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- CADAVER - SOLUTION
-
- Typed by SIDEWINDER of LSD.
-
- Sorry, So far we don't know the solution for level two, but all the rest
- are here!
-
-
- LEVEL 1
-
- The caves lie beneath the castle and contain many distinct areas; the
- mines, the mortuary, the gaol, the crypts, the chapel and the king's tomb.
- A secret opening onto the marsh has allowed Karadoc to gain access
- unobserved. Karadoc starts in the old mine workings and is seeking the
- route up to the next level of the castle.
- In the first room, collect the pickaxe, coin and diary, then go north.
- Pull the lever (this unlocks the north door) and leave through the north
- door. Collect the sack of stones that is on the floor (weapon) and go
- west. Kill the spiny creature and then collect the charm; head south.
- Collect the runic stone that is on the ground, kill the spider that drops
- from the ceiling and exit north twice. There are several sacks in this
- room, and if you move them you will discover a gem; collect the gem, kill
- the worm and exit south.
- Go east twice and then south to get to the main chamber, and once there
- collect the rope on top of the barrel (the barrel is filled with stamina
- restoring potion) and head east twice. Collect the key in this room and
- then make your way back to the room you started from. Head east from here
- this time into the next room and pull the lever that is there. Make your
- way back to the main chamber and go through the now unlocked southern door.
- The passage you are now in is blocked by a large wall, but don't worry,
- just simply keep on throwing the pickaxe at the wall until it is completely
- destroyed, and then exit by the south door.
- Search the skeleton in the corridor, and take the clue book that appears.
- Go east; you are now at map point A. This corridor has four buttons on the
- northern wall. These unlock the door to the dragon room if pressed in the
- right order (1432, the left button equals one), although you won't be going
- there right away. Once you1've pressed the buttons go north, and then west
- to where the well is, take the key that is hidden under the bones, and
- leave again. Go west into the stores, open the chest and take all the
- contents (coin, chicken and bread). Go east, and then north into the gaol.
- Collect the coin on the table, use the key on the keyhole in the west wall
- and go north into cell one. Exit south straightaway and kill the monster
- that has appeared, then go into the next cell. There is a man present in
- this cell and giving him food will provide you with some handy clues; exit
- south afterwards. Go east into cell three and exit west. Head east into
- cell four, collect the key, exit west. Now return to map point A, and head
- east from there. Collect the green gem and hit the button on the wall to
- lift the cover in the Cadaver store. Read the book to find out what you're
- meant to do with the gems and the pit, then go north into the Cadaver
- store.
- Drop the rope down the hole in the centre of the room and then fall down
- the pit. Walk over to the rat and open it to reveal a key for the east
- door, collect the other key that is on the floor, open the chest and
- collect the urn that was inside. Go east twice into a small room. Collect
- all the gems (you should now have six) and go back to the main pit room
- that you entered through the hole. Throw each of the six gems into the
- water and you should be teleported to map point B (this is a bit confusing
- as when you leave via door E you will be moved to map point F). From here
- go east into the embalming room. Search the skeleton to find a hidden key
- (touching the other corpse will disturb a monster). After getting the key
- go north into the balm store. There are several potions in this room on a
- ledge; cure poison (unknown), shot shield, stamina (red cross), poison
- (acrid). Drink or collect the ones you want. The key on the floor is for
- the keyhole in the west wall which reveals three spiders and is not
- necessary.
- Go back into the embalming room and then head east into the purifactory.
- Take the learn potion spell and the giant jump potion (frogskin), then go
- west and south to the offal store, although this contains nothing of value.
- Return to the corridor with the row of buttons (w,w,w,w); from here exit
- south, but be ready with the bag of stones so that you can kill the hopping
- brain. Insert the key (skeleton) into the keyhole and continue south.
- Go west twice to the mourning room and kill the hopping brain that is on
- the table (not too hard considering it's asleep), then take both the holy
- water flasks and the charm before going south. There is another brain to
- kill in this room, however, this one is awake, but if you're quick enough
- you should be OK. Collect the key that is left after you've destroyed the
- brain, then go west and north to the Royal Armoury.
- Pick up the bronze armour, the sword, the red striped shield and the bronze
- helmet. Now exit south and west into the ante room. Press the button on
- the wall (without the armour that you collected this will not work) and you
- will be transported to the king's secret treasury. Take the crown, the
- coins and the charm and then pull the lever to go back to the ante room.
- Head south and open the chest with the key you got from the brain and take
- the contents (meat and coin). Return to the mourning room and exit east
- into the passage, then east again and south. You should now be in the
- first room of the chapel. Two bugs are wandering around, but they can be
- easily avoided. Put out the flames in the bowls by jumping on them (this
- unlocks the east door), then go east three times to the common crypt.
- Collect the key on the alter (revealed when the urn smashes), push the four
- stones off the other alter to reveal a dispel trap spell and a canister of
- experience (open the canister, and take the spell). Exit east into the
- shrine.
- Collect the money and the bag of stones then return to the common crypt.
- Go south into the glutton's shrine and throw the joint of meat onto the
- shrine to be rewarded with a super fast potion. Take it and go back to the
- common crypt and head through the west door then north into the lesser
- crypt. Under the pile of stones there is a runic stone (spell); take this
- then south and north to the priest's crypt. While standing on the alter
- search the large urn to reveal a charm and a worm. Take the charm and and
- go south twice to the warrior's crypt. Drop the gold funerary coin onto
- the tomb of Kazah, and then collect the potion (fire shield; save this for
- the dragon). Go north again (you will have seen these two rooms when you
- were teleported from the pit), and cast a dispel trap on the chest. Open
- the chest and collect the charm and urn. Return to the first room of the
- chapel and go south. Avoid the bug and drop the urn of Lord Carolus onto
- the alter of Lord Carolus and collect the spell that appears (massacre:
- unknown and unusable till known. Save this for the dragon). Exit south to
- the inner sanctum, and west into the crematorium. Place the urn of Ragnar
- the chief alchemist onto the appropriate slab, collect the flask of blood
- and return to the inner sanctum.
- Drop the blood on the high alter, collect the key and the spell (read
- magic), use the key in the keyhole in the west wall, then go west. Cast
- dispel trap on the chest, then open it and take the runic stone (read
- language). Head north into the library, collect the spell (map) and return
- to the inner sanctum. Drop the unknown spell that you found earlier and
- cast read magic upon it; this will allow you to use it to kill the dragon.
- Now go south and west into the purifactory.
- Drop a flask of holy water into the bowl and then drink it; this will
- teleport you into a hidden treasure chamber. Pull the lever and collect
- the reward, pull the lever again to be teleported back to the room adjacent
- to the purifactory. Repeat this as many times as you have flasks of holy
- water.
- Having got the massacre spell, the fire protection and the king's crown you
- are now fully equipped to face the dragon. Go back to the passage with the
- four buttons and go west into the dragon room. Drink the fire shield
- potion to protect you from the fireballs, hold the massacre potion and
- press fire to cast it ridding you of the troublesome monster. Press the
- button on the wall, exit north, pull the lever, and thats level one
- completed!
-
-
- LEVEL THREE
-
- MAIN PASSAGE: You need the Boar key to go W - much later.
- SIDE CHAMBER: Either jump at the lever or throw stones at it, depending on
- which way you want to go, then nip through the bars before they close again.
- GAOLER'S STAIR: Stone Bag under stairs.
- VISITOR'S GAOL: Shuriken, key for South Door in Court Hall; lever opens
- bars.
- COURT HALL: You need to pull a lever in the Guard's area to go W - much
- later. Key for South door is in Visitor's Gaol.
- HIGH COURT: Lever ==> pit ==> down to Royal Gaol; Dispel Trap Spell, Stamina
- Potion.
- ROYAL COURT: Candle, ** K1 **.
- Touch Wulf and you will receive a quest. When you fulfil each quest return
- here and you will get a new key and a new quest.
-
- QUEST 1: CROWN - Give Crown to Wulf ==> Serpent Key.
- QUEST 2: HERBS - Drop Herbs in Font ==> Boar Key.
- QUEST 3: NODOS - Drop Nodos in Font ==> Royal Seal Key.
- QUEST 4: POWDER - Drop Powder in Font ==> Peace Key.
- QUEST 5: SPELL - Cast Enchant Liquid on Font ==> guard's Key.
- QUEST 6: CHALICE - Drop Chalice in Font; give Chalice to Wulf ==>
- Spider Key.
-
- Use the Spider Key to go W from the Spider's Lair and up the Secret Stair to
- LEVEL FOUR!
-
- QUEST 1: CROWN
- GAOL: Use K1 to unlock this side of the door; go back to High Court and drop
- down pit into Royal Gaol.
- ROYAL GAOL: Crown, Confusion Spell; use K1 to leave provided you have
- already unlocked the other side with the same key.
-
- QUEST 2: HERBS:
- GUEST'S HALL: Walk down middle; Serpent Key ==> E.
- ROYAL MAZE: E from Ante Room; E; dodge balls; E; W(S); get Handle; E; N;
- Stamina Potion; W; N; W; S(E); lever ==> gold (if you pull this lever at a
- different times you will suffer a Shuriken Attack which I am told can be
- turned off with a button somewhere) + locks and unlocks a couple of doors; E;
- W(S); open chest; get ** K2 **; S; E; E; insert K2; N; W; W(N); N; pull
- western lever TWICE (first unlocks this door (S(W)), second activates floor
- pad in next room); S(W); step on large floor slab to raise block; drink
- alcohol to get ** K3 ** (don't worry it wears off); get Candle; N; open Chest
- (use K3) ==> 2 Candles; S(E); E; put four Candles in four red circles (3 from
- Royal Maze, 1 from Royal Court); W(N); N; insert Handle in lever slot; pull
- lever to unlock door to E; E; E; walk onto red circles ==> Teleport to
- candles but now there is a Chest in the room; cast Dispel Trap; open Chest
- ==> gold + Ring; W(N); N; E; W(S); press Right Button; S; E; press Button ==>
- GEM (as long as you only pressed the Right Button in the previous room);
- Casket will open if you have Ring ==> ** K4 **; N; S; HERBS; use K4 to go S;
- N; W; W(N); N; S(W); S; W.
-
- QUEST 3: NODOS:
- MAIN PASSAGE: Boar Key ==> W.
- ROYAL HALL (E): Get all the coins ==> 2 GEMS; keep standing on central tile
- to pump wall meter back up and prevent damage.
- ROYAL HALL (W): Stand at the right hand end and throw large objects (e.g.
- GEMS) onto the ramp - you will suffer some damage as the ball bumps the
- button each time; two or three objects is enough to make the ball fall down
- the hole ==> spikes disappear; level ==> W. (Retrieve the GEMS!)
- GREAT KITCHEN: Eat Round Loaf for gold.
- MEAT STORE: Rock (Cannonball), Boar's Head, Raw Meat; cook the Raw Meat in
- the Great Kitchen before eating it or you will lose 100 stamina; eat Meat ==>
- ** K5 **; push barrels together by bars and climb on one; drop some kindling;
- jump to top of bars; drop down to kill spider; get ** K6 **; eat Boar's Head
- and wait ==> Teleport to Royal Hall (E).
- ROYAL CELLAR: Use K5 to open chest ==> Vine Leaf Token, Massacre Spell,
- Stamina Potion; stand on chest to insert Rock in hole; position barrel; pull
- lever to smash barrel with rock; repeat with all barrels ==> gold + ** K7 **.
- K6 unlocks door S - don't go there yet.
- WOOD STORE: K7 in keyhole ==> hole; put Rock in hole; move barrels to find
- lever (Rock is now in Potion Store); get ** K8 ** from under bowl.
- POTION STORE: Use K8 to open chest ==> SuperSpeed (1x60), Poison (3x30).
- Unknown (1x35); Stamina Potions; Pretty Bottle (ignore this - it is poison);
- use Vine Leaf Token in slot to unlock door; drag strongbox to S wall, second
- tile from right; stand on strongbox; throw 2 pieces of Kindling on to high
- shelf in quick succession ==> Rock rolls down side and knocks barrels off ==>
- NODOS.
-
- QUEST 4: POWDER:
- SQUARE CHAMBER: Use Royal Seal Key to enter Treasury.
- GOLDEN HALL: Drop something and jump onto it to enable you to jump over
- spikes easily. You need the Exit Key to get out E - much later.
- WARD ROOM: When the meter hits the bottom an indestructible sphere will
- appear which drains your stamina; move quickly; walk on second tile from
- right by South wall to unlock W; first go N; on return from there go W.
- GUARD'S ROOM: Step on large tile then dodge back to avoid rocks; Strength
- Potion; Dispel Trap Spell; Stone Bag.
- TREASURE HALL: Push strongbox to ground ==> Shuriken, GEM; put GEM in holes
- (2 from Royal Hall (E), 1 from Royal Maze (by pressing buttons)) ==> E(N).
- WARNING: STAY ON HIGH PATHS UNTIL YOU REACH THE GREAT TREASURY.
- GOLDEN HALL: Wait and get the Stones.
- CRUSHER: Throw Stone at lever ==> S.
- FLAILER: Do NOT use lever - it blocks your way later; duck and dodge.
- RIDER: Upper level ==> S.
- LAST CHAMBER: Drop something and jump onto it to jump over safely (or just
- take a little damage).
- GREAT TREASURY: Drop from Upper Treasury to get ** K9 ** and pull lever
- which opens lower W door.
- UPPER TREASURY: Build piles of items in front of each Shuriken hole starting
- from the right - then you can get everything at your leisure. (Shot Shield
- and Speed can help, you just take a little damage.) All the keys you need
- are in the chests/strongboxes/caskets in this room - move them to a safe area
- before opening so that the items don't fall onto the spikes in the room
- below; drop down the SW hole to reach platform in Great Treasury; Unknown
- Potion (2x50), SuperSpeed Potion (1x100), Shot Shield Potion, Sack of WHITE
- POWDER, Stamina Potion, ** K10 **, Token from Treasurer.
- HELM'S TREASURY: Drop 5 items down hole (e.g. Stones, Kindling) ==>pit
- closes; use chest to reach keyhole, use K10 ==> N.
- LORD'S TREASURY: Just run through; if you want some gold then use a
- SuperSpeed potion to give you time to get the key and open the chest; the
- chest contains about 1300 gold, the other sacks are worth about 180 gold each
- and the coins are about 30 gold each (actually if you come back here later
- via the Flailer, the bars move out of the way and you can get the gold
- anyway!).
- AXEL'S TREASURY: Use the floor lever 3 times to move the bars away from the
- wall; pull both wall levers to unblock N (helps if you have SuperSpeed and
- back off quickly to avoid falling rocks); Strength Potion; SuperSpeed; gold.
- SLICER: Use Shot Shield Potion; pull all levers, starting at right ==> W.
- RIDER: Lower level ==> E.
- SMALL ROOM: Lever ==> keyhole; use K9 ==> N.
- CANNON ROOM: Watch the Flailer cycle ride across the room when the Flailers
- are pausing, edge down the far side to the door (or cheat and walk past the
- cannonball holes, pausing in front of each one as it fires - if you are in
- the way there is no cannonball!)
- FLAILER: Pull lever; jump on lift; stand on edge (if you pulled the upper
- lever so that the board is in the way either climb over it - apparently you
- can jump on the metal bands - or restart).
- UNNAMED ROOM: consider this part of the next room; number the levers L1 and
- L2 (needs a Handle); the chest needs K11. Great Chamber: DON'T use the floor
- lever! Use SuperSpeed to jump over pit; use Shot Shield to survive
- cannonballs.
-
- 1) get ** K11 **
- 2) use K11 to open chest ==> ** K12 **
- 3) pull L1
- 4) use K12 on North Wall ==> Handle
- 5) pull L2
- 6) pull new lever
- 7) N
-
- LESSER TREASURY: There is plenty of time to do everything if you are
- careful; pull lever to open door; use the key on the floor to open the chest;
- get ** K13 **, two caskets. the fish on the casket is actually a herring,
- this is a RED HERRING, don't waste any spells on it! The other casket is
- important - note the name on it and take it with you.
- CRUSHER: Token from Treasurer in slot ==> W (or jump up and go N, W). Golden
- Hall: K13 ==> E.
-
- QUEST 5: ENCHANT LIQUID SPELL:
- DIPLOMAT'S LOBBY: Peace Key ==> E; you need Unlock Door Spell to leave.
- DIPLOMAT'S HALL: STV Key opens the casket from the Lesser Treasury ==> Read
- Magic Spell.
- NATION'S HALL (N): You need K15 in the W keyhole to open the E door.
- NATION'S HALL (S): You need K16 to open S door; you need a handle in Right
- Hand Lever to open E door; Massacre the Goblin to get Goblin's Key.
- VANLAND'S HALL: Jump on barrel, search shield ==> ** K14 **; wait ==> Ram's
- Skull; use barrel to jump onto stairs to avoid cannonballs.
- UPPER CHAMBER (above Vanlands): Unknown Scroll is Unlock Chest (use Read
- Magic on it); Wine; use K14 to open casket ==> ** K15 **; Darrigan's Wand.
- SOUTHERN HALL: Push chest onto lift; pull lever; pull lever again and jump
- onto lift to reach room above.
- MATIL'S CHAMBER: Laguna's Wand (under armour); Cast Unlock Chest on chest==>
- Holy Sign, Brass Key; search pillow ==> casket; insert Brass Key in casket
- ==> ** K16 **. Halusas Hall: Use Goblin's Key to open chest ==> Giant Jump
- Potion; Black Tome (use Read Language Spell from upstairs); button selects
- board; level starts/stops board - build yourself a staircase to go up.
- HALLUS'S CHAMBER: Holy Sign in hole ==> Matil's Wand (Unlock Door x 2); read
- the book, get the Handle; Massacre Spell; Read Language Spell, Red Crystal
- Box.
- SOUTHERN HALL: (second visit): Stand at the side of the blocks and drop the
- wands on to them - Durrigan, Matil, Laguna from left to right ==> casket ==>
- ** K17 **.
- EASTMARCH HALL: Drop a couple of items and jump onto them; use the Giant
- Jump from there to the high platform; pull lever to close pit at top of the
- stairs; climb up stairs by timing your jumps carefully (start from bottom
- step just before it disappears).
- UPPER STAIR: pit is closed by lever in room below; use K17 to go W.
- UPPER CHAMBER (above Eastmarch Hall): drop red Crystal Box in hole marked by
- red stone; Black Tome in black hole; Ram's Skull in white hole; Wine in green
- hole ==> ENCHANT LIQUID SPELL.
- DIPLOMAT'S HALL: use Matil's Wand to Cast Unlock Door Spell to leave.
-
- QUEST 6: CHALICE:
- WEST PASSAGE: Use Guard's Key ==> W.
- GUARD POST: You need K18 to leave to the East.
- PASSAGE: Kill the lower man with Shuriken.
- GUARD'S SHRINE: Kill left Goblin with Massacre; jump up on his block; kill
- other Goblin with Shuriken ==> ** K18 **; pull lever (unblocks W door in
- Court Hall and removes block so that you can go W from Royal Armoury). NOW GO
- BACK to the Court Hall and go W.
- MUSTER ROOM: Kill left man with Shuriken; use his key to unlock W door.
- ROYAL ARMOURY (E): Kill Goblins (Massacre and Shuriken) ==> block to W
- removed (if the door won't open you haven't pulled the lever in the Guard's
- Shrine); Two Keys.
- GUARD'S HALL: Use Two Keys from Royal Armoury to go W.
- GUARD'S KITCHEN: Search Pillow ==> ** K19 **.
- ROYAL ARMOURY (W): Pick up Helm; Magic Missile Spell, Poltergeist Spell;
- Cast Poltergeist ==> Breastplate teleports to red circle in Guard's Kitchen;
- Cast Poltergeist ==> Bowl teleports to red circle in Guard's Hall (S); Cast
- Poltergeist ==> Chest teleports to Royal Maze! Go there and open the Chest
- with K19 ==> CHALICE (ignore the other item behind the bars!)
- GUARD'S HALL: use key on floor to exit to the East.
-
-
- LEVEL FOUR
-
- NORTH EAST SOLAR: Read Language Spell, SuperSpeed Potion, gold, walk
- clockwise over the four loose tiles, starting by the NW door ==> Unlock Door
- Spell. The S door is your way back in once you have nearly completed this
- level - it only opens from the other side. The E door is a one-way route
- (from the other side) for returning from the pit if you manage to press all
- four buttons before dying.
- KING'S PASSAGE: Cast Unlock Door ==> W.
- ROYAL CHAMBER: Dispel Evil Spell; the high candle is very useful if you like
- climbing as it hangs in mid-air! You don't actually need it though.
- STORE ROOM: ** K1 **; you will open the West Wall soon.
- PASSAGE W of Royal Chamber (E): K1 ==> N.
- KING'S BEDROOM: Search pillow ==> Casket of Recharge; lever ==> W; need K2
- for E.
- QUEEN'S BEDROOM: Search first shrub ==> key to chest ==> Unlock Chest Spell,
- Alcohol (you only need one bottle); search right drape ==> button ==> creates
- W exit from Store Room.
- SECRET STORE: Ram's Skull, Tear Potion, 4 Bombs; use 1 Bomb on West Wall ==>
- W; put chest under trophy for later use.
- PIT ROOM: Don't fall into a Deep Pit.
- DEEP PIT: If you can press all four buttons you will be teleported back to
- the Great Pit; ignore all the doors in this area apart from the route that
- leads back to the NE Solar - you will reach this area much later.
- QUEEN'S SHRINE: Cast Unlock Chest ==> Potion Booster Spell, Giant Jump
- Potion, Dispel Trap Spell. You are not strong enough to move the alter -
- come back later.
- PASSAGE W of Royal Chamber (W): Pit and Stakes! Use SuperSpeed AND Giant
- Jump and you can clear both traps. You will need to do this at least three
- times. Once you have progressed the potions will both go bad - don't worry
- you don't need to come back this way again as long as you've done everything
- properly! You will find more such potions if you need them for later
- problems.
- GUARDS: Ignore the levers until you have Guard Key from the North Passage;
- Candle, Shuriken (in pillow); open wall above bed ==> ** K2 **.
- GUARD POST: Drop Tear Potion on key and use it to open strongbox ==>
- Strength Potion; use Read Language on Book ==> Prayer to God of War; go back
- to King's Bedroom and use K2.
- KING'S CHAPEL: Search Altar from front; Cast Read Language at Altar; drop
- Ram's Skull on Altar; Read Prayer to God of War ==> casket ==> key for
- strongbox ==> Massacre Spell + Mind Blast (you'll find a Read Magic to read
- it with later); get Candles; press triangle on side of Altar ==> stairs in
- Trophy Room.
- QUEEN'S SHRINE (Second Visit): Recharge Potion Booster Spell with Casket of
- Recharge; Cast Potion Booster on Strength Potion; use Strength to move Altar;
- press button ==> steps over pit in next room; REPLACE ALTAR.
- PIT ROOM (when it has steps): Use Bomb to blast W.
- TROPHY ROOM: (You need to have used the King's Chapel button to make some
- stairs.) Search Trophy ==> switch; press ==> mouth of Trophy in Secret Store
- now open; go there and press THAT switch; return here and press this switch
- again ==> W. Door appears! Go back to Queen's Shrine and drop Wine on Altar
- (which must have been replaced) ==> casket ==> ** K3 **; insert K3 in keyhole
- when top light is on ==> W.
- NORTH PASSAGE: Northern lever ==> bars open; southern lever ==> W; Guard's
- Key; don't go south to Central Hall - this is the last room on this level;
- don't take sack with magical runes or you are trapped.
- BEDROOM: Switch on lamp lifts drape; use TWO Bombs to blow through to W (if
- you don't have enough then you must restart and be more careful with them if
- you want to visit the Secret Room - you don't NEED to); Oil Flask, Magic
- Missile Spell, Cure Poison; search pillow ==> chest key ==> gold + Shuriken.
- SECRET ROOM: Cast Dispel Evil to make Demon vulnerable; kill him with 3x100
- Magic Missiles; jump pit ==> Longman's Wonderful Bag of ;holding (for 1000
- gold you can now carry 40 items instead of 32) + door unlocks.
- GUARDS (second visit): Pull Northern lever then Southern lever ==> Keyhole
- in Guard Post now open (reset S Lever, N Lever to unlock E door again after
- using Guard's Key if want to be able to use that route again).
- GUARD POST: Guard's Key ==> W.
- NORTH EAST SOLAR: Dodge right, left, right, left, right while moving
- forwards; drop Candle in circle to make Demon vulnerable; kill him with 3x100
- Magic Missiles.
- KITCHEN: Search jars for Yagga's Key; get Bowl.
- WEST PASSAGE: Read Tome ==> Unlock Chest; DON'T PULL LEVER - E leads to
- Central Hall which is the last room on this level.
- ROYAL GAOL: Pull lever until chest is accessible; drag it out and cast
- Unlock Chest ==> Stones + Dispel Trap Spell.
- WULF'S VIEW: Cast Unlock Door ==> N(W) & S; come back here when you have the
- Giant Jump Potion from Carver's Hall and jump up to get ** K4 **.
- PUMP ROOM: Open Yagga's chest with Yagga's Key ==> Mind Blast Spell, Magic
- Missile Spell, Stamina Potion, Cheese (eat the dairy one for some gold),
- ** K5 **; put Bowl under Pump and Pump four times to fill Bowl (liquid
- appears in it).
- CISTERN ROOM: K5 ==> E; drop full Bowl on Cistern to make water run down
- pipe into Oil Store.
- OIL STORE: Once water from Pump Room is flowing down pipe, put Oil Flask
- under tap; turn tap ==> in Flask.
- KITCHEN (second visit): Drop Oil Flask on flame ==> ball smashes ==> GOLD
- KEY (you need four of these for Central Hall).
- CARVER'S HALL: Throw three Stones to other side of Ball to make it roll
- nearer to you and push Giant Jump Potion through bars; use it to get ** K4 **
- from Wulf's View; K4 works this Keyhole to move bars.
- SOUTH WEST HALL: Drop Candle in Circle; kill Demon with 3x100 Magic Missiles
- ==> ** K6 **.
- SMALL STORE: Lever unlocks E door in South West Wall; Cast Unlock Chest on
- strongbox ==> casket ==> ** K7 **.
- LITTLE PASSAGE: K7 ==> S.
- BOX ROOM: Pull lever ==> E; pull it AGAIN to activate lever in Inner
- Passage.
- HALB'S DELIGHT: Number the position boxes from the top left:
- 1 2 3 4 drag box halfway
- 5 6 7 8 jump up onto box, drop down other
- 9 10 11 12 side, push it the rest of the way.
- 13 14 15 16
- Move 10 to 14; 11 to 10; 7 to 11; 3 to 7 (you have to do the last one
- quickly as it has a tendency to move back).
- INNER PASSAGE: This lever only works if you have pulled the lever in the Box
- Room TWICE; lever ==> E; use Giant Jump to reach upper platform ==> Immortal
- Potion + four Gambling Tokens.
- SOUTH PASSAGE: I use the Immortal Potion to jump over the spikes and pull
- the lever to remove the spikes (maybe you should build a pile to help you
- jump over and save the Immortal Potion for somewhere like the Fire Pit? -
- though I suspect they are just teasing and you are supposed to have to use it
- straight away!); the N door leads to the Central Hall - you MAY get a key for
- it later (K7) by gambling - you don't need it - don't go that way.
- SOUTH CHAMBER: Spell DIANOS horizontally, move N to the Right, O to the
- Left, S to the Right, O to the Right, A to the Left, I to the Bottom, D to
- the Bottom, A to the Top, N to the Top, D to the Left, I to the Left, N to
- the Bottom, A to the Left, N to the Left ==> E; GOLD KEY.
- WARDEN'S ROOM: Search Thief ==> he needs an Alkaline Potion; get it from
- Helm's Room and give it to him; wait and listen to what he says; when you get
- the Eternal Rest Potion from the Resting Chamber come back here and give it
- to him ==> Mind Blast (3x100).
- HELM'S ROOM: Alkaline Potion (for Thief); lever ==> N.
- GAMBLER'S DEN: Drop Tokens in the Rotundas ==> gold, Stamina Potions.
- ** K7 ** - depends on luck - you don't need any of it; Magic Missile Spell
- under stairs.
- MALLADIN'S PITS: Drop down all four of them before going E.
- RESTING CHAMBER (via W pit): Pile the bones on the chest and jump on them to
- reach the lever ==> key (probably for this door - but it unlocks before you
- can use it - you don't need this key); Eternal Rest Potion (for Thief);
- Sweaty Potion - this is Strength - use it to move the bars to leave the room;
- wait and the doors will eventually unlock. As you enter the Great Pit you
- should find a Fizzy Potion (Stamina). Return up stairs to Malladin's Pits.
- GREAT PIT (via S pit): Push scroll into doorway to prevent plant growth
- there; get gold and wait; door will eventually unlock; jump over roots to
- leave; Dispel Trap Spell.
- INNER PIT: Leave quickly; return up stairs to Malladin's Pits.
- FIRE PIT: If you walk the right pattern you cause one of the rods to
- disappear so that you fall through - maybe this is where you should use the
- Immortal Potion? I cheat and enter from below on the way back from the Great
- Pit - if you take a couple of hits and go out again then you will get the
- goodies on your exit; Unlock Door Spell, Mind Blast Spell, Bless Potion
- Spell.
- (Alternative: go in from below and cover each of the jets!)
- UPPER CHAMBER: The W door is for returning to the NE Solar if you fall down
- a pit early in the game and manage to press all four buttons or control your
- fall so that you land in the Great Pit; you can't open it if it is locked.
- SOUTH EAST HALL: Cast Dispel Evil to make the Demon vulnerable then kill him
- with Magic Missiles or Shuriken; Cast Unlock Door ==> N.
- LEARNED HALL (S): Search Lever - DON'T pull it yet.
- LEARNED HALL (M): Books in the side rooms tell you what to do:
- D = Down, M = Middle, U = Up, - set the levers to the following positions
- (from left to right)
- D, U, M, U ==> First Light
- D, D, U, U ==> Second Light
- U, D, D, U ==> Third Light
- U, D, U, M ==> Fourth Light ==> W.
- LEARNED HALL (N): Search Lever - DON'T pull it yet - to open N door see
- later.
- SYMBOLIST'S HALL (E): Pull levers: left, right, right, left to copy the
- pattern in the other hall ==> button here AND button in other hall; press
- button ==> E.
- SYMBOLIST'S HALL (W): Do east hall first to create button; press button ==>
- W.
- SEALED CHAMBER: Symbols Planet (not really sure how this room works -
- sometimes there are bars in the way - if you go in early and don't take any
- other planets with you then you should be OK!).
- QUADRATIC: Sandy Planet; move strongbox to second tile from the right on N
- wall; jump on it; jump up to touch tile '4 along and 5 up' ==> Small Planet.
- DIANOS'S LIBRARY: Search Drape ==> ** K8 **; Unknown Spell (it is Unlock
- Chest - you need to use Read Magic from top of stairs in Side Chamber); use
- Read Language on Book to discover numbers to use in Learned Hall (M). Search
- Lever - DON'T pull it yet.
- SIDE CHAMBER: Drop off stairs to reach lever; search Lever - DON'T pull it
- yet; don't take black coin - it is cursed and will destroy some of your gold.
- TOP OF STAIRS: Use K8 to open chest ==> Read Magic Spell, Map Spell.
- QUEEN'S LIBRARY: Cast Unlock Chest ==> Glowing Planet.
- WISDOM'S HALL: Moon Planet; search Lever - DON'T pull it yet; the planks are
- for use in the East Passage.
- EAST PASSAGE: K9 unlocks W door; the planks help you get across the
- electrified floor; it only leads to the Central Hall so there are plenty of
- easier routes!
- UPPER ROOM: Search Lever - DON'T pull it yet; drop planets in holes:
- Glowing Planet in nearest hole to door;
- Small Planet in nearest hole to centre;
- Symbols Planet in furthest hole from door;
- Moon Planet in last hole ==> planets are now in correct places in
- Planetarium.
- PLANETARIUM: Drop planets from Upper Room to correct places ==> switch on
- Globe ==> 2 GOLD KEYS (you should have FOUR now); search Lever - DON'T pull
- it yet; if you want ** K9 **, go back to Upper Room and drop Sandy Planet in
- any hole then come back here and press the button on the Void.
- LEARNED HALL (N): North Door: you should have now found six levers marked
- with a letter; pull them to spell DIANOS; this lever (marked 'DIANOS') will
- then open the North Door.
- D Dianos's Library
- I Side Chamber
- A Planetarium
- N Wisdom's Hall
- O Learned Hall (S)
- S Upper Room
- DIANOS Learned Hall
- (Take any route to the Central Hall - the North Passage is the easiest and
- you can now pick up the sack of gold from there).
- CENTRAL HALL: Cast Dispel Evil to make the Demons vulnerable; kill them -
- the 3x100 Mind Blast is especially effective! You need four GOLD KEYS plus
- the number from the Thief. The keys are; two in Planetarium; one in South
- Chamber; one in Kitchen. Search keyholes to discover their numbers; use keys
- in the order 1432 ==> LEVEL FIVE
-
-
- LEVEL FIVE
-
- GREAT TOWER: Get Marble; leave quickly!
- NORTH BRIDGE: Marble; walk on every tile until you find the one that
- creates the Skull; insert Marbles in Skull ==> E door in Ward Room unlocks.
- WARD ROOM: Get Acid and Blood; leave quickly; the S door only opens from the
- other side, much later.
- HELM'S BRIDGE: Pull first lever; walk to middle; drop your diary behind you;
- pull the second lever; the monster cannot touch you if you dropped your diary
- in the right place - it will push you and your diary along; walk back and
- press the button ==> Strength Potion; pull third lever when the monsters are
- at the far end to seal them off; retrieve your diary; the door E unlocks
- automatically.
- HELM'S VIEW: Emerald; ignore the bars and lever - you will find out later
- what they do!
- GREAT CHAMBER: Dispel Trap Spell, Cure Poison Potion; caskets (on pillar
- tops) contain Dispel Trap Spell, Ruby, Amethyst, Tiger's Eye; you have to
- teleport to the pillar tops from the East Cellar and jump quickly around them
- to get both caskets; use Strength to drag the blocks away from the E door -
- it is unlocked by the lever in the Separator.
- CELLAR STAIR: Orb of Kamul - you will learn later that it is strengthened by
- picking up Gems - make sure you get them all! The lever is for smashing
- things with the 'nutcracker'.
- SOUTH CELLAR: Ignore it - you will discover its purpose later!
- MAIN CELLAR: You need the Blood Key to open the W door - this comes much
- later; Bless Potion Spell, Urn; smash the Urn with the nutcracker in the
- Cellar Stair ==> Emerald.
- GREAT CELLAR: Magic Missile Spells.
- EAST CELLAR: Immortal Potion (save this for the endgame!), Cure Poison, two
- Stamina Potions - but you can only have one - the 20x10 is much better as it
- can be Blessed to make a 20x50! Stand on skull; throw blood at Pentagram ==>
- Teleport to top of pillars in Great Chamber.
- EAST PASSAGE: Get all the Gems; avoid the Teleport Tiles (the East side of
- the passage is safe apart from the last tile but one).
- SEPARATOR: Use the small item (e.g. Emerald) to push all the bombs to the
- side (east and west) - you can then walk around safely; use key on keyhole
- ==> S; pull lever ==> E Door in Great Chamber unlocks - go back there now!
- OUBLIETTE: Search Skull ==> Token, Tiger's Eye.
- HIGH PASSAGE: Pull middle lever to create a keyhole in the Sea Watch; go to
- the far top corner to start the monster moving, but get out the way quickly;
- keep jumping from stair to high ledge and over the gap to get Gems;
- eventually you will also get a key for the Sea Watch.
- AXEL'S LEAP: I usually walk round to the items; push them out of the way and
- stand in the middle; jump when the monsters approach and you should take
- minimal damage - they back off again; pick up the items and get out quickly.
- A pile of bones on the other side of the pit can be used to leap on top of
- the items and reduce the damage when you jump; Orb, gold.
- SEA WATCH: Spider Poison, gold; if you pulled the right levers in the High
- Passage you can use it to go W.
- AXEL'S FALL: Insert Emeralds in Skull by standing on edge of first floor
- board; jump over pit.
- BOKSON'S HALL: (Nasty) DON'T pull the LOWER lever until you have USED the
- Spider's Key - It destroys the Key! Pull Upper Lever; jump down lift holes;
- drop Spider Poison on floor ==> Spider dies and leaves Spider's Key; go down
- again and get Key - jump back on lift quickly and go back up; use Spider's
- Key in keyhole to unlock W door. Get Lead and gold from chest; go down; pull
- lower lever to remove bars. The other lower lever is to activate the lift on
- your return journey.
- VOID: Water Potion and gold in the air - ignore them - they will fall
- automatically on your way back later; make sure you find THREE exits - N,
- W(N), W(S).
- NORTH OF VOID: Magic Shield Potion, gold; stand on strongbox to press button
- ==> Ruby.
- LORD'S VIEW: Solve 'Numeric Riddles for Beginners' ==> 741 ==> S.
- SIDE ROOM: Lever activates buttons on Lord's Watch (but not until you have
- been there!); the key for the chest is in the Lord's Watch (just gold),
- however by the time you have got the key the chest will have fallen down a
- pit - don't worry it is now in the Great Cellar and you will be passing it
- later.
- LORD'S WATCH: Now that you have visited it you can go back and pull the
- lever in the Side Room to activate the buttons; press buttons ==> Chest Key
- (for chest in Side Room), Bridge Key, Casket - you must carry this with you;
- the Bowl is for later use.
- GREAT BRIDGE: Insert Rubies in Skull; insert Bridge Key in Keyhole; insert
- Token in Slot ==> W.
- WEST WARD: Use Strength to move the board a little to the side then push it
- all the way along so that you can jump on to it and reach both the lever and
- the door; lever ==> N; Gems, Amethyst.
- MAGNUS'S WARD: The Casket you carried here from the Lord's Watch will now
- open, you should go back to the Lord's Watch NOW.
- LORD'S WATCH (second visit): Open the casket ==> Lead; drop Acid and TWO
- Lead in Bowl ==> unlocks N door from High Parapet.
- HIGH PARAPET: Use GOLD in previous room to unlock N; lever ==> lift; jump
- up; read book; jump over next section of ledge; Stamina Potion (5x200!).
- INNER WATCH: 2 Jades, Blood, Gems, Green Casket, Red Casket, Key; the Key is
- for this Keyhole (E) but you shouldn't need it; DON'T attempt to take the
- Green Casket East.
- CALIBAN'S VIEW: Blood Key - this is for the West Door in the Main Cellar -
- yes you have to go all the way back! BUT FIRST - you must go back to the
- Inner Watch and pull the lever, this will remove the block on the East Door -
- you are going to teleport back here and use it. On the way back to the Main
- Cellar make sure you pick up the Red and Green Caskets from the Inner Watch,
- all the stuff from the Void and the gold (if you want it) from the Chest in
- the Great Cellar.
- CALIBAN'S CELLAR: Jet; press button ==> Banish Spell; stand on skull; throw
- Blood at Pentagram ==> Teleport back to Caliban's View - the sole purpose of
- that who;le exercise was to get the Green Casket through the E door of the
- Inner Watch! If you pulled the lever on the Inner Watch you can now go E.
- INNER WARD: Petrify Spell; the cellar has moved to here!
- OPEN BRIDGE: Pull lever ==> N. You can now go back to the North Bridge (the
- second room on this level) and you will discover new stairs leading to a New
- Cellar!
- NEW CELLAR (from North Bridge): Dispel Magic Spell, Jet, Gems.
- AXEL'S STAND: Orb; press button ==> Gems; insert Opals ==> E. (What! No
- Opals? Smash the Orbs with the nutcracker in the new conveniently close
- cellar!)
- LAST WATCH: Better do a SAVE here! Use the Immortal Potion to cross, but
- don't take it with you - drop it here so that when you come round again you
- can cross again.
- LAST BRIDGE: Insert Jets; insert Tiger's Eyes; insert Turquoise; (careful
- timing to reach skulls). What! No Turquoise? that is because neither of them
- exists - you have to create them - one is by Casting Petrify on the Water
- Potion from the Void; the other is made by Casting Dispel Magic on one of the
- Power Gems in the Ward Room (I did warn you to save before crossing the Last
- Watch!).
- GUARD POST: You could use an Immortal Potion to stop this Skull draining
- your Stamina - but I use it for other purposes. You have to let this Skull
- drain you down to less than 10 Stamina, then insert the Bloodstones ==> E;
- the 5x200 Stamina Potion from the High Parapet is useful at this point! What!
- No Bloodstones? They are actually the Jades from the Inner Watch - if you
- put a Jade in the Green Casket you will find a Bloodstone in the Red Casket!
- (Now you know why you went to all that trouble to get the Green Casket
- through the Inner Watch door - it won't let Bloodstones through either!)
- INNER CHAMBER: DROP EVERYTHING
- DIANOS'S LAIR: Go straight through the Middle Door - you are not yet
- powerful enough to challenge Dianos; you will fall through the Great Cellar
- with some more Gems; get them all; return to Inner Chamber getting the
- Immortal Potion on the way.
- INNER CHAMBER (second visit): Put the Immortal Potion, Banish Spell and
- Kamul's Orb in the Strongbox - they will teleport to the Strongbox in
- Dianos's Lair.
- DIANOS'S LAIR (second visit): Retrieve your possessions from the Strongbox.
- Wait for Dianos to appear. To defeat Dianos you need to cast both Mindblast
- AND Banish. The Mindblast must be powered up by the Gems - you DON'T need to
- have found them ALL. To cast Banish you must be touching Dianos which drains
- your Stamina unless you have a dose of Immortal Potion left. If your Orb is
- at power 245 (the highest I got) then Mindblast, touch Dianos, ONE Banish
- is sufficient. If your orb id down to 189 (the most I could get without
- going through the Middle door on the first visit to the Lair) then it is too
- weak - you need more Gems. If the Orb is at 195 then Mindblast, touch
- Dianos, TEN Banishes will defeat him - but you probably need the Immortal
- Potion to touch him for that long.
- (Once he is dead, just take the head and leave via the middle door.)
-
- AND YOU~VE COMPLETED CADAVER
-
- End.
-