Abandoned Places (Electronic Zoo) - Part 9 Bronakh's Lair (Sections 1 to 3) Solution by Brian Burke @~Sue: My apologies, this next paragraph should have been printed @~at the end of Draken Tor. Also ignore references to obtaining @~food or promotions or leaving the Hall of Rage at the end of the @~Hall of Rage section and read the second paragraph instead! End of Draken Tor - Once this level has been completed and the party is ready to find the Hall of Rage please ensure that any promotions are taken prior to entering the Hall of Rage. The reason is that after completing the Hall of Rage the party is teleported to Bronakh's Lair. DO NOT leave the Lair but continue with the game. There appears to be a bug that hangs the game up prior to the penultimate level in the Lair if you exit at this point. So ensure that all your promotions etc are complete prior to starting this section. End of the Hall of Rage - Once you have found the exit Stairway the party is teleported to Bronakh's Lair. DO NOT exit the Lair. @~Back to the plot ... Continued from Issue 20 Bronakh's Lair: This section contains several levels. There are movements down and up to different points on various levels, i.e the same level is visited but in separate non-related locations. Monsters here are a lot tougher than before with some throwing Fireballs. For mapping purposes I will specify the Grid format at the start of each new section. I will presume that a Staircase either up or down will lead to a new section. First Section: Map the first section on a 29 x 29 Grid. The entry staircase is at 4/29. Walk forward to see three doors. The door on the left leads to the down staircase but needs a Mithral key. Start by going through the door to the right at 5/27. Keep right round the corner to step on a pressure plate at 8/25. This opens up a wall behind you, opposite the door at 7/27. Go here to find a Chest containing Plate and Ring Armour and a Ring. There is another pressure plate in the room at 7/24 but I don't what effect it has. Go on through the door at 9/24, round a left hand bend to a room. KEEP LEFT to step on a pressure plate at 15/21 that is a 180 degree spinner. If you are unfortunate enough to go right and be Teleported from 15/22 to a Fireball room, you land in front of a plant at 4/17. Pull the plant to block the fireballs and then sidestep, move back to fight the baddies in the room. (But you won't have done a foolish move like that - hopefully!). Leave this room at 17/23 and again keep left. There is another 180 degree spinner at 18/25 and a Teleporter to the right at 17/25 which takes you back to the room you've just left at 14/22. Enter the Fire passage and fight baddies in left and right alcoves at 12/27. The alcove ahead teleports the party to a narrow room with baddies in front and behind. Move into the alcove next to you to catch your breath. After defeating the enemy go down the longer passage to be Teleported back into the room prior to the Fire passage at 18/26. Return to the entrance hall and enter door at 4/26. There are two pits in front of you. Use 'Levitate' spell to cross over them as there's nothing in them. Onward to enter room through the door at 4/20. Fight, push Plant to block lightning then turn right to fight two more baddies. The door to the right at 6/16 needs to be unlocked with a Silver key so keep straight on through the door at 4/15. To the right is a Chest that can be opened with the Topaz key, but as the Chest is empty it's not worth the bother. To the right of the Chest is a Teleport that takes you to a Hall at 11/15 with four doors. Don't step in the Teleporter as we can reach this Hall on foot. Bear right through the door at 5/11 and enter a false wall at 6/10. You now enter a room full of Plants. There are two Chests in here at 2/1 and 11/1. These may be reached by stepping forward and following the plants round to the right hand wall and pushing the plant at 12/4 onto the back wall. Then push the plant at 10/2 forward one square to allow access to the second Chest. There's a baddie in this area. The first Chest contains Potions and an Oil of Lamp. The second can be opened with the Topaz key and contains Treasures. In the bottom part of the room several squares open and close walls. The square NOT to walk on is in the corner at 12/10 as this permanently seals the door at 11/11. Go through this door and straight on again to enter the Hall mentioned earlier. Going right at 10/15 leads to an empty Chest in an alcove beyond the water. Heading straight on through the door at 11/16 to enter a room with two pits either side of a hole in the ceiling. There's nothing of interest in any of these. You enter a small room, when you climb out a wall is created in the original room. There's a pressure plate at 11/20 but it's the one next to it in between the Fire squares that opens up the wall at 9/22. Entering here fight the baddie and leave the room to enter the door at 12/15. There's a junction at 15/15. Go right to find a room on the left at 16/17. To the left in this room is a Chest that needs a Topaz key to unlock it. The key may be found round the corner and along the passage at 24/19. Beyond the key is a pressure plate in a deep alcove at 26/19. I think this activates a fireball somewhere? To the right of the Topaz key is a small passage at 25/21. Go down here to find a wall created behind you at 24/21. Go right through false wall and fight and find a Silver key in the alcove to the left at 27/25. Exit this room via the door at 24/23 and regain corridor to enter a room to the left at 19/20. Through another door you step on a Spinner at 19/23. Fight the baddie and return to the unopened Chest at 18/15, use Topaz key to find food. Return to the junction and go north to find a passage to the right at 16/12. Fight baddie. There's a Teleport at the end of the passage that takes you to and beside a door at 17/7. Don't walk into the Teleporter. Regain the passage and find a door on the right at 16/10. In here fight and find a Chest with Ropes and a Firestone. At the end of the passage go through the door and turn left and keep left. Stepping on the square at 19/3 creates a wall behind you. The two squares ahead create and uncreate a wall at 22/3. Onto the next room and keep left. The square at 24/4 creates a wall in the alcove at 4/27. The square next to the water at 25/6 creates a wall at 25/3. The square at 26/8 creates a wall at 24/8. These pressure plates also work in reverse. Go down the passage at 27/7 to go through a false wall at 29/6 to find a Topaz key. Return to room to enter the door at 27/10. Fight baddie. There's a pressure plate at 28/11 but I don't know what it does. The Teleporter in the deep recess at 29/13 takes you back to the junction at 15/14. Go now to the room with the plant and Lightning to open the door at 6/16 with the Silver key. To the left find a Mithral key. Head back to the opening Entrance Hall to open the door at 3/27 with the Mithral key and head down the Stairs at 1/27 to the next level. Second Section: Map on a 27 x 28 Grid. The entry stairs are at 17/28. To the left is a room with two plants that should be moved to gain access to a door at 9/27. Enter room to find a room of Fire with two monsters. Select 'Walk on Fire' spell to fight monsters and gain access to a Chest at 6/25. The chest contains a Club and a Fireball Staff. At the West end of this room there are false walls at 3/26 & 27, enter to find White key at 3/28 and a Chest containing arrows at 1/28. The pressure plate in front of the chest generates a Monster. Return to Fire room and enter false wall at 4/24 to go north to find a Water room. You can swim round the bend in the water but there's an Anti-Magic square at 1/21 and nothing beyond. So go right and fight to find a pressure plate at 6/21 which releases a monster. At the junction is a twister. For the sake of exploration you can go left, or west, to enter a false wall and Anti-magic square at 4/19. Once through head north. There is another false wall at 3/16 which is also a 180 degree spinner. To the right and left of this square are 90 degree spinners in false walls. Confused? You will be! Keep north to find a false wall with fire licking through at the end of the passage at 4/13. There's a lightning source at 5/13 which you need to run through in order to avoid an early extinction. Onwards through the fire to go left to find two empty alcoves at the end of the passage. To avoid all that go right at the spinner junction and find a crossroads at 9/19. The passage to the east is empty and the door to the right leads back to the opening stairs so go left and north to step on a pressure plate at 9/16 which opens a wall to the right and behind you. A baddie is released. Before stepping into crossroads at 9/15 drop an object as you step on a continual spinner. To east and west are baddies which can use spells to kill but your way lies north past another monster. Pick up the Red key here and enter false wall at 9/11 and find a Chest with Food at 9/9. Enter false wall to the right of the Chest and go north to enter a room with plants. Move the plants to discover a Chest containing Magic Staffs at 7/7. There's a baddie lurking here also. Enter the door at 10/3, fight baddie and find a White key at 9/2. Continue through the fire. At the end of the fire passage and to the left are two Anti-magic squares at 4/3 & 4/4. Keep going and enter passage to the right at 3/6. Down this passage and to the left is a pressure plate at 3/8 that closes a wall back at 8/26 - I think? The chest beyond contains Shurikens. Retrace your steps right back to the door at 9/20. There's a baddie to the right through this door. Straight on to another door on the left at 10/24. Keep left in this room to avoid Teleports at 13/23 and 14/24 that take you back near the entrance at 14/27. Beware also the 180 degree spinner at 13/22. Exiting this room you see the entrance on the right but go left through a false wall at 17/23 to fight baddie. Find another false wall at end of room at 19/21. There a magic drainer and 180 degree spinner square at 19/20 so drop an object to get your bearings and continue to find a door at 17/17. Open door with the Red key and enter room with many plants. There's a baddie in the plants at 16/12 'ish but you can go right to find a passage north at 7/9. At the junction go left to a Fire room and find a Red key at 13/3. Going right from the junction find a Fireball trap at 18/7. Beyond this go left. To avoid a 180 degree spinner at 19/4 and a spinner at 19/2. Enter false wall at 20/4 and again at 20/2 to go right to a door at 23/2. Enter door, fight and step on pressure plate at 23/5 to open up passage by removing wall at 24/1. Enter the room now revealed and destroy Webs to fight baddie at 27/3 and gain access to a small passage at 26/4. Take the Green key and open Chest to find a necklace. Return to the junction at 19/7 and go east round a right hand bend to see room on the left with two plants. There's nothing behind the plants but a pressure plate at 23/10 closes the wall off at 22/10. Continue to find a passage to the left at 23/12. A pressure plate on this square closes the wall at 25/12 but the next pressure plate at 24/12 reopens it. Fight baddie to the right and go to far left of the room to enter false wall at 27/16. Open Chest to find a Bow, Hammer and Treasure. The door at 22/16 beyond the passage to the left can be opened BUT don't walk down the passage as there's a pressure plate at 25/17 that irrevocably seals off this area at 21/15. Way back now to the Entrance passage to use the Red key on the door at 20/24. Enter a long room. To the left are three false walls leading to three Chests guarded by two Monsters. The Chest to the right is empty. The centre Chest contains Potions and the left Chest contains Jade. I can't recall if you need to use White keys to open these. The door to the right is opened with the Green key and leads to the next level. Third Section: This is now a brown rock dungeon. Map main area on a 28 x 27 grid There are then four sub-areas, the largest of which is on a 6 x 10 grid. The entrance stairway is at 13/27. Head north up passage to find a false wall at 14/24. Walk up the passage noting 180 degree spinner at 16/24. Enter another false wall at 18/24 to find a pressure plate that opens a wall at 15/21 and releases a Bad Baddie. Definition of a bad baddie is one that can wipe you out with Fireballs if you don't get 'em first or run away to recuperate in time. The monsters are much tougher now. Pick up the Turquoise key at 20/24 and return to passage. Go right to step on spinner at 13/21. The plant cannot be moved. It may be best to tackle the monsters here BEFORE stepping on the pressure plate by the Turquoise key. Once a monster is killed you can step into the place it has vacated at either 12 or 14/21 to take on the BB. Walk east then to find a Hematite key in front of a door at 19/19. Once through the door the small passage to the left contains a pressure plate that releases a monster. This passage is opened by stepping on a pressure plate at 18.16. Go right and carry straight on past the door on the left through a false wall to step into a Teleport at the end of this passage at 25/18. The party will have stepped on pressure plates at 21/18 and 24/18 but I don't know what they do. The teleport takes you to a room with plants. Map on a 5 x 7 grid with the arrival point at 3/7. After pushing the plant in front of you fight the monster to the left to gain a Hematite key. Another Hematite key can be obtained the same way at 5/4. Go round the room to 1/3 to be Teleported back to 19/18. Go right again but now enter the door at 22/17. Take the passage to the right. The pressure plate at 24/16 opens up a wall near the end of this passage at 27/15. There's a baddie to kill in this alcove. Take the Turquoise key at 27/16 and regain the passage to go north. Before stepping into the crossroads at 22/13 drop an object as this is a 90 degree spinner. There's nothing along the passage to the left and going down the one to the right leads to a Teleport at 27/11. There is no need to use this teleport. It's just aggravation. You are sent to a square that toggles between Fire and Water passages. Select the appropriate spell and step forward to access the area. There's an Anti-magic square to avoid at the end of the water section. In the Fire section there's a recess past the plant that closes the way back off, but it can be reopened by entering the recess again. Back to the crossroads to go north to use the Turquoise key in the door at 19/7. In each corner of this room is a baddie. Stepping on the pressure plate next to the plants at 17/4 opens the wall up at 11/1 and releases a BB. Way back now to 19/18 to go north and find a Fire and Water room. The centre of this room at 12/15 is a Fireball trap. There are Anti-magic squares at 14/16, 12/12 and 13/17. There is a Fireball source at 15/12 that sends fireballs north to south. There is a Lightning source at 9/18 that sends lightning west to east. There are recesses at 12/11 and 12/19. Cross the room to find a door at 8/17 that is opened by a Turquoise key. At the end of the passage to the left is a Teleport that takes the party to an area that can be mapped on a 6 x 10 grid. The start square is at 6/6. Moving forward into the main room the pressure plate immediately in front of you at 5/6 opens up the wall at 5/8 and releases a baddie. There's nothing at the end of the passage. To the right and left of the room are pits which contain nothing. Use 'Levitate' to cross the right hand pits to pick up a Turquoise key at 1/1. There's a pressure plate at 1/3 that creates/uncreates a wall at 4/3. Against the far wall at 1/6 is an Opal key. There are several other create/uncreate wall pressure plates - 1/5 affects 2/10 2/6 .. 2/9 1/7 .. 1/9 There's an Anti-magic square at 3/8. Once you have the keys go to 2/6 to Teleport back to 22/18. Go through the Water Fire room again to open the door at 8/13. Over the Fire to the water avoiding Anti-magic squares at 3 & 4/13. Stepping on the pressure plate at 2/13 opens up the wall at 4/16 releasing a baddie. Pressure plates at 5/12 & 13 create/uncreate a wall in front of the door at 6/12. Open this door with a Turquoise key and enter new room. There's a Chest in the far right hand corner at 10/6 which I was unable to open. The chest in the left hand corner contains a magic Dagger. A pressure plate at 7/9 opens up the wall at 5/8 and releases a baddie. Again at 7/7 opens up 8/5 and releases a baddie. Ditto at 9/7 opens up 11/8 and releases a baddie. There is nothing along this passage despite the false walls at 16/8 & 10. Going left down the passage at 5/10 find the stairs down to the next level. There's a Teleport to the right of the stairs at 2/8 that takes you right back to the start of this level. I believe that once you go down the stairs the door opened at 6/11 is blocked off. So unless you have the Mages' "Pass Gate" spell there's no way back. On now to level four. @~But not until Issue 22!