Abandoned Places (Electronic Zoo) - Part 10 Bronakh's Lair (Sections 4 and 5) Solution by Brian Burke @~Continued from Issue 21 Fourth Section: Map two main areas. One on a 24 x 21 grid and the second on a 20 x 19 grid. A third smaller area is on a 9 x 5 grid. The entrance stairway is at 13/20. Go right and straight on past a door on the left at 14/18 to open a door at 17/19. You are faced with a junction. There is a baddie in the left passage. Whichever passage you go down, the wall will seal up behind you. The pit in the passage to the left leads down to a lower level which I'll call (Area 2). The location of where you drop is (12/16). Going down the right hand passage and walking to the end you'll step into a teleport at 24/20 which sends you to the lower level (12/19). Assuming you're now on the lower level walk straight on to enter a room with three webs on the right. Should you move to the right and step on (11/12) the passage closes behind the party. Stepping on the pressure plate at (10/11) has the same effect. Fear not, there's another way out of here. There's a BB lurking in the passage straight ahead. Once disposed of, the party can enter a room with plants and two webs. There are two alcoves to the left and right at the back of this room. Neither of them contributes to the mission. The left alcove at (15/5) teleports the party to toggle between two new locations. One in a small room and the other in a larger area. This is the third area. Step sideways to access either room. There is a false wall that links the two rooms. Stepping off in the larger room lands you on a Spinner square so step off this pronto to avoid a headache. Go to the plant and pull it to access a false wall and teleport back to the lower level at (14/13). The right hand alcove at (15/8) drains Health points. Go to the webs and remove the left one or the centre one to enter a false wall. Stepping through the centre wall activates the creation/undoes a wall next to you at (13/10). Stepping through at (13/10) instead spins you 180 degrees. Turn round and step quickly forward two paces. Time your jump in to avoid the lightning source at (14/10). Carry on to enter the passage at (16/10). The pressure plate at (17/13) opens up the wall ahead at (19/11). There are a few pressure plates in this section next to the Plant: (18/13 & 14) opens/closes wall at (19/12) (19 & 20/14) opens/closes wall at (20/12) Up the corridor to step on a Spinner at (17/6). You should drop an object prior to stepping on this plate. There's a false wall next to the spinner with only a Plant in the passage. Your way lies straight on to round a couple of bends and find a Red key at (20/1). Return to the Lightning room and hurry down to the door at (14/15). Turn right at the end of the passage to enter the passage at (11/17). There's an anti-magic square at (10/17). Enter a room of Fire and take a White key after a fight at (4/17). Step forward through a false wall at (3/17) to enter teleport at (1/17). You are sent back to the start level to 8/2. Don't step back as the square at 8/1 drains Health. Walk forward to go down a passage on the right and come to a junction at 5/6. Going right enter room to find an empty cupboard and a baddie. Entering the left room there's a pressure plate on entry at 3/9 that creates/uncreates a wall behind you at 5/7. Fight the baddie and return to the main passageway. Move down the corridor to a room that has an exit ahead. Move to the right top corner of this room at 7/11 to trigger the pressure plate that opens/closes a wall elsewhere in the level but I've forgotten where - sorry. Go right, the pressure plate at 6/11 opens/ closes the wall further to the right at 5/12. Fight the baddie in this room and then another when you step on the pressure plate at 2/16. As you face the chest the wall to your left opens up to release him. The Chest contains Money and Jade. Return to the room and enter a passage at 8/12. This bends left. Provided you've entered the doors at 4/4 (where the empty cupboard was) and 4/9, the passage to the right at 10/14 will be open. Kill the baddie in here for a Green key. Upon entering the large area at 11/13 you'll meet a BB to the left. Beyond at 11 & 12/10 are 90 degree spinners and a Web beyond. Go up the room to enter the passage on the right at 12/7. Along here is a pressure plate at 14/7 that affects the passage behind you at 8/7. Enter a room to the right at 16/8 to fight a baddie and open a Chest containing Money and a Necklace. Exit and go right. You can leave via the passage beyond the baddie. If you haven't dropped down the pit at 24/18 there will be Fire in this passage. Avoid the alcove at 21/7 as this teleports you back to the lower level to (12/19). Turn right instead to find a spinner next to a Web at 20/10. Use Walk on Fire to go right and then left at 16/12. There's another 90 degree spinner at 16/13. Turn left at the junction. The pressure plate at 18/16 closes the wall behind the party. There's a false wall to the left at 20/15 and the pressure plate inside reopens the passage. At the end of the passage is a BB but once they're gone raid the Chest to find Money. Exit the passage and go left to open the door at 14/18 with a White key. Go right past the stairs to open the door at 10/20 with the Green key. Use Walk on Fire before entering this room. Fight the baddie to the right to find the cupboard empty. Open the Chest in the corner with the Red key to find Money and a diamond before descending down to the next level. Fifth Section: Map the main area on a 28 x 27 grid. There's a small sub area 5 x 5 on exit. Start stairway is at 18/28. Go up the passage passing a corridor to the right and turn left. As you pass over the pressure plate at a junction at 16/23 the wall behind will close/ open at 18/23. Quickly head straight down the passage and turn right at 9/23 as there's a Knight heading for you from a large room at 6 & 7/21. Once he's dealt with head back down the passage where the right turn was taken to find two doors at 9/25. Enter the door at 8/25 and go left avoiding the Lightning coming from 1/26. Keep left to find a Jail key at 3/27. There are many pressure plates in this room. I believe that the following is close! 6/27 opens/closes 5/27 2/25 2/26 3/25 3/26 4/25 & 5/25 4/26 6/25 & 6/26 5/26 One of the Pressure plates closes off the corridor and hence the exit from the room at 9/25, it can be reopened but as you can see from the above it's hard to know which one. Leaving this room enter the opposite door to find a Chest in an alcove at 11/27 which contains number two Scroll. The opposite alcove is a teleport which sends you to 16/26, not far away. This room contains a Baddie, when killed simply regain the passage. Opposite this door at 14/24 is a false wall. Enter to kill a monster and find a Chest containing Money. Although you can leave by the door at 15/20 regain the corridor via the false wall and take a right at the junction and then left to find a large room containing three Chests. These are opened by Jail keys. The one to the right of the entrance at 5/20 contains a Silver Shield. To the left at 5/22 Torches and a Firestone and the one in the far left corner at 2/22 a Wand of Web. You'll find the other Jail keys along the way. Avoid walking in the teleport on the alcove next to the final Chest at 3/23. This teleports the party to a Sub-level, we will need to access this area later but not just yet. Should you enter this before you should then enter the alcove in this section to be teleported back and you'll end up at 22/25. To your left from here is the entrance passage and Stairs. Leaving the Chest room go left and stop prior to the crossroads at 8/17. Drop an object as the crossroads is a Spinner. To proceed straight on you could try using the Leap spell. Assuming you've gone up the passage there's a 180 degree spinner at 8/15. Head up the passage and turn left through a false wall at 7/10 when you reach the three pits. There's nothing down the Pits but an Anti-Magic square in the centre. Turn right through another false wall at 6/9 but beware the Knight at the end of this passage. Use long range spells to pass him and find a Small Golden key at 8/4. Return to the crossroads. Go right or left at this point. To the right via the passage at 7/17 find a door at 5/13. Do not enter the room via this door as there is a teleport at 4/13 that bounces you between two points in the room at 1/18 and 1/12. You can step off at these positions but it's better to enter the room via a false wall in the passage at 5/15. Beware the Knight inside who needs dealing with prior to finding a Mithral key at 2/18. Don't get too close to the column as it's aggressive! Back to the crossroads to take the passage opposite. Round a couple of bends to open a door at 12/14. Fight the baddie to the left and beware the pressure plate to the right at 13/12 as this closes off a passage back at 13/23. Another aggressive column at 13/9 and avoid the Fireballs coming from the left at 11/8. Next to this find a Jail key at 11/7. Onwards through the door to pass a door on the left and fight a Knight round the corner to the right. There's a 180 degree spinner at 16/3. Negotiate this to open a Chest at 15/4 which contains Wand of web. Return down the passage and enter the door at 12/4. There are two pressure plates inside the door but I don't know what they do. Select the Walk on Fire spell and go forward. At the second fire square go right into a false wall, 6/2 into 6/1, and walk on to avoid the Fireballs coming from 2/2. Time your move to open the door at 2/3 in order to minimise damage and enter a room guarded by three webs. Behind the webs lurks a baddie . Zap him to find another Jail key at 1/8. Don't step in the alcove as Health points are reduced. Back to the crossroads at 8/17 and back down the passage to go left up a corridor at 16/22. Don't forget that the pressure plate at 16/23 closes off the passage behind you so step on it again to keep the route open. There's a false wall ahead past the door on the left at 16/19. In here is a pressure plate on the middle square but I don't know what it does. Go right after the false wall to a junction at 21/20. Go left up the passage passing a 180 degree spinner at 21/18. Round the bend to find two doors. The door to the right opens on a webbed passage. There is a baddie in the alcove to the left and at the end of the passage is a Chest containing a Wand of Fireball. The other door may open onto a small room OR show a passage to the right dependent on which pressure plates have been activated. I do not know which pressure plates affect this. Assuming that it is open go right up the passage to a junction. Going left, find and push the column blocking the way to find a Chest with Food and a Shuriken. Going right at the junction pass over two Health decreasing squares and a magic restoration square into a passage of Lightning. The Pit leads down to the sub-level that is also accessed from the Chest room BUT there's just a couple of places to visit prior to leaving this level. Regain the passage and the junction at 21/20. Should you continue down the passage the pressure plate at 21/23 closes the passage behind you so go left and move quickly to avoid the lightning. Don't bother with the cupboard at 23/23 as it is empty. Exit the room and enter the door to the right casting Walk on Fire first. Activate the pressure plate at 27/27 to open up the passage at 28/24. Go to this point and throw range spells to kill the Knight at the end. Past another Walk on Fire and walk forward to 28/22 to be teleported to 26/19 which is just beyond where the Knight was. Ahead of you is a pressure plate at 26/18 which blocks and unblocks the passage ahead. Onward and upwards to find a door at 25/13. At the end to the left is a Knight and to the right is a teleport which takes you back to 25/25. At the end of the Fire room is an alcove and a 180 degree spinner at 25/10. All done now so back to the teleport, 3/23, in the Chest room or the pit to access the sub-level. Open the door here with the Small Golden Key , go left through a false wall and it's down to the next level. @~To be continued next issue.