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The WANDERER (FINAL)

Author: B W-Husey (B G P Hughes)
Hours of Play: 10-15
Levels: 1- 8 (recommend start of 1 or 2)
Players: 1+ (5 recommended max/1 party only)
Patch: v

Other work by B G P Hughes can be followed at the vault with the portfolio B G P Hughes Tracker.

This readme covers both the CEP and non CEP version. Please note that the CEP HAK does still have a few stability issues - you should get into the habit of saving more regularly when playing CEP modules.

Contents:
Background and play
Additional Background Notes
Before starting
Notes on rules
About the map
Map of What You Know
This Patch
Credits
Map (SPOILER)
Quest Guide (SPOILER)
SPOILERS

Background and Play:
Set in the world of the upcoming Bloodknight Trilogy (B G P Hughes).
King Tharg of Wahgir is beginning a colonisation programme of the Wilderness, in an attempt to force the Black Hand away from his borders. He has picked the site of a new village called Mithri, but this village lies in territory that is coveted by two of Wahgir�s neighbours � a resource rich area that lies close to the borders of all three.
As you set out for Mithri with a group of colonists, you are heading for a divided project. The village is already equipped with most of the skilled men it needs to thrive, but unfortunately a split is developing in the village; those that are loyal to the king, and those that favour more independence�
So how do you make it easier on yourself? Well keep your eyes open � the best rewards are usually hidden. Also, keep your ears open, characters give you clues as to who to talk to, and where to look. Above all, don�t hoard. Be prepared to spend your precious gold on scrolls and potions � you will need them. And besides, gold is worthless to a dead man. If you need further help then look at the spoilers section at the end.

Notes: The Wanderer

The module is designed to be as realistic as a fantasy world can be. It draws from the world of the Bloodknight Trilogy by B G P Hughes (currently seeking publishers), which has been developed by the author of this module and his brother (D & B Hughes) over a period of fifteen years. This gives some depth to the backdrop and reason for items being where they are, how they work etc. The mechanics of the module are also enhanced by limited rest (with wandering monsters), bleeding rules with an accompanying chance of being finished off by nearby enemies, and NPC�s that in the most part die.
Characters themselves are not one dimensional: NPC�s will respond dependent on opinion, class, charisma, race, deity, intelligence or wisdom (or who else you have spoken to), and there are several special NPC classes (alchemist, jeweller, herbalist) that fulfil other functions. Most monsters and items are also customised in some way (including potions you have to drink to identify like in good old PnP!).
Throw in a few illusions, riddles, puzzles, rockfalls, ropes, fillable bottles and a large number of secret areas and the module should offer something for everyone!

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Your starting character:

Classes
As of version q, sorcerers and wizards now get to pick a special bonus feat at the start of the module (details are in the module). This is to reflect the fact that NWN changes to the encounter system are making these classes harder and harder to play at low levels.
In addition the following classes get a bonus on tracking: Rangers (+5), barbarians over level 3 outside in natural environments (+5) or elsewhere (+1), and druids outside in natural environments (+1).

Skill & Attribute uses:
In order to be fully informed about the choices you make in generating your character, it is worth knowing that in this module (and the following one) your skills and attributes have the following effects/uses: (Other skills and uses crop up in part II)

�Strength Moving obstacles, Intimidation bonus (in addition)
�Dexterity Climbing, a bonus to Sleight of Hand
�Constitution Recovery from coma
�Wisdom Knowledge of the world you live in (additional conversation options), detecting illusions, reading runes
�Intelligence Insight (additional conversation options), a bonus to Sleight of Hand
�Charisma Number of helpful rumours available, extensive conversation options, bonus to opinions*.

Many skills give experience when used, plus have the additional benefits below:
�Heal Stabilising in a coma (preparation through understanding trauma)
�Persuade/Intimidate/Bluff Additional conversation options & quests
�Pick Pockets Used for Sleight of Hand
�Search Finding secret doors, hidden ways and illusions. Lucky finds in containers
�Spot Detecting Illusions, Observation (conversation), tracking
�Lore Detecting Illusions, reading runes
�Appraise Non-store prices

You are advised strongly to take at least 1 in the following by level 3: Persuade, Disable Traps, Open Locks, Search.

*The opinion system affects the dialogue, options, store prices and quests available from all characters. You are not advised of a character�s opinion of you, although it can become obvious in time through dialogue. NPC�s in the same faction additionally have their opinion of you modified by your actions with their associates in the faction, so eventually beneficial (or detrimental) deeds will filter faction wide.
Opinion for the loyalist faction starts at 40 + half charisma, and for the Independents 40 + Charisma. Your charisma modifier also effects how much your actions modify opinion. An opinion of below 45 would be considered a low opinion, 47 to 53 indifferent, and above 55 high.

In addition class & alignment can affect the experience you get, how characters react, and is modified on occasion. Each religion/alignment has benefits that differ from part I and part II. Playing an evil character is not forbidden but is not as enriching.

Although it is not necessary to do so, you will be given a little help at the start, and it will make the modules more varied, if you choose one of the following Deities (type just the name in Proper Case):

* Kos, god of nature � Not widely worshipped except in Phoenicia, Kos uses the symbol of Bud and Bone, and preaches that harmony and balance reside in the natural order. Kos is suitable for roleplaying any alignment group or racial group, although it is most frequent amongst dwarves and half-orcs, and Kos is commonly worshipped by rangers and druids.
* Vangorn, god of chaos � Vangorn uses the symbol of the trident and lightening bolt. He is worshipped in the far south, and is suitable for any chaotic or neutral character. Suitable races are human and half-orc, but also dwarves and gnomes.
* Oten, god of storms � The formidable mountain god uses the hammer and anvil as his symbol, and is also the god of smithcraft (and most dwarves). Characters of all alignments worship Oten (who may even be a more modern incarnation of the ancient god Coream), and he is a favourite of dwarves, half-orcs and humans alike, particularly barbarians, fighters and clerics*.
* Mithras, god of light - suitable for lawful good/true neutral/neutral good characters. The patron deity of most kingdoms, and of many knightly Orders (alongside Helios and Beregan) uses the symbols of the cross and the sun, and is a favourite of humans, half-elves and elves, particularly paladins and clerics*.
* Beregan, the One God � The youngest religion, worship of Beregan is strictly monotheistic and dedicated to the destruction of evil. Founded by the prophet Bedrin and championed by the Bloodknight, followers of Beregan are almost uniquely high-born human, elf, dwarf or halfling (and always good alignment) and often cleric*, paladin or wizard.
* Setur, god of darkness � The Great Serpent uses the symbols of the spear and snake (which is holy to Setur). Not as secretive as Ashar or Bel (the god of thieves), Setur nevertheless is cloaked in secrecy, and favours the night. Setur is suitable for any alignment (although good is more rare) and is favoured by humans, gnomes and half-orcs.
* Ashar, the Hidden One � almost nothing is known of Ashar, except that his followers pursue knowledge relentlessly, and carry this pursuit out almost invisibly. Ashar�s holy symbol is a double circle on a stem, obscured by clouds. Ashar is popular for any alignment, particularly amongst elves, half-elves, halflings and humans. Sorcerors, bards and less frequently rogues are common worshippers.

Gods that confer no starting bonus:
Baracon � ancient god of the warrior and day
Coream � ancient god of the warrior and storms
Helios � ancient god of the sun and nemesis of the undead
Bel � god of thieves
Adunis � god of the sea
Halix � goddess of the moon, night and madness
Zalith � an older god of Order.
There are many items in the game dedicated to specific deities, and in this case you will be conferred with additional bonuses when you equip them. Check an item after equipping it to see if you got a bonus (if the description mentions a deity, then there is likely to be a bonus for this deity).

*A cleric in this case is not like a D&D cleric. If you want to play a priest/cleric, you are more likely to worship this deity (it is a dominant religion with a recognised formal clergy). If you were to pick the deity Coream for example, even if your character was religiously minded, his feats, abilities and stats would be more suited to the D&D classes druid or barbarian. That is not say you can�t play any deity and be a cleric � in fact there is cleric specific content for every deity � even those without a starting bonus. It just means that if you ran into a �D&D style� cleric, he would more likely worship these religions.

Special Notes:
1. Like in life, a dead NPC is generally permanantly dead.
2. Dead characters go into a coma which they may or may not stabilise in/recover from. Stabilising is influenced by the PC�s Heal skill (base 10% + Heal per round). Coma recovery time is dependant on constitution (recover 1hp/round on a percentile less than constitution x2+constitution bonus x5, i,e constitution 15 has 20+10 = 40% per round).
3. Death carries a light xp and gold penalty, to encourage players to care about their characters (you can always leave your gold at home). Playing with intelligence brings much greater rewards than charging in! (you can now switch this off)
4. The module includes secret doors that rely on your search skill.
5. Character statistics, skills and classes do effect conversation nodes. Sometimes this is advised to the PC, but rarely. This makes the module more replayable.
6. Use your brain. Not only does the module contain puzzles, but some areas do not scale - if it's too hard, leave it for later!
7. There are wandering monsters when you try to rest. The chance and type is dependant on where you are.
8. Resting is limited dependent on level. You will need to play cautiously, particularly at first. The module is not designed to be walked through! (this can now be switched off)
9. I advise playing the module with item level requirements switched OFF: magic is rarely given, but is often too high to use when it is.
10. Some placeables glow under the TAB key, but do nothing. Don�t be concerned if you can�t open them. This is often so you can examine them.



About the map:
External areas are almost always 12 by 12 for ease of mapping, and you will notice that areas fit together like tiles. This should not only help you to avoid getting lost, but allow you to find your way to areas using different routes. Map note pins are used for most, but not all, points of interest. Some you will need to mark yourself (particularly secret areas).

Map of What You Know:

Here is a basic map of the area as you know it at the start � but even if you get lost, you can ask most common people for directions.





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Credits:
Credit must go most of all to Celowyn for his excellent scripting tutorials.
Thanks to ShadeRaven for his coma and Wandering Monster scripts (now adapted) from Keep on the Borderlands.
Also to others in the module description.

Enjoy this - and send feedback (please!) or requests to [email protected]


Changes in this version:
Version v
* Cloaks updated to use DLA cloaks. Neck cloaks removed from CEP version. No tan cloaks here!
* Bag of Beans added
* CEP version updated from 1.01 to 1.68

Version u
* Reset Soldier faction each time you enter Mithri to catch a bug where the soldiers become hostile. I was never able to reproduce or find this bug, but this at least will prevent it happening.
* Moved the Tarl destroying trigger so there is no ghost effect after you have killed him.
* If Beres approves the marriage match after Pernam is dead, the journal updates.
* A fix if you have multiple cursed items, and obtaining cursed items from containers.
* Corrected Brad�s walk path so he goes to the church.
* Removed generation of the Rod of Invigoration from part I.
* Added two listen triggers.
* Some amendments to one of the secret triggers to make it work better.
* Clarified the reward in a couple of conversations.
* Spelling

Version t
* Corrected the bug on conversations about clearing the crypt before having done so, and telling Jenny marriage is approved before it is.
* Added a looping conversation on the tanner to sell wolf heads and cave dog pelts.
* Mablung properly gives Howler as a reward if this is the random item picked.
* Beggar should correctly move to the church if he is re-housed.
* Added a club at the start.
* Corrected some spelling mistakes and added a few clarifications.

Version s
* Added a minimum level requirement to catch Johnston to avoid finishing the split quest too early.
* Several quests that require Pernam can now be completed using Beres instead if Pernam is dead. Namely; marrying Robert and Jenny, cleansing the crypt (as long as you started it).
* Changed several references to Pernam when he might be dead.
* Tarl Johnston toughened.
* Crypt Level 3 big door also transitions associates within the area.

Version r
* Gem crafting dialogues now work in multiplayer without odd stacking that occasionally occurs.
* Inn transition takes associates, as does the lowland road transition.
* Fix to the transition on the door of Mablung�s house.
* One bow only from Bori�s pool.
* Sorceror�s time in the village increased
* Mablung�s reward now either Burnished Helm or Howler.
* CEP version cat doesn�t growl!

Version q (There is a CEP version and a non CEP version of this module now)
* 3 new feats added: alchemy, herbalism and scribing (wizards/sorcerors only can start with these - This is to reflect the fact that NWN changes to the encounter system are making these classes harder and harder to play at low levels.). The sorcerer can also teach these feats.
* Added 4 new quests, and new content to the Black Hand quest.
* Travelling caravans added.
* Karl now gives out rumours and news.
* Jenny Makreb added.
* Many new items added.
* New dialogue: Karl, Robert, Beggar, Pernam, Beres, Jenny, Ishtar, Marlin, John, Officer, sorcerer, merchants, guardsmen
* During the raid, the beggar runs away.
* Generated magic armour now changes appearance.
* Vico hastes himself before he is attacked.
* Prayer items work correctly for Setur
* Holy Amulet has Kossian benefit, Greater Druid Ring has Kossian benefit, Rathnor has Ashar benefit.
* A high charisma no longer completely negates major negative opinion reactions from loyalists (just reduces them).
* Sorcerers and wizards get another 40gp at the start.
* Journal entry added to fletcher.
* Amended Vico�s, Mintar�s and Ishtar�s conversation so they don�t automatically end on the crafting branch if there is nothing to craft.
* Fixed priest/paladin option for persuading Pernam about the crypt.
* Soldiers, officer, villager and beggar heal themselves after the raid.
* Amendments to lectern conversation.
* Added more tracks.
* Sorceror�s and Start stores changed.
* Crypt altar can be turned.
* Some item descriptions corrected.
* Ice Weird doesn�t leave a corpse.
* Some spelling and grammar corrected.
* Movement added to snow deer.

Version p
* Many new items (and new generation system)
* Store changes to Ishtar, Johnston, fletcher, sorceror, Mintar
* Mintar store contents can change
* New conversation Mintar, Ishtar
* Guardian conversation modified to stop issues with factions. Guardian faction changed for the same reason.
* Start loading screen fixed

Version o:
* Tracks now have DC that requires tracking (uses Spot and class and level dependant)
* By popular demand, Blue Fenberries have been upgraded!
* Blessed weapons added
* Cursed items can�t be sold.
* Journal entry for specific classes about components
* Added more hides and items, and ability to sell them to the tanner.
* Conversation added to Mablung
* Added a staging area to the beginning.

Version n: (known issue � selling cursed items � try not to do it!)
* Added more books
* Added more items, and placed some.
* New deity specific items added
* Secret door in the crypt is now a bit easier to find.
* Silverhand removed from the start (!)
* Fixed a bug where you could complete the feather quest without knowing about it first.
* Added a fade to the wolf quest.
* Removed Rods of Invigoration
* Cleaned conversation of Mablung, Ishtar
* If you carry more than one recharging item, they now behave properly
* The journal now states when it is no longer possible to find Mablung.
* PC is assigned a god at the start of the module if none was picked.
* New items added to stores.
* Rest and Death options are set party wide.

Version m:
* Items switched to tag based scripting
* Deity bonuses added for specific items (including lesser deities) � 35 items effected.
* Cursed items now properly cursed, with journal entries on how to deal with them.
* Snap Remove Curse scrolls added to stores (Pernam, Beres).
Version l:
* Pernam charges correctly for cure.
* Removed some unused dialogue
* Fixed an area transition that was problematic
* Fixed Dragon�s Teeth
* Changes to store daily contents.
* Fixed resting in your own house
* Fixed how much gold Karl takes for a bribe dependent on Persuade skill.
* Added some items that weren�t being generated correctly.
* Fixed Melf�s Miniature Wand
Version k:
* Added clarity to Marlin�s conversation and journal entries on Valthar.
* Ishtar & Mintar now talk about scribes (for part II)
* Opened a hilltop where assassins can be placed but are inaccessible.
* Fixed multiplayer bug where different players cleanse coffins and don�t get journal entries.
* Fixed multiplayer inconsistency with multiple goblin heads.
* Changed jewel crafting so multiple party members don�t show the same gem in the crafting conversation.
* Multiplayer resting fixed to shorter bursts.
* New random virtue items added.
* New (with craft bonus) virtue adding items.
* More spellos and grammar errors killed off.
* Death GUI changed.
* Made an assassin spawn point accessible
* PC can rest in bedroom of their own house at any time even if they have rest restrictions switched on � journal notes on resting updated.
* Pernam correctly heals followers of Mithras.
* Ice Weirds drop coldstones.

Version j:
* Changed a couple of rope appearances
* Rope conversations do not start in combat
* Self closing doors do not close so quickly if opened by the PC.
* Ishtar identifies Wanderer II potions.
* Fixed a dialogue option where you lied about not having the phosphorus and could no longer talk about it.
* Fixed a bug where multiple Mablungs might appear in the Red Lion
* OnHit scripts added for W2 items.
* Fixed starting gold reporting.
* Some objects can be destroyed by turning.
* Karl advises when the sorcerer is in town.
* Visual changes to the marsh.
* Night is darker in a couple of areas
* Changes to Slangspawn scripts
Version i:
* Introduced some death and rest options
* Rope graphic changed
* Some skyboxes added
* Mablung will remain with PC for longer if proof of the split is not required from him.
* Assassination messages can now be returned to Marlin Vror for xp.
Version h: HotU
* Store contents, prices and items tradeable altered to take advantage of HotU � this means you can sell at a bit higher prices, although Mithri village stores have limited gold and will not buy eveything.
* Respawn bug from HotU fixed
* Intimidate now uses skill
* Treasure tables updated to include HotU items.
* 50 odd items added
* Thief use magic item check included.
* Walkwaypoints across areas re-enabled
* Some containers now produce crafting base components when destroyed
* Multiplayer sleeping only advances clock 4 hours
Version g:
* Many spelling errors corrected
* Phoenician armour now stolen
* Some portraits changed
* Pernam�s conversation changed.
* Politics Journal entry extended.
* Character save re-added at end.
Version f:
* Fixes a regeneration bug.
Version e:
* Wardstone is now a key.
* Map pins added in Mithri & South Mithri.
* Starting gold increased by 3-60gp
* Priest identify now cast on PC rather than priest
* 33 items added.
* Fix added for levelling up while in a coma
* Journal entry for inns added
* Conversation changes regarding Valthar
* Commoner conversation changed
* Bolts of Coream spello removed
* Bug where you can�t speak to Pernam about the crypt if you know of Molucar removed
* Sound added to Ivy
* Some sounds added to conversation and triggers
* You can now see the Phoenician soldiers on the other side of the river.
* Fix to sorcerer�s quest where if you ask for a reward the quest is not logged to the variable.
* If you kill the herbalist, your journal now updates, no matter what conversation combination you took.
* A couple of minor issues with sorcerer corrected.
* A second quicksilver potion as possible reward.
* Hag AI changed
Version d. The following changes have been made from version c:
* Bonus character, quest and item added.
* Calimus quest now updates.
* Resting notes modified.
* Module description modified
* Journal spelling mistakes found
* Phosphorus Powder Journal modified
* Conversation changes: commoners, Silverhand, Pernam, Beres, Fletcher, Karl, Mablung
* Religion now effects curing prices as well.
* Tarl Johnston, Reaver, Bandit Archer modified.
* A Split in Mithri modified.
* Hawkers now hostile on split.
* Tunnels Sphinx now accessible
* Dragons toughened.
* No longer multiple Sly Fangs
* Fix on Crypt journal if done actions in funny order.
* Lucky find xp fixed
* Friendly Dog fixed so he follows when fed.

How they finished: (a selection)
Cleric/Fighter Level 6/1
Fighter Level 8/Level 7 (2 players)
Fighter/Rogue Level 6/2
Rogue/Fighter/Bard Level 3/2/2
Wizard Level 6
Cleric Level 6
Paladin Level 8
Rogue Level 7


SPOILERS
MAP of all points of Interest: (SPOILER)





Quest Guide:
These quests are available in Final q, with any special requirements to start or complete them:
A split in Mithri (Marlin Vror) � Follows the developing split between rebels and loyalists (7 entries).
* Revelation of any character requires high opinion
* Requires Hag�s Notes from Phosphoros Powder quest to progress.
* Requires Mugger murder attempt and assassination Contract to progress.
* Requires sign from Karl to progress.
* Requires combat with Johnston to finish.
Arrival in Mithri (Any Soldier) (2 entries)
Awakenings of the Black Hand (Marlin Vror) � Discovering the location of the Black Hand, striking at his forces, defending the village, and slaying his leaders (17 entries).
* Optional: Goblin Scout Leader Head for reward.
* Optional discovery of possible entrance to progress.
* Optional: Ogre Head for reward (requires goblin head subquest)
* Optional night-time conversation with Vror for meeting subquest.
* Optional offer to help Mablung Redwing for meeting subquest.
* Optional return of message for reward
* Optional meeting subquest completed for follow on village attack
* Requires finding Black Hand leaders to complete
Calimus � finding Calimus (2 entries)
* Requires ancient note to start
Fetching Feathers (Robert Billman) � Collect feathers from the chicken coups (2 entries).
Guarding Valthar�s Herd (Vico Valthar) � Slay the Great Wolf that is terrorising the cows (4 entries).
* Requires level 2 to start
* Requires Great Wolf head to complete
Helping Mablung (Mablung Redwing) � Follows offers to help Mablung Redwing, and his subsequent rescue from the Black Hand (10 entries).
* Requires discovery of Mablung Redwing to start.
* Optional offer to help Mablung Redwing for Meeting subquest. Requires Persuade DC 16 (or 10) with bonus from opinion (and goblin ambush prevented).
* Discovery of Mablung Redwing to progress
* Requires guiding Mablung home to complete
Illusionist�s Diary � finding a use for a diary (2 entries).
* Requires the diary
Infested Granaries (John Hawker) � A simple quest to clean the granaries of rats (3 entries)
* Requires Miller�s lucky stone to progress.
* Requires conversation with Vror to complete.
Invisible Liquid � finding a use for invisible liquid (2 entries)
* Requires invisible liquid
Iron Ore (Tarl Johnston) � A simple quest to fetch iron ore for Johnston (2 entries)
* Requires iron ore to complete.
Karl�s Problem (Karl) � Finding a home for the village beggar (9 entries).
* Opinion 50 to start (Karl)
* Optional refusal to finish.
* Possible Persuade DC 17 to progress
Love is in the Air (Robert Billman) � Matchmake Robert Billman with Jenny Makreb (9 entries)
* Requires Opinion 53 (Robert) to start
* Requires Opinion 55 (Jenny) to progress
* Requires Opinion 55 (Ishtar) to progress
* Requires Persuade check of DC 13 to progress
* Requires Opinion 60 (Pernam) or Cleansing of Crypt to progress
Mablung Missing? (Marlin Vror) � Finding Mablung (3 entries)
* Requires Helping Mablung to start.
* Requires finding Mablung to complete.
Necromancer�s Book � learning about the Necromancer (2 entries)
* Requires the book
Phosphorus Powder (Vico Valthar) � Collecting phosphorus powder from the Hag, and subsequently uncovering Valthar�s hidden dealings (14 entries).
* Requires Opinion 53 and level 4 to start.
* Requires wardstone to progress.
* Requires copper ring to solve riddle and progress.
* Requires Hag�s Notes and Powder to progress.
* Requires confiding in Vror to progress.
* Requires Mugger murder attempt and contract to complete
Quicksilver Liquid (Ishtar Makreb) � Collect some Quicksilver Liquid from the Slangspawn caves ( 3 entries).
* Requires opinion 53 and level 2 to start.
* Requires quicksilver liquid to finish.
Selling to the Sorceror (Sorceror) � Collect the items required by the sorceror (3 entries)
* Requires arrival of sorceror to start
* Requires sorceror to still be in Red Lion to complete.
Tarl�s Errand (Tarl Johnston) � Collect the jewelled dagger from the officer and return it to Johnston (5 entries).
* Optional return of dagger to complete.
* Optional non-return of dagger to complete.
The Crypt of Mithri (Father Pernam) � Discovering and purifying the crypt of Mithri (7 entries).
* Requires seeing crypt to start
* Requires convincing Father Pernam to progress, persuade DC of 21 (Level bonus +3/level), and opinion of 54.
* Requires two sarcophagi cleansed to progress.
* Requires three sarcophagi cleansed to progress.
* Return to Pernam to complete.
The Reaver (Marlin Vror) � Find and kill the Reaver (2 entries)
* Requires Reaver�s head to complete.
Undead Artefact (Father Beres) � Destroy the unwanted artefact in the church (3 entries)
* Requires Cleric or Paladin to start.
* Requires Turn to progress
Unwanted Attention (John Hawker) � Persuading the officer to leave Mary Hawker alone (7 entries).
* Requires completion of Infested Granaries to start.
* Requires Intimidate or Sleight of Hand (and possibly Bluff) to progress
* Return to miller to complete.

SPOILERS
Rope Points:
Crypt Level 2 broken bridge
Slangspawn Caves: mineshaft
Old Mines: Mineshaft
Old Mines: Through the pool in the north-west corner
Caverns: From the south side of the lake
Mountain Pass: The western end of the pass
South Mithri: The well.
Caves: Across the pool.

Secret Doors:
Crypt Level 3:East side of long corridor
The Tunnels: Trapdoor at feet of sphinx behind the weird door
Caverns: In alcove by south-eastern entry point

Illusions:
Tower Middle: Illusionary Trapdoor (sphinx)
Old Mines: Illusionary Rockfall
West River Phoenus: Illusionary solitary boulder is Shrine of Ashar
Crypt Level 3: Locked door to treasury is an illusion

Other hidden:
Old Mines: Base of one of the crystals.
Slangspawn Caves: Gold seam
Tower Top: Trapdoor under crates



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