Eye of the Beholder чит-файл №2

TABLE OF CONTENTS

Introduction.............................................................
STORY BACKGROUND.........................................................
STRATEGY.................................................................
The Characters.......................................................
The Party............................................................
Combat Mechanics.....................................................
Attacking............................................................
Tactics..............................................................
Ability Scores and Other Characteristics.............................
Weapons and Armor....................................................
Spells...............................................................
Non-Player Characters................................................
Monsters.............................................................
Solving Puzzles......................................................
MAPS.....................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
HINTS....................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
Solutions................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
Portals..............................................................
TREASURE GUIDE...........................................................
Items By Level.......................................................
Special Quest Bonuses................................................


INTRODUCTION

EYE OF THE BEHOLDER is Strategic Simulaions, Inc.'s first ADVANCED DUNGEONS
& DRAGONS (R) Legend Series fantasy role playing saga. In this game, the
characters are hired by the Lords of Waterdeep to discover the source of an
evil presence in the sewers beneath the city. The party must explore the
sewers, avoid traps, and battle monsters to discover the source of the
evil.

EYE OF THE BEHOLDER (EOB) is different from previous AD&D (R) computer role
playing games. EOB is based on the AD&D 2nd Edition rules. It is a real
time game, where exploration, puzzle solving, and combat all happen
continuously in the 3D window. EOB also requires more exploration and
puzzle solving than previous AD&D computer role playing games.

Because EYE OF THE BEHOLDER is a new kind of AD&D computer role playing
game, this clue book is organized in a new way. The Strategy section
contains advice on playing EOB effectively, including how to select a
party, fight combat, best use spells, choose NPC companions, and defeat
specific monsters. The Maps section contains the maps to all of the various
levels in the game, but contains no hints or solutions to the puzzles. The
Hints sections contains dues to the solution of many of the puzzles in EOB,
but it does not contain the complete answers or the locations of the
monsters. The Solutions section contains step by step solutions to the
puzzles, locations of the monsters, and a road map of the magic portals in
the game. The Treasure section contains lists of the treasures in all of
the various levels of the game.

This clue book acts as a player's guide to EYE OF THE BEHOLDER. A player
can get as little or as much help as he likes. A player who wants to play
the game effectively, but who wants to explore the game for himself can
read the Strategy section and ignore the rest. A player who wants to play
the game but who doesn't want to draw maps can use the Maps section and
ignore the Hints and Solutions sections. A player who wants a push in the
right direction when confronted by a difficult puzzle can check out the
Hints section. And, the player who wants to see everything in the game can
use the Solutions and Treasure sections so that he won't miss a thing.

This clue book assumes that you have read the EYE OF THE BEHOLDER Rule Book
and Data Card that came with your game. If you have any questions about how
to do a specific action, check the Rule Book. If you have any questions
about the installation or interface, check your Data Card.

Armed with all of this knowledge you are sure to be successful in your
quest.

STORY BACKGROUND

Dear Adventurers,

It is my sincere hope that you receive this package before you begin your
quest into the sewers beneath Waterdeep. This package contains notes found
on a drow spy that could help you on your journey.

The spy was captured two nights ago by Oltec, Captain of the Guard. Under
interrogation, the drow revealed a disturbing plan. He claimed to be
working for a being named Xanathar. The spy claimed that Xanathar is an
evil crime lord that inhabits the deepest part of the sewer system.

Supposedly, Xanathar magically teleported this drow into the city to spy
into the city to spy on the Lords of Waterdeep. Xanathar did not have the
capability to teleport the spy back into his underworld and so gave the spy
this package of information to make the trip back underground safer.

This package includes a map of some of the tunnels and caverns beneath
Waterdeep. It also includes several sets of notes that point out traps and
monsters to be avoided and items that might be useful on the trek.

Use the information in this package wisely. It may be the advantage you
need to defeat this wretched villain, Xanathar.

Your trusted friend,

KHELBEN

STRATEGY

Many elements make up the strategies the party will use in EYE OF THE
BEHOLDER. These elements include: the characters that make up the party,
the mechanics and tactics of combat, the equipment and spells used by the
party, the NPCs that support the party, the monsters the party fights, and
the techniques used to solve puzzles.

The Characters

There are many strategies for putting together an effective party of
characters. Certain combinations of character classess and race are more
effective than others.

Single-Class vs. Multi-Class

Non-human characters can be multi-classed characters, but that does not
mean that they must be multi-class characters. Single-class characters have
a number of advantages over multi-classed characters with the same amount
of EXP.

Single-class fighters have several advantages. With the same amount of EXP,
they will average many more HP and have a better chance to hit than
multi-class fighter combinations.

Single-class clerics and mages will gain higher level spells much sooner
than multi-class cleric or mage combinations. Spell casters become much
more useful when they reach 5th level and can cast the 3rd level spells
Fireball and Create Food.

Characters can more effectively specialize in EOB than in other AD&D
computer role playing games. With careful play, rear rank characters will
seldom get into melee combat. This makes a single-class mage a viable
character by reducing the effect of his limited abilities im melee. Also,
the real time nature of EOB means that a character can only do one thing at
a time, a character's ability to do many different things is often not as
important as the ability to do one thing very well.

The advantages of multi-class characters are obvious, they combine the
abilities of several different classes of character in one. Thus, a
fighter/mage can both melee effectively and castr spells, though he can do
neither as well as a single-class fighter or mage with the same amount of
EXP. Multi-classed characters are often useful to add an additional
capability to a party, such as thieving skills or additional clerical
healing spells.

Racial Advantages

Because of the monsters and situations in EOB, certain race/class
combinations are very effective. The following are some specific types of
characters and their advantages.

Dwarven Fighter: A dwarven fighter with a high constitution has a high
resistance to poison, which makes it much easier to fight giant spiders. A
dwarf fighter can also have a Constitution of 19, which can further
increase his HP. A dwarf also allows the party to read the writing on the
wall in the dwarvish levels of the game.

Human Paladin: Only humans can be paladins. Paladins can fight as well as
any fighter, plus they have the ability to heal by laying on hands and,
they have the ability to cast some low level clerical healing spells when
they reach ninth level.

Elven Mage: A single-class mage gains levels swiftly and will quickly gain
the ability to cast useful spells like Fireball. An elven mage with a high
dexterity has a high AC, which makes it easier to survive stray thrown
weapons. As a mage, an elf's maximum constitution of 17 does not limit his

HP and his maximum dexterity of 19 can increase his AC, a high dexterity is
essential to a mage. An elf also allows the party to read the writings on
the wall in the drow levels of the game.

Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains
levels and the ability to cast useful spells like Create Food. Humans, Half
Elves and Elves can all have a maximum wisdom of 18 (thus gaining the
maximum bonus spells) and have no level restrictions in this game.

Half Elven Fighter/Mage/Cleric: This is the character with the most diverse
talents in the game. This character can use almost every item in the game
(excluding lockpicks), and has a limited ability to fight, can cast
offensive spells, and heal. Unfortunately, a half elven fighter/mage/cleric
will go up levels extremely slowly, and will have very few HP for most of
the game.

Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack of
all trades listed before. This character can use literally every item in
the game and can pick locks as well. Unfortunately, an elven
fighter/mage/thief will also go up levels extremely slowly, and will have
very few HP for most of the game.

Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to fill
out a party that already has a single-class cleric. The cleric/thief gives
the party additional clerical healing spells plus the thieving ability of
picking locks.

The Party

A party should include a good mix of classes and races to deal with the
many horrors in EOB. The player will need to decide upon his overall party
strategy before making the characters in his party.

In general, a party should have at least two characters who can fight well
for the front rank, a character who can cast mage spells, and at least one
character who can cast clerical healing spells.

Fighters
The party has many choices for the two front rank characters who can fight
well. Most races make reasonable fighters, and fighter, paladin, and ranger
class characters can all fight well. Even single-class cleric and dual
class fighter/cleric characters can be effective front rank characters in
the beginning levels of the game. Also, most of the NPC characters the
party meets later in the game can fight well and could be used in the front
rank.

Spell Casters
The choice of the various spell casters is also important to the strategy
of the party. One character who can cast mage spells is normally sufficient
for most parties. Mages must find their higher level spells on scrolls, the
supply of scrolls is limited, so it not efficient to divide those spells
among several mages in a party.

It is often useful to have two characters who can cast clerical healing
spells. It is important not to get caught after a battle without a
conscious cleric. A conscious cleric with a few Cure Light Wounds spells
can heal as many HP in hours, as a party without a conscious cleric could
heal in many days of rest.
                               
Party Makeup
One strategy is to create a party of specialists who go up in levels with
the fewest number of EXP. This party works well so long as the warriors in
the front rank never let the spell casters in the rear rank get into melee.

Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half
Elven Cleric

Another strategy is to create a party of generalists who are multi-classed
characters. This party should always have some character with the
appropriate skill for a situation. But, such a diverse party will take a
lot of EXP to get to higher levels.

Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric, Elven
Fighter/Mage, Half Elven Cleric/Mage

A further strategy is to have a mixed party with specialist warriors in the
front rank and generalist spell casters in the rear rank. This strategy
makes sure that the fighters gain levels (and HP) as quickly as possible,
but that the spell casters will have a wide variety of spells available.

Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, Gnome
Cleric/Thief.

Combat Mechanics

Understanding the combat mechanics used in EYE OF THE BEHOLDER allows the
party to use the most effective weapons and tactics in different
situations. Each character's ability in combat is defined by his AC, THAC0,
and damage.

AC
A character or monster's difficulty to be hit is represented by his Armor
Class or AC. The lower the target's AC, the harder it is to hit the target.
AC is based on armor and a dexterity bonus. Some magic items also help a
character's AC.

THAC0
A character's THAC0 represents his ability to hit enemies. THAC0 stands
fot To Hit Armor Class 0. This is the number a character must 'roll' equal
to or greater than to do damage on a target with an AC of 0. The lower the
attacker's THAC0, the better his chance to hit the target. A character's
THAC0 is based on his class and level.

Note: the generation of a random number is often referred to as a 'roll'.
In determining if an attack hit, the number generated is from 1 through 20.
The base roll is modified by the character's ability scores and any magic
weapons.

An attack is successful if the roll is greater than or equal to the
attacker's THAC0 minus the target's AC.

Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3
would need to roll: (THAC0=15)-(AC=3) = 12+. But to hit a monster with an
AC of -2 he would need to roll: (THAC0=15)-(AC=-2)=17+.

Damage
When a hit is scored, the attacker does damage. Damage is the range of HP
loss the attacker inflicts when he hits an opponent in combat, and it
depends on the attacker's strength and weapon type. The damage each weapon
can do is summarized in the Weapons List.

Some monsters take only partial or no damage from certain weapon types.
Skeleton, for example, take only half damage from sharp or edged weapons.

Attacking
Characters generally engage in melee combat, which is face-to-face fighting
with weapons such as swords and maces. Characters also have other options,
such as casting spells and ranged combat, with bows and slings.

In general, a character attacks the enemy in the front rank on his side of
the screen. when there only one enemy left in battle, it moves to the
center of the square and characters from both sides can attack it.

Combat Strategies

To succeed in combat, a skilled player deploys his party well, casts
effective spells before and during combat, maneuvers his characters into
advantageous positions, and attacks using his most powerful characters and
weapons.

Deploying the Party

Keep the heavily-armored fighters in the front rank and the vulnerable
mages and thieves in the rear ranks.

Equipping the Party

Equip characters in the front rank with the most powerful melee weapons you
can find. See the Weapons Table to see how much damage each type of melee
weapon can do. As soon as you find enough weapons, warriors should carry a
one handed weapon in their primary hand and a short sword in their
secondary hand.

Equip characters in the rear ranks with the most powerful ranged weapons
you can find. See the Weapons Table to see how much damage each type of
ranged weapon can do. Spell casters should have their holy symbols and
spell books in-hand, ready to cast spells.

Characters who use thrown weapons should carry weapons both in-hand and in
their belt pouch for quick reloading. Front rank characters who use thrown
weapons may wish to carry a shield or short sword at the top of their belt
pouch. This shield or short sword will be readied automatically after they
attack with the last of their thrown weapons.

Be sure to recover your ranged weapons after each battle and to collect all
of the ranged weapons you can find. Ranged weapons get used up quickly in
battle, and they may have special uses later in the game.

Wounded Characters

Characters who are seriously wounded should be moved out of the front rank
if possible. It is much easier to heal a wounded character than it is to
bring a dead character back to life.

Moving and Fighting

If you are exploring an area, move with the compass on the screen to
facilitate mapping. If you are moving through an explored area, move with a
spell menu on the screen and an attack spell showing. Always move with the
Adventure Screen up, you can't fight from the Equipment or Character
Screens.

With both the adventure screen and spell menu up you are prepared for
battle. Prepare for battle before you open any door, climb or descend
stairs, or push a button that could open a door or secret wall. Monsters
often lurk behind closed doors or secret walls, and monsters are always
ready for combat.

Remember that you can move and fight at the same time. You can move
backwards to dodge an enemy melee attack. You can move side-ways to dodge
an enemy ranged attack. You can even run away and close a door behind you
to get away from a particularly nasty fight.

Fighting from the Keyboard

Fighting from the keyboard takes a little more planning than fighting with
a mouse. To fight effectively, quickly choose the item you want to attack
with and press the U key to Use it.

There are two ways to move the item highlight and choose the item you want
to attack with: the A, S, W and Z, item cursor keys, and the F1-F6
character selection keys. The party's equipment should be set up to take
maximum advantage of the way you move the item highlite.

If you use the A, S, W and Z, item cursor keys to move the item highlight,
place the six weapons the party uses most in the primary and secondary
hands of the front rank characters and in the primary hands of the first
two rear rank characters. Before a battle, start the item highlight on the
primary hand of the character in the upper right hand corner. Practice
quickly moving the item highlight in a circle through these six items,
Using each item in turn. By the time the cursor gets back to the first
item, that item should be ready to Use again.

If you use the F1-F6 character selection keys to move the item highlight,
place the four to six weapons the party uses most in the primary hands of
each of the characters. Before a battle, start the item highlight on the
primary hand of the character in the upper right hand corner. Practice
using the F1-F6 keys to quickly moving the item highlight in a circle
through these four to six items, Using each item in turn. By the time the
cursor gets back to the first item, that item should be ready to Use again.

Once you can move the item highlight and use weapons quickly, add moving
and casting mage spells to the combat rhythm. In general, if the combat
situation requires that the party move, then interrupt your combat thythm
and move! To cast spells effectively in combat, take the first spare
instant to Use a mage's spell book and open the spell menu. Resume
attacking with weapons until you have another spare instant, the choose the
spell level, the spell within that level, and the cast the spell. You can
eliminate choosing the spell within a level if you memorize only the attack
spells Magic Missile, Melf's Acid Arrow, Fireball, Ice Storm, and Cone of
Cold.

With a little planning and practice, you can fight as effectively with the
keyboard as you can with the mouse. While the party's attacks may sacrifice
some flexibility, they will gain in consistency and rhythm.

Tactics

The monsters on the first several levels are each designed to require a
different combat strategy for maximum effectiveness. The player should try
to learn different combat strategies to fight each type of monster most
effectively.

Level 1

The monsters on level 1 do not have special abilities or weaknesses. It
only requires that the party learn to melee effectively to survive.

Level 2

The monsters on level 2 are undead. The party should learn that these
monsters can be turned by a cleric who has his holy symbol ready and
in-hand.

Level 3

The kuo-toa have ranged attacks. The party should learn to dodge the ranged
attacks before closing with the monster to melee.

Levels 4 & 5

The giant spiders have a poisonous bite. The party should learn 'shoot and
scoot' tactics to keep out of melee. These tactics consist of learning to
move backwards while attacking with ranged weapons and spells.

Level 6

The kenku have multiple ranged attacks, travels in groups, and can surround
a slow moving party. The party should learn to keep dodging until the flock
has expended all of its ranged attacks. The party also needs to learn to
use area effect damage spells, like Fireball, to clear out the flocks
quickly and to move swiftly so as not to get trapped in a corridor with
foes both in front and behind.

There is a wizard on level 6 that has many area effect spells. Here the
party needs to learn 'hit and run' tactics. These tactics are to dodge back
around a corner, strike at their foe as he presents his flank, and then
dodge back againg as he turns to face the party. The object of this tactic
is to always avoid the enemy's devastating fire power.

Level 7

The drow have weapons coated with a paralyzing poison and have a significant
resistance to magic. The party should learn to rely on missile fire and
maneuver, instead of magic and melee, to defeat their foes.

Once the party has learned all of this tactics, they have a chance against
any of the monsters in the game. All the party has to do then is decide
which tactic is most effective in each situation.

ABILITY SCORES AND OTHER CHARACTERISTICS

Strength

The Strength Chart lists the modifiers to melee his probability and the
damage adjustment based on the character's Strength.

Strength Chart

Ability Score Melee Hit Probability Damage Adjustment
----------------------------------------------------------------------------
3 -3 -1
4-5 -2 -1
6-7 -1 none
8-15 normal none
16 normal +1
17 +1 +1
18 +1 +2
18/01-50* +1 +3
18/51-75* +2 +3
18/76-90* +2 +4
18/91-99* +2 +5
18/00* +3 +6
19# +3 +7
20# +3 +8
21# +4 +9
22# +4 +10

* These bonuses are available only to fighters, paladins, and rangers.
# These scores are only possible in this game through magic.

Dexterity

The Dexterity Chart lists the modifiers to missile hit probability and the
AC adjustment based on the character's Dexterity.

Dexterity Chart

Ability Score Melee Hit Probability AC Adjustment
----------------------------------------------------------------------------
3 -3 +4
4 -2 +3
5 -1 +2
6 0 +1
7-14 0 0
15 0 -1
16 +1 -2
17 +2 -3
18 +2 -4
19 +3 -4

Constitution

The Constitution Chart lists the Hit Point Adjustment that a character gets
every level.

Constitution Chart

Ability Score Hit Point Adjustment
----------------------------------------------------------------------------
3 -2
4-6 -1
7-14 0
15 +1
16 +2
17 +2(+3)*
18 +2(+4)*
19 +2(+5)*

* These bonuses are available only to fighters, paladins, and rangers; for
all other classes the maximum hit point adjustment for constitution is +2.

THAC0

THAC0 is not an ability score, but it is an important characteristic. The
THAC0 Chart lists a character's base THAC0 for his class and level.

THAC0 Chart

Character Level
Class 1 2 3 4 5 6 7 8 9 10 11
----------------------------------------------------------------------------
Cleric 20 20 20 18 18 18 16 16 16 14 14
Fighter 20 19 18 17 16 15 14 13 12 11 10
Mage 20 20 20 19 19 19 18 18 18 17 17
Paladin 20 19 18 17 16 15 14 13 12 11 10
Ranger 20 19 18 17 16 15 14 13 12 11 10


Level 3 - Lower Sewer Level

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ж--ж ж--ж45ж ж ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж--ж--ж--ж ж43ж ж ж44ж--ж48ж ж ж ж24ж ж47ж32ж ж ж--ж--ж ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж--ж--ж--ж--ж ж ж--ж==ж--ж==ж--ж--ж--ж--ж--ж--ж==ж--ж ж--ж--ж ж
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж52ж--ж 8ж--ж--ж ж--ж50ж Sж Tж ж Uж49ж--ж46ж ж34ж33ж--ж ж--ж--ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж ж жж ж ж ж--ж ж ж Vж ж ж--ж--ж ж ж ж ж--ж ж ж ж22ж
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж--ж--ж--ж--ж--ж--ж--ж ж Wж ж ж Xж--ж--ж ж ж ж ж--ж ж ж ж ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж ж ж ж42ж--ж--ж ж ж ж Yж ж Zж--ж35ж36ж ж ж--ж ж--ж--ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж--ж--ж ж--ж--ж ж ж ж--ж--ж ж ж ж--ж==ж--ж--ж--ж--ж ж23ж--ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж--ж ж--ж ж ж--ж--ж ж ж ж ж ж ж ж--ж25ж ж30ж--ж==ж--ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж--ж ж--ж ж--ж ж ж ж--ж ж--ж--ж ж--ж ж Aж Bж Cж Dж ж Eж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж ж ж--ж ж--ж ж--ж38ж--ж ж--ж37ж ж--ж ж ж ж Fж29ж ж ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж--ж ж ж ж41ж ж ж--ж ж ж ж ж ж--ж--ж Gж Hж ж Iж ж Jж ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж--ж--ж--ж--ж ж--ж--ж ж--ж ж--ж ж ж--ж28ж Kж ж ж Lж26ж ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж ж ж ж--ж ж ж ж--ж ж--ж ж--ж--ж ж--ж ж Mж ж Nж ж Oж Pж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж40ж--ж39жж ж ж--ж ж ж ж--ж ж ж ж ж--ж ж Qж27ж ж ж Rж31ж--ж--
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--ж--
L--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--
T--T--T--T--T--T--T--м
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж ж--ж жж ж ж ж--ж
+--+--+--+--+--+--+--+
ж ж ж ж--ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж ж--ж--ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж 1ж..ж--ж--ж==ж--ж
+--+--+--+--+--+--+--+
ж--ж ж--ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж ж--ж 2ж--ж
+--+--+--+--+--+--+--+
ж--ж ж ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж ж ж--ж--ж--ж==ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж 3ж ж ж--ж
+--+--+--+--+--+--+--+
ж 4ж жж ж ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж18ж--ж ж20ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж жж ж ж ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж ж--ж--ж--ж ж ж--ж
+--+--+--+--+--+--+--+
ж ж19ж--ж ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж ж ж ж--ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж21ж ж ж--ж
+--+--+--+--+--+--+--+
ж ж ж ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж ж--ж--ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж ж--ж--ж ж--ж ж--ж
+--+--+--+--+--+--+--+
ж ж ж ж ж ж ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+---
Main Level

Sublevel:
---T--T--T--T--T--T--T--T--м
ж--ж--ж--ж--ж--ж--ж--ж--ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж70ж ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж ж ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж ж ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж ж ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж ж ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж ж ж ж ж ж ж71ж--ж
+--+--+--+--+--+--+--+--+--+
ж--ж--ж--ж--ж--ж--ж--ж--ж--ж
L--+--+--+--+--+--+--+--+---

-- Wall .. Stairs Up

--м .. Stairs Down
L-- Hall

== Door -- Illusionary or Moveable Wall