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