Showing posts sorted by date for query kadash. Sort by relevance Show all posts
Showing posts sorted by date for query kadash. Sort by relevance Show all posts

Wednesday, May 14, 2025

Fanwor – The Legend of Gemda






Link plays Atari

Fanwor is a brave attempt to recreate the commercial NES game "The Legend of Zelda" and works on all Atari computers. Thomas Huth took on the challenge of Fanwor a quarter of a century ago for the MagiC Game Contest. However, unless you have an upgraded ST/STe, this is a game for the TT and Falcon.

The storyline is unique, so concentrate: Princess Gemda ruled the peaceful land of Fanwor, protected by eight "Gems of Power" (I imagine these were created by Sam Tramiel). Monsters stole the gems and buried them in dungeons. Let's take a wild stab at what we've got to do to restore peace and prosperity.

So, who's up for helping Princess Zelda's sister and going on a gem hunt...


You begin your noble quest here. Don't bother going into the cave, he's not there!





Triforce of Wisdom

The original is an action/role-playing game with outdoor locations full of monsters. There are secret locations, interactions, weapon upgrades, and pick-ups for health/etc. Sadly, the Atari game is stripped down somewhat, but the map (and most) of the monsters are present while you hunt down the stolen gems.

Fans of the original will instantly notice the difference; ours runs in GEM. On the first screen, we begin armed, so there is no need to enter the cave, which is void of that helpful dude. As you explore, you will notice that there are no secret passages (that I found), no character interactions, no extra weapons, and no pickups for health/etc. I imagine implementing the extra parts would have been a massive undertaking.

Thankfully, almost all locations are near-exact replications, which is surprising considering how many there are. A few are slightly different due to missing content, but not enough to warrant any criticism. Even without the role-playing elements, we have a tremendous explorational action-adventure.

A cynic will say it's now a different game, but I'll halt that topic for a screenshot...



The spiders bounce around their location in an annoyingly accurate manner!





Explore & Kill

So, with these differences out of the way, what is left? Fanwor is old-school and keeps the objective simple for a damn fine game of exploration and monster-killing. The objective, the game map, and the enemies remain much the same (any slain monsters will respawn if you go back to any given screen). However, the gameplay is now completely centred on exploring and killing monsters as you look for the eight gems.

Link can move in four directions, and by hitting the fire, he thrusts his sword. You can use the keyboard, joystick, or JagPad, but I preferred the keyboard. Monsters can be killed with one hit, but the further you venture, the tougher they are. These enemies aren't merely sitting idle as they roam in random patterns. The spiders and flies are distinct and bounce around wildly, making them difficult to hit without taking HP damage.

Without the pickups from the original game, health is quite hard to replenish. You begin with 20HP and have three methods to stay alive 1) find a fairy to fully regenerate health. 2) find one of the eight gems, which also increases your max HP by 10. 3) don't fight every battle, and learn to be evasive.

The third option is good advice, which is a trait you should employ. Fanwor is well-balanced, and although 20HP is low, finding the gems is not impossible. Soon, I had 40HP and repeatedly used the fairies to keep me alive. Using this process, I completed Fanwor without cheating. A commendable attribute of any game.

It's got to that point where I stop waffling and show a couple of screenshots...



One of the few lakes with a magical fairy who's only too willing to help you out.





Aesthetics

Even if you've played the NES game, the graphics won't impress. It's crude and too yellow much of the time, but this is a game from 1986, and I think it looks like retrogaming gold, something I never expected. Thankfully, Thomas didn't use push scrolling and opted for flick-screen, which is easily the best choice and suits the style. Overall, our ST conversion closely follows the original, and its authenticity is commendable.

Sadly, I've no idea why the performance is so poor. On an ST (without Blitter), it's too sluggish to be playable. The STs with a Blitter handle gameplay better with faster controls and smoother visuals. However, even on these computers, it's still too slow (especially if you have played the original). So, unless you have an upgraded ST/e or own a Mega STe/TT/Falcon, you are forced to use emulation and opt for a speedy config.

The quirky fun doesn't stop there - the audio is well-supported with chip and DMA sounds. These play alongside stunning tracker music by Malcolm Grant. There is an option to use your preferred ACC player (BackTrack, Paula, etc). Sadly, the music is a hit to performance and is best left to the faster computers!

This is one of the rare times real hardware loses out. Unless you're rich! Screenshot time...



Gone is the yellow desert for a murky graveyard (and a chasing ghost!)





CryptO'pinion

For all its ridiculous hardware demands and missing gameplay elements, I have still thoroughly enjoyed Fanwor. It's simple, without much depth, and reminded me of Sword of Kadash in some respects. Sure, it's far too slow, so I used my 16MHz Mega STe - consider that the minimum spec, but obviously, all upgraded STs will be fine. With this in mind, I have had a blast exploring, mapping, and completing the game.

So if you enjoy exploring and blindly killing hundreds of monsters, you're gonna enjoy this walk down memory lane. For those who turned up their noses at the screenshots, well, they've already left and will miss out on an opportunity to play something quirky, pointless, and mind-numbingly enjoyable.

One for the eccentric odd-bod gamer with enough time on their hands for something different. :]




There might be no secrets, but we still need to find the gems. Look inside the cave!


This is how the later versions look, but I preferred the older games myself.



Now that I've finished Fanwor, I was thinking about Fantastic World(s). A good idea?





The Maps

Right then, you've scrolled this far and are still here. I'm impressed! Continue to scroll a little more for a thumbnail of the map. Wait, it's a small thumbnail, not a high-resolution map!!

To download the high-resolution images, just click here. This download includes the map for the HUGE outdoor area. Also included are the keys to each of the eight dungeons (also fully mapped).

I hope my maps are enough to lure you into playing this game. Enjoy...



Are you wondering why it's small? You clicked it, right? Doh!!
Re-read the text above.

Wednesday, February 05, 2025

Phantasie - Day 1






I've arrived on the Isle of Gelnor

Some of you might remember the fun I had sharing my progress in Cosmos Chronicles, Sword of Kadash, Galdregon's Domain, Uninvited, and others. No? Oh... Well, I enjoy RPG and Adventure games and was in the mood for something new to experience. Lately, I’ve spent plenty of time crawling through LARN, Rogue, Nano Cave, etc. All brilliant, but none offer that sense of a larger "journey" or long-term quest.

I was craving something fresh to really sink my teeth into. Then I remembered a video by Into The Vertical Blank about Phantasie, which I’ve never played. You’ve got to love Jeff’s enthusiasm! He made it seem like a grind worth taking on, and that was all the encouragement I needed to start on my own adventure!

Let's embark on this new adventure, a journey I've missed out on for the past four decades...

I find myself on an island called Gelnor, which is riddled with danger at every turn. I can see an entrance to a distant dungeon amongst the lush woodlands as I enter the town of Pelnor. Seeking answers, I step into the local inn, where a hushed conversation unveils a grim truth. I learn that a sorcerer called Nikademus who uses Black Knights to wreak havoc across the island.

Should I rise to the challenge and seek to defeat Nikademus, freeing this island from his reign of terror? Of course, I will. Yet it’s only a matter of time before I come face to face with the Black Knights. So I need allies - strong and fearless - because no one has ever triumphed against them. To the Guild, then. Let’s see who has the courage to stand with me on this journey!

The basic objective is to explore and kill lots and lots (and lots) of monsters and collect nine runes. These will help to defeat the Black Knights. I see a dungeon... Odds are, I need to plunder that to find the first!

Hmm, I feel I should warn you that this won’t be over quickly, and I’m bound to make plenty of rookie mistakes. But rest assured, I'm enthusiastic and always welcome to receive any feedback along the way. So, over the coming months, I'll post regular updates on how I'm getting on. Unless, of course, I give up! O_o

Yes, folks, here I am, starting something new and daring enough to share it with the world.

Let’s hope I don’t end up looking like a complete knob.

Wednesday, July 03, 2024

Welcome to my adventure - day one





The trouble with me is...

Wow, where do I begin with that? Anyhow, regarding the ST and AtariCrypt, I'm a bit daft and usually annoy myself. I always have too many games on the go! I hardly ever finish writing before moving on to the next. Sigh, so this time I've decided to concentrate on one game. Something that I find truly fascinating.


Cosmos Chronicles

If you're wondering what Cosmos Chronicles is,   then you're either dead, in a coma, or just insane. I previewed it yonks ago. Perhaps you should check that link out? This is such an engaging adventure, a unique mash of ideas and somewhat a futuristic Ultima you might say - with touches of Sundog and Frontier!

So, I figured it would be a great game to feature my progress. Kinda like I did for Atari's Super Pack and when mapping Sword Of Kadash. However, with shorter posts this time, I can knock them out more quickly. However, note that I'm no expert adventurer. I'm merely an ST dude with a wonderful new game :)


The game

We are a chap called Floyd Cooper, and we live on Acriel, a small rock orbiting a larger planet called Nova. Here we work the land as farmers with my Auntie and Uncle Vetea. Sadly, the military turned up and killed them! Our father's spaceship is inside the barn, and a friend is to the north. Better check all that out, eh?

Exploring Acriel is easy, similar to what you would have seen in Ultima. Move with the cursor keys, then enter a building by walking up to it and tapping the 'up arrow'. Once inside, explore as you did outside. Additionally, to interact and select/talk/pick up, you should press the 'Return key'. The cursors are now used to select items in the inventory and to perform relevant actions. Hitting "backspace" cancels and returns to the game.

Interestingly, Cosmos Chronicles supports the Blitter Chip so will feel faster on the Atari STe.

Additionally, the backspace key will be used within the Cosmos to take off and enter space. The 'spacebar' is also used, but more on that later in this series. Finally, the 'ESC key' can be used to quit. Don't be a quitter!!


"Day one"

The early stages of this tragic storyline are ideal for learning the gameplay. It allows easy learning of the interface, exploration, item collection, radar use, and interaction with the soldiers (battles!). The interface is straightforward - top/right is the planet's conditions under the radar. Further down are details on health, fatigue, food and water. Under the play area are your inventory and a message/communication area.

I'll no doubt die and restart multiple times, but I hope this will be an enjoyable adventure to document. Perhaps this might inspire you to buy the game? Please note that this isn't a walkthrough - not possible - it will be my romp through the adventure. Wish me luck - my only wish is not to embarrass myself ha!!

Let's look at the trials and tribulations we go through before the game really begins...



We've been rumbled! Skiving under a tree, we hear a distant noise at the farm.
(Note the radar, top/right, this helps to show where the farm is)



Heading northwest, we arrive at the farm, but our uncle has a worried look on his face!
(Hey, there's a field of food... I wonder what is inside that barn?)



Of course, we decided to check out the farmhouse first... Ah, a weapon!
(Note the inventory - food/water. On the right are your stats)



Those soldiers are cruel. At least they didn't kill that cute cow!
(Mmm, there's nothing tastier than a big, juicy steak)



This takes us into our first battle. Note the new options and helpful info on the right.
(Your first battle is confusing - choose to arm yourself first and then attack)



Buried them quick, didn't I? Anyhow, our uncle survived long enough for a few final words.
(You could walk north, it's not far. But you have a spaceship now...)


We're scared but bravely head northwards into unknown lands.
We find food, animals, and a house. Let's investigate inside that house!

Friday, March 31, 2023

Sword Of Kadash (part three)






Phew, what an adventure!

I've finally done it. I've completed Sword of Kadash. I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought I would be playing for months because of its sheer size and my desire to painstakingly map it. Yet here we are with the third article, and the game is completed.

I've enjoyed it because it is a mapper's delight, with a wealth of integrated rooms, secret routes, puzzles, hidden rooms, and tons of hideous monsters to kill. The map design is very interesting, and I like its style. However, it's not all good news, as there are a few quirks and peculiar differences I didn't expect.

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? I didn't think so! Click on those links to get an idea of the pain and pleasure I endured over the weeks (both links open up in new browser tabs). I'll be waiting here for when you get back.

While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...



I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room south of this location is a formidable part of the maze design!



These little gremlins are weak but very difficult to shoot!!



Back to basics

Okay, since you've clicked the two links above, we all know the story and what's generally involved, so let's continue... Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points, armour and fear spells. That means we're a dude without a choice in race, personality, skill set, or attributes. Still interested? I know, but you should be, so read on!

Let's begin with the controls, as there are three methods for guiding our little hero that seem to have confused some YouTubers(!!). The joystick is by far the best method (the keyboard felt unnatural, and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally.
To shoot, press and hold the fire button and then 'aim' in the direction you wish to fire. Oh, and hitting the spacebar activates your one and only available magical spell (fear).
Wanna see a couple of really annoying screens that make no sense? Of course you do...


Unless you use the fear spell, you have no chance of killing these without getting hurt.



One of the final rooms is stuffed with cursed items. Yep, every single item is cursed, and there is no way (that I know of) to get around this tight corridor (go back a couple of screens to collect the cross).



The quest awaits!

I should begin with advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading southwards to find better weapons. It's called being thorough, so explore everywhere from now on. Okay, now head north into the fortress, where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be, as it will come in handy if/when you get cursed. Next, head west to a room full of scorpions, so lots of XP for killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!

Yes, pick-ups are a big deal and an oddity. You will frequently find weapons and armour, along with other items like chests and keys. Collecting these increases XP, but you cannot use the keys, as there is nothing to unlock. Nor can you plunder a chest, as it's just an item that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage other than XP.

Many items are cursed, which severely hampers your ability and performance. Only two types of cures exist: the cross and the scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Some screens contain helpful messages, but (because I'm awkward) I'll show two that don't...



I love how the designers left silly drawings and messages (Damon Slye)



The Pit is a disastrous moment, massive HP loss!
There is a hidden area to duck into, but I didn't know until it was too late!



Traps!

The cruelty doesn't end with cursed items because the dungeon is host to a myriad of traps, and just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item, so you soon become cagey whenever you see something that might be worth picking up.

Many triggered traps are a lot worse, and some can fill the room with a bunch of materialised monsters! Not only that, but some are super strong and cannot be killed - so run! Don't feel like you need to fight everyone; a wise adventurer enjoys running away! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save?

It's insane how many traps there are!! Never have I played any game that comes close to this...


Picking up an item and suddenly the screen is full of Mr T's - one is stuck in the wall lol



This is one of only two puzzles that need serious thought (relates to the 'devil' screenshot - above)



Walls

As I said in the previous article, walls sure play a big part in this adventure, which is an odd thing to say, right?. Well, the blue ones can be destroyed, thereby aiding your journey by creating a new pathway. Sometimes these can help provide a tactical vantage point when shooting baddies who are unable to reach you. Green walls will repel all your shots, which is actually a great mechanic that works very well in battle.

There are also invisible walls that are a pain - there is still one screen which I've not managed to figure out. Some rooms are made entirely of a maze of hidden walls and take what feels like a lifetime to suss out! There are secret walls that are revealed when you walk into them at the right point: some need to be shot at! Also, only by making a map could I see potential routes to hidden rooms I would have missed.

I personally feel that this game was always intended for the player to create a basic map with notes. Annoyingly, there is still one room I haven't managed to find a way into! Which is infuriating for an adventurer like me who leaves no stone unturned. Gotta admit defeat now, and then, I guess?

Well, I've talked enough about walls, so let's see a couple of different screenshots...



Towards the end, some rooms had little fair play - all items here are cursed! Why???



Oh no, a Lich. This guy is one tough cookie, so be quick and deadly in your attack!



Armed to the teeth

Weaponry felt like an afterthought as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought by range, regardless of what you are carrying, and there is no melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots (you can fire again once they have expired or hit their intended foe).
About magic: there is one spell, but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them (or make it easy to run away). This effect doesn't last long, but it helps when there are loads of monsters. Use wisely!
Don't worry about encumbrance or inventory, as there is no way to use your stockpile. Simply, whatever you collect is added to your XP with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your XP, but will only be used if it's better than what you already carry.

Right then, I think it's time for some tricky trappy screenshots...



Spiders spring out from the trap and are tough to kill. Hey, two swords? (Beware!)



This is the other puzzle that takes some serious thought. Hmm, beware!!!



Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly: ghouls, ghosts, bats, snakes, barbarians, spectres and more, all the way up to the Liches. Those guys are tough and can even spawn other monsters into the arena. Each enemy has a number of hit points before dying, though there's no information about that to possibly complicate the near-non-existent RPG aspect.

It's all a case of keep firing, but if they're strong and still chasing - run! Then fire some more shots and start hoping for the best. Touching drains them of their hit points, but at the expense of yours, too.

All enemies are a bit daft and follow a basic path to get you, which means they struggle to navigate around objects. Sometimes that's a good thing, as you can tempt them out from a part of the room, one by one. Thus making the battle easier, albeit rather disappointing in other respects. Manage the hoard.

The next screenshots are from the final rooms that only dedicated players will see (ha!)...



We're nearing the end of our quest. This is Aladag, the dragon guarding the sword.



It's possible to sneak by Aladag to grab the Sword of Kadash (looks like a banana!)



Aesthetics

I was never going to boot up this game and expect glorious visuals. It was developed around 1984, so I would be a fool to judge it based on what the Atari ST is capable of. The graphics are what I experienced on my ZX Spectrum, using a basic design with lots of repeating red brick walls and black backgrounds.

The monsters are superb, and we get to slaughter a wacky crew. They're quite poorly drawn compared to Rogue, but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite: small and made from a few pixels, yet they look great.

The audio is almost zilch with no music and few effects. What you mostly hear is your weaponry, or when touching a monster. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune, but it's eerie and works surprisingly well. Otherwise, the entire game is silent, with no distractions.

Okay, it's screenshot time again, and here we have two sets of badass enemies...



I think this monster is called the Mukra, a tough Jason Voorhees wannabe.



Wraiths are incredibly mean and fast. So, unless you're armed well ... forget it!



The map!

So the moment you have all (?) been waiting for... the map! Completing this game was enjoyable and addictive. However, the ending rooms are a disappointment in comparison to the rest of the game:

At the end, the idea is to kill the dragon Aladag, who is guarding the Sword of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. Superbly done, and a greeting appears (the last screenshot below), but the game does not end. In fact, there are a couple more (pointless) rooms that don't make any sense, as they are dead ends. So, armed with the Sword of Kadash, I went back to kill Aladag and, once again, the greeting appeared, but it still doesn't end. How odd!!

Yep, rather an anti-climax. But it didn't spoil what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail; click it to download the high-resolution version. Or zip over to Atari Legend, which is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map.

Carry on scrolling for my final thoughts on Sword Of Kadash...


Greetings to PP for helping develop a better version. Thanks also to Maarten/AL for hosting.




The CryptO'pinion?

I'm sure you can tell how much I have enjoyed this, and mapping has been a pleasure that has greatly enhanced my experience. I've honestly loved every second of the adventure, albeit not the 'RPG' that I imagined. Those elements are diluted into the background, so I would say it's more of an action/shooter with an emphasis on puzzle-solving (make notes!) and the freedom to roam without following any linear path.

My grumbles are minor; the combat system is limited because all weapons are the same, and there's no support for melee. The cursed items are a pain in the bum because there are only two types of objects (for a cure). I would have liked magic to have included the side benefit of dispelling curses, too.

Anyhow, if you're in the mood for an alternative "roguelike", then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map you can use as a guide.

Sword of Kadash hasn't aged well, but the gameplay is well-balanced throughout, which I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!




After all the trials and tribulations, this is the finale. Then it carries on to a dead end! Bugged?

Friday, March 24, 2023

Sword Of Kadash (part two)






Welcome all (who carry a pencil and paper)

I honestly didn't expect to be posting again so soon after the first article, but this is an enthralling adventure. Ignore how it looks, and you are rewarded with something rather enjoyable. Hang on, didn't you read the feature that I wrote? Sheesh, shame on you. Click that link. I shall wait here until you come back.

Okay, you're back! So let's continue with part two of my progress within the fortress of pain. Yep, that's what I'm calling it. Don't get me wrong, this is what I needed to dig my teeth into: effortless adventuring with freedom to roam. There is always something menacing to contend with amongst a myriad of traps!

Traps are a big part of this game, with most rooms having something to ruffle your feathers...



Hairs stand on the back of your neck when entering this room!



Temptation is high, dare we grab the scroll and that powerful sword?



Another trap is triggered - eight beasts appear, and arrows are hurtling towards you!!




Puzzling puzzles?

Many rooms have a puzzle element, and, being of ultra-low intelligence, I like my puzzles uncomplicated! Well, good for me then because I've yet to stumble upon anything overly taxing on my old brain cells. In fact, the hardest part of the game is usually sussing out a route through a maze of irritatingly invisible walls.

Walls are oddly a big part of this game, which is a weird thing to say, right? Well, the blue walls can be destroyed with your weapons, which is sometimes a good idea. Especially to clear the way, ready for a quick escape! But you may wish to be cautious and leave only enough room for yourself, rather than for the BIG chasing monster. Be careful and think before making a move - don't let the puzzle trigger a separate trap!

Here are three rooms with typical "puzzles" you will often encounter...



This room is odd; an invisible wall surrounds the symbol. So how are you gonna collect that?



Why not fully blast away the blue walls before attempting to pass that sharp-looking object?



Another puzzling room with both a secret wall and a trap. No spoilers, but step lively!




Psychic gaming

Freedom to roam within such a whacky dungeon of horrors is proving silly yet ever so entertaining. It wasn't long into the game that I realised that I needed the power of prediction because of the dreaded cursed items. These are relatively plentiful, but there's no way of knowing if an item is cursed or not.

Being cursed will affect your performance in terms of XP, armour, and potential damage. This can be cured, but only by collecting symbols or scrolls. These work a treat, but there isn't nearly enough of them for the gamblers aimlessly wandering the dungeon. A good adventurer brings a sword and makes many notes.

It's not all blind faith because many rooms are exactly as they first appear...



I had my suspicions about this screen, but all items come without the worry of a curse.



I hope you are carrying a strong weapon as you enter this room. You'll need it!



It's party time down in the fortress, so let's all get together and be merry.
What a battle this was - use magic!




The CryptO'pinion?

Stumbling through the Sword of Kadash has proved itself fruitful. There are many crude, yet fascinating rooms to explore, and mapping has opened them up somewhat. However, mapping might be good for my personal pleasure, but it isn't essential. What is: making notes and jotting down the locations of cursed items, as it's the only way to make progress. Yes, you will replay it repeatedly to push yourself further each time.

That actually means hours of gameplay, which, when you think about it, is massive value for money for anyone back in the mid-80s. However, do you have that free time today? Well, I hope my agonising and time-consuming mapping will soon be of use to y'all. Are there any players? Hmm, why not comment and let me know...

With that in mind, here is the updated version of my map with all the cursed items identified. (I've also noted weapons and any traps/puzzles - but not everything, as I didn't want too many spoilers). Remember, this image is a thumbnail, so click it to download the high-res version. I hope you have enjoyed part two.

For now, relax and be content knowing that part three will soon be in the works...