10. Pushing the plant seals the wall behind you. Erm ... I might have lost my way a bit here. My notes have reference to a spider and a false wall which may have been where the two deep alcoves were? In the Plant Room manipulate the plants to find a button to the right at 16/11 that opens the wall behind the button at 15/11. More plant moving to reveal a switch at the top left of this area at 17/9. This switch opens up a wall further in this section at 12/7. Push the plant at 13/8 to to find a door at 11/6, this needs an opal key. Go right to push plant at 15/6 and manipulate plants to gain access to the passage to the left and then go right at 13/3 to find and fight spirit at 15/2 to obtain the opal key. Return to the door and open it. There's a recess opposite the door if you need it otherwise head up the passage to turn left at 10/2. Along this passage are Fire, 4/3, and Water, 6/3, corridors. Going down either brings you to a room whose entrance is at 5/15. Both corridors have Anti-magic and 180 degree spinners halfway down at 6/8 and 4/8 respectively. Stop, turn round and restore spells to continue or run like mad. In the new room pull the lever at 5/17 to make the wall disappear. Walking on this square opens up another area. Just keep clearing the four walls till a pit is revealed at 4/19. Climb down the pit and step forward straight away as the water you land in is an anti-magic pool. Now map this section on the 13 x 27 grid with the pool at 1/5. Walking up the passage creates a false wall behind you at 1/4. Turn right round the corner to a small room. Keep right to pass over pressure plate at 5/3 which seals the room off at 4/1. Keep on to a crossroads at 8/4. Lay down an object for a reference point as the centre of the crossroads is a spinner. Going left or north brings you to a room with a chest at 10/2. The chest contains a turquoise key, a jail key, plate armour, a Ring of Attack, a suburb Flame Blade, a necklace and Ring of Protection plus potions. All in all an excellent find. Going straight on leads to an empty room except that there are false walls to left and right at 9/7 and 12/7. Going through the wall at 9/7 brings you to the south passage from the crossroads and leads straight on to a room with a plant. There are two false walls in this room at 5/8 and 6/8 but nothing to find. To the left is a locked door at 8/10 and a passage leading to a Lightning Alley. Return to the false wall at 12/7 but DON'T enter passage. Stand in the false wall and cast Create Wall spell. This slows down the Lighting allowing the party to RACE back through the false wall at 9/7. Stop at the locked door and cast Set Teleport spell. Run to the passage, turn round and cast another Create Wall spell and head off up the passage to clear the first web at 13/14 with a Firepath spell. Not forgetting to also cast Walk on Fire come to the next web at 13/21. The magic walls don't last too long. When you clear this web and step on the fire you are spun 180 degrees. Turn round and find more webs at 13/24. Keep clearing the webs round the corner till the party hit an anti-magic square at 8/24. Stepping forward places you on a Spinner so use restore spells and clear one of the three webs facing you. The passages ahead and to the left contain nothing of interest but the one to right at 7/23 is of interest. There's a pressure plate down this passage at 9/22 but I don't know what it does unless it wakes up the spider that you find round the corner at 11/25. Kill the spider for a golden key. You may not be able to see the key until the fire you used to clear the webs has gone. Now activate the Teleport Spell to land back in front of the locked door. Open this door with the golden key. Head straight on, avoiding the lightning, to open the next door with the turquoise key. Go past the Fire and Water passages to an alcove to be teleported back to the opening level in the passageway at 10/26. Go down the passage south to turn left and enter the Water passage at 17/29. Round the corner open the door with the jail key and fight the baddie. Go to the left of the plant and pull it. You'll be teleported back to the start of the Water passage so re-enter to enter false wall behind where the plant was at 20/22. Exit up the stairs to be greeted by a surprised Bronakh who teleports the party to his Lair in the Volcano. Should you feel unable to take on this next section without pause just climb the stairs to exit and re-enter the Lair via the Volcano. The next section is very large and you should take advantage of any Healing and promotion opportunities before taking it on. @~To be continued next issue.