0,0 The latch you used to open this trap door from below appears to be the only way to open it. The sturdy wooden portal is now securely locked. ...noted by Kurt Reonis
0,14 Two gazers are hovering in this room, apparently resting. They hear you enter, and rotate to stare at you with their many eyes.

Beholders (31.2K exp)

Scratched on the far wall of the room are the letters: NENNN ENWSE NESSW SESWN EENNE
...noted by Kurt Reonis
1,3 Two gazers surrounded by other horrid monsters, hover in this room. 'Look, right over there,' says one. 'Now are you satisfied? Ignore them, you said. Let the dungeon vermin eat them, you said. What do you say now?' The second gazer looks over at you, obviously insulted. 'It's not like we handed them medallions to our secret complex beneath Bastille you know! They come in here, we kill them, the story's over. What's the problem?' 'This is no way to show these puny Pirates how powerful we are,' says the first monster. I'm sick of you inaction and laziness. We'll never overthrow Father Bartholomew if we all act like you!' The offended gazer stares at its companion. 'After we kill these armor-clad cockroaches, you and I are going to settle this once and for all, and you'll have a lot fewer eyestalks when we do. Now let's get them!' 'All right, but it's you who'll be covering up the empty spots where your eyestalks used to be when I'm through with you!' Finally, the monsters turn toward you and attack!

Gazers, Banshees, and Gazer Hulks (45.7K exp)

The northeast corner shows the same distortions you saw in the other chambers.

Safe to rest.
...noted by Kurt Reonis
1,6 This room has no ceiling, only a metal grate high above your head. Two white dragons are resting here, and immediately advance to attack you!

White Dragons (8.2K exp)
Safe to rest.
...noted by Kurt Reonis
1,9 This room has no ceiling, nor does it have any grating--above your head is the clear sky of the Trackless Sea. Two bronze dragons rear up as you enter, ready for a fight.

(Attack Lay Down your Weapons Exit)

If Lay Down your Weapons:
'Who are you?' asks the larger dragon. 'You are certainly not one of these Pirates.''Nor a gazer,' adds the other dragon. 'You're not a gazer either.' You explain that you are under commission of Father Bartholomew. 'Why, he's the one they wish to overthrow!' exclaims one dragon. 'He is!' agrees the other. 'They've built a large base beneath his city!' You notice that the two dragons are chained to the wall, and a key ring hanging by the door. After several tries, you find the key that releases them from the shackles. The dragons thank you and the larger one adds, 'If you wish to help Father Bartholomew, you'd best hurry. The Pirates say they are almost ready to launch an attack from their base beneath Bastille!'

If Attack:
Bronze Dragons (11K exp)
...noted by Kurt Reonis
2,2 This corner has the familiar tiny distortions. Do you want to push ahead into the corner?

You move ahead, and are instantly teleported to a different room.

to (6,15)
...noted by Kurt Reonis
2,8 This chamber has chains attached around the walls, apparently to secure various monsters that might be held here. The monsters that are here now, however, are very much unchained.

Iron Guardians and Gazer Hulks
Safe to rest.
...noted by Kurt Reonis
2,12 This chamber is wide and long, with a high, domed ceiling. Standing before you, ready to attack, are large winged monsters.

Undead Dragons and Wyverns
...noted by Kurt Reonis
3,9 This room has no ceiling, only a metal grate high above your head. Two red dragons bare long, yellowed fangs as the advance in your direction.

Red Dragons (15.4K exp)
Safe to rest.
...noted by Kurt Reonis
3,14 Two gazers are hovering in this room, apparently resting. They hear you enter, and rotate to stare at you with their many eyes.

Beholders (31.2K exp)

Scratched on the far wall of the room are the letters: NENNN ENWSE NESSW SESWN EENNE
...noted by Kurt Reonis
4,7 This room has no ceiling, only a metal grate high above your head. There are two black dragons lying here, and they roar in anger as they turn to attack you!

Black Dragons (10.5K exp)
Safe to rest.
...noted by Kurt Reonis
4,15 The corner of this room displays the same tiny distortions that you saw in the room that teleported you here. Do you want to push ahead into the corner?

You move ahead, and in the briefest of instants you are teleported back to the chamber from which you previously departed.
...noted by Kurt Reonis
5,0 A gazer hovers in this room, hopping in the air oddly. It is surrounded by several small whirlwinds, which immediately flow across the room in your directions.

Earth Elementals and Gazer
Safe to rest.
...noted by Kurt Reonis
5,5 As you round this corner, great purple pillars are visible in the darkness up ahead. Only the pillars have gigantic mouths, and they are coming towards you!

Purple Worms (27.5K exp)

It appears that a tunnel of some kind is in the corner to the southeast.
...noted by Kurt Reonis
6,5 As you round this corner, great purple pillars are visible in the darkness up ahead. Only the pillars have gigantic mouths and they are coming towards you.
Purple Worms (27.5K exp)
...noted by Kurt Reonis
6,6 The tunnel in this wall looks like it was made by the purple worms. Do you wish to enter?

The dark tunnel wanders toward the southeast. At times it is tall enough to walk in, picking your way between the rocks; at other times you must crawl on your hands and knees. After a half hour of difficult travel, you see an opening up ahead. Boulders appear to be wedged in precariously above the tunnel exit, ready to fall. Do you want to try and make it through?

Sliding carefully on your back, you edge through the opening, staring straight up at rocks big enough to crush you into nothingness. Shoulders...chest...hips...legs...

to (15,11)
...noted by Kurt Reonis
6,15 As your eyes adjust to the new location, you find yourself staring at a small man with a toucan tattooed on his left cheek. 'Here's your medallion,' he says, handing you an odd-shaped piece of embossed alloy. 'Move along now. Stick to the path or the maze will be the end of you. Once outside, go to the dock for transport to Bastille.'

PIRATE MEDALLION

This corner has the familiar tiny distortions. Do you want to push ahead into the corner?

You move ahead, and are instantly teleported to the room where the gazers were arguing.

to (2,2)
...noted by Kurt Reonis
7,8 A single gazer cowers in the far corner of this room, trembling.

(Attack Threaten Exit)

The gazer says, 'Please, I'll help you if you promise not to hurt me!'

(Promise Attack Exit)

There are more resting chambers in the southwest part of this complex, behind secret doors. In one of them is written the key to passing through a maze. It will save you much trouble if you find it!'

If Attack:
Gazer (15.6K exp)
...noted by Kurt Reonis
7,15 You can't tell what it is, but something makes you stay back from this corner of the room. The air is somehow different or something is distorting slightly the appearance of the walls. Do you want to push ahead into the corner?

You move ahead and in the blinking of an eye are teleported to another room.

to (4,15)
...noted by Kurt Reonis
8,6 This room feels very warm...and approaching you are the reasons why!

Efreet and Salamanders (16.9K exp)
...noted by Kurt Reonis
9,3 A fire giant sits on a wooden throne on the far side of this room, saying '...when we took this place from the filthy scrags.' He looks up, sees you and orders his guards to attack!

Fire Giants and Fire Giant Mages (33K exp)
...noted by Kurt Reonis
9,15 This richly-decorated room has fine hand-made rugs on the floors. Beautiful tapestries on the walls gleam with the threads of spun gold that is woven through them. But the tapestries do not depict local festivals of the fruits of the harvest, they portray leering gazers, as they watch gladiator slaves fight to the death for the monsters' enjoyment. Worse yet, the ugliness of the gazers in the tapestries is exceeded by the horrid visages of the hovering gazers who occupy this room. They turn their gazes towards you!

Gazers, Iron Guardians, and Electric Spiders
Safe to rest.
...noted by Kurt Reonis
10,0 'I heard something out there!' booms a mighty voice. Sweat breaks out on your brow.

Fire Elementals and Fire Giant Mages (16K exp)
Safe to rest.
...noted by Kurt Reonis
10,4 A fire giant in this room is juggling three skulls for the amusement of his friends. He takes one look at you and elects to show how well he can juggle four skulls for their enjoyment.

Fire Giant Mages, Salamanders, and Fire Elementals (36K exp)
...noted by Kurt Reonis
10,10 You step into yet one more identical tiny room, but find that this one has a key difference. The longer you stand here, the higher the ceiling gets. No, that was wrong. The ceiling isn't getting higher. The floor is getting lower and now it's revealing a new exit to the room, a narrow tunnel leading to the north. You follow the straight tunnel for some time, and it gradually inclines upwards as you walk. Finally you come to a stone door, almost seamlessly joined in the wall. Pushing through the doorway, you find yourself standing--finally--in the cool ocean breezes on the surface of the island. The rhythmic pounding of the surf can be heard to the north.

to Tipec Isles (0,4)
...noted by Kurt Reonis
11,3 As you round this corner, you hear a fearsome roar!

Salamanders and Hell Hounds (4.5K exp)
Safe to rest.
...noted by Kurt Reonis
12,11 This cold room is filled with monsters!

Ice Worms and Yeti (14.2K exp)
Safe to rest.
...noted by Kurt Reonis
13,5 As you press through the secret door, you enter a room with no ceiling. Curled in each of the far corners is a red dragon. Each dragon awakens at once and all three attack.

Red Dragons (23K exp)

You notice that there is a trap door in the floor of the northeast corner of the room beneath where one of the dragons was sleeping.
...noted by Kurt Reonis
14,5 This is where the hidden door lay beneath the sleeping dragon. You lift the trap door and it opens easily. Steep stairs descend into darkness below. Do you wish to climb down them?

The stairs go down in a straight line due west. After a descent of perhaps ten feet, you enter a narrow passageway that leads straight ahead. You walk for several minutes, and the corridor curves gradually to the north. Finally, you reach a steep stairway and climb upwards. Releasing a catch, you clamber through another trap door.

to (0,0)
...noted by Kurt Reonis
14,8 There is a dark opening several feet above you to the east here, but the walls are too smooth to climb.

From East:
You step through the door, but there is nothing to step onto! You find yourself tumbling down a steep curving ramp, the sound of metal clanking and crashing on stone walls all around you. You come to a stop hanging by your fingers from the edge of a drop-off, with only darkness below. Try as you might you are too heavily loaded to scramble back up into the opening. Your fingers are getting tired...they're starting to ache...the ache is becoming unbearable...you feel oddly free for a moment, as you see your fingers slip from the stone and you feel yourself falling into the darkness....the feeling lasts only for a moment as a hard stone floor interrupts your plunge after only a few feet. You stand up and brush yourself off--sore, but uninjured.
...noted by Kurt Reonis
15,3 The trail continues along the seacoast to the west. The towers of an ancient fortress--now well worn by time and weather--loom up ahead. ...noted by Kurt Reonis
15,7 There is a gate in the stone wall to the east.

Upon Entering from Tipec Isles or After Death:
You enter a narrow, stone-walled corridor. It slopes slowly and gradually to the west, leading downwards beneath the pirate complex.
...noted by Kurt Reonis
15,9 There is a gate in the stone wall to the east.

Upon Entering from Tipec Isles:
This small room appears to have been built here recently, perhaps to shield travellers on this windy ridge.
...noted by Kurt Reonis
15,11 This corner contains the rubble that covers the opening to the tunnel of the purple worms. The great boulders are too large to be moved. ...noted by Kurt Reonis
15,13 This room feels freezing cold. It is filled with white-colored monsters, who attack you in a furious blizzard of claws and teeth.

Yeti and White Dragons (13.2K exp)
Safe to rest.
...noted by Kurt Reonis

X-axis Y-axis Comments
0 0 The latch you used to open this trap door from below appears to be the only way to open it. The sturdy wooden portal is now securely locked.
0 14 Two gazers are hovering in this room, apparently resting. They hear you enter, and rotate to stare at you with their many eyes.

Beholders (31.2K exp)

Scratched on the far wall of the room are the letters: NENNN ENWSE NESSW SESWN EENNE
1 3 Two gazers surrounded by other horrid monsters, hover in this room. 'Look, right over there,' says one. 'Now are you satisfied? Ignore them, you said. Let the dungeon vermin eat them, you said. What do you say now?' The second gazer looks over at you, obviously insulted. 'It's not like we handed them medallions to our secret complex beneath Bastille you know! They come in here, we kill them, the story's over. What's the problem?' 'This is no way to show these puny Pirates how powerful we are,' says the first monster. I'm sick of you inaction and laziness. We'll never overthrow Father Bartholomew if we all act like you!' The offended gazer stares at its companion. 'After we kill these armor-clad cockroaches, you and I are going to settle this once and for all, and you'll have a lot fewer eyestalks when we do. Now let's get them!' 'All right, but it's you who'll be covering up the empty spots where your eyestalks used to be when I'm through with you!' Finally, the monsters turn toward you and attack!

Gazers, Banshees, and Gazer Hulks (45.7K exp)

The northeast corner shows the same distortions you saw in the other chambers.

Safe to rest.
1 6 This room has no ceiling, only a metal grate high above your head. Two white dragons are resting here, and immediately advance to attack you!

White Dragons (8.2K exp)
Safe to rest.
1 9 This room has no ceiling, nor does it have any grating--above your head is the clear sky of the Trackless Sea. Two bronze dragons rear up as you enter, ready for a fight.

(Attack Lay Down your Weapons Exit)

If Lay Down your Weapons:
'Who are you?' asks the larger dragon. 'You are certainly not one of these Pirates.''Nor a gazer,' adds the other dragon. 'You're not a gazer either.' You explain that you are under commission of Father Bartholomew. 'Why, he's the one they wish to overthrow!' exclaims one dragon. 'He is!' agrees the other. 'They've built a large base beneath his city!' You notice that the two dragons are chained to the wall, and a key ring hanging by the door. After several tries, you find the key that releases them from the shackles. The dragons thank you and the larger one adds, 'If you wish to help Father Bartholomew, you'd best hurry. The Pirates say they are almost ready to launch an attack from their base beneath Bastille!'

If Attack:
Bronze Dragons (11K exp)
2 2 This corner has the familiar tiny distortions. Do you want to push ahead into the corner?

You move ahead, and are instantly teleported to a different room.

to (6,15)
2 8 This chamber has chains attached around the walls, apparently to secure various monsters that might be held here. The monsters that are here now, however, are very much unchained.

Iron Guardians and Gazer Hulks
Safe to rest.
2 12 This chamber is wide and long, with a high, domed ceiling. Standing before you, ready to attack, are large winged monsters.

Undead Dragons and Wyverns
3 9 This room has no ceiling, only a metal grate high above your head. Two red dragons bare long, yellowed fangs as the advance in your direction.

Red Dragons (15.4K exp)
Safe to rest.
3 14 Two gazers are hovering in this room, apparently resting. They hear you enter, and rotate to stare at you with their many eyes.

Beholders (31.2K exp)

Scratched on the far wall of the room are the letters: NENNN ENWSE NESSW SESWN EENNE
4 7 This room has no ceiling, only a metal grate high above your head. There are two black dragons lying here, and they roar in anger as they turn to attack you!

Black Dragons (10.5K exp)
Safe to rest.
4 15 The corner of this room displays the same tiny distortions that you saw in the room that teleported you here. Do you want to push ahead into the corner?

You move ahead, and in the briefest of instants you are teleported back to the chamber from which you previously departed.
5 0 A gazer hovers in this room, hopping in the air oddly. It is surrounded by several small whirlwinds, which immediately flow across the room in your directions.

Earth Elementals and Gazer
Safe to rest.
5 5 As you round this corner, great purple pillars are visible in the darkness up ahead. Only the pillars have gigantic mouths, and they are coming towards you!

Purple Worms (27.5K exp)

It appears that a tunnel of some kind is in the corner to the southeast.
6 5 As you round this corner, great purple pillars are visible in the darkness up ahead. Only the pillars have gigantic mouths and they are coming towards you.
Purple Worms (27.5K exp)
6 6 The tunnel in this wall looks like it was made by the purple worms. Do you wish to enter?

The dark tunnel wanders toward the southeast. At times it is tall enough to walk in, picking your way between the rocks; at other times you must crawl on your hands and knees. After a half hour of difficult travel, you see an opening up ahead. Boulders appear to be wedged in precariously above the tunnel exit, ready to fall. Do you want to try and make it through?

Sliding carefully on your back, you edge through the opening, staring straight up at rocks big enough to crush you into nothingness. Shoulders...chest...hips...legs...

to (15,11)
6 15 As your eyes adjust to the new location, you find yourself staring at a small man with a toucan tattooed on his left cheek. 'Here's your medallion,' he says, handing you an odd-shaped piece of embossed alloy. 'Move along now. Stick to the path or the maze will be the end of you. Once outside, go to the dock for transport to Bastille.'

PIRATE MEDALLION

This corner has the familiar tiny distortions. Do you want to push ahead into the corner?

You move ahead, and are instantly teleported to the room where the gazers were arguing.

to (2,2)
7 8 A single gazer cowers in the far corner of this room, trembling.

(Attack Threaten Exit)

The gazer says, 'Please, I'll help you if you promise not to hurt me!'

(Promise Attack Exit)

There are more resting chambers in the southwest part of this complex, behind secret doors. In one of them is written the key to passing through a maze. It will save you much trouble if you find it!'

If Attack:
Gazer (15.6K exp)
7 15 You can't tell what it is, but something makes you stay back from this corner of the room. The air is somehow different or something is distorting slightly the appearance of the walls. Do you want to push ahead into the corner?

You move ahead and in the blinking of an eye are teleported to another room.

to (4,15)
8 6 This room feels very warm...and approaching you are the reasons why!

Efreet and Salamanders (16.9K exp)
9 3 A fire giant sits on a wooden throne on the far side of this room, saying '...when we took this place from the filthy scrags.' He looks up, sees you and orders his guards to attack!

Fire Giants and Fire Giant Mages (33K exp)
9 15 This richly-decorated room has fine hand-made rugs on the floors. Beautiful tapestries on the walls gleam with the threads of spun gold that is woven through them. But the tapestries do not depict local festivals of the fruits of the harvest, they portray leering gazers, as they watch gladiator slaves fight to the death for the monsters' enjoyment. Worse yet, the ugliness of the gazers in the tapestries is exceeded by the horrid visages of the hovering gazers who occupy this room. They turn their gazes towards you!

Gazers, Iron Guardians, and Electric Spiders
Safe to rest.
10 0 'I heard something out there!' booms a mighty voice. Sweat breaks out on your brow.

Fire Elementals and Fire Giant Mages (16K exp)
Safe to rest.
10 4 A fire giant in this room is juggling three skulls for the amusement of his friends. He takes one look at you and elects to show how well he can juggle four skulls for their enjoyment.

Fire Giant Mages, Salamanders, and Fire Elementals (36K exp)
10 10 You step into yet one more identical tiny room, but find that this one has a key difference. The longer you stand here, the higher the ceiling gets. No, that was wrong. The ceiling isn't getting higher. The floor is getting lower and now it's revealing a new exit to the room, a narrow tunnel leading to the north. You follow the straight tunnel for some time, and it gradually inclines upwards as you walk. Finally you come to a stone door, almost seamlessly joined in the wall. Pushing through the doorway, you find yourself standing--finally--in the cool ocean breezes on the surface of the island. The rhythmic pounding of the surf can be heard to the north.

to Tipec Isles (0,4)
11 3 As you round this corner, you hear a fearsome roar!

Salamanders and Hell Hounds (4.5K exp)
Safe to rest.
12 11 This cold room is filled with monsters!

Ice Worms and Yeti (14.2K exp)
Safe to rest.
13 5 As you press through the secret door, you enter a room with no ceiling. Curled in each of the far corners is a red dragon. Each dragon awakens at once and all three attack.

Red Dragons (23K exp)

You notice that there is a trap door in the floor of the northeast corner of the room beneath where one of the dragons was sleeping.
14 5 This is where the hidden door lay beneath the sleeping dragon. You lift the trap door and it opens easily. Steep stairs descend into darkness below. Do you wish to climb down them?

The stairs go down in a straight line due west. After a descent of perhaps ten feet, you enter a narrow passageway that leads straight ahead. You walk for several minutes, and the corridor curves gradually to the north. Finally, you reach a steep stairway and climb upwards. Releasing a catch, you clamber through another trap door.

to (0,0)
14 8 There is a dark opening several feet above you to the east here, but the walls are too smooth to climb.

From East:
You step through the door, but there is nothing to step onto! You find yourself tumbling down a steep curving ramp, the sound of metal clanking and crashing on stone walls all around you. You come to a stop hanging by your fingers from the edge of a drop-off, with only darkness below. Try as you might you are too heavily loaded to scramble back up into the opening. Your fingers are getting tired...they're starting to ache...the ache is becoming unbearable...you feel oddly free for a moment, as you see your fingers slip from the stone and you feel yourself falling into the darkness....the feeling lasts only for a moment as a hard stone floor interrupts your plunge after only a few feet. You stand up and brush yourself off--sore, but uninjured.
15 3 The trail continues along the seacoast to the west. The towers of an ancient fortress--now well worn by time and weather--loom up ahead.
15 7 There is a gate in the stone wall to the east.

Upon Entering from Tipec Isles or After Death:
You enter a narrow, stone-walled corridor. It slopes slowly and gradually to the west, leading downwards beneath the pirate complex.
15 9 There is a gate in the stone wall to the east.

Upon Entering from Tipec Isles:
This small room appears to have been built here recently, perhaps to shield travellers on this windy ridge.
15 11 This corner contains the rubble that covers the opening to the tunnel of the purple worms. The great boulders are too large to be moved.
15 13 This room feels freezing cold. It is filled with white-colored monsters, who attack you in a furious blizzard of claws and teeth.

Yeti and White Dragons (13.2K exp)
Safe to rest.

Last updated on May 30, 2009,
by Kurt Reonis