This is a sub-page of Might and Magic VI: The Mandate of Heaven.
Unused Dungeons#
List of Dungeons#
zddb02.blv
Single room.


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.


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.