Places of Interest - Dungeons
Generally speaking, a dungeon is any place inhabited by monsters (zombies, goblins, evil humans, etc.). They generally remain in the confines of their respective dungeons, though they are not, however, bound to remain there, as hapless adventurers fleeing from or walking too near the entrance to one of these places have found. They often have more than one level; the ones marked with a star (*) are the ones where lords and stat runes can be found.
Aphelion (APH)
Aphelion, located past the Dark Orc Caverns, is unique among the towns of Alhanzar for a couple reasons: first, it is the only one underground, located in a huge cavern; second, while the majority is controlled by the forces of evil (dark orcs, in this case), the Forces of Light have managed to take back part of it (the pub and the arena). Thus, adventurers take a break from slaughtering orcs to tip back an ale at the tavern, or take part in the gladiatorial games in the neighboring arena.
As for the monster-controlled parts of the city... six huge black towers rise from the ground into the heights of the cavern. Each tower is occupied by a different orc class - warriors, knights, mercenaries, assassins, etc. Only the assassins' tower is open, however. Dark orc guards and chiefs patrol the streets and the walkway around the city, attacking any non-orcs they find.
Other information: Dark guards and chiefs are L36 and 37 respectively. A note from Meno at the front gate states that the tower doors will be opened when the critters are put in. The palace of the Dark Orc Lord is closed for the time being, until said critters can be put in; according to the bartender at the pub, the lords at the top of each tower hold the keys to the palace.
Bastion of the Krell Elite (BKE)
This small area located west of the Castle of the Krell Lord has living spaces for elite monks, warriors, and rangers; a small keep at the southern end contains spellcasters in towers around the keep, archspellcasters in the top floor, and guards on the ground floor and the approach to the lord's chamber. Eduard (a sorcerer), Lenuard (a mercenary?), Mary (a witch), and Zapolis (a warrior) rule the Krell Elite from their lair on the fourth floor of the keep.
Other Information: BKE is warded by stat runes (L9); the elite monks, warriors, and rangers (and their leaders) are L11-12. The spellcasters and guards in the keep are L12 (royal guards and archspellcasters on the top floor are L14), and the lords are L18.
The Black Tower (BT)
Rising from the mists of the Graveyard of Old Minton, the Black Tower looms over the surrounding countryside like a black stone giant. Inside, undead spellcasters work their magics in support of the cause of evil.
The ground floor of the tower is manned only by red skeletons - guards, leaders, and captains. A central hallway opens into each different section - the doors have different magical effects showing which spellcaster resides there. The central part of the tower leads down to The Mound. The tower is several floors high - there are three levels of spellcasters after the ground floor, then another floor of skeletons (veteran guards, captains, and leaders), then another three floors of spellcasters, followed by yet another floor of skeletons (royal guards).
Other information: Red guards, leaders, and captains are L43-45; spellcasters are L44, L46, and L48. Veteran guards, leaders, and captains are L50-52. I have no further info on upper-level spellcasters or royal skeletons. And the runes don't do anything - they're just there for decoration.
The Breedery (BRDRY)
One of the first dungeons adventurers in Alhanzar will encounter, the Breedery is a three-level cave complex located under Sanctuary. The first level is actually located just west of Haven, and can be entered via a secret entrance in the cliff face (just follow the path; it leads right to it). Those who follow the interior passage and slay the giant rats and weak skeleton reach a teleportal that takes them to the next level, a place where the first teleportal lies, as well as a path to the surface. The two other levels are populated with a variety of beasts, from rats and bats to lynxes and copperheads. The lord of the dungeon is the Krell Warden, who can be found in the far corner of the third level, guarded by a horde of creatures.
Other information: The creatures here range from L1-2 (the second level) to L3-4 (the third level). You must have the Krell Warden's badge in order to pass the rune to the Valley of the Krell.
Castle of the Lord of the Krell (KRELL)
This castle sits in the middle of the Valley of the Krell. Access can be gained by crossing the main drawbridge, or by either of two doors in the back side of the castle. It has three levels; the main level is the knight barracks, and here is where the Lords of the Krell (Elise, Harold, and Jonathan) can be found, guarded by their retainers and court spellcasters. The lower level is clerical spellcasters and guards, while the upper is magical spellcasters and guards.
Other information: The entrance to the lords' chambers is guarded by four rune squares, each of which requires you to place an expert weapon on it; in order from north to south, they are: a broadsword, a battle axe, a longbow, and a greatsword. All of these weapons can be found on the leader types of the various Krell classes. All monsters (except for the lords) are L7; elite spellcasters, knights, and guards are L9, and the lords are 14-15. Harold also has the amulet for XON.
Dark Orc Caverns (DOC)
The Dark Orc Caverns are located past the Orc Fortress - a red TP bypasses the orc lord's lair, placing anyone stepping on it in the hallway leading to the rune and TP for DOC (the hallway can also be accessed by those approaching the lord's lair).
The initial approach into the caverns is via a narrow ledge above the caverns themselves. Those who move too quickly, or are just clumsy or unlucky, can fall to the ground below, usually to be hacked apart by waiting dark orcs. Those who went their way along the ledges meet up with the dark orcs on level ground, though the darkness permeating the caves seems to absorb light - vision is more limited than normal here. To the south of the first area, more caves dug from the earth hold the dark wolves. Further east lie the mean dark orcs and mean dark wolves; east of that is the Fortress of the Dark Orcs guarded by mean guards, where the fierce dark orcs, fierce leaders/chiefs, and fierce dark wolves live.
Those who look hard enough can find doors tucked into the far corners of the fierce dark wolf kennels; these doors lead to a third level (DOC 5), which holds more fierce dark orcs/wolves and, more importantly, the passage to Aphelion. A winding path leads down the side of a huge cavern wall to the town below; about three-quarters of the way down, one can find the Palace of the Dark Orc Lord, but it is closed for the time being.
Other information: Dark orcs/wolves are L31; the mean ones are L33, the fierce ones L35. Dark guards/leaders range from L32-37, depending on the area. The rune/TP at the entrance, as well as the first TP, are L23; the second one is L25, and the third and fourth are L26.
Goblin Caves (GOB_CAVE1-4)
The Goblin Caves are a series of cavern complexes in the cliffs along the road west of Haven. Only two of them are open at this time; the other two have been blocked by rockfalls, and it is unknown when they will be cleared [read: Meno hasn't made those dungeons yet]. Both caves are inhabited by goblins, of course, along with their pet boars; the northernmost one (Gob Cave 1) has a secondary complex to the north, with guard and fierce goblins, and guard boars. Also running this section of caves are a trio of orcish brothers, Bor, Dor, and Gor. Those winning through the secondary complex can reach the Orc Fortress, described below.
The southernmost cave (Gob Cave 4) also has a secondary complex, but this one is inhabited by goblin assasssins. Only assassins should even think about venturing in there' the goblin assassins are deadly, and can strike from the shadows before their target even knows they are nearby.
Other information: The base goblins and boars in both caves are L5; the assassins are L7-9, though they can easily kill heroes twice their level, if the person is not careful (or lucky). The higher-level goblins and boars (GC1N) are L7-9, and the orc brothers are L10 (hint: if you can't beat them in an even fight, you shouldn't be going into the Orc Fortress). Each cave has its own TP near the entrance, and the secondary caves also have TPs.
Goblin Tunnel (GOB_TUN)
The Goblin Tunnel is, like the name suggests, a long tunnel through the mountains filled with goblins. The entrace is located right near Verbonic Pub (just go out the west door and follow the path). The tunnel itself is divided into two parts; each has its own TP, the first at the beginning of the tunnel, and the second at a place where the tunnel turns and levels off at a large cavern. The goblins and boars get tougher the further one goes; the tunnel itself ends in a large cavern used as a barracks for fierce goblins and boars. A secret door in this area leads to a one-way teleport, which drops the hero right in the middle of another cavern, this one used by elite goblins. Once you slay all these goblins, you are free to search the area for a second secret door (the obvious doors are locked), which leads to a winding, partially water-filled passage. This goes to the vestibule of the Goblin Lord's lair, where he lies in wait with his guards and a healer and witch.
Other Information: The tunnel starts off with normal goblins and boars (L5), progressing to fierce goblins (L7) and elite goblins (L9) The guards, strangely, are only L5; the healer/witch are L 11, and the lord is L13. A maximum of three characters can go to the lord's lair. The lord's lair also has a secret door access to the path to the Hobgoblin Fortress; in order for anyone to cross the rune squares, however, the king must be alive and on the throne (which means either not killing him, or killing him, going into the secret room, and waiting until he respawns).
Graveyard of Old Minton (GOM)
The Graveyard of Old Minton is located due west of the Old Minton Ruins, accessible through a huge (locked) gate in the west wall and warded by runes. In order to open the gate, you need an emblem from the Inn of the Undead. Take the emblem to Betty Sue in Clysmort, and she'll give you a key, which you can use to open the gates.
The graveyard itself is a marshy, foggy place (sight is limited to about one-quarter normal) inhabited by ghouls. Rows of mausoleums on the west end of the graveyard hold red skeletons, and for those who look hard enough, a hole in the ground leads down to tunnels below. These tunnels are inhabited by foul ghouls; near the end of the tunnels is another area of caves occupied by red warriors, then a second area of tunnels with evil ghouls, which leads back to a second graveyard situated at the base of the Black Tower, set up much the same as the first one. The crypts in this area hold red mercenaries (east) and red knights (west). At the center of the graveyard, four stairways lead down to an underground crypt, wherein Balah, the lord of the ghouls, holds sway. In order to gain access to his lair, one must have emblems from "all of his subjects" - the ghouls, the foul ghouls, and the evil ghouls, as well as the red warriors, mercs, and knights.
Other information: The runes at the gate are L30. Ghouls are L36, foul ghouls L38, and evil ghouls L40; red skeletons are L37, warriors L39, and mercs L41; red knights are L41 and L43.
Graveyard of Krell Heroes (KRELL_G)
The Graveyard of Krell Heroes is located just south of the Valley of the Krell, accessible via a path in the southwest corner of the mercenary compound. Here the Krell dead are lain to rest (though they don't remain that way for long...). It is divided into two parts, east and west; the west part is krell zombies and green skeletons, while the east part is guard zombies and more powerful green skeletons - elites, knights, and heroes. The largest crypt in the far eastern part of the graveyard holds a trio of powerful greens - Henri, Michael, and Robert - along with a small army of lesser green skeletons. They are not true lords, however, as there are no rune squares in the crypt. One of them does carry a key, which grants access to the lord of the Inn of the Undead.
Other information: The graveyard is warded by rune squares (L9); the krell zombies are L10, while the guard zombies and green skeletons are L11, while the higher-level greens range from L12-15. There are five TPs at various points around the graveyard - one in each corner, and one in the middle, on the west side of the division between east and west.
The Hobgoblin Fortress (THF)
The Hobgoblin Fortress actually consists of two locations: the first is a long, winding path accessible through a secret door in the goblin lord's lair (see Goblin Tunnel, above. The path is guarded by a variety of monsters, increasing in strength the further along you get - orcs and wolves first, then green warriors, orc veterans, and green elites. The path ends at a large valley filled with rock formations; at the north end of the valley is a large open area, before a fortress built into the the cliff face. This is the fortress proper.
The doors to the fortress bear a warning: "The regeneration rate is much higher here." And it is so - adventurers are met by a small army of hobgoblins, and if you don't kill them fast enough, they just keep coming. Those who win through to the inner courtyard can explore the four towers; the SW one holds fierce hobs (with higher levels on upper floors), while the NW one has mean hobs. A passage north of the courtyard leads to the Ape Caverns (see below).
The Ape Caverns (THF_AC) are a series of twisting caverns inhabited by apes (of course). The further in one gets, the more powerful the apes become - near the end of the lower level, big apes make their appearance; around halfway through the upper level, fierce apes join the big apes. Near the end of the first level, there is a small building housing several ape wardens, powerful hobgoblins. Another near the end of the second level houses several more. The wardens carry glowing emblems, which are (obviously) required for access to the lord.
The ape caverns eventually lead to the Inner Fortress. Another staircase outside the doors leads up to a blank wall, as if it were deliberately left incomplete. The doors are guarded by rune squares, and there is a TP nearby. The Inner Fortress is inhabited by vet sergeants and chiefs and fierce and guard apes on the lower floor and hob guards and guard apes on the upper floor (accessible via secret doors in the northern rooms), and is where Blooddrinker and Lady Blooddrinker, the lord and lady of the hobgoblins, can be found. In order to gain access to their lair which is guarded by royal guard hobs, one must have emblems from all seven hobgoblin regiments, in order: hobgoblins, fierce hobs, mean hobs, apes, vetern hobs, elite hobs, and hob guard.
Other information: THF has a rune square at the beginning of the path (L14?) and another at the end (L15). The TP at the end (THF_2) is rated L15. Hobgoblins are L18, hob sergeants and guards are L19, and chiefs are 20. Fierce hobs are L20-22; mean hobs are L22-24; veteran hobs are 27-29; elites are 29-31; guard hobs are 31-34. Namers are L21+. The runes and TP at the entrance of the ape caves are set for L19(?). The least powerful apes are L25; higher-level apes (big, fierce/mean, and guards) are L26, 27, and 31 respectively. The runes and TP at the entrance to the Inner Fortress are set to 22(?).
Inn of the Undead (IUN)
The Inn of the Undead is located inside OMR (see below), but can only be accessed by walking through Clysmort Swamp (yes, another swamp walk). To find this one, heroes must locate Jimbo (Jethro's brother), who lives in a remote cabin to the NW of Clysmort. For the princely sum of 10 pp, he will take heroes along the path to IUN.
At this point, I should issue a warning to adventurers - the doors to IUN open right into a gauntlet of spellcasters, fighters, and assassins. Those who are unprepared or simply not powerful enough could easily fall under the onslaught, their bodies tossed out into the swamp to feed the animals.
Those winning past the gauntlet arrive in a large common room - the lobby of the inn. A skeletal innkeeper, Zok, stands behind the bar. Zok is an energy wizard and hostile, but don't kill him right off - asking him about rumors, elicits some humorous comments; asking him about a room will grant access to the inn proper (note: this is the only way to proceed further, so make sure you ask him about a room before killing him!). Stairs beyond the door lead down to the lower floors of the inn, which hold undead of all classes, divided into their own areas. There is little else of note here - it's basically a big dungeon hack, and a good place to get gear.
Other information: IUN is guarded by runes (L18?). Undead in the gauntlet are L25; the levels increase by 2 for each floor (27, 29, etc.).
Jalzabad (JAL)
Located just west of Persepolis, Jalzabad is a partially ruined city occupied by evil humans similar to the Maranda. Like Persepolis, it is divided into several sections, though heroes must go through one section to reach the next. Fundamentalists (monks) occupy the first section; warriors the next, and mercenaries the third. A gate in the west wall of the warriors' area leads to another area, but this has not yet been developed by the Powers That Be. Another gate in the west wall of the mercenaries' compound leads to a small keep that houses the knights. Two passages, both warded by runes, lead from the knights' area to the north and south; the southern corridor leads to Valadia, while the northern goes to the Elite areas.
The elites are laid out in the same order as the previous classes - monks, then warriors, mercenaries, and knights.
Beyond the elite knights lies the Jalzabad Palace (which is guarded by runes); the initial hallway is lined with the monk quarters, then a hallway with casters to the east and west with assassins to the south. Beyond the assassins is a set of stairs leading to the second floor, where fighter classes and more casters can be found - mages to the west, clerics to the east; rangers, then warriors, then mercs and knights. Beyond the knights is a series of warded rooms; in order to pass the runes, you need emblems from all the classes in Jalzabad - there are 14 total.
Other Information: There are rune squares guarding the one-way TPs to Jalzabad, but I don't know what level they are. I also don't know what level for the first floor of the palace, but Jal Pal 2 (rune and TP) is L46. Monks are L 42-44; warriors are L44-46; mercs are L46-48; knights are L48-50. Namers vary by area, from L41-L49. Elite monks are L50-52; warriors are 52-54; mercs are L54-56; knights are L54-56. Namers in these areas vary from L53-59.
Kobold Kastle (KOKAS)
The Kobold Kastle (who said kobolds could spell?) is located right next to Haven, just past the Pub along the main road. It is a large edifice, three levels high, with kobolds and their pet jackals abounding on all three. Kobolds and weak jackals hunt the paths outside the castle, so heroes wandering that area should beware. The kobolds inside are straightforward fighters, for the most part, with a handful of priests and healers guarding the stairways to the second level. At the top of the fortress, the kobold king and queen rule over their minions. Alone among the creature lords, the king and queen kobold have a treasure room, with all sorts of goodies to reward those who kill them.
Other information: The kobolds and jackals on the lowest level are L1, though they get more powerful (L2) on the west side, and the spellcasters are L3; creatures on the second level are L3-4; guard kobolds (those who guard the passage to the third story and the king/queen) are L6. There is a secret door on the east side of the second floor, which leads to a series of passages warded by teleporters (you must go through in a certain sequence, or you are sent back to the beginning of the passage).
Maranda
Maranda is a nation of evil humans located south of Salazad, across the river. The only way to get there is via a randomly placed, invisible teleportal outside the west wall of Salazad (every time someone triggers the TP, it moves). First-time visitors are placed on an island just north of the central area, and must swim across a narrow channel to the mainland. The land is divided into four main parts: the central area, where the savages hold sway (Maranda), and a little further east, barbarians and archers cohabitate (Mar Bar); Mar East, across another river, where the warriors live with their lords (more on this in a bit); Mar West, where the men-at-arms and knights stay, and where the Maranda lords are located; and Mar MC, home of the spellcasters' barracks.
Mar East is run by five warrior lords - Basher, Cutter, Slasher, Slicer, and Wailer, each of whom carries a glowing emblem (it's a magic item); in order to get into the Mar East lord (Baraxus') lair, one must have three of these emblems in order to cross the runes.
Mar West lies just west of the men-at-arms (mercenary) barracks; it is a large keep where the knights live. Several more lords live here: Bast, Bo, Broad, Cross, Flai, Greek, Hal, Heavy, Long, Luc, Morn, and Small. Astute players will notice these names are derived from the weapons they carry. Like the Mar East lords, each of them carries a glowing emblem, which is required to gain access to the keep lords, Lord Maximux and Lady Eleen.
Finally, Mar MC is located south of the keep, along a path from the MAA area. It is several long, two-story buildings housing spellcasters segregated by magic type, with archcasters on the upper floors. Guards patrol the grounds to keep out pesky heroes.
Other Information: Maranda is warded by a rune square (L13); anyone getting teleported there cannot cross the channel unless he is high enough level to cross the TP, and could well drown if he tries and is not. The savages at L15, the barbarians and archers L16, the men-at-arms L17, warriors L19, and the knights L20. All spellcasters (and the guards) are l18; arch-spellcasters (on the second floor) are L20. The secondary warrior lords in the East (Basher, Slasher, et al) are L24; the ones in the west are L24-25. Baraxus is L26, and the high healers/priests/witches with him are L24. Eleen and Maximux are L29.
Old Minton Ruins (OMR)
The ruins of the once-great city of Minton lie just west of the Ruins of East Minton, and north across the swamp from Clysmort. The only way to get here is to follow a path through the swamp; Jethro, a hermit in Clysmort, knows the way and will lead adventurers for a mere 10 pp.
OMR is where the guildhalls were located in times past, sort of what Haven is now. It is roughly divided into east and west Minton; the eastern part is where the black zombies roam the streets, and the guildhalls are occupied by blue skeletons. The western part is zombie guards and elite blues. The upper floors of each guild are occupied by undead versions of the appropriate class (the fighter guild has fighter classes, the mage guild mage classes, etc.). There is a large tower in the middle of the western part of town; the doors are locked, and there is no access.
Other Information: The runes and TP at the swamp entrance are set to L17. Black zombies are L21, and zombie guards L23; blue skeletons are L22, elite blues L24, and undead classes are L23 (east) and L25-27 (west and upper floors in the east). One member of each class in the guilds (the Trainer) also has a key. You must get all these keys to gain access to each training center, which have item and stat runes in them (5 in all). Each Master in the training center also has an emblem, which has no use as yet.
Orc Fortress (ORCS)
The Orc Fortress is a huge dungeon accessible only through Goblin Cave 1. It is warded by a rune square, and the entry chamber holds a small army of orcs. The first area of the fortress is normal orcs and wolves; a set of double doors leads to the second section of the fortress, where orcish regulars, regular leaders, and big wolves reside. A secret door in this area leads to the third section of the fortress, with orc veterans, veteran leaders, and vicious wolves, and another secret door south of the teleportal leads to a fourth section, divided into two halves by yet another secret door. A final secret door in the southwest dining room leads to the fifth area of the fortress, where guard orcs, deadly orcish assassins, and vicious guard wolves guard the Orc King.
Other information: The rune square at the main doors is L9; monsters in the first area are L10-11; the second area, L12-13; the third and fourth, L14-15, and the final area, L16. In order to get into the lord's lair, you must have an amulet, whihc can be gotten by killing an orc named Acx in a cave on the north side of the pond in Haven. There is no further information on this location at this time.
Ruins of East Minton (REM)
Minton was once a town located on the road southwest of Haven, before the forces of darkness swept over the land. The town fell to a plague of undead, and the survivors fled south through the swamp and eventually founded Clysmort. Today, the town is little more than ruins (hence the name) inhabited by skeletons and zombies. A sign near the east gate warns travellers on the road passing by to stay away; the zombies in the ruins are extremely aggressive, and will charge out across the runes warding the gate to attack people.
Other information: The creatures here are level 14, easily powerful enough to kill low-level heroes on their way to Clysmort for the first time. The runes at the gate are set for L12. There is only one TP here, a straight shot from the front gates into the area between skeletons and zombies.
Undead Village (UNVIL)
The Undead Village (no one remembers its original name) is another town overrun by undead. It can be found along the road west of Haven, just north of the Kobold Kastle. Its inhabitants are relatively weak skeletons and zombies, though heroes venturing into the central part of town must beware - the inner buildings are occupied by skeletal spellcasters, and the town square is a killing ground of skeletal archers and spellcasters - only the strongest and most well-protected should venture there. The upstairs rooms in the central buildings hold hordes of skeleton knights, guarding the lair of the Village Mayor, the lord of the Undead Village.
Other information: The monsters here are L5. The Village Mayor is the lord of UNVIL, and his lair is in the center of the town, accessible through a secret door in one of the upstairs rooms.
Valadia
Valadia is another kingdom of evil humans located due east of Baralza and due south of Jalazabad. Like the Krell, the Valadians are very well organized and live in a strict hierarchy. The area closest to Baralza, right across the river is normal classes; going east, one passes through the elites, the vets, and the guards before reaching the Valadia Palace itself. The Valadian spellcasters are located near the river, just south of the warriors.
Due south of Baralza, across a bridge, is a series of caverns with thieves and assassins. I have no information about that area beyond its location.
Other information: Base classes are L64-66; elites are 65-67; vets are 66-68; guards are 70-72. Namers are L67+.
Valley of the Krell
The place known as Happy Valley before the evil incursion has since been taken over by the Krell, a race of evil humans. They are organized into a rigid caste society; each class has its own area, which are laid out in a strict pattern. The path from the Last Chance Pub leads into the rangers' area, though a path on the other side of the southern ridge bypasses the area and leads to the mercenary area, south of the castle. The warriors are north of the rangers, and north of them is the monks' area; west of the warriors' barracks, just across the river, is the Castle of the Krell Lord.
Other Information: All basic classes (warriors, mercs, and monks) are L7; leaders and elites are L8-9.