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- THE STYGIAN ABYSS
-
- Solution brought to you by: Doctor Strange
-
- Version 1.1
-
- AT THE START...
-
- Okay, we've got nothing. Where can we go to get something?
- Of course, the bag right at the start! Pick it up, light the torch,
- and ready the dagger. (I'm assuming you know how to use all the commands
- pretty well.) Check your stats to see what you're good at. I'm not going to
- enter too much detail for the beginning, since all that is covered in the
- Player's Guide. Some quick combat tips, though: A good fighting method is
- to draw back your weapon to full power, charge at your opponent, let your
- weapon fly, and back up again and prepare to attack again. Also, if you're
- attacking something and your weapon gets damaged a lot, either try a different
- attack method or always attack at full strength. If your weapon is damaged
- everywhere, try the full strength attacks. They'll have a better chance.
- Some important notes:
- - Just mapping out new areas gets you XP. So don't be surprised if you're
- just exploring and you suddenly gain a level for no reason.
- - Leeches can cure poison, but you take a bunch of damage, too.
- - The higher your Lore is, the better your chance of identifying something
- or detecting if something's magical. BUT... it MUST be in your inventory,
- not just on the floor.
- - Oftentimes when you walk past a secret door unknowingly, it will show up
- on your map! Not always, but you should check occasionally anyway.
- - If you know there's a secret door SOMEWHERE but you can't find it, LOOK
- at the walls repeatedly. With luck, you'll see the secret door.
- - If you don't have the mana for Levitate or Fly, but you have a scroll of
- Gate Travel and a moonstone, and you need to get to some high place,
- throw your moonstone up to where you want to be (jump up if you can't
- quite reach) and then use the scroll. Pick up the moonstone and continue.
- - The poison levels are, from worst to best: Seriously, Badly, Mildly and
- Barely. (Add "poisoned" after each of those words.)
- - If I say, for example, "See section 2E", that means to go to the level
- 2 solution, and look at part E for help.
-
- EXPERIENCE
-
- Well, after killing monsters, exploring, and all that fun stuff, you
- get XP. And, eventually, levels. Here are the level breakdowns:
-
- Level 1: 0 - 49 XP Level 9: 800 - 1199 XP
- Level 2: 50 - 99 XP Level 10: 1200 - 1599 XP
- Level 3: 100 - 149 XP Level 11: 1600 - 2399 XP
- Level 4: 150 - 199 XP Level 12: 2400 - 3199 XP
- Level 5: 200 - 299 XP Level 13: 3200 - 4799 XP
- Level 6: 300 - 399 XP Level 14: 4800 - 6399 XP
- Level 7: 400 - 599 XP Level 15: 6400 - 9599 XP
- Level 8: 600 - 799 XP Level 16: 9600+ XP
-
- MANTRAS
-
- We're going to need to gain levels and skills to get anywhere. To do
- that, we need to visit a shrine. Whenever you gain levels (or in between levels,
- especially near the high ones) visit one, because you can gain skills, even in
- between levels sometimes. On level 1, the shrine's in the big ankh on the map
- (no, really?). When you get there, though, you need a mantra. The first three
- you can find in the shrine; the rest you find later. One note: the group mantras
- increase the skills chosen around 2 or 3 points, up to 4 sometimes. The mantras
- that increase specific skills can increase it by only 2, or it can go up as much
- as 6! The average is 3 or 4, though. Some mantras, however, instead of
- increasing skills, create objects or information.
-
- MU AHM: Increases 2 of your magic skills (Mana/Lore/Casting).
- SUMM RA: Increases 3 of your combat skills (Attack/Defense/weapons).
- OM CAH: Increases 4 of your other skills (all the rest).
- FAL: Increases your Acrobat skill.
- HUNN: Increases your Appraise skill.
- GAR: Increases your Axe skill.
- RA: Increases your Attack skill.
- SOL: Increases your Casting skill.
- UN: Increases your Charm skill.
- ANRA: Increases your Defense skill.
- LAHN: Increases your Lore skill.
- KOH: Increases your Mace skill.
- IMU: Increases your Mana skill.
- FAHM: Increases your Missile skill.
- AAM: Increases your Picklock skill.
- LON: Increases your Repair skill.
- LU: Increases your Search skill.
- MUL: Increases your Sneak skill.
- ONO: Increases your Swimming skill.
- AMO: Increases your Sword skill.
- SAHF: Increases your Track skill.
- ROMM: Increases your Traps skill.
- ORA: Increases your Unarmed skill.
- FANLO: Increases some stats (maybe) and makes the Key of Truth. See
- Level 6: Again for details.
- INSAHN: Points you towards the Cup of Wonder.
-
- RUNESTONES
-
- Well, the runestones are the key to casting spells in this game. So...
- first we need a rune bag. Check the Player's Guide for instructions on how to
- get there. It's in a backpack. Sorting through the pack, you'll find a key, a
- note, the rune bag, and the Bet/In/Lor/Sanct runestones. Also, on the way, you
- should find the Ort and Jux stones. A good start... but there are 24 runes all
- together. So here's their locations. If you can find a runestone more than once,
- I'll list all the locations.
-
- An: This can be found on level 4 along with Jux, west of the trolls. It can
- also be found roughly south of the Great Hall and also in a small area
- down a big hole west of the great troll's area (Sethar Strongarm). Those
- are all on level 4.
- Bet: This one comes with the rune bag.
- Corp: This is found near the fishing pond along with Grav on level 4.
- Des: The Des rune is on level 3 in a spider area. Full description later.
- Ex: Look for this one behind a barrel behind a talking door in the SW
- corner of level 6.
- Flam: Talk to Dr. Owl on level 6 and he'll give it to you. See level 6 for
- more details. You can also find it on level 6 in a secret room.
- Getting there is described in section 6A.
- Grav: This is found near the fishing pond along with Corp on level 4 or as
- part of a ghost's booty on level 5, roughly south of the ghoul area.
- Hur: This is in both the orb room on level 2 and a small island on level 3.
- See section 3A. It's on Ossikka Island.
- In: This one comes with the rune bag. It is also on level 4 along with An
- and Quas, south of the Great Hall, and it is also on level 4 twice
- more, in a very different place. See Level 4: Again for details.
- It's also on level 8 (see Level 8: Again), but if you don't have it
- by then, that's pretty pathetic.
- Jux: This rune is just to the east of where you find the rune bag. It can
- also be found on level 4, just west of the troll area, in the far north
- part of the troll-owned part, and on level 5 on a ghost south of the
- ghouls.
- Kal: This rune is in a room surrounded by lavafalls on level 6 in the north
- part of the level. See section 6D for more details.
- Lor: This one comes with the rune bag.
- Mani: Note the black pit in the middle of the map that comes with the game.
- Just to the west is a little landing dock. It's in a box on the dock.
- It's also in the orb room on level 2. Another place is with Jux on
- level 4 in the northern troll region.
- Nox: This rune is found after killing a ghost roughly south of the ghoul
- area on level 5 along with Grav and Jux. It's also on level 6 in a
- secret room (see section 6A).
- Ort: This one is just to the east of where you find the rune bag. It's also
- part of a wolf spider's treasure behind a door NW of the lizardmen on
- level 3.
- Por: This is part of the Gazer's cache on level 2. You can also find it
- along with Ort on level 3.
- Quas: This stone is found along with An and In, south of the great hall on
- level 4.
- Rel: The Rel stone is in the secret bandit room on level 3. Another place is
- in a tomb guarded by a Dire Ghost in the SE corner of level 5. It's
- behind the grave.
- Sanct: This one comes with the rune bag. It's also with Hur on level 3. It
- can also be found on level 4 in a hole with An near Sethar, as well
- as on level 8 (see level 8: Again).
- Tym: This rune is in a tomb in the SE corner of level 5 behind a grave and
- also on level 8 (see level 8: Again).
- Uus: This is on level 2 in a maze complex described in section 2C.
- Vas: You must solve a puzzle on level 6 for this rune. See section 6B. If
- you can't or don't want to, it's also on level 8 (see level 8: Again).
- Wis: You get this as a reward for helping the Lizardmen. See section 3A.
- Ylem: This rune is found in a box on level 1 with Mani and on level 2 with
- Por in a gazer's hideout.
-
- SPELLS
-
- Let's face it, the book isn't complete when it comes to spells. As it
- happens, some people have experimented a bit and left the results of their
- experiments for you to find. Here's the unlisted spells, with the circle
- number beside it:
-
- 1 UUS POR: Leap - Lets you make one heck of a jump.
- 2 AN SANCT: Curse - This reduces an enemy's effectiveness in combat.
- 3 IN SANCT: Thick Skin - Gives you good protection, probably roughly equivalent
- to a full suit of chain armor.
- 4 YLEM POR: Water Walk - Lets you walk on water like ground.
- 5 AN CORP MANI: Smite Undead - Seems to work by inflicting random damage to
- nearby undead and if it kills them, they're dead,
- but if it isn't enough to kill them, they don't
- take any damage at all. I'm not sure, though.
- 6 VAS ORT GRAV: Sheet Lightning - Like Flame Wind, only this spell fires off
- multiple lightning bolts instead of fire.
- 7 KAL MANI: Summon Monster - Creates a monster in your area, possibly friendly.
- 8 VAS KAL CORP: Armageddon - Kills everything except you, including your
- equipment.
-
- LEVEL SOLUTIONS
-
- LEVEL 1: Beginning, Goblin Camps, Humans
-
- Okay, there's nothing serious on this level. Sure, you'll find bats,
- rotworms, goblins, lurkers, and other monsters, but they're not too hard,
- provided you have good weapon/magic skill and fight wisely. The skeleton might
- be a problem, though. But your main problem will be handling poison from vampire
- bats, grey rats and wolf spiders. Some important areas are:
- a) The Human Camp. To the west of the shrine is a small complex with
- two rooms that have water in them. That's the human "hideout" on this level.
- Talking to people reveals little that will help you, but the bottle of port
- in the sleeping quarters may be one thing you can take. (You don't need to;
- there's lots more later, but if you're impatient...) Make sure to take a long
- pole as well.
- b) The Orb. On the far east, near the picture of a slug, is a room with
- an orb. This info isn't needed until the game's end, but remember... GREEN.
- c) Green Goblin Camp. This is in the NW corner of the map. You can
- barter with the Goblins to get some stuff, if you want, but the most important
- thing is in the far NW corner; the Green Goblin King, Vernix. He likes to be
- treated well; praise him to the high heavens. Don't ask questions, just tell
- him how great he is; he'll spill everything. Also, his bodyguard has a recipe
- for worm stew; use conversation topics 3, 1, 1. You need at least one bowl
- on level 4.
- d) Grey Goblin Camp. This is in the NE corner, where the picture of
- goblins are. (Whoa!) There is virtually nothing of real importance here, but
- Bragit's cell is in the SE corner of their area, and the toilet they use leads
- (if you fall down it) to the 2nd level.
- e) The Shrine. It's in the big ankh room on the map. You'll need to do
- some skillful jumping to get there, but it's worth it. Also in that area is
- a button (on the south wall; check your map) that you need to push to open
- the door leading to the shrine.
- f) The Spider Area. West of the Gray Goblins is a door which leads to
- a bunch of spiders. Explore the area, and you should eventually reach a
- drawbridge which leads to a wolf spider (probably Navrey Nighteyes; if you talk
- to the Gray Goblin chief, he'll tell you about her). Kill it, and past it lies
- some thread at the far end. Get one strand of it.
- g) Lever Puzzle. This is near the Grey Goblin camp. There are 4 levers
- with a certain type of floor in front of them. Nearby is a big chamber with
- pillars leading upwards. The levers represent the height of the pillar with the
- same top as is in front of the lever. Got that? Right now, the levers point
- S, SE, E, NE, from left to right. (Assuming north is straight up.) Make them
- point NE, E, SE, S. Then go to the room and jump up the pillars. Go up the first
- four, then north and west across to a small chamber that's very high up. Take
- what you want, read the grave, and then hop or fall back down.
- Some good things to pick up are: shortsword (on the way to the humans),
- armor (leggings in the rat room, cap and boots in the small room you reach if
- you swim all the way SW down the river, vest might be found on dead goblins),
- and anything else that looks interesting. There's also a chain cowl in the big
- room south of the grey goblins. The ultimate guy: weapon of choice, leather
- leggings/vest/boots, and a chain cowl. There are also a total of 8 runes here.
- All new, of course (Bet/In/Jux/Lor/Mani/Ort/Sanct/Ylem).
- When you reach the spider area, fall off the drawbridge (when you get
- there) and swim north. You should reach land, and after walking a bit, you
- should find a healing fountain! VERY nice. Use it as often as you like.
- In any case, after numerous saves and restores, you should be able to
- hack your way down to level 2. If your HP and MP are getting too low, go
- someplace safe (like the imp room), shut the door and sleep. Use your bedroll
- for a more peaceful sleep. That should restore you to full.
-
- LEVEL 2: Mountainmen, Gazers, Smithy
-
- This level is more challenging than the first. We've got tougher foes
- like gazers, headlesses, bloodworms and earth golems. (Don't panic.) There's a
- smith here, who'll repair your damaged stuff! Costs money, but hey, good
- equipment's worth it. The key points are:
- a) The Shrine. Head north once you come down the stairs (assuming you
- used the stairs in the goblin area) and you should find it after some looking.
- b) Mountainmen. These guys have some quality stuff, like chain boots,
- leggings and gauntlets. NEVER, EVER call anyone a "dwarf". Corby's here (the
- guy who "wrote" the Memoirs of Sir Cabirus and the map) and there's plenty of
- stuff to be found in the supply room once you either unlock the door or bash it
- down. (Key hint: If you try to bash down doors, use your fists. Doesn't do
- damage to you or ruin your weapon.)
- King Goldthirst is in the SW corner, and after some talking, he
- should give you a quest; to destroy the Gazer in the mines! If you give him
- a gift, he'll tell you the password to the treasure room. Go through the NW
- door and hang a right. Tell the mountainman the password and you can look
- around. Don't fall down yet, though, because you can't get up! Yet.
- c) Ironwit. This guy's NE of the portcullis entering Mountainman
- territory. After some thought, he'll ask you to find his blueprints (at least
- 3 times!). :) Go along the path and take a right, then a left. When you get
- to the end, turn right and you should see a hole in the wall. (Save your game!)
- Jump in there, and walk forward until the door on your left opens. Look down as
- far as you can and either slash or thrust your way through all the bloodworms
- that come out. There's an empty gold coffer in their room, if you want that.
- Now walk south, but follow the golden path! (Yellow brick road??) You should
- reach the key you need. Then go back to the start of the maze and hang a left
- at the start instead of right. You should reach the floor and have a door
- nearby. Unlock it and take the potions. The red one's trapped, though... LOOK
- at it, and then save and try to disarm it.
- Walking along the floor, you should eventually find some arrows,
- leggings, daggers, caps, boots, and the like. You'll also find some headlesses.
- Right now, unless either a) your weapon skill (Attack + weapon) is at least
- 20 or b) you're desperate for XP, don't attack them, just stick to the wall
- and run past them. When you're as far SW as you can get, save the game and
- quaff your Fly potion. E moves you up, Q moves you down. Go up to the ceiling
- and look around until you see a platform leading to a door. Zip over there and
- unlock the door. Searching the room should produce an Uus rune and a map case
- with the blueprints, as well as other stuff. Take the rune and the blueprints,
- and whatever else you want, then walk down the platform until you hit the end.
- Now, it's a long fall. If you still have the Fly spell icon in the
- spell window, fly down. If you see a guy standing on a feather, that's Slow
- Fall. Just walk off and you'll float slowly to the ground. If there's nothing,
- jump off and hope you don't die! Run back out to Ironwit, give him the
- blueprints and you get another Fly potion.
- d) The Orb Room. Yes, there's another... head east at the area with
- the windows (near the middle of the level) and go north at the end of the
- tunnel. You should eventually find a portcullis. Use your long pole on the
- lever on the wall (aha!) adn go in. There's some skeletons, and an orb that
- shows a vision of somewhere. Most important, though, are the weapons (axe,
- longsword and mace) and the Hur rune.
- e) The Healing Fountain. This is in the NE corner of the map, right by
- the place you fall to if you come down the Goblin toilet. Also, just north of
- here is a bunch of goblins. The spoils of war include some gems and a bow and
- arrows. About time! A missile weapon other than a sling.
- f) The Mines. This is in the SE corner. When you go in the door, take
- the right route first. Some searching should let you find a miner called
- Hewstone and a supply room with some rock hammers and oil flasks and such. Take
- a hammer if you don't already have one. Eventually, after crossing several
- bridges, you should reach the smithy. (If you fall into the water, either go
- north to find a lurker and a gold coffer, or go south to get out. Either way,
- you have to go south eventually. Don't go near that pipe yet, though, or you
- get sucked in. When you're ready for level 3, go through the pipe; there's a
- wand and other stuff there.)
- At the smithy, you can either talk to Shak about the Talismans,
- repairing some of your stuff (he won't repair "badly worn" stuff, though) or
- identifying things. This only tell you how much GP an item is worth, though,
- not what it does (ie. IDing a wand gives you its price, not its function).
- If you prefer, USE the anvil to repair things yourself. Be careful, though...
- if it's too difficult, you can end up destroying what you're trying to repair.
- Leather stuff is easiest to fix. Also, you can tip Shak if you want... he'll
- appreciate it.
- g) The Gazer. Your quest. Head left at the mine entrance. Use your rock
- hammer on the boulders and save, save, save! Walk around until you see the
- Gazer. Either pepper him with long-range fire (while he shoots back) or close
- in for the duel to the death. (Probably yours.) Your weapon may get damaged a
- lot... just keep attacking, using full power attacks. Eventually, you SHOULD
- win. If not, pray at the shrine to get your weapon skills higher and try
- again. Among his stash are some runes and a mail shirt. Take what you want and
- head back to Goldthirst. Say you were lucky to win and he will give you the
- Gem Cutter of Coulnes. (You need it later; don't throw it away.)
- Well, that sums up level 2. I think there's 5 runes on this level; 3
- are new (Hur/Por/Uus). There's also lots of chain mail equipment. Ultimate guy:
- weapon of choice, chain vest/helm/boots, possibly chain leggings/gloves.
-
- LEVEL 3: Lizardmen, Bandits, Rumors
-
- Even harder monsters on this level, like bandits, mongbats and TONS of
- lurkers. There's a rumor about part of the Sword Caliburn being on this level;
- let's see if it's true.
- a) Lizardmen Area. This area is in the south end of the big island in
- the middle of the level. For now, though, you can understand gray lizardmen,
- but nobody else. So go west along the main lizardman corridor and go into the
- jail on the south side. Talk to the prisoner. He'll translate words for you
- if you ask him. (Check Appendix B at the end of the file.) When you talk to
- Sseetharee, write down every word there and ask the prisoner. Eventually, you'll
- know what he's talking about. Give Sseetharee lots of food, the prisoner goes
- free. So, find some food, cast Create Food, go fishing, whatever. Go back to him
- and keep giving him stuff until he accepts it. Talk to the prisoner and that's
- done.
- Through the NW door is some equipment; not much exciting, except maybe
- the crossbow and the stairs down.
- Swim west of the lizardman area until you can land to the south. You
- should be able to find a small passage with three doors. Ishtass is behind
- one; he tells you to find proof of Ossikka. Go out on the bridge and fall off.
- Swim roughly SE and you'll find an island with a gray rat and some stuff. Take
- whatever you want, but especially that piece of paper mentioning Ossikka. Go
- back to Isstarr and give it to him. He'll give you the Wis rune and some other
- stuff. Go to the bridge again and go across it. You should find some doors on
- your left. Explore them. One should be locked, but badly damaged. Hack it down,
- kill the skeletons and take the key and whatever else you want. Follow the
- passage down outside and then back inside again. You'll eventually find a
- bandit. Kill or run past him. One tunnel leads to a window of the volcano shaft,
- one leads to a shrine, one leads to a teleporter, and the other one is where
- we're going. (Pray at the shrine if you need to.)
- Going up there, turn left at the crossway. Open the door and talk to
- Zak. Buy the taper (it's the Taper of Sacrifice). Leave and go down the other
- way. Save yur game before you do, though! Head left first and explore there. Go
- back to where you were, go straight now, and turn right. Take the equipment if
- you want it. You might find a headless wandering around... kill it. Going down
- the last unexplored passage leads to a dread spider and a wolf spider. Be vewy,
- vewy cehful! :) Searching there turns up some runes (like Des), equipment and
- some real nice stuff. Plunder to your heart's content (or your back's weight
- limit) :) take the key and go back.
- b) Misc. Islands. Roughly SE of the northern stairs up is an island
- with a breastplate, lantern, and other goodies. There's Ossikka Island, and
- near the very NW corner of the big island is a passage leading to a gazer. Good
- XP if you nail him. More importantly, though, this island holds the Cup of
- Wonder. If you whip out a flute and play "Mardin's Song of Wonder" here (check
- section 5A) you'll get the Cup. The very SW corner of the level holds plants,
- leeches, and a door. One corner of the room has a plaque by the floor with how
- to open the door. Don't get too close, though, (to the plaque) or you'll be
- poisoned. The door leads to some rats and the...
- c) Bandit HQ. The bandits act hostile towards you, so avoid saying
- anything remotely hostile back to them. If you have the bandit key from the
- dread spider area (it's yellow, with E and W printed on it if you LOOK at it)
- you can search the storeroom. The west one is empty, but the east one has the
- head bandit in it. If he tells you to talk to his underlings first, go talk to
- a normal bandit, then go back to the head bandit.
- Also, in the NE corner of the room is a secret door on the north wall!
- There's some weapons and gems and runes. You'll probably get attacked by a
- bandit while you're looting, so be prepared.
- d) Artifacts. There just so happen to be 3 (well, 2½) artifacts on this
- level. They are the Taper of Sacrifice, the Cup of Wonder and the blade of the
- Sword Caliburn. Zak has the Taper; just buy it from him. The Cup of Wonder was
- described in section 3B. The blade is trickier, though. Near the SE corner of
- the level is a place with a ramp leading down to a blank wall. If you look to
- the north (I think), you should find a vine-covered wall. USE it. LOOK at the
- wall until you see the secret door, open it, and pull the lever. Go back to the
- ramp and there's no more wall! Walk down the corridor and you will eventually
- find a shrine, a healing pool, a ghost (whom you kill) and, past the ghost, the
- blade from the Sword Caliburn. The hilt comes later, though, so be patient.
- Well, that about sums up level 3. By now, if you're collecting the best
- armor you can find, you should probably have chain everything, except for the
- breastplate. And maybe a helmet. Or is that level 5? :) Anyway, there's 7 runes
- on this level, and 3 are new (Des/Rel/Wis). Now it's time to head for...
-
- LEVEL 4: Trolls, Knights, Worm Stew
-
- Once more, the monsters get rougher to fight. The only new one that
- comes to mind is the Deep Lurker, but you'll find out for yourself. Oh yeah,
- there's feral trolls too. And the Chaos Knight. Have fun! :)
- a) Trolls. Assuming you came down the stairs near the bandits on level
- 3, head east and you should reach the troll domain. Going through the door the
- first time seems to set off a trap that throws a couple of skulls and some
- bones at you, but it doesn't seem to do damage. The normal trolls aren't too
- useful, and Lakshi Longtooth, despite actually having a name, doesn't do much.
- Rawstag, however, opens the door to the shrine in the SE corner. Give him some
- kind of red gem and he'll open it. Take the Writ of Lorne that's in there. Out
- the door on the west side of their place, there's some runes, a lantern, and
- stuff like that. Going through the north door will lead to a room on your left,
- where Sethar Strongarm is. Talk for a while, and give him some worm stew when he
- asks for it. (Hope you have some! I, personally, didn't, since I ate all of mine
- earlier, so it wasn't until level 6 that I found another rotworm! Major pain.)
- He'll give you some dragon scales in return for the stew, which are useful on
- level 5, so hang onto them.
- Further north lies a room with some runes, and in the room and the
- corridor leading to it, there were 3 doors on your right. The southernmost one
- leads to some dread spiders and some not-too-useful stuff, the northernmost
- one leads to some headlesses and more useless stuff, and the middle one leads
- to some skeletons. However, it's special. You'll need a long pole. Walk onto
- the slightly elevated part and look on the walls until you see a lever. USE the
- pole on the lever and, after looking around, you should see a new, higher
- platform. Do this 4 times until you reach the original platform, only now it's
- REAL high. Jump on it and walk into the hole and take what you want.
- One VERY useful item is near the trolls. Near the south central part
- of the map (near the Knights, actually) is a room with TONS of bones, skulls,
- boulders, plants and items. If you bash apart the boulders, you should notice
- a ring. It's a ring of Leap! That saves you from casting Leap everytime you
- need to make a jump. EXTREMELY useful.
- b) Knights of the Crux Ansata. The HQ for the Knights is in the SW
- corner of the level. If you explore the whole place, you should find a shrine,
- some graves, a "library", the armory and numerous knights. After talking to a
- few, go talk to Dorna Ironfist, who's to the south of the armory. Ask to join
- the Knights. Agree to drink from the cup. And yes, you WERE afraid. That should
- get you up to Squire. A free helmet, too! To become Knight, you'll need the Writ
- of Lorne. That's in the troll shrine. See above for how to get into it. Present
- that to him and he'll tell you to get the golden plate. That'll be discussed
- later under Sir Rodrick. Some important knights are the armorer (who tells you
- about the local puzzles and landmarks), the first officer (show him the Taper),
- and the treasurer (give him the Gem Cutter of Coulnes). Also, when you become a
- knight, the other knights will tell you combat mantras if you ask them about
- help in combat. Going out the NE exit will eventually lead to a knight called
- Biden. He tried to tackle the Chaos Knight, but it was too much. Ask if you can
- join forces. Then, it's time to take him down. (Rodrick, not Biden.) :)
- c) Sir Rodrick, aka The Chaos Knight. Following the corridor from either
- the Knights or the trolls leading to a huge hall. First, kill all the monsters
- that hang around here (every single one is poisonous), take whatever stuff you
- want and go up the stairs on the north side. Before you do, though, save the
- game! You'll be in a marble room, and in the north part is Rodrick. Walk up to
- him and he'll talk to you and then attack. He's one of the rare people you can
- talk to while he's attacking, but he doesn't tell you much. After some work, he
- should die at your hands. (Or weapons. Or wands. Or whatever!) Take his key.
- The sword's magical, if you want it. Go back to Dorna and he'll give you the
- Standard of Honor as a reward.
- d) Maze of Silas. In the NW corner of Rodrick's area is a secret door.
- Open it and wander around. Kill the rats and, on the west walls there are 2
- secret doors. One has a goblet and a potion, and the other has some rubble.
- However, careful looking should reveal something golden in one of the piles.
- It's a gold chain! Take it if you want to. On the south part of the maze is the
- part we're looking for, though. Keep LOOKing at the walls until you see the
- secret door. Go in, take the coins if you want, then go to the door. Now, there
- is a special combo to the door which I found out by accident, but there IS a
- way to find them logically. Feznor says you can study the order's artifacts
- for the combo. If you look at the two graves near the shrine in the knight
- area, the dots on the I's are colored. The colors, from left to right, are the
- door's combination! Now, assuming you're facing the door, USE the switches in
- this order: left, right, right, left, left, right. That will open the door. Go
- in, take the plate and whatever else (you don't need the eulogy) and give the
- plate to Dorna. He'll open the armory, and that's all his quests. Go in there,
- and there's plate everything! I didn't take any, but then I was a druid, so I
- was leather-dudette. The chain opens and closes the door.
- e) Puzzle of the Bullfrog. In the NE corner of Rodrick's area is another
- secret door. Open that and, when you reach a place where you can turn, go left
- into the "Great Stair". It's just a bunch of weird stairs for now. BUT... in the
- far corner are some leather boots of Toughness. (At least, that's what I found.)
- Farther down the tunnel, you'll reach the actual puzzle. Turn right and get the
- wand. Zapping it resets the puzzle. Now, if you USE the levers and buttons, you
- will change the terrain (make it higher or lower). As it happens, doing it right
- will, if you're good, lead up to the 2 tunnels on the other side of the puzzle.
- However, I didn't do that. I got rather tired of putzing around with the terrain
- so I just Levitated up to the 2 tunnels. But I later determined that the lever
- on the left controls the location horizontally (with pointing N being nearest
- the levers and NW being on the other side) and the other lever controls the
- vertical (with N being right by you and NW going straight across). Each degree
- you turn it moves the square affected by one. When you've got the coordinates,
- push the top button to raise terrain or the bottom one to lower it. Zapping
- the wand returns everything to normal.
- Anyway, the NE tunnel leads to some stairs down, which we'll go down
- later. There's an illusionary wall, though. Going back to the start of the
- puzzle, raise the ground in the SE corner and jump into the east wall. Near
- the SE corner is the fake wall. Keep facing the east wall and move forward at
- different parts in the wall. You should pop through eventually. (Actually, a
- Reveal spell would probably show it, eh?) There's some more cute stuff down
- here, like an orb. That's all here, though.
- f) Other Places. Going out the SE exit from the knights, and then
- north and then west should lead to an outcast camp. Talk to the guy, and get
- the fishing pole if you don't have one. (There's one in the mine supply room
- on level 2.) Going north of there should lead to the fishing pond he
- described. Fall into it and swim down the tunnel. You'll find a lurker and 2
- new runes. Leap up onto the waterfall (or Fly/Levitate up) and head right.
- You can get a mail shirt there. Going the other way leads, eventually, to the
- Deep Lurker. Be careful! They're a lot tougher than Lurkers, and they can
- poison you.
- g) Artifacts. There's only 1 artifact on this level, and that's
- the Standard of Honor. Check out the section on joining the Knights for info
- on how to get it.
- Anyway, that's the key points on this level. More wandering should
- lead you to a grey lizardman, among other things. The ultimate guy is: weapon
- of choice, and plate everything (boots/gloves/leggings/breastplate/helmet).
- There are 11 runes on this level; 4 are new (An/Corp/Grav/Quas). So, after
- you're finished exploring (and your map's nice and full), we're off to...
-
- LEVEL 5: Ghouls, Lava, Zanium
-
- Okay, there's some really mean monsters on level 5, like Dire Ghosts.
- Well, it's not as hard as it sounds. So, on we go to describe the key parts...
- a) Ghouls. Near the eastern central part of the map, the ghouls live
- right beside the stairs going down if you're coming from the stairs near the
- outcasts. Every ghoul is important, so talk to all of them! Let's see...
- Marrowsuck is the tailor. You can buy some great leather stuff from him, but
- you can also use your dragon scales here. Tell him you're in need of his skill,
- and when he asks for some material, drag the dragon scales to the barter area.
- He can use that, but he'll need some ironsilk thread. The only place that is
- is on level 1, in the spider area. (See section 1F.) If you have it, drag that
- into the barter area and come back in an hour with some food. (I made sure I
- had enough, so I went to level 4, to the fishing pond, and caught 17 fish
- for him. He took them.) :) He'll give you back dragonskin boots, which lets you
- walk on lava without taking damage.
- Eyesnack will, if you ask, tell you a special tune for your flute. You
- can get a flute on level 2, in one of the rooms near Goldthirst. It's "Mardin's
- Song of Wonder", 354237875. At last! A different song than Stones! (That was
- from Ultima V and VI, if you don't know... it goes 6789878767653.) Shanklick
- will ask for your help with a problem she has. Either solution will work.
- However, Kneeknibble (yum) is very important. Ask him for the combination for
- the mine dispatch chamber, and he asks for 10 fish. Up to the fishing pond on
- level 4 to get 10 fish. Give it to him, and there you go. (7-6-2)
- b) Northern Area. If you come down the stairs from the Great Hall, you
- are here. The rooms here contain numerous dread spiders and headlesses. Watch
- yourself! Also, you may find a room that Derek on level 4 mentioned; one with
- 4 levers on the sides. Now, DO NOT WALK IN THE MIDDLE OF THE ROOM! EVER! If you
- do, it screws up the puzzle for all eternity (well, long enough, anyway).
- Walking along the edges, pull the levers in the order Derek mentioned (NW, SE,
- NE, SW). NOW walk to the middle of the room. There's the Ring of Humility!
- c) Western Area/Zanium. This part contains the shrine. Also there is a
- mage on a mission. Ask him questions until you can agree to get the zanium for
- him. Go to the mine dispatch area. To get there, go to the chamber with the
- volcano shaft and head west. Jump over the lava and open the door. Turn the
- levers to 7-6-2 and pull the lever. Take the scroll and walk to the end of the
- hall. You'll get beamed to the mines.
- Now, this part is funny, when you think about it. You walk around, and
- the zanium picks itself up automatically. There's 4 ghosts (2 of which are blue;
- it only took one mace smash for me to kill them) who chase you, and on the sides
- are 2 teleporters that go to the opposite side of the maze. Sound familiar?
- Perhaps... Pac-Man? Picking up "power pellets", chasing ghosts, teleporters on
- the side... you even start in the same place you do in Pac-Man! If you map out
- the whole thing and check your map, it looks just like Pac-Man. Not a bad joke,
- really. I sure didn't suspect it. To the north of your starting place is the
- corridor that lets you leave. Go to Anjor, give him the zanium (you don't need
- to keep any for yourself) and come back in an hour for a whopper of a gold
- nugget.
- d) Moonstones. Read that scroll you just found (the one in the mine
- dispatch room). It's Gate Travel. You will end up in a room on level 2. If you
- remember the orb on level 2, it showed a room with 4 acid slugs and a stone in
- the middle. That's where you are. Kill the slugs (unless you're a pacifist) and
- take the moonstone. Walk along the walls until one disappears. Now you can drop
- the moonstone wherever you want, and casting Gate Travel will take you back
- there. Great for travelling levels fast, especially if you leave it at Shak's
- place. There's even an extra Gate Travel scroll there for you! (In the moonstone
- room, that is.)
- e) Other Places. In the lava area south of the ghouls is a mage called
- Judy. She'll ask for you to find the picture of Tom. Why not? I can't find it,
- but anyway... in the SE corner of the level is a tomb. A plaque over the door
- into it implies certain death. Go through. The portcullis closes! Uh-oh... if
- you wait a bit, you might notice a shadow or a flash of golden eyes. Dire Ghost!
- Hack him up quick. He's fairly tough, so be sure to save the game. Take his key
- and open the tomb. The axe isn't magical, but... look down as far as you can and
- walk towards the grave. A gold coffer behind it! Looting it reveals some good
- booty. Wandering around the maze area here should also let you bump into a
- ghost who's carrying some runes. One's new.
- If you remember the stairs at the Puzzle of the Bullfrog on level 4,
- they lead to the NE part of level 5. Go back up to level 4 and take those
- stairs. Explore the tombs. In one should be a broken hilt. Part of the Sword
- Caliburn! I'll tell you how to fix it in the next section. Near the stairs up is
- also a secret door leading to the tomb of Sir Cabirus... all that's left is a
- sceptre of Ally.
- f) Artifacts. There's 1½ artifacts on this level; the Ring of Humility
- and the hilt from Caliburn. Now, we'll need to fix up Caliburn, so go up to
- Shak way back on level 2. Put the hilt and the blade in the barter area and ask
- if he can fix them. Agree to his price and wait an hour. (Repairing stuff takes
- 15 minutes a shot, so that's one good way to pass the time.) After an hour,
- give Shak his 20 coins and take back Caliburn. That's 4 artifacts now!
- Well, that sums up the important parts of level 5. The ultimate guy is
- the same as level 4, except for any magical stuff you may pick up, so I won't
- bother saying it anymore. There's also 5 runes on this level, and 2 of them are
- new ones (Nox/Tym). You should have 20 different runes, not counting repeats.
- The rest of them are on level 6, which is where we're going now.
-
- LEVEL 6: Mages, Academy, Problems
-
- <yawn> Writing help files is hard work! Anyway... as expected, more new
- monsters are on level 6, like fire elementals, dark ghouls and stone golems.
- Lots of lava, too. Hope you've got those dragonskin boots!
- a) Mages. Going west from where you start and then south (there's only
- one stairway down from level 5, so I know where you start) leads to a mage.
- Ask about the Academy and agree to check it out. Going south from there leads
- to countless mages, each with something important. Let's see... Dominus will
- identify items (REALLY identify them, not like Shak). One mage tells you about
- the Vas rune. One tells you what incense is for (use it on a torch, and then
- use the burning incense; dreamtime!). Do that right now. You should, after
- several blocks of incense, see three cups with different letters: IN, SA, and
- HN. These form the mantra Insahn, which locates the Cup of Wonder. One asks
- where Zak is (another victim). One asks you to give a book to Morlack. Do so
- (don't open the book) and tell Morlack that you didn't kill the Fire Hydra.
- He'll tell you about the Book of Honesty. One mage tells you about new mantras.
- (We'll mention those later.) One mage will help you locate runestones. His name
- is Dr. Owl. He even gives you the Flam rune! Free! And he tells you where the
- Wine of Compassion is. One tells you to come back to him if you find news of his
- friend Gurstang. Yet another asks you to return a book Vilus stole, called "On
- the Properties of Runestones". There might be one or two others, but I think
- that's all of them. In any case, let's get these quests done.
- First, though, in the southern part of the mage area is some lava. Fall
- on it and head east. Eventually you will reach a room with a fire elemental.
- Kill it (only magic will damage it) and check your map. You should notice a
- strange black line near your location. It's just outside the fire elemental
- room. Search the wall to find the secret door and open it. Go through and take
- whatever you want.
- b) Eastern Area. Going east of the main area with all the lava, you
- will enter a room with another room to the east. Explore it all, then go back to
- the first room and face the two banners. What's-his-name said to shoot between
- the eyes... no need to shoot, though. (You can if you want to.) Walk between the
- eyes and you should get teleported. Look around and pick up the emeralds. Walk
- and jump until you get to the highest elevation. Walk along the outside there
- until you get to an area with a small indented platform. Put an emerald on
- each platform. Throw it up, jump up there and drop it, whatever, but put one
- emerald on each of the 4 platforms. Go back to the center and save the game!
- Push one of the buttons. One teleports you back to the eyes, and the other one
- gets you the rune. You might push the wrong one, so that's why you saved. Take
- the rune and, if you want, report your success to the guy who told you about
- how to solve the puzzle.
- c) Western Area. Going west leads to a pathway that heads off to the
- shrine. However, fall off the floor one time and land on the lava and go south.
- That should lead to an island with the golem on it. (Past that island and on
- the far south corner is a magical tower shield.) Talk to the golem and he'll
- challenge you to a fight. Be careful with him... he's mighty tough. One cheap
- way I discovered of beating him is to fall on the lava and wait for him to
- come down with you. Jump back up on the island and wait for the lava to kill
- him. Hardly heroic, though. So, do as I did the first time and just hack him
- up. (Get that Greater Heal spell/potion ready!) He'll give you the Shield of
- Valor. Spare his life and move on.
- Also near the shrine is the Academy. Walk along the ground that's higher
- up than the shrine and go north. Exploring around there leads to 2 doors. Go
- through either one and read every book. Most are useless or humorous (like
- the wizard fashion book), but one tells you the Casting mantra and there's also
- a scroll; Tremor, I believe. Leaving the Academy and going to explore the rest
- of the area outside, you'll find a long tunnel. Down there is a room filled
- with rotworms, bloodworms, and spiders. Kill them and head north. Turn left at
- the junction and open each door as you go, destroying the evil inhabitants.
- When that's done, go back to the "T" junction and go the other way. One more
- room of evilness. Also nearby is a checkerboard room with some headlesses and
- the Wine of Compassion in it. Check section 6F for how to get it. Go back to
- Shenilor and choose the last option ("The Academy is dilipidated, but" etc.).
- d) Vilus' Area. This is to the north of the central hall. This place is
- a huge maze, with lava everywhere and every place being a different height than
- the other. However, some looking around should turn up some headlesses, a gazer,
- a troll, some bats/mongbats/imps and a fire elemental. There's also an anvil
- up here if you need to do some repairs. You can also find the Kal rune in the
- eastern portion, as well as that book on runestone properties. Go north from the
- main chamber and stick to the right wall. Walk to the end of the platform and
- jump across to the next. Turn right and climb the stairs. Slaughter the dread
- spiders, walk along the bridge and open the door. Massacre the gazer, then bring
- the book back to the owner. He'll increase your Casting skill. Oh yeah, there's
- some dark ghouls up in Vilus' area too. Mildly poisonous, and pretty high on hit
- points.
- e) Other Parts. To the south of Dr. Owl is a door. Going through it
- reveals a room with TONS of equipment, mostly leather or food. Near the door,
- though, is a narrow place with 2 potions and a button. Using a pole on the
- button will reveal a passage to your left. Go through there and fall in the
- lava. There's a magical sword there. The button can also be pushed by means
- of a spell or scroll of Telekinesis. It's also the only way to get the potions.
- In that chamber is also another way out. Going through there reveals
- some lava and... a spectre! Oooo... and he has a name. Warren. Warren? If you
- notice the credits in the manual, the producer is Warren Spector. Get it?
- Warren Spector... Warren the spectre... ha-ha. You can't talk to him, though.
- He's not too hard in combat, but just leave him alone. Go past him, over the
- lava and to the door. Open it. Huh? A talking door?? Well, no matter what you
- say, he won't be very happy with you. Just ask about Sheet Lightning, and then
- USE the door again and ask him to please open for you. There's a barrel with,
- among other things, 7 flasks of port! Worm stew time... :) BUT! Walk around
- until you can see behind the barrel. An Ex rune! A new one! Well, awright!
- f) Artifacts. There's 3 artifacts on this level; the Book of Honesty,
- the Shield of Valor, and the Wine of Compassion. Getting the Shield was talked
- about in section 6C. So, the wine. 6C also mentioned a checkerboard room. Dr.
- Owl tells you about it. Kill the headlesses, go to the SE corner, and USE the
- southeasternmost tile. Up it goes! Take the Wine. The Book of Honesty isn't
- as hard to get to, but it's hard to FIND. Go to the bridge that leads between
- the shrine and the Academy and fall off. Walk SE until you reach a junction.
- Stop and check your map. You should be able to see two small areas that you
- didn't notice on your way down. So, Fly/Levitate up there. The northern one is
- empty, but the south one leads to the Book.
- Ummm... I guess that's it for this level. You should have 8 artifacts
- now. There's 6 runes on this level, and 4 of them are new (Ex/Flam/Kal/Vas).
- So, the trusty ol' rune bags are nicely filled up now. We're almost there now.
- Tyball's just a level away. (He's the evil wizard.)
-
- LEVEL 7: Medallions, Monsters, Tyball
-
- Let's see, what kind of monsters are here... reapers and shadow beasts
- are the new monsters, but there's hordes of deep lurkers and fire elementals
- too. At least 3 earth golems too. On we go to conquer a new level!
- a) Beginning/Mines. The first thing you should notice is your mana
- flask shooting down to nothing. No spells on this level! Rings, potions, wands
- and scrolls will still work, though. Make sure you have a flask of port and
- talk to the guy you see. Some talk will reveal that the evil Tyball and his
- minions are on this very level. Then he goes off somewhere else, leaving us
- alone again.
- Well, first of all, go back up to level 6 and cast Levitate (or Fly, if
- you can). Go back down and turn east and fly over the water to the place there.
- It should be one small block of stone with 2 bridges leading from it. Go south,
- and then go out the east passage in the room; don't go to the SW corner. You're
- now in the mines you heard about. Explore what you can, and kill the reapers and
- gazers and whatever else. In the far NE corner is the medallion of passage. Take
- that and go out of the mines to the room just outside it. Go to the SW corner of
- it and show the guard the medallion. Explore the area. (One cute trick is to go
- to the goblin that's near the water and push him off the edge! If you have Fly,
- you can zip down after you push him and watch him fall, since he goes really
- slowly. Nobody'll attack you.) One tip; if you can't open a portcullis, there's
- usually a pullchain nearby; USE it to open the gate. Go out the western exit and
- go west as far as you can, through the water, and then north. You've probably
- seen numerous deep lurkers and a lurker by now.
- Go north from there through the passage. Show the guard the medallion
- and go through that area. Follow the maze until you find a mage. Talk to him
- about whatever you wish. Basically, a strange orb is sucking out your mana, and
- it's Tyball's. Also, his buddy is nearby; a bit to the north (??) is a small
- cave with some bones and a key. That's what's LEFT of his buddy, anyway. Keep
- going up the corridor until you find another skull-slaying banner. Go in there
- and into the portcullis. Trapped!
- b) Prisons/Lava. Give the troll some stuff so that he'll let you out.
- Now you can enter the prisons. If a door's closed, bash it down, except for 3
- massive doors near the end. You should find numerous wall scrawls and some
- people. Two will ask for food, one sometimes thinks you're Tyball, and one's a
- mountainman. Tell him the password (Deco Morono) and he'll soon give you a
- crystal splinter. Keep it safe! The prisoner in the NW room with some boulders
- has dug an escape route. Bash the boulders apart with your rock hammer (you DO
- have one, right?) and walk into the wall. It should disappear. Go down the
- "stairs" or just fall straight off. Follow the tunnel to the end. Go down the
- next pseudo-stairs and, when you reach the bottom, walk forward a bit, look down
- and turn around. You should see a scroll; a map! Keep it. Press on down the
- corridor until the end.
- SAVE YOUR GAME! Now, in this area are at least 8-10 fire elementals. So
- be sure that you're either running or using your sceptre of Ally. Run down the
- path, and soon you should find a door on your left. That key you found recently
- should open it; not much there. Keep going until the end. Explore that area,
- then go back to the lava part. Jump up onto the nearest pillar and keep jumping
- down the corridor, always on top of the pillars. You may need to take your ring
- of Leap off for some parts. Eventually you'll reach a part with some really
- steep stairs. Jump up there and you'll find a new ring; a ring of Levitate!!
- Party hardy!
- c) Maze/Tyball. Go back east along the lava tunnel until you get back to
- the mossy wall part. Near the NE part of it should be a secret door. Go through
- there and you will find an earth golem (who won't hurt you), more stairs and a
- note. Pick it up and read it. A key... what key? Pick up the guy's remains.
- There it is! Take it and go through the door (but heed the sign over it; get a
- weapon/wand (like Smite Undead) ready). Open the door and kill the Dire Ghost
- there. There should be one or two more in the area. Explore the whole thing and
- you should eventually reach a bridge over the lava. Go across and down the
- stairs you'll find after a while. (Just go straight down the tunnel; don't turn
- off it.) Now, if you use a Reveal scroll, on your right should be an
- illusionary wall. Talk to the imp you see. When that's done, look at every
- piece of treasure. Most have traps that you can disarm. All the headgear is
- cursed, though, except one. The little jewel set in it (it's a tiara) is
- white, and it's a crown of Maze Navigation. Go back up the stairs.
- There should be a side tunnel near the door that leads to a maze. Read
- the wall. Pop on the crown of navigation and follow the golden path. However,
- it leads to Tyball! We can't handle him now, so don't bother.
- d) NE Area/Shrine. Go through the door back near the maze entrance (put
- on your old headgear, if you had any) and go SSW, as close to the ceiling as
- possible. That scroll we found earlier with a map refers to this place. Go back
- to the entrance of the prisons (so long ago!) and go through the secret door,
- which is just a bit south of the portcullis. Go across the bridge and look
- around here. There's a few monsters, a shrine, and a scroll of Gate Travel,
- among other things. Now, we'll have to quickly pop down to level 8.
- Well, that's most of this level. You'll do more later up here, but
- for now, we'll just go on. No more new runes here.
-
- LEVEL 8: Lava, Orb Rocks, Problems
-
- Not much new on this level... there's at least one metal golem,
- though. Lots of lava too, of course.
- a) Orb Rocks. If you go down each of the stairs down you've found so
- far, most will just lead to small, isolated areas. However, one of them holds
- a bunch of "orb rocks". Grab one of those and explore all the isolated areas.
- You should find a ring of Magic Resistance and a ring of Poison Resistance.
- Take them!! Make sure to keep your ring of Levitate still, though. Now go back
- up to level 7.
-
- LEVEL 7: Again.
-
- Whip out the crown of Maze Navigation and zip through the maze to
- Tyball. At first, ignore him (you've got the ring of Magic Resistance, right?)
- and fall into the lower area where the orb is. Use your orb rock on the orb
- and ZA-POW! Now you can cast spells! Cast Greater Heal if you need to, then
- hack up Tyball. It shouldn't be hard for you now. Watch the animated sequence
- and worry. Well, the Avatar can handle the Slasher of Veils, right? How hard
- can it be to tear a thin piece of cloth? <grin> Anyway, grab the two keys and
- unlock Arial's cell. She'll beam off to Almric, leaving you here for now.
- Explore the area. You should find a door.
- Open the door and hang a right. You'll find some potions, scrolls,
- books and stuff. Take what you want. Now, we've got two new keys. Remember
- those doors in the prisons that you just couldn't open? Let's go! Open all
- of them. One holds Gurstang (yay! Tell him you're from Illomo), one holds a
- dwarf with an important key, and the other has a fighter with that picture of
- Tom we've been looking for. Zip up to level 6.
-
- LEVEL 6: Again.
-
- Go and find Illomo. Tell him about Gurstang and the secret word
- (Folanae). He'll tell you to find the book with that name in the library. So,
- go off to the library, and eventually you'll find a book called "Folanae
- Fanlo". Go off to the shrine and use the mantra Fanlo. You probably won't gain
- any stats, but you WILL get the Key of Truth. Now, go up to level 5.
-
- LEVEL 5: Again.
-
- Walk over to the lava and find Judy. Give her the picture of Tom. When
- her tear strikes the lava, up comes a key! Fall down and get it. The Key of
- Love! Now we just need the Key of Courage. Run down to level 7.
-
- LEVEL 7: Yet again.
-
- Go to the doorway north of the prison that's been locked all this
- time. Use the key that the mountainman gave you. You'll eventually find stairs
- going up. Level 6 is simple; walk until you find more stairs.
-
- LEVEL 5: Yet again.
-
- Walk until you reach the edge of the cliff. You'll probably see
- something whiz downwards into the ground. If you fall down and check, it's a
- crossbow bolt. An automatic trap! Good thing we missed it. Walking around,
- you'll find 2 reapers (whom you kill) and two tunnels. The northern one leads
- back to where we came from. The other one requires more caution. One good idea
- is to have a Flame Wind ready (if you have the mana) and then cast it when you
- enter battle. Since there's a gazer and about 5 goblins who'll sling you,
- you'll be taking continous damage if you don't. A Flame Wind should nail at
- least half of them, though. Kill them, take what you want, and then follow the
- new tunnel to the stairs up. If you find a fire elemental anywhere, either
- kill him or avoid him (it?).
-
- LEVEL 4: Again.
-
- Walk down the tunnel until you find the reaper. While you're fighting
- him, at least 6 wolf spiders will pour out of the tunnel ahead. Try to kill
- them first (especially if you don't have the ring if Poison Resistance) and
- then the reaper. Walk down the tunnel and explore the two rooms. Kill the
- gazer and get the scroll (it's Flame Wind). The first door you come across
- leads to the Wisp of the Abyss. Talking to him will give you the runes for
- Armaggedon (they love telling us that spell, eh?), which you don't need. Talk
- to it again and tell it so. Now, save your game. Go through the next door.
- On your right, you should find two mages (after walking down a hall). Try to
- kill them quickly, because they'll cast Summon Monster or Flame Wind if you
- wait. Grab their runes, if you want, and explore the area. Head up one of the
- stairs.
-
- LEVEL 3: Again. Almost there!
-
- Right off, kill the two deep lurkers that're hanging around. Explore
- the water and then go nail the reaper. Kill the two deep lurkers on the other
- side. Now, go to the door that is badly damaged. Hack it down. <whoosh> Two
- shadow beasts and a dire ghost!! Try to kill them as quickly as possible, but
- don't fall in the water! When they're all dead, go into their room and check
- out the coffer. At last! The final key. No, wait... it says "Key TO Courage",
- not "Key OF Courage". Go over to the other door and unlock it with this new
- key. A metal golem! Run past him and then whirl and smash him up. He's already
- in the red, but he's still dangerous. Now you can get the true Key of Courage.
- So, now what, you ask? Go back down to level 8, through the stairs in the far
- SE corner of level 7.
-
- LEVEL 8: Again.
-
- Explore the level as fully as you can. You'll find stuff like ankh
- pendants, maces of Unsurpassed Accuracy, crossbows of Unsurpassed Damage,
- helmets of Missile Protection and the like. Eventually, you'll find a fighter
- called Carasso who'll tell you where Garamon's bones are. (Garamon's the mage
- in your dreams; if you sleep after killing Tyball, he'll tell you to go and
- bury his bones.) Talk to him again and get the key to the Slasher's room.
- Skootch on over to the SW part of the level and explore there. You can find
- a ring of Invisibility and the runes In, Sanct, Tym, and Vas. Oh, by the way,
- use your Keys of Truth/Love/Courage on each other. You should form the Key of
- Infinity. Pick up the bones that are in the area with those runes. Jog up to
- the tombs in level 5.
-
- LEVEL 5: Yet again again! :)
-
- When you walk down the stairs, turn left into the first room you see.
- Look at the grave. It should be the empty grave of Garamon. Use the bones on
- the gravestone. <whew!> Talk until he asks if you know a power source. Say
- that your mind is blank. When he asks for something full of Virtue, say
- TALISMANS. When he asks for a releasing force (something like that) say
- VOLCANO. Ah-ha! That's how. Be sure that you have all 8 Talismans, because
- we're about to polish this game off!
-
- LEVEL 8: For the last time...
-
- Run to the volcano in the middle of the level. There should be a door
- with a three-pronged indentation in it. Use the Key of Infinity on it. Pop!
- Now, go inside. Look at the Slasher of Veils (don't attack him or he'll cut
- you apart) and then walk back onto solid ground. Now, chuck each of the
- artifacts into the lava. Don't worry if you were using the Sword and Shield
- for yourself... you won't need weapons now. So, you and the Slasher get sucked
- into the moongate. Don't hang around to fight. The red path leads to lava, the
- blue path leads to water, and the green path leads to Britannia (remember the
- orb way back on level 1?). So go down the green path until you reach the
- moongate. Dive in and... you're done! Britannia is saved, and so are you! :)
- Arial's been delivered, and the colonists are safe. Congrats! Write down your
- stats, if you want, and maybe give Origin a call (or letter).
- Well, it's time to go... hope you enjoyed the game! Bye... <POOF!>
-
- APPENDIX A: ARTIFACT LOCATIONS
-
- Book of Honesty - level 6 (see section 6F)
- Ring of Humility - level 5 (see section 5B)
- Cup of Wonder - level 3 (see section 3B)
- Shield of Valor - level 6 (see section 6C)
- Standard of Honor - level 4 (see section 4C)
- Sword Caliburn - level 3 and 5 (see section 3D and 5E)
- Taper of Sacrifice - level 3 (see section 3A or 3D)
- Wine of Compassion - level 6 (see section 6C and 6F)
-
- APPENDIX B: LIZARDMAN TONGUE
-
- sseth/'click - yes/no sorra - stealing
- bica - hello or goodbye thes'click - fighting, attacking
- tosa - you Thepa - lizardman
- yeshor'click - friend yethe - strangle, kill
- sorr - enemy sel'a - give, trade
- thit - want ossli - enough
- sstresh - help sor'click - stranger
- eppa - visit thesh - thank
- isili - me kri'kla - lurker
- zekka - food ssil - crazy
-
- By the way, the prisoner's name is Murgo.
-