Monday, January 01, 1990
Curse of the Azure Bonds (Solution)
This is an ooooooold solution I once wrote.
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AIH: Australian Institute of Hackers
presents
CURSE OF THE AZURE BONDS
solution by DARK FiBER
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0. INTROD.
If you loved Pool then you'll love Curse even more. Its a big improvement
over Pool and it even has a FIX command. Some encounters are not listed as its
too much piss farten around to see if an encounter is random or set.
PARTY CONSTRUCTION.
For this game I used the following brave adventurers; Dwarven Male
FighterThief, Human Female Paladin, Human Male Cleric, Human Male Cleric,
Human Female Mage, Human Male Mage. Avoid using multi-class characters, while
they are good to start with it takes too long to build up good magicians and
clerics which you need. I chose to use human classes over other classes as
they are supposed to have unlimited advancement, but of course this is not so
in this game. Make sure you have a female in your party as she will be very
handy later on in the game.
When constructing a party you should seriously consider including a Paladin
as they have Protection From Evil spells around them, can turn undead, heal,
cure and cast clerical spells at higher levels.
Fighters: Only good when they are of Dwarven make. They get Hit Point bonuses
if they have a constitution of 17+. They can use any armour and weild most
weapons.
Paladins: Only humands can be Paladins. Great character type. Can Heal, Cure,
Turn undead and cast clerical spells once they reach a high level. They have
Protection from Evil spells permenantly cast opon them. They can wear any
armour and weild most weapons.
Rangers: Kind of like a hybrid clericmagician for plants. Most spells have
something to do with nature. I think they are a shit class to be used in
Curse, but that is my opinion (of which there is a lot through out this
file.) They get HP bonuses with a constitution of 17+ and they can use most
weapons and armour.
Clerics: No party should be without one. Can do the churchy type spells.
Oopps, prayers I should say. They are excellent healers and not much else.
They do not have to find or buy prayers in order to know them. All spells in
there grimoire are there opon level advancement. They can use most armour
and some weapons.
Magicians: Pretty much like Gods on two legs, especially the very high level
ones. These guys do the destructive stuff and leave the healing crap to the
clerics. Major drawback is that they can wear no armour and weak weapons
like daggers, darts and saffs. (You have to stock them up on Bracers, rings
of protection and cloaks of displacement and stuff like that.)
Thievs: The extraperceptionary characters, they can detect traps and pick
locks, hide in the shadows, etc... They can only use one handed weapons and
leather armour. You never know when one might come in handy (As some folk
found out in Pool when tackling Cadornas Textile House ];-)
Beware also of falling into the Human Class Change trap. While it sounds
great there are some drawbacks that you should have noted assuming you read the
manual carefully.
1. You can't use the skills of the previous class until the current class
level surpasses the previous class level by one. EG: FighterCleric must
have a cleric level of one higher than the fighter, so it must be like 9/10
or 10/11.
2. Dual class magicians can't cast spells while wearing armour. So its not
much point in having a FighterMagician. But you can have a FighterCleric.
3. Its not worth changing class as it takes a long time to build up your
characters again to a higher level than the previous class.
4. Until your second class level surpasses your first class level you do not
gain hit points, even though you can still advance levels.
SAVING
Make use of your saved game spots, Its good to make the first save in the
list your start save, that is every time you set foot in a new maze save
immediatly and then use your other save spots as intermediate spots.
** P.S. This game took me a while to map, and I'm bloody glad the mazes are
not as complex as the Bards Tale or Wizardry series.....
MAPS
This solution only covers the main maps to complete the game, as such the
Tower of Oxam is not included. But if you want to find it go to DaggerFalls
and search the area. You will find a Magic Shop which sells goods cheaper than
anywhere else. The shopkeeper will tell you where the tower is. Its tough,
home of the High Imperceptor (Zhents) as well as the Mulmaster beholder corps.
There is a mega big battle with rackshasa, hell hounds and beholders so
beware.....
1. TILVERTON : 1 Level Town, 1 Level Thieves Guild
Ahhh, waking up in Tilverton, the sleepy Cormyrian town just south of
Shadowdale you realise sombody put a bit of body art in blue decorative tatts
on your arms, and in Alias' tracks (If you have read the book you basically
know what to do.) you must find out about the tatts and how to get rid of them.
Maybe a priest can cast a remove curse spell? Maybe you should just booze up
at the pub and sleep like a bear in winter. Our story begins......
Tool up at the shop, then go visit the priest. Have a booze up at the pub
then go visit Filani the Sage and tell the truth. Go back to the inn, rest,
heal, memorise and save. Now try and leave and you should run into Giogioni
Wyvernspur doing another good impersonation of King Azoun. Shit on the guards,
and then shit on another wave. Now head for the nearest alley and follow the
thief.
Go through the Tilverton thieves guild and go to the treasure room, Here you
will get some dust (Its Dust of Dissappearance), you should save this for the
end fight (Unless of course you are a masochist). Now make your way to one of
the exits.
LEGEND:
-- OR | = Wall....
D OR DD = Door....
S OR SS = Secret Door....
T OR TT = Trap....
# OR ## = Inacessable parts....
= OR == = Rubble or ruins....
< OR >
/ OR / = ONE WAY WALLS ALLOWABLE DIRECTION WITH ARROWS
ONE WAY DOORS ALLOWABLE DIRECTION WITH ARROWS
NB: When I draw my maps out on graph paper I always try and start at the bottom
of the paper..... So the N,S,E,W sign does not always have N at the top...
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
15 D 10 | | | |
+ + + + + + + + +--+DD+--+ + + + + +
14 D 10 | | | D |
+--+--+--+ + + + + + + + +DD+--+--+--+--+
13 | | |8 | | | |
+ + + + + +DD+--+--+ + + + + + + + +
12 | 7 7 D | 11 D | |
+--+DD+--+ + + +--+--+ + + +DD+--+--+DD+--+
11 | | | | | |
+--+--+--+--+ + + + +--+--+--+ + +--+--+ +
10 | | | D9 | | | D12 | |
+ + + + + + + + + + + + + + + + +
9 | | | | | | | | | | | |
+ + + + + + +--+--+DD+--+DD+ +DD+--+--+DD+
8 |6 D D | | | D | |
+ + + + + + +--+--+ + + + + + + + +
7 | | | | | | | | | | | |
+ + + + + + + + + + + + +--+--+DD+--+
6 | | | | | | D | | |
+--+--+--+DD+ + + + + +--+--+DD+ + + + +
5 | 5 D | D4 | D | | |
+--+--+--+--+ + + + + + + + + +DD+--+DD+ N
4 | | 4 | | | | | | |
+DD+--+--+ + + +--+DD+ +--+--+--+DD+ + + + |
3 |3 3 D | D | | | | W <-+-> E
+ + + + + +--+DD+--+ + + + + + +DD+--+ |
2 | | | D1 | | | | | | S
+--+--+--+ + +--+ +--+DD+--+DD+--+--+--+ + +
1 D 10 | D D | | | | |
+ + + + + +--+ +--+ + + + + + +--+DD+
0 D 10 | D D | | | | |
+--+--+--+--+--+--+--+--+--+--+DD+--+--+--+SS+--+
13 13
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 = Game Start Room
2 = Wild dreaming man
3 = Arms and Armour Shop
4 = Pub
5 = Priest
6 = Healer
7 = Shop
8 = Training Hall
9 = Filani
10 = King AzounGiogioni fight (After you visit Filani)
11 = Tilverton Guildmaster, big fight with thieves
12 = Treasure Room
13 = Tilverton Sewers
2. TILVERTON SEWERS : 1 Level sewer
Starting at 0,4 Make your way up through the sewers stopping off at all the
points on the map. The trolls and Neo-Otyugh are tough battles. If you need
to advance, then stop off at the secret Thievs Guild Training Hall. When you
meet the Knight of Myth Drannor tell him that you are either a friend of the
princess or that you have allegience to no one. (I think that was an option),
either way he should let you pass.
10 11
+--+--+DD+--+--+DD+
47 | | | |
+ + + +--+ +--+
46 | | | | |
+ + + + + + +
45 | | | D |
+ + +--+DD+ +--+
44 | | |
+DD+--+--+--+--+ +
43 | | D | |
+ + +--+--+--+ +
42 | | D9 |
+ + + +--+--+--+
41 | | | | |
+DD+--+ +--+ + +
40 | | | |
+ + +--+ + +--+
39 | | | | |
+ + +--+ +DD+ +
38 | S | |
+--+--+ +--+ + +
37 | | |
+DD+--+ +DD+--+--+
36 | | |
+ + +--+--+--+ +
35 | 8 D 8 D7 |
+ + + + + + +
34 | | | |
+--+--+DD+--+--+ +
33 | | | |
+ + + + +--+ +
32 | D | |
+DD+--+--+--+DD+--+
31 | |
+ + + +--+--+
30 | 4 | D |
+DD+DD+ +--+--+
29 | | |
+ +--+--+--+ +
28 | D | |
+--+--+--+ + +
27 | 6 | | |
+ + +DD+DD+DD+
26 | | |
+DD+--+ +--+--+
25 | | | |
+ +--+ + + +
24 | | | |
+ +--+ +DD+--+
23 | | |
+--+DD+--+--+ +
22 | | | |
+ +--+--+ + +
21 | D | D |
+ +--+ +--+ +
20 | | D | |
+--+DD+ + + +
19 | | | |
+ +--+ +--+ +
18 | | | |
+ + +DD+--+DD+
17 | | | |
+ + + + + +
16 | | | |
+--+--+DD+--+--+--+--+
15 | |3 |
+ + +DD+--+ +
14 | D 5 D |
+DD+DD+--+--+ +
13 | |
+ + +--+--+--+
12 | | D |
+ + + + + +
11 | | | |
+ + +--+--+DD+
10 | D | |
+--+--+DD+--+--+
9 | 3 |
+DD+--+--+ +--+
8 | | |4 D |
+ + + + + +
7 | | D | |
+ +--+--+ +--+
6 | D | |
+--+ + +--+ +
5 | D | D |
+--+ +--+--+ +
4 | | | |
+ +DD+ + +--+
3 | | 2 | D |
+ +--+ + + +
2 | | | | | S
+ +DD+--+ +--+ |
1 | | | | E <-+-> W
+ + + +--+ + |
0 | | | | |
+DD+--+--+--+DD+ N
1 1
0 1 2 3 4
1 = To Tilverton Thieves Guild
2 = Journal Entry
3 = Cloth
4 = Fire Knives Check Point
5 = Otyugh
6 = Neo Otyugh + Otyugh + Items
7 = Symbol
8 = Trolls
9 = Knight of Myth Drannor NPC
10 = To Fire Knives Hideout at Abandoned Checkpoint
11 = To Fire Knives Hideout
3. FIRE KNIVES GUILD : 1 Level Thieves Guild
This place has a few secret doors, somtimes the door appears on one side of
the wall, but not on the other side. There is also one one-way door that I
know of. This place is pretty easy as there are few battles, and then they
only consist of 6 or 8 Fire Knives. Make your way to point 1 and wait for the
blades to stop, now continue on to point 2 and interrogate the nice
co-operative folks for some information. At point 3 attack to gain the
surprise and rescue the cleric, friend to the Knight of Myth Drannor. Go to
point 4 for some information, then on to point 5, 6, 7 and 8. Save your game,
get healed and spelled up. Now enter the door to point 9 and face the leader
of the Fire Knives, Princess Naccacia (I think she is a thief by trade) and the
Wyvenspur fop, Giogi. Slaughter the thieves and the Zhentish fiend and watch
the ending. See the bond dissappear? Now you have to kill the other masters
of your bonds.....
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
15 | | | S8 | |
+DD+ + + + + + + + + + + + + + + +
14 | | | | | | |
+ +--+--+SS+ + + + + + + +--+ + + + +
13 | D5 | | 7 |8 | D9 |
+ + + + +--+--+--+DD+--+DD+--+ + + + + +
12 | | | 6 | |
+DD+--+--+--+ +--+DD+--+DD+--+--+--+--+--+--+--+
11 | D | | | | | |
+ + +DD+DD+--+ + + + + + + + + + + +
10 | | | D D D | | |
+ + + + + + + +--+--+--+--+ + + + + +
9 | | S | < D | D |
+--+--+ +--+--+SS+--+ + + + +--+DD+ +--+DD+
8 | | D | |
+ +--+--+--+SS+--+ +DD+--+--+DD+--+--+--+ + +
7 | D | | | | | |
+ + + + + + +DD+--+--+--+ + + + + + +
6 | | D | | | D4 4 |
+ +DD+--+ + + + + + + + + + +--+DD+--+ S
5 | | | | | D D | |
+ + + +--+DD+--+DD+--+DD+--+ + + + + + + E <-+-> W
4 | S D | | | |
+ + + +--+--+ +--+DD+--+--+--+--+DD+--+ + + |
3 | | | D | | | | | N
+SS+--+DD+ + + + + + + + + + + +--+DD+
2 | | | | |2 D 3 | |
+ + + +DD+--+DD+--+--+DD+ + + + +--+ + +
1 | | | | | | | |
+ + + + + + + + + +--+DD+--+DD+DD+ + +
0 | | | | D | |
+--+--+--+--+DD+--+--+DD+--+--+--+--+--+--+--+--+
1 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 = Enterence to Sewers
2 = Twirling Blades
3 = Frozen People (Interrogation)
4 = Torture Room
5 = Information
6 = Fire Knife check point
7 = Hospital
8 = Armoury
9 = Fire Knife Guildmaster fight.
4. OVERLAND MAP.
This is the first time you will be going overland, and because you can go in
many directions I'll give you some general advice. Go to all the places on the
map. At this stage DO NOT ENTER Yulash, Zhentil Keep or Hap just yet. Go to
all the towns pubs and listen to gossip. Travel by the wilderness and the
roads to discover some locations, items, and fights. Travel around the
overland gaining experience until your characters are around level 7 or 8.
Go to the Standing stone where a mysterious mentor will direct you to go
towards Hap. Make sure you are fully healed up.
5. VILLAGE OF HAP : 1 Level small village
This is where you will run into lots of Dark Elf patrols. Don't take any
Dark Elf equipment as it disintergrates in sunlight, so don't be caught
weaponless or armourless. Go to location 3 and meet Akbar Bel Akash the
greengrocer (he he he) and allow him to join the party. Walk around town and
fight about 7 or 8 Dark Elf patrols using location 3 as a base. After you have
killed of the patrols head for the barn, which is location number 4. Here you
will meet the Efreet and about 3 Dark Elves. Kill them and you will get a map
that will lead you to the cave of Hap.
+--+--+--+--+--+--+
14 | |##|
+ + + + + + +
13 | |##|
+ + + + + + +
12 | 4 |##|
+--+--+DD+--+--+--+
11 1 D | |
+--+--+ + + + +
10 | | D2 |
+ + + + +--+--+
9 | 2 D D 1
+--+--+ +--+--+--+
8 | | | |
+ +--+ + + + +
7 |2 | D3 |
+DD+ + + + + +
6 1 D | 3 |
+--+--+ +--+DD+--+
5 | | D 1
+ + + + +--+--+
4 | 2D D2 |
+--+DD+--+ + + +
3 | | | 2 |
+ + +--+ +--+DD+
2 | 2D D 1
+--+--+ + +--+--+
1 | | D2 | Ohh Shit. I forgot the compass.
+ +DD+ + + + +
0 | 2 | | |
+--+--+DD+DD+--+--+
1 1
0 1 2 3 4 5
1 = Exit to CavesWilderness
2 = Peasants
3 = Akbar Bel Akash
4 = Efreet & Dark Elves
6. DARK ELF CAVERN : 1 Level Volcanic Cave
Before you can even take a step inside you'll be attacked by a group of
Salamanders. First off, go around the corner in a southerly direction and meet
up with the Swanmays. If you have a woman in your party she will recieve the
mark of the Swanmays as well as a special quest. When you find the room full
of Salamanders, parlay slyly and you can open all six chests for some items and
mucho exps. Now run along and earn some experience points by killing off the
Drow Fighters, the Drow Clerics and then the Drow Mages. Standing outside the
door to point number 7, heal up and get enspelled for a battle with some
Efreets. Follow the corridor around the corner to the point 8, jump in feet
first and kill off the guards and salamanders. Heal, spell up, save and get
ready to face Crimdrac the Dracholich, hes no Thiszult, Rauglothgor or
Aghaztamn but hes still tough. Get close and surround him from all sides and
hack away. Becareful which spells you cast as he's immune to some, plus the
confined area.
11
+DD+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
9 | | | | D | |
+ + + + + + + + + + + + + + + + +
8 | D 10D | | D5 |
+ + + + + + + + + + +--+DD+--+ + + +
7 | | | | | 6 | | |
+--+--+--+--+ + + + + + +--+ + + +--+--+ W
6 | | 9 | | | | |
+ +--+DD+ +--+DD+--+--+--+--+DD+ + + + + + S <--+----> N
5 | | | | D | | | |
+DD+ + +--+--+--+ +--+--+--+DD+--+--+--+--+ + E
4 | | | | | D | | |
+ +--+--+ +DD+--+--+ + +--+--+ + +DD+ +DD+
3 | |7 | D D | | |
+DD+--+--+ + + + +--+--+--+--+--+--+ + + +
2 |8 | | | | |
+ + + + +--+--+--+--+DD+--+ + +--+DD+--+--+
1 | | | D |3 | | 4 |
+ + + +--+--+ + + + + + +--+ + + + +
0 | D | | D |2 | |
+--+--+--+--+DD+--+--+--+--+--+DD+--+--+--+--+--+
12 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 = Exit to Wilderness
2 = Salamanders
3 = Silk of the Swanmays
4 = Drow Fighters
5 = Salamanders. Talk sly.
6 = Drow Clerics
7 = Drow Mages
8 = Efreets
9 = Salamanders + Efreets
10 = Crimdrac the Dracholich
11 = Exit to tower
12 = Rubbled exit to Drow city
7. TOWER OF DRACANDROS : 5 Level Tower
TOWER OF DRACANDROS : LEVEL 5.
At the top of the tower you can either attack Dracandros or Parly nicely with
dragons as both will achieve the same result. Take out the Efreets and Drow.
Here you should rest up and save before going down the stairs.
+--+--+--+--+
3 | |2 |
+ + + +DD+
2 | 1 |
+ + + + +
1 | | N
+ + + + + |
0 | | |
+--+--+--+--+ W <--+--> E
|
0 1 2 3 S
1 = Fight Dracandros or Talk nice with Dragons.
2 = Stairs down.
TOWER OF DRACANDROS : LEVEL 4
As soon as you come down the stairs you will be attacked by a Drow Fighter.
He is very tough. Get close to him and hack away as well as cast spells like
Lightning and Magic Missles, etc as other spells are ranged and will help him
finish you off. Make sure you take his Plate Mail +4 and Shield +2. Go to
point 4 which is the Trial of the Sphere. Let Akabar do this for you. Don't
panic when it starts getting close as will move away and wipe out the other
guy. Now collect some nice treasure. Go back to point 3 if you want to play
with some Wyverns, nasty stuff them so get your group into position and guard
until they come at you. Spell them and hack away. Exit down the stairs to
level 3.
+--+--+--+--+--+
4 | 3 D 2 |
+ + + + +DD+
3 | | |1 |
+DD+--+--+ +--+
2 | | D D4 |
+ + + +--+ +
1 | D | | N
+--+--+ + + + |
0 |5 D | | |
+--+--+--+--+--+ W <--+--> E
|
0 1 2 3 4 S
1 = Stairs up to level 5
2 = Dark Elf Warrior
3 = Wyverns
4 = Trial of the Sphere
5 = Stairs down to level 3
TOWER OF DRACANDROS : LEVEL 3
Not much on this level. The Dark Elf warrior is an illusion. Before the
exit is some Owlbears and a few Drow fighters. Chew-em-up and spit-em-out so
you can get to level 2.
+--+--+--+--+--+--+
5 | D |4 |
+ + + + + +DD+
4 | | | |
+--+DD+--+--+DD+ +
3 | D 3 |
+ +--+--+ +--+DD+ N
2 | D | | | |
+ + + +DD+ + + |
1 | | | | | W <--+--> E
+ +--+DD+ +--+ + |
0 |2 D1 | D | S
+--+--+--+--+--+--+
0 1 2 3 4 5
1 = Stairs up to level 4
2 = Drow fighter Illusion
3 = Owlbears and Drow
4 = Stairs down to level 2
TOWER OF DRACANDROS : LEVEL 2
Ahhh, this is what I like, another small level with nothing happening. Don't
pickup the paper, its a bomb. Go to point 2 and find the pool, delve into the
bottom to retrieve Silks pod and then go to Dracandros' chambers and search for
some booty, then hit the stairs down.
+--+--+--+--+--+--+--+
6 | D 2 |
+ + +--+ +DD+--+DD+
5 | | | |1 |
+DD+--+DD+--+ + +--+
4 | | | D |
+ + + +--+--+--+ +
3 | D D |
+--+--+--+ +--+ + +
2 | 4 D | |
+ + + + +--+--+DD+
1 | 4 | | 3 |
+--+--+DD+DD+DD+ + +
0 |5 D | |