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1998-03-13
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Stonekeep Walkthrough
(Introduction) Pick up just about everything you can find in the
room. Always punch rubble piles and
piles of bones to see if there's anything there. You should find
a skull, a healing root, and a throwing stone.
Exit through the door with rock in hand. Wait for the ant to pass
by. You can throw the rock at the ant
(and probably kill it), or punch it a few times to kill it.
That's about as far as the walkthrough the game
comes with takes you.
2. Take your first left, and read the plaque at the end of the
hall. Go into the guard room. You'll find a
leather breastplate in there, plus, in the chest, you'll find a
scroll, heal potion, five heal roots, and a dagger.
Arm & armor yourself. Wander around until you find Thera again
(the glowing ball). Note the lever on the
wall. Pull it; it'll unlock the door, but DON'T go through yet!
Push the handle back up again, then pull it
down again. Now, walk south to the wall, turn east, and walk to
the end of the hall. Turn north and walk
two squares north. Turn left, and search the wall for a hidden
stone that wasn't there before. There's a
lever; pull it. A secret door opens up just to your south and
behind you. Go through it, and grab the three
oil bombs. Look at the north wall to find another hidden brick;
there's a Dagger of Penetration there.
Equip it. It's actually one of the more powerful weapons in the
game, believe it or not... There's also a
throwing rock in the rubble.
3. NOW go through the exit door (where Thera is). You'll run into
the Shadowking. No, he won't kill you
now. After he does his monologue, go into the corridor and turn
right, then follow the corridor around and
take your first left. Go to the door on the right. Kick the
Sharga's butt and take his sword, heal root, gold
coin, and brass key. Exit and go north. Use the brass key on the
lock. Go inside, smash the barrels. Grab
and equip the wooden shield. Exit and go north to the next room.
Unlock the door. Smash the left barrel.
Kill the two warrior ants that come out. Smash the right barrel
and take the heal roots. Continue north.
There'll be an alcove on your right. Smash the barrel in it to
get three heal roots. Go to the intersection.
Follow the corridor around to the left. Ignore the door you'll
see to the south; you can't open it. Go
around the square and take the passage that heads east. Go east
until you see a passage south. Go through
that door. You're in a four-door room (you can't get through the
south door from either direction, by the
way). Go through the west door. Kick the Sharga's butt. I suggest
you run past the Sharga to the north
wall, or else he'll try to get a super heal root that's in a
hidden brick there. If you block him from that, he'll
go down faster, and you'll have a super heal root. On the table
is your journal... grab it. Then unlock the
south door with the brass key and go south. Waste the five
Shargas that come after you. Take their heal
roots (I also collect swords from these guys, for no particular
reason. I think at one point I had about sixty
of them). Now, move to a square on the map that is 4 south and 1
east of the door you came through from
the room with the journal. Face south and check the wall. You'll
find a heal root. Now go north, then east,
and turn south again. Check the hidden brick and pull the lever.
Go 2 west, one north, and face west. Go in
the secret room and find a blue heal potion, a green agility gain
potion, and a cure potion, plus another oil
bomb. Now go south until you hear a fire crackling. Turn west and
proceed to the fire. Search the fire
twice (you'll take a few points of fire damage, but find two
Firedaggers). Now dump one of your potions
you don't mind losing on the fire to put it out. Kill the Sharga
that's beyond it, and search the chest to find
another agility gain potion and a strength gain potion. Exit and
turn right at the corridor. Go three south,
six east, and then turn north.
4. Kill the Shargas. Keep going north to the end of the hall. Go
east one square, then turn north and go
into the room. There are four barrels. Smash `em all. In one,
you'll find a drunk Sharga. This guy is
hilarious; he's harmless, and keeps hiccuping. Kill him if you
want; it's hardly necessary. Behind another
barrel is a hammer you can use as a weapon. Exit the room, go
back to the corridor, and go east. At the
square just east of the next passage north, check the north wall
to find the hidden Health potion bottle.
Then keep going east to the kitchen. Whack one of the sacks; ants
will start attacking. You've got to waste
six of `em. When the last one dies, check its body to find a
bronze key. Head back west; ignore the passage
to the north. Go to the end of the hall, turn north, walk to the
wall, and turn west again. Go west, and turn
south at the first intersection. Unlock that door with the bronze
key. Kill the two Sharga leaders (easier
said than done; they're a lot tougher than the others). One has a
steel key, and the other has the Orb of
Afri. This orb is pretty useful; when you put it on the ground
and wait a second, it projects a map of your
surroundings, including moving dots for all live monsters, and
also shows all secret rooms. Just don't lose
it! Take the scroll from the bookcase. There's a hidden brick in
the west wall with a super heal root, and a
hidden brick with a lever on the south wall. When you pull the
lever, a room opens up to your immediate
west. In there is a chest with a heal potion, an agility gain
potion, and a strength gain potion. Exit through
the north door and follow the corridor to the left. Open the
first door on the right with the bronze key, and
slay the Sharga. Then go north up the corridor. Note the dead
Sharga. The west wall in the square where
he is has a trap; throw skulls into the square to trigger it and
fire two arrows. Do this three times, then it's
out of ammo. Grab the arrows, and go north. Throw something at
the Sharga. Two more will jump out to
help him in a moment. Check the east wall for a hidden heal
potion. Take the three scrolls from the
bookcase. Exit the room and go south, then west to the locked
door. Unlock it, then go east, through the
other door into the corridor. Go five south, three east, then two
south and unlock the door with the brass
key. Ignore the barrel, but check the brick on the south wall for
a heal potion. Exit and go south one, then
west and open the door. Punch the rubble for a coin and a heal
root. Exit and go three north, three east,
five north, three east, then turn south and open the door.
There's eight ants wandering around in here; kill
`em all. You'll find a few arrows and a quarterstaff. Head south,
and grab the helm near the forge. Also
punch the rubble to find a throwing axe. Then go east. Check the
bricks on the west wall for a heal root.
Use the steel key to open the chest and take the small metal
shield. Now exit back to the corridor and
continue east, unlocking the south door with the bronze key.
Smash the barrels to find three oil bombs.
Now weave your way all the way back to the northernmost passage.
Go east along it, then turn north, and
then east again. Turn south at the intersection and unlock the
door with the brass key. Go through the
door, and you'll wind up in another room.
5. Smash the barrel. About 50 ants will come out to attack you,
so if you need weapons training and are in
good shape, stick around and kill `em all! Exit the room, head
north, west, north, and west. Go through the
door at the end of the hallway. Follow the corridor around to the
south and open the southern door. Kill
the ants, and check the east wall for a hidden switch. A secret
room with a chest (locked, can open with
bronze key) is to the south-it has three oil bombs. Now head back
to the stairs that lead down. Proceed to
the easternmost north-south corridor. Head all the way south,
killing whatever gets in your way. Go
around the square to your left, then head south and go west. Take
your first northern passage. You'll find a
throwing stones bag. Go back to the corridor, and continue west a
couple squares, then turn north, unlock
the door with the brass key and equip the leather leggings you
find. Go back to the corridor, and head
west, south 1, west, north 1, west, south 1, west, north 1. Check
the north wall and pull the lever. Turn
west and find the secret room in the north wall just a little
ways up. Grab the heal potion and the
broadsword. Now head west, north, west, north at the
intersection. Take your fourth right, through the
door, and unlock the door to the north with the steel key. It's
the stairs down to level 2. (From here on in,
I ignore secret stuff and just go for the essentials.)
6. Welcome to level 2. Go north, then east. Meet Wahooka. DO NOT
ATTACK HIM! Talk to him. He
wants something valuable. Go through the door, continue east. Go
south. You'll probably meet your first
slime now. JOY! (Slimes, by the way, are more vulnerable to cuts
than crushes, so use a sword or axe. Or
fire. Slimes are afraid of fire). At the corridor, turn east and
go through the first door on your right. Waste
the slime & pick up the gem it leaves behind. Go back to
Wahooka's spot and give him the gem. Now go
back to the corridor. Go east to the wall. Turn south. Walk
through the south wall-it's an illusion. Kill the
Sharga, then go south to the wall (which is really another
illusion, but ignore it for now). Turn left and
walk to the wall. Turn south. Take your first passage left. Go to
the end of the corridor. Turn left and go
north to the wall. Turn left and go through the door. Kill the
slime, then check its corpse for the ivory key
(useful stuff!) Go back east to the wall. Turn south and take
your next door on your right. Open it with the
ivory key; Farli Mallestone will join you. Now head south to the
wall. Turn west and go two squares west.
Mark this spot on your map as, say "SECRET PLACE." Now go west to
the wall, then turn north. Go to
the wall, turn west. Walk to the wall, turn north. Go up to the
(illusory) wall, and turn east. Walk to the
wall. Turn south, and walk to the wall. Turn east, and unlock the
door with the ivory key, but don't go
through. This may seem like a fool's errand, but it comes in
handy later. Head all the way back to the spot
you just marked as "SECRET PLACE" on your map. Then turn south
(facing the wall) and walk through
(illusion again) Kill the two Shargas and get the iron key. Turn
east and walk to the wall. Turn south and
proceed to the fountain; drinking from it heals you. I suggest,
if you have my UGE module, save your
game here and exit to get the location. When you are hurt, you
can teleport back here for an instant heal,
then teleport back to wherever you were. VERY useful trick.
7. Now head back to the illusory wall. Turn south, and go through
the door. Keep going south, turn west.
Go west, and take the corridor to the south to the wall. Turn
right, and go through the door. Whack the
Sharga guard, then keep going west. At the square between door #2
and door #3 to your right, check the
north wall for a scroll with a Meta Rune, which will enhance your
runecaster's runes...when you find the
runecaster, that is. Keep going west. Turn north, then west
again. Go north, east, north, west. Push the
button on the wall (seals the pit to your north). Go north to the
wall, then east to the wall. Turn south and
head to the wall (there should be a lock in front of you, but no
door in sight). Whack the Sharga that
guards it. Unlock the lock with the ivory key; a wall opens up to
your right. Go through it. Head south, but
stop short of the circular stone in the floor. Drop a skull on
it. Three arrows shoot out. Now pick up the
skull, then drop it on there again. Three more shoot out. Pick up
the skull, and pick up the six arrows.
Continue along the corridor, and do the same process with the
other three circular floor stones...by the
end, you'll have 24 arrows. Not a bad deal! Keep following the
passage to a door. Unlock it with the ivory
key, and go through. Waste the two slimes; one will drop your
first runecaster. Pick it up. Read the three
scrolls on the shelf. Now inscribe your runecaster with the two
runes. I suggest you also use the "2x
power" Meta Rune on both of them as well. Now, head north. You
will see a "Mana Circle." If you
DON'T have my UGE module, this is a great place to build up magic
ability. Just blast a wall with firebolts
till the `caster goes dead, then step into the circle-instant
recharge! Repeat as necessary. When you're
done, head back through the circular stones, out the secret door,
and continue east. Head north; waste the
two Shargas. Head north, and turn east, then north. Walk through
the illusionary wall. Go east to the wall,
then south, then take the east passage. Follow it to one past the
south turn and face south. Yep, you've
been here before. Go through the wall, then turn east. Walk to
the wall and turn north. Wahooka will talk
to you. Keep going north. Walk up to the door, and unlock it with
the ivory key. Keep going north, and go
through to door... to the wonderful world of the Sewers beneath
Stonekeep. Joy. Oh yeah, make sure
you've got a bunch o' skulls with you. Why? You'll find out...
8. Be expecting snakes (Snakes...why did it have to be snakes?).
Go north, turn west. Slog west, and take
your second turn south. Go south till you hit your first right
turn. Take it, and slog west, through probably
about a gazillion snakes. Go one north at the wall, then keep
going west to the wall. Go north to the wall.
Turn west again. Go west, and take your first left. Follow that
to the wall, and turn right. Follow that
passage west, south, west, south (through a slime) to the wall,
then west, and south again until Drake
screams "OW! My foot!" He just kicked a control cylinder. Grab
it. Go all the way back to the stairs up
and climb back up to the lower ruins of Stonekeep. You might want
to go visit the fountain to heal up
now. Assuming you do, go north from the fountain to the
intersection, then turn west. Go to the wall, and
turn south. Go to and through the door. Go south to the wall, and
turn west. Walk up to that funny
looking thing in the wall. Use the cylinder on it. You've just
opened a few floodgates below, which you
needed to do to get the other cylinder. Go back to the sewer
(SHEESH!) and go as follows: North, west,
second corridor south, first left, second left (through the
now-open floodgate) and proceed south. Turn
west, go 1 square, head south. STOP one square before the south
wall (there should be a passage on your
right).Trust me; you do NOT want to go one more square south.
Just trust me. Go west, north, take your
west turn, to the wall, south to the wall, west one square, and
south. Proceed south. When you come to
the little room, turn right (west) and deal with the Sharga
captain. He's pretty tough. Once you finish him
off, go south to the wall. Turn west, and go that way. Waste the
two Sharga guards, then turn south. Go to
the wall, turn east. Go to the wall, and turn south. Right ahead
is the other cylinder. Okay, now then-head
back north, west, north, then turn east. Walk down and waste the
two Shargas. Go to the wall, and turn
south. Go to the wall, and turn east again. Waste the two other
Shargas. Go one square south, then march
east fourteen squares. Turn north immediately and deal with the
Shargas. Then proceed north and take out
the "backup" Sharga. Keep going north. Then turn west and start
walking. Wahooka puts in an appearance
and asks for three "heads of men long dead." Now turn around, and
plod back to the east wall. Head south
all the way to the wall (this'll reset Wahooka). Go back north to
the wall, and turn west again. At the same
spot, Wahooka will reappear, demanding his payment. Give `em
three skulls. He'll give you a triangle key.
If you keep going west, and climb the stairs, you'll be back in
Lower Ruins o' Stonekeep... if you
performed that "fool's errand" I mentioned before, this'll be a
shortcut. If you didn't, you'll be on the
wrong side of a locked door.
9. Follow your map back to the "SECRET PLACE." Go through the
illusory wall, and go south through
the door to the south wall. Turn west, then go south along the
passage three squares. Turn right, and there
should be another of those cylinder things. Put your second
cylinder in it; this will drain the sewers (and
make a certain beast a LOT less difficult to deal with). Now
trudge all the way back to the entrance to the
sewers you just came through (I know the other way's shorter, but
saving Sewer trip time is certainly
better than saving Lower Ruins trip time). Head back east, then
north, then east to the wall, then south to
the wall, then west five squares. You should hear some wind. Turn
north and walk through the secret
passage. There's a chest here. Use the triangle key on it. You'll
find a firedagger, oil bombs, and a rune
scroll. Inscribe this new rune (a shrink rune) over your cure
rune. Okay, here we go... head west to the
wall, north one square, west to the wall, north two squares, west
two squares, north to the wall, east one
square, north through the floodgate to the wall, east one square,
north one square, east to the wall, south
one square, east to the wall. Clever adventurers will remember
this is where is told you NOT to take that
one step south. Guess what. Get your runecaster up and ready,
then take that one step south. Turn left
IMMEDIATELY, and fire the shrink rune at that...thing. I even
think that's what it's called. A "thing."
Well, that'll chop it down to size slightly. Do NOT attempt to
engage it in hand-to-tentacle. Keep your
distance and fire power enhanced (with that meta rune) firebolts
at it. Eventually, it'll keel over. When it
does, it drops a dragon statuette. Grab that. Now head back to
where you first saw the Thing, walk to the
east wall, turn south, and take your first left. Walk through the
secret passage in front of you. Follow it
down; you'll wind up at a stairwell eventually. Take it up to yet
another part of the lower ruins. After all
that, a locked door. Fortunately, FARLI has the key (gee, it's a
good thing you rescued him, isn't it?) He'll
open it and you just bravely march on through. Head south to the
wall, and follow the passage to the east.
Turn south at the wall, and go to the south wall. Turn west and
march two squares west. Turn north and
put the dragon statuette on the altar. It opens a passage to the
south. Go south through the passage, and
you'll be transported to Level 4: The Sharga Mines. Yeah. This
has been the EASY part so far.
10. Now that you're on Level 4, keep this in mind: Not ALL the
Shargas on this level are to be
slaughtered. Matter of fact, there's some downright good ones on
this level. Go west. Do NOT attack the
wasp; it's just checking you out. You don't attack it, and the
swarm of 100 wasps doesn't attack you. Get
the picture? Good. Now turn north to the wall, west to the wall,
north again, turn east and walk one
square. Kill the Shargas. Check the rubble to find a Silence Rune
(very useful, all things considered). All
right, now head back west to the wall, south three steps, west
three steps (kill the Sharga if you want, or if
he charges you), then south to the wall, west to the wall, and
south to the wall again. Turn east. See that
fungus thingy? If you take a step closer to it, it'll sound an
alarm that summons some Sharga guards. If you
don't think this is a big deal, go ahead and walk up to it.
Otherwise, blast it with Firebolts. Walk to where
it was, and turn south. Go two steps, and check the west wall.
Press the button, and turn around. In the
room that opens, you'll find a Mana Circle and a "Lesser Aerial
Magick" rune. Go back to where you saw
the toadstool. You might want to mark "GO BACK HERE" on your map;
I'll be referring to this point
again. Now head west, north, east, north to the wall-this puts
you in line with another of those toadstools.
Waste it and the Shargas. Then follow the passage around until
you meet the two Shargas-kill them, and
head north, then east one square, north again (you'll note once
you get to a certain point, the ceiling
collapses behind you. No problem. Whack away at it with a weapon
to clear it away) to the wall, west to
the wall, south to the wall, east one square, south (waste the
two MORE Shargas...these guys are
everywhere) to the wall, one square west, south to the wall, east
to the wall, south to the wall, one square
west, south through the door to the wall, east (take out the
Shargas) to the wall, north one square, east to
the wall, south to the wall, west two squares, north one
square-open the chest and take the money bag and
two coins. Go west (kill the three Shargas) to the wall. Go
north, east, north (kill the exploding fungus),
west one square, north to the wall, west one square, north (do
NOT attack the wasp nest) to the wall, east
(kill the exploding fungus) to the wall, north to the door. Push
the button on the west wall to unlock the
door. Go through & kill the Sharga. Now go north one square, mark
this spot with a "DOOR DOWN" on
your map, and turn west. Go through the door. Go west to the
wall, then due south. Ignore the first right
for the time being...you'll be back soon enough. Walk south to
the wall, then west one square, south one
square. Go west, and take your first left. Go south (kill the
Shargas and smash through the cave-in) to the
wall. Turn west & walk to the wall (kill the Sharga). Mark this
spot with an "X" on your map. Now go
north, then turn west. Waste the Sharga guards, then go west into
the room. Pick everything up, including
(important) the skull key. Now walk back to that turn I told you
to ignore before. Go down that western
passage and free the dwarf with the skull key. This is Karzak
Hardstone. He's in bad shape-heal him up
before you go any further, and arm him...he's a tough bastard. He
joins your party immediately.
11. Now walk back to the "X" on your map. Go to the southern
turn, and walk south to the wall. Turn
west, and go through the door. Go north one square, west to the
wall, north one square, west to the wall
(kill the fungus thing), and north to the ladder. Follow the
passage to the end. Pick up the runescepter and
the two rune scrolls...one is a Cure (which you already have) and
the other is a Language rune. Inscribe the
Language rune and the Silence rune on the new Runescepter. Walk
back and climb up the ladder. Now
then...go back to the spot you marked as "GO BACK HERE." Now head
west to the wall, north to the
wall, east to the wall, two steps north, three steps east, south
to the wall, east to the wall, south to the wall,
west to the wall, south to the wall, east one step, south to the
wall, and one step west. Note the bolt on the
floor. Pick it up. Hear that giggling sound? RUN west to the
wall. Smash the barrel. Push the button. Whip
around, and head back to steps east, then turn north and
obliterate the Sharga sniper. Take his crossbow
and bolts. Head back west to the wall, go one south, then head
west through the door, and take your
second turn north. Walk north to the wall. Now listen up VERY
closely. Do NOT smash skeletons or
anything around here. Do not do ANYTHING to make ANY noise.
You're close to the Ettin, and you do
NOT want to wake him up, because he's invulnerable. GOT IT? Good.
Walk due east to the wall. Turn
south. Use the silence rune on the barrel in the middle. Smash
the nearest barrel. Now step up to the chest.
Open it up to find gems, a Throg gate key, and Aquila's Orb. Now
turn north. Walk one pace north. Turn
west. Follow it west to the wall. You've got orb #2, but there's
still some stuff to do on this level.
12. Walk back to the "DOOR DOWN"-marked spot on your map. Go
through the door to the north to
find the passage down to the lower Sharga Mines. As soon as you
walk through the door, you'll be
attacked-waste the Sharga. Go north to the wall, then east to the
wall. Turn north and waste the Sharga.
Then go east to the wall, south one square, east to the wall,
north to the wall, east to the wall, north one
square, east to the wall, south to the wall, east to the wall,
north to the wall, east to the wall, north through
the door, then north to the wall (kill the fungi), west one
square (smash the bones to find red mushrooms),
then west one more square, north one square, west two squares
(kill the patrol), north one square, west
two squares, north to the wall, turn east and kill the patrol.
Walk east to the wall, north one square, east
one square, and look through the crack in the wall, to get an
interesting thought...the Shargas are getting
beaten by the Throgs and won't fight back. Hmmm. Now go west 1,
south 1, west 1, south to the wall,
west to the wall, north to the wall, west to the wall, north 1,
west to the door (check the bone pile to the
north for more red mushrooms), through the door and west to the
wall, turn north & whack the snake, go
1 north, west to the wall (smash through the cave-in and kill the
snake), north 1 square, 1 west, turn north
& grab the balista bolt, then turn back west, go 1 west, then
south to the wall, 1 west (smash the cave-in
and whack the snake), then west to the wall, north to the wall,
west to the wall, south through the door,
west to the wall, north to the wall, then turn west and walk up
to the Sharga.
13. Do NOT kill the Sharga. Just wait. You'll strike up a
conversation with him. Follow him. He'll open a
secret door. Kill the snake beyond, then follow him again...
"home." Do NOT attack any Shargas along the
way; they won't bother you. Talk to Skrag. He recharges your
runecasters. Go past him into the alcove.
Smash the barrel. Push the button. Go into the room that opens
up, and open the chest. Get the rune scroll,
at least; it's another meta rune which enhances the potency of
spells. Very nice! Now go back to where
Skrag was, go one north, west to the wall, south one, west four,
and turn north. See the little Sharga? For
some reason, the other guys here don't mind when this guy gets
it, so walk up to him. He'll tell you not to
open the door. Open the door anyway. See the BIG Sharga? Well,
whack the little guy anyway. (This is
only for humor value) Go walk up to the big Sharga and kill him.
Take his six coins, blue and green gems,
and check the barrels-you'll find some more red mushrooms in one.
Go back into the east-west corridor
and keep going west. Go north, west to the wall, north, west to
the wall, north to the wall, and west to the
door. Use the key you got from the Ettin's chest on this one, and
go through... into the Throg Temple, also
known as Level 5. Fun, fun, fun!
14. Level 5. Another guy to rescue, another orb to get. Sigh.
Okay, head south and waste the fungus.
When you get to the wall, go west three, and turn south. Go
through the door. Wahooka shows up. Hand
him any item except an orb. Offer him another item (anything but
an orb). Now hand him any weapon or
armor item (one of those eighty billion Sharga swords you have by
now will do). He'll give you some not-
so-free advice. Go back to the corridor. Go west to the wall,
north one square, west to the wall, and north
to the wall. Turn right and smash the two barrels. You'll find a
dead Dwarf, and a short conversation. Then
pick up his stuff-a blue gem, battle axe, armor ring (equip Drake
with this) and two scrolls. Turn around,
walk west to the wall, south four squares, west to the wall. Now
you're in a little trapped maze, so follow
this: Turn north & walk to the wall, turn west & walk two
squares, turn south & walk four squares, turn
west & walk two squares, turn north & walk two squares, turn west
& walk to the wall, turn south & walk
one square, then turn west out of the maze. Follow the passage
west to the little room. Search the refuse
for Dombur's Helm. Exit back to the east and take your first
left. Walk north to the wall. Turn west &
walk all the way to the wall (ignore everything unless it attacks
you). Now turn south, go through the
door, and down into the Temple of Throggi (note: there's one rune
I'm skipping in this walkthrough, but
you've already got it , also because you'd
have to kill THREE of those tentacle... things
you met in the sewers. Not fun.)
15. Head south. Three Throgs are wandering around the passage.
Kill `em all as you get to the wall, then
turn west to the wall, then south 12 squares, then east. Ignore
the southern passage for now. Time to go
get another rune; walk east & take your first left. Walk north to
the wall, west to the wall, north to the
wall, east and take your first left. Decimate the Throg & pick up
the dowel he drops. Now go back south,
west to the wall, south two squares, and east one square. Don't
open the door yet; turn to face the north
wall & find the hole. Put the wooden dowel in it; then go in.
You'll find super heal roots & a "flame
column" rune scroll. Now exit the room, walk west back to the
corridor, and south to the wall, east one
square, south four squares, then turn east & walk to the wall.
Turn north and walk to the wall. Then turn
east again. Some Throgs will ALMOST attack you, but then run
off...waiting in ambush. Big plan.
Anyway, keep going east; when they attack you, take `em out. Take
your second left and walk north.
Watch out for the two tough Throgs that come at you. After
getting by their little alcove, take your first
right. Go through the door & waste the bodyguard. Now exit back
to the north-south passage and
continue north four squares. Turn east, go through the door &
waste the second bodyguard. Now exit
back to the north-south corridor again and go two squares south.
Turn east & go through the door. Walk
all the way into the room, then IMMEDIATELY get in the
sub-shaman's face and waste him. Don't let
him get time to start casting spells! Pick up his dagger, and
check the rubble to find a shield scroll. Now
exit back to the corridor; walk north to the wall, then turn east
& go through the door. Follow the twisting
little room in, and, once again, get RIGHT IN THE GUY'S FACE.
This is the head honcho shaman, and
he is NOT nice. Kill him and pickup his pendant and runecaster
(yep, now you've got 3 of `em). Check the
rubble piles to find an Energy Bolt rune scroll. Now exit back to
the corridor and head south. Stop one
square before you reach the south wall; note the BIG Throg
standing around the corner? I suggest you get
ready; he's tough. Take the south step, turn quick, and go in,
all guns blazing (so to speak). (He, by the
way, was summoned when you walked into the sub-shaman's room, but
if you hadn't done that, you'd
have to deal with both the shaman AND the sub-shaman at the same
time!) Once he's dead, head west and
take your first right.
16. Now that you're at this nice door, use the pendant on it to
open it. Head through to the north, straight
up the middle (waste the two Throg guards that are patrolling).
By the way, since they ARE tough, if you
aren't using my UGE module to set your characters to some insane
number of hit points, this would
probably be a good time to use Aquilla's Orb. if used on your
party, twice per region (i.e. unexplored
map) it can completely heal them. So waste the guards, then
continue north to kill the last guard. Walk all
the way north to the statue. Take the RED eye of the statue (ha,
ha, very funny Wahooka...keep an "eye"
out for the god of the temple); it's the Orb of Azrael. The other
orb will release a poison gas, so do NOT
touch it. You can take any ONE of the four weapons (you might
want to take the spear & give it to
another NPC you'll find on a later level, since he uses it quite
well). If you try to take a second, the
weapons go bye-bye, and the statue proceeds to whack the hell out
of you. Now head south, through the
door, and to the wall. One more thing ya gotta do on this level;
walk west four steps, and turn north. Walk
north three squares, then west one square. Turn until you see the
handles. Pull `em all. Then walk one
square east, eight squares north, and turn west. Go talk to the
dwarf; it's Dombur. Give him his helmet,
and heal him up (he's in bad shape!). Now walk back out to the
corridor, and go south to the wall, west to
the wall, south three squares, west down the corridor, and take
your first left. Walk south five squares, east
all the way to the wall, north to the wall, east to the wall,
south two squares (kill the Throgs if they charge
you) then west through the door. Open the chest to find three
gold coins, a heal root, and two rune scrolls-
one is a Strength enhancer, the other is "Spoilspell," which can
cancel the effects of other spells. Now go
back out east to the wall, north to the wall, west to the wall,
south to the wall, west to the wall, north five
squares, go west, and take your first left. Walk up to the
portcullis. If you have the Orb of Azrael, the
portcullis will open. Walk south to the wall, east to the wall,
then south down and through the door... into
the Dragon Feeding Grounds. Oh dear.
17. Doesn't sound too comforting, does it? Well, do things right,
and the dragon will be on your side.
Really. As soon as you open the door, kill the Sharga. Then walk
two squares west, turn south, kill the
Shargas, and continue south to the wall. Go east to the wall,
south to the wall, and west one square. Open
the chest & take the Circle scroll. Now go east one, north to the
wall, west seven squares, turn and look
north. Mark this spot with a "COME BACK HERE" on your map. Now
walk six squares east, north to the
wall, west to the wall, north to the wall, east to the wall,
north two squares, east to the wall, south 1, east
to the wall. Turn south to find a helm, plate armor, and a
dagger. Now walk north and take your left turn
through the door. Kill the Shargas, open the chest, and get the
Stoneshooter piece. Walk back OUT the
door to the corridor, south three squares, west to the wall,
north 1, west to the wall, north 1, wet to the
wall, south 1, west 1, south to the wall, west 1, south 2
squares, west 2 squares (kill the ants), north to the
wall, turn west, and open the chest to get the second
Stoneshooter piece. NOW, walk back to the "COME
BACK HERE" point. Now walk south six squares, then IMMEDIATELY
turn left or right, and the
boulder (which was just shot from the north wall) streaks by you
at amazing speed... and misses you. If
you turned fast enough. Now continue south two squares, then go
east to the wall. Turn south; blow away
the toadstool with some fire magic. Then go south two squares,
east one square, and turn south to face the
Throgs. Kill `em, then go south to the wall. Go east to the wall,
south one, then turn east & hack the
Throg guard. Take his guard key. Walk back to where the toadstool
was. Mark this spot with an "X" on
your map... you'll be back. Now go north to the wall, west to the
wall, north-and take your left turn, west
to the wall, north (and kill the exploding fungus) to the wall,
west to the wall, south one square, west to
the wall, north, west, north (hack through the cave-in) to the
wall, west, north to the wall, west, north to
the wall, west to the wall, two squares north, east to the door.
Unlock the door with the key you got from
the Throg. Go through & waste the Throgs (pick up their coins
when they're dead). Now turn north and
go through the door to the upper level of the feeding grounds.
Walk south to the wall, west through the
door and then take your right, north to the wall, east (kill the
exploding fungus), north, west to the wall
(hack the cave-in and the fungus), south 1, west 1, south to the
Shaman (watch for the Energy bolt). he'll
take off, but leave some feathers behind. You need `em, so take
`em. Now go north to the wall, east to the
wall, south 1, east to the wall, north 1, east to the wall, south
1, east to the wall, north to the wall, east to
the wall, south to the wall, west 1 (note the glowing thing but
don't attack it), south to the wall (another
glowing thing), east 1, south 1, then mark this spot as "Fairy
Realm Entrance," then continue south to the
wall, west 1 (another glow), south to the wall, east, south, east
to the wall, south 2, west to the flowers.
Grab all 7 flowers. Do NOT give these away! Now go back to the
north-south corridor, and continue
south. Then go west 1, south to the wall, turn west & waste the
Shargas, then go through the door and
open the chest to find an Armor scroll and half of a key.
18. Now for some REAL fun. Walk back through the door, east to
the wall, north to the wall, east, north
to the wall, west to the wall, north, west, north three squares,
west through the door and to the wall, then
turn south. Uh... hmm. Funny, that kinda looks like a... yup.
Walk ONE south. The dragon will wake up.
Do not even THINK of attacking the dragon. In the words of Egon
Spengler, "it would be bad." Now
walk ALL the way back to the "X" on your map of the lower level
of the feeding grounds. Walk east to the
door with the symbol on it. Now that you have the feathers, you
can go through without the symbol
(glyph) killing you off. Go in, turn right, and whack the holy
living spit out of the shaman. Take the
feathers, the scare rune, and the other half of the dragon key.
Hey, you've got both halves! Too bad that
won't help... unless you reforge it. And that can only be done in
the Dwarven fortress. This is going to get
more annoying... Okay, time to go to the Dwarven Fortress. Go out
the door, west two squares, north to
the wall, west to the wall, north six squares, west to the wall,
north to the wall, west to the wall, south 1,
west 1. Spin around and look for a button. Press it to disarm an
arrow trap. Go south to the wall, west
one, south to the wall, turn east & waste the Throg guard, go
east to the wall, south 1, east 1, south
through the door (the feathers will let you through, again), and
just beyond the door, look around for a
button. Press it to disarm a trap. Walk south 1, west 1, south 1,
west to the door... Karzak will now take
off, "preparing the guards for your arrival." How nice. Go
through the door after he's gone...and welcome
to Level 7, the Dwarven Fortress.
19. Time to relax a little... do NOT attack ANY dwarves here.
That turns all the dwarves in your party
against you, and every other one also comes after you. That would
also not be good. Go south and through
the door. Take your left, and through the door. Talk to the Dwarf
guard. Now, take everything out of
Dombur's inventory and give it to yourself... he leaves in a
second. Walk east to the wall, south to the wall,
west two squares (at which point Dombur takes off), west two more
squares, south to the wall, then east
over to Dombur. Just wait while he paces around. When he asks for
a piece of a "device," give him one of
the Stoneshooter pieces. He'll pace some more. Wait till he asks
you for another piece. Give him the
second piece you found. Now, there's one more piece...on the
other side of the dragon. We'll worry about
that later. For now, check the scrollcase to get a silly scroll
and a Language Rune scroll. Also, take the heal
potion. The scroll on the table is worthless; it's blank. Now
walk back out west, then north to the corridor.
Walk west two squares, south-and take your second right. Walk up
to the Dwarf elder (Torin). Farli'll take
off, apparently banished, after a discussion amongst the guys
there. Now walk back east to the wall, north
(and take your second left), west to the wall, north to the
Blacksmith dwarf. Talk to him, but don't walk
past him. Oh great, he needs magickal flint. Mark this spot as
"Forge" on your map. Now... ready for this?
Walk all the way back to the spot you marked "Fairy Realm
Entrance" on your Dragon Feeding Grounds
Lower Level map. Now walk south three squares, east to the wall
(hack through the cave-in), north to the
wall, turn east, and use the chisel the Blacksmith just gave you
on the Magickal Flint Rock. Now, walk
BACK to the "Forge" (see how useful that little teleport feature
in my UGE module is?) and hand the guy
the piece of flint. He'll go light the forge, then come back.
Hand him both pieces of the dragon key. He'll
go re-forge `em. By the way, turn right. See that big rock thing?
It's the Glorystone. If you need to
improve your weapons skills, put a weapon in each hand, stand
next to it, tap down both mouse buttons,
and walk away for about twenty minutes. When you come back, the
Glorystone will still be uninjured, but
your stats in the weapons you used will be quite improved!
20. Now head back south down the corridor to the wall, east three
squares, north through the door and go
talk to Geldor. He'll hand you a price scroll. Hmmm. Good
equipment, for the money you've gotten in
past levels. But, the prices seem awfully steep, don't they? Sure
wish there was some way you could get
`em for free... yup. Give him the Throg Shaman's feathers; you
won't need them any more. He gets all
emotional about his family being killed by a Throg Shaman, then
tells you to take whatever the hell you'd
like. GOOD DEAL! Grab whatever you want, then go back to see the
Dwarf elder (Torin). You might
want to mark this spot on your map, by the way. He'll tell you
about an undead beast you could slay to get
some real benefit. So go east to the wall, north and take your
second right, walk east to the wall, north,
east 2, north, east, north, east to the wall, south to the wall,
east 2, south 1, east 1, south to the wall, west
1, south 1, west to the wall, south to the wall, east 1, south 1,
east to the wall, north to the wall, east 2,
south to the wall, east 1, south 1, east to the wall, north...
and get the picks and iron spike, then south to
the wall, west to the wall, north 1, west 1, north to the wall,
east to the wall, north to the wall, west 1,
north to the wall, east to the wall, south to the wall, east to
the wall, north four squares, then west through
the portcullis, which opens automatically. Turn north and walk to
the sarcophagus. Get a charged
runecaster ready (one with a fire spell, preferably), and click
on the sarcophagus. WELL, here's that
undead warrior you were warned about! It takes full damage from
fire attacks and piercing attacks. Arm
yourself with the Dagger of Penetration, and blast away with
Firebolts (preferably with the power
enhancement). Go ahead and back away from him, blasting away. It
takes 600 points of damage to kill him
REALLY dead, so be a coward and back off while firing. If you get
stuck (kinda tough, as the corridor all
around his little tomb back out past that portcullis is a loop),
use the Dagger of Penetration. Watch out
though...his attack can poison you! Once he's permanently dead,
head back through the whole maze until
you reach the spot just outside Dombur's room (where he first
took off). Turn back east and take your first
left, then go north to the wall. Go 1 east, 1 north, east to the
wall, north 1, east 2, then turn south and go
"talk" to the dwarf. Bit unfriendly, isn't he? Hang around till
he says "have it your way." Then turn and
walk north, and IMMEDIATELY spin around and kill him when he
attacks you! Yeah, I know-I said don't
kill Dwarves. But THIS one isn't a Dwarf-it's a Throg is
disguise, and turns back as such when it's dead.
Now walk through the south wall and pick up the Meta Rune
scrolls. they are for the Ball, Power x2,
Power x3, Duration, and Potency runes! Excellent! Now, go back to
Torin. Talk to him; a chest will
appear behind him. Take the magic shield and the Homing Rune
scroll. ah, now, with the Circle rune, you
can teleport! I suggest you go cast a Circle rune outside
Dombur's place, then walk all the way back to the
entrance to the Upper Level of the Dragon Feeding Grounds (this
requires you to go through the Lower
Level).
21. Now go south to the wall, west through the door and take your
first right, north to the wall, east 1,
north 1, east to the wall, south 1, east 1, south 5 squares, west
to the wall, south 1. Note the LARGE leg
sitting there. Mark this spot as "REAR LEG." Unlock the lock on
it with the dragon key. Now go north to
the wall, east to the wall, north to the wall, east to the wall,
south 1, east to the wall, north 1, east to the
wall, south 1, east and take your first right, south to the wall
(watch for the exploding fungus) east 1, south
to the wall, west to the wall, north 1, west 1... see the OTHER
big leg? Unlock it with the Dragon Key.
Now walk to the spot marked "Fairy Realm Entrance." Go south 1,
west 1, south 3, west through the door
and to the wall, and south to the dragon. When she wakes up,
unlock the neck chain. The dragon will go
free, and you'll finally be able to get to the other half of this
level! Walk west to the wall, south two, west
to the wall, north and pick up everything in sight-green and red
and blue gems, 18 gold coins, and a heal
potion. Open the chest to find another heal potion, another blue
gem, two more coins, and three scrolls:
one with Healing (VERY useful, especially if you've been poisoned
or diseased!), another Shrink rune, and
a Tornado spell. Now walk all the way back to the spot that says
"REAR LEG" on your map. Go south to
the wall, east 1, south to the wall, west 1, south 1, west 1,
south two, west through the door and down the
stairs. Walk east to the wall, south to the wall, turn west and
kill the fungi, then open the chest to find all
sortsa good stuff, including the third Stoneshooter piece. Now go
back through the passage to the upper
level, and back out to the north-south corridor. Continue south
to the wall. Turn west and go to the wall,
go 1 south, 1 west, then turn south and walk up to the
Sharga...but don't attack him. This is Skuz the
Sharga, and he'll join your party. Remember that spear you took
from Throggi? Give it to him; he uses it
quite well. Mark this spot as "ICE." Now, head back through the
passage to the Dwarven Fortress to
Dombur's lab. Note Skuz won't go with you, but he'll be there
when you go back to the grounds later.
Give the third Stoneshooter piece to Dombur, who then gives you
the completed Stoneshooter and
instructions. Use as you please (aren't you glad you've been
picking up rocks all along?) Now head back
to the passage to the Dwarven Fortress (Skuz'll rejoin you). Walk
to the "Fairy Realm Passage" square.
Walk east two squares. Place five of those primroses you picked
up a while ago on the ground and the
passage to the Fairy Realm opens up. Go on through...
22. Welcome to Level 8, land of the Fairies and things of
insufferable cuteness. Note: While you could've
picked up Karzak Hardstone again back in the Dwarven Fortress, he
weakens on this level a lot... he
doesn't like cute things at all. We'll go back for him later. For
the time being, you can tough it out with
just Skuz. Head due south, and prepare for a meeting
with...Snort. Pick up all the flowers as you go along
here; you may need them later. Actually, you WILL need them
later. Take the left, go west to the wall,
north to the wall, east 1, north to the wall, west (and get
greeted by the Fairy Players), continue West to
the wall, south to the wall, west 3 squares, south four squares,
east to the wall, south 1, east to the wall,
north to the wall, east to the wall-pick the mushrooms and grab
the book. Then go west to the wall, south
to the wall, west to the wall, north 1, west to the wall. Mark
this spot as "COME BACK HERE!" Then go
north, take your first left (mark the intersection with an "X"),
west to the wall, south 1, west 1, south to
the wall, west to the wall, north 1, west to the wall. Pause here
a moment. When the Fairy Players show
up, hand `em a mushroom. You'll get a scroll with a rune that
looks sort of like a duck. You'll need it
much later. Now-north 1, west two squares, and turn north to grab
the flowers and the moss. Head back to
the "X." Then go north to the wall (and get an opportunity to buy
a song if you wait here too long), west
to the wall, south 1, west to the wall, south 1, west 1, south 1,
west to the wall, north 1, west to the wall,
north to the wall, west to the wall, north to the wall, west to
the wall (you'll get a scroll from Murph that
gives you the "Slow" Rune), south 1, west to the wall and grab
the Cake and Fiddle. Now go east 1, south
to the wall, west 1, south 1... give Binkle the fiddle to get the
Faerie Pants. Put `em on Drake. Yeah, he
looks silly. So why do you do it? Because... every Fairy clothing
piece you put on him gives him 20%
protection against Troll attacks, cumulative. There are five
pieces you can get. So, guess what all five gives
you? Bingo! Invulnerability versus Trolls! Now go south 1 more,
and grab the decanter. Keep picking
flowers, by the way. You'll need five primroses eventually. Now
go 1 west, south to the wall, east to the
wall, south 1, east 1, south and take your second right. Go talk
to Snort. Give him that decanter, the wild
thyme you found, and the Brownie moss. Pick up the decanter with
red brew he drops. DO NOT DRINK
IT!!! Now go back east five squares (should be at a crossroads),
head south, and take your next right. Go
into the room to talk to Winkle. Mark this spot as "WINKLE." Exit
& then re-enter. You'll get an iron
spike (useful in stopping Trolls) Now walk back out to the
corridor, and go south to the wall, then west to
the wall and pick up the spike, flowers, and jester cap. Put the
cap on Drake (yeah, now he looks
REALLY silly. But he's up to 40%...) Head back to the north-south
corridor, turn north, and take your
right.