| Phoenix adventure game maps by Richard Bos - explanation | |
| These maps are scans of my own, hand-drawn maps for all Phoenix and Topologika | |
| games I've solved. As such they are not particularly pretty - they certainly | |
| aren't as good-looking as Marco Cavagna's maps for Acheton - but they are at | |
| least a complete set, as far as the surviving Phoenix games are concerned. | |
| I have yet to play the BBC B versions, so there are no maps for Quondam or | |
| Castle of Riddles; Giantkiller comes with its own maps; and Xerb, alas, is | |
| still missing. | |
| The collection therefore consists of: | |
| Acheton 1 - Above Ground and Wizards Garden.jpg | |
| Acheton 2 - Underground Central.jpg | |
| Acheton 3 - Colossal Cave.jpg | |
| Acheton 4 - Sea and Mine maze.jpg | |
| Acheton 5 - Desert and Ice Passages.jpg | |
| Acheton 6 - maze tables.jpg | |
| Acheton 7 - Phoenix original mazes.jpg | |
| Avon 1.jpg | |
| Avon 2 - Birnham Wood.jpg | |
| BrandX - Philosophers Quest.jpg | |
| Crobe 1.jpg | |
| Crobe 2 - mazes.jpg | |
| Doom, Countdown to, 1.jpg | |
| Doom, Countdown to, 2.jpg | |
| Doom, Last Days, 1.jpg | |
| Doom, Last Days, 2 - Inside City.jpg | |
| Doom, Return to, 1.jpg | |
| Doom, Return to, 2.jpg | |
| Fyleet 1.jpg | |
| Fyleet 2 - West-end bits.jpg | |
| Hamil 1.jpg | |
| Hamil 2 - Hamiltonian mazes.jpg | |
| Hezarin 1 - Starting Area.jpg | |
| Hezarin 2 - Fountain Cavern.jpg | |
| Hezarin 3 - Near Inn, Temple and Endgame.jpg | |
| Hezarin 4 - Beyond the Quarry.jpg | |
| Murdac 1.jpg | |
| Murdac 2 - Impossible maze.jpg | |
| Nidus 1.jpg | |
| Nidus 2 - Energy Strands Maze.jpg | |
| Parc 1.jpg | |
| Parc 2 - Across River and maze tables.jpg | |
| Sangraal 1.jpg | |
| Sangraal 2.jpg | |
| Spycatcher.jpg | |
| Xenophobia.jpg | |
| I am well aware that my style of map-drawing is, shall we say, unconventional. | |
| But this is what my handiwork evolved into since I started drawing adventure | |
| maps for my Sinclair ZX Spectrum in my teens, and this is what I'm used to, so | |
| I'm not changing it now. | |
| Each room contains its name at the top; static objects and scenery to be | |
| interacted with in the middle; and portable objects at the bottom. The starting | |
| location is, in most cases, indicated by an X; I see now that I've forgotten | |
| those for the Doom games and for BrandX/Philosopher's Quest. Ah well, too late | |
| to change that now. | |
| In some cases I've also indicated which rooms are dark or light, either using | |
| *'s or boxed D/L's, depending on what was practical for which game, but in some | |
| games darkness is either all-pervasive or absent, and sometimes I just couldn't | |
| be bothered, so this isn't shown everywhere. | |
| Arrows up and down inside the box indicate passages in those directions; other | |
| passages are shown by (for historical reasons) double lines. Wiggly-looking | |
| lines mean a passage which may change direction (e.g., in a randomised maze). | |
| Any passage which has a straight line through it is locked, usually | |
| temporarily. If this line is curved (mainly in Sangraal), this means it's a | |
| one-time-only entrance. Lines with arrow-heads are, more conventionally, | |
| one-way passages. Other unusual connections indicate other unusual kinds of | |
| passages. | |
| Yes, that is my actual handwriting, or rather, hand-printing. Yes, I drew these | |
| maps in different, themed colours. Yes, they were drawn on graph paper (and you | |
| can still see the lines, faintly, on the blue maps - the graph lines were blue, | |
| too). Yes, I used Greek letters in some of the maze tables, to avoid confusion | |
| with numbers used elsewhere. Yes, in Acheton, I even resorted to runes. Yes, I | |
| _am_ an incorrigible geek, what made you ask? | |
| In any case, here they are for your instruction and delectation. These maps may | |
| be freely copied as long as they are kept together, this document is kept with | |
| them, none of these files is changed, my name is not removed, and no money or | |
| other compensation is asked for them. | |
| Richard Bos, July 2014 |
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