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- Dave's Semi-Official Walkthrough Of Stonekeep
-
- Special Note: Since that neat scroll you have can hold just about anything
- in the known universe, don't pass up items...you never know when another
- skull or stone or something will come in handy.
-
- Second note: If you have trouble beating the game and have WWW access,
- try out my Universal Game Editor module for Stonekeep-you can give yourself
- up to 999 h.p. at any time, teleport anywhere in the dungeon, increase all
- the skills of all your party members, and even instantly recharge all your
- runecasters...or make them capable of storing even more power! Point your
- browser to http://www.ici.net/customers/overkill/overkill.htm and choose
- the "UGE Page" option to find it. Hey, it's free...why not?
-
- WARNING: I started off writing down EVERYTHING, but figured that'd get
- boring, so after I while, I started skipping a LOT of secret stuff.
- This walkthrough only contains the absolute essentials to beating the game
- (plus a few little bonuses you might not have caught before...)
-
- 1.> (Intro) Pick up just about everything you can find in the room. Always
- punch rubble piles and piles of bones to see if there's anything there.
- You should find a skull, a healing root, and a throwing stone. Exit through
- the door with rock in hand. Wait for the ant to pass by. You can throw
- the rock at the ant (and probably kill it), or punch it a few times to kill
- it. That's about as far as the walkthrough the game comes with takes you...
-
- 2.> Take your first left, and read the plaque at the end of the hall. Go
- into the guard room. You'll find a leather breastplate in there, plus, in
- the chest, you'll find a scroll, heal potion, five heal roots, and a dagger.
- Arm & armor yourself. Wander around until you find Thera again (the
- glowing ball). Note the lever on the wall. Pull it; it'll unlock the door,
- but DON'T go through yet! Push the handle back up again, then pull it
- down again. Now, walk south to the wall, turn east, and walk to the end
- of the hall. Turn north and walk two squares north. Turn left, and search
- the wall for a hidden stone that wasn't there before. There's a lever; pull
- it. A secret door opens up just to your south and behind you. Go through
- it, and grab the three oil bombs. Look at the north wall to find another
- hidden brick; there's a Dagger of Penetration there. Equip it. It's
- actually one of the more powerful weapons in the game, believe it or not...
- There's also a throwing rock in the rubble (yaaay)
-
- 3.> NOW go through the exit door (where Thera is). You'll run into the
- Shadowking. No, he won't kill you now. After he does his monologue, go
- into the corridor and turn right, then follow the corridor around and take
- your first left. Go to the door on the right. Kick the Sharga's butt and
- take his sword, heal root, gold coin, and brass key. Exit and go north.
- Use the brass key on the lock. Go inside, smash the barrels. Grab and
- equip the wooden shield. Exit and go north to the next room. Unlock the
- door. Smash the left barrel. Kill the two warrior ants that come out.
- Smash the right barrel and take the heal roots. Continue north. There'll
- be an alcove on your right. Smash the barrel in it to get three heal roots.
- Go to the intersection. Follow the corridor around to the left. Ignore the
- door you'll see to the south; you can't open it. Go around the square and
- take the passage that heads east. Go east until you see a passage south.
- Go through that door. You're in a four-door room (you can't get through
- the south door from either direction, by the way). Go through the west door.
- Kick the sharga's butt. I suggest you run past the Shagra to the north wall,
- or else he'll try to get a super heal root that's in a hidden brick there.
- If you block him from that, he'll go down faster, and you'll have a super
- heal root. On the table is your journal...grab it. Then unlock the south
- door with the brass key and go south. Waste the five Shargas that come
- after you. Take their heal roots (I also collect swords from these guys,
- for no particular reason. I think at one point I had about sixty of them).
- Now, move to a square on the map that is 4 south and 1 east of the door
- you came through from the room with the journal. Face south and check the
- wall. You'll find a heal root. Now go north, then east, and turn south
- again. Check the hidden brick and pull the lever. Go 2 west, one north,
- and face west. Go in the secret room and find a blue heal potion, a
- green agility gain potion, and a cure potion, plus another oil bomb. Now
- go south until you hear a fire crackling. Turn west and proceed to the
- fire. Search the fire twice (you'll take a few points of fire damage,
- but find two Firedaggers). Now dump one of your potions you don't mind
- losing on the fire to put it out. Kill the Sharga that's beyond it, and
- search the chest to find another agility gain potion and a strength gain
- potion. Exit and turn right at the corridor. Go three south, six east,
- and then turn north.
-
- 4.> Kill the Shargas. Keep going north to the end of the hall. Go east one
- square, then turn north and go into the room. There are four barrels.
- Smash 'em all. In one, you'll find a drunk Sharga. This guy is hillarious;
- he's harmless, and keeps hiccuping. Kill him if you want; it's hardly
- necessary. Behind another barrel is a hammer you can use as a weapon.
- Exit the room, go back to the corridor, and go east. At the square just
- east of the next passage north, check the north wall to find the hidden
- Health potion bottle. Then keep going east to the kitchen. Whack one of
- the sacks; ants will start attacking. You've got to waste six of 'em. When
- the last one dies, check its body to find a bronze key. Head back west;
- ignore the passage to the north. Go to the end of the hall, turn north,
- walk to the wall, and turn west again. Go west, and turn south at the first
- intersection. Unlock that door with the bronze key. Kill the two Sharga
- leaders (easier said than done; they're a lot tougher than the others).
- One has a steel key, and the other has the Orb of Afri. This orb is pretty
- useful; when you put it on the ground and wait a second, it projects a
- map of your surroundings, including moving dots for all live monsters, and
- also shows all secret rooms. Just don't lose it! Take the scroll from the
- bookcase. There's a hidden brick in the west wall with a super heal root,
- and a hidden brick with a lever on the south wall. When you pull the lever,
- a room opens up to your immediate west. In there is a chest with a heal
- potion, an agility gain potion, and a strength gain potion. Exit through
- the north door and follow the corridor to the left. Open the first door on
- the right with the bronze key, and slay the Sharga. Then go north up the
- corridor. Note the dead Sharga. The west wall in the square where he is
- has a trap; throw skulls into the square to trigger it and fire two arrows.
- Do this three times, then it's out of ammo. Grab the arrows, and go north.
- Throw something at the Sharga. Two more will jump out to help him in a
- moment. Check the east wall for a hidden heal potion. Take the three
- scrolls from the bookcase. Exit the room and go south, then west to the
- locked door. Unlock it, then go east, through the other door into the
- corridor. Go five south, three east, then two south and unlock the door
- with the brass key. Ignore the barrel, but check the brick on the south
- wall for a heal potion. Exit and go south one, then west and open the
- door. Punch the rubble for a coin and a heal root. Exit and go three
- north, three east, five north, three east, then turn south and open the
- door. There's eight ants wandering around in here; kill 'em all. You'll
- find a few arrows and a quarterstaff. Head south, and grab the helm near
- the forge. Also punch the rubble to find a throwing axe. Then go east.
- Check the bricks on the west wall for a heal root. Use the steel key to
- open the chest and take the small metal shield. Now exit back to the
- corridor and continue east, unlocking the south door with the bronze key.
- Smash the barrels to find three oil bombs. Now weave your way all the way
- back to the northernmost passage. Go east along it, then turn north, and
- then east again. Turn south at the intersection and unlock the door with
- the brass key. Go through the door, and you'll wind up in another room.
-
- 5.> Smash the barrel. About 50 ants will come out to attack you, so if
- you need weapons training and are in good shape, stick around and kill
- 'em all! Exit the room, head north, west, north, and west. Go through
- the door at the end of the hallway. Follow the corridor around to the
- south and open the southern door. Kill the ants, and check the east wall
- for a hidden switch. A secret room with a chest (locked, can open with
- bronze key) is to the south-it has three oil bombs. Now head back to the
- stairs that lead down. Proceed to the easternmost north-south corridor.
- Head all the way south, killing whatever gets in your way. Go around the
- square to your left, then head south and go west. Take your first northern
- passage. You'll find a throwing stones bag. Go back to the corridor, and
- continue west a couple squares, then turn north, unlock the door with the
- brass key and equip the leather leggings you find. Go back to the corridor,
- and head west, south 1, west, north 1, west, south 1, west, north 1. Check
- the north wall and pull the lever. Turn west and find the secret room in
- the north wall just a little ways up. Grab the heal potion and the
- broadsword. Now head west, north, west, north at the intersection. Take
- your fourth right, through the door, and unlock the door to the north with
- the steel key. It's the stairs down to level 2.
-
- (From here on in, I ignore secret stuff and just go for the essentials.)
-
- 6.> Welcome to level 2. Go north, then east. Meet Wahooka. DO NOT ATTACK
- HIM! Talk to him. He wants something valuable. Go through the door,
- continue east. Go south. You'll probably meet your first slime now. JOY!
- (Slimes, by the way, are more vulnerable to cuts than crushes, so use a
- sword or axe. Or fire. Slimes are afraid of fire). At the corridor, turn
- east and go through the first door on your right. Waste the slime & pick
- up the gem it leaves behind. Go back to Wahooka's spot and give him the gem.
- Now go back to the corridor. Go east to the wall. Turn south. Walk
- through the south wall-it's an illusion. Kill the Sharga, then go south to
- the wall (which is really another illusion, but ignore it for now). Turn
- left and walk to the wall. Turn south. Take your first passage left. Go
- to the end of the corridor. Turn left and go north to the wall. Turn
- left and go through the door. Kill the slime, then check its corpse for the
- ivory key (useful stuff!) Go back east to the wall. Turn south and take
- your next door on your right. Open it with the ivory key; Farli Mallestone
- will join you. Now head south to the wall. Turn west and go two squares
- west. Mark this spot on your map as, say "SECRET PLACE." Now go west to
- the wall, then turn north. Go to the wall, turn west. Walk to the wall,
- turn north. Go up to the (illusory) wall, and turn east. Walk to the
- wall. Turn south, and walk to the wall. Turn east, and unlock the
- door with the ivory key, but don't go through. This may seem like a
- fool's errand, but it comes in handy later. Head all the way back to
- the spot you just marked as "SECRET PLACE" on your map. Then turn south
- (facing the wall) and walk through (illusion again) Kill the two Shargas and
- get the iron key. Turn east and walk to the wall. Turn south and proceed to
- the fountain; drinking from it heals you. I suggest, if you
- have my UGE module, save your game here and exit to get the location.
- When you are hurt, you can teleport back here for an instant heal, then
- teleport back to wherever you were. VERY useful trick.
-
- 7.> Now head back to the illusory wall. Turn south, and go through the door.
- Keep going south, turn west. Go west, and take the corridor to the south to
- the wall. Turn right, and go through the door. Whack the Sharga guard, then
- keep going west. At the square between door #2 and door #3 to your right,
- check the north wall for a scroll with a Meta Rune, which will enhance your
- runecaster's runes...when you find the runecaster, that is. Keep going west.
- Turn north, then wesr again. Go north, east, north, west. Push the button
- on the wall (seals the pit to your north). Go north to the wall, then east
- to the wall. Turn south and head to the wall (there should be a lock in
- front of you, but no door in sight). Whack the Sharga that guards it.
- Unlock the lock with the ivory key; a wall opens up to your right. Go
- through it. Head south, but stop short of the circular stone in the floor.
- Drop a skull on it. Three arrows shoot out. Now pick up the skull, then
- drop it on there again. Three more shoot out. Pick up the skull, and pick
- up the six arrows. Continue along the corridor, and do the same process
- with the other three circular floor stones...by the end, you'll have 24
- arrows. Not a bad deal! Keep following the passage to a door. Unlock
- it with the ivory key, and go through. Waste the two slimes; one will
- drop your first runecaster. Pick it up. Read the three scrolls on the
- shelf. Now inscribe your runecaster with the two runes. I suggest you also
- use the "2x power" Meta Rune on both of them as well. Now, head north. You
- will see a "Mana Circle." If you DON'T have my UGE module, this is a great
- place to build up magic ability. Just blast a wall with firebolts till the
- 'caster goes dead, then step into the circle-instant recharge! Repeat as
- necessary. When you're done, head back through the circular stones, out
- the secret door, and continue east. Head north; waste the two Shargas.
- Head north, and turn east, then north. Walk through the illusionary wall.
- Go east to the wall, then south, then take the east passage. Follow it to
- one past the south turn and face south. Yep, you've been here before. Go
- through the wall, then turn east. Walk to the wall and turn north.
- Wahooka will talk to you. Keep going north. Walk up to the door, and unlock
- it with the ivory key. Keep going north, and go through to door...to the
- wonderful world of the Sewers beneath Stonekeep. Joy. Oh yeah, make sure
- you've got a bunch o'skulls with you. Why? You'll find out...
-
- 8.> Be expecting snakes (Snakes...why did it have to be snakes?). Go north,
- turn west. Slog west, and take your second turn south. Go south till you
- hit your first right turn. Take it, and slog west, through probably about
- a gazillion snakes. Go one north at the wall, then keep going west to the
- wall. Go north to the wall. Turn west again. Go west, and take your
- first left. Follow that to the wall, and turn right. Follow that
- passage west, south, west, south (through a slime) to the wall, then west,
- and south again until Drake screams "OW! My foot!" He just kicked a control
- cylinder. Grab it. Go all the way back to the stairs up and climb back
- up to the lower ruins of Stonekeep. You might want to go visit the fountain
- to heal up now. Assuming you do, go north from the fountain to the
- intersection, then turn west. Go to the wall, and turn south. Go to and
- through the door. Go south to the wall, and turn west. Walk up to that
- funny looking thing in the wall. Use the cylinder on it. You've just
- opened a few floodgates below, which you needed to do to get the other
- cylinder. Go back to the sewer (SHEESH!) and go as follows: North, west,
- second corridor south, first left, second left (through the now-open
- floodgate) and proceed south. Turn west, go 1 square, head south. STOP
- one square before the south wall (there should be a passage on your right).
- Trust me; you do NOT want to go one more square south. Just trust me.
- Go west, north, take your west turn, to the wall, south to the wall, west
- one square, and south. Proceed south. When you come to the little room,
- turn right (west) and deal with the Sharga captain. He's pretty tough.
- Once you finish him off, go south to the wall. Turn west, and go that way.
- Waste the two Sharga guards, then turn south. Go to the wall, turn east.
- Go to the wall, and turn south. Right ahead is the other cylinder. Okay,
- now then-head back north, west, north, then turn east. Walk down and waste
- the two Shargas. Go to the wall, and turn south. Go to the wall, and turn
- east again. Waste the two other Shargas. Go one square south, then march
- east fourteen squares. Turn north immediately and deal with the Shagras.
- Then proceed north and take out the "backup" Shagra. Keep going north.
- Then turn west and start walking. Wahooka puts in an appearance and asks for
- three "heads of men long dead." Now turn around, and plod back to the
- east wall. Head south all the way to the wall (this'll reset Wahooka).
- Go back north to the wall, and turn west again. At the same spot, Wahooka
- will reappear, demanding his payment. Give 'em three skulls. He'll give
- you a triangle key. If you keep going west, and climb the stairs, you'll
- be back in Lower Ruins o'Stonekeep...if you performed that "fool's errand"
- I mentioned before, this'll be a shortcut. If you didn't, you'll be on
- the wrong side of a locked door.
-
- 9.> Follow your map back to the "SECRET PLACE." Go through the illusory
- wall, and go south through the door to the south wall. Turn west, then
- go south along the passage three squares. Turn right, and there should
- be another of those cylinder thingys. Put your second cylinder in it; this
- will drain the sewers (and make a certain beast a LOT less difficult to deal
- with). Now trudge all the way back to the entrance to the sewers you just
- came through (I know the other way's shorter, but saving Sewer trip time is
- certainly better than saving Lower Ruins trip time). Head back east, then
- north, then east to the wall, then south to the wall, then west five squares.
- You should hear some wind. Turn north and walk through the secret passage.
- There's a chest here. Use the triangle key on it. You'll find a firedagger,
- oil bombs, and a rune scroll. Inscribe this new rune (a shrink rune) over
- your cure rune. Okay, here we go...head west to the wall, north one square,
- west to the wall, north two squares, west two squares, north to the wall,
- east one square, north through the floodgate to the wall, east one square,
- north one square, east to the wall, south one square, east to the wall.
- Clever adventurers will remember this is where is told you NOT to take that
- one step south. Guess what. Get your runecaster up and ready, then take
- that one step south. Turn left IMMEDIATELY, and fire the shrink rune at
- that...thing. I even think that's what it's called. A "thing." Well,
- that'll chop it down to size slightly. Do NOT attempt to engage it in
- hand-to-tentacle. Keep your distance and fire power enhanced (with that
- meta rune) firebolts at it. Eventually, it'll keel over. When it does,
- it drops a dragon statuette. Grab that. Now head back to where you first
- saw the Thing, walk to the east wall, turn south, and take your first
- left. Walk through the secret passage in front of you. Follow it down;
- you'll wind up at a stairwell eventually. Take it up to yet another part
- of the lower ruins. After all that, a locked door. Fortunately, FARLI has
- the key (gee, it's a good thing you rescued him, isn't it?) He'll open it
- and you just bravely march on through. Head south to the wall, and follow
- the passage to the east. Turn south at the wall, and go to the south wall.
- Turn west and march two squares west. Turn north and put the dragon
- statuette on the altar. It opens a passage to the south. Go south through
- the passage, and you'll be transported to Level 4: The Sharga Mines. Yeah.
- This has been the EASY part so far.
-
- 10.> Now that you're on Level 4, keep this in mind: Not ALL the Shargas on
- this level are to be slaughtered. Matter of fact, there's some downright
- good ones on this level. Go west. Do NOT attack the wasp; it's just
- checking you out. You don't attack it, and the swarm of 100 wasps doesn't
- attack you. Get the picture? Good. Now turn north to the wall, west to
- the wall, north again, turn east and walk one square. Kill the Shargas.
- Check the rubble to find a Silence Rune (very useful, all things considered).
- All right, now head back west to the wall, south three steps, west three
- steps (kill the Sharga if you want, or if he charges you), then south to
- the wall, west to the wall, and south to the wall again. Turn east. See
- that fungus thingy? If you take a step closer to it, it'll sound an
- alarm that summons some Sharga guards. If you don't think this is a big
- deal, go ahead and walk up to it. Otherwise, blast it with Firebolts. Walk
- to where it was, and turn south. Go two steps, and check the west wall.
- Press the button, and turn around. In the room that opens, you'll find
- a Mana Circle and a "Lesser Aerial Magick" rune. Go back to where you
- saw the toadstool. You might want to mark "GO BACK HERE" on your map;
- I'll be referring to this point again. Now head west, north, east, north
- to the wall-this puts you in line with another of those toadstools. Waste
- it and the Shargas. Then follow the passage around until you meet the
- two Shargas-kill them, and head north, then east one square, north again
- (you'll note once you get to a certain point, the ceiling collapses
- behind you. No problem. Whack away at it with a weapon to clear it away)
- to the wall, west to the wall, south to the wall, east one square, south
- (waste the two MORE Shargas...these guys are everywhere) to the wall, one
- square west, south to the wall, east to the wall, south to the wall, one
- square west, south through the door to the wall, east (take out the
- Shargas) to the wall, north one square, east to the wall, south to the wall,
- west two squares, north one square-open the chest and take the money bag
- and two coins. Go west (kill the three Shargas) to the wall. Go north,
- east, north (kill the exploding fungus), west one square, north to the wall,
- west one square, north (do NOT attack the wasp nest) to the wall, east
- (kill the exploding fungus) to the wall, north to the door. Push the button
- on the west wall to unlock the door. Go through & kill the Sharga. Now go
- north one square, mark this spot with a "DOOR DOWN" on your map, and turn
- west. Go through the door. Go west to the wall, then due south. Ignore
- the first right for the time being...you'll be back soon enough. Walk south
- to the wall, then west one square, south one square. Go west, and take your
- first left. Go south (kill the Shargas and smash through the cave-in) to
- the wall. Turn west & walk to the wall (kill the Sharga). Mark this spot
- with an "X" on your map. Now go north, then turn west. Waste the Sharga
- guards, then go west into the room. Pick everything up, including
- (important) the skull key. Now walk back to that turn I told you to ignore
- before. Go down that western passage and free the dwarf with the skull key.
- This is Karzak Hardstone. He's in bad shape-heal him up before you go any
- further, and arm him...he's a tough bastard. He joins your party
- immediately.
-
- 11.> Now walk back to the "X" on your map. Go to the southern turn, and
- walk south to the wall. Turn west, and go through the door. Go north
- one square, west to the wall, north one square, west to the wall (kill the
- fungus thing), and north to the ladder. Follow the passage to the end.
- Pick up the runescepter and the two rune scrolls...one is a Cure (which
- you already have) and the other is a Language rune. Inscribe the Language
- rune and the Silence rune on the new Runescepter. Walk back and climb up
- the ladder. Now then...go back to the spot you marked as "GO BACK HERE."
- Now head west to the wall, north to the wall, east to the wall, two steps
- north, three steps east, south to the wall, east to the wall, south to the
- wall, west to the wall, south to the wall, east one step, south to the wall,
- and one step west. Note the bolt on the floor. Pick it up. Hear that
- giggling sound? RUN west to the wall. Smash the barrel. Push the button.
- Whip around, and head back to steps east, then turn north and obliterate the
- Sharga sniper. Take his crossbow and bolts. Head back west to the wall, go
- one south, then head west through the door, and take your second turn north.
- Walk north to the wall. Now listen up VERY closely. Do NOT smash skeletons
- or anything around here. Do not do ANYTHING to make ANY noise. You're close
- to the Ettin, and you do NOT want to wake him up, because he's invulnerable.
- GOT IT? Good. Walk due east to the wall. Turn south. Use the silence rune
- on the barrel in the middle. Smash the nearest barrel. Now step up to the
- chest. Open it up to find gems, a Throg gate key, and Aquila's Orb. Now
- turn north. Walk one pace north. Turn west. Follow it west to the wall.
- You've got orb #2, but there's still some stuff to do on this level.
-
- 12.> Walk back to the "DOOR DOWN"-marked spot on your map. Go through the
- door to the north to find the passage down to the lower Sharga Mines. As
- soon as you walk through the door, you'll be attacked-waste the Sharga. Go
- north to the wall, then east to the wall. Turn north and waste the Sharga.
- Then go east to the wall, south one square, east to the wall, north to the
- wall, east to the wall, north one square, east to the wall, south to the
- wall, east to the wall, north to the wall, east to the wall, north through
- the door, then north to the wall (kill the fungi), west one square (smash the
- bones to find red mushrooms), then west one more square, north one square,
- west twao squares (kill the patrol), north one square, west two squares,
- north to the wall, turn east and kill the patrol. Walk east to the wall,
- north one square, east one square, and look through the crack in the wall,
- to get an interesting thought...the Shargas are getting beaten by the Throgs
- and won't fight back. Hmmm. Now go west 1, south 1, west 1, south to the
- wall, west to the wall, north to the wall, west to the wall, north 1, west
- to the door (check the bone pile to the north for more red mushrooms),
- through the door and west to the wall, turn north & whack the snake, go 1
- north, west to the wall (smash through the cave-in and kill the snake),
- north 1 square, 1 west, turn north & grab the balista bolt, then turn
- back west, go 1 west, then south to the wall, 1 west (smash the cave-in and
- whack the snake), then west to the wall, north to the wall, west to the
- wall, south through the door, west to the wall, north to the wall, then
- turn west and walk up to the Sharga.
-
- 13.> Do NOT kill the Sharga. Just wait. You'll strike up a conversation
- with him. Follow him. He'll open a secret door. Kill the snake beyond,
- then follow him again..."home." Do NOT attack any Shargas along the way;
- they won't bother you. Talk to Skrag. He recharges your runecasters. Go
- past him into the alcove. Smash the barrel. Push the button. Go into
- the room that opens up, and open the chest. Get the rune scroll, at least;
- it's another metarune-which enhances the potency of spells. Very nice!
- Now go back to where Skrag was, go one north, west to the wall, south one,
- west four, and turn north. See the little Shagra? For some reason, the
- other guys here don't mind when this guy gets it, so walk up to him. He'll
- tell you not to open the door. Open the door anyway. See the BIG Sharga?
- Well, whack the little guy anyway. (This is only for humor value) Go walk
- up to the big Sharga and kill him. Take his six coins, blue and green gems,
- and check the barrels-you'll find some more red mushrooms in one. Go back
- into the east-west corridor and keep going west. Go north, west to the wall,
- north, west to the wall, north to the wall, and west to the door. Use the
- key you got from the Ettin's chest on this one, and go through...into the
- Throg Temple, also known as Level 5. Fun, fun, fun!
-
- 14.> Level 5. Another guy to rescue, another orb to get. Sigh. Okay,
- head south and waste the fungus. When you get to the wall, go west three,
- and turn south. Go through the door. Wahooka shows up. Hand him any
- item except an orb. Offer him another item (anything but an orb). Now
- hand him any weapon or armor item (one of those eighty billion Sharga swords
- you have by now will do). He'll give you some not-so-free advice. Go back
- to the corridor. Go west to the wall, north one square, west to the wall,
- and north to the wall. Turn right and smash the two barrels. You'll find
- a dead Dwarf, and a short conversation. Then pick up his stuff-a blue gem,
- battle axe, armor ring (equip Drake with this) and two scrolls. Turn
- around, walk west to the wall, south four squares, west to the wall. Now
- you're in a little trapped maze, so follow this: Turn north & walk to the
- wall, turn west & walk two squares, turn south & walk four squares, turn
- west & walk two squares, turn north & walk two squares, turn west & walk
- to the wall, turn south & walk one square, then turn west out of the maze.
- Follow the passage west to the little room. Search the refuse for Dombur's
- Helm. Exit back to the east and take your first left. Walk north to the
- wall. Turn west & walk all the way to the wall (ignore everything unless
- it attacks you). Now turn south, go through the door, and down into the
- Temple of Throggi (note: there's one rune I'm skipping in this walkthrough,
- but you've already got it <the "feather fall">, also because you'd have
- to kill THREE of those tentacle...things you met in the sewers. Not fun.)
-
- 15.> Head south. Three Throgs are wandering around the passage. Kill 'em
- all as you get to the wall, then turn west to the wall, then south 12
- squares, then east. Ignore the southern passage for now. Time to go get
- another rune; walk east & take your first left. Walk north to the wall,
- west to the wall, north to the wall, east and take your first left.
- Decimate the Throg & pick up the dowel he drops. Now go back south, west
- to the wall, south two squares, and east one square. Don't open the door
- yet; turn to face the north wall & find the hole. Put the wooden dowel in
- it; then go in. You'll find super heal roots & a "flame column" rune scroll.
- Now exit the room, walk west back to the corridor, and south to the wall,
- east one square, south four squares, then turn east & walk to the wall.
- Turn north and walk to the wall. Then turn east again. Some Throgs will
- ALMOST attack you, but then run off...waiting in ambush. Big plan. Anyway,
- keep going east; when they attack you, take 'em out. Take your second left
- and walk north. Watch out for the two tough Throgs that come at you.
- After getting by their little alcove, take your first right. Go through
- the door & waste the bodyguard. Now exit back to the north-south passage
- and continue north four squares. Turn east, go through the door & waste
- the second bodyguard. Now exit back to the north-south corridor again and
- go two squares south. Turn east & go through the door. Walk all the way
- into the room, then IMMEDIATELY get in the sub-shaman's face and waste him.
- Don't let him get time to start casting spells! Pick up his dagger, and
- check the rubble to find a shield scroll. Now exit back to the corridor;
- walk north to the wall, then turn east & go through the door. Follow the
- twisting little room in, and, once again, get RIGHT IN THE GUY'S FACE. This
- is the head honcho shaman, and he is NOT nice. Kill him and pickup his
- pendant and runecaster (yep, now you've got 3 of 'em). Check the rubble
- piles to find an Energy Bolt rune scroll. Now exit back to the corridor
- and head south. Stop one square before you reach the south wall; note the
- BIG Throg standing around the corner? I suggest you get ready; he's tough.
- Take the south step, turn quick, and go in, all guns blazing (so to speak).
- (He, by the way, was summoned when you walked into the sub-shaman's room,
- but if you hadn't done that, you'd have to deal with both the shaman AND
- the sub-shaman at the same time!) Once he's dead, head west and take your
- first right.
-
- 16.> Now that you're at this nice door, use the pendant on it to open it.
- Head through to the north, straight up the middle (waste the two Throg
- guards that are patrolling). By the way, since they ARE tough, if you
- aren't using my UGE module to set your characters to some insane number
- of hit points, this would probably be a good time to use Aquilla's Orb-if
- used on your party, twice per region (i.e. unexplored map) it can completely
- heal them. So waste the guards, then continue north to kill the last guard.
- Walk all the way north to the statue. Take the RED eye of the statue (ha,
- ha, very funny Wahooka...keep an "eye" out for the god of the temple); it's
- the Orb of Azrael. The other orb will release a poison gas, so do NOT
- touch it. You can take any ONE of the four weapons (you might want to take
- the spear & give it to another NPC you'll find on a later level, since he
- uses it quite well). If you try to take a second, the weapons go bye-bye,
- and the statue proceeds to whack the hell out of you. Now head south,
- through the door, and to the wall. One more thing ya gotta do on this level;
- walk west four steps, and turn north. Walk north three squares, then west
- one square. Turn until you see the handles. Pull 'em all. Then walk
- one square east, eight squares north, and turn west. Go talk to the
- dwarf; it's Dombur. Give him his helmet, and heal him up (he's in bad
- shape!). Now walk back out to the corridor, and go south to the wall, west
- to the wall, south three squares, west down the corridor, and take your
- first left. Walk south five squares, east all the way to the wall, north
- to the wall, east to the wall, south two squares (kill the Throgs if they
- charge you) then west through the door. Open the chest to find three gold
- coins, a heal root, and two rune scrolls-one is a Strength enhancer, the
- other is "Spoilspell," which can cancel the effetcs of other spells. Now
- go back out east to the wall, north to the wall, west to the wall, south
- to the wall, west to the wall, north five squares, go west, and take your
- first left. Walk up to the porticullis. If you have the Orb of Azrael,
- the porticullis will open. Walk south to the wall, east to the wall, then
- south down and through the door...into the Dragon Feeding Grounds. Oh dear.
-
- 17.> Doesn't sound too comforting, does it? Well, do things right, and the
- dragon will be on your side. Really. As soon as you open the door, kill
- the Sharga. Then walk two squares west, turn south, kill the Shargas, and
- continue south to the wall. Go east to the wall, south to the wall, and
- west one square. Open the chest & take the Circle scroll. Now go east one,
- north to the wall, west seven squares, turn and look north. Mark this spot
- with a "COME BACK HERE" on your map. Now walk six squares east, north to
- the wall, west to the wall, north to the wall, east to the wall, north two
- squares, east to the wall, south 1, east to the wall. Turn south to find
- a helm, plate armor, and a dagger. Now walk north and take your left
- turn through the door. Kill the Shargas, open the chest, and get the
- Stoneshooter piece. Walk back OUT the door to the corridor, south three
- squares, west to the wall, north 1, west to the wall, north 1, wet to the
- wall, south 1, west 1, south to the wall, west 1, south 2 squares, west
- 2 squares (kill the ants), north to the wall, turn west, and open the chest
- to get the second Stoneshooter piece. NOW, walk back to the "COME BACK
- HERE" point. Now walk south six squares, then IMMEDIATELY turn left or right,
- and the boulder (which was just shot from the north wall) streaks by you
- at amazing speed...and misses you. If you turned fast enough. Now
- continue south two squares, then go east to the wall. Turn south; blow
- away the toadstool with some fire magic. Then go south two squares, east
- one square, and turn south to face the Throgs. Kill 'em, then go south
- to th ewall. Go east to the wall, south one, then turn east & hack the
- Throg guard. Take his guard key. Walk back to where the toadstool was.
- Mark this spot with an "X" on your map...you'll be back. Now go north
- to the wall, west to the wall, north-and take your left turn, west to the
- wall, north (and kill the exploding fungus) to the wall, west to the wall,
- south one square, west to the wall, north, west, north (hack through the
- cave-in) to the wall, west, north to the wall, west, north to the wall,
- west to the wall, two squares north, east to the door. Unlock the door
- with the key you got from the Throg. Go through & waste the Throgs (pick
- up their coins when they're dead). Now turn north and go through the door
- to the upper level of the feeding grounds. Walk south to the wall, west
- through the door and then take your right, north to the wall, east (kill the
- exploding fungus), north, west to the wall (hack the cave-in and the fungus),
- south 1, west 1, south to the Shaman (watch for the Energy bolt)-he'll take
- off, but leave some feathers behind. You need 'em, so take 'em. Now go
- north to the wall, east to the wall, south 1, east to the wall, north 1, east
- to the wall, south 1, east to the wall, north to the wall, east to the wall,
- south to the wall, west 1 (note the glowing thing but don't attack it),
- south to the wall (another glowing thing), east 1, south 1, then mark this
- spot as "Fairy Realm Entrance," then continue south to the wall, west 1
- (another glow), south to the wall, east, south, east to the wall, south 2,
- west to the flowers. Grab all 7 flowers. Do NOT give these away! Now go
- back to the north-south corridor, and continue south. Then go west 1, south
- to the wall, turn west & waste the Shargas, then go through the door and
- open the chest to find an Armor scroll and half of a key.
-
- 18.> Now for some REAL fun. Walk back through the door, east to the wall,
- north to the wall, east, north to the wall, west to the wall, north, west,
- north three squares, west through the door and to the wall, then turn south.
- Uh...hmm. Funny, that kinda looks like a...yup. Walk ONE south. The
- dragon will wake up. Do not even THINK of attacking the dragon. In the
- words of Egon Spengler, "it would be bad." Now walk ALL the way back to the
- "X" on your map of the lower level of the feeding grounds. Walk east to
- the door with the symbol on it. Now that you have the feathers, you can
- go through without the symbol (glyph) killing you off. Go in, turn right,
- and whack the holy living spit out of the shaman. Take the feathers, the
- scare rune, and the other half of the dragon key. Hey, you've got both
- halves! Too bad that won't help...unless you reforge it. And that can only
- be done in the Dwarven fortress. This is going to get more annoying...
- Okay, time to go to the Dwarven Fortress. Go out the door, west two squares,
- north to the wall, west to the wall, north six squares, west to the wall,
- north to the wall, west to the wall, south 1, west 1. Spin around and look
- for a button. Press it to disarm an arrow trap. Go south to the wall, west
- one, south to the wall, turn east & waste the Throg guard, go east to the
- wall, south 1, east 1, south through the door (the feathers will let you
- through, again), and just beyond the door, look around for a button. Press
- it to disarm a trap. Walk south 1, west 1, south 1, west to the door...
- Karzak will now take off, "preparing the guards for your arrival." How nice.
- Go through the door after he's gone...and welcome to Level 7, the Dwarven
- Fortress.
-
- 19.> Time to relax a little...do NOT attack ANY dwarves here. That turns
- all the dwarves in your party against you, and every other one also comes
- after you. That would also not be good. Go south and through the door.
- Take your left, and through the door. Talk to the Dwarf guard. Now, take
- everything out of Dombur's inventory and give it to yourself...he leaves
- in a second. Walk east to the wall, south to the wall, west two squares
- (at which point Dombur takes off), west two more squares, south to the wall,
- then east over to Dombur. Just wait while he paces around. When he asks
- for a piece of a "device," give him one of the Stoneshooter pieces. He'll
- pace some more. Wait till he asks you for another piece. Give him the
- second piece you found. Now, there's one more piece...on the other side of
- the dragon. We'll worry about that later. For now, check the scrollcase
- to get a silly scroll and a Language Rune scroll. Also, take the heal
- potion. The scroll on the table is worthless; it's blank. Now walk back
- out west, then north to the corridor. Walk west two squares, south-and take
- your second right. Walk up to the Dwarf elder (Torin). Farli'll take off,
- apparently banished, after a discussion amongst the guys there. Now walk
- back east to the wall, north (and take your second left), west to the wall,
- north to the Blacksmith dwarf. Talk to him, but don't walk past him.
- Oh great, he needs magickal flint. Mark this spot as "Forge" on your map.
- Now...ready for this? Walk all the way back to the spot you marked
- "Fairy Realm Entrance" on your Dragon Feeding Grounds Lower Level map.
- Now walk south three squares, east to the wall (hack through the cave-in),
- north to the wall, turn east, and use the chisel the Blacksmith just gave
- you on the Magickal Flint Rock. Now, walk BACK to the "Forge" (see how
- useful that little teleport feature in my UGE module is?) and hand the guy
- the piece of flint. He'll go light the forge, then come back. Hand him
- both pieces of the dragon key. He'll go re-forge 'em. By the way, turn
- right. See that big rock thing? It's the Glorystone. If you need to
- improve your weapons skills, put a weapon in each hand, stand next to it,
- tape down both mouse buttons, and walk away for about twenty minutes. When
- you come back, the Glorystone will still be uninjured, but your stats in
- the weapons you used will be quite improved!
-
- 20.> Now head back south down the corridor to the wall, east three squares,
- north through the door and go talk to Geldor. He'll hand you a price scroll.
- Hmmm. Good equipment, for the money you've gotten in past levels. But, the
- prices seem awfully steep, don't they? Sure wish there was some way you
- could get 'em for free...yup. Give him the Throg Shaman's feathers; you
- won't need them any more. He gets all emotional about his family being
- killed by a Throg Shaman, then tells you to take whatever the hell you'd
- like. GOOD DEAL! Grab whatever you want, then go back to see the Dwarf
- elder (Torin). You might want to mark this spot on your map, by the way.
- He'll tell you about an undead beast you could slay to get some real benefit.
- So go east to the wall, north and take your second right, walk east to the
- wall, north, east 2, north, east, north, east to the wall, south to the
- wall, east 2, south 1, east 1, south to the wall, west 1, south 1, west
- to the wall, south to the wall, east 1, south 1, east to the wall, north
- to the wall, east 2, south to the wall, east 1, south 1, east to the wall,
- north...and get the picks and iron spike, then south to the wall, west to the
- wall, north 1, west 1, north to the wall, east to the wall, north to the
- wall, west 1, north to the wall, east to the wall, south to the wall, east
- to the wall, north four squares, then west through the porticullis, which
- opens automatically. Turn north and walk to the sarcophagous. Get a
- charged runecaster ready (one with a fire spell, preferably), and click on
- the sarcophagous. WELL, here's that undead warrior you were warned about!
- It takes full damage from fire attacks and piercing attacks. Arm yourself
- with the Dagger of Penetration, and blast away with Firebolts (preferably
- with the power enhancement). Go ahead and back away from him, blasting
- away. It takes 600 points of damage to kill him REALLY dead, so be a coward
- and back off while firing. If you get stuck (kinda tough, as the corridor
- all around his little tomb back out past that porticullis is a loop), use
- the Dagger of Penetration. Watch out though...his attack can poison you!
- Once he's permanently dead, head back through the whole maze until you reach
- the spot just outside Dombur's room (where he first took off). Turn back
- east and take your first left, then go north to the wall. Go 1 east, 1
- north, east to the wall, north 1, east 2, then turn south and go "talk" to
- the dwarf. Bit unfriendly, isn't he? Hang around till he says "have it
- your way." Then turn and walk north, and IMMEDIATELY spin around and kill
- him when he attacks you! Yeah, I know-I said don't kill Dwarves. But THIS
- one isn't a Dwarf-it's a Throg is disguise, and turns back as such when it's
- dead. Now walk through the south wall and pick up the Meta Rune scrolls-they
- are for the Ball, Power x2, Power x3, Duration, and Potency runes!
- Excellent! Now, go back to Torin. Talk to him; a chest will appear behind
- him. Take the magic shield and the Homing Rune scroll-ah, now, with the
- Circle rune, you can teleport! I suggest you go cast a Circle rune outside
- Dombur's place, then walk all the way back to the entrance to the Upper
- Level of the Dragon Feeding Grounds (this requires you to go through the
- Lower Level).
-
- 21.> Now go south to the wall, west through the door and take your first
- right, north to the wall, east 1, north 1, east to the wall, south 1, east 1,
- south 5 squares, west to the wall, south 1. Note the LARGE leg sitting
- there. Mark this spot as "REAR LEG." Unlock the lock on it with the dragon
- key. Now go north to the wall, east to the wall, north to the wall, east to
- the wall, south 1, east to the wall, north 1, east to the wall, south 1, east
- and take your first right, south to the wall (watch for the exploding fungus)
- east 1, south to the wall, west to the wall, north 1, west 1...see the OTHER
- big leg? Unlock it with the Dragon Key. Now walk to the spot marked "Fairy
- Realm Entrance." Go south 1, west 1, south 3, west through the door and to
- the wall, and south to the dragon. When she wakes up, unlock the neck chain.
- The dragon will go free, and you'll finally be able to get to the other half
- of this level! Walk west to the wall, south two, west to the wall, north
- and pick up everything in sight-green and red and blue gems, 18 gold coins,
- and a heal potion. Open the chest to find another heal potion, another
- blue gem, two more coins, and three scrolls-one with Healing (VERY useful,
- especially if you've been poisoned or diseased!), another Shrink rune, and
- a Tornado spell. Now walk all the way back to the spot that says "REAR
- LEG" on your map. Go south to the wall, east 1, south to the wall, west 1,
- south 1, west 1, south two, west through the door and down the stairs.
- Walk east to the wall, south to the wall, turn west and kill the fungi, then
- open the chest to find all sortsa good stuff, including the third Stone
- Shooter piece. Now go back through the passage to the upper level, and
- back out to the north-south corridor. Continue south to the wall. Turn
- west and go to the wall, go 1 south, 1 west, then turn south and walk up
- to the Sharga...but don't attack him. This is Skuz the Sharga, and he'll
- join your party. Remember that spear you took from Throggi? Give it to
- him; he uses it quite well. Mark this spot as "ICE." Now, head back
- through the passage to the Dwarven Fortress to Dombur's lab. Note Skuz
- won't go with you, but he'll be there when you go back to the grounds later.
- Give the third Stoneshooter piece to Dombur, who then gives you the completed
- Stoneshooter and instructions. Use as you please (aren't you glad you've
- been picking up rocks all along?) Now head back to the passage to the
- Dwarven Fortress (Skuz'll rejoin you). Walk to the "Fairy Realm Passage"
- square. Walk east two squares. Place five of those primroses you picked
- up a while ago on the ground and the passage to the Fairy Realm opens up.
- Go on through...
-
- 22.> Welcome to Level 8, land of the Fairies and things of insufferable
- cuteness. Note: While you could've picked up Karzak Hardstone again
- back in the Dwarven Fortress, he weakens on this level a lot...he doesn't
- like cute things at all. We'll go back for him later. For the time being,
- you can tough it out with just Skuz. Head due south, and prepare for a
- meeting with...Snort. Pick up all the flowers as you go along here; you
- may need them later. Actually, you WILL need them later. Take the left,
- go west to the wall, north to the wall, east 1, north to the wall, west (and
- get greeted by the Fairy Players), continue West to the wall, south to the
- wall, west 3 squares, south four squares, east to the wall, south 1, east
- to the wall, north to the wall, east to the wall-pick the mushrooms and grab
- the book. Then go west to the wall, south to the wall, west to the wall,
- north 1, west to the wall. Mark this spot as "COME BACK HERE!" Then go
- north, take your first left (mark the intersection with an "X"), west to the
- wall, south 1, west 1, south to the wall, west to the wall, north 1, west
- to the wall. Pause here a moment. When the Fairy Players show up, hand
- 'em a mushroom. You'll get a scroll with a rune that looks sort of like
- a duck. You'll need it much later. Now-north 1, west two squares, and turn
- north to grab the flowers and the moss. Head back to the "X." Then go north
- to the wall (and get an opportunity to buy a song if you wait here too long),
- west to the wall, south 1, west to the wall, south 1, west 1, south 1,
- west to the wall, north 1, west to the wall, north to the wall, west to the
- wall, north to the wall, west to the wall (you'll get a scroll from Murph
- that gives you the "Slow" Rune), south 1, west to the wall and grab the Cake
- and Fiddle. Now go east 1, south to the wall, west 1, south 1...give Binkle
- the fiddle to get the Faerie Pants. Put 'em on Drake. Yeah, he looks silly.
- So why do you do it? Because...every Fairy clothing piece you put on him
- gives him 20% protection against Troll attacks, cumulative. There are five
- pieces you can get. So, guess what all five gives you? Bingo! Invulner-
- ability versus Trolls! Now go south 1 more, and grab the decanter. Keep
- picking flowers, by the way. You'll need five primroses eventually. Now
- go 1 west, south to the wall, east to the wall, south 1, east 1, south and
- take your second right. Go talk to Snort. Give him that decanter, the
- wild thyme you found, and the Brownie moss. Pick up the decanter with red
- brew he drops. DO NOT DRINK IT!!! Now go back east five squares (should
- be at a crossroads), head south, and take your next right. Go into the
- room to talk to Winkle. Mark this spot as "WINKLE." Exit & then re-enter.
- You'll get an iron spike (useful in stopping Trolls) Now walk back out to the
- corridor, and go south to the wall, then west to the wall and pick up the
- spike, flowers, and jester cap. Put the cap on Drake (yeah, now he looks
- REALLY silly. But he's up to 40%...) Head back to the north-south corridor,
- turn north, and take your right. Walk two squares east, turn north, & grab
- all the primroses. Then walk one more east, turn south to the wall, east to
- the wall, and turn south to talk to Surly, the...well...surly fairy. When
- she asks for the cake, give her the Faerie cake. She'll give you a silver
- key. Now exit back west to the wall, north to the wall, east to the wall, 1
- north, east to the wall, north to the wall (getting another cake from
- Sweetie), then west to the flower patch. Take 'em all, especially the daisy
- chain. Walk back to where Sweetie was and give her the chain. She'll give
- you a choice-a prize or a kiss. Well, take the prize. Really. It's a
- four-leaf clover, and while you have it, Trolls are visible. Otherwise,
- they're not. How convenient. BUT...you still have more stuff to do. Mark
- this spot as "QUEEN" on your map. Go back to the spot marked "COME BACK
- HERE!" on your map. Go south 1, west 1, south 1, west 1, south to the wall,
- east three squares, turn north and grab the parchment, then continue east to
- the wall, then go south 3, west to the wall, north 1 (another song & dance),
- west to the wall, and south to the wall. Mark this square as "TROLLS". Now
- go west to the wall (get the flowers & berries), north 1, west to the wall,
- north 1, west to the wall (yet another song & dance), north 1, west 1, north
- two squares, east to the wall, give Chuckie the red decanter for another
- jester's cap (hey, put it on Skuz! He'll love you for it! Really!), then
- go back west to the wall, north to the wall, east 1, and north two squares
- to talk to Giggle. Give Giggle the book you picked up a while ago to get
- the Gold Key.
-
- 23.> NOW it's time to go deal with the Trolls for a little while. Not long.
- Go back to the spot marked "TROLLS" and go north two, east to the wall,
- north 1, east to the wall, south through the porticullis (after the silly
- conversation) to the wall, west to the wall-smash the bones & get the book.
- You COULD pick up a Fairy party member now, but why bother? Turn around and
- head back east to the wall, south 1, east to the wall, north 1, east to the
- wall, south 1, east and take your SECOND right, kill off Mr. Wasp (get in
- close-he has ranged attack!), then south to the wall, west 1, south to the
- wall, west to the wall, turn south, and be prepared to whack some trolls.
- Use the iron spike to keep 'em from teleporting too much. After you kill
- them (assuming they show up here), go south to the wall, and look around for
- some flowers (pick 'em) and a stick of drawing charcoal. They should be
- just to your east. Turn around so you face west. See that toadstool?
- Blast it into oblivion from a distance. Now walk west to the wall, north 1,
- west to the wall, south to the wall, and west until you find a drum on the
- ground. Grab it, then backtrack all the way to where the map says "TROLLS."
- Now walk to where the map says "QUEEN." Go north 1, west to the wall, south
- 1, west up to Chuckle again. Give him the charcoal stick and the parchment
- you found much earlier. He'll hand you a portrait and a Fairy Shirt. Yep.
- Put the shirt on Drake. 60%, but looks REALLY dumb now. Then go north 1.
- The gate is locked. Look around the walls for a keyhole. Use first the
- gold key, then the silver key on it. The porticullis unlocks. Go north,
- then around to the right. Check that alcove on the right; touching it
- recharges all your runecasters. Now continue north and then west 1, then
- north 1. The door is locked. You've probably heard a fairy or two say
- "Roses down, twice around" before. Put a primrose down, then back up one and
- walk around the 3 by 3 square (west, south, east, north) twice. The door
- will open. Go on through and walk up to the altar-to meet the Queen of
- Fairies, who heals all your wounds. When she mentions the portrait, hand her
- the one Chuckle just did to get a Luckstone ring. Then listen to her first
- story. She's tired now, so it's time to go do more good deeds...Go back to
- the spot marked "Winkle." Walk in and give him the book. Let's see...you
- now have jester's caps, fairy shirt, fairy pants, luckstone ring. You're
- up to 80%. And the LAST Troll-defense item is right next to the one Troll
- you HAVE to kill...so, let's go get him! Walk back through the porticullis
- into the Troll realm south to the wall, then east to the wall, south 1, east
- to the wall, north 1, east to the wall, south 1, east 1, south (waste the
- trolls and REMEMBER THE SPIKE TRICK! Pound it into the ground to keep them
- from teleporting!) to the wall, west 1, south 1, west 1, south 1, west
- (when you become "paralyzed," use the Spoilspell rune to cancel it) to the
- wall, north 1, west to the wall, north 1, west 1, turn north & root through
- the flowers to grab the horseshoe. Put it on Drake...he is now immune to
- Troll damage! Turn around, walk back out of the alcove, and face west to
- fight THE TERRIBLE TROLL. This could take a while; he's not very nice.
- When you finally kill him, he drops The Orb of Yoth-Soggoth (okay, who's the
- wiseass who ripped off H.P.Lovecraft? Sort of, that is. Lovecraft's god
- name is Yog-Sothoth). Now continue west to the wall, go south to the wall,
- west to the wall, south 1, west to the wall (take the decanter if you want),
- south 1 (ignore the will o'wisp), west to the wall (take the mushrooms along
- the way), then north to the wall to find a bunch of flowers, red mushrooms,
- and another runecaster-the Elfwand. Cool. You'll need it, believe me.
- You're done here, so walk all the way back (ignore Will O' Wisps) to the
- Queen of Fairies. She'll tell you another story. Walk out and return in
- 30 seconds for a third story. Walk out and return in 30 seconds for a
- fourth story...and a magical pendant which you'll need later. Take it, of
- course, and put it on. Thank whoever, that is the END of the Fairy Realm!
- Remove the fairy stuff & put your real armor back on again (yes, this
- includes the Jester's cap you stuck on Skuz's head) Go back to where you
- started this crazy level to warp back to the Dragon Feeding Grounds, Upper
- Level. NOW, we go get Karzak again.
-
- 24.> Go to that passage to the Dwarven Fortress on the Lower Level. There?
- Good. From the entrance, go south through the door, take your left through
- the gates, east to the wall, south to the wall, east and take your first
- right, south to the wall, east 1, south three, west into the room, then go
- talk to the dwarf-it's Karzak, who'll rejoin the party. Exit back out to the
- Feeding Grounds. (Skuz will rejoin you once more). Now go to the Upper Level
- of the Dragon Feeding Grounds, and walk up to that spot marked "ICE" on the
- map. Turn east and go through the door...into the Ice Caverns. Also known
- as Level 9. Now, DO NOT KILL ANY SHARGAS ON THIS LEVEL! They're the Ice
- Shargas, and, believe it or not, they're good guys. So when you walk through
- the door, walk up to-but don't attack-the Sharga. (POINT OF NOTE: The Ice
- Caverns are frigid, and do 1-2 points of damage to party members every 30
- seconds or so. You'll need magical protection-which unfortunately, requires
- you to get something first. Wonderful. Just keep an eye on your health
- meters & heal up when things look bad) Follow the Sharga when he finishes
- talking. Turn north up the corridor and go talk to Kandoc, the Ice Sharga
- King. After he finishes, turn west & go three spaces (do NOT walk up to
- the Sharga ahead-he's a healer, and will heal all damage, but he only does
- it once an hour, so unless you're in bad shape, don't do it), then turn north
- and go talk to the Advisor. He tells you about "different fire." Great.
- Now back out, take 2 steps east, and turn north to talk to Gorza. Hmmm. He
- needs scrolls. No problem...yeah, right. You're getting cold, so let's
- move out. Back out, go 1 east, south to the wall, east to the wall, south
- 2, west to the wall, south to the wall, west 2, north 1, west 2 (kill the
- Ice Witches with Firebolts), south to the wall, east 1, south to the wall,
- west to the wall, south to the wall, east to the wall, north 1, east to the
- wall, north 1, east 2 (mark this spot with an "X"), south 2, east (and don't
- attack the Sharga. He's gone nuts. Use the curing rune on him to heal his
- insanity, and he'll tell you about an ice hammer). Keep going east to the
- wall, then north 1, east to the wall, turn north & kill the Ice Witches,
- north to the wall, west to the wall, north three squares, turn west. Hammer
- the wall a couple times to break it and clear the debris. Punch the snowpile
- a couple times to find a magic chain-mail skirt, an ice hammer, and a rune
- scroll with a Circleward spell on it. Hmmm-a fire trap. Might be useful.
- Now turn back north and continue north to the wall, east 1, north four
- squares, and turn east. Punch the snow pile to find the parchment. Okay,
- RACE back to that guy who wanted the scroll. Give the parchment to him, and
- you'll get an Ice Bolt scroll AND a Warming Rune Scroll! FINALLY! Inscribe
- it on a runecaster, then inscribe the Duration Metarune over it. Cast it,
- and you're immune to the Cold damage for 15 minutes. Great! Oh yeah, you
- get a couple others, too, but you already have those (Armor rune, Ball Meta-
- rune).
-
- 25.> Now head back to that spot marked "X" on the map. Continue east to the
- wall this time, then go north to the wall, and west to the wall. Note the
- frozen Dwarf. Use the warming rune to thaw him out. It's Nigel Hardstone,
- Karzak's clan brother. Note he knows your name...without you ever telling
- him what it is!! (That's not important, just a silly plot hole). Follow
- the Dwarf west to the alcove. After his little spiel (and when he takes
- off), bash open the north wall of the alcove. Go on through to the north
- wall, turn west 1, then north-uh-oh. A skeleton. When you step up to him
- to fight, however, since you have that magic pendant from the Fairy Queen
- (you DID save that, didn't you???), the skeleton collapses into a pile of
- bones. Cool. Now go east 1, north 2, west 1, pick up the Magic Armor
- Rings and the Magic Chainmail Shirt, then look north. Hmm. Blue fire?
- Grab it. And listen closely. Don't put it down. Inventory is okay, but
- don't put it down. It'll melt! This is called Coldfire, and it's the only
- thing that can make the Ice Queen vulnerable. Excellent! Okay, now back
- all the way out of this secret chamber to that place that Nigel just showed
- you. Head west 2, south 1, west to the wall, north 3, east to the wall,
- north to the wall, west 1, north to the wall, east to the wall, south to the
- wall, east to the wall (Karzak will give a warning, then three cave-ins will
- happen behind you so keep moving), north 1, and east up to the frozen elf.
- Thaw him out. A conversation takes place; Karzak gets warped back home, and
- Enigma the Elflord (who recognizes the Fairy Queen's Pendant) joins your
- party. Elf or no elf, this guy is one cool customer. Now turn around, go
- back west, 1 south, west (hack through the cave-ins) to the wall, north 2,
- east 2, north to the wall, east to the wall, north 2, west 3, north to the
- Ice Sharga king. He sees the Coldfire and goes nuts, telling you you can
- now kill the Ice Queen. Great. Now he shows you a secret passage-bash at
- it a couple times (that ice hammer you found works great), then go north
- to the wall, east to the wall, 2 north, east to the wall, 2 north, 2 east,
- 1 north, then east to the wall-and bash IT with the hammer to break through!
- Turn north & kill the Ice Witch. Now go north 1, east 2, south 1, east 1.
- Stop right here. If you look up ahead around the corner to the left, you
- can see what looks like an aerobics babe. This is the Ice Queen. Here's
- a nasty method of dealing with her problem. Grab a runecaster with a high
- charge. Inscribe the Warming rune on it, then inscribe the Ball, Power x3,
- and Duration Metarunes on it. Cast the spell (it'll cost about 8 Mana
- Points, but it's worth it!) and your entire party is now immune to all
- Cold damage for 15 minutes, which is all the Ice Queen uses. Kinda mean to
- these bad guys, aren't I? Take one step east, and walk one north. She'll
- go through her little speech. Then use the Coldfire on her. Boy, does that
- make her mad! She starts teleporting around and attacking...and your entire
- party is immune to it! (Insert mad scientist's laughter here) Just keep
- hacking or blasting away whenever she's in front of you, preferably with a
- fire spell. When she finally goes down, pick up Helion's Orb. Once you
- pick it up, you're completely immune to cold attacks. Nice, huh? Go one
- north and blast the chair with a firebolt. Drink the remains (no, seriously.
- It'll heal you). Pick up the scroll and read it. Now turn around and head
- due south. Waste any ice witches that attack you-they can't hurt you any
- more anyway. A secret door has opened here-walk on through it...to the
- Gate Of The Ancients. As my time-travelling friend Sam used to say, "Oh
- boy..."
-
- 26.> Welcome to the Gate of the Ancients. Guess what! There are NO monsters
- on this level at ALL! So put all your weapons away. Really. I'm not
- kidding. There ARE, however, some of the most ridiculous puzzles in the
- game on this level. There is also Safrinni's Orb, the last and most
- powerful runecaster, and...well, you'll find out. Occasionally, you'll
- see signs. Click the "Look" icon on 'em. If Enigma says "Sorry, I can't
- read it," it's meaningless-don't waste a Language rune on it. Exceptions
- will be noted (if there are any). And yes, you'll finally get to use that
- Duck Rune. Here we go. Note that a lot of this is unnecessary, but helpful
- (gets you some very useful armor & stuff) Excuse me if I degenerate into
- ogre-language; there's a lot to cover, and this file is already over 60K of
- text. North to wall. West, take right, mark spot as "BACK 1," north, take
- first left, 1 square west. Look north, push button. 1 west, 1 south, push
- button, 1 north, 2 west, 1 north, pull handle down. Mark spot as "TELEPORT
- SWITCHER." Return to "BACK 1." West to wall, north 1, west 4, south to
- bodies. Punch bodies, take arrows. North 2, east 2, south to campfire, use
- icebolt on fire. Take scare rune scroll. North, take 1st left, west to
- wall, north to wall, west 1, north to wall, east 1, north to wall, east 1,
- north to body. Punch body, take stone, Poison Resist Ring, Throg Shaman
- feathers. South to wall, east, take next left, north 4, west through door.
- Take Life Restore potion, Vampyre Rune Scroll. East to wall, north to wall,
- 1 west, 1 north, west to wall, 1 north, west to wall, south 2, west 1, south
- 6 onto the clickplate. North 1, turn east. Note porticullis timing. Run
- through when all the way open (timing is crucial, else SPEAR TIME). Take
- Life Restore Potion and Dagger Of Penetration. Time exit west to wall. Walk
- through west wall (illusion), then 1 more west. 1 north to recharge
- runecasters. 1 south, 1 west. Cast Feather Fall (Lesser Aerial Magic)
- on party. South (jump into pit). Take super heal potion. South to wall,
- west to wall, north to wall, east to wall, south 1, east 1, south 1, mark
- spot as "BACK 2," east to ladder, climb ladder. East 3, south & jump in pit.
- 4 West, 1 North, 3 West, 1 south. Face east wall, push button. Face west
- wall, push button. North 1, west 1. Push button to restore Vitality. East
- 1, south 2, east 1. Push button to heal party. West to ladder, climb up.
- South 2, east 2, south 2, west 2-jump in pit. 1 east. Face north. Push
- button. East 1, read sign on North wall. East through door. Take wolf key.
- West through door, then 2 west, north through door. Search & take Poison
- Resist Ring. South through door and through south door as well. Take Magic
- Shield. North back through door (all three now lock!), north 1, west 2,
- north to wall, then 1 more through 1-way door. 1 West, climb ladder. Return
- to spot marked "TELEPORT SWITCHER."
-
- 27.> Push handle up. Follow annoying pit route back to "BACK 2." East to
- ladder, climb ladder. East to wall, north 1, east to wall, south & jump in
- pit. South to wall, west 1, south 2, west 1, south 2, east to wall, south 3,
- check corpse for warhammer, helm, chain shirt, chain skirt, heal potion.
- East 1, 2 south, 5 west. Mark spot as "BACK 3." South through 1-way door.
- Go to ladder & climb it. West to wall, south & jump in pit. East to wall,
- south 2, west to wall, south 1, west 2, face north. Use Fairy Duck Rune on
- Duck statue. North through passage that opens-take Horn of Fear, magic
- quiver for arrows, life restore potion, Ring of Ducking, Language & Sphere
- Rune scrolls, and two message scrolls. South to wall. West to wall, north
- to ladder. Climb ladder. West to wall, south to wall, east to wall, 1
- south, east...time porticullis again (careful!) and go through (but not
- through second porticullis). North to wall; push button. Porticulli shut
- off. South 3, east to wall, 1 north, 1 east, 1 north, push button. South 1,
- west 1, south 1, west 3, north 2, east 1, north 1, east 1, north 1, east 1,
- north through door (unlocks it) then north to wall, west 2, north 2, east 1,
- north 2, east 1, north 3, west 2, north to wall, east to door. Unlock door
- with wolf key. East 2, north 2, east 1, north to campfire-use icebolt & take
- Eagle Key. South to wall, west 1, south 2, east 1, south to wall, east to
- wall, north 2, east & pick up hammer, chain shirt, chain skirt, Dwarf helm,
- and message scroll. West, south to wall, west to wall, north to wall,
- west to wall, south 2, west to wall, north & take first right, east to wall,
- south to sign. Read it. Joy. 4 North, 2 west, 1 north, 1 west, 1 north,
- 2 west, 6 north, east to wall, north 1, east to door. Unlock it with
- Eagle Key, continue east to wall, south 1, east to wall, south to wall,
- east 1, south...another timed porticullis...to wall, east 1. Pick up Orb
- Key ("very sturdy key") and Stoptrack Rune.
-
- 28.> West 1, north to wall (through porticullis again), west 1, north to
- wall, west to wall, north 1, west through door to wall, south 1, west to
- wall, south 3, west through illusionary wall to real wall, south and jump in
- pit. Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3,
- north to wall, west 1. DEACTIVATE Featherfall rune, if still in effect
- (cast Spoilspell on party to do so) and jump in pit. You take damage, but
- a door opens to the north. Go north 2, west 1 to recharge runecasters.
- East 1, north 2, east 1 and pick up Safrinni's Orb. Examine signs on walls
- using Language rune. Scourge, huh? Hmmm. You'll meet HIM on the next
- level...heh heh heh. Now go back to the square where you picked up the
- orb. Turn to face west. Click the new orb on Drake. As soon as you reach
- the top of the pit, step forward. North 1, west to wall, south through
- 1-way door to wall, west to wall, south 3, west through illusionary wall to
- real wall, south & jump in pit (no need for Feather Fall any more; the Orb
- does it for you!) Walk to spot marked "BACK 2," east to ladder, climb
- ladder. East 3, north 1, east 2, south to pit and jump in. Walk to spot
- marked "BACK 3." West to wall, face south. Click Safrinni's Orb on Drake.
- When you reach the top walk forward through illusionary wall. East 1,
- north 2, west 1, north 6 (clickplate does nothing), east 1 (take ancient,
- magical armor helm breastplate, leggings). West 1, north to door. Use
- orb key (sturdy key) to unlock it. Go through...but do NOT step into that
- gate thing yet. East 1 through illusionary wall, north 1, west 1 through
- illusionary wall, north through door. Pick up silver runestaff, three super
- heal potions. South 1, east 1 through illusionary wall, south 1, west
- through illusionary wall, face north...and step through the Gate to the
- Palace Of Shadows. See, that wasn't so hard, now was it? Yeah, right.
- Oh yeah...and NOW, you're in trouble. Yes, we've only got two "levels" to
- go. No, it's not going to be easy...at ALL!
-
- 29.> A word about the Palace of Shadows...it's divided in halves, east and
- west. Creatures in the western half are "real," while creatures in the
- eastern half will be shadowy reflections of their opposites. Therefore,
- watch out on BOTH sides. Okay. Ready? Good. Walk all the way north to the
- north wall; notice the walls start closing behind you. Hope you're not
- claustrophobic. Walk all the way to the north wall, then go one step east.
- You'll get a warning from Thera. Take one more step east, turn north, and
- walk through the illusory wall. Take the four heal potions. Go back south
- 1, then west 4, turn north, and go through another illusory wall for more
- heal potions. Arm as many party members as you can with Daggers of
- Penetration. Take 1 step south, 2 west, 1 south. Walls close behind you,
- and a couple floating skulls come after you. Kill 'em if you want, but if
- you wait too long, more show up...and these are NOT nice creatures. Use
- magic at long range and the Daggers of Penetration (or a magic throwing axe)
- for up-close & personal combat. Head 2 south, then 1 east. Look around for
- a Yin symbol on the wall. Take it. Now go 1 west, 2 south, 1 east, 4 south.
- Turn and face the dark mirror on the wall. You can step through it to
- teleport, but you'll lose some Strength temporarily (so don't OVER use it!).
- Step through it now. Go north 4 (watch out for Shadowskulls that may be
- flying around here), east 1, north 2, west 1. Look for the Yang symbol.
- Place the Yin symbol on it. That opens up two secret doorways. Go west to
- the wall, then head south. Actually, heal your party a bit first...once
- you get to a certain square, the Shadowking shows up and blasts the hell out
- of you for about 60-80 points of damage. OW! Fortunately enough, he only
- does this once. Walk down south again so you have a short passage off to
- your left. Turn right and push the button to open the passage's other end.
- Do not go through; continue south to the wall, east 1, south to the wall,
- west 2, south 1. Note the REALLY big orb. This is Marif's Orb. Use the
- Shrink rune on it to get it to a size you can manage, then take it. Walk
- south to the wall, then east over to the Dwarf. It's Farli! He's back!
- YAY! (I think) Once he joins the party, walk west & take your right.
- North 2, east 1. Look around for a button. Push it, then go east to the
- wall, south three. Turn to face the Dark Mirror and smash the hell out of
- it FAST (it'll start throwing Firebolts if you wait too long). Then grab
- a shard of the mirror and go north 3, west four, look for a button, and push
- it. Then go west to the wall, north 1, west to the wall, and south to take
- on the lesser and greater skeletons. Now, as SOON as one collapses, grab
- either his sword, helm, or skull IMMEDIATELY, or he'll re-form and attack
- again! Do this with both of 'em. Nasty, huh? Take one step west, go south
- and take your first left. Take one step (and ONLY one step) east. Wahooka,
- after all this time, shows up again-and this time, he joins your party.
-
- 30.> Take one step west. Go south through the door to the wall. Go east
- three squares, and north 1. Open the chest to find a heal potion and
- super heal potion. East to the wall, south two squares (through the one-way
- passageway). Go west through the door. Kill off the skeletons (remember
- the trick), then go west all the way through the second door and to the wall,
- then south to the chest to find another heal, super heal, and poison cure
- potion. Ready a weapon. Turn around and walk 2 east (through the illusory
- wall). You'll be attacked by a couple floating skulls. Kill 'em off, then
- go east 7 squares, turn south, and walk through the illusory wall. Pick
- up the thing on the floor; part of the Shadow Weapon. VERY cool...but only
- part of it. Now walk two north, 1 east, 1 south, 1 east. Prepare for battle
- again, then walk through the dark mirror. You'll be beset by a set of Shadow
- Skulls. After they're toast, take two steps east through (yep, you guessed
- it) another illusory wall. Take one step south. Before you do the next
- thing, check your stats to determine what your best weapon skill is. Then
- put the part you just found onto the base-the top will morph from weapon to
- weapon...sword, hammer, dagger, ax, spear...every few seconds. When it
- becomes the one you're best at, GRAB IT! You now have the most powerful
- weapon in the game. Feel safe? No? Good. Go north 1, west 2 to the
- mirror, through the mirror, one more west, north 1, west all the way to
- and through the illusionary wall, then north 1, east through the door,
- further east through the door and to the wall, then south through the door
- and waste the two skeletons. South to the wall, west 1, south 1, west to
- and through the door, west through the second door, north two (watch for
- floating skulls), west 2, north through the door, north through the second
- door, north through another door, kill the floating skulls, north more
- (check the chest to the east for more super heal potions) to the next door,
- through that and north MORE through the next door, to the wall. Then east
- to the wall, north 2, east through two doors, waste the small skeletons, then
- through the door-and to the wall. You're back almost where you started.
- Now for some real fun...Mark this spot as "X."
-
- 31.> South to the wall. East 1, south 4, west 1. North 2 through illusion-
- ary wall, west 2 through illusionary wall, 2 south. You're teleported.
- Kill skeleton, then touch the green thing in the wall to heal you and Farli
- (the others'll have to suffer, I guess). Now go north through the one-way
- passage, then follow it north all the way back to the spot marked "X." Go
- south to the wall, east 1, south 4, east through the mirror. North to the
- wall, east 1, north 2, west 3, south to the wall, east 1, south 2, west 2,
- south 2, west 3, north 1, west to the wall, south 8, 1 west, south and take
- your left. Get that shadow-weapon ready NOW! March on down the hallway
- east to meet...Scourge. Three floating skulls...may not seem like much.
- Yeah, right. Each skull can do a different kind of damage, and only the
- Shadow-Weapon can hurt him so BASH HIM. This is a good place to save the
- game, by the way...he's tough! Once you manage to defeat him, walk north
- to the wall, east to the wall, and south 2. Turn east & step through the
- dark mirror to teleport to the other side of the palace. Go south to the
- wall, then east to the wall. Push the button. Go 4 north, then through
- the now-open door. You're back in the Temple of Throggi! Why? You'll see.
- Grab the heal roots & scarf 'em. Then stand in the square where you found
- the heal roots for at least 10 seconds. Turn left twice, then turn right
- four times. The whole party is poisoned with an unusual sort of poison...as
- in, it actually heals 3 points of damage up to your maximum every 15 seconds
- for the next 90 minutes! Nice, huh? Now go back through the dark mirror,
- and west to the wall, then 2 south, and 1 east. A little conversation will
- come up. Use the Dark mirror shard on Drake to reveal a skull door. Open
- it, then climb the stairs...and welcome to the tower of the Shadowking.
- Oh boy, are YOU in trouble now...
-
- 32.> Walk up to the Gatekeeper Gargoyle. He asks you two questions..."Do
- you want to enter the Shadows?" Answer "NO" by pressing the Red button.
- (Would you really WANT to enter the Shadows? I don't think so...) Then
- he'll ask "Do you NEED to enter the Shadows?" Answer "YES" by pressing the
- green button. If you whine because you're colorblind, the triangle is YES
- and the square is NO. Set up one runecaster with the Shield rune, as well
- as a x3 Power Metarune on it. You'll be needing it. 2 steps north, east
- through the door to the wall. Open the panel. A puzzle. Joy. Now, the
- solution you could get by freeing the ensorcelled Dwarves on the basement
- level, but hey, if you wanted to do that, you wouldn't have bothered with
- this walkthrough. So here's the solution...there's a grid of 16 tiles in
- the puzzle. Click on the ones marked "X" below:
-
- Column: 1 2 3 4
- Row: 1 X X
- 2 X
- 3 X
- 4 X X
-
- Now go west 4, north 2, west through the door. Note the floating
- spikers that attack you. Kill 'em with a piercing weapon, but watch out!
- They explode (jump back!). Continue west to the wall, north to the wall,
- east to the wall, north to the wall, 1 more north (illusory wall), 1 east,
- north through another illusory wall to the wall. Turn east and walk up to
- the porticullis. There's a button on the north wall. Push it to open the
- porticullis. Take one step east and kill the floating spiker that comes
- through the illusory wall. Now then...read the next section VERY CAREFULLY!
- Back west, where you have to go, is a nearly invincible giant spiker, who can
- turn your whole party to mincemeat, no matter how well armored you are.
- So, here's how to deal with him. And don't screw this up! Turn around and
- march west to the spiker's location. He'll start coming after you. Back
- up rapidly away from it (still facing it) until you get to the square beyond
- the porticullis. Turn right and back up three squares. Wait for the spiker
- to come into the room. When it's right in the same square as you are,
- turn left or right twice quickly (so you're now facing south). The spiker
- should spin with you. Back up three steps rapidly, turn left, back up one
- space, turn left again and whack that button! The porticullis will close,
- and if you did it fast enough, the spiker will be trapped behind it. Nice!
- NOW, march west down the corridor to the wall, go 1 south, then 1 west
- through the illusory wall. Pick up the silver ankh you find on the ground.
- Now go east through the wall again, to the real wall, north 1, east 5, south
- 5 (through another illusory wall), west 1, south 1 through the illusory
- wall and south 2 more, then west to the wall, south 2, east 6 (through the
- door), south 2, west 2 through the door, kill the floating skull, and
- continue west to the other door. Open it to go to the second floor of the
- tower.
-
- 33.> Use that Shield rune (w/Power x3 and Ball enhancements). Arm up a
- cutting weapon. Go 2 east, 1 south, then head east down the corridor. Note
- the fire elemental. If you didn't put that Shield rune up, you're toast.
- Literally. But with it, you'll kick butt. Do so. Take your second left
- (should be where the elemental appeared). North 6, east 2, kill elemental.
- East to wall, south 1 to teleport. Ignore the scroll on the ground unless
- you want to read a silly inside joke from the designers. Go 1 north, then
- east to the wall (kill the elemental). When you get to the wall, take 1
- step north. Set up a "Circle" Rune here. Wait; notice the energy bolt
- slamming into the wall? Hmmm. Time for some timing. Wait until one slams
- in, then RUN north to the wall immediately after it hits. Now go 2 east, and
- 1 south. Once again, wait until an energy bolt flies past (NOT when it hits)
- and QUICKLY go 1 south, 2 east, 1 south. PHEW. Grab the silver crescent.
- Now you've gotta go back! You can repeat this process in reverse to get out,
- or, if you took my advice, just cast the return rune to warp back to the
- spot just south of the energybolts. Anyway, once you get to that spot, go
- 1 south, east to the wall, south 1 through the teleporter. Go 1 north, west
- to the wall, south to the wall, east to the wall, north 1, east 1, north 1,
- east 1, north to the ankh on the wall. Step into the wall to teleport (you
- need that silver ankh from the first floor for it to work). Go 2 west,
- north to the wall (kill the elementals...you ARE checking that Shield rune
- occasionally, right?), east 1, north 1, east 1, north 1, east to the wall,
- south to the wall, west 1, south through the door and to the wall, west 1
- and pick up the silver cross, then east 1, north through the door and to
- the wall, east 1, north 4 squares, west through the door to teleport again.
- Walk east through the door & kill the elemental, then east to the wall,
- south to the wall, west 1. Face the south wall and step through it to
- teleport to the third floor of the Shadowking's tower.
-
- 34.> Fire up that Shield rune again...or else! Go south 1, west all the way
- to the wall, north 2, turn east & kill the elemental, north to the wall, and
- pick up the silver circle. Go east to the wall, south 3, east 3, north to
- the wall, west 1. Welcome to Hell. Go 2 squares north, then I suggest you
- retreat one square-there's 4 elementals in that hall, and they'll hit you
- from both sides! Sure hope you got that shield active! Anyway, once they're
- all dead, go north to the wall, west to the wall, north 2, and then east 2.
- Note the flashing icons. Ready? Step on through to the top floor of the
- Tower of the Shadowking. Go east to the wall, south to the wall, 1 west,
- 1 south, 1 west, then north 1 through a 1-way door. Go north 1, east 1,
- north 2, west 1. Enigma mentions this must be the room where the Gods were
- trapped. Hmmmm....the Shadowking is a god, isn't he? Hmmmm. Take ONE more
- step forward (west). Note the four sunken pillars (one's in front of you)
- surrounding a center square. If you step onto that center square, the
- Shadowking will appear and blow you to hell, so DO NOT DO THAT! Instead,
- put one of your silver items down on the sunken pillar in front of you.
- It'll rise up from the floor. Now go 2 east, 2 south, west 1, south 1,
- west 2, north 2. Place a second silver item on the sunken pillar in front
- of you. Go south two, west 2, north 1, west 1, north 2, east 2. Place the
- third silver item on the sunken pillar in front of you. Now go west 2,
- north 3, east three through the one-way door. Save your game!! Take two
- steps south. Take a deep breath, and READ THIS NEXT SEGMENT CAREFULLY FIRST!
-
- 35.> Take one more step south into that square. The Shadowking appears,
- along with Thera's Orb and Kor-soggoth's Orb. He goes through his little
- spiel, then tells you to take the last 2 orbs. Do so. He then tries to cast
- a spell on you. It won't work. He THEN tells you to give him the orbs.
- Yeah, right. Take one step backwards, IMMEDIATELY open your inventory,
- grab the last silver item and put it on the last sunken pedestal in front
- of you. It rises up, and the Shadowking is trapped! You can grab his Orb
- if you want, it doesn't matter. Go south to the flashing silver icons on
- the wall. Step through the wall; all your buddies disappear, and you're
- alone in the temple of Thera. Note the pillars. One should be glowing.
- This is the last puzzle. Place the orbs on the pedestal in the proper
- order. The orbs correspond to the planets of the solar system and their
- relative distance to the sun is the order to place them in. For those of
- you who are confused, or just plain don't remember Astronomy 101, follow
- this: Place each orb in order on the GLOWING pillar. As you place an orb,
- another pillar starts glowing to let you know that's the next one to place
- an orb on. The correct order of orbs is: Helion (Mercury), Aquila (Venus),
- Thera (Earth), Azrael (Mars), Marif (Jupiter), Afri (Saturn), Safrinni
- (Uranus). The last two (since their orbits alternately are closer to the
- sun) can be in either order-Yoth-Soggoth (Neptune) or Kor-Soggoth (Pluto).
- Once all nine are placed, the game goes into endgame sequence and you've
- won. GAME OVER, MAN!!!
-