Goblin warrior
Also referred to as goblin SWORDSMAN, this is the first creature that Maroc is likely to encounter (graphics at
A49C). Goblin warriors march towards Maroc in a zig-zag movement pattern, and can pursue him from room to room.
They are arguably the weakest creatures in the game, as they do low damage and can be fairly easily destroyed.
Stat |
Value |
Total number |
54 |
Locations |
Gatehouse Level (17) Great Halls of the Deep (5) Chambers of Chaos (4) Mines of Madness (7) Goblin Warren (20) High Temple of Chaos (1) |
Destroyed by |
All missile/bolt spells (Animated) sabre Caliburn |
Pursue Maroc between rooms |
Yes |
Energy drain (to Maroc) on contact |
2 |
Missile type fired |
- |
Energy drain (to Maroc) on missile contact |
- |
Affected by FREEZE |
Yes |
Affected by UNSEEN |
Yes |
Other |
See Trivia - Creatures spooked by Maroc's magic |
Goblin missile thrower
These creatures tend to stand back from Maroc and throw missiles at him (graphics at
A54D). Goblin missile throwers are weak physically, but their missiles do fairly heavy damage (32) to Maroc's energy.
Maroc's best strategy is to use a barrier-based spell (SHIELD, DEFENCE or AMULET) which will deflect their missiles.
Stat |
Value |
Total number |
30 |
Locations |
Great Halls of the Deep (1) Chambers of Chaos (12) Caverns of Doom (10) Goblin Warren (6) High Temple of Chaos (1) |
Destroyed by |
All missile/bolt spells (Animated) sabre Caliburn |
Pursue Maroc between rooms |
Yes |
Damage (to Maroc's energy) on contact |
1 |
Missile type fired |
Missile #1 |
Damage (to Maroc's energy) on missile contact |
32 |
Affected by FREEZE |
Yes |
Affected by UNSEEN |
Yes |
Other |
- |
Guardian of Chaos
Guardians of Chaos are encountered fairly early on in the game (Gatehouse Level). Graphics stored at
A3C1.
They are slow-moving as they lumber towards Maroc so are easily avoided, but do a bit more damage than their goblin companions if he lets them get too close.
Stat |
Value |
Total number |
17 |
Locations |
Gatehouse Level (2) Great Halls of the Deep (9) Chambers of Chaos (4) Goblin Warren (1) High Temple of Chaos (1) |
Destroyed by |
All missile/bolt spells (Animated) sabre Caliburn |
Pursue Maroc between rooms |
Yes |
Energy drain (to Maroc) on contact |
8 |
Missile type fired |
- |
Energy drain (to Maroc) on missile contact |
- |
Affected by FREEZE |
Yes |
Affected by UNSEEN |
Yes |
Other |
- |
Wraith
Maroc will first encounter a wraith on the Gatehouse Level, but they mainly inhabit deeper levels (particularly the Labyrinth, Chambers of Chaos and Catacombs of the Undead). Graphics stored at
A620.
Their movement is unpredictable and they can make fast, darting movements towards Maroc. Combined with a fairly hefty damage drain (16) they can be a very dangerous opponent.
The easiest way of dealing with wraiths is to use the WRAITHBANE spell, which destroys them on contact.
Stat |
Value |
Total number |
30 |
Locations |
Gatehouse Level (1) Great Halls of the Deep (1) Chambers of Chaos (9) The Labyrinth (7) Catacombs of the Undead (10) High Temple of Chaos (2) |
Destroyed by |
Wraithbane spell (Animated) Sabre Caliburn |
Pursue Maroc between rooms |
Yes |
Energy drain (to Maroc) on contact |
16 |
Missile type fired |
- |
Energy drain (to Maroc) on missile contact |
- |
Affected by FREEZE |
Yes |
Affected by UNSEEN |
No |
Other |
Not only are wraiths unaffected by Maroc's UNSEEN spell, they actually become more direct when he uses magic. Unlike other creatures they'll will home in on Maroc if he's got magic active, such as the UNSEEN spell (see CF0B) There is a stationary wraith in room 155 (Goblin Warren) - this is not a creature but an illusion and does no damage - Maroc can cast DISPEL on it to obtain an UNSEEN spell scroll |
Demon
Demons materialize in rooms within the High Temple of Chaos, using the same
materialization effect as warlocks. They don't pursue Maroc from room to room, but keep materializing in any room Maroc enters. Graphics at
A6CE.
For other creatures, Maroc earns points towards his rank for each creature he destroys. However, as there is effectively an 'infinite demon supply' in the High Temple of Chaos, Maroc gets a single points score for any number of demons destroyed.
They are by far the deadliest of all of the denizens of Avalon, dealing very high damage both by physical contact (32) and by missile (64).
The AMULET spell is recommended, as demon missiles are extremely dangerous. AMULET is the only shield/barrier spell that will deflect them.
The only way Maroc can destroy demons is by using Caliburn.
Stat |
Value |
Total number |
N/A (will keep respawning in rooms) |
Location |
High Temple of Chaos |
Destroyed by |
Caliburn |
Pursue Maroc between rooms |
No |
Energy drain (to Maroc) on contact |
32 |
Missile type fired |
Missile #8 (missile graphic 3) |
Energy drain (to Maroc) on missile contact |
64 |
Affected by FREEZE |
Yes |
Affected by UNSEEN |
Yes |
Other |
Like wraiths, demons can home in on Maroc when he uses magic such as UNSEEN, which does not confuse them as it does other creatures. However, UNSEEN will stop them firing their deadly missiles The FREEZE spell stops demons from moving, but they can still fire missiles |
Warlock
There are 7 warlocks in Avalon, with a specific one appearing on each of the first 7 of the 9 levels in the game. Level 8 (Chambers of Chaos) is a warlock-free zone, and Level 9 (High Temple of Chaos) has demons appearing instead.
See
6C7C for their stats/details. Graphics at
A2EB.
Each warlock fires a particular sort of missile and is weak to others (see
6CDC).
Warlocks get increasingly more powerful in terms of missile damage and 'aggression' (frequency of missile fire) as Maroc delves deeper through the levels.
Like most other creatures, warlocks are affected by Maroc's FREEZE spell.
Each of the warlocks carries an object or a spell. Maroc can obtain this either by giving particular objects with the warlock, or by destroying the warlock using a missile/bolt spell to which it is vulnerable.
Warlocks cannot be destroyed using any of the servant-wielded weapons, such as the animated sabre or Caliburn. Trying to do so is treated as a trade - and not a successful one..!
In fact, Maroc can both trade and destroy warlocks; after a trade, a warlock will still continue to appear on the level. Like with other creatures, Maroc gets points towards his rank by destroying warlocks, so it can be worth the player doing so for a higher rank.
Regarding Maroc trading objects with warlocks:
- Bits 5-7 (values = 0-7) of byte 7 of each object's data set (at 736F) holds the item's value
- This value needs to be greater than, or equal to, a warlock's number (1-7) for a successful trade
- There are objects that appear to be designated for the purpose of trade (i.e. which have no other purpose in the game), such as coins/jewels. In walkthroughs, these tend to be cited as trade objects for the warlocks
- However, some magic items such as spell scrolls are also valuable. This lets the player sacrifice a spell they have no need of, or extra spell charges for an acquired spell, to make an alternative trade, or make repeat trades with warlocks
One cool event noticed by players (e.g. in the
Crash review) is that warlock missiles can close or open doors, either directly or if they're deflected off Maroc's SHIELD. This is because of the very open object/event change system where one object can affect another.
** 29/11/2022 - Update note from Steve Turner ** (Twitter link):
"Doors affected by missiles was also intended, that is why I included general and specific triggers."
Spider
Spiders are most commonly encountered in the vertical scrolling tunnels, as one of the two creatures (the second being a BAT) that appear randomly. They scuttle down the tunnel towards Maroc, and off the bottom of the screen. Graphics at
ADA1.
Some spiders appear in certain standard rooms as well, most notably in The Labyrinth.
Spiders in 'standard' (non-tunnel) rooms are not stored within the creature data tables; instead, they are moving ROOM OBJECTS, and held in the standard room item tables at
736F.
- Spiders in standard rooms drain energy like other energy-draining objects (2 points of energy on contact)
- Spiders in tunnels drain 16 points of Maroc's energy on contact
- Spiders have the same 'creature event value' as goblins (3), meaning Maroc can destroy spiders using any method that can kill goblins (any missile-type spell, (animated) sabre, or Caliburn)
- Maroc doesn't receive any score towards his rank for destroying spiders
- Spiders are not affected by the FREEZE or UNSEEN spells
Spiders appear in the following rooms (spiders described as 'standard' act like typical hostile creatures, which move towards Maroc and drain his energy):
Room number |
Level |
Notes |
43 |
Great Halls of the Deep |
This spider is stationary. It's also harmless, as it is an illusion (probably why it changes colour). If Maroc casts DISPEL on it, it reveals an unlocked chest containing a FIREBOLT spell scroll and a PROTECT spell scroll. |
69 |
Chambers of Chaos |
Standard |
142 |
Goblin Warren |
This one's a bit odd. See Bugs: The spider and the floating scroll |
158 |
The Labyrinth |
Spider is hiding under the trapdoor. It is released when the SERVANT moves over it |
161 |
The Labyrinth |
Standard |
164 |
The Labyrinth |
Standard |
192 |
Catacombs of the Undead |
Standard |
Bat
Bats are most commonly encountered in the vertical scrolling tunnels, as one of the two creatures (the second being a SPIDER) that appear randomly. Bats fly down to roughly Maroc's position on the screen, before pausing, then flying back off the top of the screen. Occasionally bats appear outside the tunnel wall boundaries.
Bat movement in the tunnels is extremely fast; they can be difficult to avoid, as they tend to congregate around Maroc's screen position and can be on top of him before the player can react.
Two bats appear in 'standard' (non-tunnel) rooms as well, though their movement is much slower as they home in on Maroc's position. Graphics at
AE2C.
Bats in 'standard' (non-tunnel) rooms, like spiders, are classed as moving ROOM OBJECTS, held in the standard room item tables at
736F.
- Bats in standard rooms drain energy like other energy-draining objects (2 points of energy on contact)
- Bats in tunnels drain 16 points of Maroc's energy on contact
- Maroc doesn't receive any score towards his rank for destroying bats
- Bats are not affected by the FREEZE or UNSEEN spells
Bats appear in the following rooms:
Room number |
Level |
Notes |
64 |
Chambers of Chaos |
Guards the AIR symbol (see B419) Destroyed in the same way as goblins, e.g. any MISSILE spell, (animated) sabre, Caliburn |
162 |
The Labyrinth |
Can ONLY be destroyed using the - NON-animated - sabre (B244), found in room 163 If destroyed, drops an UNLOCK spell scroll |
Bats are not subject to the usual room boundary checks (routine at
CBA8). As they are flying, they can move into wall areas. Bit 2 of byte 9 (in the room item data set at
736F), which governs movement patterns, holds this information.
Scorpion
Scorpions appear in a few rooms in Avalon. They sometimes hide under/inside objects, and are released when Maroc interacts with the object using the SERVANT. Graphics at
B196.
Scorpions creep towards Maroc and are quite slow moving, though it's likely that the SERVANT spell will be active when the scorpion is released, meaning Maroc will need to switch spells fairly quickly.
- Scorpions are dealt with as (moving) ROOM OBJECTS (table at 736F) rather than creatures
- Like other energy draining objects, they do 2 points of damage to Maroc's energy on contact
- Scorpions have the same 'creature event value' as goblins (3), meaning Maroc can destroy them using any method that can kill goblins (any missile-type spell, (animated) sabre, or Caliburn)
- Maroc doesn't receive any score towards his rank for destroying scorpions
- Scorpions are not affected by the FREEZE or UNSEEN spells
There are five scorpions in the game. They appear in the following places:
Room number |
Level |
Notes |
72 |
Chambers of Chaos |
Under a SKULL PILE - released when Maroc uses the SERVANT to extract a KEY from the pile |
76 |
Chambers of Chaos |
Under a TRAPDOOR - released when Maroc uses the SERVANT to open it using a pick axe. The EARTH SYMBOL is under the trapdoor |
97 |
Caverns of Doom |
Hidden in a BOTTLE - released when Maroc uses the SERVANT on the bottle (a trap - there's nothing of value in it) |
111 |
Mines of Madness |
No actions needed in this room, so easily avoided |
170 |
The Labyrinth |
Caliburn is in this room, so best to destroy the scorpion before using the FIND spell to get the sword |
Mouse
Finally - a friendly creature...! A 'mobile' room object (
736F) that Maroc can collect.
- Maroc can entice it from its mouse hole in room 53 (Great Halls of the Deep) with the block of cheese (B082)
- It's then used to get the hanging key (B0BD) by chewing through the string/rope holding it to the wall
- The mouse has quite a fast and random/haphazard movement pattern when dropped on the floor in a room