ADOM Guidebook
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DDL - VDDL - How to descend deeper - Final level - Assasin Prince
The Assassins' Guild
The Assassins' Guild is located in the wilderness, west of the river that divides
the Drakalor Chain. The entrance is described as "A rather boring cave entrance."
It consists of three levels.
2.11.1 The DDL
The first level is named the DDL and contains no unique special features, although
it may contain any of the normal dungeon features: traps, herbs, rivers, etc.
2.11.2 The VDDL
Upon entering the second level, the message "This dungeon is very dusty." is
generated. This level contains many, many teleportation traps and can be annoying
without teleport control. It also contains one guaranteed item: a wand of
teleportation. The wand is always next to the down staircase found on the level
in a 1 x 2 room that is separated from the rest of the level. It can only be
reached by digging or teleportation. In practice, the easiest way to find the
down staircase is to zap a wand of item detection, or read a scroll of item detection.
This will reveal the location
of the wand, which the PC can then dig or teleport to, thus revealing the
staircase. Alternatively a scroll of magic mapping will reveal the location of
the down staircase. Note that it is possible for a monster to be standing on the wand, so
teleportation may fail. Lucky or persistent players may even be able to teleport
to the wand with a random teleport.
2.11.2.1 The hidden stairway and how to descend
The hidden down staircase in the VDDL is like no other in the game. It is itself
a teleportation trap and will attempt to teleport the PC away when he tries to
descend. Needless to say, this is extremely frustrating without teleport control.
There is a requirement to trigger a certain number of teleportation traps on the
level before the PC can descend. This can be done with either the normal
teleportation traps or the staircase itself. However, it is much more efficient
to use teleportation traps that are far away from the down staircase. They are up
to six times faster at increasing the count of unsuccessful attempts. Just keep
trying until the PC receives the message "You suddenly feel attuned to this area
in a very special way." It is then possible to descend. (It requires 42 teleports
of the far teleportation traps, or 250 teleports using the stairs)
2.11.3 The final level
Click here for a color map of the Assassin's Guild.
The final level of the Assassins' Guild has no proper name; it is only named with
four question marks: "????". There are definite precautions necessary on this
level. The PC initially descends into a 3 x 3 room containing four assassins.
The assassins are not particularly dangerous opponents, although they use poison.
There is a safe passage available through the level which is free of traps,
otherwise the level is full of traps. The PC *must not* use missile weapons on
the level. If he does, a general alarm is sounded and the Assassin Prince, who
is very important to the special endings, becomes hostile and refuses to give
quests later in the game. Likewise, a failed pickpocket attempt,
or attempting to pickpocket the same assassin twice, will raise the general alarm.
Also be careful during the melee. If an assassin panics,
leave him alone. Attacking panic-stricken assassins will also make the Assassin
Prince hostile. In their panicked state, they make begin attacking each other or
the Assassin Prince himself. Pay no attention to them. The level contains
assassins, master assasins, holy slayers, gray slayers, muggers, dopplegangers and
doppleganger lords.
Teleportation is not allowed on this level.
Obviously, there are some nasty monsters here and there is no particular objective
for low-level PCs, other than killing the monsters for experience. The PC may
elect to skip this level until much later in the game.
2.11.3.1 The Assassin Prince
The Assassin Prince is the source of the Filk Quest, on behalf of the Mad Minstrel.
This quest is only necessary for the Ultra endings. See section 4.3.1.1 for a
description of this quest and its requirements. If a PC is not planning to do an
Ultra ending, it may be worth killing the Assassin Prince for the artifact dagger
Sting, which he carries. Note two things: the Assassin Prince has been described
as the offspring of a moloch and a quickling queen - he's not quite that bad, but
he is a very difficult opponent - and second, Sting is really only worth acquiring if
the PC has or plans to obtain its companion dagger Needle, available from
Sharad-Waador (see section 3.9).
Please note that this is an unofficial and unauthorised copy of
Andy William's ADOM Guidebook.
For further information on the legal and moral challenges raised against this
Improved ADOM Guidebook please see rec.games.roguelike.adom.
Updated June 29th, 2009