the cutting room mirror

Unused & Deleted Dungeons

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This is a sub-page of Might and Magic VI: The Mandate of Heaven.

Unused Dungeons#

List of Dungeons#

zddb02.blv

Single room.

M&M6_minimap_ZDDB02.png

Events below are exactly the same for zddb03.blv.

str[0] = " "
str[1] = "Sack"
str[2] = "You find jerked beef in the sack (+10 food)."
str[3] = "Mead filled barrel."
str[4] = "You drink the mead and are feeling good."
str[5] = "Stew filled bowl."
str[6] = "The stew tasts good - you feel better (+5 hits)."
str[7] = "Crates filled with wood chips."
str[8] = "The sack is empty."
str[9] = "The bowl is empty."
str[10] = "There is of nothing of value in the crates."
str[11] = "The mead barrel is empty."
str[12] = ""


event 1
      Hint = str[1]  -- "Sack"
  0:  Cmp  {"MapVar0", Value = 1,   jump = 5}
  1:  StatusText  {Str = 2}         -- "You find jerked beef in the sack (+10 food)."
  2:  Add  {"Food", Value = 10}
  3:  Add  {"MapVar0", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 8}         -- "The sack is empty."
end

event 2
      Hint = str[5]  -- "Stew filled bowl."
  0:  Cmp  {"MapVar1", Value = 2,   jump = 5}
  1:  StatusText  {Str = 6}         -- "The stew tasts good - you feel better (+5 hits)."
  2:  Add  {"HP", Value = 5}
  3:  Add  {"MapVar1", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 9}         -- "The bowl is empty."
end

event 3
      Hint = str[7]  -- "Crates filled with wood chips."
  0:  StatusText  {Str = 10}         -- "There is of nothing of value in the crates."
end

event 4
      Hint = str[3]  -- "Mead filled barrel."
  0:  Cmp  {"MapVar2", Value = 4,   jump = 5}
  1:  StatusText  {Str = 4}         -- "You drink the mead and are feeling good."
  2:  Add  {"Drunk", Value = 5}
  3:  Add  {"MapVar2", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 11}         -- "The mead barrel is empty."
end

zddb03.blv

Single room.M&M6_minimap_ZDDB03.png

zddb04.blv

Single room.

str[0] = " "
str[1] = "Bench"
str[2] = "You find a small wooden dowl."
str[3] = "Crate"
str[4] = "There seems to be a small hole in the crate."
str[5] = "You fit the dowl into the hole and a small key pops out."
str[6] = "The crate is padlocked - you need a key."
str[7] = "You fit the key into the padlock and it pops open."
str[8] = ""

event 1
      Hint = str[1]  -- "Bench"
  0:  Cmp  {"MapVar0", Value = 1,   jump = 3}
  1:  Add  {"MapVar0", Value = 1}
  2:  StatusText  {Str = 2}         -- "You find a small wooden dowl."
  3:  Exit  {}
end

event 2
      Hint = str[3]  -- "Crate"
  0:  OpenChest  {Id = 1}
end

event 3
      Hint = str[3]  -- "Crate"
  0:  OpenChest  {Id = 0}
end

zddb05.blv

str[0] = " "
str[1] = "Crumbling boulder."
str[2] = "The vent brings in fresh air."
str[3] = "Poisonous spores force you back."
str[4] = "Vent."
str[5] = "The air smells stale and makes you cough."
str[6] = "A small nymph comes out of a hole in the floor thanking you for clearing the spores, he shakes your hand vigorously then disappears down the hole (which somehow disappears after him). +500 experience."
str[7] = "Small switch."
str[8] = ""
str[9] = "Chest"
str[10] = ""


event 1
  0:  Cmp  {"MapVar0", Value = 1,   jump = 3}
  1:  StatusText  {Str = 5}         -- "The air smells stale and makes you cough."
  2:  Add  {"MapVar0", Value = 1}
  3:  Exit  {}
end

event 2
  0:  Cmp  {"MapVar1", Value = 1,   jump = 5}
  1:  StatusText  {Str = 3}         -- "Poisonous spores force you back."
  2:  DamagePlayer  {Player = "All", DamageType = const.Damage.Cold, Damage = 8}
  3:  MoveToMap  {X = -128, Y = -1152, Z = 0, Direction = 0, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
  4:  Set  {"MapVar2", Value = 1}
  5:  Exit  {}
end

event 3
      Hint = str[1]  -- "Crumbling boulder."
  0:  Cmp  {"MapVar2", Value = 1,   jump = 2}
  1:  Exit  {}

  2:  StatusText  {Str = 2}         -- "The vent brings in fresh air."
  3:  SetSprite  {SpriteId = 1, Visible = 0, Name = "0"}
  4:  SetSprite  {SpriteId = 2, Visible = 0, Name = "0"}
  5:  Set  {"MapVar1", Value = 1}
end

event 4
      Hint = str[7]  -- "Small switch."
  0:  SetTexture  {Facet = 99, Name = "D8s2on"}
  1:  SetDoorState  {Id = 1, State = 1}
end

event 5
      Hint = str[9]  -- "Chest"
  0:  OpenChest  {Id = 0}
end

event 6
  0:  Cmp  {"MapVar3", Value = 1,   jump = 2}
  1:  Cmp  {"MapVar1", Value = 1,   jump = 3}
  2:  Exit  {}

  3:  SetMessage  {Str = 6}         -- "A small nymph comes out of a hole in the floor thanking you for clearing the spores, he shakes your hand vigorously then disappears down the hole (which somehow disappears after him). +500 experience."
  4:  SimpleMessage  {}
  5:  ForPlayer  ("All")
  6:  Add  {"Experience", Value = 500}
  7:  Add  {"MapVar3", Value = 1}
end

zddb06.blv

str[0] = " "
str[1] = "The mine shakes and shifts around you."
str[2] = "Looks like an earthquake hit this mine."
str[3] = "Water filled barrel."
str[4] = "Sack filled with mining equipment."
str[5] = "Mine"
str[6] = "This room looks really unstable."
str[7] = "Switch"
str[8] = "As you pull the lever rocks fall from above."
str[9] = "You mine the gold with no problem."
str[10] = "Some loose debris overhead falls on you."
str[11] = "The vein dried up."
str[12] = "You were fast enough to dodge the bigger rocks."
str[13] = "Even though the water is dirty it still refreshes."
str[14] = "The dirty water leaves a bad taste in your mouth."
str[15] = "The doors seem stuck."
str[16] = "The switch is locked in place."
str[17] = "Boulders."
str[18] = "This cave-in blocks any further access into the mine."
str[19] = "Small rocks and debris fall from above. "
str[20] = ""


event 1
  0:  OnLoadMap  {}
  1:  StatusText  {Str = 2}         -- "Looks like an earthquake hit this mine."
end

event 2
  0:  OnTimer  {IntervalInHalfMinutes = 40}
  1:  StatusText  {Str = 1}         -- "The mine shakes and shifts around you."
  2:  FaceExpression  {Player = "Random", Frame = 14}
end

event 3
      Hint = str[3]  -- "Water filled barrel."
  0:  Cmp  {"MapVar0", Value = 6,   jump = 5}
  1:  StatusText  {Str = 13}         -- "Even though the water is dirty it still refreshes."
  2:  Add  {"HP", Value = 2}
  3:  Add  {"MapVar0", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 14}         -- "The dirty water leaves a bad taste in your mouth."
end

event 4
      Hint = str[3]  -- "Water filled barrel."
  0:  Cmp  {"MapVar1", Value = 6,   jump = 5}
  1:  StatusText  {Str = 13}         -- "Even though the water is dirty it still refreshes."
  2:  Add  {"HP", Value = 2}
  3:  Add  {"MapVar1", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 14}         -- "The dirty water leaves a bad taste in your mouth."
end

event 5
      Hint = str[2]  -- "Looks like an earthquake hit this mine."
  0:  StatusText  {Str = 15}         -- "The doors seem stuck."
end

event 6
      Hint = str[7]  -- "Switch"
  0:  Cmp  {"MapVar2", Value = 1,   jump = 8}
  1:  StatusText  {Str = 8}         -- "As you pull the lever rocks fall from above."
  2:  SetDoorState  {Id = 2, State = 1}
  3:  SetDoorState  {Id = 1, State = 1}
  4:  Cmp  {"SpeedBonus", Value = 25,   jump = 10}
  5:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 15}
  6:  Set  {"MapVar2", Value = 1}
  7:  Exit  {}

  8:  StatusText  {Str = 16}         -- "The switch is locked in place."
  9:  Exit  {}

  10: StatusText  {Str = 12}         -- "You were fast enough to dodge the bigger rocks."
  11: FaceExpression  {Player = "All", Frame = 33}
end

event 7
      Hint = str[5]  -- "Mine"
  0:  Cmp  {"MapVar3", Value = 4,   jump = 9}
  1:  RandomGoTo  {jumpA = 2, jumpB = 5, jumpC = 0, jumpD = 0, jumpE = 0, jumpF = 0}
  2:  StatusText  {Str = 9}         -- "You mine the gold with no problem."
  3:  Add  {"GoldAddRandom", Value = 350}
  4:  GoTo  {jump = 7}

  5:  StatusText  {Str = 10}         -- "Some loose debris overhead falls on you."
  6:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 18}
  7:  Add  {"MapVar3", Value = 1}
  8:  Exit  {}

  9:  SetTexture  {Facet = 166, Name = "d3ll6"}
  10: StatusText  {Str = 11}         -- "The vein dried up."
end

event 8
      Hint = str[5]  -- "Mine"
  0:  Cmp  {"MapVar4", Value = 4,   jump = 9}
  1:  RandomGoTo  {jumpA = 2, jumpB = 5, jumpC = 0, jumpD = 0, jumpE = 0, jumpF = 0}
  2:  StatusText  {Str = 9}         -- "You mine the gold with no problem."
  3:  Add  {"GoldAddRandom", Value = 350}
  4:  GoTo  {jump = 7}

  5:  StatusText  {Str = 10}         -- "Some loose debris overhead falls on you."
  6:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 18}
  7:  Add  {"MapVar4", Value = 1}
  8:  Exit  {}

  9:  SetTexture  {Facet = 54, Name = "d3ll6"}
  10: StatusText  {Str = 11}         -- "The vein dried up."
end

event 9
      Hint = str[5]  -- "Mine"
  0:  Cmp  {"MapVar5", Value = 4,   jump = 9}
  1:  RandomGoTo  {jumpA = 2, jumpB = 5, jumpC = 0, jumpD = 0, jumpE = 0, jumpF = 0}
  2:  StatusText  {Str = 9}         -- "You mine the gold with no problem."
  3:  Add  {"GoldAddRandom", Value = 350}
  4:  GoTo  {jump = 7}

  5:  StatusText  {Str = 10}         -- "Some loose debris overhead falls on you."
  6:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 18}
  7:  Add  {"MapVar5", Value = 1}
  8:  Exit  {}

  9:  SetTexture  {Facet = 164, Name = "d3ll6"}
  10: StatusText  {Str = 11}         -- "The vein dried up."
end

event 10
      Hint = str[17]  -- "Boulders."
  0:  StatusText  {Str = 18}         -- "This cave-in blocks any further access into the mine."
end

event 11
  0:  Cmp  {"MapVar6", Value = 1,   jump = 6}
  1:  StatusText  {Str = 19}         -- "Small rocks and debris fall from above. "
  2:  FaceExpression  {Player = "All", Frame = 31}
  3:  Add  {"MapVar6", Value = 1}
  4:  Cmp  {"SpeedBonus", Value = 25,   jump = 7}
  5:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 8}
  6:  Exit  {}

  7:  StatusText  {Str = 12}         -- "You were fast enough to dodge the bigger rocks."
  8:  FaceExpression  {Player = "All", Frame = 33}
end

event 12
  0:  Cmp  {"MapVar7", Value = 1,   jump = 6}
  1:  StatusText  {Str = 19}         -- "Small rocks and debris fall from above. "
  2:  FaceExpression  {Player = "All", Frame = 31}
  3:  Add  {"MapVar7", Value = 1}
  4:  Cmp  {"SpeedBonus", Value = 25,   jump = 7}
  5:  DamagePlayer  {Player = "All", DamageType = const.Damage.Phys, Damage = 8}
  6:  Exit  {}

  7:  StatusText  {Str = 12}         -- "You were fast enough to dodge the bigger rocks."
  8:  FaceExpression  {Player = "All", Frame = 33}
end

zddb07.blv

str[0] = " "
str[1] = "There is a strong smell of gas pervading the air."
str[2] = "Small glittering pool."
str[3] = "The water cools you down."
str[4] = "Switch."
str[5] = "The torches Ignite and so does the swamp gas."
str[6] = "Hundreds of snakes crawl out of the floor and bite you."
str[7] = "Swamp gas forces you back couching and gagging."
str[8] = "You drink the water, with no effect."
str[9] = "The switch does not work."
str[10] = "Hundreds of snakes crawl out of the floor and bite you. "
str[11] = "A voice hisses -Walk the path of the snake-."
str[12] = "A voice whispers -I am the spirit of the swamp, congratulations, take what you may and leave in peace-"
str[13] = ""


event 1
  0:  Cmp  {"MapVar0", Value = 1,   jump = 3}
  1:  StatusText  {Str = 1}         -- "There is a strong smell of gas pervading the air."
  2:  Add  {"MapVar0", Value = 1}
  3:  Exit  {}
end

event 2
      Hint = str[2]  -- "Small glittering pool."
  0:  Cmp  {"MapVar1", Value = 4,   jump = 5}
  1:  StatusText  {Str = 3}         -- "The water cools you down."
  2:  Add  {"FireResBonus", Value = 40}
  3:  Add  {"MapVar1", Value = 1}
  4:  Exit  {}

  5:  StatusText  {Str = 8}         -- "You drink the water, with no effect."
end

event 3
      Hint = str[4]  -- "Switch."
  0:  Cmp  {"MapVar2", Value = 1,   jump = 3}
  1:  StatusText  {Str = 5}         -- "The torches Ignite and so does the swamp gas."
  2:  GoTo  {jump = 5}

  3:  StatusText  {Str = 9}         -- "The switch does not work."
  4:  Exit  {}

  5:  SetTexture  {Facet = 225, Name = "d8s2on"}
  6:  CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = -3004, FromY = -2315, FromZ = 120, ToX = -3244, ToY = -2315, ToZ = 120}         -- "Fireball"
  7:  DamagePlayer  {Player = "All", DamageType = const.Damage.Magic, Damage = 20}
  8:  SetSprite  {SpriteId = 1, Visible = 1, Name = "torch01"}
  9:  SetSprite  {SpriteId = 2, Visible = 1, Name = "torch01"}
  10: SetSprite  {SpriteId = 3, Visible = 1, Name = "torch01"}
  11: SetSprite  {SpriteId = 4, Visible = 1, Name = "torch01"}
  12: SetSprite  {SpriteId = 5, Visible = 1, Name = "torch01"}
  13: SetSprite  {SpriteId = 6, Visible = 1, Name = "torch01"}
  14: SetSprite  {SpriteId = 7, Visible = 1, Name = "torch01"}
  15: SetSprite  {SpriteId = 8, Visible = 1, Name = "torch01"}
  16: SetSprite  {SpriteId = 9, Visible = 1, Name = "torch01"}
  17: SetSprite  {SpriteId = 10, Visible = 1, Name = "torch01"}
  18: SetSprite  {SpriteId = 11, Visible = 1, Name = "torch01"}
  19: SetSprite  {SpriteId = 12, Visible = 1, Name = "torch01"}
  20: SetSprite  {SpriteId = 13, Visible = 1, Name = "torch01"}
  21: SetSprite  {SpriteId = 14, Visible = 1, Name = "torch01"}
  22: SetSprite  {SpriteId = 15, Visible = 1, Name = "torch01"}
  23: SetSprite  {SpriteId = 16, Visible = 1, Name = "torch01"}
  24: SetSprite  {SpriteId = 17, Visible = 1, Name = "torch01"}
  25: SetSprite  {SpriteId = 18, Visible = 1, Name = "torch01"}
  26: SetSprite  {SpriteId = 19, Visible = 1, Name = "torch01"}
  27: SetSprite  {SpriteId = 20, Visible = 1, Name = "torch01"}
  28: SetSprite  {SpriteId = 21, Visible = 1, Name = "torch01"}
  29: SetSprite  {SpriteId = 22, Visible = 1, Name = "torch01"}
  30: SetSprite  {SpriteId = 23, Visible = 1, Name = "torch01"}
  31: SetSprite  {SpriteId = 24, Visible = 1, Name = "torch01"}
  32: Set  {"MapVar2", Value = 1}
  33: Set  {"MapVar3", Value = 1}
end

event 5
  0:  Cmp  {"MapVar3", Value = 1,   jump = 4}
  1:  StatusText  {Str = 7}         -- "Swamp gas forces you back couching and gagging."
  2:  DamagePlayer  {Player = "All", DamageType = const.Damage.Cold, Damage = 8}
  3:  MoveToMap  {X = -1328, Y = -704, Z = 0, Direction = 0, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
  4:  Exit  {}
end

event 6
  0:  Cmp  {"MapVar3", Value = 1,   jump = 4}
  1:  StatusText  {Str = 7}         -- "Swamp gas forces you back couching and gagging."
  2:  DamagePlayer  {Player = "All", DamageType = const.Damage.Cold, Damage = 8}
  3:  MoveToMap  {X = -2128, Y = -1152, Z = 0, Direction = 0, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
  4:  Exit  {}
end

event 7
  0:  Cmp  {"MapVar3", Value = 1,   jump = 4}
  1:  StatusText  {Str = 7}         -- "Swamp gas forces you back couching and gagging."
  2:  DamagePlayer  {Player = "All", DamageType = const.Damage.Cold, Damage = 8}
  3:  MoveToMap  {X = -1888, Y = -1600, Z = 0, Direction = 0, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
  4:  Exit  {}
end

event 8
  0:  StatusText  {Str = 6}         -- "Hundreds of snakes crawl out of the floor and bite you."
  1:  DamagePlayer  {Player = "All", DamageType = const.Damage.Cold, Damage = 15}
end

event 9
  0:  Cmp  {"MapVar4", Value = 1,   jump = 3}
  1:  StatusText  {Str = 11}         -- "A voice hisses -Walk the path of the snake-."
  2:  Add  {"MapVar4", Value = 1}
  3:  Exit  {}
end

event 10
  0:  Cmp  {"MapVar5", Value = 1,   jump = 6}
  1:  SetMessage  {Str = 12}         -- "A voice whispers -I am the spirit of the swamp, congratulations, take what you may and leave in peace-"
  2:  SimpleMessage  {}
  3:  ForPlayer  ("All")
  4:  Add  {"Experience", Value = 750}
  5:  Add  {"MapVar5", Value = 1}
  6:  Exit  {}
end

zddb08.blv

str[0] = " "
str[1] = "Shard filled caskets."
str[2] = "Barrel is filled with crystal shards (worthless)."
str[3] = "Table with implements atop."
str[4] = "You see a scattered of refining tools and small crystal shavings."
str[5] = "Sacks."
str[6] = "The sacks are filled with flawed crystal shards (worthless)."
str[7] = "Crystal."
str[8] = "You mine the crystal in its raw form (+300 gold)."
str[9] = "You refine the crystal you harvested (+200 to its value)."
str[10] = "Someone has gone to a lot of trouble carving all these murals"
str[11] = " This razor sharp crystal is too immature to harvest."
str[12] = "You study the mural and get a good feeling inside."
str[13] = "Carved mural."
str[14] = "Cabinet"
str[15] = "The cabinet is filled with old and broken harvesting tools."
str[16] = ""


event 1
      Hint = str[1]  -- "Shard filled caskets."
  0:  StatusText  {Str = 2}         -- "Barrel is filled with crystal shards (worthless)."
end

event 2
      Hint = str[5]  -- "Sacks."
  0:  StatusText  {Str = 6}         -- "The sacks are filled with flawed crystal shards (worthless)."
end

event 3
      Hint = str[7]  -- "Crystal."
  0:  Cmp  {"MapVar0", Value = 1,   jump = 5}
  1:  StatusText  {Str = 8}         -- "You mine the crystal in its raw form (+300 gold)."
  2:  Add  {"Gold", Value = 300}
  3:  Set  {"MapVar0", Value = 1}
  4:  SetSprite  {SpriteId = 18, Visible = 0, Name = "0"}
  5:  Exit  {}
end

(Next 11 events were the same)

event 14
      Hint = str[3]  -- "Table with implements atop."
  0:  Set  {"MapVar24", Value = 0}
  1:  Cmp  {"MapVar0", Value = 1,   jump = 3}
  2:  GoTo  {jump = 9}

  3:  Cmp  {"MapVar12", Value = 1,   jump = 9}
  4:  SetMessage  {Str = 9}         -- "You refine the crystal you harvested (+200 to its value)."
  5:  Add  {"Gold", Value = 200}
  6:  Add  {"MapVar12", Value = 1}
  7:  SimpleMessage  {}
  8:  Set  {"MapVar24", Value = 1}
  9:  Cmp  {"MapVar1", Value = 1,   jump = 11}
  10: GoTo  {jump = 17}

(next 81 steps were repeating)

  91: Cmp  {"MapVar23", Value = 1,   jump = 97}
  92: SetMessage  {Str = 9}         -- "You refine the crystal you harvested (+200 to its value)."
  93: Add  {"Gold", Value = 200}
  94: Add  {"MapVar23", Value = 1}
  95: SimpleMessage  {}
  96: Set  {"MapVar24", Value = 1}
  97: Cmp  {"MapVar24", Value = 1,   jump = 99}
  98: StatusText  {Str = 4}         -- "You see a scattered of refining tools and small crystal shavings."
  99: Exit  {}
end

event 15
      Hint = str[7]  -- "Crystal."
  0:  StatusText  {Str = 11}         -- " This razor sharp crystal is too immature to harvest."
  1:  DamagePlayer  {Player = "Current", DamageType = const.Damage.Phys, Damage = 2}
end

event 16
  0:  Cmp  {"MapVar25", Value = 1,   jump = 3}
  1:  StatusText  {Str = 10}         -- "Someone has gone to a lot of trouble carving all these murals"
  2:  Add  {"MapVar25", Value = 1}
  3:  Exit  {}
end

event 17
      Hint = str[13]  -- "Carved mural."
  0:  StatusText  {Str = 12}         -- "You study the mural and get a good feeling inside."
  1:  CastSpell  {Spell = 46, Mastery = const.Expert, Skill = 1, FromX = 0, FromY = 0, FromZ = 0, ToX = 0, ToY = 0, ToZ = 0}         -- "Bless"
end

event 18
      Hint = str[14]  -- "Cabinet"
  0:  StatusText  {Str = 15}         -- "The cabinet is filled with old and broken harvesting tools."
end

zddb09.blv

Looks like a copy of the map for Arena.

str[0] = " "
str[1] = "Exit"
str[2] = ""

event 1
      Hint = str[1]  -- "Exit"
  0:  MoveToMap  {X = 14088, Y = 2800, Z = 96, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "OutD3.Odm"}
end

event 5
  0:  SpeakNPC  {NPC = 307}         -- "Arena Master"
end

zddb10.blv

That is a pretty huge dungeon in comparison to the others. The entrance seems to be a hatch which can be found on a ceiling somewhere at the beginning of the dungeon. The dungeon can be split on several distinct areas. In each of the areas you get a message with some task you need to perform to progress. Here are the ones that appear:

A skeletal knight steps out of a forming mist and says -To let you pass I will need you to say a prayer over my bones found close by, when this is done you can pass-
A skeletal looking cleric steps out of a quick forming mist and says - I was tortured down here long ago and my bones were scattered throughout this level, I will let you pass only when you have destroyed what remains of me and return here, you will feel which bones they are when you see them...-  He fades away.
A mist forms and a shadowy figure of a skeletal noblemen steps in front of you saying -The undead are restless in this tomb, before I can let you leave you must visit each one of them- the noblemen shoves you back and then vanishes.

All tasks can be completed although there is a dead-end at the 3rd section.

str[0] = " "
str[1] = "Switch."
str[2] = "With some muscle you move the switch down."
str[3] = "The switch is stuck, you need someone stronger to move it."
str[4] = "Crates."
str[5] = "The crates are all empty."
str[6] = "Door."
str[7] = "You need a special key to open this door."
str[8] = ""
str[9] = "Light red liquid filled keg."
str[10] = "Your muscles expand as you take a drink."
str[11] = "The liquid has lost its effectiveness."
str[12] = "You flip the switch and hear grating off in the distance."
str[13] = "A skeletal knight steps out of a forming mist and says -To let you pass I will need you to say a prayer over my bones found close by, when this is done you can pass-"
str[14] = "Old bones."
str[15] = "The bones feel incredibly cold to the touch."
str[16] = "You say a prayer over the bones. "
str[17] = "The skeletal knight appears from the mist, nods and disappears into the mist again."
str[18] = "Something slimey moves behind this brick wall."
str[19] = "Wall with missing bricks."
str[20] = "You find a grey key where one of the bricks used to be."
str[21] = "You find a silver key where one of the bricks used to be."
str[22] = "Chest."
str[23] = "You need a key to open this chest."
str[24] = "A skeletal looking cleric steps out of a quick forming mist and says - I was tortured down here long ago and my bones were scattered throughout this level, I will let you pass only when you have destroyed what remains of me and return here, you will feel which bones they are when you see them...-  He fades away."
str[25] = "You find and destroy one of the clerics bones. "
str[26] = "The cleric appears again and nods at you -Thank you I will never forget your kindness I can rest in peace at last -  He then fades away."
str[27] = "You get a bad feeling from the bones."
str[28] = "Iron Maiden"
str[29] = "There's nothing but spikes in the Iron maiden."
str[30] = "You search the Burial niche and find some gold."
str[31] = "The bones seems to charge with electricity !!."
str[32] = "These are really old bones...really old."
str[33] = "You gain knowledge from these ancient bones."
str[34] = "Long dead adventurer."
str[35] = "You search the body and find some gold."
str[36] = "Button"
str[37] = "A mist forms and a shadowy figure of a skeletal noblemen steps in front of you saying -The undead are restless in this tomb, before I can let you leave you must visit each one of them- the noblemen shoves you back and then vanishes."
str[38] = "The skeletal noblemen appears from the mist, nods his head, then vanishes."
str[39] = "Burial niche"
str[40] = "Skeleton in a cage."
str[41] = "The skeleton grabs for you."
str[42] = "A strange force reaches out of the wall and grabs you."
str[43] = "The door will not budge."
str[44] = "Sack"
str[45] = "You find some half decent food in the sack."
str[46] = "A scrawled message on the brick reads   2=1  3=2  1=3"
str[47] = ""


event 1
      Hint = str[1]  -- "Switch."
  0:  StatusText  {Str = 2}         -- "With some muscle you move the switch down."
  1:  SetDoorState  {Id = 1, State = 2}         -- switch state
  2:  SetDoorState  {Id = 3, State = 2}         -- switch state
end

event 2
      Hint = str[1]  -- "Switch."
  0:  StatusText  {Str = 2}         -- "With some muscle you move the switch down."
  1:  SetDoorState  {Id = 2, State = 2}         -- switch state
  2:  SetDoorState  {Id = 4, State = 2}         -- switch state
end

event 3
      Hint = str[4]  -- "Crates."
  0:  StatusText  {Str = 5}         -- "The crates are all empty."
end

event 4
      Hint = str[6]  -- "Door."
  0:  SetDoorState  {Id = 5, State = 1}
end

event 6
      Hint = str[1]  -- "Switch."
  0:  Cmp  {"MapVar5", Value = 1,   jump = 5}
  1:  StatusText  {Str = 12}         -- "You flip the switch and hear grating off in the distance."
  2:  SetTexture  {Facet = 1392, Name = "d8s2on"}
  3:  SetDoorState  {Id = 6, State = 2}         -- switch state
  4:  Add  {"MapVar5", Value = 1}
  5:  Exit  {}
end

event 8
      Hint = str[14]  -- "Old bones."
  0:  DamagePlayer  {Player = "Current", DamageType = const.Damage.Elec, Damage = 10}
end

event 9
      Hint = str[19]  -- "Wall with missing bricks."
  0:  SetMessage  {Str = 18}         -- "Something slimey moves behind this brick wall."
  1:  SimpleMessage  {}
  2:  Add  {"Afraid", Value = 1}
end

(Next 2 events were the same)

event 12
      Hint = str[22]  -- "Chest."
  0:  OpenChest  {Id = 0}
end

event 13
      Hint = str[22]  -- "Chest."
  0:  OpenChest  {Id = 1}
end

event 14
  0:  SetDoorState  {Id = 7, State = 1}
  1:  SetDoorState  {Id = 8, State = 1}
end

event 19
      Hint = str[14]  -- "Old bones."
  0:  StatusText  {Str = 27}         -- "You get a bad feeling from the bones."
  1:  ForPlayer  ("Random")
  2:  Add  {"Cursed", Value = 1}
end

event 20
      Hint = str[28]  -- "Iron Maiden"
  0:  StatusText  {Str = 29}         -- "There's nothing but spikes in the Iron maiden."
end

event 21
      Hint = str[36]  -- "Button"
  0:  Cmp  {"MapVar19", Value = 2,   jump = 8}
  1:  SetDoorState  {Id = 10, State = 0}
  2:  SetDoorState  {Id = 11, State = 0}
  3:  SetDoorState  {Id = 9, State = 1}
  4:  Set  {"MapVar19", Value = 0}
  5:  Set  {"MapVar18", Value = 0}
  6:  Add  {"MapVar16", Value = 1}
  7:  Exit  {}

  8:  SetDoorState  {Id = 9, State = 2}         -- switch state
  9:  SetDoorState  {Id = 12, State = 2}         -- switch state
end

(Next 2 events were similar)

event 25
      Hint = str[39]  -- "Burial niche"
  0:  Cmp  {"MapVar22", Value = 1,   jump = 14}
  1:  RandomGoTo  {jumpA = 2, jumpB = 5, jumpC = 8, jumpD = 11, jumpE = 0, jumpF = 0}
  2:  StatusText  {Str = 30}         -- "You search the Burial niche and find some gold."
  3:  Add  {"GoldAddRandom", Value = 300}
  4:  GoTo  {jump = 13}

  5:  StatusText  {Str = 31}         -- "The bones seems to charge with electricity !!."
  6:  DamagePlayer  {Player = "Current", DamageType = const.Damage.Fire, Damage = 10}
  7:  GoTo  {jump = 13}

  8:  StatusText  {Str = 32}         -- "These are really old bones...really old."
  9:  Add  {"AgeBonus", Value = 5}
  10: GoTo  {jump = 13}

  11: StatusText  {Str = 33}         -- "You gain knowledge from these ancient bones."
  12: Add  {"Experience", Value = 400}
  13: Add  {"MapVar22", Value = 1}
  14: Exit  {}
end

(Next 8 events were the same)

event 34
      Hint = str[34]  -- "Long dead adventurer."
  0:  Cmp  {"MapVar31", Value = 1,   jump = 4}
  1:  StatusText  {Str = 35}         -- "You search the body and find some gold."
  2:  Add  {"GoldAddRandom", Value = 300}
  3:  Add  {"MapVar31", Value = 1}
  4:  Exit  {}
end

event 35
      Hint = str[40]  -- "Skeleton in a cage."
  0:  StatusText  {Str = 41}         -- "The skeleton grabs for you."
  1:  Add  {"Afraid", Value = 1}
end

event 37
  0:  StatusText  {Str = 42}         -- "A strange force reaches out of the wall and grabs you."
  1:  MoveToMap  {X = 12416, Y = 3200, Z = -2304, Direction = 0, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
end

event 38
      Hint = str[6]  -- "Door."
  0:  StatusText  {Str = 43}         -- "The door will not budge."
  1:  SimpleMessage  {}
end

event 39
      Hint = str[44]  -- "Sack"
  0:  Cmp  {"MapVar39", Value = 1,   jump = 4}
  1:  StatusText  {Str = 45}         -- "You find some half decent food in the sack."
  2:  Add  {"Food", Value = 5}
  3:  Add  {"MapVar39", Value = 1}
  4:  Exit  {}
end

(Next 2 events were the same)

event 42
      Hint = str[6]  -- "Door."
  0:  StatusText  {Str = 43}         -- "The door will not budge."
end

event 43
      Hint = str[6]  -- "Door."
  0:  SetMessage  {Str = 46}         -- "A scrawled message on the brick reads   2=1  3=2  1=3"
  1:  SimpleMessage  {}
end

zdtl01.blv

str[0] = " "
str[1] = "Door"
str[2] = "Chest"
str[3] = "Dresser"
str[4] = "Bag"
str[5] = ""

event 1
      Hint = str[1]  -- "Door"
  0:  SetDoorState  {Id = 1, State = 1}
end

event 2
      Hint = str[1]  -- "Door"
  0:  SetDoorState  {Id = 2, State = 1}
end

event 3
      Hint = str[3]  -- "Dresser"
  0:  SetDoorState  {Id = 3, State = 1}
end

event 4
      Hint = str[1]  -- "Door"
  0:  SetDoorState  {Id = 4, State = 1}
end

event 5
      Hint = str[2]  -- "Chest"
  0:  OpenChest  {Id = 1}
end

event 6
      Hint = str[4]  -- "Bag"
  0:  OpenChest  {Id = 0}
end

zdtl02.blv

Tower-like area with a long staircase and multiple rooms on the top.

str[0] = " "
str[1] = "Door."
str[2] = "Exit"
str[3] = ""


event 1
      Hint = str[1]  -- "Door."
  0:  SetDoorState  {Id = 1, State = 1}
end

event 2
      Hint = str[1]  -- "Door."
  0:  SetDoorState  {Id = 2, State = 1}
end

event 3
      Hint = str[1]  -- "Door."
  0:  SetDoorState  {Id = 3, State = 1}
end

event 4
      Hint = str[1]  -- "Door."
  0:  SetDoorState  {Id = 4, State = 1}
end

event 5
      Hint = str[1]  -- "Door."
  0:  SetDoorState  {Id = 5, State = 1}
end

event 6
      Hint = str[2]  -- "Exit"
  0:  Exit  {}
end

zdwj01.blv

str[0] = " "
str[1] = "Chest"
str[2] = "Exit"
str[3] = ""

event 1
  0:  SetDoorState  {Id = 1, State = 0}
  1:  SetDoorState  {Id = 3, State = 1}
end

event 2
  0:  SetDoorState  {Id = 2, State = 0}
  1:  SetDoorState  {Id = 4, State = 1}
end

event 3
  0:  SetDoorState  {Id = 1, State = 1}
  1:  SetDoorState  {Id = 3, State = 0}
end

event 5
      Hint = str[1]  -- "Chest"
  0:  OpenChest  {Id = 2}
end

event 6
      Hint = str[1]  -- "Chest"
  0:  OpenChest  {Id = 3}
end

How to Visit#

There are a couple ways to visit these areas:

Changing the Start Map

1. Open mm6.exe with a hex editor and change the field at the address

c06f4

to any of the unused maps. 2. Start a new game.

Using MMEditor

MMEditor allows to open any internal map while in the game. Press Alt+F1 and choose "Internal Map".

Using Debug Options from Chinese Version

The Chinese version provides some debugging options, including level select.

Notes

All unused dungeons:

  • Have 0% chance for random encounter.
  • Take 672 days to refill.
  • Have no monster spawns.
  • Use music track 7.

Deleted Maps#

In Icons.lod there are 11 .evt files (D4BM, DBM1-5, DDB1, DWJ1, LWSPIRAL, SPIRAL, OUT.evt) and 3 .str files (DDB1, LWSPIRAL, SPIRAL.str) that don't have a corresponding map. They're most probably remnants of deleted test areas. DBM1-5.evt and DDB1.evt were exactly the same, thanks to the presence of DDB1.str we know map that these maps had strings "Doors *" (where * was a number from 1 to 10) in the beginning.

SPIRAL and LWSPIRAL#

LWSPIRAL.evt looks like an early version of an area, that in the final release was merged with the Shadow Guild dungeon. It contains a few riddles, some of them (darkness, arrow, time, fish) were later used in aforementioned Shadow Guild's "teleporters area". SPIRAL.evt contains processed events of LWSPIRAL.evt; there are less of them than in LWSPIRAL, however they're more similar to Shadow Guild events, so Spiral.evt was probably ready-to-transfer version of LWSPIRAL map.

LWSPIRAL.str text strings:

str[0] = " "
str[1] = "An earthen wall"
str[2] = "A swirling wall of air"
str[3] = "A wall of water"
str[4] = "A glowing wall of fire"
str[5] = "I go through an apple, or point out your way, I fit in a bow, then a target, to stay. What am I?"
str[6] = "arrow"
str[7] = "an arrow"
str[8] = "I look so close, almost to touch, and mark the months go by, tireless in my journey, at home in the night sky. What am I?"
str[9] = "moon"
str[10] = "the moon"
str[11] = "A storm is done, now comes the fun, in bright colors I am clad I roam the sky, around the world go I, but never to be had What am I?"
str[12] = "rainbow"
str[13] = "a rainbow"
str[14] = "You cannot see me, hear or feel, I lie behind the stars and alter what is real, I am what you really fear, Close your eyes and come I near. What am I?"
str[15] = "dark"
str[16] = "the dark"
str[17] = "My maker does not want me. My owner does not use me.  My user does not see me. What am I?"
str[18] = "coffin"
str[19] = "A coffin"
str[20] = "There is a thing so magical that it lets you see through walls. But strangely there is no magic about it. "
str[21] = "glass"
str[22] = "window"
str[23] = "Placeholder for the Water 2 riddle - type answer to get by"
str[24] = "answer "
str[25] = "answer "
str[26] = "Placeholder for the Fire 2 riddle - type answer to get by"
str[27] = "answer "
str[28] = "answer "
str[29] = "I never was, but always will be, gazing behind and not ahead, I never will you see."
str[30] = "future"
str[31] = "the future"
str[32] = "What consumes rocks, levels mountains, destroys wood, pushes the clouds across the sky, and can make a young one old?"
str[33] = "time"
str[34] = "time"
str[35] = "Alive without breath, As cold as death, never thirsty ever drinking, all in mail never clinking, ever travelling, never walking, mouth ever moving, never talking.  What am I? "
str[36] = "fish"
str[37] = "a fish"
str[38] = "Placeholder for the Fire 3 riddle - type answer to get by"
str[39] = "answer "
str[40] = "answer "
str[41] = "Congratulations on completing the spiral. There is one final question that you must answer.  Think well, for upon this your lives depend.  What is my name?"
str[42] = "I don't know"
str[43] = "unknown"
str[44] = "You have guessed wrong. I do not tolerate mere guesses here. Come back when you wish to be truthful."
str[45] = "Very good!  You are truly honest. My gift I bestow upon you.  Walk in the parth of truth."
str[46] = "As you touch the wall, you see a lush green meadow."
str[47] = "You touch the wall, and feel warm air on your face. "
str[48] = "Your hand gets slightly wet as you touch the wall. The calm waters of a mountain lake fill your mind."
str[49] = "The blazing fire curls around your hand like a thing alive."
str[50] = "As you touch the wall, you see a lush green meadow."
str[51] = "You touch the wall, and feel warm air on your face. "
str[52] = "Your hand gets slightly wet as you touch the wall. The calm waters of a mountain lake fill your mind."
str[53] = "The blazing fire curls around your hand like a thing alive."
str[54] = "As you touch the wall, you see a lush green meadow."
str[55] = "You touch the wall, and feel warm air on your face. "
str[56] = "Your hand gets slightly wet as you touch the wall. The calm waters of a mountain lake fill your mind."
str[57] = "The blazing fire curls around your hand like a thing alive."
str[58] = "This is the center of the storm, the malestrom is around and the one word in your mind is \"\"Truth\"\""
str[59] = "You are correct"
str[60] = "You are incorrect"
str[61] = ""

Deleted Maps with Alternative Events#

3 of the unused maps had the versions with alternative events: ZDTL01 - alternative called ZDTL1, ZDTL02 - alternative called ZDTL2, ZDWJ01 - alternative called ZDWJ1. Although these alternatives were removed and can't be visited, in the icons.lod there are still their .evt files, that slightly differs from final unused events - still nothing really interesting. What is interesting is that Devil's Outpost dungeon - ZDWJ02 - also had version with alternative events - ZDWJ2.

str[0] = " "
str[1] = "Chest"
str[2] = "Exit"
str[3] = ""

event 1
  0:  Cmp  {"MapVar1", Value = 1,   jump = 32}
  1:  Cmp  {"MapVar0", Value = 2,   jump = 32}
  2:  Cmp  {"MapVar0", Value = 1,   jump = 18}
  3:  CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 1, FromY = 64, FromZ = 500, ToX = 0, ToY = 896, ToZ = 1}         -- "Lightning Bolt"
  4:  SummonMonsters  {TypeIndexInMapStats = 1, Level = 1, Count = 3, X = 0, Y = 896, Z = 32}
  5:  CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 0, ToY = -768, ToZ = 1}         -- "Lightning Bolt"
  6:  SummonMonsters  {TypeIndexInMapStats = 1, Level = 1, Count = 3, X = 0, Y = -768, Z = 32}
  7:  CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 576, ToY = 448, ToZ = 1}         -- "Lightning Bolt"
  8:  SummonMonsters  {TypeIndexInMapStats = 1, Level = 2, Count = 3, X = 576, Y = 448, Z = 32}
  9:  CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = -576, ToY = -320, ToZ = 1}         -- "Lightning Bolt"
  10: SummonMonsters  {TypeIndexInMapStats = 1, Level = 2, Count = 3, X = -576, Y = -320, Z = 32}
  11: CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 576, ToY = -320, ToZ = 1}         -- "Lightning Bolt"
  12: SummonMonsters  {TypeIndexInMapStats = 1, Level = 3, Count = 3, X = 576, Y = -320, Z = 32}
  13: CastSpell  {Spell = 18, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = -576, ToY = 448, ToZ = 1}         -- "Lightning Bolt"
  14: SummonMonsters  {TypeIndexInMapStats = 1, Level = 3, Count = 3, X = -576, Y = 448, Z = 32}
  15: Add  {"MapVar0", Value = 1}
  16: Set  {"MapVar1", Value = 1}
  17: GoTo  {jump = 32}

  18: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 1, FromY = 64, FromZ = 500, ToX = 0, ToY = 896, ToZ = 1}         -- "Fireball"
  19: SummonMonsters  {TypeIndexInMapStats = 2, Level = 1, Count = 3, X = 0, Y = 896, Z = 32}
  20: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 0, ToY = -768, ToZ = 1}         -- "Fireball"
  21: SummonMonsters  {TypeIndexInMapStats = 2, Level = 1, Count = 3, X = 0, Y = -768, Z = 32}
  22: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 576, ToY = 448, ToZ = 1}         -- "Fireball"
  23: SummonMonsters  {TypeIndexInMapStats = 2, Level = 2, Count = 3, X = 576, Y = 448, Z = 32}
  24: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = -576, ToY = -320, ToZ = 1}         -- "Fireball"
  25: SummonMonsters  {TypeIndexInMapStats = 2, Level = 2, Count = 3, X = -576, Y = -320, Z = 32}
  26: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = 576, ToY = -320, ToZ = 1}         -- "Fireball"
  27: SummonMonsters  {TypeIndexInMapStats = 2, Level = 3, Count = 3, X = 576, Y = -320, Z = 32}
  28: CastSpell  {Spell = 6, Mastery = const.Novice, Skill = 0, FromX = 0, FromY = 64, FromZ = 500, ToX = -576, ToY = 448, ToZ = 1}         -- "Fireball"
  29: SummonMonsters  {TypeIndexInMapStats = 2, Level = 3, Count = 3, X = -576, Y = 448, Z = 32}
  30: Add  {"MapVar0", Value = 1}
  31: Set  {"MapVar1", Value = 1}
  32: SetDoorState  {Id = 1, State = 1}
end

event 2
      Hint = str[1]  -- "Chest"
  0:  Cmp  {"MapVar0", Value = 2,   jump = 3}
  1:  OpenChest  {Id = 1}
  2:  Exit  {}

  3:  OpenChest  {Id = 2}
end

event 3
      Hint = str[2]  -- "Exit"
  0:  Set  {"MapVar1", Value = 0}
end

First event was summoning Devils and casting Fireball and Lightning Bolt spells on the party, second was chest with false bottom - under some condition it could give more items, game simply saw as opening another chest.