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The Jackal's Knightmare Page

LEVEL 1




THE DICE ROOM - This was the first room of the game that the dungeoneer would step into. Simply roll the die in front of you, and three entrances would appear. Some would resemble a quest object that you would then follow for the rest of the game.

FEAR FACTOR:              0%
MENTAL POWER REQUIRED:    4%
PHYSICAL POWER REQUIRED : 0%



THE SCORPIAN ROOM - This room housed a scorpian which needs to be avoided. Baisically, time your crossing when the sting is not out stretched whilst steering clear of the pit trap. Any contact would result in loss of lifeforce.
FEAR FACTOR:              20%
MENTAL POWER REQUIRED:    20%
PHYSICAL POWER REQUIRED : 40%



THE POOL ROOM - This room would be simple enough. Sometimes you would waid through the water or take the path round to the door. However, there would usually be a creature of some sort that would try and chase you and cause life damage.
FEAR FACTOR:              20%
MENTAL POWER REQUIRED:    25%
PHYSICAL POWER REQUIRED : 40%



THE LEVEL 1 CORRIDORS - These would pop up throughout the level and be in blue. They would transport you between rooms and sometimes clear you of danger. Basically you would follow the path to the end. Occassionally an ogre would chase you.
FEAR FACTOR:              10%
MENTAL POWER REQUIRED:    5%
PHYSICAL POWER REQUIRED : 5%



THE SNAKE DEN - This was a room of choice. Sometimes a maid would come and help you quickly find a door becuase those that ligered found that a large snake would appear from the hole in the middle. Any bite or contact would do serious damage.
FEAR FACTOR:              30%
MENTAL POWER REQUIRED:    25%
PHYSICAL POWER REQUIRED : 30%



LEVEL 1 CLUE ROOM (GOLGARACH) - This was one of the level 1 clue rooms. Three questions would be asked and depending how many were answered correcly would depend on how much information you were given. If you scored nothing, you were eaten.
FEAR FACTOR:              40%
MENTAL POWER REQUIRED:    70%
PHYSICAL POWER REQUIRED : 5%



LEVEL 1 CLUE ROOM (BRANGWENSHE) - This was the second of the level 1 clue rooms. Again, three questions would be asked and the better the responce the more info you would receive. Many teams would fail later in quests due to lack of information.
FEAR FACTOR:              40%
MENTAL POWER REQUIRED:    70%
PHYSICAL POWER REQUIRED : 5%



THE CAVE - This was a clearing where you would normally meet a guard or a bandit that would ask for something in return for a safe passage. If you had collected the wrong item from the clue room, it was time to prepare for a trip home.
FEAR FACTOR:              10%
MENTAL POWER REQUIRED:    15%
PHYSICAL POWER REQUIRED : 10%



THE LION ROOM (CAUSEWAY) - This was the first of two versions of this room. In this one, the dungeoneer would have to cross the causeway safely without falling off. It was quite tricky, and occasionally a ghost or haunting would chase you.
FEAR FACTOR:              50%
MENTAL POWER REQUIRED:    40%
PHYSICAL POWER REQUIRED : 30%



THE LION ROOM (LASERS) - This was the second version of this room which was laser beams come out from the lions eyes and demolish parts of the path. Basically it was a case of running towards the door before the whole lot dissapeared.
FEAR FACTOR:              55%
MENTAL POWER REQUIRED:    10%
PHYSICAL POWER REQUIRED : 55%



THE BOMB ROOM - Chamber mined! This was a fairly nasty room, and if you hung around for too long it was certain death. The team would quickly have to manuvor their dungeoneer towards the door before the explosion. Not suprisingly, some never made it.
FEAR FACTOR:              60%
MENTAL POWER REQUIRED:    15%
PHYSICAL POWER REQUIRED : 60%



THE LEDGE - This room involved a ledge that ran from one side of the screen to the other. Teams would encounter various people here with information, or have to dodge a spider that came down from the rock face. Basically, a place of testing.
FEAR FACTOR:              30%
MENTAL POWER REQUIRED:    30%
PHYSICAL POWER REQUIRED : 30%



THE DOOR SELECTION - This was a clearing with serveral doors from which to choose. Sometimes you may have to rely on information that you should have earned earlier in the quest to aid your choice. Other times help was at hand.
FEAR FACTOR:              15%
MENTAL POWER REQUIRED:    30%
PHYSICAL POWER REQUIRED : 10%



THE LEVEL 1 CORRIDOR - This was a long passage usually guarded by something or other. Failure to exit before the opposition caught you would be fatal. Sometimes the far wall would quickly move closer to you. If you were trapped, you were crushed.
FEAR FACTOR:              55%
MENTAL POWER REQUIRED:    10%
PHYSICAL POWER REQUIRED : 55%



THE CAUSEWAY - This was a twisting path surrounded by quicksand. It was quite narrow in the middle and sometimes caused problems and even death. On occasions you would be chased through by either an ogre or some gobblins.
FEAR FACTOR:              60%
MENTAL POWER REQUIRED:    35%
PHYSICAL POWER REQUIRED : 65%



THE VALE OF VANBURN - This was a type of cave usually guarded by Velda. She would normally require an object of some sort in exchange for information. The room itself was fairly plain and not dangerous in anyway.
FEAR FACTOR:              20%
MENTAL POWER REQUIRED:    15%
PHYSICAL POWER REQUIRED : 20%



THE SNAKE PIT - This room had four doors and a large pit in the centre with a snake inside. Teams would have to quickly guide their dungeoneer to a door before the snake came completely out to grab them. Contact would problably have been lethal.
FEAR FACTOR:              50%
MENTAL POWER REQUIRED:    10%
PHYSICAL POWER REQUIRED : 30%



THE KITCHEN - This room was normally guarded by a witch who would demand some sort of payment for your exit. If you had not collected the object of her desire at this stage then your quest was over. Sometimes there was food for energy in here.
FEAR FACTOR:              40%
MENTAL POWER REQUIRED:    15%
PHYSICAL POWER REQUIRED : 20%



THE WELL WAY - This was the level 1 well way that would drop you into level 2. Sometimes it was guarded by a knight and a spell could be used to frighten him away. Other times it would be haunted, or a ghost would try and cause life force damage.
FEAR FACTOR:              50%
MENTAL POWER REQUIRED:    30%
PHYSICAL POWER REQUIRED : 40%