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.