[CF List] Spoilers

Sean Michael Whipkey highway at cstone.net
Tue Jul 17 08:43:50 CDT 2001


This is a preliminary guide I've been working on.  Sorry if it comes
through wrong.  Take a look and tell me what you think.


WARNING!  It contains Spoilers for Scorn; if you don't want to know
them, DON'T READ IT! :)

---------
Levels aren't given; it varies depending on character and equipment. 
Simply read the descriptions and see if you think you can handle it or
not.

SCORN:

Beginner's Area:

Location: white house to the left of town square and the signs lining
the beginning area.

This is the place to start off with your new character, especially if
you're new to Crossfire.  You get experience using wands, arrows,
levers, buttons and boulders.  You get to fight various creatures. 
There are some hidden areas here plus a decent amount of food.

Hints:

If you're new, go through the corridors in order.  Pick up everything
and sell it just down the street; that'll help build up your beginning
money.  Be careful of orc chops.  Remember that some earthwalls can be
beaten through, and make sure to check for traps on chests.

If you're new to crossfire remember: let gates completely go down before
moving through them.

If you pull the lever you'll open some earthwalls.  You can use that to
move the boulder out onto the large button.  That will open up a gate. 
Be careful in there; there's an ogre, which at level one or two can hurt
you badly.

There are several areas in there where you can beat through the earth
walls.

If you go to the top right corner of the area, one square below the
food, you'll find that you can break through the earthwalls.  Inside
you'll find gems and a pixie.  Be careful; pixies sometimes have wands,
and at low levels can be hard to hit.

Monsters:

Kobolds, orcs, goblins, gnolls, ogres, bats, bees, ants, pixies

Random House:

Location: brown house immediately to the right of Wanderer Inn

Level(s): 1+

Hints: This is a random map, so it's different every time.  Still, I've
never found any monsters in there, or for that matter, anything worth
doing in there other than disarming traps on doors or hitting the
occasional fountain.

Monsters:

None?

Newbie Tower:

Location: Of the three towers below town square, it is the one farthest
to the left.

Hints: This is THE place to go to level up when you've just started up.
Remember to go after the generators, otherwise you'll be overrun!

You start off with a bunch of kobolds.  These drop no treasure, but
there's some on the ground, plus a good bit of food.  Kill the
generators and all the kobolds before grabbing the next key and fighting
the orcs.

Orcs carry more treasure but also carry weapons.  Kill them all before
going on to the next door.  If you're playing a less-strong character,
make several trips through here to pick up all the treasure - don't try
to carry it all with you.

The next door is hiding goblins.  Once again, you get more treasure, but
more risk, as well.

After the goblins the next door has orcs, but there's a generator for
gnolls down in the lower left corner.  Take it out as fast as you can,
and you should be set.

Monsters:

Kobolds, orcs, goblins, gnolls

Jones' House:

Location: white house next to the Random House

Hints: This is slightly rougher area, but a good place for random
treasure.

Check every door and treasure chest for traps thoroughly before opening
them.  If you don't have lockpicks, expect it to take a little bit.  The
house people will not attack unless attacked; you may want to click on
them and see what they're carrying to see if they're worth dealing with
or not.

Certain chests are always trapped, usually with poison or ball
lightning, and will have either a ring or an amulet inside.  One chest
(guarded by bats) has multiple traps on it.  Outside there is usually
little to no treasure but lots of insects.

Monsters:

Townspeople, pixies, giant centipedes, bats, bees, birds, ants, mice

Friendly Giant's Tower:

Location: Tower just south of the Magic Shop

Hints: You start off with a few kobolds and their generators.  Go
through them (or around them) and to the southwest corner.  In the very
corner, hidden behind earth walls, is a stairway.

When you go up the stairs go immediately to your right to take out some
mice lest they reproduce and fill up the whole floor.  Then pull the
lever to fight some orcs and goblins.
The next stairway takes you to three gnolls.  Kill them and grab the
key, then move on. There's an orc generator and a lone madman.

You'll see two doors.  The door to the north is hiding two skeletons. 
If you can defeat them, you'll get decent treasure, but it's not
necessary.  The southern door holds a goblin generator and five goblins;
kill them and you can turn the lever to open the gate.

After the gate there are a few goblins more and a door.  If you
remembered the strange key, open the door, where you'll see orcs and
goblins, along with one hill giant.  Notice that not all of them
attack!  Kill the ones that do, along with the generators, and talk to
Mork.

Mention "Gork" to him (it's important to another quest) but you don't
need to attack him.  If you talk to him, he'll open the gates back near
where the first orc generator was on this level, and you'll get some
more treasure.

The gork key is used in Gork's Grovel.

Monsters:

Kobolds, orcs, goblins, madmen, skeletons

Alfalfa's House:

Location: To the right of the Friendly Giant's Tower, the middle brown
house next to the road.

Hints: The biggest thing is to remember to check each door for traps. 
Many of them are trapped!

Going inside you'll kill a few kobolds first. You can see the next room
from outside, it's full of goblins.  Through there you'll find a
corridor with a few kobolds and a goblin.  There's one door immediately
south, and if you go east there are four more doors.

On the east corridor the top two doors go to self contained rooms, one
with kobolds and goblins and the other with mice.  The first southern
door is filled with orcs, and at least two of these should get you some
scrolls.  The last door, plus the first door you saw, lead in a loop. 
Starting from the last door in the east corridor, it goes like this:

One room full of kobolds, plus a treasure chest.  The room to the west
of here is full of gnolls and ogres, plus some treasure.  Going south
leads to a room that connects north to where you came in (above) and
south to a room full of kobolds and ghosts.  Watch out for mice, birds,
orcs, kobolds, and gnolls in here. Take out the ghost generators as fast
as possible, particularly at low levels.

Monsters: kobolds, orc, goblins, gnolls, mice, birds, ghosts, ogres.

Fun House:

Location: fifth white house from the left, lining the road in from the
gates towards Town Square.

Hints: As you go in you'll be attacked by goblins. Kill them and head
north to hit the generator.  Then head straight south where orcs are
overflowing.  Take the first west to find jewels and a key then go back
and go east to find more jewels and another key.  Go back to the first
intersection and go east to kill off all the mice before they
proliferate, as well as get some more keys and treasure.

Go back to the original intersection and go north again.  The first door
west is full of goblins; the first door east is full of skeletons and
mice.  If you kill the mouse generator it opens up another room full of
mice.  Finish off all of them and head north through that newly opened
room.  You'll find yet another room full of goblins; head out the west
door and slightly southwest to the last door to open up a room full of
kobolds that also has a treasure chest.

Monsters: kobolds, orcs, goblins, mice, skeletons

Gork's Grovel:

Location: white house just south of the east gate of Scorn.

Hints: Going in you're immediately hit by goblins and orcs.  Go east
then west to clear out the generators, then if you wish, take out the
mice for the treasure in the room north of the east generator, then head
back west to the doors.  Check the double doors just north of the main
doors for traps but don't open them yet.

Go through the door to the north of the west wing and take out the
generators to the north and to the east.  Clear out the orcs and go
ahead and open the double doors if you wish.  You cannot open the door
to the northwest yet, so open the one in the north east and take out all
of the goblins and orcs.  Keep pushing until it's clear and go upstairs.

There's some food and some orcs and goblins waiting for you.  For the
next bit it's all orcs and goblins in two-wide corridors.  Fight your
way through there.

Eventually you'll see two generators.  Destroying the east one will get
you a crusty old key with a goblins head on it; you'll need that for the
door downstairs.  Go through the door that's immediately next to you and
get ready to go meet Gork.

If you talk to Gork he'll tell you where you can get the key for the
treasure outside this room (it is in the Friendly Giant's Tower).  If
you don't attack him you can loot to your content.  As a troll, Gork is
weaker than average, so higher level characters might want the
experience for killing him.

You can then go back down, clear out the last treasure room, and leave. 
The downstairs treasure room includes a Gate Pass, meaning you can now
get out of Scorn without knowing the password.

Monsters: goblins, orcs, mice, troll

Old Mansion:

Location: Long brown house just south of the east gate of Scorn.

Hints: When you go into the house there isn't much.  Check out the
treasure chest and open the lever.  Outside there's a goblin, some
kobolds, and some ants.  They're easy to kill.

If you go east, there's a wishing well.  Inside you'll find city guards,
kobolds, orcs, goblins, gnolls, ogres, grim reapers, ghosts, demons, and
lots of transporters and earth walls.  I have not explored it
thoroughly.

To the west is Filur's Cave.  Go down and pull the lever, then follow
the path.  When you come out, you'll be attacked by an orc and a
cleaning woman.  Take care of them, go west and clear out the generator
before heading on.  A quick note: if you're not careful in here, you can
trap yourself.  Either make sure someone else on the server can help you
out, or have a scroll (or spell) of word of recall on you.

After killing the kobolds and orcs to the west go east through the earth
wall.  Make sure you have something you can use to drop on buttons. 
Drop something on the little button then clear out the kobolds, orcs,
and gnolls.  Go turn the lever, head north through the gate and kill the
enemies up there (goblins and orcs) and make sure there are goods left
on the buttons up there.  Feel free to open the door to the south
connecting back to the previous rooms if you want.

The next few rooms will probably be open between themselves thanks to
buttons.  Kill the ogres, gnolls, orcs, goblins, and few madmen, but
don't roll the boulder!  After killing them all roll the boulder north
than west onto the big button to open up the next gate.

Here you'll hit a large room full of orcs, goblins, gnolls, ogres,
birds, and ants, with the occasional pixie.  Start slaughtering them and
destroying the generators, and hit the hole in the east part of the room
for more fun.  Throw the lever on the east to open the door to the
outside (you'll come out at the Stronghold).  As you kill them, mind the
buttons, and start moving south.

As you do so, mind the buttons (remember, some creatures will pick up
items on the ground) and kill the ogre generators.  South of there
you'll see a demon or two, a beholder, orcs, goblins, ogres, gnolls, and
ghosts.  Go after the demons and beholder first, then clear out the
rest.  Hit the hole in the northwest corner, but whatever you do, do not
go all the way south yet.

Mind the boulder, kill the enemies, then roll it onto the large button
for safekeeping.  As you move south on either side you'll kill one
generator and see more.

Be careful when you go fully south!  Not only are there madmen down
there, but also wyverns and one skull.  You'll also have demons and
scorpions.  Finish them all off and you're finished, with lots of
treasure if the wyverns and skull didn't fry them.

Monsters: kobolds, orcs, goblins, gnolls, ogres, madmen, ghosts, birds,
ants, city guards, grim reapers, demons, beholders, wyverns, skulls

House of Porters:

Location: white house, north of stronghold

Hints: As the sign points out, this is a one way map.  Go inside, look
at the stuff (don't worry, this is the one room you'll return to) then
head on in.

The first room is fairly easy; just green slime.  They do reproduce,
though.  Then you have ants, orcs and birds.  You then have gnolls,
mice, more mice, goblins, and more green slime.  Remember that you don't
have to kill them all, you just have to get through to the teleporter. 
You then have bees, bats, orcs, and ogres before you're back out.

Monsters: slimes, ants, orcs, birds, gnolls, mice, goblins, bees, bats,
ogres

Mad Mage's Tower:

Location: Southernmost of three towers, just south of Town Square

Hints; As you burst through the door there are three rooms to the right
with generators, than the hallway goes to the left and there are two
more.  It then goes south and you hit two more.  Killing all the orcs
and kobolds you can go up the stairs.

Upstairs you hit kobolds, orcs, and goblins, in two wide hallways.  Past
a few sets of generators and you go up another flight of stairs to the
same thing.  Go south, then east, but skip the first hallway and go
north in the second.  There, destroy the generators, throw the lever,
and go back to the first hallway so that you can go through the gate and
grab your treasure.

Upstairs there's a guard and the mad mage.  Neither will attack you but
you can talk to them.

Monsters: kobolds, orcs, goblins

Lake House:

Location: The brown house in the south east corner of the lake, south
east of town square, near Harry's Place.

Hints: Go in and go north in the grass to get the key and take care of
some pesky bees.  Go back to the front and unlock the front door.  Orcs
and goblins immediately greet you; kill them, destroy the generator,
grab the key and go back to the two doors immediately inside the front
door.  The west one has mice, the east one orcs.  Then go through the
north door.

You face a large group of goblins, gnolls and birds.  Kill them and the
door to the south hides a scorpion and an ogre.  The final door, to the
south, hides a skeleton and a panther.

Monsters: kobolds, orcs, mice, goblins, gnolls, birds, scorpions,
panther, skeletons

Harry's Place:

Location: White building east south east of the lake, near town square.

Hints: The sign says at least level 4, though if you're going much into
it you'll want to be higher.  If you go west, then north, there's a
weapon usually hidden in the bushes.


As you go in most of the doors are simply "walk through" type doors. 
Clear out the two ghosts and one zombie to the northeast first; that'll
give you a little bit of a warning of what you're doing.  Then go west
and get the large room full of them.  Don't open doors you don't have
to, just take them one at a time.

As you work your way through the east side you can go outside.  Go down
the stairs to the lower level.

Kill the ghosts.  On the east side you'll see four gravestones; the
second one from the top has a button.  Drop something on it and kill the
skeletons, then go into the next room and kill any generators in there. 
The wall in the southwest corner is fake; go south through it.

Quickly go east and clear out the zombies, skeletons, and madmen, return
west and clear out the first room to the north.  Go east again and clear
out the room on the east side after you head north and the room above
it, They only contain mice and bats.  The large room to the west is full
of zombies, fight them off and you'll see a gate to the north.  Go back
into the hallway, go into the far northeast room, kill the spiders and
throw the lever.

Go back to the gate.  The skull there is actually a teleporter.  Get on
it and hit "a" to go through to the other side.  The sign says "under
construction"; if you go south, you fight one black pudding and get some
treasure.  West and you deal with skeletons, xans, and snakes.  Go back
to the very beginning of the house and this time go north.

Once again, take each room one at a time, and try to clear them out
behind you so you're not ambushed later by accident.  Go through the
south door and there's a set of stairs warning you that you should be
level 5 or higher.

Clear out the initial room and then it's your pick.  Starting from the
east you're going to hit lots of zombies, skeletons and ghosts in each
room, without many surprises.  Simply clear them all out, and try to
keep a clear lane to the stairs in case you need to retreat.

Monsters: ghosts, skeletons, zombies, xans, madmen, snakes, black
pudding, spiders, bats

Goth's Tavern:

Location: Yellow building just inside the east gate.

Hints: Don't start a fight on the main floor, though the current changes
to characters makes that impossible.

If you talk to the various people you can get hints, helps, etc., for
various parts of the game.  The drunk in the upper northwest corner will
open a gate to the downstairs if you give him booze.

Downstairs is a large number of interconnected large rooms.  Going east
will take you to a room full of ants; go north and take out two hallways
full of mice. From there it's a large number of orcs, kobolds, and
goblins.

On the main floor you can also see that the gate password is (check next
to the poker room, outside of it on its west wall, near one of the grey
columns).  You can also go upstairs.  Upstairs is a place for sneaking
from room to room, stealing stuff.  You have to deal with pirates,
vikings, elves, thieves, dogs, mice, and Royal Guards up there.

Monsters: kobolds, orcs, goblins, ants, mice, towns people, city guards,
royal guards, pirates, vikings, elves, thieves, dogs

Puddings Place:

Location: In the group of six brown houses west of Goth's Tavern it is
the upper middle one.

Hints: It starts off inocous enough with some kobolds and orcs.  You'll
hit two slimes, though, that attack with acid, and then a black pudding
which does the same.  After two more black puddings you run into a group
of wraiths.  Fireballs are you friends here.  At the end is a decent
selection of loot.
Watch out for your weapons and acid degradation, though!

Monsters: kobolds, orcs, slimes, black puddings, wraiths

Smith's House:

Location: long red house, north of undead church, in the south of Scorn.

Hints: Finish off the birds and gnolls outside, then move in.  There are
gnolls in every room.  If you go north, than east, then outside you'll
find gnoll generators in the garden in the far two corners.  Destroy
them and free the house.

Monsters: gnolls, birds

Devourer's Temple:

Location: the first small grey temple from Town Square, next to the sign
saying "Street of the Gods".

Hints: If you go outside the temple proper near the small building below
it, a secret door will open one square in from the west side.  Go in,
and go downstairs.  First some skeletons will jump you.  Go to the east
and pull the lever.  A secret door to the north will open with a number
of vampires and two skeleton generators.

Monsters: vampires, skeletons

Undead Church:

Location: white church in the middle of the far southern wall.

Hints: Bring a torch with you!  Clear out the zombies on the inside then
go through the northern doors (this are just "walk through" doors). 
Clear out the skeleton and zombie generators to get some treasure.

At the very south end is a hole in the ground to a random map; this is
important for a quest from the king.

Prison:

Location: Northeast corner of Scorn.

Hints: This is an important place to talk to people.  Talk to everyone! 
The manacled prisoner will tell you where the goblin prisoner escaped so
you can open a passage to Port Joseph.

Pull the northern lever to the east to open up the next part of the
courtyard.

The first few rooms are easy enough.  Kill the kobolds, kill the orcs,
kill the gnolls, kill the birds.  To get to the next room after the
gnolls apply the "gate room door" lever. Don't open the other ones yet;
open the door and kill the giant and the pixies, gathering the viable
pixie dust, pixie wings, wands and staves, then open up the northern
door if you need to and kill the slimes and one greem slime to get food.

The levers are fairly well labeled.  Just be careful you know what
you're getting into as you open each one!  In right cell 4 there's a
hidden treasure chamber. When you pull the "Grass Area" lever you'll let
out not only the black puddings but also the Chinese Dragons; play it
right and the dragons will kill the puddings.

Monsters: City Guards, cleaning women, kobolds, orcs, gnolls, birds,
hill giants, pixies, ghosts, wraiths, skulls, zombies, demons, angels,
wyverns, dreads, grimreapers, ogres, gnolls, skeletons, scorpions, mice,
black puddings, chinese dragons, beholders

Yarid's House:

Location: Brown house two squares east of the Mad Mage's tower's base.

Hints: The chest in Charles' Private Room has a rune of ball lightning
OVER it; check for traps before entering.

The trick to getting inside where the skeletons are is to step on the
booze in Charles' room, then run up there.  You can get a Port Pass up
there. Pulling the lever will let you get the note with the password
(chair) on it.

Go south and give the password.  Note that it says this dungeon is level
8 or higher.

As you go through, just before the first set of double doors, go west. 
The wall will break away and you can get some treasure.  Watch out for
the rune of confusion just north of here!  There's a sign warning you of
it.

Follow the next room around and clean it out.  The room with food
contains a secret wall that'll let you into a room full of beholders.  
The lever to the east simply shuts up parts of the room.

Stepping one square to the west of the gate will open it up.  You can
get to the hole down there by going to the hole in the first room; they
meet up.  After clearing it all, go to the teleporter.

Going through there you'll hit some skeletons and skulls.  After them,
grab the loot (remember to look INSIDE the bags in here) then pull the
lever to go on.

If you go past the next lever towards the dead end, back up one square
and go north through the earth wall.  Watch out for the lightning wall
and head on through.  The demon you killed should give you mithril
chainmail.

The next room is full of fire experiments.  If you go to the southwest
corner, there is an earthwall to the west.

If you continue on you'll find some more monsters and more treasure. 
The key here is to find Yarid's Key, and open his door; if you fail to
do so, you'll be attacked by a Wild Pyromaniac.  Also make sure to bring
word of recall or the such so you can escape if trapped.

Monsters: Skeletons, dogs, blobs, trees, madmen, ogres, skulls,
beholders, wild pyromaniacs, giants

Church of Gorokh:

Location: immediately southwest of the Temple of the Devourers

Hints: If you move the fireplace you'll find a random map.  In this
random map are many different types of demons.

Church of Valriel:

Location: White church near the far southwest corner of Scorn.

Hints; At the very top of this is a random map full of angels. In
addition, if you past the altar, to the very top middle, then right, you
can go through the wall and get a treasure chest, one wine and one
bread.

Quests:

Underworld Quest:

Locations: A Small Well (between the healer and the guild building in
the northeast part of Scorn), Drinking Fountain (immediately south of
town square), Dark Well (far south of Scorn, next to the Undead Church),
the east Gatehouse

Hints: For the east Gatehouse, go right to the middle of the gatehouse
and go south.  You should be able to see the two inner walls; the middle
block allows you to walk through.  You have to kill an mercenary to get
down the stairs, though.

All of these maps intersect in different ways.  The ultimate goal is to
get the Special Cup, the Special Crown, and the Special Dagger, then lay
them on the three flagstones to open up the gate.  Go through the gate,
come back, and there's a side passage to a room that if cleared out will
allow you to block the hole the monsters are coming in through.

To give a complete walkthrough would take too much time.  Simply explore
the maps, and talk to anything that doesn't attack you right away.  For
example, a skeleton will "grin at you expectedly"; talk to him and
answer his riddle (clouds) and he'll give you the special crown.

After you lay down the three "Special" items you'll go towards a
staircase.  If you go immediately right or left you'll open up secret
treasure rooms.

Monsters: kobolds, orcs, goblins, gnolls, ogres, small trolls,
beholders, demons, pirates, vikings, thieves, hill giants, madmen,
panthers, bats, ants, bees, xans, diijas (ninjas), dogs, scorpions,
snakes, giant centipedes, city guards, royal guards, wyverns, spiders

Nobility Titles Quests:

Locations: Hall of Quests, Random maps

Hints: These quests gain you ranks of nobility.  In addition, you will
occasionally get artifacts for completing them, and will no longer need
passes for the port or the gate.  For the most part, you'll want to move
as fast as possible through these quests, constantly going down, until
you find the last level, and from there kill whomever needs killing and
get the item.

The first is the Knight quest.  You need to get the head of the Goblin
Chief.  You'll find the random map one square south and three squares
east of the tower of Barad-Dur just northeast of Scorn.

Monsters: orcs, kobolds, goblins

The second quest is to become a Baronet.  Go to the hole just south of
the city and kill the Ogre chief.  You'll find madmen and Ogres down
there.

The third quest is to become a Baron.  For this, you need to go to the
undead church and go to the random maps beneath it.  There you'll fight
varieties of undead until you kill the Lich, and get his ring.

Monsters: Ghosts, spiders, skeletons, wraiths, zombies

After that, the next step is to become a Marquis.  For this, you'll need
to go to the random map in the far south of Scorn and get a magic
mushroom.  It is in the forest in the far far south of Scorn, two
squares south of a cave south of Brittany.   The best way to handle this
one is to move through the maps as fast as possible, find the mushroom
(which will be obvious) and word of recall out.  You'll deal with
centipedes, ants, bees, bats, giant cobras, pixies, mice, scorpions,
xans, spiders, birds, and unicorns.

Next, to become an Earl, you'll need to bring the king the wing of his
enemy, the Lord of the Wyverns.  Take plenty of fire potions and head
south of the tower of the Stars.  You see two high mountains just south
of there; the west one is the one that will automatically take you down
there.  You'll fight various sizes of wyverns.

    
    


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