Abandoned Places (Electronic Zoo) - Part 12 Bronakh's Lair (Sections 9 to 12) Solution by Brian Burke @~Continued from the last file - the finale! Ninth Section: Map on a 6 x 5 grid. The entrance stairway is at 1/5. The door to the far left reveals a small room only and gives a message 'TELEPORT SERVICE'. The other door gives a message 'HEALING SERVICE' and entry to this room teleports the party to the next level from 6/3. Tenth Section: Map on a 11 x 24 grid. The start square is at 10/1. Go right down the passage. At the corner, 11/5, a pressure pad irrevocably closes the wall behind the party. As you enter the room, fight to obtain a White key. The centre square in this room at 8/5 drains Health points. Use the White key on the door to the right and go left along the corridor to receive a message at the corner 'HURRY UP'. You will now be faced with three passages of Water and Fire with Health Draining squares in between. There are messages at the end of the two passages to the left 'SORRY, DEAD END'. So nip smartly down the right hand passage to go left and then right to find the stairs to the penultimate level at 1/21. Eleventh Section: Map on a 28 x 28 grid. There are six small sub-sections that probably link up in the top left hand area but I lacked the patience to drop items and see exactly where I was. You'll see what I mean! Just for once the start square is at the top of an area with the entry stairway at 16/1. Walk to 16/4 and drop an item. The square at 16/5 is a Spinner type Teleport that takes you rapidly to several different destinations (about nine or ten). If you invoke the Detect Illusion spell you'll see that about three of these have false walls in front of the party. All the locations need to be visited so it's a case of grit your teeth and be prepared for much hopping on and off Teleports. You can use Leap to jump over the Teleport and open all the four doors you can in the room beyond. There's also a Chest containing Gold and two Turquoise keys. The doors open on blank walls that can only be removed by triggering pressure pads in the areas beyond - and to do that you need to enter the Teleport. Herewith a description of the places that the party is Teleported to. I hope that you will recognise each location from the text. First the four areas that lead to the doors. _________________ Spider/ Web area. Start location is at 25/11. As you stand in the alcove facing the room you are looking south. There is a Web at 24/13 to your left and one to the right at 27/12. You will be attacked by two Spiders before you can clear the web to your left. Once that Web is down there are a further three Spiders to dispose of. Although you find a door round the corner to the left at 24/9 go up the room and clear the Webs to the left to open up the passage at 22/4. Kill the two spiders here and go left, removing the Web at 19/5 to find a Yellow key in this small room. Leave this room and head north clearing the Web at 21/2 and go left through a false wall at 20/2. Clear the Webs to press a button in the wall. This button opens one of the four doors that are hidden behind the end door, at 16/13, in the room with the Chest I described earlier. There is another Spider behind the Web to the left of the door which you should now go through after opening it with the Yellow key. Go right down the passage and trigger a pressure plate at 19/8 which opens the way to the door to the Chest room. ____________________________ Spider/Web and Column Room. Start point is at 28/16 and the corridor faces south. Down to the door at 28/21 which is opened with a Turquoise key. Don't go in the alcove to the right as it Teleports you again. Go through the door beyond which may need the other Turquoise key? In this large room lurks a Bad Spider. He's tough and you can find him around the first column on the left at 23/24. To the left of the door is a small area. Clear the Web at 26/26 and press the button in the wall at 25/27. Walk now between the two columns - you don't have to, it's just the easiest way to guide the party out of this area, and turn right when you come to the next column at 19/23. Beyond the next column you come to at 19/15, trigger a pressure plate at 19/12 to open up the way into the Chest room. ______________________________ Room of Corridors and Spinners Start point is at 16/28 and the corridor faces west. Walk down to find five passages facing north. Each passage has either a spinner or an 'internal to that room' Teleport. There are two Spiders in the room. You can use Leap to avoid the spinners and teleports. The far left passage has a Teleport two squares in at 4/26 which takes you to 8/24 - I think! Don't hack the Web down as it's a useful reference point and dropping an item one side of it will help even more. Still referring to the far left passage are two false walls to the left. These are at 3/25 and 3/23. Press the buttons at the end of each passage to open up the doors that exit this level. At the end of this far left passage is another passage, entrance at 3/20, guarded by a Spider that leads to a Chest containing a Diamond Sword, Treasure and Potions. But first use Leap at 1/19 or be Teleported to 8/24 in the square beyond. There's a message at 5/14 'TREASURE ROOM' and a Web. Kill the Spider beyond to access the Chest. The second passage from the left which is screened by a Web at 6/27 has a 90 degree spinner just beyond the Web, a Spinner at 6/24 and a 90 degree right spinner at 6/22. The centre passage has a spinner at the first crossroads at 8/26 and at 8/22. I believe that beyond this latter spinner at 8/21 entering this square triggers the opening of a wall at 12/19 that leads out of the area back to the main room. For completion's sake the second passage from the right has a spinner at 10/24 and a 90 degree right spinner at 10/22. The far right passage has a Teleport to 8/24 at 12/23. Go up the passage at 12/19. Turn left at the junction and round a few bends to trigger a pressure plate at 13/12 to enter the Chest room. _________________________________________ Small room with Spiders and single Column Start position is at 6/5, having jumped from the Teleport spinner at 6/4. The small passage faces south into a room with two doors. Enter the door straight ahead at 6/10. Round a couple of right hand bends to an alcove containing a button in the wall. This opens up one of the final four doors that exits the level. Retrace steps and enter the other door at 8/8 to be confronted immediately by a Spider. There are another two Spiders behind the Web to the left of the column in front of the party. Go to the far left of the room to press a button in the wall at 13/6 that clears the wall in the adjacent square revealing the door to the main Chest room. Well, they were the easy bits to describe. There now follows a list of a further six places where you can step off the travelling Teleport. 1. The party are in a corridor and can walk forward round a right hand bend. You see an alcove to the right but are Teleported as you step forward. 2. You step forward into an alcove and find a Hematite key. Step back to be Teleported. 3. You step forward into an alcove to find and press a button in the wall. Again step back to be Teleported. 4. Jumping right off the Teleport the party moves right one square to open a door with the Hematite key. Through another door to find a Chest containing Food, Potions and Treasure. Return the same way to be Teleported. 5. From the Teleport you see a bend to the left and to the right but stepping in either direction Teleports you. 6. Stepping right from the Teleport there's a passage you can see to the left and a passage behind. Go up the one behind to find a button in the wall after a dogleg left. Return to be Teleported. Back in the main room, after the above is complete, leave the area through the four doors that start at 16/13 to go down the stairs to meet Bronakh himself. Twelfth and Final Section: Map on a 12 x 12 grid. Start stairs are at 5/12. Now it's time for Bronakh's nemesis, or yours. He is really tough. Don't let the pretty graphics distract you from the job in hand! You need to dance round him by lying in wait in the corners of the room - see him approach and let fly with range spells. Have the Mage use a Fireball or the Death Staff and the Cleric use Death Breath or Destruction. Don't stop for any hand to hand encounters or you're dead meat. Run and go back to the previous level to recuperate, save the game and go and bash some more. Walk around upstairs to become tired/exhausted so you will sleep to replenish your Magic points. Once he's dead a Yellow key is left which you use to open the door at 10/1 and then it's up the stairs and out. The game is saved ready for AP2 at this stage. BUGS - I thought that the following were faults - ---- The fact you can't find an entrance to The Stepps and therefore only find two bits of the Scroll. The non-use of the Mithral key in the Tower of Scions. The Chest you can't open in Sands of Fire or one of those earlier sections. Ditto for the chest in level three of the Lair. That you can't leave the Lair for promotions otherwise the game crashes at level eight of the Lair. As usual the reward for umpteen hours of monster bashing is woefully inadequate but then it's not really the winning but playing the game, isn't it?